ec9e95c130
Separate views are stored in an ejs file. When the app starts, each file will be loaded, with the DOM elements hidden. Based on the state of the application, a specific view will be fadded in. Switching between views will use this principle. Moved contents of index.ejs to landing.ejs to make it compatible with the new format. As a result, index.ejs is deprecated and will be removed once it is no longer needed for reference.
258 lines
10 KiB
JavaScript
258 lines
10 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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//testdownloads()
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dlAsync()
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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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try {
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let status = 'grey'
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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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document.getElementById('mojang_status_icon').style.color = Mojang.statusToHex(status)
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} catch (err) {
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console.error('Unable to refresh Mojang service status..', err)
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}
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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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// 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 currentProc
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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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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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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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aEx.on('message', (m) => {
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if(currentProc === 'validateDistribution'){
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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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// 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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} else if(currentProc === 'loadVersionData'){
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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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// 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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} else if(currentProc === 'validateAssets'){
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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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// 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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// Disconnect from AssetExec
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aEx.disconnect()
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}
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})
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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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} |