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using System.Diagnostics.CodeAnalysis;
#if HARMONY_2
using System;
using HarmonyLib;
#else
using System.Reflection;
using Harmony;
#endif
using StardewModdingAPI.Framework.Patching;
using StardewValley;
namespace StardewModdingAPI.Mods.ErrorHandler.Patches
{
/// <summary>A Harmony patch for <see cref="GameLocation.checkEventPrecondition"/> which intercepts invalid preconditions 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 EventErrorPatch : IHarmonyPatch
{
/*********
** Fields
*********/
/// <summary>Writes messages to the console and log file on behalf of the game.</summary>
private static IMonitor MonitorForGame;
/*********
** Accessors
*********/
/// <inheritdoc />
public string Name => nameof(EventErrorPatch);
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="monitorForGame">Writes messages to the console and log file on behalf of the game.</param>
public EventErrorPatch(IMonitor monitorForGame)
{
EventErrorPatch.MonitorForGame = monitorForGame;
}
/// <inheritdoc />
#if HARMONY_2
public void Apply(Harmony harmony)
{
harmony.Patch(
original: AccessTools.Method(typeof(GameLocation), "checkEventPrecondition"),
finalizer: new HarmonyMethod(this.GetType(), nameof(EventErrorPatch.Finalize_GameLocation_CheckEventPrecondition))
);
}
#else
public void Apply(HarmonyInstance harmony)
{
harmony.Patch(
original: AccessTools.Method(typeof(GameLocation), "checkEventPrecondition"),
prefix: new HarmonyMethod(this.GetType(), nameof(EventErrorPatch.Before_GameLocation_CheckEventPrecondition))
);
}
#endif
/*********
** Private methods
*********/
#if HARMONY_2
/// <summary>The method to call instead of GameLocation.checkEventPrecondition.</summary>
/// <param name="__result">The return value of the original method.</param>
/// <param name="precondition">The precondition to be 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_GameLocation_CheckEventPrecondition(ref int __result, string precondition, Exception __exception)
{
if (__exception != null)
{
__result = -1;
EventErrorPatch.MonitorForGame.Log($"Failed parsing event precondition ({precondition}):\n{__exception.InnerException}", LogLevel.Error);
}
return null;
}
#else
/// <summary>The method to call instead of GameLocation.checkEventPrecondition.</summary>
/// <param name="__instance">The instance being patched.</param>
/// <param name="__result">The return value of the original method.</param>
/// <param name="precondition">The precondition to be parsed.</param>
/// <param name="__originalMethod">The method being wrapped.</param>
/// <returns>Returns whether to execute the original method.</returns>
private static bool Before_GameLocation_CheckEventPrecondition(GameLocation __instance, ref int __result, string precondition, MethodInfo __originalMethod)
{
const string key = nameof(EventErrorPatch.Before_GameLocation_CheckEventPrecondition);
if (!PatchHelper.StartIntercept(key))
return true;
try
{
__result = (int)__originalMethod.Invoke(__instance, new object[] { precondition });
return false;
}
catch (TargetInvocationException ex)
{
__result = -1;
EventErrorPatch.MonitorForGame.Log($"Failed parsing event precondition ({precondition}):\n{ex.InnerException}", LogLevel.Error);
return false;
}
finally
{
PatchHelper.StopIntercept(key);
}
}
#endif
}
}
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