using System;
using System.Collections.Generic;
using StardewValley;
namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Other
{
/// A command which runs one of the game's save migrations.
internal class ApplySaveFixCommand : TrainerCommand
{
/*********
** Public methods
*********/
/// Construct an instance.
public ApplySaveFixCommand()
: base("apply_save_fix", "Apply one of the game's save migrations to the currently loaded save. WARNING: This may corrupt or make permanent changes to your save. DO NOT USE THIS unless you're absolutely sure.\n\nUsage: apply_save_fix list\nList all valid save IDs.\n\nUsage: apply_save_fix \nApply the named save fix.") { }
/// Handle the command.
/// Writes messages to the console and log file.
/// The command name.
/// The command arguments.
public override void Handle(IMonitor monitor, string command, ArgumentParser args)
{
// get fix ID
if (!args.TryGet(0, "fix_id", out string rawFixId, required: false))
{
monitor.Log("Invalid usage. Type 'help apply_save_fix' for details.", LogLevel.Error);
return;
}
rawFixId = rawFixId.Trim();
// list mode
if (rawFixId == "list")
{
monitor.Log("Valid save fix IDs:\n - " + string.Join("\n - ", this.GetSaveIds()), LogLevel.Info);
return;
}
// validate fix ID
if (!Enum.TryParse(rawFixId, ignoreCase: true, out SaveGame.SaveFixes fixId))
{
monitor.Log($"Invalid save ID '{rawFixId}'. Type 'help apply_save_fix' for details.", LogLevel.Error);
return;
}
// apply
monitor.Log("THIS MAY CAUSE PERMANENT CHANGES TO YOUR SAVE FILE. If you're not sure, exit your game without saving to avoid issues.", LogLevel.Warn);
monitor.Log($"Trying to apply save fix ID: '{fixId}'.", LogLevel.Warn);
try
{
Game1.applySaveFix(fixId);
monitor.Log("Save fix applied.", LogLevel.Info);
}
catch (Exception ex)
{
monitor.Log("Applying save fix failed. The save may be in an invalid state; you should exit your game now without saving to avoid issues.", LogLevel.Error);
monitor.Log($"Technical details: {ex}", LogLevel.Debug);
}
}
/*********
** Private methods
*********/
/// Get the valid save fix IDs.
private IEnumerable GetSaveIds()
{
foreach (SaveGame.SaveFixes id in Enum.GetValues(typeof(SaveGame.SaveFixes)))
{
if (id == SaveGame.SaveFixes.MAX)
continue;
yield return id.ToString();
}
}
}
}