/** * 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 fs from "fs"; import path from "path"; import prisma from "../db/database"; import type { GameVersion } from "~/prisma/client"; import { fuzzy } from "fast-fuzzy"; import { recursivelyReaddir } from "../utils/recursivedirs"; import taskHandler from "../tasks"; import { parsePlatform } from "../utils/parseplatform"; import droplet from "@drop-oss/droplet"; import notificationSystem from "../notifications"; import { systemConfig } from "../config/sys-conf"; class LibraryManager { private basePath: string; constructor() { this.basePath = systemConfig.getLibraryFolder(); fs.mkdirSync(this.basePath, { recursive: true }); } fetchLibraryPath() { return this.basePath; } async fetchAllUnimportedGames() { const dirs = fs.readdirSync(this.basePath).filter((e) => { const fullDir = path.join(this.basePath, e); return fs.lstatSync(fullDir).isDirectory(); }); const validGames = await prisma.game.findMany({ where: { libraryBasePath: { in: dirs }, }, select: { libraryBasePath: true, }, }); const validGameDirs = validGames.map((e) => e.libraryBasePath); const unregisteredGames = dirs.filter((e) => !validGameDirs.includes(e)); return unregisteredGames; } async fetchUnimportedGameVersions( libraryBasePath: string, versions: Array, ) { const gameDir = path.join(this.basePath, libraryBasePath); const versionsDirs = fs.readdirSync(gameDir); const importedVersionDirs = versions.map((e) => e.versionName); const unimportedVersions = versionsDirs.filter( (e) => !importedVersionDirs.includes(e), ); return unimportedVersions; } async fetchGamesWithStatus() { const games = await prisma.game.findMany({ select: { id: true, versions: true, mName: true, mShortDescription: true, metadataSource: true, mIconObjectId: true, libraryBasePath: true, }, orderBy: { mName: "asc", }, }); return await Promise.all( games.map(async (e) => ({ game: e, status: { noVersions: e.versions.length == 0, unimportedVersions: await this.fetchUnimportedGameVersions( e.libraryBasePath, e.versions, ), }, })), ); } async fetchUnimportedVersions(gameId: string) { const game = await prisma.game.findUnique({ where: { id: gameId }, select: { versions: { select: { versionName: true, }, }, libraryBasePath: true, }, }); if (!game) return undefined; const targetDir = path.join(this.basePath, game.libraryBasePath); if (!fs.existsSync(targetDir)) throw new Error( "Game in database, but no physical directory? Something is very very wrong...", ); const versions = fs.readdirSync(targetDir); const validVersions = versions.filter((versionDir) => { const versionPath = path.join(targetDir, versionDir); const stat = fs.statSync(versionPath); return stat.isDirectory(); }); const currentVersions = game.versions.map((e) => e.versionName); const unimportedVersions = validVersions.filter( (e) => !currentVersions.includes(e), ); return unimportedVersions; } async fetchUnimportedVersionInformation(gameId: string, versionName: string) { const game = await prisma.game.findUnique({ where: { id: gameId }, select: { libraryBasePath: true, mName: true }, }); if (!game) return undefined; const targetDir = path.join( this.basePath, game.libraryBasePath, versionName, ); if (!fs.existsSync(targetDir)) 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: [ // Pretty much the only one ".exe", ], macOS: [ // App files ".app", ], }; const options: Array<{ filename: string; platform: string; match: number; }> = []; const files = recursivelyReaddir(targetDir, 2); for (const file of files) { const filename = path.basename(file); const dotLocation = file.lastIndexOf("."); const ext = dotLocation == -1 ? "" : file.slice(dotLocation); for (const [platform, checkExts] of Object.entries(fileExts)) { for (const checkExt of checkExts) { if (checkExt != ext) continue; const fuzzyValue = fuzzy(filename, game.mName); const relative = path.relative(targetDir, file); options.push({ filename: relative, platform: 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(targetPath: string) { const targetDir = path.join(this.basePath, targetPath); if (!fs.existsSync(targetDir)) return false; const hasGame = (await prisma.game.count({ where: { libraryBasePath: targetPath } })) > 0; if (hasGame) return false; return true; } 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, libraryBasePath: true }, }); if (!game) return undefined; const baseDir = path.join(this.basePath, game.libraryBasePath, versionName); if (!fs.existsSync(baseDir)) return undefined; taskHandler.create({ id: taskId, name: `Importing version ${versionName} for ${game.mName}`, acls: ["system:import:version:read"], async run({ progress, log }) { // First, create the manifest via droplet. // This takes up 90% of our progress, so we wrap it in a *0.9 const manifest = await new Promise((resolve, reject) => { droplet.generateManifest( baseDir, (err, value) => { if (err) return reject(err); progress(value * 0.9); }, (err, line) => { if (err) return reject(err); log(line); }, (err, manifest) => { if (err) return reject(err); resolve(manifest); }, ); }); log("Created manifest successfully!"); const currentIndex = await prisma.gameVersion.count({ where: { gameId: gameId }, }); // Then, create the database object if (metadata.onlySetup) { await prisma.gameVersion.create({ data: { gameId: gameId, versionName: versionName, dropletManifest: manifest, versionIndex: currentIndex, delta: metadata.delta, umuIdOverride: metadata.umuId, platform: platform, onlySetup: true, setupCommand: metadata.setup, setupArgs: metadata.setupArgs.split(" "), }, }); } else { await prisma.gameVersion.create({ data: { gameId: gameId, versionName: versionName, dropletManifest: manifest, versionIndex: currentIndex, delta: metadata.delta, umuIdOverride: metadata.umuId, platform: platform, onlySetup: false, setupCommand: metadata.setup, setupArgs: metadata.setupArgs.split(" "), launchCommand: metadata.launch, launchArgs: metadata.launchArgs.split(" "), }, }); } log("Successfully created version!"); notificationSystem.systemPush({ nonce: `version-create-${gameId}-${versionName}`, title: `'${game.mName}' ('${versionName}') finished importing.`, description: `Drop finished importing version ${versionName} for ${game.mName}.`, actions: [`View|/admin/library/${gameId}`], }); progress(100); }, }); return taskId; } } export const libraryManager = new LibraryManager(); export default libraryManager;