Files
bitburner-src/electron/storage.js

521 lines
16 KiB
JavaScript

/** @import { BrowserWindow } from "electron" */
/** @typedef {string | Uint8Array} SaveData */
/* eslint-disable @typescript-eslint/no-var-requires */
const { app, ipcMain } = require("electron");
const path = require("path");
const fs = require("fs/promises");
const log = require("electron-log");
const flatten = require("lodash/flatten");
const Store = require("electron-store");
const { decodeBase64BytesToBytes, isBinaryFormat, isSteamCloudFormat } = require("./saveDataBinaryFormat");
const store = new Store();
const { steamworksClient } = require("./steamworksUtils");
/** @param {string} directory */
// https://stackoverflow.com/a/69418940
const dirSize = async (directory) => {
const files = await fs.readdir(directory);
const stats = files.map((file) => fs.stat(path.join(directory, file)));
return (await Promise.all(stats)).reduce((accumulator, { size }) => accumulator + size, 0);
};
/** @param {string} directory */
const getDirFileStats = async (directory) => {
const files = await fs.readdir(directory);
const stats = files.map((f) => {
const file = path.join(directory, f);
return fs.stat(file).then((stat) => ({ file, stat }));
});
const data = await Promise.all(stats);
return data;
};
/** @param {string} directory */
const getNewestFile = async (directory) => {
const data = await getDirFileStats(directory);
return data.sort((a, b) => b.stat.mtime.getTime() - a.stat.mtime.getTime())[0];
};
/** @param {BrowserWindow} window */
const getAllSaves = async (window) => {
const rootDirectory = getSaveFolder(window, true);
const data = await fs.readdir(rootDirectory, { withFileTypes: true });
const savesPromises = data
.filter((e) => e.isDirectory())
.map((dir) => path.join(rootDirectory, dir.name))
.map((dir) => getDirFileStats(dir));
const saves = await Promise.all(savesPromises);
const flat = flatten(saves);
return flat;
};
/** @param {BrowserWindow} window */
async function prepareSaveFolders(window) {
const rootFolder = getSaveFolder(window, true);
const currentFolder = getSaveFolder(window);
const backupsFolder = path.join(rootFolder, "/_backups");
await prepareFolders(rootFolder, currentFolder, backupsFolder);
}
/** @param {...string} folders */
async function prepareFolders(...folders) {
for (const folder of folders) {
try {
// Making sure the folder exists
await fs.stat(folder);
} catch (error) {
// @ts-expect-error - Node.js guarantees that errors thrown by its APIs are instances of the standard Error class
// and include an error.code property.
if (error.code === "ENOENT") {
log.warn(`'${folder}' not found, creating it...`);
await fs.mkdir(folder);
} else {
log.error(error);
}
}
}
}
// TODO: Check callers of this function. They currently don't properly handle the case where this function returns
// undefined due to errors when reading folder stats.
/** @param {string} saveFolder */
async function getFolderSizeInBytes(saveFolder) {
try {
return await dirSize(saveFolder);
} catch (error) {
log.error(error);
}
}
/** @param {boolean} value */
function setAutosaveConfig(value) {
store.set("autosave-enabled", value);
}
function isAutosaveEnabled() {
return store.get("autosave-enabled", true);
}
/** @param {boolean} value */
function setCloudEnabledConfig(value) {
store.set("cloud-enabled", value);
}
function isMenuHideEnabled() {
return store.get("autoHideMenuBar", false);
}
/** @param {boolean} value */
function setMenuHideConfig(value) {
return store.set("autoHideMenuBar", value);
}
/**
* @param {BrowserWindow} window
* @param {boolean} [root]
*/
function getSaveFolder(window, root = false) {
if (root) {
return path.join(app.getPath("userData"), "/saves");
}
// TODO: check undefined gameInfo case
const identifier = window.gameInfo?.player?.identifier ?? "";
return path.join(app.getPath("userData"), "/saves", `/${identifier}`);
}
function isCloudEnabled() {
// If the Steam API could not be initialized on game start, we'll abort this.
if (!steamworksClient) {
return false;
}
// If the user disables it in Steam there's nothing we can do
if (!steamworksClient.cloud.isEnabledForAccount()) {
return false;
}
// Let's check the config file to see if it's been overridden
if (!store.get("cloud-enabled", true)) {
return false;
}
if (!steamworksClient.cloud.isEnabledForApp()) {
steamworksClient.cloud.setEnabledForApp(true);
}
return true;
}
/**
* @param {string} name
* @param {string} content
*/
function saveCloudFile(name, content) {
if (!steamworksClient) {
return;
}
const result = steamworksClient.cloud.writeFile(name, content);
if (!result) {
log.warn(`Cannot write Steam Cloud save file: ${name}`);
}
}
/** @param {import("@catloversg/steamworks.js/client").cloud.FileInfo[]} files */
function logCloudFiles(files) {
for (const file of files) {
log.debug(
`Name: ${file.name}. Size: ${file.size}. ` +
`isFilePersisted: ${steamworksClient?.cloud.isFilePersisted(file.name)}. ` +
`timestamp: ${steamworksClient?.cloud.fileTimestamp(file.name)}`,
);
}
}
function getFilenameOfMostRecentlyPersistedCloudFile() {
if (!steamworksClient) {
return null;
}
const files = steamworksClient.cloud.listFiles();
if (files.length === 0) {
return null;
}
const filteredFiles = files
// @ts-expect-error - https://github.com/microsoft/TypeScript/issues/9998
.filter((file) => steamworksClient.cloud.isFilePersisted(file.name))
.map((file) => ({
file,
// @ts-expect-error - https://github.com/microsoft/TypeScript/issues/9998
timestamp: steamworksClient.cloud.fileTimestamp(file.name),
}))
.sort((a, b) => b.timestamp - a.timestamp)
.map((item) => item.file);
if (filteredFiles.length === 0) {
log.warn("Found cloud file(s) but none are persisted");
logCloudFiles(files);
return null;
}
if (filteredFiles.length > 1) {
log.warn("Found more than 1 persisted cloud file");
logCloudFiles(files);
}
const file = filteredFiles[0];
log.debug(`Found ${filteredFiles.length} files.`);
log.debug(`First File: ${file.name} (${file.size} bytes)`);
return file.name;
}
function getCloudFile() {
if (!steamworksClient) {
return null;
}
const filename = getFilenameOfMostRecentlyPersistedCloudFile();
if (filename === null) {
return null;
}
return steamworksClient.cloud.readFile(filename);
}
function deleteCloudFiles() {
if (!steamworksClient) {
return;
}
for (const file of steamworksClient.cloud.listFiles()) {
if (steamworksClient.cloud.deleteFile(file.name)) {
log.info(`Deleted Steam cloud file: ${file.name}`);
} else {
log.warn(`Cannot delete Steam cloud file: ${file.name}`);
}
}
}
/** @param {string} currentPlayerId */
async function backupSteamDataToDisk(currentPlayerId) {
if (!steamworksClient) {
return;
}
const files = steamworksClient.cloud.listFiles();
if (files.length === 0) {
return;
}
const file = files[0];
const previousPlayerId = file.name.replace(".json.gz", "");
if (previousPlayerId !== currentPlayerId) {
const backupSaveData = await getSteamCloudSaveData();
const backupFile = path.join(app.getPath("userData"), "/saves/_backups", `${previousPlayerId}.json.gz`);
await fs.writeFile(backupFile, backupSaveData, "utf8");
log.debug(`Saved backup game to '${backupFile}`);
}
}
/**
* The name of save file is `${currentPlayerId}.json.gz`. The content of save file is weird: it's a base64 string of the
* binary data of compressed json save string. It's weird because the extension is .json.gz while the content is a
* base64 string. Check the comments in the implementation to see why it is like that.
*
* @param {SaveData} saveData
* @param {string} currentPlayerId
* @returns
*/
async function pushSaveDataToSteamCloud(saveData, currentPlayerId) {
// TODO: Check whether we really need to throw an error here or if we can log and return.
if (!isCloudEnabled()) {
throw new Error("Steam Cloud is not enabled");
}
// TODO: Refactor this function and backupSteamDataToDisk. backupSteamDataToDisk is not really useful (it tries to
// back up the first cloud file). In the case of having multiple cloud files, calling backupSteamDataToDisk and
// saveCloudFile like this is useless.
try {
await backupSteamDataToDisk(currentPlayerId);
} catch (error) {
log.error("Cannot back up Steam data to disk", error);
}
const steamSaveName = `${currentPlayerId}.json.gz`;
/**
* When we push save file to Steam Cloud, we use steamworksClient.cloud.writeFile. This function requires a string as
* the file content. That is why saveData is encoded in base64 and pushed to Steam Cloud as a text file.
*
* Encoding saveData in UTF-8 (with buffer.toString("utf8")) is not the proper way to convert binary data to string.
* Quote from buffer's documentation: "If encoding is 'utf8' and a byte sequence in the input is not valid UTF-8, then
* each invalid byte is replaced with the replacement character U+FFFD.". The proper way to do it is to use
* String.fromCharCode or String.fromCodePoint.
*
* Instead of implementing it, the old code (encoding in base64) is used here for backward compatibility.
*/
const content = Buffer.from(saveData).toString("base64");
log.debug(`saveData: ${saveData.length} bytes`);
log.debug(`Base64 string of saveData: ${content.length} bytes`);
log.debug(`Saving to Steam Cloud as ${steamSaveName}`);
try {
saveCloudFile(steamSaveName, content);
} catch (error) {
log.error("Cannot save cloud file", error);
}
}
/**
* This function processes the save file in Steam Cloud and returns the save data in the binary format.
*/
async function getSteamCloudSaveData() {
if (!isCloudEnabled()) {
throw new Error("Steam Cloud is not enabled");
}
log.debug("Fetching Save in Steam Cloud");
const cloudString = getCloudFile();
// TODO: Refactor this function and its callers. Not having a cloud file is a valid case.
if (cloudString === null) {
throw new Error("Cannot get cloud file");
}
// Decode cloudString to get save data back.
const saveData = Buffer.from(cloudString, "base64");
log.debug(`SaveData: ${saveData.length} bytes`);
return saveData;
}
/**
* @param {BrowserWindow} window
* @param {{save: SaveData, fileName: string}} electronGameData
* @returns
*/
async function saveGameToDisk(window, electronGameData) {
const currentFolder = getSaveFolder(window);
let saveFolderSizeBytes = await getFolderSizeInBytes(currentFolder);
const maxFolderSizeBytes = store.get("autosave-quota", 1e8); // 100Mb
const remainingSpaceBytes = maxFolderSizeBytes - saveFolderSizeBytes;
log.debug(`Folder Usage: ${saveFolderSizeBytes} bytes`);
log.debug(`Folder Capacity: ${maxFolderSizeBytes} bytes`);
log.debug(
`Remaining: ${remainingSpaceBytes} bytes (${((saveFolderSizeBytes / maxFolderSizeBytes) * 100).toFixed(2)}% used)`,
);
let saveData = electronGameData.save;
const file = path.join(currentFolder, electronGameData.fileName);
try {
await fs.writeFile(file, saveData, "utf8");
log.debug(`Saved Game to '${file}'`);
log.debug(`Save Size: ${saveData.length} bytes`);
} catch (error) {
log.error(error);
}
const fileStats = await getDirFileStats(currentFolder);
const oldestFiles = fileStats
.sort((a, b) => a.stat.mtime.getTime() - b.stat.mtime.getTime())
.map((f) => f.file)
.filter((f) => f !== file);
while (saveFolderSizeBytes > maxFolderSizeBytes && oldestFiles.length > 0) {
const fileToRemove = oldestFiles.shift();
log.debug(`Over Quota -> Removing "${fileToRemove}"`);
try {
await fs.unlink(fileToRemove);
} catch (error) {
log.error(error);
}
saveFolderSizeBytes = await getFolderSizeInBytes(currentFolder);
log.debug(`Save Folder: ${saveFolderSizeBytes} bytes`);
log.debug(
`Remaining: ${maxFolderSizeBytes - saveFolderSizeBytes} bytes (${(
(saveFolderSizeBytes / maxFolderSizeBytes) *
100
).toFixed(2)}% used)`,
);
}
return file;
}
/** @param {BrowserWindow} window */
async function loadLastFromDisk(window) {
const folder = getSaveFolder(window);
const last = await getNewestFile(folder);
log.debug(`Last modified file: "${last.file}" (${last.stat.mtime.toLocaleString()})`);
return loadFileFromDisk(last.file);
}
/** @param {string} path */
async function loadFileFromDisk(path) {
const buffer = await fs.readFile(path);
let content;
if (isBinaryFormat(buffer)) {
// Save file is in the binary format.
content = buffer;
} else if (isSteamCloudFormat(buffer)) {
// Save file is in the Steam Cloud format.
content = decodeBase64BytesToBytes(buffer);
} else {
// Save file is in the base64 format.
content = buffer.toString("utf8");
}
log.debug(`Loaded file with ${content.length} bytes`);
return content;
}
/**
* @param {BrowserWindow} window
* @param {SaveData} save
*/
function getSaveInformation(window, save) {
return new Promise((resolve) => {
ipcMain.once("get-save-info-response", (__event, data) => {
resolve(data);
});
window.webContents.send("get-save-info-request", save);
});
}
/** @param {BrowserWindow} window */
function getCurrentSave(window) {
return new Promise((resolve) => {
ipcMain.once("get-save-data-response", (__event, data) => {
resolve(data);
});
window.webContents.send("get-save-data-request");
});
}
/**
* @param {BrowserWindow} window
* @param {SaveData} save
* @param {boolean} automatic
*/
function pushSaveGameForImport(window, save, automatic) {
ipcMain.once("push-import-result", (__event, arg) => {
log.debug(`Was save imported? ${arg.wasImported ? "Yes" : "No"}`);
});
window.webContents.send("push-save-request", { save, automatic });
}
/** @param {BrowserWindow} window */
async function restoreIfNewerExists(window) {
const currentSave = await getCurrentSave(window);
const currentData = await getSaveInformation(window, currentSave.save);
const steam = {};
const disk = {};
if (isCloudEnabled()) {
// TODO: Check if we can refactor to avoid using a try-catch block.
try {
steam.save = await getSteamCloudSaveData();
steam.data = await getSaveInformation(window, steam.save);
} catch (error) {
log.error("Could not retrieve Steam cloud file", error);
}
}
try {
const saves = (await getAllSaves(window)).sort((a, b) => b.stat.mtime.getTime() - a.stat.mtime.getTime());
if (saves.length > 0) {
disk.save = await loadFileFromDisk(saves[0].file);
disk.data = await getSaveInformation(window, disk.save);
}
} catch (error) {
log.error("Could not retrieve disk file");
log.debug(error);
}
const lowPlaytime = 1000 * 60 * 15;
let bestMatch;
if (!steam.data && !disk.data) {
log.info("No data to import");
} else if (!steam.data) {
// We'll just compare using the lastSave field for now.
log.debug("Best potential save match: Disk");
bestMatch = disk;
} else if (!disk.data) {
log.debug("Best potential save match: Steam Cloud");
bestMatch = steam;
} else if (steam.data.lastSave >= disk.data.lastSave || steam.data.playtime + lowPlaytime > disk.data.playtime) {
// We want to prioritze steam data if the playtime is very close
log.debug("Best potential save match: Steam Cloud");
bestMatch = steam;
} else {
log.debug("Best potential save match: disk");
bestMatch = disk;
}
if (bestMatch) {
if (bestMatch.data.lastSave > currentData.lastSave + 5000) {
// We add a few seconds to the currentSave's lastSave to prioritize it
log.info("Found newer data than the current's save file");
log.silly(bestMatch.data);
pushSaveGameForImport(window, bestMatch.save, true);
return true;
} else if (bestMatch.data.playtime > currentData.playtime && currentData.playtime < lowPlaytime) {
log.info("Found older save, but with more playtime, and current less than 15 mins played");
log.silly(bestMatch.data);
pushSaveGameForImport(window, bestMatch.save, true);
return true;
} else {
log.debug("Current save data is the freshest");
return false;
}
}
}
module.exports = {
getCurrentSave,
getSaveInformation,
restoreIfNewerExists,
pushSaveGameForImport,
pushSaveDataToSteamCloud,
getSteamCloudSaveData,
deleteCloudFiles,
saveGameToDisk,
loadLastFromDisk,
loadFileFromDisk,
getSaveFolder,
prepareSaveFolders,
getAllSaves,
isCloudEnabled,
setCloudEnabledConfig,
isAutosaveEnabled,
setAutosaveConfig,
isMenuHideEnabled,
setMenuHideConfig,
};