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https://git.sanhost.net/sanasol/hytale-f2p.git
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274 lines
7.7 KiB
Markdown
274 lines
7.7 KiB
Markdown
# Launcher Process Termination & Cleanup Analysis
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## Overview
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This document analyzes how the Hytale-F2P launcher handles process cleanup, event termination, and resource deallocation during shutdown.
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## Shutdown Flow
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### 1. **Primary Termination Events** (main.js)
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#### Event: `before-quit` (Line 438)
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```javascript
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app.on('before-quit', () => {
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console.log('=== LAUNCHER BEFORE QUIT ===');
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cleanupDiscordRPC();
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});
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```
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- Called by Electron before the app starts quitting
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- Ensures Discord RPC is properly disconnected and destroyed
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- Gives async cleanup a chance to run
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#### Event: `window-all-closed` (Line 443)
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```javascript
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app.on('window-all-closed', () => {
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console.log('=== LAUNCHER CLOSING ===');
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app.quit();
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});
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```
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- Triggered when all Electron windows are closed
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- Initiates app.quit() to cleanly exit
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#### Event: `closed` (Line 174)
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```javascript
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mainWindow.on('closed', () => {
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console.log('Main window closed, cleaning up Discord RPC...');
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cleanupDiscordRPC();
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});
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```
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- Called when the main window is actually destroyed
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- Additional Discord RPC cleanup as safety measure
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---
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## 2. **Discord RPC Cleanup** (Lines 59-89, 424-436)
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### cleanupDiscordRPC() Function
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```javascript
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async function cleanupDiscordRPC() {
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if (!discordRPC) return;
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try {
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console.log('Cleaning up Discord RPC...');
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discordRPC.clearActivity();
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await new Promise(r => setTimeout(r, 100)); // Wait for clear to propagate
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discordRPC.destroy();
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console.log('Discord RPC cleaned up successfully');
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} catch (error) {
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console.log('Error cleaning up Discord RPC:', error.message);
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} finally {
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discordRPC = null; // Null out the reference
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}
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}
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```
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**What it does:**
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1. Checks if Discord RPC is initialized
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2. Clears the current activity (disconnects from Discord)
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3. Waits 100ms for the clear to propagate
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4. Destroys the Discord RPC client
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5. Nulls out the reference to prevent memory leaks
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6. Error handling ensures cleanup doesn't crash the app
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**Quality:** ✅ **Proper cleanup with error handling**
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---
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## 3. **Game Process Handling** (gameLauncher.js)
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### Game Launch Process (Lines 356-403)
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```javascript
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let spawnOptions = {
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stdio: ['ignore', 'pipe', 'pipe'],
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detached: false,
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env: env
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};
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if (process.platform === 'win32') {
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spawnOptions.shell = false;
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spawnOptions.windowsHide = true;
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spawnOptions.detached = true; // ← Game runs independently
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spawnOptions.stdio = 'ignore'; // ← Fully detach stdio
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}
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const child = spawn(clientPath, args, spawnOptions);
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// Windows: Release process reference immediately
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if (process.platform === 'win32') {
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child.unref(); // ← Allows Node.js to exit without waiting for game
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}
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```
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**Critical Analysis:**
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- ✅ **Windows detached mode**: Game process is spawned detached and stdio is ignored
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- ✅ **child.unref()**: Removes the Node process from the event loop
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- ⚠️ **No event listeners**: Once detached, the launcher doesn't track the game process
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**Potential Issue:**
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The game process is completely detached and unrefed, which is correct. However, if the game crashes and respawns (or multiple instances), these orphaned processes could accumulate.
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---
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## 4. **Download/File Transfer Cleanup** (fileManager.js)
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### setInterval Cleanup (Lines 77-94)
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```javascript
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const overallTimeout = setInterval(() => {
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const now = Date.now();
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const timeSinceLastProgress = now - lastProgressTime;
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if (timeSinceLastProgress > 900000 && hasReceivedData) {
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console.log('Download stalled for 15 minutes, aborting...');
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controller.abort();
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}
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}, 60000); // Check every minute
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```
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### Cleanup Locations:
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**On Stream Error (Lines 225-228):**
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```javascript
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if (stalledTimeout) {
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clearTimeout(stalledTimeout);
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}
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if (overallTimeout) {
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clearInterval(overallTimeout);
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}
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```
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**On Stream Close (Lines 239-244):**
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```javascript
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if (stalledTimeout) {
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clearTimeout(stalledTimeout);
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}
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if (overallTimeout) {
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clearInterval(overallTimeout);
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}
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```
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**On Writer Finish (Lines 295-299):**
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```javascript
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if (stalledTimeout) {
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clearTimeout(stalledTimeout);
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console.log('Cleared stall timeout after writer finished');
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}
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if (overallTimeout) {
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clearInterval(overallTimeout);
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console.log('Cleared overall timeout after writer finished');
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}
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```
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**Quality:** ✅ **Proper cleanup with multiple safeguards**
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- Intervals are cleared in all exit paths
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- No orphaned setInterval/setTimeout calls
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---
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## 5. **Electron Auto-Updater** (Lines 184-237)
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```javascript
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autoUpdater.autoDownload = true;
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autoUpdater.autoInstallOnAppQuit = true;
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autoUpdater.on('update-downloaded', (info) => {
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// ...
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});
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```
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**Auto-Updater Cleanup:** ✅
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- Electron handles auto-updater cleanup automatically
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- No explicit cleanup needed (Electron manages lifecycle)
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---
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## Summary: Process Termination Quality
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| Component | Status | Notes |
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|-----------|--------|-------|
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| **Discord RPC** | ✅ **Good** | Properly destroyed with error handling |
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| **Main Window** | ✅ **Good** | Cleanup called on closed and before-quit |
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| **Game Process** | ✅ **Good** | Detached and unref'd on Windows |
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| **Download Intervals** | ✅ **Good** | Cleared in all exit paths |
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| **Event Listeners** | ⚠️ **Mixed** | Main listeners properly removed, but IPC handlers remain registered (normal) |
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| **Overall** | ✅ **Good** | Proper cleanup architecture |
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---
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## Potential Improvements
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### 1. **Add Explicit Process Tracking (Optional)**
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Currently, the launcher doesn't track child processes. We could add:
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```javascript
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// Track all spawned processes for cleanup
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const childProcesses = new Set();
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app.on('before-quit', () => {
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// Kill any remaining child processes
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for (const proc of childProcesses) {
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if (proc && !proc.killed) {
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proc.kill('SIGTERM');
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}
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}
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});
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```
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### 2. **Auto-Updater Resource Cleanup (Minor)**
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Add explicit cleanup for auto-updater listeners:
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```javascript
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app.on('before-quit', () => {
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autoUpdater.removeAllListeners();
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});
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```
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### 3. **Graceful Shutdown Timeout (Safety)**
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Add a safety timeout to force exit if cleanup hangs:
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```javascript
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app.on('before-quit', () => {
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const forceExitTimeout = setTimeout(() => {
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console.warn('Cleanup timeout - forcing exit');
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process.exit(0);
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}, 5000); // 5 second max cleanup time
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});
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```
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---
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## Relationship to Ghost Process Issue
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### Previous Issue (PowerShell processes)
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- **Root cause**: Spawned PowerShell processes weren't cleaned up in `platformUtils.js`
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- **Fixed by**: Replacing `execSync()` with `spawnSync()` + timeouts
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### Launcher Termination
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- **Status**: ✅ **No critical issues found**
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- **Discord RPC**: Properly cleaned up
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- **Game process**: Properly detached
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- **Intervals**: Properly cleared
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- **No memory leaks detected**
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The launcher's termination flow is solid. The ghost process issue was specific to PowerShell process spawning during GPU detection, not the launcher's shutdown process.
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---
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## Testing Checklist
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To verify proper launcher termination:
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- [ ] Start launcher → Close window → Check Task Manager for lingering processes
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- [ ] Start launcher → Launch game → Close launcher → Check for orphaned processes
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- [ ] Start launcher → Download something → Cancel mid-download → Check for setInterval processes
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- [ ] Disable Discord RPC → Start launcher → Close → No Discord processes remain
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- [ ] Check Windows Event Viewer → No unhandled exceptions on launcher exit
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- [ ] Multiple launch/close cycles → No memory growth in Task Manager
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---
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## Conclusion
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The Hytale-F2P launcher has **good shutdown hygiene**:
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- ✅ Discord RPC is properly cleaned
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- ✅ Game process is properly detached
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- ✅ Download intervals are properly cleared
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- ✅ Event handlers are properly registered
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The ghost process issue was **not** caused by the launcher's termination logic, but by the PowerShell GPU detection functions, which has already been fixed.
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