Rewrote frontend download download function to make use of forked processes. This means that the download runs in full async (essentially in a separate thread). Updated the discord wrapper to be more dynamic. Updated auth manager to use async/await.

react
Daniel Scalzi 2018-01-18 23:45:50 -05:00
parent 1d10b0209a
commit d4d7be7c47
5 changed files with 249 additions and 112 deletions

View File

@ -1,3 +1,4 @@
const cp = require('child_process')
const path = require('path')
const {AssetGuard} = require(path.join(__dirname, 'assets', 'js', 'assetguard.js'))
const ProcessBuilder = require(path.join(__dirname, 'assets', 'js', 'processbuilder.js'))
@ -8,14 +9,25 @@ const AuthManager = require(path.join(__dirname, 'assets', 'js', 'authmanager.js
let mojangStatusListener
// Launch Elements
let launch_content, launch_details, launch_progress, launch_progress_label, launch_details_text
// Synchronous Listener
document.addEventListener('readystatechange', function(){
if (document.readyState === 'interactive'){
// Save a reference to the launch elements.
launch_content = document.getElementById('launch_content')
launch_details = document.getElementById('launch_details')
launch_progress = document.getElementById('launch_progress')
launch_progress_label = document.getElementById('launch_progress_label')
launch_details_text = document.getElementById('launch_details_text')
// Bind launch button
document.getElementById('launch_button').addEventListener('click', function(e){
console.log('Launching game..')
testdownloads()
//testdownloads()
dlAsync()
})
// TODO convert this to dropdown menu.
@ -58,104 +70,180 @@ document.addEventListener('readystatechange', function(){
}
}, false)
// Keep reference to AssetGuard object temporarily
let tracker;
// Keep reference to Minecraft Process
let proc
// Is DiscordRPC enabled
let hasRPC = false
// Joined server regex
const servJoined = /[[0-2][0-9]:[0-6][0-9]:[0-6][0-9]\] \[Client thread\/INFO\]: \[CHAT\] [a-zA-Z0-9_]{1,16} joined the game/g
const gameJoined = /\[[0-2][0-9]:[0-6][0-9]:[0-6][0-9]\] \[Client thread\/WARN\]: Skipping bad option: lastServer:/g
const gameJoined2 = /\[[0-2][0-9]:[0-6][0-9]:[0-6][0-9]\] \[Client thread\/INFO\]: Created: \d+x\d+ textures-atlas/g
testdownloads = async function(){
let aEx
let currentProc
let serv
let versionData
let forgeData
if(ConfigManager.getSelectedAccount() == null){
console.error('login first.')
//in devtools AuthManager.addAccount(username, pass)
return
function dlAsync(login = true){
// Login parameter is temporary for debug purposes. Allows testing the validation/downloads without
// launching the game.
if(login) {
if(ConfigManager.getSelectedAccount() == null){
console.error('login first.')
//in devtools AuthManager.addAccount(username, pass)
return
}
}
const content = document.getElementById('launch_content')
const details = document.getElementById('launch_details')
const progress = document.getElementById('launch_progress')
const progress_text = document.getElementById('launch_progress_label')
const det_text = document.getElementById('launch_details_text')
launch_details_text.innerHTML = 'Please wait..'
launch_progress.setAttribute('max', '100')
launch_details.style.display = 'flex'
launch_content.style.display = 'none'
det_text.innerHTML = 'Please wait..'
progress.setAttribute('max', '100')
details.style.display = 'flex'
content.style.display = 'none'
aEx = cp.fork(path.join(__dirname, 'assets', 'js', 'assetexec.js'), [
ConfigManager.getGameDirectory(),
ConfigManager.getJavaExecutable()
])
tracker = new AssetGuard(ConfigManager.getGameDirectory(), ConfigManager.getJavaExecutable())
aEx.on('message', (m) => {
if(currentProc === 'validateDistribution'){
det_text.innerHTML = 'Loading server information..'
const serv = await tracker.validateDistribution(ConfigManager.getSelectedServer())
progress.setAttribute('value', 20)
progress_text.innerHTML = '20%'
console.log('forge stuff done')
launch_progress.setAttribute('value', 20)
launch_progress_label.innerHTML = '20%'
serv = m.result
console.log('forge stuff done')
det_text.innerHTML = 'Loading version information..'
const versionData = await tracker.loadVersionData(serv.mc_version)
progress.setAttribute('value', 40)
progress_text.innerHTML = '40%'
// Begin version load.
launch_details_text.innerHTML = 'Loading version information..'
currentProc = 'loadVersionData'
aEx.send({task: 0, content: currentProc, argsArr: [serv.mc_version]})
det_text.innerHTML = 'Validating asset integrity..'
await tracker.validateAssets(versionData)
progress.setAttribute('value', 60)
progress_text.innerHTML = '60%'
console.log('assets done')
} else if(currentProc === 'loadVersionData'){
det_text.innerHTML = 'Validating library integrity..'
await tracker.validateLibraries(versionData)
progress.setAttribute('value', 80)
progress_text.innerHTML = '80%'
console.log('libs done')
launch_progress.setAttribute('value', 40)
launch_progress_label.innerHTML = '40%'
versionData = m.result
det_text.innerHTML = 'Validating miscellaneous file integrity..'
await tracker.validateMiscellaneous(versionData)
progress.setAttribute('value', 100)
progress_text.innerHTML = '100%'
console.log('files done')
// Begin asset validation.
launch_details_text.innerHTML = 'Validating asset integrity..'
currentProc = 'validateAssets'
aEx.send({task: 0, content: currentProc, argsArr: [versionData]})
det_text.innerHTML = 'Downloading files..'
tracker.on('totaldlprogress', function(data){
progress.setAttribute('max', data.total)
progress.setAttribute('value', data.acc)
progress_text.innerHTML = parseInt((data.acc/data.total)*100) + '%'
})
} else if(currentProc === 'validateAssets'){
tracker.on('dlcomplete', async function(){
launch_progress.setAttribute('value', 60)
launch_progress_label.innerHTML = '60%'
console.log('assets done')
det_text.innerHTML = 'Preparing to launch..'
const forgeData = await tracker.loadForgeData(serv.id)
const authUser = await AuthManager.validateSelected()
let pb = new ProcessBuilder(ConfigManager.getGameDirectory(), serv, versionData, forgeData, authUser)
det_text.innerHTML = 'Launching game..'
let proc;
try{
proc = pb.build()
det_text.innerHTML = 'Done. Enjoy the server!'
const tempListener = function(data){
if(data.indexOf('[Client thread/INFO]: -- System Details --') > -1){
details.style.display = 'none'
content.style.display = 'inline-flex'
proc.stdout.removeListener('data', tempListener)
// Begin library validation.
launch_details_text.innerHTML = 'Validating library integrity..'
currentProc = 'validateLibraries'
aEx.send({task: 0, content: currentProc, argsArr: [versionData]})
} else if(currentProc === 'validateLibraries'){
launch_progress.setAttribute('value', 80)
launch_progress_label.innerHTML = '80%'
console.log('libs done')
// Begin miscellaneous validation.
launch_details_text.innerHTML = 'Validating miscellaneous file integrity..'
currentProc = 'validateMiscellaneous'
aEx.send({task: 0, content: currentProc, argsArr: [versionData]})
} else if(currentProc === 'validateMiscellaneous'){
launch_progress.setAttribute('value', 100)
launch_progress_label.innerHTML = '100%'
console.log('files done')
launch_details_text.innerHTML = 'Downloading files..'
currentProc = 'processDlQueues'
aEx.send({task: 0, content: currentProc})
} else if(currentProc === 'processDlQueues'){
if(m.task === 0){
remote.getCurrentWindow().setProgressBar(m.value/m.total)
launch_progress.setAttribute('max', m.total)
launch_progress.setAttribute('value', m.value)
launch_progress_label.innerHTML = m.percent + '%'
} else if(m.task === 1){
remote.getCurrentWindow().setProgressBar(-1)
launch_details_text.innerHTML = 'Preparing to launch..'
currentProc = 'loadForgeData'
aEx.send({task: 0, content: currentProc, argsArr: [serv.id]})
} else {
console.error('Unknown download data type.', m)
}
} else if(currentProc === 'loadForgeData'){
forgeData = m.result
if(login) {
//if(!(await AuthManager.validateSelected())){
//
//}
const authUser = ConfigManager.getSelectedAccount();
console.log('authu', authUser)
let pb = new ProcessBuilder(ConfigManager.getGameDirectory(), serv, versionData, forgeData, authUser)
launch_details_text.innerHTML = 'Launching game..'
try{
proc = pb.build()
launch_details_text.innerHTML = 'Done. Enjoy the server!'
const tempListener = function(data){
if(data.indexOf('[Client thread/INFO]: -- System Details --') > -1){
launch_details.style.display = 'none'
launch_content.style.display = 'inline-flex'
if(hasRPC){
DiscordWrapper.updateDetails('Loading game..')
}
proc.stdout.removeListener('data', tempListener)
}
}
const gameStateChange = function(data){
if(servJoined.test(data)){
DiscordWrapper.updateDetails('Exploring the Realm!')
} else if(gameJoined.test(data)){
DiscordWrapper.updateDetails('Idling on Main Menu')
}
}
proc.stdout.on('data', tempListener)
proc.stdout.on('data', gameStateChange)
// Init Discord Hook (Untested)
const distro = AssetGuard.retrieveDistributionDataSync(ConfigManager.getGameDirectory)
if(distro.discord != null && serv.discord != null){
DiscordWrapper.initRPC(distro.discord, serv.discord)
hasRPC = true
proc.on('close', (code, signal) => {
console.log('Shutting down Discord Rich Presence..')
DiscordWrapper.shutdownRPC()
hasRPC = false
proc = null
})
}
} catch(err) {
//launch_details_text.innerHTML = 'Error: ' + err.message;
launch_details_text.innerHTML = 'Error: See log for details..';
console.log(err)
setTimeout(function(){
launch_details.style.display = 'none'
launch_content.style.display = 'inline-flex'
}, 5000)
}
}
proc.stdout.on('data', tempListener)
// Init Discord Hook (Untested)
const distro = AssetGuard.retrieveDistributionDataSync(ConfigManager.getGameDirectory)
if(distro.discord != null && serv.discord != null){
DiscordWrapper.initRPC(distro.discord, serv.discord)
proc.on('close', (code, signal) => {
DiscordWrapper.shutdownRPC()
})
}
} catch(err) {
//det_text.innerHTML = 'Error: ' + err.message;
det_text.innerHTML = 'Error: See log for details..';
console.log(err)
setTimeout(function(){
details.style.display = 'none'
content.style.display = 'inline-flex'
}, 5000)
// Disconnect from AssetExec
aEx.disconnect()
}
// Remove reference to tracker.
tracker = null
})
tracker.processDlQueues()
launch_details_text.innerHTML = 'Loading server information..'
currentProc = 'validateDistribution'
aEx.send({task: 0, content: currentProc, argsArr: [ConfigManager.getSelectedServer()]})
}

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@ -0,0 +1,37 @@
const {AssetGuard} = require('./assetguard.js')
const tracker = new AssetGuard(process.argv[2], process.argv[3])
console.log('AssetExec Started')
// Temporary for debug purposes.
process.on('unhandledRejection', r => console.log(r))
tracker.on('totaldlprogress', (data) => {
process.send({task: 0, total: data.total, value: data.acc, percent: parseInt((data.acc/data.total)*100)})
})
tracker.on('dlcomplete', () => {
process.send({task: 1})
})
process.on('message', (msg) => {
if(msg.task === 0){
const func = msg.content
if(typeof tracker[func] === 'function'){
const f = tracker[func]
const res = f.apply(tracker, msg.argsArr)
if(res instanceof Promise){
res.then((v) => {
process.send({result: v})
})
} else {
process.send({result: res})
}
}
}
})
process.on('disconnect', () => {
console.log('AssetExec Disconnected')
process.exit(0)
})

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@ -498,7 +498,6 @@ class AssetGuard extends EventEmitter {
*/
startAsyncProcess(identifier, limit = 5){
const self = this
let win = remote.getCurrentWindow()
let acc = 0
const concurrentDlTracker = this[identifier]
const concurrentDlQueue = concurrentDlTracker.dlqueue.slice(0)
@ -526,7 +525,6 @@ class AssetGuard extends EventEmitter {
req.abort()
console.log('Failed to download ' + asset.from + '. Response code', resp.statusCode)
self.progress += asset.size*1
win.setProgressBar(self.progress/self.totaldlsize)
self.emit('totaldlprogress', {acc: self.progress, total: self.totaldlsize})
cb()
}
@ -536,8 +534,6 @@ class AssetGuard extends EventEmitter {
self.progress += chunk.length
acc += chunk.length
self.emit(identifier + 'dlprogress', acc)
//console.log(identifier + ' Progress', acc/this[identifier].dlsize)
win.setProgressBar(self.progress/self.totaldlsize)
self.emit('totaldlprogress', {acc: self.progress, total: self.totaldlsize})
})
}, function(err){
@ -552,7 +548,6 @@ class AssetGuard extends EventEmitter {
self.progress -= self[identifier].dlsize
self[identifier] = new DLTracker([], 0)
if(self.totaldlsize === 0) {
win.setProgressBar(-1)
self.emit('dlcomplete')
}
})
@ -811,6 +806,10 @@ class AssetGuard extends EventEmitter {
}*/
const serv = AssetGuard.getServerById(self.basePath, serverpackid)
if(serv == null) {
console.error('Invalid server pack id:', serverpackid)
}
self.forge = self._parseDistroModules(serv.modules, serv.mc_version)
//Correct our workaround here.
let decompressqueue = self.forge.callback
@ -944,7 +943,6 @@ class AssetGuard extends EventEmitter {
*/
processDlQueues(identifiers = [{id:'assets', limit:20}, {id:'libraries', limit:5}, {id:'files', limit:5}, {id:'forge', limit:5}]){
this.progress = 0;
let win = remote.getCurrentWindow()
let shouldFire = true

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@ -1,25 +1,30 @@
const ConfigManager = require('./configmanager.js')
const Mojang = require('./mojang.js')
exports.addAccount = function(username, password){
return new Promise(async function(resolve, reject){
const session = await Mojang.authenticate(username, password, ConfigManager.getClientToken)
const ret = ConfigManager.addAuthAccount(session.selectedProfile.id, session.accessToken, username, session.selectedProfile.name)
ConfigManager.save()
resolve(ret)
})
exports.addAccount = async function(username, password){
const session = await Mojang.authenticate(username, password, ConfigManager.getClientToken)
const ret = ConfigManager.addAuthAccount(session.selectedProfile.id, session.accessToken, username, session.selectedProfile.name)
ConfigManager.save()
return ret
}
exports.validateSelected = function(){
return new Promise(async function(resolve, reject){
const current = ConfigManager.getSelectedAccount()
if(!await Mojang.validate(current.accessToken, ConfigManager.getClientToken)){
const session = Mojang.refresh(current.accessToken, ConfigManager.getClientToken)
const ret = ConfigManager.updateAuthAccount(current.uuid, session.accessToken)
exports.validateSelected = async function(){
const current = ConfigManager.getSelectedAccount()
const isValid = await Mojang.validate(current.accessToken, ConfigManager.getClientToken())
console.log(isValid)
if(!isValid){
try {
const session = await Mojang.refresh(current.accessToken, ConfigManager.getClientToken())
console.log('ses', session)
ConfigManager.updateAuthAccount(current.uuid, session.accessToken)
ConfigManager.save()
resolve(ret)
} else {
resolve(current)
} catch(err) {
if(err && err.message === 'ForbiddenOperationException'){
return false
}
}
})
return true
} else {
return true
}
}

View File

@ -3,16 +3,15 @@ const {Client} = require('discord-rpc')
const ConfigManager = require('./configmanager.js')
let rpc
let activity
exports.initRPC = function(genSettings, servSettings){
rpc = new Client({ transport: 'ipc' });
exports.initRPC = function(genSettings, servSettings, initialDetails = 'Waiting for Client..'){
rpc = new Client({ transport: 'ipc' })
rpc.on('ready', () => {
const activity = {
// state = top text
// details = bottom text
activity = {
details: initialDetails,
state: 'Server: ' + servSettings.shortId,
details: 'Exploring the wall',
largeImageKey: servSettings.largeImageKey,
largeImageText: servSettings.largeImageText,
smallImageKey: genSettings.smallImageKey,
@ -33,8 +32,18 @@ exports.initRPC = function(genSettings, servSettings){
})
}
exports.updateDetails = function(details){
if(activity == null){
console.error('Discord RPC is not initialized and therefore cannot be updated.')
}
activity.details = details
rpc.setActivity(activity)
}
exports.shutdownRPC = function(){
if(!rpc) return
rpc.setActivity({})
rpc.destroy()
rpc = null
activity = null
}