BMAD-METHOD/src/modules/bmgd/_module-installer/installer.js

161 lines
6.5 KiB
JavaScript

const fs = require('fs-extra');
const path = require('node:path');
const chalk = require('chalk');
const platformCodes = require(path.join(__dirname, '../../../../tools/cli/lib/platform-codes'));
/**
* Validate that a resolved path is within the project root (prevents path traversal)
* @param {string} resolvedPath - The fully resolved absolute path
* @param {string} projectRoot - The project root directory
* @returns {boolean} - True if path is within project root
*/
function isWithinProjectRoot(resolvedPath, projectRoot) {
const normalizedResolved = path.normalize(resolvedPath);
const normalizedRoot = path.normalize(projectRoot);
return normalizedResolved.startsWith(normalizedRoot + path.sep) || normalizedResolved === normalizedRoot;
}
/**
* BMGD Module Installer
* Standard module installer function that executes after IDE installations
*
* @param {Object} options - Installation options
* @param {string} options.projectRoot - The root directory of the target project
* @param {Object} options.config - Module configuration from module.yaml
* @param {Array<string>} options.installedIDEs - Array of IDE codes that were installed
* @param {Object} options.logger - Logger instance for output
* @returns {Promise<boolean>} - Success status
*/
async function install(options) {
const { projectRoot, config, installedIDEs, logger } = options;
try {
logger.log(chalk.blue('🎮 Installing BMGD Module...'));
// Create planning artifacts directory (for GDDs, game briefs, architecture)
if (config['planning_artifacts'] && typeof config['planning_artifacts'] === 'string') {
// Strip project-root prefix variations
const planningConfig = config['planning_artifacts'].replace(/^\{project-root\}\/?/, '');
const planningPath = path.join(projectRoot, planningConfig);
if (!isWithinProjectRoot(planningPath, projectRoot)) {
logger.warn(chalk.yellow(`Warning: planning_artifacts path escapes project root, skipping: ${planningConfig}`));
} else if (!(await fs.pathExists(planningPath))) {
logger.log(chalk.yellow(`Creating game planning artifacts directory: ${planningConfig}`));
await fs.ensureDir(planningPath);
}
}
// Create implementation artifacts directory (sprint status, stories, reviews)
// Check both implementation_artifacts and implementation_artifacts for compatibility
const implConfig = config['implementation_artifacts'] || config['implementation_artifacts'];
if (implConfig && typeof implConfig === 'string') {
// Strip project-root prefix variations
const implConfigClean = implConfig.replace(/^\{project-root\}\/?/, '');
const implPath = path.join(projectRoot, implConfigClean);
if (!isWithinProjectRoot(implPath, projectRoot)) {
logger.warn(chalk.yellow(`Warning: implementation_artifacts path escapes project root, skipping: ${implConfigClean}`));
} else if (!(await fs.pathExists(implPath))) {
logger.log(chalk.yellow(`Creating implementation artifacts directory: ${implConfigClean}`));
await fs.ensureDir(implPath);
}
}
// Create project knowledge directory
if (config['project_knowledge'] && typeof config['project_knowledge'] === 'string') {
// Strip project-root prefix variations
const knowledgeConfig = config['project_knowledge'].replace(/^\{project-root\}\/?/, '');
const knowledgePath = path.join(projectRoot, knowledgeConfig);
if (!isWithinProjectRoot(knowledgePath, projectRoot)) {
logger.warn(chalk.yellow(`Warning: project_knowledge path escapes project root, skipping: ${knowledgeConfig}`));
} else if (!(await fs.pathExists(knowledgePath))) {
logger.log(chalk.yellow(`Creating project knowledge directory: ${knowledgeConfig}`));
await fs.ensureDir(knowledgePath);
}
}
// Log selected game engine(s)
if (config['primary_platform']) {
const platforms = Array.isArray(config['primary_platform']) ? config['primary_platform'] : [config['primary_platform']];
const platformNames = platforms.map((p) => {
switch (p) {
case 'unity': {
return 'Unity';
}
case 'unreal': {
return 'Unreal Engine';
}
case 'godot': {
return 'Godot';
}
default: {
return p;
}
}
});
logger.log(chalk.cyan(`Game engine support configured for: ${platformNames.join(', ')}`));
}
// Handle IDE-specific configurations if needed
if (installedIDEs && installedIDEs.length > 0) {
logger.log(chalk.cyan(`Configuring BMGD for IDEs: ${installedIDEs.join(', ')}`));
for (const ide of installedIDEs) {
await configureForIDE(ide, projectRoot, config, logger);
}
}
logger.log(chalk.green('✓ BMGD Module installation complete'));
logger.log(chalk.dim(' Game development workflows ready'));
logger.log(chalk.dim(' Agents: Game Designer, Game Dev, Game Architect, Game SM, Game QA, Game Solo Dev'));
return true;
} catch (error) {
logger.error(chalk.red(`Error installing BMGD module: ${error.message}`));
return false;
}
}
/**
* Configure BMGD module for specific platform/IDE
* @private
*/
async function configureForIDE(ide, projectRoot, config, logger) {
// Validate platform code
if (!platformCodes.isValidPlatform(ide)) {
logger.warn(chalk.yellow(` Warning: Unknown platform code '${ide}'. Skipping BMGD configuration.`));
return;
}
const platformName = platformCodes.getDisplayName(ide);
// Try to load platform-specific handler
const platformSpecificPath = path.join(__dirname, 'platform-specifics', `${ide}.js`);
try {
if (await fs.pathExists(platformSpecificPath)) {
const platformHandler = require(platformSpecificPath);
if (typeof platformHandler.install === 'function') {
const success = await platformHandler.install({
projectRoot,
config,
logger,
platformInfo: platformCodes.getPlatform(ide),
});
if (!success) {
logger.warn(chalk.yellow(` Warning: BMGD platform handler for ${platformName} returned failure`));
}
}
} else {
// No platform-specific handler for this IDE
logger.log(chalk.dim(` No BMGD-specific configuration for ${platformName}`));
}
} catch (error) {
logger.warn(chalk.yellow(` Warning: Could not load BMGD platform-specific handler for ${platformName}: ${error.message}`));
}
}
module.exports = { install };