use more robust sprite batch recovery logic (#283)

This commit is contained in:
Jesse Plamondon-Willard 2017-05-07 13:09:32 -04:00
parent 8963793bf8
commit 624840efe5
2 changed files with 36 additions and 13 deletions

View File

@ -2,6 +2,8 @@
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Microsoft.Xna.Framework.Graphics;
using StardewValley;
namespace StardewModdingAPI.Framework
{
@ -128,5 +130,25 @@ namespace StardewModdingAPI.Framework
deprecationManager.Warn(modName, nounPhrase, version, severity);
}
}
/****
** Sprite batch
****/
/// <summary>Get whether the sprite batch is between a begin and end pair.</summary>
/// <param name="spriteBatch">The sprite batch to check.</param>
/// <param name="reflection">The reflection helper with which to access private fields.</param>
public static bool IsOpen(this SpriteBatch spriteBatch, IReflectionHelper reflection)
{
// get field name
const string fieldName =
#if SMAPI_FOR_WINDOWS
"inBeginEndPair";
#else
"_beginCalled";
#endif
// get result
return reflection.GetPrivateValue<bool>(Game1.spriteBatch, fieldName);
}
}
}

View File

@ -38,7 +38,7 @@ namespace StardewModdingAPI.Framework
private readonly int MaxFailedDraws = 120; // roughly two seconds
/// <summary>The number of consecutive failed draws.</summary>
private int FailedDraws = 0;
private int FailedDraws;
/// <summary>Whether the player has loaded a save and the world has finished initialising.</summary>
private bool IsWorldReady => this.AfterLoadTimer < 0;
@ -956,6 +956,9 @@ namespace StardewModdingAPI.Framework
}
catch (Exception ex)
{
// log error
this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
// exit if irrecoverable
if (this.FailedDraws >= this.MaxFailedDraws)
{
@ -964,22 +967,20 @@ namespace StardewModdingAPI.Framework
}
this.FailedDraws++;
// log error
this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
// fix sprite batch
// recover sprite batch
try
{
bool isSpriteBatchOpen =
#if SMAPI_FOR_WINDOWS
SGame.Reflection.GetPrivateValue<bool>(Game1.spriteBatch, "inBeginEndPair");
#else
SGame.Reflection.GetPrivateValue<bool>(Game1.spriteBatch, "_beginCalled");
#endif
if (isSpriteBatchOpen)
if (Game1.spriteBatch.IsOpen(SGame.Reflection))
{
this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace);
Game1.spriteBatch.End();
try
{
Game1.spriteBatch.End();
}
catch
{
Game1.spriteBatch = new SpriteBatch(this.GraphicsDevice); // sprite batch is broken, try replacing it
}
}
}
catch (Exception innerEx)