mirror of
https://github.com/dscalzi/HeliosLauncher.git
synced 2024-10-31 19:36:39 -07:00
5c7e0c3c8a
Fixed an issue with concurrency when there are no downloads queued on launch. Added support for static function execution in AssetExec. Fixed a binding issue in uicore.js caused by delayed div loading. For now the solution is just hard coding in the value, will probably switch these two a css file later on. Included the launcher's x64 runtime directory in Java scans.
338 lines
12 KiB
JavaScript
338 lines
12 KiB
JavaScript
const cp = require('child_process')
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const path = require('path')
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const {AssetGuard} = require(path.join(__dirname, 'assets', 'js', 'assetguard.js'))
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const ProcessBuilder = require(path.join(__dirname, 'assets', 'js', 'processbuilder.js'))
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const ConfigManager = require(path.join(__dirname, 'assets', 'js', 'configmanager.js'))
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const DiscordWrapper = require(path.join(__dirname, 'assets', 'js', 'discordwrapper.js'))
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const Mojang = require(path.join(__dirname, 'assets', 'js', 'mojang.js'))
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const AuthManager = require(path.join(__dirname, 'assets', 'js', 'authmanager.js'))
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let mojangStatusListener
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// Launch Elements
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let launch_content, launch_details, launch_progress, launch_progress_label, launch_details_text
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// Synchronous Listener
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document.addEventListener('readystatechange', function(){
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if (document.readyState === 'complete'){
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if(ConfigManager.isFirstLaunch()){
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$('#welcomeContainer').fadeIn(500)
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} else {
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$('#landingContainer').fadeIn(500)
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}
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}
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if (document.readyState === 'interactive'){
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// Save a reference to the launch elements.
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launch_content = document.getElementById('launch_content')
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launch_details = document.getElementById('launch_details')
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launch_progress = document.getElementById('launch_progress')
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launch_progress_label = document.getElementById('launch_progress_label')
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launch_details_text = document.getElementById('launch_details_text')
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// Bind launch button
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document.getElementById('launch_button').addEventListener('click', function(e){
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console.log('Launching game..')
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const jExe = ConfigManager.getJavaExecutable()
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if(jExe == null){
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asyncSystemScan()
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} else {
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AssetGuard._validateJavaBinary(jExe).then((v) => {
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if(v){
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dlAsync()
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} else {
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asyncSystemScan()
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}
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})
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}
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})
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// TODO convert this to dropdown menu.
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// Bind selected server
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document.getElementById('server_selection').innerHTML = '\u2022 ' + AssetGuard.getServerById(ConfigManager.getGameDirectory(), ConfigManager.getSelectedServer()).name
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// Update Mojang Status Color
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const refreshMojangStatuses = async function(){
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console.log('Refreshing Mojang Statuses..')
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try {
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let status = 'grey'
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const statuses = await Mojang.status()
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greenCount = 0
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for(let i=0; i<statuses.length; i++){
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if(statuses[i].status === 'yellow' && status !== 'red'){
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status = 'yellow'
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continue
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} else if(statuses[i].status === 'red'){
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status = 'red'
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break
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}
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++greenCount
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}
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if(greenCount == statuses.length){
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status = 'green'
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}
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document.getElementById('mojang_status_icon').style.color = Mojang.statusToHex(status)
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} catch (err) {
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console.error('Unable to refresh Mojang service status..', err)
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}
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}
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refreshMojangStatuses()
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// Set refresh rate to once every 5 minutes.
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mojangStatusListener = setInterval(refreshMojangStatuses, 300000)
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}
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}, false)
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/* Launch Progress Wrapper Functions */
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function toggleLaunchArea(loading){
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if(loading){
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launch_details.style.display = 'flex'
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launch_content.style.display = 'none'
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} else {
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launch_details.style.display = 'none'
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launch_content.style.display = 'inline-flex'
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}
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}
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function setLaunchDetails(details){
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launch_details_text.innerHTML = details
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}
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function setLaunchPercentage(value, max, percent = ((value/max)*100)){
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launch_progress.setAttribute('max', max)
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launch_progress.setAttribute('value', value)
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launch_progress_label.innerHTML = percent + '%'
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}
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function setDownloadPercentage(value, max, percent = ((value/max)*100)){
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remote.getCurrentWindow().setProgressBar(value/max)
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setLaunchPercentage(value, max, percent)
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}
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let sysAEx
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let scanAt
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function asyncSystemScan(){
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setLaunchDetails('Please wait..')
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toggleLaunchArea(true)
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setLaunchPercentage(0, 100)
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sysAEx = cp.fork(path.join(__dirname, 'assets', 'js', 'assetexec.js'), [
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ConfigManager.getGameDirectory(),
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ConfigManager.getJavaExecutable()
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])
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sysAEx.on('message', (m) => {
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if(m.content === 'validateJava'){
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jPath = m.result
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console.log(m.result)
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sysAEx.disconnect()
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}
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})
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setLaunchDetails('Checking system info..')
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sysAEx.send({task: 0, content: 'validateJava', argsArr: [ConfigManager.getLauncherDirectory()]})
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}
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function overlayError(){
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}
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// Keep reference to Minecraft Process
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let proc
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// Is DiscordRPC enabled
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let hasRPC = false
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// Joined server regex
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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
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const gameJoined = /\[[0-2][0-9]:[0-6][0-9]:[0-6][0-9]\] \[Client thread\/WARN\]: Skipping bad option: lastServer:/g
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const gameJoined2 = /\[[0-2][0-9]:[0-6][0-9]:[0-6][0-9]\] \[Client thread\/INFO\]: Created: \d+x\d+ textures-atlas/g
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let aEx
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let serv
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let versionData
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let forgeData
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function dlAsync(login = true){
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// Login parameter is temporary for debug purposes. Allows testing the validation/downloads without
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// launching the game.
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if(login) {
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if(ConfigManager.getSelectedAccount() == null){
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console.error('login first.')
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//in devtools AuthManager.addAccount(username, pass)
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return
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}
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}
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setLaunchDetails('Please wait..')
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toggleLaunchArea(true)
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setLaunchPercentage(0, 100)
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// Start AssetExec to run validations and downloads in a forked process.
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aEx = cp.fork(path.join(__dirname, 'assets', 'js', 'assetexec.js'), [
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ConfigManager.getGameDirectory(),
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ConfigManager.getJavaExecutable()
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])
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// Establish communications between the AssetExec and current process.
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aEx.on('message', (m) => {
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if(m.content === 'validateDistribution'){
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setLaunchPercentage(20, 100)
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serv = m.result
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console.log('Forge Validation Complete.')
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// Begin version load.
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setLaunchDetails('Loading version information..')
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aEx.send({task: 0, content: 'loadVersionData', argsArr: [serv.mc_version]})
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} else if(m.content === 'loadVersionData'){
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setLaunchPercentage(40, 100)
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versionData = m.result
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console.log('Version data loaded.')
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// Begin asset validation.
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setLaunchDetails('Validating asset integrity..')
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aEx.send({task: 0, content: 'validateAssets', argsArr: [versionData]})
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} else if(m.content === 'validateAssets'){
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setLaunchPercentage(60, 100)
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console.log('Asset Validation Complete')
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// Begin library validation.
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setLaunchDetails('Validating library integrity..')
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aEx.send({task: 0, content: 'validateLibraries', argsArr: [versionData]})
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} else if(m.content === 'validateLibraries'){
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setLaunchPercentage(80, 100)
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console.log('Library validation complete.')
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// Begin miscellaneous validation.
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setLaunchDetails('Validating miscellaneous file integrity..')
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aEx.send({task: 0, content: 'validateMiscellaneous', argsArr: [versionData]})
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} else if(m.content === 'validateMiscellaneous'){
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setLaunchPercentage(100, 100)
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console.log('File validation complete.')
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// Download queued files.
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setLaunchDetails('Downloading files..')
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aEx.send({task: 0, content: 'processDlQueues'})
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} else if(m.content === 'dl'){
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if(m.task === 0){
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setDownloadPercentage(m.value, m.total, m.percent)
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} else if(m.task === 1){
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// Download will be at 100%, remove the loading from the OS progress bar.
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remote.getCurrentWindow().setProgressBar(-1)
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setLaunchDetails('Preparing to launch..')
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aEx.send({task: 0, content: 'loadForgeData', argsArr: [serv.id]})
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} else {
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console.error('Unknown download data type.', m)
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}
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} else if(m.content === 'loadForgeData'){
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forgeData = m.result
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if(login) {
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//if(!(await AuthManager.validateSelected())){
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//
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//}
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const authUser = ConfigManager.getSelectedAccount();
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console.log('authu', authUser)
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let pb = new ProcessBuilder(ConfigManager.getGameDirectory(), serv, versionData, forgeData, authUser)
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setLaunchDetails('Launching game..')
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try {
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// Build Minecraft process.
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proc = pb.build()
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setLaunchDetails('Done. Enjoy the server!')
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// Attach a temporary listener to the client output.
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// Will wait for a certain bit of text meaning that
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// the client application has started, and we can hide
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// the progress bar stuff.
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const tempListener = function(data){
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if(data.indexOf('[Client thread/INFO]: -- System Details --') > -1){
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toggleLaunchArea(false)
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if(hasRPC){
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DiscordWrapper.updateDetails('Loading game..')
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}
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proc.stdout.removeListener('data', tempListener)
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}
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}
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// Listener for Discord RPC.
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const gameStateChange = function(data){
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if(servJoined.test(data)){
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DiscordWrapper.updateDetails('Exploring the Realm!')
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} else if(gameJoined.test(data)){
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DiscordWrapper.updateDetails('Idling on Main Menu')
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}
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}
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// Bind listeners to stdout.
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proc.stdout.on('data', tempListener)
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proc.stdout.on('data', gameStateChange)
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// Init Discord Hook
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const distro = AssetGuard.retrieveDistributionDataSync(ConfigManager.getGameDirectory)
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if(distro.discord != null && serv.discord != null){
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DiscordWrapper.initRPC(distro.discord, serv.discord)
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hasRPC = true
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proc.on('close', (code, signal) => {
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console.log('Shutting down Discord Rich Presence..')
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DiscordWrapper.shutdownRPC()
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hasRPC = false
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proc = null
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})
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}
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} catch(err) {
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// Show that there was an error then hide the
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// progress area. Maybe switch this to an error
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// alert in the future. TODO
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setLaunchDetails('Error: See log for details..')
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console.log(err)
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setTimeout(function(){
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toggleLaunchArea(false)
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}, 5000)
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}
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}
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// Disconnect from AssetExec
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aEx.disconnect()
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}
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})
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// Begin Validations
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// Validate Forge files.
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setLaunchDetails('Loading server information..')
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aEx.send({task: 0, content: 'validateDistribution', argsArr: [ConfigManager.getSelectedServer()]})
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} |