dtmt/crates/dtmm/src/controller/game.rs
Lucas Schwiderski 707a3ead8b
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build/linux Build for the target platform: linux
feat(dtmm): Guard certain Lua libraries behind a setting
Libraries like `io`, `os` and `ffi` allow practically unrestricted
access to the system's files and running arbitrary operations.
The base game removes them for this reason, and while we don't want to
disable them permanently, very few mods should ever have a need for
them.

So we hide them behind a setting, worded so that people only enable it
when absolutely needed.

Closes #112.
2023-04-24 16:45:49 +02:00

865 lines
29 KiB
Rust

use std::collections::HashMap;
use std::io::{self, Cursor, ErrorKind};
use std::path::{Path, PathBuf};
use std::str::FromStr;
use std::sync::Arc;
use color_eyre::eyre::Context;
use color_eyre::{eyre, Help, Report, Result};
use futures::stream;
use futures::StreamExt;
use path_slash::PathBufExt;
use sdk::filetype::lua;
use sdk::filetype::package::Package;
use sdk::murmur::Murmur64;
use sdk::{
Bundle, BundleDatabase, BundleFile, BundleFileType, BundleFileVariant, FromBinary, ToBinary,
};
use serde::{Deserialize, Serialize};
use string_template::Template;
use time::OffsetDateTime;
use tokio::fs;
use tokio::io::AsyncWriteExt;
use tracing::Instrument;
use super::read_sjson_file;
use crate::controller::app::check_mod_order;
use crate::state::{ActionState, PackageInfo};
const MOD_BUNDLE_NAME: &str = "packages/mods";
const BOOT_BUNDLE_NAME: &str = "packages/boot";
const DML_BUNDLE_NAME: &str = "packages/dml";
const BUNDLE_DATABASE_NAME: &str = "bundle_database.data";
const MOD_BOOT_SCRIPT: &str = "scripts/mod_main";
const MOD_DATA_SCRIPT: &str = "scripts/mods/mod_data";
const SETTINGS_FILE_PATH: &str = "application_settings/settings_common.ini";
const DEPLOYMENT_DATA_PATH: &str = "dtmm-deployment.sjson";
#[derive(Debug, Serialize, Deserialize)]
struct DeploymentData {
bundles: Vec<String>,
#[serde(with = "time::serde::iso8601")]
timestamp: OffsetDateTime,
}
#[tracing::instrument]
async fn read_file_with_backup<P>(path: P) -> Result<Vec<u8>>
where
P: AsRef<Path> + std::fmt::Debug,
{
let path = path.as_ref();
let backup_path = {
let mut p = PathBuf::from(path);
let ext = if let Some(ext) = p.extension() {
ext.to_string_lossy().to_string() + ".bak"
} else {
String::from("bak")
};
p.set_extension(ext);
p
};
let file_name = path
.file_name()
.map(|s| s.to_string_lossy().to_string())
.unwrap_or_else(|| String::from("file"));
let bin = match fs::read(&backup_path).await {
Ok(bin) => bin,
Err(err) if err.kind() == ErrorKind::NotFound => {
// TODO: This doesn't need to be awaited here, yet.
// I only need to make sure it has finished before writing the changed bundle.
tracing::debug!(
"Backup does not exist. Backing up original {} to '{}'",
file_name,
backup_path.display()
);
fs::copy(path, &backup_path).await.wrap_err_with(|| {
format!(
"Failed to back up {} '{}' to '{}'",
file_name,
path.display(),
backup_path.display()
)
})?;
tracing::debug!("Reading {} from original '{}'", file_name, path.display());
fs::read(path).await.wrap_err_with(|| {
format!("Failed to read {} file: {}", file_name, path.display())
})?
}
Err(err) => {
return Err(err).wrap_err_with(|| {
format!(
"Failed to read {} from backup '{}'",
file_name,
backup_path.display()
)
});
}
};
Ok(bin)
}
#[tracing::instrument(skip_all)]
async fn patch_game_settings(state: Arc<ActionState>) -> Result<()> {
let settings_path = state.game_dir.join("bundle").join(SETTINGS_FILE_PATH);
let settings = read_file_with_backup(&settings_path)
.await
.wrap_err("Failed to read settings.ini")?;
let settings = String::from_utf8(settings).wrap_err("Settings.ini is not valid UTF-8")?;
let mut f = fs::File::create(&settings_path)
.await
.wrap_err_with(|| format!("Failed to open {}", settings_path.display()))?;
let Some(i) = settings.find("boot_script =") else {
eyre::bail!("couldn't find 'boot_script' field");
};
f.write_all(settings[0..i].as_bytes()).await?;
f.write_all(b"boot_script = \"scripts/mod_main\"").await?;
let Some(j) = settings[i..].find('\n') else {
eyre::bail!("couldn't find end of 'boot_script' field");
};
f.write_all(settings[(i + j)..].as_bytes()).await?;
Ok(())
}
#[tracing::instrument(skip_all, fields(package = info.name))]
fn make_package(info: &PackageInfo) -> Result<Package> {
let mut pkg = Package::new(info.name.clone(), PathBuf::new());
for f in &info.files {
let mut it = f.rsplit('.');
let file_type = it
.next()
.ok_or_else(|| eyre::eyre!("missing file extension"))
.and_then(BundleFileType::from_str)
.wrap_err("Invalid file name in package info")?;
let name: String = it.collect();
pkg.add_file(file_type, name);
}
Ok(pkg)
}
fn build_mod_data_lua(state: Arc<ActionState>) -> String {
let mut lua = String::from("return {\n");
// DMF is handled explicitely by the loading procedures, as it actually drives most of that
// and should therefore not show up in the load order.
for mod_info in state.mods.iter().filter(|m| m.id != "dml" && m.enabled) {
lua.push_str(" {\n name = \"");
lua.push_str(&mod_info.name);
lua.push_str("\",\n id = \"");
lua.push_str(&mod_info.id);
lua.push_str("\",\n run = function()\n");
let resources = &mod_info.resources;
if resources.data.is_some() || resources.localization.is_some() {
lua.push_str(" new_mod(\"");
lua.push_str(&mod_info.id);
lua.push_str("\", {\n mod_script = \"");
lua.push_str(&resources.init.to_slash_lossy());
if let Some(data) = resources.data.as_ref() {
lua.push_str("\",\n mod_data = \"");
lua.push_str(&data.to_slash_lossy());
}
if let Some(localization) = &resources.localization {
lua.push_str("\",\n mod_localization = \"");
lua.push_str(&localization.to_slash_lossy());
}
lua.push_str("\",\n })\n");
} else {
lua.push_str(" return dofile(\"");
lua.push_str(&resources.init.to_slash_lossy());
lua.push_str("\")\n");
}
lua.push_str(" end,\n packages = {\n");
for pkg_info in &mod_info.packages {
lua.push_str(" \"");
lua.push_str(&pkg_info.name);
lua.push_str("\",\n");
}
lua.push_str(" },\n },\n");
}
lua.push('}');
tracing::debug!("mod_data_lua:\n{}", lua);
lua
}
#[tracing::instrument(skip_all)]
async fn build_bundles(state: Arc<ActionState>) -> Result<Vec<Bundle>> {
let mut mod_bundle = Bundle::new(MOD_BUNDLE_NAME.to_string());
let mut tasks = Vec::new();
let bundle_dir = Arc::new(state.game_dir.join("bundle"));
let mut bundles = Vec::new();
{
tracing::trace!("Building mod data script");
let span = tracing::debug_span!("Building mod data script");
let _enter = span.enter();
let lua = build_mod_data_lua(state.clone());
tracing::trace!("Compiling mod data script");
let file =
lua::compile(MOD_DATA_SCRIPT, &lua).wrap_err("Failed to compile mod data Lua file")?;
tracing::trace!("Compile mod data script");
mod_bundle.add_file(file);
}
tracing::trace!("Preparing tasks to deploy bundle files");
for mod_info in state.mods.iter().filter(|m| m.id != "dml" && m.enabled) {
let span = tracing::trace_span!("building mod packages", name = mod_info.name);
let _enter = span.enter();
let mod_dir = state.mod_dir.join(&mod_info.id);
for pkg_info in &mod_info.packages {
let span = tracing::trace_span!("building package", name = pkg_info.name);
let _enter = span.enter();
tracing::trace!(
"Building package {} for mod {}",
pkg_info.name,
mod_info.name
);
let pkg = make_package(pkg_info).wrap_err("Failed to make package")?;
let mut variant = BundleFileVariant::new();
let bin = pkg
.to_binary()
.wrap_err("Failed to serialize package to binary")?;
variant.set_data(bin);
let mut file = BundleFile::new(pkg_info.name.clone(), BundleFileType::Package);
file.add_variant(variant);
tracing::trace!(
"Compiled package {} for mod {}",
pkg_info.name,
mod_info.name
);
mod_bundle.add_file(file);
let bundle_name = format!("{:016x}", Murmur64::hash(&pkg_info.name));
let src = mod_dir.join(&bundle_name);
let dest = bundle_dir.join(&bundle_name);
let pkg_name = pkg_info.name.clone();
let mod_name = mod_info.name.clone();
// Explicitely drop the guard, so that we can move the span
// into the async operation
drop(_enter);
let ctx = state.ctx.clone();
let task = async move {
let bundle = {
let bin = fs::read(&src).await.wrap_err_with(|| {
format!("Failed to read bundle file '{}'", src.display())
})?;
let name = Bundle::get_name_from_path(&ctx, &src);
Bundle::from_binary(&ctx, name, bin)
.wrap_err_with(|| format!("Failed to parse bundle '{}'", src.display()))?
};
tracing::debug!(
src = %src.display(),
dest = %dest.display(),
"Copying bundle '{}' for mod '{}'",
pkg_name,
mod_name,
);
// We attempt to remove any previous file, so that the hard link can be created.
// We can reasonably ignore errors here, as a 'NotFound' is actually fine, the copy
// may be possible despite an error here, or the error will be reported by it anyways.
// TODO: There is a chance that we delete an actual game bundle, but with 64bit
// hashes, it's low enough for now, and the setup required to detect
// "game bundle vs mod bundle" is non-trivial.
let _ = fs::remove_file(&dest).await;
fs::copy(&src, &dest).await.wrap_err_with(|| {
format!(
"Failed to copy bundle {pkg_name} for mod {mod_name}. Src: {}, dest: {}",
src.display(),
dest.display()
)
})?;
Ok::<Bundle, color_eyre::Report>(bundle)
}
.instrument(span);
tasks.push(task);
}
}
tracing::debug!("Copying {} mod bundles", tasks.len());
let mut tasks = stream::iter(tasks).buffer_unordered(10);
while let Some(res) = tasks.next().await {
let bundle = res?;
bundles.push(bundle);
}
{
let path = bundle_dir.join(format!("{:x}", mod_bundle.name().to_murmur64()));
tracing::trace!("Writing mod bundle to '{}'", path.display());
fs::write(&path, mod_bundle.to_binary()?)
.await
.wrap_err_with(|| format!("Failed to write bundle to '{}'", path.display()))?;
}
bundles.push(mod_bundle);
Ok(bundles)
}
#[tracing::instrument(skip_all)]
async fn patch_boot_bundle(state: Arc<ActionState>) -> Result<Vec<Bundle>> {
let bundle_dir = Arc::new(state.game_dir.join("bundle"));
let bundle_path = bundle_dir.join(format!("{:x}", Murmur64::hash(BOOT_BUNDLE_NAME.as_bytes())));
let mut bundles = Vec::with_capacity(2);
let mut boot_bundle = async {
let bin = read_file_with_backup(&bundle_path)
.await
.wrap_err("Failed to read boot bundle")?;
Bundle::from_binary(&state.ctx, BOOT_BUNDLE_NAME.to_string(), bin)
.wrap_err("Failed to parse boot bundle")
}
.instrument(tracing::trace_span!("read boot bundle"))
.await
.wrap_err_with(|| format!("Failed to read bundle '{}'", BOOT_BUNDLE_NAME))?;
{
tracing::trace!("Adding mod package file to boot bundle");
let span = tracing::trace_span!("create mod package file");
let _enter = span.enter();
let mut pkg = Package::new(MOD_BUNDLE_NAME.to_string(), PathBuf::new());
for mod_info in &state.mods {
for pkg_info in &mod_info.packages {
pkg.add_file(BundleFileType::Package, &pkg_info.name);
}
}
pkg.add_file(BundleFileType::Lua, MOD_DATA_SCRIPT);
let mut variant = BundleFileVariant::new();
variant.set_data(pkg.to_binary()?);
let mut f = BundleFile::new(MOD_BUNDLE_NAME.to_string(), BundleFileType::Package);
f.add_variant(variant);
boot_bundle.add_file(f);
}
{
tracing::trace!("Handling DML packages and bundle");
let span = tracing::trace_span!("handle DML");
let _enter = span.enter();
let mut variant = BundleFileVariant::new();
let mod_info = state
.mods
.iter()
.find(|m| m.id == "dml")
.ok_or_else(|| eyre::eyre!("DML not found in mod list"))?;
let pkg_info = mod_info
.packages
.get(0)
.ok_or_else(|| eyre::eyre!("invalid mod package for DML"))
.with_suggestion(|| "Re-download and import the newest version.".to_string())?;
let bundle_name = format!("{:016x}", Murmur64::hash(&pkg_info.name));
let src = state.mod_dir.join(&mod_info.id).join(&bundle_name);
{
let bin = fs::read(&src)
.await
.wrap_err_with(|| format!("Failed to read bundle file '{}'", src.display()))?;
let name = Bundle::get_name_from_path(&state.ctx, &src);
let dml_bundle = Bundle::from_binary(&state.ctx, name, bin)
.wrap_err_with(|| format!("Failed to parse bundle '{}'", src.display()))?;
bundles.push(dml_bundle);
};
{
let dest = bundle_dir.join(&bundle_name);
let pkg_name = pkg_info.name.clone();
let mod_name = mod_info.name.clone();
tracing::debug!(
"Copying bundle {} for mod {}: {} -> {}",
pkg_name,
mod_name,
src.display(),
dest.display()
);
// We attempt to remove any previous file, so that the hard link can be created.
// We can reasonably ignore errors here, as a 'NotFound' is actually fine, the copy
// may be possible despite an error here, or the error will be reported by it anyways.
// TODO: There is a chance that we delete an actual game bundle, but with 64bit
// hashes, it's low enough for now, and the setup required to detect
// "game bundle vs mod bundle" is non-trivial.
let _ = fs::remove_file(&dest).await;
fs::copy(&src, &dest).await.wrap_err_with(|| {
format!(
"Failed to copy bundle {pkg_name} for mod {mod_name}. Src: {}, dest: {}",
src.display(),
dest.display()
)
})?;
}
let pkg = make_package(pkg_info).wrap_err("Failed to create package file for dml")?;
variant.set_data(pkg.to_binary()?);
let mut f = BundleFile::new(DML_BUNDLE_NAME.to_string(), BundleFileType::Package);
f.add_variant(variant);
boot_bundle.add_file(f);
}
{
let span = tracing::debug_span!("Importing mod main script");
let _enter = span.enter();
let is_io_enabled = format!("{}", state.is_io_enabled);
let mut data = HashMap::new();
data.insert("is_io_enabled", is_io_enabled.as_str());
let tmpl = include_str!("../../assets/mod_main.lua");
let lua = Template::new(tmpl).render(&data);
tracing::trace!("Main script rendered:\n===========\n{}\n=============", lua);
let file =
lua::compile(MOD_BOOT_SCRIPT, lua).wrap_err("Failed to compile mod main Lua file")?;
boot_bundle.add_file(file);
}
async {
let bin = boot_bundle
.to_binary()
.wrap_err("Failed to serialize boot bundle")?;
fs::write(&bundle_path, bin)
.await
.wrap_err_with(|| format!("Failed to write main bundle: {}", bundle_path.display()))
}
.instrument(tracing::trace_span!("write boot bundle"))
.await?;
bundles.push(boot_bundle);
Ok(bundles)
}
#[tracing::instrument(skip_all, fields(bundles = bundles.as_ref().len()))]
async fn patch_bundle_database<B>(state: Arc<ActionState>, bundles: B) -> Result<()>
where
B: AsRef<[Bundle]>,
{
let bundle_dir = Arc::new(state.game_dir.join("bundle"));
let database_path = bundle_dir.join(BUNDLE_DATABASE_NAME);
let mut db = {
let bin = read_file_with_backup(&database_path)
.await
.wrap_err("Failed to read bundle database")?;
let mut r = Cursor::new(bin);
let db = BundleDatabase::from_binary(&mut r).wrap_err("Failed to parse bundle database")?;
tracing::trace!("Finished parsing bundle database");
db
};
for bundle in bundles.as_ref() {
tracing::trace!("Adding '{}' to bundle database", bundle.name().display());
db.add_bundle(bundle);
}
{
let bin = db
.to_binary()
.wrap_err("Failed to serialize bundle database")?;
fs::write(&database_path, bin).await.wrap_err_with(|| {
format!(
"failed to write bundle database to '{}'",
database_path.display()
)
})?;
}
Ok(())
}
#[tracing::instrument(skip_all, fields(bundles = bundles.as_ref().len()))]
async fn write_deployment_data<B>(state: Arc<ActionState>, bundles: B) -> Result<()>
where
B: AsRef<[Bundle]>,
{
let info = DeploymentData {
timestamp: OffsetDateTime::now_utc(),
bundles: bundles
.as_ref()
.iter()
.map(|bundle| format!("{:x}", bundle.name().to_murmur64()))
.collect(),
};
let path = state.game_dir.join(DEPLOYMENT_DATA_PATH);
let data = serde_sjson::to_string(&info).wrap_err("Failed to serizalie deployment data")?;
fs::write(&path, &data)
.await
.wrap_err_with(|| format!("Failed to write deployment data to '{}'", path.display()))?;
Ok(())
}
#[tracing::instrument(skip_all, fields(
game_dir = %state.game_dir.display(),
mods = state.mods.len()
))]
pub(crate) async fn deploy_mods(state: ActionState) -> Result<()> {
let state = Arc::new(state);
let bundle_dir = state.game_dir.join("bundle");
let boot_bundle_path = format!("{:016x}", Murmur64::hash(BOOT_BUNDLE_NAME.as_bytes()));
if fs::metadata(bundle_dir.join(format!("{boot_bundle_path}.patch_999")))
.await
.is_ok()
{
let err = eyre::eyre!("Found dtkit-patch-based mod installation.");
return Err(err)
.with_suggestion(|| {
"If you're a mod author and saved projects directly in 'mods/', \
use DTMT to migrate them to the new project structure."
.to_string()
})
.with_suggestion(|| {
"Click 'Reset Game' to remove the previous mod installation.".to_string()
});
}
let (_, game_info, deployment_info) = tokio::try_join!(
async {
fs::metadata(&bundle_dir)
.await
.wrap_err("Failed to open game bundle directory")
.with_suggestion(|| "Double-check 'Game Directory' in the Settings tab.")
},
async {
tokio::task::spawn_blocking(dtmt_shared::collect_game_info)
.await
.map_err(Report::new)
},
async {
let path = state.game_dir.join(DEPLOYMENT_DATA_PATH);
match read_sjson_file::<_, DeploymentData>(path)
.await
{
Ok(data) => Ok(Some(data)),
Err(err) => {
if let Some(err) = err.downcast_ref::<std::io::Error>() && err.kind() == ErrorKind::NotFound {
Ok(None)
} else {
Err(err).wrap_err("Failed to read deployment data")
}
}
}
}
)
.wrap_err("Failed to gather deployment information")?;
tracing::debug!(?game_info, ?deployment_info);
if let Some(game_info) = game_info {
if deployment_info
.as_ref()
.map(|i| game_info.last_updated > i.timestamp)
.unwrap_or(false)
{
tracing::warn!(
"Game was updated since last mod deployment. \
Attempting to reconcile game files."
);
tokio::try_join!(
async {
let path = bundle_dir.join(BUNDLE_DATABASE_NAME);
let backup_path = path.with_extension("data.bak");
fs::copy(&path, &backup_path)
.await
.wrap_err("Failed to re-create backup for bundle database.")
},
async {
let path = bundle_dir.join(boot_bundle_path);
let backup_path = path.with_extension("bak");
fs::copy(&path, &backup_path)
.await
.wrap_err("Failed to re-create backup for boot bundle")
}
)
.with_suggestion(|| {
"Reset the game using 'Reset Game', then verify game files.".to_string()
})?;
tracing::info!(
"Successfully re-created game file backups. \
Continuing mod deployment."
);
}
}
check_mod_order(&state)?;
tracing::info!(
"Deploying {} mods to '{}'.",
state.mods.iter().filter(|i| i.enabled).count(),
bundle_dir.display()
);
tracing::info!("Build mod bundles");
let mut bundles = build_bundles(state.clone())
.await
.wrap_err("Failed to build mod bundles")?;
tracing::info!("Patch boot bundle");
let mut more_bundles = patch_boot_bundle(state.clone())
.await
.wrap_err("Failed to patch boot bundle")?;
bundles.append(&mut more_bundles);
if let Some(info) = &deployment_info {
let bundle_dir = Arc::new(bundle_dir);
let tasks = info.bundles.iter().cloned().filter_map(|file_name| {
let contains = bundles.iter().any(|b2| {
let name = format!("{:016x}", b2.name());
file_name == name
});
if !contains {
let bundle_dir = bundle_dir.clone();
let task = async move {
let path = bundle_dir.join(&file_name);
tracing::debug!("Removing unused bundle '{}'", file_name);
if let Err(err) = fs::remove_file(&path).await.wrap_err_with(|| {
format!("Failed to remove unused bundle '{}'", path.display())
}) {
tracing::error!("{:?}", err);
}
};
Some(task)
} else {
None
}
});
futures::future::join_all(tasks).await;
}
tracing::info!("Patch game settings");
patch_game_settings(state.clone())
.await
.wrap_err("Failed to patch game settings")?;
tracing::info!("Patching bundle database");
patch_bundle_database(state.clone(), &bundles)
.await
.wrap_err("Failed to patch bundle database")?;
tracing::info!("Writing deployment data");
write_deployment_data(state.clone(), &bundles)
.await
.wrap_err("Failed to write deployment data")?;
tracing::info!("Finished deploying mods");
Ok(())
}
#[tracing::instrument(skip_all)]
async fn reset_dtkit_patch(state: ActionState) -> Result<()> {
let bundle_dir = state.game_dir.join("bundle");
{
let path = bundle_dir.join(BUNDLE_DATABASE_NAME);
let backup_path = path.with_extension("data.bak");
fs::rename(&backup_path, &path).await.wrap_err_with(|| {
format!(
"Failed to move bundle database backup '{}' -> '{}'",
backup_path.display(),
path.display()
)
})?;
tracing::trace!("Reverted bundle database from backup");
}
for path in [
bundle_dir.join(format!(
"{:016x}.patch_999",
Murmur64::hash(BOOT_BUNDLE_NAME.as_bytes())
)),
state.game_dir.join("binaries/mod_loader"),
state.game_dir.join("toggle_darktide_mods.bat"),
state.game_dir.join("README.md"),
] {
match fs::remove_file(&path).await {
Ok(_) => tracing::trace!("Removed file '{}'", path.display()),
Err(err) if err.kind() != io::ErrorKind::NotFound => {
tracing::error!("Failed to remove file '{}': {}", path.display(), err)
}
Err(_) => {}
}
}
// We deliberately skip the `mods/` directory here.
// Many modders did their development right in there, and as people are prone to not read
// error messages and guides in full, there is bound to be someone who would have
// deleted all their source code if this removed the `mods/` folder.
for path in [state.game_dir.join("tools")] {
match fs::remove_dir_all(&path).await {
Ok(_) => tracing::trace!("Removed directory '{}'", path.display()),
Err(err) if err.kind() != io::ErrorKind::NotFound => {
tracing::error!("Failed to remove directory '{}': {}", path.display(), err)
}
Err(_) => {}
}
}
tracing::info!("Removed dtkit-patch-based mod installation.");
Ok(())
}
#[tracing::instrument(skip(state))]
pub(crate) async fn reset_mod_deployment(state: ActionState) -> Result<()> {
let boot_bundle_path = format!("{:016x}", Murmur64::hash(BOOT_BUNDLE_NAME.as_bytes()));
let paths = [BUNDLE_DATABASE_NAME, &boot_bundle_path, SETTINGS_FILE_PATH];
let bundle_dir = state.game_dir.join("bundle");
tracing::info!("Resetting mod deployment in {}", bundle_dir.display());
if fs::metadata(bundle_dir.join(format!("{boot_bundle_path}.patch_999")))
.await
.is_ok()
{
tracing::info!("Found dtkit-patch-based mod installation. Removing.");
return reset_dtkit_patch(state).await;
}
tracing::debug!("Reading mod deployment");
let info: DeploymentData = {
let path = state.game_dir.join(DEPLOYMENT_DATA_PATH);
let data = match fs::read(&path).await {
Ok(data) => data,
Err(err) if err.kind() == ErrorKind::NotFound => {
tracing::info!("No deployment to reset");
return Ok(());
}
Err(err) => {
return Err(err).wrap_err_with(|| {
format!("Failed to read deployment info at '{}'", path.display())
});
}
};
let data = String::from_utf8(data).wrap_err("Invalid UTF8 in deployment data")?;
serde_sjson::from_str(&data).wrap_err("Invalid SJSON in deployment data")?
};
for name in info.bundles {
let path = bundle_dir.join(name);
match fs::remove_file(&path).await {
Ok(_) => {}
Err(err) if err.kind() == ErrorKind::NotFound => {}
Err(err) => {
tracing::error!("Failed to remove '{}': {:?}", path.display(), err);
}
};
}
for p in paths {
let path = bundle_dir.join(p);
let backup = bundle_dir.join(&format!("{}.bak", p));
let res = async {
tracing::debug!(
"Copying from backup: {} -> {}",
backup.display(),
path.display()
);
fs::copy(&backup, &path)
.await
.wrap_err_with(|| format!("Failed to copy from '{}'", backup.display()))?;
tracing::debug!("Deleting backup: {}", backup.display());
match fs::remove_file(&backup).await {
Ok(_) => Ok(()),
Err(err) if err.kind() == ErrorKind::NotFound => Ok(()),
Err(err) => {
Err(err).wrap_err_with(|| format!("Failed to remove '{}'", backup.display()))
}
}
}
.await;
if let Err(err) = res {
tracing::error!(
"Failed to restore '{}' from backup. You may need to verify game files. Error: {:?}",
&p,
err
);
}
}
{
let path = state.game_dir.join(DEPLOYMENT_DATA_PATH);
if let Err(err) = fs::remove_file(&path).await {
tracing::error!(
"Failed to remove deployment data '{}': {:?}",
path.display(),
err
);
}
}
tracing::info!("Reset finished");
Ok(())
}