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 { /// The main entry point for the mod. public class ModEntry : Mod { /********* ** Fields *********/ /// The number of backups to keep. private readonly int BackupsToKeep = 10; /// The absolute path to the folder in which to store save backups. private readonly string BackupFolder = Path.Combine(Constants.GamePath, "save-backups"); /// A unique label for the save backup to create. private readonly string BackupLabel = $"{DateTime.UtcNow:yyyy-MM-dd} - SMAPI {Constants.ApiVersion} with Stardew Valley {Game1.version}"; /// The name of the save archive to create. private string FileName => $"{this.BackupLabel}.zip"; /********* ** Public methods *********/ /// The mod entry point, called after the mod is first loaded. /// Provides simplified APIs for writing mods. public override void Entry(IModHelper helper) { try { // init backup folder DirectoryInfo backupFolder = new(this.BackupFolder); backupFolder.Create(); // back up & prune saves Task .Run(() => this.CreateBackup(backupFolder)) .ContinueWith(_ => this.PruneBackups(backupFolder, this.BackupsToKeep)); } catch (Exception ex) { this.Monitor.Log($"Error backing up saves: {ex}", LogLevel.Error); } } /********* ** Private methods *********/ /// Back up the current saves. /// The folder containing save backups. private void CreateBackup(DirectoryInfo backupFolder) { try { // get target path FileInfo targetFile = new(Path.Combine(backupFolder.FullName, this.FileName)); DirectoryInfo fallbackDir = new(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(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()); } } /// Remove old backups if we've exceeded the limit. /// The folder containing save backups. /// The number of backups to keep. 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()); } } /// Create a zip using the best available method. /// The file or directory path to zip. /// The destination file to create. /// The error which occurred trying to compress, if applicable. This is if compression isn't supported on this platform. /// Returns whether compression succeeded. 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 macOS, we can't reference System.IO.Compression else this.CompressUsingNetFramework(sourcePath, destination); error = null; return true; } catch (Exception ex) { error = ex; return false; } } /// Create a zip using the .NET compression library. /// The file or directory path to zip. /// The destination file to create. /// The compression libraries aren't available on this system. 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 }); } /// Create a zip using a process command on macOS. /// The file or directory path to zip. /// The destination file to create. 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 = $"{saveFolder.FullName}/../", CreateNoWindow = true }; new Process { StartInfo = startInfo }.Start(); } /// Recursively copy a directory or file. /// The file or folder to copy. /// The folder to copy into. /// Whether to copy the root folder itself, or false to only copy its contents. /// A filter which matches the files or directories to copy, or null to copy everything. /// Derived from the SMAPI installer code. /// Returns whether any files were copied. private bool RecursiveCopy(FileSystemInfo source, DirectoryInfo targetFolder, Func filter, bool copyRoot = true) { if (!source.Exists || filter?.Invoke(source) == false) return false; bool anyCopied = false; switch (source) { case FileInfo sourceFile: targetFolder.Create(); sourceFile.CopyTo(Path.Combine(targetFolder.FullName, sourceFile.Name)); anyCopied = true; break; case DirectoryInfo sourceDir: DirectoryInfo targetSubfolder = copyRoot ? new DirectoryInfo(Path.Combine(targetFolder.FullName, sourceDir.Name)) : targetFolder; foreach (var entry in sourceDir.EnumerateFileSystemInfos()) anyCopied = this.RecursiveCopy(entry, targetSubfolder, filter) || anyCopied; break; default: throw new NotSupportedException($"Unknown filesystem info type '{source.GetType().FullName}'."); } return anyCopied; } /// A copy filter which matches save folders. /// The folder containing save folders. /// The current entry to check under . 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 _); } } }