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library.ts
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library.ts
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import {
createAbortController,
deleteAbortController
} from '../../utils/aborthandler/aborthandler'
import { existsSync, mkdirSync, readFileSync, readdirSync } from 'graceful-fs'
import {
GameInfo,
InstalledInfo,
CallRunnerOptions,
ExecResult,
InstallPlatform
} from 'common/types'
import {
InstalledJsonMetadata,
GameMetadata,
LegendaryInstallInfo,
LegendaryInstallPlatform,
ResponseDataLegendaryAPI,
SelectiveDownload,
GameOverride
} from 'common/types/legendary'
import { LegendaryUser } from './user'
import {
formatEpicStoreUrl,
getLegendaryBin,
isEpicServiceOffline,
getFileSize
} from '../../utils'
import {
fallBackImage,
legendaryConfigPath,
legendaryLogFile,
legendaryMetadata,
isLinux,
userHome,
isWindows
} from '../../constants'
import {
logDebug,
logError,
logInfo,
LogPrefix,
logWarning
} from '../../logger/logger'
import {
gamesOverrideStore,
installStore,
libraryStore
} from './electronStores'
import { callRunner } from '../../launcher'
import { dirname, join } from 'path'
import { isOnline } from 'backend/online_monitor'
import { update } from './games'
import axios from 'axios'
import { app } from 'electron'
import { copySync } from 'fs-extra'
import { LegendaryCommand } from './commands'
import { LegendaryAppName, LegendaryPlatform, Path } from './commands/base'
import shlex from 'shlex'
import { Entries } from 'type-fest'
const allGames: Set<string> = new Set()
let installedGames: Map<string, InstalledJsonMetadata> = new Map()
const library: Map<string, GameInfo> = new Map()
export async function initLegendaryLibraryManager() {
// Migrate user data from global Legendary config if necessary
const globalLegendaryConfig = isLinux
? join(app.getPath('appData'), 'legendary')
: join(userHome, '.config', 'legendary')
if (!existsSync(legendaryConfigPath) && existsSync(globalLegendaryConfig)) {
copySync(globalLegendaryConfig, legendaryConfigPath, {
recursive: true
})
}
loadGamesInAccount()
refreshInstalled()
}
/**
* Loads all of the user's games into `allGames`
*/
export function loadGamesInAccount() {
if (!existsSync(legendaryMetadata)) {
return
}
readdirSync(legendaryMetadata).forEach((filename) => {
// This shouldn't ever happen, but just in case
if (!filename.endsWith('.json')) {
return
}
const appName = filename.split('.').slice(0, -1).join('.')
allGames.add(appName)
})
}
/**
* Refresh games in the user's library.
*/
async function refreshLegendary(): Promise<ExecResult> {
logInfo('Refreshing Epic Games...', LogPrefix.Legendary)
const epicOffline = await isEpicServiceOffline()
if (epicOffline) {
logWarning(
'Epic is Offline right now, cannot update game list!',
LogPrefix.Backend
)
return { stderr: 'Epic offline, unable to update game list', stdout: '' }
}
const abortID = 'legendary-refresh'
const res = await runRunnerCommand(
{
subcommand: 'list',
'--third-party': true
},
createAbortController(abortID)
)
deleteAbortController(abortID)
if (res.error) {
logError(['Failed to refresh library:', res.error], LogPrefix.Legendary)
}
refreshInstalled()
return res
}
/**
* Refresh `installedGames` from file.
*/
export function refreshInstalled() {
const installedJSON = join(legendaryConfigPath, 'installed.json')
if (existsSync(installedJSON)) {
try {
installedGames = new Map(
Object.entries(JSON.parse(readFileSync(installedJSON, 'utf-8')))
)
} catch (error) {
// disabling log here because its giving false positives on import command
logError(
['Corrupted installed.json file, cannot load installed games', error],
LogPrefix.Legendary
)
installedGames = new Map()
}
} else {
installedGames = new Map()
}
}
const defaultExecResult = {
stderr: '',
stdout: ''
}
/**
* Get the game info of all games in the library
*
* @returns Array of objects.
*/
export async function refresh(): Promise<ExecResult | null> {
logInfo('Refreshing library...', LogPrefix.Legendary)
if (!LegendaryUser.isLoggedIn()) {
return defaultExecResult
}
refreshLegendary()
loadGamesInAccount()
refreshInstalled()
try {
await loadAll()
} catch (error) {
logError(error, LogPrefix.Legendary)
}
const arr = Array.from(library.values())
libraryStore.set('library', arr)
logInfo(
['Game list updated, got', `${arr.length}`, 'games & DLCs'],
LogPrefix.Legendary
)
return defaultExecResult
}
export function getListOfGames() {
return libraryStore.get('library', [])
}
/**
* Get game info for a particular game.
*
* @param appName The AppName of the game you want the info of
* @param forceReload Discards game info in `library` and always reads info from metadata files
* @returns GameInfo
*/
export function getGameInfo(
appName: string,
forceReload = false
): GameInfo | undefined {
if (!hasGame(appName)) {
logWarning(
['Requested game', appName, 'was not found in library'],
LogPrefix.Legendary
)
return undefined
}
// We have the game, but info wasn't loaded yet
if (!library.has(appName) || forceReload) {
loadFile(appName + '.json')
}
return library.get(appName)
}
/**
* Get game info for a particular game.
*/
export async function getInstallInfo(
appName: string,
installPlatform: InstallPlatform
): Promise<LegendaryInstallInfo> {
const cache = installStore.get(appName)
if (cache) {
logDebug('Using cached install info', LogPrefix.Legendary)
return cache
}
logInfo(`Getting more details with 'legendary info'`, LogPrefix.Legendary)
const command: LegendaryCommand = {
subcommand: 'info',
appName: LegendaryAppName.parse(appName),
'--json': true,
'--platform': LegendaryPlatform.parse(installPlatform)
}
if (await isEpicServiceOffline()) {
command['--offline'] = true
}
const res = await runRunnerCommand(command, createAbortController(appName))
deleteAbortController(appName)
if (res.error) {
logError(['Failed to get more details:', res.error], LogPrefix.Legendary)
}
try {
const info: LegendaryInstallInfo = JSON.parse(res.stdout)
installStore.set(appName, info)
return info
} catch (error) {
throw Error(`Failed to parse install info for ${appName} with: ${error}`)
}
}
/**
* Obtain a list of updateable games.
*
* @returns App names of updateable games.
*/
export async function listUpdateableGames(): Promise<string[]> {
const isLoggedIn = LegendaryUser.isLoggedIn()
if (!isLoggedIn || !isOnline()) {
return []
}
const epicOffline = await isEpicServiceOffline()
if (epicOffline) {
logWarning(
'Epic servers are offline, cannot check for game updates',
LogPrefix.Backend
)
return []
}
const abortID = 'legendary-check-updates'
const res = await runRunnerCommand(
{ subcommand: 'list', '--third-party': true },
createAbortController(abortID),
{
logMessagePrefix: 'Checking for game updates'
}
)
deleteAbortController(abortID)
if (res.abort) {
return []
}
if (res.error) {
logError(
['Failed to check for game updates:', res.error],
LogPrefix.Legendary
)
return []
}
// Once we ran `legendary list`, `assets.json` will be updated with the newest
// game versions, and `installed.json` has our currently installed ones
const installedJsonFile = join(legendaryConfigPath, 'installed.json')
let installedJson: Record<string, InstalledJsonMetadata> = {}
try {
installedJson = JSON.parse(
readFileSync(installedJsonFile, { encoding: 'utf-8' })
)
} catch (error) {
logWarning(
['Failed to parse games from', installedJsonFile, 'with:', error],
LogPrefix.Legendary
)
}
// First go through all our installed games and store their versions...
const installedGames: Map<string, { version: string; platform: string }> =
new Map()
for (const [appName, data] of Object.entries(installedJson)) {
installedGames.set(appName, {
version: data.version,
platform: data.platform
})
}
// ...and now go through all games in `assets.json` to get the newest version
// HACK: Same as above, ↓ this isn't always `string`, but it works for now
const assetsJsonFile = join(legendaryConfigPath, 'assets.json')
let assetsJson: Record<string, Record<string, string>[]> = {}
try {
assetsJson = JSON.parse(readFileSync(assetsJsonFile, { encoding: 'utf-8' }))
} catch (error) {
logWarning(
['Failed to parse games from', assetsJsonFile, 'with:', error],
LogPrefix.Legendary
)
}
const updateableGames: string[] = []
for (const [platform, assets] of Object.entries(assetsJson)) {
installedGames.forEach(
({ version: currentVersion, platform: installedPlatform }, appName) => {
if (installedPlatform === platform) {
const currentAsset = assets.find((asset) => {
return asset.app_name === appName
})
if (!currentAsset) {
logWarning(
[
'Game with AppName',
appName,
'is installed but was not found on account'
],
LogPrefix.Legendary
)
return
}
const latestVersion = currentAsset.build_version
if (currentVersion !== latestVersion) {
logDebug(
[
'Update is available for',
`${appName}:`,
currentVersion,
'!=',
latestVersion
],
LogPrefix.Legendary
)
updateableGames.push(appName)
}
}
}
)
}
logInfo(
[
'Found',
`${updateableGames.length}`,
'game' + (updateableGames.length !== 1 ? 's' : ''),
'to update'
],
LogPrefix.Legendary
)
return updateableGames
}
/**
* Update all updateable games.
* Uses `listUpdateableGames` along with `LegendaryGame.update`
*
* @returns Array of results of `Game.update`.
*/
export async function updateAllGames() {
return (
await Promise.allSettled(
(await listUpdateableGames()).map(async (appName) => update(appName))
)
).map((res) => {
if (res.status === 'fulfilled') {
return res.value
} else {
return null
}
})
}
/**
* Change the install path for a given game.
*
* DOES NOT MOVE FILES. Use `LegendaryGame.moveInstall` instead.
*
* @param appName
* @param newPath
*/
export async function changeGameInstallPath(appName: string, newPath: string) {
const libraryGameInfo = library.get(appName)
if (libraryGameInfo) libraryGameInfo.install.install_path = newPath
else {
logWarning(
`library game info not found in changeGameInstallPath for ${appName}`,
LogPrefix.Legendary
)
}
const installedGameInfo = installedGames.get(appName)
if (installedGameInfo) installedGameInfo.install_path = newPath
else {
logWarning(
`installed game info not found in changeGameInstallPath for ${appName}`,
LogPrefix.Legendary
)
}
const { error } = await runRunnerCommand(
{
subcommand: 'move',
appName: LegendaryAppName.parse(appName),
newBasePath: Path.parse(dirname(newPath)),
'--skip-move': true
},
createAbortController(appName)
)
deleteAbortController(appName)
if (error) {
logError(
['Failed to set install path for', `${appName}:`, error],
LogPrefix.Legendary
)
}
}
/**
* Change the install state of a game without a complete library reload.
*
* @param appName
* @param state true if its installed, false otherwise.
*/
export function installState(appName: string, state: boolean) {
if (state) {
// This assumes that fileName and appName are same.
// If that changes, this will break.
loadFile(`${appName}.json`)
} else {
// @ts-expect-error TODO: Make sure game info is loaded & appName is valid here
library.get(appName).is_installed = false
// @ts-expect-error Same as above
library.get(appName).install = {} as InstalledInfo
installedGames.delete(appName)
}
}
/**
* Load the file completely into our in-memory library.
* Largely derived from legacy code.
*
* @returns True/False, whether or not the file was loaded
*/
function loadFile(fileName: string): boolean {
const fullPath = join(legendaryMetadata, fileName)
let app_name: string
let metadata
try {
const data: GameMetadata = JSON.parse(readFileSync(fullPath, 'utf-8'))
app_name = data.app_name
metadata = data.metadata
} catch (error) {
logError(['Failed to parse', fileName], LogPrefix.Legendary)
return false
}
const { namespace } = metadata
if (namespace === 'ue') {
return false
}
const {
description,
shortDescription = '',
keyImages = [],
title,
developer,
dlcItemList,
releaseInfo,
customAttributes,
categories,
mainGameItem
} = metadata
// skip mods from the library
if (categories.some(({ path }) => path === 'mods')) {
return false
}
if (!customAttributes) {
logWarning(
['Incomplete metadata for', fileName, app_name],
LogPrefix.Legendary
)
}
const dlcs: string[] = []
const FolderName = customAttributes?.FolderName
const canRunOffline = customAttributes?.CanRunOffline?.value === 'true'
const thirdPartyManagedApp =
customAttributes?.ThirdPartyManagedApp?.value || undefined
if (dlcItemList) {
dlcItemList.forEach((v: { releaseInfo: { appId: string }[] }) => {
if (v.releaseInfo && v.releaseInfo[0]) {
dlcs.push(v.releaseInfo[0].appId)
}
})
}
const info = installedGames.get(app_name)
const {
executable,
version,
install_size,
install_path,
platform,
save_path
} = info ?? {}
const saveFolder =
(platform === 'Mac'
? customAttributes?.CloudSaveFolder_MAC?.value
: customAttributes?.CloudSaveFolder?.value) ?? ''
const installFolder = FolderName ? FolderName.value : app_name
const gameBox = keyImages.find(({ type }) => type === 'DieselGameBox')
const gameBoxTall = keyImages.find(({ type }) => type === 'DieselGameBoxTall')
const gameBoxStore = keyImages.find(
({ type }) => type === 'DieselStoreFrontTall'
)
const logo = keyImages.find(({ type }) => type === 'DieselGameBoxLogo')
const art_cover = gameBox ? gameBox.url : undefined
const art_logo = logo ? logo.url : undefined
const art_square = gameBoxTall ? gameBoxTall.url : undefined
const art_square_front = gameBoxStore ? gameBoxStore.url : undefined
const is_dlc = Boolean(metadata.mainGameItem)
const convertedSize = install_size ? getFileSize(Number(install_size)) : '0'
if (releaseInfo && !releaseInfo[0].platform) {
logWarning(
['No platforms info for', fileName, app_name],
LogPrefix.Legendary
)
}
let metadataPlatform: LegendaryInstallPlatform[] = []
// some DLCs don't have a platform value
if (releaseInfo[0].platform) {
metadataPlatform = releaseInfo[0].platform
} else if (mainGameItem && mainGameItem.releaseInfo[0].platform) {
// when there's no platform, the DLC might reference the base game with the info
metadataPlatform = mainGameItem.releaseInfo[0].platform
}
library.set(app_name, {
app_name,
art_cover: art_cover || art_square || fallBackImage,
art_logo,
art_square: art_square || art_square_front || art_cover || fallBackImage,
cloud_save_enabled: Boolean(saveFolder),
developer,
extra: {
about: {
description,
shortDescription
},
reqs: [],
storeUrl: formatEpicStoreUrl(title)
},
dlcList: dlcItemList,
folder_name: installFolder,
install: {
executable,
install_path,
install_size: convertedSize,
is_dlc,
version,
platform
},
is_installed: info !== undefined,
namespace,
is_mac_native: info ? platform === 'Mac' : metadataPlatform.includes('Mac'),
save_folder: saveFolder,
save_path,
title,
canRunOffline,
thirdPartyManagedApp,
is_linux_native: false,
runner: 'legendary',
store_url: formatEpicStoreUrl(title)
})
return true
}
/**
* Fully loads all files in library into memory.
*
* @returns App names of loaded files.
*/
async function loadAll(): Promise<string[]> {
if (existsSync(legendaryMetadata)) {
const loadedFiles: string[] = []
allGames.forEach((appName) => {
const wasLoaded = loadFile(appName + '.json')
if (wasLoaded) {
loadedFiles.push(appName)
}
})
return loadedFiles
}
return []
}
/**
* Checks if a game is in the users account
* @param appName The game to search for
* @returns True = Game is in account, False = Game is not in account
*/
export const hasGame = (appName: string) => allGames.has(appName)
export async function runRunnerCommand(
command: LegendaryCommand,
abortController: AbortController,
options?: CallRunnerOptions
): Promise<ExecResult> {
const { dir, bin } = getLegendaryBin()
// Set XDG_CONFIG_HOME to a custom, Heroic-specific location so user-made
// changes to Legendary's main config file don't affect us
if (!options) {
options = {}
}
if (!options.env) {
options.env = {}
}
options.env.XDG_CONFIG_HOME = dirname(legendaryConfigPath)
const commandParts = commandToArgsArray(command)
return callRunner(
commandParts,
{ name: 'legendary', logPrefix: LogPrefix.Legendary, bin, dir },
abortController,
{
...options,
verboseLogFile: legendaryLogFile
}
)
}
export async function getGameOverride(): Promise<GameOverride> {
const cached = gamesOverrideStore.get('gamesOverride')
if (cached) {
return cached
}
try {
const response = await axios.get<ResponseDataLegendaryAPI>(
'https://heroic.legendary.gl/v1/version.json'
)
if (response.data.game_overrides) {
gamesOverrideStore.set('gamesOverride', response.data.game_overrides)
}
return response.data.game_overrides
} catch (error) {
logWarning(['Error fetching Legendary API:', error], LogPrefix.Legendary)
throw error
}
}
export async function getGameSdl(
appName: string
): Promise<SelectiveDownload[]> {
try {
const response = await axios.get<Record<string, SelectiveDownload>>(
`https://heroic.legendary.gl/v1/sdl/${appName}.json`
)
// if data type is not a json return empty array
if (response.headers['content-type'] !== 'application/json') {
logInfo(
['No Selective Download data found for', appName],
LogPrefix.Legendary
)
return []
}
const list = Object.keys(response.data)
const sdlList: SelectiveDownload[] = []
list.forEach((key) => {
const { name, description, tags } = response.data[
key
] as SelectiveDownload
if (key === '__required') {
sdlList.unshift({ name, description, tags, required: true })
} else {
sdlList.push({ name, description, tags })
}
})
return sdlList
} catch (error) {
logWarning(
['Error fetching Selective Download data for', appName, error],
LogPrefix.Legendary
)
return []
}
}
/**
* Toggles the EGL synchronization on/off based on arguments
* @param path_or_action On Windows: "unlink" (turn off), "windows" (turn on). On linux/mac: "unlink" (turn off), any other string (prefix path)
* @returns string with stdout + stderr, or error message
*/
export async function toggleGamesSync(path_or_action: string) {
if (isWindows) {
const egl_manifestPath =
'C:\\ProgramData\\Epic\\EpicGamesLauncher\\Data\\Manifests'
if (!existsSync(egl_manifestPath)) {
mkdirSync(egl_manifestPath, { recursive: true })
}
}
const command: LegendaryCommand = {
subcommand: 'egl-sync',
'-y': true
}
if (path_or_action === 'unlink') {
command['--unlink'] = true
} else {
command['--enable-sync'] = true
if (!isWindows) {
const pathParse = Path.safeParse(path_or_action)
if (pathParse.success) {
command['--egl-wine-prefix'] = pathParse.data
} else {
return 'Error'
}
}
}
const { error, stderr, stdout } = await runRunnerCommand(
command,
createAbortController('toggle-sync')
)
deleteAbortController('toggle-sync')
if (error) {
logError(['Failed to toggle EGS-Sync', error], LogPrefix.Legendary)
return 'Error'
} else {
logInfo(`${stdout}`, LogPrefix.Legendary)
if (stderr.includes('ERROR') || stderr.includes('error')) {
logError(`${stderr}`, LogPrefix.Legendary)
return 'Error'
}
return `${stdout} - ${stderr}`
}
}
/*
* Converts a LegendaryCommand to a parameter list passable to Legendary
* @param command
*/
export function commandToArgsArray(command: LegendaryCommand): string[] {
const commandParts: string[] = []
if (command.subcommand) commandParts.push(command.subcommand)
// Some commands need special handling
switch (command.subcommand) {
case 'install':
commandParts.push(command.appName)
if (command.sdlList) {
commandParts.push('--install-tag=')
for (const sdlTag of command.sdlList)
commandParts.push('--install-tag', sdlTag)
}
break
case 'launch':
commandParts.push(command.appName)
if (command.extraArguments)
commandParts.push(...shlex.split(command.extraArguments))
break
case 'update':
case 'info':
case 'sync-saves':
case 'uninstall':
commandParts.push(command.appName)
break
case 'move':
commandParts.push(command.appName, command.newBasePath)
break
case 'eos-overlay':
commandParts.push(command.action)
break
case 'import':
commandParts.push(command.appName, command.installationDirectory)
break
}
// Append parameters (anything starting with -)
for (const [parameter, value] of Object.entries(
command
) as Entries<LegendaryCommand>) {
if (!parameter.startsWith('-')) continue
if (!value) continue
// Boolean values (specifically `true`) have to be handled differently
// Parameters that have a boolean type are just signified
// by the parameter being present, they don't have a value.
// Thus, we only add the key (parameter) here, instead of the key & value
if (value === true) commandParts.push(parameter)
else commandParts.push(parameter, value.toString())
}
return commandParts
}