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ci: deleting comments
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@@ -5,7 +5,6 @@ import { logger } from "../logger";
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import { db, gameAchievementsSublevel, levelKeys } from "@main/level";
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import { AxiosError } from "axios";
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const getModifiedSinceHeader = (
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cachedAchievements: GameAchievement | undefined,
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userLanguage: string
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@@ -32,8 +31,7 @@ export const getGameAchievementData = async (
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const cachedAchievements = await gameAchievementsSublevel.get(gameKey);
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if(cachedAchievements?.achievements && useCachedData) {
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if (cachedAchievements?.achievements && useCachedData) {
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return cachedAchievements.achievements;
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}
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@@ -190,21 +190,17 @@ export const mergeAchievements = async (
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);
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}
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// Capture and upload screenshot AFTER achievements are synced to server
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if (
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newAchievements.length &&
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userPreferences.enableAchievementScreenshots === true
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) {
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try {
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// Import and trigger the upload process
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const { uploadAchievementImage } = await import(
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"@main/events/achievements/upload-achievement-image"
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);
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// Upload the screenshot for each new achievement
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for (const achievement of newAchievements) {
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try {
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// Find the achievement data to get the display name
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const achievementData = achievementsData.find(
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(steamAchievement) => {
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return (
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@@ -217,7 +213,6 @@ export const mergeAchievements = async (
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const achievementDisplayName =
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achievementData?.displayName || achievement.name;
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// Capture screenshot with game title and achievement name
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const screenshotPath =
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await ScreenshotService.captureDesktopScreenshot(
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game.title,
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@@ -5,20 +5,17 @@ import { app } from "electron";
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import { logger } from "./logger";
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export class ScreenshotService {
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private static readonly SCREENSHOT_QUALITY = 60; // Reduced for better compression
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private static readonly SCREENSHOT_QUALITY = 80;
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private static readonly SCREENSHOT_FORMAT = "jpeg";
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private static readonly MAX_WIDTH = 1280; // Maximum width for compression
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private static readonly MAX_HEIGHT = 720; // Maximum height for compression
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private static readonly MAX_WIDTH = 1280;
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private static readonly MAX_HEIGHT = 720;
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/**
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* Compresses an image by resizing and adjusting quality
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*/
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private static compressImage(
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image: Electron.NativeImage
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): Electron.NativeImage {
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const size = image.getSize();
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// Calculate new dimensions while maintaining aspect ratio
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let newWidth = size.width;
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let newHeight = size.height;
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@@ -34,7 +31,6 @@ export class ScreenshotService {
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}
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}
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// Resize the image if dimensions changed
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if (newWidth !== size.width || newHeight !== size.height) {
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return image.resize({ width: newWidth, height: newHeight });
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}
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@@ -47,7 +43,6 @@ export class ScreenshotService {
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achievementName?: string
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): Promise<string> {
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try {
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// Get all available desktop sources
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const sources = await desktopCapturer.getSources({
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types: ["screen"],
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thumbnailSize: { width: 1920, height: 1080 },
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@@ -57,18 +52,14 @@ export class ScreenshotService {
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throw new Error("No desktop sources available for screenshot");
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}
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// Use the primary screen (first source)
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const primaryScreen = sources[0];
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// Convert the thumbnail to a higher quality image
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const originalImage = nativeImage.createFromDataURL(
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primaryScreen.thumbnail.toDataURL()
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);
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// Compress the image to reduce file size
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const compressedImage = this.compressImage(originalImage);
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// Create screenshots directory structure
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const userDataPath = app.getPath("userData");
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const screenshotsDir = path.join(userDataPath, "screenshots");
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@@ -76,31 +67,26 @@ export class ScreenshotService {
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let filename: string;
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if (gameTitle && achievementName) {
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// Create game-specific directory
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const sanitizedGameTitle = gameTitle.replace(/[<>:"/\\|?*]/g, "_");
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const gameDir = path.join(screenshotsDir, sanitizedGameTitle);
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finalDir = gameDir;
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// Use achievement name as filename (sanitized)
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const sanitizedAchievementName = achievementName.replace(
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/[<>:"/\\|?*]/g,
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"_"
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);
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filename = `${sanitizedAchievementName}.${this.SCREENSHOT_FORMAT}`;
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} else {
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// Fallback to timestamp-based naming
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const timestamp = Date.now();
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filename = `achievement_screenshot_${timestamp}.${this.SCREENSHOT_FORMAT}`;
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}
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// Ensure directory exists
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if (!fs.existsSync(finalDir)) {
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fs.mkdirSync(finalDir, { recursive: true });
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}
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const screenshotPath = path.join(finalDir, filename);
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// Save the compressed screenshot as JPEG with specified quality
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const jpegBuffer = compressedImage.toJPEG(this.SCREENSHOT_QUALITY);
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fs.writeFileSync(screenshotPath, jpegBuffer);
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@@ -121,7 +107,6 @@ export class ScreenshotService {
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return;
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}
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// Get all files recursively from screenshots directory and subdirectories
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const getAllFiles = (
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dir: string
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): Array<{ name: string; path: string; mtime: Date }> => {
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@@ -133,7 +118,6 @@ export class ScreenshotService {
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const stat = fs.statSync(itemPath);
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if (stat.isDirectory()) {
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// Recursively get files from subdirectories
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files.push(...getAllFiles(itemPath));
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} else if (item.endsWith(`.${this.SCREENSHOT_FORMAT}`)) {
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files.push({
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@@ -151,7 +135,6 @@ export class ScreenshotService {
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(a, b) => b.mtime.getTime() - a.mtime.getTime()
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);
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// Keep only the 50 most recent screenshots (increased from 10 to accommodate multiple games)
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const filesToDelete = allFiles.slice(50);
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for (const file of filesToDelete) {
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@@ -163,9 +146,8 @@ export class ScreenshotService {
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}
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}
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// Clean up empty directories
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const cleanupEmptyDirs = (dir: string) => {
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if (dir === screenshotsDir) return; // Don't delete the main screenshots directory
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if (dir === screenshotsDir) return;
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try {
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const items = fs.readdirSync(dir);
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@@ -174,11 +156,9 @@ export class ScreenshotService {
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logger.log(`Cleaned up empty directory: ${dir}`);
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}
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} catch (error) {
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// Directory might not be empty or might not exist, ignore
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}
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};
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// Check for empty game directories and clean them up
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const gameDirectories = fs
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.readdirSync(screenshotsDir)
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.map((item) => path.join(screenshotsDir, item))
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