178 lines
6.9 KiB
C#
178 lines
6.9 KiB
C#
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using System.IO;
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using System;
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using UnityEngine;
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namespace ES3Internal
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{
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public static class ES3IO
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{
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#if UNITY_SWITCH
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internal static readonly string persistentDataPath = "";
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internal static readonly string dataPath = "";
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#else
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internal static readonly string persistentDataPath = Application.persistentDataPath;
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internal static readonly string dataPath = Application.dataPath;
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#endif
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internal const string backupFileSuffix = ".bac";
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internal const string temporaryFileSuffix = ".tmp";
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public enum ES3FileMode { Read, Write, Append }
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public static DateTime GetTimestamp(string filePath)
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{
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if (!FileExists(filePath))
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return new DateTime(1970, 1, 1, 0, 0, 0, 0, System.DateTimeKind.Utc);
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return File.GetLastWriteTime(filePath).ToUniversalTime();
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}
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public static string GetExtension(string path)
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{
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return Path.GetExtension(path);
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}
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public static void DeleteFile(string filePath)
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{
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if (FileExists(filePath))
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File.Delete(filePath);
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}
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public static bool FileExists(string filePath) { return File.Exists(filePath); }
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public static void MoveFile(string sourcePath, string destPath) { File.Move(sourcePath, destPath); }
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public static void CopyFile(string sourcePath, string destPath) { File.Copy(sourcePath, destPath); }
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public static void MoveDirectory(string sourcePath, string destPath) { Directory.Move(sourcePath, destPath); }
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public static void CreateDirectory(string directoryPath) { Directory.CreateDirectory(directoryPath); }
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public static bool DirectoryExists(string directoryPath) { return Directory.Exists(directoryPath); }
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/*
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* Given a path, it returns the directory that path points to.
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* eg. "C:/myFolder/thisFolder/myFile.txt" will return "C:/myFolder/thisFolder".
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*/
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public static string GetDirectoryPath(string path, char seperator = '/')
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{
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//return Path.GetDirectoryName(path);
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// Path.GetDirectoryName turns forward slashes to backslashes in some cases on Windows, which is why
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// Substring is used instead.
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char slashChar = UsesForwardSlash(path) ? '/' : '\\';
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int slash = path.LastIndexOf(slashChar);
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// If this path ends in a slash it is assumed to already be a path to a Directory.
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if (slash == path.Length - 1)
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return path;
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// Ignore trailing slash if necessary.
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if (slash == (path.Length - 1))
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slash = path.Substring(0, slash).LastIndexOf(slashChar);
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if (slash == -1)
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ES3Debug.LogError("Path provided is not a directory path as it contains no slashes.");
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return path.Substring(0, slash);
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}
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public static bool UsesForwardSlash(string path)
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{
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if (path.Contains("/"))
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return true;
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return false;
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}
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// Takes a directory path and a file or directory name and combines them into a single path.
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public static string CombinePathAndFilename(string directoryPath, string fileOrDirectoryName)
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{
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if (directoryPath[directoryPath.Length - 1] != '/' && directoryPath[directoryPath.Length - 1] != '\\')
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directoryPath += '/';
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return directoryPath + fileOrDirectoryName;
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}
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public static string[] GetDirectories(string path, bool getFullPaths = true)
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{
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var paths = Directory.GetDirectories(path);
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for (int i = 0; i < paths.Length; i++)
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{
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if (!getFullPaths)
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paths[i] = Path.GetFileName(paths[i]);
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// GetDirectories sometimes returns backslashes, so we need to convert them to
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// forward slashes.
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paths[i].Replace("\\", "/");
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}
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return paths;
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}
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public static void DeleteDirectory(string directoryPath)
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{
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if (DirectoryExists(directoryPath))
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Directory.Delete(directoryPath, true);
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}
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// Note: Paths not ending in a slash are assumed to be a path to a file.
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// In this case the Directory containing the file will be searched.
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public static string[] GetFiles(string path, bool getFullPaths = true)
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{
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var paths = Directory.GetFiles(GetDirectoryPath(path));
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if (!getFullPaths)
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{
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for (int i = 0; i < paths.Length; i++)
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paths[i] = Path.GetFileName(paths[i]);
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}
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return paths;
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}
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public static byte[] ReadAllBytes(string path)
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{
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return File.ReadAllBytes(path);
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}
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public static void WriteAllBytes(string path, byte[] bytes)
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{
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File.WriteAllBytes(path, bytes);
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}
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public static void CommitBackup(ES3Settings settings)
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{
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ES3Debug.Log("Committing backup for " + settings.path + " to storage location " + settings.location);
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var temporaryFilePath = settings.FullPath + temporaryFileSuffix;
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if (settings.location == ES3.Location.File)
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{
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var oldFileBackup = settings.FullPath + temporaryFileSuffix + ".bak";
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// If there's existing save data to overwrite ...
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if (FileExists(settings.FullPath))
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{
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// Delete any old backups.
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DeleteFile(oldFileBackup);
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// Rename the old file so we can restore it if it fails.
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CopyFile(settings.FullPath, oldFileBackup);
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try
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{
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// Delete the old file so that we can move it.
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DeleteFile(settings.FullPath);
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// Now rename the temporary file to the name of the save file.
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MoveFile(temporaryFilePath, settings.FullPath);
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}
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catch (Exception e)
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{
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// If any exceptions occur, restore the original save file.
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try { DeleteFile(settings.FullPath); } catch { }
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MoveFile(oldFileBackup, settings.FullPath);
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throw e;
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}
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DeleteFile(oldFileBackup);
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}
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// Else just rename the temporary file to the main file.
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else
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MoveFile(temporaryFilePath, settings.FullPath);
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}
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else if (settings.location == ES3.Location.PlayerPrefs)
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{
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PlayerPrefs.SetString(settings.FullPath, PlayerPrefs.GetString(temporaryFilePath));
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PlayerPrefs.DeleteKey(temporaryFilePath);
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PlayerPrefs.Save();
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}
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}
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}
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}
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