prevent invalid items from crashing the game
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**SMAPI** is an open-source modding API for [Stardew Valley](https://stardewvalley.net/) that lets
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you play the game with mods. It's safely installed alongside the game's executable, and doesn't
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change any of your game files. It serves eight main purposes:
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**SMAPI** is an open-source modding framework and API for [Stardew Valley](https://stardewvalley.net/)
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that lets you play the game with mods. It's safely installed alongside the game's executable, and
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doesn't change any of your game files. It serves eight main purposes:
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1. **Load mods into the game.**
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_SMAPI loads mods when the game is starting up so they can interact with it. (Code mods aren't
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# Release notes
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## Upcoming release
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* For players:
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* SMAPI now prevents invalid items from crashing the game on hover.
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* Fixed cryptic error message when the game isn't installed correctly.
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* Fixed error when a mod makes invalid changes to an NPC schedule.
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* Fixed invalid NPC data propagated when a mod changes NPC dispositions.
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* For modders:
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* Added dedicated content pack API.
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* **Deprecations:**
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* **Deprecations:**
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* The `assetData.AsDictionary<TKey, TValue>().Set` methods are deprecated and will be removed in SMAPI 3.0. Mods should access the `Data` property directly instead.
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* FOR SMAPI developers:
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@ -184,7 +184,8 @@ namespace StardewModdingAPI.Framework
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// apply game patches
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new GamePatcher(this.Monitor).Apply(
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new DialogueErrorPatch(this.MonitorForGame, this.Reflection)
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new DialogueErrorPatch(this.MonitorForGame, this.Reflection),
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new ObjectErrorPatch()
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);
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}
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using System.Diagnostics.CodeAnalysis;
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using System.Reflection;
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using Harmony;
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using StardewModdingAPI.Framework.Patching;
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using StardewValley;
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using SObject = StardewValley.Object;
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namespace StardewModdingAPI.Patches
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{
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/// <summary>A Harmony patch for <see cref="SObject.getDescription"/> which intercepts crashes due to the item no longer existing.</summary>
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internal class ObjectErrorPatch : IHarmonyPatch
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{
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/*********
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** Accessors
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*********/
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/// <summary>A unique name for this patch.</summary>
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public string Name => $"{nameof(ObjectErrorPatch)}";
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/*********
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** Public methods
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*********/
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/// <summary>Apply the Harmony patch.</summary>
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/// <param name="harmony">The Harmony instance.</param>
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public void Apply(HarmonyInstance harmony)
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{
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MethodInfo method = AccessTools.Method(typeof(SObject), nameof(SObject.getDescription));
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MethodInfo prefix = AccessTools.Method(this.GetType(), nameof(ObjectErrorPatch.Prefix));
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harmony.Patch(method, new HarmonyMethod(prefix), null);
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}
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/*********
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** Private methods
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*********/
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/// <summary>The method to call instead of <see cref="StardewValley.Object.getDescription"/>.</summary>
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/// <param name="__instance">The instance being patched.</param>
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/// <param name="__result">The patched method's return value.</param>
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/// <returns>Returns whether to execute the original method.</returns>
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/// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
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[SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Argument names are defined by Harmony.")]
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private static bool Prefix(SObject __instance, ref string __result)
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{
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// invalid bigcraftables crash instead of showing '???' like invalid non-bigcraftables
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if (!__instance.IsRecipe && __instance.bigCraftable.Value && !Game1.bigCraftablesInformation.ContainsKey(__instance.ParentSheetIndex))
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{
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__result = "???";
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return false;
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}
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return false;
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}
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}
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}
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@ -326,6 +326,7 @@
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<Compile Include="Framework\Monitor.cs" />
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<Compile Include="Metadata\InstructionMetadata.cs" />
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<Compile Include="Mod.cs" />
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<Compile Include="Patches\ObjectErrorPatch.cs" />
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<Compile Include="Patches\DialogueErrorPatch.cs" />
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<Compile Include="PatchMode.cs" />
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<Compile Include="GamePlatform.cs" />
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