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.ExecutionPath, "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 => $"{this.BackupLabel}.zip"; /********* ** Public methods *********/ /// The mod entry point, called after the mod is first loaded. /// Provides simplified APIs for writing mods. public override void Entry(IModHelper helper) { try { // init backup folder DirectoryInfo backupFolder = new DirectoryInfo(this.BackupFolder); backupFolder.Create(); // back up & prune saves Task .Run(() => this.CreateBackup(backupFolder)) .ContinueWith(backupTask => this.PruneBackups(backupFolder, this.BackupsToKeep)); } catch (Exception ex) { this.Monitor.Log($"Error backing up saves: {ex}", LogLevel.Error); } } /********* ** Private methods *********/ /// 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)); DirectoryInfo fallbackDir = new DirectoryInfo(Path.Combine(backupFolder.FullName, this.BackupLabel)); if (targetFile.Exists || fallbackDir.Exists) return; // create zip // due to limitations with the bundled Mono on Mac, we can't reference System.IO.Compression. this.Monitor.Log($"Backing up saves to {targetFile.FullName}...", LogLevel.Trace); switch (Constants.TargetPlatform) { case GamePlatform.Linux: case GamePlatform.Windows: { 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."); 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 }); } catch (Exception ex) when (ex is TypeLoadException || ex.InnerException is TypeLoadException) { // create uncompressed backup if compression fails this.Monitor.Log("Couldn't zip the save backup, creating uncompressed backup instead.", LogLevel.Debug); this.Monitor.Log(ex.ToString(), LogLevel.Trace); this.RecursiveCopy(new DirectoryInfo(Constants.SavesPath), fallbackDir, copyRoot: 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 = $"{Constants.SavesPath}/../", CreateNoWindow = true }; new Process { StartInfo = startInfo }.Start(); } break; } this.Monitor.Log("Backup done!", LogLevel.Trace); } catch (Exception ex) { this.Monitor.Log("Couldn't back up save files (see log file for details).", LogLevel.Warn); this.Monitor.Log(ex.ToString(), LogLevel.Trace); } } /// Remove old backups if we've exceeded the limit. /// The folder containing save backups. /// The number of backups to keep. private void PruneBackups(DirectoryInfo backupFolder, int backupsToKeep) { try { var oldBackups = backupFolder .GetFileSystemInfos() .OrderByDescending(p => p.CreationTimeUtc) .Skip(backupsToKeep); foreach (FileSystemInfo entry in oldBackups) { try { this.Monitor.Log($"Deleting {entry.Name}...", LogLevel.Trace); if (entry is DirectoryInfo folder) folder.Delete(recursive: true); else entry.Delete(); } catch (Exception ex) { this.Monitor.Log($"Error deleting old save backup '{entry.Name}': {ex}", LogLevel.Error); } } } catch (Exception ex) { this.Monitor.Log("Couldn't remove old backups (see log file for details).", LogLevel.Warn); this.Monitor.Log(ex.ToString(), LogLevel.Trace); } } /// Recursively copy a directory or file. /// The file or folder to copy. /// The folder to copy into. /// Whether to copy the root folder itself, or false to only copy its contents. /// Derived from the SMAPI installer code. private void RecursiveCopy(FileSystemInfo source, DirectoryInfo targetFolder, bool copyRoot = true) { if (!targetFolder.Exists) targetFolder.Create(); switch (source) { case FileInfo sourceFile: sourceFile.CopyTo(Path.Combine(targetFolder.FullName, sourceFile.Name)); break; case DirectoryInfo sourceDir: DirectoryInfo targetSubfolder = copyRoot ? new DirectoryInfo(Path.Combine(targetFolder.FullName, sourceDir.Name)) : targetFolder; foreach (var entry in sourceDir.EnumerateFileSystemInfos()) this.RecursiveCopy(entry, targetSubfolder); break; default: throw new NotSupportedException($"Unknown filesystem info type '{source.GetType().FullName}'."); } } } }