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; } } }