using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.Reflection; using Harmony; using StardewModdingAPI.Framework.Patching; using StardewModdingAPI.Framework.Reflection; using StardewValley; namespace StardewModdingAPI.Patches { /// A Harmony patch for the constructor which intercepts invalid dialogue lines and logs an error instead of crashing. internal class DialogueErrorPatch : IHarmonyPatch { /********* ** Private methods *********/ /// Writes messages to the console and log file on behalf of the game. private static IMonitor MonitorForGame; /// Simplifies access to private code. private static Reflector Reflection; /********* ** Accessors *********/ /// A unique name for this patch. public string Name => $"{nameof(DialogueErrorPatch)}"; /********* ** Public methods *********/ /// Construct an instance. /// Writes messages to the console and log file on behalf of the game. /// Simplifies access to private code. public DialogueErrorPatch(IMonitor monitorForGame, Reflector reflector) { DialogueErrorPatch.MonitorForGame = monitorForGame; DialogueErrorPatch.Reflection = reflector; } /// Apply the Harmony patch. /// The Harmony instance. public void Apply(HarmonyInstance harmony) { ConstructorInfo constructor = AccessTools.Constructor(typeof(Dialogue), new[] { typeof(string), typeof(NPC) }); MethodInfo prefix = AccessTools.Method(this.GetType(), nameof(DialogueErrorPatch.Prefix)); harmony.Patch(constructor, new HarmonyMethod(prefix), null); } /********* ** Private methods *********/ /// The method to call instead of the Dialogue constructor. /// The instance being patched. /// The dialogue being parsed. /// The NPC for which the dialogue is being parsed. /// Returns whether to execute the original method. /// This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments. [SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Argument names are defined by Harmony.")] private static bool Prefix(Dialogue __instance, string masterDialogue, NPC speaker) { // get private members bool nameArraysTranslated = DialogueErrorPatch.Reflection.GetField(typeof(Dialogue), "nameArraysTranslated").GetValue(); IReflectedMethod translateArraysOfStrings = DialogueErrorPatch.Reflection.GetMethod(typeof(Dialogue), "TranslateArraysOfStrings"); IReflectedMethod parseDialogueString = DialogueErrorPatch.Reflection.GetMethod(__instance, "parseDialogueString"); IReflectedMethod checkForSpecialDialogueAttributes = DialogueErrorPatch.Reflection.GetMethod(__instance, "checkForSpecialDialogueAttributes"); IReflectedField> dialogues = DialogueErrorPatch.Reflection.GetField>(__instance, "dialogues"); // replicate base constructor if (dialogues.GetValue() == null) dialogues.SetValue(new List()); // duplicate code with try..catch try { if (!nameArraysTranslated) translateArraysOfStrings.Invoke(); __instance.speaker = speaker; parseDialogueString.Invoke(masterDialogue); checkForSpecialDialogueAttributes.Invoke(); } catch (Exception baseEx) when (baseEx.InnerException is TargetInvocationException invocationEx && invocationEx.InnerException is Exception ex) { string name = !string.IsNullOrWhiteSpace(speaker?.Name) ? speaker.Name : null; DialogueErrorPatch.MonitorForGame.Log($"Failed parsing dialogue string{(name != null ? $" for {name}" : "")}:\n{masterDialogue}\n{ex}", LogLevel.Error); parseDialogueString.Invoke("..."); checkForSpecialDialogueAttributes.Invoke(); } return false; } } }