using System.Diagnostics.CodeAnalysis; using System.Reflection; using Harmony; using StardewModdingAPI.Framework.Patching; 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> internal class EventErrorPatch : IHarmonyPatch { /********* ** Fields *********/ /// <summary>Writes messages to the console and log file on behalf of the game.</summary> private static IMonitor MonitorForGame; /// <summary>Whether the method is currently being intercepted.</summary> private static bool IsIntercepted; /********* ** Accessors *********/ /// <summary>A unique name for this patch.</summary> public string Name => $"{nameof(EventErrorPatch)}"; /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="monitorForGame">Writes messages to the console and log file on behalf of the game.</param> public EventErrorPatch(IMonitor monitorForGame) { EventErrorPatch.MonitorForGame = monitorForGame; } /// <summary>Apply the Harmony patch.</summary> /// <param name="harmony">The Harmony instance.</param> public void Apply(HarmonyInstance harmony) { harmony.Patch( original: AccessTools.Method(typeof(GameLocation), "checkEventPrecondition"), prefix: new HarmonyMethod(this.GetType(), nameof(EventErrorPatch.Before_GameLocation_CheckEventPrecondition)) ); } /********* ** Private methods *********/ /// <summary>The method to call instead of the GameLocation.CheckEventPrecondition.</summary> /// <param name="__instance">The instance being patched.</param> /// <param name="__result">The return value of the original method.</param> /// <param name="precondition">The precondition to be parsed.</param> /// <param name="__originalMethod">The method being wrapped.</param> /// <returns>Returns whether to execute the original method.</returns> /// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks> [SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Argument names are defined by Harmony.")] private static bool Before_GameLocation_CheckEventPrecondition(GameLocation __instance, ref int __result, string precondition, MethodInfo __originalMethod) { if (EventErrorPatch.IsIntercepted) return true; try { EventErrorPatch.IsIntercepted = true; __result = (int)__originalMethod.Invoke(__instance, new object[] { precondition }); return false; } catch (TargetInvocationException ex) { __result = -1; EventErrorPatch.MonitorForGame.Log($"Failed parsing event precondition ({precondition}):\n{ex.InnerException}", LogLevel.Error); return false; } finally { EventErrorPatch.IsIntercepted = false; } } } }