prevent game crash caused by invalid dialogue
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@ -7,6 +7,7 @@
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* Most SMAPI files are now tucked into a `smapi-internal` subfolder.
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* Save backups are now in a `save-backups` subfolder, so they're easier to access. Note that previous backups will be deleted when you update.
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* Improved various error messages to be more clear and intuitive.
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* SMAPI now prevents a crash caused by mods adding dialogue the game can't parse.
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* Fixed transparency issues on Linux/Mac for some mod images.
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* Fixed error when a mod manifest is corrupted.
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* Fixed error when a mod adds an unnamed location.
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@ -26,6 +26,7 @@ using StardewModdingAPI.Framework.Patching;
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using StardewModdingAPI.Framework.Reflection;
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using StardewModdingAPI.Framework.Serialisation;
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using StardewModdingAPI.Internal;
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using StardewModdingAPI.Patches;
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using StardewModdingAPI.Toolkit;
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using StardewModdingAPI.Toolkit.Framework.Clients.WebApi;
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using StardewModdingAPI.Toolkit.Framework.ModData;
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@ -174,7 +175,7 @@ namespace StardewModdingAPI.Framework
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// apply game patches
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new GamePatcher(this.Monitor).Apply(
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// new GameLocationPatch()
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new DialoguePatch(this.MonitorForGame, this.Reflection)
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);
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}
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@ -0,0 +1,100 @@
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using System;
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using System.Collections.Generic;
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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 StardewModdingAPI.Framework.Reflection;
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using StardewValley;
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namespace StardewModdingAPI.Patches
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{
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/// <summary>A Harmony patch for <see cref="Dialogue"/> method which intercepts invalid dialogue lines and logs an error instead of crashing.</summary>
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internal class DialoguePatch : IHarmonyPatch
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{
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/*********
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** Private methods
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*********/
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/// <summary>Writes messages to the console and log file on behalf of the game.</summary>
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private static IMonitor MonitorForGame;
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/// <summary>Simplifies access to private code.</summary>
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private static Reflector Reflection;
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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(GameLocation)}.{nameof(GameLocation.updateSeasonalTileSheets)}";
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/*********
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="monitorForGame">Writes messages to the console and log file on behalf of the game.</param>
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/// <param name="reflector">Simplifies access to private code.</param>
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public DialoguePatch(IMonitor monitorForGame, Reflector reflector)
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{
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DialoguePatch.MonitorForGame = monitorForGame;
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DialoguePatch.Reflection = reflector;
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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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ConstructorInfo constructor = AccessTools.Constructor(typeof(Dialogue), new[] { typeof(string), typeof(NPC) });
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MethodInfo prefix = AccessTools.Method(this.GetType(), nameof(DialoguePatch.Prefix));
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harmony.Patch(constructor, 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 the Dialogue constructor.</summary>
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/// <param name="__instance">The instance being patched.</param>
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/// <param name="masterDialogue">The dialogue being parsed.</param>
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/// <param name="speaker">The NPC for which the dialogue is being parsed.</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(Dialogue __instance, string masterDialogue, NPC speaker)
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{
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// get private members
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bool nameArraysTranslated = DialoguePatch.Reflection.GetField<bool>(typeof(Dialogue), "nameArraysTranslated").GetValue();
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IReflectedMethod translateArraysOfStrings = DialoguePatch.Reflection.GetMethod(typeof(Dialogue), "TranslateArraysOfStrings");
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IReflectedMethod parseDialogueString = DialoguePatch.Reflection.GetMethod(__instance, "parseDialogueString");
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IReflectedMethod checkForSpecialDialogueAttributes = DialoguePatch.Reflection.GetMethod(__instance, "checkForSpecialDialogueAttributes");
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IReflectedField<List<string>> dialogues = DialoguePatch.Reflection.GetField<List<string>>(__instance, "dialogues");
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// replicate base constructor
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if (dialogues.GetValue() == null)
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dialogues.SetValue(new List<string>());
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// duplicate code with try..catch
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try
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{
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if (!nameArraysTranslated)
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translateArraysOfStrings.Invoke();
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__instance.speaker = speaker;
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parseDialogueString.Invoke(masterDialogue);
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checkForSpecialDialogueAttributes.Invoke();
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}
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catch (Exception baseEx) when (baseEx.InnerException is TargetInvocationException invocationEx && invocationEx.InnerException is Exception ex)
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{
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string name = !string.IsNullOrWhiteSpace(speaker?.Name) ? speaker.Name : null;
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DialoguePatch.MonitorForGame.Log($"Failed parsing dialogue string{(name != null ? $" for {name}" : "")}:\n{masterDialogue}\n{ex}", LogLevel.Error);
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parseDialogueString.Invoke("...");
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checkForSpecialDialogueAttributes.Invoke();
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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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@ -309,6 +309,7 @@
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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\CatchDialogueErrorPatch.cs" />
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<Compile Include="PatchMode.cs" />
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<Compile Include="GamePlatform.cs" />
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<Compile Include="Program.cs" />
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