Profile System & Mod Loading Fixes

Added a full profile system and fixed a few critical mod loading issues.

What changed

Profiles — Implemented proper profile management (create, switch, delete). Each profile now has its own isolated mod list.

Mod Isolation — Fixed ModManager so mods are strictly scoped to the active profile. Browsing and installing only affects the selected profile.

Critical Fix — Fixed a path bug where mods were being saved to ~/AppData/Local on macOS (Windows path) instead of ~/Library/Application Support. Mods now save to the correct location and load correctly in-game.

Stability — Added an auto-sync step before every launch to make sure the physical mods folder always matches the active profile.

UI — Added a profile selector dropdown and a profile management modal.
This commit is contained in:
Rahul-Sahani04
2026-01-20 11:52:36 +05:30
parent fffc730788
commit 64892c81e9
14 changed files with 1424 additions and 509 deletions

View File

@@ -11,6 +11,7 @@ const { saveUsername, saveInstallPath, loadJavaPath, getUuidForUser, getAuthServ
const { resolveJavaPath, getJavaExec, getBundledJavaPath, detectSystemJava, JAVA_EXECUTABLE } = require('./javaManager');
const { getInstalledClientVersion, getLatestClientVersion } = require('../services/versionManager');
const { updateGameFiles } = require('./gameManager');
const { syncModsForCurrentProfile } = require('./modManager');
// Client patcher for custom auth server (sanasol.ws)
let clientPatcher = null;
@@ -130,7 +131,7 @@ async function launchGame(playerName = 'Player', progressCallback, javaPathOverr
}
} else {
javaBin = getJavaExec(customJreDir);
if (!getBundledJavaPath(customJreDir)) {
const fallback = await detectSystemJava();
if (fallback) {
@@ -192,9 +193,9 @@ async function launchGame(playerName = 'Player', progressCallback, javaPathOverr
const serverDir = path.join(gameLatest, 'Server');
const signPath = async (targetPath, deep = false) => {
await execAsync(`xattr -cr "${targetPath}"`).catch(() => {});
await execAsync(`xattr -cr "${targetPath}"`).catch(() => { });
const deepFlag = deep ? '--deep ' : '';
await execAsync(`codesign --force ${deepFlag}--sign - "${targetPath}"`).catch(() => {});
await execAsync(`codesign --force ${deepFlag}--sign - "${targetPath}"`).catch(() => { });
};
if (fs.existsSync(appBundle)) {
@@ -216,8 +217,8 @@ async function launchGame(playerName = 'Player', progressCallback, javaPathOverr
}
if (fs.existsSync(serverDir)) {
await execAsync(`xattr -cr "${serverDir}"`).catch(() => {});
await execAsync(`find "${serverDir}" -type f -perm +111 -exec codesign --force --sign - {} \\;`).catch(() => {});
await execAsync(`xattr -cr "${serverDir}"`).catch(() => { });
await execAsync(`find "${serverDir}" -type f -perm +111 -exec codesign --force --sign - {} \\;`).catch(() => { });
console.log('Signed server binaries (after patching)');
}
@@ -260,11 +261,23 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
if (progressCallback) {
progressCallback('Starting game...', null, null, null, null);
}
// Ensure mods are synced for the active profile before launching
try {
console.log('Syncing mods for active profile before launch...');
if (progressCallback) progressCallback('Syncing mods...', null, null, null, null);
await syncModsForCurrentProfile();
} catch (syncError) {
console.error('Failed to sync mods before launch:', syncError);
// Continue anyway? Or fail?
// Warn user but continue might be safer to avoid blocking play if sync is just glitchy
}
console.log('Starting game...');
console.log(`Command: "${clientPath}" ${args.join(' ')}`);
const env = { ...process.env };
const waylandEnv = setupWaylandEnvironment();
Object.assign(env, waylandEnv);
@@ -276,8 +289,8 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
};
if (process.platform === 'win32') {
spawnOptions.shell = false;
spawnOptions.windowsHide = true;
spawnOptions.shell = false;
spawnOptions.windowsHide = true;
}
const child = spawn(clientPath, args, spawnOptions);
@@ -371,12 +384,12 @@ async function launchGameWithVersionCheck(playerName = 'Player', progressCallbac
try {
await updateGameFiles(latestVersion, progressCallback, customGameDir, customToolsDir, customCacheDir);
console.log('Game updated successfully, waiting before launch...');
if (progressCallback) {
progressCallback('Preparing game launch...', 90, null, null, null);
}
await new Promise(resolve => setTimeout(resolve, 3000));
await new Promise(resolve => setTimeout(resolve, 3000));
} catch (updateError) {
console.error('Update failed:', updateError);
if (progressCallback) {