/** * 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 * 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 * 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 * 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 * 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') const {remote} = require('electron') // Classes /** Class representing a base asset. */ class Asset { /** * 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 { /** * 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 } } /** * Class representing a download tracker. This is used to store meta data * about a download queue, including the queue itself. */ class DLTracker { /** * Create a DLTracker * * @param {Array.} 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. */ constructor(dlqueue, dlsize, callback = null){ this.dlqueue = dlqueue this.dlsize = dlsize this.callback = callback } } let distributionData = null /** * 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 { /** * Create an instance of AssetGuard. * On creation the object's properties are never-null default * 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. */ constructor(basePath, javaexec){ super() this.totaldlsize = 0; this.progress = 0; this.assets = new DLTracker([], 0) this.libraries = new DLTracker([], 0) this.files = new DLTracker([], 0) this.forge = new DLTracker([], 0) this.basePath = basePath this.javaexec = javaexec } // Static Utility Functions /** * 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('.') cs.push(ps[1]) cs.push(ps[2]) cs.push(ps[1].concat('-').concat(ps[2]).concat(extension)) return cs.join('/') } /** * 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') } /** * 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} - 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 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} 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 } return false } /** * 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.} 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 = {} const zip = new AdmZip(buf) const zipEntries = zip.getEntries() //First pass for(let i=0; i} filePaths - The paths of the files to be extracted and unpacked. * @returns {Promise.} - 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.} - 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 { 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 win.setProgressBar(self.progress/self.totaldlsize) 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) //console.log(identifier + ' Progress', acc/this[identifier].dlsize) win.setProgressBar(self.progress/self.totaldlsize) 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) { win.setProgressBar(-1) 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.} - 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))) }) }) } else { fulfill(JSON.parse(fs.readFileSync(versionFile))) } }) } /** * 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.} - 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() }) }) } //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.} - 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 { data = JSON.parse(fs.readFileSync(assetIndexLoc, 'utf-8')) self._assetChainValidateAssets(versionData, data).then(() => { 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.} - 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() }) }) } /** * 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.} - 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) fulfill() }) }) } /** * 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.} - 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) fulfill() }) } /** * 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.} - 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() } }) } /** * 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.} - 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() } }) } /** * Validate the distribution. * * @param {String} serverpackid - The id of the server to validate. * @returns {Promise.} - 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 { 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} - 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 let serv = null for(let i=0; i} 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; let win = remote.getCurrentWindow() let shouldFire = true // Assign dltracking variables. this.totaldlsize = 0 this.progress = 0 for(let i=0; i