summaryrefslogtreecommitdiff
path: root/src/SMAPI.Mods.ErrorHandler/Patches/LoadErrorPatch.cs
blob: e14dc662bed559864fd7b9f07f943f37412e390b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using HarmonyLib;
using StardewModdingAPI.Framework.Exceptions;
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 LoadErrorPatch : 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 LoadErrorPatch(IMonitor monitor, Action onContentRemoved)
        {
            LoadErrorPatch.Monitor = monitor;
            LoadErrorPatch.OnContentRemoved = onContentRemoved;
        }


        /// <inheritdoc />
        public void Apply(Harmony harmony)
        {
            harmony.Patch(
                original: AccessTools.Method(typeof(SaveGame), nameof(SaveGame.loadDataToLocations)),
                prefix: new HarmonyMethod(this.GetType(), nameof(LoadErrorPatch.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 =
                LoadErrorPatch.RemoveBrokenBuildings(gamelocations)
                | LoadErrorPatch.RemoveInvalidNpcs(gamelocations);

            if (removedAny)
                LoadErrorPatch.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 (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;
        }

        /// <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 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;
        }

        /// <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;
                }
            }
        }
    }
}