fix: Cleans up file system paths and archiving (#815)

* Makes EnsureDirectory properly work for relative and absolute paths
* Adds a `PathUtility.GetFullPath` which returns full paths for relative paths to `Core.BaseDirectory`. If the path is absolute, it will return as-is.
* Moves EnsureDirectory to `PathUtility`. So `ScriptsHandler.EnsureDirectory` and `AssemblyHandler.EnsureDirectory` are now `PathUtility.EnsureDirectory`
* Fixes crash guard so that it copies accounts properly.
* Changes world save and auto archive to use a random folder name inside of the temp folder.
This commit is contained in:
Kamron Batman 2021-10-05 08:54:44 -07:00 • committed by GitHub
parent da31153b20
commit a55e271a69
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
17 changed files with 447 additions and 341 deletions

View file

@ -40,7 +40,7 @@ namespace Server
var path = Path.Combine(savePath, typeName);
AssemblyHandler.EnsureDirectory(path);
PathUtility.EnsureDirectory(path);
string idxPath = Path.Combine(path, $"{typeName}.idx");
string tdbPath = Path.Combine(path, $"{typeName}.tdb");

View file

@ -46,7 +46,6 @@ namespace Server
private static readonly ConcurrentQueue<Item> _decayQueue = new();
private static string _tempSavePath; // Path to the temporary folder for the save
private static string _savePath; // Path to "Saves" folder
private static bool _enableSaveStats;
public const bool DirtyTrackingEnabled = false;
@ -130,6 +129,8 @@ namespace Server
internal static List<Type> MobileTypes { get; } = new();
internal static List<Type> GuildTypes { get; } = new();
public static string SavePath { get; private set; }
public static WorldState WorldState { get; private set; }
public static bool Saving => WorldState == WorldState.Saving;
public static bool Running => WorldState is not WorldState.Loading and not WorldState.Initial;
@ -141,10 +142,12 @@ namespace Server
public static void Configure()
{
var tempSavePath = ServerConfiguration.GetOrUpdateSetting("world.tempSavePath", "temp");
_tempSavePath = Path.Combine(Core.BaseDirectory, tempSavePath);
var tempSavePath = ServerConfiguration.GetSetting("world.tempSavePath", "temp");
_tempSavePath = PathUtility.GetFullPath(tempSavePath);
var savePath = ServerConfiguration.GetOrUpdateSetting("world.savePath", "Saves");
_savePath = Path.Combine(Core.BaseDirectory, savePath);
SavePath = PathUtility.GetFullPath(savePath);
_enableSaveStats = ServerConfiguration.GetOrUpdateSetting("world.enableSaveStats", false);
// Mobiles & Items
@ -256,7 +259,7 @@ namespace Server
logger.Information("Loading world");
var watch = Stopwatch.StartNew();
Persistence.Load(_savePath);
Persistence.Load(SavePath);
EventSink.InvokeWorldLoad();
ProcessSafetyQueues();
@ -344,7 +347,7 @@ namespace Server
var timestamp = Utility.GetTimeStamp();
var saveStatsPath = Path.Combine(Core.BaseDirectory, $"Logs/Saves/Save-Stats-{timestamp}.log");
AssemblyHandler.EnsureDirectory(saveStatsPath);
PathUtility.EnsureDirectory(saveStatsPath);
using var op = new StreamWriter(saveStatsPath, true);
@ -388,7 +391,7 @@ namespace Server
{
Exception exception = null;
var tempPath = Path.Combine(_tempSavePath, Utility.GetTimeStamp());
var tempPath = PathUtility.EnsureRandomPath(_tempSavePath);
try
{
@ -417,8 +420,8 @@ namespace Server
{
try
{
EventSink.InvokeWorldSavePostSnapshot(_savePath, tempPath);
Directory.Move(tempPath, _savePath);
EventSink.InvokeWorldSavePostSnapshot(SavePath, tempPath);
Directory.Move(tempPath, SavePath);
}
catch (Exception ex)
{