Files
creamlinux-installer/src/App.tsx
2025-05-17 21:08:01 +02:00

866 lines
27 KiB
TypeScript

import { useState, useEffect, useRef, useCallback } from 'react';
import { invoke } from '@tauri-apps/api/core';
import { listen } from '@tauri-apps/api/event';
import './styles/main.scss';
import GameList from './components/GameList';
import Header from './components/Header';
import Sidebar from './components/Sidebar';
import ProgressDialog from './components/ProgressDialog';
import DlcSelectionDialog from './components/DlcSelectionDialog';
import AnimatedBackground from './components/AnimatedBackground';
import InitialLoadingScreen from './components/InitialLoadingScreen';
import { ActionType } from './components/ActionButton';
// Game interface
interface Game {
id: string;
title: string;
path: string;
native: boolean;
platform?: string;
api_files: string[];
cream_installed?: boolean;
smoke_installed?: boolean;
installing?: boolean;
}
// Interface for installation instructions
interface InstructionInfo {
type: string;
command: string;
game_title: string;
dlc_count?: number;
}
// Interface for DLC information
interface DlcInfo {
appid: string;
name: string;
enabled: boolean;
}
function App() {
const [games, setGames] = useState<Game[]>([]);
const [filter, setFilter] = useState("all");
const [searchQuery, setSearchQuery] = useState(""); // Added search query state
const [isLoading, setIsLoading] = useState(true);
const [isInitialLoad, setIsInitialLoad] = useState(true);
const [scanProgress, setScanProgress] = useState({
message: "Initializing...",
progress: 0
});
const [error, setError] = useState<string | null>(null);
const refreshInProgress = useRef(false);
const [isFetchingDlcs, setIsFetchingDlcs] = useState(false);
const dlcFetchController = useRef<AbortController | null>(null);
const activeDlcFetchId = useRef<string | null>(null);
// Progress dialog state
const [progressDialog, setProgressDialog] = useState({
visible: false,
title: '',
message: '',
progress: 0,
showInstructions: false,
instructions: undefined as InstructionInfo | undefined
});
// DLC selection dialog state
const [dlcDialog, setDlcDialog] = useState({
visible: false,
gameId: '',
gameTitle: '',
dlcs: [] as DlcInfo[],
enabledDlcs: [] as string[],
isLoading: false,
isEditMode: false,
progress: 0,
progressMessage: '',
timeLeft: '',
error: null as string | null
});
// Handle search query changes
const handleSearchChange = (query: string) => {
setSearchQuery(query);
};
// Move the loadGames function outside of the useEffect to make it reusable
const loadGames = useCallback(async () => {
try {
setIsLoading(true);
setError(null);
console.log("Invoking scan_steam_games");
const steamGames = await invoke<Game[]>('scan_steam_games').catch(err => {
console.error('Error from scan_steam_games:', err);
throw err;
});
// Add platform property to match the GameList component's expectation
const gamesWithPlatform = steamGames.map(game => ({
...game,
platform: 'Steam'
}));
console.log(`Loaded ${gamesWithPlatform.length} games`);
setGames(gamesWithPlatform);
setIsInitialLoad(false); // Mark initial load as complete
return true;
} catch (error) {
console.error('Error loading games:', error);
setError(`Failed to load games: ${error}`);
setIsInitialLoad(false); // Mark initial load as complete even on error
return false;
} finally {
setIsLoading(false);
}
}, []);
useEffect(() => {
// Set up event listeners first
const setupEventListeners = async () => {
try {
console.log("Setting up event listeners");
// Listen for progress updates from the backend
const unlistenProgress = await listen('installation-progress', (event) => {
console.log("Received installation-progress event:", event);
const {
title,
message,
progress,
complete,
show_instructions,
instructions
} = event.payload as {
title: string;
message: string;
progress: number;
complete: boolean;
show_instructions?: boolean;
instructions?: InstructionInfo;
};
if (complete && !show_instructions) {
// Hide dialog when complete if no instructions
setTimeout(() => {
setProgressDialog(prev => ({ ...prev, visible: false }));
// Only refresh games list if dialog is closing without instructions
if (!refreshInProgress.current) {
refreshInProgress.current = true;
setTimeout(() => {
loadGames().then(() => {
refreshInProgress.current = false;
});
}, 100);
}
}, 1000);
} else {
// Update progress dialog
setProgressDialog({
visible: true,
title,
message,
progress,
showInstructions: show_instructions || false,
instructions
});
}
});
// Listen for scan progress events
const unlistenScanProgress = await listen('scan-progress', (event) => {
const { message, progress } = event.payload as {
message: string;
progress: number;
};
console.log("Received scan-progress event:", message, progress);
// Update scan progress state
setScanProgress({
message,
progress
});
});
// Listen for individual game updates
const unlistenGameUpdated = await listen('game-updated', (event) => {
console.log("Received game-updated event:", event);
const updatedGame = event.payload as Game;
// Update only the specific game in the state
setGames(prevGames =>
prevGames.map(game =>
game.id === updatedGame.id ? { ...updatedGame, platform: 'Steam' } : game
)
);
});
return () => {
unlistenProgress();
unlistenScanProgress();
unlistenGameUpdated();
};
} catch (error) {
console.error("Error setting up event listeners:", error);
return () => {};
}
};
// First set up event listeners, then load games
let unlisten: (() => void) | null = null;
setupEventListeners()
.then(unlistenFn => {
unlisten = unlistenFn;
return loadGames();
})
.catch(error => {
console.error("Failed to initialize:", error);
});
return () => {
if (unlisten) {
unlisten();
}
};
}, [loadGames]);
// Debugging for state changes
useEffect(() => {
// Debug state changes
if (games.length > 0) {
// Count native and installed games
const nativeCount = games.filter(g => g.native).length;
const creamInstalledCount = games.filter(g => g.cream_installed).length;
const smokeInstalledCount = games.filter(g => g.smoke_installed).length;
console.log(`Game state updated: ${games.length} total games, ${nativeCount} native, ${creamInstalledCount} with CreamLinux, ${smokeInstalledCount} with SmokeAPI`);
// Log any games with unexpected states
const problematicGames = games.filter(g => {
// Native games that have SmokeAPI installed (shouldn't happen)
if (g.native && g.smoke_installed) return true;
// Non-native games with CreamLinux installed (shouldn't happen)
if (!g.native && g.cream_installed) return true;
// Non-native games without API files but with SmokeAPI installed (shouldn't happen)
if (!g.native && (!g.api_files || g.api_files.length === 0) && g.smoke_installed) return true;
return false;
});
if (problematicGames.length > 0) {
console.warn("Found games with unexpected states:", problematicGames);
}
}
}, [games]);
// Set up event listeners for DLC streaming
useEffect(() => {
// Listen for individual DLC found events
const setupDlcEventListeners = async () => {
try {
// This event is emitted for each DLC as it's found
const unlistenDlcFound = await listen('dlc-found', (event) => {
const dlc = JSON.parse(event.payload as string) as { appid: string, name: string };
// Add the DLC to the current list with enabled=true
setDlcDialog(prev => ({
...prev,
dlcs: [...prev.dlcs, { ...dlc, enabled: true }]
}));
});
// When progress is 100%, mark loading as complete and reset fetch state
const unlistenDlcProgress = await listen('dlc-progress', (event) => {
const { message, progress, timeLeft } = event.payload as {
message: string,
progress: number,
timeLeft?: string
};
// Update the progress indicator
setDlcDialog(prev => ({
...prev,
progress,
progressMessage: message,
timeLeft: timeLeft || ''
}));
// If progress is 100%, mark loading as complete
if (progress === 100) {
setTimeout(() => {
setDlcDialog(prev => ({
...prev,
isLoading: false
}));
// Reset fetch state
setIsFetchingDlcs(false);
activeDlcFetchId.current = null;
}, 500);
}
});
// This event is emitted if there's an error
const unlistenDlcError = await listen('dlc-error', (event) => {
const { error } = event.payload as { error: string };
console.error('DLC streaming error:', error);
// Show error in dialog
setDlcDialog(prev => ({
...prev,
error,
isLoading: false
}));
});
return () => {
unlistenDlcFound();
unlistenDlcProgress();
unlistenDlcError();
};
} catch (error) {
console.error("Error setting up DLC event listeners:", error);
return () => {};
}
};
const unlisten = setupDlcEventListeners();
return () => {
unlisten.then(fn => fn());
};
}, []);
// Listen for scan progress events
useEffect(() => {
const listenToScanProgress = async () => {
try {
const unlistenScanProgress = await listen('scan-progress', (event) => {
const { message, progress } = event.payload as {
message: string;
progress: number;
};
// Update loading message
setProgressDialog(prev => ({
...prev,
visible: true,
title: "Scanning for Games",
message,
progress,
showInstructions: false,
instructions: undefined
}));
// Auto-close when complete
if (progress >= 100) {
setTimeout(() => {
setProgressDialog(prev => ({ ...prev, visible: false }));
}, 1500);
}
});
return unlistenScanProgress;
} catch (error) {
console.error("Error setting up scan progress listener:", error);
return () => {};
}
};
const unlistenPromise = listenToScanProgress();
return () => {
unlistenPromise.then(unlisten => unlisten());
};
}, []);
const handleCloseProgressDialog = () => {
// Just hide the dialog without refreshing game list
setProgressDialog(prev => ({ ...prev, visible: false }));
// Only refresh if we need to (instructions didn't trigger update)
if (progressDialog.showInstructions === false && !refreshInProgress.current) {
refreshInProgress.current = true;
setTimeout(() => {
loadGames().then(() => {
refreshInProgress.current = false;
});
}, 100);
}
};
// Function to fetch DLCs for a game with streaming updates
const streamGameDlcs = async (gameId: string): Promise<void> => {
try {
// Set up flag to indicate we're fetching DLCs
setIsFetchingDlcs(true);
activeDlcFetchId.current = gameId;
// Start streaming DLCs - this won't return DLCs directly
// Instead, it triggers events that we'll listen for
await invoke('stream_game_dlcs', { gameId });
return;
} catch (error) {
if (error instanceof DOMException && error.name === 'AbortError') {
console.log('DLC fetching was aborted');
} else {
console.error('Error starting DLC stream:', error);
throw error;
}
} finally {
// Reset state when done or on error
setIsFetchingDlcs(false);
activeDlcFetchId.current = null;
}
};
// Clean up if component unmounts during a fetch
useEffect(() => {
return () => {
// Clean up any ongoing fetch operations
if (dlcFetchController.current) {
dlcFetchController.current.abort();
dlcFetchController.current = null;
}
};
}, []);
// Handle game edit (show DLC management dialog)
const handleGameEdit = async (gameId: string) => {
const game = games.find(g => g.id === gameId);
if (!game || !game.cream_installed) return;
// Check if we're already fetching DLCs for this game
if (isFetchingDlcs && activeDlcFetchId.current === gameId) {
console.log(`Already fetching DLCs for ${gameId}, ignoring duplicate request`);
return;
}
try {
// Show dialog immediately with empty DLC list
setDlcDialog({
visible: true,
gameId,
gameTitle: game.title,
dlcs: [],
enabledDlcs: [] as string[],
isLoading: true,
isEditMode: true,
progress: 0,
progressMessage: 'Reading DLC configuration...',
timeLeft: '',
error: null
});
// Try to read all DLCs from the configuration file first (including disabled ones)
try {
const allDlcs = await invoke<DlcInfo[]>('get_all_dlcs_command', { gamePath: game.path })
.catch(() => [] as DlcInfo[]);
if (allDlcs.length > 0) {
// If we have DLCs from the config file, use them
console.log("Loaded existing DLC configuration:", allDlcs);
setDlcDialog(prev => ({
...prev,
dlcs: allDlcs,
isLoading: false,
progress: 100,
progressMessage: 'Loaded existing DLC configuration'
}));
return;
}
} catch (error) {
console.warn("Could not read existing DLC configuration, falling back to API:", error);
// Continue with API loading if config reading fails
}
// Mark that we're fetching DLCs for this game
setIsFetchingDlcs(true);
activeDlcFetchId.current = gameId;
// Create abort controller for fetch operation
dlcFetchController.current = new AbortController();
// Start streaming DLCs
await streamGameDlcs(gameId).catch(error => {
if (error.name !== 'AbortError') {
console.error('Error streaming DLCs:', error);
setDlcDialog(prev => ({
...prev,
error: `Failed to load DLCs: ${error}`,
isLoading: false
}));
}
});
// In parallel, try to get the enabled DLCs
const enabledDlcs = await invoke<string[]>('get_enabled_dlcs_command', { gamePath: game.path })
.catch(() => [] as string[]);
// We'll update the enabled state of DLCs as they come in
setDlcDialog(prev => ({
...prev,
enabledDlcs
}));
} catch (error) {
console.error('Error preparing DLC edit:', error);
setDlcDialog(prev => ({
...prev,
error: `Failed to prepare DLC editor: ${error}`,
isLoading: false
}));
}
};
// Unified handler for all game actions (install/uninstall cream/smoke)
const handleGameAction = async (gameId: string, action: ActionType) => {
try {
// Find game to get title
const game = games.find(g => g.id === gameId);
if (!game) return;
// If we're installing CreamLinux, show DLC selection first
if (action === 'install_cream') {
try {
// Show dialog immediately with empty DLC list and loading state
setDlcDialog({
visible: true,
gameId,
gameTitle: game.title,
dlcs: [], // Start with an empty array
enabledDlcs: [] as string[],
isLoading: true,
isEditMode: false,
progress: 0,
progressMessage: 'Fetching DLC list...',
timeLeft: '',
error: null
});
// Start streaming DLCs - only once
await streamGameDlcs(gameId).catch(error => {
console.error('Error streaming DLCs:', error);
setDlcDialog(prev => ({
...prev,
error: `Failed to load DLCs: ${error}`,
isLoading: false
}));
});
} catch (error) {
console.error('Error fetching DLCs:', error);
// If DLC fetching fails, close dialog and show error
setDlcDialog(prev => ({
...prev,
visible: false,
isLoading: false
}));
setProgressDialog({
visible: true,
title: `Error fetching DLCs for ${game.title}`,
message: `Failed to fetch DLCs: ${error}`,
progress: 100,
showInstructions: false,
instructions: undefined
});
setTimeout(() => {
setProgressDialog(prev => ({ ...prev, visible: false }));
}, 3000);
}
return;
}
// For other actions, proceed directly
// Update local state to show installation in progress
setGames(prevGames => prevGames.map(g =>
g.id === gameId ? { ...g, installing: true } : g
));
// Get title based on action
const isCream = action.includes('cream');
const isInstall = action.includes('install');
const product = isCream ? "CreamLinux" : "SmokeAPI";
const operation = isInstall ? "Installing" : "Uninstalling";
// Show progress dialog
setProgressDialog({
visible: true,
title: `${operation} ${product} for ${game.title}`,
message: isInstall ? 'Downloading required files...' : 'Removing files...',
progress: isInstall ? 0 : 30,
showInstructions: false,
instructions: undefined
});
console.log(`Invoking process_game_action for game ${gameId} with action ${action}`);
// Call the backend with the unified action
const updatedGame = await invoke('process_game_action', {
gameAction: {
game_id: gameId,
action
}
}).catch(err => {
console.error(`Error from process_game_action:`, err);
throw err;
});
console.log('Game action completed, updated game:', updatedGame);
// Update our local state with the result from the backend
if (updatedGame) {
setGames(prevGames => prevGames.map(g =>
g.id === gameId ? { ...g, installing: false } : g
));
}
} catch (error) {
console.error(`Error processing action ${action} for game ${gameId}:`, error);
// Show error in progress dialog
setProgressDialog(prev => ({
...prev,
message: `Error: ${error}`,
progress: 100
}));
// Reset installing state
setGames(prevGames => prevGames.map(game =>
game.id === gameId ? { ...game, installing: false } : game
));
// Hide dialog after a delay
setTimeout(() => {
setProgressDialog(prev => ({ ...prev, visible: false }));
}, 3000);
}
};
// Handle DLC selection dialog close
const handleDlcDialogClose = () => {
// Cancel any in-progress DLC fetching
if (isFetchingDlcs && activeDlcFetchId.current) {
console.log(`Aborting DLC fetch for game ${activeDlcFetchId.current}`);
// This will signal to the Rust backend that we want to stop the process
// You could implement this on the backend if needed with something like:
invoke('abort_dlc_fetch', { gameId: activeDlcFetchId.current })
.catch(err => console.error('Error aborting DLC fetch:', err));
// Reset state
activeDlcFetchId.current = null;
setIsFetchingDlcs(false);
}
// Clear controller
if (dlcFetchController.current) {
dlcFetchController.current.abort();
dlcFetchController.current = null;
}
// Close dialog
setDlcDialog(prev => ({ ...prev, visible: false }));
};
// Handle DLC selection confirmation
const handleDlcConfirm = async (selectedDlcs: DlcInfo[]) => {
// Close the dialog first
setDlcDialog(prev => ({ ...prev, visible: false }));
const gameId = dlcDialog.gameId;
const game = games.find(g => g.id === gameId);
if (!game) return;
// Update local state to show installation in progress
setGames(prevGames => prevGames.map(g =>
g.id === gameId ? { ...g, installing: true } : g
));
try {
if (dlcDialog.isEditMode) {
// If in edit mode, we're updating existing cream_api.ini
// Show progress dialog for editing
setProgressDialog({
visible: true,
title: `Updating DLCs for ${game.title}`,
message: 'Updating DLC configuration...',
progress: 30,
showInstructions: false,
instructions: undefined
});
// Call the backend to update the DLC configuration
await invoke('update_dlc_configuration_command', {
gamePath: game.path,
dlcs: selectedDlcs
});
// Update progress dialog for completion
setProgressDialog(prev => ({
...prev,
title: `Update Complete: ${game.title}`,
message: 'DLC configuration updated successfully!',
progress: 100
}));
// Hide dialog after a delay
setTimeout(() => {
setProgressDialog(prev => ({ ...prev, visible: false }));
// Reset installing state
setGames(prevGames => prevGames.map(g =>
g.id === gameId ? { ...g, installing: false } : g
));
}, 2000);
} else {
// We're doing a fresh install with selected DLCs
// Show progress dialog for installation right away
setProgressDialog({
visible: true,
title: `Installing CreamLinux for ${game.title}`,
message: 'Processing...',
progress: 0,
showInstructions: false,
instructions: undefined
});
// Invoke the installation with the selected DLCs
await invoke('install_cream_with_dlcs_command', {
gameId,
selectedDlcs
}).catch(err => {
console.error(`Error installing CreamLinux with selected DLCs:`, err);
throw err;
});
// Note: we don't need to manually close the dialog or update the game state
// because the backend will emit progress events that handle this
}
} catch (error) {
console.error('Error processing DLC selection:', error);
// Show error in progress dialog
setProgressDialog(prev => ({
...prev,
message: `Error: ${error}`,
progress: 100
}));
// Reset installing state
setGames(prevGames => prevGames.map(g =>
g.id === gameId ? { ...g, installing: false } : g
));
// Hide dialog after a delay
setTimeout(() => {
setProgressDialog(prev => ({ ...prev, visible: false }));
}, 3000);
}
};
// Update DLCs being streamed with enabled state
useEffect(() => {
if (dlcDialog.enabledDlcs.length > 0) {
setDlcDialog(prev => ({
...prev,
dlcs: prev.dlcs.map(dlc => ({
...dlc,
enabled: prev.enabledDlcs.length === 0 || prev.enabledDlcs.includes(dlc.appid)
}))
}));
}
}, [dlcDialog.dlcs, dlcDialog.enabledDlcs]);
// Filter games based on sidebar filter AND search query
const filteredGames = games.filter(game => {
// First filter by the platform/type
const platformMatch = filter === "all" ||
(filter === "native" && game.native) ||
(filter === "proton" && !game.native);
// Then filter by search query (if any)
const searchMatch = searchQuery.trim() === '' ||
game.title.toLowerCase().includes(searchQuery.toLowerCase());
// Both filters must match
return platformMatch && searchMatch;
});
// Check if we should show the initial loading screen
if (isInitialLoad) {
return (
<InitialLoadingScreen
message={scanProgress.message}
progress={scanProgress.progress}
/>
);
}
return (
<div className="app-container">
{/* Animated background */}
<AnimatedBackground />
<Header
onRefresh={loadGames}
onSearch={handleSearchChange}
searchQuery={searchQuery}
/>
<div className="main-content">
<Sidebar setFilter={setFilter} currentFilter={filter} />
{error ? (
<div className="error-message">
<h3>Error Loading Games</h3>
<p>{error}</p>
<button onClick={loadGames}>Retry</button>
</div>
) : (
<GameList
games={filteredGames}
isLoading={isLoading}
onAction={handleGameAction}
onEdit={handleGameEdit}
/>
)}
</div>
{/* Progress Dialog */}
<ProgressDialog
visible={progressDialog.visible}
title={progressDialog.title}
message={progressDialog.message}
progress={progressDialog.progress}
showInstructions={progressDialog.showInstructions}
instructions={progressDialog.instructions}
onClose={handleCloseProgressDialog}
/>
{/* DLC Selection Dialog */}
<DlcSelectionDialog
visible={dlcDialog.visible}
gameTitle={dlcDialog.gameTitle}
dlcs={dlcDialog.dlcs}
isLoading={dlcDialog.isLoading}
isEditMode={dlcDialog.isEditMode}
loadingProgress={dlcDialog.progress}
estimatedTimeLeft={dlcDialog.timeLeft}
onClose={handleDlcDialogClose}
onConfirm={handleDlcConfirm}
/>
</div>
);
}
export default App;