1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
|
using System;
using System.Diagnostics.CodeAnalysis;
using HarmonyLib;
using StardewModdingAPI.Framework;
using StardewModdingAPI.Framework.Patching;
using StardewValley;
namespace StardewModdingAPI.Mods.ErrorHandler.Patches
{
/// <summary>A Harmony patch for the <see cref="Dialogue"/> constructor which intercepts invalid dialogue lines and logs an error instead of crashing.</summary>
/// <remarks>Patch methods must be static for Harmony to work correctly. See the Harmony documentation before renaming patch arguments.</remarks>
[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 DialogueErrorPatch : IHarmonyPatch
{
/*********
** Fields
*********/
/// <summary>Writes messages to the console and log file on behalf of the game.</summary>
private static IMonitor MonitorForGame;
/// <summary>Simplifies access to private code.</summary>
private static IReflectionHelper Reflection;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="monitorForGame">Writes messages to the console and log file on behalf of the game.</param>
/// <param name="reflector">Simplifies access to private code.</param>
public DialogueErrorPatch(IMonitor monitorForGame, IReflectionHelper reflector)
{
DialogueErrorPatch.MonitorForGame = monitorForGame;
DialogueErrorPatch.Reflection = reflector;
}
/// <inheritdoc />
public void Apply(Harmony harmony)
{
harmony.Patch(
original: AccessTools.Constructor(typeof(Dialogue), new[] { typeof(string), typeof(NPC) }),
finalizer: new HarmonyMethod(this.GetType(), nameof(DialogueErrorPatch.Finalize_Dialogue_Constructor))
);
}
/*********
** Private methods
*********/
/// <summary>The method to call after the Dialogue constructor.</summary>
/// <param name="__instance">The instance being patched.</param>
/// <param name="masterDialogue">The dialogue being parsed.</param>
/// <param name="speaker">The NPC for which the dialogue is being parsed.</param>
/// <param name="__exception">The exception thrown by the wrapped method, if any.</param>
/// <returns>Returns the exception to throw, if any.</returns>
private static Exception Finalize_Dialogue_Constructor(Dialogue __instance, string masterDialogue, NPC speaker, Exception __exception)
{
if (__exception != null)
{
// log message
string name = !string.IsNullOrWhiteSpace(speaker?.Name) ? speaker.Name : null;
DialogueErrorPatch.MonitorForGame.Log($"Failed parsing dialogue string{(name != null ? $" for {name}" : "")}:\n{masterDialogue}\n{__exception.GetLogSummary()}", LogLevel.Error);
// set default dialogue
IReflectedMethod parseDialogueString = DialogueErrorPatch.Reflection.GetMethod(__instance, "parseDialogueString");
IReflectedMethod checkForSpecialDialogueAttributes = DialogueErrorPatch.Reflection.GetMethod(__instance, "checkForSpecialDialogueAttributes");
parseDialogueString.Invoke("...");
checkForSpecialDialogueAttributes.Invoke();
}
return null;
}
}
}
|