Files
drop-app/main/composables/game.ts
T
DecDuck 01335dadaf Async downloader, better Proton support (#183)
* feat: async downloader + other fixes

* feat: windows command parsing + use library path for install path

* feat: better proton support

* feat: style fixes and store button now uses in-app

* feat: emulator rename + umu emulator fix

* feat: bring process creation inline with docs

* fix: clippy
2026-02-06 23:24:14 +11:00

105 lines
2.8 KiB
TypeScript

import { invoke } from "@tauri-apps/api/core";
import { listen } from "@tauri-apps/api/event";
import type { Game, GameStatus, GameStatusEnum, GameVersion } from "~/types";
const gameRegistry: { [key: string]: { game: Game; version?: GameVersion } } =
{};
const gameStatusRegistry: { [key: string]: Ref<GameStatus> } = {};
type OptionGameStatus = { [key in GameStatusEnum]: { version_name?: string } };
export type SerializedGameStatus = [
{ type: GameStatusEnum },
OptionGameStatus | null,
];
export const parseStatus = (status: SerializedGameStatus): GameStatus => {
if (status[0]) {
return {
type: status[0].type,
};
} else if (status[1]) {
const [[gameStatus, options]] = Object.entries(status[1]);
return {
type: gameStatus as GameStatusEnum,
...options,
};
} else {
throw new Error("No game status");
}
};
export const useGame = async (gameId: string) => {
if (!gameRegistry[gameId]) {
const data: {
game: Game;
status: SerializedGameStatus;
version?: GameVersion;
} = await invoke("fetch_game", {
gameId,
});
gameRegistry[gameId] = { game: data.game, version: data.version };
if (!gameStatusRegistry[gameId]) {
gameStatusRegistry[gameId] = ref(parseStatus(data.status));
listen(`update_game/${gameId}`, (event) => {
const payload: {
status: SerializedGameStatus;
version?: GameVersion;
} = event.payload as any;
gameStatusRegistry[gameId].value = parseStatus(payload.status);
/**
* I am not super happy about this.
*
* This will mean that we will still have a version assigned if we have a game installed then uninstall it.
* It is necessary because a flag to check if we should overwrite seems excessive, and this function gets called
* on transient state updates.
*/
if (payload.version) {
gameRegistry[gameId].version = payload.version;
}
});
}
}
const game = gameRegistry[gameId];
const status = gameStatusRegistry[gameId];
return { ...game, status };
};
export type FrontendGameConfiguration = {
launchString: string;
overrideProtonPath?: string;
};
export type LaunchResult =
| { result: "Success" }
| { result: "InstallRequired"; data: [string, string] };
export type VersionOption = {
versionId: string;
displayName?: string;
versionPath: string;
platform: string;
size: {
installSize: number;
downloadSize: number;
};
requiredContent: Array<{
gameId: string;
versionId: string;
name: string;
iconObjectId: string;
shortDescription: string;
size: {
installSize: number;
downloadSize: number;
};
}>;
};
export type ProtonPath = {
path: string;
name: string;
};