fix (to try)

This commit is contained in:
AMIAY
2026-01-24 01:41:09 +01:00
parent e005b4293b
commit 3579d82776
5 changed files with 99 additions and 36 deletions

View File

@@ -849,6 +849,7 @@
</div>
<script src="js/i18n.js"></script>
<script type="module" src="js/settings.js"></script>
<script type="module" src="js/update.js"></script>
</body>

View File

@@ -152,9 +152,9 @@ function showCustomConfirm(message, title, onConfirm, onCancel = null, confirmTe
}
export function initSettings() {
export async function initSettings() {
setupSettingsElements();
loadAllSettings();
await loadAllSettings();
}
function setupSettingsElements() {
@@ -953,14 +953,7 @@ async function switchBranch(newBranch) {
playButton.classList.add('disabled');
}
// Save new branch
await window.electronAPI.saveVersionBranch(newBranch);
const switchedMsg = window.i18n ?
window.i18n.t('settings.branchSwitched').replace('{branch}', newBranch) :
`Switched to ${newBranch} successfully!`;
showNotification(switchedMsg, 'success');
// DON'T save branch yet - wait for installation confirmation
// Suggest reinstalling
setTimeout(() => {
@@ -986,12 +979,24 @@ async function switchBranch(newBranch) {
const result = await window.electronAPI.installGame(playerName || 'Player', '', '', newBranch);
if (result.success) {
// Save branch ONLY after successful installation
await window.electronAPI.saveVersionBranch(newBranch);
const switchedMsg = window.i18n ?
window.i18n.t('settings.branchSwitched').replace('{branch}', newBranch) :
`Switched to ${newBranch} successfully!`;
const successMsg = window.i18n ?
window.i18n.t('progress.installationComplete') :
'Installation completed successfully!';
showNotification(switchedMsg, 'success');
showNotification(successMsg, 'success');
// Refresh radio buttons to reflect the new branch
await loadVersionBranch();
console.log('[Settings] Radio buttons updated after branch switch');
setTimeout(() => {
if (window.LauncherUI) {
window.LauncherUI.hideProgress();
@@ -1019,6 +1024,14 @@ async function switchBranch(newBranch) {
window.LauncherUI.hideProgress();
}
// Revert radio selection to old branch
loadVersionBranch().then(oldBranch => {
const radioToCheck = document.querySelector(`input[name="gameBranch"][value="${oldBranch}"]`);
if (radioToCheck) {
radioToCheck.checked = true;
}
});
// Unlock play button
const playButton = document.getElementById('playButton');
if (playButton) {
@@ -1058,15 +1071,21 @@ async function loadVersionBranch() {
try {
if (window.electronAPI && window.electronAPI.loadVersionBranch) {
const branch = await window.electronAPI.loadVersionBranch();
console.log('[Settings] Loaded version_branch from config:', branch);
// Use default if branch is null/undefined
const selectedBranch = branch || 'release';
console.log('[Settings] Selected branch:', selectedBranch);
// Update radio buttons
if (gameBranchRadios) {
gameBranchRadios.forEach(radio => {
radio.checked = radio.value === branch;
radio.checked = radio.value === selectedBranch;
console.log(`[Settings] Radio ${radio.value}: ${radio.checked ? 'checked' : 'unchecked'}`);
});
}
return branch;
return selectedBranch;
}
return 'release'; // Default
} catch (error) {

View File

@@ -85,7 +85,7 @@ class Logger {
fs.appendFileSync(this.logFile, message, 'utf8');
} catch (error) {
this.originalConsole.error('Impossible d\'écrire dans le fichier de log:', error.message);
this.originalConsole.error('Unable to write to log file:', error.message);
}
}

View File

@@ -23,13 +23,32 @@ async function downloadPWR(branch = 'release', fileName = '4.pwr', progressCallb
const dest = path.join(cacheDir, `${branch}_${fileName}`);
// Check if file exists and validate it
if (fs.existsSync(dest)) {
console.log('PWR file found in cache:', dest);
// Validate file size (PWR files should be > 1MB)
const stats = fs.statSync(dest);
if (stats.size < 1024 * 1024) {
console.log('Cached PWR file seems corrupted (too small), re-downloading...');
fs.unlinkSync(dest);
} else {
return dest;
}
}
console.log('Fetching PWR patch file:', url);
await downloadFile(url, dest, progressCallback);
// Validate downloaded file
const stats = fs.statSync(dest);
console.log(`PWR file downloaded, size: ${(stats.size / 1024 / 1024).toFixed(2)} MB`);
if (stats.size < 1024 * 1024) {
fs.unlinkSync(dest);
throw new Error('Downloaded PWR file is corrupted (file too small)');
}
console.log('PWR saved to:', dest);
return dest;
@@ -85,7 +104,13 @@ async function applyPWR(pwrFile, progressCallback, gameDir = GAME_DIR, toolsDir
if (error) {
console.error('Butler stderr:', stderr);
console.error('Butler stdout:', stdout);
// Check for EOF error (corrupted PWR file)
if (stderr && stderr.includes('unexpected EOF')) {
reject(new Error(`Corrupted PWR file detected. Please delete the cache and reinstall: ${pwrFile}`));
} else {
reject(new Error(`Patch installation failed: ${error.message}${stderr ? '\n' + stderr : ''}`));
}
} else {
resolve();
}
@@ -114,7 +139,9 @@ async function updateGameFiles(newVersion, progressCallback, gameDir = GAME_DIR,
// Vérifier si on a version_client et version_branch dans config.json
const config = loadConfig();
const hasVersionConfig = !!(config.version_client && config.version_branch);
const oldBranch = config.version_branch || 'release'; // L'ancienne branche pour le backup
console.log(`[UpdateGameFiles] hasVersionConfig: ${hasVersionConfig}`);
console.log(`[UpdateGameFiles] Switching from ${oldBranch} to ${branch}`);
try {
if (progressCallback) {
@@ -145,11 +172,15 @@ async function updateGameFiles(newVersion, progressCallback, gameDir = GAME_DIR,
progressCallback('Backing up user data...', 70, null, null, null);
}
// Backup UserData using new system
// Backup UserData from OLD branch (before switching)
try {
backupPath = await userDataBackup.backupUserData(installPath, branch, hasVersionConfig);
console.log(`[UpdateGameFiles] Attempting to backup UserData from old branch: ${oldBranch}`);
backupPath = await userDataBackup.backupUserData(installPath, oldBranch, hasVersionConfig);
if (backupPath) {
console.log(`[UpdateGameFiles] ✓ UserData backed up from ${oldBranch}: ${backupPath}`);
}
} catch (backupError) {
console.warn('UserData backup failed:', backupError.message);
console.warn('[UpdateGameFiles] ✗ UserData backup failed:', backupError.message);
}
if (progressCallback) {
@@ -169,6 +200,13 @@ async function updateGameFiles(newVersion, progressCallback, gameDir = GAME_DIR,
const logoResult = await downloadAndReplaceLogo(gameDir, progressCallback);
console.log('Logo@2x.png update result after update:', logoResult);
// Ensure UserData directory exists
const userDataDir = path.join(gameDir, 'Client', 'UserData');
if (!fs.existsSync(userDataDir)) {
console.log(`[UpdateGameFiles] Creating UserData directory at: ${userDataDir}`);
fs.mkdirSync(userDataDir, { recursive: true });
}
if (progressCallback) {
progressCallback('Restoring user data...', 90, null, null, null);
}
@@ -176,11 +214,16 @@ async function updateGameFiles(newVersion, progressCallback, gameDir = GAME_DIR,
// Restore UserData using new system
if (backupPath) {
try {
console.log(`[UpdateGameFiles] Restoring UserData from ${oldBranch} to ${branch}`);
console.log(`[UpdateGameFiles] Source backup: ${backupPath}`);
await userDataBackup.restoreUserData(backupPath, installPath, branch);
await userDataBackup.cleanupBackup(backupPath);
console.log(`[UpdateGameFiles] ✓ UserData migrated successfully from ${oldBranch} to ${branch}`);
} catch (restoreError) {
console.warn('UserData restore failed:', restoreError.message);
console.warn('[UpdateGameFiles] ✗ UserData restore failed:', restoreError.message);
}
} else {
console.log('[UpdateGameFiles] No backup to restore, empty UserData folder created');
}
console.log(`Game files updated successfully to version: ${newVersion}`);
@@ -238,7 +281,7 @@ async function installGame(playerName = 'Player', progressCallback, javaPathOver
// Vérifier si on a version_client et version_branch dans config.json
const config = loadConfig();
const hasVersionConfig = !!(config.version_client && config.version_branch);
console.log(`[InstallGame] Configuration détectée - version_client: ${config.version_client}, version_branch: ${config.version_branch}`);
console.log(`[InstallGame] Configuration detected - version_client: ${config.version_client}, version_branch: ${config.version_branch}`);
console.log(`[InstallGame] hasVersionConfig: ${hasVersionConfig}`);
// Backup UserData AVANT l'installation si nécessaire
@@ -248,13 +291,13 @@ async function installGame(playerName = 'Player', progressCallback, javaPathOver
}
try {
console.log(`[InstallGame] Tentative de backup UserData (hasVersionConfig: ${hasVersionConfig})...`);
console.log(`[InstallGame] Attempting UserData backup (hasVersionConfig: ${hasVersionConfig})...`);
backupPath = await userDataBackup.backupUserData(customAppDir, branch, hasVersionConfig);
if (backupPath) {
console.log(`[InstallGame] ✓ UserData sauvegardé dans: ${backupPath}`);
console.log(`[InstallGame] ✓ UserData backed up to: ${backupPath}`);
}
} catch (backupError) {
console.warn('[InstallGame] ✗ Backup UserData échoué:', backupError.message);
console.warn('[InstallGame] ✗ UserData backup failed:', backupError.message);
}
[customAppDir, customCacheDir, customToolsDir].forEach(dir => {
@@ -332,7 +375,7 @@ async function installGame(playerName = 'Player', progressCallback, javaPathOver
// Ensure UserData directory exists
if (!fs.existsSync(userDataDir)) {
console.log(`[InstallGame] Création du dossier UserData dans: ${userDataDir}`);
console.log(`[InstallGame] Creating UserData directory at: ${userDataDir}`);
fs.mkdirSync(userDataDir, { recursive: true });
}
@@ -343,15 +386,15 @@ async function installGame(playerName = 'Player', progressCallback, javaPathOver
}
try {
console.log(`[InstallGame] Restauration du UserData depuis: ${backupPath}`);
console.log(`[InstallGame] Restoring UserData from: ${backupPath}`);
await userDataBackup.restoreUserData(backupPath, customAppDir, branch);
await userDataBackup.cleanupBackup(backupPath);
console.log('[InstallGame] ✓ UserData restauré avec succès');
console.log('[InstallGame] ✓ UserData restored successfully');
} catch (restoreError) {
console.warn('[InstallGame] ✗ Erreur lors de la restauration UserData:', restoreError.message);
console.warn('[InstallGame] ✗ UserData restore failed:', restoreError.message);
}
} else {
console.log('[InstallGame] Aucun backup à restaurer, dossier UserData vide créé');
console.log('[InstallGame] No backup to restore, empty UserData folder created');
}
if (progressCallback) {

View File

@@ -19,36 +19,36 @@ class UserDataBackup {
// c'est une ancienne installation, on cherche dans installPath/HytaleF2P/release
if (!hasVersionConfig) {
const oldPath = path.join(installPath, 'HytaleF2P', 'release', 'package', 'game', 'latest', 'Client', 'UserData');
console.log(`[UserDataBackup] Pas de version_client/version_branch détecté, recherche ancienne installation dans: ${oldPath}`);
console.log(`[UserDataBackup] No version_client/version_branch detected, searching old installation in: ${oldPath}`);
if (fs.existsSync(oldPath)) {
userDataPath = oldPath;
console.log(`[UserDataBackup] ✓ Ancienne installation trouvée ! UserData existe dans l'ancien emplacement`);
console.log(`[UserDataBackup] ✓ Old installation found! UserData exists in old location`);
} else {
console.log(`[UserDataBackup] ✗ Aucune ancienne installation trouvée dans ${oldPath}`);
console.log(`[UserDataBackup] ✗ No old installation found in ${oldPath}`);
userDataPath = path.join(installPath, branch, 'package', 'game', 'latest', 'Client', 'UserData');
}
} else {
// Si on a version_client/version_branch, on cherche dans installPath/HytaleF2P/<branch>
userDataPath = path.join(installPath, branch, 'package', 'game', 'latest', 'Client', 'UserData');
console.log(`[UserDataBackup] Version configurée, recherche dans: ${userDataPath}`);
console.log(`[UserDataBackup] Version configured, searching in: ${userDataPath}`);
}
if (!fs.existsSync(userDataPath)) {
console.log(`[UserDataBackup] ✗ Aucun UserData trouvé à ${userDataPath}, backup ignoré`);
console.log(`[UserDataBackup] ✗ No UserData found at ${userDataPath}, backup skipped`);
return null;
}
console.log(`[UserDataBackup] ✓ UserData trouvé à ${userDataPath}`);
console.log(`[UserDataBackup] ✓ UserData found at ${userDataPath}`);
const backupPath = path.join(installPath, `UserData_backup_${branch}_${Date.now()}`);
try {
console.log(`[UserDataBackup] Copie de ${userDataPath} vers ${backupPath}...`);
console.log(`[UserDataBackup] Copying from ${userDataPath} to ${backupPath}...`);
await fs.copy(userDataPath, backupPath, {
overwrite: true,
errorOnExist: false
});
console.log('[UserDataBackup] ✓ Backup complété avec succès');
console.log('[UserDataBackup] ✓ Backup completed successfully');
return backupPath;
} catch (error) {
console.error('[UserDataBackup] ✗ Erreur lors du backup:', error);