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;
}
}
}