use std::{ collections::HashMap, fs::{OpenOptions, create_dir_all}, io::{self}, path::PathBuf, process::{Command, ExitStatus}, str::FromStr, sync::{Arc, Mutex}, thread::spawn, time::{Duration, SystemTime}, }; use dynfmt::Format; use dynfmt::SimpleCurlyFormat; use log::{debug, info, warn}; use serde::{Deserialize, Serialize}; use shared_child::SharedChild; use tauri::{AppHandle, Emitter, Manager}; use tauri_plugin_opener::OpenerExt; use crate::{ AppState, DB, database::{ db::{DATA_ROOT_DIR, borrow_db_checked, borrow_db_mut_checked}, models::data::{ ApplicationTransientStatus, Database, DownloadType, DownloadableMetadata, GameDownloadStatus, GameVersion, }, }, error::process_error::ProcessError, games::{library::push_game_update, state::GameStatusManager}, playtime::events::{push_session_end, push_playtime_update}, process::{ format::DropFormatArgs, process_handlers::{AsahiMuvmLauncher, NativeGameLauncher, UMULauncher}, }, }; pub struct RunningProcess { handle: Arc, start: SystemTime, manually_killed: bool, } pub struct ProcessManager<'a> { current_platform: Platform, log_output_dir: PathBuf, processes: HashMap, app_handle: AppHandle, game_launchers: Vec<( (Platform, Platform), &'a (dyn ProcessHandler + Sync + Send + 'static), )>, } impl ProcessManager<'_> { pub fn new(app_handle: AppHandle) -> Self { let log_output_dir = DATA_ROOT_DIR.join("logs"); ProcessManager { #[cfg(target_os = "windows")] current_platform: Platform::Windows, #[cfg(target_os = "macos")] current_platform: Platform::MacOs, #[cfg(target_os = "linux")] current_platform: Platform::Linux, app_handle, processes: HashMap::new(), log_output_dir, game_launchers: vec![ // Current platform to target platform ( (Platform::Windows, Platform::Windows), &NativeGameLauncher {} as &(dyn ProcessHandler + Sync + Send + 'static), ), ( (Platform::Linux, Platform::Linux), &NativeGameLauncher {} as &(dyn ProcessHandler + Sync + Send + 'static), ), ( (Platform::MacOs, Platform::MacOs), &NativeGameLauncher {} as &(dyn ProcessHandler + Sync + Send + 'static), ), ( (Platform::Linux, Platform::Windows), &AsahiMuvmLauncher {} as &(dyn ProcessHandler + Sync + Send + 'static), ), ( (Platform::Linux, Platform::Windows), &UMULauncher {} as &(dyn ProcessHandler + Sync + Send + 'static), ), ], } } pub fn kill_game(&mut self, game_id: String) -> Result<(), io::Error> { match self.processes.get_mut(&game_id) { Some(process) => { process.manually_killed = true; process.handle.kill()?; process.handle.wait()?; Ok(()) } None => Err(io::Error::new( io::ErrorKind::NotFound, "Game ID not running", )), } } fn get_log_dir(&self, game_id: String) -> PathBuf { self.log_output_dir.join(game_id) } pub fn open_process_logs(&mut self, game_id: String) -> Result<(), ProcessError> { let dir = self.get_log_dir(game_id); self.app_handle .opener() .open_path(dir.to_str().unwrap(), None::<&str>) .map_err(ProcessError::OpenerError)?; Ok(()) } fn on_process_finish(&mut self, game_id: String, result: Result) { if !self.processes.contains_key(&game_id) { warn!( "process on_finish was called, but game_id is no longer valid. finished with result: {result:?}" ); return; } debug!("process for {:?} exited with {:?}", &game_id, result); let process = self.processes.remove(&game_id).unwrap(); let mut db_handle = borrow_db_mut_checked(); let meta = db_handle .applications .installed_game_version .get(&game_id) .cloned() .unwrap(); db_handle.applications.transient_statuses.remove(&meta); let current_state = db_handle.applications.game_statuses.get(&game_id).cloned(); if let Some(GameDownloadStatus::SetupRequired { version_name, install_dir, }) = current_state && let Ok(exit_code) = result && exit_code.success() { db_handle.applications.game_statuses.insert( game_id.clone(), GameDownloadStatus::Installed { version_name: version_name.to_string(), install_dir: install_dir.to_string(), }, ); } let elapsed = process.start.elapsed().unwrap_or(Duration::ZERO); // If we started and ended really quickly, something might've gone wrong // Or if the status isn't 0 // Or if it's an error if !process.manually_killed && (elapsed.as_secs() <= 2 || result.is_err() || !result.unwrap().success()) { warn!("drop detected that the game {game_id} may have failed to launch properly"); let _ = self.app_handle.emit("launch_external_error", &game_id); } // This is too many unwraps for me to be comfortable let version_data = db_handle .applications .game_versions .get(&game_id) .unwrap() .get(&meta.version.unwrap()) .unwrap(); let status = GameStatusManager::fetch_state(&game_id, &db_handle); push_game_update( &self.app_handle, &game_id, Some(version_data.clone()), status, ); } fn fetch_process_handler( &self, db_lock: &Database, state: &AppState, target_platform: &Platform, ) -> Result<&(dyn ProcessHandler + Send + Sync), ProcessError> { Ok(self .game_launchers .iter() .find(|e| { let (e_current, e_target) = e.0; e_current == self.current_platform && e_target == *target_platform && e.1.valid_for_platform(db_lock, state, target_platform) }) .ok_or(ProcessError::InvalidPlatform)? .1) } pub fn valid_platform(&self, platform: &Platform, state: &AppState) -> Result { let db_lock = borrow_db_checked(); let process_handler = self.fetch_process_handler(&db_lock, state, platform); Ok(process_handler.is_ok()) } pub fn launch_process( &mut self, game_id: String, state: &AppState, ) -> Result<(), ProcessError> { if self.processes.contains_key(&game_id) { return Err(ProcessError::AlreadyRunning); } let version = match DB .borrow_data() .unwrap() .applications .game_statuses .get(&game_id) .cloned() { Some(GameDownloadStatus::Installed { version_name, .. }) => version_name, Some(GameDownloadStatus::SetupRequired { version_name, .. }) => version_name, _ => return Err(ProcessError::NotInstalled), }; let meta = DownloadableMetadata { id: game_id.clone(), version: Some(version.clone()), download_type: DownloadType::Game, }; let mut db_lock = borrow_db_mut_checked(); let game_status = db_lock .applications .game_statuses .get(&game_id) .ok_or(ProcessError::NotInstalled)?; let (version_name, install_dir) = match game_status { GameDownloadStatus::Installed { version_name, install_dir, } => (version_name, install_dir), GameDownloadStatus::SetupRequired { version_name, install_dir, } => (version_name, install_dir), _ => return Err(ProcessError::NotInstalled), }; debug!( "Launching process {:?} with version {:?}", &game_id, db_lock.applications.game_versions.get(&game_id).unwrap() ); let game_version = db_lock .applications .game_versions .get(&game_id) .ok_or(ProcessError::InvalidID)? .get(version_name) .ok_or(ProcessError::InvalidVersion)?; // TODO: refactor this path with open_process_logs let game_log_folder = &self.get_log_dir(game_id); create_dir_all(game_log_folder).map_err(ProcessError::IOError)?; let current_time = chrono::offset::Local::now(); let log_file = OpenOptions::new() .write(true) .truncate(true) .read(true) .create(true) .open(game_log_folder.join(format!("{}-{}.log", &version, current_time.timestamp()))) .map_err(ProcessError::IOError)?; let error_file = OpenOptions::new() .write(true) .truncate(true) .read(true) .create(true) .open(game_log_folder.join(format!( "{}-{}-error.log", &version, current_time.timestamp() ))) .map_err(ProcessError::IOError)?; let target_platform = game_version.platform; let process_handler = self.fetch_process_handler(&db_lock, state, &target_platform)?; let (launch, args) = match game_status { GameDownloadStatus::Installed { version_name: _, install_dir: _, } => (&game_version.launch_command, &game_version.launch_args), GameDownloadStatus::SetupRequired { version_name: _, install_dir: _, } => (&game_version.setup_command, &game_version.setup_args), GameDownloadStatus::PartiallyInstalled { version_name: _, install_dir: _, } => unreachable!("Game registered as 'Partially Installed'"), GameDownloadStatus::Remote {} => unreachable!("Game registered as 'Remote'"), }; let launch = PathBuf::from_str(install_dir).unwrap().join(launch); let launch = launch.to_str().unwrap(); let launch_string = process_handler.create_launch_process( &meta, launch.to_string(), args.clone(), game_version, install_dir, ); let format_args = DropFormatArgs::new( launch_string, install_dir, &game_version.launch_command, launch.to_string(), ); let launch_string = SimpleCurlyFormat .format(&game_version.launch_command_template, format_args) .map_err(|e| ProcessError::FormatError(e.to_string()))? .to_string(); #[cfg(target_os = "windows")] use std::os::windows::process::CommandExt; #[cfg(target_os = "windows")] let mut command = Command::new("cmd"); #[cfg(target_os = "windows")] command.raw_arg(format!("/C \"{}\"", &launch_string)); info!("launching (in {install_dir}): {launch_string}",); #[cfg(unix)] let mut command: Command = Command::new("sh"); #[cfg(unix)] command.args(vec!["-c", &launch_string]); debug!("final launch string:\n\n{launch_string}\n"); command .stderr(error_file) .stdout(log_file) .env_remove("RUST_LOG") .current_dir(install_dir); let child = command.spawn().map_err(ProcessError::IOError)?; let launch_process_handle = Arc::new(SharedChild::new(child).map_err(ProcessError::IOError)?); db_lock .applications .transient_statuses .insert(meta.clone(), ApplicationTransientStatus::Running {}); push_game_update( &self.app_handle, &meta.id, None, (None, Some(ApplicationTransientStatus::Running {})), ); let wait_thread_handle = launch_process_handle.clone(); let wait_thread_apphandle = self.app_handle.clone(); let wait_thread_game_id = meta.clone(); spawn(move || { let result: Result = launch_process_handle.wait(); let app_state = wait_thread_apphandle.state::>(); let app_state_handle = app_state.lock().unwrap(); // End playtime tracking before processing finish let playtime_manager_lock = app_state_handle.playtime_manager.lock().unwrap(); if let Ok(stats) = playtime_manager_lock.end_session(wait_thread_game_id.id.clone()) { debug!("Ended playtime tracking for game: {} (process finished)", wait_thread_game_id.id); push_session_end(&app_state_handle.app_handle, &wait_thread_game_id.id, &stats); push_playtime_update(&app_state_handle.app_handle, &wait_thread_game_id.id, stats, false); } drop(playtime_manager_lock); let mut process_manager_handle = app_state_handle.process_manager.lock().unwrap(); process_manager_handle.on_process_finish(wait_thread_game_id.id, result); // As everything goes out of scope, they should get dropped // But just to explicit about it drop(process_manager_handle); drop(app_state_handle); }); self.processes.insert( meta.id, RunningProcess { handle: wait_thread_handle, start: SystemTime::now(), manually_killed: false, }, ); Ok(()) } } #[derive(Eq, Hash, PartialEq, Serialize, Deserialize, Clone, Copy, Debug)] pub enum Platform { Windows, Linux, MacOs, } impl Platform { #[cfg(target_os = "windows")] pub const HOST: Platform = Self::Windows; #[cfg(target_os = "macos")] pub const HOST: Platform = Self::MacOs; #[cfg(target_os = "linux")] pub const HOST: Platform = Self::Linux; pub fn is_case_sensitive(&self) -> bool { match self { Self::Windows | Self::MacOs => false, Self::Linux => true, } } } impl From<&str> for Platform { fn from(value: &str) -> Self { match value.to_lowercase().trim() { "windows" => Self::Windows, "linux" => Self::Linux, "mac" | "macos" => Self::MacOs, _ => unimplemented!(), } } } impl From for Platform { fn from(value: whoami::Platform) -> Self { match value { whoami::Platform::Windows => Platform::Windows, whoami::Platform::Linux => Platform::Linux, whoami::Platform::MacOS => Platform::MacOs, _ => unimplemented!(), } } } pub trait ProcessHandler: Send + 'static { fn create_launch_process( &self, meta: &DownloadableMetadata, launch_command: String, args: Vec, game_version: &GameVersion, current_dir: &str, ) -> String; fn valid_for_platform(&self, db: &Database, state: &AppState, target: &Platform) -> bool; }