using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using HarmonyLib;
using StardewModdingAPI.Framework;
using StardewModdingAPI.Framework.Patching;
using StardewValley;
namespace StardewModdingAPI.Mods.ErrorHandler.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 IReflectionHelper Reflection;
/*********
** 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, IReflectionHelper reflector)
{
DialogueErrorPatch.MonitorForGame = monitorForGame;
DialogueErrorPatch.Reflection = reflector;
}
///
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))
);
}
/*********
** Private methods
*********/
/// 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;
}
}
}