const mojang = require('mojang') const path = require('path') const {AssetGuard} = require(path.join(__dirname, 'assets', 'js', 'assetguard.js')) const ProcessBuilder = require(path.join(__dirname, 'assets', 'js', 'processbuilder.js')) const ConfigManager = require(path.join(__dirname, 'assets', 'js', 'configmanager.js')) document.addEventListener('readystatechange', function(){ if (document.readyState === 'interactive'){ // Bind launch button document.getElementById('launch_button').addEventListener('click', function(e){ console.log('Launching game..') testdownloads() }) // TODO convert this to dropdown menu. // Bind selected server document.getElementById('server_selection').innerHTML = '\u2022 ' + AssetGuard.getServerById(ConfigManager.getGameDirectory(), ConfigManager.getSelectedServer()).name } }, false) // Keep reference to AssetGuard object temporarily let tracker; testdownloads = async function(){ 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') det_text.innerHTML = 'Please wait..' progress.setAttribute('max', '100') details.style.display = 'flex' content.style.display = 'none' tracker = new AssetGuard(ConfigManager.getGameDirectory(), ConfigManager.getJavaExecutable()) 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') det_text.innerHTML = 'Loading version information..' const versionData = await tracker.loadVersionData(serv.mc_version) progress.setAttribute('value', 40) progress_text.innerHTML = '40%' det_text.innerHTML = 'Validating asset integrity..' await tracker.validateAssets(versionData) progress.setAttribute('value', 60) progress_text.innerHTML = '60%' console.log('assets done') det_text.innerHTML = 'Validating library integrity..' await tracker.validateLibraries(versionData) progress.setAttribute('value', 80) progress_text.innerHTML = '80%' console.log('libs done') det_text.innerHTML = 'Validating miscellaneous file integrity..' await tracker.validateMiscellaneous(versionData) progress.setAttribute('value', 100) progress_text.innerHTML = '100%' console.log('files done') 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) + '%' }) tracker.on('dlcomplete', async function(){ det_text.innerHTML = 'Preparing to launch..' const forgeData = await tracker.loadForgeData(serv.id) const authUser = await mojang.auth('EMAIL', 'PASS', ConfigManager.getClientToken(), { name: 'Minecraft', version: 1 }) 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) } } proc.stdout.on('data', tempListener) } 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) } // Remove reference to tracker. tracker = null }) tracker.processDlQueues() }