configmanager.js 16 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533
  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. allowPrerelease: false
  41. }
  42. },
  43. commonDirectory: path.join(dataPath, 'common'),
  44. instanceDirectory: path.join(dataPath, 'instances'),
  45. clientToken: uuidV4().replace(/-/g, ''),
  46. selectedServer: null, // Resolved
  47. selectedAccount: null,
  48. authenticationDatabase: {}
  49. }
  50. let config = null;
  51. // Persistance Utility Functions
  52. /**
  53. * Save the current configuration to a file.
  54. */
  55. exports.save = function(){
  56. const filePath = path.join(dataPath, 'config.json')
  57. fs.writeFileSync(filePath, JSON.stringify(config, null, 4), 'UTF-8')
  58. }
  59. /**
  60. * Load the configuration into memory. If a configuration file exists,
  61. * that will be read and saved. Otherwise, a default configuration will
  62. * be generated. Note that "resolved" values default to null and will
  63. * need to be externally assigned.
  64. */
  65. exports.load = function(){
  66. // Determine the effective configuration.
  67. //const EFFECTIVE_CONFIG = config == null ? DEFAULT_CONFIG : config
  68. const filePath = path.join(dataPath, 'config.json')
  69. if(!fs.existsSync(filePath)){
  70. // Create all parent directories.
  71. mkpath.sync(path.join(filePath, '..'))
  72. config = DEFAULT_CONFIG
  73. exports.save()
  74. } else {
  75. config = JSON.parse(fs.readFileSync(filePath, 'UTF-8'))
  76. config = validateKeySet(DEFAULT_CONFIG, config)
  77. exports.save()
  78. }
  79. }
  80. /**
  81. * Validate that the destination object has at least every field
  82. * present in the source object. Assign a default value otherwise.
  83. *
  84. * @param {Object} srcObj The source object to reference against.
  85. * @param {Object} destObj The destination object.
  86. * @returns {Object} A validated destination object.
  87. */
  88. function validateKeySet(srcObj, destObj){
  89. if(srcObj == null){
  90. srcObj = {}
  91. }
  92. const validationBlacklist = ['authenticationDatabase']
  93. const keys = Object.keys(srcObj)
  94. for(let i=0; i<keys.length; i++){
  95. if(typeof destObj[keys[i]] === 'undefined'){
  96. destObj[keys[i]] = srcObj[keys[i]]
  97. } else if(typeof srcObj[keys[i]] === 'object' && srcObj[keys[i]] != null && !(srcObj[keys[i]] instanceof Array) && validationBlacklist.indexOf(keys[i]) === -1){
  98. destObj[keys[i]] = validateKeySet(srcObj[keys[i]], destObj[keys[i]])
  99. }
  100. }
  101. return destObj
  102. }
  103. /**
  104. * Retrieve the absolute path of the launcher directory.
  105. *
  106. * @returns {string} The absolute path of the launcher directory.
  107. */
  108. exports.getLauncherDirectory = function(){
  109. return dataPath
  110. }
  111. /**
  112. * Check to see if this is the first time the user has launched the
  113. * application. This is determined by the existance of the data path.
  114. *
  115. * @returns {boolean} True if this is the first launch, otherwise false.
  116. */
  117. exports.isFirstLaunch = function(){
  118. return firstLaunch
  119. }
  120. /**
  121. * Returns the name of the folder in the OS temp directory which we
  122. * will use to extract and store native dependencies for game launch.
  123. *
  124. * @returns {string} The name of the folder.
  125. */
  126. exports.getTempNativeFolder = function(){
  127. return 'WCNatives'
  128. }
  129. // System Settings (Unconfigurable on UI)
  130. /**
  131. * Retrieve the common directory for shared
  132. * game files (assets, libraries, etc).
  133. */
  134. exports.getCommonDirectory = function(){
  135. return config.commonDirectory
  136. }
  137. /**
  138. * Retrieve the instance directory for the per
  139. * server game directories.
  140. */
  141. exports.getInstanceDirectory = function(){
  142. return config.instanceDirectory
  143. }
  144. /**
  145. * Retrieve the launcher's Client Token.
  146. * There is no default client token.
  147. *
  148. * @returns {string} The launcher's Client Token.
  149. */
  150. exports.getClientToken = function(){
  151. return config.clientToken
  152. }
  153. /**
  154. * Set the launcher's Client Token.
  155. *
  156. * @param {string} clientToken The launcher's new Client Token.
  157. */
  158. exports.setClientToken = function(clientToken){
  159. config.clientToken = clientToken
  160. }
  161. /**
  162. * Retrieve the ID of the selected serverpack.
  163. *
  164. * @param {boolean} def Optional. If true, the default value will be returned.
  165. * @returns {string} The ID of the selected serverpack.
  166. */
  167. exports.getSelectedServer = function(def = false){
  168. return !def ? config.selectedServer : DEFAULT_CONFIG.clientToken
  169. }
  170. /**
  171. * Set the ID of the selected serverpack.
  172. *
  173. * @param {string} serverID The ID of the new selected serverpack.
  174. */
  175. exports.setSelectedServer = function(serverID){
  176. config.selectedServer = serverID
  177. }
  178. /**
  179. * Get an array of each account currently authenticated by the launcher.
  180. *
  181. * @returns {Array.<Object>} An array of each stored authenticated account.
  182. */
  183. exports.getAuthAccounts = function(){
  184. return config.authenticationDatabase
  185. }
  186. /**
  187. * Returns the authenticated account with the given uuid. Value may
  188. * be null.
  189. *
  190. * @param {string} uuid The uuid of the authenticated account.
  191. * @returns {Object} The authenticated account with the given uuid.
  192. */
  193. exports.getAuthAccount = function(uuid){
  194. return config.authenticationDatabase[uuid]
  195. }
  196. /**
  197. * Update the access token of an authenticated account.
  198. *
  199. * @param {string} uuid The uuid of the authenticated account.
  200. * @param {string} accessToken The new Access Token.
  201. *
  202. * @returns {Object} The authenticated account object created by this action.
  203. */
  204. exports.updateAuthAccount = function(uuid, accessToken){
  205. config.authenticationDatabase[uuid].accessToken = accessToken
  206. return config.authenticationDatabase[uuid]
  207. }
  208. /**
  209. * Adds an authenticated account to the database to be stored.
  210. *
  211. * @param {string} uuid The uuid of the authenticated account.
  212. * @param {string} accessToken The accessToken of the authenticated account.
  213. * @param {string} username The username (usually email) of the authenticated account.
  214. * @param {string} displayName The in game name of the authenticated account.
  215. *
  216. * @returns {Object} The authenticated account object created by this action.
  217. */
  218. exports.addAuthAccount = function(uuid, accessToken, username, displayName){
  219. config.selectedAccount = uuid
  220. config.authenticationDatabase[uuid] = {
  221. accessToken,
  222. username,
  223. uuid,
  224. displayName
  225. }
  226. return config.authenticationDatabase[uuid]
  227. }
  228. /**
  229. * Remove an authenticated account from the database. If the account
  230. * was also the selected account, a new one will be selected. If there
  231. * are no accounts, the selected account will be null.
  232. *
  233. * @param {string} uuid The uuid of the authenticated account.
  234. *
  235. * @returns {boolean} True if the account was removed, false if it never existed.
  236. */
  237. exports.removeAuthAccount = function(uuid){
  238. if(config.authenticationDatabase[uuid] != null){
  239. delete config.authenticationDatabase[uuid]
  240. if(config.selectedAccount === uuid){
  241. const keys = Object.keys(config.authenticationDatabase)
  242. if(keys.length > 0){
  243. config.selectedAccount = keys[0]
  244. } else {
  245. config.selectedAccount = null
  246. }
  247. }
  248. return true
  249. }
  250. return false
  251. }
  252. /**
  253. * Get the currently selected authenticated account.
  254. *
  255. * @returns {Object} The selected authenticated account.
  256. */
  257. exports.getSelectedAccount = function(){
  258. return config.authenticationDatabase[config.selectedAccount]
  259. }
  260. /**
  261. * Set the selected authenticated account.
  262. *
  263. * @param {string} uuid The UUID of the account which is to be set
  264. * as the selected account.
  265. *
  266. * @returns {Object} The selected authenticated account.
  267. */
  268. exports.setSelectedAccount = function(uuid){
  269. const authAcc = config.authenticationDatabase[uuid]
  270. if(authAcc != null) {
  271. config.selectedAccount = uuid
  272. }
  273. return authAcc
  274. }
  275. // User Configurable Settings
  276. // Java Settings
  277. /**
  278. * Retrieve the minimum amount of memory for JVM initialization. This value
  279. * contains the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
  280. * 1024 MegaBytes, etc.
  281. *
  282. * @param {boolean} def Optional. If true, the default value will be returned.
  283. * @returns {string} The minimum amount of memory for JVM initialization.
  284. */
  285. exports.getMinRAM = function(def = false){
  286. return !def ? config.settings.java.minRAM : DEFAULT_CONFIG.settings.java.minRAM
  287. }
  288. /**
  289. * Set the minimum amount of memory for JVM initialization. This value should
  290. * contain the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
  291. * 1024 MegaBytes, etc.
  292. *
  293. * @param {string} minRAM The new minimum amount of memory for JVM initialization.
  294. */
  295. exports.setMinRAM = function(minRAM){
  296. config.settings.java.minRAM = minRAM
  297. }
  298. /**
  299. * Retrieve the maximum amount of memory for JVM initialization. This value
  300. * contains the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
  301. * 1024 MegaBytes, etc.
  302. *
  303. * @param {boolean} def Optional. If true, the default value will be returned.
  304. * @returns {string} The maximum amount of memory for JVM initialization.
  305. */
  306. exports.getMaxRAM = function(def = false){
  307. return !def ? config.settings.java.maxRAM : resolveMaxRAM()
  308. }
  309. /**
  310. * Set the maximum amount of memory for JVM initialization. This value should
  311. * contain the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
  312. * 1024 MegaBytes, etc.
  313. *
  314. * @param {string} maxRAM The new maximum amount of memory for JVM initialization.
  315. */
  316. exports.setMaxRAM = function(maxRAM){
  317. config.settings.java.maxRAM = maxRAM
  318. }
  319. /**
  320. * Retrieve the path of the Java Executable.
  321. *
  322. * This is a resolved configuration value and defaults to null until externally assigned.
  323. *
  324. * @returns {string} The path of the Java Executable.
  325. */
  326. exports.getJavaExecutable = function(){
  327. return config.settings.java.executable
  328. }
  329. /**
  330. * Set the path of the Java Executable.
  331. *
  332. * @param {string} executable The new path of the Java Executable.
  333. */
  334. exports.setJavaExecutable = function(executable){
  335. config.settings.java.executable = executable
  336. }
  337. /**
  338. * Retrieve the additional arguments for JVM initialization. Required arguments,
  339. * such as memory allocation, will be dynamically resolved and will not be included
  340. * in this value.
  341. *
  342. * @param {boolean} def Optional. If true, the default value will be returned.
  343. * @returns {Array.<string>} An array of the additional arguments for JVM initialization.
  344. */
  345. exports.getJVMOptions = function(def = false){
  346. return !def ? config.settings.java.jvmOptions : DEFAULT_CONFIG.settings.java.jvmOptions
  347. }
  348. /**
  349. * Set the additional arguments for JVM initialization. Required arguments,
  350. * such as memory allocation, will be dynamically resolved and should not be
  351. * included in this value.
  352. *
  353. * @param {Array.<string>} jvmOptions An array of the new additional arguments for JVM
  354. * initialization.
  355. */
  356. exports.setJVMOptions = function(jvmOptions){
  357. config.settings.java.jvmOptions = jvmOptions
  358. }
  359. // Game Settings
  360. /**
  361. * Retrieve the width of the game window.
  362. *
  363. * @param {boolean} def Optional. If true, the default value will be returned.
  364. * @returns {number} The width of the game window.
  365. */
  366. exports.getGameWidth = function(def = false){
  367. return !def ? config.settings.game.resWidth : DEFAULT_CONFIG.settings.game.resWidth
  368. }
  369. /**
  370. * Set the width of the game window.
  371. *
  372. * @param {number} resWidth The new width of the game window.
  373. */
  374. exports.setGameWidth = function(resWidth){
  375. config.settings.game.resWidth = Number.parseInt(resWidth)
  376. }
  377. /**
  378. * Validate a potential new width value.
  379. *
  380. * @param {*} resWidth The width value to validate.
  381. */
  382. exports.validateGameWidth = function(resWidth){
  383. const nVal = Number.parseInt(resWidth)
  384. return Number.isInteger(nVal) && nVal >= 0
  385. }
  386. /**
  387. * Retrieve the height of the game window.
  388. *
  389. * @param {boolean} def Optional. If true, the default value will be returned.
  390. * @returns {number} The height of the game window.
  391. */
  392. exports.getGameHeight = function(def = false){
  393. return !def ? config.settings.game.resHeight : DEFAULT_CONFIG.settings.game.resHeight
  394. }
  395. /**
  396. * Set the height of the game window.
  397. *
  398. * @param {number} resHeight The new height of the game window.
  399. */
  400. exports.setGameHeight = function(resHeight){
  401. config.settings.game.resHeight = Number.parseInt(resHeight)
  402. }
  403. /**
  404. * Validate a potential new height value.
  405. *
  406. * @param {*} resHeight The height value to validate.
  407. */
  408. exports.validateGameHeight = function(resHeight){
  409. const nVal = Number.parseInt(resHeight)
  410. return Number.isInteger(nVal) && nVal >= 0
  411. }
  412. /**
  413. * Check if the game should be launched in fullscreen mode.
  414. *
  415. * @param {boolean} def Optional. If true, the default value will be returned.
  416. * @returns {boolean} Whether or not the game is set to launch in fullscreen mode.
  417. */
  418. exports.getFullscreen = function(def = false){
  419. return !def ? config.settings.game.fullscreen : DEFAULT_CONFIG.settings.game.fullscreen
  420. }
  421. /**
  422. * Change the status of if the game should be launched in fullscreen mode.
  423. *
  424. * @param {boolean} fullscreen Whether or not the game should launch in fullscreen mode.
  425. */
  426. exports.setFullscreen = function(fullscreen){
  427. config.settings.game.fullscreen = fullscreen
  428. }
  429. /**
  430. * Check if the game should auto connect to servers.
  431. *
  432. * @param {boolean} def Optional. If true, the default value will be returned.
  433. * @returns {boolean} Whether or not the game should auto connect to servers.
  434. */
  435. exports.getAutoConnect = function(def = false){
  436. return !def ? config.settings.game.autoConnect : DEFAULT_CONFIG.settings.game.autoConnect
  437. }
  438. /**
  439. * Change the status of whether or not the game should auto connect to servers.
  440. *
  441. * @param {boolean} autoConnect Whether or not the game should auto connect to servers.
  442. */
  443. exports.setAutoConnect = function(autoConnect){
  444. config.settings.game.autoConnect = autoConnect
  445. }
  446. /**
  447. * Check if the game should launch as a detached process.
  448. *
  449. * @param {boolean} def Optional. If true, the default value will be returned.
  450. * @returns {boolean} Whether or not the game will launch as a detached process.
  451. */
  452. exports.getLaunchDetached = function(def = false){
  453. return !def ? config.settings.game.launchDetached : DEFAULT_CONFIG.settings.game.launchDetached
  454. }
  455. /**
  456. * Change the status of whether or not the game should launch as a detached process.
  457. *
  458. * @param {boolean} launchDetached Whether or not the game should launch as a detached process.
  459. */
  460. exports.setLaunchDetached = function(launchDetached){
  461. config.settings.game.launchDetached = launchDetached
  462. }
  463. // Launcher Settings
  464. /**
  465. * Check if the launcher should download prerelease versions.
  466. *
  467. * @param {boolean} def Optional. If true, the default value will be returned.
  468. * @returns {boolean} Whether or not the launcher should download prerelease versions.
  469. */
  470. exports.getAllowPrerelease = function(def = false){
  471. return !def ? config.settings.launcher.allowPrerelease : DEFAULT_CONFIG.settings.launcher.allowPrerelease
  472. }
  473. /**
  474. * Change the status of Whether or not the launcher should download prerelease versions.
  475. *
  476. * @param {boolean} launchDetached Whether or not the launcher should download prerelease versions.
  477. */
  478. exports.setAllowPrerelease = function(allowPrerelease){
  479. config.settings.launcher.allowPrerelease = allowPrerelease
  480. }