fix SaveBackup failing on Mac (#522)
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@ -1,7 +1,9 @@
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using System;
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using System.Diagnostics;
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using System.IO;
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using System.IO.Compression;
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using System.Linq;
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using System.Reflection;
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using StardewModdingAPI.Mods.SaveBackup.Framework;
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using StardewValley;
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@ -50,11 +52,49 @@ namespace StardewModdingAPI.Mods.SaveBackup
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/// <param name="backupFolder">The folder containing save backups.</param>
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private void CreateBackup(DirectoryInfo backupFolder)
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{
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FileInfo file = new FileInfo(Path.Combine(backupFolder.FullName, this.FileName));
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if (!file.Exists)
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try
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{
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this.Monitor.Log($"Adding {file.Name}...", LogLevel.Trace);
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ZipFile.CreateFromDirectory(Constants.SavesPath, file.FullName, CompressionLevel.Fastest, includeBaseDirectory: false);
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// get target path
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FileInfo targetFile = new FileInfo(Path.Combine(backupFolder.FullName, this.FileName));
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if (targetFile.Exists)
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targetFile.Delete(); //return;
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// create zip
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// due to limitations with the bundled Mono on Mac, we can't reference System.IO.Compression.
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this.Monitor.Log($"Adding {targetFile.Name}...", LogLevel.Trace);
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switch (Constants.TargetPlatform)
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{
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case GamePlatform.Linux:
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case GamePlatform.Windows:
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{
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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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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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break;
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case GamePlatform.Mac:
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{
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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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catch (Exception ex)
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{
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this.Monitor.Log("Couldn't back up save files (see log file for details).", LogLevel.Warn);
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this.Monitor.Log(ex.ToString(), LogLevel.Trace);
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}
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}
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@ -63,23 +103,31 @@ namespace StardewModdingAPI.Mods.SaveBackup
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/// <param name="backupsToKeep">The number of backups to keep.</param>
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private void PruneBackups(DirectoryInfo backupFolder, int backupsToKeep)
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{
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var oldBackups = backupFolder
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.GetFiles()
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.OrderByDescending(p => p.CreationTimeUtc)
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.Skip(backupsToKeep);
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foreach (FileInfo file in oldBackups)
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try
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{
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try
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var oldBackups = backupFolder
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.GetFiles()
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.OrderByDescending(p => p.CreationTimeUtc)
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.Skip(backupsToKeep);
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foreach (FileInfo file in oldBackups)
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{
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this.Monitor.Log($"Deleting {file.Name}...", LogLevel.Trace);
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file.Delete();
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}
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catch (Exception ex)
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{
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this.Monitor.Log($"Error deleting old save backup '{file.Name}': {ex}");
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try
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{
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this.Monitor.Log($"Deleting {file.Name}...", LogLevel.Trace);
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file.Delete();
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}
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catch (Exception ex)
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{
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this.Monitor.Log($"Error deleting old save backup '{file.Name}': {ex}");
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}
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}
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}
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catch (Exception ex)
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{
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this.Monitor.Log("Couldn't remove old backups (see log file for details).", LogLevel.Warn);
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this.Monitor.Log(ex.ToString(), LogLevel.Trace);
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}
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}
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}
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}
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@ -31,8 +31,6 @@
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.IO.Compression" />
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<Reference Include="System.IO.Compression.FileSystem" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="..\..\build\GlobalAssemblyInfo.cs">
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