using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using HarmonyLib; using StardewModdingAPI.Framework; using StardewModdingAPI.Framework.Patching; using StardewValley; namespace StardewModdingAPI.Patches { /// A Harmony patch for which intercepts crashes due to invalid schedule data. /// 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 ScheduleErrorPatch : 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(ScheduleErrorPatch); /********* ** Public methods *********/ /// Construct an instance. /// Writes messages to the console and log file on behalf of the game. public ScheduleErrorPatch(IMonitor monitorForGame) { ScheduleErrorPatch.MonitorForGame = monitorForGame; } /// Apply the Harmony patch. /// The Harmony instance. public void Apply(Harmony harmony) { harmony.Patch( original: AccessTools.Method(typeof(NPC), "parseMasterSchedule"), finalizer: new HarmonyMethod(this.GetType(), nameof(ScheduleErrorPatch.Finalize_NPC_parseMasterSchedule)) ); } /********* ** Private methods *********/ /// The method to call instead of . /// The raw schedule data to parse. /// The instance being patched. /// The patched method's return value. /// The exception thrown by the wrapped method, if any. /// Returns the exception to throw, if any. private static Exception Finalize_NPC_parseMasterSchedule(string rawData, NPC __instance, ref Dictionary __result, Exception __exception) { if (__exception != null) { ScheduleErrorPatch.MonitorForGame.Log($"Failed parsing schedule for NPC {__instance.Name}:\n{rawData}\n{__exception.GetLogSummary()}", LogLevel.Error); __result = new Dictionary(); } return null; } } }