using System.Diagnostics.CodeAnalysis; #if HARMONY_2 using System; using HarmonyLib; #else using System.Reflection; using Harmony; #endif using StardewModdingAPI.Framework.Patching; using StardewValley; namespace StardewModdingAPI.Mods.ErrorHandler.Patches { /// A Harmony patch for which intercepts invalid preconditions 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 GameLocationPatches : IHarmonyPatch { /********* ** Fields *********/ /// Writes messages to the console and log file on behalf of the game. private static IMonitor MonitorForGame; /********* ** Public methods *********/ /// Construct an instance. /// Writes messages to the console and log file on behalf of the game. public GameLocationPatches(IMonitor monitorForGame) { GameLocationPatches.MonitorForGame = monitorForGame; } /// #if HARMONY_2 public void Apply(Harmony harmony) { harmony.Patch( original: AccessTools.Method(typeof(GameLocation), "checkEventPrecondition"), finalizer: new HarmonyMethod(this.GetType(), nameof(EventErrorPatch.Finalize_GameLocation_CheckEventPrecondition)) ); } #else public void Apply(HarmonyInstance harmony) { harmony.Patch( original: AccessTools.Method(typeof(GameLocation), "checkEventPrecondition"), prefix: new HarmonyMethod(this.GetType(), nameof(GameLocationPatches.Before_GameLocation_CheckEventPrecondition)) ); } #endif /********* ** Private methods *********/ #if HARMONY_2 /// The method to call instead of GameLocation.checkEventPrecondition. /// The return value of the original method. /// The precondition to be parsed. /// The exception thrown by the wrapped method, if any. /// Returns the exception to throw, if any. private static Exception Finalize_GameLocation_CheckEventPrecondition(ref int __result, string precondition, Exception __exception) { if (__exception != null) { __result = -1; EventErrorPatch.MonitorForGame.Log($"Failed parsing event precondition ({precondition}):\n{__exception.InnerException}", LogLevel.Error); } return null; } #else /// The method to call instead of GameLocation.checkEventPrecondition. /// The instance being patched. /// The return value of the original method. /// The precondition to be parsed. /// The method being wrapped. /// Returns whether to execute the original method. private static bool Before_GameLocation_CheckEventPrecondition(GameLocation __instance, ref int __result, string precondition, MethodInfo __originalMethod) { const string key = nameof(GameLocationPatches.Before_GameLocation_CheckEventPrecondition); if (!PatchHelper.StartIntercept(key)) return true; try { __result = (int)__originalMethod.Invoke(__instance, new object[] { precondition }); return false; } catch (TargetInvocationException ex) { __result = -1; GameLocationPatches.MonitorForGame.Log($"Failed parsing event precondition ({precondition}):\n{ex.InnerException}", LogLevel.Error); return false; } finally { PatchHelper.StopIntercept(key); } } #endif } }