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;
}
}
}