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path: root/src/SMAPI.Mods.SaveBackup/ModEntry.cs
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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
{
    /// <summary>The main entry point for the mod.</summary>
    public class ModEntry : Mod
    {
        /*********
        ** Properties
        *********/
        /// <summary>The name of the save archive to create.</summary>
        private readonly string FileName = $"{DateTime.UtcNow:yyyy-MM-dd} - SMAPI {Constants.ApiVersion} with Stardew Valley {Game1.version}.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
            {
                ModConfig config = this.Helper.ReadConfig<ModConfig>();

                // 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
        *********/
        /// <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));
                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);
            }
        }

        /// <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
                    .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);
            }
        }
    }
}