Major server management fixes: - Replace Flatpak-specific pkill with universal process tree termination using pstree + process.kill() - Fix signal format errors (SIGTERM/SIGKILL instead of TERM/KILL strings) - Add 5-second cooldown after server stop to prevent race conditions with external detection - Enable Stop Server button for external servers in UI - Implement proper timeout handling with process tree killing ContentDB improvements: - Fix download retry logic and "closed" error by preventing concurrent zip extraction - Implement smart root directory detection and stripping during package extraction - Add game-specific timeout handling (8s for VoxeLibre vs 3s for simple games) World creation fixes: - Make world creation asynchronous to prevent browser hangs - Add WebSocket notifications for world creation completion status Other improvements: - Remove excessive debug logging - Improve error handling and user feedback throughout the application - Clean up temporary files and unnecessary logging 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
273 lines
9.5 KiB
JavaScript
273 lines
9.5 KiB
JavaScript
const path = require('path');
|
|
const os = require('os');
|
|
const fs = require('fs');
|
|
const appConfig = require('./app-config');
|
|
|
|
class LuantiPaths {
|
|
constructor() {
|
|
// Initialize with default, will be updated when app config loads
|
|
this.setDataDirectory(this.getDefaultDataDirectory());
|
|
}
|
|
|
|
async initialize() {
|
|
// Load app config and update data directory
|
|
await appConfig.load();
|
|
const configuredDataDir = appConfig.getDataDirectory();
|
|
this.setDataDirectory(configuredDataDir);
|
|
console.log(`Paths initialized with data directory: ${configuredDataDir}`);
|
|
}
|
|
|
|
async forceReload() {
|
|
// Force reload the app config and reinitialize paths
|
|
delete require.cache[require.resolve('./app-config')];
|
|
const appConfig = require('./app-config');
|
|
await appConfig.load();
|
|
const configuredDataDir = appConfig.getDataDirectory();
|
|
this.setDataDirectory(configuredDataDir);
|
|
console.log(`Paths force reloaded with data directory: ${configuredDataDir}`);
|
|
}
|
|
|
|
getDefaultDataDirectory() {
|
|
const validDirs = this.detectLuantiDataDirectories();
|
|
return validDirs.length > 0 ? validDirs[0].path : path.join(os.homedir(), '.minetest');
|
|
}
|
|
|
|
detectLuantiDataDirectories() {
|
|
const homeDir = os.homedir();
|
|
const candidateDirs = [
|
|
// Flatpak installations
|
|
{
|
|
path: path.join(homeDir, '.var/app/org.luanti.luanti/.minetest'),
|
|
type: 'Flatpak (org.luanti.luanti)',
|
|
description: 'Luanti installed via Flatpak'
|
|
},
|
|
{
|
|
path: path.join(homeDir, '.var/app/net.minetest.Minetest/.minetest'),
|
|
type: 'Flatpak (net.minetest.Minetest)',
|
|
description: 'Minetest installed via Flatpak'
|
|
},
|
|
// Snap installations (they typically use ~/snap/app-name/current/.local/share/minetest)
|
|
{
|
|
path: path.join(homeDir, 'snap/luanti/current/.local/share/minetest'),
|
|
type: 'Snap (luanti)',
|
|
description: 'Luanti installed via Snap'
|
|
},
|
|
{
|
|
path: path.join(homeDir, 'snap/minetest/current/.local/share/minetest'),
|
|
type: 'Snap (minetest)',
|
|
description: 'Minetest installed via Snap'
|
|
},
|
|
// System package installations
|
|
{
|
|
path: path.join(homeDir, '.luanti'),
|
|
type: 'System Package',
|
|
description: 'System-wide Luanti installation'
|
|
},
|
|
{
|
|
path: path.join(homeDir, '.minetest'),
|
|
type: 'System Package',
|
|
description: 'System-wide Minetest installation'
|
|
},
|
|
// AppImage or manual installations might use these
|
|
{
|
|
path: path.join(homeDir, '.local/share/minetest'),
|
|
type: 'User Installation',
|
|
description: 'User-local installation'
|
|
}
|
|
];
|
|
|
|
// Check which directories exist and contain expected Luanti files
|
|
const validDirs = [];
|
|
for (const candidate of candidateDirs) {
|
|
if (fs.existsSync(candidate.path)) {
|
|
// Check if it looks like a valid Luanti data directory
|
|
const hasConfig = fs.existsSync(path.join(candidate.path, 'minetest.conf'));
|
|
const hasWorlds = fs.existsSync(path.join(candidate.path, 'worlds'));
|
|
const hasDebug = fs.existsSync(path.join(candidate.path, 'debug.txt'));
|
|
|
|
// Even if some files don't exist, the directory might be valid if it exists
|
|
// (Luanti creates files on first run)
|
|
candidate.confidence = (hasConfig ? 1 : 0) + (hasWorlds ? 1 : 0) + (hasDebug ? 0.5 : 0);
|
|
candidate.exists = true;
|
|
candidate.hasConfig = hasConfig;
|
|
candidate.hasWorlds = hasWorlds;
|
|
candidate.hasDebug = hasDebug;
|
|
|
|
validDirs.push(candidate);
|
|
}
|
|
}
|
|
|
|
// Sort by confidence (directories with more Luanti files first)
|
|
validDirs.sort((a, b) => b.confidence - a.confidence);
|
|
|
|
return validDirs;
|
|
}
|
|
|
|
async getGameDisplayName(gameId) {
|
|
try {
|
|
const games = await this.getInstalledGames();
|
|
const game = games.find(g => g.name === gameId);
|
|
return game ? game.title : gameId;
|
|
} catch (error) {
|
|
console.error('Error getting game display name:', error);
|
|
return gameId;
|
|
}
|
|
}
|
|
|
|
setDataDirectory(dataDir) {
|
|
this.minetestDir = path.resolve(dataDir);
|
|
this.worldsDir = path.join(this.minetestDir, 'worlds');
|
|
this.modsDir = path.join(this.minetestDir, 'mods');
|
|
this.gamesDir = path.join(this.minetestDir, 'games');
|
|
this.texturesDir = path.join(this.minetestDir, 'textures');
|
|
this.configFile = path.join(this.minetestDir, 'minetest.conf');
|
|
this.debugFile = path.join(this.minetestDir, 'debug.txt');
|
|
}
|
|
|
|
getDataDirectory() {
|
|
return this.minetestDir;
|
|
}
|
|
|
|
getWorldPath(worldName) {
|
|
return path.join(this.worldsDir, worldName);
|
|
}
|
|
|
|
getWorldConfigPath(worldName) {
|
|
return path.join(this.getWorldPath(worldName), 'world.mt');
|
|
}
|
|
|
|
getWorldModsPath(worldName) {
|
|
return path.join(this.getWorldPath(worldName), 'worldmods');
|
|
}
|
|
|
|
getModPath(modName) {
|
|
return path.join(this.modsDir, modName);
|
|
}
|
|
|
|
getModConfigPath(modName) {
|
|
return path.join(this.getModPath(modName), 'mod.conf');
|
|
}
|
|
|
|
getGamePath(gameName) {
|
|
return path.join(this.gamesDir, gameName);
|
|
}
|
|
|
|
getGameConfigPath(gameName) {
|
|
return path.join(this.getGamePath(gameName), 'game.conf');
|
|
}
|
|
|
|
ensureDirectories() {
|
|
const dirs = [this.minetestDir, this.worldsDir, this.modsDir, this.gamesDir, this.texturesDir];
|
|
dirs.forEach(dir => {
|
|
if (!fs.existsSync(dir)) {
|
|
fs.mkdirSync(dir, { recursive: true });
|
|
}
|
|
});
|
|
}
|
|
|
|
isValidWorldName(name) {
|
|
if (!name || typeof name !== 'string') return false;
|
|
return /^[a-zA-Z0-9_-]+$/.test(name) && name.length >= 3 && name.length <= 50;
|
|
}
|
|
|
|
isValidModName(name) {
|
|
if (!name || typeof name !== 'string') return false;
|
|
return /^[a-zA-Z0-9_-]+$/.test(name) && name.length <= 50;
|
|
}
|
|
|
|
isPathSafe(targetPath) {
|
|
const resolvedPath = path.resolve(targetPath);
|
|
return resolvedPath.startsWith(path.resolve(this.minetestDir));
|
|
}
|
|
|
|
mapToActualGameId(directoryName) {
|
|
// Map directory names to the actual game IDs that Luanti recognizes
|
|
// For most cases, the directory name IS the game ID
|
|
const gameIdMap = {
|
|
// Only add mappings here if you're certain they're needed
|
|
// 'minetest_game': 'minetest', // This mapping was incorrect
|
|
};
|
|
|
|
return gameIdMap[directoryName] || directoryName;
|
|
}
|
|
|
|
async getInstalledGames() {
|
|
const games = [];
|
|
// For Flatpak and other sandboxed installations, only look in the configured data directory
|
|
// System installations might also have access to additional directories, but we should
|
|
// primarily focus on the configured data directory to match what Luanti actually sees
|
|
const possibleGameDirs = [
|
|
this.gamesDir // Only the configured games directory
|
|
];
|
|
|
|
for (const gameDir of possibleGameDirs) {
|
|
try {
|
|
const exists = fs.existsSync(gameDir);
|
|
if (!exists) continue;
|
|
|
|
const gameDirs = fs.readdirSync(gameDir);
|
|
for (const gameName of gameDirs) {
|
|
const possibleConfigPaths = [
|
|
path.join(gameDir, gameName, 'game.conf'),
|
|
path.join(gameDir, gameName, gameName, 'game.conf') // Handle nested structure
|
|
];
|
|
|
|
for (const gameConfigPath of possibleConfigPaths) {
|
|
try {
|
|
if (fs.existsSync(gameConfigPath)) {
|
|
const ConfigParser = require('./config-parser');
|
|
const gameConfig = await ConfigParser.parseGameConfig(gameConfigPath);
|
|
|
|
// Map directory names to actual game IDs that Luanti recognizes
|
|
const actualGameId = this.mapToActualGameId(gameName);
|
|
|
|
// Check if we already have this game (avoid duplicates by game ID, title, and resolved path)
|
|
const resolvedPath = fs.realpathSync(path.dirname(gameConfigPath));
|
|
const existingGame = games.find(g =>
|
|
g.name === actualGameId ||
|
|
(g.title === (gameConfig.title || gameConfig.name || gameName) && g.resolvedPath === resolvedPath)
|
|
);
|
|
if (!existingGame) {
|
|
games.push({
|
|
name: actualGameId, // Use the ID that Luanti recognizes
|
|
directoryName: gameName, // Keep original for path resolution
|
|
title: gameConfig.title || gameConfig.name || gameName,
|
|
description: gameConfig.description || '',
|
|
author: gameConfig.author || '',
|
|
path: path.dirname(gameConfigPath),
|
|
resolvedPath: resolvedPath,
|
|
isSystemGame: !gameDir.includes(this.minetestDir)
|
|
});
|
|
}
|
|
break; // Found valid config, stop checking other paths
|
|
}
|
|
} catch (gameError) {
|
|
// Skip invalid games
|
|
console.warn(`Invalid game at ${gameConfigPath}:`, gameError.message);
|
|
}
|
|
}
|
|
}
|
|
} catch (dirError) {
|
|
// Skip directories that can't be read
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Sort games: system games first, then minetest_game first, then alphabetically
|
|
games.sort((a, b) => {
|
|
if (a.isSystemGame !== b.isSystemGame) {
|
|
return a.isSystemGame ? -1 : 1;
|
|
}
|
|
|
|
// Put minetest_game first as it's the default
|
|
if (a.name === 'minetest_game') return -1;
|
|
if (b.name === 'minetest_game') return 1;
|
|
|
|
return a.title.localeCompare(b.title);
|
|
});
|
|
|
|
return games;
|
|
}
|
|
}
|
|
|
|
module.exports = new LuantiPaths(); |