blob: 1dc7e8c3cddd3ef3aa92317a89915ae7ad908375 (
plain)
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
|
using System.Diagnostics.CodeAnalysis;
using System.Reflection;
using Harmony;
using StardewModdingAPI.Framework.Patching;
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>
/// <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 EventErrorPatch : IHarmonyPatch
{
/*********
** Fields
*********/
/// <summary>Writes messages to the console and log file on behalf of the game.</summary>
private static IMonitor MonitorForGame;
/// <summary>Whether the method is currently being intercepted.</summary>
private static bool IsIntercepted;
/*********
** Accessors
*********/
/// <summary>A unique name for this patch.</summary>
public string Name => nameof(EventErrorPatch);
/*********
** 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 EventErrorPatch(IMonitor monitorForGame)
{
EventErrorPatch.MonitorForGame = monitorForGame;
}
/// <summary>Apply the Harmony patch.</summary>
/// <param name="harmony">The Harmony instance.</param>
public void Apply(HarmonyInstance harmony)
{
harmony.Patch(
original: AccessTools.Method(typeof(GameLocation), "checkEventPrecondition"),
prefix: new HarmonyMethod(this.GetType(), nameof(EventErrorPatch.Before_GameLocation_CheckEventPrecondition))
);
}
/*********
** Private methods
*********/
/// <summary>The method to call instead of the GameLocation.CheckEventPrecondition.</summary>
/// <param name="__instance">The instance being patched.</param>
/// <param name="__result">The return value of the original method.</param>
/// <param name="precondition">The precondition to be parsed.</param>
/// <param name="__originalMethod">The method being wrapped.</param>
/// <returns>Returns whether to execute the original method.</returns>
private static bool Before_GameLocation_CheckEventPrecondition(GameLocation __instance, ref int __result, string precondition, MethodInfo __originalMethod)
{
if (EventErrorPatch.IsIntercepted)
return true;
try
{
EventErrorPatch.IsIntercepted = true;
__result = (int)__originalMethod.Invoke(__instance, new object[] { precondition });
return false;
}
catch (TargetInvocationException ex)
{
__result = -1;
EventErrorPatch.MonitorForGame.Log($"Failed parsing event precondition ({precondition}):\n{ex.InnerException}", LogLevel.Error);
return false;
}
finally
{
EventErrorPatch.IsIntercepted = false;
}
}
}
}
|