private static bool IsInterceptedMultiplayer(Multiplayer multiplayer)
        {
            if (multiplayer == null)
            {
                ModEntry.Log("IsInterceptedMultiplayer: null", StardewModdingAPI.LogLevel.Trace);
                return(false);
            }

            ModEntry.Log("IsInterceptedMultiplayer called on: " + multiplayer.GetType().Name, StardewModdingAPI.LogLevel.Trace);

            if (multiplayer is InterceptingMultiplayer)
            {
                ModEntry.Log("IsInterceptedMultiplayer: true", StardewModdingAPI.LogLevel.Trace);
                return(true);
            }

            // Since other mods can also write a multiplayer wrapper,
            // we recursively check fields for an instance of our class.
            // (Otherwise we might create an infinite loop.)
            foreach (var field in multiplayer.GetType().GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static))
            {
                if (IsMultiplayerType(field.GetType()))
                {
                    ModEntry.Log("IsInterceptedMultiplayer, nested field: " + field.Name, StardewModdingAPI.LogLevel.Trace);
                    if (IsInterceptedMultiplayer(field.GetValue(multiplayer) as Multiplayer))
                    {
                        return(true);
                    }
                }
            }

            ModEntry.Log("IsInterceptedMultiplayer: false", StardewModdingAPI.LogLevel.Trace);
            return(false);
        }