Files
knutwurst--patchdl/web/app.js
T
Knutwurst 986ff00c36 Persist resume state every piece; replace conn field with a stepper
Resume: write the sidecar after every completed piece instead of batching
every 8. Each piece's bytes are already fdatasync'd and the sidecar write is
a tiny atomic tmp+rename, so an unclean kill now re-downloads only the pieces
still in flight, not a batch of up-to-8 already-finished ones. Drops the now
-unused 'unpersisted' counter.

UI: the "parallel download connections" control is now a stepper — two large
54px -/+ buttons around a tabular value, in a row beside its label, instead of
a full-width number field for a 1-16 value. Big targets and a clear green focus
ring suit controller navigation (the UI is driven by the PS5 pad via the home
tile). Tapping -/+ updates and auto-saves that field alone (debounced), applying
live on the server.
2026-06-24 12:10:29 +02:00

891 lines
34 KiB
JavaScript

const API = {
status: "/api/status",
titles: "/api/titles",
config: "/api/config",
downloads: "/api/downloads",
action: (titleId, action) => `/api/titles/${encodeURIComponent(titleId)}/${action}`,
};
const SOURCE_TYPES = {
official: { label: "Official", className: "ok", installAllowed: true, description: "Native console installation" },
external: { label: "External", className: "external", installAllowed: true, description: "Real external installation" },
shadowmount: { label: "Shadowmount", className: "shadow", installAllowed: false, description: "Download only" },
unknown: { label: "Unknown", className: "blocked", installAllowed: false, description: "Blocked" },
};
const fallback = {
status: {
firmware: "11.60",
firmware_build: "0x11600000",
dns_guard: "Active",
resolver: "Internal allowlist",
free_space_mb: 771916,
download_dir: "/data/patchdl (internal)",
},
config: {
default_policy: "deny",
download_dir: "/data/patchdl (internal)",
install_after_download: false,
delete_pkg_after_install: true,
verify_downloads: false,
home_shortcut: true,
max_connections: 4,
source_policy: {
official: { allow_check: true, allow_download: true, allow_install: true },
external: { allow_check: true, allow_download: true, allow_install: true },
shadowmount: { allow_check: true, allow_download: true, allow_install: false },
unknown: { allow_check: true, allow_download: false, allow_install: false },
},
cdn_allowlist: [
"sgst.prod.dl.playstation.net",
"gst.prod.dl.playstation.net",
"gs2.ww.prod.dl.playstation.net",
],
},
titles: [
{
title_id: "PPSA01628_00", name: "Call of Duty Black Ops Cold War",
content_id: "UP0002-PPSA01628_00-CODCWTHEGAME0001",
installed_version: "01.032.000", compatible_version: "01.041.000",
latest_version: "01.041.000", latest_required_fw: "11.60",
source_type: "official", source_path: "/system_ex/app/PPSA01628_00",
mount_from: "/dev/ssd0.system_ex", enabled: true, status: "available",
},
{
title_id: "PPSA01284_00", name: "Demon's Souls",
content_id: "UP9000-PPSA01284_00-DEMONSSOULS00001",
installed_version: "01.004.000", compatible_version: "01.004.000",
latest_version: "01.004.000", latest_required_fw: "10.01",
source_type: "external", source_path: "/system_data/priv/appmeta/external/PPSA01284_00",
mount_from: "/mnt/ext0/user/app/PPSA01284_00", enabled: true, status: "up_to_date",
},
{
title_id: "PPSA90001_00", name: "Shadowmounted Test Title",
content_id: "UP0000-PPSA90001_00-SHADOWMOUNT0001",
installed_version: "01.000.000", compatible_version: "01.006.000",
latest_version: "01.009.000", latest_required_fw: "12.00",
source_type: "shadowmount", source_path: "/system_ex/app/PPSA90001_00",
mount_from: "/mnt/usb0/itemzflow/Shadowmounted Test Title", enabled: true, status: "available",
},
],
downloads: [],
logs: [],
};
let state = {
status: fallback.status,
config: fallback.config,
titles: fallback.titles,
downloads: fallback.downloads,
logs: fallback.logs,
view: "games",
filter: "all",
query: "",
usingFallback: false,
};
let downloadPollTimer = null;
let emptyPolls = 0;
const dlMeta = {}; // per-title speed tracking: { bytes, t, speed }
const els = {};
document.addEventListener("DOMContentLoaded", () => {
bindElements();
bindEvents();
loadInitialData();
});
function bindElements() {
Object.assign(els, {
firmwareValue: document.getElementById("firmwareValue"),
firmwareBuild: document.getElementById("firmwareBuild"),
dnsValue: document.getElementById("dnsValue"),
resolverValue: document.getElementById("resolverValue"),
spaceValue: document.getElementById("spaceValue"),
downloadDirValue: document.getElementById("downloadDirValue"),
railFw: document.getElementById("railFw"),
railSpace: document.getElementById("railSpace"),
gameGrid: document.getElementById("gameGrid"),
logOutput: document.getElementById("logOutput"),
allowlistHosts: document.getElementById("allowlistHosts"),
sourcePolicyList: document.getElementById("sourcePolicyList"),
searchInput: document.getElementById("searchInput"),
defaultPolicy: document.getElementById("defaultPolicy"),
downloadDir: document.getElementById("downloadDir"),
installAfterDownload: document.getElementById("installAfterDownload"),
deleteAfterInstall: document.getElementById("deleteAfterInstall"),
verifyDownloads: document.getElementById("verifyDownloads"),
homeShortcut: document.getElementById("homeShortcut"),
connValue: document.getElementById("connValue"),
connMinus: document.getElementById("connMinus"),
connPlus: document.getElementById("connPlus"),
refreshBtn: document.getElementById("refreshBtn"),
saveBtn: document.getElementById("saveBtn"),
clearLogBtn: document.getElementById("clearLogBtn"),
toast: document.getElementById("toast"),
});
}
function bindEvents() {
document.querySelectorAll(".nav-link").forEach((b) =>
b.addEventListener("click", () => setView(b.dataset.view)));
els.searchInput.addEventListener("input", (e) => {
state.query = e.target.value.trim().toLowerCase();
renderGames();
});
document.querySelectorAll(".segmented button").forEach((button) => {
button.addEventListener("click", () => {
document.querySelectorAll(".segmented button").forEach((i) => {
i.classList.remove("is-selected");
i.setAttribute("aria-pressed", "false");
});
button.classList.add("is-selected");
button.setAttribute("aria-pressed", "true");
state.filter = button.dataset.filter;
renderGames();
});
});
els.refreshBtn.addEventListener("click", loadInitialData);
els.saveBtn.addEventListener("click", saveConfig);
els.clearLogBtn.addEventListener("click", () => { state.logs = []; renderLogs(); });
if (els.connMinus)
els.connMinus.addEventListener("click", () => setConnections(clampConn(state.config.max_connections) - 1));
if (els.connPlus)
els.connPlus.addEventListener("click", () => setConnections(clampConn(state.config.max_connections) + 1));
}
function setView(view) {
state.view = view;
document.querySelectorAll(".nav-link").forEach((b) => {
const on = b.dataset.view === view;
b.classList.toggle("is-active", on);
if (on) b.setAttribute("aria-current", "page");
else b.removeAttribute("aria-current");
});
document.querySelectorAll(".view").forEach((s) => s.classList.toggle("is-active", s.dataset.view === view));
}
async function loadInitialData() {
state.usingFallback = false;
const [status, config, titles, downloads] = await Promise.all([
getJson(API.status, fallback.status),
getJson(API.config, fallback.config),
getJson(API.titles, fallback.titles),
getJson(API.downloads, fallback.downloads),
]);
// /api/titles carries no client-only progress flags, so preserve them across a
// refresh — otherwise an in-flight download/install flips back to a clickable
// button mid-operation.
// Carry client-only flags across a refresh; the pool's job list is the source
// of truth for download state and is reconciled right after.
const prev = new Map(state.titles.map((g) => [g.title_id, g]));
titles.forEach((g) => {
const old = prev.get(g.title_id);
if (old && g.status !== "up_to_date") {
if (old.downloaded) g.downloaded = true;
if (old.installing) g.installing = true;
if (old._autoInstalled) g._autoInstalled = true;
if (old._localDownloading) g._localDownloading = true;
}
});
state = { ...state, status, config, titles, downloads };
reconcileFromJobs(downloads);
render();
if (downloads.some((j) => j.state === "active" || j.state === "queued") ||
state.titles.some((g) => g._localDownloading))
startDownloadPolling();
showToast(state.usingFallback ? "Demo data loaded. API is not reachable yet." : "Data refreshed.");
}
async function getJson(url, fallbackValue) {
try {
const response = await fetch(url, { cache: "no-store" });
if (!response.ok) throw new Error(`HTTP ${response.status}`);
return await response.json();
} catch (error) {
state.usingFallback = true;
return clone(fallbackValue);
}
}
function render() {
renderStatus();
renderSettings();
renderGames();
renderLogs();
}
function renderStatus() {
els.firmwareValue.textContent = state.status.firmware || "--";
els.firmwareBuild.textContent = state.status.firmware_build || "System version";
els.dnsValue.textContent = state.status.dns_guard || "--";
els.resolverValue.textContent = state.status.resolver || "--";
const space = formatMb(state.status.free_space_mb);
els.spaceValue.textContent = space;
els.downloadDirValue.textContent = state.status.download_dir || state.config.download_dir || "Download target";
if (els.railFw) els.railFw.textContent = `FW ${state.status.firmware || "--"}`;
if (els.railSpace) els.railSpace.textContent = `${space} free`;
}
const CONN_MIN = 1, CONN_MAX = 16;
function clampConn(n) {
n = parseInt(n, 10);
if (!Number.isFinite(n)) n = 4;
return Math.max(CONN_MIN, Math.min(CONN_MAX, n));
}
function renderConnStepper() {
const n = clampConn(state.config.max_connections);
if (els.connValue) els.connValue.textContent = String(n);
if (els.connMinus) els.connMinus.disabled = n <= CONN_MIN;
if (els.connPlus) els.connPlus.disabled = n >= CONN_MAX;
}
let connSaveTimer = null;
// Stepper +/-: update + re-render immediately, then persist just this field
// (debounced) so rapid taps collapse into one POST and other unsaved form
// fields stay untouched. The server applies the new count live (no restart).
function setConnections(n) {
const v = clampConn(n);
if (v === clampConn(state.config.max_connections)) { renderConnStepper(); return; }
state.config.max_connections = v;
renderConnStepper();
clearTimeout(connSaveTimer);
connSaveTimer = setTimeout(async () => {
try {
await postJson(API.config, { max_connections: v });
showToast(`Parallel connections: ${v}`);
} catch (e) {
showToast("Could not save connections — API not reachable.");
}
}, 450);
}
function renderSettings() {
els.defaultPolicy.value = state.config.default_policy || "deny";
els.downloadDir.value = state.config.download_dir || "";
els.installAfterDownload.checked = Boolean(state.config.install_after_download);
els.deleteAfterInstall.checked = Boolean(state.config.delete_pkg_after_install);
if (els.verifyDownloads) els.verifyDownloads.checked = Boolean(state.config.verify_downloads);
if (els.homeShortcut) els.homeShortcut.checked = state.config.home_shortcut !== false;
renderConnStepper();
els.allowlistHosts.replaceChildren(...(state.config.cdn_allowlist || []).map((host) => {
const chip = document.createElement("span");
chip.className = "host-chip";
chip.textContent = host;
return chip;
}));
renderSourcePolicies();
}
/* ---------------- games ---------------- */
function renderGames() {
const visible = state.titles.filter(matchesFilter).filter(matchesQuery);
els.gameGrid.replaceChildren();
if (!visible.length) {
const empty = document.createElement("div");
empty.className = "empty-state";
empty.textContent = "No titles match this filter.";
els.gameGrid.appendChild(empty);
return;
}
visible.forEach((game) => els.gameGrid.appendChild(createGameCard(game)));
}
// Mutually-exclusive bucket per game for the filter chips.
function gameCategory(game) {
// checking is transient (version lookup still running); keep it visible under
// Updatable rather than letting it fall out of every specific filter.
if (game.installing || game.downloading || game.status === "checking") return "updatable";
if (game.patch_title_match === false) return "blocked";
if (!sourcePolicy(game).allow_install) return "blocked";
if (game.status === "available") return "updatable";
if (game.status === "incompatible_fw") return "needsfw";
return "uptodate";
}
function matchesFilter(game) {
if (state.filter === "all") return true;
return gameCategory(game) === state.filter;
}
function matchesQuery(game) {
if (!state.query) return true;
return [game.name, game.title_id, game.content_id, game.source_type, game.source_path, game.mount_from]
.filter(Boolean)
.some((v) => v.toLowerCase().includes(state.query));
}
function createGameCard(game) {
const card = document.createElement("article");
card.className = "game-card";
card.dataset.titleId = game.title_id;
if (game.downloading) card.classList.add("is-downloading");
if (game.installing) card.classList.add("is-installing");
// ---- top row: icon (+ toggle) | body | action ----
const row = document.createElement("div");
row.className = "card-row";
const lead = document.createElement("div");
lead.className = "lead";
const cover = document.createElement("div");
cover.className = "cover";
cover.textContent = initials(game.name);
lead.appendChild(cover);
if (sourcePolicy(game).allow_install) lead.appendChild(buildToggle(game));
const body = document.createElement("div");
body.className = "card-body";
body.innerHTML = `
<h3>${escapeHtml(game.name)}</h3>
<div class="subline">
<span>${escapeHtml(game.title_id)}</span>
<span>${escapeHtml(game.content_id || "")}</span>
</div>
<div class="pills">
${game.downloading ? `<span class="pill live">Downloading</span>` : ""}
${game.resumable && !game.downloading ? `<span class="pill warn">Paused</span>` : ""}
${statusPill(game)}
${sourcePill(game)}
</div>
<div class="versions">
<span>Installed <b>${escapeHtml(game.installed_version || "--")}</b></span>
<span>Compatible <b>${escapeHtml(game.compatible_version || "None")}</b></span>
<span>Latest <b>${escapeHtml(game.latest_version || "--")}</b>${game.latest_required_fw ? ` · FW ${escapeHtml(game.latest_required_fw)}` : ""}</span>
</div>
`;
const actions = document.createElement("div");
actions.className = "card-actions";
[primaryButton(game), stopButton(game)].forEach((act) => {
if (!act) return;
const btn = document.createElement("button");
btn.className = `row-button is-${act.variant}`;
btn.textContent = act.label;
if (act.hint) btn.title = act.hint;
if (act.disabled) btn.disabled = true;
else btn.addEventListener("click", () => runTitleAction(game.title_id, act.action));
actions.appendChild(btn);
});
row.append(lead, body, actions);
card.appendChild(row);
// ---- progress block (only while downloading) ----
if (game.downloading) {
const d = state.downloads.find((x) => x.title_id === game.title_id) || {};
const prog = document.createElement("div");
prog.className = "card-progress";
prog.innerHTML = `
<div class="progress"><i style="width:${pctOf(d)}%"></i></div>
<div class="progress-meta">${progressMetaHtml(d)}</div>
`;
card.appendChild(prog);
} else if (game.resumable && game.partial_bytes > 0) {
// ---- paused partial (survived a reboot) ----
const note = document.createElement("div");
note.className = "card-progress";
note.innerHTML = `
<div class="progress-meta">
<span>Paused — <b>${formatBytes(game.partial_bytes)}</b> downloaded</span>
<span>Resume to continue</span>
</div>
`;
card.appendChild(note);
}
return card;
}
function buildToggle(game) {
const toggle = document.createElement("label");
toggle.className = "toggle";
const cb = document.createElement("input");
cb.type = "checkbox";
cb.checked = game.enabled !== false;
cb.setAttribute("aria-label", `Enable updates for ${game.name}`);
const track = document.createElement("span");
track.className = "track";
const lbl = document.createElement("span");
lbl.className = "label";
lbl.textContent = cb.checked ? "On" : "Off";
cb.addEventListener("change", () => {
lbl.textContent = cb.checked ? "On" : "Off";
updateGame(game.title_id, { enabled: cb.checked });
});
toggle.append(cb, track, lbl);
return toggle;
}
// Primary play/pause button (green to go, amber while downloading). Fixed width
// (CSS) so the label never reflows. Returns null when there is nothing to do.
function primaryButton(game) {
if (game.installing) return { label: "Installing…", variant: "ghost", disabled: true };
if (game.downloading) return { label: "Pause", action: "pause", variant: "pause", hint: "Pause the download (keeps what was downloaded)." };
if (game.patch_title_match === false) return null;
if (!isInstallAllowed(game)) return null;
if (game.resumable)
return { label: "Resume", action: "download", variant: "update", hint: "Continue the paused download where it stopped." };
if (game.downloaded && game.status === "available")
return { label: "Install", action: "install", variant: "update", hint: "Install the downloaded patch (modifies the game)." };
if (game.status !== "available") return null;
return state.config.install_after_download
? { label: "Update", action: "update", variant: "update", hint: "Download and install the update." }
: { label: "Download", action: "download", variant: "update", hint: "Download the patch internally." };
}
// Red stop button: present whenever there is a download to stop or discard.
// Cancel stops AND deletes (unlike Pause, which keeps the partial).
function stopButton(game) {
if (game.installing) return null;
if (game.downloading || game.resumable || game.downloaded)
return { label: "Cancel", action: "cancel", variant: "cancel", hint: "Stop and delete the download." };
return null;
}
function statusPill(game) {
if (game.installing) return `<span class="pill warn">Installing…</span>`;
if (game.status === "checking") return `<span class="pill">Checking…</span>`;
if (game.patch_title_match === false) return `<span class="pill blocked">Title mismatch</span>`;
if (game.status === "available") return `<span class="pill ok">Update available</span>`;
if (game.status === "incompatible_fw") return `<span class="pill warn">Needs FW ${escapeHtml(game.latest_required_fw || "")}</span>`;
if (game.status === "up_to_date") return `<span class="pill">Up to date</span>`;
return `<span class="pill">No patch info</span>`;
}
function sourcePill(game) {
const info = sourceInfo(game);
return `<span class="pill ${info.className}">${escapeHtml(info.label)}</span>`;
}
function sourceInfo(game) { return SOURCE_TYPES[sourceType(game)] || SOURCE_TYPES.unknown; }
function sourceType(game) { return game.source_type || "unknown"; }
/* ---------------- download progress (in-tile) ---------------- */
function pctOf(d) {
const done = Number(d.bytes) || 0;
const total = Number(d.total_bytes) || 0;
if (total > 0) return Math.max(0, Math.min(100, Math.round((done * 100) / total)));
return Math.max(0, Math.min(100, Number(d.progress) || 0));
}
function progressMetaHtml(d) {
const done = Number(d.bytes) || 0;
const total = Number(d.total_bytes) || 0;
const speed = Number(d._speed) || 0;
if (d.state === "queued") return `<span>Queued — waiting for a free slot</span>`;
const parts = [];
parts.push(`<span><b>${formatBytes(done)}</b>${total > 0 ? ` / ${formatBytes(total)}` : ""}</span>`);
if (speed > 0) parts.push(`<span><b>${formatBytes(speed)}/s</b></span>`);
if (speed > 0 && total > done) parts.push(`<span>ETA <b>${formatEta((total - done) / speed)}</b></span>`);
else if (!total) parts.push(`<span>Fetching manifest…</span>`);
parts.push(`<span><b>${pctOf(d)}%</b></span>`);
return parts.join("");
}
function startDownloadPolling() {
emptyPolls = 0;
if (downloadPollTimer) return;
downloadPollTimer = setInterval(refreshDownloads, 2000);
refreshDownloads();
}
function stopDownloadPolling() {
if (!downloadPollTimer) return;
clearInterval(downloadPollTimer);
downloadPollTimer = null;
}
// Map the pool's job list onto per-title flags, and auto-install once a job
// finishes if "install after download" is on.
function reconcileFromJobs(jobs) {
const byId = new Map((jobs || []).map((j) => [j.title_id, j]));
state.titles.forEach((g) => {
const j = byId.get(g.title_id);
if (!j) {
// The pool never produced a job for our local intent: time it out so the
// card can't wedge in "Downloading" forever (server restart between POST
// and poll, or an unexpected response shape).
if (g._localDownloading && g._localSince &&
Date.now() - g._localSince > 12000) {
g._localDownloading = false;
}
if (g.downloading && !g._localDownloading) g.downloading = false;
return;
}
g._localDownloading = false; // the pool now tracks it
if (j.state === "active" || j.state === "queued") {
g.downloading = true;
g.resumable = false;
g._wasActive = true;
} else if (j.state === "paused") {
g.downloading = false;
g.resumable = true;
g.partial_bytes = Number(j.bytes) || g.partial_bytes || 0;
g._wasActive = false;
} else if (j.state === "done") {
g.downloading = false;
g.resumable = false;
g.downloaded = true;
g._wasActive = false;
if (state.config.install_after_download && !g.installing && !g._autoInstalled) {
g._autoInstalled = true;
doInstall(g);
}
} else if (j.state === "error") {
// The server keeps the partial + sidecar (resumable) on a post-retry
// network failure. Reflect that so primaryButton shows "Resume" and the
// red Cancel stays available to delete the kept partial.
const bytes = Number(j.bytes) || 0;
if (g._wasActive) {
showToast(`${g.name}: download failed${bytes > 0 ? " — partial kept, press Resume to continue" : "."}`);
}
g._wasActive = false;
g.downloading = false;
g.resumable = bytes > 0;
g.partial_bytes = bytes || g.partial_bytes || 0;
}
});
}
async function refreshDownloads() {
let jobs;
try {
const response = await fetch(API.downloads, { cache: "no-store" });
if (!response.ok) throw new Error(`HTTP ${response.status}`);
jobs = await response.json();
} catch (error) {
return; // keep last state on a transient failure
}
const now = Date.now();
const ids = new Set();
jobs.forEach((j) => {
ids.add(j.title_id);
const done = Number(j.bytes) || 0;
const prev = dlMeta[j.title_id];
if (prev && now > prev.t) {
if (done >= prev.bytes) {
const inst = ((done - prev.bytes) * 1000) / (now - prev.t); // bytes/s
prev.speed = prev.speed ? prev.speed * 0.5 + inst * 0.5 : inst; // smoothed
} else {
prev.speed = 0; // counter went backwards -> re-baseline
}
}
const meta = prev || (dlMeta[j.title_id] = { speed: 0 });
meta.bytes = done;
meta.t = now;
j._speed = meta.speed || 0;
});
Object.keys(dlMeta).forEach((id) => { if (!ids.has(id)) delete dlMeta[id]; });
state.downloads = jobs;
const before = downloadingIds();
reconcileFromJobs(jobs);
if (downloadingIds() !== before) renderGames();
else applyDownloadProgress();
const busy = jobs.some((j) => j.state === "active" || j.state === "queued") ||
state.titles.some((g) => g._localDownloading);
if (!busy) { if (++emptyPolls >= 3) stopDownloadPolling(); }
else emptyPolls = 0;
}
function downloadingIds() {
return state.titles.filter((g) => g.downloading).map((g) => g.title_id).join(",");
}
// Update the progress bar/meta in place to avoid rebuilding every card each tick.
function applyDownloadProgress() {
let needRender = false;
state.downloads.forEach((d) => {
// Only titles currently downloading render a progress tile; paused/done/error
// jobs linger in the pool list but have no .progress bar — skip them so a
// missing tile for a non-downloading title doesn't force a full rebuild.
const g = state.titles.find((t) => t.title_id === d.title_id);
if (!g || !g.downloading) return;
const card = els.gameGrid.querySelector(`[data-title-id="${d.title_id}"]`);
const bar = card && card.querySelector(".card-progress .progress > i");
const meta = card && card.querySelector(".card-progress .progress-meta");
if (!bar || !meta) { needRender = true; return; }
bar.style.width = pctOf(d) + "%";
meta.innerHTML = progressMetaHtml(d);
});
if (needRender) renderGames();
}
/* ---------------- settings ---------------- */
function renderSourcePolicies() {
const rows = Object.keys(SOURCE_TYPES).map((type) => {
const info = SOURCE_TYPES[type];
const policy = sourcePolicyForType(type);
const row = document.createElement("div");
row.className = "policy-row";
row.innerHTML = `
<span class="pill ${info.className}">${escapeHtml(info.label)}</span>
<strong>${policy.allow_install ? "Install allowed" : "Install blocked"}</strong>
<em>${policy.allow_download ? "Download allowed" : "Download blocked"} - ${escapeHtml(info.description)}</em>
`;
return row;
});
els.sourcePolicyList.replaceChildren(...rows);
}
function renderLogs() {
els.logOutput.textContent = state.logs.length ? state.logs.join("\n") : "No events yet.";
}
async function saveConfig() {
const config = {
...state.config,
default_policy: els.defaultPolicy.value,
download_dir: els.downloadDir.value.trim(),
install_after_download: els.installAfterDownload.checked,
delete_pkg_after_install: els.deleteAfterInstall.checked,
verify_downloads: els.verifyDownloads ? els.verifyDownloads.checked : Boolean(state.config.verify_downloads),
home_shortcut: els.homeShortcut ? els.homeShortcut.checked : state.config.home_shortcut !== false,
max_connections: clampConn(state.config.max_connections),
};
try {
await postJson(API.config, config);
state.config = config;
showToast("Configuration saved.");
} catch (error) {
state.config = config;
showToast("Configuration updated locally. API is not reachable yet.");
}
renderSettings();
renderGames(); // install_after_download changes the button label
}
/* ---------------- actions (data layer) ---------------- */
// Enqueue a download. The pool returns immediately (202); progress, completion
// and (if configured) auto-install are driven by reconcileFromJobs() on poll.
async function doDownload(game) {
game.downloading = true;
game._localDownloading = true; // until the pool reports a job for this title
game._localSince = Date.now(); // bounded in reconcileFromJobs if no job appears
game._autoInstalled = false;
state.downloads = state.downloads.filter((i) => i.title_id !== game.title_id);
state.downloads.push({ title_id: game.title_id, name: game.name,
version: game.compatible_version || "",
state: "queued", progress: 0, bytes: 0, total_bytes: 0 });
renderGames();
startDownloadPolling();
try {
const r = await postJson(API.action(game.title_id, "download"), {});
if (r && r.downloaded && r.already) {
game.downloading = false;
game._localDownloading = false;
game.downloaded = true;
renderGames();
} else {
state.logs.push(`[${timeNow()}] Download queued: ${game.title_id} ${game.compatible_version || ""}`);
renderLogs();
}
} catch (error) {
game.downloading = false;
game._localDownloading = false;
state.downloads = state.downloads.filter((i) => i.title_id !== game.title_id);
const why = reasonText(error);
state.logs.push(`[${timeNow()}] download ${game.title_id} blocked: ${why}`);
showToast(`${game.name}: ${why}`);
renderGames(); renderLogs();
}
}
async function doInstall(game) {
game.installing = true;
game.downloaded = false; // the package is being consumed by the install
renderGames();
try {
await postJson(API.action(game.title_id, "install"), {});
} catch (error) {
game.installing = false;
const why = reasonText(error);
state.logs.push(`[${timeNow()}] install ${game.title_id} blocked: ${why}`);
showToast(`${game.name}: ${why}`);
renderGames(); renderLogs();
return false;
}
state.logs.push(`[${timeNow()}] Install started for ${game.title_id} ${game.compatible_version} — running in PS5 background`);
showToast(`${game.name}: installing update — progress shows in your PS5 notifications.`);
renderGames(); renderLogs();
return true;
}
// Cancel a running download (server aborts + deletes the partial) or delete a
// finished package. Same endpoint handles both.
async function cancelDownload(titleId) {
const game = state.titles.find((g) => g.title_id === titleId);
try {
await postJson(API.action(titleId, "cancel"), {});
showToast(`${game ? game.name : titleId}: download cancelled / deleted.`);
} catch (error) {
showToast(`${game ? game.name : titleId}: ${reasonText(error)}`);
}
if (game) {
game.downloading = false;
game._localDownloading = false;
game.downloaded = false;
game.resumable = false;
game.partial_bytes = 0;
}
state.downloads = state.downloads.filter((i) => i.title_id !== titleId);
state.logs.push(`[${timeNow()}] Download cancelled / deleted: ${titleId}`);
renderGames(); renderLogs();
refreshDownloads();
}
async function runTitleAction(titleId, action) {
const game = state.titles.find((i) => i.title_id === titleId);
if (!game) return;
// "update" and "download" both just enqueue; for "update" (install-after-
// download on) the reconciler auto-installs once the pool reports it done.
if (action === "download" || action === "update") await doDownload(game);
else if (action === "install") await doInstall(game);
else if (action === "pause") await doPause(game);
else if (action === "cancel") await cancelDownload(titleId);
}
// Pause only sends the signal; the in-flight doDownload() request returns its
// "paused" result and updates the card (resumable + partial bytes).
async function doPause(game) {
try {
await postJson(API.action(game.title_id, "pause"), {});
showToast(`${game.name}: pausing…`);
} catch (error) {
showToast(`${game.name}: ${reasonText(error)}`);
}
}
function updateGame(titleId, patch) {
const game = state.titles.find((i) => i.title_id === titleId);
if (!game) return;
Object.assign(game, patch);
renderGames();
const wantEnabled = game.enabled !== false;
postJson(API.action(titleId, wantEnabled ? "enable" : "disable"), {})
.then(() => { state.logs.push(`[${timeNow()}] Saved: ${titleId} ${wantEnabled ? "enabled" : "disabled"}`); renderLogs(); })
.catch(() => showToast(`${titleId}: could not save toggle (API not reachable).`));
}
/* ---------------- policy helpers ---------------- */
function isInstallBlocked(game) { return !sourcePolicy(game).allow_install; }
function isInstallAllowed(game) {
return Boolean(
game.enabled !== false &&
game.compatible_version &&
game.patch_title_match !== false &&
sourcePolicy(game).allow_install
);
}
function sourcePolicy(game) { return sourcePolicyForType(sourceType(game)); }
function sourcePolicyForType(type) {
const fb = fallback.config.source_policy[type] || fallback.config.source_policy.unknown;
const cfg = (state.config.source_policy || {})[type] || {};
return { ...fb, ...cfg };
}
async function postJson(url, body) {
const response = await fetch(url, {
method: "POST",
headers: { "content-type": "application/json" },
body: JSON.stringify(body),
});
const data = await response.json().catch(() => ({}));
if (!response.ok) {
const err = new Error(data.reason || data.message || `HTTP ${response.status}`);
err.body = data;
err.status = response.status;
throw err;
}
return data;
}
const REASON_TEXT = {
patch_title_mismatch: "Patch metadata targets a different title - install blocked.",
install_not_allowed_for_source: "Install blocked for this source.",
source_unknown: "Source unknown — blocked.",
no_compatible_patch: "No compatible patch available.",
download_failed: "Download failed.",
download_in_progress: "Another download is already running.",
piece_verify_failed: "A downloaded piece failed its SHA-256 check.",
title_disabled: "This title is disabled.",
download_paused: "Download paused.",
not_downloading: "Nothing is downloading for this title.",
};
function reasonText(error) {
const r = error && error.body && error.body.reason;
return (r && REASON_TEXT[r]) || (error && error.message) || "failed";
}
/* ---------------- formatting ---------------- */
function initials(name) {
return (name || "PD").split(/\s+/).filter(Boolean).slice(0, 2).map((p) => p[0]).join("").toUpperCase();
}
// Auto-scaled byte sizes: B / KB / MB / GB / TB.
function formatBytes(bytes) {
const n = Number(bytes);
if (!Number.isFinite(n) || n < 0) return "--";
if (n < 1024) return `${n} B`;
const units = ["KB", "MB", "GB", "TB", "PB"];
let v = n / 1024, i = 0;
while (v >= 1024 && i < units.length - 1) { v /= 1024; i++; }
return `${v.toFixed(v >= 100 || i === 0 ? 0 : 1)} ${units[i]}`;
}
// Free space comes from the backend in MB.
function formatMb(mb) {
const n = Number(mb);
if (!Number.isFinite(n)) return "--";
return formatBytes(n * 1024 * 1024);
}
function formatEta(seconds) {
const s = Math.round(Number(seconds) || 0);
if (!Number.isFinite(s) || s <= 0) return "--";
if (s < 60) return `${s}s`;
const m = Math.floor(s / 60);
if (m < 60) return `${m}m ${s % 60}s`;
const h = Math.floor(m / 60);
return `${h}h ${m % 60}m`;
}
function escapeHtml(value) {
return String(value ?? "")
.replace(/&/g, "&amp;")
.replace(/</g, "&lt;")
.replace(/>/g, "&gt;")
.replace(/"/g, "&quot;")
.replace(/'/g, "&#039;");
}
function clone(value) { return JSON.parse(JSON.stringify(value)); }
function timeNow() { return new Date().toLocaleTimeString("en-US", { hour12: false }); }
let toastTimer;
function showToast(message) {
els.toast.textContent = message;
els.toast.classList.add("is-visible");
clearTimeout(toastTimer);
toastTimer = setTimeout(() => els.toast.classList.remove("is-visible"), 2600);
}