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using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Reflection;
using Harmony;
using StardewModdingAPI.Framework.Patching;
using StardewModdingAPI.Framework.Reflection;
using StardewValley;
namespace StardewModdingAPI.Patches
{
/// <summary>A Harmony patch for the <see cref="Dialogue"/> constructor which intercepts invalid dialogue lines and logs an error instead of crashing.</summary>
internal class DialogueErrorPatch : IHarmonyPatch
{
/*********
** Fields
*********/
/// <summary>Writes messages to the console and log file on behalf of the game.</summary>
private static IMonitor MonitorForGame;
/// <summary>Simplifies access to private code.</summary>
private static Reflector Reflection;
/// <summary>Whether the <see cref="NPC.CurrentDialogue"/> getter is currently being intercepted.</summary>
private static bool IsInterceptingCurrentDialogue;
/*********
** Accessors
*********/
/// <summary>A unique name for this patch.</summary>
public string Name => $"{nameof(DialogueErrorPatch)}";
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="monitorForGame">Writes messages to the console and log file on behalf of the game.</param>
/// <param name="reflector">Simplifies access to private code.</param>
public DialogueErrorPatch(IMonitor monitorForGame, Reflector reflector)
{
DialogueErrorPatch.MonitorForGame = monitorForGame;
DialogueErrorPatch.Reflection = reflector;
}
/// <summary>Apply the Harmony patch.</summary>
/// <param name="harmony">The Harmony instance.</param>
public void Apply(HarmonyInstance harmony)
{
harmony.Patch(
original: AccessTools.Constructor(typeof(Dialogue), new[] { typeof(string), typeof(NPC) }),
prefix: new HarmonyMethod(this.GetType(), nameof(DialogueErrorPatch.Before_Dialogue_Constructor))
);
harmony.Patch(
original: AccessTools.Property(typeof(NPC), nameof(NPC.CurrentDialogue)).GetMethod,
prefix: new HarmonyMethod(this.GetType(), nameof(DialogueErrorPatch.Before_NPC_CurrentDialogue))
);
}
/*********
** Private methods
*********/
/// <summary>The method to call instead of the Dialogue constructor.</summary>
/// <param name="__instance">The instance being patched.</param>
/// <param name="masterDialogue">The dialogue being parsed.</param>
/// <param name="speaker">The NPC for which the dialogue is being parsed.</param>
/// <returns>Returns whether to execute the original method.</returns>
/// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
[SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Argument names are defined by Harmony.")]
private static bool Before_Dialogue_Constructor(Dialogue __instance, string masterDialogue, NPC speaker)
{
// get private members
bool nameArraysTranslated = DialogueErrorPatch.Reflection.GetField<bool>(typeof(Dialogue), "nameArraysTranslated").GetValue();
IReflectedMethod translateArraysOfStrings = DialogueErrorPatch.Reflection.GetMethod(typeof(Dialogue), "TranslateArraysOfStrings");
IReflectedMethod parseDialogueString = DialogueErrorPatch.Reflection.GetMethod(__instance, "parseDialogueString");
IReflectedMethod checkForSpecialDialogueAttributes = DialogueErrorPatch.Reflection.GetMethod(__instance, "checkForSpecialDialogueAttributes");
IReflectedField<List<string>> dialogues = DialogueErrorPatch.Reflection.GetField<List<string>>(__instance, "dialogues");
// replicate base constructor
if (dialogues.GetValue() == null)
dialogues.SetValue(new List<string>());
// duplicate code with try..catch
try
{
if (!nameArraysTranslated)
translateArraysOfStrings.Invoke();
__instance.speaker = speaker;
parseDialogueString.Invoke(masterDialogue);
checkForSpecialDialogueAttributes.Invoke();
}
catch (Exception baseEx) when (baseEx.InnerException is TargetInvocationException invocationEx && invocationEx.InnerException is Exception ex)
{
string name = !string.IsNullOrWhiteSpace(speaker?.Name) ? speaker.Name : null;
DialogueErrorPatch.MonitorForGame.Log($"Failed parsing dialogue string{(name != null ? $" for {name}" : "")}:\n{masterDialogue}\n{ex}", LogLevel.Error);
parseDialogueString.Invoke("...");
checkForSpecialDialogueAttributes.Invoke();
}
return false;
}
/// <summary>The method to call instead of <see cref="NPC.CurrentDialogue"/>.</summary>
/// <param name="__instance">The instance being patched.</param>
/// <param name="__result">The return value of the original method.</param>
/// <param name="__originalMethod">The method being wrapped.</param>
/// <returns>Returns whether to execute the original method.</returns>
/// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
[SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Argument names are defined by Harmony.")]
private static bool Before_NPC_CurrentDialogue(NPC __instance, ref Stack<Dialogue> __result, MethodInfo __originalMethod)
{
if (DialogueErrorPatch.IsInterceptingCurrentDialogue)
return true;
try
{
DialogueErrorPatch.IsInterceptingCurrentDialogue = true;
__result = (Stack<Dialogue>)__originalMethod.Invoke(__instance, new object[0]);
return false;
}
catch (TargetInvocationException ex)
{
DialogueErrorPatch.MonitorForGame.Log($"Failed loading current dialogue for NPC {__instance.Name}:\n{ex.InnerException ?? ex}", LogLevel.Error);
__result = new Stack<Dialogue>();
return false;
}
finally
{
DialogueErrorPatch.IsInterceptingCurrentDialogue = false;
}
}
}
}
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