MISC: Support compression of save data (#1162)

* Use Compression Streams API instead of jszip or other libraries.
* Remove usage of base64 in the new binary format.
* Do not convert binary data to string and back. The type of save data is SaveData, it's either string (old base64 format) or Uint8Array (new binary format).
* Proper support for interacting with electron-related code. Electron-related code assumes that save data is in the base64 format.
* Proper support for other tools (DevMenu, pretty-save.js). Full support for DevMenu will be added in a follow-up PR. Check the comments in src\DevMenu\ui\SaveFileDev.tsx for details.
This commit is contained in:
catloversg
2024-03-28 11:08:09 +07:00
committed by GitHub
parent 75dabd10be
commit 8553bcb8fc
22 changed files with 358 additions and 289 deletions

View File

@@ -152,7 +152,7 @@ function setStopProcessHandler(app, window) {
log.debug("Saving to Steam Cloud ...");
try {
const playerId = window.gameInfo.player.identifier;
await storage.pushGameSaveToSteamCloud(save, playerId);
await storage.pushSaveDataToSteamCloud(save, playerId);
log.silly("Saved Game to Steam Cloud");
} catch (error) {
log.error(error);

View File

@@ -103,8 +103,8 @@ function getMenu(window) {
enabled: storage.isCloudEnabled(),
click: async () => {
try {
const saveGame = await storage.getSteamCloudSaveString();
await storage.pushSaveGameForImport(window, saveGame, false);
const saveData = await storage.getSteamCloudSaveData();
await storage.pushSaveGameForImport(window, saveData, false);
} catch (error) {
log.error(error);
utils.writeToast(window, "Could not load from Steam Cloud", "error", 5000);
@@ -114,16 +114,6 @@ function getMenu(window) {
{
type: "separator",
},
{
label: "Compress Disk Saves (.gz)",
type: "checkbox",
checked: storage.isSaveCompressionEnabled(),
click: (menuItem) => {
storage.setSaveCompressionConfig(menuItem.checked);
utils.writeToast(window, `${menuItem.checked ? "Enabled" : "Disabled"} Save Compression`, "info", 5000);
refreshMenu(window);
},
},
{
label: "Auto-Save to Disk",
type: "checkbox",

1
electron/saveDataBinaryFormat.d.ts vendored Normal file
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@@ -0,0 +1 @@
export declare const isBinaryFormat: (saveData: string | Uint8Array) => boolean;

View File

@@ -0,0 +1,13 @@
// The 2 magic bytes of the gzip header plus the mandatory compression type of DEFLATE
const magicBytes = [0x1f, 0x8b, 0x08];
function isBinaryFormat(rawData) {
for (let i = 0; i < magicBytes.length; ++i) {
if (magicBytes[i] !== rawData[i]) {
return false;
}
}
return true;
}
module.exports = { isBinaryFormat };

View File

@@ -11,6 +11,7 @@ const greenworks = require("./greenworks");
const log = require("electron-log");
const flatten = require("lodash/flatten");
const Store = require("electron-store");
const { isBinaryFormat } = require("./saveDataBinaryFormat");
const store = new Store();
// https://stackoverflow.com/a/69418940
@@ -86,14 +87,6 @@ function isAutosaveEnabled() {
return store.get("autosave-enabled", true);
}
function setSaveCompressionConfig(value) {
store.set("save-compression-enabled", value);
}
function isSaveCompressionEnabled() {
return store.get("save-compression-enabled", true);
}
function setCloudEnabledConfig(value) {
store.set("cloud-enabled", value);
}
@@ -163,17 +156,22 @@ async function backupSteamDataToDisk(currentPlayerId) {
const file = greenworks.getFileNameAndSize(0);
const previousPlayerId = file.name.replace(".json.gz", "");
if (previousPlayerId !== currentPlayerId) {
const backupSave = await getSteamCloudSaveString();
const backupSaveData = await getSteamCloudSaveData();
const backupFile = path.join(app.getPath("userData"), "/saves/_backups", `${previousPlayerId}.json.gz`);
const buffer = Buffer.from(backupSave, "base64").toString("utf8");
saveContent = await gzip(buffer);
await fs.writeFile(backupFile, saveContent, "utf8");
await fs.writeFile(backupFile, backupSaveData, "utf8");
log.debug(`Saved backup game to '${backupFile}`);
}
}
async function pushGameSaveToSteamCloud(base64save, currentPlayerId) {
if (!isCloudEnabled) return Promise.reject("Steam Cloud is not Enabled");
/**
* The name of save file is `${currentPlayerId}.json.gz`. The content of save file is weird: it's a base64 string of the
* binary data of compressed json save string. It's weird because the extension is .json.gz while the content is a
* base64 string. Check the comments in the implementation to see why it is like that.
*/
async function pushSaveDataToSteamCloud(saveData, currentPlayerId) {
if (!isCloudEnabled()) {
return Promise.reject("Steam Cloud is not Enabled");
}
try {
backupSteamDataToDisk(currentPlayerId);
@@ -183,12 +181,19 @@ async function pushGameSaveToSteamCloud(base64save, currentPlayerId) {
const steamSaveName = `${currentPlayerId}.json.gz`;
// Let's decode the base64 string so GZIP is more efficient.
const buffer = Buffer.from(base64save, "base64");
const compressedBuffer = await gzip(buffer);
// We can't use utf8 for some reason, steamworks is unhappy.
const content = compressedBuffer.toString("base64");
log.debug(`Uncompressed: ${base64save.length} bytes`);
/**
* When we push save file to Steam Cloud, we use greenworks.saveTextToFile. It seems that this method expects a string
* as the file content. That is why saveData is encoded in base64 and pushed to Steam Cloud as a text file.
*
* Encoding saveData in UTF-8 (with buffer.toString("utf8")) is not the proper way to convert binary data to string.
* Quote from buffer's documentation: "If encoding is 'utf8' and a byte sequence in the input is not valid UTF-8, then
* each invalid byte is replaced with the replacement character U+FFFD.". The proper way to do it is to use
* String.fromCharCode or String.fromCodePoint.
*
* Instead of implementing it, the old code (encoding in base64) is used here for backward compatibility.
*/
const content = saveData.toString("base64");
log.debug(`Uncompressed: ${saveData.length} bytes`);
log.debug(`Compressed: ${content.length} bytes`);
log.debug(`Saving to Steam Cloud as ${steamSaveName}`);
@@ -199,19 +204,22 @@ async function pushGameSaveToSteamCloud(base64save, currentPlayerId) {
}
}
async function getSteamCloudSaveString() {
if (!isCloudEnabled()) return Promise.reject("Steam Cloud is not Enabled");
/**
* This function processes the save file in Steam Cloud and returns the save data in the binary format.
*/
async function getSteamCloudSaveData() {
if (!isCloudEnabled()) {
return Promise.reject("Steam Cloud is not Enabled");
}
log.debug(`Fetching Save in Steam Cloud`);
const cloudString = await getCloudFile();
const gzippedBase64Buffer = Buffer.from(cloudString, "base64");
const uncompressedBuffer = await gunzip(gzippedBase64Buffer);
const content = uncompressedBuffer.toString("base64");
log.debug(`Compressed: ${cloudString.length} bytes`);
log.debug(`Uncompressed: ${content.length} bytes`);
return content;
// Decode cloudString to get save data back.
const saveData = Buffer.from(cloudString, "base64");
log.debug(`SaveData: ${saveData.length} bytes`);
return saveData;
}
async function saveGameToDisk(window, saveData) {
async function saveGameToDisk(window, electronGameData) {
const currentFolder = await getSaveFolder(window);
let saveFolderSizeBytes = await getFolderSizeInBytes(currentFolder);
const maxFolderSizeBytes = store.get("autosave-quota", 1e8); // 100Mb per playerIndentifier
@@ -221,19 +229,12 @@ async function saveGameToDisk(window, saveData) {
log.debug(
`Remaining: ${remainingSpaceBytes} bytes (${((saveFolderSizeBytes / maxFolderSizeBytes) * 100).toFixed(2)}% used)`,
);
const shouldCompress = isSaveCompressionEnabled();
const fileName = saveData.fileName;
const file = path.join(currentFolder, fileName + (shouldCompress ? ".gz" : ""));
let saveData = electronGameData.save;
const file = path.join(currentFolder, electronGameData.fileName);
try {
let saveContent = saveData.save;
if (shouldCompress) {
// Let's decode the base64 string so GZIP is more efficient.
const buffer = Buffer.from(saveContent, "base64").toString("utf8");
saveContent = await gzip(buffer);
}
await fs.writeFile(file, saveContent, "utf8");
await fs.writeFile(file, saveData, "utf8");
log.debug(`Saved Game to '${file}'`);
log.debug(`Save Size: ${saveContent.length} bytes`);
log.debug(`Save Size: ${saveData.length} bytes`);
} catch (error) {
log.error(error);
}
@@ -276,14 +277,14 @@ async function loadLastFromDisk(window) {
async function loadFileFromDisk(path) {
const buffer = await fs.readFile(path);
let content;
if (path.endsWith(".gz")) {
const uncompressedBuffer = await gunzip(buffer);
content = uncompressedBuffer.toString("base64");
log.debug(`Uncompressed file content (new size: ${content.length} bytes)`);
if (isBinaryFormat(buffer)) {
// Save file is in the binary format.
content = buffer;
} else {
// Save file is in the base64 format.
content = buffer.toString("utf8");
log.debug(`Loaded file with ${content.length} bytes`);
}
log.debug(`Loaded file with ${content.length} bytes`);
return content;
}
@@ -319,7 +320,7 @@ async function restoreIfNewerExists(window) {
const disk = {};
try {
steam.save = await getSteamCloudSaveString();
steam.save = await getSteamCloudSaveData();
steam.data = await getSaveInformation(window, steam.save);
} catch (error) {
log.error("Could not retrieve steam file");
@@ -361,12 +362,12 @@ async function restoreIfNewerExists(window) {
// We add a few seconds to the currentSave's lastSave to prioritize it
log.info("Found newer data than the current's save file");
log.silly(bestMatch.data);
await pushSaveGameForImport(window, bestMatch.save, true);
pushSaveGameForImport(window, bestMatch.save, true);
return true;
} else if (bestMatch.data.playtime > currentData.playtime && currentData.playtime < lowPlaytime) {
log.info("Found older save, but with more playtime, and current less than 15 mins played");
log.silly(bestMatch.data);
await pushSaveGameForImport(window, bestMatch.save, true);
pushSaveGameForImport(window, bestMatch.save, true);
return true;
} else {
log.debug("Current save data is the freshest");
@@ -380,8 +381,8 @@ module.exports = {
getSaveInformation,
restoreIfNewerExists,
pushSaveGameForImport,
pushGameSaveToSteamCloud,
getSteamCloudSaveString,
pushSaveDataToSteamCloud,
getSteamCloudSaveData,
getSteamCloudQuota,
deleteCloudFile,
saveGameToDisk,
@@ -394,6 +395,4 @@ module.exports = {
setCloudEnabledConfig,
isAutosaveEnabled,
setAutosaveConfig,
isSaveCompressionEnabled,
setSaveCompressionConfig,
};