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
}
}