rework Save Backup to support Android
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@ -68,48 +68,21 @@ namespace StardewModdingAPI.Mods.SaveBackup
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if (targetFile.Exists || fallbackDir.Exists)
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if (targetFile.Exists || fallbackDir.Exists)
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return;
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return;
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// create zip
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// back up saves
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// due to limitations with the bundled Mono on Mac, we can't reference System.IO.Compression.
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this.Monitor.Log($"Backing up saves to {targetFile.FullName}...", LogLevel.Trace);
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this.Monitor.Log($"Backing up saves to {targetFile.FullName}...", LogLevel.Trace);
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switch (Constants.TargetPlatform)
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if (!this.TryCompress(Constants.SavesPath, targetFile, out Exception compressError))
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{
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{
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case GamePlatform.Android:
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// log error (expected on Android due to missing compression DLLs)
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case GamePlatform.Linux:
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if (Constants.TargetPlatform == GamePlatform.Android)
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case GamePlatform.Windows:
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this.Monitor.VerboseLog($"Compression isn't supported on Android:\n{compressError}");
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{
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else
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try
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{
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{
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this.Monitor.Log("Couldn't zip the save backup, creating uncompressed backup instead.", LogLevel.Debug);
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// create compressed backup
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this.Monitor.Log(compressError.ToString(), LogLevel.Trace);
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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.");
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}
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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.");
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Type compressionLevelType = coreAssembly.GetType("System.IO.Compression.CompressionLevel") ?? throw new InvalidOperationException("Can't load CompressionLevel type.");
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Type zipFileType = fsAssembly.GetType("System.IO.Compression.ZipFile") ?? throw new InvalidOperationException("Can't load ZipFile type.");
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MethodInfo createMethod = zipFileType.GetMethod("CreateFromDirectory", new[] { typeof(string), typeof(string), compressionLevelType, typeof(bool) }) ?? throw new InvalidOperationException("Can't load ZipFile.CreateFromDirectory method.");
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createMethod.Invoke(null, new object[] { Constants.SavesPath, targetFile.FullName, CompressionLevel.Fastest, false });
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}
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catch (Exception ex) when (ex is TypeLoadException || ex.InnerException is TypeLoadException)
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{
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// create uncompressed backup if compression fails
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this.Monitor.Log("Couldn't zip the save backup, creating uncompressed backup instead.", LogLevel.Debug);
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this.Monitor.Log(ex.ToString(), LogLevel.Trace);
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this.RecursiveCopy(new DirectoryInfo(Constants.SavesPath), fallbackDir, copyRoot: false);
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}
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}
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break;
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case GamePlatform.Mac:
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// fallback to uncompressed
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{
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this.RecursiveCopy(new DirectoryInfo(Constants.SavesPath), fallbackDir, copyRoot: false);
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DirectoryInfo saveFolder = new DirectoryInfo(Constants.SavesPath);
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ProcessStartInfo startInfo = new ProcessStartInfo
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{
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FileName = "zip",
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Arguments = $"-rq \"{targetFile.FullName}\" \"{saveFolder.Name}\" -x \"*.DS_Store\" -x \"__MACOSX\"",
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WorkingDirectory = $"{Constants.SavesPath}/../",
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CreateNoWindow = true
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};
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new Process { StartInfo = startInfo }.Start();
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}
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break;
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}
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}
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this.Monitor.Log("Backup done!", LogLevel.Trace);
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this.Monitor.Log("Backup done!", LogLevel.Trace);
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}
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}
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@ -155,6 +128,72 @@ namespace StardewModdingAPI.Mods.SaveBackup
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}
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}
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}
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}
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/// <summary>Create a zip using the best available method.</summary>
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/// <param name="sourcePath">The file or directory path to zip.</param>
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/// <param name="destination">The destination file to create.</param>
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/// <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>
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/// <returns>Returns whether compression succeeded.</returns>
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private bool TryCompress(string sourcePath, FileInfo destination, out Exception error)
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{
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try
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{
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if (Constants.TargetPlatform == GamePlatform.Mac)
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this.CompressUsingMacProcess(sourcePath, destination); // due to limitations with the bundled Mono on Mac, we can't reference System.IO.Compression
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else
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this.CompressUsingNetFramework(sourcePath, destination);
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error = null;
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return true;
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}
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catch (Exception ex)
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{
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error = ex;
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return false;
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}
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}
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/// <summary>Create a zip using the .NET compression library.</summary>
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/// <param name="sourcePath">The file or directory path to zip.</param>
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/// <param name="destination">The destination file to create.</param>
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/// <exception cref="NotSupportedException">The compression libraries aren't available on this system.</exception>
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private void CompressUsingNetFramework(string sourcePath, FileInfo destination)
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{
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// get compress method
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MethodInfo createFromDirectory;
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try
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{
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// create compressed backup
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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.");
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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.");
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Type compressionLevelType = coreAssembly.GetType("System.IO.Compression.CompressionLevel") ?? throw new InvalidOperationException("Can't load CompressionLevel type.");
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Type zipFileType = fsAssembly.GetType("System.IO.Compression.ZipFile") ?? throw new InvalidOperationException("Can't load ZipFile type.");
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createFromDirectory = zipFileType.GetMethod("CreateFromDirectory", new[] { typeof(string), typeof(string), compressionLevelType, typeof(bool) }) ?? throw new InvalidOperationException("Can't load ZipFile.CreateFromDirectory method.");
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}
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catch (Exception ex)
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{
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throw new NotSupportedException("Couldn't load the .NET compression libraries on this system.", ex);
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}
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// compress file
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createFromDirectory.Invoke(null, new object[] { sourcePath, destination.FullName, CompressionLevel.Fastest, false });
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}
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/// <summary>Create a zip using a process command on MacOS.</summary>
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/// <param name="sourcePath">The file or directory path to zip.</param>
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/// <param name="destination">The destination file to create.</param>
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private void CompressUsingMacProcess(string sourcePath, FileInfo destination)
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{
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DirectoryInfo saveFolder = new DirectoryInfo(sourcePath);
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ProcessStartInfo startInfo = new ProcessStartInfo
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{
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FileName = "zip",
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Arguments = $"-rq \"{destination.FullName}\" \"{saveFolder.Name}\" -x \"*.DS_Store\" -x \"__MACOSX\"",
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WorkingDirectory = $"{saveFolder.FullName}/../",
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CreateNoWindow = true
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};
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new Process { StartInfo = startInfo }.Start();
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}
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/// <summary>Recursively copy a directory or file.</summary>
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/// <summary>Recursively copy a directory or file.</summary>
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/// <param name="source">The file or folder to copy.</param>
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/// <param name="source">The file or folder to copy.</param>
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/// <param name="targetFolder">The folder to copy into.</param>
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/// <param name="targetFolder">The folder to copy into.</param>
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