mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-23 22:52:29 +01:00
8553bcb8fc
* Use Compression Streams API instead of jszip or other libraries. * Remove usage of base64 in the new binary format. * Do not convert binary data to string and back. The type of save data is SaveData, it's either string (old base64 format) or Uint8Array (new binary format). * Proper support for interacting with electron-related code. Electron-related code assumes that save data is in the base64 format. * Proper support for other tools (DevMenu, pretty-save.js). Full support for DevMenu will be added in a follow-up PR. Check the comments in src\DevMenu\ui\SaveFileDev.tsx for details.
399 lines
13 KiB
JavaScript
399 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 Store = require("electron-store");
|
|
const { isBinaryFormat } = require("./saveDataBinaryFormat");
|
|
const store = new Store();
|
|
|
|
// 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(`'${folder}' not found, creating it...`);
|
|
await fs.mkdir(folder);
|
|
} else {
|
|
log.error(error);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
async function getFolderSizeInBytes(saveFolder) {
|
|
try {
|
|
return await dirSize(saveFolder);
|
|
} catch (error) {
|
|
log.error(error);
|
|
}
|
|
}
|
|
|
|
function setAutosaveConfig(value) {
|
|
store.set("autosave-enabled", value);
|
|
}
|
|
|
|
function isAutosaveEnabled() {
|
|
return store.get("autosave-enabled", true);
|
|
}
|
|
|
|
function setCloudEnabledConfig(value) {
|
|
store.set("cloud-enabled", value);
|
|
}
|
|
|
|
async function getSaveFolder(window, root = false) {
|
|
if (root) return path.join(app.getPath("userData"), "/saves");
|
|
const identifier = window.gameInfo?.player?.identifier ?? "";
|
|
return path.join(app.getPath("userData"), "/saves", `/${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 = store.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 backupSaveData = await getSteamCloudSaveData();
|
|
const backupFile = path.join(app.getPath("userData"), "/saves/_backups", `${previousPlayerId}.json.gz`);
|
|
await fs.writeFile(backupFile, backupSaveData, "utf8");
|
|
log.debug(`Saved backup game to '${backupFile}`);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The name of save file is `${currentPlayerId}.json.gz`. The content of save file is weird: it's a base64 string of the
|
|
* binary data of compressed json save string. It's weird because the extension is .json.gz while the content is a
|
|
* base64 string. Check the comments in the implementation to see why it is like that.
|
|
*/
|
|
async function pushSaveDataToSteamCloud(saveData, currentPlayerId) {
|
|
if (!isCloudEnabled()) {
|
|
return Promise.reject("Steam Cloud is not Enabled");
|
|
}
|
|
|
|
try {
|
|
backupSteamDataToDisk(currentPlayerId);
|
|
} catch (error) {
|
|
log.error(error);
|
|
}
|
|
|
|
const steamSaveName = `${currentPlayerId}.json.gz`;
|
|
|
|
/**
|
|
* When we push save file to Steam Cloud, we use greenworks.saveTextToFile. It seems that this method expects a string
|
|
* as the file content. That is why saveData is encoded in base64 and pushed to Steam Cloud as a text file.
|
|
*
|
|
* Encoding saveData in UTF-8 (with buffer.toString("utf8")) is not the proper way to convert binary data to string.
|
|
* Quote from buffer's documentation: "If encoding is 'utf8' and a byte sequence in the input is not valid UTF-8, then
|
|
* each invalid byte is replaced with the replacement character U+FFFD.". The proper way to do it is to use
|
|
* String.fromCharCode or String.fromCodePoint.
|
|
*
|
|
* Instead of implementing it, the old code (encoding in base64) is used here for backward compatibility.
|
|
*/
|
|
const content = saveData.toString("base64");
|
|
log.debug(`Uncompressed: ${saveData.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);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* This function processes the save file in Steam Cloud and returns the save data in the binary format.
|
|
*/
|
|
async function getSteamCloudSaveData() {
|
|
if (!isCloudEnabled()) {
|
|
return Promise.reject("Steam Cloud is not Enabled");
|
|
}
|
|
log.debug(`Fetching Save in Steam Cloud`);
|
|
const cloudString = await getCloudFile();
|
|
// Decode cloudString to get save data back.
|
|
const saveData = Buffer.from(cloudString, "base64");
|
|
log.debug(`SaveData: ${saveData.length} bytes`);
|
|
return saveData;
|
|
}
|
|
|
|
async function saveGameToDisk(window, electronGameData) {
|
|
const currentFolder = await getSaveFolder(window);
|
|
let saveFolderSizeBytes = await getFolderSizeInBytes(currentFolder);
|
|
const maxFolderSizeBytes = store.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)`,
|
|
);
|
|
let saveData = electronGameData.save;
|
|
const file = path.join(currentFolder, electronGameData.fileName);
|
|
try {
|
|
await fs.writeFile(file, saveData, "utf8");
|
|
log.debug(`Saved Game to '${file}'`);
|
|
log.debug(`Save Size: ${saveData.length} bytes`);
|
|
} catch (error) {
|
|
log.error(error);
|
|
}
|
|
|
|
const fileStats = await getDirFileStats(currentFolder);
|
|
const oldestFiles = fileStats
|
|
.sort((a, b) => a.stat.mtime.getTime() - b.stat.mtime.getTime())
|
|
.map((f) => f.file)
|
|
.filter((f) => f !== file);
|
|
|
|
while (saveFolderSizeBytes > maxFolderSizeBytes && oldestFiles.length > 0) {
|
|
const fileToRemove = oldestFiles.shift();
|
|
log.debug(`Over Quota -> Removing "${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 (isBinaryFormat(buffer)) {
|
|
// Save file is in the binary format.
|
|
content = buffer;
|
|
} else {
|
|
// Save file is in the base64 format.
|
|
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 getSteamCloudSaveData();
|
|
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);
|
|
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);
|
|
pushSaveGameForImport(window, bestMatch.save, true);
|
|
return true;
|
|
} else {
|
|
log.debug("Current save data is the freshest");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
module.exports = {
|
|
getCurrentSave,
|
|
getSaveInformation,
|
|
restoreIfNewerExists,
|
|
pushSaveGameForImport,
|
|
pushSaveDataToSteamCloud,
|
|
getSteamCloudSaveData,
|
|
getSteamCloudQuota,
|
|
deleteCloudFile,
|
|
saveGameToDisk,
|
|
loadLastFromDisk,
|
|
loadFileFromDisk,
|
|
getSaveFolder,
|
|
prepareSaveFolders,
|
|
getAllSaves,
|
|
isCloudEnabled,
|
|
setCloudEnabledConfig,
|
|
isAutosaveEnabled,
|
|
setAutosaveConfig,
|
|
};
|