game version re-ordering
This commit is contained in:
@@ -16,6 +16,19 @@ export default defineEventHandler(async (h3) => {
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where: {
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id: gameId,
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},
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include: {
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versions: {
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orderBy: {
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versionIndex: "asc",
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},
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select: {
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versionIndex: true,
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versionName: true,
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platform: true,
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delta: true,
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}
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},
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},
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});
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if (!game)
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@@ -0,0 +1,26 @@
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import prisma from "~/server/internal/db/database";
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export default defineEventHandler(async (h3) => {
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const user = await h3.context.session.getAdminUser(h3);
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if (!user) throw createError({ statusCode: 403 });
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const body = await readBody(h3);
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const gameId = body.id.toString();
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const version = body.versionName.toString();
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if (!gameId || !version)
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throw createError({
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statusCode: 400,
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statusMessage: "Missing ID or versionName in body",
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});
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await prisma.gameVersion.delete({
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where: {
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gameId_versionName: {
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gameId: gameId,
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versionName: version,
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},
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},
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});
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return {};
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});
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@@ -0,0 +1,40 @@
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import prisma from "~/server/internal/db/database";
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export default defineEventHandler(async (h3) => {
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const user = await h3.context.session.getAdminUser(h3);
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if (!user) throw createError({ statusCode: 403 });
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const body = await readBody(h3);
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const gameId = body.id?.toString();
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// We expect an array of the version names for this game
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const versions: string[] | undefined = body.versions;
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if (!gameId || !versions || !Array.isArray(versions))
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throw createError({
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statusCode: 400,
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statusMessage: "Missing id, versions or versions is not an array",
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});
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const newVersions = await prisma.$transaction(
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versions.map((versionName, versionIndex) =>
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prisma.gameVersion.update({
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where: {
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gameId_versionName: {
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gameId: gameId,
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versionName: versionName,
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},
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},
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data: {
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versionIndex: versionIndex,
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},
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select: {
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versionIndex: true,
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versionName: true,
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platform: true,
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delta: true,
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}
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})
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)
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);
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return newVersions;
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});
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@@ -10,23 +10,24 @@ export default defineEventHandler(async (h3) => {
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const platform = body.platform;
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const startup = body.startup;
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const setup = body.setup ?? "";
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if (
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!gameId ||
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!versionName ||
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!platform ||
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!startup
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)
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const delta = body.delta ?? false;
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if (!gameId || !versionName || !platform || (!delta && !startup))
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throw createError({
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statusCode: 400,
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statusMessage:
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"Missing id, version, platform, setup or startup from body",
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});
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const taskId = await libraryManager.importVersion(gameId, versionName, {
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platform,
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startup,
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setup,
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});
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const taskId = await libraryManager.importVersion(
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gameId,
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versionName,
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{
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platform,
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startup,
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setup,
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},
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delta
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);
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if (!taskId)
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throw createError({
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statusCode: 400,
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@@ -0,0 +1,12 @@
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import { defineClientEventHandler } from "~/server/internal/clients/event-handler";
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export default defineClientEventHandler(async (h3) => {
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const query = getQuery(h3);
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const id = query.id?.toString();
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const version = query.version?.toString();
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if (!id || !version)
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throw createError({
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statusCode: 400,
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statusMessage: "Missing id or version in query",
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});
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});
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@@ -14,6 +14,14 @@ export default defineClientEventHandler(async (h3, {}) => {
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where: {
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gameId: id,
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},
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select: {
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versionIndex: true,
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versionName: true,
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platform: true,
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setupCommand: true,
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launchCommand: true,
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delta: true,
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}
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});
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return versions;
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@@ -1,8 +1,16 @@
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# Drop Download System
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Drop downloads come in two types:
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# Drop P2P System
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Drop clients have a variety of P2P or P2P-like methods of data transfer available
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## Public (not quite) HTTPS downloads endpoints
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These use public HTTPS certificate, and while are authenticated, are 'public' in the sense that they aren't P2P; anyone can connect to them
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## Private mTLS P2P endpoints
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Drop clients use P2P mTLS aided by the P2P co-ordinator to transfer chunks between themselves.
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Drop clients use P2P mTLS aided by the P2P co-ordinator to transfer chunks between themselves. This happens over HTTP.
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## Private mTLS Wireguard tunnels
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Drop clients can establish P2P Wireguard
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@@ -0,0 +1,52 @@
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export type DropChunk = {
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permissions: number;
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ids: string[];
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checksums: string[];
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lengths: string[];
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};
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export type DropManifest = {
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[key: string]: DropChunk;
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};
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export type DropManifestMetadata = {
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manifest: DropManifest;
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versionName: string;
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};
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export type DropGeneratedManifest = DropManifest & {
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[key: string]: { versionName: string };
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};
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class ManifestGenerator {
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static generateManifest(
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rootManifest: DropManifestMetadata,
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...overlays: DropManifestMetadata[]
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): DropGeneratedManifest {
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if (overlays.length == 0) {
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return Object.fromEntries(
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Object.entries(rootManifest.manifest).map(([key, value]) => [
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key,
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Object.assign({}, value, { versionName: rootManifest.versionName }),
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])
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);
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}
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// Recurse in verse order through versions, skipping files that already exist.
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const versions = [...overlays.reverse(), rootManifest];
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const manifest: DropGeneratedManifest = {};
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for (const version of versions) {
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for (const [filename, chunk] of Object.entries(version.manifest)) {
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if (manifest[filename]) continue;
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manifest[filename] = Object.assign({}, chunk, {
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versionName: version.versionName,
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});
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}
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}
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return manifest;
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}
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}
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export const manifestGenerator = new ManifestGenerator();
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export default manifestGenerator;
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@@ -195,7 +195,8 @@ class LibraryManager {
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async importVersion(
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gameId: string,
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versionName: string,
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metadata: { platform: string; setup: string; startup: string }
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metadata: { platform: string; setup: string; startup: string },
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delta = false
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) {
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const taskId = `import:${gameId}:${versionName}`;
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@@ -238,6 +239,10 @@ class LibraryManager {
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log("Created manifest successfully!");
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const currentIndex = await prisma.gameVersion.count({
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where: { gameId: gameId },
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});
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// Then, create the database object
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const version = await prisma.gameVersion.create({
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data: {
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@@ -247,6 +252,8 @@ class LibraryManager {
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setupCommand: metadata.setup,
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launchCommand: metadata.startup,
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dropletManifest: manifest,
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versionIndex: currentIndex,
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delta: delta,
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},
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});
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