Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Utils/SaveUtil.cs
2025-12-08 14:56:47 +00:00

1045 lines
43 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.IO.Compression;
using System.Linq;
using System.Text;
using System.Threading;
using System.Xml.Linq;
using System.Text.RegularExpressions;
using Barotrauma.IO;
using Microsoft.Xna.Framework;
using System.Collections.Immutable;
using System.Diagnostics.CodeAnalysis;
using Barotrauma.Networking;
namespace Barotrauma
{
public readonly struct CampaignDataPath
{
public readonly string LoadPath;
public readonly string SavePath;
public CampaignDataPath(string loadPath, string savePath)
{
if (IsBackupPath(savePath, out _))
{
throw new ArgumentException("Save path cannot be a backup path.", nameof(savePath));
}
LoadPath = loadPath;
SavePath = savePath;
}
/// <summary>
/// Empty path used for non-campaign game sessions.
/// </summary>
public static readonly CampaignDataPath Empty = new CampaignDataPath(loadPath: string.Empty, savePath: string.Empty);
/// <summary>
/// Creates a CampaignDataPath with the same load and save path.
/// </summary>
public static CampaignDataPath CreateRegular(string savePath)
=> new CampaignDataPath(savePath, savePath);
public static bool IsBackupPath(string path, out uint foundIndex)
{
string extension = Path.GetExtension(path);
bool startsWith = extension.StartsWith(SaveUtil.BackupExtension, StringComparison.OrdinalIgnoreCase);
if (!startsWith)
{
foundIndex = 0;
return false;
}
bool hasIndex = SaveUtil.TryGetBackupIndexFromFileName(path, out foundIndex);
return hasIndex;
}
}
static class SaveUtil
{
public const string GameSessionFileName = "gamesession.xml";
private static readonly string LegacySaveFolder = Path.Combine("Data", "Saves");
private static readonly string LegacyMultiplayerSaveFolder = Path.Combine(LegacySaveFolder, "Multiplayer");
#if OSX
/// <summary>
/// These exist because we used to have a workaround here that set the save folder to
/// Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.Personal), "Library", "Application Support", "Daedalic Entertainment GmbH", "Barotrauma")
/// on Mac, because apparently LocalApplicationData returned something different than the expected path. That seems to have changed in .NET8, and now we
/// can use the same LocalApplicationData on all platforms. We however still check the old path in case someone has their saves there.
/// </summary>
public static readonly string LegacyMacSaveFolder = Path.Combine(
Environment.GetFolderPath(Environment.SpecialFolder.Personal),
"Library",
"Application Support",
"Daedalic Entertainment GmbH",
"Barotrauma");
public static string LegacyMacMultiplayerSaveFolder = Path.Combine(LegacyMacSaveFolder, "Multiplayer");
#endif
//C:/Users/*user*/AppData/Local/Daedalic Entertainment GmbH/ on Windows
///home/*user*/.local/share/Daedalic Entertainment GmbH/ on Linux
///Users/*user*/Library/Application Support/Daedalic Entertainment GmbH/ on Mac
public static readonly string DefaultSaveFolder = Path.Combine(
Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData),
"Daedalic Entertainment GmbH",
"Barotrauma");
public static string DefaultMultiplayerSaveFolder = Path.Combine(DefaultSaveFolder, "Multiplayer");
public static readonly string SubmarineDownloadFolder = Path.Combine("Submarines", "Downloaded");
public static readonly string CampaignDownloadFolder = Path.Combine("Data", "Saves", "Multiplayer_Downloaded");
public const string BackupExtension = ".bk";
/// <summary>
/// .save.bk
/// </summary>
public const string FullBackupExtension = $".save{BackupExtension}";
/// <summary>
/// .save.bk0
/// </summary>
public const string BackupExtensionFormat = $"{FullBackupExtension}{{0}}";
/// <summary>
/// .xml.bk
/// </summary>
public const string BackupCharacterDataExtensionStart = $".xml{BackupExtension}";
/// <summary>
/// .xml.bk0
/// </summary>
public const string BackupCharacterDataFormat = $"{BackupCharacterDataExtensionStart}{{0}}";
public static int MaxBackupCount = 3;
public static string TempPath
{
#if SERVER
get { return Path.Combine(GetSaveFolder(SaveType.Singleplayer), "temp_server"); }
#else
get
{
string tempFolder = Path.Combine(GetSaveFolder(SaveType.Singleplayer), "temp");
#if DEBUG
if (GameClient.MultiClientTestMode && GameMain.Client != null)
{
//append the name of the client to the download folder to avoid multiple clients
//from trying to download a file into the same path at the same time
tempFolder += "_" + GameMain.Client.Name;
}
#endif
return tempFolder;
}
#endif
}
public static void EnsureSaveFolderExists()
{
try
{
// Create the default save folder (only) if it doesn't exist yet.
// note, uses System.IO.Directory.CreateDirectory instead of Directory.CreateDirectory from Baro namespace on purpose.
System.IO.Directory.CreateDirectory(DefaultSaveFolder);
}
catch (Exception e)
{
DebugConsole.ThrowError($"Failed to create the default save folder \"{DefaultSaveFolder}\"!", e);
}
}
public enum SaveType
{
Singleplayer,
Multiplayer
}
/// <summary>
/// Saves the game to a file.
/// </summary>
/// <param name="filePath">The path to the save file. </param>
/// <param name="isSavingOnLoading">
/// Indicates if the save is happening during loading in multiplayer
/// to ensure the campaign ID matches the one in the save file.
/// Used to work around some quirks with the backup system.
/// </param>
public static void SaveGame(CampaignDataPath filePath, bool isSavingOnLoading = false)
{
if (!isSavingOnLoading && File.Exists(filePath.SavePath))
{
BackupSave(filePath.SavePath);
}
DebugConsole.Log("Saving the game to: " + filePath);
Directory.CreateDirectory(TempPath, catchUnauthorizedAccessExceptions: true);
try
{
ClearFolder(TempPath, new string[] { GameMain.GameSession.SubmarineInfo.FilePath });
}
catch (Exception e)
{
LogErrorAndSendToClients("Failed to clear folder", e);
return;
}
try
{
GameMain.GameSession.Save(Path.Combine(TempPath, GameSessionFileName), isSavingOnLoading);
if (!isSavingOnLoading)
{
// Reset the campaign data path, since if we had a different load path, it would be invalid now
GameMain.GameSession.DataPath = CampaignDataPath.CreateRegular(filePath.SavePath);
}
}
catch (Exception e)
{
LogErrorAndSendToClients("Error saving gamesession", e);
return;
}
try
{
string? mainSubPath = null;
if (GameMain.GameSession.SubmarineInfo != null)
{
mainSubPath = Path.Combine(TempPath, GameMain.GameSession.SubmarineInfo.Name + ".sub");
GameMain.GameSession.SubmarineInfo.SaveAs(mainSubPath);
for (int i = 0; i < GameMain.GameSession.OwnedSubmarines.Count; i++)
{
if (GameMain.GameSession.OwnedSubmarines[i].Name == GameMain.GameSession.SubmarineInfo.Name)
{
GameMain.GameSession.OwnedSubmarines[i] = GameMain.GameSession.SubmarineInfo;
}
}
}
if (GameMain.GameSession.OwnedSubmarines != null)
{
for (int i = 0; i < GameMain.GameSession.OwnedSubmarines.Count; i++)
{
SubmarineInfo storedInfo = GameMain.GameSession.OwnedSubmarines[i];
string subPath = Path.Combine(TempPath, storedInfo.Name + ".sub");
if (mainSubPath == subPath) { continue; }
storedInfo.SaveAs(subPath);
}
}
}
catch (Exception e)
{
LogErrorAndSendToClients("Error saving submarine", e);
return;
}
try
{
CompressDirectory(TempPath, filePath.SavePath);
}
catch (Exception e)
{
LogErrorAndSendToClients("Error compressing save file", e);
}
void LogErrorAndSendToClients(string errorMsg, Exception e)
{
DebugConsole.ThrowError(errorMsg, e);
#if SERVER
if (GameMain.Server != null)
{
foreach (var client in GameMain.Server.ConnectedClients)
{
GameMain.Server.SendDirectChatMessage(errorMsg + '\n' + e.StackTrace.CleanupStackTrace(), client, ChatMessageType.Error);
}
}
#endif
}
}
public static void LoadGame(CampaignDataPath path)
{
//ensure there's no gamesession/sub loaded because it'd lead to issues when starting a new one (e.g. trying to determine which level to load based on the placement of the sub)
//can happen if a gamesession is interrupted ungracefully (exception during loading)
Submarine.Unload();
GameMain.GameSession = null;
DebugConsole.Log("Loading save file: " + path.LoadPath);
DecompressToDirectory(path.LoadPath, TempPath);
XDocument doc = XMLExtensions.TryLoadXml(Path.Combine(TempPath, GameSessionFileName));
if (doc == null) { return; }
if (!IsSaveFileCompatible(doc))
{
throw new Exception($"The save file \"{path.LoadPath}\" is not compatible with this version of Barotrauma.");
}
var ownedSubmarines = LoadOwnedSubmarines(doc, out SubmarineInfo selectedSub);
GameMain.GameSession = new GameSession(selectedSub, ownedSubmarines, doc, path);
}
public static List<SubmarineInfo> LoadOwnedSubmarines(XDocument saveDoc, out SubmarineInfo selectedSub)
{
string subPath = Path.Combine(TempPath, saveDoc.Root.GetAttributeString("submarine", "")) + ".sub";
selectedSub = new SubmarineInfo(subPath);
List<SubmarineInfo> ownedSubmarines = new List<SubmarineInfo>();
var ownedSubsElement = saveDoc.Root?.Element("ownedsubmarines");
if (ownedSubsElement == null) { return ownedSubmarines; }
foreach (var subElement in ownedSubsElement.Elements())
{
string subName = subElement.GetAttributeString("name", "");
string ownedSubPath = Path.Combine(TempPath, subName + ".sub");
if (!File.Exists(ownedSubPath))
{
DebugConsole.ThrowError($"Could not find the submarine \"{subName}\" ({ownedSubPath})! The save file may be corrupted. Removing the submarine from owned submarines...");
}
else
{
ownedSubmarines.Add(new SubmarineInfo(ownedSubPath));
}
}
return ownedSubmarines;
}
public static bool IsSaveFileCompatible(XDocument? saveDoc)
=> IsSaveFileCompatible(saveDoc?.Root);
public static bool IsSaveFileCompatible(XElement? saveDocRoot)
{
if (saveDocRoot?.Attribute("version") == null) { return false; }
return true;
}
public static void DeleteSave(string filePath)
{
try
{
File.Delete(filePath, catchUnauthorizedAccessExceptions: false);
string[] backups = GetBackupPaths(Path.GetDirectoryName(filePath) ?? "", Path.GetFileNameWithoutExtension(filePath));
foreach (string backup in backups)
{
File.Delete(backup, catchUnauthorizedAccessExceptions: false);
}
}
catch (Exception e)
{
DebugConsole.ThrowError("ERROR: deleting save file \"" + filePath + "\" failed.", e);
}
//deleting a multiplayer save file -> also delete character data
var fullPath = Path.GetFullPath(Path.GetDirectoryName(filePath) ?? "");
if (fullPath.Equals(Path.GetFullPath(DefaultMultiplayerSaveFolder)) ||
fullPath == Path.GetFullPath(GetSaveFolder(SaveType.Multiplayer)))
{
string characterDataSavePath = MultiPlayerCampaign.GetCharacterDataSavePath(filePath);
if (File.Exists(characterDataSavePath))
{
try
{
File.Delete(characterDataSavePath, catchUnauthorizedAccessExceptions: false);
}
catch (Exception e)
{
DebugConsole.ThrowError("ERROR: deleting character data file \"" + characterDataSavePath + "\" failed.", e);
}
}
}
}
public static string GetSaveFolder(SaveType saveType)
{
string folder = string.Empty;
if (!string.IsNullOrEmpty(GameSettings.CurrentConfig.SavePath))
{
folder = GameSettings.CurrentConfig.SavePath;
if (saveType == SaveType.Multiplayer)
{
folder = Path.Combine(folder, "Multiplayer");
}
if (!Directory.Exists(folder))
{
DebugConsole.AddWarning($"Could not find the custom save folder \"{folder}\", creating the folder...");
try
{
Directory.CreateDirectory(folder, catchUnauthorizedAccessExceptions: false);
}
catch (Exception e)
{
DebugConsole.ThrowError($"Could not find the custom save folder \"{folder}\". Using the default save path instead.", e);
folder = string.Empty;
}
}
}
if (string.IsNullOrEmpty(folder))
{
folder = saveType == SaveType.Singleplayer ? DefaultSaveFolder : DefaultMultiplayerSaveFolder;
}
return folder;
}
public static IReadOnlyList<CampaignMode.SaveInfo> GetSaveFiles(SaveType saveType, bool includeInCompatible = true, bool logLoadErrors = true)
{
string defaultFolder = saveType == SaveType.Singleplayer ? DefaultSaveFolder : DefaultMultiplayerSaveFolder;
if (!Directory.Exists(defaultFolder))
{
DebugConsole.Log("Save folder \"" + defaultFolder + " not found! Attempting to create a new folder...");
try
{
Directory.CreateDirectory(defaultFolder, catchUnauthorizedAccessExceptions: false);
}
catch (Exception e)
{
DebugConsole.ThrowError("Failed to create the folder \"" + defaultFolder + "\"!", e);
}
}
List<string> files = Directory.GetFiles(defaultFolder, "*.save", System.IO.SearchOption.TopDirectoryOnly).ToList();
var folder = GetSaveFolder(saveType);
if (!string.IsNullOrEmpty(folder) && Directory.Exists(folder))
{
files.AddRange(Directory.GetFiles(folder, "*.save", System.IO.SearchOption.TopDirectoryOnly));
}
string legacyFolder = saveType == SaveType.Singleplayer ? LegacySaveFolder : LegacyMultiplayerSaveFolder;
if (Directory.Exists(legacyFolder))
{
files.AddRange(Directory.GetFiles(legacyFolder, "*.save", System.IO.SearchOption.TopDirectoryOnly));
}
#if OSX
string legacyMacFolder = saveType == SaveType.Singleplayer ? LegacyMacSaveFolder : LegacyMacMultiplayerSaveFolder;
if (Directory.Exists(legacyMacFolder))
{
files.AddRange(Directory.GetFiles(legacyMacFolder, "*.save", System.IO.SearchOption.TopDirectoryOnly));
}
#endif
files = files.Distinct().ToList();
List<CampaignMode.SaveInfo> saveInfos = new List<CampaignMode.SaveInfo>();
foreach (string file in files)
{
var docRoot = ExtractGameSessionRootElementFromSaveFile(file, logLoadErrors);
if (!includeInCompatible && !IsSaveFileCompatible(docRoot))
{
continue;
}
if (docRoot == null)
{
saveInfos.Add(new CampaignMode.SaveInfo(
FilePath: file,
SaveTime: Option.None,
SubmarineName: "",
RespawnMode: RespawnMode.None,
EnabledContentPackageNames: ImmutableArray<string>.Empty));
}
else
{
List<string> enabledContentPackageNames = new List<string>();
//backwards compatibility
string enabledContentPackagePathsStr = docRoot.GetAttributeStringUnrestricted("selectedcontentpackages", string.Empty);
foreach (string packagePath in enabledContentPackagePathsStr.Split('|'))
{
if (string.IsNullOrEmpty(packagePath)) { continue; }
//change paths to names
string fileName = Path.GetFileNameWithoutExtension(packagePath);
if (fileName == "filelist")
{
enabledContentPackageNames.Add(Path.GetFileName(Path.GetDirectoryName(packagePath) ?? ""));
}
else
{
enabledContentPackageNames.Add(fileName);
}
}
string enabledContentPackageNamesStr = docRoot.GetAttributeStringUnrestricted("selectedcontentpackagenames", string.Empty);
//split on pipes, excluding pipes preceded by \
foreach (string packageName in Regex.Split(enabledContentPackageNamesStr, @"(?<!(?<!\\)*\\)\|"))
{
if (string.IsNullOrEmpty(packageName)) { continue; }
enabledContentPackageNames.Add(packageName.Replace(@"\|", "|"));
}
saveInfos.Add(new CampaignMode.SaveInfo(
FilePath: file,
SaveTime: docRoot.GetAttributeDateTime("savetime"),
SubmarineName: docRoot.GetAttributeStringUnrestricted("submarine", ""),
RespawnMode: docRoot.GetAttributeEnum("respawnmode", RespawnMode.None),
EnabledContentPackageNames: enabledContentPackageNames.ToImmutableArray()));
}
}
return saveInfos;
}
public static string CreateSavePath(SaveType saveType, string fileName = "Save_Default")
{
fileName = ToolBox.RemoveInvalidFileNameChars(fileName);
string folder = GetSaveFolder(saveType);
if (fileName == "Save_Default")
{
fileName = TextManager.Get("SaveFile.DefaultName").Value;
if (fileName.Length == 0) fileName = "Save";
}
if (!Directory.Exists(folder))
{
DebugConsole.Log("Save folder \"" + folder + "\" not found. Created new folder");
Directory.CreateDirectory(folder, catchUnauthorizedAccessExceptions: true);
}
string extension = ".save";
string pathWithoutExtension = Path.Combine(folder, fileName);
if (!File.Exists(pathWithoutExtension + extension))
{
return pathWithoutExtension + extension;
}
int i = 0;
while (File.Exists(pathWithoutExtension + " " + i + extension))
{
i++;
}
return pathWithoutExtension + " " + i + extension;
}
public static void CompressStringToFile(string fileName, string value)
{
// A.
// Convert the string to its byte representation.
byte[] b = Encoding.UTF8.GetBytes(value);
// B.
// Use GZipStream to write compressed bytes to target file.
using FileStream f2 = File.Open(fileName, System.IO.FileMode.Create)
?? throw new Exception($"Failed to create file \"{fileName}\"");;
using GZipStream gz = new GZipStream(f2, CompressionMode.Compress, false);
gz.Write(b, 0, b.Length);
}
private static void CompressFile(string sDir, string sRelativePath, GZipStream zipStream)
{
//Compress file name
if (sRelativePath.Length > 255)
{
throw new Exception(
$"Failed to compress \"{sDir}\" (file name length > 255).");
}
// File name length is encoded as a 32-bit little endian integer here
zipStream.WriteByte((byte)sRelativePath.Length);
zipStream.WriteByte(0);
zipStream.WriteByte(0);
zipStream.WriteByte(0);
// File name content is encoded as little-endian UTF-16
var strBytes = Encoding.Unicode.GetBytes(sRelativePath.CleanUpPathCrossPlatform(correctFilenameCase: false));
zipStream.Write(strBytes, 0, strBytes.Length);
//Compress file content
byte[] bytes = File.ReadAllBytes(Path.Combine(sDir, sRelativePath));
zipStream.Write(BitConverter.GetBytes(bytes.Length), 0, sizeof(int));
zipStream.Write(bytes, 0, bytes.Length);
}
public static void CompressDirectory(string sInDir, string sOutFile)
{
IEnumerable<string> sFiles = Directory.GetFiles(sInDir, "*.*", System.IO.SearchOption.AllDirectories);
int iDirLen = sInDir[^1] == Path.DirectorySeparatorChar ? sInDir.Length : sInDir.Length + 1;
using var outFile = File.Open(sOutFile, System.IO.FileMode.Create, System.IO.FileAccess.Write)
?? throw new Exception($"Failed to create file \"{sOutFile}\"");
using GZipStream str = new GZipStream(outFile, CompressionMode.Compress);
foreach (string sFilePath in sFiles)
{
string sRelativePath = sFilePath.Substring(iDirLen);
CompressFile(sInDir, sRelativePath, str);
}
}
public static System.IO.Stream DecompressFileToStream(string fileName)
{
using FileStream originalFileStream = File.Open(fileName, System.IO.FileMode.Open, System.IO.FileAccess.Read)
?? throw new Exception($"Failed to open file \"{fileName}\"");
System.IO.MemoryStream streamToReturn = new System.IO.MemoryStream();
using GZipStream gzipStream = new GZipStream(originalFileStream, CompressionMode.Decompress);
gzipStream.CopyTo(streamToReturn);
streamToReturn.Position = 0;
return streamToReturn;
}
private static bool IsExtractionPathValid(string rootDir, string fileDir)
{
string getFullPath(string dir)
=> (string.IsNullOrEmpty(dir)
? Directory.GetCurrentDirectory()
: Path.GetFullPath(dir))
.CleanUpPathCrossPlatform(correctFilenameCase: false);
string rootDirFull = getFullPath(rootDir);
string fileDirFull = getFullPath(fileDir);
return fileDirFull.StartsWith(rootDirFull, StringComparison.OrdinalIgnoreCase);
}
private static bool DecompressFile(System.IO.BinaryReader reader, [NotNullWhen(returnValue: true)]out string? fileName, [NotNullWhen(returnValue: true)]out byte[]? fileContent)
{
fileName = null;
fileContent = null;
if (reader.PeekChar() < 0) { return false; }
//Decompress file name
int nameLen = reader.ReadInt32();
if (nameLen > 255)
{
throw new Exception(
$"Failed to decompress (file name length > 255). The file may be corrupted.");
}
byte[] strBytes = reader.ReadBytes(nameLen * sizeof(char));
string sFileName = Encoding.Unicode.GetString(strBytes)
.Replace('\\', '/');
fileName = sFileName;
//Decompress file content
int contentLen = reader.ReadInt32();
fileContent = reader.ReadBytes(contentLen);
return true;
}
public static void DecompressToDirectory(string sCompressedFile, string sDir)
{
DebugConsole.Log("Decompressing " + sCompressedFile + " to " + sDir + "...");
const int maxRetries = 4;
for (int i = 0; i <= maxRetries; i++)
{
try
{
using var memStream = DecompressFileToStream(sCompressedFile);
using var reader = new System.IO.BinaryReader(memStream);
while (DecompressFile(reader, out var fileName, out var contentBytes))
{
string sFilePath = Path.Combine(sDir, fileName);
string sFinalDir = Path.GetDirectoryName(sFilePath) ?? "";
if (!IsExtractionPathValid(sDir, sFinalDir))
{
throw new InvalidOperationException(
$"Error extracting \"{fileName}\": cannot be extracted to parent directory");
}
Directory.CreateDirectory(sFinalDir);
using var outFile = File.Open(sFilePath, System.IO.FileMode.Create, System.IO.FileAccess.Write)
?? throw new Exception($"Failed to create file \"{sFilePath}\"");
outFile.Write(contentBytes, 0, contentBytes.Length);
}
break;
}
catch (System.IO.IOException e)
{
if (i >= maxRetries || !File.Exists(sCompressedFile)) { throw; }
DebugConsole.NewMessage("Failed decompress file \"" + sCompressedFile + "\" {" + e.Message + "}, retrying in 250 ms...", Color.Red);
Thread.Sleep(250);
}
}
}
public static IEnumerable<string> EnumerateContainedFiles(string sCompressedFile)
{
const int maxRetries = 4;
HashSet<string> paths = new HashSet<string>();
for (int i = 0; i <= maxRetries; i++)
{
try
{
paths.Clear();
using var memStream = DecompressFileToStream(sCompressedFile);
using var reader = new System.IO.BinaryReader(memStream);
while (DecompressFile(reader, out var fileName, out _))
{
paths.Add(fileName);
}
break;
}
catch (System.IO.IOException e)
{
if (i >= maxRetries || !File.Exists(sCompressedFile)) { throw; }
DebugConsole.NewMessage(
$"Failed to decompress file \"{sCompressedFile}\" for enumeration {{{e.Message}}}, retrying in 250 ms...",
Color.Red);
Thread.Sleep(250);
}
}
return paths;
}
/// <summary>
/// Extracts the save file (including all the subs in it) to a temporary folder and returns the game session document.
/// If you only need the gamesession doc, use <see cref="ExtractGameSessionRootElementFromSaveFile"/> instead.
/// </summary>
/// <param name="savePath"></param>
/// <returns></returns>
public static XDocument? DecompressSaveAndLoadGameSessionDoc(string savePath)
{
DebugConsole.Log("Loading game session doc: " + savePath);
try
{
DecompressToDirectory(savePath, TempPath);
}
catch (Exception e)
{
DebugConsole.ThrowError("Error decompressing " + savePath, e);
return null;
}
return XMLExtensions.TryLoadXml(Path.Combine(TempPath, "gamesession.xml"));
}
/// <summary>
/// Extract *only* the root element of the gamesession.xml file in the given save.
/// For performance reasons, none of its child elements are returned.
/// </summary>
public static XElement? ExtractGameSessionRootElementFromSaveFile(string savePath, bool logLoadErrors = true)
{
const int maxRetries = 4;
for (int i = 0; i <= maxRetries; i++)
{
try
{
using var memStream = DecompressFileToStream(savePath);
using var reader = new System.IO.BinaryReader(memStream);
while (DecompressFile(reader, out var fileName, out var fileContent))
{
if (fileName != GameSessionFileName) { continue; }
// Found the file! Here's a quick byte-wise parser to find the root element
int tagOpenerStartIndex = -1;
for (int j = 0; j < fileContent.Length; j++)
{
if (fileContent[j] == '<')
{
// Found a tag opener: return null if we had already found one
if (tagOpenerStartIndex >= 0) { return null; }
tagOpenerStartIndex = j;
}
else if (j > 0 && fileContent[j] == '?' && fileContent[j - 1] == '<')
{
// Found the XML version element, skip this
tagOpenerStartIndex = -1;
}
else if (fileContent[j] == '>')
{
// Found a tag closer, if we know where the tag opener is then we've found the root element
if (tagOpenerStartIndex < 0) { continue; }
string elemStr = Encoding.UTF8.GetString(fileContent.AsSpan()[tagOpenerStartIndex..j]) + "/>";
try
{
return XElement.Parse(elemStr);
}
catch (Exception e)
{
DebugConsole.NewMessage(
$"Failed to parse gamesession root in \"{savePath}\": {{{e.Message}}}.",
Color.Red);
// Parsing the element failed! Return null instead of crashing here
return null;
}
}
}
}
break;
}
catch (System.IO.IOException e)
{
if (i >= maxRetries || !File.Exists(savePath)) { throw; }
DebugConsole.NewMessage(
$"Failed to decompress file \"{savePath}\" for root extraction ({e.Message}), retrying in 250 ms...",
Color.Red);
Thread.Sleep(250);
}
catch (System.IO.InvalidDataException e)
{
if (logLoadErrors)
{
DebugConsole.ThrowError($"Failed to decompress file \"{savePath}\" for root extraction.", e);
}
return null;
}
}
return null;
}
public static void DeleteDownloadedSubs()
{
if (Directory.Exists(SubmarineDownloadFolder))
{
ClearFolder(SubmarineDownloadFolder);
}
}
public static void CleanUnnecessarySaveFiles()
{
if (Directory.Exists(CampaignDownloadFolder))
{
ClearFolder(CampaignDownloadFolder);
Directory.Delete(CampaignDownloadFolder);
}
if (Directory.Exists(TempPath))
{
ClearFolder(TempPath);
Directory.Delete(TempPath);
}
}
public static void ClearFolder(string folderName, string[]? ignoredFileNames = null)
{
DirectoryInfo dir = new DirectoryInfo(folderName);
foreach (FileInfo fi in dir.GetFiles())
{
if (ignoredFileNames != null)
{
bool ignore = false;
foreach (string ignoredFile in ignoredFileNames)
{
if (Path.GetFileName(fi.FullName).Equals(Path.GetFileName(ignoredFile)))
{
ignore = true;
break;
}
}
if (ignore) continue;
}
fi.IsReadOnly = false;
fi.Delete();
}
foreach (DirectoryInfo di in dir.GetDirectories())
{
ClearFolder(di.FullName, ignoredFileNames);
const int maxRetries = 4;
for (int i = 0; i <= maxRetries; i++)
{
try
{
di.Delete();
break;
}
catch (System.IO.IOException)
{
if (i >= maxRetries) { throw; }
Thread.Sleep(250);
}
}
}
}
#region Backup saves
[NetworkSerialize]
public readonly record struct BackupIndexData(uint Index,
Identifier LocationNameIdentifier,
int LocationNameFormatIndex,
Identifier LocationType,
LevelData.LevelType LevelType,
SerializableDateTime SaveTime) : INetSerializableStruct;
public static string FormatBackupExtension(uint index) => string.Format(BackupExtensionFormat, index);
public static string FormatBackupCharacterDataExtension(uint index) => string.Format(BackupCharacterDataFormat, index);
public static void BackupSave(string savePath)
{
string path = Path.GetDirectoryName(savePath) ?? "";
string fileName = Path.GetFileNameWithoutExtension(savePath);
string characterDataSavePath = MultiPlayerCampaign.GetCharacterDataSavePath(savePath);
string characterDataFileName = Path.GetFileNameWithoutExtension(characterDataSavePath);
ImmutableArray<BackupIndexData> indexData = GetIndexData(path, fileName);
uint freeIndex = GetFreeIndex(indexData);
string newBackupPath = Path.Combine(path, $".{fileName}{FormatBackupExtension(freeIndex)}");
string newCharacterDataBackupPath = Path.Combine(path, $".{characterDataFileName}{FormatBackupCharacterDataExtension(freeIndex)}");
try
{
BackupFile(savePath, newBackupPath);
if (File.Exists(characterDataSavePath))
{
BackupFile(characterDataSavePath, newCharacterDataBackupPath);
}
}
catch (Exception e)
{
DebugConsole.ThrowError("Failed to create a backup of the save file.", e);
}
static uint GetFreeIndex(IEnumerable<BackupIndexData> indexData)
{
if (!indexData.Any()) { return 0; }
if (indexData.Count() < MaxBackupCount)
{
uint highestIndex = indexData.Max(static b => b.Index);
uint nextIndex = highestIndex + 1;
if (indexData.Any(b => b.Index == nextIndex))
{
for (uint i = 0; i < MaxBackupCount; i++)
{
if (indexData.All(b => b.Index != i)) { return i; }
}
// this should theoretically never happen
throw new InvalidOperationException("Failed to find a free index for the backup.");
}
return nextIndex;
}
BackupIndexData oldestBackup = indexData.OrderBy(static b => b.SaveTime).First();
return oldestBackup.Index;
}
static void BackupFile(string sourcePath, string destPath)
{
// Overwriting a file that is marked as hidden will cause an exception.
DeleteIfExists(destPath);
System.IO.File.Copy(sourcePath, destPath, overwrite: true);
SetHidden(destPath);
}
}
public static void DeleteIfExists(string filePath)
{
if (System.IO.File.Exists(filePath))
{
System.IO.File.Delete(filePath);
}
}
public static ImmutableArray<BackupIndexData> GetIndexData(string fullPath)
{
string path = Path.GetDirectoryName(fullPath) ?? "";
string fileName = Path.GetFileNameWithoutExtension(fullPath);
return GetIndexData(path, fileName);
}
private static readonly System.IO.EnumerationOptions BackupEnumerationOptions = new System.IO.EnumerationOptions
{
MatchType = System.IO.MatchType.Win32,
AttributesToSkip = System.IO.FileAttributes.System,
IgnoreInaccessible = true
};
private static string[] GetBackupPaths(string path, string baseName)
{
try
{
return System.IO.Directory.GetFiles(path, $".{baseName}{FullBackupExtension}*", BackupEnumerationOptions);
}
catch (Exception e)
{
DebugConsole.ThrowError("Failed to get backup paths.", e);
}
return Array.Empty<string>();
}
public static bool TryGetBackupIndexFromFileName(string filePath, out uint index)
{
string extension = Path.GetExtension(filePath);
if (extension.Length < BackupExtension.Length)
{
DebugConsole.ThrowError($"The file name \"{filePath}\" does not have a valid backup extension.");
index = 0;
return false;
}
string indexStr = extension[BackupExtension.Length..];
bool result = uint.TryParse(indexStr, out index);
if (!result)
{
DebugConsole.ThrowError($"Failed to parse the backup index from the file name \"{filePath}\".");
}
return result;
}
private static ImmutableArray<BackupIndexData> GetIndexData(string path, string baseName)
{
var builder = ImmutableArray.CreateBuilder<BackupIndexData>();
string[] foundBackups = GetBackupPaths(path, baseName);
foreach (string backupPath in foundBackups)
{
if (!TryGetBackupIndexFromFileName(backupPath, out uint index)) { continue; }
var gameSession = ExtractGameSessionRootElementFromSaveFile(backupPath, logLoadErrors: false);
if (gameSession is null)
{
DebugConsole.AddWarning($"Failed to load gamesession root from \"{backupPath}\". Skipping this backup.");
continue;
}
SerializableDateTime saveTime =
gameSession.GetAttributeDateTime("savetime")
.Fallback(SerializableDateTime.FromUtcUnixTime(0L));
Identifier locationNameIdentifier = gameSession.GetAttributeIdentifier("currentlocation", Identifier.Empty);
int locationNameFormatIndex = gameSession.GetAttributeInt("currentlocationnameformatindex", -1);
Identifier locationType = gameSession.GetAttributeIdentifier("locationtype", Identifier.Empty);
LevelData.LevelType levelType = gameSession.GetAttributeEnum("nextleveltype", LevelData.LevelType.LocationConnection);
builder.Add(new BackupIndexData(index, locationNameIdentifier, locationNameFormatIndex, locationType, levelType, saveTime));
}
return builder.ToImmutable();
}
public static string GetBackupPath(string savePath, uint index)
{
string path = Path.GetDirectoryName(savePath) ?? "";
string fileName = Path.GetFileNameWithoutExtension(savePath);
return Path.Combine(path, $".{fileName}{FormatBackupExtension(index)}");
}
private static void SetHidden(string filePath)
{
try
{
System.IO.File.SetAttributes(filePath, System.IO.File.GetAttributes(filePath) | System.IO.FileAttributes.Hidden);
}
catch (Exception e)
{
DebugConsole.ThrowError("Failed to set the backup file as hidden.", e);
}
}
#endregion
}
}