gameflow-deck/src/bun/api/jobs/launch-game-job.ts

222 lines
No EOL
7.9 KiB
TypeScript

import z from "zod";
import { IJob, JobContext } from "../task-queue";
import { ActiveGameSchema, ActiveGameType } from "@/bun/types/typesc.schema";
import { db, events, plugins } from "../app";
import * as appSchema from "@schema/app";
import { eq } from "drizzle-orm";
import { spawn } from 'node:child_process';
import { watch } from "node:fs";
import fs from "node:fs/promises";
import { updateLocalLastPlayed } from "../games/services/statusService";
export class LaunchGameJob implements IJob<z.infer<typeof LaunchGameJob.dataSchema>, string>
{
static id = "launch-game" as const;
static dataSchema = z.nullable(ActiveGameSchema);
group = "launch-game";
activeGame: ActiveGameType | null;
gameId: FrontEndId;
validCommand: CommandEntry;
gameSource?: string;
gameSourceId?: string;
changedSaveFiles: Map<string, SaveFileChange>;
saveFolderPath?: string;
constructor(gameId: FrontEndId, validCommand: CommandEntry, source?: string, sourceId?: string)
{
this.gameId = gameId;
this.validCommand = validCommand;
this.gameSource = source;
this.gameSourceId = sourceId;
this.activeGame = null;
this.changedSaveFiles = new Map();
}
async postPlay (gameInfo: { platformSlug?: string; })
{
if (this.gameId.source === 'local')
{
await updateLocalLastPlayed(Number(this.gameId.id));
}
const source = this.gameSource ?? this.gameId.source;
const id = this.gameSourceId ?? this.gameId.id;
await plugins.hooks.games.postPlay.promise(
{
source,
id,
command: this.validCommand,
saveFolderPath: this.saveFolderPath,
changedSaveFiles: Array.from(this.changedSaveFiles.values()),
validChangedSaveFiles: [],
gameInfo
}).catch(e => console.error(e));
}
prePlay (setProgress: (progress: number, state: string) => void, gameInfo: { platformSlug?: string; })
{
return plugins.hooks.games.prePlay.promise({
source: this.gameSource ?? this.gameId.source,
id: this.gameSourceId ?? this.gameId.id,
saveFolderPath: this.saveFolderPath,
command: this.validCommand,
setProgress: setProgress,
gameInfo
});
}
async start (context: JobContext<IJob<z.infer<typeof LaunchGameJob.dataSchema>, string>, z.infer<typeof LaunchGameJob.dataSchema>, string>)
{
let gameInfo: { name?: string, source_id?: string, source?: string; platformSlug?: string; } | undefined = undefined;
if (this.gameId.source === 'emulator')
{
gameInfo = { name: this.gameId.id };
} else
{
const localGame = await db.query.games.findFirst({
where: eq(appSchema.games.id, Number(this.gameId.id)), columns: {
name: true,
source_id: true,
source: true,
},
with: {
platform: {
columns: {
es_slug: true,
slug: true
}
}
}
});
if (localGame)
gameInfo = {
name: localGame.name ?? undefined,
source_id: localGame.source_id ?? undefined,
source: localGame.source ?? undefined,
platformSlug: localGame.platform.es_slug ?? localGame.platform.slug
};
}
const commandArgs = await plugins.hooks.games.emulatorLaunch.promise({
autoValidCommand: this.validCommand,
game: {
source: this.gameSource,
sourceId: this.gameSourceId,
id: this.gameId,
platformSlug: gameInfo?.platformSlug
},
dryRun: false
});
await new Promise(async (resolve, reject) =>
{
try
{
let game: any;
if (!commandArgs)
{
await this.prePlay(context.setProgress.bind(context), { platformSlug: gameInfo?.platformSlug }).catch(e => reject(e));
// ES-DE commands require shell execution. Some emulators fail otherwise.
const spawnGame = spawn(this.validCommand.command, {
shell: true,
cwd: this.validCommand.startDir,
signal: context.abortSignal,
env: {
}
});
context.setProgress(0, "playing");
spawnGame.stdout.on('data', data => console.log(data));
spawnGame.on('close', (code) =>
{
resolve(code);
});
spawnGame.on('error', e =>
{
console.error(e);
reject(e);
});
game = spawnGame;
}
else if (this.validCommand.metadata.emulatorBin)
{
this.saveFolderPath = commandArgs.savesPath;
await this.prePlay(context.setProgress.bind(context), { platformSlug: gameInfo?.platformSlug });
// We have full control over launching integrated emulators better to use bun spawn
const bunGame = Bun.spawn([this.validCommand.metadata.emulatorBin, ...commandArgs.args], {
cwd: this.validCommand.startDir,
signal: context.abortSignal,
env: {
}
});
context.setProgress(0, "playing");
if (commandArgs.savesPath && await fs.exists(commandArgs.savesPath))
{
const savesWatcher = watch(commandArgs.savesPath, { recursive: true, signal: context.abortSignal });
console.log("Starting To Watch", commandArgs.savesPath, "for save file changes");
savesWatcher.on('change', (type, filename) =>
{
if (typeof filename === 'string')
{
console.log("Save File Changed", filename);
this.changedSaveFiles.set(filename, { subPath: filename, cwd: commandArgs.savesPath!, shared: true });
}
});
bunGame.exited.then(() =>
{
savesWatcher.close();
console.log("Closing Save File Watching for", commandArgs.savesPath);
});
}
bunGame.exited.then(e =>
{
resolve(true);
}).catch(e =>
{
console.error(e);
reject(e);
});
game = bunGame;
} else
{
reject(new Error("No Emulator Bin"));
return;
}
this.activeGame = {
process: game,
name: gameInfo?.name ?? "Unknown",
gameId: this.gameId,
source: this.gameSource,
sourceId: this.gameSourceId,
command: this.validCommand
};
} catch (e)
{
context.abort(e);
reject(e);
}
});
await this.postPlay({ platformSlug: gameInfo?.platformSlug });
}
exposeData ()
{
return this.activeGame;
}
}