HeliosLauncher/app/assets/js/assetguard.js

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/**
* AssetGuard
*
* This module aims to provide a comprehensive and stable method for processing
* and downloading game assets for the WesterosCraft server. Download meta is
* for several identifiers (categories) is stored inside of an AssetGuard object.
* This meta data is initially empty until one of the module's processing functions
* are called. That function will process the corresponding asset index and validate
* any exisitng local files. If a file is missing or fails validation, it will be
* placed into a download queue (array). This queue is wrapped in a download tracker object
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* so that essential information can be cached. The download tracker object is then
* assigned as the value of the identifier in the AssetGuard object. These download
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* trackers will remain idle until an async process is started to process them.
*
* Once the async process is started, any enqueued assets will be downloaded. The AssetGuard
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* object will emit events throughout the download whose name correspond to the identifier
* being processed. For example, if the 'assets' identifier was being processed, whenever
* the download stream recieves data, the event 'assetsdlprogress' will be emitted off of
* the AssetGuard instance. This can be listened to by external modules allowing for
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* categorical tracking of the downloading process.
*
* @module assetguard
*/
// Requirements
const AdmZip = require('adm-zip')
const async = require('async')
const child_process = require('child_process')
const crypto = require('crypto')
const EventEmitter = require('events')
const fs = require('fs')
const mkpath = require('mkdirp');
const path = require('path')
const request = require('request')
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// Classes
/** Class representing a base asset. */
class Asset {
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/**
* Create an asset.
*
* @param {any} id - id of the asset.
* @param {String} hash - hash value of the asset.
* @param {Number} size - size in bytes of the asset.
* @param {String} from - url where the asset can be found.
* @param {String} to - absolute local file path of the asset.
*/
constructor(id, hash, size, from, to){
this.id = id
this.hash = hash
this.size = size
this.from = from
this.to = to
}
}
/** Class representing a mojang library. */
class Library extends Asset {
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/**
* Converts the process.platform OS names to match mojang's OS names.
*/
static mojangFriendlyOS(){
const opSys = process.platform
if (opSys === 'darwin') {
return 'osx';
} else if (opSys === 'win32'){
return 'windows';
} else if (opSys === 'linux'){
return 'linux';
} else {
return 'unknown_os';
}
}
/**
* Checks whether or not a library is valid for download on a particular OS, following
* the rule format specified in the mojang version data index. If the allow property has
* an OS specified, then the library can ONLY be downloaded on that OS. If the disallow
* property has instead specified an OS, the library can be downloaded on any OS EXCLUDING
* the one specified.
*
* @param {Object} rules - the Library's download rules.
* @returns {Boolean} - true if the Library follows the specified rules, otherwise false.
*/
static validateRules(rules){
if(rules == null) return true
let result = true
rules.forEach(function(rule){
const action = rule['action']
const osProp = rule['os']
if(action != null){
if(osProp != null){
const osName = osProp['name']
const osMoj = Library.mojangFriendlyOS()
if(action === 'allow'){
result = osName === osMoj
return
} else if(action === 'disallow'){
result = osName !== osMoj
return
}
}
}
})
return result
}
}
class DistroModule extends Asset {
/**
* Create a DistroModule. This is for processing,
* not equivalent to the module objects in the
* distro index.
*
* @param {any} id - id of the asset.
* @param {String} hash - hash value of the asset.
* @param {Number} size - size in bytes of the asset.
* @param {String} from - url where the asset can be found.
* @param {String} to - absolute local file path of the asset.
* @param {String} type - the module type.
*/
constructor(id, hash, size, from, to, type){
super(id, hash, size, from, to)
this.type = type
}
}
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/**
* Class representing a download tracker. This is used to store meta data
* about a download queue, including the queue itself.
*/
class DLTracker {
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/**
* Create a DLTracker
*
* @param {Array.<Asset>} dlqueue - an array containing assets queued for download.
* @param {Number} dlsize - the combined size of each asset in the download queue array.
* @param {function(Asset)} callback - optional callback which is called when an asset finishes downloading.
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*/
constructor(dlqueue, dlsize, callback = null){
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this.dlqueue = dlqueue
this.dlsize = dlsize
this.callback = callback
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}
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}
let distributionData = null
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/**
* Central object class used for control flow. This object stores data about
* categories of downloads. Each category is assigned an identifier with a
* DLTracker object as its value. Combined information is also stored, such as
* the total size of all the queued files in each category. This event is used
* to emit events so that external modules can listen into processing done in
* this module.
*/
class AssetGuard extends EventEmitter {
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/**
* Create an instance of AssetGuard.
* On creation the object's properties are never-null default
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* values. Each identifier is resolved to an empty DLTracker.
*
* @param {String} basePath - base path for asset validation (game root).
* @param {String} javaexec - path to a java executable which will be used
* to finalize installation.
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*/
constructor(basePath, javaexec){
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super()
this.totaldlsize = 0;
this.progress = 0;
this.assets = new DLTracker([], 0)
this.libraries = new DLTracker([], 0)
this.files = new DLTracker([], 0)
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this.forge = new DLTracker([], 0)
this.basePath = basePath
this.javaexec = javaexec
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}
// Static Utility Functions
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/**
* Resolve an artifact id into a path. For example, on windows
* 'net.minecraftforge:forge:1.11.2-13.20.0.2282', '.jar' becomes
* net\minecraftforge\forge\1.11.2-13.20.0.2282\forge-1.11.2-13.20.0.2282.jar
*
* @param {String} artifactid - the artifact id string.
* @param {String} extension - the extension of the file at the resolved path.
* @returns {String} - the resolved relative path from the artifact id.
*/
static _resolvePath(artifactid, extension){
let ps = artifactid.split(':')
let cs = ps[0].split('.')
cs.push(ps[1])
cs.push(ps[2])
cs.push(ps[1].concat('-').concat(ps[2]).concat(extension))
return path.join.apply(path, cs)
}
/**
* Resolve an artifact id into a URL. For example,
* 'net.minecraftforge:forge:1.11.2-13.20.0.2282', '.jar' becomes
* net/minecraftforge/forge/1.11.2-13.20.0.2282/forge-1.11.2-13.20.0.2282.jar
*
* @param {String} artifactid - the artifact id string.
* @param {String} extension - the extension of the file at the resolved url.
* @returns {String} - the resolved relative URL from the artifact id.
*/
static _resolveURL(artifactid, extension){
let ps = artifactid.split(':')
let cs = ps[0].split('.')
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cs.push(ps[1])
cs.push(ps[2])
cs.push(ps[1].concat('-').concat(ps[2]).concat(extension))
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return cs.join('/')
}
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/**
* Calculates the hash for a file using the specified algorithm.
*
* @param {Buffer} buf - the buffer containing file data.
* @param {String} algo - the hash algorithm.
* @returns {String} - the calculated hash in hex.
*/
static _calculateHash(buf, algo){
return crypto.createHash(algo).update(buf).digest('hex')
}
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/**
* Used to parse a checksums file. This is specifically designed for
* the checksums.sha1 files found inside the forge scala dependencies.
*
* @param {String} content - the string content of the checksums file.
* @returns {Object} - an object with keys being the file names, and values being the hashes.
*/
static _parseChecksumsFile(content){
let finalContent = {}
let lines = content.split('\n')
for(let i=0; i<lines.length; i++){
let bits = lines[i].split(' ')
if(bits[1] == null) {
continue
}
finalContent[bits[1]] = bits[0]
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}
return finalContent
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}
/**
* Validate that a file exists and matches a given hash value.
*
* @param {String} filePath - the path of the file to validate.
* @param {String} algo - the hash algorithm to check against.
* @param {String} hash - the existing hash to check against.
* @returns {Boolean} - true if the file exists and calculated hash matches the given hash, otherwise false.
*/
static _validateLocal(filePath, algo, hash){
if(fs.existsSync(filePath)){
//No hash provided, have to assume it's good.
if(hash == null){
return true
}
let fileName = path.basename(filePath)
let buf = fs.readFileSync(filePath)
let calcdhash = AssetGuard._calculateHash(buf, algo)
return calcdhash === hash
}
return false;
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}
/**
* Statically retrieve the distribution data.
*
* @param {String} basePath - base path for asset validation (game root).
* @param {Boolean} cached - optional. False if the distro should be freshly downloaded, else
* a cached copy will be returned.
* @returns {Promise.<Object>} - A promise which resolves to the distribution data object.
*/
static retrieveDistributionData(basePath, cached = true){
return new Promise(function(fulfill, reject){
if(!cached || distributionData == null){
// TODO Download file from upstream.
//const distroURL = 'http://mc.westeroscraft.com/WesterosCraftLauncher/westeroscraft.json'
// TODO Save file to path.join(basePath, 'westeroscraft.json')
// TODO Fulfill with JSON.parse()
// Workaround while file is not hosted.
fs.readFile(path.join(__dirname, '..', 'westeroscraft.json'), 'utf-8', (err, data) => {
distributionData = JSON.parse(data)
fulfill(distributionData)
})
} else {
fulfill(distributionData)
}
})
}
/**
* Statically retrieve the distribution data.
*
* @param {String} basePath - base path for asset validation (game root).
* @param {Boolean} cached - optional. False if the distro should be freshly downloaded, else
* a cached copy will be returned.
* @returns {Object} - The distribution data object.
*/
static retrieveDistributionDataSync(basePath, cached = true){
if(!cached || distributionData == null){
distributionData = JSON.parse(fs.readFileSync(path.join(__dirname, '..', 'westeroscraft.json'), 'utf-8'))
}
return distributionData
}
/**
* Resolve the default selected server from the distribution index.
*
* @param {String} basePath - base path for asset validation (game root).
* @returns {Object} - An object resolving to the default selected server.
*/
static resolveSelectedServer(basePath){
const distro = AssetGuard.retrieveDistributionDataSync(basePath)
const servers = distro.servers
for(let i=0; i<servers.length; i++){
if(servers[i].default_selected){
return servers[i].id
}
}
// If no server declares default_selected, default to the first one declared.
return (servers.length > 0) ? servers[0].id : null
}
/**
* Gets a server from the distro index which maches the provided ID.
* Returns null if the ID could not be found or the distro index has
* not yet been loaded.
*
* @param {String} basePath - base path for asset validation (game root).
* @param {String} serverID - The id of the server to retrieve.
* @returns {Object} - The server object whose id matches the parameter.
*/
static getServerById(basePath, serverID){
if(distributionData == null){
AssetGuard.retrieveDistributionDataSync(basePath, false)
}
const servers = distributionData.servers
let serv = null
for(let i=0; i<servers.length; i++){
if(servers[i].id === serverID){
serv = servers[i]
}
}
return serv
}
/**
* Validates a file in the style used by forge's version index.
*
* @param {String} filePath - the path of the file to validate.
* @param {Array.<String>} checksums - the checksums listed in the forge version index.
* @returns {Boolean} - true if the file exists and the hashes match, otherwise false.
*/
static _validateForgeChecksum(filePath, checksums){
if(fs.existsSync(filePath)){
if(checksums == null || checksums.length === 0){
return true
}
let buf = fs.readFileSync(filePath)
let calcdhash = AssetGuard._calculateHash(buf, 'sha1')
let valid = checksums.includes(calcdhash)
if(!valid && filePath.endsWith('.jar')){
valid = AssetGuard._validateForgeJar(filePath, checksums)
}
return valid
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}
return false
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}
/**
* Validates a forge jar file dependency who declares a checksums.sha1 file.
* This can be an expensive task as it usually requires that we calculate thousands
* of hashes.
*
* @param {Buffer} buf - the buffer of the jar file.
* @param {Array.<String>} checksums - the checksums listed in the forge version index.
* @returns {Boolean} - true if all hashes declared in the checksums.sha1 file match the actual hashes.
*/
static _validateForgeJar(buf, checksums){
// Double pass method was the quickest I found. I tried a version where we store data
// to only require a single pass, plus some quick cleanup but that seemed to take slightly more time.
const hashes = {}
let expected = {}
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const zip = new AdmZip(buf)
const zipEntries = zip.getEntries()
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//First pass
for(let i=0; i<zipEntries.length; i++){
let entry = zipEntries[i]
if(entry.entryName === 'checksums.sha1'){
expected = AssetGuard._parseChecksumsFile(zip.readAsText(entry))
}
hashes[entry.entryName] = AssetGuard._calculateHash(entry.getData(), 'sha1')
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}
if(!checksums.includes(hashes['checksums.sha1'])){
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return false
}
//Check against expected
const expectedEntries = Object.keys(expected)
for(let i=0; i<expectedEntries.length; i++){
if(expected[expectedEntries[i]] !== hashes[expectedEntries[i]]){
return false
}
}
return true
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}
/**
* Extracts and unpacks a file from .pack.xz format.
*
* @param {Array.<String>} filePaths - The paths of the files to be extracted and unpacked.
* @returns {Promise.<Void>} - An empty promise to indicate the extraction has completed.
*/
static _extractPackXZ(filePaths, javaExecutable){
return new Promise(function(fulfill, reject){
const libPath = path.join(__dirname, '..', 'libraries', 'java', 'PackXZExtract.jar')
const filePath = filePaths.join(',')
const child = child_process.spawn(javaExecutable, ['-jar', libPath, '-packxz', filePath])
child.stdout.on('data', (data) => {
//console.log('PackXZExtract:', data.toString('utf8'))
})
child.stderr.on('data', (data) => {
//console.log('PackXZExtract:', data.toString('utf8'))
})
child.on('close', (code, signal) => {
//console.log('PackXZExtract: Exited with code', code)
fulfill()
})
})
}
/**
* Function which finalizes the forge installation process. This creates a 'version'
* instance for forge and saves its version.json file into that instance. If that
* instance already exists, the contents of the version.json file are read and returned
* in a promise.
*
* @param {Asset} asset - The Asset object representing Forge.
* @param {String} basePath - Base path for asset validation (game root).
* @returns {Promise.<Object>} - A promise which resolves to the contents of forge's version.json.
*/
static _finalizeForgeAsset(asset, basePath){
return new Promise(function(fulfill, reject){
fs.readFile(asset.to, (err, data) => {
const zip = new AdmZip(data)
const zipEntries = zip.getEntries()
for(let i=0; i<zipEntries.length; i++){
if(zipEntries[i].entryName === 'version.json'){
const forgeVersion = JSON.parse(zip.readAsText(zipEntries[i]))
const versionPath = path.join(basePath, 'versions', forgeVersion.id)
const versionFile = path.join(versionPath, forgeVersion.id + '.json')
if(!fs.existsSync(versionFile)){
mkpath.sync(versionPath)
fs.writeFileSync(path.join(versionPath, forgeVersion.id + '.json'), zipEntries[i].getData())
fulfill(forgeVersion)
} else {
//Read the saved file to allow for user modifications.
fulfill(JSON.parse(fs.readFileSync(versionFile, 'utf-8')))
}
return
}
}
//We didn't find forge's version.json.
reject('Unable to finalize Forge processing, version.json not found! Has forge changed their format?')
})
})
}
/**
* Initiate an async download process for an AssetGuard DLTracker.
*
* @param {String} identifier - the identifier of the AssetGuard DLTracker.
* @param {Number} limit - optional. The number of async processes to run in parallel.
* @returns {Boolean} - true if the process began, otherwise false.
*/
startAsyncProcess(identifier, limit = 5){
const self = this
let acc = 0
const concurrentDlTracker = this[identifier]
const concurrentDlQueue = concurrentDlTracker.dlqueue.slice(0)
if(concurrentDlQueue.length === 0){
return false
} else {
async.eachLimit(concurrentDlQueue, limit, function(asset, cb){
let count = 0;
mkpath.sync(path.join(asset.to, ".."))
let req = request(asset.from)
req.pause()
req.on('response', (resp) => {
if(resp.statusCode === 200){
let writeStream = fs.createWriteStream(asset.to)
writeStream.on('close', () => {
//console.log('DLResults ' + asset.size + ' ' + count + ' ', asset.size === count)
if(concurrentDlTracker.callback != null){
concurrentDlTracker.callback.apply(concurrentDlTracker, [asset])
}
cb()
})
req.pipe(writeStream)
req.resume()
} else {
req.abort()
console.log('Failed to download ' + asset.from + '. Response code', resp.statusCode)
self.progress += asset.size*1
self.emit('totaldlprogress', {acc: self.progress, total: self.totaldlsize})
cb()
}
})
req.on('data', function(chunk){
count += chunk.length
self.progress += chunk.length
acc += chunk.length
self.emit(identifier + 'dlprogress', acc)
self.emit('totaldlprogress', {acc: self.progress, total: self.totaldlsize})
})
}, function(err){
if(err){
self.emit(identifier + 'dlerror')
console.log('An item in ' + identifier + ' failed to process');
} else {
self.emit(identifier + 'dlcomplete')
console.log('All ' + identifier + ' have been processed successfully')
}
self.totaldlsize -= self[identifier].dlsize
self.progress -= self[identifier].dlsize
self[identifier] = new DLTracker([], 0)
if(self.totaldlsize === 0) {
self.emit('dlcomplete')
}
})
return true
}
}
// Validation Functions
/**
* Loads the version data for a given minecraft version.
*
* @param {String} version - the game version for which to load the index data.
* @param {Boolean} force - optional. If true, the version index will be downloaded even if it exists locally. Defaults to false.
* @returns {Promise.<Object>} - Promise which resolves to the version data object.
*/
loadVersionData(version, force = false){
const self = this
return new Promise(function(fulfill, reject){
const name = version + '.json'
const url = 'https://s3.amazonaws.com/Minecraft.Download/versions/' + version + '/' + name
const versionPath = path.join(self.basePath, 'versions', version)
const versionFile = path.join(versionPath, name)
if(!fs.existsSync(versionFile) || force){
//This download will never be tracked as it's essential and trivial.
request.head(url, function(err, res, body){
console.log('Preparing download of ' + version + ' assets.')
mkpath.sync(versionPath)
const stream = request(url).pipe(fs.createWriteStream(versionFile))
stream.on('finish', function(){
fulfill(JSON.parse(fs.readFileSync(versionFile)))
})
})
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} else {
fulfill(JSON.parse(fs.readFileSync(versionFile)))
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}
})
}
/**
* Public asset validation function. This function will handle the validation of assets.
* It will parse the asset index specified in the version data, analyzing each
* asset entry. In this analysis it will check to see if the local file exists and is valid.
* If not, it will be added to the download queue for the 'assets' identifier.
*
* @param {Object} versionData - the version data for the assets.
* @param {Boolean} force - optional. If true, the asset index will be downloaded even if it exists locally. Defaults to false.
* @returns {Promise.<Void>} - An empty promise to indicate the async processing has completed.
*/
validateAssets(versionData, force = false){
const self = this
return new Promise(function(fulfill, reject){
self._assetChainIndexData(versionData, force).then(() => {
fulfill()
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})
})
}
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//Chain the asset tasks to provide full async. The below functions are private.
/**
* Private function used to chain the asset validation process. This function retrieves
* the index data.
* @param {Object} versionData
* @param {Boolean} force
* @returns {Promise.<Void>} - An empty promise to indicate the async processing has completed.
*/
_assetChainIndexData(versionData, force = false){
const self = this
return new Promise(function(fulfill, reject){
//Asset index constants.
const assetIndex = versionData.assetIndex
const name = assetIndex.id + '.json'
const indexPath = path.join(self.basePath, 'assets', 'indexes')
const assetIndexLoc = path.join(indexPath, name)
let data = null
if(!fs.existsSync(assetIndexLoc) || force){
console.log('Downloading ' + versionData.id + ' asset index.')
mkpath.sync(indexPath)
const stream = request(assetIndex.url).pipe(fs.createWriteStream(assetIndexLoc))
stream.on('finish', function() {
data = JSON.parse(fs.readFileSync(assetIndexLoc, 'utf-8'))
self._assetChainValidateAssets(versionData, data).then(() => {
fulfill()
})
})
} else {
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data = JSON.parse(fs.readFileSync(assetIndexLoc, 'utf-8'))
self._assetChainValidateAssets(versionData, data).then(() => {
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fulfill()
})
}
})
}
/**
* Private function used to chain the asset validation process. This function processes
* the assets and enqueues missing or invalid files.
* @param {Object} versionData
* @param {Boolean} force
* @returns {Promise.<Void>} - An empty promise to indicate the async processing has completed.
*/
_assetChainValidateAssets(versionData, indexData){
const self = this
return new Promise(function(fulfill, reject){
//Asset constants
const resourceURL = 'http://resources.download.minecraft.net/'
const localPath = path.join(self.basePath, 'assets')
const indexPath = path.join(localPath, 'indexes')
const objectPath = path.join(localPath, 'objects')
const assetDlQueue = []
let dlSize = 0;
//const objKeys = Object.keys(data.objects)
async.forEachOfLimit(indexData.objects, 10, function(value, key, cb){
const hash = value.hash
const assetName = path.join(hash.substring(0, 2), hash)
const urlName = hash.substring(0, 2) + "/" + hash
const ast = new Asset(key, hash, String(value.size), resourceURL + urlName, path.join(objectPath, assetName))
if(!AssetGuard._validateLocal(ast.to, 'sha1', ast.hash)){
dlSize += (ast.size*1)
assetDlQueue.push(ast)
}
cb()
}, function(err){
self.assets = new DLTracker(assetDlQueue, dlSize)
fulfill()
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})
})
}
/**
* Public library validation function. This function will handle the validation of libraries.
* It will parse the version data, analyzing each library entry. In this analysis, it will
* check to see if the local file exists and is valid. If not, it will be added to the download
* queue for the 'libraries' identifier.
*
* @param {Object} versionData - the version data for the assets.
* @returns {Promise.<Void>} - An empty promise to indicate the async processing has completed.
*/
validateLibraries(versionData){
const self = this
return new Promise(function(fulfill, reject){
const libArr = versionData.libraries
const libPath = path.join(self.basePath, 'libraries')
const libDlQueue = []
let dlSize = 0
//Check validity of each library. If the hashs don't match, download the library.
async.eachLimit(libArr, 5, function(lib, cb){
if(Library.validateRules(lib.rules)){
let artifact = (lib.natives == null) ? lib.downloads.artifact : lib.downloads.classifiers[lib.natives[Library.mojangFriendlyOS()]]
const libItm = new Library(lib.name, artifact.sha1, artifact.size, artifact.url, path.join(libPath, artifact.path))
if(!AssetGuard._validateLocal(libItm.to, 'sha1', libItm.hash)){
dlSize += (libItm.size*1)
libDlQueue.push(libItm)
}
}
cb()
}, function(err){
self.libraries = new DLTracker(libDlQueue, dlSize)
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fulfill()
})
})
}
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/**
* Public miscellaneous mojang file validation function. These files will be enqueued under
* the 'files' identifier.
*
* @param {Object} versionData - the version data for the assets.
* @returns {Promise.<Void>} - An empty promise to indicate the async processing has completed.
*/
validateMiscellaneous(versionData){
const self = this
return new Promise(async function(fulfill, reject){
await self.validateClient(versionData)
await self.validateLogConfig(versionData)
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fulfill()
})
}
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/**
* Validate client file - artifact renamed from client.jar to '{version}'.jar.
*
* @param {Object} versionData - the version data for the assets.
* @param {Boolean} force - optional. If true, the asset index will be downloaded even if it exists locally. Defaults to false.
* @returns {Promise.<Void>} - An empty promise to indicate the async processing has completed.
*/
validateClient(versionData, force = false){
const self = this
return new Promise(function(fulfill, reject){
const clientData = versionData.downloads.client
const version = versionData.id
const targetPath = path.join(self.basePath, 'versions', version)
const targetFile = version + '.jar'
let client = new Asset(version + ' client', clientData.sha1, clientData.size, clientData.url, path.join(targetPath, targetFile))
if(!AssetGuard._validateLocal(client.to, 'sha1', client.hash) || force){
self.files.dlqueue.push(client)
self.files.dlsize += client.size*1
fulfill()
} else {
fulfill()
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}
})
}
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/**
* Validate log config.
*
* @param {Object} versionData - the version data for the assets.
* @param {Boolean} force - optional. If true, the asset index will be downloaded even if it exists locally. Defaults to false.
* @returns {Promise.<Void>} - An empty promise to indicate the async processing has completed.
*/
validateLogConfig(versionData){
const self = this
return new Promise(function(fulfill, reject){
const client = versionData.logging.client
const file = client.file
const targetPath = path.join(self.basePath, 'assets', 'log_configs')
let logConfig = new Asset(file.id, file.sha1, file.size, file.url, path.join(targetPath, file.id))
if(!AssetGuard._validateLocal(logConfig.to, 'sha1', logConfig.hash)){
self.files.dlqueue.push(logConfig)
self.files.dlsize += logConfig.size*1
fulfill()
} else {
fulfill()
}
})
}
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/**
* Validate the distribution.
*
* @param {String} serverpackid - The id of the server to validate.
* @returns {Promise.<Object>} - A promise which resolves to the server distribution object.
*/
validateDistribution(serverpackid){
const self = this
return new Promise(function(fulfill, reject){
AssetGuard.retrieveDistributionData(self.basePath, false).then((value) => {
/*const servers = value.servers
let serv = null
for(let i=0; i<servers.length; i++){
if(servers[i].id === serverpackid){
serv = servers[i]
break
}
}*/
const serv = AssetGuard.getServerById(self.basePath, serverpackid)
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if(serv == null) {
console.error('Invalid server pack id:', serverpackid)
}
self.forge = self._parseDistroModules(serv.modules, serv.mc_version)
//Correct our workaround here.
let decompressqueue = self.forge.callback
self.forge.callback = function(asset){
if(asset.to.toLowerCase().endsWith('.pack.xz')){
AssetGuard._extractPackXZ([asset.to], self.javaexec)
}
if(asset.type === 'forge-hosted' || asset.type === 'forge'){
AssetGuard._finalizeForgeAsset(asset, self.basePath)
}
}
fulfill(serv)
})
})
}
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/*//TODO The file should be hosted, the following code is for local testing.
_chainValidateDistributionIndex(basePath){
return new Promise(function(fulfill, reject){
//const distroURL = 'http://mc.westeroscraft.com/WesterosCraftLauncher/westeroscraft.json'
//const targetFile = path.join(basePath, 'westeroscraft.json')
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//TEMP WORKAROUND TO TEST WHILE THIS IS NOT HOSTED
fs.readFile(path.join(__dirname, '..', 'westeroscraft.json'), 'utf-8', (err, data) => {
fulfill(JSON.parse(data))
})
})
}*/
_parseDistroModules(modules, version){
let alist = []
let asize = 0;
//This may be removed soon, considering the most efficient way to extract.
let decompressqueue = []
for(let i=0; i<modules.length; i++){
let ob = modules[i]
let obType = ob.type
let obArtifact = ob.artifact
let obPath = obArtifact.path == null ? AssetGuard._resolvePath(ob.id, obArtifact.extension) : obArtifact.path
switch(obType){
case 'forge-hosted':
case 'forge':
case 'library':
obPath = path.join(this.basePath, 'libraries', obPath)
break
case 'forgemod':
//obPath = path.join(this.basePath, 'mods', obPath)
obPath = path.join(this.basePath, 'modstore', obPath)
break
case 'litemod':
//obPath = path.join(this.basePath, 'mods', version, obPath)
obPath = path.join(this.basePath, 'modstore', obPath)
break
case 'file':
default:
obPath = path.join(this.basePath, obPath)
}
let artifact = new DistroModule(ob.id, obArtifact.MD5, obArtifact.size, obArtifact.url, obPath, obType)
const validationPath = obPath.toLowerCase().endsWith('.pack.xz') ? obPath.substring(0, obPath.toLowerCase().lastIndexOf('.pack.xz')) : obPath
if(!AssetGuard._validateLocal(validationPath, 'MD5', artifact.hash)){
asize += artifact.size*1
alist.push(artifact)
if(validationPath !== obPath) decompressqueue.push(obPath)
}
//Recursively process the submodules then combine the results.
if(ob.sub_modules != null){
let dltrack = this._parseDistroModules(ob.sub_modules, version)
asize += dltrack.dlsize*1
alist = alist.concat(dltrack.dlqueue)
decompressqueue = decompressqueue.concat(dltrack.callback)
}
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}
//Since we have no callback at this point, we use this value to store the decompressqueue.
return new DLTracker(alist, asize, decompressqueue)
}
/**
* Loads Forge's version.json data into memory for the specified server id.
*
* @param {String} serverpack - The id of the server to load Forge data for.
* @returns {Promise.<Object>} - A promise which resolves to Forge's version.json data.
*/
loadForgeData(serverpack){
const self = this
return new Promise(async function(fulfill, reject){
let distro = AssetGuard.retrieveDistributionDataSync(self.basePath)
const servers = distro.servers
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let serv = null
for(let i=0; i<servers.length; i++){
if(servers[i].id === serverpack){
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serv = servers[i]
break
}
}
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const modules = serv.modules
for(let i=0; i<modules.length; i++){
const ob = modules[i]
if(ob.type === 'forge-hosted' || ob.type === 'forge'){
let obArtifact = ob.artifact
let obPath = obArtifact.path == null ? path.join(self.basePath, 'libraries', AssetGuard._resolvePath(ob.id, obArtifact.extension)) : obArtifact.path
let asset = new DistroModule(ob.id, obArtifact.MD5, obArtifact.size, obArtifact.url, obPath, ob.type)
let forgeData = await AssetGuard._finalizeForgeAsset(asset, self.basePath)
fulfill(forgeData)
return
}
}
reject('No forge module found!')
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})
}
_parseForgeLibraries(){
/* TODO
* Forge asset validations are already implemented. When there's nothing much
* to work on, implement forge downloads using forge's version.json. This is to
* have the code on standby if we ever need it (since it's half implemented already).
*/
}
/**
* This function will initiate the download processed for the specified identifiers. If no argument is
* given, all identifiers will be initiated. Note that in order for files to be processed you need to run
* the processing function corresponding to that identifier. If you run this function without processing
* the files, it is likely nothing will be enqueued in the object and processing will complete
* immediately. Once all downloads are complete, this function will fire the 'dlcomplete' event on the
* global object instance.
*
* @param {Array.<{id: string, limit: number}>} identifiers - optional. The identifiers to process and corresponding parallel async task limit.
*/
processDlQueues(identifiers = [{id:'assets', limit:20}, {id:'libraries', limit:5}, {id:'files', limit:5}, {id:'forge', limit:5}]){
this.progress = 0;
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let shouldFire = true
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// Assign dltracking variables.
this.totaldlsize = 0
this.progress = 0
for(let i=0; i<identifiers.length; i++){
this.totaldlsize += this[identifiers[i].id].dlsize
}
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for(let i=0; i<identifiers.length; i++){
let iden = identifiers[i]
let r = this.startAsyncProcess(iden.id, iden.limit)
if(r) shouldFire = false
}
if(shouldFire){
this.emit('dlcomplete')
}
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}
}
module.exports = {
AssetGuard,
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Asset,
Library
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}