summaryrefslogtreecommitdiff
path: root/src/SMAPI.Mods.ErrorHandler/Patches/SaveGamePatcher.cs
diff options
context:
space:
mode:
Diffstat (limited to 'src/SMAPI.Mods.ErrorHandler/Patches/SaveGamePatcher.cs')
-rw-r--r--src/SMAPI.Mods.ErrorHandler/Patches/SaveGamePatcher.cs142
1 files changed, 142 insertions, 0 deletions
diff --git a/src/SMAPI.Mods.ErrorHandler/Patches/SaveGamePatcher.cs b/src/SMAPI.Mods.ErrorHandler/Patches/SaveGamePatcher.cs
new file mode 100644
index 00000000..ef165831
--- /dev/null
+++ b/src/SMAPI.Mods.ErrorHandler/Patches/SaveGamePatcher.cs
@@ -0,0 +1,142 @@
+using System;
+using System.Collections.Generic;
+using System.Diagnostics.CodeAnalysis;
+using System.Linq;
+using HarmonyLib;
+using Microsoft.Xna.Framework.Content;
+using StardewModdingAPI.Framework.Patching;
+using StardewValley;
+using StardewValley.Buildings;
+using StardewValley.Locations;
+
+namespace StardewModdingAPI.Mods.ErrorHandler.Patches
+{
+ /// <summary>A Harmony patch for <see cref="SaveGame"/> which prevents some errors due to broken save 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 SaveGamePatcher : IHarmonyPatch
+ {
+ /*********
+ ** Fields
+ *********/
+ /// <summary>Writes messages to the console and log file.</summary>
+ private static IMonitor Monitor;
+
+ /// <summary>A callback invoked when custom content is removed from the save data to avoid a crash.</summary>
+ private static Action OnContentRemoved;
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="monitor">Writes messages to the console and log file.</param>
+ /// <param name="onContentRemoved">A callback invoked when custom content is removed from the save data to avoid a crash.</param>
+ public SaveGamePatcher(IMonitor monitor, Action onContentRemoved)
+ {
+ SaveGamePatcher.Monitor = monitor;
+ SaveGamePatcher.OnContentRemoved = onContentRemoved;
+ }
+
+
+ /// <inheritdoc />
+ public void Apply(Harmony harmony)
+ {
+ harmony.Patch(
+ original: AccessTools.Method(typeof(SaveGame), nameof(SaveGame.loadDataToLocations)),
+ prefix: new HarmonyMethod(this.GetType(), nameof(SaveGamePatcher.Before_SaveGame_LoadDataToLocations))
+ );
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>The method to call instead of <see cref="SaveGame.loadDataToLocations"/>.</summary>
+ /// <param name="gamelocations">The game locations being loaded.</param>
+ /// <returns>Returns whether to execute the original method.</returns>
+ private static bool Before_SaveGame_LoadDataToLocations(List<GameLocation> gamelocations)
+ {
+ bool removedAny =
+ SaveGamePatcher.RemoveBrokenBuildings(gamelocations)
+ | SaveGamePatcher.RemoveInvalidNpcs(gamelocations);
+
+ if (removedAny)
+ SaveGamePatcher.OnContentRemoved();
+
+ return true;
+ }
+
+ /// <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 (ContentLoadException)
+ {
+ SaveGamePatcher.Monitor.Log($"Removed invalid building type '{building.buildingType.Value}' in {location.Name} ({building.tileX}, {building.tileY}) to avoid a crash when loading save '{Constants.SaveFolderName}'. (Did you remove a custom building mod?)", LogLevel.Warn);
+ location.buildings.Remove(building);
+ removedAny = true;
+ }
+ }
+ }
+
+ return removedAny;
+ }
+
+ /// <summary>Remove NPCs which don't exist in the game data.</summary>
+ /// <param name="locations">The current game locations.</param>
+ private static bool RemoveInvalidNpcs(IEnumerable<GameLocation> locations)
+ {
+ bool removedAny = false;
+
+ IDictionary<string, string> data = Game1.content.Load<Dictionary<string, string>>("Data\\NPCDispositions");
+ foreach (GameLocation location in SaveGamePatcher.GetAllLocations(locations))
+ {
+ foreach (NPC npc in location.characters.ToArray())
+ {
+ if (npc.isVillager() && !data.ContainsKey(npc.Name))
+ {
+ try
+ {
+ npc.reloadSprite(); // this won't crash for special villagers like Bouncer
+ }
+ catch
+ {
+ SaveGamePatcher.Monitor.Log($"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;
+ }
+ }
+ }
+ }
+
+ return removedAny;
+ }
+
+ /// <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;
+ }
+ }
+ }
+ }
+}