fix error when a mod makes invalid changes to an NPC schedule
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# Release notes
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## Upcoming release
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* For players:
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* Fixed error when a mod makes invalid changes to an NPC schedule.
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## 2.9.1
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* For players:
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* Fixed crash in SMAPI 2.9 when constructing certain buildings.
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@ -81,7 +81,7 @@ namespace StardewModdingAPI.Framework
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this.ContentManagers.Add(
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this.MainContentManager = new GameContentManager("Game1.content", serviceProvider, rootDirectory, currentCulture, this, monitor, reflection, this.OnDisposing)
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);
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this.CoreAssets = new CoreAssetPropagator(this.MainContentManager.AssertAndNormaliseAssetName, reflection);
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this.CoreAssets = new CoreAssetPropagator(this.MainContentManager.AssertAndNormaliseAssetName, reflection, monitor);
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}
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/// <summary>Get a new content manager which handles reading files from the game content folder with support for interception.</summary>
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@ -31,6 +31,9 @@ namespace StardewModdingAPI.Metadata
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/// <summary>Simplifies access to private game code.</summary>
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private readonly Reflector Reflection;
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/// <summary>Encapsulates monitoring and logging.</summary>
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private readonly IMonitor Monitor;
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/*********
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** Public methods
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@ -38,10 +41,12 @@ namespace StardewModdingAPI.Metadata
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/// <summary>Initialise the core asset data.</summary>
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/// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param>
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/// <param name="reflection">Simplifies access to private code.</param>
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public CoreAssetPropagator(Func<string, string> getNormalisedPath, Reflector reflection)
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/// <param name="monitor">Encapsulates monitoring and logging.</param>
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public CoreAssetPropagator(Func<string, string> getNormalisedPath, Reflector reflection, IMonitor monitor)
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{
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this.GetNormalisedPath = getNormalisedPath;
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this.Reflection = reflection;
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this.Monitor = monitor;
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}
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/// <summary>Reload one of the game's core assets (if applicable).</summary>
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@ -619,6 +624,11 @@ namespace StardewModdingAPI.Metadata
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{
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// reload schedule
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villager.Schedule = villager.getSchedule(Game1.dayOfMonth);
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if (villager.Schedule == null)
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{
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this.Monitor.Log($"A mod set an invalid schedule for {villager.Name ?? key}, so the NPC may not behave correctly.", LogLevel.Warn);
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return true;
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}
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// switch to new schedule if needed
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int lastScheduleTime = villager.Schedule.Keys.Where(p => p <= Game1.timeOfDay).OrderByDescending(p => p).FirstOrDefault();
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