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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2020-02-01 16:21:35 -0500 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2020-02-01 16:21:35 -0500 |
commit | c8d627cdf2ae3126584ec2500877ff19987db17f (patch) | |
tree | 2cc6f604df00027239476acf3a74ae6bb0761323 /src/SMAPI/Patches | |
parent | f976b5c0f095a881fc20f6ce5dcf5a50ebb2b5da (diff) | |
parent | 17a9193fd28c527dcba40360702adb277736cc45 (diff) | |
download | SMAPI-c8d627cdf2ae3126584ec2500877ff19987db17f.tar.gz SMAPI-c8d627cdf2ae3126584ec2500877ff19987db17f.tar.bz2 SMAPI-c8d627cdf2ae3126584ec2500877ff19987db17f.zip |
Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Patches')
-rw-r--r-- | src/SMAPI/Patches/LoadErrorPatch.cs | 87 | ||||
-rw-r--r-- | src/SMAPI/Patches/ScheduleErrorPatch.cs | 86 |
2 files changed, 156 insertions, 17 deletions
diff --git a/src/SMAPI/Patches/LoadErrorPatch.cs b/src/SMAPI/Patches/LoadErrorPatch.cs index eedb4164..c16ca7cc 100644 --- a/src/SMAPI/Patches/LoadErrorPatch.cs +++ b/src/SMAPI/Patches/LoadErrorPatch.cs @@ -3,8 +3,10 @@ using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.Linq; using Harmony; +using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Patching; using StardewValley; +using StardewValley.Buildings; using StardewValley.Locations; namespace StardewModdingAPI.Patches @@ -64,10 +66,24 @@ namespace StardewModdingAPI.Patches /// <returns>Returns whether to execute the original method.</returns> private static bool Before_SaveGame_LoadDataToLocations(List<GameLocation> gamelocations) { + bool removedAny = + LoadErrorPatch.RemoveInvalidLocations(gamelocations) + | LoadErrorPatch.RemoveBrokenBuildings(gamelocations) + | LoadErrorPatch.RemoveInvalidNpcs(gamelocations); + + if (removedAny) + LoadErrorPatch.OnContentRemoved(); + + return true; + } + + /// <summary>Remove locations which don't exist in-game.</summary> + /// <param name="locations">The current game locations.</param> + private static bool RemoveInvalidLocations(List<GameLocation> locations) + { bool removedAny = false; - // remove invalid locations - foreach (GameLocation location in gamelocations.ToArray()) + foreach (GameLocation location in locations.ToArray()) { if (location is Cellar) continue; // missing cellars will be added by the game code @@ -75,23 +91,48 @@ namespace StardewModdingAPI.Patches if (Game1.getLocationFromName(location.name) == null) { LoadErrorPatch.Monitor.Log($"Removed invalid location '{location.Name}' to avoid a crash when loading save '{Constants.SaveFolderName}'. (Did you remove a custom location mod?)", LogLevel.Warn); - gamelocations.Remove(location); + locations.Remove(location); removedAny = true; } } - // get building interiors - var interiors = - ( - from location in gamelocations.OfType<BuildableGameLocation>() - from building in location.buildings - where building.indoors.Value != null - select building.indoors.Value - ); + return removedAny; + } + + /// <summary>Remove buildings which don't exist in the game data.</summary> + /// <param name="locations">The current game locations.</param> + private static bool RemoveBrokenBuildings(IEnumerable<GameLocation> locations) + { + bool removedAny = false; + + foreach (BuildableGameLocation location in locations.OfType<BuildableGameLocation>()) + { + foreach (Building building in location.buildings.ToArray()) + { + try + { + BluePrint _ = new BluePrint(building.buildingType.Value); + } + catch (SContentLoadException) + { + LoadErrorPatch.Monitor.Log($"Removed invalid building type '{building.buildingType.Value}' in {location.Name} ({building.tileX}, {building.tileY}) to avoid a crash when loading save '{Constants.SaveFolderName}'. (Did you remove a custom building mod?)", LogLevel.Warn); + location.buildings.Remove(building); + removedAny = true; + } + } + } + + return removedAny; + } + + /// <summary>Remove NPCs which don't exist in the game data.</summary> + /// <param name="locations">The current game locations.</param> + private static bool RemoveInvalidNpcs(IEnumerable<GameLocation> locations) + { + bool removedAny = false; - // remove custom NPCs which no longer exist IDictionary<string, string> data = Game1.content.Load<Dictionary<string, string>>("Data\\NPCDispositions"); - foreach (GameLocation location in gamelocations.Concat(interiors)) + foreach (GameLocation location in LoadErrorPatch.GetAllLocations(locations)) { foreach (NPC npc in location.characters.ToArray()) { @@ -103,7 +144,7 @@ namespace StardewModdingAPI.Patches } catch { - LoadErrorPatch.Monitor.Log($"Removed invalid villager '{npc.Name}' to avoid a crash when loading save '{Constants.SaveFolderName}'. (Did you remove a custom NPC mod?)", LogLevel.Warn); + LoadErrorPatch.Monitor.Log($"Removed invalid villager '{npc.Name}' in {location.Name} ({npc.getTileLocation()}) to avoid a crash when loading save '{Constants.SaveFolderName}'. (Did you remove a custom NPC mod?)", LogLevel.Warn); location.characters.Remove(npc); removedAny = true; } @@ -111,10 +152,22 @@ namespace StardewModdingAPI.Patches } } - if (removedAny) - LoadErrorPatch.OnContentRemoved(); + return removedAny; + } - return true; + /// <summary>Get all locations, including building interiors.</summary> + /// <param name="locations">The main game locations.</param> + private static IEnumerable<GameLocation> GetAllLocations(IEnumerable<GameLocation> locations) + { + foreach (GameLocation location in locations) + { + yield return location; + if (location is BuildableGameLocation buildableLocation) + { + foreach (GameLocation interior in buildableLocation.buildings.Select(p => p.indoors.Value).Where(p => p != null)) + yield return interior; + } + } } } } diff --git a/src/SMAPI/Patches/ScheduleErrorPatch.cs b/src/SMAPI/Patches/ScheduleErrorPatch.cs new file mode 100644 index 00000000..a23aa645 --- /dev/null +++ b/src/SMAPI/Patches/ScheduleErrorPatch.cs @@ -0,0 +1,86 @@ +using System.Collections.Generic; +using System.Diagnostics.CodeAnalysis; +using System.Reflection; +using Harmony; +using StardewModdingAPI.Framework.Patching; +using StardewValley; + +namespace StardewModdingAPI.Patches +{ + /// <summary>A Harmony patch for <see cref="NPC.parseMasterSchedule"/> which intercepts crashes due to invalid schedule data.</summary> + /// <remarks>Patch methods must be static for Harmony to work correctly. See the Harmony documentation before renaming patch arguments.</remarks> + [SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Argument names are defined by Harmony and methods are named for clarity.")] + [SuppressMessage("ReSharper", "IdentifierTypo", Justification = "Argument names are defined by Harmony and methods are named for clarity.")] + internal class ScheduleErrorPatch : IHarmonyPatch + { + /********* + ** Fields + *********/ + /// <summary>Writes messages to the console and log file on behalf of the game.</summary> + private static IMonitor MonitorForGame; + + /// <summary>Whether the target is currently being intercepted.</summary> + private static bool IsIntercepting; + + + /********* + ** Accessors + *********/ + /// <summary>A unique name for this patch.</summary> + public string Name => nameof(ScheduleErrorPatch); + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="monitorForGame">Writes messages to the console and log file on behalf of the game.</param> + public ScheduleErrorPatch(IMonitor monitorForGame) + { + ScheduleErrorPatch.MonitorForGame = monitorForGame; + } + + /// <summary>Apply the Harmony patch.</summary> + /// <param name="harmony">The Harmony instance.</param> + public void Apply(HarmonyInstance harmony) + { + harmony.Patch( + original: AccessTools.Method(typeof(NPC), "parseMasterSchedule"), + prefix: new HarmonyMethod(this.GetType(), nameof(ScheduleErrorPatch.Before_NPC_parseMasterSchedule)) + ); + } + + + /********* + ** Private methods + *********/ + /// <summary>The method to call instead of <see cref="NPC.parseMasterSchedule"/>.</summary> + /// <param name="rawData">The raw schedule data to parse.</param> + /// <param name="__instance">The instance being patched.</param> + /// <param name="__result">The patched method's return value.</param> + /// <param name="__originalMethod">The method being wrapped.</param> + /// <returns>Returns whether to execute the original method.</returns> + private static bool Before_NPC_parseMasterSchedule(string rawData, NPC __instance, ref Dictionary<int, SchedulePathDescription> __result, MethodInfo __originalMethod) + { + if (ScheduleErrorPatch.IsIntercepting) + return true; + + try + { + ScheduleErrorPatch.IsIntercepting = true; + __result = (Dictionary<int, SchedulePathDescription>)__originalMethod.Invoke(__instance, new object[] { rawData }); + return false; + } + catch (TargetInvocationException ex) + { + ScheduleErrorPatch.MonitorForGame.Log($"Failed parsing schedule for NPC {__instance.Name}:\n{rawData}\n{ex.InnerException ?? ex}", LogLevel.Error); + __result = new Dictionary<int, SchedulePathDescription>(); + return false; + } + finally + { + ScheduleErrorPatch.IsIntercepting = false; + } + } + } +} |