Files
drop/server/internal/library/index.ts
DecDuck b84d1f20b5 v2 download API and Admin UI fixes (#177)
* fix: small ui fixes

* feat: #171

* fix: improvements to library scanning on admin UI

* feat: v2 download API

* fix: add download context cleanup

* fix: lint
2025-08-09 15:45:39 +10:00

424 lines
12 KiB
TypeScript

/**
* 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";
import type { GameModel } from "~/prisma/client/models";
class LibraryManager {
private libraries: Map<string, LibraryProvider<unknown>> = new Map();
private gameImportLocks: Map<string, Array<string>> = new Map(); // Library ID to Library Path
private versionImportLocks: Map<string, Array<string>> = new Map(); // Game ID to Version Name
addLibrary(library: LibraryProvider<unknown>) {
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 fetchGamesByLibrary() {
const results: { [key: string]: { [key: string]: GameModel } } = {};
const games = await prisma.game.findMany({});
for (const game of games) {
const libraryId = game.libraryId!;
const libraryPath = game.libraryPath!;
results[libraryId] ??= {};
results[libraryId][libraryPath] = game;
}
return results;
}
async fetchUnimportedGames() {
const unimportedGames: { [key: string]: string[] } = {};
const instanceGames = await this.fetchGamesByLibrary();
for (const [id, library] of this.libraries.entries()) {
const providerGames = await library.listGames();
const locks = this.gameImportLocks.get(id) ?? [];
const providerUnimportedGames = providerGames.filter(
(libraryPath) =>
instanceGames[id] &&
!instanceGames[id][libraryPath] &&
!locks.includes(libraryPath),
);
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<Game, "libraryId" | "libraryPath">) {
}
*/
/**
* 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;