using System; using System.Diagnostics; using System.IO; using System.IO.Compression; using System.Linq; using System.Reflection; using StardewModdingAPI.Mods.SaveBackup.Framework; using StardewValley; namespace StardewModdingAPI.Mods.SaveBackup { /// The main entry point for the mod. public class ModEntry : Mod { /********* ** Properties *********/ /// The name of the save archive to create. private readonly string FileName = $"{DateTime.UtcNow:yyyy-MM-dd} - SMAPI {Constants.ApiVersion} with Stardew Valley {Game1.version}.zip"; /********* ** Public methods *********/ /// The mod entry point, called after the mod is first loaded. /// Provides simplified APIs for writing mods. public override void Entry(IModHelper helper) { try { ModConfig config = this.Helper.ReadConfig(); // init backup folder DirectoryInfo backupFolder = new DirectoryInfo(Path.Combine(this.Helper.DirectoryPath, "backups")); backupFolder.Create(); // back up saves this.CreateBackup(backupFolder); this.PruneBackups(backupFolder, config.BackupsToKeep); } catch (Exception ex) { this.Monitor.Log($"Error backing up saves: {ex}"); } } /********* ** Private methods *********/ /// Back up the current saves. /// The folder containing save backups. private void CreateBackup(DirectoryInfo backupFolder) { try { // get target path FileInfo targetFile = new FileInfo(Path.Combine(backupFolder.FullName, this.FileName)); if (targetFile.Exists) targetFile.Delete(); //return; // create zip // due to limitations with the bundled Mono on Mac, we can't reference System.IO.Compression. this.Monitor.Log($"Adding {targetFile.Name}...", LogLevel.Trace); switch (Constants.TargetPlatform) { case GamePlatform.Linux: case GamePlatform.Windows: { 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."); MethodInfo createMethod = zipFileType.GetMethod("CreateFromDirectory", new[] { typeof(string), typeof(string), compressionLevelType, typeof(bool) }) ?? throw new InvalidOperationException("Can't load ZipFile.CreateFromDirectory method."); createMethod.Invoke(null, new object[] { Constants.SavesPath, targetFile.FullName, CompressionLevel.Fastest, false }); } break; case GamePlatform.Mac: { DirectoryInfo saveFolder = new DirectoryInfo(Constants.SavesPath); ProcessStartInfo startInfo = new ProcessStartInfo { FileName = "zip", Arguments = $"-rq \"{targetFile.FullName}\" \"{saveFolder.Name}\" -x \"*.DS_Store\" -x \"__MACOSX\"", WorkingDirectory = $"{Constants.SavesPath}/../", CreateNoWindow = true }; new Process { StartInfo = startInfo }.Start(); } break; } } catch (Exception ex) { this.Monitor.Log("Couldn't back up save files (see log file for details).", LogLevel.Warn); this.Monitor.Log(ex.ToString(), LogLevel.Trace); } } /// Remove old backups if we've exceeded the limit. /// The folder containing save backups. /// The number of backups to keep. private void PruneBackups(DirectoryInfo backupFolder, int backupsToKeep) { try { var oldBackups = backupFolder .GetFiles() .OrderByDescending(p => p.CreationTimeUtc) .Skip(backupsToKeep); foreach (FileInfo file in oldBackups) { try { this.Monitor.Log($"Deleting {file.Name}...", LogLevel.Trace); file.Delete(); } catch (Exception ex) { this.Monitor.Log($"Error deleting old save backup '{file.Name}': {ex}"); } } } catch (Exception ex) { this.Monitor.Log("Couldn't remove old backups (see log file for details).", LogLevel.Warn); this.Monitor.Log(ex.ToString(), LogLevel.Trace); } } } }