diff --git a/docs/release-notes.md b/docs/release-notes.md index 2df7467a..be51695e 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -13,6 +13,7 @@ * For modders: * World events are now raised for the volcano levels. + * Added `apply_save_fix` command to reapply a save migration in exceptional cases. This should be used with extreme care. Type `help apply_save_fix` for details. For the web UI: * Fixed edge cases in SMAPI log parsing. diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Other/ApplySaveFixCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Other/ApplySaveFixCommand.cs new file mode 100644 index 00000000..8f59342e --- /dev/null +++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Other/ApplySaveFixCommand.cs @@ -0,0 +1,77 @@ +using System; +using System.Collections.Generic; +using StardewValley; + +namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Other +{ + /// A command which runs one of the game's save migrations. + internal class ApplySaveFixCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// Construct an instance. + 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 \nApply the named save fix.") { } + + /// Handle the command. + /// Writes messages to the console and log file. + /// The command name. + /// The command arguments. + 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 + *********/ + /// Get the valid save fix IDs. + private IEnumerable GetSaveIds() + { + foreach (SaveGame.SaveFixes id in Enum.GetValues(typeof(SaveGame.SaveFixes))) + { + if (id == SaveGame.SaveFixes.MAX) + continue; + + yield return id.ToString(); + } + } + } +}