HeliosLauncher/app/assets/js/configmanager.js
Daniel Scalzi ec9e95c130
Working on binding each view together.
Separate views are stored in an ejs file. When the app starts, each file will be loaded, with the DOM elements hidden. Based on the state of the application, a specific view will be fadded in. Switching between views will use this principle.

Moved contents of index.ejs to landing.ejs to make it compatible with the new format. As a result, index.ejs is deprecated and will be removed once it is no longer needed for reference.
2018-04-02 16:05:48 -04:00

395 lines
12 KiB
JavaScript

const fs = require('fs')
const mkpath = require('mkdirp')
const os = require('os')
const path = require('path')
const uuidV4 = require('uuid/v4')
const sysRoot = process.env.APPDATA || (process.platform == 'darwin' ? process.env.HOME + '/Library/Application Support' : '/var/local')
const dataPath = path.join(sysRoot, '.westeroscraft')
const firstLaunch = !fs.existsSync(dataPath)
function resolveMaxRAM(){
const mem = os.totalmem()
return mem >= 8000000000 ? '4G' : (mem >= 6000000000 ? '3G' : '2G')
}
/**
* Three types of values:
* Static = Explicitly declared.
* Dynamic = Calculated by a private function.
* Resolved = Resolved externally, defaults to null.
*/
const DEFAULT_CONFIG = {
settings: {
java: {
minRAM: '2G',
maxRAM: resolveMaxRAM(), // Dynamic
executable: 'C:\\Program Files\\Java\\jdk1.8.0_152\\bin\\javaw.exe', // TODO Resolve
jvmOptions: [
'-XX:+UseConcMarkSweepGC',
'-XX:+CMSIncrementalMode',
'-XX:-UseAdaptiveSizePolicy',
'-Xmn128M'
],
},
game: {
directory: path.join(dataPath, 'game'),
resWidth: 1280,
resHeight: 720,
fullscreen: false,
autoConnect: true
},
launcher: {}
},
clientToken: uuidV4().replace(/-/g, ''),
selectedServer: null, // Resolved
selectedAccount: null,
authenticationDatabase: {}
}
let config = null;
// Persistance Utility Functions
/**
* Save the current configuration to a file.
*/
exports.save = function(){
const filePath = path.join(dataPath, 'config.json')
fs.writeFileSync(filePath, JSON.stringify(config, null, 4), 'UTF-8')
}
/**
* Load the configuration into memory. If a configuration file exists,
* that will be read and saved. Otherwise, a default configuration will
* be generated. Note that "resolved" values default to null and will
* need to be externally assigned.
*/
exports.load = function(){
// Determine the effective configuration.
//const EFFECTIVE_CONFIG = config == null ? DEFAULT_CONFIG : config
const filePath = path.join(dataPath, 'config.json')
if(!fs.existsSync(filePath)){
// Create all parent directories.
mkpath.sync(path.join(filePath, '..'))
config = DEFAULT_CONFIG
exports.save()
} else {
config = JSON.parse(fs.readFileSync(filePath, 'UTF-8'))
}
}
/**
* Retrieve the absolute path of the launcher directory.
*
* @returns {string} The absolute path of the launcher directory.
*/
exports.getLauncherDirectory = function(){
return dataPath
}
/**
* Check to see if this is the first time the user has launched the
* application. This is determined by the existance of the data path.
*
* @returns {boolean} True if this is the first launch, otherwise false.
*/
exports.isFirstLaunch = function(){
return firstLaunch
}
// System Settings (Unconfigurable on UI)
/**
* Retrieve the launcher's Client Token.
* There is no default client token.
*
* @returns {string} The launcher's Client Token.
*/
exports.getClientToken = function(){
return config.clientToken
}
/**
* Set the launcher's Client Token.
*
* @param {string} clientToken The launcher's new Client Token.
*/
exports.setClientToken = function(clientToken){
config.clientToken = clientToken
}
/**
* Retrieve the ID of the selected serverpack.
*
* @param {boolean} def Optional. If true, the default value will be returned.
* @returns {string} The ID of the selected serverpack.
*/
exports.getSelectedServer = function(def = false){
return !def ? config.selectedServer : DEFAULT_CONFIG.clientToken
}
/**
* Set the ID of the selected serverpack.
*
* @param {string} serverID The ID of the new selected serverpack.
*/
exports.setSelectedServer = function(serverID){
config.selectedServer = serverID
}
/**
* Get an array of each account currently authenticated by the launcher.
*
* @returns {Array.<Object>} An array of each stored authenticated account.
*/
exports.getAuthAccounts = function(){
return config.authenticationDatabase
}
/**
* Returns the authenticated account with the given uuid. Value may
* be null.
*
* @param {string} uuid The uuid of the authenticated account.
* @returns {Object} The authenticated account with the given uuid.
*/
exports.getAuthAccount = function(uuid){
return config.authenticationDatabase[uuid]
}
/**
* Update the access token of an authenticated account.
*
* @param {string} uuid The uuid of the authenticated account.
* @param {string} accessToken The new Access Token.
*
* @returns {Object} The authenticated account object created by this action.
*/
exports.updateAuthAccount = function(uuid, accessToken){
config.authenticationDatabase[uuid].accessToken = accessToken
return config.authenticationDatabase[uuid]
}
/**
* Adds an authenticated account to the database to be stored.
*
* @param {string} uuid The uuid of the authenticated account.
* @param {string} accessToken The accessToken of the authenticated account.
* @param {string} username The username (usually email) of the authenticated account.
* @param {string} displayName The in game name of the authenticated account.
*
* @returns {Object} The authenticated account object created by this action.
*/
exports.addAuthAccount = function(uuid, accessToken, username, displayName){
config.selectedAccount = uuid
config.authenticationDatabase[uuid] = {
accessToken,
username,
uuid,
displayName
}
return config.authenticationDatabase[uuid]
}
/**
* Get the currently selected authenticated account.
*
* @returns {Object} The selected authenticated account.
*/
exports.getSelectedAccount = function(){
return config.authenticationDatabase[config.selectedAccount]
}
// User Configurable Settings
// Java Settings
/**
* Retrieve the minimum amount of memory for JVM initialization. This value
* contains the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
* 1024 MegaBytes, etc.
*
* @param {boolean} def Optional. If true, the default value will be returned.
* @returns {string} The minimum amount of memory for JVM initialization.
*/
exports.getMinRAM = function(def = false){
return !def ? config.settings.java.minRAM : DEFAULT_CONFIG.settings.java.minRAM
}
/**
* Set the minimum amount of memory for JVM initialization. This value should
* contain the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
* 1024 MegaBytes, etc.
*
* @param {string} minRAM The new minimum amount of memory for JVM initialization.
*/
exports.setMinRAM = function(minRAM){
config.settings.java.minRAM = minRAM
}
/**
* Retrieve the maximum amount of memory for JVM initialization. This value
* contains the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
* 1024 MegaBytes, etc.
*
* @param {boolean} def Optional. If true, the default value will be returned.
* @returns {string} The maximum amount of memory for JVM initialization.
*/
exports.getMaxRAM = function(def = false){
return !def ? config.settings.java.maxRAM : resolveMaxRAM()
}
/**
* Set the maximum amount of memory for JVM initialization. This value should
* contain the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
* 1024 MegaBytes, etc.
*
* @param {string} maxRAM The new maximum amount of memory for JVM initialization.
*/
exports.setMaxRAM = function(maxRAM){
config.settings.java.maxRAM = maxRAM
}
/**
* Retrieve the path of the Java Executable.
*
* This is a resolved configuration value and defaults to null until externally assigned.
*
* @returns {string} The path of the Java Executable.
*/
exports.getJavaExecutable = function(){
return config.settings.java.executable
}
/**
* Set the path of the Java Executable.
*
* @param {string} executable The new path of the Java Executable.
*/
exports.setJavaExecutable = function(executable){
config.settings.java.executable = executable
}
/**
* Retrieve the additional arguments for JVM initialization. Required arguments,
* such as memory allocation, will be dynamically resolved and will not be included
* in this value.
*
* @param {boolean} def Optional. If true, the default value will be returned.
* @returns {Array.<string>} An array of the additional arguments for JVM initialization.
*/
exports.getJVMOptions = function(def = false){
return !def ? config.settings.java.jvmOptions : DEFAULT_CONFIG.settings.java.jvmOptions
}
/**
* Set the additional arguments for JVM initialization. Required arguments,
* such as memory allocation, will be dynamically resolved and should not be
* included in this value.
*
* @param {Array.<string>} jvmOptions An array of the new additional arguments for JVM
* initialization.
*/
exports.setJVMOptions = function(jvmOptions){
config.settings.java.jvmOptions = jvmOptions
}
// Game Settings
/**
* Retrieve the absolute path of the game directory.
*
* @param {boolean} def Optional. If true, the default value will be returned.
* @returns {string} The absolute path of the game directory.
*/
exports.getGameDirectory = function(def = false){
return !def ? config.settings.game.directory : DEFAULT_CONFIG.settings.game.directory
}
/**
* Set the absolute path of the game directory.
*
* @param {string} directory The absolute path of the new game directory.
*/
exports.setGameDirectory = function(directory){
config.settings.game.directory = directory
}
/**
* Retrieve the width of the game window.
*
* @param {boolean} def Optional. If true, the default value will be returned.
* @returns {number} The width of the game window.
*/
exports.getGameWidth = function(def = false){
return !def ? config.settings.game.resWidth : DEFAULT_CONFIG.settings.game.resWidth
}
/**
* Set the width of the game window.
*
* @param {number} resWidth The new width of the game window.
*/
exports.setGameWidth = function(resWidth){
config.settings.game.resWidth = resWidth
}
/**
* Retrieve the height of the game window.
*
* @param {boolean} def Optional. If true, the default value will be returned.
* @returns {number} The height of the game window.
*/
exports.getGameHeight = function(def = false){
return !def ? config.settings.game.resHeight : DEFAULT_CONFIG.settings.game.resHeight
}
/**
* Set the height of the game window.
*
* @param {number} resHeight The new height of the game window.
*/
exports.setGameHeight = function(resHeight){
config.settings.game.resHeight = resHeight
}
/**
* Check if the game should be launched in fullscreen mode.
*
* @param {boolean} def Optional. If true, the default value will be returned.
* @returns {boolean} Whether or not the game is set to launch in fullscreen mode.
*/
exports.isFullscreen = function(def = false){
return !def ? config.settings.game.fullscreen : DEFAULT_CONFIG.settings.game.fullscreen
}
/**
* Change the status of if the game should be launched in fullscreen mode.
*
* @param {boolean} fullscreen Whether or not the game should launch in fullscreen mode.
*/
exports.setFullscreen = function(fullscreen){
config.settings.game.fullscreen = fullscreen
}
/**
* Check if the game should auto connect to servers.
*
* @param {boolean} def Optional. If true, the default value will be returned.
* @returns {boolean} Whether or not the game should auto connect to servers.
*/
exports.isAutoConnect = function(def = false){
return !def ? config.settings.game.autoConnect : DEFAULT_CONFIG.settings.game.autoConnect
}
/**
* Change the status of whether or not the game should auto connect to servers.
*
* @param {boolean} autoConnect Whether or not the game should auto connect to servers.
*/
exports.setAutoConnect = function(autoConnect){
config.settings.game.autoConnect = autoConnect
}