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using System;
#if HARMONY_2
using HarmonyLib;
#else
using Harmony;
#endif
namespace StardewModdingAPI.Framework.Patching
{
/// <summary>Encapsulates applying Harmony patches to the game.</summary>
internal class GamePatcher
{
/*********
** Fields
*********/
/// <summary>Encapsulates monitoring and logging.</summary>
private readonly IMonitor Monitor;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
public GamePatcher(IMonitor monitor)
{
this.Monitor = monitor;
}
/// <summary>Apply all loaded patches to the game.</summary>
/// <param name="patches">The patches to apply.</param>
public void Apply(params IHarmonyPatch[] patches)
{
#if HARMONY_2
Harmony harmony = new Harmony("SMAPI");
#else
HarmonyInstance harmony = HarmonyInstance.Create("SMAPI");
#endif
foreach (IHarmonyPatch patch in patches)
{
try
{
patch.Apply(harmony);
}
catch (Exception ex)
{
this.Monitor.Log($"Couldn't apply runtime patch '{patch.Name}' to the game. Some SMAPI features may not work correctly. See log file for details.", LogLevel.Error);
this.Monitor.Log(ex.GetLogSummary(), LogLevel.Trace);
}
}
}
}
}
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