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
76
77
78
79
80
81
82
83
84
85
86
87
|
#nullable disable
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using HarmonyLib;
using StardewModdingAPI.Internal;
using StardewModdingAPI.Internal.Patching;
using StardewValley;
namespace StardewModdingAPI.Mods.ErrorHandler.Patches
{
/// <summary>Harmony patches for <see cref="NPC"/> which intercept crashes due to invalid schedule data.</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 NpcPatcher : BasePatcher
{
/*********
** Fields
*********/
/// <summary>Writes messages to the console and log file on behalf of the game.</summary>
private static IMonitor MonitorForGame;
/*********
** 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 NpcPatcher(IMonitor monitorForGame)
{
NpcPatcher.MonitorForGame = monitorForGame;
}
/// <inheritdoc />
public override void Apply(Harmony harmony, IMonitor monitor)
{
harmony.Patch(
original: this.RequireMethod<NPC>($"get_{nameof(NPC.CurrentDialogue)}"),
finalizer: this.GetHarmonyMethod(nameof(NpcPatcher.Finalize_CurrentDialogue))
);
harmony.Patch(
original: this.RequireMethod<NPC>(nameof(NPC.parseMasterSchedule)),
finalizer: this.GetHarmonyMethod(nameof(NpcPatcher.Finalize_ParseMasterSchedule))
);
}
/*********
** Private methods
*********/
/// <summary>The method to call when <see cref="NPC.CurrentDialogue"/> throws an exception.</summary>
/// <param name="__instance">The instance being patched.</param>
/// <param name="__result">The return value of the original method.</param>
/// <param name="__exception">The exception thrown by the wrapped method, if any.</param>
/// <returns>Returns the exception to throw, if any.</returns>
private static Exception Finalize_CurrentDialogue(NPC __instance, ref Stack<Dialogue> __result, Exception __exception)
{
if (__exception == null)
return null;
NpcPatcher.MonitorForGame.Log($"Failed loading current dialogue for NPC {__instance.Name}:\n{__exception.GetLogSummary()}", LogLevel.Error);
__result = new Stack<Dialogue>();
return null;
}
/// <summary>The method to call instead of <see cref="NPC.parseMasterSchedule"/>.</summary>
/// <param name="rawData">The raw schedule data to parse.</param>
/// <param name="__instance">The instance being patched.</param>
/// <param name="__result">The patched method's return value.</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_ParseMasterSchedule(string rawData, NPC __instance, ref Dictionary<int, SchedulePathDescription> __result, Exception __exception)
{
if (__exception != null)
{
NpcPatcher.MonitorForGame.Log($"Failed parsing schedule for NPC {__instance.Name}:\n{rawData}\n{__exception.GetLogSummary()}", LogLevel.Error);
__result = new Dictionary<int, SchedulePathDescription>();
}
return null;
}
}
}
|