mirror of
https://github.com/Novattz/creamlinux-installer.git
synced 2026-01-24 12:22:49 -05:00
370 lines
11 KiB
TypeScript
370 lines
11 KiB
TypeScript
import { useState, useEffect, useRef } from 'react'
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import { invoke } from '@tauri-apps/api/core'
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import { listen } from '@tauri-apps/api/event'
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import { Game, DlcInfo } from '@/types'
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export interface DlcDialogState {
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visible: boolean
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gameId: string
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gameTitle: string
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dlcs: DlcInfo[]
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enabledDlcs: string[]
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isLoading: boolean
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isEditMode: boolean
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isUpdating: boolean
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progress: number
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progressMessage: string
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timeLeft: string
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error: string | null
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newDlcsCount: number
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}
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/**
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* Hook for managing DLC functionality
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* Handles fetching, filtering, and updating DLCs
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*/
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export function useDlcManager() {
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const [isFetchingDlcs, setIsFetchingDlcs] = useState(false)
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const dlcFetchController = useRef<AbortController | null>(null)
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const activeDlcFetchId = useRef<string | null>(null)
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const [forceReload, setForceReload] = useState(false)
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// DLC selection dialog state
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const [dlcDialog, setDlcDialog] = useState<DlcDialogState>({
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visible: false,
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gameId: '',
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gameTitle: '',
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dlcs: [],
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enabledDlcs: [],
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isLoading: false,
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isEditMode: false,
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isUpdating: false,
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progress: 0,
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progressMessage: '',
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timeLeft: '',
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error: null,
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newDlcsCount: 0,
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})
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// Set up event listeners for DLC streaming
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useEffect(() => {
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// Listen for individual DLC found events
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const setupDlcEventListeners = async () => {
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try {
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// This event is emitted for each DLC as it's found
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const unlistenDlcFound = await listen<string>('dlc-found', (event) => {
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const dlc = JSON.parse(event.payload) as { appid: string; name: string }
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// Add the DLC to the current list with enabled=true by default
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setDlcDialog((prev) => ({
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...prev,
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dlcs: [...prev.dlcs, { ...dlc, enabled: true }],
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}))
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})
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// When progress is 100%, mark loading as complete and reset fetch state
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const unlistenDlcProgress = await listen<{
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message: string
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progress: number
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timeLeft?: string
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}>('dlc-progress', (event) => {
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const { message, progress, timeLeft } = event.payload
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// Update the progress indicator
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setDlcDialog((prev) => ({
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...prev,
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progress,
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progressMessage: message,
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timeLeft: timeLeft || '',
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}))
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// If progress is 100%, mark loading as complete
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if (progress === 100) {
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setTimeout(() => {
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setDlcDialog((prev) => ({
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...prev,
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isLoading: false,
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isUpdating: false,
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}))
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// Reset fetch state
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setIsFetchingDlcs(false)
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activeDlcFetchId.current = null
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}, 500)
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}
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})
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// This event is emitted if there's an error
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const unlistenDlcError = await listen<{ error: string }>('dlc-error', (event) => {
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const { error } = event.payload
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console.error('DLC streaming error:', error)
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// Show error in dialog
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setDlcDialog((prev) => ({
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...prev,
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error,
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isLoading: false,
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}))
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})
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return () => {
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unlistenDlcFound()
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unlistenDlcProgress()
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unlistenDlcError()
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}
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} catch (error) {
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console.error('Error setting up DLC event listeners:', error)
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return () => {}
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}
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}
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const cleanup = setupDlcEventListeners()
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return () => {
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cleanup.then((fn) => fn())
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}
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}, [])
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// Clean up if component unmounts during a fetch
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useEffect(() => {
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return () => {
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// Clean up any ongoing fetch operations
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if (dlcFetchController.current) {
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dlcFetchController.current.abort()
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dlcFetchController.current = null
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}
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}
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}, [])
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// Function to fetch DLCs for a game with streaming updates
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const streamGameDlcs = async (gameId: string): Promise<void> => {
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try {
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// Set up flag to indicate we're fetching DLCs
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setIsFetchingDlcs(true)
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activeDlcFetchId.current = gameId
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// Start streaming DLCs - this won't return DLCs directly
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// Instead, it triggers events that we'll listen for
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await invoke('stream_game_dlcs', { gameId })
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return
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} catch (error) {
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if (error instanceof DOMException && error.name === 'AbortError') {
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console.log('DLC fetching was aborted')
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} else {
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console.error('Error starting DLC stream:', error)
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throw error
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}
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} finally {
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// Reset state when done or on error
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setIsFetchingDlcs(false)
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activeDlcFetchId.current = null
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}
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}
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// Handle game edit (show DLC management dialog) with proper reloading
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const handleGameEdit = async (gameId: string, games: Game[]) => {
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const game = games.find((g) => g.id === gameId)
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if (!game || !game.cream_installed) return
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// Check if we're already fetching DLCs for this game
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if (isFetchingDlcs && activeDlcFetchId.current === gameId) {
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console.log(`Already fetching DLCs for ${gameId}, ignoring duplicate request`)
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return
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}
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try {
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// Show dialog immediately with empty DLC list
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setDlcDialog({
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visible: true,
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gameId,
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gameTitle: game.title,
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dlcs: [],
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enabledDlcs: [],
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isLoading: true,
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isEditMode: true,
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isUpdating: false,
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progress: 0,
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progressMessage: 'Reading DLC configuration...',
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timeLeft: '',
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error: null,
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newDlcsCount: 0,
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})
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// Always get a fresh copy from the config file
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console.log('Loading DLC configuration from disk...')
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try {
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const allDlcs = await invoke<DlcInfo[]>('get_all_dlcs_command', {
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gamePath: game.path,
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}).catch((e) => {
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console.error('Error loading DLCs:', e)
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return [] as DlcInfo[]
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})
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if (allDlcs.length > 0) {
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// Log the fresh DLC config
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console.log('Loaded existing DLC configuration:', allDlcs)
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// Create a completely new array to avoid reference issues
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const freshDlcs = allDlcs.map((dlc) => ({ ...dlc }))
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setDlcDialog((prev) => ({
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...prev,
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dlcs: freshDlcs,
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isLoading: false,
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progress: 100,
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progressMessage: 'Loaded existing DLC configuration',
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}))
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// Reset force reload flag
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setForceReload(false)
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return
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}
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} catch (error) {
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console.warn('Could not read existing DLC configuration, falling back to API:', error)
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// Continue with API loading if config reading fails
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}
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// Mark that we're fetching DLCs for this game
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setIsFetchingDlcs(true)
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activeDlcFetchId.current = gameId
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// Create abort controller for fetch operation
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dlcFetchController.current = new AbortController()
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// Start streaming DLCs
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await streamGameDlcs(gameId).catch((error) => {
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if (error.name !== 'AbortError') {
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console.error('Error streaming DLCs:', error)
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setDlcDialog((prev) => ({
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...prev,
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error: `Failed to load DLCs: ${error}`,
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isLoading: false,
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}))
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}
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})
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// Try to get the enabled DLCs
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const enabledDlcs = await invoke<string[]>('get_enabled_dlcs_command', {
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gamePath: game.path,
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}).catch(() => [] as string[])
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// We'll update the enabled state of DLCs as they come in
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setDlcDialog((prev) => ({
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...prev,
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enabledDlcs,
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}))
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} catch (error) {
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console.error('Error preparing DLC edit:', error)
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setDlcDialog((prev) => ({
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...prev,
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error: `Failed to prepare DLC editor: ${error}`,
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isLoading: false,
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}))
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}
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}
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// Handle DLC selection dialog close
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const handleDlcDialogClose = () => {
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// Cancel any in-progress DLC fetching
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if (isFetchingDlcs && activeDlcFetchId.current) {
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console.log(`Aborting DLC fetch for game ${activeDlcFetchId.current}`)
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// This will signal to the Rust backend that we want to stop the process
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invoke('abort_dlc_fetch', { gameId: activeDlcFetchId.current }).catch((err) =>
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console.error('Error aborting DLC fetch:', err)
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)
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// Reset state
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activeDlcFetchId.current = null
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setIsFetchingDlcs(false)
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}
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// Clear controller
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if (dlcFetchController.current) {
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dlcFetchController.current.abort()
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dlcFetchController.current = null
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}
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// Close dialog and reset state
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setDlcDialog((prev) => ({
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...prev,
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visible: false,
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dlcs: [], // Clear DLCs to force a reload next time
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}))
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// Set flag to force reload next time
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setForceReload(true)
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}
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// Update DLCs being streamed with enabled state
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useEffect(() => {
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if (dlcDialog.enabledDlcs.length > 0) {
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setDlcDialog((prev) => ({
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...prev,
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dlcs: prev.dlcs.map((dlc) => ({
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...dlc,
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enabled: prev.enabledDlcs.length === 0 || prev.enabledDlcs.includes(dlc.appid),
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})),
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}))
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}
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}, [dlcDialog.dlcs, dlcDialog.enabledDlcs])
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// Function to update DLC list (refetch from Steam API)
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const handleUpdateDlcs = async (gameId: string) => {
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try {
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// Store current app IDs to identify new DLCs later
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const currentAppIds = new Set(dlcDialog.dlcs.map((dlc) => dlc.appid))
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// Set updating state and clear DLCs
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setDlcDialog((prev) => ({
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...prev,
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isUpdating: true,
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isLoading: true,
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progress: 0,
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progressMessage: 'Checking for new DLCs...',
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newDlcsCount: 0,
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dlcs: [], // Clear current DLCs to start fresh
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}))
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// Mark that we're fetching DLCs for this game
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setIsFetchingDlcs(true)
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activeDlcFetchId.current = gameId
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// Start streaming DLCs
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await streamGameDlcs(gameId)
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// After streaming, calculate new DLCs
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// This will be done when progress reaches 100% in the listener
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setTimeout(() => {
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setDlcDialog((prev) => {
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const actualNewCount = prev.dlcs.filter(dlc => !currentAppIds.has(dlc.appid)).length
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return {
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...prev,
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newDlcsCount: actualNewCount > 0 ? actualNewCount : 0,
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}
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})
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}, 1000)
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} catch (error) {
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console.error('Error updating DLCs:', error)
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setDlcDialog((prev) => ({
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...prev,
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error: `Failed to update DLCs: ${error}`,
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isLoading: false,
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isUpdating: false,
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}))
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}
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}
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return {
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dlcDialog,
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setDlcDialog,
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isFetchingDlcs,
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streamGameDlcs,
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handleGameEdit,
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handleDlcDialogClose,
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handleUpdateDlcs,
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forceReload,
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}
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} |