mirror of
https://github.com/dscalzi/HeliosLauncher.git
synced 2024-12-22 19:52:14 -08:00
be39d60705
Temp folder is deleted when minecraft is closed. If the Node.js process ends abruptly, the folder will not delete. As a dirty way to counter this, the directory we extract native files to is cleaned in the preloader. Maybe we'll come up with a more elegant solution in the future.
430 lines
13 KiB
JavaScript
430 lines
13 KiB
JavaScript
const fs = require('fs')
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const mkpath = require('mkdirp')
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const os = require('os')
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const path = require('path')
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const uuidV4 = require('uuid/v4')
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const sysRoot = process.env.APPDATA || (process.platform == 'darwin' ? process.env.HOME + '/Library/Application Support' : '/var/local')
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const dataPath = path.join(sysRoot, '.westeroscraft')
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const firstLaunch = !fs.existsSync(dataPath)
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function resolveMaxRAM(){
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const mem = os.totalmem()
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return mem >= 8000000000 ? '4G' : (mem >= 6000000000 ? '3G' : '2G')
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}
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/**
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* Three types of values:
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* Static = Explicitly declared.
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* Dynamic = Calculated by a private function.
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* Resolved = Resolved externally, defaults to null.
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*/
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const DEFAULT_CONFIG = {
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settings: {
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java: {
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minRAM: '2G',
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maxRAM: resolveMaxRAM(), // Dynamic
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executable: null,
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jvmOptions: [
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'-XX:+UseConcMarkSweepGC',
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'-XX:+CMSIncrementalMode',
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'-XX:-UseAdaptiveSizePolicy',
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'-Xmn128M'
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],
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},
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game: {
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directory: path.join(dataPath, 'game'),
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resWidth: 1280,
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resHeight: 720,
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fullscreen: false,
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autoConnect: true
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},
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launcher: {}
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},
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clientToken: uuidV4().replace(/-/g, ''),
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selectedServer: null, // Resolved
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selectedAccount: null,
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authenticationDatabase: {}
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}
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let config = null;
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// Persistance Utility Functions
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/**
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* Save the current configuration to a file.
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*/
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exports.save = function(){
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const filePath = path.join(dataPath, 'config.json')
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fs.writeFileSync(filePath, JSON.stringify(config, null, 4), 'UTF-8')
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}
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/**
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* Load the configuration into memory. If a configuration file exists,
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* that will be read and saved. Otherwise, a default configuration will
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* be generated. Note that "resolved" values default to null and will
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* need to be externally assigned.
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*/
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exports.load = function(){
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// Determine the effective configuration.
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//const EFFECTIVE_CONFIG = config == null ? DEFAULT_CONFIG : config
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const filePath = path.join(dataPath, 'config.json')
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if(!fs.existsSync(filePath)){
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// Create all parent directories.
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mkpath.sync(path.join(filePath, '..'))
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config = DEFAULT_CONFIG
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exports.save()
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} else {
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config = JSON.parse(fs.readFileSync(filePath, 'UTF-8'))
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}
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}
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/**
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* Retrieve the absolute path of the launcher directory.
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*
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* @returns {string} The absolute path of the launcher directory.
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*/
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exports.getLauncherDirectory = function(){
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return dataPath
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}
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/**
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* Check to see if this is the first time the user has launched the
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* application. This is determined by the existance of the data path.
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*
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* @returns {boolean} True if this is the first launch, otherwise false.
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*/
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exports.isFirstLaunch = function(){
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return firstLaunch
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}
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/**
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* Returns the name of the folder in the OS temp directory which we
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* will use to extract and store native dependencies for game launch.
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*
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* @returns {string} The name of the folder.
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*/
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exports.getTempNativeFolder = function(){
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return 'WCNatives'
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}
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// System Settings (Unconfigurable on UI)
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/**
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* Retrieve the launcher's Client Token.
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* There is no default client token.
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*
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* @returns {string} The launcher's Client Token.
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*/
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exports.getClientToken = function(){
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return config.clientToken
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}
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/**
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* Set the launcher's Client Token.
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*
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* @param {string} clientToken The launcher's new Client Token.
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*/
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exports.setClientToken = function(clientToken){
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config.clientToken = clientToken
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}
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/**
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* Retrieve the ID of the selected serverpack.
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*
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* @param {boolean} def Optional. If true, the default value will be returned.
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* @returns {string} The ID of the selected serverpack.
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*/
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exports.getSelectedServer = function(def = false){
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return !def ? config.selectedServer : DEFAULT_CONFIG.clientToken
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}
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/**
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* Set the ID of the selected serverpack.
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*
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* @param {string} serverID The ID of the new selected serverpack.
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*/
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exports.setSelectedServer = function(serverID){
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config.selectedServer = serverID
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}
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/**
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* Get an array of each account currently authenticated by the launcher.
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*
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* @returns {Array.<Object>} An array of each stored authenticated account.
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*/
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exports.getAuthAccounts = function(){
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return config.authenticationDatabase
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}
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/**
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* Returns the authenticated account with the given uuid. Value may
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* be null.
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*
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* @param {string} uuid The uuid of the authenticated account.
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* @returns {Object} The authenticated account with the given uuid.
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*/
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exports.getAuthAccount = function(uuid){
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return config.authenticationDatabase[uuid]
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}
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/**
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* Update the access token of an authenticated account.
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*
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* @param {string} uuid The uuid of the authenticated account.
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* @param {string} accessToken The new Access Token.
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*
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* @returns {Object} The authenticated account object created by this action.
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*/
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exports.updateAuthAccount = function(uuid, accessToken){
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config.authenticationDatabase[uuid].accessToken = accessToken
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return config.authenticationDatabase[uuid]
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}
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/**
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* Adds an authenticated account to the database to be stored.
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*
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* @param {string} uuid The uuid of the authenticated account.
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* @param {string} accessToken The accessToken of the authenticated account.
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* @param {string} username The username (usually email) of the authenticated account.
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* @param {string} displayName The in game name of the authenticated account.
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*
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* @returns {Object} The authenticated account object created by this action.
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*/
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exports.addAuthAccount = function(uuid, accessToken, username, displayName){
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config.selectedAccount = uuid
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config.authenticationDatabase[uuid] = {
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accessToken,
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username,
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uuid,
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displayName
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}
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return config.authenticationDatabase[uuid]
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}
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/**
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* Remove an authenticated account from the database. If the account
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* was also the selected account, a new one will be selected. If there
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* are no accounts, the selected account will be null.
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*
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* @param {string} uuid The uuid of the authenticated account.
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*
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* @returns {boolean} True if the account was removed, false if it never existed.
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*/
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exports.removeAuthAccount = function(uuid){
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if(config.authenticationDatabase[uuid] != null){
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delete config.authenticationDatabase[uuid]
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if(config.selectedAccount === uuid){
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const keys = Object.keys(config.authenticationDatabase)
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if(keys.length > 0){
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config.selectedAccount = keys[0]
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} else {
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config.selectedAccount = null
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}
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}
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return true
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}
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return false
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}
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/**
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* Get the currently selected authenticated account.
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*
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* @returns {Object} The selected authenticated account.
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*/
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exports.getSelectedAccount = function(){
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return config.authenticationDatabase[config.selectedAccount]
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}
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// User Configurable Settings
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// Java Settings
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/**
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* Retrieve the minimum amount of memory for JVM initialization. This value
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* contains the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
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* 1024 MegaBytes, etc.
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*
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* @param {boolean} def Optional. If true, the default value will be returned.
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* @returns {string} The minimum amount of memory for JVM initialization.
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*/
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exports.getMinRAM = function(def = false){
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return !def ? config.settings.java.minRAM : DEFAULT_CONFIG.settings.java.minRAM
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}
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/**
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* Set the minimum amount of memory for JVM initialization. This value should
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* contain the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
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* 1024 MegaBytes, etc.
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*
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* @param {string} minRAM The new minimum amount of memory for JVM initialization.
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*/
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exports.setMinRAM = function(minRAM){
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config.settings.java.minRAM = minRAM
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}
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/**
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* Retrieve the maximum amount of memory for JVM initialization. This value
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* contains the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
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* 1024 MegaBytes, etc.
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*
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* @param {boolean} def Optional. If true, the default value will be returned.
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* @returns {string} The maximum amount of memory for JVM initialization.
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*/
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exports.getMaxRAM = function(def = false){
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return !def ? config.settings.java.maxRAM : resolveMaxRAM()
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}
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/**
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* Set the maximum amount of memory for JVM initialization. This value should
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* contain the units of memory. For example, '5G' = 5 GigaBytes, '1024M' =
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* 1024 MegaBytes, etc.
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*
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* @param {string} maxRAM The new maximum amount of memory for JVM initialization.
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*/
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exports.setMaxRAM = function(maxRAM){
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config.settings.java.maxRAM = maxRAM
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}
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/**
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* Retrieve the path of the Java Executable.
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*
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* This is a resolved configuration value and defaults to null until externally assigned.
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*
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* @returns {string} The path of the Java Executable.
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*/
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exports.getJavaExecutable = function(){
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return config.settings.java.executable
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}
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/**
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* Set the path of the Java Executable.
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*
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* @param {string} executable The new path of the Java Executable.
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*/
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exports.setJavaExecutable = function(executable){
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config.settings.java.executable = executable
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}
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/**
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* Retrieve the additional arguments for JVM initialization. Required arguments,
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* such as memory allocation, will be dynamically resolved and will not be included
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* in this value.
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*
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* @param {boolean} def Optional. If true, the default value will be returned.
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* @returns {Array.<string>} An array of the additional arguments for JVM initialization.
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*/
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exports.getJVMOptions = function(def = false){
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return !def ? config.settings.java.jvmOptions : DEFAULT_CONFIG.settings.java.jvmOptions
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}
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/**
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* Set the additional arguments for JVM initialization. Required arguments,
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* such as memory allocation, will be dynamically resolved and should not be
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* included in this value.
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*
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* @param {Array.<string>} jvmOptions An array of the new additional arguments for JVM
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* initialization.
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*/
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exports.setJVMOptions = function(jvmOptions){
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config.settings.java.jvmOptions = jvmOptions
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}
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// Game Settings
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/**
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* Retrieve the absolute path of the game directory.
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*
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* @param {boolean} def Optional. If true, the default value will be returned.
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* @returns {string} The absolute path of the game directory.
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*/
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exports.getGameDirectory = function(def = false){
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return !def ? config.settings.game.directory : DEFAULT_CONFIG.settings.game.directory
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}
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/**
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* Set the absolute path of the game directory.
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*
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* @param {string} directory The absolute path of the new game directory.
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*/
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exports.setGameDirectory = function(directory){
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config.settings.game.directory = directory
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}
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/**
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* Retrieve the width of the game window.
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*
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* @param {boolean} def Optional. If true, the default value will be returned.
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* @returns {number} The width of the game window.
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*/
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exports.getGameWidth = function(def = false){
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return !def ? config.settings.game.resWidth : DEFAULT_CONFIG.settings.game.resWidth
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}
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/**
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* Set the width of the game window.
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*
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* @param {number} resWidth The new width of the game window.
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*/
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exports.setGameWidth = function(resWidth){
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config.settings.game.resWidth = resWidth
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}
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/**
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* Retrieve the height of the game window.
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*
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* @param {boolean} def Optional. If true, the default value will be returned.
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* @returns {number} The height of the game window.
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*/
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exports.getGameHeight = function(def = false){
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return !def ? config.settings.game.resHeight : DEFAULT_CONFIG.settings.game.resHeight
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}
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/**
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* Set the height of the game window.
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*
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* @param {number} resHeight The new height of the game window.
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*/
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exports.setGameHeight = function(resHeight){
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config.settings.game.resHeight = resHeight
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}
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/**
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* Check if the game should be launched in fullscreen mode.
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*
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* @param {boolean} def Optional. If true, the default value will be returned.
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* @returns {boolean} Whether or not the game is set to launch in fullscreen mode.
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*/
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exports.isFullscreen = function(def = false){
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return !def ? config.settings.game.fullscreen : DEFAULT_CONFIG.settings.game.fullscreen
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}
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/**
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* Change the status of if the game should be launched in fullscreen mode.
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*
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* @param {boolean} fullscreen Whether or not the game should launch in fullscreen mode.
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*/
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exports.setFullscreen = function(fullscreen){
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config.settings.game.fullscreen = fullscreen
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}
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/**
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* Check if the game should auto connect to servers.
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*
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* @param {boolean} def Optional. If true, the default value will be returned.
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* @returns {boolean} Whether or not the game should auto connect to servers.
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*/
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exports.isAutoConnect = function(def = false){
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return !def ? config.settings.game.autoConnect : DEFAULT_CONFIG.settings.game.autoConnect
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}
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/**
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* Change the status of whether or not the game should auto connect to servers.
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*
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* @param {boolean} autoConnect Whether or not the game should auto connect to servers.
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*/
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exports.setAutoConnect = function(autoConnect){
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config.settings.game.autoConnect = autoConnect
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} |