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using System;
using System.Reflection;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Patching;
using StardewModdingAPI.Mods.ErrorHandler.Patches;
using StardewValley;
namespace StardewModdingAPI.Mods.ErrorHandler
{
/// <summary>The main entry point for the mod.</summary>
public class ModEntry : Mod
{
/*********
** Private methods
*********/
/// <summary>Whether custom content was removed from the save data to avoid a crash.</summary>
private bool IsSaveContentRemoved;
/*********
** Public methods
*********/
/// <summary>The mod entry point, called after the mod is first loaded.</summary>
/// <param name="helper">Provides simplified APIs for writing mods.</param>
public override void Entry(IModHelper helper)
{
// get SMAPI core types
IMonitor monitorForGame = this.GetMonitorForGame();
// apply patches
new GamePatcher(this.Monitor).Apply(
new DialoguePatcher(monitorForGame, this.Helper.Reflection),
new DictionaryPatcher(this.Helper.Reflection),
new EventPatcher(monitorForGame),
new GameLocationPatcher(monitorForGame),
new IClickableMenuPatcher(),
new NpcPatcher(monitorForGame),
new ObjectPatcher(),
new SaveGamePatcher(this.Monitor, this.OnSaveContentRemoved),
new SpriteBatchPatcher(),
new UtilityPatcher()
);
// hook events
this.Helper.Events.GameLoop.SaveLoaded += this.OnSaveLoaded;
}
/*********
** Private methods
*********/
/// <summary>Raised after custom content is removed from the save data to avoid a crash.</summary>
internal void OnSaveContentRemoved()
{
this.IsSaveContentRemoved = true;
}
/// <summary>The method invoked when a save is loaded.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void OnSaveLoaded(object sender, SaveLoadedEventArgs e)
{
// show in-game warning for removed save content
if (this.IsSaveContentRemoved)
{
this.IsSaveContentRemoved = false;
Game1.addHUDMessage(new HUDMessage(this.Helper.Translation.Get("warn.invalid-content-removed"), HUDMessage.error_type));
}
}
/// <summary>Get the monitor with which to log game errors.</summary>
private IMonitor GetMonitorForGame()
{
// get SMAPI core
Type coreType = Type.GetType("StardewModdingAPI.Framework.SCore, StardewModdingAPI", throwOnError: false)
?? throw new InvalidOperationException("Can't access SMAPI's core type. This mod may not work correctly.");
object core = coreType.GetProperty("Instance", BindingFlags.Static | BindingFlags.NonPublic)?.GetValue(null)
?? throw new InvalidOperationException("Can't access SMAPI's core instance. This mod may not work correctly.");
// get monitor
MethodInfo getMonitorForGame = coreType.GetMethod("GetMonitorForGame")
?? throw new InvalidOperationException("Can't access the SMAPI's 'GetMonitorForGame' method. This mod may not work correctly.");
return (IMonitor)getMonitorForGame.Invoke(core, new object[0]) ?? this.Monitor;
}
}
}
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