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using System;
using System.Diagnostics.CodeAnalysis;
using HarmonyLib;
using StardewModdingAPI.Internal.Patching;
using StardewValley;
using xTile;

namespace StardewModdingAPI.Mods.ErrorHandler.Patches
{
    /// <summary>Harmony patches for <see cref="GameLocation"/> which intercept errors 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 GameLocationPatcher : BasePatcher
    {
        /*********
        ** Fields
        *********/
        /// <summary>Writes messages to the console and log file on behalf of the game.</summary>
        private static IMonitor MonitorForGame = null!;

        /*********
        ** 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 GameLocationPatcher(IMonitor monitorForGame)
        {
            GameLocationPatcher.MonitorForGame = monitorForGame;
        }

        /// <inheritdoc />
        public override void Apply(Harmony harmony, IMonitor monitor)
        {
            harmony.Patch(
                original: this.RequireMethod<GameLocation>(nameof(GameLocation.checkEventPrecondition)),
                finalizer: this.GetHarmonyMethod(nameof(GameLocationPatcher.Finalize_CheckEventPrecondition))
            );
            harmony.Patch(
                original: this.RequireMethod<GameLocation>(nameof(GameLocation.updateSeasonalTileSheets)),
                finalizer: this.GetHarmonyMethod(nameof(GameLocationPatcher.Finalize_UpdateSeasonalTileSheets))
            );
        }


        /*********
        ** Private methods
        *********/
        /// <summary>The method to call when <see cref="GameLocation.checkEventPrecondition"/> throws an exception.</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_CheckEventPrecondition(ref int __result, string precondition, Exception? __exception)
        {
            if (__exception != null)
            {
                __result = -1;
                GameLocationPatcher.MonitorForGame.Log($"Failed parsing event precondition ({precondition}):\n{__exception.InnerException}", LogLevel.Error);
            }

            return null;
        }

        /// <summary>The method to call when <see cref="GameLocation.updateSeasonalTileSheets"/> throws an exception.</summary>
        /// <param name="__instance">The instance being patched.</param>
        /// <param name="map">The map whose tilesheets to update.</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_UpdateSeasonalTileSheets(GameLocation __instance, Map map, Exception? __exception)
        {
            if (__exception != null)
                GameLocationPatcher.MonitorForGame.Log($"Failed updating seasonal tilesheets for location '{__instance.NameOrUniqueName}': \n{__exception}", LogLevel.Error);

            return null;
        }
    }
}