mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-08 08:43:53 +01:00
d386528627
Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
387 lines
13 KiB
JavaScript
387 lines
13 KiB
JavaScript
/* eslint-disable @typescript-eslint/no-var-requires */
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const { app, ipcMain } = require("electron");
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const zlib = require("zlib");
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const path = require("path");
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const fs = require("fs/promises");
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const { promisify } = require("util");
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const gzip = promisify(zlib.gzip);
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const gunzip = promisify(zlib.gunzip);
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const greenworks = require("./greenworks");
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const log = require("electron-log");
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const flatten = require("lodash/flatten");
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const Config = require("electron-config");
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const config = new Config();
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// https://stackoverflow.com/a/69418940
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const dirSize = async (directory) => {
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const files = await fs.readdir(directory);
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const stats = files.map(file => fs.stat(path.join(directory, file)));
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return (await Promise.all(stats)).reduce((accumulator, { size }) => accumulator + size, 0);
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}
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const getDirFileStats = async (directory) => {
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const files = await fs.readdir(directory);
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const stats = files.map((f) => {
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const file = path.join(directory, f);
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return fs.stat(file).then((stat) => ({ file, stat }));
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});
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const data = (await Promise.all(stats));
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return data;
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};
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const getNewestFile = async (directory) => {
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const data = await getDirFileStats(directory)
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return data.sort((a, b) => b.stat.mtime.getTime() - a.stat.mtime.getTime())[0];
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};
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const getAllSaves = async (window) => {
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const rootDirectory = await getSaveFolder(window, true);
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const data = await fs.readdir(rootDirectory, { withFileTypes: true});
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const savesPromises = data.filter((e) => e.isDirectory()).
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map((dir) => path.join(rootDirectory, dir.name)).
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map((dir) => getDirFileStats(dir));
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const saves = await Promise.all(savesPromises);
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const flat = flatten(saves);
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return flat;
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}
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async function prepareSaveFolders(window) {
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const rootFolder = await getSaveFolder(window, true);
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const currentFolder = await getSaveFolder(window);
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const backupsFolder = path.join(rootFolder, "/_backups")
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await prepareFolders(rootFolder, currentFolder, backupsFolder);
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}
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async function prepareFolders(...folders) {
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for (const folder of folders) {
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try {
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// Making sure the folder exists
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// eslint-disable-next-line no-await-in-loop
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await fs.stat(folder);
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} catch (error) {
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if (error.code === 'ENOENT') {
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log.warn(`'${folder}' not found, creating it...`);
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// eslint-disable-next-line no-await-in-loop
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await fs.mkdir(folder);
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} else {
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log.error(error);
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}
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}
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}
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}
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async function getFolderSizeInBytes(saveFolder) {
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try {
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return await dirSize(saveFolder);
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} catch (error) {
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log.error(error);
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}
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}
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function setAutosaveConfig(value) {
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config.set("autosave-enabled", value);
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}
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function isAutosaveEnabled() {
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return config.get("autosave-enabled", true);
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}
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function setSaveCompressionConfig(value) {
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config.set("save-compression-enabled", value);
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}
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function isSaveCompressionEnabled() {
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return config.get("save-compression-enabled", true);
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}
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function setCloudEnabledConfig(value) {
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config.set("cloud-enabled", value);
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}
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async function getSaveFolder(window, root = false) {
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if (root) return path.join(app.getPath("userData"), "/saves");
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const identifier = window.gameInfo?.player?.identifier ?? "";
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return path.join(app.getPath("userData"), "/saves", `/${identifier}`);
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}
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function isCloudEnabled() {
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// If the Steam API could not be initialized on game start, we'll abort this.
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if (global.greenworksError) return false;
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// If the user disables it in Steam there's nothing we can do
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if (!greenworks.isCloudEnabledForUser()) return false;
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// Let's check the config file to see if it's been overriden
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const enabledInConf = config.get("cloud-enabled", true);
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if (!enabledInConf) return false;
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const isAppEnabled = greenworks.isCloudEnabled();
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if (!isAppEnabled) greenworks.enableCloud(true);
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return true;
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}
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function saveCloudFile(name, content) {
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return new Promise((resolve, reject) => {
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greenworks.saveTextToFile(name, content, resolve, reject);
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})
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}
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function getFirstCloudFile() {
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const nbFiles = greenworks.getFileCount();
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if (nbFiles === 0) throw new Error('No files in cloud');
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const file = greenworks.getFileNameAndSize(0);
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log.silly(`Found ${nbFiles} files.`)
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log.silly(`First File: ${file.name} (${file.size} bytes)`);
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return file.name;
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}
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function getCloudFile() {
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const file = getFirstCloudFile();
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return new Promise((resolve, reject) => {
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greenworks.readTextFromFile(file, resolve, reject);
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});
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}
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function deleteCloudFile() {
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const file = getFirstCloudFile();
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return new Promise((resolve, reject) => {
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greenworks.deleteFile(file, resolve, reject);
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});
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}
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async function getSteamCloudQuota() {
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return new Promise((resolve, reject) => {
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greenworks.getCloudQuota(resolve, reject)
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});
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}
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async function backupSteamDataToDisk(currentPlayerId) {
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const nbFiles = greenworks.getFileCount();
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if (nbFiles === 0) return;
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const file = greenworks.getFileNameAndSize(0);
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const previousPlayerId = file.name.replace(".json.gz", "");
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if (previousPlayerId !== currentPlayerId) {
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const backupSave = await getSteamCloudSaveString();
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const backupFile = path.join(app.getPath("userData"), "/saves/_backups", `${previousPlayerId}.json.gz`);
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const buffer = Buffer.from(backupSave, 'base64').toString('utf8');
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saveContent = await gzip(buffer);
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await fs.writeFile(backupFile, saveContent, 'utf8');
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log.debug(`Saved backup game to '${backupFile}`);
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}
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}
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async function pushGameSaveToSteamCloud(base64save, currentPlayerId) {
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if (!isCloudEnabled) return Promise.reject("Steam Cloud is not Enabled");
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try {
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backupSteamDataToDisk(currentPlayerId);
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} catch (error) {
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log.error(error);
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}
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const steamSaveName = `${currentPlayerId}.json.gz`;
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// Let's decode the base64 string so GZIP is more efficient.
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const buffer = Buffer.from(base64save, "base64");
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const compressedBuffer = await gzip(buffer);
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// We can't use utf8 for some reason, steamworks is unhappy.
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const content = compressedBuffer.toString("base64");
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log.debug(`Uncompressed: ${base64save.length} bytes`);
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log.debug(`Compressed: ${content.length} bytes`);
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log.debug(`Saving to Steam Cloud as ${steamSaveName}`);
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try {
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await saveCloudFile(steamSaveName, content);
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} catch (error) {
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log.error(error);
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}
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}
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async function getSteamCloudSaveString() {
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if (!isCloudEnabled()) return Promise.reject("Steam Cloud is not Enabled");
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log.debug(`Fetching Save in Steam Cloud`);
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const cloudString = await getCloudFile();
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const gzippedBase64Buffer = Buffer.from(cloudString, "base64");
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const uncompressedBuffer = await gunzip(gzippedBase64Buffer);
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const content = uncompressedBuffer.toString("base64");
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log.debug(`Compressed: ${cloudString.length} bytes`);
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log.debug(`Uncompressed: ${content.length} bytes`);
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return content;
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}
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async function saveGameToDisk(window, saveData) {
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const currentFolder = await getSaveFolder(window);
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let saveFolderSizeBytes = await getFolderSizeInBytes(currentFolder);
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const maxFolderSizeBytes = config.get("autosave-quota", 1e8); // 100Mb per playerIndentifier
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const remainingSpaceBytes = maxFolderSizeBytes - saveFolderSizeBytes;
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log.debug(`Folder Usage: ${saveFolderSizeBytes} bytes`);
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log.debug(`Folder Capacity: ${maxFolderSizeBytes} bytes`);
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log.debug(`Remaining: ${remainingSpaceBytes} bytes (${(saveFolderSizeBytes / maxFolderSizeBytes * 100).toFixed(2)}% used)`)
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const shouldCompress = isSaveCompressionEnabled();
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const fileName = saveData.fileName;
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const file = path.join(currentFolder, fileName + (shouldCompress ? ".gz" : ""));
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try {
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let saveContent = saveData.save;
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if (shouldCompress) {
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// Let's decode the base64 string so GZIP is more efficient.
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const buffer = Buffer.from(saveContent, 'base64').toString('utf8');
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saveContent = await gzip(buffer);
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}
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await fs.writeFile(file, saveContent, 'utf8');
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log.debug(`Saved Game to '${file}'`);
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log.debug(`Save Size: ${saveContent.length} bytes`);
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} catch (error) {
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log.error(error);
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}
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const fileStats = await getDirFileStats(currentFolder);
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const oldestFiles = fileStats
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.sort((a, b) => a.stat.mtime.getTime() - b.stat.mtime.getTime())
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.map(f => f.file).filter(f => f !== file);
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while (saveFolderSizeBytes > maxFolderSizeBytes && oldestFiles.length > 0) {
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const fileToRemove = oldestFiles.shift();
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log.debug(`Over Quota -> Removing "${fileToRemove}"`);
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try {
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// eslint-disable-next-line no-await-in-loop
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await fs.unlink(fileToRemove);
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} catch (error) {
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log.error(error);
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}
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// eslint-disable-next-line no-await-in-loop
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saveFolderSizeBytes = await getFolderSizeInBytes(currentFolder);
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log.debug(`Save Folder: ${saveFolderSizeBytes} bytes`);
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log.debug(`Remaining: ${maxFolderSizeBytes - saveFolderSizeBytes} bytes (${(saveFolderSizeBytes / maxFolderSizeBytes * 100).toFixed(2)}% used)`)
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}
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return file;
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}
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async function loadLastFromDisk(window) {
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const folder = await getSaveFolder(window);
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const last = await getNewestFile(folder);
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log.debug(`Last modified file: "${last.file}" (${last.stat.mtime.toLocaleString()})`);
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return loadFileFromDisk(last.file);
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}
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async function loadFileFromDisk(path) {
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const buffer = await fs.readFile(path);
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let content;
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if (path.endsWith('.gz')) {
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const uncompressedBuffer = await gunzip(buffer);
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content = uncompressedBuffer.toString('base64');
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log.debug(`Uncompressed file content (new size: ${content.length} bytes)`);
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} else {
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content = buffer.toString('utf8');
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log.debug(`Loaded file with ${content.length} bytes`)
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}
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return content;
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}
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function getSaveInformation(window, save) {
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return new Promise((resolve) => {
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ipcMain.once("get-save-info-response", async (event, data) => {
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resolve(data);
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});
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window.webContents.send("get-save-info-request", save);
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});
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}
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function getCurrentSave(window) {
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return new Promise((resolve) => {
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ipcMain.once('get-save-data-response', (event, data) => {
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resolve(data);
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});
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window.webContents.send('get-save-data-request');
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});
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}
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function pushSaveGameForImport(window, save, automatic) {
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ipcMain.once("push-import-result", async (event, arg) => {
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log.debug(`Was save imported? ${arg.wasImported ? "Yes" : "No"}`);
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});
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window.webContents.send("push-save-request", { save, automatic });
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}
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async function restoreIfNewerExists(window) {
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const currentSave = await getCurrentSave(window);
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const currentData = await getSaveInformation(window, currentSave.save);
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const steam = {};
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const disk = {};
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try {
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steam.save = await getSteamCloudSaveString();
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steam.data = await getSaveInformation(window, steam.save);
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} catch (error) {
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log.error("Could not retrieve steam file");
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log.debug(error);
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}
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try {
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const saves = (await getAllSaves()).
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sort((a, b) => b.stat.mtime.getTime() - a.stat.mtime.getTime());
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if (saves.length > 0) {
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disk.save = await loadFileFromDisk(saves[0].file);
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disk.data = await getSaveInformation(window, disk.save);
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}
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} catch(error) {
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log.error("Could not retrieve disk file");
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log.debug(error);
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}
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const lowPlaytime = 1000 * 60 * 15;
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let bestMatch;
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if (!steam.data && !disk.data) {
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log.info("No data to import");
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} else {
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// We'll just compare using the lastSave field for now.
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if (!steam.data) {
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log.debug('Best potential save match: Disk');
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bestMatch = disk;
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} else if (!disk.data) {
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log.debug('Best potential save match: Steam Cloud');
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bestMatch = steam;
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} else if ((steam.data.lastSave >= disk.data.lastSave)
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|| (steam.data.playtime + lowPlaytime > disk.data.playtime)) {
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// We want to prioritze steam data if the playtime is very close
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log.debug('Best potential save match: Steam Cloud');
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bestMatch = steam;
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} else {
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log.debug('Best potential save match: disk');
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bestMatch = disk;
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}
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}
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if (bestMatch) {
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if (bestMatch.data.lastSave > currentData.lastSave + 5000) {
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// We add a few seconds to the currentSave's lastSave to prioritize it
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log.info("Found newer data than the current's save file");
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log.silly(bestMatch.data);
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await pushSaveGameForImport(window, bestMatch.save, true);
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return true;
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} else if(bestMatch.data.playtime > currentData.playtime && currentData.playtime < lowPlaytime) {
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log.info("Found older save, but with more playtime, and current less than 15 mins played");
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log.silly(bestMatch.data);
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await pushSaveGameForImport(window, bestMatch.save, true);
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return true;
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} else {
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log.debug("Current save data is the freshest");
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return false;
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}
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}
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}
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module.exports = {
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getCurrentSave, getSaveInformation,
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restoreIfNewerExists, pushSaveGameForImport,
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pushGameSaveToSteamCloud, getSteamCloudSaveString, getSteamCloudQuota, deleteCloudFile,
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saveGameToDisk, loadLastFromDisk, loadFileFromDisk,
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getSaveFolder, prepareSaveFolders, getAllSaves,
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isCloudEnabled, setCloudEnabledConfig,
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isAutosaveEnabled, setAutosaveConfig,
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isSaveCompressionEnabled, setSaveCompressionConfig,
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};
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