using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using HarmonyLib; using StardewModdingAPI.Internal; using StardewModdingAPI.Internal.Patching; using StardewValley; namespace StardewModdingAPI.Mods.ErrorHandler.Patches { /// <summary>Harmony patches for <see cref="NPC"/> which intercept crashes due to invalid schedule data.</summary> /// <remarks>Patch methods must be static for Harmony to work correctly. See the Harmony documentation before renaming patch arguments.</remarks> [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 NpcPatcher : BasePatcher { /********* ** Fields *********/ /// <summary>Writes messages to the console and log file on behalf of the game.</summary> private static IMonitor MonitorForGame = null!; /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="monitorForGame">Writes messages to the console and log file on behalf of the game.</param> public NpcPatcher(IMonitor monitorForGame) { NpcPatcher.MonitorForGame = monitorForGame; } /// <inheritdoc /> public override void Apply(Harmony harmony, IMonitor monitor) { harmony.Patch( original: this.RequireMethod<NPC>($"get_{nameof(NPC.CurrentDialogue)}"), finalizer: this.GetHarmonyMethod(nameof(NpcPatcher.Finalize_CurrentDialogue)) ); harmony.Patch( original: this.RequireMethod<NPC>(nameof(NPC.parseMasterSchedule)), finalizer: this.GetHarmonyMethod(nameof(NpcPatcher.Finalize_ParseMasterSchedule)) ); } /********* ** Private methods *********/ /// <summary>The method to call when <see cref="NPC.CurrentDialogue"/> throws an exception.</summary> /// <param name="__instance">The instance being patched.</param> /// <param name="__result">The return value of the original method.</param> /// <param name="__exception">The exception thrown by the wrapped method, if any.</param> /// <returns>Returns the exception to throw, if any.</returns> private static Exception? Finalize_CurrentDialogue(NPC __instance, ref Stack<Dialogue> __result, Exception? __exception) { if (__exception == null) return null; NpcPatcher.MonitorForGame.Log($"Failed loading current dialogue for NPC {__instance.Name}:\n{__exception.GetLogSummary()}", LogLevel.Error); __result = new Stack<Dialogue>(); return null; } /// <summary>The method to call instead of <see cref="NPC.parseMasterSchedule"/>.</summary> /// <param name="rawData">The raw schedule data to parse.</param> /// <param name="__instance">The instance being patched.</param> /// <param name="__result">The patched method's return value.</param> /// <param name="__exception">The exception thrown by the wrapped method, if any.</param> /// <returns>Returns the exception to throw, if any.</returns> private static Exception? Finalize_ParseMasterSchedule(string rawData, NPC __instance, ref Dictionary<int, SchedulePathDescription> __result, Exception? __exception) { if (__exception != null) { NpcPatcher.MonitorForGame.Log($"Failed parsing schedule for NPC {__instance.Name}:\n{rawData}\n{__exception.GetLogSummary()}", LogLevel.Error); __result = new Dictionary<int, SchedulePathDescription>(); } return null; } } }