using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
#if HARMONY_2
using HarmonyLib;
#else
using Harmony;
#endif
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Patching;
using StardewValley;
using StardewValley.Buildings;
using StardewValley.Locations;
namespace StardewModdingAPI.Patches
{
/// A Harmony patch for which prevents 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 LoadErrorPatch : IHarmonyPatch
{
/*********
** 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;
/*********
** Accessors
*********/
///
public string Name => nameof(LoadErrorPatch);
/*********
** 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 LoadErrorPatch(IMonitor monitor, Action onContentRemoved)
{
LoadErrorPatch.Monitor = monitor;
LoadErrorPatch.OnContentRemoved = onContentRemoved;
}
///
#if HARMONY_2
public void Apply(Harmony harmony)
#else
public void Apply(HarmonyInstance harmony)
#endif
{
harmony.Patch(
original: AccessTools.Method(typeof(SaveGame), nameof(SaveGame.loadDataToLocations)),
prefix: new HarmonyMethod(this.GetType(), nameof(LoadErrorPatch.Before_SaveGame_LoadDataToLocations))
);
}
/*********
** Private methods
*********/
/// The method to call instead of .
/// The game locations being loaded.
/// Returns whether to execute the original method.
private static bool Before_SaveGame_LoadDataToLocations(List gamelocations)
{
bool removedAny =
LoadErrorPatch.RemoveBrokenBuildings(gamelocations)
| LoadErrorPatch.RemoveInvalidNpcs(gamelocations);
if (removedAny)
LoadErrorPatch.OnContentRemoved();
return true;
}
/// Remove buildings which don't exist in the game data.
/// The current game locations.
private static bool RemoveBrokenBuildings(IEnumerable locations)
{
bool removedAny = false;
foreach (BuildableGameLocation location in locations.OfType())
{
foreach (Building building in location.buildings.ToArray())
{
try
{
BluePrint _ = new BluePrint(building.buildingType.Value);
}
catch (SContentLoadException)
{
LoadErrorPatch.Monitor.Log($"Removed invalid building type '{building.buildingType.Value}' in {location.Name} ({building.tileX}, {building.tileY}) to avoid a crash when loading save '{Constants.SaveFolderName}'. (Did you remove a custom building mod?)", LogLevel.Warn);
location.buildings.Remove(building);
removedAny = true;
}
}
}
return removedAny;
}
/// Remove NPCs which don't exist in the game data.
/// The current game locations.
private static bool RemoveInvalidNpcs(IEnumerable locations)
{
bool removedAny = false;
IDictionary data = Game1.content.Load>("Data\\NPCDispositions");
foreach (GameLocation location in LoadErrorPatch.GetAllLocations(locations))
{
foreach (NPC npc in location.characters.ToArray())
{
if (npc.isVillager() && !data.ContainsKey(npc.Name))
{
try
{
npc.reloadSprite(); // this won't crash for special villagers like Bouncer
}
catch
{
LoadErrorPatch.Monitor.Log($"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;
}
}
}
}
return removedAny;
}
/// Get all locations, including building interiors.
/// The main game locations.
private static IEnumerable GetAllLocations(IEnumerable 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;
}
}
}
}
}