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}'.");
}
}
}
}