Merge branch 'develop' into stable

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Jesse Plamondon-Willard 2021-08-05 11:56:10 -04:00
commit 80d3dd1f78
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9 changed files with 47 additions and 80 deletions

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@ -1,7 +1,7 @@
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<!--set general build properties -->
<Version>3.12.1</Version>
<Version>3.12.2</Version>
<Product>SMAPI</Product>
<LangVersion>latest</LangVersion>
<AssemblySearchPaths>$(AssemblySearchPaths);{GAC}</AssemblySearchPaths>

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@ -1,6 +1,17 @@
← [README](README.md)
# Release notes
## 3.12.2
Released 04 August 2021 for Stardew Valley 1.5.4 or later.
* For players:
* Fixed error creating a new save or joining a multiplayer world in 3.12.1.
* For mod authors:
* Reverted the `Constants.Save*` fix in SMAPI 3.12.1.
_The change caused a number of other issues, and is only needed for rare cases where the save folder was invalid. This may be revisited in a future version instead._
* Fixed `NullReferenceException` in SMAPI's error-handling when trying to handle an invalid `ReflectionTypeLoadException`.
## 3.12.1
Released 03 August 2021 for Stardew Valley 1.5.4 or later.

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@ -19,9 +19,9 @@ namespace StardewModdingAPI.Internal
return $"Failed loading type '{ex.TypeName}': {exception}";
case ReflectionTypeLoadException ex:
string summary = exception.ToString();
foreach (Exception childEx in ex.LoaderExceptions)
summary += $"\n\n{childEx.GetLogSummary()}";
string summary = ex.ToString();
foreach (Exception childEx in ex.LoaderExceptions ?? new Exception[0])
summary += $"\n\n{childEx?.GetLogSummary()}";
return summary;
default:

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@ -1,9 +1,9 @@
{
"Name": "Console Commands",
"Author": "SMAPI",
"Version": "3.12.1",
"Version": "3.12.2",
"Description": "Adds SMAPI console commands that let you manipulate the game.",
"UniqueID": "SMAPI.ConsoleCommands",
"EntryDll": "ConsoleCommands.dll",
"MinimumApiVersion": "3.12.1"
"MinimumApiVersion": "3.12.2"
}

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@ -1,9 +1,9 @@
{
"Name": "Error Handler",
"Author": "SMAPI",
"Version": "3.12.1",
"Version": "3.12.2",
"Description": "Handles some common vanilla errors to log more useful info or avoid breaking the game.",
"UniqueID": "SMAPI.ErrorHandler",
"EntryDll": "ErrorHandler.dll",
"MinimumApiVersion": "3.12.1"
"MinimumApiVersion": "3.12.2"
}

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@ -1,9 +1,9 @@
{
"Name": "Save Backup",
"Author": "SMAPI",
"Version": "3.12.1",
"Version": "3.12.2",
"Description": "Automatically backs up all your saves once per day into its folder.",
"UniqueID": "SMAPI.SaveBackup",
"EntryDll": "SaveBackup.dll",
"MinimumApiVersion": "3.12.1"
"MinimumApiVersion": "3.12.2"
}

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@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Framework;
@ -60,7 +61,7 @@ namespace StardewModdingAPI
internal static int? LogScreenId { get; set; }
/// <summary>SMAPI's current raw semantic version.</summary>
internal static string RawApiVersion = "3.12.1";
internal static string RawApiVersion = "3.12.2";
}
/// <summary>Contains SMAPI's constants and assumptions.</summary>
@ -164,9 +165,6 @@ namespace StardewModdingAPI
/// <summary>The language code for non-translated mod assets.</summary>
internal static LocalizedContentManager.LanguageCode DefaultLanguage { get; } = LocalizedContentManager.LanguageCode.en;
/// <summary>The name of the last save file loaded by the game.</summary>
internal static string LastRawSaveFileName { get; set; }
/*********
** Internal methods
@ -343,9 +341,30 @@ namespace StardewModdingAPI
if (Context.LoadStage == LoadStage.None)
return null;
// get save
string rawSaveName = Constants.LastRawSaveFileName;
return new DirectoryInfo(Path.Combine(Constants.SavesPath, rawSaveName));
// get basic info
string rawSaveName = Game1.GetSaveGameName(set_value: false);
ulong saveID = Context.LoadStage == LoadStage.SaveParsed
? SaveGame.loaded.uniqueIDForThisGame
: Game1.uniqueIDForThisGame;
// get best match (accounting for rare case where folder name isn't sanitized)
DirectoryInfo folder = null;
foreach (string saveName in new[] { rawSaveName, new string(rawSaveName.Where(char.IsLetterOrDigit).ToArray()) })
{
try
{
folder = new DirectoryInfo(Path.Combine(Constants.SavesPath, $"{saveName}_{saveID}"));
if (folder.Exists)
return folder;
}
catch (ArgumentException)
{
// ignore invalid path
}
}
// if save doesn't exist yet, return the default one we expect to be created
return folder;
}
}
}

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@ -257,7 +257,6 @@ namespace StardewModdingAPI.Framework
MiniMonoModHotfix.Apply();
HarmonyPatcher.Apply("SMAPI", this.Monitor,
new Game1Patcher(this.Reflection, this.OnLoadStageChanged),
new SaveGamePatcher(this.OnSaveFileReading),
new TitleMenuPatcher(this.OnLoadStageChanged)
);
@ -1102,13 +1101,6 @@ namespace StardewModdingAPI.Framework
this.EventManager.ReturnedToTitle.RaiseEmpty();
}
/// <summary>Raised before the game begins reading a save file.</summary>
/// <param name="fileName">The save folder name.</param>
internal void OnSaveFileReading(string fileName)
{
Constants.LastRawSaveFileName = fileName;
}
/// <summary>Apply fixes to the save after it's loaded.</summary>
private void ApplySaveFixes()
{

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@ -1,55 +0,0 @@
using System;
using System.Diagnostics.CodeAnalysis;
using HarmonyLib;
using StardewModdingAPI.Internal.Patching;
using StardewValley;
using StardewValley.Menus;
namespace StardewModdingAPI.Patches
{
/// <summary>Harmony patches for <see cref="SaveGame"/> which track the last loaded save ID.</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 SaveGamePatcher : BasePatcher
{
/*********
** Fields
*********/
/// <summary>A callback to invoke when a save file is being loaded.</summary>
private static Action<string> OnSaveFileReading;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="onSaveFileReading">A callback to invoke when a save file is being loaded.</param>
public SaveGamePatcher(Action<string> onSaveFileReading)
{
SaveGamePatcher.OnSaveFileReading = onSaveFileReading;
}
/// <inheritdoc />
public override void Apply(Harmony harmony, IMonitor monitor)
{
harmony.Patch(
original: this.RequireMethod<SaveGame>(nameof(SaveGame.getLoadEnumerator)),
prefix: this.GetHarmonyMethod(nameof(SaveGamePatcher.Before_GetLoadEnumerator))
);
}
/*********
** Private methods
*********/
/// <summary>The method to call before <see cref="TitleMenu.createdNewCharacter"/>.</summary>
/// <returns>Returns whether to execute the original method.</returns>
/// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
private static bool Before_GetLoadEnumerator(string file)
{
SaveGamePatcher.OnSaveFileReading(file);
return true;
}
}
}