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using System;
using System.Collections.Generic;
using StardewValley;

namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Other
{
    /// <summary>A command which runs one of the game's save migrations.</summary>
    internal class ApplySaveFixCommand : TrainerCommand
    {
        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        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 <fix ID>\nApply the named save fix.") { }

        /// <summary>Handle the command.</summary>
        /// <param name="monitor">Writes messages to the console and log file.</param>
        /// <param name="command">The command name.</param>
        /// <param name="args">The command arguments.</param>
        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
        *********/
        /// <summary>Get the valid save fix IDs.</summary>
        private IEnumerable<string> GetSaveIds()
        {
            foreach (SaveGame.SaveFixes id in Enum.GetValues(typeof(SaveGame.SaveFixes)))
            {
                if (id == SaveGame.SaveFixes.MAX)
                    continue;

                yield return id.ToString();
            }
        }
    }
}