212 lines
7.5 KiB
C#
212 lines
7.5 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.Globalization;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using StardewModdingAPI;
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using StardewValley;
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namespace Stardew_Save_Backup
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{
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public class Class1 : Mod
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{
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static string app_path = Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData);
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static string stardew_path = Path.Combine(app_path, "StardewValley");
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static string stardew_save_path = Path.Combine(stardew_path, "Saves");
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static string saved_backups = Path.Combine(stardew_path, "Backed_Up_Saves"); //name of exported file
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static string pre_play_saves = Path.Combine(saved_backups, "Pre_Play_Saves");
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static string sleeping_saves = Path.Combine(saved_backups, "Nightly_InGame_Saves");
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static string backup_path = Path.Combine(stardew_path, "Backed_Up_Saves");
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public static string output;
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static int pre_iterator = 0;
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static int sleep_iterator =0;
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static string pre_iterator_string = pre_iterator.ToString();
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static string sleep_iterator_string = sleep_iterator.ToString();
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static int save_num = 30;
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public override void Entry(IModHelper helper)
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{
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DataLoader();
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MyWritter();
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Save_Backup(); //Yup I wrote it all in one function.... kinda
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StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += Sleep_Save_Backup;
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}
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public void Save_Backup()
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{
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//insert data read and data writer functions if I want better future optimization.
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string mydatastring = "Pre_Play_Backup";
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string back_up_savefile = Path.Combine(pre_play_saves, mydatastring);
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back_up_savefile = Path.Combine(pre_play_saves, mydatastring);
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if (!Directory.Exists(saved_backups))
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{
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Directory.CreateDirectory(saved_backups);
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Console.WriteLine("Making Backup Directory");
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}
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if (!Directory.Exists(pre_play_saves))
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{
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Directory.CreateDirectory(pre_play_saves);
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Console.WriteLine("Making Backup Directory");
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}
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if (!Directory.Exists(sleeping_saves))
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{
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Directory.CreateDirectory(sleeping_saves);
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Console.WriteLine("Making Backup Directory");
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}
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while (true)
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{
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pre_iterator++; //initial iterations
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pre_iterator_string = pre_iterator.ToString(); //string conversion
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if (File.Exists(back_up_savefile + pre_iterator_string +".zip")) continue; //if my file exists, go back to the top!
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if (!File.Exists(back_up_savefile + pre_iterator_string + ".zip")) //if my file doesnt exist, make it!
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{
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pre_iterator_string = pre_iterator.ToString();
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string newbackup = back_up_savefile + pre_iterator_string;
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output = newbackup + ".zip";
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ZipFile.CreateFromDirectory(stardew_save_path, output);
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break;
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}
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}
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var files = new DirectoryInfo(pre_play_saves).EnumerateFiles()
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.OrderByDescending(f => f.CreationTime)
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.Skip(save_num)
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.ToList();
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files.ForEach(f => f.Delete());
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}
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static void Sleep_Save_Backup(object sender, EventArgs e)
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{
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//insert data read and data writer functions if I want better future optimization.
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string mydatastring = "Nightly_Backup";
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string back_up_savefile = Path.Combine(pre_play_saves, mydatastring);
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back_up_savefile = Path.Combine(sleeping_saves, mydatastring);
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//This shouldn't run, but just incase...
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if (!Directory.Exists(saved_backups))
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{
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Directory.CreateDirectory(saved_backups);
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Console.WriteLine("Making Backup Directory");
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}
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if (!Directory.Exists(pre_play_saves))
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{
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Directory.CreateDirectory(pre_play_saves);
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Console.WriteLine("Making Backup Directory");
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}
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if (!Directory.Exists(sleeping_saves))
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{
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Directory.CreateDirectory(sleeping_saves);
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Console.WriteLine("Making Backup Directory");
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}
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//string backup_path = Path.Combine(stardew_path, "Backed_Up_Saves");
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while (true)
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{
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sleep_iterator++; //initial iterations
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sleep_iterator_string = sleep_iterator.ToString(); //string conversion
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if (File.Exists(back_up_savefile + sleep_iterator_string + ".zip")) continue; //if my file exists, go back to the top!
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if (!File.Exists(back_up_savefile + sleep_iterator_string + ".zip")) //if my file doesnt exist, make it!
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{
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sleep_iterator_string = sleep_iterator.ToString();
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string newbackup = back_up_savefile + sleep_iterator_string;
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output = newbackup + ".zip";
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ZipFile.CreateFromDirectory(stardew_save_path, output);
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break;
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}
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}
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var files = new DirectoryInfo(sleeping_saves).EnumerateFiles()
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.OrderByDescending(f => f.CreationTime)
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.Skip(save_num)
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.ToList();
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files.ForEach(f => f.Delete());
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}
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void DataLoader()
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{
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//loads the data to the variables upon loading the game.
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var mylocation = Path.Combine(Helper.DirectoryPath, "AutoBackup_data.txt");
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if (!File.Exists(mylocation)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
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{
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Console.WriteLine("The config file for AutoSpeed was not found, guess I'll create it...");
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}
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else
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{
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// Console.WriteLine("HEY THERE IM LOADING DATA");
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//loads the BuildEndurance_data upon loading the mod
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string[] readtext = File.ReadAllLines(mylocation);
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save_num = Convert.ToInt32(readtext[3]);
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}
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}
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void MyWritter()
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{
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//saves the BuildEndurance_data at the end of a new day;
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var mylocation = Path.Combine(Helper.DirectoryPath, "AutoBackup_data.txt");
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string[] mystring3 = new string[20];
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if (!File.Exists(mylocation))
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{
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Console.WriteLine("The data file for AutoBackup was not found, guess I'll create it when you sleep.");
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mystring3[0] = "Player: AutoBackup Config:";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Number of Backups to Keep:";
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mystring3[3] = save_num.ToString();
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File.WriteAllLines(mylocation, mystring3);
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}
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else
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{
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// Console.WriteLine("HEY IM SAVING DATA");
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//write out the info to a text file upon loading
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mystring3[0] = "Player: AutoBackup Config:";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Number of Backups to Keep:";
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mystring3[3] = save_num.ToString();
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File.WriteAllLines(mylocation, mystring3);
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}
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}
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}
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}
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