SkirdaElectronLauncher/app/assets/js/actionbinder.js
Daniel Scalzi 0a79634b8a
Implemented Java validations within the UI.
When a user attemps to launch, the configured Java executable will be validated. If it is invalid, we will look for a valid installation. If no valid installation is found, the user will be prompted with an option to install Java. An option to decline needs to be added. If they choose to install, it will download, extract, and update the executable in the config. The game will then be launched.

Also added progress tracking for asset validations, as they can potentially take a bit longer. Showing progress assures the user that the program isn't stuck or broken.
2018-04-07 18:06:49 -04:00

500 lines
18 KiB
JavaScript

const cp = require('child_process')
const path = require('path')
const {AssetGuard} = require(path.join(__dirname, 'assets', 'js', 'assetguard.js'))
const ProcessBuilder = require(path.join(__dirname, 'assets', 'js', 'processbuilder.js'))
const ConfigManager = require(path.join(__dirname, 'assets', 'js', 'configmanager.js'))
const DiscordWrapper = require(path.join(__dirname, 'assets', 'js', 'discordwrapper.js'))
const Mojang = require(path.join(__dirname, 'assets', 'js', 'mojang.js'))
const AuthManager = require(path.join(__dirname, 'assets', 'js', 'authmanager.js'))
let mojangStatusListener
// Launch Elements
let launch_content, launch_details, launch_progress, launch_progress_label, launch_details_text
// Synchronous Listener
document.addEventListener('readystatechange', function(){
if (document.readyState === 'complete'){
if(ConfigManager.isFirstLaunch()){
$('#welcomeContainer').fadeIn(500)
} else {
$('#landingContainer').fadeIn(500)
}
}
if (document.readyState === 'interactive'){
// Save a reference to the launch elements.
launch_content = document.getElementById('launch_content')
launch_details = document.getElementById('launch_details')
launch_progress = document.getElementById('launch_progress')
launch_progress_label = document.getElementById('launch_progress_label')
launch_details_text = document.getElementById('launch_details_text')
// Bind launch button
document.getElementById('launch_button').addEventListener('click', function(e){
console.log('Launching game..')
const jExe = ConfigManager.getJavaExecutable()
if(jExe == null){
asyncSystemScan()
} else {
setLaunchDetails('Please wait..')
toggleLaunchArea(true)
setLaunchPercentage(0, 100)
AssetGuard._validateJavaBinary(jExe).then((v) => {
if(v){
dlAsync()
} else {
asyncSystemScan()
}
})
}
})
// TODO convert this to dropdown menu.
// Bind selected server
document.getElementById('server_selection').innerHTML = '\u2022 ' + AssetGuard.getServerById(ConfigManager.getGameDirectory(), ConfigManager.getSelectedServer()).name
// Update Mojang Status Color
const refreshMojangStatuses = async function(){
console.log('Refreshing Mojang Statuses..')
try {
let status = 'grey'
const statuses = await Mojang.status()
greenCount = 0
for(let i=0; i<statuses.length; i++){
if(statuses[i].status === 'yellow' && status !== 'red'){
status = 'yellow'
continue
} else if(statuses[i].status === 'red'){
status = 'red'
break
}
++greenCount
}
if(greenCount == statuses.length){
status = 'green'
}
document.getElementById('mojang_status_icon').style.color = Mojang.statusToHex(status)
} catch (err) {
console.error('Unable to refresh Mojang service status..', err)
}
}
refreshMojangStatuses()
// Set refresh rate to once every 5 minutes.
mojangStatusListener = setInterval(refreshMojangStatuses, 300000)
}
}, false)
/* Overlay Wrapper Functions */
/**
* Toggle the visibility of the overlay.
*
* @param {boolean} toggleState True to display, false to hide.
*/
function toggleOverlay(toggleState){
if(toggleState == null){
toggleState = !document.getElementById('main').hasAttribute('overlay')
}
if(toggleState){
document.getElementById('main').setAttribute('overlay', true)
$('#overlayContainer').fadeToggle(250)
} else {
document.getElementById('main').removeAttribute('overlay')
$('#overlayContainer').fadeToggle(250)
}
}
/**
* Set the content of the overlay.
*
* @param {string} title Overlay title text.
* @param {string} description Overlay description text.
* @param {string} acknowledge Acknowledge button text.
*/
function setOverlayContent(title, description, acknowledge){
document.getElementById('overlayTitle').innerHTML = title
document.getElementById('overlayDesc').innerHTML = description
document.getElementById('overlayAcknowledge').innerHTML = acknowledge
}
/**
* Set the onclick handler of the overlay acknowledge button.
* If the handler is null, a default handler will be added.
*
* @param {function} handler
*/
function setOverlayHandler(handler){
if(handler == null){
document.getElementById('overlayAcknowledge').onclick = () => {
toggleOverlay(false)
}
} else {
document.getElementById('overlayAcknowledge').onclick = handler
}
}
/* Launch Progress Wrapper Functions */
/**
* Show/hide the loading area.
*
* @param {boolean} loading True if the loading area should be shown, otherwise false.
*/
function toggleLaunchArea(loading){
if(loading){
launch_details.style.display = 'flex'
launch_content.style.display = 'none'
} else {
launch_details.style.display = 'none'
launch_content.style.display = 'inline-flex'
}
}
/**
* Set the details text of the loading area.
*
* @param {string} details The new text for the loading details.
*/
function setLaunchDetails(details){
launch_details_text.innerHTML = details
}
/**
* Set the value of the loading progress bar and display that value.
*
* @param {number} value The progress value.
* @param {number} max The total size.
* @param {number|string} percent Optional. The percentage to display on the progress label.
*/
function setLaunchPercentage(value, max, percent = ((value/max)*100)){
launch_progress.setAttribute('max', max)
launch_progress.setAttribute('value', value)
launch_progress_label.innerHTML = percent + '%'
}
/**
* Set the value of the OS progress bar and display that on the UI.
*
* @param {number} value The progress value.
* @param {number} max The total download size.
* @param {number|string} percent Optional. The percentage to display on the progress label.
*/
function setDownloadPercentage(value, max, percent = ((value/max)*100)){
remote.getCurrentWindow().setProgressBar(value/max)
setLaunchPercentage(value, max, percent)
}
/* System (Java) Scan */
let sysAEx
let scanAt
function asyncSystemScan(launchAfter = true){
setLaunchDetails('Please wait..')
toggleLaunchArea(true)
setLaunchPercentage(0, 100)
// Fork a process to run validations.
sysAEx = cp.fork(path.join(__dirname, 'assets', 'js', 'assetexec.js'), [
ConfigManager.getGameDirectory(),
ConfigManager.getJavaExecutable()
])
sysAEx.on('message', (m) => {
if(m.content === 'validateJava'){
//m.result = null
if(m.result == null){
// If the result is null, no valid Java installation was found.
// Show this information to the user.
setOverlayContent(
'No Compatible<br>Java Installation Found..',
'In order to join WesterosCraft, you need a 64-bit installation of Java 8. Would you like us to install a copy? By installing, you accept <a href="http://www.oracle.com/technetwork/java/javase/terms/license/index.html">Oracle\'s license agreement</a>.',
'Install Java'
)
setOverlayHandler(() => {
setLaunchDetails('Preparing Java Download..')
sysAEx.send({task: 0, content: '_enqueueOracleJRE', argsArr: [ConfigManager.getLauncherDirectory()]})
toggleOverlay(false)
})
toggleOverlay(true)
// TODO Add option to not install Java x64.
} else {
// Java installation found, use this to launch the game.
ConfigManager.setJavaExecutable(m.result)
ConfigManager.save()
if(launchAfter){
dlAsync()
}
sysAEx.disconnect()
}
} else if(m.content === '_enqueueOracleJRE'){
if(m.result === true){
// Oracle JRE enqueued successfully, begin download.
setLaunchDetails('Downloading Java..')
sysAEx.send({task: 0, content: 'processDlQueues', argsArr: [[{id:'java', limit:1}]]})
} else {
// Oracle JRE enqueue failed. Probably due to a change in their website format.
// User will have to follow the guide to install Java.
setOverlayContent(
'Yikes!<br>Java download failed.',
'Unfortunately we\'ve encountered an issue while attempting to install Java. You will need to install a copy yourself. Please check out <a href="http://westeroscraft.wikia.com/wiki/Troubleshooting_Guide">this guide</a> for more details and instructions.',
'Got it'
)
setOverlayHandler(null)
toggleOverlay(true)
sysAEx.disconnect()
}
} else if(m.content === 'dl'){
if(m.task === 0){
// Downloading..
setDownloadPercentage(m.value, m.total, m.percent)
} else if(m.task === 1){
// Download will be at 100%, remove the loading from the OS progress bar.
remote.getCurrentWindow().setProgressBar(-1)
// Wait for extration to complete.
setLaunchDetails('Extracting..')
} else if(m.task === 2){
// Extraction completed successfully.
ConfigManager.setJavaExecutable(m.jPath)
ConfigManager.save()
setLaunchDetails('Java Installed!')
if(launchAfter){
dlAsync()
}
sysAEx.disconnect()
} else {
console.error('Unknown download data type.', m)
}
}
})
// Begin system Java scan.
setLaunchDetails('Checking system info..')
sysAEx.send({task: 0, content: 'validateJava', argsArr: [ConfigManager.getLauncherDirectory()]})
}
// Keep reference to Minecraft Process
let proc
// Is DiscordRPC enabled
let hasRPC = false
// Joined server regex
const servJoined = /[[0-2][0-9]:[0-6][0-9]:[0-6][0-9]\] \[Client thread\/INFO\]: \[CHAT\] [a-zA-Z0-9_]{1,16} joined the game/g
const gameJoined = /\[[0-2][0-9]:[0-6][0-9]:[0-6][0-9]\] \[Client thread\/WARN\]: Skipping bad option: lastServer:/g
const gameJoined2 = /\[[0-2][0-9]:[0-6][0-9]:[0-6][0-9]\] \[Client thread\/INFO\]: Created: \d+x\d+ textures-atlas/g
let aEx
let serv
let versionData
let forgeData
function dlAsync(login = true){
// Login parameter is temporary for debug purposes. Allows testing the validation/downloads without
// launching the game.
if(login) {
if(ConfigManager.getSelectedAccount() == null){
console.error('login first.')
//in devtools AuthManager.addAccount(username, pass)
return
}
}
setLaunchDetails('Please wait..')
toggleLaunchArea(true)
setLaunchPercentage(0, 100)
// Start AssetExec to run validations and downloads in a forked process.
aEx = cp.fork(path.join(__dirname, 'assets', 'js', 'assetexec.js'), [
ConfigManager.getGameDirectory(),
ConfigManager.getJavaExecutable()
])
// Establish communications between the AssetExec and current process.
aEx.on('message', (m) => {
if(m.content === 'validateDistribution'){
setLaunchPercentage(20, 100)
serv = m.result
console.log('Forge Validation Complete.')
// Begin version load.
setLaunchDetails('Loading version information..')
aEx.send({task: 0, content: 'loadVersionData', argsArr: [serv.mc_version]})
} else if(m.content === 'loadVersionData'){
setLaunchPercentage(40, 100)
versionData = m.result
console.log('Version data loaded.')
// Begin asset validation.
setLaunchDetails('Validating asset integrity..')
aEx.send({task: 0, content: 'validateAssets', argsArr: [versionData]})
} else if(m.content === 'validateAssets'){
// Asset validation can *potentially* take longer, so let's track progress.
if(m.task === 0){
const perc = (m.value/m.total)*20
setLaunchPercentage(40+perc, 100, parseInt(40+perc))
} else {
setLaunchPercentage(60, 100)
console.log('Asset Validation Complete')
// Begin library validation.
setLaunchDetails('Validating library integrity..')
aEx.send({task: 0, content: 'validateLibraries', argsArr: [versionData]})
}
} else if(m.content === 'validateLibraries'){
setLaunchPercentage(80, 100)
console.log('Library validation complete.')
// Begin miscellaneous validation.
setLaunchDetails('Validating miscellaneous file integrity..')
aEx.send({task: 0, content: 'validateMiscellaneous', argsArr: [versionData]})
} else if(m.content === 'validateMiscellaneous'){
setLaunchPercentage(100, 100)
console.log('File validation complete.')
// Download queued files.
setLaunchDetails('Downloading files..')
aEx.send({task: 0, content: 'processDlQueues'})
} else if(m.content === 'dl'){
if(m.task === 0){
setDownloadPercentage(m.value, m.total, m.percent)
} else if(m.task === 1){
// Download will be at 100%, remove the loading from the OS progress bar.
remote.getCurrentWindow().setProgressBar(-1)
setLaunchDetails('Preparing to launch..')
aEx.send({task: 0, content: 'loadForgeData', argsArr: [serv.id]})
} else {
console.error('Unknown download data type.', m)
}
} else if(m.content === 'loadForgeData'){
forgeData = m.result
if(login) {
//if(!(await AuthManager.validateSelected())){
//
//}
const authUser = ConfigManager.getSelectedAccount();
console.log('authu', authUser)
let pb = new ProcessBuilder(ConfigManager.getGameDirectory(), serv, versionData, forgeData, authUser)
setLaunchDetails('Launching game..')
try {
// Build Minecraft process.
proc = pb.build()
setLaunchDetails('Done. Enjoy the server!')
// Attach a temporary listener to the client output.
// Will wait for a certain bit of text meaning that
// the client application has started, and we can hide
// the progress bar stuff.
const tempListener = function(data){
if(data.indexOf('[Client thread/INFO]: -- System Details --') > -1){
toggleLaunchArea(false)
if(hasRPC){
DiscordWrapper.updateDetails('Loading game..')
}
proc.stdout.removeListener('data', tempListener)
}
}
// Listener for Discord RPC.
const gameStateChange = function(data){
if(servJoined.test(data)){
DiscordWrapper.updateDetails('Exploring the Realm!')
} else if(gameJoined.test(data)){
DiscordWrapper.updateDetails('Idling on Main Menu')
}
}
// Bind listeners to stdout.
proc.stdout.on('data', tempListener)
proc.stdout.on('data', gameStateChange)
// Init Discord Hook
const distro = AssetGuard.retrieveDistributionDataSync(ConfigManager.getGameDirectory)
if(distro.discord != null && serv.discord != null){
DiscordWrapper.initRPC(distro.discord, serv.discord)
hasRPC = true
proc.on('close', (code, signal) => {
console.log('Shutting down Discord Rich Presence..')
DiscordWrapper.shutdownRPC()
hasRPC = false
proc = null
})
}
} catch(err) {
// Show that there was an error then hide the
// progress area. Maybe switch this to an error
// alert in the future. TODO
setLaunchDetails('Error: See log for details..')
console.log(err)
setTimeout(function(){
toggleLaunchArea(false)
}, 5000)
}
}
// Disconnect from AssetExec
aEx.disconnect()
}
})
// Begin Validations
// Validate Forge files.
setLaunchDetails('Loading server information..')
aEx.send({task: 0, content: 'validateDistribution', argsArr: [ConfigManager.getSelectedServer()]})
}