I have a program that is a launcher for a mod for a game. The launcher works for most of the people who use it, including myself, but for some there is a strange bug that really has me struggling to fix it, and further more driving me absolutely mental!
The basic idea is that my mod files are contained in a folder, the launcher iterates through these files, reads a certain byte of the file and based on the result either moves the file, or moves the file and writes some text to a certain file, then launches the game. Seemingly simple.
The main launch function looks like this:
private void Launch()
{
using (StreamWriter writer = new StreamWriter(userScriptPath, false, Encoding.Unicode))
{
foreach (string file in Directory.GetFiles(modFolderPath + "\\Files\\", "*.pack"))
{
int p = GetPackType(file);
if (p == 3)
{
if (File.Exists(modFolderPath + "\\Files\\" + Path.GetFileName(file)))
{
File.Move(modFolderPath + "\\Files\\" + Path.GetFileName(file), dataPath + "\\" + Path.GetFileName(file));
}
writer.WriteLine("mod \"" + Path.GetFileName(file) + "\";");
}
else if (p == 4)
{
if (File.Exists(modFolderPath + "\\Files\\" + Path.GetFileName(file)))
{
File.Move(modFolderPath + "\\Files\\" + Path.GetFileName(file), dataPath + "\\" + Path.GetFileName(file));
}
}
}
}
Process game = Process.Start(gamePath);
// There is code here that waits for a minute until the game process is actually found, incase its slow starting up
game.WaitForExit();
RestorePacks(); // <- Method to put back the files after finishing
}
The problem some users are getting is that when launching the mod the game launches but it appears as though the launcher doesn't move the files as the game is still in its normal state, it was very hard to ascertain exactly why this was happening as I had no way of debugging it on their computers and the program was working fine for me and all of my test users.
To try and find out what was going on I added a number of checks and some logging to the launcher so that if the launcher didn't work, I'd at least have an idea why. (Note that no errors are thrown for the users even when it doesn't work)
The checks I added included using File.Exists() after attempting to move a file to make sure it was actually moved, the logging kept a note of move attempts and the result of this check to see if the file was actually moved.
I even added a specific if statement to the Process.Start function checking specifically that a certain file was indeed in the required location before launching the game.
Finally before launching all of the files in the folder where the mod files should now be are written to the log.
All of the logs from users who the launcher didn't work for shared one thing in common the program attempted to move the file, threw no error, and then when checking that the file was indeed moved, the file appeared to be there. But when reaching the point where all of the files in the required directory are written to the log, only one of the required 30+ mod files appear to be in the directory.
An example output log looked something like this:
File moving: modfile1.txt
Checking if file is where we tried to move it to: Yes
File moving: modfile2.txt
Checking if file is where we tried to move it to: Yes
File moving: modfile3.txt
Checking if file is where we tried to move it to: Yes
Writing out all files in directory:
normalgamefile1.txt
normalgamefile2.txt
normalgamefile3.txt
modfile1.txt
After seeing this and noticing it was always only a single file that had moved and no others, and also that the program did think the files were where they where supposed to be, the confusion really started to kick in.
This is the method that reads the file to ascertain what type of file it is:
private int GetPackType(string path)
{
FileStream fs = File.OpenRead(path);
BinaryReader reader = new BinaryReader(fs);
reader.ReadChars(4);
int packType = reader.ReadInt32();
fs.Close();
fs.Dispose();
return packType;
}
As you can probably see, and what I've just noticed is that I've failed to close/dispose of reader, and I'm guessing and somewhat hoping this might be the cause of my problem.
(Note I'm now using Using statements in this method but can't test this fix for quite a while)
SO, if you've read this far thank you, my question is..
Firstly do you have any idea what the problem is? Could it be that reader still might have the file open and has not closed and thus the file can't move, IF SO then why does it work perfectly for me and most others, but not for some? Surely a file still being used elsewhere would throw an error?
I've gone through all the simple stuff like making sure the program is run with administrator privileges, etc.
Thank you greatly for any help!
EDIT
As asked in the comments this is the version of the code with my checks and logging added. Simple stuff, which is why I omitted it, the log simply adds to a string, the string is then printed to file when all is done.
private void Launch()
{
using (StreamWriter writer = new StreamWriter(userScriptPath, false, Encoding.Unicode))
{
foreach (string file in Directory.GetFiles(modFolderPath + "\\Files\\", "*.pack"))
{
int p = GetPackType(file);
if (p == 3)
{
if (File.Exists(modFolderPath + "\\Files\\" + Path.GetFileName(file)))
{
File.Move(modFolderPath + "\\Files\\" + Path.GetFileName(file), dataPath + "\\" + Path.GetFileName(file));
}
log += "Move File: " + Path.GetFileName(file) + "\r\n";
writer.WriteLine("mod \"" + Path.GetFileName(file) + "\";");
log += "Write mod line: " + Path.GetFileName(file) + "\r\n";
}
else if (p == 4)
{
if (File.Exists(modFolderPath + "\\Files\\" + Path.GetFileName(file)))
{
File.Move(modFolderPath + "\\Files\\" + Path.GetFileName(file), dataPath + "\\" + Path.GetFileName(file));
}
log += "Move File: " + Path.GetFileName(file) + "\r\n";
}
// Check the file did actually move
if (File.Exists(dataPath + "\\" + Path.GetFileName(file)) == false)
{
MessageBox.Show("The mod could not launch successfully!\n\nError: Packs failed to move", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
else
{
log += "File Found\r\n";
}
}
}
if (File.Exists(dataPath + "\\_GreatWar5_DB.pack")) // This pack should always be there if things have worked
{
Process game = Process.Start(gamePath);
}
else
{
MessageBox.Show("The mod could not launch successfully!\n\nError: Data pack missing", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
// There is code here waits for a minute until the game process is actually found, incase its slow starting up
game.WaitForExit();
RestorePacks(); // <- Method to put back the files after finishing
}
Related
Just a quick question if you can help me, please.
In C#, I am creating a directory, if it does not exist. In the next command, I am checking if the directory exists, I will copy some files.
The Problem is, to creating a new directory or Deleting it, takes time and slower than next code execution time.
The software gives an error of "The folder does not exist ".
I used Thread.Sleep(5000); to wait 5 seconds before copying the content to the directory.
It seems to be working but I feel like that this is not how it's supposed to be done. Does anyone know better coding?
string logDirectoryPath = Directory.GetCurrentDirectory() + "\\LogFiles";
if (!Directory.Exists(logDirectoryPath))
{
Directory.CreateDirectory(Directory.GetCurrentDirectory() + "\\LogFiles");
Thread.Sleep(5000);
}
if (Directory.Exists(Directory.GetCurrentDirectory() + "\\LogFiles"))
{
var s = logDirectoryPath + "\\Log_" + DateTime.Now.ToString("dd_MM_yyyy") + ".txt";
using (StreamWriter w = File.AppendText(s))
{
w.WriteLine("--");
w.Write("\r\nLog Entry : ");
w.WriteLine($"{DateTime.Now.ToLongTimeString()} {DateTime.Now.ToLongDateString()}");
}
}
//EDIT
JUST thought maybe I should use a loop?
While(!Directory.Exists(logDirectoryPath))
{
Directory.CreateDirectory(Directory.GetCurrentDirectory() + "\\LogFiles");
}
Use DirectoryInfo
DirectoryInfo di = new DirectoryInfo(#{PATHSTRING});
and use di.Exists to check it exists / di.Create() to create folder
and I'd like to recommend to use logDirectoryPath which you defined already.
like this
DirectoryInfo di = new DirectoryInfo(logDirectoryPath);
if ( !di.Exists ) {
di.Create();
}
So, I am running SSIS (through VS) and I have two segments that hang me up when my clients don't send in the exact files every day. I have a task that deletes old files, and then renames the current files to the filename with _OLD at the end of it.
The issue is: If the files that are in there aren't the exact same, it crashes, failing the entire thing.
An example:
A client sends in on Monday files: Names, Addresses, Grades, Schools
The same client, on Tuesday sends in: Names, Addresses, Schools
Since the Grades file doesn't exist, it still gets renamed to Grades_OLD but the SSIS fails.
The scripts are:
del Names_OLD.csv
bye
This will then go to the Rename Script:
ren Names.csv Names_OLD.csv
bye
and will then go on to Addresses, to do the same thing. It is super frustrating that these fail when a single file doesn't exist the next day, and there doesn't seem to be a need for it.
We have two scripts that generate the archive data to process:
public void Main()
{
Dts.Variables["ARCHIVEFILE"].Value = Path.GetFileNameWithoutExtension(Dts.Variables["FTPFILE"].Value.ToString()) + "_OLD" + Path.GetExtension(Dts.Variables["FTPFILE"].Value.ToString());
Dts.TaskResult = (int)ScriptResults.Success;
}
and
public void Main()
{
/*PSFTP_DEL_script.txt
del %1
bye
PSFTP_REN_script.txt
ren %1 %2
bye
*/
var lineOut = String.Empty;
var File1 = Dts.Variables["User::FTPWORKINGDIR"].Value.ToString() + "\\SSIS_PSFTP_DEL_script.txt";
var File2 = Dts.Variables["User::FTPWORKINGDIR"].Value.ToString() + "\\SSIS_PSFTP_REN_script.txt";
lineOut = "del " + Dts.Variables["User::ARCHIVEFILE"].Value.ToString() + Environment.NewLine + "bye";
System.IO.File.WriteAllText(File1, lineOut);
lineOut = "ren " + Dts.Variables["User::FTPFILE"].Value.ToString() + " " + Dts.Variables["User::ARCHIVEFILE"].Value.ToString() + Environment.NewLine + "bye";
System.IO.File.WriteAllText(File2, lineOut);
Dts.TaskResult = (int)ScriptResults.Success;
}
Researching it doesn't really give anything helpful, and kind of just leads me back to where I am right now.
Try using a foreach loop on files for each file that can be processed and put all the processing of the file inside it. And do not put any precendence constraints between the foreach loops.
This will process the files that are there an not fail when the others aren't there.
The foreach loop essentially works as a check if the file exists.
This assumes you do not need all the files to properly process them.
Why not checking if the file exists before writing the script:
if (System.IO.File.Exists(Dts.Variables["User::ARCHIVEFILE"].Value.ToString())){
lineOut = "del " + Dts.Variables["User::ARCHIVEFILE"].Value.ToString() + Environment.NewLine + "bye";
System.IO.File.WriteAllText(File1, lineOut);
}
if (Dts.Variables["User::FTPFILE"].Value.ToString())){
lineOut = "ren " + Dts.Variables["User::FTPFILE"].Value.ToString() + " " + Dts.Variables["User::ARCHIVEFILE"].Value.ToString() + Environment.NewLine + "bye";
System.IO.File.WriteAllText(File2, lineOut);
}
I am moving files from source folder to destination folder. Before moving files, I am checking that directory exists or not which is working fine. The issue is with my second check where I want to make sure that folder is not empty before moving files but it is not giving me correct result.
public void MoveFilesFromTempToSourceTbl()
{
//Moving all files from temp folder to orig folder.
string sourceFolder = (twitterDO.Path + "\\" + msgDate.Year.ToString() + "\\" + msgDate.Month.ToString() + "\\" + msgDate.Day.ToString() + "_Temp").Replace("\\", #"\");
string destinationFolder = (twitterDO.Path + "\\" + msgDate.Year.ToString() + "\\" + msgDate.Month.ToString() + "\\" + msgDate.Day.ToString()).Replace("\\", #"\");
string pattern = "*.txt";
if (Directory.Exists(sourceFolder))
{
if (File.Exists(pattern))
{
foreach (var file in new DirectoryInfo(sourceFolder).GetFiles(pattern))
{
file.MoveTo(Path.Combine(destinationFolder, file.Name));
}
}
if (Directory.GetFiles(sourceFolder).Length == 0) //Before deleting make sure that Temp folder is empty.
Directory.Delete(sourceFolder, true); // Delete Temp folder after moving all the contents.
}
}
I know I am making some small mistake but not sure what it is. Following is the screenshot of the result which I got in immediate window.
http://imgur.com/FZvo9cj
There's a bit of redundancy in your current code. Starting with the if-checks, here's how I would approach this:
var sourceDirectory = new DirectoryInfo(sourceFolder); // remember this, it is reused
if (sourceDirectory.Exists)
{
// Look for the files in the directory, if none found, will be empty array
foreach (var file in sourceDirectory.GetFiles(pattern))
{
file.MoveTo(Path.Combine(destinationFolder, file.Name));
}
// Re-check the directory for any remaining files
if (sourceDirectory.GetFiles(pattern).Length == 0) //Before deleting make sure that Temp folder is empty.
sourceDirectory.Delete(); // Delete Temp folder after moving all the contents.
}
As a small performance improvement, you could replace sourceDirectory.GetFiles() with sourceDirectory.EnumerateFiles() in the for-loop. This will allow you to start moving them as the method finds them, not after they have all been found.
You are passing "*.txt" into the File.Exists() call when you need to be passing a path.
You can read the Documentation here
Alternatively you could use something like this:
Directory.GetFiles(destinationFolder).Contains(filename)
I agree with David here but also I think the flow of you logic should be adjusted a bit. The File.Exixts(filename); should occur inside the foreach.
That will allow you to iterate each file and if it exists do something.
Try adding the following to check if any files exist in the location:
bool exist = Directory.EnumerateFiles(sourceFolder, "*.txt").Any();
I have this question,
My boss wants a program which you can enter a path, Console.ReadLine(directory);
This is irrelevant, I got this part working. In fact, the whole code/program is working as it should be.
The point of the path is that the program scans all the files in the given directory/subdirectories for the last write time. He want to pay minimum effort in this. So the plan is to use Windows to start this program once every 24 hours.
Only problem with this "minimum effort" part is that you have to enter the path EVERYTIME when it's started. So it actually doesn't go automaticly.
The question is: is there a way to avoid this?
For example Thread.Sleep(); and when it's done sleeping goto a label right under the Console.ReadLine(directory);?
So not once a day, but sleeping for 24 hours and for 1 whole minute working?
If it's any help, here's the code:
using System.IO;
using System.Security.Permissions;
namespace CheckWithinTime
{
class Program
{
public static void Main(string[] args)
{
Console.WriteLine("Which folder do you wish to scan?");
string path = Console.ReadLine();
//copies everything from the console to a .txt file
FileStream filestream = new FileStream(#"C:\Logs\Log.txt", FileMode.Create);
var streamwriter = new StreamWriter(filestream);
streamwriter.AutoFlush = true;
Console.SetOut(streamwriter);
Console.SetError(streamwriter);
//this is the path which you type in a the beginning of the program
string[] files = Directory.GetFiles(path, "*.*", System.IO.SearchOption.AllDirectories);
List<string> updatedFiles = new List<string>();
DateTime from = DateTime.Now.AddDays(-1);
DateTime to = DateTime.Now;
foreach (string name in files)
{
FileInfo file = new FileInfo(name);
string fullname = file.FullName;
//checks if the last writed time occured less then 24 hours ago, if it's not it will not be loggeed
if (file.LastWriteTime >= from && file.LastWriteTime <= to)
{
updatedFiles.Add(name);
Console.WriteLine(file.FullName + " ; " + "last changed at >> " + " ; " + file.LastWriteTime.ToString());
//Console.WriteLine("File created at >> " + file.CreationTime.ToString());
//Console.WriteLine("File last opened at >> " + file.LastAccessTime.ToString());
Console.WriteLine();
}
}
streamwriter.Close();
filestream.Close();
//The mail class basicly sends an e-mail to the server with the log file, but this is irrelevant
Mail();
}
}
}
It used to be just a simple file system watcher. After that it was like it is now, but without the Console.ReadLine() part. And now he wants to give a path.
If anyone can tell me a way to avoid the Console.ReadLine(), but only use call it when you need it. I would appreciate it!
Sorry in advance for my big texts.
The best way to do this would be to either create an XML file or use a notepad file and have windows run a task manager.
You can set up a program to run every so often in windows task manager and all you need to do is save the path to a file and have your C# console application read that file and get the path, the path will always be store and the program will run all the time.
We do this at work; a program has been running for 4 months doing through a bunch of paths and we don't edit it anymore.
Xml file/config is overkill for one setting. Pass it in to the command line string[] args:
string path;
if(args.Length > 0)
{
path = args[0];
Console.WriteLine("Using path: " + path);
}
else
{
Console.WriteLine("Which folder do you wish to scan?");
path = Console.ReadLine();
}
Then use task scheduler as already suggested, but pass the path as a command line argument. You can also then launch it with different paths without your app supporting multiple paths.
I have encountered a strange problem when using the File.Move command. The Programm actually moves and renames the file, but then throws me an exception that the sourcefile is not found; - what is expected because the File was moved.
The Program works fine if i catch the Exception but i'm wondering why i get these exception.
My Code:
foreach (string str in CPM.prot.FKFinishedBad)
{
try
{
string dir = System.Configuration.ConfigurationSettings.AppSettings["ResultDir"] + "\\" + DateTime.Now.ToString("yyyy_MM_dd") + "_Bearbeitete Protokolle";
if (!Directory.Exists(dir))
{
Directory.CreateDirectory(dir);
}
File.Move(System.Configuration.ConfigurationSettings.AppSettings["ResultDir"] + "\\" + str + "_" + CPM.LastJob + ".txt", dir + "\\" + "\\" + str + "_" + CPM.LastJob + "_Nachproduziert" + ".txt");
}
catch (Exception e)
{
}
}
Make sure that each item in CPM.prot.FKFinishedBad is unique - that may be a cause of the phenomenon.
Also, I'd recommend to refactor the code: the directory lines don't need to be repeated and should be outside of the loop.
And please learn to use String.Format and Path.Combine.
Are you sure all of your files exist?
It might happen that one of them is missing (which explains the exception), while the others are processed correctly. you can also check them before the move with File.Exists.
Also, be careful when using empty catch blocks, they can cause a lot of headaches when debugging.
Try to suspend a thread for a half a second (or less) here:
if (!Directory.Exists(dir))
{
Directory.CreateDirectory(dir);
//suspend thread for 0.5 sec
}
This is probably related to fact that you create a directory and immediately move a file. So suspend a thread to let "breath" to system.
I have just been experiencing this problem, it took me a while to realise that there is a FileInfo.MoveTo command which appears to do the same thing.
However it doesn't throw an exception, and works.
It is a bit dodgy if there are two ways to do one thing and only one of them works.