101 lines
3.9 KiB
C#
101 lines
3.9 KiB
C#
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using System;
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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 StardewModdingAPI;
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using StardewModdingAPI.Events;
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namespace Omegasis.SaveBackup
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{
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/// <summary>The mod entry point.</summary>
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public class SaveBackup : Mod
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{
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/*********
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** Properties
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*********/
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/// <summary>The folder path containing the game's app data.</summary>
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private static readonly string AppDataPath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
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/// <summary>The folder path containing the game's saves.</summary>
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private static readonly string SavesPath = Path.Combine(SaveBackup.AppDataPath, "Saves");
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/// <summary>The folder path containing backups of the save before the player starts playing.</summary>
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private static readonly string PrePlayBackupsPath = Path.Combine(SaveBackup.AppDataPath, "Backed_Up_Saves", "Pre_Play_Saves");
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/// <summary>The folder path containing nightly backups of the save.</summary>
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private static readonly string NightlyBackupsPath = Path.Combine(SaveBackup.AppDataPath, "Backed_Up_Saves", "Nightly_InGame_Saves");
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/// <summary>The number of save backups to keep for each type.</summary>
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private int SaveCount = 30;
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/*********
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** Public methods
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*********/
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/// <summary>The mod entry point, called after the mod is first loaded.</summary>
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/// <param name="helper">Provides simplified APIs for writing mods.</param>
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public override void Entry(IModHelper helper)
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{
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this.LoadConfig();
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this.WriteConfig();
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this.BackupSaves(SaveBackup.PrePlayBackupsPath);
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TimeEvents.DayOfMonthChanged += this.TimeEvents_DayOfMonthChanged;
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}
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/*********
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** Private methods
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*********/
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/// <summary>The method invoked when <see cref="StardewValley.Game1.dayOfMonth"/> changes.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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private void TimeEvents_DayOfMonthChanged(object sender, EventArgs e)
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{
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this.BackupSaves(SaveBackup.NightlyBackupsPath);
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}
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/// <summary>Back up saves to the specified folder.</summary>
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/// <param name="folderPath">The folder path in which to generate saves.</param>
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private void BackupSaves(string folderPath)
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{
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// back up saves
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Directory.CreateDirectory(folderPath);
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ZipFile.CreateFromDirectory(SaveBackup.SavesPath, Path.Combine(folderPath, $"backup-{DateTime.Now:yyyyMMdd'-'HHmmss}.zip"));
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// delete old backups
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new DirectoryInfo(folderPath)
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.EnumerateFiles()
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.OrderByDescending(f => f.CreationTime)
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.Skip(this.SaveCount)
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.ToList()
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.ForEach(file => file.Delete());
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}
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/// <summary>Load the configuration settings.</summary>
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private void LoadConfig()
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{
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var path = Path.Combine(Helper.DirectoryPath, "AutoBackup_data.txt");
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if (File.Exists(path))
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{
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string[] text = File.ReadAllLines(path);
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this.SaveCount = Convert.ToInt32(text[3]);
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}
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}
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/// <summary>Save the configuration settings.</summary>
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private void WriteConfig()
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{
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string path = Path.Combine(Helper.DirectoryPath, "AutoBackup_data.txt");
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string[] text = new string[20];
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text[0] = "Player: AutoBackup Config:";
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text[1] = "====================================================================================";
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text[2] = "Number of Backups to Keep:";
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text[3] = this.SaveCount.ToString();
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File.WriteAllLines(path, text);
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}
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}
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}
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