using System; using System.Diagnostics.CodeAnalysis; using HarmonyLib; using StardewModdingAPI.Framework.Patching; using StardewValley; namespace StardewModdingAPI.Patches { /// A Harmony patch for the constructor which intercepts invalid dialogue lines and logs an error instead of crashing. /// 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 EventErrorPatch : IHarmonyPatch { /********* ** Fields *********/ /// Writes messages to the console and log file on behalf of the game. private static IMonitor MonitorForGame; /********* ** Accessors *********/ /// A unique name for this patch. public string Name => nameof(EventErrorPatch); /********* ** Public methods *********/ /// Construct an instance. /// Writes messages to the console and log file on behalf of the game. public EventErrorPatch(IMonitor monitorForGame) { EventErrorPatch.MonitorForGame = monitorForGame; } /// Apply the Harmony patch. /// The Harmony instance. public void Apply(Harmony harmony) { harmony.Patch( original: AccessTools.Method(typeof(GameLocation), "checkEventPrecondition"), finalizer: new HarmonyMethod(this.GetType(), nameof(EventErrorPatch.Finalize_GameLocation_CheckEventPrecondition)) ); } /********* ** Private methods *********/ /// The method to call instead of the GameLocation.CheckEventPrecondition. /// The return value of the original method. /// The precondition to be parsed. /// The exception thrown by the wrapped method, if any. /// Returns the exception to throw, if any. private static Exception Finalize_GameLocation_CheckEventPrecondition(ref int __result, string precondition, Exception __exception) { if (__exception != null) { __result = -1; EventErrorPatch.MonitorForGame.Log($"Failed parsing event precondition ({precondition}):\n{__exception.InnerException}", LogLevel.Error); } return null; } } }