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 { /// Harmony patches for which intercept crashes due to invalid schedule data. /// 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 NpcPatcher : BasePatcher { /********* ** Fields *********/ /// Writes messages to the console and log file on behalf of the game. private static IMonitor MonitorForGame = null!; /********* ** Public methods *********/ /// Construct an instance. /// Writes messages to the console and log file on behalf of the game. public NpcPatcher(IMonitor monitorForGame) { NpcPatcher.MonitorForGame = monitorForGame; } /// public override void Apply(Harmony harmony, IMonitor monitor) { harmony.Patch( original: this.RequireMethod($"get_{nameof(NPC.CurrentDialogue)}"), finalizer: this.GetHarmonyMethod(nameof(NpcPatcher.Finalize_CurrentDialogue)) ); harmony.Patch( original: this.RequireMethod(nameof(NPC.parseMasterSchedule)), finalizer: this.GetHarmonyMethod(nameof(NpcPatcher.Finalize_ParseMasterSchedule)) ); } /********* ** Private methods *********/ /// The method to call when throws an exception. /// The instance being patched. /// The return value of the original method. /// The exception thrown by the wrapped method, if any. /// Returns the exception to throw, if any. private static Exception? Finalize_CurrentDialogue(NPC __instance, ref Stack __result, Exception? __exception) { if (__exception == null) return null; NpcPatcher.MonitorForGame.Log($"Failed loading current dialogue for NPC {__instance.Name}:\n{__exception.GetLogSummary()}", LogLevel.Error); __result = new Stack(); return null; } /// The method to call instead of . /// The raw schedule data to parse. /// The instance being patched. /// The patched method's return value. /// The exception thrown by the wrapped method, if any. /// Returns the exception to throw, if any. private static Exception? Finalize_ParseMasterSchedule(string rawData, NPC __instance, ref Dictionary __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(); } return null; } } }