simplify Save Backup compression

We don't need special handling for macOS anymore, since all platforms have .NET 5 now.
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Jesse Plamondon-Willard 2022-12-28 11:35:05 -05:00
parent d438e49f76
commit 81d3baa3b5
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2 changed files with 9 additions and 52 deletions

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@ -7,6 +7,10 @@
_If needed, you can update to SMAPI 3.16.0 first and then install the latest version._ _If needed, you can update to SMAPI 3.16.0 first and then install the latest version._
--> -->
## Upcoming release
* For players:
* Fixed save backups being empty in rare cases on macOS.
## 3.18.1 ## 3.18.1
Released 01 December 2022 for Stardew Valley 1.5.6 or later. Released 01 December 2022 for Stardew Valley 1.5.6 or later.

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@ -1,10 +1,8 @@
using System; using System;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis; using System.Diagnostics.CodeAnalysis;
using System.IO; using System.IO;
using System.IO.Compression; using System.IO.Compression;
using System.Linq; using System.Linq;
using System.Reflection;
using System.Threading.Tasks; using System.Threading.Tasks;
using StardewValley; using StardewValley;
@ -81,7 +79,7 @@ namespace StardewModdingAPI.Mods.SaveBackup
} }
// compress backup if possible // compress backup if possible
if (!this.TryCompress(fallbackDir.FullName, targetFile, out Exception? compressError)) if (!this.TryCompressDir(fallbackDir.FullName, targetFile, out Exception? compressError))
{ {
this.Monitor.Log(Constants.TargetPlatform != GamePlatform.Android this.Monitor.Log(Constants.TargetPlatform != GamePlatform.Android
? $"Backed up to {fallbackDir.FullName}." // expected to fail on Android ? $"Backed up to {fallbackDir.FullName}." // expected to fail on Android
@ -136,19 +134,16 @@ namespace StardewModdingAPI.Mods.SaveBackup
} }
} }
/// <summary>Create a zip using the best available method.</summary> /// <summary>Try to create a compressed zip file for a directory.</summary>
/// <param name="sourcePath">The file or directory path to zip.</param> /// <param name="sourcePath">The directory path to zip.</param>
/// <param name="destination">The destination file to create.</param> /// <param name="destination">The destination file to create.</param>
/// <param name="error">The error which occurred trying to compress, if applicable. This is <see cref="NotSupportedException"/> if compression isn't supported on this platform.</param> /// <param name="error">The error which occurred trying to compress, if applicable. This is <see cref="NotSupportedException"/> if compression isn't supported on this platform.</param>
/// <returns>Returns whether compression succeeded.</returns> /// <returns>Returns whether compression succeeded.</returns>
private bool TryCompress(string sourcePath, FileInfo destination, [NotNullWhen(false)] out Exception? error) private bool TryCompressDir(string sourcePath, FileInfo destination, [NotNullWhen(false)] out Exception? error)
{ {
try try
{ {
if (Constants.TargetPlatform == GamePlatform.Mac) ZipFile.CreateFromDirectory(sourcePath, destination.FullName, CompressionLevel.Fastest, false);
this.CompressUsingMacProcess(sourcePath, destination); // due to limitations with the bundled Mono on macOS, we can't reference System.IO.Compression
else
this.CompressUsingNetFramework(sourcePath, destination);
error = null; error = null;
return true; return true;
@ -160,48 +155,6 @@ namespace StardewModdingAPI.Mods.SaveBackup
} }
} }
/// <summary>Create a zip using the .NET compression library.</summary>
/// <param name="sourcePath">The file or directory path to zip.</param>
/// <param name="destination">The destination file to create.</param>
/// <exception cref="NotSupportedException">The compression libraries aren't available on this system.</exception>
private void CompressUsingNetFramework(string sourcePath, FileInfo destination)
{
// get compress method
MethodInfo createFromDirectory;
try
{
// create compressed backup
Assembly coreAssembly = Assembly.Load("System.IO.Compression, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089");
Assembly fsAssembly = Assembly.Load("System.IO.Compression.FileSystem, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089");
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.");
createFromDirectory = zipFileType.GetMethod("CreateFromDirectory", new[] { typeof(string), typeof(string), compressionLevelType, typeof(bool) }) ?? throw new InvalidOperationException("Can't load ZipFile.CreateFromDirectory method.");
}
catch (Exception ex)
{
throw new NotSupportedException("Couldn't load the .NET compression libraries on this system.", ex);
}
// compress file
createFromDirectory.Invoke(null, new object[] { sourcePath, destination.FullName, CompressionLevel.Fastest, false });
}
/// <summary>Create a zip using a process command on macOS.</summary>
/// <param name="sourcePath">The file or directory path to zip.</param>
/// <param name="destination">The destination file to create.</param>
private void CompressUsingMacProcess(string sourcePath, FileInfo destination)
{
DirectoryInfo saveFolder = new(sourcePath);
ProcessStartInfo startInfo = new()
{
FileName = "zip",
Arguments = $"-rq \"{destination.FullName}\" \"{saveFolder.Name}\" -x \"*.DS_Store\" -x \"__MACOSX\"",
WorkingDirectory = $"{saveFolder.FullName}/../",
CreateNoWindow = true
};
new Process { StartInfo = startInfo }.Start();
}
/// <summary>Recursively copy a directory or file.</summary> /// <summary>Recursively copy a directory or file.</summary>
/// <param name="source">The file or folder to copy.</param> /// <param name="source">The file or folder to copy.</param>
/// <param name="targetFolder">The folder to copy into.</param> /// <param name="targetFolder">The folder to copy into.</param>