631c3cd6d4
You will be given an option to install Java manually. Selecting this will bring you to a final prompt which gives some useful information about installing Java and where you can find help. You have two options on this prompt. The first is to simply aknowledge it, which will dismiss it. The second is to go back to the first prompt.
543 lines
20 KiB
JavaScript
543 lines
20 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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setLaunchDetails('Please wait..')
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toggleLaunchArea(true)
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setLaunchPercentage(0, 100)
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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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let status = 'grey'
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try {
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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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} catch (err) {
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console.warn('Unable to refresh Mojang service status.')
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console.debug(err)
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}
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document.getElementById('mojang_status_icon').style.color = Mojang.statusToHex(status)
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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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/* Overlay Wrapper Functions */
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/**
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* Toggle the visibility of the overlay.
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*
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* @param {boolean} toggleState True to display, false to hide.
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* @param {boolean} dismissable Optional. True to show the dismiss option, otherwise false.
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*/
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function toggleOverlay(toggleState, dismissable = false){
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if(toggleState == null){
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toggleState = !document.getElementById('main').hasAttribute('overlay')
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}
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if(toggleState){
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document.getElementById('main').setAttribute('overlay', true)
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$('#overlayDismiss').toggle(dismissable)
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$('#overlayContainer').fadeToggle(250)
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} else {
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document.getElementById('main').removeAttribute('overlay')
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$('#overlayContainer').fadeToggle(250, () => {
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$('#overlayDismiss').toggle(dismissable)
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})
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}
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}
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/**
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* Set the content of the overlay.
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*
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* @param {string} title Overlay title text.
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* @param {string} description Overlay description text.
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* @param {string} acknowledge Acknowledge button text.
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* @param {string} dismiss Dismiss button text.
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*/
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function setOverlayContent(title, description, acknowledge, dismiss = 'Dismiss'){
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document.getElementById('overlayTitle').innerHTML = title
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document.getElementById('overlayDesc').innerHTML = description
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document.getElementById('overlayAcknowledge').innerHTML = acknowledge
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document.getElementById('overlayDismiss').innerHTML = dismiss
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}
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/**
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* Set the onclick handler of the overlay acknowledge button.
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* If the handler is null, a default handler will be added.
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*
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* @param {function} handler
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*/
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function setOverlayHandler(handler){
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if(handler == null){
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document.getElementById('overlayAcknowledge').onclick = () => {
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toggleOverlay(false)
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}
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} else {
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document.getElementById('overlayAcknowledge').onclick = handler
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}
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}
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/**
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* Set the onclick handler of the overlay dismiss button.
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* If the handler is null, a default handler will be added.
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*
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* @param {function} handler
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*/
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function setDismissHandler(handler){
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if(handler == null){
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document.getElementById('overlayDismiss').onclick = () => {
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toggleOverlay(false)
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}
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} else {
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document.getElementById('overlayDismiss').onclick = handler
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}
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}
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/* Launch Progress Wrapper Functions */
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/**
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* Show/hide the loading area.
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*
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* @param {boolean} loading True if the loading area should be shown, otherwise false.
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*/
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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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/**
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* Set the details text of the loading area.
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*
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* @param {string} details The new text for the loading details.
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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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/**
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* Set the value of the loading progress bar and display that value.
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*
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* @param {number} value The progress value.
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* @param {number} max The total size.
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* @param {number|string} percent Optional. The percentage to display on the progress label.
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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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/**
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* Set the value of the OS progress bar and display that on the UI.
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*
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* @param {number} value The progress value.
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* @param {number} max The total download size.
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* @param {number|string} percent Optional. The percentage to display on the progress label.
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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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/* System (Java) Scan */
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let sysAEx
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let scanAt
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function asyncSystemScan(launchAfter = true){
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setLaunchDetails('Please wait..')
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toggleLaunchArea(true)
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setLaunchPercentage(0, 100)
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// Fork a process to run validations.
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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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m.result = null
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if(m.result == null){
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// If the result is null, no valid Java installation was found.
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// Show this information to the user.
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setOverlayContent(
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'No Compatible<br>Java Installation Found',
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'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>.',
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'Install Java',
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'Install Manually'
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)
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setOverlayHandler(() => {
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setLaunchDetails('Preparing Java Download..')
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sysAEx.send({task: 0, content: '_enqueueOracleJRE', argsArr: [ConfigManager.getLauncherDirectory()]})
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toggleOverlay(false)
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})
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setDismissHandler(() => {
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$('#overlayContent').fadeOut(250, () => {
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//$('#overlayDismiss').toggle(false)
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setOverlayContent(
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'Don\'t Forget!<br>Java is Required',
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'A valid x64 installation of Java 8 is required to launch. Downloads can be found on <a href="http://www.oracle.com/technetwork/java/javase/downloads/jre8-downloads-2133155.html">Oracle\'s website</a>. Once installed, you will be able to connect to the server.<br><br>Please refer to our <a href="http://westeroscraft.wikia.com/wiki/Troubleshooting_Guide">Troubleshooting Guide</a> if you have any difficulty.',
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'I Understand',
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'Go Back'
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)
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setOverlayHandler(() => {
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toggleLaunchArea(false)
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toggleOverlay(false)
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})
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setDismissHandler(() => {
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toggleOverlay(false, true)
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asyncSystemScan()
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})
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$('#overlayContent').fadeIn(250)
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})
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})
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toggleOverlay(true, true)
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// TODO Add option to not install Java x64.
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} else {
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// Java installation found, use this to launch the game.
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ConfigManager.setJavaExecutable(m.result)
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ConfigManager.save()
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if(launchAfter){
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dlAsync()
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}
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sysAEx.disconnect()
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}
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} else if(m.content === '_enqueueOracleJRE'){
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if(m.result === true){
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// Oracle JRE enqueued successfully, begin download.
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setLaunchDetails('Downloading Java..')
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sysAEx.send({task: 0, content: 'processDlQueues', argsArr: [[{id:'java', limit:1}]]})
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} else {
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// Oracle JRE enqueue failed. Probably due to a change in their website format.
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// User will have to follow the guide to install Java.
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setOverlayContent(
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'Unexpected Issue:<br>Java Download Failed',
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'Unfortunately we\'ve encountered an issue while attempting to install Java. You will need to manually install a copy. Please check out our <a href="http://westeroscraft.wikia.com/wiki/Troubleshooting_Guide">Troubleshooting Guide</a> for more details and instructions.',
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'I Understand'
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)
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setOverlayHandler(() => {
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toggleOverlay(false)
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toggleLaunchArea(false)
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})
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toggleOverlay(true)
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sysAEx.disconnect()
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}
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} else if(m.content === 'dl'){
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if(m.task === 0){
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// Downloading..
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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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// Wait for extration to complete.
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setLaunchDetails('Extracting..')
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} else if(m.task === 2){
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// Extraction completed successfully.
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ConfigManager.setJavaExecutable(m.jPath)
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ConfigManager.save()
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setLaunchDetails('Java Installed!')
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if(launchAfter){
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dlAsync()
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}
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sysAEx.disconnect()
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} else {
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console.error('Unknown download data type.', m)
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}
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}
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})
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// Begin system Java scan.
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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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// 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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// Asset validation can *potentially* take longer, so let's track progress.
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if(m.task === 0){
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const perc = (m.value/m.total)*20
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setLaunchPercentage(40+perc, 100, parseInt(40+perc))
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} else {
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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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}
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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..')
|
|
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()]})
|
|
} |