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https://github.com/MaSzyna-EU07/StarterNG.git
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Write settings, presets and favourites whole or not at all
A failed write leaves the old file in place. Settings that could not be read are not saved over. UI exceptions reach the log. Started from a shortcut set up elsewhere, the starter moves to its own folder when only that one holds a game.
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@@ -8,6 +8,8 @@ namespace StarterNG.Infrastructure.Adapters;
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public sealed class PhysicalFileSystem : IFileSystem
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{
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public const string TempSuffix = ".starter.tmp";
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public bool FileExists(string path) => File.Exists(path);
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public bool DirectoryExists(string path) => Directory.Exists(path);
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@@ -20,13 +22,61 @@ public sealed class PhysicalFileSystem : IFileSystem
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public byte[] ReadAllBytes(string path) => File.ReadAllBytes(path);
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public Stream OpenRead(string path) => File.OpenRead(path);
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// Shared for writing too, so a file the simulator still holds open - a physics log of
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// a running trip - can be read.
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public Stream OpenRead(string path) =>
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new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.ReadWrite | FileShare.Delete);
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public void WriteAllText(string path, string contents) => File.WriteAllText(path, contents);
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public void WriteAllText(string path, string contents, Encoding encoding) =>
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File.WriteAllText(path, contents, encoding);
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public void WriteAllTextAtomic(string path, string contents) =>
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WriteAllBytesAtomic(path, new UTF8Encoding(encoderShouldEmitUTF8Identifier: false).GetBytes(contents));
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/// <summary>
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/// Written beside the file and moved over it. A crash at any moment leaves the old
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/// file or the new one whole - at worst with the temporary one beside it, which
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/// the next save writes over, under a name nothing in the game reads.
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/// </summary>
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public void WriteAllBytesAtomic(string path, byte[] bytes)
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{
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// Through a link, to its file: moved over the link, the text would take its place.
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if (File.Exists(path) && File.ResolveLinkTarget(path, returnFinalTarget: true) is { } linked)
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path = linked.FullName;
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string temporary = path + TempSuffix;
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try
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{
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using (var stream = new FileStream(temporary, FileMode.Create, FileAccess.Write, FileShare.None))
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{
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stream.Write(bytes);
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// On the disk itself first, or a power cut could leave the new name with no text under it.
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stream.Flush(flushToDisk: true);
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}
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// A new file gets the default mode; a write in place kept the old one.
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if (!OperatingSystem.IsWindows() && File.Exists(path) &&
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File.GetUnixFileMode(path) is var mode && mode != File.GetUnixFileMode(temporary))
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File.SetUnixFileMode(temporary, mode);
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File.Move(temporary, path, overwrite: true);
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}
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catch
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{
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try
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{
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File.Delete(temporary);
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}
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catch (Exception ex) when (ex is IOException or UnauthorizedAccessException)
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{
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// The failure to tell is the one that brought us here.
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}
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throw;
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}
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}
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public void WriteAllLines(string path, IEnumerable<string> lines) => File.WriteAllLines(path, lines);
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public void WriteAllBytes(string path, byte[] bytes) => File.WriteAllBytes(path, bytes);
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@@ -41,9 +91,16 @@ public sealed class PhysicalFileSystem : IFileSystem
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public IReadOnlyList<string> GetFiles(string path, string searchPattern = "*") =>
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Directory.Exists(path) ? Directory.GetFiles(path, searchPattern) : Array.Empty<string>();
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// A folder it may not enter costs what is in it, not the whole listing.
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public IReadOnlyList<string> GetFilesRecursive(string path, string searchPattern) =>
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Directory.Exists(path)
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? Directory.GetFiles(path, searchPattern, SearchOption.AllDirectories)
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? Directory.GetFiles(path, searchPattern, new EnumerationOptions
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{
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RecurseSubdirectories = true,
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IgnoreInaccessible = true,
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AttributesToSkip = 0,
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MatchType = MatchType.Win32
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})
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: Array.Empty<string>();
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public IReadOnlyList<string> GetDirectories(string path) =>
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@@ -62,4 +119,11 @@ public sealed class PhysicalFileSystem : IFileSystem
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UnixFileMode.UserExecute | UnixFileMode.GroupExecute | UnixFileMode.OtherExecute;
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return (File.GetUnixFileMode(path) & anyExecute) != 0;
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}
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public string? LinkTarget(string path) => new FileInfo(path).LinkTarget;
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public void CreateDirectoryLink(string path, string target) => Directory.CreateSymbolicLink(path, target);
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public void MoveDirectory(string sourcePath, string destinationPath) =>
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Directory.Move(sourcePath, destinationPath);
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}
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