mirror of
https://github.com/soarqin/DSP_Mods.git
synced 2026-03-22 11:23:25 +08:00
Fix potential bugs in UXAssist and CheatEnabler
UXAssist: - PlanetFunctions: fix infinite loop in constructStats cleanup (i++ -> i--) - PlanetFunctions: skip entityPool slot 0 (sentinel) in DismantleAll foreach - PlanetFunctions: fix belt buffer walk infinite loop when buffer[j]==250, add cargoPool bounds check - FactoryPatch: fix UnfixProto guard condition (< 3 -> < PowerPoleIds.Length) - FactoryPatch: fix Array.Resize(index*2) -> (index+1)*2 to handle index==0 - LogisticsPatch: fix UpdateStorageMax early-exit to check both local and remote - LogisticsPatch: fix storage max scan to use Math.Max instead of last-write - LogisticsPatch: add divide-by-zero guard in station storage ratio calculation - LogisticsPatch: fix station entry right-click delegates using per-instance dictionary instead of shared static array to prevent unsubscribe mismatch - LogisticsPatch: add null checks for GameObject.Find results in InitGUI - GamePatch: log exception in previously empty catch block - GameLogic: invoke event handlers individually with try/catch so one failing subscriber does not abort subsequent ones - DysonSpherePatch/LogisticsPatch/PersistPatch/PlayerPatch: replace matcher.Labels = null with matcher.Labels = [] (5 sites) - UIConfigWindow: remove duplicate I18N.Add for 'Outgoing integration count' - UIConfigWindow: remove two orphaned y += 36f spacing increments CheatEnabler: - GamePatch: add null check for GameMain.gameScenario in AbnormalDisabler.OnEnable - FactoryPatch: add null check for GameMain.mainPlayer in TakeTailItemsPatch and GetItemCountPatch - FactoryPatch: add null check for GameMain.mainPlayer in ConstructionSystem_GameTick_Prefix - FactoryPatch: fix _portalFrom.Remove(beltId) -> Remove(v) (wrong key) - FactoryPatch: add null guard for GameMain.data before iterating factories in WindTurbinesPowerGlobalCoverage - DysonSphereFunctions: fix shell pool rebuild loop writing all shells to slot 1 (id=1); now uses j+1 per iteration - DysonSphereFunctions: replace GameMain.gameScenario.NotifyOnPlanDysonShell() with null-conditional call (?.) at 4 sites - DysonSpherePatch: fix SkipAbsorbPatch/QuickAbsorbPatch sharing _instantAbsorb: OnDisable now recalculates the flag instead of unconditionally clearing it - PlayerFunctions: add null check for GameMain.galaxy in TeleportToOuterSpace - UIConfigWindow: add null guard in UpdateButtons before accessing button fields - PlanetFunctions: add colliderId bounds check in BuryAllVeins
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@@ -448,6 +448,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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var factory = __instance.factory;
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if (factory.prebuildCount <= 0) return;
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var player = GameMain.mainPlayer;
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if (player == null) return;
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var total = factory.prebuildCursor - 1;
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var stepCount = total switch
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{
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@@ -588,7 +589,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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[ArgumentType.Ref, ArgumentType.Ref, ArgumentType.Normal, ArgumentType.Out, ArgumentType.Normal])]
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public static bool TakeTailItemsPatch(StorageComponent __instance, int itemId)
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{
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if (__instance == null || __instance.id != GameMain.mainPlayer.package.id) return true;
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if (__instance == null || GameMain.mainPlayer == null || __instance.id != GameMain.mainPlayer.package.id) return true;
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if (itemId <= 0) return true;
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if (_canBuildItems == null)
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{
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@@ -603,7 +604,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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public static void GetItemCountPatch(StorageComponent __instance, int itemId, ref int __result)
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{
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if (__result > 99) return;
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if (__instance == null || __instance.id != GameMain.mainPlayer.package.id) return;
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if (__instance == null || GameMain.mainPlayer == null || __instance.id != GameMain.mainPlayer.package.id) return;
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if (itemId <= 0) return;
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if (_canBuildItems == null)
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{
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@@ -1020,7 +1021,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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{
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var v = ((long)factory << 32) | (uint)beltId;
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if (!_portalFrom.TryGetValue(v, out var number)) return;
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_portalFrom.Remove(beltId);
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_portalFrom.Remove(v);
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if (!_portalTo.TryGetValue(number, out var set)) return;
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set.Remove(v);
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}
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@@ -1649,6 +1650,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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}
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// Iterate all factories and update wind turbines power nodes
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if (GameMain.data == null) return;
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foreach (var factory in GameMain.data.factories)
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{
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var powerSystem = factory?.powerSystem;
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