using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using StardewModdingAPI.Framework.Patching; using StardewValley; #if HARMONY_2 using System; using HarmonyLib; using StardewModdingAPI.Framework; #else using System.Reflection; using Harmony; #endif 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 *********/ /// 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; } /// #if HARMONY_2 public void Apply(Harmony harmony) #else public void Apply(HarmonyInstance harmony) #endif { harmony.Patch( original: AccessTools.Method(typeof(NPC), nameof(NPC.parseMasterSchedule)), #if HARMONY_2 finalizer: new HarmonyMethod(this.GetType(), nameof(ScheduleErrorPatch.Finalize_NPC_parseMasterSchedule)) #else prefix: new HarmonyMethod(this.GetType(), nameof(ScheduleErrorPatch.Before_NPC_parseMasterSchedule)) #endif ); } /********* ** Private methods *********/ #if HARMONY_2 /// 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($"Failed parsing schedule for NPC {__instance.Name}:\n{rawData}\n{__exception.GetLogSummary()}", LogLevel.Error); __result = new Dictionary(); } return null; } #else /// The method to call instead of . /// The raw schedule data to parse. /// The instance being patched. /// The patched method's return value. /// The method being wrapped. /// Returns whether to execute the original method. private static bool Before_NPC_parseMasterSchedule(string rawData, NPC __instance, ref Dictionary __result, MethodInfo __originalMethod) { const string key = nameof(Before_NPC_parseMasterSchedule); if (!PatchHelper.StartIntercept(key)) return true; try { __result = (Dictionary)__originalMethod.Invoke(__instance, new object[] { rawData }); return false; } catch (TargetInvocationException ex) { ScheduleErrorPatch.MonitorForGame.Log($"Failed parsing schedule for NPC {__instance.Name}:\n{rawData}\n{ex.InnerException ?? ex}", LogLevel.Error); __result = new Dictionary(); return false; } finally { PatchHelper.StopIntercept(key); } } #endif } }