mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-08 16:53:54 +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 */
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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 Store = require("electron-store");
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const { isBinaryFormat } = require("./saveDataBinaryFormat");
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const store = new Store();
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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
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.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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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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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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store.set("autosave-enabled", value);
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}
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function isAutosaveEnabled() {
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return store.get("autosave-enabled", true);
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}
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function setCloudEnabledConfig(value) {
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store.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 = store.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 backupSaveData = await getSteamCloudSaveData();
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const backupFile = path.join(app.getPath("userData"), "/saves/_backups", `${previousPlayerId}.json.gz`);
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await fs.writeFile(backupFile, backupSaveData, "utf8");
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log.debug(`Saved backup game to '${backupFile}`);
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}
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}
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/**
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* The name of save file is `${currentPlayerId}.json.gz`. The content of save file is weird: it's a base64 string of the
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* binary data of compressed json save string. It's weird because the extension is .json.gz while the content is a
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* base64 string. Check the comments in the implementation to see why it is like that.
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*/
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async function pushSaveDataToSteamCloud(saveData, currentPlayerId) {
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if (!isCloudEnabled()) {
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return Promise.reject("Steam Cloud is not Enabled");
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}
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try {
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backupSteamDataToDisk(currentPlayerId);
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} catch (error) {
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log.error(error);
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}
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const steamSaveName = `${currentPlayerId}.json.gz`;
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/**
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* When we push save file to Steam Cloud, we use greenworks.saveTextToFile. It seems that this method expects a string
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* as the file content. That is why saveData is encoded in base64 and pushed to Steam Cloud as a text file.
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*
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* Encoding saveData in UTF-8 (with buffer.toString("utf8")) is not the proper way to convert binary data to string.
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* Quote from buffer's documentation: "If encoding is 'utf8' and a byte sequence in the input is not valid UTF-8, then
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* each invalid byte is replaced with the replacement character U+FFFD.". The proper way to do it is to use
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* String.fromCharCode or String.fromCodePoint.
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*
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* Instead of implementing it, the old code (encoding in base64) is used here for backward compatibility.
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*/
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const content = saveData.toString("base64");
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log.debug(`Uncompressed: ${saveData.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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/**
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* This function processes the save file in Steam Cloud and returns the save data in the binary format.
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*/
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async function getSteamCloudSaveData() {
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if (!isCloudEnabled()) {
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return Promise.reject("Steam Cloud is not Enabled");
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}
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log.debug(`Fetching Save in Steam Cloud`);
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const cloudString = await getCloudFile();
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// Decode cloudString to get save data back.
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const saveData = Buffer.from(cloudString, "base64");
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log.debug(`SaveData: ${saveData.length} bytes`);
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return saveData;
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}
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async function saveGameToDisk(window, electronGameData) {
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const currentFolder = await getSaveFolder(window);
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let saveFolderSizeBytes = await getFolderSizeInBytes(currentFolder);
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const maxFolderSizeBytes = store.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(
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`Remaining: ${remainingSpaceBytes} bytes (${((saveFolderSizeBytes / maxFolderSizeBytes) * 100).toFixed(2)}% used)`,
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);
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let saveData = electronGameData.save;
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const file = path.join(currentFolder, electronGameData.fileName);
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try {
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await fs.writeFile(file, saveData, "utf8");
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log.debug(`Saved Game to '${file}'`);
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log.debug(`Save Size: ${saveData.length} bytes`);
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} catch (error) {
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log.error(error);
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}
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const fileStats = await getDirFileStats(currentFolder);
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const oldestFiles = fileStats
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.sort((a, b) => a.stat.mtime.getTime() - b.stat.mtime.getTime())
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.map((f) => f.file)
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.filter((f) => f !== file);
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while (saveFolderSizeBytes > maxFolderSizeBytes && oldestFiles.length > 0) {
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const fileToRemove = oldestFiles.shift();
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log.debug(`Over Quota -> Removing "${fileToRemove}"`);
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try {
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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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saveFolderSizeBytes = await getFolderSizeInBytes(currentFolder);
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log.debug(`Save Folder: ${saveFolderSizeBytes} bytes`);
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log.debug(
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`Remaining: ${maxFolderSizeBytes - saveFolderSizeBytes} bytes (${(
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(saveFolderSizeBytes / maxFolderSizeBytes) *
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100
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).toFixed(2)}% used)`,
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);
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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 (isBinaryFormat(buffer)) {
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// Save file is in the binary format.
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content = buffer;
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} else {
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// Save file is in the base64 format.
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content = buffer.toString("utf8");
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}
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log.debug(`Loaded file with ${content.length} bytes`);
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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 getSteamCloudSaveData();
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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()).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 if (!steam.data) {
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// We'll just compare using the lastSave field for now.
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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 || 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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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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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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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,
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getSaveInformation,
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restoreIfNewerExists,
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pushSaveGameForImport,
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pushSaveDataToSteamCloud,
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getSteamCloudSaveData,
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getSteamCloudQuota,
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deleteCloudFile,
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saveGameToDisk,
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loadLastFromDisk,
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loadFileFromDisk,
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getSaveFolder,
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prepareSaveFolders,
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getAllSaves,
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isCloudEnabled,
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setCloudEnabledConfig,
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isAutosaveEnabled,
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setAutosaveConfig,
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};
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