fix errors reading empty JSON files
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@ -8,6 +8,7 @@
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* Removed experimental 'aggressive memory optimizations' option.
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_This was disabled by default and is no longer needed in most cases. Memory usage will be better reduced by reworked asset propagation in the upcoming SMAPI 4.0.0._
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* Fixed 'content file was not found' error when the game tries to load unlocalized text from a localizable mod data asset.
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* Fixed error reading empty JSON files. These are now treated as if they didn't exist like before 3.14.0.
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* Updated compatibility list.
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## 3.14.0
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@ -108,12 +108,11 @@ namespace StardewModdingAPI.Toolkit.Serialization
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/// <summary>Deserialize JSON text if possible.</summary>
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/// <typeparam name="TModel">The model type.</typeparam>
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/// <param name="json">The raw JSON text.</param>
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public TModel Deserialize<TModel>(string json)
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public TModel? Deserialize<TModel>(string json)
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{
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try
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{
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return JsonConvert.DeserializeObject<TModel>(json, this.JsonSettings)
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?? throw new InvalidOperationException($"Couldn't deserialize model type '{typeof(TModel)}' from empty or null JSON.");
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return JsonConvert.DeserializeObject<TModel>(json, this.JsonSettings);
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}
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catch (JsonReaderException)
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{
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@ -9,6 +9,7 @@ using StardewModdingAPI.Events;
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using StardewModdingAPI.Framework.Events;
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using StardewModdingAPI.Framework.Networking;
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using StardewModdingAPI.Framework.Reflection;
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using StardewModdingAPI.Internal;
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using StardewModdingAPI.Toolkit.Serialization;
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using StardewModdingAPI.Utilities;
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using StardewValley;
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@ -489,8 +490,8 @@ namespace StardewModdingAPI.Framework
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private RemoteContextModel? ReadContext(BinaryReader reader)
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{
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string data = reader.ReadString();
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RemoteContextModel model = this.JsonHelper.Deserialize<RemoteContextModel>(data);
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return model.ApiVersion != null
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RemoteContextModel? model = this.JsonHelper.Deserialize<RemoteContextModel>(data);
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return model?.ApiVersion != null
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? model
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: null; // no data available for vanilla players
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}
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@ -499,13 +500,31 @@ namespace StardewModdingAPI.Framework
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/// <param name="message">The raw message to parse.</param>
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private void ReceiveModMessage(IncomingMessage message)
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{
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// parse message
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// read message JSON
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string json = message.Reader.ReadString();
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ModMessageModel model = this.JsonHelper.Deserialize<ModMessageModel>(json);
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HashSet<long> playerIDs = new HashSet<long>(model.ToPlayerIDs ?? this.GetKnownPlayerIDs());
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if (this.LogNetworkTraffic)
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this.Monitor.Log($"Received message: {json}.");
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// deserialize model
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ModMessageModel? model;
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try
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{
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model = this.JsonHelper.Deserialize<ModMessageModel>(json);
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if (model is null)
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{
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this.Monitor.Log($"Received invalid mod message from {message.FarmerID}.\nRaw message data: {json}");
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return;
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}
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}
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catch (Exception ex)
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{
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this.Monitor.Log($"Received invalid mod message from {message.FarmerID}.\nRaw message data: {json}\nError details: {ex.GetLogSummary()}");
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return;
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}
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// get player IDs
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HashSet<long> playerIDs = new HashSet<long>(model.ToPlayerIDs ?? this.GetKnownPlayerIDs());
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// notify local mods
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if (playerIDs.Contains(Game1.player.UniqueMultiplayerID))
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this.OnModMessageReceived(model);
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