configmanager.js 15 KB

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  1. const fs = require('fs')
  2. const mkpath = require('mkdirp')
  3. const os = require('os')
  4. const path = require('path')
  5. const uuidV4 = require('uuid/v4')
  6. const sysRoot = process.env.APPDATA || (process.platform == 'darwin' ? process.env.HOME + '/Library/Application Support' : process.env.HOME)
  7. const dataPath = path.join(sysRoot, '.westeroscraft')
  8. const firstLaunch = !fs.existsSync(dataPath)
  9. function resolveMaxRAM(){
  10. const mem = os.totalmem()
  11. return mem >= 8000000000 ? '4G' : (mem >= 6000000000 ? '3G' : '2G')
  12. }
  13. /**
  14. * Three types of values:
  15. * Static = Explicitly declared.
  16. * Dynamic = Calculated by a private function.
  17. * Resolved = Resolved externally, defaults to null.
  18. */
  19. const DEFAULT_CONFIG = {
  20. settings: {
  21. java: {
  22. minRAM: '2G',
  23. maxRAM: resolveMaxRAM(), // Dynamic
  24. executable: null,
  25. jvmOptions: [
  26. '-XX:+UseConcMarkSweepGC',
  27. '-XX:+CMSIncrementalMode',
  28. '-XX:-UseAdaptiveSizePolicy',
  29. '-Xmn128M'
  30. ],
  31. },
  32. game: {
  33. resWidth: 1280,
  34. resHeight: 720,
  35. fullscreen: false,
  36. autoConnect: true,
  37. launchDetached: true
  38. },
  39. launcher: {}
  40. },
  41. commonDirectory: path.join(dataPath, 'common'),
  42. instanceDirectory: path.join(dataPath, 'instances'),
  43. clientToken: uuidV4().replace(/-/g, ''),
  44. selectedServer: null, // Resolved
  45. selectedAccount: null,
  46. authenticationDatabase: {}
  47. }
  48. let config = null;
  49. // Persistance Utility Functions
  50. /**
  51. * Save the current configuration to a file.
  52. */
  53. exports.save = function(){
  54. const filePath = path.join(dataPath, 'config.json')
  55. fs.writeFileSync(filePath, JSON.stringify(config, null, 4), 'UTF-8')
  56. }
  57. /**
  58. * Load the configuration into memory. If a configuration file exists,
  59. * that will be read and saved. Otherwise, a default configuration will
  60. * be generated. Note that "resolved" values default to null and will
  61. * need to be externally assigned.
  62. */
  63. exports.load = function(){
  64. // Determine the effective configuration.
  65. //const EFFECTIVE_CONFIG = config == null ? DEFAULT_CONFIG : config
  66. const filePath = path.join(dataPath, 'config.json')
  67. if(!fs.existsSync(filePath)){
  68. // Create all parent directories.
  69. mkpath.sync(path.join(filePath, '..'))
  70. config = DEFAULT_CONFIG
  71. exports.save()
  72. } else {
  73. config = JSON.parse(fs.readFileSync(filePath, 'UTF-8'))
  74. config = validateKeySet(DEFAULT_CONFIG, config)
  75. exports.save()
  76. }
  77. }
  78. /**
  79. * Validate that the destination object has at least every field
  80. * present in the source object. Assign a default value otherwise.
  81. *
  82. * @param {Object} srcObj The source object to reference against.
  83. * @param {Object} destObj The destination object.
  84. * @returns {Object} A validated destination object.
  85. */
  86. function validateKeySet(srcObj, destObj){
  87. if(srcObj == null){
  88. srcObj = {}
  89. }
  90. const validationBlacklist = ['authenticationDatabase']
  91. const keys = Object.keys(srcObj)
  92. for(let i=0; i<keys.length; i++){
  93. if(typeof destObj[keys[i]] === 'undefined'){
  94. destObj[keys[i]] = srcObj[keys[i]]
  95. } else if(typeof srcObj[keys[i]] === 'object' && srcObj[keys[i]] != null && !(srcObj[keys[i]] instanceof Array) && validationBlacklist.indexOf(keys[i]) === -1){
  96. destObj[keys[i]] = validateKeySet(srcObj[keys[i]], destObj[keys[i]])
  97. }
  98. }
  99. return destObj
  100. }
  101. /**
  102. * Retrieve the absolute path of the launcher directory.
  103. *
  104. * @returns {string} The absolute path of the launcher directory.
  105. */
  106. exports.getLauncherDirectory = function(){
  107. return dataPath
  108. }
  109. /**
  110. * Check to see if this is the first time the user has launched the
  111. * application. This is determined by the existance of the data path.
  112. *
  113. * @returns {boolean} True if this is the first launch, otherwise false.
  114. */
  115. exports.isFirstLaunch = function(){
  116. return firstLaunch
  117. }
  118. /**
  119. * Returns the name of the folder in the OS temp directory which we
  120. * will use to extract and store native dependencies for game launch.
  121. *
  122. * @returns {string} The name of the folder.
  123. */
  124. exports.getTempNativeFolder = function(){
  125. return 'WCNatives'
  126. }
  127. // System Settings (Unconfigurable on UI)
  128. /**
  129. * Retrieve the common directory for shared
  130. * game files (assets, libraries, etc).
  131. */
  132. exports.getCommonDirectory = function(){
  133. return config.commonDirectory
  134. }
  135. /**
  136. * Retrieve the instance directory for the per
  137. * server game directories.
  138. */
  139. exports.getInstanceDirectory = function(){
  140. return config.instanceDirectory
  141. }
  142. /**
  143. * Retrieve the launcher's Client Token.
  144. * There is no default client token.
  145. *
  146. * @returns {string} The launcher's Client Token.
  147. */
  148. exports.getClientToken = function(){
  149. return config.clientToken
  150. }
  151. /**
  152. * Set the launcher's Client Token.
  153. *
  154. * @param {string} clientToken The launcher's new Client Token.
  155. */
  156. exports.setClientToken = function(clientToken){
  157. config.clientToken = clientToken
  158. }
  159. /**
  160. * Retrieve the ID of the selected serverpack.
  161. *
  162. * @param {boolean} def Optional. If true, the default value will be returned.
  163. * @returns {string} The ID of the selected serverpack.
  164. */
  165. exports.getSelectedServer = function(def = false){
  166. return !def ? config.selectedServer : DEFAULT_CONFIG.clientToken
  167. }
  168. /**
  169. * Set the ID of the selected serverpack.
  170. *
  171. * @param {string} serverID The ID of the new selected serverpack.
  172. */
  173. exports.setSelectedServer = function(serverID){
  174. config.selectedServer = serverID
  175. }
  176. /**
  177. * Get an array of each account currently authenticated by the launcher.
  178. *
  179. * @returns {Array.<Object>} An array of each stored authenticated account.
  180. */
  181. exports.getAuthAccounts = function(){
  182. return config.authenticationDatabase
  183. }
  184. /**
  185. * Returns the authenticated account with the given uuid. Value may
  186. * be null.
  187. *
  188. * @param {string} uuid The uuid of the authenticated account.
  189. * @returns {Object} The authenticated account with the given uuid.
  190. */
  191. exports.getAuthAccount = function(uuid){
  192. return config.authenticationDatabase[uuid]
  193. }
  194. /**
  195. * Update the access token of an authenticated account.
  196. *
  197. * @param {string} uuid The uuid of the authenticated account.
  198. * @param {string} accessToken The new Access Token.
  199. *
  200. * @returns {Object} The authenticated account object created by this action.
  201. */
  202. exports.updateAuthAccount = function(uuid, accessToken){
  203. config.authenticationDatabase[uuid].accessToken = accessToken
  204. return config.authenticationDatabase[uuid]
  205. }
  206. /**
  207. * Adds an authenticated account to the database to be stored.
  208. *
  209. * @param {string} uuid The uuid of the authenticated account.
  210. * @param {string} accessToken The accessToken of the authenticated account.
  211. * @param {string} username The username (usually email) of the authenticated account.
  212. * @param {string} displayName The in game name of the authenticated account.
  213. *
  214. * @returns {Object} The authenticated account object created by this action.
  215. */
  216. exports.addAuthAccount = function(uuid, accessToken, username, displayName){
  217. config.selectedAccount = uuid
  218. config.authenticationDatabase[uuid] = {
  219. accessToken,
  220. username,
  221. uuid,
  222. displayName
  223. }
  224. return config.authenticationDatabase[uuid]
  225. }
  226. /**
  227. * Remove an authenticated account from the database. If the account
  228. * was also the selected account, a new one will be selected. If there
  229. * are no accounts, the selected account will be null.
  230. *
  231. * @param {string} uuid The uuid of the authenticated account.
  232. *
  233. * @returns {boolean} True if the account was removed, false if it never existed.
  234. */
  235. exports.removeAuthAccount = function(uuid){
  236. if(config.authenticationDatabase[uuid] != null){
  237. delete config.authenticationDatabase[uuid]
  238. if(config.selectedAccount === uuid){
  239. const keys = Object.keys(config.authenticationDatabase)
  240. if(keys.length > 0){
  241. config.selectedAccount = keys[0]
  242. } else {
  243. config.selectedAccount = null
  244. }
  245. }
  246. return true
  247. }
  248. return false
  249. }
  250. /**
  251. * Get the currently selected authenticated account.
  252. *
  253. * @returns {Object} The selected authenticated account.
  254. */
  255. exports.getSelectedAccount = function(){
  256. return config.authenticationDatabase[config.selectedAccount]
  257. }
  258. /**
  259. * Set the selected authenticated account.
  260. *
  261. * @param {string} uuid The UUID of the account which is to be set
  262. * as the selected account.
  263. *
  264. * @returns {Object} The selected authenticated account.
  265. */
  266. exports.setSelectedAccount = function(uuid){
  267. const authAcc = config.authenticationDatabase[uuid]
  268. if(authAcc != null) {
  269. config.selectedAccount = uuid
  270. }
  271. return authAcc
  272. }
  273. // User Configurable Settings
  274. // Java Settings
  275. /**
  276. * Retrieve the minimum amount of memory for JVM initialization. This value
  277. * contains the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
  278. * 1024 MegaBytes, etc.
  279. *
  280. * @param {boolean} def Optional. If true, the default value will be returned.
  281. * @returns {string} The minimum amount of memory for JVM initialization.
  282. */
  283. exports.getMinRAM = function(def = false){
  284. return !def ? config.settings.java.minRAM : DEFAULT_CONFIG.settings.java.minRAM
  285. }
  286. /**
  287. * Set the minimum amount of memory for JVM initialization. This value should
  288. * contain the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
  289. * 1024 MegaBytes, etc.
  290. *
  291. * @param {string} minRAM The new minimum amount of memory for JVM initialization.
  292. */
  293. exports.setMinRAM = function(minRAM){
  294. config.settings.java.minRAM = minRAM
  295. }
  296. /**
  297. * Retrieve the maximum amount of memory for JVM initialization. This value
  298. * contains the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
  299. * 1024 MegaBytes, etc.
  300. *
  301. * @param {boolean} def Optional. If true, the default value will be returned.
  302. * @returns {string} The maximum amount of memory for JVM initialization.
  303. */
  304. exports.getMaxRAM = function(def = false){
  305. return !def ? config.settings.java.maxRAM : resolveMaxRAM()
  306. }
  307. /**
  308. * Set the maximum amount of memory for JVM initialization. This value should
  309. * contain the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
  310. * 1024 MegaBytes, etc.
  311. *
  312. * @param {string} maxRAM The new maximum amount of memory for JVM initialization.
  313. */
  314. exports.setMaxRAM = function(maxRAM){
  315. config.settings.java.maxRAM = maxRAM
  316. }
  317. /**
  318. * Retrieve the path of the Java Executable.
  319. *
  320. * This is a resolved configuration value and defaults to null until externally assigned.
  321. *
  322. * @returns {string} The path of the Java Executable.
  323. */
  324. exports.getJavaExecutable = function(){
  325. return config.settings.java.executable
  326. }
  327. /**
  328. * Set the path of the Java Executable.
  329. *
  330. * @param {string} executable The new path of the Java Executable.
  331. */
  332. exports.setJavaExecutable = function(executable){
  333. config.settings.java.executable = executable
  334. }
  335. /**
  336. * Retrieve the additional arguments for JVM initialization. Required arguments,
  337. * such as memory allocation, will be dynamically resolved and will not be included
  338. * in this value.
  339. *
  340. * @param {boolean} def Optional. If true, the default value will be returned.
  341. * @returns {Array.<string>} An array of the additional arguments for JVM initialization.
  342. */
  343. exports.getJVMOptions = function(def = false){
  344. return !def ? config.settings.java.jvmOptions : DEFAULT_CONFIG.settings.java.jvmOptions
  345. }
  346. /**
  347. * Set the additional arguments for JVM initialization. Required arguments,
  348. * such as memory allocation, will be dynamically resolved and should not be
  349. * included in this value.
  350. *
  351. * @param {Array.<string>} jvmOptions An array of the new additional arguments for JVM
  352. * initialization.
  353. */
  354. exports.setJVMOptions = function(jvmOptions){
  355. config.settings.java.jvmOptions = jvmOptions
  356. }
  357. // Game Settings
  358. /**
  359. * Retrieve the absolute path of the game directory.
  360. *
  361. * @param {boolean} def Optional. If true, the default value will be returned.
  362. * @returns {string} The absolute path of the game directory.
  363. */
  364. exports.getGameDirectory = function(def = false){
  365. return !def ? config.settings.game.directory : DEFAULT_CONFIG.settings.game.directory
  366. }
  367. /**
  368. * Set the absolute path of the game directory.
  369. *
  370. * @param {string} directory The absolute path of the new game directory.
  371. */
  372. exports.setGameDirectory = function(directory){
  373. config.settings.game.directory = directory
  374. }
  375. /**
  376. * Retrieve the width of the game window.
  377. *
  378. * @param {boolean} def Optional. If true, the default value will be returned.
  379. * @returns {number} The width of the game window.
  380. */
  381. exports.getGameWidth = function(def = false){
  382. return !def ? config.settings.game.resWidth : DEFAULT_CONFIG.settings.game.resWidth
  383. }
  384. /**
  385. * Set the width of the game window.
  386. *
  387. * @param {number} resWidth The new width of the game window.
  388. */
  389. exports.setGameWidth = function(resWidth){
  390. config.settings.game.resWidth = resWidth
  391. }
  392. /**
  393. * Retrieve the height of the game window.
  394. *
  395. * @param {boolean} def Optional. If true, the default value will be returned.
  396. * @returns {number} The height of the game window.
  397. */
  398. exports.getGameHeight = function(def = false){
  399. return !def ? config.settings.game.resHeight : DEFAULT_CONFIG.settings.game.resHeight
  400. }
  401. /**
  402. * Set the height of the game window.
  403. *
  404. * @param {number} resHeight The new height of the game window.
  405. */
  406. exports.setGameHeight = function(resHeight){
  407. config.settings.game.resHeight = resHeight
  408. }
  409. /**
  410. * Check if the game should be launched in fullscreen mode.
  411. *
  412. * @param {boolean} def Optional. If true, the default value will be returned.
  413. * @returns {boolean} Whether or not the game is set to launch in fullscreen mode.
  414. */
  415. exports.isFullscreen = function(def = false){
  416. return !def ? config.settings.game.fullscreen : DEFAULT_CONFIG.settings.game.fullscreen
  417. }
  418. /**
  419. * Change the status of if the game should be launched in fullscreen mode.
  420. *
  421. * @param {boolean} fullscreen Whether or not the game should launch in fullscreen mode.
  422. */
  423. exports.setFullscreen = function(fullscreen){
  424. config.settings.game.fullscreen = fullscreen
  425. }
  426. /**
  427. * Check if the game should auto connect to servers.
  428. *
  429. * @param {boolean} def Optional. If true, the default value will be returned.
  430. * @returns {boolean} Whether or not the game should auto connect to servers.
  431. */
  432. exports.isAutoConnect = function(def = false){
  433. return !def ? config.settings.game.autoConnect : DEFAULT_CONFIG.settings.game.autoConnect
  434. }
  435. /**
  436. * Change the status of whether or not the game should auto connect to servers.
  437. *
  438. * @param {boolean} autoConnect Whether or not the game should auto connect to servers.
  439. */
  440. exports.setAutoConnect = function(autoConnect){
  441. config.settings.game.autoConnect = autoConnect
  442. }
  443. /**
  444. * Check if the game should launch as a detached process.
  445. *
  446. * @param {boolean} def Optional. If true, the default value will be returned.
  447. * @returns {boolean} Whether or not the game will launch as a detached process.
  448. */
  449. exports.isLaunchDetached = function(def = false){
  450. return !def ? config.settings.game.launchDetached : DEFAULT_CONFIG.settings.game.launchDetached
  451. }
  452. /**
  453. * Change the status of whether or not the game should launch as a detached process.
  454. *
  455. * @param {boolean} launchDetached Whether or not the game should launch as a detached process.
  456. */
  457. exports.setLaunchDetached = function(launchDetached){
  458. config.settings.game.launchDetached = launchDetached
  459. }