using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using HarmonyLib;
using Microsoft.Xna.Framework.Content;
using StardewModdingAPI.Internal;
using StardewModdingAPI.Internal.Patching;
using StardewValley;
using StardewValley.Buildings;
using StardewValley.Locations;
namespace StardewModdingAPI.Mods.ErrorHandler.Patches
{
/// Harmony patches for which prevent some errors due to broken save data.
/// Patch methods must be static for Harmony to work correctly. See the Harmony documentation before renaming patch arguments.
[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 : BasePatcher
{
/*********
** Fields
*********/
/// Writes messages to the console and log file.
private static IMonitor Monitor;
/// A callback invoked when custom content is removed from the save data to avoid a crash.
private static Action OnContentRemoved;
/*********
** Public methods
*********/
/// Construct an instance.
/// Writes messages to the console and log file.
/// A callback invoked when custom content is removed from the save data to avoid a crash.
public SaveGamePatcher(IMonitor monitor, Action onContentRemoved)
{
SaveGamePatcher.Monitor = monitor;
SaveGamePatcher.OnContentRemoved = onContentRemoved;
}
///
public override void Apply(Harmony harmony, IMonitor monitor)
{
harmony.Patch(
original: this.RequireMethod(nameof(SaveGame.loadDataToLocations)),
prefix: this.GetHarmonyMethod(nameof(SaveGamePatcher.Before_LoadDataToLocations))
);
harmony.Patch(
original: this.RequireMethod(nameof(SaveGame.LoadFarmType)),
finalizer: this.GetHarmonyMethod(nameof(SaveGamePatcher.Finalize_LoadFarmType))
);
}
/*********
** Private methods
*********/
/// The method to call instead of .
/// The game locations being loaded.
/// Returns whether to execute the original method.
private static bool Before_LoadDataToLocations(List gamelocations)
{
// missing locations/NPCs
IDictionary npcs = Game1.content.Load>("Data\\NPCDispositions");
if (SaveGamePatcher.RemoveBrokenContent(gamelocations, npcs))
SaveGamePatcher.OnContentRemoved();
return true;
}
/// The method to call after throws an exception.
/// The exception thrown by the wrapped method, if any.
/// Returns the exception to throw, if any.
private static Exception Finalize_LoadFarmType(Exception __exception)
{
// missing custom farm type
if (__exception?.Message?.Contains("not a valid farm type") == true && !int.TryParse(SaveGame.loaded.whichFarm, out _))
{
SaveGamePatcher.Monitor.Log(__exception.GetLogSummary(), LogLevel.Error);
SaveGamePatcher.Monitor.Log($"Removed invalid custom farm type '{SaveGame.loaded.whichFarm}' to avoid a crash when loading save '{Constants.SaveFolderName}'. (Did you remove a custom farm type mod?)", LogLevel.Warn);
SaveGame.loaded.whichFarm = Farm.default_layout.ToString();
SaveGame.LoadFarmType();
SaveGamePatcher.OnContentRemoved();
__exception = null;
}
return __exception;
}
/// Remove content which no longer exists in the game data.
/// The current game locations.
/// The NPC data.
private static bool RemoveBrokenContent(IEnumerable locations, IDictionary npcs)
{
bool removedAny = false;
foreach (GameLocation location in locations)
removedAny |= SaveGamePatcher.RemoveBrokenContent(location, npcs);
return removedAny;
}
/// Remove content which no longer exists in the game data.
/// The current game location.
/// The NPC data.
private static bool RemoveBrokenContent(GameLocation location, IDictionary npcs)
{
bool removedAny = false;
if (location == null)
return false;
// check buildings
if (location is BuildableGameLocation buildableLocation)
{
foreach (Building building in buildableLocation.buildings.ToArray())
{
try
{
BluePrint _ = new BluePrint(building.buildingType.Value);
}
catch (ContentLoadException)
{
SaveGamePatcher.Monitor.Log($"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);
buildableLocation.buildings.Remove(building);
removedAny = true;
continue;
}
SaveGamePatcher.RemoveBrokenContent(building.indoors.Value, npcs);
}
}
// check NPCs
foreach (NPC npc in location.characters.ToArray())
{
if (npc.isVillager() && !npcs.ContainsKey(npc.Name))
{
try
{
npc.reloadSprite(); // this won't crash for special villagers like Bouncer
}
catch
{
SaveGamePatcher.Monitor.Log($"Removed invalid villager '{npc.Name}' in {location.Name} ({npc.getTileLocation()}) to avoid a crash when loading save '{Constants.SaveFolderName}'. (Did you remove a custom NPC mod?)", LogLevel.Warn);
location.characters.Remove(npc);
removedAny = true;
}
}
}
// check objects
foreach (var pair in location.objects.Pairs.ToArray())
{
// SpaceCore can leave null values when removing its custom content
if (pair.Value == null)
{
location.Objects.Remove(pair.Key);
SaveGamePatcher.Monitor.Log($"Removed invalid null object in {location.Name} ({pair.Key}) to avoid a crash when loading save '{Constants.SaveFolderName}'. (Did you remove a custom item mod?)", LogLevel.Warn);
removedAny = true;
}
}
return removedAny;
}
}
}