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using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Harmony;
using StardewModdingAPI.Framework.Patching;
using StardewValley;
using StardewValley.Locations;
namespace StardewModdingAPI.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;
/*********
** Accessors
*********/
/// <summary>A unique name for this patch.</summary>
public string Name => nameof(LoadErrorPatch);
/*********
** 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;
}
/// <summary>Apply the Harmony patch.</summary>
/// <param name="harmony">The Harmony instance.</param>
public void Apply(HarmonyInstance 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 = false;
// remove invalid locations
foreach (GameLocation location in gamelocations.ToArray())
{
if (location is Cellar)
continue; // missing cellars will be added by the game code
if (Game1.getLocationFromName(location.name) == null)
{
LoadErrorPatch.Monitor.Log($"Removed invalid location '{location.Name}' to avoid a crash when loading save '{Constants.SaveFolderName}'. (Did you remove a custom location mod?)", LogLevel.Warn);
gamelocations.Remove(location);
removedAny = true;
}
}
// get building interiors
var interiors =
(
from location in gamelocations.OfType<BuildableGameLocation>()
from building in location.buildings
where building.indoors.Value != null
select building.indoors.Value
);
// remove custom NPCs which no longer exist
IDictionary<string, string> data = Game1.content.Load<Dictionary<string, string>>("Data\\NPCDispositions");
foreach (GameLocation location in gamelocations.Concat(interiors))
{
foreach (NPC npc in location.characters.ToArray())
{
if (npc.isVillager() && !data.ContainsKey(npc.Name))
{
try
{
npc.reloadSprite(); // this won't crash for special villagers like Bouncer
}
catch
{
LoadErrorPatch.Monitor.Log($"Removed invalid villager '{npc.Name}' to avoid a crash when loading save '{Constants.SaveFolderName}'. (Did you remove a custom NPC mod?)", LogLevel.Warn);
location.characters.Remove(npc);
removedAny = true;
}
}
}
}
if (removedAny)
LoadErrorPatch.OnContentRemoved();
return true;
}
}
}
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