From 8a475b35790506a18aa94a68530b40e8326017ca Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 15 Jan 2021 18:48:29 -0500 Subject: move error-handling Harmony patches into a new Error Handler bundled mod --- src/SMAPI/Patches/DialogueErrorPatch.cs | 192 -------------------------------- 1 file changed, 192 deletions(-) delete mode 100644 src/SMAPI/Patches/DialogueErrorPatch.cs (limited to 'src/SMAPI/Patches/DialogueErrorPatch.cs') diff --git a/src/SMAPI/Patches/DialogueErrorPatch.cs b/src/SMAPI/Patches/DialogueErrorPatch.cs deleted file mode 100644 index 215df561..00000000 --- a/src/SMAPI/Patches/DialogueErrorPatch.cs +++ /dev/null @@ -1,192 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Diagnostics.CodeAnalysis; -using StardewModdingAPI.Framework.Patching; -using StardewModdingAPI.Framework.Reflection; -using StardewValley; -#if HARMONY_2 -using HarmonyLib; -using StardewModdingAPI.Framework; -#else -using System.Reflection; -using Harmony; -#endif - -namespace StardewModdingAPI.Patches -{ - /// A Harmony patch for the constructor which intercepts invalid dialogue lines and logs an error instead of crashing. - /// Patch methods must be static for Harmony to work correctly. See the Harmony documentation before renaming patch arguments. - [SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Argument names are defined by Harmony and methods are named for clarity.")] - [SuppressMessage("ReSharper", "IdentifierTypo", Justification = "Argument names are defined by Harmony and methods are named for clarity.")] - internal class DialogueErrorPatch : IHarmonyPatch - { - /********* - ** Fields - *********/ - /// Writes messages to the console and log file on behalf of the game. - private static IMonitor MonitorForGame; - - /// Simplifies access to private code. - private static Reflector Reflection; - - - /********* - ** Accessors - *********/ - /// - public string Name => nameof(DialogueErrorPatch); - - - /********* - ** Public methods - *********/ - /// Construct an instance. - /// Writes messages to the console and log file on behalf of the game. - /// Simplifies access to private code. - public DialogueErrorPatch(IMonitor monitorForGame, Reflector reflector) - { - DialogueErrorPatch.MonitorForGame = monitorForGame; - DialogueErrorPatch.Reflection = reflector; - } - - - /// -#if HARMONY_2 - public void Apply(Harmony harmony) - { - harmony.Patch( - original: AccessTools.Constructor(typeof(Dialogue), new[] { typeof(string), typeof(NPC) }), - finalizer: new HarmonyMethod(this.GetType(), nameof(DialogueErrorPatch.Finalize_Dialogue_Constructor)) - ); - harmony.Patch( - original: AccessTools.Property(typeof(NPC), nameof(NPC.CurrentDialogue)).GetMethod, - finalizer: new HarmonyMethod(this.GetType(), nameof(DialogueErrorPatch.Finalize_NPC_CurrentDialogue)) - ); - } -#else - public void Apply(HarmonyInstance harmony) - { - harmony.Patch( - original: AccessTools.Constructor(typeof(Dialogue), new[] { typeof(string), typeof(NPC) }), - prefix: new HarmonyMethod(this.GetType(), nameof(DialogueErrorPatch.Before_Dialogue_Constructor)) - ); - harmony.Patch( - original: AccessTools.Property(typeof(NPC), nameof(NPC.CurrentDialogue)).GetMethod, - prefix: new HarmonyMethod(this.GetType(), nameof(DialogueErrorPatch.Before_NPC_CurrentDialogue)) - ); - } -#endif - - - /********* - ** Private methods - *********/ -#if HARMONY_2 - /// The method to call after the Dialogue constructor. - /// The instance being patched. - /// The dialogue being parsed. - /// The NPC for which the dialogue is being parsed. - /// The exception thrown by the wrapped method, if any. - /// Returns the exception to throw, if any. - private static Exception Finalize_Dialogue_Constructor(Dialogue __instance, string masterDialogue, NPC speaker, Exception __exception) - { - if (__exception != null) - { - // log message - string name = !string.IsNullOrWhiteSpace(speaker?.Name) ? speaker.Name : null; - DialogueErrorPatch.MonitorForGame.Log($"Failed parsing dialogue string{(name != null ? $" for {name}" : "")}:\n{masterDialogue}\n{__exception.GetLogSummary()}", LogLevel.Error); - - // set default dialogue - IReflectedMethod parseDialogueString = DialogueErrorPatch.Reflection.GetMethod(__instance, "parseDialogueString"); - IReflectedMethod checkForSpecialDialogueAttributes = DialogueErrorPatch.Reflection.GetMethod(__instance, "checkForSpecialDialogueAttributes"); - parseDialogueString.Invoke("..."); - checkForSpecialDialogueAttributes.Invoke(); - } - - return null; - } - - /// The method to call after . - /// The instance being patched. - /// The return value of the original method. - /// The exception thrown by the wrapped method, if any. - /// Returns the exception to throw, if any. - private static Exception Finalize_NPC_CurrentDialogue(NPC __instance, ref Stack __result, Exception __exception) - { - if (__exception == null) - return null; - - DialogueErrorPatch.MonitorForGame.Log($"Failed loading current dialogue for NPC {__instance.Name}:\n{__exception.GetLogSummary()}", LogLevel.Error); - __result = new Stack(); - - return null; - } -#else - - /// The method to call instead of the Dialogue constructor. - /// The instance being patched. - /// The dialogue being parsed. - /// The NPC for which the dialogue is being parsed. - /// Returns whether to execute the original method. - private static bool Before_Dialogue_Constructor(Dialogue __instance, string masterDialogue, NPC speaker) - { - // get private members - bool nameArraysTranslated = DialogueErrorPatch.Reflection.GetField(typeof(Dialogue), "nameArraysTranslated").GetValue(); - IReflectedMethod translateArraysOfStrings = DialogueErrorPatch.Reflection.GetMethod(typeof(Dialogue), "TranslateArraysOfStrings"); - IReflectedMethod parseDialogueString = DialogueErrorPatch.Reflection.GetMethod(__instance, "parseDialogueString"); - IReflectedMethod checkForSpecialDialogueAttributes = DialogueErrorPatch.Reflection.GetMethod(__instance, "checkForSpecialDialogueAttributes"); - - // replicate base constructor - __instance.dialogues ??= new List(); - - // duplicate code with try..catch - try - { - if (!nameArraysTranslated) - translateArraysOfStrings.Invoke(); - __instance.speaker = speaker; - parseDialogueString.Invoke(masterDialogue); - checkForSpecialDialogueAttributes.Invoke(); - } - catch (Exception baseEx) when (baseEx.InnerException is TargetInvocationException invocationEx && invocationEx.InnerException is Exception ex) - { - string name = !string.IsNullOrWhiteSpace(speaker?.Name) ? speaker.Name : null; - DialogueErrorPatch.MonitorForGame.Log($"Failed parsing dialogue string{(name != null ? $" for {name}" : "")}:\n{masterDialogue}\n{ex}", LogLevel.Error); - - parseDialogueString.Invoke("..."); - checkForSpecialDialogueAttributes.Invoke(); - } - - return false; - } - - /// The method to call instead of . - /// The instance being patched. - /// The return value of the original method. - /// The method being wrapped. - /// Returns whether to execute the original method. - private static bool Before_NPC_CurrentDialogue(NPC __instance, ref Stack __result, MethodInfo __originalMethod) - { - const string key = nameof(Before_NPC_CurrentDialogue); - if (!PatchHelper.StartIntercept(key)) - return true; - - try - { - __result = (Stack)__originalMethod.Invoke(__instance, new object[0]); - return false; - } - catch (TargetInvocationException ex) - { - DialogueErrorPatch.MonitorForGame.Log($"Failed loading current dialogue for NPC {__instance.Name}:\n{ex.InnerException ?? ex}", LogLevel.Error); - __result = new Stack(); - return false; - } - finally - { - PatchHelper.StopIntercept(key); - } - } -#endif - } -} -- cgit