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SaveBackup.cs
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using System;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using Harmony12;
using Ionic.Zip;
using UnityModManagerNet;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
namespace SaveBackup
{
using CharId = System.Int32;
using OpinionValue = System.Int32;
public class Settings : UnityModManager.ModSettings
{
public const uint DEFAULT_MAX_BACKUPS_TO_KEEP = 5;
public uint maxBackupsToKeep = DEFAULT_MAX_BACKUPS_TO_KEEP;
public override void Save(UnityModManager.ModEntry modEntry)
{
Save(this, modEntry);
}
}
public static class Main
{
public static bool enabled;
public static Initializer initializer = new Initializer();
public static Settings settings;
public static UnityModManager.ModEntry.ModLogger Logger;
public class Initializer
{
public Initializer()
{
string[] assemblyNames = {
"DotNetZip.dll",
"I18N.dll",
"I18N.West.dll",
};
string assemblyFolder = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
foreach (var name in assemblyNames)
{
try { Assembly.LoadFrom(Path.Combine(assemblyFolder, name)); } catch(Exception ex) { Console.WriteLine(ex.ToString()); }
}
}
}
public static bool Load(UnityModManager.ModEntry modEntry)
{
var harmony = HarmonyInstance.Create(modEntry.Info.Id);
harmony.PatchAll(Assembly.GetExecutingAssembly());
settings = Settings.Load<Settings>(modEntry);
Logger = modEntry.Logger;
modEntry.OnToggle = OnToggle;
modEntry.OnGUI = OnGUI;
modEntry.OnSaveGUI = OnSaveGUI;
return true;
}
public static bool OnToggle(UnityModManager.ModEntry modEntry, bool value)
{
if (!value)
return false;
enabled = value;
return true;
}
static void OnGUI(UnityModManager.ModEntry modEntry)
{
GUILayout.BeginHorizontal(GUILayout.Width(400));
GUILayout.Label("每个存档槽最大保留备份数量:");
var maxBackupsToKeep = GUILayout.TextField(settings.maxBackupsToKeep.ToString(), 3);
if (GUI.changed && !uint.TryParse(maxBackupsToKeep, out settings.maxBackupsToKeep))
{
settings.maxBackupsToKeep = 0;
}
GUILayout.EndHorizontal();
}
static void OnSaveGUI(UnityModManager.ModEntry modEntry)
{
settings.Save(modEntry);
}
}
public static class SaveManager
{
public const int BEFORE_SAVE_BACKUP = 0,
AFTER_LOADING_BACKUP = 1;
public static void Backup(int backupType)
{
// 获取当前游戏存档的路径
var dirPathMethod = typeof(SaveDateFile).GetMethod("Dirpath", BindingFlags.Instance | BindingFlags.NonPublic);
string pathToBackup = (string) dirPathMethod.Invoke(SaveDateFile.instance, new object[1] { -1 });
// 确保pathToBackup末尾没有"/"或者"\\"
pathToBackup = Path.GetDirectoryName(pathToBackup + "/");
switch (backupType)
{
case BEFORE_SAVE_BACKUP:
BackupBeforeSave(pathToBackup);
return;
case AFTER_LOADING_BACKUP:
BackupAfterLoad(pathToBackup);
return;
default:
throw new System.ArgumentException("invalid backupType");
}
}
// 执行存档前备份
private static void BackupBeforeSave(string pathToBackup)
{
if (Main.settings.maxBackupsToKeep == 0)
{
return;
}
string folderName = Path.GetFileName(pathToBackup);
string backupStoragePath = GetBackupStoragePath(pathToBackup);
string backupFilePattern = folderName + ".save.???.zip";
string backupFileFormat = folderName + ".save.{0:D3}.zip";
int backupIndex;
// 获取所有当前存档的备份
var backupFiles = Directory.GetFiles(backupStoragePath, backupFilePattern, SearchOption.TopDirectoryOnly);
if (backupFiles.Count() < Main.settings.maxBackupsToKeep)
{
// 若数量未超上限,则直接累加计数
backupIndex = backupFiles.Count();
}
else
{
// 若数量超过上限,将最早的一个删掉并且平移所有备份
Array.Sort(backupFiles, StringComparer.InvariantCulture);
try { File.Delete(backupFiles[0]); } catch (Exception ex) { Console.WriteLine(ex.ToString()); }
for (int i = 1; i < backupFiles.Count(); i++)
{
try { File.Move(backupFiles[i], backupFiles[i-1]); } catch (Exception ex) { Console.WriteLine(ex.ToString()); }
}
backupIndex = (int) Main.settings.maxBackupsToKeep - 1;
}
// 保存备份
var targetFile = backupStoragePath + "/" + string.Format(backupFileFormat, backupIndex);
BackupFolderToFile(pathToBackup, targetFile);
}
// 执行读档后备份
private static void BackupAfterLoad(string pathToBackup)
{
var targetFile = GetBackupStoragePath(pathToBackup) + "/" + Path.GetFileName(pathToBackup) + ".load.zip";
BackupFolderToFile(pathToBackup, targetFile);
}
// 压缩到备份路径
private static void BackupFolderToFile(string pathToBackup, string targetFile)
{
using(var zip = new ZipFile())
{
zip.AddDirectory(pathToBackup);
zip.Save(targetFile);
}
}
// 返回存档备份存储路径
private static string GetBackupStoragePath(string pathToBackup)
{
string path = Directory.GetParent(pathToBackup).FullName + "/SaveBackup";
if (!Directory.Exists(path)) { Directory.CreateDirectory(path); }
return path;
}
}
/// <summary>
/// 回合存档前自动备份游戏存档
/// </summary>
[HarmonyPatch(typeof(SaveDateFile), "LateUpdate")]
public static class SaveDateFile_LateUpdate_Patch
{
private static void Prefix(SaveDateFile __instance)
{
if (!Main.enabled || !__instance.saveSaveDate) { return; }
try
{
SaveManager.Backup(SaveManager.BEFORE_SAVE_BACKUP);
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
}
}
public static class LFSM
{
public enum State {
NOT_LOADING = 0, // 没在读
LOADING, // 读档
OTHER_LOADING, // 读其他东西
}
public static State state = State.NOT_LOADING;
}
/// <summary>
/// 成功读档后自动备份游戏存档
/// </summary>
[HarmonyPatch(typeof(ui_Loading), "LoadingScene")]
public static class Loading_LoadingScene_Patch
{
private static void Prefix(bool newGame, int teachingId, int loadingDateId)
{
if (!Main.enabled) { return; }
LFSM.state = (teachingId == -1 && !newGame && loadingDateId != 0) ? LFSM.State.LOADING : LFSM.State.OTHER_LOADING;
}
}
[HarmonyPatch(typeof(ui_Loading), "Update")]
public static class Loading_Update_Patch
{
private static void Prefix(bool ___loadingEnd)
{
if (!Main.enabled) { return; }
if (LFSM.state == LFSM.State.LOADING)
{
if (___loadingEnd)
{
try
{
SaveManager.Backup(SaveManager.AFTER_LOADING_BACKUP);
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
LFSM.state = LFSM.State.NOT_LOADING;
}
}
}
}
}