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#if HARMONY_2
using HarmonyLib;
#else
using Harmony;
#endif
using System;
using System.Diagnostics.CodeAnalysis;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Framework.Patching;
namespace StardewModdingAPI.Mods.ErrorHandler.Patches
{
/// <summary>Harmony patch for <see cref="SpriteBatch"/> to validate textures earlier.</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 SpriteBatchValidationPatches : IHarmonyPatch
{
/*********
** Public methods
*********/
/// <inheritdoc />
#if HARMONY_2
public void Apply(Harmony harmony)
#else
public void Apply(HarmonyInstance harmony)
#endif
{
harmony.Patch(
original: Constants.GameFramework == GameFramework.Xna
? AccessTools.Method(typeof(SpriteBatch), "InternalDraw")
: AccessTools.Method(typeof(SpriteBatch), "CheckValid", new[] { typeof(Texture2D) }),
postfix: new HarmonyMethod(this.GetType(), nameof(SpriteBatchValidationPatches.After_SpriteBatch_CheckValid))
);
}
/*********
** Private methods
*********/
#if SMAPI_FOR_XNA
/// <summary>The method to call instead of <see cref="SpriteBatch.InternalDraw"/>.</summary>
/// <param name="texture">The texture to validate.</param>
#else
/// <summary>The method to call instead of <see cref="SpriteBatch.CheckValid"/>.</summary>
/// <param name="texture">The texture to validate.</param>
#endif
private static void After_SpriteBatch_CheckValid(Texture2D texture)
{
if (texture?.IsDisposed == true)
throw new ObjectDisposedException("Cannot draw this texture because it's disposed.");
}
}
}
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