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using System;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Linq;
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 = $"{DateTime.UtcNow:yyyy-MM-dd} - SMAPI {Constants.ApiVersion} with Stardew Valley {Game1.version}.zip";
/*********
** Public methods
*********/
/// <summary>The mod entry point, called after the mod is first loaded.</summary>
/// <param name="helper">Provides simplified APIs for writing mods.</param>
public override void Entry(IModHelper helper)
{
try
{
// read config
ModConfig config = this.Helper.ReadConfig<ModConfig>();
// init backup folder
DirectoryInfo folder = new DirectoryInfo(Path.Combine(this.Helper.DirectoryPath, "backups"));
folder.Create();
// back up saves
{
FileInfo file = new FileInfo(Path.Combine(folder.FullName, this.FileName));
if (!file.Exists)
{
this.Monitor.Log($"Adding {file.Name}...", LogLevel.Trace);
ZipFile.CreateFromDirectory(Constants.SavesPath, file.FullName, CompressionLevel.Fastest, includeBaseDirectory: false);
}
}
// prune old saves
foreach (FileInfo file in this.GetOldBackups(folder, config.BackupsToKeep))
{
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($"Error backing up saves: {ex}");
}
}
/*********
** Private methods
*********/
/// <summary>Get backups ordered by creation date.</summary>
/// <param name="folder">The folder to search.</param>
/// <param name="skip">The number of backups to skip.</param>
private IEnumerable<FileInfo> GetOldBackups(DirectoryInfo folder, int skip)
{
return folder
.GetFiles()
.OrderByDescending(p => p.CreationTimeUtc)
.Skip(skip);
}
}
}
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