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.
This commit is contained in:
parent
1d10b0209a
commit
d4d7be7c47
@ -1,3 +1,4 @@
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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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@ -8,14 +9,25 @@ 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 === '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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testdownloads()
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//testdownloads()
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dlAsync()
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})
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// TODO convert this to dropdown menu.
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@ -58,104 +70,180 @@ document.addEventListener('readystatechange', function(){
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}
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}, false)
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// Keep reference to AssetGuard object temporarily
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let tracker;
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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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testdownloads = async function(){
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let aEx
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let currentProc
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let serv
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let versionData
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let forgeData
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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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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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const content = document.getElementById('launch_content')
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const details = document.getElementById('launch_details')
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const progress = document.getElementById('launch_progress')
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const progress_text = document.getElementById('launch_progress_label')
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const det_text = document.getElementById('launch_details_text')
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launch_details_text.innerHTML = 'Please wait..'
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launch_progress.setAttribute('max', '100')
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launch_details.style.display = 'flex'
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launch_content.style.display = 'none'
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det_text.innerHTML = 'Please wait..'
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progress.setAttribute('max', '100')
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details.style.display = 'flex'
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content.style.display = 'none'
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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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tracker = new AssetGuard(ConfigManager.getGameDirectory(), ConfigManager.getJavaExecutable())
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aEx.on('message', (m) => {
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if(currentProc === 'validateDistribution'){
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det_text.innerHTML = 'Loading server information..'
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const serv = await tracker.validateDistribution(ConfigManager.getSelectedServer())
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progress.setAttribute('value', 20)
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progress_text.innerHTML = '20%'
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console.log('forge stuff done')
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launch_progress.setAttribute('value', 20)
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launch_progress_label.innerHTML = '20%'
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serv = m.result
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console.log('forge stuff done')
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det_text.innerHTML = 'Loading version information..'
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const versionData = await tracker.loadVersionData(serv.mc_version)
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progress.setAttribute('value', 40)
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progress_text.innerHTML = '40%'
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// Begin version load.
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launch_details_text.innerHTML = 'Loading version information..'
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currentProc = 'loadVersionData'
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aEx.send({task: 0, content: currentProc, argsArr: [serv.mc_version]})
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det_text.innerHTML = 'Validating asset integrity..'
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await tracker.validateAssets(versionData)
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progress.setAttribute('value', 60)
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progress_text.innerHTML = '60%'
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console.log('assets done')
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} else if(currentProc === 'loadVersionData'){
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det_text.innerHTML = 'Validating library integrity..'
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await tracker.validateLibraries(versionData)
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progress.setAttribute('value', 80)
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progress_text.innerHTML = '80%'
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console.log('libs done')
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launch_progress.setAttribute('value', 40)
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launch_progress_label.innerHTML = '40%'
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versionData = m.result
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det_text.innerHTML = 'Validating miscellaneous file integrity..'
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await tracker.validateMiscellaneous(versionData)
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progress.setAttribute('value', 100)
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progress_text.innerHTML = '100%'
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console.log('files done')
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// Begin asset validation.
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launch_details_text.innerHTML = 'Validating asset integrity..'
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currentProc = 'validateAssets'
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aEx.send({task: 0, content: currentProc, argsArr: [versionData]})
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det_text.innerHTML = 'Downloading files..'
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tracker.on('totaldlprogress', function(data){
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progress.setAttribute('max', data.total)
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progress.setAttribute('value', data.acc)
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progress_text.innerHTML = parseInt((data.acc/data.total)*100) + '%'
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})
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} else if(currentProc === 'validateAssets'){
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tracker.on('dlcomplete', async function(){
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launch_progress.setAttribute('value', 60)
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launch_progress_label.innerHTML = '60%'
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console.log('assets done')
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det_text.innerHTML = 'Preparing to launch..'
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const forgeData = await tracker.loadForgeData(serv.id)
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const authUser = await AuthManager.validateSelected()
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let pb = new ProcessBuilder(ConfigManager.getGameDirectory(), serv, versionData, forgeData, authUser)
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det_text.innerHTML = 'Launching game..'
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let proc;
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try{
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proc = pb.build()
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det_text.innerHTML = 'Done. Enjoy the server!'
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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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details.style.display = 'none'
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content.style.display = 'inline-flex'
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proc.stdout.removeListener('data', tempListener)
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// Begin library validation.
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launch_details_text.innerHTML = 'Validating library integrity..'
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currentProc = 'validateLibraries'
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aEx.send({task: 0, content: currentProc, argsArr: [versionData]})
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} else if(currentProc === 'validateLibraries'){
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launch_progress.setAttribute('value', 80)
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launch_progress_label.innerHTML = '80%'
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console.log('libs done')
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// Begin miscellaneous validation.
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launch_details_text.innerHTML = 'Validating miscellaneous file integrity..'
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currentProc = 'validateMiscellaneous'
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aEx.send({task: 0, content: currentProc, argsArr: [versionData]})
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} else if(currentProc === 'validateMiscellaneous'){
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launch_progress.setAttribute('value', 100)
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launch_progress_label.innerHTML = '100%'
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console.log('files done')
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launch_details_text.innerHTML = 'Downloading files..'
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currentProc = 'processDlQueues'
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aEx.send({task: 0, content: currentProc})
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} else if(currentProc === 'processDlQueues'){
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if(m.task === 0){
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remote.getCurrentWindow().setProgressBar(m.value/m.total)
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launch_progress.setAttribute('max', m.total)
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launch_progress.setAttribute('value', m.value)
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launch_progress_label.innerHTML = m.percent + '%'
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} else if(m.task === 1){
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remote.getCurrentWindow().setProgressBar(-1)
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launch_details_text.innerHTML = 'Preparing to launch..'
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currentProc = 'loadForgeData'
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aEx.send({task: 0, content: currentProc, 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(currentProc === '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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launch_details_text.innerHTML = 'Launching game..'
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try{
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proc = pb.build()
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launch_details_text.innerHTML = 'Done. Enjoy the server!'
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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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launch_details.style.display = 'none'
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launch_content.style.display = 'inline-flex'
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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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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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proc.stdout.on('data', tempListener)
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proc.stdout.on('data', gameStateChange)
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// Init Discord Hook (Untested)
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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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//launch_details_text.innerHTML = 'Error: ' + err.message;
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launch_details_text.innerHTML = 'Error: See log for details..';
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console.log(err)
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setTimeout(function(){
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launch_details.style.display = 'none'
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launch_content.style.display = 'inline-flex'
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}, 5000)
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}
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}
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proc.stdout.on('data', tempListener)
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// Init Discord Hook (Untested)
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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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proc.on('close', (code, signal) => {
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DiscordWrapper.shutdownRPC()
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})
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}
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} catch(err) {
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//det_text.innerHTML = 'Error: ' + err.message;
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det_text.innerHTML = 'Error: See log for details..';
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console.log(err)
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setTimeout(function(){
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details.style.display = 'none'
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content.style.display = 'inline-flex'
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}, 5000)
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// Disconnect from AssetExec
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aEx.disconnect()
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}
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// Remove reference to tracker.
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tracker = null
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})
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tracker.processDlQueues()
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launch_details_text.innerHTML = 'Loading server information..'
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currentProc = 'validateDistribution'
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aEx.send({task: 0, content: currentProc, argsArr: [ConfigManager.getSelectedServer()]})
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}
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37
app/assets/js/assetexec.js
Normal file
37
app/assets/js/assetexec.js
Normal file
@ -0,0 +1,37 @@
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const {AssetGuard} = require('./assetguard.js')
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const tracker = new AssetGuard(process.argv[2], process.argv[3])
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console.log('AssetExec Started')
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// Temporary for debug purposes.
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process.on('unhandledRejection', r => console.log(r))
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tracker.on('totaldlprogress', (data) => {
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process.send({task: 0, total: data.total, value: data.acc, percent: parseInt((data.acc/data.total)*100)})
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})
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tracker.on('dlcomplete', () => {
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process.send({task: 1})
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})
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process.on('message', (msg) => {
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if(msg.task === 0){
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const func = msg.content
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if(typeof tracker[func] === 'function'){
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const f = tracker[func]
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const res = f.apply(tracker, msg.argsArr)
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if(res instanceof Promise){
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res.then((v) => {
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process.send({result: v})
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})
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} else {
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process.send({result: res})
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}
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}
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}
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})
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process.on('disconnect', () => {
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console.log('AssetExec Disconnected')
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process.exit(0)
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})
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@ -498,7 +498,6 @@ class AssetGuard extends EventEmitter {
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*/
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startAsyncProcess(identifier, limit = 5){
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const self = this
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let win = remote.getCurrentWindow()
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let acc = 0
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const concurrentDlTracker = this[identifier]
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const concurrentDlQueue = concurrentDlTracker.dlqueue.slice(0)
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@ -526,7 +525,6 @@ class AssetGuard extends EventEmitter {
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req.abort()
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console.log('Failed to download ' + asset.from + '. Response code', resp.statusCode)
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self.progress += asset.size*1
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win.setProgressBar(self.progress/self.totaldlsize)
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self.emit('totaldlprogress', {acc: self.progress, total: self.totaldlsize})
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cb()
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}
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@ -536,8 +534,6 @@ class AssetGuard extends EventEmitter {
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self.progress += chunk.length
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acc += chunk.length
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self.emit(identifier + 'dlprogress', acc)
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//console.log(identifier + ' Progress', acc/this[identifier].dlsize)
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win.setProgressBar(self.progress/self.totaldlsize)
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self.emit('totaldlprogress', {acc: self.progress, total: self.totaldlsize})
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})
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}, function(err){
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@ -552,7 +548,6 @@ class AssetGuard extends EventEmitter {
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self.progress -= self[identifier].dlsize
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self[identifier] = new DLTracker([], 0)
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if(self.totaldlsize === 0) {
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win.setProgressBar(-1)
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self.emit('dlcomplete')
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}
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})
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@ -811,6 +806,10 @@ class AssetGuard extends EventEmitter {
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}*/
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const serv = AssetGuard.getServerById(self.basePath, serverpackid)
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if(serv == null) {
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console.error('Invalid server pack id:', serverpackid)
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}
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self.forge = self._parseDistroModules(serv.modules, serv.mc_version)
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//Correct our workaround here.
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let decompressqueue = self.forge.callback
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@ -944,7 +943,6 @@ class AssetGuard extends EventEmitter {
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*/
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processDlQueues(identifiers = [{id:'assets', limit:20}, {id:'libraries', limit:5}, {id:'files', limit:5}, {id:'forge', limit:5}]){
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this.progress = 0;
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let win = remote.getCurrentWindow()
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let shouldFire = true
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@ -1,25 +1,30 @@
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const ConfigManager = require('./configmanager.js')
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const Mojang = require('./mojang.js')
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exports.addAccount = function(username, password){
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return new Promise(async function(resolve, reject){
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const session = await Mojang.authenticate(username, password, ConfigManager.getClientToken)
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const ret = ConfigManager.addAuthAccount(session.selectedProfile.id, session.accessToken, username, session.selectedProfile.name)
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ConfigManager.save()
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resolve(ret)
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})
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exports.addAccount = async function(username, password){
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const session = await Mojang.authenticate(username, password, ConfigManager.getClientToken)
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const ret = ConfigManager.addAuthAccount(session.selectedProfile.id, session.accessToken, username, session.selectedProfile.name)
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ConfigManager.save()
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return ret
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}
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exports.validateSelected = function(){
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return new Promise(async function(resolve, reject){
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const current = ConfigManager.getSelectedAccount()
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if(!await Mojang.validate(current.accessToken, ConfigManager.getClientToken)){
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const session = Mojang.refresh(current.accessToken, ConfigManager.getClientToken)
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const ret = ConfigManager.updateAuthAccount(current.uuid, session.accessToken)
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exports.validateSelected = async function(){
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const current = ConfigManager.getSelectedAccount()
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const isValid = await Mojang.validate(current.accessToken, ConfigManager.getClientToken())
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console.log(isValid)
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if(!isValid){
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try {
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const session = await Mojang.refresh(current.accessToken, ConfigManager.getClientToken())
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console.log('ses', session)
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ConfigManager.updateAuthAccount(current.uuid, session.accessToken)
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ConfigManager.save()
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resolve(ret)
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} else {
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resolve(current)
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} catch(err) {
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if(err && err.message === 'ForbiddenOperationException'){
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return false
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}
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}
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})
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return true
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} else {
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return true
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}
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}
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@ -3,16 +3,15 @@ const {Client} = require('discord-rpc')
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const ConfigManager = require('./configmanager.js')
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let rpc
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let activity
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exports.initRPC = function(genSettings, servSettings){
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rpc = new Client({ transport: 'ipc' });
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exports.initRPC = function(genSettings, servSettings, initialDetails = 'Waiting for Client..'){
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rpc = new Client({ transport: 'ipc' })
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rpc.on('ready', () => {
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const activity = {
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// state = top text
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// details = bottom text
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activity = {
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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
|
||||
}
|
Loading…
Reference in New Issue
Block a user