using System; using System.Diagnostics; using System.IO; using System.IO.Compression; using System.Linq; using System.Reflection; using System.Threading.Tasks; using StardewValley; namespace StardewModdingAPI.Mods.SaveBackup { /// <summary>The main entry point for the mod.</summary> public class ModEntry : Mod { /********* ** Fields *********/ /// <summary>The number of backups to keep.</summary> private readonly int BackupsToKeep = 10; /// <summary>The absolute path to the folder in which to store save backups.</summary> private readonly string BackupFolder = Path.Combine(Constants.ExecutionPath, "save-backups"); /// <summary>A unique label for the save backup to create.</summary> private readonly string BackupLabel = $"{DateTime.UtcNow:yyyy-MM-dd} - SMAPI {Constants.ApiVersion} with Stardew Valley {Game1.version}"; /// <summary>The name of the save archive to create.</summary> private string FileName => $"{this.BackupLabel}.zip"; /********* ** Public methods *********/ /// <summary>The mod entry point, called after the mod is first loaded.</summary> /// <param name="helper">Provides simplified APIs for writing mods.</param> public override void Entry(IModHelper helper) { try { // init backup folder DirectoryInfo backupFolder = new DirectoryInfo(this.BackupFolder); backupFolder.Create(); // back up & prune saves Task .Run(() => this.CreateBackup(backupFolder)) .ContinueWith(backupTask => this.PruneBackups(backupFolder, this.BackupsToKeep)); } catch (Exception ex) { this.Monitor.Log($"Error backing up saves: {ex}", LogLevel.Error); } } /********* ** Private methods *********/ /// <summary>Back up the current saves.</summary> /// <param name="backupFolder">The folder containing save backups.</param> private void CreateBackup(DirectoryInfo backupFolder) { try { // get target path FileInfo targetFile = new FileInfo(Path.Combine(backupFolder.FullName, this.FileName)); DirectoryInfo fallbackDir = new DirectoryInfo(Path.Combine(backupFolder.FullName, this.BackupLabel)); if (targetFile.Exists || fallbackDir.Exists) { this.Monitor.Log("Already backed up today."); return; } // copy saves to fallback directory (ignore non-save files/folders) DirectoryInfo savesDir = new DirectoryInfo(Constants.SavesPath); if (!this.RecursiveCopy(savesDir, fallbackDir, entry => this.MatchSaveFolders(savesDir, entry), copyRoot: false)) { this.Monitor.Log("No saves found."); return; } // compress backup if possible if (!this.TryCompress(fallbackDir.FullName, targetFile, out Exception compressError)) { this.Monitor.Log(Constants.TargetPlatform != GamePlatform.Android ? $"Backed up to {fallbackDir.FullName}." // expected to fail on Android : $"Backed up to {fallbackDir.FullName}. Couldn't compress backup:\n{compressError}" ); } else { this.Monitor.Log($"Backed up to {targetFile.FullName}."); fallbackDir.Delete(recursive: true); } } catch (Exception ex) { this.Monitor.Log("Couldn't back up saves (see log file for details).", LogLevel.Warn); this.Monitor.Log(ex.ToString()); } } /// <summary>Remove old backups if we've exceeded the limit.</summary> /// <param name="backupFolder">The folder containing save backups.</param> /// <param name="backupsToKeep">The number of backups to keep.</param> private void PruneBackups(DirectoryInfo backupFolder, int backupsToKeep) { try { var oldBackups = backupFolder .GetFileSystemInfos() .OrderByDescending(p => p.CreationTimeUtc) .Skip(backupsToKeep); foreach (FileSystemInfo entry in oldBackups) { try { this.Monitor.Log($"Deleting {entry.Name}..."); if (entry is DirectoryInfo folder) folder.Delete(recursive: true); else entry.Delete(); } catch (Exception ex) { this.Monitor.Log($"Error deleting old save backup '{entry.Name}': {ex}", LogLevel.Error); } } } catch (Exception ex) { this.Monitor.Log("Couldn't remove old backups (see log file for details).", LogLevel.Warn); this.Monitor.Log(ex.ToString()); } } /// <summary>Create a zip using the best available method.</summary> /// <param name="sourcePath">The file or 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, out Exception error) { try { if (Constants.TargetPlatform == GamePlatform.Mac) this.CompressUsingMacProcess(sourcePath, destination); // due to limitations with the bundled Mono on Mac, we can't reference System.IO.Compression else this.CompressUsingNetFramework(sourcePath, destination); error = null; return true; } catch (Exception ex) { error = ex; return false; } } /// <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") ?? throw new InvalidOperationException("Can't load System.IO.Compression assembly."); Assembly fsAssembly = Assembly.Load("System.IO.Compression.FileSystem, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089") ?? throw new InvalidOperationException("Can't load System.IO.Compression assembly."); 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 DirectoryInfo(sourcePath); ProcessStartInfo startInfo = new ProcessStartInfo { FileName = "zip", Arguments = $"-rq \"{destination.FullName}\" \"{saveFolder.Name}\" -x \"*.DS_Store\" -x \"__MACOSX\"", WorkingDirectory = $"{saveFolder.FullName}/../", CreateNoWindow = true }; new Process { StartInfo = startInfo }.Start(); } /// <summary>Recursively copy a directory or file.</summary> /// <param name="source">The file or folder to copy.</param> /// <param name="targetFolder">The folder to copy into.</param> /// <param name="copyRoot">Whether to copy the root folder itself, or <c>false</c> to only copy its contents.</param> /// <param name="filter">A filter which matches the files or directories to copy, or <c>null</c> to copy everything.</param> /// <remarks>Derived from the SMAPI installer code.</remarks> /// <returns>Returns whether any files were copied.</returns> private bool RecursiveCopy(FileSystemInfo source, DirectoryInfo targetFolder, Func<FileSystemInfo, bool> filter, bool copyRoot = true) { if (!source.Exists || filter?.Invoke(source) == false) return false; bool anyCopied = false; switch (source) { case FileInfo sourceFile: targetFolder.Create(); sourceFile.CopyTo(Path.Combine(targetFolder.FullName, sourceFile.Name)); anyCopied = true; break; case DirectoryInfo sourceDir: DirectoryInfo targetSubfolder = copyRoot ? new DirectoryInfo(Path.Combine(targetFolder.FullName, sourceDir.Name)) : targetFolder; foreach (var entry in sourceDir.EnumerateFileSystemInfos()) anyCopied = this.RecursiveCopy(entry, targetSubfolder, filter) || anyCopied; break; default: throw new NotSupportedException($"Unknown filesystem info type '{source.GetType().FullName}'."); } return anyCopied; } /// <summary>A copy filter which matches save folders.</summary> /// <param name="savesFolder">The folder containing save folders.</param> /// <param name="entry">The current entry to check under <paramref name="savesFolder"/>.</param> private bool MatchSaveFolders(DirectoryInfo savesFolder, FileSystemInfo entry) { // only need to filter top-level entries string parentPath = (entry as FileInfo)?.DirectoryName ?? (entry as DirectoryInfo)?.Parent?.FullName; if (parentPath != savesFolder.FullName) return true; // match folders with Name_ID format return entry is DirectoryInfo && ulong.TryParse(entry.Name.Split('_').Last(), out _); } } }