using System;
using System.Diagnostics.CodeAnalysis;
using HarmonyLib;
using StardewModdingAPI.Internal;
using StardewModdingAPI.Internal.Patching;
using StardewValley;
namespace StardewModdingAPI.Mods.ErrorHandler.Patches
{
/// Harmony patches for which intercept 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 DialoguePatcher : BasePatcher
{
/*********
** Fields
*********/
/// Writes messages to the console and log file on behalf of the game.
private static IMonitor MonitorForGame = null!;
/// Simplifies access to private code.
private static IReflectionHelper Reflection = null!;
/*********
** Public methods
*********/
/// Construct an instance.
/// Writes messages to the console and log file on behalf of the game.
/// Simplifies access to private code.
public DialoguePatcher(IMonitor monitorForGame, IReflectionHelper reflector)
{
DialoguePatcher.MonitorForGame = monitorForGame;
DialoguePatcher.Reflection = reflector;
}
///
public override void Apply(Harmony harmony, IMonitor monitor)
{
harmony.Patch(
original: this.RequireConstructor(typeof(string), typeof(NPC)),
finalizer: this.GetHarmonyMethod(nameof(DialoguePatcher.Finalize_Constructor))
);
}
/*********
** Private methods
*********/
/// The method to call when the Dialogue constructor throws an exception.
/// 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_Constructor(Dialogue __instance, string masterDialogue, NPC? speaker, Exception? __exception)
{
if (__exception != null)
{
// log message
string? name = !string.IsNullOrWhiteSpace(speaker?.Name) ? speaker.Name : null;
DialoguePatcher.MonitorForGame.Log($"Failed parsing dialogue string{(name != null ? $" for {name}" : "")}:\n{masterDialogue}\n{__exception.GetLogSummary()}", LogLevel.Error);
// set default dialogue
IReflectedMethod parseDialogueString = DialoguePatcher.Reflection.GetMethod(__instance, "parseDialogueString");
IReflectedMethod checkForSpecialDialogueAttributes = DialoguePatcher.Reflection.GetMethod(__instance, "checkForSpecialDialogueAttributes");
parseDialogueString.Invoke("...");
checkForSpecialDialogueAttributes.Invoke();
}
return null;
}
}
}