add apply_save_fix command
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@ -13,6 +13,7 @@
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* For modders:
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* For modders:
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* World events are now raised for the volcano levels.
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* World events are now raised for the volcano levels.
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* 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.
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For the web UI:
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For the web UI:
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* Fixed edge cases in SMAPI log parsing.
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* Fixed edge cases in SMAPI log parsing.
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@ -0,0 +1,77 @@
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using System;
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using System.Collections.Generic;
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using StardewValley;
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namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Other
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{
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/// <summary>A command which runs one of the game's save migrations.</summary>
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internal class ApplySaveFixCommand : TrainerCommand
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{
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/*********
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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public ApplySaveFixCommand()
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: 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.") { }
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/// <summary>Handle the command.</summary>
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/// <param name="monitor">Writes messages to the console and log file.</param>
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/// <param name="command">The command name.</param>
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/// <param name="args">The command arguments.</param>
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public override void Handle(IMonitor monitor, string command, ArgumentParser args)
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{
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// get fix ID
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if (!args.TryGet(0, "fix_id", out string rawFixId, required: false))
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{
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monitor.Log("Invalid usage. Type 'help apply_save_fix' for details.", LogLevel.Error);
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return;
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}
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rawFixId = rawFixId.Trim();
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// list mode
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if (rawFixId == "list")
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{
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monitor.Log("Valid save fix IDs:\n - " + string.Join("\n - ", this.GetSaveIds()), LogLevel.Info);
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return;
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}
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// validate fix ID
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if (!Enum.TryParse(rawFixId, ignoreCase: true, out SaveGame.SaveFixes fixId))
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{
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monitor.Log($"Invalid save ID '{rawFixId}'. Type 'help apply_save_fix' for details.", LogLevel.Error);
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return;
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}
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// apply
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monitor.Log("THIS MAY CAUSE PERMANENT CHANGES TO YOUR SAVE FILE. If you're not sure, exit your game without saving to avoid issues.", LogLevel.Warn);
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monitor.Log($"Trying to apply save fix ID: '{fixId}'.", LogLevel.Warn);
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try
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{
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Game1.applySaveFix(fixId);
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monitor.Log("Save fix applied.", LogLevel.Info);
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}
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catch (Exception ex)
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{
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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);
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monitor.Log($"Technical details: {ex}", LogLevel.Debug);
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}
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}
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/*********
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** Private methods
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*********/
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/// <summary>Get the valid save fix IDs.</summary>
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private IEnumerable<string> GetSaveIds()
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{
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foreach (SaveGame.SaveFixes id in Enum.GetValues(typeof(SaveGame.SaveFixes)))
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{
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if (id == SaveGame.SaveFixes.MAX)
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continue;
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yield return id.ToString();
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}
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}
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}
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}
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