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using System;
using System.Collections.Generic;
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 <see cref="NPC.parseMasterSchedule"/> which intercepts 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 ScheduleErrorPatch : IHarmonyPatch
    {
        /*********
        ** 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 ScheduleErrorPatch(IMonitor monitorForGame)
        {
            ScheduleErrorPatch.MonitorForGame = monitorForGame;
        }

        /// <inheritdoc />
        public void Apply(Harmony harmony)
        {
            harmony.Patch(
                original: AccessTools.Property(typeof(NPC), nameof(NPC.CurrentDialogue)).GetMethod,
                finalizer: new HarmonyMethod(this.GetType(), nameof(ScheduleErrorPatch.Finalize_NPC_CurrentDialogue))
            );

            harmony.Patch(
                original: AccessTools.Method(typeof(NPC), nameof(NPC.parseMasterSchedule)),
                finalizer: new HarmonyMethod(this.GetType(), nameof(ScheduleErrorPatch.Finalize_NPC_parseMasterSchedule))
            );
        }


        /*********
        ** Private methods
        *********/
        /// <summary>The method to call after <see cref="NPC.CurrentDialogue"/>.</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_NPC_CurrentDialogue(NPC __instance, ref Stack<Dialogue> __result, Exception __exception)
        {
            if (__exception == null)
                return null;

            ScheduleErrorPatch.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_NPC_parseMasterSchedule(string rawData, NPC __instance, ref Dictionary<int, SchedulePathDescription> __result, Exception __exception)
        {
            if (__exception != null)
            {
                ScheduleErrorPatch.MonitorForGame.Log($"Failed parsing schedule for NPC {__instance.Name}:\n{rawData}\n{__exception.GetLogSummary()}", LogLevel.Error);
                __result = new Dictionary<int, SchedulePathDescription>();
            }

            return null;
        }
    }
}