mirror of
https://github.com/soarqin/DSP_Mods.git
synced 2025-12-09 05:33:37 +08:00
389 lines
17 KiB
C#
389 lines
17 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection.Emit;
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using BepInEx;
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using BepInEx.Configuration;
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using HarmonyLib;
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using CompressSave.Wrapper;
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namespace CompressSave;
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public enum CompressionType
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{
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None = 0,
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LZ4 = 1,
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Zstd = 2,
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}
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[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
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public class CompressSave : BaseUnityPlugin
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{
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private Harmony _patchSave, _patchUISave, _patchUILoad;
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public static string StringFromCompresstionType(CompressionType type)
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{
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return type switch
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{
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CompressionType.LZ4 => "lz4",
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CompressionType.Zstd => "zstd",
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CompressionType.None => "none",
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_ => throw new ArgumentException("Unknown compression type.")
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};
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}
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private static CompressionType CompressionTypeFromString(string str)
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{
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return str switch
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{
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"lz4" => CompressionType.LZ4,
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"zstd" => CompressionType.Zstd,
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_ => CompressionType.None
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};
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}
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public void Awake()
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{
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SaveUtil.Logger = Logger;
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if (LZ4API.Avaliable && ZstdAPI.Avaliable)
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{
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PatchSave.CompressionTypeForSavesConfig = Config.Bind("Compression", "Type", StringFromCompresstionType(PatchSave.CompressionTypeForSaves),
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new ConfigDescription("Set default compression type for manual saves.",
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new AcceptableValueList<string>("lz4", "zstd", "none"), new { }));
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PatchSave.CompressionTypeForSaves = CompressionTypeFromString(PatchSave.CompressionTypeForSavesConfig.Value);
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PatchSave.CompressionTypeForAutoSavesConfig = Config.Bind("Compression", "TypeForAuto", StringFromCompresstionType(PatchSave.CompressionTypeForAutoSaves),
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new ConfigDescription("Set default compression type for auto saves and last-exit save.",
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new AcceptableValueList<string>("lz4", "zstd", "none"), new { }));
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PatchSave.CompressionTypeForAutoSaves = CompressionTypeFromString(PatchSave.CompressionTypeForAutoSavesConfig.Value);
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PatchSave.CompressionLevelForSaves = Config.Bind("Compression", "Level", PatchSave.CompressionLevelForSaves,
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"Set default compression level for manual saves.\n0 for default level.\n3 ~ 12 for lz4, -5 ~ 22 for zstd.\nSmaller level leads to faster speed and less compression ratio.")
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.Value;
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PatchSave.CompressionLevelForAutoSaves = Config.Bind("Compression", "LevelForAuto", PatchSave.CompressionLevelForAutoSaves,
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"Set default compression level for auto saves and last-exit save.\n0 for default level.\n3 ~ 12 for lz4, -5 ~ 22 for zstd.\nSmaller level leads to faster speed and less compression ratio.")
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.Value;
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PatchSave.EnableForAutoSaves = Config.Bind("Compression", "EnableForAutoSaves", true,
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"Enable the feature for auto saves and last-exit save.");
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PatchSave.CreateCompressBuffer();
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if (GameConfig.gameVersion != SaveUtil.VerifiedVersion)
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{
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SaveUtil.Logger.LogWarning(
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$"Save version mismatch. Expect:{SaveUtil.VerifiedVersion}, Current:{GameConfig.gameVersion}. MOD may not work as expected.");
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}
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_patchSave = Harmony.CreateAndPatchAll(typeof(PatchSave));
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if (PatchSave.EnableCompress)
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_patchUISave = Harmony.CreateAndPatchAll(typeof(PatchUISaveGame));
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_patchUILoad = Harmony.CreateAndPatchAll(typeof(PatchUILoadGame));
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}
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else
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SaveUtil.Logger.LogWarning("Either nonewrap.dll, lz4warp.dll or zstdwrap.dll is not avaliable.");
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I18N.Init();
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I18N.Add("Store", "Store (No Compression)", "存储(不压缩)");
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I18N.Add("Decompress", "Decompress", "解压存档");
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I18N.Add("Save with Compression", "Save (Compress)", "压缩保存");
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I18N.Add("Compression for auto saves", "Compression for auto saves", " 自动存档压缩方式");
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I18N.Add("Compression for manual saves", "Compression for manual saves", " 手动存档压缩方式");
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I18N.Apply();
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}
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public void OnDestroy()
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{
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if (_patchUISave != null)
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{
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PatchUISaveGame.OnDestroy();
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_patchUISave.UnpatchSelf();
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_patchUISave = null;
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}
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if (_patchUILoad != null)
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{
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PatchUILoadGame.OnDestroy();
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_patchUILoad.UnpatchSelf();
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_patchUILoad = null;
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}
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_patchSave?.UnpatchSelf();
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_patchSave = null;
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}
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}
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public class PatchSave
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{
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public static readonly WrapperDefines LZ4Wrapper = new LZ4API(), ZstdWrapper = new ZstdAPI();
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private static readonly WrapperDefines NoneWrapper = new NoneAPI();
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private static CompressionStream.CompressBuffer _compressBuffer;
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public static bool UseCompressSave;
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private static CompressionType _compressionTypeForLoading = CompressionType.None;
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private static CompressionType _compressionTypeForSaving = CompressionType.Zstd;
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private static int _compressionLevelForSaving;
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public static CompressionType CompressionTypeForSaves = CompressionType.Zstd;
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public static CompressionType CompressionTypeForAutoSaves = CompressionType.Zstd;
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public static ConfigEntry<string> CompressionTypeForSavesConfig;
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public static ConfigEntry<string> CompressionTypeForAutoSavesConfig;
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public static int CompressionLevelForSaves;
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public static int CompressionLevelForAutoSaves;
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public static ConfigEntry<bool> EnableForAutoSaves;
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private static Stream _compressionStream;
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public static bool EnableCompress;
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public static void CreateCompressBuffer()
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{
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const int bufSize = CompressionStream.Mb;
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var outBufSize = LZ4Wrapper.CompressBufferBound(bufSize);
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outBufSize = Math.Max(outBufSize, ZstdWrapper.CompressBufferBound(bufSize));
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outBufSize = Math.Max(outBufSize, NoneWrapper.CompressBufferBound(bufSize));
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_compressBuffer = CompressionStream.CreateBuffer((int)outBufSize, bufSize);
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_compressionTypeForSaving = CompressionTypeForSaves;
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_compressionLevelForSaving = CompressionLevelForSaves;
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}
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private static void WriteHeader(FileStream fileStream)
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{
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if (fileStream == null) throw new ArgumentNullException(nameof(fileStream));
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switch (_compressionTypeForSaving)
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{
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case CompressionType.Zstd:
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for (var i = 0; i < 3; i++)
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fileStream.WriteByte(0xCC);
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fileStream.WriteByte(0xCD);
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break;
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case CompressionType.LZ4:
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for (var i = 0; i < 4; i++)
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fileStream.WriteByte(0xCC);
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break;
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case CompressionType.None:
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break;
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default:
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throw new ArgumentException("Unknown compression type.");
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}
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(GameSave), "AutoSave")]
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[HarmonyPatch(typeof(GameSave), "SaveAsLastExit")]
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private static void BeforeAutoSave()
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{
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UseCompressSave = EnableForAutoSaves.Value && EnableCompress;
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if (!UseCompressSave) return;
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_compressionTypeForSaving = CompressionTypeForAutoSaves;
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_compressionLevelForSaving = CompressionLevelForAutoSaves;
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}
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[HarmonyTranspiler]
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[HarmonyPatch(typeof(GameSave), "SaveCurrentGame")]
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private static IEnumerable<CodeInstruction> SaveCurrentGame_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
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{
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/* BinaryWriter binaryWriter = new BinaryWriter(fileStream); => Create compressionStream and replace binaryWriter.
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* set PerformanceMonitor.BeginStream to compressionStream.
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* fileStream.Seek(6L, SeekOrigin.Begin); binaryWriter.Write(position); => Disable seek&write function.
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* binaryWriter.Dispose(); => Dispose compressionStream before fileStream close.
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*/
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var matcher = new CodeMatcher(instructions, generator);
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try
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{
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matcher.MatchForward(false,
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new CodeMatch(OpCodes.Newobj, AccessTools.Constructor(typeof(BinaryWriter), new [] { typeof(FileStream) }))
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).Set(
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OpCodes.Call, AccessTools.Method(typeof(PatchSave), "CreateBinaryWriter")
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).MatchForward(false,
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new CodeMatch(OpCodes.Call, AccessTools.Method(typeof(PerformanceMonitor), "BeginStream"))
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).Set(
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OpCodes.Call, AccessTools.Method(typeof(PatchSave), "MonitorStream")
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).MatchForward(false,
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new CodeMatch(OpCodes.Callvirt, AccessTools.Method(typeof(Stream), "Seek"))
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).Set(
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OpCodes.Call, AccessTools.Method(typeof(PatchSave), "FileLengthWrite0")
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).MatchForward(false,
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new CodeMatch(OpCodes.Callvirt, AccessTools.Method(typeof(BinaryWriter), "Write", new [] { typeof(long) }))
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).Set(
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OpCodes.Call, AccessTools.Method(typeof(PatchSave), "FileLengthWrite1")
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).MatchForward(false,
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new CodeMatch(OpCodes.Callvirt, AccessTools.Method(typeof(IDisposable), "Dispose"))
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).Advance(1).Insert(
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new CodeInstruction(OpCodes.Call, AccessTools.Method(typeof(PatchSave), "DisposeCompressionStream"))
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);
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EnableCompress = true;
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return matcher.InstructionEnumeration();
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}
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catch (Exception ex)
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{
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SaveUtil.Logger.LogError(
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"SaveCurrentGame_Transpiler failed. Mod version not compatible with game version.");
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SaveUtil.Logger.LogError(ex);
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}
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return matcher.InstructionEnumeration();
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}
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public static void MonitorStream(Stream fileStream)
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{
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PerformanceMonitor.BeginStream(UseCompressSave ? _compressionStream : fileStream);
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}
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public static BinaryWriter CreateBinaryWriter(FileStream fileStream)
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{
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if (UseCompressSave)
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{
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SaveUtil.Logger.LogDebug("Begin compress save");
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WriteHeader(fileStream);
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_compressionStream = _compressionTypeForSaving switch
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{
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CompressionType.LZ4 => new CompressionStream(LZ4Wrapper, _compressionLevelForSaving, fileStream, _compressBuffer, true),
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CompressionType.Zstd => new CompressionStream(ZstdWrapper, _compressionLevelForSaving, fileStream, _compressBuffer, true),
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CompressionType.None => new CompressionStream(NoneWrapper, 0, fileStream, _compressBuffer, true),
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_ => _compressionStream
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};
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return ((CompressionStream)_compressionStream).BufferWriter;
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}
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SaveUtil.Logger.LogDebug("Begin normal save");
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return new BinaryWriter(fileStream);
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}
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public static long FileLengthWrite0(FileStream fileStream, long offset, SeekOrigin origin)
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{
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return UseCompressSave ? 0L : fileStream.Seek(offset, origin);
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}
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public static void FileLengthWrite1(BinaryWriter binaryWriter, long value)
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{
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if (UseCompressSave) return;
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binaryWriter.Write(value);
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}
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public static void DisposeCompressionStream()
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{
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if (!UseCompressSave) return;
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if (_compressionStream == null)
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{
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UseCompressSave = false;
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return;
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}
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var writeflag = _compressionStream.CanWrite;
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Stream stream = null;
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if (writeflag && _compressionTypeForSaving == CompressionType.None)
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{
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stream = ((CompressionStream)_compressionStream).OutStream;
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}
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// Dispose need to be done before fstream closed.
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_compressionStream.Dispose();
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_compressionStream = null;
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if (!writeflag) return;
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// Reset UseCompressSave after writing to file
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if (stream != null)
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{
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// Ugly implementation, but it works. May find a better solution someday.
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var saveLen = stream.Seek(0L, SeekOrigin.End);
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stream.Seek(6L, SeekOrigin.Begin);
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var writer = new BinaryWriter(stream);
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writer.Write(saveLen);
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writer.Dispose();
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}
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_compressionTypeForSaving = CompressionTypeForSaves;
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_compressionLevelForSaving = CompressionLevelForSaves;
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UseCompressSave = false;
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}
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[HarmonyTranspiler]
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[HarmonyPatch(typeof(GameSave), "LoadCurrentGame")]
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[HarmonyPatch(typeof(GameSave), "LoadGameDesc")]
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[HarmonyPatch(typeof(GameSave), "ReadHeader")]
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[HarmonyPatch(typeof(GameSave), "ReadHeaderAndDescAndProperty")]
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[HarmonyPatch(typeof(GameSave), "ReadModes")]
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private static IEnumerable<CodeInstruction> LoadCurrentGame_Transpiler(IEnumerable<CodeInstruction> instructions, ILGenerator generator)
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{
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/* using (BinaryReader binaryReader = new BinaryReader(fileStream)) => Create decompressionStream and replace binaryReader.
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* set PerformanceMonitor.BeginStream to decompressionStream.
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* if (fileStream.Length != binaryReader.ReadInt64()) => Replace binaryReader.ReadInt64() to pass file length check.
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* fileStream.Seek((long)num2, SeekOrigin.Current); => Use decompressionStream.Read to seek forward
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* binaryReader.Dispose(); => Dispose decompressionStream before fileStream close.
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*/
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var matcher = new CodeMatcher(instructions, generator);
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try
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{
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matcher.MatchForward(false,
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new CodeMatch(OpCodes.Newobj, AccessTools.Constructor(typeof(BinaryReader), new [] { typeof(FileStream) }))
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).Set(
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OpCodes.Call, AccessTools.Method(typeof(PatchSave), "CreateBinaryReader")
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).MatchForward(false,
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new CodeMatch(OpCodes.Call, AccessTools.Method(typeof(PerformanceMonitor), "BeginStream"))
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);
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if (matcher.IsValid)
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matcher.Set(OpCodes.Call, AccessTools.Method(typeof(PatchSave), "MonitorStream"));
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matcher.Start().MatchForward(false,
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new CodeMatch(OpCodes.Callvirt, AccessTools.Method(typeof(BinaryReader), "ReadInt64"))
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).Set(
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OpCodes.Call, AccessTools.Method(typeof(PatchSave), "FileLengthRead")
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).MatchForward(false,
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new CodeMatch(OpCodes.Callvirt, AccessTools.Method(typeof(IDisposable), "Dispose"))
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).Advance(1).Insert(
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new CodeInstruction(OpCodes.Call, AccessTools.Method(typeof(PatchSave), "DisposeCompressionStream"))
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).MatchBack(false,
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new CodeMatch(OpCodes.Callvirt, AccessTools.Method(typeof(Stream), "Seek"))
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);
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if (matcher.IsValid)
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matcher.Set(OpCodes.Call, AccessTools.Method(typeof(PatchSave), "ReadSeek"));
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return matcher.InstructionEnumeration();
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}
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catch (Exception ex)
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{
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SaveUtil.Logger.LogError(
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"LoadCurrentGame_Transpiler failed. Mod version not compatible with game version.");
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SaveUtil.Logger.LogError(ex);
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}
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return matcher.InstructionEnumeration();
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}
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public static BinaryReader CreateBinaryReader(FileStream fileStream)
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{
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switch (_compressionTypeForLoading = SaveUtil.SaveGetCompressType(fileStream))
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{
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case CompressionType.LZ4:
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UseCompressSave = true;
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_compressionStream = new DecompressionStream(LZ4Wrapper, fileStream);
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return new PeekableReader((DecompressionStream)_compressionStream);
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case CompressionType.Zstd:
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UseCompressSave = true;
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_compressionStream = new DecompressionStream(ZstdWrapper, fileStream);
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return new PeekableReader((DecompressionStream)_compressionStream);
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case CompressionType.None:
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UseCompressSave = false;
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fileStream.Seek(0, SeekOrigin.Begin);
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return new BinaryReader(fileStream);
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public static long FileLengthRead(BinaryReader binaryReader)
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{
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switch (_compressionTypeForLoading)
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{
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case CompressionType.LZ4:
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case CompressionType.Zstd:
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binaryReader.ReadInt64();
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return _compressionStream.Length;
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case CompressionType.None:
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return binaryReader.ReadInt64();
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public static long ReadSeek(FileStream fileStream, long offset, SeekOrigin origin)
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{
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switch (_compressionTypeForLoading)
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{
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case CompressionType.LZ4:
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case CompressionType.Zstd:
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while (offset > 0)
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offset -= _compressionStream.Read(_compressBuffer.OutBuffer, 0, (int)offset);
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return _compressionStream.Position;
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case CompressionType.None:
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return fileStream.Seek(offset, origin);
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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} |