mirror of
https://github.com/dscalzi/HeliosLauncher.git
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4f416220c2
If file is malformed or corrupt, generate a fresh configuration file.
659 lines
19 KiB
JavaScript
659 lines
19 KiB
JavaScript
const fs = require('fs')
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const mkpath = require('mkdirp')
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const os = require('os')
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const path = require('path')
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const uuidV4 = require('uuid/v4')
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const sysRoot = process.env.APPDATA || (process.platform == 'darwin' ? process.env.HOME + '/Library/Application Support' : process.env.HOME)
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const dataPath = path.join(sysRoot, '.westeroscraft')
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const firstLaunch = !fs.existsSync(dataPath)
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exports.getAbsoluteMinRAM = function(){
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const mem = os.totalmem()
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return mem >= 6000000000 ? 3 : 2
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}
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exports.getAbsoluteMaxRAM = function(){
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const mem = os.totalmem()
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const gT16 = mem-16000000000
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return Math.floor((mem-1000000000-(gT16 > 0 ? (Number.parseInt(gT16/8) + 16000000000/4) : mem/4))/1000000000)
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}
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function resolveMaxRAM(){
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const mem = os.totalmem()
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return mem >= 8000000000 ? '4G' : (mem >= 6000000000 ? '3G' : '2G')
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}
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function resolveMinRAM(){
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return exports.getAbsoluteMinRAM() + 'G'
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}
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/**
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* Three types of values:
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* Static = Explicitly declared.
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* Dynamic = Calculated by a private function.
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* Resolved = Resolved externally, defaults to null.
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*/
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const DEFAULT_CONFIG = {
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settings: {
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java: {
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minRAM: resolveMinRAM(),
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maxRAM: resolveMaxRAM(), // Dynamic
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executable: null,
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jvmOptions: [
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'-XX:+UseConcMarkSweepGC',
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'-XX:+CMSIncrementalMode',
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'-XX:-UseAdaptiveSizePolicy',
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'-Xmn128M'
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],
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},
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game: {
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resWidth: 1280,
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resHeight: 720,
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fullscreen: false,
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autoConnect: true,
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launchDetached: true
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},
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launcher: {
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allowPrerelease: false
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}
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},
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newsCache: {
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date: null,
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content: null,
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dismissed: false
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},
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commonDirectory: path.join(dataPath, 'common'),
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instanceDirectory: path.join(dataPath, 'instances'),
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clientToken: uuidV4().replace(/-/g, ''),
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selectedServer: null, // Resolved
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selectedAccount: null,
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authenticationDatabase: {},
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modConfigurations: []
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}
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let config = null
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// Persistance Utility Functions
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/**
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* Save the current configuration to a file.
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*/
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exports.save = function(){
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const filePath = path.join(dataPath, 'config.json')
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fs.writeFileSync(filePath, JSON.stringify(config, null, 4), 'UTF-8')
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}
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/**
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* Load the configuration into memory. If a configuration file exists,
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* that will be read and saved. Otherwise, a default configuration will
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* be generated. Note that "resolved" values default to null and will
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* need to be externally assigned.
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*/
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exports.load = function(){
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// Determine the effective configuration.
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const filePath = path.join(dataPath, 'config.json')
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if(!fs.existsSync(filePath)){
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// Create all parent directories.
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mkpath.sync(path.join(filePath, '..'))
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config = DEFAULT_CONFIG
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exports.save()
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} else {
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let doValidate = false
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try {
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config = JSON.parse(fs.readFileSync(filePath, 'UTF-8'))
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doValidate = true
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} catch (err){
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console.error(err)
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console.log('%c[ConfigManager]', 'color: #a02d2a; font-weight: bold', 'Configuration file contains malformed JSON or is corrupt.')
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console.log('%c[ConfigManager]', 'color: #a02d2a; font-weight: bold', 'Generating a new configuration file.')
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mkpath.sync(path.join(filePath, '..'))
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config = DEFAULT_CONFIG
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exports.save()
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}
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if(doValidate){
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config = validateKeySet(DEFAULT_CONFIG, config)
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exports.save()
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}
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}
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console.log('%c[ConfigManager]', 'color: #a02d2a; font-weight: bold', 'Successfully Loaded')
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}
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/**
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* @returns {boolean} Whether or not the manager has been loaded.
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*/
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exports.isLoaded = function(){
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return config != null
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}
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/**
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* Validate that the destination object has at least every field
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* present in the source object. Assign a default value otherwise.
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*
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* @param {Object} srcObj The source object to reference against.
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* @param {Object} destObj The destination object.
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* @returns {Object} A validated destination object.
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*/
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function validateKeySet(srcObj, destObj){
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if(srcObj == null){
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srcObj = {}
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}
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const validationBlacklist = ['authenticationDatabase']
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const keys = Object.keys(srcObj)
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for(let i=0; i<keys.length; i++){
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if(typeof destObj[keys[i]] === 'undefined'){
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destObj[keys[i]] = srcObj[keys[i]]
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} else if(typeof srcObj[keys[i]] === 'object' && srcObj[keys[i]] != null && !(srcObj[keys[i]] instanceof Array) && validationBlacklist.indexOf(keys[i]) === -1){
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destObj[keys[i]] = validateKeySet(srcObj[keys[i]], destObj[keys[i]])
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}
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}
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return destObj
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}
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/**
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* Retrieve the absolute path of the launcher directory.
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*
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* @returns {string} The absolute path of the launcher directory.
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*/
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exports.getLauncherDirectory = function(){
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return dataPath
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}
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/**
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* Check to see if this is the first time the user has launched the
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* application. This is determined by the existance of the data path.
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*
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* @returns {boolean} True if this is the first launch, otherwise false.
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*/
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exports.isFirstLaunch = function(){
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return firstLaunch
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}
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/**
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* Returns the name of the folder in the OS temp directory which we
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* will use to extract and store native dependencies for game launch.
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*
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* @returns {string} The name of the folder.
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*/
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exports.getTempNativeFolder = function(){
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return 'WCNatives'
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}
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// System Settings (Unconfigurable on UI)
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/**
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* Retrieve the news cache to determine
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* whether or not there is newer news.
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*
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* @returns {Object} The news cache object.
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*/
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exports.getNewsCache = function(){
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return config.newsCache
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}
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/**
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* Set the new news cache object.
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*
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* @param {Object} newsCache The new news cache object.
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*/
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exports.setNewsCache = function(newsCache){
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config.newsCache = newsCache
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}
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/**
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* Set whether or not the news has been dismissed (checked)
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*
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* @param {boolean} dismissed Whether or not the news has been dismissed (checked).
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*/
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exports.setNewsCacheDismissed = function(dismissed){
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config.newsCache.dismissed = dismissed
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}
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/**
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* Retrieve the common directory for shared
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* game files (assets, libraries, etc).
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*
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* @returns {string} The launcher's common directory.
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*/
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exports.getCommonDirectory = function(){
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return config.commonDirectory
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}
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/**
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* Retrieve the instance directory for the per
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* server game directories.
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*
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* @returns {string} The launcher's instance directory.
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*/
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exports.getInstanceDirectory = function(){
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return config.instanceDirectory
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}
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/**
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* Retrieve the launcher's Client Token.
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* There is no default client token.
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*
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* @returns {string} The launcher's Client Token.
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*/
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exports.getClientToken = function(){
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return config.clientToken
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}
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/**
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* Set the launcher's Client Token.
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*
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* @param {string} clientToken The launcher's new Client Token.
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*/
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exports.setClientToken = function(clientToken){
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config.clientToken = clientToken
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}
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/**
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* Retrieve the ID of the selected serverpack.
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*
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* @param {boolean} def Optional. If true, the default value will be returned.
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* @returns {string} The ID of the selected serverpack.
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*/
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exports.getSelectedServer = function(def = false){
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return !def ? config.selectedServer : DEFAULT_CONFIG.clientToken
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}
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/**
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* Set the ID of the selected serverpack.
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*
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* @param {string} serverID The ID of the new selected serverpack.
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*/
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exports.setSelectedServer = function(serverID){
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config.selectedServer = serverID
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}
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/**
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* Get an array of each account currently authenticated by the launcher.
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*
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* @returns {Array.<Object>} An array of each stored authenticated account.
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*/
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exports.getAuthAccounts = function(){
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return config.authenticationDatabase
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}
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/**
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* Returns the authenticated account with the given uuid. Value may
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* be null.
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*
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* @param {string} uuid The uuid of the authenticated account.
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* @returns {Object} The authenticated account with the given uuid.
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*/
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exports.getAuthAccount = function(uuid){
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return config.authenticationDatabase[uuid]
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}
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/**
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* Update the access token of an authenticated account.
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*
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* @param {string} uuid The uuid of the authenticated account.
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* @param {string} accessToken The new Access Token.
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*
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* @returns {Object} The authenticated account object created by this action.
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*/
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exports.updateAuthAccount = function(uuid, accessToken){
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config.authenticationDatabase[uuid].accessToken = accessToken
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return config.authenticationDatabase[uuid]
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}
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/**
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* Adds an authenticated account to the database to be stored.
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*
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* @param {string} uuid The uuid of the authenticated account.
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* @param {string} accessToken The accessToken of the authenticated account.
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* @param {string} username The username (usually email) of the authenticated account.
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* @param {string} displayName The in game name of the authenticated account.
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*
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* @returns {Object} The authenticated account object created by this action.
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*/
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exports.addAuthAccount = function(uuid, accessToken, username, displayName){
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config.selectedAccount = uuid
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config.authenticationDatabase[uuid] = {
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accessToken,
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username,
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uuid,
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displayName
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}
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return config.authenticationDatabase[uuid]
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}
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/**
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* Remove an authenticated account from the database. If the account
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* was also the selected account, a new one will be selected. If there
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* are no accounts, the selected account will be null.
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*
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* @param {string} uuid The uuid of the authenticated account.
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*
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* @returns {boolean} True if the account was removed, false if it never existed.
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*/
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exports.removeAuthAccount = function(uuid){
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if(config.authenticationDatabase[uuid] != null){
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delete config.authenticationDatabase[uuid]
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if(config.selectedAccount === uuid){
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const keys = Object.keys(config.authenticationDatabase)
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if(keys.length > 0){
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config.selectedAccount = keys[0]
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} else {
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config.selectedAccount = null
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}
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}
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return true
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}
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return false
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}
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/**
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* Get the currently selected authenticated account.
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*
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* @returns {Object} The selected authenticated account.
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*/
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exports.getSelectedAccount = function(){
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return config.authenticationDatabase[config.selectedAccount]
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}
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/**
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* Set the selected authenticated account.
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*
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* @param {string} uuid The UUID of the account which is to be set
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* as the selected account.
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*
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* @returns {Object} The selected authenticated account.
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*/
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exports.setSelectedAccount = function(uuid){
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const authAcc = config.authenticationDatabase[uuid]
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if(authAcc != null) {
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config.selectedAccount = uuid
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}
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return authAcc
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}
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/**
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* Get an array of each mod configuration currently stored.
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*
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* @returns {Array.<Object>} An array of each stored mod configuration.
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*/
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exports.getModConfigurations = function(){
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return config.modConfigurations
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}
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/**
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* Set the array of stored mod configurations.
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*
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* @param {Array.<Object>} configurations An array of mod configurations.
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*/
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exports.setModConfigurations = function(configurations){
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config.modConfigurations = configurations
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}
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/**
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* Get the mod configuration for a specific server.
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*
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* @param {string} serverid The id of the server.
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* @returns {Object} The mod configuration for the given server.
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*/
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exports.getModConfiguration = function(serverid){
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const cfgs = config.modConfigurations
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for(let i=0; i<cfgs.length; i++){
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if(cfgs[i].id === serverid){
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return cfgs[i]
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}
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}
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return null
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}
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/**
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* Set the mod configuration for a specific server. This overrides any existing value.
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*
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* @param {string} serverid The id of the server for the given mod configuration.
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* @param {Object} configuration The mod configuration for the given server.
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*/
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exports.setModConfiguration = function(serverid, configuration){
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const cfgs = config.modConfigurations
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for(let i=0; i<cfgs.length; i++){
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if(cfgs[i].id === serverid){
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cfgs[i] = configuration
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return
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}
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}
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cfgs.push(configuration)
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}
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// User Configurable Settings
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// Java Settings
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/**
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* Retrieve the minimum amount of memory for JVM initialization. This value
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* contains the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
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* 1024 MegaBytes, etc.
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*
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* @param {boolean} def Optional. If true, the default value will be returned.
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* @returns {string} The minimum amount of memory for JVM initialization.
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*/
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exports.getMinRAM = function(def = false){
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return !def ? config.settings.java.minRAM : DEFAULT_CONFIG.settings.java.minRAM
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}
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/**
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* Set the minimum amount of memory for JVM initialization. This value should
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* contain the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
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* 1024 MegaBytes, etc.
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*
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* @param {string} minRAM The new minimum amount of memory for JVM initialization.
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*/
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exports.setMinRAM = function(minRAM){
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config.settings.java.minRAM = minRAM
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}
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/**
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* Retrieve the maximum amount of memory for JVM initialization. This value
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* contains the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
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* 1024 MegaBytes, etc.
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*
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* @param {boolean} def Optional. If true, the default value will be returned.
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* @returns {string} The maximum amount of memory for JVM initialization.
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*/
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exports.getMaxRAM = function(def = false){
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return !def ? config.settings.java.maxRAM : resolveMaxRAM()
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}
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/**
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* Set the maximum amount of memory for JVM initialization. This value should
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* contain the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
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* 1024 MegaBytes, etc.
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*
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* @param {string} maxRAM The new maximum amount of memory for JVM initialization.
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*/
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exports.setMaxRAM = function(maxRAM){
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config.settings.java.maxRAM = maxRAM
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}
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/**
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* Retrieve the path of the Java Executable.
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*
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* This is a resolved configuration value and defaults to null until externally assigned.
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*
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* @returns {string} The path of the Java Executable.
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*/
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exports.getJavaExecutable = function(){
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return config.settings.java.executable
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}
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/**
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* Set the path of the Java Executable.
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*
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* @param {string} executable The new path of the Java Executable.
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*/
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exports.setJavaExecutable = function(executable){
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config.settings.java.executable = executable
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}
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/**
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* Retrieve the additional arguments for JVM initialization. Required arguments,
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* such as memory allocation, will be dynamically resolved and will not be included
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* in this value.
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*
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* @param {boolean} def Optional. If true, the default value will be returned.
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* @returns {Array.<string>} An array of the additional arguments for JVM initialization.
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*/
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exports.getJVMOptions = function(def = false){
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return !def ? config.settings.java.jvmOptions : DEFAULT_CONFIG.settings.java.jvmOptions
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}
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/**
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* Set the additional arguments for JVM initialization. Required arguments,
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* such as memory allocation, will be dynamically resolved and should not be
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* included in this value.
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*
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* @param {Array.<string>} jvmOptions An array of the new additional arguments for JVM
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* initialization.
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*/
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exports.setJVMOptions = function(jvmOptions){
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config.settings.java.jvmOptions = jvmOptions
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}
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// Game Settings
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/**
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* Retrieve the width of the game window.
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*
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* @param {boolean} def Optional. If true, the default value will be returned.
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* @returns {number} The width of the game window.
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*/
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exports.getGameWidth = function(def = false){
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return !def ? config.settings.game.resWidth : DEFAULT_CONFIG.settings.game.resWidth
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}
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/**
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* Set the width of the game window.
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*
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* @param {number} resWidth The new width of the game window.
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*/
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exports.setGameWidth = function(resWidth){
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config.settings.game.resWidth = Number.parseInt(resWidth)
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}
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/**
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* Validate a potential new width value.
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*
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* @param {number} resWidth The width value to validate.
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* @returns {boolean} Whether or not the value is valid.
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*/
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exports.validateGameWidth = function(resWidth){
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const nVal = Number.parseInt(resWidth)
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return Number.isInteger(nVal) && nVal >= 0
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}
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/**
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* 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 = Number.parseInt(resHeight)
|
|
}
|
|
|
|
/**
|
|
* Validate a potential new height value.
|
|
*
|
|
* @param {number} resHeight The height value to validate.
|
|
* @returns {boolean} Whether or not the value is valid.
|
|
*/
|
|
exports.validateGameHeight = function(resHeight){
|
|
const nVal = Number.parseInt(resHeight)
|
|
return Number.isInteger(nVal) && nVal >= 0
|
|
}
|
|
|
|
/**
|
|
* 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.getFullscreen = 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.getAutoConnect = 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
|
|
}
|
|
|
|
/**
|
|
* Check if the game should launch as a detached process.
|
|
*
|
|
* @param {boolean} def Optional. If true, the default value will be returned.
|
|
* @returns {boolean} Whether or not the game will launch as a detached process.
|
|
*/
|
|
exports.getLaunchDetached = function(def = false){
|
|
return !def ? config.settings.game.launchDetached : DEFAULT_CONFIG.settings.game.launchDetached
|
|
}
|
|
|
|
/**
|
|
* Change the status of whether or not the game should launch as a detached process.
|
|
*
|
|
* @param {boolean} launchDetached Whether or not the game should launch as a detached process.
|
|
*/
|
|
exports.setLaunchDetached = function(launchDetached){
|
|
config.settings.game.launchDetached = launchDetached
|
|
}
|
|
|
|
// Launcher Settings
|
|
|
|
/**
|
|
* Check if the launcher should download prerelease versions.
|
|
*
|
|
* @param {boolean} def Optional. If true, the default value will be returned.
|
|
* @returns {boolean} Whether or not the launcher should download prerelease versions.
|
|
*/
|
|
exports.getAllowPrerelease = function(def = false){
|
|
return !def ? config.settings.launcher.allowPrerelease : DEFAULT_CONFIG.settings.launcher.allowPrerelease
|
|
}
|
|
|
|
/**
|
|
* Change the status of Whether or not the launcher should download prerelease versions.
|
|
*
|
|
* @param {boolean} launchDetached Whether or not the launcher should download prerelease versions.
|
|
*/
|
|
exports.setAllowPrerelease = function(allowPrerelease){
|
|
config.settings.launcher.allowPrerelease = allowPrerelease
|
|
} |