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C#
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using System;
using System.IO;
using System.Runtime.InteropServices;
namespace Theriapolis.GodotHost.Platform;
/// <summary>
/// OS-aware save directory resolution. Direct port of
/// <c>Theriapolis.Game/Platform/SavePaths.cs</c>; deliberately uses the
/// same directories as the MonoGame build so saves are interoperable
/// across the two ports.
///
/// Locations:
/// Windows: <c>%LOCALAPPDATA%\Theriapolis\Saves\</c>
/// macOS: <c>~/Library/Application Support/Theriapolis/Saves/</c>
/// Linux: <c>$XDG_DATA_HOME/Theriapolis/saves/</c> (default
/// <c>~/.local/share/Theriapolis/saves/</c>)
/// </summary>
public static class SavePaths
{
/// <summary>Top-level Theriapolis save directory. Created on first
/// call if missing.</summary>
public static string SavesDir
{
get
{
string dir = ResolveBase();
Directory.CreateDirectory(dir);
return dir;
}
}
public static string SlotPath(int slot) => Path.Combine(SavesDir, $"slot_{slot:D2}.trps");
public static string AutosavePath() => Path.Combine(SavesDir, "autosave.trps");
private static string ResolveBase()
{
if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
return Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData),
"Theriapolis", "Saves");
if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
return Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
"Library", "Application Support", "Theriapolis", "Saves");
// Linux + others: respect XDG_DATA_HOME, fall back to ~/.local/share.
string xdg = Environment.GetEnvironmentVariable("XDG_DATA_HOME") ?? "";
if (string.IsNullOrEmpty(xdg))
xdg = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
".local", "share");
return Path.Combine(xdg, "Theriapolis", "saves");
}
/// <summary>Atomic-rename file write so a crash mid-save can't
/// corrupt the slot.</summary>
public static void WriteAtomic(string path, byte[] bytes)
{
string dir = Path.GetDirectoryName(path)!;
Directory.CreateDirectory(dir);
string tmp = path + ".tmp";
File.WriteAllBytes(tmp, bytes);
if (File.Exists(path)) File.Replace(tmp, path, destinationBackupFileName: null);
else File.Move(tmp, path);
}
}