fix: sanitize stale effectIds before removing weapon augments to prevent system crashes
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204573de13
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a31f56ac49
1 changed files with 23 additions and 9 deletions
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@ -197,22 +197,36 @@ export function patchIkonisSheet() {
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};
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Weapon.prototype._onRemoveAugment = async function(event, target) {
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const weaponFeatures = foundry.utils.deepClone(this.document.system.weaponFeatures || []);
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let weaponFeatures = foundry.utils.deepClone(this.document.system.weaponFeatures || []);
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const targetId = target.dataset.id;
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// Find the index of the first matching feature to remove
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const idx = weaponFeatures.findIndex(f => String(f.value) === String(targetId));
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if (idx !== -1) {
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// Sanitize effectIds to prevent system crash if effects are missing
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const feature = weaponFeatures[idx];
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if (Array.isArray(feature.effectIds)) {
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feature.effectIds = feature.effectIds.filter(id => this.document.effects.has(id));
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// 1. Pre-emptive cleanup of all stale effectIds on the weapon.
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// This is necessary because the system crashes if it tries to remove a feature
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// that points to an effect ID that no longer exists in the weapon's effects collection.
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let needsCleanup = false;
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const cleanedFeatures = weaponFeatures.map(f => {
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if (Array.isArray(f.effectIds)) {
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const originalCount = f.effectIds.length;
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f.effectIds = f.effectIds.filter(id => this.document.effects.has(id));
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if (f.effectIds.length !== originalCount) needsCleanup = true;
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}
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return f;
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});
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if (needsCleanup) {
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console.log("DH-Ikonis | Cleaning up stale effectIds to prevent system crash...");
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await this.document.update({ "system.weaponFeatures": cleanedFeatures });
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// Refresh our local copy after update
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weaponFeatures = foundry.utils.deepClone(this.document.system.weaponFeatures);
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}
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// 2. Perform the actual removal
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const idx = weaponFeatures.findIndex(f => String(f.value) === String(targetId));
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if (idx !== -1) {
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weaponFeatures.splice(idx, 1);
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await this.document.update({ "system.weaponFeatures": weaponFeatures });
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}
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this.render(true);
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};
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