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;
}
}
}