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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-12-28 11:35:05 -0500 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2022-12-28 11:35:05 -0500 |
commit | 81d3baa3b516a41c4be79e833516f890b92e3dbb (patch) | |
tree | 3460e442683a6b4d75409679eed7a992b48bb3c9 | |
parent | d438e49f76a83b995fcb9c3e95869b908d935e7f (diff) | |
download | SMAPI-81d3baa3b516a41c4be79e833516f890b92e3dbb.tar.gz SMAPI-81d3baa3b516a41c4be79e833516f890b92e3dbb.tar.bz2 SMAPI-81d3baa3b516a41c4be79e833516f890b92e3dbb.zip |
simplify Save Backup compression
We don't need special handling for macOS anymore, since all platforms have .NET 5 now.
-rw-r--r-- | docs/release-notes.md | 4 | ||||
-rw-r--r-- | src/SMAPI.Mods.SaveBackup/ModEntry.cs | 57 |
2 files changed, 9 insertions, 52 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md index ae98a0c4..54cbf96c 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -7,6 +7,10 @@ _If needed, you can update to SMAPI 3.16.0 first and then install the latest version._ --> +## Upcoming release +* For players: + * Fixed save backups being empty in rare cases on macOS. + ## 3.18.1 Released 01 December 2022 for Stardew Valley 1.5.6 or later. diff --git a/src/SMAPI.Mods.SaveBackup/ModEntry.cs b/src/SMAPI.Mods.SaveBackup/ModEntry.cs index a79c092f..8a22a5f3 100644 --- a/src/SMAPI.Mods.SaveBackup/ModEntry.cs +++ b/src/SMAPI.Mods.SaveBackup/ModEntry.cs @@ -1,10 +1,8 @@ using System; -using System.Diagnostics; using System.Diagnostics.CodeAnalysis; using System.IO; using System.IO.Compression; using System.Linq; -using System.Reflection; using System.Threading.Tasks; using StardewValley; @@ -81,7 +79,7 @@ namespace StardewModdingAPI.Mods.SaveBackup } // compress backup if possible - if (!this.TryCompress(fallbackDir.FullName, targetFile, out Exception? compressError)) + if (!this.TryCompressDir(fallbackDir.FullName, targetFile, out Exception? compressError)) { this.Monitor.Log(Constants.TargetPlatform != GamePlatform.Android ? $"Backed up to {fallbackDir.FullName}." // expected to fail on Android @@ -136,19 +134,16 @@ namespace StardewModdingAPI.Mods.SaveBackup } } - /// <summary>Create a zip using the best available method.</summary> - /// <param name="sourcePath">The file or directory path to zip.</param> + /// <summary>Try to create a compressed zip file for a directory.</summary> + /// <param name="sourcePath">The directory path to zip.</param> /// <param name="destination">The destination file to create.</param> /// <param name="error">The error which occurred trying to compress, if applicable. This is <see cref="NotSupportedException"/> if compression isn't supported on this platform.</param> /// <returns>Returns whether compression succeeded.</returns> - private bool TryCompress(string sourcePath, FileInfo destination, [NotNullWhen(false)] out Exception? error) + private bool TryCompressDir(string sourcePath, FileInfo destination, [NotNullWhen(false)] out Exception? error) { try { - if (Constants.TargetPlatform == GamePlatform.Mac) - this.CompressUsingMacProcess(sourcePath, destination); // due to limitations with the bundled Mono on macOS, we can't reference System.IO.Compression - else - this.CompressUsingNetFramework(sourcePath, destination); + ZipFile.CreateFromDirectory(sourcePath, destination.FullName, CompressionLevel.Fastest, false); error = null; return true; @@ -160,48 +155,6 @@ namespace StardewModdingAPI.Mods.SaveBackup } } - /// <summary>Create a zip using the .NET compression library.</summary> - /// <param name="sourcePath">The file or directory path to zip.</param> - /// <param name="destination">The destination file to create.</param> - /// <exception cref="NotSupportedException">The compression libraries aren't available on this system.</exception> - private void CompressUsingNetFramework(string sourcePath, FileInfo destination) - { - // get compress method - MethodInfo createFromDirectory; - try - { - // create compressed backup - Assembly coreAssembly = Assembly.Load("System.IO.Compression, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"); - Assembly fsAssembly = Assembly.Load("System.IO.Compression.FileSystem, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"); - Type compressionLevelType = coreAssembly.GetType("System.IO.Compression.CompressionLevel") ?? throw new InvalidOperationException("Can't load CompressionLevel type."); - Type zipFileType = fsAssembly.GetType("System.IO.Compression.ZipFile") ?? throw new InvalidOperationException("Can't load ZipFile type."); - createFromDirectory = zipFileType.GetMethod("CreateFromDirectory", new[] { typeof(string), typeof(string), compressionLevelType, typeof(bool) }) ?? throw new InvalidOperationException("Can't load ZipFile.CreateFromDirectory method."); - } - catch (Exception ex) - { - throw new NotSupportedException("Couldn't load the .NET compression libraries on this system.", ex); - } - - // compress file - createFromDirectory.Invoke(null, new object[] { sourcePath, destination.FullName, CompressionLevel.Fastest, false }); - } - - /// <summary>Create a zip using a process command on macOS.</summary> - /// <param name="sourcePath">The file or directory path to zip.</param> - /// <param name="destination">The destination file to create.</param> - private void CompressUsingMacProcess(string sourcePath, FileInfo destination) - { - DirectoryInfo saveFolder = new(sourcePath); - ProcessStartInfo startInfo = new() - { - FileName = "zip", - Arguments = $"-rq \"{destination.FullName}\" \"{saveFolder.Name}\" -x \"*.DS_Store\" -x \"__MACOSX\"", - WorkingDirectory = $"{saveFolder.FullName}/../", - CreateNoWindow = true - }; - new Process { StartInfo = startInfo }.Start(); - } - /// <summary>Recursively copy a directory or file.</summary> /// <param name="source">The file or folder to copy.</param> /// <param name="targetFolder">The folder to copy into.</param> |