/** * The Library Manager keeps track of games in Drop's library and their various states. * It uses path relative to the library, so it can moved without issue * * It also provides the endpoints with information about unmatched games */ import path from "path"; import prisma from "../db/database"; import { fuzzy } from "fast-fuzzy"; import taskHandler from "../tasks"; import { parsePlatform } from "../utils/parseplatform"; import notificationSystem from "../notifications"; import { GameNotFoundError, type LibraryProvider } from "./provider"; import { logger } from "../logging"; class LibraryManager { private libraries: Map> = new Map(); private gameImportLocks: Map> = new Map(); // Library ID to Library Path private versionImportLocks: Map> = new Map(); // Game ID to Version Name addLibrary(library: LibraryProvider) { this.libraries.set(library.id(), library); } removeLibrary(id: string) { this.libraries.delete(id); } async fetchLibraries() { const libraries = await prisma.library.findMany({}); const libraryWithMetadata = libraries.map((e) => ({ ...e, working: this.libraries.has(e.id), })); return libraryWithMetadata; } async fetchUnimportedGames() { const unimportedGames: { [key: string]: string[] } = {}; for (const [id, library] of this.libraries.entries()) { const games = await library.listGames(); const validGames = await prisma.game.findMany({ where: { libraryId: id, libraryPath: { in: games }, }, select: { libraryPath: true, }, }); const providerUnimportedGames = games.filter( (e) => validGames.findIndex((v) => v.libraryPath == e) == -1 && !(this.gameImportLocks.get(id) ?? []).includes(e), ); unimportedGames[id] = providerUnimportedGames; } return unimportedGames; } async fetchUnimportedGameVersions(libraryId: string, libraryPath: string) { const provider = this.libraries.get(libraryId); if (!provider) return undefined; const game = await prisma.game.findUnique({ where: { libraryKey: { libraryId, libraryPath, }, }, select: { id: true, versions: true, }, }); if (!game) return undefined; try { const versions = await provider.listVersions(libraryPath); const unimportedVersions = versions.filter( (e) => game.versions.findIndex((v) => v.versionName == e) == -1 && !(this.versionImportLocks.get(game.id) ?? []).includes(e), ); return unimportedVersions; } catch (e) { if (e instanceof GameNotFoundError) { logger.warn(e); return undefined; } throw e; } } async fetchGamesWithStatus() { const games = await prisma.game.findMany({ include: { versions: true, library: true, }, orderBy: { mName: "asc", }, }); return await Promise.all( games.map(async (e) => { const versions = await this.fetchUnimportedGameVersions( e.libraryId ?? "", e.libraryPath, ); return { game: e, status: versions ? { noVersions: e.versions.length == 0, unimportedVersions: versions, } : ("offline" as const), }; }), ); } /** * Fetches recommendations and extra data about the version. Doesn't actually check if it's been imported. * @param gameId * @param versionName * @returns */ async fetchUnimportedVersionInformation(gameId: string, versionName: string) { const game = await prisma.game.findUnique({ where: { id: gameId }, select: { libraryPath: true, libraryId: true, mName: true }, }); if (!game || !game.libraryId) return undefined; const library = this.libraries.get(game.libraryId); if (!library) return undefined; const fileExts: { [key: string]: string[] } = { Linux: [ // Ext for Unity games ".x86_64", // Shell scripts ".sh", // No extension is common for Linux binaries "", ], Windows: [".exe", ".bat"], macOS: [ // App files ".app", ], }; const options: Array<{ filename: string; platform: string; match: number; }> = []; const files = await library.versionReaddir(game.libraryPath, versionName); for (const filename of files) { const basename = path.basename(filename); const dotLocation = filename.lastIndexOf("."); const ext = dotLocation == -1 ? "" : filename.slice(dotLocation); for (const [platform, checkExts] of Object.entries(fileExts)) { for (const checkExt of checkExts) { if (checkExt != ext) continue; const fuzzyValue = fuzzy(basename, game.mName); options.push({ filename, platform, match: fuzzyValue, }); } } } const sortedOptions = options.sort((a, b) => b.match - a.match); return sortedOptions; } // Checks are done in least to most expensive order async checkUnimportedGamePath(libraryId: string, libraryPath: string) { const hasGame = (await prisma.game.count({ where: { libraryId, libraryPath }, })) > 0; if (hasGame) return false; return true; } /* Game creation happens in metadata, because it's primarily a metadata object async createGame(libraryId: string, libraryPath: string, game: Omit) { } */ /** * Locks the game so you can't be imported * @param libraryId * @param libraryPath */ async lockGame(libraryId: string, libraryPath: string) { let games = this.gameImportLocks.get(libraryId); if (!games) this.gameImportLocks.set(libraryId, (games = [])); if (!games.includes(libraryPath)) games.push(libraryPath); this.gameImportLocks.set(libraryId, games); } /** * Unlocks the game, call once imported * @param libraryId * @param libraryPath */ async unlockGame(libraryId: string, libraryPath: string) { let games = this.gameImportLocks.get(libraryId); if (!games) this.gameImportLocks.set(libraryId, (games = [])); if (games.includes(libraryPath)) games.splice( games.findIndex((e) => e === libraryPath), 1, ); this.gameImportLocks.set(libraryId, games); } /** * Locks a version so it can't be imported * @param gameId * @param versionName */ async lockVersion(gameId: string, versionName: string) { let versions = this.versionImportLocks.get(gameId); if (!versions) this.versionImportLocks.set(gameId, (versions = [])); if (!versions.includes(versionName)) versions.push(versionName); this.versionImportLocks.set(gameId, versions); } /** * Unlocks the version, call once imported * @param libraryId * @param libraryPath */ async unlockVersion(gameId: string, versionName: string) { let versions = this.versionImportLocks.get(gameId); if (!versions) this.versionImportLocks.set(gameId, (versions = [])); if (versions.includes(gameId)) versions.splice( versions.findIndex((e) => e === versionName), 1, ); this.versionImportLocks.set(gameId, versions); } async importVersion( gameId: string, versionName: string, metadata: { platform: string; onlySetup: boolean; setup: string; setupArgs: string; launch: string; launchArgs: string; delta: boolean; umuId: string; }, ) { const taskId = `import:${gameId}:${versionName}`; const platform = parsePlatform(metadata.platform); if (!platform) return undefined; const game = await prisma.game.findUnique({ where: { id: gameId }, select: { mName: true, libraryId: true, libraryPath: true }, }); if (!game || !game.libraryId) return undefined; const library = this.libraries.get(game.libraryId); if (!library) return undefined; await this.lockVersion(gameId, versionName); taskHandler.create({ id: taskId, taskGroup: "import:game", name: `Importing version ${versionName} for ${game.mName}`, acls: ["system:import:version:read"], async run({ progress, logger }) { // First, create the manifest via droplet. // This takes up 90% of our progress, so we wrap it in a *0.9 const manifest = await library.generateDropletManifest( game.libraryPath, versionName, (err, value) => { if (err) throw err; progress(value * 0.9); }, (err, value) => { if (err) throw err; logger.info(value); }, ); logger.info("Created manifest successfully!"); const currentIndex = await prisma.gameVersion.count({ where: { gameId: gameId }, }); // Then, create the database object if (metadata.onlySetup) { await prisma.gameVersion.create({ data: { gameId: gameId, versionName: versionName, dropletManifest: manifest, versionIndex: currentIndex, delta: metadata.delta, umuIdOverride: metadata.umuId, platform: platform, onlySetup: true, setupCommand: metadata.setup, setupArgs: metadata.setupArgs.split(" "), }, }); } else { await prisma.gameVersion.create({ data: { gameId: gameId, versionName: versionName, dropletManifest: manifest, versionIndex: currentIndex, delta: metadata.delta, umuIdOverride: metadata.umuId, platform: platform, onlySetup: false, setupCommand: metadata.setup, setupArgs: metadata.setupArgs.split(" "), launchCommand: metadata.launch, launchArgs: metadata.launchArgs.split(" "), }, }); } logger.info("Successfully created version!"); notificationSystem.systemPush({ nonce: `version-create-${gameId}-${versionName}`, title: `'${game.mName}' ('${versionName}') finished importing.`, description: `Drop finished importing version ${versionName} for ${game.mName}.`, actions: [`View|/admin/library/${gameId}`], acls: ["system:import:version:read"], }); progress(100); }, async finally() { await libraryManager.unlockVersion(gameId, versionName); }, }); return taskId; } async peekFile( libraryId: string, game: string, version: string, filename: string, ) { const library = this.libraries.get(libraryId); if (!library) return undefined; return library.peekFile(game, version, filename); } async readFile( libraryId: string, game: string, version: string, filename: string, options?: { start?: number; end?: number }, ) { const library = this.libraries.get(libraryId); if (!library) return undefined; return library.readFile(game, version, filename, options); } } export const libraryManager = new LibraryManager(); export default libraryManager;