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modules/project/SPT.SinglePlayer/Patches/MainMenu/PluginErrorNotifierPatch.cs

73 lines
2.7 KiB
C#

using SPT.Common.Utils;
using SPT.Reflection.Patching;
using BepInEx.Bootstrap;
using EFT.Communications;
using EFT.UI;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEngine;
namespace SPT.SinglePlayer.Patches.MainMenu
{
/***
* On the first show of the main menu, check if any BepInEx plugins have failed to load, and inform
* the user. This is done via a toast in the bottom right, with a more detailed console message, as
* well as having the errors forwarded to the server console
**/
internal class PluginErrorNotifierPatch : ModulePatch
{
private static bool _messageShown = false;
protected override MethodBase GetTargetMethod()
{
// We don't really care which "Show" method is returned - either will do
return typeof(MenuScreen).GetMethods().First(m => m.Name == nameof(MenuScreen.Show));
}
[PatchPostfix]
public static void PatchPostfix()
{
var failedPluginCount = Chainloader.DependencyErrors.Count;
// Skip if we've already shown the message, or there are no errors
if (_messageShown || failedPluginCount == 0)
{
return;
}
// Show a toast in the bottom right of the screen indicating how many plugins failed to load
var consoleHeaderMessage = $"{failedPluginCount} plugin{(failedPluginCount > 1 ? "s" : "")} failed to load due to errors";
var toastMessage = $"{consoleHeaderMessage}. Please check the console for details.";
NotificationManagerClass.DisplayMessageNotification(toastMessage, ENotificationDurationType.Infinite, ENotificationIconType.Alert, Color.red);
// Build the error message we'll put in the BepInEx and in-game consoles
var stringBuilder = new StringBuilder();
stringBuilder.AppendLine($"{consoleHeaderMessage}:");
foreach (string error in Chainloader.DependencyErrors)
{
stringBuilder.AppendLine(error);
}
var errorMessage = stringBuilder.ToString();
// Show an error in the BepInEx console/log file
Logger.LogError(errorMessage);
// Show errors in the server console
ServerLog.Error("SPT.Singleplayer", errorMessage);
// Show an error in the in-game console, we have to write this in reverse order because the
// in-game console shows newer messages at the top
foreach (string line in errorMessage.Split('\n').Reverse())
{
if (line.Length > 0)
{
ConsoleScreen.LogError(line);
}
}
_messageShown = true;
}
}
}