internal WorldResource LoadSaveFromPath(string savePath, string userName, SaveWorldType saveType, UserDataPath dataPath) { var saveResource = new WorldResource { GroupDescription = string.Format("{0}: {1}", new EnumToResouceConverter().Convert(saveType, typeof(string), null, CultureInfo.CurrentUICulture), userName), SaveType = saveType, Savename = Path.GetFileName(savePath), UserName = userName, Savepath = savePath, DataPath = dataPath, }; return(saveResource); }
internal WorldResource LoadSaveFromPath(string savePath, string userName, SaveWorldType saveType, UserDataPath dataPath) { var saveResource = new WorldResource { GroupDescription = string.Format("{0}: {1}", new EnumToResouceConverter().Convert(saveType, typeof(string), null, CultureInfo.CurrentUICulture), userName), SaveType = saveType, Savename = Path.GetFileName(savePath), UserName = userName, Savepath = savePath, DataPath = dataPath, }; return saveResource; }
private IEnumerable<WorldResource> FindSaveFiles(string lastLoadedPath, string userName, SaveWorldType saveType, UserDataPath dataPath) { var lastLoadedFile = Path.Combine(lastLoadedPath, SpaceEngineersConsts.LoadLoadedFilename); var list = new List<WorldResource>(); // Ignore any other base Save paths without the LastLoaded file. if (File.Exists(lastLoadedFile)) { MyObjectBuilder_LastLoadedTimes lastLoaded = null; try { lastLoaded = SpaceEngineersApi.ReadSpaceEngineersFile<MyObjectBuilder_LastLoadedTimes>(lastLoadedFile); } catch { } var savePaths = Directory.GetDirectories(lastLoadedPath); // Still check every potential game world path. foreach (var savePath in savePaths) { var saveResource = LoadSaveFromPath(savePath, userName, saveType, dataPath); if (lastLoaded != null) { var last = lastLoaded.LastLoaded.Dictionary.FirstOrDefault(d => d.Key.Equals(savePath, StringComparison.OrdinalIgnoreCase)); if (last.Key != null) { saveResource.LastLoadTime = last.Value; } } // This should still allow Games to be copied into the Save path manually. saveResource.LoadCheckpoint(); list.Add(saveResource); } } return list; }
private IEnumerable <WorldResource> FindSaveFiles(string lastLoadedPath, string userName, SaveWorldType saveType, UserDataPath dataPath) { var lastLoadedFile = Path.Combine(lastLoadedPath, SpaceEngineersConsts.LoadLoadedFilename); var list = new List <WorldResource>(); // Ignore any other base Save paths without the LastLoaded file. if (File.Exists(lastLoadedFile)) { MyObjectBuilder_LastLoadedTimes lastLoaded = null; try { lastLoaded = SpaceEngineersApi.ReadSpaceEngineersFile <MyObjectBuilder_LastLoadedTimes>(lastLoadedFile); } catch { } var savePaths = Directory.GetDirectories(lastLoadedPath); // Still check every potential game world path. foreach (var savePath in savePaths) { var saveResource = LoadSaveFromPath(savePath, userName, saveType, dataPath); if (lastLoaded != null) { var last = lastLoaded.LastLoaded.Dictionary.FirstOrDefault(d => d.Key.Equals(savePath, StringComparison.OrdinalIgnoreCase)); if (last.Key != null) { saveResource.LastLoadTime = last.Value; } } // This should still allow Games to be copied into the Save path manually. saveResource.LoadCheckpoint(); list.Add(saveResource); } } return(list); }
private IEnumerable <WorldResource> FindSaveFiles(string lastLoadedPath, string userName, SaveWorldType saveType, UserDataPath dataPath) { var list = new List <WorldResource>(); // Ignore any other base Save paths without the LastLoaded file. if (Directory.Exists(lastLoadedPath)) { var savePaths = Directory.GetDirectories(lastLoadedPath); // Still check every potential game world path. foreach (var savePath in savePaths) { var saveResource = LoadSaveFromPath(savePath, userName, saveType, dataPath); // This should still allow Games to be copied into the Save path manually. saveResource.LoadWorldInfo(); list.Add(saveResource); } } return(list); }