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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.
This commit is contained in:
209
backend/managers/profileManager.js
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209
backend/managers/profileManager.js
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const path = require('path');
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const fs = require('fs');
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const { v4: uuidv4 } = require('uuid');
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const {
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loadConfig,
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saveConfig,
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getModsPath
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} = require('../core/config');
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// We'll lazy-load modManager to avoid circular dependencies if possible,
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// or carefully structure our imports.
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// For now, we might need to access mod paths directly or use helper functions.
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class ProfileManager {
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constructor() {
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this.initialized = false;
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}
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init() {
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if (this.initialized) return;
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const config = loadConfig();
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// Migration: specific check to see if we have profiles yet
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if (!config.profiles || Object.keys(config.profiles).length === 0) {
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this.migrateLegacyConfig(config);
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}
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this.initialized = true;
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console.log('[ProfileManager] Initialized');
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}
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migrateLegacyConfig(config) {
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console.log('[ProfileManager] Migrating legacy config to profile system...');
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// Create a default profile with current settings
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const defaultProfileId = 'default';
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const defaultProfile = {
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id: defaultProfileId,
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name: 'Default',
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created: new Date().toISOString(),
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lastUsed: new Date().toISOString(),
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// settings specific to this profile
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// If global settings existed, we copy them here
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mods: config.installedMods || [], // Legacy mods are now part of default profile
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javaPath: config.javaPath || '',
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gameOptions: {
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minMemory: '1G',
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maxMemory: '4G',
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args: []
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}
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};
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const updates = {
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profiles: {
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[defaultProfileId]: defaultProfile
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},
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activeProfileId: defaultProfileId,
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// We keep a global registry of "known" mods if we want,
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// but for now the current implementation implies
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// mods are just files in folders.
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// We'll use the profile "mods" array to track ENABLED/KNOWN mods for that profile.
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};
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saveConfig(updates);
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console.log('[ProfileManager] Migration complete. Created Default profile.');
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}
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createProfile(name) {
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if (!name || typeof name !== 'string') {
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throw new Error('Invalid profile name');
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}
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const config = loadConfig();
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const id = uuidv4();
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const newProfile = {
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id,
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name: name.trim(),
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created: new Date().toISOString(),
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lastUsed: null,
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mods: [], // Start with no mods enabled
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javaPath: '',
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gameOptions: {
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minMemory: '1G',
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maxMemory: '4G',
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args: []
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}
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};
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const profiles = config.profiles || {};
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profiles[id] = newProfile;
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saveConfig({ profiles });
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console.log(`[ProfileManager] Created new profile: "${name}" (${id})`);
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return newProfile;
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}
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getProfiles() {
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const config = loadConfig();
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return Object.values(config.profiles || {});
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}
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getProfile(id) {
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const config = loadConfig();
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return (config.profiles && config.profiles[id]) || null;
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}
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getActiveProfile() {
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const config = loadConfig();
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const activeId = config.activeProfileId;
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if (!activeId || !config.profiles || !config.profiles[activeId]) {
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// Fallback if something is corrupted
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return this.getProfiles()[0] || null;
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}
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return config.profiles[activeId];
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}
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async activateProfile(id) {
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const config = loadConfig();
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if (!config.profiles || !config.profiles[id]) {
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throw new Error(`Profile not found: ${id}`);
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}
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if (config.activeProfileId === id) {
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console.log(`[ProfileManager] Profile ${id} is already active.`);
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return config.profiles[id];
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}
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console.log(`[ProfileManager] Switching to profile: ${config.profiles[id].name} (${id})`);
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// 1. Update config first
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config.profiles[id].lastUsed = new Date().toISOString();
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saveConfig({
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activeProfileId: id,
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profiles: config.profiles
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});
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// 2. Trigger Mod Sync
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// We need to require this here to ensure it uses the *newly saved* active profile ID
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const { syncModsForCurrentProfile } = require('./modManager');
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await syncModsForCurrentProfile();
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return config.profiles[id];
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}
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deleteProfile(id) {
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const config = loadConfig();
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const profiles = config.profiles || {};
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if (!profiles[id]) {
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throw new Error('Profile not found');
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}
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if (config.activeProfileId === id) {
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throw new Error('Cannot delete the active profile');
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}
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// Don't allow deleting the last profile
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if (Object.keys(profiles).length <= 1) {
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throw new Error('Cannot delete the only remaining profile');
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}
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delete profiles[id];
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saveConfig({ profiles });
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console.log(`[ProfileManager] Deleted profile: ${id}`);
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return true;
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}
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updateProfile(id, updates) {
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const config = loadConfig();
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const profiles = config.profiles || {};
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if (!profiles[id]) {
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throw new Error('Profile not found');
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}
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// Safety checks on updates
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const allowedFields = ['name', 'javaPath', 'gameOptions', 'mods'];
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const sanitizedUpdates = {};
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Object.keys(updates).forEach(key => {
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if (allowedFields.includes(key)) {
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sanitizedUpdates[key] = updates[key];
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}
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});
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profiles[id] = { ...profiles[id], ...sanitizedUpdates };
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saveConfig({ profiles });
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console.log(`[ProfileManager] Updated profile: ${id}`);
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// If we updated mods for the *active* profile, we might need to sync immediately
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if (config.activeProfileId === id && updates.mods) {
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// Optionally trigger sync?
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// Usually updates come from "Enabling/Disabling" a single mod,
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// which might call a more specific method.
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// But if we bulk update, we should sync.
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// Let's leave sync invoke to the caller or specific methods for now.
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}
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return profiles[id];
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}
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}
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module.exports = new ProfileManager();
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