Files
hytale-f2p/backend/managers/profileManager.js
Rahul-Sahani04 64892c81e9 Profile System & Mod Loading Fixes
Added a full profile system and fixed a few critical mod loading issues.

What changed

Profiles — Implemented proper profile management (create, switch, delete). Each profile now has its own isolated mod list.

Mod Isolation — Fixed ModManager so mods are strictly scoped to the active profile. Browsing and installing only affects the selected profile.

Critical Fix — Fixed a path bug where mods were being saved to ~/AppData/Local on macOS (Windows path) instead of ~/Library/Application Support. Mods now save to the correct location and load correctly in-game.

Stability — Added an auto-sync step before every launch to make sure the physical mods folder always matches the active profile.

UI — Added a profile selector dropdown and a profile management modal.
2026-01-20 11:52:36 +05:30

210 lines
5.8 KiB
JavaScript

const path = require('path');
const fs = require('fs');
const { v4: uuidv4 } = require('uuid');
const {
loadConfig,
saveConfig,
getModsPath
} = require('../core/config');
// We'll lazy-load modManager to avoid circular dependencies if possible,
// or carefully structure our imports.
// For now, we might need to access mod paths directly or use helper functions.
class ProfileManager {
constructor() {
this.initialized = false;
}
init() {
if (this.initialized) return;
const config = loadConfig();
// Migration: specific check to see if we have profiles yet
if (!config.profiles || Object.keys(config.profiles).length === 0) {
this.migrateLegacyConfig(config);
}
this.initialized = true;
console.log('[ProfileManager] Initialized');
}
migrateLegacyConfig(config) {
console.log('[ProfileManager] Migrating legacy config to profile system...');
// Create a default profile with current settings
const defaultProfileId = 'default';
const defaultProfile = {
id: defaultProfileId,
name: 'Default',
created: new Date().toISOString(),
lastUsed: new Date().toISOString(),
// settings specific to this profile
// If global settings existed, we copy them here
mods: config.installedMods || [], // Legacy mods are now part of default profile
javaPath: config.javaPath || '',
gameOptions: {
minMemory: '1G',
maxMemory: '4G',
args: []
}
};
const updates = {
profiles: {
[defaultProfileId]: defaultProfile
},
activeProfileId: defaultProfileId,
// We keep a global registry of "known" mods if we want,
// but for now the current implementation implies
// mods are just files in folders.
// We'll use the profile "mods" array to track ENABLED/KNOWN mods for that profile.
};
saveConfig(updates);
console.log('[ProfileManager] Migration complete. Created Default profile.');
}
createProfile(name) {
if (!name || typeof name !== 'string') {
throw new Error('Invalid profile name');
}
const config = loadConfig();
const id = uuidv4();
const newProfile = {
id,
name: name.trim(),
created: new Date().toISOString(),
lastUsed: null,
mods: [], // Start with no mods enabled
javaPath: '',
gameOptions: {
minMemory: '1G',
maxMemory: '4G',
args: []
}
};
const profiles = config.profiles || {};
profiles[id] = newProfile;
saveConfig({ profiles });
console.log(`[ProfileManager] Created new profile: "${name}" (${id})`);
return newProfile;
}
getProfiles() {
const config = loadConfig();
return Object.values(config.profiles || {});
}
getProfile(id) {
const config = loadConfig();
return (config.profiles && config.profiles[id]) || null;
}
getActiveProfile() {
const config = loadConfig();
const activeId = config.activeProfileId;
if (!activeId || !config.profiles || !config.profiles[activeId]) {
// Fallback if something is corrupted
return this.getProfiles()[0] || null;
}
return config.profiles[activeId];
}
async activateProfile(id) {
const config = loadConfig();
if (!config.profiles || !config.profiles[id]) {
throw new Error(`Profile not found: ${id}`);
}
if (config.activeProfileId === id) {
console.log(`[ProfileManager] Profile ${id} is already active.`);
return config.profiles[id];
}
console.log(`[ProfileManager] Switching to profile: ${config.profiles[id].name} (${id})`);
// 1. Update config first
config.profiles[id].lastUsed = new Date().toISOString();
saveConfig({
activeProfileId: id,
profiles: config.profiles
});
// 2. Trigger Mod Sync
// We need to require this here to ensure it uses the *newly saved* active profile ID
const { syncModsForCurrentProfile } = require('./modManager');
await syncModsForCurrentProfile();
return config.profiles[id];
}
deleteProfile(id) {
const config = loadConfig();
const profiles = config.profiles || {};
if (!profiles[id]) {
throw new Error('Profile not found');
}
if (config.activeProfileId === id) {
throw new Error('Cannot delete the active profile');
}
// Don't allow deleting the last profile
if (Object.keys(profiles).length <= 1) {
throw new Error('Cannot delete the only remaining profile');
}
delete profiles[id];
saveConfig({ profiles });
console.log(`[ProfileManager] Deleted profile: ${id}`);
return true;
}
updateProfile(id, updates) {
const config = loadConfig();
const profiles = config.profiles || {};
if (!profiles[id]) {
throw new Error('Profile not found');
}
// Safety checks on updates
const allowedFields = ['name', 'javaPath', 'gameOptions', 'mods'];
const sanitizedUpdates = {};
Object.keys(updates).forEach(key => {
if (allowedFields.includes(key)) {
sanitizedUpdates[key] = updates[key];
}
});
profiles[id] = { ...profiles[id], ...sanitizedUpdates };
saveConfig({ profiles });
console.log(`[ProfileManager] Updated profile: ${id}`);
// If we updated mods for the *active* profile, we might need to sync immediately
if (config.activeProfileId === id && updates.mods) {
// Optionally trigger sync?
// Usually updates come from "Enabling/Disabling" a single mod,
// which might call a more specific method.
// But if we bulk update, we should sync.
// Let's leave sync invoke to the caller or specific methods for now.
}
return profiles[id];
}
}
module.exports = new ProfileManager();