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mirror of https://github.com/soarqin/DSP_Mods.git synced 2025-12-09 00:53:39 +08:00
Files
DSP_Mods/CompressSave/CompressSave.cs
2023-09-26 21:19:46 +08:00

386 lines
17 KiB
C#

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