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 { /// <summary>A Harmony patch for the <see cref="Dialogue"/> constructor which intercepts invalid dialogue lines and logs an error instead of crashing.</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 DialogueErrorPatch : IHarmonyPatch { /********* ** Fields *********/ /// <summary>Writes messages to the console and log file on behalf of the game.</summary> private static IMonitor MonitorForGame; /// <summary>Simplifies access to private code.</summary> private static Reflector Reflection; /// <summary>Whether the <see cref="NPC.CurrentDialogue"/> getter is currently being intercepted.</summary> private static bool IsInterceptingCurrentDialogue; /********* ** Accessors *********/ /// <summary>A unique name for this patch.</summary> public string Name => nameof(DialogueErrorPatch); /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="monitorForGame">Writes messages to the console and log file on behalf of the game.</param> /// <param name="reflector">Simplifies access to private code.</param> public DialogueErrorPatch(IMonitor monitorForGame, Reflector reflector) { DialogueErrorPatch.MonitorForGame = monitorForGame; DialogueErrorPatch.Reflection = reflector; } /// <summary>Apply the Harmony patch.</summary> /// <param name="harmony">The Harmony instance.</param> public void Apply(HarmonyInstance harmony) { harmony.Patch( original: AccessTools.Constructor(typeof(Dialogue), new[] { typeof(string), typeof(NPC) }), prefix: new HarmonyMethod(this.GetType(), nameof(DialogueErrorPatch.Before_Dialogue_Constructor)) ); harmony.Patch( original: AccessTools.Property(typeof(NPC), nameof(NPC.CurrentDialogue)).GetMethod, prefix: new HarmonyMethod(this.GetType(), nameof(DialogueErrorPatch.Before_NPC_CurrentDialogue)) ); } /********* ** Private methods *********/ /// <summary>The method to call instead of the Dialogue constructor.</summary> /// <param name="__instance">The instance being patched.</param> /// <param name="masterDialogue">The dialogue being parsed.</param> /// <param name="speaker">The NPC for which the dialogue is being parsed.</param> /// <returns>Returns whether to execute the original method.</returns> private static bool Before_Dialogue_Constructor(Dialogue __instance, string masterDialogue, NPC speaker) { // get private members bool nameArraysTranslated = DialogueErrorPatch.Reflection.GetField<bool>(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<List<string>> dialogues = DialogueErrorPatch.Reflection.GetField<List<string>>(__instance, "dialogues"); // replicate base constructor if (dialogues.GetValue() == null) dialogues.SetValue(new List<string>()); // 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 ? $" for {name}" : "")}:\n{masterDialogue}\n{ex}", LogLevel.Error); parseDialogueString.Invoke("..."); checkForSpecialDialogueAttributes.Invoke(); } return false; } /// <summary>The method to call instead of <see cref="NPC.CurrentDialogue"/>.</summary> /// <param name="__instance">The instance being patched.</param> /// <param name="__result">The return value of the original method.</param> /// <param name="__originalMethod">The method being wrapped.</param> /// <returns>Returns whether to execute the original method.</returns> private static bool Before_NPC_CurrentDialogue(NPC __instance, ref Stack<Dialogue> __result, MethodInfo __originalMethod) { if (DialogueErrorPatch.IsInterceptingCurrentDialogue) return true; try { DialogueErrorPatch.IsInterceptingCurrentDialogue = true; __result = (Stack<Dialogue>)__originalMethod.Invoke(__instance, new object[0]); return false; } catch (TargetInvocationException ex) { DialogueErrorPatch.MonitorForGame.Log($"Failed loading current dialogue for NPC {__instance.Name}:\n{ex.InnerException ?? ex}", LogLevel.Error); __result = new Stack<Dialogue>(); return false; } finally { DialogueErrorPatch.IsInterceptingCurrentDialogue = false; } } } }