bitburner-src/electron/storage.js
omuretsu 93939431e9 Remove some unused electron code
Verified that steam exits the game even when a link has been opened, no need for utils.openExternal or tracking app_playerOpenedExternalLink.
Also removed some unneeded eslint override comments
2023-02-26 19:18:54 -05:00

400 lines
13 KiB
JavaScript

/* eslint-disable @typescript-eslint/no-var-requires */
const { app, ipcMain } = require("electron");
const zlib = require("zlib");
const path = require("path");
const fs = require("fs/promises");
const { promisify } = require("util");
const gzip = promisify(zlib.gzip);
const gunzip = promisify(zlib.gunzip);
const greenworks = require("./greenworks");
const log = require("electron-log");
const flatten = require("lodash/flatten");
const Config = require("electron-config");
const config = new Config();
// https://stackoverflow.com/a/69418940
const dirSize = async (directory) => {
const files = await fs.readdir(directory);
const stats = files.map((file) => fs.stat(path.join(directory, file)));
return (await Promise.all(stats)).reduce((accumulator, { size }) => accumulator + size, 0);
};
const getDirFileStats = async (directory) => {
const files = await fs.readdir(directory);
const stats = files.map((f) => {
const file = path.join(directory, f);
return fs.stat(file).then((stat) => ({ file, stat }));
});
const data = await Promise.all(stats);
return data;
};
const getNewestFile = async (directory) => {
const data = await getDirFileStats(directory);
return data.sort((a, b) => b.stat.mtime.getTime() - a.stat.mtime.getTime())[0];
};
const getAllSaves = async (window) => {
const rootDirectory = await getSaveFolder(window, true);
const data = await fs.readdir(rootDirectory, { withFileTypes: true });
const savesPromises = data
.filter((e) => e.isDirectory())
.map((dir) => path.join(rootDirectory, dir.name))
.map((dir) => getDirFileStats(dir));
const saves = await Promise.all(savesPromises);
const flat = flatten(saves);
return flat;
};
async function prepareSaveFolders(window) {
const rootFolder = await getSaveFolder(window, true);
const currentFolder = await getSaveFolder(window);
const backupsFolder = path.join(rootFolder, "/_backups");
await prepareFolders(rootFolder, currentFolder, backupsFolder);
}
async function prepareFolders(...folders) {
for (const folder of folders) {
try {
// Making sure the folder exists
await fs.stat(folder);
} catch (error) {
if (error.code === "ENOENT") {
log.warn(`'${folder}' not found, creating it...`);
await fs.mkdir(folder);
} else {
log.error(error);
}
}
}
}
async function getFolderSizeInBytes(saveFolder) {
try {
return await dirSize(saveFolder);
} catch (error) {
log.error(error);
}
}
function setAutosaveConfig(value) {
config.set("autosave-enabled", value);
}
function isAutosaveEnabled() {
return config.get("autosave-enabled", true);
}
function setSaveCompressionConfig(value) {
config.set("save-compression-enabled", value);
}
function isSaveCompressionEnabled() {
return config.get("save-compression-enabled", true);
}
function setCloudEnabledConfig(value) {
config.set("cloud-enabled", value);
}
async function getSaveFolder(window, root = false) {
if (root) return path.join(app.getPath("userData"), "/saves");
const identifier = window.gameInfo?.player?.identifier ?? "";
return path.join(app.getPath("userData"), "/saves", `/${identifier}`);
}
function isCloudEnabled() {
// If the Steam API could not be initialized on game start, we'll abort this.
if (global.greenworksError) return false;
// If the user disables it in Steam there's nothing we can do
if (!greenworks.isCloudEnabledForUser()) return false;
// Let's check the config file to see if it's been overriden
const enabledInConf = config.get("cloud-enabled", true);
if (!enabledInConf) return false;
const isAppEnabled = greenworks.isCloudEnabled();
if (!isAppEnabled) greenworks.enableCloud(true);
return true;
}
function saveCloudFile(name, content) {
return new Promise((resolve, reject) => {
greenworks.saveTextToFile(name, content, resolve, reject);
});
}
function getFirstCloudFile() {
const nbFiles = greenworks.getFileCount();
if (nbFiles === 0) throw new Error("No files in cloud");
const file = greenworks.getFileNameAndSize(0);
log.silly(`Found ${nbFiles} files.`);
log.silly(`First File: ${file.name} (${file.size} bytes)`);
return file.name;
}
function getCloudFile() {
const file = getFirstCloudFile();
return new Promise((resolve, reject) => {
greenworks.readTextFromFile(file, resolve, reject);
});
}
function deleteCloudFile() {
const file = getFirstCloudFile();
return new Promise((resolve, reject) => {
greenworks.deleteFile(file, resolve, reject);
});
}
async function getSteamCloudQuota() {
return new Promise((resolve, reject) => {
greenworks.getCloudQuota(resolve, reject);
});
}
async function backupSteamDataToDisk(currentPlayerId) {
const nbFiles = greenworks.getFileCount();
if (nbFiles === 0) return;
const file = greenworks.getFileNameAndSize(0);
const previousPlayerId = file.name.replace(".json.gz", "");
if (previousPlayerId !== currentPlayerId) {
const backupSave = await getSteamCloudSaveString();
const backupFile = path.join(app.getPath("userData"), "/saves/_backups", `${previousPlayerId}.json.gz`);
const buffer = Buffer.from(backupSave, "base64").toString("utf8");
saveContent = await gzip(buffer);
await fs.writeFile(backupFile, saveContent, "utf8");
log.debug(`Saved backup game to '${backupFile}`);
}
}
async function pushGameSaveToSteamCloud(base64save, currentPlayerId) {
if (!isCloudEnabled) return Promise.reject("Steam Cloud is not Enabled");
try {
backupSteamDataToDisk(currentPlayerId);
} catch (error) {
log.error(error);
}
const steamSaveName = `${currentPlayerId}.json.gz`;
// Let's decode the base64 string so GZIP is more efficient.
const buffer = Buffer.from(base64save, "base64");
const compressedBuffer = await gzip(buffer);
// We can't use utf8 for some reason, steamworks is unhappy.
const content = compressedBuffer.toString("base64");
log.debug(`Uncompressed: ${base64save.length} bytes`);
log.debug(`Compressed: ${content.length} bytes`);
log.debug(`Saving to Steam Cloud as ${steamSaveName}`);
try {
await saveCloudFile(steamSaveName, content);
} catch (error) {
log.error(error);
}
}
async function getSteamCloudSaveString() {
if (!isCloudEnabled()) return Promise.reject("Steam Cloud is not Enabled");
log.debug(`Fetching Save in Steam Cloud`);
const cloudString = await getCloudFile();
const gzippedBase64Buffer = Buffer.from(cloudString, "base64");
const uncompressedBuffer = await gunzip(gzippedBase64Buffer);
const content = uncompressedBuffer.toString("base64");
log.debug(`Compressed: ${cloudString.length} bytes`);
log.debug(`Uncompressed: ${content.length} bytes`);
return content;
}
async function saveGameToDisk(window, saveData) {
const currentFolder = await getSaveFolder(window);
let saveFolderSizeBytes = await getFolderSizeInBytes(currentFolder);
const maxFolderSizeBytes = config.get("autosave-quota", 1e8); // 100Mb per playerIndentifier
const remainingSpaceBytes = maxFolderSizeBytes - saveFolderSizeBytes;
log.debug(`Folder Usage: ${saveFolderSizeBytes} bytes`);
log.debug(`Folder Capacity: ${maxFolderSizeBytes} bytes`);
log.debug(
`Remaining: ${remainingSpaceBytes} bytes (${((saveFolderSizeBytes / maxFolderSizeBytes) * 100).toFixed(2)}% used)`,
);
const shouldCompress = isSaveCompressionEnabled();
const fileName = saveData.fileName;
const file = path.join(currentFolder, fileName + (shouldCompress ? ".gz" : ""));
try {
let saveContent = saveData.save;
if (shouldCompress) {
// Let's decode the base64 string so GZIP is more efficient.
const buffer = Buffer.from(saveContent, "base64").toString("utf8");
saveContent = await gzip(buffer);
}
await fs.writeFile(file, saveContent, "utf8");
log.debug(`Saved Game to '${file}'`);
log.debug(`Save Size: ${saveContent.length} bytes`);
} catch (error) {
log.error(error);
}
const fileStats = await getDirFileStats(currentFolder);
const oldestFiles = fileStats
.sort((a, b) => a.stat.mtime.getTime() - b.stat.mtime.getTime())
.map((f) => f.file)
.filter((f) => f !== file);
while (saveFolderSizeBytes > maxFolderSizeBytes && oldestFiles.length > 0) {
const fileToRemove = oldestFiles.shift();
log.debug(`Over Quota -> Removing "${fileToRemove}"`);
try {
await fs.unlink(fileToRemove);
} catch (error) {
log.error(error);
}
saveFolderSizeBytes = await getFolderSizeInBytes(currentFolder);
log.debug(`Save Folder: ${saveFolderSizeBytes} bytes`);
log.debug(
`Remaining: ${maxFolderSizeBytes - saveFolderSizeBytes} bytes (${(
(saveFolderSizeBytes / maxFolderSizeBytes) *
100
).toFixed(2)}% used)`,
);
}
return file;
}
async function loadLastFromDisk(window) {
const folder = await getSaveFolder(window);
const last = await getNewestFile(folder);
log.debug(`Last modified file: "${last.file}" (${last.stat.mtime.toLocaleString()})`);
return loadFileFromDisk(last.file);
}
async function loadFileFromDisk(path) {
const buffer = await fs.readFile(path);
let content;
if (path.endsWith(".gz")) {
const uncompressedBuffer = await gunzip(buffer);
content = uncompressedBuffer.toString("base64");
log.debug(`Uncompressed file content (new size: ${content.length} bytes)`);
} else {
content = buffer.toString("utf8");
log.debug(`Loaded file with ${content.length} bytes`);
}
return content;
}
function getSaveInformation(window, save) {
return new Promise((resolve) => {
ipcMain.once("get-save-info-response", async (event, data) => {
resolve(data);
});
window.webContents.send("get-save-info-request", save);
});
}
function getCurrentSave(window) {
return new Promise((resolve) => {
ipcMain.once("get-save-data-response", (event, data) => {
resolve(data);
});
window.webContents.send("get-save-data-request");
});
}
function pushSaveGameForImport(window, save, automatic) {
ipcMain.once("push-import-result", async (event, arg) => {
log.debug(`Was save imported? ${arg.wasImported ? "Yes" : "No"}`);
});
window.webContents.send("push-save-request", { save, automatic });
}
async function restoreIfNewerExists(window) {
const currentSave = await getCurrentSave(window);
const currentData = await getSaveInformation(window, currentSave.save);
const steam = {};
const disk = {};
try {
steam.save = await getSteamCloudSaveString();
steam.data = await getSaveInformation(window, steam.save);
} catch (error) {
log.error("Could not retrieve steam file");
log.debug(error);
}
try {
const saves = (await getAllSaves()).sort((a, b) => b.stat.mtime.getTime() - a.stat.mtime.getTime());
if (saves.length > 0) {
disk.save = await loadFileFromDisk(saves[0].file);
disk.data = await getSaveInformation(window, disk.save);
}
} catch (error) {
log.error("Could not retrieve disk file");
log.debug(error);
}
const lowPlaytime = 1000 * 60 * 15;
let bestMatch;
if (!steam.data && !disk.data) {
log.info("No data to import");
} else if (!steam.data) {
// We'll just compare using the lastSave field for now.
log.debug("Best potential save match: Disk");
bestMatch = disk;
} else if (!disk.data) {
log.debug("Best potential save match: Steam Cloud");
bestMatch = steam;
} else if (steam.data.lastSave >= disk.data.lastSave || steam.data.playtime + lowPlaytime > disk.data.playtime) {
// We want to prioritze steam data if the playtime is very close
log.debug("Best potential save match: Steam Cloud");
bestMatch = steam;
} else {
log.debug("Best potential save match: disk");
bestMatch = disk;
}
if (bestMatch) {
if (bestMatch.data.lastSave > currentData.lastSave + 5000) {
// We add a few seconds to the currentSave's lastSave to prioritize it
log.info("Found newer data than the current's save file");
log.silly(bestMatch.data);
await pushSaveGameForImport(window, bestMatch.save, true);
return true;
} else if (bestMatch.data.playtime > currentData.playtime && currentData.playtime < lowPlaytime) {
log.info("Found older save, but with more playtime, and current less than 15 mins played");
log.silly(bestMatch.data);
await pushSaveGameForImport(window, bestMatch.save, true);
return true;
} else {
log.debug("Current save data is the freshest");
return false;
}
}
}
module.exports = {
getCurrentSave,
getSaveInformation,
restoreIfNewerExists,
pushSaveGameForImport,
pushGameSaveToSteamCloud,
getSteamCloudSaveString,
getSteamCloudQuota,
deleteCloudFile,
saveGameToDisk,
loadLastFromDisk,
loadFileFromDisk,
getSaveFolder,
prepareSaveFolders,
getAllSaves,
isCloudEnabled,
setCloudEnabledConfig,
isAutosaveEnabled,
setAutosaveConfig,
isSaveCompressionEnabled,
setSaveCompressionConfig,
};