prevent game crash caused by invalid dialogue

This commit is contained in:
Jesse Plamondon-Willard 2018-10-08 19:50:09 -04:00
parent ea3d3a6648
commit 6053b8c01f
4 changed files with 104 additions and 1 deletions

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@ -7,6 +7,7 @@
* Most SMAPI files are now tucked into a `smapi-internal` subfolder.
* 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.
* Improved various error messages to be more clear and intuitive.
* SMAPI now prevents a crash caused by mods adding dialogue the game can't parse.
* Fixed transparency issues on Linux/Mac for some mod images.
* Fixed error when a mod manifest is corrupted.
* Fixed error when a mod adds an unnamed location.

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@ -26,6 +26,7 @@ using StardewModdingAPI.Framework.Patching;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Serialisation;
using StardewModdingAPI.Internal;
using StardewModdingAPI.Patches;
using StardewModdingAPI.Toolkit;
using StardewModdingAPI.Toolkit.Framework.Clients.WebApi;
using StardewModdingAPI.Toolkit.Framework.ModData;
@ -174,7 +175,7 @@ namespace StardewModdingAPI.Framework
// apply game patches
new GamePatcher(this.Monitor).Apply(
// new GameLocationPatch()
new DialoguePatch(this.MonitorForGame, this.Reflection)
);
}

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@ -0,0 +1,100 @@
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 <see cref="Dialogue"/> method which intercepts invalid dialogue lines and logs an error instead of crashing.</summary>
internal class DialoguePatch : IHarmonyPatch
{
/*********
** Private methods
*********/
/// <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;
/*********
** Accessors
*********/
/// <summary>A unique name for this patch.</summary>
public string Name => $"{nameof(GameLocation)}.{nameof(GameLocation.updateSeasonalTileSheets)}";
/*********
** 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 DialoguePatch(IMonitor monitorForGame, Reflector reflector)
{
DialoguePatch.MonitorForGame = monitorForGame;
DialoguePatch.Reflection = reflector;
}
/// <summary>Apply the Harmony patch.</summary>
/// <param name="harmony">The Harmony instance.</param>
public void Apply(HarmonyInstance harmony)
{
ConstructorInfo constructor = AccessTools.Constructor(typeof(Dialogue), new[] { typeof(string), typeof(NPC) });
MethodInfo prefix = AccessTools.Method(this.GetType(), nameof(DialoguePatch.Prefix));
harmony.Patch(constructor, new HarmonyMethod(prefix), null);
}
/*********
** 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 Prefix(Dialogue __instance, string masterDialogue, NPC speaker)
{
// get private members
bool nameArraysTranslated = DialoguePatch.Reflection.GetField<bool>(typeof(Dialogue), "nameArraysTranslated").GetValue();
IReflectedMethod translateArraysOfStrings = DialoguePatch.Reflection.GetMethod(typeof(Dialogue), "TranslateArraysOfStrings");
IReflectedMethod parseDialogueString = DialoguePatch.Reflection.GetMethod(__instance, "parseDialogueString");
IReflectedMethod checkForSpecialDialogueAttributes = DialoguePatch.Reflection.GetMethod(__instance, "checkForSpecialDialogueAttributes");
IReflectedField<List<string>> dialogues = DialoguePatch.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;
DialoguePatch.MonitorForGame.Log($"Failed parsing dialogue string{(name != null ? $" for {name}" : "")}:\n{masterDialogue}\n{ex}", LogLevel.Error);
parseDialogueString.Invoke("...");
checkForSpecialDialogueAttributes.Invoke();
}
return false;
}
}
}

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@ -309,6 +309,7 @@
<Compile Include="Framework\Monitor.cs" />
<Compile Include="Metadata\InstructionMetadata.cs" />
<Compile Include="Mod.cs" />
<Compile Include="Patches\CatchDialogueErrorPatch.cs" />
<Compile Include="PatchMode.cs" />
<Compile Include="GamePlatform.cs" />
<Compile Include="Program.cs" />