SkirdaElectronLauncher/app/assets/js/actionbinder.js

161 lines
6.2 KiB
JavaScript

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
// Synchronous Listener
document.addEventListener('readystatechange', function(){
if (document.readyState === 'interactive'){
// Bind launch button
document.getElementById('launch_button').addEventListener('click', function(e){
console.log('Launching game..')
testdownloads()
})
// 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)
// Keep reference to AssetGuard object temporarily
let tracker;
testdownloads = async function(){
if(ConfigManager.getSelectedAccount() == null){
console.error('login first.')
//in devtools AuthManager.addAccount(username, pass)
return
}
const content = document.getElementById('launch_content')
const details = document.getElementById('launch_details')
const progress = document.getElementById('launch_progress')
const progress_text = document.getElementById('launch_progress_label')
const det_text = document.getElementById('launch_details_text')
det_text.innerHTML = 'Please wait..'
progress.setAttribute('max', '100')
details.style.display = 'flex'
content.style.display = 'none'
tracker = new AssetGuard(ConfigManager.getGameDirectory(), ConfigManager.getJavaExecutable())
det_text.innerHTML = 'Loading server information..'
const serv = await tracker.validateDistribution(ConfigManager.getSelectedServer())
progress.setAttribute('value', 20)
progress_text.innerHTML = '20%'
console.log('forge stuff done')
det_text.innerHTML = 'Loading version information..'
const versionData = await tracker.loadVersionData(serv.mc_version)
progress.setAttribute('value', 40)
progress_text.innerHTML = '40%'
det_text.innerHTML = 'Validating asset integrity..'
await tracker.validateAssets(versionData)
progress.setAttribute('value', 60)
progress_text.innerHTML = '60%'
console.log('assets done')
det_text.innerHTML = 'Validating library integrity..'
await tracker.validateLibraries(versionData)
progress.setAttribute('value', 80)
progress_text.innerHTML = '80%'
console.log('libs done')
det_text.innerHTML = 'Validating miscellaneous file integrity..'
await tracker.validateMiscellaneous(versionData)
progress.setAttribute('value', 100)
progress_text.innerHTML = '100%'
console.log('files done')
det_text.innerHTML = 'Downloading files..'
tracker.on('totaldlprogress', function(data){
progress.setAttribute('max', data.total)
progress.setAttribute('value', data.acc)
progress_text.innerHTML = parseInt((data.acc/data.total)*100) + '%'
})
tracker.on('dlcomplete', async function(){
det_text.innerHTML = 'Preparing to launch..'
const forgeData = await tracker.loadForgeData(serv.id)
const authUser = await AuthManager.validateSelected()
let pb = new ProcessBuilder(ConfigManager.getGameDirectory(), serv, versionData, forgeData, authUser)
det_text.innerHTML = 'Launching game..'
let proc;
try{
proc = pb.build()
det_text.innerHTML = 'Done. Enjoy the server!'
const tempListener = function(data){
if(data.indexOf('[Client thread/INFO]: -- System Details --') > -1){
details.style.display = 'none'
content.style.display = 'inline-flex'
proc.stdout.removeListener('data', tempListener)
}
}
proc.stdout.on('data', tempListener)
// Init Discord Hook (Untested)
const distro = AssetGuard.retrieveDistributionDataSync(ConfigManager.getGameDirectory)
if(distro.discord != null && serv.discord != null){
DiscordWrapper.initRPC(distro.discord, serv.discord)
proc.on('close', (code, signal) => {
DiscordWrapper.shutdownRPC()
})
}
} catch(err) {
//det_text.innerHTML = 'Error: ' + err.message;
det_text.innerHTML = 'Error: See log for details..';
console.log(err)
setTimeout(function(){
details.style.display = 'none'
content.style.display = 'inline-flex'
}, 5000)
}
// Remove reference to tracker.
tracker = null
})
tracker.processDlQueues()
}