Files
drop-app/src-tauri/src/process/process_manager.rs

333 lines
10 KiB
Rust

use std::{
collections::HashMap,
fs::{File, OpenOptions},
path::{Path, PathBuf},
process::{Child, Command, ExitStatus},
sync::{Arc, Mutex},
thread::spawn,
};
use log::{info, warn};
use serde::{Deserialize, Serialize};
use tauri::{AppHandle, Manager};
use crate::{
db::{GameStatus, GameTransientStatus, DATA_ROOT_DIR},
library::push_game_update,
state::GameStatusManager,
AppState, DB,
};
pub struct ProcessManager<'a> {
current_platform: Platform,
log_output_dir: PathBuf,
processes: HashMap<String, Arc<Mutex<Child>>>,
app_handle: AppHandle,
game_launchers: HashMap<(Platform, Platform), &'a (dyn ProcessHandler + Sync + Send + 'static)>,
}
impl ProcessManager<'_> {
pub fn new(app_handle: AppHandle) -> Self {
let root_dir_lock = DATA_ROOT_DIR.lock().unwrap();
let log_output_dir = root_dir_lock.join("logs");
drop(root_dir_lock);
ProcessManager {
current_platform: if cfg!(windows) {
Platform::Windows
} else {
Platform::Linux
},
app_handle,
processes: HashMap::new(),
log_output_dir,
game_launchers: HashMap::from([
// 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::Linux, Platform::Windows),
&UMULauncher {} as &(dyn ProcessHandler + Sync + Send + 'static),
),
]),
}
}
// There's no easy way to distinguish between an executable name with
// spaces and it's arguments.
// I think if we just join the install_dir to whatever the user provides us, we'll be alright
// In future, we should have a separate field for executable name and it's arguments
fn process_command(&self, install_dir: &String, raw_command: String) -> (PathBuf, Vec<String>) {
// let command_components = raw_command.split(" ").collect::<Vec<&str>>();
let root = raw_command;
let install_dir = Path::new(install_dir);
let absolute_exe = install_dir.join(root);
/*
let args = command_components[1..]
.iter()
.map(|v| v.to_string())
.collect();
*/
(absolute_exe, Vec::new())
}
fn on_process_finish(&mut self, game_id: String, result: Result<ExitStatus, std::io::Error>) {
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warn!("process on_finish was called, but game_id is no longer valid.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;
}
info!("process for {} exited with {:?}", game_id, result);
self.processes.remove(&game_id);
let mut db_handle = DB.borrow_data_mut().unwrap();
db_handle.games.transient_statuses.remove(&game_id);
let current_state = db_handle.games.statuses.get(&game_id).cloned();
if let Some(saved_state) = current_state {
if let GameStatus::SetupRequired {
version_name,
install_dir,
} = saved_state
{
if let Ok(exit_code) = result {
if exit_code.success() {
db_handle.games.statuses.insert(
game_id.clone(),
GameStatus::Installed {
version_name: version_name.to_string(),
install_dir: install_dir.to_string(),
},
);
}
}
}
}
drop(db_handle);
let status = GameStatusManager::fetch_state(&game_id);
push_game_update(&self.app_handle, game_id.clone(), status);
// TODO better management
}
pub fn valid_platform(&self, platform: &Platform) -> Result<bool, String> {
let current = &self.current_platform;
Ok(self
.game_launchers
.contains_key(&(current.clone(), platform.clone())))
}
pub fn launch_process(&mut self, game_id: String) -> Result<(), String> {
if self.processes.contains_key(&game_id) {
return Err("Game or setup is already running.".to_owned());
}
let mut db_lock = DB.borrow_data_mut().unwrap();
let game_status = db_lock
.games
.statuses
.get(&game_id)
.ok_or("Game not installed")?;
let status_metadata: Option<(&String, &String)> = match game_status {
GameStatus::Installed {
version_name,
install_dir,
} => Some((version_name, install_dir)),
GameStatus::SetupRequired {
version_name,
install_dir,
} => Some((version_name, install_dir)),
_ => None,
};
if status_metadata.is_none() {
return Err("Game has not been downloaded.".to_owned());
}
let (version_name, install_dir) = status_metadata.unwrap();
let game_version = db_lock
.games
.versions
.get(&game_id)
.ok_or("Invalid game ID".to_owned())?
.get(version_name)
.ok_or("Invalid version name".to_owned())?;
let raw_command: String = match game_status {
GameStatus::Installed {
version_name: _,
install_dir: _,
} => game_version.launch_command.clone(),
GameStatus::SetupRequired {
version_name: _,
install_dir: _,
} => game_version.setup_command.clone(),
_ => panic!("unreachable code"),
};
let (command, args) = self.process_command(install_dir, raw_command);
let target_current_dir = command.parent().unwrap().to_str().unwrap();
info!(
"launching process {} in {}",
command.to_str().unwrap(),
target_current_dir
);
let current_time = chrono::offset::Local::now();
let log_file = OpenOptions::new()
.write(true)
.truncate(true)
.read(true)
.create(true)
.open(
self.log_output_dir
.join(format!("{}-{}.log", game_id, current_time.timestamp())),
)
.map_err(|v| v.to_string())?;
let error_file = OpenOptions::new()
.write(true)
.truncate(true)
.read(true)
.create(true)
.open(self.log_output_dir.join(format!(
"{}-{}-error.log",
game_id,
current_time.timestamp()
)))
.map_err(|v| v.to_string())?;
let current_platform = self.current_platform.clone();
let target_platform = game_version.platform.clone();
let game_launcher = self
.game_launchers
.get(&(current_platform, target_platform))
.ok_or("Invalid version for this platform.")
.map_err(|e| e.to_string())?;
let launch_process = game_launcher.launch_process(
&game_id,
version_name,
command.to_str().unwrap().to_owned(),
args,
&target_current_dir.to_string(),
log_file,
error_file,
)?;
let launch_process_handle = Arc::new(Mutex::new(launch_process));
db_lock
.games
.transient_statuses
.insert(game_id.clone(), GameTransientStatus::Running {});
push_game_update(
&self.app_handle,
game_id.clone(),
(None, Some(GameTransientStatus::Running {})),
);
let wait_thread_handle = launch_process_handle.clone();
let wait_thread_apphandle = self.app_handle.clone();
let wait_thread_game_id = game_id.clone();
spawn(move || {
let mut child_handle = wait_thread_handle.lock().unwrap();
let result: Result<ExitStatus, std::io::Error> = child_handle.wait();
let app_state = wait_thread_apphandle.state::<Mutex<AppState>>();
let app_state_handle = app_state.lock().unwrap();
let mut process_manager_handle = app_state_handle.process_manager.lock().unwrap();
process_manager_handle.on_process_finish(wait_thread_game_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);
drop(child_handle);
});
self.processes.insert(game_id, launch_process_handle);
info!("finished spawning process");
Ok(())
}
}
#[derive(Eq, Hash, PartialEq, Serialize, Deserialize, Clone, Debug)]
pub enum Platform {
Windows,
Linux,
}
pub trait ProcessHandler: Send + 'static {
fn launch_process(
&self,
game_id: &String,
version_name: &String,
command: String,
args: Vec<String>,
current_dir: &String,
log_file: File,
error_file: File,
) -> Result<Child, String>;
}
struct NativeGameLauncher;
impl ProcessHandler for NativeGameLauncher {
fn launch_process(
&self,
game_id: &String,
version_name: &String,
command: String,
args: Vec<String>,
current_dir: &String,
log_file: File,
error_file: File,
) -> Result<Child, String> {
Command::new(command)
.current_dir(current_dir)
.stdout(log_file)
.stderr(error_file)
.args(args)
.spawn()
.map_err(|v| v.to_string())
}
}
struct UMULauncher;
impl ProcessHandler for UMULauncher {
fn launch_process(
&self,
game_id: &String,
version_name: &String,
command: String,
args: Vec<String>,
current_dir: &String,
log_file: File,
error_file: File,
) -> Result<Child, String> {
todo!()
}
}