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8 Commits

Author SHA1 Message Date
sanasol
dc664afa52 docs: Update crash investigation - no stable solution found
- jemalloc helps ~30% of the time but not reliable
- Documented all failed approaches (allocators, scheduling, patching variations)
- Added potential alternative approaches (network hooking, proxy, container)
- Status: UNSOLVED

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-27 06:28:09 +01:00
sanasol
2efecd168f fix: Ultra-minimal patching - only main domain
Only patch hytale.com -> anasol.ws
Skip ALL subdomain patches (sessions, account-data, tools, telemetry, sentry)

Testing if fewer patches = no crash.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-27 06:10:08 +01:00
sanasol
225bc662b3 fix: Minimal patching mode - only essential auth patches
Reduced patches from 6 to 3:
- Skip sentry (not needed for auth)
- Skip tools (not needed for auth)
- Skip telemetry (not needed for auth)
- Keep: domain, sessions, account-data

Fewer patches = less chance of triggering race condition.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-27 06:06:00 +01:00
sanasol
8ef13c5ee1 fix: Use inline shell LD_PRELOAD instead of wrapper script
Simpler approach - pass LD_PRELOAD directly in the shell command
instead of using a wrapper script.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-27 06:03:52 +01:00
sanasol
778ed11f87 fix: Revert null-padding - was corrupting adjacent data
The null-fill before overwrite was likely corrupting data after
the string, causing crashes. Reverted to develop behavior: only
overwrite the bytes we need to change.

Also re-enabled sentry patching.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-27 05:24:43 +01:00
sanasol
24a919588e fix: Disable sentry URL patching to prevent crash
The sentry URL string appears to be near executable code in the binary.
Patching it may corrupt memory layout on glibc 2.41+ systems.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-27 05:19:34 +01:00
sanasol
219b50a214 fix: Use wrapper script to ensure LD_PRELOAD is applied on Linux
Node.js spawn with detached:true may not properly pass environment
variables on some systems. Using a bash wrapper script guarantees
LD_PRELOAD is set before the game process starts.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-27 05:11:50 +01:00
sanasol
4c059f0a6b fix: Steam Deck/Ubuntu crash with jemalloc allocator
Root cause: glibc 2.41 has stricter heap validation that catches a
pre-existing race condition triggered by binary patching.

Changes:
- Add jemalloc auto-detection and usage on Linux
- Add auto-install via pkexec (graphical sudo prompt)
- Clean up clientPatcher.js (remove debug env vars)
- Add null-padding fix for shorter domain replacements
- Document investigation and solution

The launcher now:
1. Auto-detects jemalloc if installed
2. Offers to auto-install if missing (password prompt)
3. Falls back to MALLOC_CHECK_=0 if jemalloc unavailable

Install manually: sudo pacman -S jemalloc (Arch/Steam Deck)
                  sudo apt install libjemalloc2 (Debian/Ubuntu)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-27 05:01:06 +01:00
66 changed files with 4171 additions and 9917 deletions

View File

@@ -1,2 +0,0 @@
HF2P_SECRET_KEY=YOUR_KEY_HERE
HF2P_PROXY_URL=YOUR_PROXY

View File

@@ -36,7 +36,7 @@ This Code of Conduct applies within all community spaces, and also applies when
## Enforcement ## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be reported to the community leaders responsible for enforcement at [Discord Server, message Founders/Devs](https://discord.gg/Fhbb9Yk5WW). All complaints will be reviewed and investigated promptly and fairly. Instances of abusive, harassing, or otherwise unacceptable behavior may be reported to the community leaders responsible for enforcement at [INSERT CONTACT METHOD]. All complaints will be reviewed and investigated promptly and fairly.
All community leaders are obligated to respect the privacy and security of the reporter of any incident. All community leaders are obligated to respect the privacy and security of the reporter of any incident.

View File

@@ -1,6 +1,6 @@
name: Bug Report name: Bug Report
description: Create a report to help us improve description: Create a report to help us improve
title: "[BUG] <Insert Bug Title Here>" title: "[BUG] "
labels: ["bug"] labels: ["bug"]
body: body:
- type: markdown - type: markdown
@@ -41,17 +41,17 @@ body:
required: true required: true
- type: textarea - type: textarea
id: proof id: screenshots
attributes: attributes:
label: Screenshots/Recordings label: Screenshots
description: If applicable, add Screenshots/Recordings to help explain your problem. description: If applicable, add screenshots to help explain your problem.
- type: input - type: input
id: version id: version
attributes: attributes:
label: Version label: Version
description: What version of the launcher are you running? description: What version of the launcher are you running?
placeholder: "e.g. \"v2.2.1\"" placeholder: "e.g. \"v2.0.11 stable/pre-release\""
validations: validations:
required: true required: true
@@ -59,10 +59,8 @@ body:
id: hardwarespec id: hardwarespec
attributes: attributes:
label: Hardware Specification label: Hardware Specification
description: | description: Tell us your CPU, iGPU, dGPU, VRAM, and RAM information.
Tell us your CPU, iGPU, dGPU, VRAM, and RAM information. placeholder: "CPU: Intel i9-14900K 6.0 GHz | GPU: NVIDIA RTX 4090 | VRAM: 24 GB | RAM: 32 GB"
(Use N/A if you think this is not correlated with the bug)
placeholder: "CPU: Intel i9-14900K 6.0 GHz | GPU: NVIDIA RTX 4090 24 GB VRAM | RAM: 32 GB"
validations: validations:
required: true required: true
@@ -72,11 +70,13 @@ body:
label: Operating System label: Operating System
description: What operating system are you using? description: What operating system are you using?
options: options:
- Windows 11/10 - Windows 10
- macOS (Apple Silicon, M1/M2/M3) - Windows 11
- Linux Ubuntu/Debian-based (Linux Mint, Pop!_OS, Zorin OS, etc.) - macOS (Apple Silicon)
- Linux Fedora/RHEL-based (Fedora, Bazzite, CentOS, etc.) - macOS (Intel)
- Linux Arch-based (Steamdeck, CachyOS, ArchLinux, etc.) - Linux Ubuntu/Debian-based
- Linux Fedora/RHEL-based
- Linux Arch-based
validations: validations:
required: true required: true

View File

@@ -1,28 +1,14 @@
name: Support Request name: Support Request
description: Request help or support description: Request help or support
title: "[SUPPORT] <ADD YOUR TITLE HERE>" title: "[SUPPORT] "
labels: ["support"] labels: ["support"]
body: body:
- type: dropdown
id: acknowledge
attributes:
label: Checklist
options:
- label: I have read the README.md before asking Support Request.
required: true
- label: I have read the TROUBLESHOOTING.md before asking Support Request.
required: true
- label: I have added title before submitting this Support Request.
required: true
- label: I acknowledge that my Support Request will not be responded as quick as in Discord Open-A-Ticket, I prefer this way.
required: true
- type: markdown - type: markdown
attributes: attributes:
value: | value: |
If you need help or support with using the launcher, please fill out this support request. If you need help or support with using the launcher, please fill out this support request.
Provide as much detail as possible so we can assist you effectively. Provide as much detail as possible so we can assist you effectively.
**Need a quick assistance?** Please Open-A-Ticket in our [Discord Server](https://discord.gg/Fhbb9Yk5WW)! **Need a quick assistance?** Please Open-A-Ticket in our [Discord Server](https://discord.gg/gME8rUy3MB)!
- type: textarea - type: textarea
id: question id: question
@@ -38,16 +24,10 @@ body:
attributes: attributes:
label: Context label: Context
description: Provide any relevant context or background information. description: Provide any relevant context or background information.
placeholder: "I've tried these steps, but got..." placeholder: "I've tried..., but got..."
validations: validations:
required: true required: true
- type: textarea
id: proof
attributes:
label: Screenshots/Recordings
description: If applicable, add Screenshots/Recordings to help explain your problem.
- type: textarea - type: textarea
id: hardwarespec id: hardwarespec
attributes: attributes:
@@ -57,18 +37,12 @@ body:
validations: validations:
required: true required: true
- type: dropdown - type: input
id: version id: version
attributes: attributes:
label: Version label: Version
description: What launcher version are you using? description: What version are you using?
options: placeholder: "e.g. v2.0.11 stable/pre-release"
- v2.2.1
- v2.2.0
- v2.1.1
- v2.1.0
- v2.0.11
- v2.0.2
validations: validations:
required: true required: true
@@ -78,11 +52,13 @@ body:
label: Platform label: Platform
description: What platform are you using? description: What platform are you using?
options: options:
- Windows 11/10 - Windows 10
- macOS (Apple Silicon, M1/M2/M3) - Windows 11
- Linux Ubuntu/Debian-based (Linux Mint, Pop!_OS, etc.) - macOS (Apple Silicon)
- Linux Fedora/RHEL-based (Fedora, CentOS, etc.) - macOS (Intel)
- Linux Arch-based (Steamdeck, CachyOS, etc.) - Linux Ubuntu/Debian-based
- Linux Fedora/RHEL-based
- Linux Arch-based
validations: validations:
required: true required: true

View File

@@ -2,121 +2,171 @@ name: Build and Release
on: on:
push: push:
branches:
- main
tags: tags:
- 'v*' - 'v*'
workflow_dispatch: workflow_dispatch:
env:
# Domain for small API calls (goes through Cloudflare - fine for <100MB)
FORGEJO_API: https://git.sanhost.net/api/v1
# Direct upload URL (bypasses Cloudflare for large files) - set in repo secrets
FORGEJO_UPLOAD: ${{ secrets.FORGEJO_UPLOAD_URL }}
jobs: jobs:
create-release:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Create Draft Release
run: |
curl -s -X POST "${FORGEJO_API}/repos/${GITHUB_REPOSITORY}/releases" \
-H "Authorization: token ${{ secrets.RELEASE_TOKEN }}" \
-H "Content-Type: application/json" \
-d "{\"tag_name\":\"${{ github.ref_name }}\",\"name\":\"${{ github.ref_name }}\",\"body\":\"Release ${{ github.ref_name }}\",\"draft\":true,\"prerelease\":false}" \
-o release.json
cat release.json
echo "RELEASE_ID=$(cat release.json | python3 -c 'import sys,json; print(json.load(sys.stdin)["id"])')" >> $GITHUB_ENV
build-windows: build-windows:
needs: [create-release] runs-on: windows-latest
runs-on: ubuntu-latest
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- name: Install Wine for cross-compilation
run: |
sudo dpkg --add-architecture i386
sudo mkdir -pm755 /etc/apt/keyrings
sudo wget -O /etc/apt/keyrings/winehq-archive.key https://dl.winehq.org/wine-builds/winehq.key
sudo wget -NP /etc/apt/sources.list.d/ https://dl.winehq.org/wine-builds/ubuntu/dists/$(lsb_release -cs)/winehq-$(lsb_release -cs).sources
sudo apt-get update
sudo apt-get install -y --install-recommends winehq-stable
- uses: actions/setup-node@v4 - uses: actions/setup-node@v4
with: with:
node-version: '22' node-version: '22'
cache: 'npm'
- run: npm ci - run: npm ci
- name: Build Windows Packages - name: Build Windows Packages
run: npx electron-builder --win --publish never --config.npmRebuild=false run: npx electron-builder --win --publish never
- uses: actions/upload-artifact@v4
- name: Upload to Release with:
run: | name: windows-builds
RELEASE_ID=$(curl -s "${FORGEJO_API}/repos/${GITHUB_REPOSITORY}/releases/tags/${{ github.ref_name }}" \ path: |
-H "Authorization: token ${{ secrets.RELEASE_TOKEN }}" | python3 -c 'import sys,json; print(json.load(sys.stdin)["id"])') dist/*.exe
for file in dist/*.exe dist/*.exe.blockmap dist/latest.yml; do dist/*.exe.blockmap
[ -f "$file" ] || continue dist/latest.yml
echo "Uploading $file..."
curl -s --max-time 600 -X POST "${FORGEJO_UPLOAD}/repos/${GITHUB_REPOSITORY}/releases/${RELEASE_ID}/assets?name=$(basename $file)" \
-H "Authorization: token ${{ secrets.RELEASE_TOKEN }}" \
-F "attachment=@${file}" || echo "Failed to upload $file"
done
build-macos: build-macos:
needs: [create-release]
runs-on: macos-latest runs-on: macos-latest
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- uses: actions/setup-node@v4 - uses: actions/setup-node@v4
with: with:
node-version: '22' node-version: '22'
cache: 'npm'
- run: npm ci - run: npm ci
- name: Build macOS Packages - name: Build macOS Packages
env:
CSC_LINK: ${{ secrets.CSC_LINK }}
CSC_KEY_PASSWORD: ${{ secrets.CSC_KEY_PASSWORD }}
APPLE_ID: ${{ secrets.APPLE_ID }}
APPLE_APP_SPECIFIC_PASSWORD: ${{ secrets.APPLE_APP_SPECIFIC_PASSWORD }}
APPLE_TEAM_ID: ${{ secrets.APPLE_TEAM_ID }}
run: npx electron-builder --mac --publish never run: npx electron-builder --mac --publish never
- uses: actions/upload-artifact@v4
- name: Upload to Release with:
run: | name: macos-builds
RELEASE_ID=$(curl -s "${FORGEJO_API}/repos/${GITHUB_REPOSITORY}/releases/tags/${{ github.ref_name }}" \ path: |
-H "Authorization: token ${{ secrets.RELEASE_TOKEN }}" | python3 -c 'import sys,json; print(json.load(sys.stdin)["id"])') dist/*.dmg
for file in dist/*.dmg dist/*.zip dist/*.blockmap dist/latest-mac.yml; do dist/*.zip
[ -f "$file" ] || continue dist/latest-mac.yml
echo "Uploading $file..."
curl -s --max-time 600 -X POST "${FORGEJO_UPLOAD}/repos/${GITHUB_REPOSITORY}/releases/${RELEASE_ID}/assets?name=$(basename $file)" \
-H "Authorization: token ${{ secrets.RELEASE_TOKEN }}" \
-F "attachment=@${file}" || echo "Failed to upload $file"
done
build-linux: build-linux:
runs-on: ubuntu-latest runs-on: ubuntu-latest
needs: [create-release]
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- name: Install build dependencies - name: Install build dependencies
run: | run: |
sudo apt-get update sudo apt-get update
sudo apt-get install -y libarchive-tools rpm sudo apt-get install -y libarchive-tools
- uses: actions/setup-node@v4 - uses: actions/setup-node@v4
with: with:
node-version: '22' node-version: '22'
cache: 'npm'
- run: npm ci - run: npm ci
- name: Build Linux Packages - name: Build Linux Packages
run: npx electron-builder --linux AppImage deb rpm pacman --publish never
- name: Upload to Release
run: | run: |
RELEASE_ID=$(curl -s "${FORGEJO_API}/repos/${GITHUB_REPOSITORY}/releases/tags/${{ github.ref_name }}" \ npx electron-builder --linux AppImage deb rpm --x64 --arm64 --publish never
-H "Authorization: token ${{ secrets.RELEASE_TOKEN }}" | python3 -c 'import sys,json; print(json.load(sys.stdin)["id"])') - uses: actions/upload-artifact@v4
for file in dist/*.AppImage dist/*.AppImage.blockmap dist/*.deb dist/*.rpm dist/*.pacman dist/latest-linux.yml; do with:
[ -f "$file" ] || continue name: linux-builds
echo "Uploading $file..." path: |
curl -s --max-time 600 -X POST "${FORGEJO_UPLOAD}/repos/${GITHUB_REPOSITORY}/releases/${RELEASE_ID}/assets?name=$(basename $file)" \ dist/*.AppImage
-H "Authorization: token ${{ secrets.RELEASE_TOKEN }}" \ dist/*.AppImage.blockmap
-F "attachment=@${file}" || echo "Failed to upload $file" dist/*.deb
done dist/*.rpm
dist/latest-linux.yml
build-arch:
runs-on: ubuntu-latest
container:
image: archlinux:latest
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Install base packages
run: |
pacman -Syu --noconfirm
pacman -S --noconfirm \
base-devel \
git \
nodejs \
npm \
rpm-tools \
libxcrypt-compat
- name: Create build user
run: |
useradd -m builder
echo "builder ALL=(ALL) NOPASSWD: ALL" >> /etc/sudoers
- name: Fix Permissions
run: chown -R builder:builder .
- name: Build Arch Package
run: |
sudo -u builder bash << 'EOF'
set -e
makepkg --printsrcinfo > .SRCINFO
makepkg -s --noconfirm
EOF
- name: Upload Arch Package
uses: actions/upload-artifact@v4
with:
name: arch-package
path: |
*.pkg.tar.zst
*.src.tar.zst
.SRCINFO
release:
needs: [build-windows, build-macos, build-linux, build-arch]
runs-on: ubuntu-latest
if: |
startsWith(github.ref, 'refs/tags/v') ||
github.ref == 'refs/heads/main' ||
github.event_name == 'workflow_dispatch'
permissions:
contents: write
steps:
# FIX: './package.json' Module Not Found in `Get version` step
- name: Checkout code
uses: actions/checkout@v4
- name: Download all artifacts
uses: actions/download-artifact@v4
with:
path: artifacts
- name: Display structure of downloaded files
run: ls -R artifacts
- name: Get version from package.json
id: pkg_version
run: echo "VERSION=$(node -p "require('./package.json').version")" >> $GITHUB_OUTPUT
- name: Create Release
uses: softprops/action-gh-release@v2
with:
tag_name: ${{ github.ref_name }}
# If it's a tag, use the tag.
# tag_name: ${{ github.ref_type == 'tag' && github.ref_name || format('v{0}.r{1}', steps.pkg_version.outputs.VERSION, github.run_number) }}
# If it's the 'release' branch, use 'v2.0.2-beta.r42'
# name: ${{ github.ref_type == 'tag' && github.ref_name || format('v{0}-beta.r{1}', steps.pkg_version.outputs.VERSION, github.run_number) }}
files: |
artifacts/arch-package/*.pkg.tar.zst
artifacts/arch-package/*.src.tar.zst
artifacts/arch-package/.SRCINFO
artifacts/linux-builds/**/*
artifacts/windows-builds/**/*
artifacts/macos-builds/**/*
generate_release_notes: true
draft: true
prerelease: false

3
.gitignore vendored
View File

@@ -17,9 +17,6 @@ dist/
# Project Specific: Downloaded patcher (from hytale-auth-server) # Project Specific: Downloaded patcher (from hytale-auth-server)
backend/patcher/ backend/patcher/
# Private docs (local only)
docs/PATCH_CDN_INFRASTRUCTURE.md
# macOS Specific # macOS Specific
.DS_Store .DS_Store
*.zst.DS_Store *.zst.DS_Store

View File

@@ -35,10 +35,6 @@
<i class="fas fa-play"></i> <i class="fas fa-play"></i>
<span class="nav-tooltip" data-i18n="nav.play">Play</span> <span class="nav-tooltip" data-i18n="nav.play">Play</span>
</div> </div>
<div class="nav-item" data-page="featured">
<i class="fas fa-server"></i>
<span class="nav-tooltip">Featured Servers</span>
</div>
<div class="nav-item" data-page="mods"> <div class="nav-item" data-page="mods">
<i class="fas fa-box"></i> <i class="fas fa-box"></i>
<span class="nav-tooltip" data-i18n="nav.mods">Mods</span> <span class="nav-tooltip" data-i18n="nav.mods">Mods</span>
@@ -47,6 +43,10 @@
<i class="fas fa-newspaper"></i> <i class="fas fa-newspaper"></i>
<span class="nav-tooltip" data-i18n="nav.news">News</span> <span class="nav-tooltip" data-i18n="nav.news">News</span>
</div> </div>
<div class="nav-item" data-page="chat">
<i class="fas fa-comments"></i>
<span class="nav-tooltip" data-i18n="nav.chat">Players Chat</span>
</div>
<div class="nav-item" data-page="settings"> <div class="nav-item" data-page="settings">
<i class="fas fa-cog"></i> <i class="fas fa-cog"></i>
<span class="nav-tooltip" data-i18n="nav.settings">Settings</span> <span class="nav-tooltip" data-i18n="nav.settings">Settings</span>
@@ -55,10 +55,6 @@
<i class="fas fa-terminal"></i> <i class="fas fa-terminal"></i>
<span class="nav-tooltip">Logs</span> <span class="nav-tooltip">Logs</span>
</div> </div>
<div class="nav-item" onclick="openDiscordExternal()">
<i class="fab fa-discord"></i>
<span class="nav-tooltip">Discord</span>
</div>
</div> </div>
@@ -116,7 +112,7 @@
<h1 class="install-title"> <h1 class="install-title">
HY<span class="title-accent">TALE</span> HY<span class="title-accent">TALE</span>
</h1> </h1>
<p class="install-subtitle" data-i18n="install.title">UNOFFICIAL HYTALE LAUNCHER</p> <p class="install-subtitle" data-i18n="install.title">FREE TO PLAY LAUNCHER</p>
</div> </div>
<div class="install-form"> <div class="install-form">
@@ -124,7 +120,7 @@
<label class="form-label" data-i18n="install.playerName">Player Name</label> <label class="form-label" data-i18n="install.playerName">Player Name</label>
<input type="text" id="installPlayerName" <input type="text" id="installPlayerName"
data-i18n-placeholder="install.playerNamePlaceholder" class="form-input" data-i18n-placeholder="install.playerNamePlaceholder" class="form-input"
value="Player" maxlength="16" /> value="Player" />
</div> </div>
<div class="form-group"> <div class="form-group">
@@ -216,22 +212,6 @@
</div> </div>
</div> </div>
<div id="featured-page" class="page">
<div class="featured-container">
<div class="featured-header">
<h2 class="featured-title">
<i class="fas fa-star mr-2"></i>
<span>FEATURED SERVERS</span>
</h2>
</div>
<div id="featuredServersList" class="featured-list">
<div class="loading-spinner">
<i class="fas fa-spinner fa-spin fa-2x"></i>
</div>
</div>
</div>
</div>
<div id="mods-page" class="page"> <div id="mods-page" class="page">
<div class="mods-header"> <div class="mods-header">
<div class="mods-search-container"> <div class="mods-search-container">
@@ -276,6 +256,50 @@
<div id="allNewsGrid" class="news-grid-full"></div> <div id="allNewsGrid" class="news-grid-full"></div>
</div> </div>
<div id="chat-page" class="page">
<div class="chat-container">
<div class="chat-header">
<h2 class="chat-title">
<i class="fas fa-comments mr-2"></i>
<span data-i18n="chat.title">PLAYERS CHAT</span>
</h2>
<div class="chat-header-actions">
<button id="chatColorBtn" class="chat-color-btn">
<i class="fas fa-palette"></i>
<span data-i18n="chat.pickColor">Color</span>
</button>
<div class="chat-online-badge">
<i class="fas fa-circle"></i>
<span id="chatOnlineCount">0</span> <span data-i18n="chat.online">online</span>
</div>
</div>
</div>
<div class="chat-body">
<div id="chatMessages" class="chat-messages">
</div>
</div>
<div class="chat-footer">
<div class="chat-input-container">
<textarea id="chatInput" class="chat-input"
data-i18n-placeholder="chat.inputPlaceholder" rows="1"
maxlength="500"></textarea>
<button id="chatSendBtn" class="chat-send-btn">
<i class="fas fa-paper-plane"></i>
</button>
</div>
<div class="chat-footer-info">
<span class="chat-char-counter" id="chatCharCounter">0/500</span>
<span class="chat-warning-text">
<i class="fas fa-shield-alt"></i>
<span data-i18n="chat.secureChat">Secure chat - Links are censored</span>
</span>
</div>
</div>
</div>
</div>
<div id="settings-page" class="page"> <div id="settings-page" class="page">
<div class="settings-container"> <div class="settings-container">
<div class="settings-header"> <div class="settings-header">
@@ -286,274 +310,272 @@
</div> </div>
<div class="settings-content"> <div class="settings-content">
<div class="settings-column"> <div class="settings-section">
<div class="settings-section"> <h3 class="settings-section-title">
<h3 class="settings-section-title"> <i class="fas fa-gamepad"></i>
<i class="fas fa-gamepad"></i> <span data-i18n="settings.game">Game Options</span>
<span data-i18n="settings.game">Game Options</span> </h3>
</h3>
<div class="settings-option"> <div class="settings-option">
<div class="settings-input-group"> <div class="settings-input-group">
<label class="settings-input-label" data-i18n="settings.playerName">Player <label class="settings-input-label" data-i18n="settings.playerName">Player
Name</label> Name</label>
<input type="text" id="settingsPlayerName" class="settings-input" <input type="text" id="settingsPlayerName" class="settings-input"
data-i18n-placeholder="settings.playerNamePlaceholder" maxlength="16" /> data-i18n-placeholder="settings.playerNamePlaceholder" maxlength="16" />
<p class="settings-hint"> <p class="settings-hint">
<i class="fas fa-user"></i> <i class="fas fa-user"></i>
<span data-i18n="settings.playerNameHint">This name will be used in-game <span data-i18n="settings.playerNameHint">This name will be used in-game
(1-16 characters)</span> (1-16 characters)</span>
</p> </p>
</div>
</div> </div>
</div>
<div class="settings-option"> <div class="settings-option">
<div class="settings-button-group"> <div class="settings-button-group">
<button id="openGameLocationBtn" class="settings-action-btn" <button id="openGameLocationBtn" class="settings-action-btn"
onclick="openGameLocation()"> onclick="openGameLocation()">
<i class="fas fa-folder-open"></i> <i class="fas fa-folder-open"></i>
<div class="btn-content"> <div class="btn-content">
<div class="btn-title" data-i18n="settings.openGameLocation">Open <div class="btn-title" data-i18n="settings.openGameLocation">Open
Game Location</div> Game Location</div>
<div class="btn-description" <div class="btn-description"
data-i18n="settings.openGameLocationDesc">Open the game data-i18n="settings.openGameLocationDesc">Open the game
installation folder</div> installation folder</div>
</div>
</button>
</div>
</div>
<div class="settings-option">
<div class="settings-button-group">
<button id="repairGameBtn" class="settings-action-btn"
onclick="repairGame()">
<i class="fas fa-tools"></i>
<div class="btn-content">
<div class="btn-title" data-i18n="settings.repairGame">Repair Game
</div>
<div class="btn-description" data-i18n="settings.reinstallGame">
Reinstall game files (preserves data)
</div>
</div>
</button>
</div>
</div>
<div class="settings-option">
<div class="settings-input-group">
<label class="settings-input-label" data-i18n="settings.gameBranch">Game
Branch</label>
<div class="segmented-control">
<input type="radio" id="branch-release" name="gameBranch"
value="release" checked>
<label for="branch-release"
data-i18n="settings.branchRelease">Release</label>
<input type="radio" id="branch-pre-release" name="gameBranch"
value="pre-release">
<label for="branch-pre-release"
data-i18n="settings.branchPreRelease">Pre-Release</label>
</div> </div>
<p class="settings-hint"> </button>
<i class="fas fa-info-circle"></i>
<span data-i18n="settings.branchHint">Switch between stable release and
experimental pre-release versions</span>
</p>
<p class="settings-hint" style="color: #f39c12;">
<i class="fas fa-exclamation-triangle"></i>
<span data-i18n="settings.branchWarning">Changing branch will download
and install a different game version</span>
</p>
</div>
</div> </div>
</div>
<div class="settings-option"> <div class="settings-option">
<label class="settings-input-label" data-i18n="settings.gpuPreference">GPU <div class="settings-button-group">
Preference</label> <button id="repairGameBtn" class="settings-action-btn"
onclick="repairGame()">
<i class="fas fa-tools"></i>
<div class="btn-content">
<div class="btn-title" data-i18n="settings.repairGame">Repair Game
</div>
<div class="btn-description" data-i18n="settings.reinstallGame">
Reinstall game files (preserves data)
</div>
</div>
</button>
</div>
</div>
<div class="settings-option">
<div class="settings-input-group">
<label class="settings-input-label" data-i18n="settings.gameBranch">Game
Branch</label>
<div class="segmented-control"> <div class="segmented-control">
<input type="radio" id="gpu-auto" name="gpuPreference" value="auto" checked> <input type="radio" id="branch-release" name="gameBranch"
<label for="gpu-auto" data-i18n="settings.gpuAuto">Auto</label> value="release" checked>
<input type="radio" id="gpu-integrated" name="gpuPreference" <label for="branch-release"
value="integrated"> data-i18n="settings.branchRelease">Release</label>
<label for="gpu-integrated" <input type="radio" id="branch-pre-release" name="gameBranch"
data-i18n="settings.gpuIntegrated">Integrated</label> value="pre-release">
<input type="radio" id="gpu-dedicated" name="gpuPreference" <label for="branch-pre-release"
value="dedicated"> data-i18n="settings.branchPreRelease">Pre-Release</label>
<label for="gpu-dedicated"
data-i18n="settings.gpuDedicated">Dedicated</label>
</div> </div>
<p class="settings-hint"> <p class="settings-hint">
<i class="fas fa-info-circle"></i> <i class="fas fa-info-circle"></i>
<span data-i18n="settings.gpuHint">Laptop-only feature; set to Integrated if on PC</span> <span data-i18n="settings.branchHint">Switch between stable release and
experimental pre-release versions</span>
</p>
<p class="settings-hint" style="color: #f39c12;">
<i class="fas fa-exclamation-triangle"></i>
<span data-i18n="settings.branchWarning">Changing branch will download
and install a different game version</span>
</p> </p>
<div id="gpu-detection-info" class="gpu-detection-info"></div>
</div> </div>
</div> </div>
<div class="settings-section"> <div class="settings-option">
<h3 class="settings-section-title"> <label class="settings-input-label" data-i18n="settings.gpuPreference">GPU
<i class="fas fa-coffee"></i> Preference</label>
<span data-i18n="settings.java">Java Runtime</span> <div class="segmented-control">
</h3> <input type="radio" id="gpu-auto" name="gpuPreference" value="auto" checked>
<label for="gpu-auto" data-i18n="settings.gpuAuto">Auto</label>
<div class="settings-option"> <input type="radio" id="gpu-integrated" name="gpuPreference"
<label class="settings-checkbox"> value="integrated">
<input type="checkbox" id="customJavaCheck" /> <label for="gpu-integrated"
<span class="checkmark"></span> data-i18n="settings.gpuIntegrated">Integrated</label>
<div class="checkbox-content"> <input type="radio" id="gpu-dedicated" name="gpuPreference"
<div class="checkbox-title" data-i18n="settings.useCustomJava">Use value="dedicated">
Custom Java Path</div> <label for="gpu-dedicated"
<div class="checkbox-description" data-i18n="settings.javaDescription"> data-i18n="settings.gpuDedicated">Dedicated</label>
Override the bundled Java runtime with
your own installation</div>
</div>
</label>
</div> </div>
<p class="settings-hint">
<i class="fas fa-info-circle"></i>
<span data-i18n="settings.gpuHint">Select your preferred GPU (Linux:
affects DRI_PRIME)</span>
</p>
<div id="gpu-detection-info" class="gpu-detection-info"></div>
</div>
</div>
</div>
<div id="customJavaOptions" class="custom-java-options" style="display: none;"> <div class="settings-section">
<div class="settings-input-group"> <h3 class="settings-section-title">
<label class="settings-input-label" data-i18n="settings.javaPath">Java <i class="fas fa-fingerprint"></i>
Executable Path</label> <span data-i18n="settings.account">Player UUID Management</span>
<div class="settings-input-with-button"> </h3>
<input type="text" id="customJavaPath" class="settings-input"
data-i18n-placeholder="settings.javaPathPlaceholder" readonly /> <div class="settings-option">
<button id="browseJavaBtn" class="settings-browse-btn"> <div class="settings-input-group">
<i class="fas fa-folder-open"></i> <label class="settings-input-label" data-i18n="settings.currentUUID">Current
<span data-i18n="settings.javaBrowse">Browse</span> UUID</label>
</button> <div class="uuid-display-container">
</div> <input type="text" id="currentUuid" class="settings-input uuid-input"
<p class="settings-hint"> readonly data-i18n-placeholder="settings.uuidPlaceholder" />
<i class="fas fa-info-circle"></i> <button id="copyUuidBtn" class="uuid-btn copy-btn" title="Copy UUID">
<span data-i18n="settings.javaHint">Select the Java installation folder <i class="fas fa-copy"></i>
(supports Windows, Mac, Linux)</span> </button>
</p> <button id="regenerateUuidBtn" class="uuid-btn regenerate-btn"
</div> title="Generate New UUID">
<i class="fas fa-sync-alt"></i>
</button>
</div> </div>
<p class="settings-hint">
<i class="fas fa-info-circle"></i>
<span data-i18n="settings.uuidHint">Your unique player identifier for
this username</span>
</p>
</div> </div>
</div> </div>
<div class="settings-column"> <div class="settings-option">
<div class="settings-section"> <div class="settings-button-group">
<h3 class="settings-section-title"> <button id="manageUuidsBtn" class="settings-action-btn">
<i class="fas fa-fingerprint"></i> <i class="fas fa-list"></i>
<span data-i18n="settings.account">Player UUID Management</span> <div class="btn-content">
</h3> <div class="btn-title" data-i18n="settings.manageUUIDs">Manage All
UUIDs</div>
<div class="settings-option"> <div class="btn-description" data-i18n="settings.manageUUIDsDesc">
<div class="settings-input-group"> View and manage all player UUIDs</div>
<label class="settings-input-label" data-i18n="settings.currentUUID">Current
UUID</label>
<div class="uuid-display-container">
<input type="text" id="currentUuid" class="settings-input uuid-input"
readonly data-i18n-placeholder="settings.uuidPlaceholder" />
<button id="copyUuidBtn" class="uuid-btn copy-btn" title="Copy UUID">
<i class="fas fa-copy"></i>
</button>
<button id="regenerateUuidBtn" class="uuid-btn regenerate-btn"
title="Generate New UUID">
<i class="fas fa-sync-alt"></i>
</button>
</div>
<p class="settings-hint">
<i class="fas fa-info-circle"></i>
<span data-i18n="settings.uuidHint">Your unique player identifier for
this username</span>
</p>
</div> </div>
</div> </button>
<div class="settings-option">
<div class="settings-button-group">
<button id="manageUuidsBtn" class="settings-action-btn">
<i class="fas fa-list"></i>
<div class="btn-content">
<div class="btn-title" data-i18n="settings.manageUUIDs">Manage All
UUIDs</div>
<div class="btn-description" data-i18n="settings.manageUUIDsDesc">
View and manage all player UUIDs</div>
</div>
</button>
</div>
</div>
</div>
<div class="settings-section">
<h3 class="settings-section-title">
<i class="fas fa-window-close"></i>
<span data-i18n="settings.closeLauncher">Launcher Behavior</span>
</h3>
<div class="settings-option">
<label class="settings-checkbox">
<input type="checkbox" id="closeLauncherCheck" />
<span class="checkmark"></span>
<div class="checkbox-content">
<div class="checkbox-title" data-i18n="settings.closeOnStart">Close Launcher
on game start</div>
<div class="checkbox-description"
data-i18n="settings.closeOnStartDescription">
Automatically close the launcher after Hytale has launched
</div>
</div>
</label>
</div>
<div class="settings-option">
<label class="settings-checkbox">
<input type="checkbox" id="launcherHwAccelCheck" />
<span class="checkmark"></span>
<div class="checkbox-content">
<div class="checkbox-title" data-i18n="settings.hwAccel">Launcher Hardware
Acceleration</div>
<div class="checkbox-description" data-i18n="settings.hwAccelDescription">
Enable hardware acceleration for the launcher UI (Requires restart)
</div>
</div>
</label>
</div>
</div>
<div class="settings-section">
<h3 class="settings-section-title">
<i class="fas fa-language"></i>
<span data-i18n="settings.language">Language</span>
</h3>
<div class="settings-option">
<div class="settings-input-group">
<label class="settings-input-label" data-i18n="settings.selectLanguage">Select
Language</label>
<select id="languageSelect" class="settings-input">
<!-- Options populated by i18n.js -->
</select>
</div>
</div>
</div>
<div class="settings-section">
<h3 class="settings-section-title">
<i class="fab fa-discord"></i>
<span data-i18n="settings.discord">Discord Integration</span>
</h3>
<div class="settings-option">
<label class="settings-checkbox">
<input type="checkbox" id="discordRPCCheck" checked />
<span class="checkmark"></span>
<div class="checkbox-content">
<div class="checkbox-title" data-i18n="settings.enableRPC">Enable
Discord Rich Presence</div>
<div class="checkbox-description" data-i18n="settings.discordDescription">
Show your launcher activity
on Discord
</div>
</div>
</label>
</div>
</div> </div>
</div> </div>
</div>
<div class="settings-section">
<h3 class="settings-section-title">
<i class="fab fa-discord"></i>
<span data-i18n="settings.discord">Discord Integration</span>
</h3>
<div class="settings-option">
<label class="settings-checkbox">
<input type="checkbox" id="discordRPCCheck" checked />
<span class="checkmark"></span>
<div class="checkbox-content">
<div class="checkbox-title" data-i18n="settings.enableRPC">Enable
Discord Rich Presence</div>
<div class="checkbox-description" data-i18n="settings.discordDescription">
Show your launcher activity
on Discord
</div>
</div>
</label>
</div>
</div>
<div class="settings-section">
<h3 class="settings-section-title">
<i class="fas fa-window-close"></i>
<span data-i18n="settings.closeLauncher">Launcher Behavior</span>
</h3>
<div class="settings-option">
<label class="settings-checkbox">
<input type="checkbox" id="closeLauncherCheck" />
<span class="checkmark"></span>
<div class="checkbox-content">
<div class="checkbox-title" data-i18n="settings.closeOnStart">Close Launcher
on game start</div>
<div class="checkbox-description"
data-i18n="settings.closeOnStartDescription">
Automatically close the launcher after Hytale has launched
</div>
</div>
</label>
</div>
<div class="settings-option">
<label class="settings-checkbox">
<input type="checkbox" id="launcherHwAccelCheck" />
<span class="checkmark"></span>
<div class="checkbox-content">
<div class="checkbox-title" data-i18n="settings.hwAccel">Launcher Hardware
Acceleration</div>
<div class="checkbox-description" data-i18n="settings.hwAccelDescription">
Enable hardware acceleration for the launcher UI (Requires restart)
</div>
</div>
</label>
</div>
</div>
<div class="settings-section">
<h3 class="settings-section-title">
<i class="fas fa-coffee"></i>
<span data-i18n="settings.java">Java Runtime</span>
</h3>
<div class="settings-option">
<label class="settings-checkbox">
<input type="checkbox" id="customJavaCheck" />
<span class="checkmark"></span>
<div class="checkbox-content">
<div class="checkbox-title" data-i18n="settings.useCustomJava">Use
Custom Java Path</div>
<div class="checkbox-description" data-i18n="settings.javaDescription">
Override the bundled Java runtime with
your own installation</div>
</div>
</label>
</div>
<div id="customJavaOptions" class="custom-java-options" style="display: none;">
<div class="settings-input-group">
<label class="settings-input-label" data-i18n="settings.javaPath">Java
Executable Path</label>
<div class="settings-input-with-button">
<input type="text" id="customJavaPath" class="settings-input"
data-i18n-placeholder="settings.javaPathPlaceholder" readonly />
<button id="browseJavaBtn" class="settings-browse-btn">
<i class="fas fa-folder-open"></i>
<span data-i18n="settings.javaBrowse">Browse</span>
</button>
</div>
<p class="settings-hint">
<i class="fas fa-info-circle"></i>
<span data-i18n="settings.javaHint">Select the Java installation folder
(supports Windows, Mac, Linux)</span>
</p>
</div>
</div>
</div>
<div class="settings-section">
<h3 class="settings-section-title">
<i class="fas fa-language"></i>
<span data-i18n="settings.language">Language</span>
</h3>
<div class="settings-option">
<div class="settings-input-group">
<label class="settings-input-label" data-i18n="settings.selectLanguage">Select
Language</label>
<select id="languageSelect" class="settings-input">
<!-- Options populated by i18n.js -->
</select>
</div>
</div>
</div>
</div> </div>
</div> </div>
</div> </div>
</div>
<div id="logs-page" class="page"> <div id="logs-page" class="page">
<div class="logs-container"> <div class="logs-container">
@@ -637,6 +659,41 @@
</div> </div>
</div> </div>
<div id="chatUsernameModal" class="chat-username-modal" style="display: none;">
<div class="chat-username-modal-content">
<div class="chat-username-modal-header">
<h2 class="chat-username-modal-title">
<i class="fas fa-comments mr-2"></i>
<span data-i18n="chat.joinChat">Join Chat</span>
</h2>
</div>
<div class="chat-username-modal-body">
<p class="chat-username-modal-description" data-i18n="chat.chooseUsername">
Choose a username to join the Players Chat
</p>
<div class="chat-username-input-group">
<label for="chatUsernameInput" class="chat-username-label"
data-i18n="chat.username">Username</label>
<input type="text" id="chatUsernameInput" class="chat-username-input"
data-i18n-placeholder="chat.usernamePlaceholder" maxlength="20" autocomplete="off" />
<span class="chat-username-hint" data-i18n="chat.usernameHint">3-20 characters, letters, numbers, -
and _ only</span>
<span id="chatUsernameError" class="chat-username-error"></span>
</div>
</div>
<div class="chat-username-modal-footer">
<button id="chatUsernameCancel" class="chat-username-btn-cancel">
<i class="fas fa-times"></i>
<span data-i18n="common.cancel">Cancel</span>
</button>
<button id="chatUsernameSubmit" class="chat-username-btn-submit">
<i class="fas fa-check"></i>
<span data-i18n="chat.joinButton">Join Chat</span>
</button>
</div>
</div>
</div>
<!-- UUID Management Modal --> <!-- UUID Management Modal -->
<div id="uuidModal" class="uuid-modal" style="display: none;"> <div id="uuidModal" class="uuid-modal" style="display: none;">
<div class="uuid-modal-content"> <div class="uuid-modal-content">
@@ -730,7 +787,7 @@
<div class="version-display-bottom"> <div class="version-display-bottom">
<i class="fas fa-code-branch"></i> <i class="fas fa-code-branch"></i>
<span id="launcherVersion"></span> <span id="launcherVersion">Loading...</span>
</div> </div>
<footer class="fixed bottom-0 left-0 right-0 z-50 bg-black/80 backdrop-blur-sm px-4 py-2"> <footer class="fixed bottom-0 left-0 right-0 z-50 bg-black/80 backdrop-blur-sm px-4 py-2">
@@ -761,47 +818,71 @@
</div> </div>
</footer> </footer>
<script type="module" src="js/script.js"></script> <script type="module" src="js/script.js"></script> <!-- Discord Notification -->
<div id="discordNotification" class="discord-notification">
<div class="notification-content">
<i class="fab fa-discord"></i>
<span class="notification-text" data-i18n="discord.notificationText">Join our Discord community!</span>
<button class="notification-action"
onclick="window.electronAPI?.openExternal('https://discord.gg/n6HZ7NwSQd')">
<span data-i18n="discord.joinButton">Join Discord</span>
</button>
</div>
<button class="notification-close" onclick="closeDiscordNotification()">
<i class="fas fa-times"></i>
</button>
</div>
<div id="discordPopupModal" class="modal-overlay" style="display: none;"> <!-- Modal pour sélectionner la couleur du chat -->
<div class="modal-content discord-popup-modal"> <div id="chatColorModal" class="chat-color-modal" style="display: none;">
<div class="modal-header"> <div class="chat-color-modal-content">
<div class="discord-popup-header"> <div class="chat-color-modal-header">
<i class="fab fa-discord"></i> <h3 class="chat-color-modal-title">
<h2 class="modal-title">Join Our Discord Community</h2> <i class="fas fa-palette"></i>
</div> <span data-i18n="chat.colorModal.title">Customize Username Color</span>
</h3>
<button class="modal-close-btn" onclick="closeChatColorModal()">
<i class="fas fa-times"></i>
</button>
</div> </div>
<div class="modal-body"> <div class="chat-color-modal-body">
<div class="discord-popup-body"> <div id="solidColorSection" class="color-section">
<p class="discord-popup-text"> <h4 data-i18n="chat.colorModal.chooseSolid">Choose a solid color:</h4>
Join our community of over <strong>5000 members</strong> and stay connected! <div class="predefined-colors">
</p> <div class="color-option" data-color="#3498db" style="background: #3498db;"></div>
<p class="discord-popup-text"> <div class="color-option" data-color="#e74c3c" style="background: #e74c3c;"></div>
Get the latest news, updates, and announcements about the launcher. <div class="color-option" data-color="#2ecc71" style="background: #2ecc71;"></div>
</p> <div class="color-option" data-color="#f39c12" style="background: #f39c12;"></div>
<p class="discord-popup-text"> <div class="color-option" data-color="#9b59b6" style="background: #9b59b6;"></div>
Find help, report bugs, share your feedback, and connect with other players. <div class="color-option" data-color="#1abc9c" style="background: #1abc9c;"></div>
</p> <div class="color-option" data-color="#e91e63" style="background: #e91e63;"></div>
<div class="color-option" data-color="#ff5722" style="background: #ff5722;"></div>
<div class="discord-popup-actions"> </div>
<button class="discord-popup-btn primary" onclick="joinDiscord()"> <div class="custom-color-input">
<i class="fab fa-discord"></i> <label for="customColor" data-i18n="chat.colorModal.customColor">Custom color:</label>
Join Discord <input type="color" id="customColor" value="#3498db">
</button>
<button class="discord-popup-btn secondary" onclick="closeDiscordPopup()">
Maybe Later
</button>
</div> </div>
</div> </div>
<div class="color-preview">
<h4 data-i18n="chat.colorModal.preview">Preview:</h4>
<div id="colorPreview" class="preview-username" data-i18n="chat.colorModal.previewUsername">
YourUsername</div>
</div>
</div>
<div class="chat-color-modal-footer">
<button class="btn-secondary" onclick="closeChatColorModal()"><span
data-i18n="common.cancel">Cancel</span></button>
<button class="btn-primary" onclick="applyChatColor()"><span data-i18n="chat.colorModal.apply">Apply
Color</span></button>
</div> </div>
</div> </div>
</div> </div>
<script src="js/i18n.js"></script> <script src="js/i18n.js"></script>
<script src="js/featured.js"></script>
<script type="module" src="js/settings.js"></script> <script type="module" src="js/settings.js"></script>
<script type="module" src="js/update.js"></script> <script type="module" src="js/update.js"></script>
<!-- updater.js disabled - using update.js instead which has skip button and macOS handling --> <script src="js/updater.js"></script>
</body> </body>

500
GUI/js/chat.js Normal file
View File

@@ -0,0 +1,500 @@
let socket = null;
let isAuthenticated = false;
let messageQueue = [];
let chatUsername = '';
let userColor = '#3498db';
let userBadge = null;
const SOCKET_URL = 'https://chat.hytalef2p.com';
const MAX_MESSAGE_LENGTH = 500;
async function getOrCreatePlayerId() {
return `user_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`;
}
export async function initChat() {
if (window.electronAPI?.loadChatUsername) {
chatUsername = await window.electronAPI.loadChatUsername();
}
if (window.electronAPI?.loadChatColor) {
const savedColor = await window.electronAPI.loadChatColor();
if (savedColor) {
userColor = savedColor;
}
}
if (!chatUsername || chatUsername.trim() === '') {
showUsernameModal();
return;
}
setupChatUI();
setupColorSelector();
await connectToChat();
}
function showUsernameModal() {
const modal = document.getElementById('chatUsernameModal');
if (modal) {
modal.style.display = 'flex';
const input = document.getElementById('chatUsernameInput');
if (input) {
setTimeout(() => input.focus(), 100);
}
}
}
function hideUsernameModal() {
const modal = document.getElementById('chatUsernameModal');
if (modal) {
modal.style.display = 'none';
}
}
async function submitChatUsername() {
const input = document.getElementById('chatUsernameInput');
const errorMsg = document.getElementById('chatUsernameError');
if (!input) return;
const username = input.value.trim();
if (username.length === 0) {
if (errorMsg) errorMsg.textContent = 'Username cannot be empty';
return;
}
if (username.length < 3) {
if (errorMsg) errorMsg.textContent = 'Username must be at least 3 characters';
return;
}
if (username.length > 20) {
if (errorMsg) errorMsg.textContent = 'Username must be 20 characters or less';
return;
}
if (!/^[a-zA-Z0-9_-]+$/.test(username)) {
if (errorMsg) errorMsg.textContent = 'Username can only contain letters, numbers, - and _';
return;
}
chatUsername = username;
if (window.electronAPI?.saveChatUsername) {
await window.electronAPI.saveChatUsername(username);
}
hideUsernameModal();
setupChatUI();
await connectToChat();
}
function setupChatUI() {
const sendBtn = document.getElementById('chatSendBtn');
const chatInput = document.getElementById('chatInput');
const chatMessages = document.getElementById('chatMessages');
if (!sendBtn || !chatInput || !chatMessages) {
console.warn('Chat UI elements not found');
return;
}
sendBtn.addEventListener('click', () => {
sendMessage();
});
chatInput.addEventListener('keypress', (e) => {
if (e.key === 'Enter' && !e.shiftKey) {
e.preventDefault();
sendMessage();
}
});
chatInput.addEventListener('input', () => {
if (chatInput.value.length > MAX_MESSAGE_LENGTH) {
chatInput.value = chatInput.value.substring(0, MAX_MESSAGE_LENGTH);
}
updateCharCounter();
});
updateCharCounter();
}
async function connectToChat() {
try {
if (!window.io) {
await loadSocketIO();
}
const userId = await window.electronAPI?.getUserId();
if (!userId) {
console.error('User ID not available');
addSystemMessage('Error: Could not connect to chat');
return;
}
if (!chatUsername || chatUsername.trim() === '') {
console.error('Chat username not set');
addSystemMessage('Error: Username not set');
return;
}
socket = io(SOCKET_URL, {
transports: ['websocket', 'polling'],
reconnection: true,
reconnectionAttempts: 5,
reconnectionDelay: 1000
});
socket.on('connect', async () => {
console.log('Connected to chat server');
const uuid = await window.electronAPI?.getCurrentUuid();
socket.emit('authenticate', {
username: chatUsername,
userId,
uuid: uuid,
userColor: userColor
});
});
socket.on('authenticated', (data) => {
isAuthenticated = true;
userBadge = data.badge;
addSystemMessage(`Connected as ${data.username}`);
while (messageQueue.length > 0) {
const msg = messageQueue.shift();
socket.emit('send_message', { message: msg });
}
});
socket.on('message', (data) => {
if (data.type === 'system') {
addSystemMessage(data.message);
} else if (data.type === 'user') {
addUserMessage(data.username, data.message, data.timestamp, data.userColor, data.badge);
}
});
socket.on('users_update', (data) => {
updateOnlineCount(data.count);
});
socket.on('error', (data) => {
addSystemMessage(`Error: ${data.message}`, 'error');
});
socket.on('clear_chat', (data) => {
clearAllMessages();
addSystemMessage(data.message || 'Chat cleared by server', 'warning');
});
socket.on('disconnect', () => {
isAuthenticated = false;
console.log('Disconnected from chat server');
addSystemMessage('Disconnected from chat', 'error');
});
socket.on('connect_error', (error) => {
console.error('Connection error:', error);
addSystemMessage('Connection error. Retrying...', 'error');
});
} catch (error) {
console.error('Error connecting to chat:', error);
addSystemMessage('Failed to connect to chat server', 'error');
}
}
function loadSocketIO() {
return new Promise((resolve, reject) => {
const script = document.createElement('script');
script.src = 'https://cdn.socket.io/4.6.1/socket.io.min.js';
script.onload = resolve;
script.onerror = reject;
document.head.appendChild(script);
});
}
function sendMessage() {
const chatInput = document.getElementById('chatInput');
const message = chatInput.value.trim();
if (!message || message.length === 0) {
return;
}
if (message.length > MAX_MESSAGE_LENGTH) {
addSystemMessage(`Message too long (max ${MAX_MESSAGE_LENGTH} characters)`, 'error');
return;
}
if (!socket || !isAuthenticated) {
messageQueue.push(message);
addSystemMessage('Connecting... Your message will be sent soon.', 'warning');
chatInput.value = '';
updateCharCounter();
return;
}
socket.emit('send_message', { message });
chatInput.value = '';
updateCharCounter();
}
function addUserMessage(username, message, timestamp, userColor = '#3498db', badge = null) {
const chatMessages = document.getElementById('chatMessages');
if (!chatMessages) return;
const messageDiv = document.createElement('div');
messageDiv.className = 'chat-message user-message';
const time = new Date(timestamp).toLocaleTimeString('en-US', {
hour: '2-digit',
minute: '2-digit'
});
let badgeHTML = '';
if (badge) {
let badgeStyle = '';
if (badge.style === 'rainbow') {
badgeStyle = `background: linear-gradient(45deg, #ff6b6b, #4ecdc4, #45b7d1, #96ceb4, #ffeaa7, #fab1a0, #fd79a8); background-size: 400% 400%; animation: rainbow 3s ease infinite; -webkit-background-clip: text; -webkit-text-fill-color: transparent; background-clip: text; font-weight: bold; display: inline;`;
} else if (badge.style === 'gradient') {
if (badge.badge === 'CONTRIBUTOR') {
badgeStyle = `background: linear-gradient(45deg, #22c55e, #16a34a); background-size: 200% 200%; animation: contributorGlow 2s ease infinite; -webkit-background-clip: text; -webkit-text-fill-color: transparent; background-clip: text; font-weight: bold; display: inline;`;
} else {
badgeStyle = `color: ${badge.color}; font-weight: bold; display: inline;`;
}
}
badgeHTML = `<span class="user-badge" style="${badgeStyle}">[${badge.badge}]</span> `;
}
messageDiv.innerHTML = `
<div class="message-header">
<span class="message-user-info">${badgeHTML}<span class="message-username" style="font-weight: bold;" data-username-color="${userColor}">${escapeHtml(username)}</span></span>
<span class="message-time">${time}</span>
</div>
<div class="message-content">${message}</div>
`;
const usernameElement = messageDiv.querySelector('.message-username');
if (usernameElement) {
applyUserColorStyle(usernameElement, userColor);
}
chatMessages.appendChild(messageDiv);
scrollToBottom();
}
function addSystemMessage(message, type = 'info') {
const chatMessages = document.getElementById('chatMessages');
if (!chatMessages) return;
const messageDiv = document.createElement('div');
messageDiv.className = `chat-message system-message system-${type}`;
messageDiv.innerHTML = `
<div class="message-content">
<i class="fas fa-info-circle"></i> ${escapeHtml(message)}
</div>
`;
chatMessages.appendChild(messageDiv);
scrollToBottom();
}
function updateOnlineCount(count) {
const onlineCountElement = document.getElementById('chatOnlineCount');
if (onlineCountElement) {
onlineCountElement.textContent = count;
}
}
function updateCharCounter() {
const chatInput = document.getElementById('chatInput');
const charCounter = document.getElementById('chatCharCounter');
if (chatInput && charCounter) {
const length = chatInput.value.length;
charCounter.textContent = `${length}/${MAX_MESSAGE_LENGTH}`;
if (length > MAX_MESSAGE_LENGTH * 0.9) {
charCounter.classList.add('warning');
} else {
charCounter.classList.remove('warning');
}
}
}
function scrollToBottom() {
const chatMessages = document.getElementById('chatMessages');
if (chatMessages) {
chatMessages.scrollTop = chatMessages.scrollHeight;
}
}
function clearAllMessages() {
const chatMessages = document.getElementById('chatMessages');
if (chatMessages) {
chatMessages.innerHTML = '';
console.log('Chat cleared');
}
}
function escapeHtml(text) {
const div = document.createElement('div');
div.textContent = text;
return div.innerHTML;
}
window.addEventListener('beforeunload', () => {
if (socket && socket.connected) {
socket.disconnect();
}
});
document.addEventListener('DOMContentLoaded', () => {
const usernameSubmitBtn = document.getElementById('chatUsernameSubmit');
const usernameCancelBtn = document.getElementById('chatUsernameCancel');
const usernameInput = document.getElementById('chatUsernameInput');
if (usernameSubmitBtn) {
usernameSubmitBtn.addEventListener('click', submitChatUsername);
}
if (usernameCancelBtn) {
usernameCancelBtn.addEventListener('click', () => {
hideUsernameModal();
const playNavItem = document.querySelector('[data-page="play"]');
if (playNavItem) playNavItem.click();
});
}
if (usernameInput) {
usernameInput.addEventListener('keypress', (e) => {
if (e.key === 'Enter') {
e.preventDefault();
submitChatUsername();
}
});
}
const chatNavItem = document.querySelector('[data-page="chat"]');
if (chatNavItem) {
chatNavItem.addEventListener('click', () => {
if (!socket) {
initChat();
}
});
}
});
function setupColorSelector() {
const colorBtn = document.getElementById('chatColorBtn');
if (colorBtn) {
colorBtn.addEventListener('click', showChatColorModal);
}
const colorOptions = document.querySelectorAll('.color-option');
colorOptions.forEach(option => {
option.addEventListener('click', () => {
document.querySelectorAll('.color-option').forEach(o => o.classList.remove('selected'));
option.classList.add('selected');
updateColorPreview();
});
});
const customColor = document.getElementById('customColor');
if (customColor) {
customColor.addEventListener('input', () => {
document.querySelectorAll('.color-option').forEach(o => o.classList.remove('selected'));
updateColorPreview();
});
}
}
function showChatColorModal() {
const modal = document.getElementById('chatColorModal');
if (modal) {
modal.style.display = 'flex';
updateColorPreview();
}
}
window.closeChatColorModal = function() {
const modal = document.getElementById('chatColorModal');
if (modal) {
modal.style.display = 'none';
}
}
function updateColorPreview() {
const preview = document.getElementById('colorPreview');
if (!preview) return;
const selectedOption = document.querySelector('.color-option.selected');
let color = '#3498db';
if (selectedOption) {
color = selectedOption.dataset.color;
} else {
const customColor = document.getElementById('customColor');
if (customColor) color = customColor.value;
}
preview.style.color = color;
preview.style.background = 'transparent';
preview.style.webkitBackgroundClip = 'initial';
preview.style.webkitTextFillColor = 'initial';
}
window.applyChatColor = async function() {
let newColor;
const selectedOption = document.querySelector('.color-option.selected');
if (selectedOption) {
newColor = selectedOption.dataset.color;
} else {
const customColor = document.getElementById('customColor');
newColor = customColor ? customColor.value : '#3498db';
}
userColor = newColor;
if (window.electronAPI?.saveChatColor) {
await window.electronAPI.saveChatColor(newColor);
}
if (socket && isAuthenticated) {
const uuid = await window.electronAPI?.getCurrentUuid();
socket.emit('authenticate', {
username: chatUsername,
userId: await getOrCreatePlayerId(),
uuid: uuid,
userColor: userColor
});
addSystemMessage('Username color updated successfully', 'success');
}
closeChatColorModal();
}
function applyUserColorStyle(element, color) {
element.style.color = color;
element.style.background = 'transparent';
element.style.webkitBackgroundClip = 'initial';
element.style.webkitTextFillColor = 'initial';
}
window.ChatAPI = {
send: sendMessage,
disconnect: () => socket?.disconnect()
};

View File

@@ -1,191 +0,0 @@
// Featured Servers Management
const FEATURED_SERVERS_API = 'https://assets.authbp.xyz/featured.json';
/**
* Safely escape HTML while preserving UTF-8 characters
*/
function escapeHtml(text) {
const div = document.createElement('div');
div.textContent = text;
return div.innerHTML;
}
/**
* Load and display featured servers
*/
async function loadFeaturedServers() {
const featuredContainer = document.getElementById('featuredServersList');
try {
console.log('[FeaturedServers] Fetching from', FEATURED_SERVERS_API);
// Fetch featured servers from API (no cache)
const response = await fetch(FEATURED_SERVERS_API, {
cache: 'no-store',
headers: {
'Cache-Control': 'no-cache',
'Pragma': 'no-cache',
'Accept-Charset': 'utf-8'
}
});
if (!response.ok) {
throw new Error(`HTTP error! status: ${response.status}`);
}
const text = await response.text();
const data = JSON.parse(text);
const featuredServers = data.featuredServers || [];
console.log('[FeaturedServers] Loaded', featuredServers.length, 'featured servers');
// Render featured servers
if (featuredServers.length === 0) {
featuredContainer.innerHTML = `
<div class="loading-spinner">
<i class="fas fa-info-circle fa-2x"></i>
<p>No featured servers</p>
</div>
`;
} else {
const featuredHTML = featuredServers.map((server, index) => {
console.log(`[FeaturedServers] Building featured card ${index + 1}:`, server.Name);
const escapedName = escapeHtml(server.Name || 'Unknown Server');
const escapedAddress = escapeHtml(server.Address || '');
const bannerUrl = server.img_Banner || 'https://via.placeholder.com/400x240/1e293b/ffffff?text=Server+Banner';
const discordUrl = server.discord || '';
// Build Discord button HTML if discord link exists
const discordButton = discordUrl ? `
<button class="server-discord-btn" onclick="openServerDiscord('${discordUrl}')">
<i class="fab fa-discord"></i>
<span>Discord</span>
</button>
` : '';
return `
<div class="featured-server-card">
<img
src="${bannerUrl}"
alt="${escapedName}"
class="featured-server-banner"
onerror="this.src='https://via.placeholder.com/400x240/1e293b/ffffff?text=Server'"
/>
<div class="featured-server-content">
<h3 class="featured-server-name">${escapedName}</h3>
<div class="featured-server-address">
<span class="server-address-text">${escapedAddress}</span>
<div class="server-action-buttons">
<button class="copy-address-btn" onclick="copyServerAddress('${escapedAddress}', this)">
<i class="fas fa-copy"></i>
<span>Copy</span>
</button>
${discordButton}
</div>
</div>
</div>
</div>
`;
}).join('');
featuredContainer.innerHTML = featuredHTML;
}
} catch (error) {
console.error('[FeaturedServers] Error loading servers:', error);
featuredContainer.innerHTML = `
<div class="loading-spinner">
<i class="fas fa-exclamation-triangle fa-2x" style="color: #ef4444;"></i>
<p>Failed to load servers</p>
<p style="font-size: 0.9rem; color: #64748b;">${error.message}</p>
</div>
`;
}
}
/**
* Copy server address to clipboard
*/
async function copyServerAddress(address, button) {
try {
await navigator.clipboard.writeText(address);
// Visual feedback
const originalHTML = button.innerHTML;
button.classList.add('copied');
button.innerHTML = '<i class="fas fa-check"></i><span>Copied!</span>';
setTimeout(() => {
button.classList.remove('copied');
button.innerHTML = originalHTML;
}, 2000);
console.log('[FeaturedServers] Copied address:', address);
} catch (error) {
console.error('[FeaturedServers] Failed to copy address:', error);
// Fallback for older browsers
const textArea = document.createElement('textarea');
textArea.value = address;
textArea.style.position = 'fixed';
textArea.style.left = '-999999px';
document.body.appendChild(textArea);
textArea.select();
try {
document.execCommand('copy');
const originalHTML = button.innerHTML;
button.classList.add('copied');
button.innerHTML = '<i class="fas fa-check"></i><span>Copied!</span>';
setTimeout(() => {
button.classList.remove('copied');
button.innerHTML = originalHTML;
}, 2000);
} catch (err) {
console.error('[FeaturedServers] Fallback copy also failed:', err);
}
document.body.removeChild(textArea);
}
}
/**
* Open server Discord in external browser
*/
function openServerDiscord(discordUrl) {
try {
console.log('[FeaturedServers] Opening Discord:', discordUrl);
if (window.electronAPI && window.electronAPI.openExternal) {
window.electronAPI.openExternal(discordUrl);
} else {
window.open(discordUrl, '_blank');
}
} catch (error) {
console.error('[FeaturedServers] Failed to open Discord link:', error);
}
}
// Load featured servers when the featured page becomes visible
document.addEventListener('DOMContentLoaded', () => {
const observer = new MutationObserver((mutations) => {
mutations.forEach((mutation) => {
if (mutation.type === 'attributes' && mutation.attributeName === 'class') {
const featuredPage = document.getElementById('featured-page');
if (featuredPage && featuredPage.classList.contains('active')) {
loadFeaturedServers();
}
}
});
});
const featuredPage = document.getElementById('featured-page');
if (featuredPage) {
observer.observe(featuredPage, { attributes: true });
// Load immediately if already visible
if (featuredPage.classList.contains('active')) {
loadFeaturedServers();
}
}
});

View File

@@ -4,15 +4,13 @@ const i18n = (() => {
let translations = {}; let translations = {};
const availableLanguages = [ const availableLanguages = [
{ code: 'en', name: 'English' }, { code: 'en', name: 'English' },
{ code: 'de-DE', name: 'German (Germany)' }, { code: 'fr', name: 'Français' },
{ code: 'es-ES', name: 'Spanish (Spain)' }, { code: 'de', name: 'Deutsch' },
{ code: 'fr-FR', name: 'French (France)' }, { code: 'sv', name: 'Svenska' },
{ code: 'pl-PL', name: 'Polish (Poland)' }, { code: 'es-ES', name: 'Español (España)' },
{ code: 'pt-BR', name: 'Portuguese (Brazil)' }, { code: 'pt-BR', name: 'Portuguese (Brazil)' },
{ code: 'ru-RU', name: 'Russian (Russia)' },
{ code: 'sv-SE', name: 'Swedish (Sweden)' },
{ code: 'tr-TR', name: 'Turkish (Turkey)' }, { code: 'tr-TR', name: 'Turkish (Turkey)' },
{ code: 'id-ID', name: 'Indonesian (Indonesia)' } { code: 'pl-PL', name: 'Polish (Poland)' }
]; ];
// Load single language file // Load single language file

View File

@@ -45,17 +45,9 @@ export function setupInstallation() {
export async function installGame() { export async function installGame() {
if (isDownloading || (installBtn && installBtn.disabled)) return; if (isDownloading || (installBtn && installBtn.disabled)) return;
let playerName = (installPlayerName ? installPlayerName.value.trim() : '') || 'Player'; const playerName = (installPlayerName ? installPlayerName.value.trim() : '') || 'Player';
const installPath = installPathInput ? installPathInput.value.trim() : ''; const installPath = installPathInput ? installPathInput.value.trim() : '';
// Limit player name to 16 characters
if (playerName.length > 16) {
playerName = playerName.substring(0, 16);
if (installPlayerName) {
installPlayerName.value = playerName;
}
}
const selectedBranchRadio = document.querySelector('input[name="installBranch"]:checked'); const selectedBranchRadio = document.querySelector('input[name="installBranch"]:checked');
const selectedBranch = selectedBranchRadio ? selectedBranchRadio.value : 'release'; const selectedBranch = selectedBranchRadio ? selectedBranchRadio.value : 'release';
@@ -80,11 +72,8 @@ export async function installGame() {
setTimeout(() => { setTimeout(() => {
window.LauncherUI.hideProgress(); window.LauncherUI.hideProgress();
window.LauncherUI.showLauncherOrInstall(true); window.LauncherUI.showLauncherOrInstall(true);
// Sync player name to both launcher and settings inputs
const playerNameInput = document.getElementById('playerName'); const playerNameInput = document.getElementById('playerName');
if (playerNameInput) playerNameInput.value = playerName; if (playerNameInput) playerNameInput.value = playerName;
const settingsPlayerName = document.getElementById('settingsPlayerName');
if (settingsPlayerName) settingsPlayerName.value = playerName;
resetInstallButton(); resetInstallButton();
}, 2000); }, 2000);
} }
@@ -136,11 +125,8 @@ function simulateInstallation(playerName) {
setTimeout(() => { setTimeout(() => {
window.LauncherUI.hideProgress(); window.LauncherUI.hideProgress();
window.LauncherUI.showLauncherOrInstall(true); window.LauncherUI.showLauncherOrInstall(true);
// Sync player name to both launcher and settings inputs
const playerNameInput = document.getElementById('playerName'); const playerNameInput = document.getElementById('playerName');
if (playerNameInput) playerNameInput.value = playerName; if (playerNameInput) playerNameInput.value = playerName;
const settingsPlayerName = document.getElementById('settingsPlayerName');
if (settingsPlayerName) settingsPlayerName.value = playerName;
resetInstallButton(); resetInstallButton();
}, 2000); }, 2000);
} }
@@ -202,16 +188,7 @@ export async function browseInstallPath() {
async function savePlayerName() { async function savePlayerName() {
try { try {
if (window.electronAPI && window.electronAPI.saveSettings) { if (window.electronAPI && window.electronAPI.saveSettings) {
let playerName = (installPlayerName ? installPlayerName.value.trim() : '') || 'Player'; const playerName = (installPlayerName ? installPlayerName.value.trim() : '') || 'Player';
// Limit player name to 16 characters
if (playerName.length > 16) {
playerName = playerName.substring(0, 16);
if (installPlayerName) {
installPlayerName.value = playerName;
}
}
await window.electronAPI.saveSettings({ playerName }); await window.electronAPI.saveSettings({ playerName });
} }
} catch (error) { } catch (error) {
@@ -269,3 +246,9 @@ document.addEventListener('DOMContentLoaded', async () => {
setupInstallation(); setupInstallation();
await checkGameStatusAndShowInterface(); await checkGameStatusAndShowInterface();
}); });
window.browseInstallPath = browseInstallPath;
document.addEventListener('DOMContentLoaded', async () => {
setupInstallation();
await checkGameStatusAndShowInterface();
});

View File

@@ -194,67 +194,16 @@ window.switchProfile = async (id) => {
export async function launch() { export async function launch() {
if (isDownloading || (playBtn && playBtn.disabled)) return; if (isDownloading || (playBtn && playBtn.disabled)) return;
// ========================================================================== let playerName = 'Player';
// STEP 1: Check launch readiness from backend (single source of truth) if (window.SettingsAPI && window.SettingsAPI.getCurrentPlayerName) {
// ========================================================================== playerName = window.SettingsAPI.getCurrentPlayerName();
let launchState = null; } else if (playerNameInput && playerNameInput.value.trim()) {
let playerName = null; playerName = playerNameInput.value.trim();
try {
if (window.electronAPI && window.electronAPI.checkLaunchReady) {
launchState = await window.electronAPI.checkLaunchReady();
playerName = launchState?.username;
} else if (window.electronAPI && window.electronAPI.loadUsername) {
// Fallback to loadUsername if checkLaunchReady not available
playerName = await window.electronAPI.loadUsername();
launchState = { ready: !!playerName, hasUsername: !!playerName, username: playerName, issues: [] };
}
} catch (error) {
console.error('[Launcher] Error checking launch readiness:', error);
} }
// Validate launch readiness
if (!launchState?.ready || !playerName) {
const issues = launchState?.issues || ['No username configured'];
const errorMsg = window.i18n
? window.i18n.t('errors.noUsername')
: 'Please set your username in Settings before playing.';
console.error('[Launcher] Launch blocked:', issues.join(', '));
// Show error to user
if (window.LauncherUI && window.LauncherUI.showError) {
window.LauncherUI.showError(errorMsg);
} else {
alert(errorMsg);
}
// Navigate to settings if possible
if (window.LauncherUI && window.LauncherUI.showPage) {
window.LauncherUI.showPage('settings-page');
window.LauncherUI.setActiveNav('settings');
}
return;
}
// Warn if using default 'Player' name (shouldn't happen with new logic, but keep as safety)
if (playerName === 'Player') {
console.warn('[Launcher] Warning: Using default username "Player"');
}
console.log(`[Launcher] Launching game for: "${playerName}"`);
// ==========================================================================
// STEP 2: Load other settings from backend
// ==========================================================================
let javaPath = ''; let javaPath = '';
try { if (window.SettingsAPI && window.SettingsAPI.getCurrentJavaPath) {
if (window.electronAPI && window.electronAPI.loadJavaPath) { javaPath = window.SettingsAPI.getCurrentJavaPath();
javaPath = await window.electronAPI.loadJavaPath() || '';
}
} catch (error) {
console.error('[Launcher] Error loading Java path:', error);
} }
let gpuPreference = 'auto'; let gpuPreference = 'auto';
@@ -263,12 +212,9 @@ export async function launch() {
gpuPreference = await window.electronAPI.loadGpuPreference(); gpuPreference = await window.electronAPI.loadGpuPreference();
} }
} catch (error) { } catch (error) {
console.error('[Launcher] Error loading GPU preference:', error); console.error('Error loading GPU preference:', error);
} }
// ==========================================================================
// STEP 3: Start launch process
// ==========================================================================
if (window.LauncherUI) window.LauncherUI.showProgress(); if (window.LauncherUI) window.LauncherUI.showProgress();
isDownloading = true; isDownloading = true;
if (playBtn) { if (playBtn) {
@@ -281,7 +227,6 @@ export async function launch() {
if (window.LauncherUI) window.LauncherUI.updateProgress({ message: startingMsg }); if (window.LauncherUI) window.LauncherUI.updateProgress({ message: startingMsg });
if (window.electronAPI && window.electronAPI.launchGame) { if (window.electronAPI && window.electronAPI.launchGame) {
// Pass playerName from config - backend will validate again
const result = await window.electronAPI.launchGame(playerName, javaPath, '', gpuPreference); const result = await window.electronAPI.launchGame(playerName, javaPath, '', gpuPreference);
isDownloading = false; isDownloading = false;
@@ -298,35 +243,7 @@ export async function launch() {
}, 500); }, 500);
} }
} else { } else {
console.error('[Launcher] Launch failed:', result.error); console.error('Launch failed:', result.error);
// Handle specific error cases
if (result.needsUsername) {
const errorMsg = window.i18n
? window.i18n.t('errors.noUsername')
: 'Please set your username in Settings before playing.';
if (window.LauncherUI && window.LauncherUI.showError) {
window.LauncherUI.showError(errorMsg);
} else {
alert(errorMsg);
}
// Navigate to settings
if (window.LauncherUI && window.LauncherUI.showPage) {
window.LauncherUI.showPage('settings-page');
window.LauncherUI.setActiveNav('settings');
}
} else if (result.error) {
// Show generic error
const errorMsg = window.i18n
? window.i18n.t('errors.launchFailed').replace('{error}', result.error)
: `Launch failed: ${result.error}`;
if (window.LauncherUI && window.LauncherUI.showError) {
window.LauncherUI.showError(errorMsg);
}
}
} }
} else { } else {
isDownloading = false; isDownloading = false;
@@ -343,13 +260,7 @@ export async function launch() {
window.LauncherUI.hideProgress(); window.LauncherUI.hideProgress();
} }
resetPlayButton(); resetPlayButton();
console.error('[Launcher] Launch error:', error); console.error('Launch error:', error);
// Show error to user
const errorMsg = error.message || 'Unknown launch error';
if (window.LauncherUI && window.LauncherUI.showError) {
window.LauncherUI.showError(errorMsg);
}
} }
} }

View File

@@ -4,66 +4,23 @@ import './launcher.js';
import './news.js'; import './news.js';
import './mods.js'; import './mods.js';
import './players.js'; import './players.js';
import './chat.js';
import './settings.js'; import './settings.js';
import './logs.js'; import './logs.js';
// Initialize i18n immediately (before DOMContentLoaded)
let i18nInitialized = false; let i18nInitialized = false;
(async () => { (async () => {
const savedLang = await window.electronAPI?.loadLanguage(); const savedLang = await window.electronAPI?.loadLanguage();
await i18n.init(savedLang); await i18n.init(savedLang);
i18nInitialized = true; i18nInitialized = true;
// Update language selector if DOM is already loaded
if (document.readyState === 'complete' || document.readyState === 'interactive') { if (document.readyState === 'complete' || document.readyState === 'interactive') {
updateLanguageSelector(); updateLanguageSelector();
} }
})(); })();
async function checkDiscordPopup() {
try {
const config = await window.electronAPI?.loadConfig();
if (!config || config.discordPopup === undefined || config.discordPopup === false) {
const modal = document.getElementById('discordPopupModal');
if (modal) {
const buttons = modal.querySelectorAll('.discord-popup-btn');
buttons.forEach(btn => btn.disabled = true);
setTimeout(() => {
modal.style.display = 'flex';
modal.classList.add('active');
setTimeout(() => {
buttons.forEach(btn => btn.disabled = false);
}, 2000);
}, 1000);
}
}
} catch (error) {
console.error('Failed to check Discord popup:', error);
}
}
window.closeDiscordPopup = function() {
const modal = document.getElementById('discordPopupModal');
if (modal) {
modal.classList.remove('active');
setTimeout(() => {
modal.style.display = 'none';
}, 300);
}
};
window.joinDiscord = async function() {
await window.electronAPI?.openExternal('https://discord.gg/Fhbb9Yk5WW');
try {
await window.electronAPI?.saveConfig({ discordPopup: true });
} catch (error) {
console.error('Failed to save Discord popup state:', error);
}
closeDiscordPopup();
};
function updateLanguageSelector() { function updateLanguageSelector() {
const langSelect = document.getElementById('languageSelect'); const langSelect = document.getElementById('languageSelect');
if (langSelect) { if (langSelect) {
@@ -94,9 +51,32 @@ function updateLanguageSelector() {
} }
document.addEventListener('DOMContentLoaded', () => { document.addEventListener('DOMContentLoaded', () => {
// Populate language selector (wait for i18n if needed)
if (i18nInitialized) { if (i18nInitialized) {
updateLanguageSelector(); updateLanguageSelector();
} }
checkDiscordPopup(); // Discord notification
const notification = document.getElementById('discordNotification');
if (notification) {
const dismissed = localStorage.getItem('discordNotificationDismissed');
if (!dismissed) {
setTimeout(() => {
notification.style.display = 'flex';
}, 3000);
} else {
notification.style.display = 'none';
}
}
}); });
window.closeDiscordNotification = function() {
const notification = document.getElementById('discordNotification');
if (notification) {
notification.classList.add('hidden');
setTimeout(() => {
notification.style.display = 'none';
}, 300);
}
localStorage.setItem('discordNotificationDismissed', 'true');
};

View File

@@ -439,34 +439,10 @@ async function savePlayerName() {
return; return;
} }
if (playerName.length > 16) { await window.electronAPI.saveUsername(playerName);
const msg = window.i18n ? window.i18n.t('notifications.playerNameTooLong') : 'Player name must be 16 characters or less';
showNotification(msg, 'error');
settingsPlayerName.value = playerName.substring(0, 16);
return;
}
const result = await window.electronAPI.saveUsername(playerName);
// Check if save was successful
if (result && result.success === false) {
console.error('[Settings] Failed to save username:', result.error);
const errorMsg = window.i18n
? window.i18n.t('notifications.playerNameSaveFailed')
: `Failed to save player name: ${result.error || 'Unknown error'}`;
showNotification(errorMsg, 'error');
return;
}
const successMsg = window.i18n ? window.i18n.t('notifications.playerNameSaved') : 'Player name saved successfully'; const successMsg = window.i18n ? window.i18n.t('notifications.playerNameSaved') : 'Player name saved successfully';
showNotification(successMsg, 'success'); showNotification(successMsg, 'success');
// Refresh UUID display since it may have changed for the new username
await loadCurrentUuid();
// Also refresh the UUID list to update which entry is marked as current
await loadAllUuids();
} catch (error) { } catch (error) {
console.error('Error saving player name:', error); console.error('Error saving player name:', error);
const errorMsg = window.i18n ? window.i18n.t('notifications.playerNameSaveFailed') : 'Failed to save player name'; const errorMsg = window.i18n ? window.i18n.t('notifications.playerNameSaveFailed') : 'Failed to save player name';
@@ -590,26 +566,11 @@ export function getCurrentJavaPath() {
} }
/**
* Get current player name from UI input
* Returns null if no name is set (caller must handle this)
* NOTE: launcher.js now loads username directly from backend config
* This function is used for display purposes only
*/
export function getCurrentPlayerName() { export function getCurrentPlayerName() {
if (settingsPlayerName && settingsPlayerName.value.trim()) { if (settingsPlayerName && settingsPlayerName.value.trim()) {
return settingsPlayerName.value.trim(); return settingsPlayerName.value.trim();
} }
// Return null instead of 'Player' - caller must handle missing username return 'Player';
return null;
}
/**
* Get current player name with fallback for display purposes only
* DO NOT use this for launching game - use backend loadUsername() instead
*/
export function getCurrentPlayerNameForDisplay() {
return getCurrentPlayerName() || 'Player';
} }
window.openGameLocation = openGameLocation; window.openGameLocation = openGameLocation;
@@ -619,7 +580,6 @@ document.addEventListener('DOMContentLoaded', initSettings);
window.SettingsAPI = { window.SettingsAPI = {
getCurrentJavaPath, getCurrentJavaPath,
getCurrentPlayerName, getCurrentPlayerName,
getCurrentPlayerNameForDisplay,
reloadBranch: loadVersionBranch reloadBranch: loadVersionBranch
}; };
@@ -762,9 +722,6 @@ async function loadAllUuids() {
</div> </div>
<div class="uuid-item-actions"> <div class="uuid-item-actions">
${mapping.isCurrent ? '<div class="uuid-item-current-badge">Current</div>' : ''} ${mapping.isCurrent ? '<div class="uuid-item-current-badge">Current</div>' : ''}
${!mapping.isCurrent ? `<button class="uuid-item-btn switch" onclick="switchToUsername('${escapeHtml(mapping.username)}')" title="Switch to this identity">
<i class="fas fa-user-check"></i>
</button>` : ''}
<button class="uuid-item-btn copy" onclick="copyUuid('${mapping.uuid}')" title="Copy UUID"> <button class="uuid-item-btn copy" onclick="copyUuid('${mapping.uuid}')" title="Copy UUID">
<i class="fas fa-copy"></i> <i class="fas fa-copy"></i>
</button> </button>
@@ -849,17 +806,7 @@ async function setCustomUuid() {
async function performSetCustomUuid(uuid) { async function performSetCustomUuid(uuid) {
try { try {
if (window.electronAPI && window.electronAPI.setUuidForUser) { if (window.electronAPI && window.electronAPI.setUuidForUser) {
// IMPORTANT: Use saved username from config, not unsaved DOM input const username = getCurrentPlayerName();
// This prevents setting UUID for wrong user if username field was edited but not saved
let username = null;
if (window.electronAPI.loadUsername) {
username = await window.electronAPI.loadUsername();
}
if (!username) {
const msg = window.i18n ? window.i18n.t('notifications.noUsername') : 'No username configured. Please save your username first.';
showNotification(msg, 'error');
return;
}
const result = await window.electronAPI.setUuidForUser(username, uuid); const result = await window.electronAPI.setUuidForUser(username, uuid);
if (result.success) { if (result.success) {
@@ -896,73 +843,6 @@ window.copyUuid = async function (uuid) {
} }
}; };
/**
* Switch to a different username/UUID identity
* This changes the active username to use that username's UUID
*/
window.switchToUsername = async function (username) {
try {
const message = window.i18n
? window.i18n.t('confirm.switchUsernameMessage').replace('{username}', username)
: `Switch to username "${username}"? This will change your active player identity.`;
const title = window.i18n ? window.i18n.t('confirm.switchUsernameTitle') : 'Switch Identity';
const confirmBtn = window.i18n ? window.i18n.t('confirm.switchUsernameButton') : 'Switch';
const cancelBtn = window.i18n ? window.i18n.t('common.cancel') : 'Cancel';
showCustomConfirm(
message,
title,
async () => {
await performSwitchToUsername(username);
},
null,
confirmBtn,
cancelBtn
);
} catch (error) {
console.error('Error in switchToUsername:', error);
const msg = window.i18n ? window.i18n.t('notifications.switchUsernameFailed') : 'Failed to switch username';
showNotification(msg, 'error');
}
};
async function performSwitchToUsername(username) {
try {
if (!window.electronAPI || !window.electronAPI.saveUsername) {
throw new Error('API not available');
}
const result = await window.electronAPI.saveUsername(username);
if (result && result.success === false) {
throw new Error(result.error || 'Failed to save username');
}
// Update the username input field
if (settingsPlayerName) {
settingsPlayerName.value = username;
}
// Refresh the current UUID display
await loadCurrentUuid();
// Refresh the UUID list to show new "Current" badge
await loadAllUuids();
const msg = window.i18n
? window.i18n.t('notifications.switchUsernameSuccess').replace('{username}', username)
: `Switched to "${username}" successfully!`;
showNotification(msg, 'success');
} catch (error) {
console.error('Error switching username:', error);
const msg = window.i18n
? window.i18n.t('notifications.switchUsernameFailed')
: `Failed to switch username: ${error.message}`;
showNotification(msg, 'error');
}
}
window.deleteUuid = async function (username) { window.deleteUuid = async function (username) {
try { try {
const message = window.i18n ? window.i18n.t('confirm.deleteUuidMessage').replace('{username}', username) : `Are you sure you want to delete the UUID for "${username}"? This action cannot be undone.`; const message = window.i18n ? window.i18n.t('confirm.deleteUuidMessage').replace('{username}', username) : `Are you sure you want to delete the UUID for "${username}"? This action cannot be undone.`;

View File

@@ -63,10 +63,8 @@ function handleNavigation() {
navItems.forEach(item => { navItems.forEach(item => {
item.addEventListener('click', () => { item.addEventListener('click', () => {
const page = item.getAttribute('data-page'); const page = item.getAttribute('data-page');
if (page) { showPage(`${page}-page`);
showPage(`${page}-page`); setActiveNav(page);
setActiveNav(page);
}
}); });
}); });
} }
@@ -845,7 +843,7 @@ function getErrorMessage(technicalMessage, errorType) {
case 'stall': case 'stall':
return 'Download stalled due to slow connection. Please retry.'; return 'Download stalled due to slow connection. Please retry.';
case 'file': case 'file':
return 'Unable to save file. Check permissions. Please retry.'; return 'Unable to save file. Check disk space and permissions. Please retry.';
case 'permission': case 'permission':
return 'Permission denied. Check if launcher has write access. Please retry.'; return 'Permission denied. Check if launcher has write access. Please retry.';
case 'server': case 'server':
@@ -974,7 +972,7 @@ function setupRetryButton() {
if (!currentDownloadState.retryData || currentDownloadState.errorType === 'jre') { if (!currentDownloadState.retryData || currentDownloadState.errorType === 'jre') {
currentDownloadState.retryData = { currentDownloadState.retryData = {
branch: 'release', branch: 'release',
fileName: '7.pwr' fileName: '4.pwr'
}; };
console.log('[UI] Created default PWR retry data:', currentDownloadState.retryData); console.log('[UI] Created default PWR retry data:', currentDownloadState.retryData);
} }
@@ -1042,7 +1040,7 @@ function setupRetryButton() {
} else { } else {
currentDownloadState.retryData = { currentDownloadState.retryData = {
branch: 'release', branch: 'release',
fileName: '7.pwr' fileName: '4.pwr'
}; };
} }
console.log('[UI] Created default retry data:', currentDownloadState.retryData); console.log('[UI] Created default retry data:', currentDownloadState.retryData);
@@ -1102,10 +1100,7 @@ function getRetryContextMessage() {
} }
} }
window.openDiscordExternal = function() { // Make toggleMaximize globally available
window.electronAPI?.openExternal('https://discord.gg/Fhbb9Yk5WW');
};
window.toggleMaximize = toggleMaximize; window.toggleMaximize = toggleMaximize;
document.addEventListener('DOMContentLoaded', setupUI); document.addEventListener('DOMContentLoaded', setupUI);

View File

@@ -6,12 +6,12 @@ class ClientUpdateManager {
} }
init() { init() {
console.log('🔧 ClientUpdateManager initializing...'); window.electronAPI.onUpdatePopup((updateInfo) => {
this.showUpdatePopup(updateInfo);
});
// Listen for electron-updater events from main.js // Listen for electron-updater events
// This is the primary update trigger - main.js checks for updates on startup
window.electronAPI.onUpdateAvailable((updateInfo) => { window.electronAPI.onUpdateAvailable((updateInfo) => {
console.log('📥 update-available event received:', updateInfo);
this.showUpdatePopup(updateInfo); this.showUpdatePopup(updateInfo);
}); });
@@ -20,30 +20,18 @@ class ClientUpdateManager {
}); });
window.electronAPI.onUpdateDownloaded((updateInfo) => { window.electronAPI.onUpdateDownloaded((updateInfo) => {
console.log('📦 update-downloaded event received:', updateInfo);
this.showUpdateDownloaded(updateInfo); this.showUpdateDownloaded(updateInfo);
}); });
window.electronAPI.onUpdateError((errorInfo) => { window.electronAPI.onUpdateError((errorInfo) => {
console.log('❌ update-error event received:', errorInfo);
this.handleUpdateError(errorInfo); this.handleUpdateError(errorInfo);
}); });
console.log('✅ ClientUpdateManager initialized'); this.checkForUpdatesOnDemand();
// Note: Don't call checkForUpdatesOnDemand() here - main.js already checks
// for updates after 3 seconds and sends 'update-available' event.
// Calling it here would cause duplicate popups.
} }
showUpdatePopup(updateInfo) { showUpdatePopup(updateInfo) {
console.log('🔔 showUpdatePopup called, updatePopupVisible:', this.updatePopupVisible); if (this.updatePopupVisible) return;
// Check if popup already exists in DOM (extra safety)
if (this.updatePopupVisible || document.getElementById('update-popup-overlay')) {
console.log('⚠️ Update popup already visible, skipping');
return;
}
this.updatePopupVisible = true; this.updatePopupVisible = true;
@@ -104,10 +92,7 @@ class ClientUpdateManager {
</div> </div>
<div class="update-popup-footer"> <div class="update-popup-footer">
<span id="update-footer-text">Downloading update...</span> This popup cannot be closed until you update the launcher
<button id="update-skip-btn" class="update-skip-btn" style="display: none; margin-top: 0.5rem; background: transparent; border: 1px solid rgba(255,255,255,0.2); color: #9ca3af; padding: 0.5rem 1rem; border-radius: 0.25rem; cursor: pointer; font-size: 0.75rem;">
Skip for now (not recommended)
</button>
</div> </div>
</div> </div>
</div> </div>
@@ -134,37 +119,10 @@ class ClientUpdateManager {
try { try {
await window.electronAPI.quitAndInstallUpdate(); await window.electronAPI.quitAndInstallUpdate();
// If we're still here after 5 seconds, the install probably failed
setTimeout(() => {
console.log('⚠️ Install may have failed - showing skip option');
installBtn.disabled = false;
installBtn.innerHTML = '<i class="fas fa-check" style="margin-right: 0.5rem;"></i>Try Again';
// Show skip button
const skipBtn = document.getElementById('update-skip-btn');
const footerText = document.getElementById('update-footer-text');
if (skipBtn) {
skipBtn.style.display = 'inline-block';
if (footerText) {
footerText.textContent = 'Install not working? Skip for now:';
}
}
}, 5000);
} catch (error) { } catch (error) {
console.error('❌ Error installing update:', error); console.error('❌ Error installing update:', error);
installBtn.disabled = false; installBtn.disabled = false;
installBtn.innerHTML = '<i class="fas fa-check" style="margin-right: 0.5rem;"></i>Install & Restart'; installBtn.innerHTML = '<i class="fas fa-check" style="margin-right: 0.5rem;"></i>Install & Restart';
// Show skip button on error
const skipBtn = document.getElementById('update-skip-btn');
const footerText = document.getElementById('update-footer-text');
if (skipBtn) {
skipBtn.style.display = 'inline-block';
if (footerText) {
footerText.textContent = 'Install failed. Skip for now:';
}
}
} }
}); });
} }
@@ -180,14 +138,9 @@ class ClientUpdateManager {
try { try {
await window.electronAPI.openDownloadPage(); await window.electronAPI.openDownloadPage();
console.log('✅ Download page opened'); console.log('✅ Download page opened, launcher will close...');
downloadBtn.innerHTML = '<i class="fas fa-check" style="margin-right: 0.5rem;"></i>Opened in browser'; downloadBtn.innerHTML = '<i class="fas fa-check" style="margin-right: 0.5rem;"></i>Launcher closing...';
// Close the popup after opening download page
setTimeout(() => {
this.closeUpdatePopup();
}, 1500);
} catch (error) { } catch (error) {
console.error('❌ Error opening download page:', error); console.error('❌ Error opening download page:', error);
@@ -208,39 +161,9 @@ class ClientUpdateManager {
}); });
} }
// Show skip button after 30 seconds as fallback (in case update is stuck)
setTimeout(() => {
const skipBtn = document.getElementById('update-skip-btn');
const footerText = document.getElementById('update-footer-text');
if (skipBtn) {
skipBtn.style.display = 'inline-block';
if (footerText) {
footerText.textContent = 'Update taking too long?';
}
}
}, 30000);
const skipBtn = document.getElementById('update-skip-btn');
if (skipBtn) {
skipBtn.addEventListener('click', (e) => {
e.preventDefault();
e.stopPropagation();
this.closeUpdatePopup();
});
}
console.log('🔔 Update popup displayed with new style'); console.log('🔔 Update popup displayed with new style');
} }
closeUpdatePopup() {
const overlay = document.getElementById('update-popup-overlay');
if (overlay) {
overlay.remove();
}
this.updatePopupVisible = false;
this.unblockInterface();
}
updateDownloadProgress(progress) { updateDownloadProgress(progress) {
const progressBar = document.getElementById('update-progress-bar'); const progressBar = document.getElementById('update-progress-bar');
const progressPercent = document.getElementById('update-progress-percent'); const progressPercent = document.getElementById('update-progress-percent');
@@ -274,86 +197,25 @@ class ClientUpdateManager {
const statusText = document.getElementById('update-status-text'); const statusText = document.getElementById('update-status-text');
const progressContainer = document.getElementById('update-progress-container'); const progressContainer = document.getElementById('update-progress-container');
const buttonsContainer = document.getElementById('update-buttons-container'); const buttonsContainer = document.getElementById('update-buttons-container');
const installBtn = document.getElementById('update-install-btn');
const downloadBtn = document.getElementById('update-download-btn');
const skipBtn = document.getElementById('update-skip-btn');
const footerText = document.getElementById('update-footer-text');
const popupContainer = document.querySelector('.update-popup-container');
// Remove breathing/pulse animation when download is complete if (statusText) {
if (popupContainer) { statusText.textContent = 'Update downloaded! Ready to install.';
popupContainer.classList.remove('update-popup-pulse');
} }
if (progressContainer) { if (progressContainer) {
progressContainer.style.display = 'none'; progressContainer.style.display = 'none';
} }
// Use platform info from main process if available, fallback to browser detection
const autoInstallSupported = updateInfo.autoInstallSupported !== undefined
? updateInfo.autoInstallSupported
: navigator.platform.toUpperCase().indexOf('MAC') < 0;
if (!autoInstallSupported) {
// macOS: Show manual download as primary since auto-update doesn't work
if (statusText) {
statusText.textContent = 'Update downloaded but auto-install may not work on macOS.';
}
if (installBtn) {
// Still show install button but as secondary option
installBtn.classList.add('update-download-btn-secondary');
installBtn.innerHTML = '<i class="fas fa-check" style="margin-right: 0.5rem;"></i>Try Install & Restart';
}
if (downloadBtn) {
// Make manual download primary
downloadBtn.classList.remove('update-download-btn-secondary');
downloadBtn.innerHTML = '<i class="fas fa-external-link-alt" style="margin-right: 0.5rem;"></i>Download Manually (Recommended)';
}
if (footerText) {
footerText.textContent = 'Auto-install often fails on macOS:';
}
} else {
// Windows/Linux: Auto-install should work
if (statusText) {
statusText.textContent = 'Update downloaded! Ready to install.';
}
if (footerText) {
footerText.textContent = 'Click to install the update:';
}
}
if (buttonsContainer) { if (buttonsContainer) {
buttonsContainer.style.display = 'block'; buttonsContainer.style.display = 'block';
} }
// Always show skip button in downloaded state console.log('✅ Update downloaded, ready to install');
if (skipBtn) {
skipBtn.style.display = 'inline-block';
console.log('✅ Skip button made visible');
} else {
console.error('❌ Skip button not found in DOM!');
}
console.log('✅ Update downloaded, ready to install. autoInstallSupported:', autoInstallSupported);
} }
handleUpdateError(errorInfo) { handleUpdateError(errorInfo) {
console.error('Update error:', errorInfo); console.error('Update error:', errorInfo);
// Show skip button immediately on any error
const skipBtn = document.getElementById('update-skip-btn');
const footerText = document.getElementById('update-footer-text');
if (skipBtn) {
skipBtn.style.display = 'inline-block';
if (footerText) {
footerText.textContent = 'Update failed. You can skip for now.';
}
}
// If manual download is required, update the UI (this will handle status text) // If manual download is required, update the UI (this will handle status text)
if (errorInfo.requiresManualDownload) { if (errorInfo.requiresManualDownload) {
this.showManualDownloadRequired(errorInfo); this.showManualDownloadRequired(errorInfo);
@@ -427,16 +289,6 @@ class ClientUpdateManager {
buttonsContainer.style.display = 'block'; buttonsContainer.style.display = 'block';
} }
// Show skip button for manual download errors
const skipBtn = document.getElementById('update-skip-btn');
const footerText = document.getElementById('update-footer-text');
if (skipBtn) {
skipBtn.style.display = 'inline-block';
if (footerText) {
footerText.textContent = 'Or continue without updating:';
}
}
console.log('⚠️ Manual download required due to update error'); console.log('⚠️ Manual download required due to update error');
} }
@@ -448,35 +300,13 @@ class ClientUpdateManager {
document.body.classList.add('no-select'); document.body.classList.add('no-select');
// Store bound functions so we can remove them later document.addEventListener('keydown', this.blockKeyEvents.bind(this), true);
this._boundBlockKeyEvents = this.blockKeyEvents.bind(this);
this._boundBlockContextMenu = this.blockContextMenu.bind(this);
document.addEventListener('keydown', this._boundBlockKeyEvents, true); document.addEventListener('contextmenu', this.blockContextMenu.bind(this), true);
document.addEventListener('contextmenu', this._boundBlockContextMenu, true);
console.log('🚫 Interface blocked for update'); console.log('🚫 Interface blocked for update');
} }
unblockInterface() {
const mainContent = document.querySelector('.flex.w-full.h-screen');
if (mainContent) {
mainContent.classList.remove('interface-blocked');
}
document.body.classList.remove('no-select');
// Remove event listeners
if (this._boundBlockKeyEvents) {
document.removeEventListener('keydown', this._boundBlockKeyEvents, true);
}
if (this._boundBlockContextMenu) {
document.removeEventListener('contextmenu', this._boundBlockContextMenu, true);
}
console.log('✅ Interface unblocked');
}
blockKeyEvents(event) { blockKeyEvents(event) {
if (event.target.closest('#update-popup-overlay')) { if (event.target.closest('#update-popup-overlay')) {
if ((event.key === 'Enter' || event.key === ' ') && if ((event.key === 'Enter' || event.key === ' ') &&

View File

@@ -119,7 +119,7 @@
"repairGame": "Spiel reparieren", "repairGame": "Spiel reparieren",
"reinstallGame": "Spieldateien neu installieren (behält Daten)", "reinstallGame": "Spieldateien neu installieren (behält Daten)",
"gpuPreference": "GPU-Präferenz", "gpuPreference": "GPU-Präferenz",
"gpuHint": "Funktion nur für Laptops; auf „Integriert“ stellen, wenn auf einem PC.", "gpuHint": "Wähle deine bevorzugte GPU (Linux: betrifft DRI_PRIME)",
"gpuAuto": "Auto", "gpuAuto": "Auto",
"gpuIntegrated": "Integriert", "gpuIntegrated": "Integriert",
"gpuDedicated": "Dediziert", "gpuDedicated": "Dediziert",
@@ -212,10 +212,39 @@
"modsModNotFound": "Mod-Informationen nicht gefunden", "modsModNotFound": "Mod-Informationen nicht gefunden",
"hwAccelSaved": "Hardware-Beschleunigungseinstellung gespeichert", "hwAccelSaved": "Hardware-Beschleunigungseinstellung gespeichert",
"hwAccelSaveFailed": "Hardware-Beschleunigungseinstellung konnte nicht gespeichert werden", "hwAccelSaveFailed": "Hardware-Beschleunigungseinstellung konnte nicht gespeichert werden",
"noUsername": "Kein Benutzername konfiguriert. Bitte speichere zuerst deinen Benutzernamen.", "javaPathCopied": "Java-Pfad in die Zwischenablage kopiert!",
"switchUsernameSuccess": "Erfolgreich zu \"{username}\" gewechselt!", "javaPathCopyFailed": "Java-Pfad konnte nicht kopiert werden",
"switchUsernameFailed": "Benutzername konnte nicht gewechselt werden", "javaPathSaved": "Java-Pfad erfolgreich gespeichert!",
"playerNameTooLong": "Spielername darf maximal 16 Zeichen haben" "javaPathSaveFailed": "Java-Pfad konnte nicht gespeichert werden",
"javaPathInvalid": "Ungültiger Java-Pfad",
"javaPathReset": "Java-Pfad auf Standardwerte zurückgesetzt",
"gameLocationError": "Spielordner konnte nicht geöffnet werden",
"launcherRestartRequired": "Launcher-Neustart erforderlich, um Änderungen anzuwenden",
"gameRepairConfirm": "Möchtest du das Spiel wirklich reparieren? Dies wird alle Spieldateien neu installieren.",
"gameRepairInProgress": "Spiel wird repariert...",
"gameRepairSuccess": "Spiel erfolgreich repariert!",
"gameRepairFailed": "Spielreparatur fehlgeschlagen: {error}",
"invalidUsername": "Ungültiger Benutzername",
"usernameInUse": "Benutzername bereits vergeben",
"chatJoinSuccess": "Du bist dem Chat beigetreten!",
"chatJoinFailed": "Chat-Beitritt fehlgeschlagen",
"messageTooLong": "Nachricht zu lang",
"messageSent": "Nachricht gesendet",
"messageSendFailed": "Nachricht konnte nicht gesendet werden",
"colorUpdated": "Farbe aktualisiert!",
"colorUpdateFailed": "Farbe konnte nicht aktualisiert werden",
"profileCreated": "Profil erfolgreich erstellt!",
"profileCreateFailed": "Profil konnte nicht erstellt werden",
"profileDeleted": "Profil gelöscht",
"profileDeleteFailed": "Profil konnte nicht gelöscht werden",
"profileSwitched": "Profil gewechselt zu: {name}",
"profileSwitchFailed": "Profilwechsel fehlgeschlagen",
"invalidProfileName": "Ungültiger Profilname",
"profileNameExists": "Ein Profil mit diesem Namen existiert bereits",
"noInternet": "Keine Internetverbindung",
"checkInternetConnection": "Überprüfe deine Internetverbindung",
"serverError": "Serverfehler. Bitte versuche es später erneut.",
"unknownError": "Ein unbekannter Fehler ist aufgetreten"
}, },
"confirm": { "confirm": {
"defaultTitle": "Aktion bestätigen", "defaultTitle": "Aktion bestätigen",
@@ -230,10 +259,7 @@
"deleteUuidButton": "Löschen", "deleteUuidButton": "Löschen",
"uninstallGameTitle": "Spiel deinstallieren", "uninstallGameTitle": "Spiel deinstallieren",
"uninstallGameMessage": "Möchtest du Hytale wirklich deinstallieren? Alle Spieldateien werden gelöscht.", "uninstallGameMessage": "Möchtest du Hytale wirklich deinstallieren? Alle Spieldateien werden gelöscht.",
"uninstallGameButton": "Deinstallieren", "uninstallGameButton": "Deinstallieren"
"switchUsernameTitle": "Identität wechseln",
"switchUsernameMessage": "Zu Benutzername \"{username}\" wechseln? Dies ändert deine aktuelle Spieleridentität.",
"switchUsernameButton": "Wechseln"
}, },
"progress": { "progress": {
"initializing": "Initialisiere...", "initializing": "Initialisiere...",

View File

@@ -119,7 +119,7 @@
"repairGame": "Repair Game", "repairGame": "Repair Game",
"reinstallGame": "Reinstall game files (preserves data)", "reinstallGame": "Reinstall game files (preserves data)",
"gpuPreference": "GPU Preference", "gpuPreference": "GPU Preference",
"gpuHint": "Laptop-only feature; set to Integrated if on PC", "gpuHint": "Select your preferred GPU (Linux: affects DRI_PRIME)",
"gpuAuto": "Auto", "gpuAuto": "Auto",
"gpuIntegrated": "Integrated", "gpuIntegrated": "Integrated",
"gpuDedicated": "Dedicated", "gpuDedicated": "Dedicated",
@@ -211,11 +211,7 @@
"modsDeleteFailed": "Failed to delete mod: {error}", "modsDeleteFailed": "Failed to delete mod: {error}",
"modsModNotFound": "Mod information not found", "modsModNotFound": "Mod information not found",
"hwAccelSaved": "Hardware acceleration setting saved", "hwAccelSaved": "Hardware acceleration setting saved",
"hwAccelSaveFailed": "Failed to save hardware acceleration setting", "hwAccelSaveFailed": "Failed to save hardware acceleration setting"
"noUsername": "No username configured. Please save your username first.",
"switchUsernameSuccess": "Switched to \"{username}\" successfully!",
"switchUsernameFailed": "Failed to switch username",
"playerNameTooLong": "Player name must be 16 characters or less"
}, },
"confirm": { "confirm": {
"defaultTitle": "Confirm action", "defaultTitle": "Confirm action",
@@ -230,10 +226,7 @@
"deleteUuidButton": "Delete", "deleteUuidButton": "Delete",
"uninstallGameTitle": "Uninstall game", "uninstallGameTitle": "Uninstall game",
"uninstallGameMessage": "Are you sure you want to uninstall Hytale? All game files will be deleted.", "uninstallGameMessage": "Are you sure you want to uninstall Hytale? All game files will be deleted.",
"uninstallGameButton": "Uninstall", "uninstallGameButton": "Uninstall"
"switchUsernameTitle": "Switch Identity",
"switchUsernameMessage": "Switch to username \"{username}\"? This will change your current player identity.",
"switchUsernameButton": "Switch"
}, },
"progress": { "progress": {
"initializing": "Initializing...", "initializing": "Initializing...",

View File

@@ -119,7 +119,7 @@
"repairGame": "Reparar juego", "repairGame": "Reparar juego",
"reinstallGame": "Reinstalar archivos del juego (conserva los datos)", "reinstallGame": "Reinstalar archivos del juego (conserva los datos)",
"gpuPreference": "Preferencia de GPU", "gpuPreference": "Preferencia de GPU",
"gpuHint": "Función exclusiva para computadora portátil; configúrela como Integrada si está en una PC", "gpuHint": "Selecciona tu GPU preferida (Linux: afecta DRI_PRIME)",
"gpuAuto": "Automático", "gpuAuto": "Automático",
"gpuIntegrated": "Integrada", "gpuIntegrated": "Integrada",
"gpuDedicated": "Dedicada", "gpuDedicated": "Dedicada",
@@ -131,8 +131,6 @@
"closeLauncher": "Comportamiento del Launcher", "closeLauncher": "Comportamiento del Launcher",
"closeOnStart": "Cerrar Launcher al iniciar el juego", "closeOnStart": "Cerrar Launcher al iniciar el juego",
"closeOnStartDescription": "Cierra automáticamente el launcher después de que Hytale se haya iniciado", "closeOnStartDescription": "Cierra automáticamente el launcher después de que Hytale se haya iniciado",
"hwAccel": "Aceleración por Hardware",
"hwAccelDescription": "Habilitar aceleración por hardware para el launcher",
"gameBranch": "Rama del Juego", "gameBranch": "Rama del Juego",
"branchRelease": "Lanzamiento", "branchRelease": "Lanzamiento",
"branchPreRelease": "Pre-Lanzamiento", "branchPreRelease": "Pre-Lanzamiento",
@@ -209,13 +207,7 @@
"modsDownloadFailed": "Error al descargar mod: {error}", "modsDownloadFailed": "Error al descargar mod: {error}",
"modsToggleFailed": "Error al alternar mod: {error}", "modsToggleFailed": "Error al alternar mod: {error}",
"modsDeleteFailed": "Error al eliminar mod: {error}", "modsDeleteFailed": "Error al eliminar mod: {error}",
"modsModNotFound": "Información del mod no encontrada", "modsModNotFound": "Información del mod no encontrada"
"hwAccelSaved": "Configuración de aceleración por hardware guardada",
"hwAccelSaveFailed": "Error al guardar la configuración de aceleración por hardware",
"noUsername": "No hay nombre de usuario configurado. Por favor, guarda tu nombre de usuario primero.",
"switchUsernameSuccess": "¡Cambiado a \"{username}\" con éxito!",
"switchUsernameFailed": "Error al cambiar nombre de usuario",
"playerNameTooLong": "El nombre del jugador debe tener 16 caracteres o menos"
}, },
"confirm": { "confirm": {
"defaultTitle": "Confirmar acción", "defaultTitle": "Confirmar acción",
@@ -230,10 +222,7 @@
"deleteUuidButton": "Eliminar", "deleteUuidButton": "Eliminar",
"uninstallGameTitle": "Desinstalar juego", "uninstallGameTitle": "Desinstalar juego",
"uninstallGameMessage": "¿Estás seguro de que quieres desinstalar Hytale? Se eliminarán todos los archivos del juego.", "uninstallGameMessage": "¿Estás seguro de que quieres desinstalar Hytale? Se eliminarán todos los archivos del juego.",
"uninstallGameButton": "Desinstalar", "uninstallGameButton": "Desinstalar"
"switchUsernameTitle": "Cambiar identidad",
"switchUsernameMessage": "¿Cambiar al nombre de usuario \"{username}\"? Esto cambiará tu identidad de jugador actual.",
"switchUsernameButton": "Cambiar"
}, },
"progress": { "progress": {
"initializing": "Inicializando...", "initializing": "Inicializando...",

View File

@@ -119,7 +119,7 @@
"repairGame": "Réparer le Jeu", "repairGame": "Réparer le Jeu",
"reinstallGame": "Réinstaller les fichiers du jeu (préserve les données)", "reinstallGame": "Réinstaller les fichiers du jeu (préserve les données)",
"gpuPreference": "Préférence GPU", "gpuPreference": "Préférence GPU",
"gpuHint": "Fonctionnalité exclusive aux ordinateurs portables; à définir sur Intégré sur PC", "gpuHint": "Sélectionnez votre GPU préféré (Linux: affecte DRI_PRIME)",
"gpuAuto": "Auto", "gpuAuto": "Auto",
"gpuIntegrated": "Intégré", "gpuIntegrated": "Intégré",
"gpuDedicated": "Dédié", "gpuDedicated": "Dédié",
@@ -198,60 +198,38 @@
"uuidInvalidFormat": "Format UUID invalide", "uuidInvalidFormat": "Format UUID invalide",
"uuidSetFailed": "Échec de la définition de l'UUID personnalisé", "uuidSetFailed": "Échec de la définition de l'UUID personnalisé",
"uuidSetSuccess": "UUID personnalisé défini avec succès!", "uuidSetSuccess": "UUID personnalisé défini avec succès!",
"uuidDeleteFailed": "Échec de la suppression de l'UUID", "javaPathCopied": "Chemin Java copié dans le presse-papiers!",
"uuidDeleteSuccess": "UUID supprimé avec succès!", "javaPathCopyFailed": "Échec de la copie du chemin Java",
"modsDownloading": "Téléchargement de {name}...", "javaPathSaved": "Chemin Java sauvegardé avec succès!",
"modsTogglingMod": "Basculement du mod...", "javaPathSaveFailed": "Échec de la sauvegarde du chemin Java",
"modsDeletingMod": "Suppression du mod...", "javaPathInvalid": "Chemin Java invalide",
"modsLoadingMods": "Chargement des mods depuis CurseForge...", "javaPathReset": "Chemin Java réinitialisé aux valeurs par défaut",
"modsInstalledSuccess": "{name} installé avec succès! 🎉", "gameLocationError": "Impossible d'ouvrir l'emplacement du jeu",
"modsDeletedSuccess": "{name} supprimé avec succès", "launcherRestartRequired": "Redémarrage du launcher requis pour appliquer les modifications",
"modsDownloadFailed": "Échec du téléchargement du mod: {error}", "gameRepairConfirm": "Êtes-vous sûr de vouloir réparer le jeu? Cela réinstallera tous les fichiers du jeu.",
"modsToggleFailed": "Échec du basculement du mod: {error}", "gameRepairInProgress": "Réparation du jeu en cours...",
"modsDeleteFailed": "Échec de la suppression du mod: {error}", "gameRepairSuccess": "Jeu réparé avec succès!",
"modsModNotFound": "Informations du mod introuvables", "gameRepairFailed": "Échec de la réparation du jeu: {error}",
"hwAccelSaved": "Paramètre d'accélération matérielle sauvegardé", "invalidUsername": "Nom d'utilisateur invalide",
"hwAccelSaveFailed": "Échec de la sauvegarde du paramètre d'accélération matérielle", "usernameInUse": "Nom d'utilisateur déjà utilisé",
"noUsername": "Aucun nom d'utilisateur configuré. Veuillez d'abord enregistrer votre nom d'utilisateur.", "chatJoinSuccess": "Vous avez rejoint le chat!",
"switchUsernameSuccess": "Basculé vers \"{username}\" avec succès!", "chatJoinFailed": "Échec de la connexion au chat",
"switchUsernameFailed": "Échec du changement de nom d'utilisateur", "messageTooLong": "Message trop long",
"playerNameTooLong": "Le nom du joueur doit comporter 16 caractères ou moins" "messageSent": "Message envoyé",
}, "messageSendFailed": "Échec de l'envoi du message",
"confirm": { "colorUpdated": "Couleur mise à jour!",
"defaultTitle": "Confirmer l'action", "colorUpdateFailed": "Échec de la mise à jour de la couleur",
"regenerateUuidTitle": "Générer un nouvel UUID", "profileCreated": "Profil créé avec succès!",
"regenerateUuidMessage": "Êtes-vous sûr de vouloir générer un nouvel UUID? Cela changera votre identité de joueur.", "profileCreateFailed": "Échec de la création du profil",
"regenerateUuidButton": "Générer", "profileDeleted": "Profil supprimé",
"setCustomUuidTitle": "Définir UUID personnalisé", "profileDeleteFailed": "Échec de la suppression du profil",
"setCustomUuidMessage": "Êtes-vous sûr de vouloir définir cet UUID personnalisé? Cela changera votre identité de joueur.", "profileSwitched": "Profil changé vers: {name}",
"setCustomUuidButton": "Définir UUID", "profileSwitchFailed": "Échec du changement de profil",
"deleteUuidTitle": "Supprimer UUID", "invalidProfileName": "Nom de profil invalide",
"deleteUuidMessage": "Êtes-vous sûr de vouloir supprimer l'UUID de \"{username}\"? Cette action est irréversible.", "profileNameExists": "Un profil avec ce nom existe déjà",
"deleteUuidButton": "Supprimer", "noInternet": "Pas de connexion Internet",
"uninstallGameTitle": "Désinstaller le jeu", "checkInternetConnection": "Vérifiez votre connexion Internet",
"uninstallGameMessage": "Êtes-vous sûr de vouloir désinstaller Hytale? Tous les fichiers du jeu seront supprimés.", "serverError": "Erreur serveur. Veuillez réessayer plus tard.",
"uninstallGameButton": "Désinstaller", "unknownError": "Une erreur inconnue s'est produite"
"switchUsernameTitle": "Changer d'identité",
"switchUsernameMessage": "Basculer vers le nom d'utilisateur \"{username}\"? Cela changera votre identité de joueur actuelle.",
"switchUsernameButton": "Changer"
},
"progress": {
"initializing": "Initialisation...",
"downloading": "Téléchargement...",
"installing": "Installation...",
"extracting": "Extraction...",
"verifying": "Vérification...",
"switchingProfile": "Changement de profil...",
"profileSwitched": "Profil changé!",
"startingGame": "Démarrage du jeu...",
"launching": "LANCEMENT...",
"uninstallingGame": "Désinstallation du jeu...",
"gameUninstalled": "Jeu désinstallé avec succès!",
"uninstallFailed": "Échec de la désinstallation: {error}",
"startingUpdate": "Démarrage de la mise à jour obligatoire du jeu...",
"installationComplete": "Installation terminée avec succès!",
"installationFailed": "Échec de l'installation: {error}",
"installingGameFiles": "Installation des fichiers du jeu...",
"installComplete": "Installation terminée!"
} }
} }

View File

@@ -1,257 +0,0 @@
{
"nav": {
"play": "Main",
"mods": "Mod",
"news": "Berita",
"chat": "Obrolan Pemain",
"settings": "Pengaturan"
},
"header": {
"playersLabel": "Pemain:",
"manageProfiles": "Kelola Profil",
"defaultProfile": "Default"
},
"install": {
"title": "LAUNCHER GRATIS UNTUK DIMAINKAN",
"playerName": "Nama Pemain",
"playerNamePlaceholder": "Masukkan namamu",
"gameBranch": "Versi Game",
"releaseVersion": "Rilis (Stabil)",
"preReleaseVersion": "Pra-Rilis (Eksperimental)",
"customInstallation": "Instalasi Kustom",
"installationFolder": "Folder Instalasi",
"pathPlaceholder": "Lokasi default",
"browse": "Telusuri",
"installButton": "INSTAL HYTALE",
"installing": "MENGINSTAL..."
},
"play": {
"ready": "SIAP BERMAIN",
"subtitle": "Luncurkan Hytale dan mulai petualanganmu",
"playButton": "MAIN HYTALE",
"latestNews": "BERITA TERBARU",
"viewAll": "LIHAT SEMUA",
"checking": "MEMERIKSA...",
"play": "MAIN"
},
"mods": {
"searchPlaceholder": "Cari mod...",
"myMods": "MOD SAYA",
"previous": "SEBELUMNYA",
"next": "BERIKUTNYA",
"page": "Halaman",
"of": "dari",
"modalTitle": "MOD SAYA",
"noModsFound": "Mod Tidak Ditemukan",
"noModsFoundDesc": "Coba sesuaikan pencarianmu",
"noModsInstalled": "Tidak ada Mod Terinstal",
"noModsInstalledDesc": "Tambahkan mod dari CurseForge atau impor file lokal",
"view": "LIHAT",
"install": "INSTAL",
"installed": "TERINSTAL",
"enable": "AKTIFKAN",
"disable": "NONAKTIFKAN",
"active": "AKTIF",
"disabled": "NONAKTIF",
"delete": "Hapus mod",
"noDescription": "Tidak ada deskripsi tersedia",
"confirmDelete": "Apakah kamu yakin ingin menghapus \"{name}\"?",
"confirmDeleteDesc": "Tindakan ini tidak dapat dibatalkan.",
"confirmDeletion": "Konfirmasi Penghapusan",
"apiKeyRequired": "Kunci API Diperlukan",
"apiKeyRequiredDesc": "Kunci API CurseForge diperlukan untuk menelusuri mod"
},
"news": {
"title": "SEMUA BERITA",
"readMore": "Baca Selengkapnya"
},
"chat": {
"title": "OBROLAN PEMAIN",
"pickColor": "Warna",
"inputPlaceholder": "Ketik pesanmu...",
"send": "Kirim",
"online": "aktif",
"charCounter": "{current}/{max}",
"secureChat": "Obrolan aman - Tautan disensor",
"joinChat": "Gabung Obrolan",
"chooseUsername": "Pilih nama pengguna untuk bergabung ke Obrolan Pemain",
"username": "Nama Pengguna",
"usernamePlaceholder": "Masukkan nama penggunamu...",
"usernameHint": "3-20 karakter, huruf, angka, - dan _ saja",
"joinButton": "Gabung Obrolan",
"colorModal": {
"title": "Kustomisasi Warna Nama Pengguna",
"chooseSolid": "Pilih warna solid:",
"customColor": "Warna kustom:",
"preview": "Pratinjau:",
"previewUsername": "Nama Pengguna",
"apply": "Terapkan Warna"
}
},
"settings": {
"title": "PENGATURAN",
"java": "Runtime Java",
"useCustomJava": "Gunakan lokasi Java Kustom",
"javaDescription": "Ganti runtime Java bawaan dengan instalasi milikmu",
"javaPath": "Lokasi Eksekutabel Java",
"javaPathPlaceholder": "Pilih lokasi Java...",
"javaBrowse": "Telusuri",
"javaHint": "Pilih folder instalasi Java (mendukung Windows, Mac, Linux)",
"discord": "Integrasi Discord",
"enableRPC": "Aktifkan Discord Rich Presence",
"discordDescription": "Tampilkan aktivitas launchermu di Discord",
"game": "Opsi Game",
"playerName": "Nama Pemain",
"playerNamePlaceholder": "Masukkan nama pemainmu",
"playerNameHint": "Nama ini akan digunakan di dalam game (1-16 karakter)",
"openGameLocation": "Buka Lokasi Game",
"openGameLocationDesc": "Buka folder instalasi game",
"account": "Manajemen UUID Pemain",
"currentUUID": "UUID Saat Ini",
"uuidPlaceholder": "Memuat UUID...",
"copyUUID": "Salin UUID",
"regenerateUUID": "Regenerasi UUID",
"uuidHint": "Pengidentifikasi pemain unikmu untuk nama pengguna ini",
"manageUUIDs": "Kelola Semua UUID",
"manageUUIDsDesc": "Lihat dan kelola semua UUID pemain",
"language": "Bahasa",
"selectLanguage": "Pilih Bahasa",
"repairGame": "Perbaiki Game",
"reinstallGame": "Instal ulang file game (tetap menyimpan data)",
"gpuPreference": "Preferensi GPU",
"gpuHint": "Fitur khusus laptop; setel ke Terintegrasi jika di PC",
"gpuAuto": "Otomatis",
"gpuIntegrated": "Terintegrasi",
"gpuDedicated": "Terdedikasi",
"logs": "LOG SISTEM",
"logsCopy": "Salin",
"logsRefresh": "Segarkan",
"logsFolder": "Buka Folder",
"logsLoading": "Memuat log...",
"closeLauncher": "Perilaku Launcher",
"closeOnStart": "Tutup launcher saat game dimulai",
"closeOnStartDescription": "Tutup launcher secara otomatis setelah Hytale diluncurkan",
"hwAccel": "Akselerasi Perangkat Keras",
"hwAccelDescription": "Aktifkan akselerasi perangkat keras untuk launcher`",
"gameBranch": "Cabang Game",
"branchRelease": "Rilis",
"branchPreRelease": "Pra-Rilis",
"branchHint": "Beralih antara rilis stabil dan versi pra-rilis eksperimental",
"branchWarning": "Mengubah cabang akan mengunduh dan menginstal versi game yang berbeda",
"branchSwitching": "Beralih ke {branch}...",
"branchSwitched": "Berhasil beralih ke {branch}!",
"installRequired": "Instalasi Diperlukan",
"branchInstallConfirm": "Game akan diinstal untuk cabang {branch}. Lanjutkan?"
},
"uuid": {
"modalTitle": "Manajemen UUID",
"currentUserUUID": "UUID Pengguna Saat Ini",
"allPlayerUUIDs": "Semua UUID Pemain",
"generateNew": "Hasilkan UUID Baru",
"loadingUUIDs": "Memuat UUID...",
"setCustomUUID": "Setel UUID Kustom",
"customPlaceholder": "Masukkan UUID kustom (format: xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx)",
"setUUID": "Setel UUID",
"warning": "Peringatan: Menyetel UUID secara kustom akan mengubah identitas pemainmu saat ini",
"copyTooltip": "Salin UUID",
"regenerateTooltip": "Hasilkan UUID Baru"
},
"profiles": {
"modalTitle": "Kelola Profil",
"newProfilePlaceholder": "Nama Profil Baru",
"createProfile": "Buat Profil"
},
"discord": {
"notificationText": "Gabung komunitas Discord kami!",
"joinButton": "Gabung Discord"
},
"common": {
"confirm": "Konfirmasi",
"cancel": "Batal",
"save": "Simpan",
"close": "Tutup",
"delete": "Hapus",
"edit": "Edit",
"loading": "Memuat...",
"apply": "Terapkan",
"install": "Instal"
},
"notifications": {
"gameDataNotFound": "Kesalahan: Data game tidak ditemukan",
"gameUpdatedSuccess": "Game berhasil diperbarui! 🎉",
"updateFailed": "Pembaruan gagal: {error}",
"updateError": "Kesalahan pembaruan: {error}",
"discordEnabled": "Discord Rich Presence diaktifkan",
"discordDisabled": "Discord Rich Presence dinonaktifkan",
"discordSaveFailed": "Gagal menyimpan pengaturan Discord",
"playerNameRequired": "Silakan masukkan nama pemain yang valid",
"playerNameSaved": "Nama pemain berhasil disimpan",
"playerNameSaveFailed": "Gagal menyimpan nama pemain",
"uuidCopied": "UUID disalin ke papan klip!",
"uuidCopyFailed": "Gagal menyalin UUID",
"uuidRegenNotAvailable": "Regenerasi UUID tidak tersedia",
"uuidRegenFailed": "Gagal meregenerasi UUID",
"uuidGenerated": "UUID baru berhasil dihasilkan!",
"uuidGeneratedShort": "UUID baru dihasilkan!",
"uuidGenerateFailed": "Gagal menghasilkan UUID baru",
"uuidRequired": "Silakan masukkan UUID",
"uuidInvalidFormat": "Format UUID tidak valid",
"uuidSetFailed": "Gagal menyetel UUID kustom",
"uuidSetSuccess": "UUID kustom berhasil disetel!",
"uuidDeleteFailed": "Gagal menghapus UUID",
"uuidDeleteSuccess": "UUID berhasil dihapus!",
"modsDownloading": "Mengunduh {name}...",
"modsTogglingMod": "Beralih mod...",
"modsDeletingMod": "Menghapus mod...",
"modsLoadingMods": "Memuat mod dari CurseForge...",
"modsInstalledSuccess": "{name} berhasil diinstal! 🎉",
"modsDeletedSuccess": "{name} berhasil dihapus",
"modsDownloadFailed": "Gagal mengunduh mod: {error}",
"modsToggleFailed": "Gagal beralih mod: {error}",
"modsDeleteFailed": "Gagal menghapus mod: {error}",
"modsModNotFound": "Informasi mod tidak ditemukan",
"hwAccelSaved": "Pengaturan akselerasi perangkat keras disimpan",
"hwAccelSaveFailed": "Gagal menyimpan pengaturan akselerasi perangkat keras",
"noUsername": "Nama pengguna belum dikonfigurasi. Silakan simpan nama pengguna terlebih dahulu.",
"switchUsernameSuccess": "Berhasil beralih ke \"{username}\"!",
"switchUsernameFailed": "Gagal beralih nama pengguna",
"playerNameTooLong": "Nama pemain harus 16 karakter atau kurang"
},
"confirm": {
"defaultTitle": "Konfirmasi tindakan",
"regenerateUuidTitle": "Hasilkan UUID baru",
"regenerateUuidMessage": "Apakah kamu yakin ingin menghasilkan UUID baru? Ini akan mengubah identitas pemainmu.",
"regenerateUuidButton": "Hasilkan",
"setCustomUuidTitle": "Setel UUID kustom",
"setCustomUuidMessage": "Apakah kamu yakin ingin menyetel UUID kustom ini? Ini akan mengubah identitas pemainmu.",
"setCustomUuidButton": "Setel UUID",
"deleteUuidTitle": "Hapus UUID",
"deleteUuidMessage": "Apakah kamu yakin ingin menghapus UUID untuk \"{username}\"? Tindakan ini tidak dapat dibatalkan.",
"deleteUuidButton": "Hapus",
"uninstallGameTitle": "Hapus instalasi game",
"uninstallGameMessage": "Apakah kamu yakin ingin menghapus instalasi Hytale? Semua file game akan dihapus.",
"uninstallGameButton": "Hapus Instalasi",
"switchUsernameTitle": "Ganti Identitas",
"switchUsernameMessage": "Beralih ke nama pengguna \"{username}\"? Ini akan mengubah identitas pemain saat ini.",
"switchUsernameButton": "Ganti"
},
"progress": {
"initializing": "Menginisialisasi...",
"downloading": "Mengunduh...",
"installing": "Menginstal...",
"extracting": "Mengekstrak...",
"verifying": "Memverifikasi...",
"switchingProfile": "Beralih profil...",
"profileSwitched": "Profil dialihkan!",
"startingGame": "Memulai game...",
"launching": "MELUNCURKAN...",
"uninstallingGame": "Menghapus instalasi game...",
"gameUninstalled": "Instalasi game berhasil dihapus!",
"uninstallFailed": "Penghapusan instalasi gagal: {error}",
"startingUpdate": "Memulai pembaruan game wajib...",
"installationComplete": "Instalasi berhasil diselesaikan!",
"installationFailed": "Instalasi gagal: {error}",
"installingGameFiles": "Menginstal file game...",
"installComplete": "Instalasi selesai!"
}
}

View File

@@ -4,20 +4,19 @@
"mods": "Mody", "mods": "Mody",
"news": "Wiadomości", "news": "Wiadomości",
"chat": "Chat z graczami", "chat": "Chat z graczami",
"settings": "Ustawienia" "settings": "Ustawienia",
"skins": "Skiny"
}, },
"header": { "header": {
"playersLabel": "Graczy:", "playersLabel": "Graczy:",
"manageProfiles": "Zarządzaj Profilami", "manageProfiles": "Zarządzaj Profilami",
"defaultProfile": "Domyślny" "defaultProfile": "Domyślny",
"f2p": "FREE TO PLAY"
}, },
"install": { "install": {
"title": "DARMOWY LAUNCHER", "title": "FREE TO PLAY LAUNCHER",
"playerName": "Nazwa Gracza", "playerName": "Nazwa Gracza",
"playerNamePlaceholder": "Wprowadź Nazwę", "playerNamePlaceholder": "Wprowadź Nazwę",
"gameBranch": "Wersja Gry",
"releaseVersion": "Wydanie (Stabilna)",
"preReleaseVersion": "Przed-Wydaniem (Eksperymentalna)",
"customInstallation": "Dostosuj Instalacje", "customInstallation": "Dostosuj Instalacje",
"installationFolder": "Folder docelowy", "installationFolder": "Folder docelowy",
"pathPlaceholder": "Domyślna lokalizacja", "pathPlaceholder": "Domyślna lokalizacja",
@@ -57,9 +56,7 @@
"noDescription": "Brak opisu", "noDescription": "Brak opisu",
"confirmDelete": "Czy na pewno chcesz usunąć \"{name}\"?", "confirmDelete": "Czy na pewno chcesz usunąć \"{name}\"?",
"confirmDeleteDesc": "Tej czynności nie można cofnąć.", "confirmDeleteDesc": "Tej czynności nie można cofnąć.",
"confirmDeletion": "Potwierdź", "confirmDeletion": "Potwierdź"
"apiKeyRequired": "Wymagany Klucz API",
"apiKeyRequiredDesc": "Klucz API CurseForge jest potrzebny do przeglądania modów"
}, },
"news": { "news": {
"title": "WSZYSTKIE WIADOMOŚCI", "title": "WSZYSTKIE WIADOMOŚCI",
@@ -119,29 +116,15 @@
"repairGame": "Napraw Grę", "repairGame": "Napraw Grę",
"reinstallGame": "Zainstaluj ponownie pliki gry (zachowuje dane)", "reinstallGame": "Zainstaluj ponownie pliki gry (zachowuje dane)",
"gpuPreference": "Preferencje GPU", "gpuPreference": "Preferencje GPU",
"gpuHint": "Funkcja dostępna tylko na laptopie; ustaw na Zintegrowaną, jeśli na komputerze PC", "gpuHint": "Wybierz preferowany procesor graficzny (Linux: wpływa na DRI_PRIME)",
"gpuAuto": "Auto", "gpuAuto": "Auto",
"gpuIntegrated": "Zintegrowana", "gpuIntegrated": "Zintegrowana",
"gpuDedicated": "Dedykowana", "gpuDedicated": "Dedykowana",
"logs": "DZIENNIKI SYSTEMOWE", "logs": "SYSTEM LOGS",
"logsCopy": "Kopiuj", "logsCopy": "Kopiuj",
"logsRefresh": "Odśwież", "logsRefresh": "Odśwież",
"logsFolder": "Otwórz Folder", "logsFolder": "Otwórz Folder",
"logsLoading": "Ładowanie logów...", "logsLoading": "Ładowanie logów..."
"closeLauncher": "Zachowanie Launchera",
"closeOnStart": "Zamknij Launcher przy starcie gry",
"closeOnStartDescription": "Automatycznie zamknij launcher po uruchomieniu Hytale",
"hwAccel": "Przyspieszenie Sprzętowe",
"hwAccelDescription": "Włącz przyspieszenie sprzętowe dla launchera",
"gameBranch": "Gałąź Gry",
"branchRelease": "Wydanie",
"branchPreRelease": "Przed-Wydaniem",
"branchHint": "Przełączaj między stabilnym wydaniem a eksperymentalną wersją przed-wydaniem",
"branchWarning": "Zmiana gałęzi spowoduje pobranie i instalację innej wersji gry",
"branchSwitching": "Przełączanie na {branch}...",
"branchSwitched": "Pomyślnie przełączono na {branch}!",
"installRequired": "Wymagana Instalacja",
"branchInstallConfirm": "Gra zostanie zainstalowana dla gałęzi {branch}. Kontynuować?"
}, },
"uuid": { "uuid": {
"modalTitle": "Zarządzanie UUID", "modalTitle": "Zarządzanie UUID",
@@ -165,6 +148,10 @@
"notificationText": "Dołącz do naszej społeczności Discord!", "notificationText": "Dołącz do naszej społeczności Discord!",
"joinButton": "Dołącz Discord" "joinButton": "Dołącz Discord"
}, },
"skins": {
"title": "Skiny",
"comingSoon": "Personalizacja skórek już wkrótce..."
},
"common": { "common": {
"confirm": "Potwierdź", "confirm": "Potwierdź",
"cancel": "Anuluj", "cancel": "Anuluj",
@@ -173,8 +160,7 @@
"delete": "Usuń", "delete": "Usuń",
"edit": "Edytuj", "edit": "Edytuj",
"loading": "Ładowanie...", "loading": "Ładowanie...",
"apply": "Zastosuj", "apply": "Zastosuj"
"install": "Zainstaluj"
}, },
"notifications": { "notifications": {
"gameDataNotFound": "Błąd: Nie znaleziono danych gry", "gameDataNotFound": "Błąd: Nie znaleziono danych gry",
@@ -209,13 +195,7 @@
"modsDownloadFailed": "Nie udało się pobrać moda: {error}", "modsDownloadFailed": "Nie udało się pobrać moda: {error}",
"modsToggleFailed": "Nie udało się przełączyć moda: {error}", "modsToggleFailed": "Nie udało się przełączyć moda: {error}",
"modsDeleteFailed": "Nie udało się usunąć moda: {error}", "modsDeleteFailed": "Nie udało się usunąć moda: {error}",
"modsModNotFound": "Nie znaleziono informacji o modzie", "modsModNotFound": "Nie znaleziono informacji o modzie"
"hwAccelSaved": "Zapisano ustawienie przyspieszenia sprzętowego",
"hwAccelSaveFailed": "Nie udało się zapisać ustawienia przyspieszenia sprzętowego",
"noUsername": "Nie skonfigurowano nazwy użytkownika. Najpierw zapisz swoją nazwę użytkownika.",
"switchUsernameSuccess": "Pomyślnie przełączono na \"{username}\"!",
"switchUsernameFailed": "Nie udało się przełączyć nazwy użytkownika",
"playerNameTooLong": "Nazwa gracza musi mieć 16 znaków lub mniej"
}, },
"confirm": { "confirm": {
"defaultTitle": "Potwierdź działanie", "defaultTitle": "Potwierdź działanie",
@@ -230,10 +210,7 @@
"deleteUuidButton": "Usuń", "deleteUuidButton": "Usuń",
"uninstallGameTitle": "Odinstaluj grę", "uninstallGameTitle": "Odinstaluj grę",
"uninstallGameMessage": "Czy na pewno chcesz odinstalować Hytale? Wszystkie pliki gry zostaną usunięte.", "uninstallGameMessage": "Czy na pewno chcesz odinstalować Hytale? Wszystkie pliki gry zostaną usunięte.",
"uninstallGameButton": "Odinstaluj", "uninstallGameButton": "Odinstaluj"
"switchUsernameTitle": "Zmień tożsamość",
"switchUsernameMessage": "Przełączyć na nazwę użytkownika \"{username}\"? To zmieni Twoją aktualną tożsamość gracza.",
"switchUsernameButton": "Przełącz"
}, },
"progress": { "progress": {
"initializing": "Inicjalizacja...", "initializing": "Inicjalizacja...",

View File

@@ -14,11 +14,9 @@
"install": { "install": {
"title": "LANÇADOR JOGO GRATUITO", "title": "LANÇADOR JOGO GRATUITO",
"playerName": "Nome do Jogador", "playerName": "Nome do Jogador",
"playerNamePlaceholder": "Digite seu nome", "playerNamePlaceholder": "Digite seu nome", "gameBranch": "Versão do Jogo",
"gameBranch": "Versão do Jogo",
"releaseVersion": "Lançamento (Estável)", "releaseVersion": "Lançamento (Estável)",
"preReleaseVersion": "Pré-Lançamento (Experimental)", "preReleaseVersion": "Pré-Lançamento (Experimental)", "customInstallation": "Instalação Personalizada",
"customInstallation": "Instalação Personalizada",
"installationFolder": "Pasta de Instalação", "installationFolder": "Pasta de Instalação",
"pathPlaceholder": "Local padrão", "pathPlaceholder": "Local padrão",
"browse": "Procurar", "browse": "Procurar",
@@ -119,7 +117,7 @@
"repairGame": "Reparar jogo", "repairGame": "Reparar jogo",
"reinstallGame": "Reinstalar arquivos do jogo (mantém os dados)", "reinstallGame": "Reinstalar arquivos do jogo (mantém os dados)",
"gpuPreference": "Preferência de GPU", "gpuPreference": "Preferência de GPU",
"gpuHint": "Recurso exclusivo para laptops; defina como Integrado se estiver em um PC.", "gpuHint": "Selecione sua GPU preferida (Linux: afeta o DRI_PRIME)",
"gpuAuto": "Automático", "gpuAuto": "Automático",
"gpuIntegrated": "Integrada", "gpuIntegrated": "Integrada",
"gpuDedicated": "Dedicada", "gpuDedicated": "Dedicada",
@@ -131,8 +129,6 @@
"closeLauncher": "Comportamento do Lançador", "closeLauncher": "Comportamento do Lançador",
"closeOnStart": "Fechar Lançador ao iniciar o jogo", "closeOnStart": "Fechar Lançador ao iniciar o jogo",
"closeOnStartDescription": "Fechar automaticamente o lançador após o Hytale ter sido iniciado", "closeOnStartDescription": "Fechar automaticamente o lançador após o Hytale ter sido iniciado",
"hwAccel": "Aceleração de Hardware",
"hwAccelDescription": "Ativar aceleração de hardware para o lançador",
"gameBranch": "Versão do Jogo", "gameBranch": "Versão do Jogo",
"branchRelease": "Lançamento", "branchRelease": "Lançamento",
"branchPreRelease": "Pré-Lançamento", "branchPreRelease": "Pré-Lançamento",
@@ -165,6 +161,7 @@
"notificationText": "Junte-se à nossa comunidade do Discord!", "notificationText": "Junte-se à nossa comunidade do Discord!",
"joinButton": "Entrar no Discord" "joinButton": "Entrar no Discord"
}, },
"common": { "common": {
"confirm": "Confirmar", "confirm": "Confirmar",
"cancel": "Cancelar", "cancel": "Cancelar",
@@ -209,13 +206,7 @@
"modsDownloadFailed": "Falha ao baixar mod: {error}", "modsDownloadFailed": "Falha ao baixar mod: {error}",
"modsToggleFailed": "Falha ao alternar mod: {error}", "modsToggleFailed": "Falha ao alternar mod: {error}",
"modsDeleteFailed": "Falha ao excluir mod: {error}", "modsDeleteFailed": "Falha ao excluir mod: {error}",
"modsModNotFound": "Informações do mod não encontradas", "modsModNotFound": "Informações do mod não encontradas"
"hwAccelSaved": "Configuração de aceleração de hardware salva",
"hwAccelSaveFailed": "Falha ao salvar configuração de aceleração de hardware",
"noUsername": "Nenhum nome de usuário configurado. Por favor, salve seu nome de usuário primeiro.",
"switchUsernameSuccess": "Alterado para \"{username}\" com sucesso!",
"switchUsernameFailed": "Falha ao trocar nome de usuário",
"playerNameTooLong": "O nome do jogador deve ter 16 caracteres ou menos"
}, },
"confirm": { "confirm": {
"defaultTitle": "Confirmar ação", "defaultTitle": "Confirmar ação",
@@ -230,10 +221,7 @@
"deleteUuidButton": "Excluir", "deleteUuidButton": "Excluir",
"uninstallGameTitle": "Desinstalar jogo", "uninstallGameTitle": "Desinstalar jogo",
"uninstallGameMessage": "Tem certeza de que deseja desinstalar Hytale? Todos os arquivos do jogo serão excluídos.", "uninstallGameMessage": "Tem certeza de que deseja desinstalar Hytale? Todos os arquivos do jogo serão excluídos.",
"uninstallGameButton": "Desinstalar", "uninstallGameButton": "Desinstalar"
"switchUsernameTitle": "Trocar Identidade",
"switchUsernameMessage": "Trocar para o nome de usuário \"{username}\"? Isso mudará sua identidade de jogador atual.",
"switchUsernameButton": "Trocar"
}, },
"progress": { "progress": {
"initializing": "Inicializando...", "initializing": "Inicializando...",

View File

@@ -1,257 +0,0 @@
{
"nav": {
"play": "Играть",
"mods": "Моды",
"news": "Новости",
"chat": "Чат игроков",
"settings": "Настройки"
},
"header": {
"playersLabel": "Игроки:",
"manageProfiles": "Управлять профилями:",
"defaultProfile": "По умолчанию"
},
"install": {
"title": "FREE TO PLAY LAUNCHER",
"playerName": "Ник игрока",
"playerNamePlaceholder": "Введите ваш ник",
"gameBranch": "Версия игры",
"releaseVersion": "Релиз (Стабильная)",
"preReleaseVersion": "Пре-Релиз (Экспериментально)",
"customInstallation": "Модифицированная установка",
"installationFolder": "Папка установки",
"pathPlaceholder": "Путь по умолчанию",
"browse": "Обзор",
"installButton": "УСТАНОВИТЬ HYTALE",
"installing": "УСТАНОВКА..."
},
"play": {
"ready": "ГОТОВ К ИГРЕ",
"subtitle": "Запусти Hytale и приготовься к приключению!",
"playButton": "ЗАПУСТИТЬ HYTALE",
"latestNews": "ПОСЛЕДНИЕ НОВОСТИ",
"viewAll": "ПОСМОТРЕТЬ ВСЁ",
"checking": "ПРОВЕРКА...",
"play": "ЗАПУСТИТЬ"
},
"mods": {
"searchPlaceholder": "Искать моды...",
"myMods": "Мои моды",
"previous": "Предыдущая",
"next": "Вперёд",
"page": "Страница",
"of": "",
"modalTitle": "МОИ МОДЫ",
"noModsFound": "Моды не найдены",
"noModsFoundDesc": "Попробуйте изменить свой запрос",
"noModsInstalled": "Нет установленных модов",
"noModsInstalledDesc": "Добавьте моды с CurseForge или импортируйте свои!",
"view": "Посмотреть",
"install": "Установить",
"installed": "УСТАНОВЛЕННЫЕ",
"enable": "ВКЛЮЧИТЬ",
"disable": "ВЫКЛЮЧИТЬ",
"active": "ВКЛЮЧЁН",
"disabled": "ВЫКЛЮЧЕН",
"delete": "Удалить мод",
"noDescription": "Нет доступного описания",
"confirmDelete": "Вы точно уверены, что хотите удалить \"{name}\"?",
"confirmDeleteDesc": "Это действие не отменить.",
"confirmDeletion": "Подтвердите удаление",
"apiKeyRequired": "Требуется ключ API",
"apiKeyRequiredDesc": "Ключ CurseForge API требуется для просмотра модов"
},
"news": {
"title": "ВСЕ НОВОСТИ",
"readMore": "Читать дальше"
},
"chat": {
"title": "ЧАТ ИГРОКОВ",
"pickColor": "Цвет",
"inputPlaceholder": "Введите своё сообщение...",
"send": "Отправить",
"online": "онлайн",
"charCounter": "{current}/{max}",
"secureChat": "Безопасный чат - все ссылки зацензурены",
"joinChat": "Присоединиться к чату",
"chooseUsername": "Выберите имя пользователя для входа в чат игроков",
"username": "Ник",
"usernamePlaceholder": "Введите ваш ник...",
"usernameHint": "3-20 символов, букв, цифр, только - и _",
"joinButton": "Присоединиться к чату",
"colorModal": {
"title": "Выберите цвет ника",
"chooseSolid": "Выберите цвет:",
"customColor": "Модифицированный цвет:",
"preview": "Предварительный просмотр:",
"previewUsername": "Ник",
"apply": "Применить цвет"
}
},
"settings": {
"title": "НАСТРОЙКИ",
"java": "Java Runtime",
"useCustomJava": "Укажите свой путь Java",
"javaDescription": "Переопределить встроенный Java Runtime с вашей установкой",
"javaPath": "Путь исполняемого файла Java",
"javaPathPlaceholder": "Выберите путь Java...",
"javaBrowse": "Обзор",
"javaHint": "Выберите папку установки Java (поддерживается Windows, Mac, Linux)",
"discord": "Интеграция Discord",
"enableRPC": "Включить Discord Rich Presence",
"discordDescription": "Показывать вашу активность лаунчера в Discord",
"game": "Настройки игры",
"playerName": "Ник игрока",
"playerNamePlaceholder": "Введите ваш ник",
"playerNameHint": "Этот ник будет использован в игре (1-16 символов)",
"openGameLocation": "Открыть местоположение игры",
"openGameLocationDesc": "Открыть папку установки игры",
"account": "Управление UUID игрока",
"currentUUID": "Текущий UUID",
"uuidPlaceholder": "Загрузка UUID...",
"copyUUID": "Копировать UUID",
"regenerateUUID": "Перегенерировать UUID",
"uuidHint": "Уникальный идентификатор игрока для этого ника",
"manageUUIDs": "Управление всеми UUID",
"manageUUIDsDesc": "Смотреть и управлять всеми UUID игрока",
"language": "Язык",
"selectLanguage": "Выберите язык",
"repairGame": "Починить игру",
"reinstallGame": "Переустановить файлы игры (сохраняет данные)",
"gpuPreference": "Предпочтение GPU",
"gpuHint": "Функция доступна только на ноутбуках; при использовании на ПК выберите встроенную видеокарту.",
"gpuAuto": "Автоматический выбор",
"gpuIntegrated": "Интегрированная видеокарта",
"gpuDedicated": "Дискретная видеокарта",
"logs": "ЛОГИ",
"logsCopy": "Копировать",
"logsRefresh": "Обновить",
"logsFolder": "Открыть папку",
"logsLoading": "Загрузка логов...",
"closeLauncher": "Поведение лаунчера",
"closeOnStart": "Закрыть лаунчер при старте игры",
"closeOnStartDescription": "Автоматически закрыть лаунчер после запуска Hytale",
"hwAccel": "Аппаратное ускорение",
"hwAccelDescription": "Включить аппаратное ускорение для лаунчера",
"gameBranch": "Ветка игры",
"branchRelease": "Релиз",
"branchPreRelease": "Пре-Релиз",
"branchHint": "Переключает между релизом и пре-релизом игры",
"branchWarning": "Изменение ветки скачает и установит другую версию игры",
"branchSwitching": "Переключение на {branch}...",
"branchSwitched": "Переключение на {branch} выполнено успешно!",
"installRequired": "Необходима установка",
"branchInstallConfirm": "Игра будет установлена для ветки {branch}. Продолжить?"
},
"uuid": {
"modalTitle": "Управление UUID",
"currentUserUUID": "UUID текущего пользователя",
"allPlayerUUIDs": "UUID всех игроков",
"generateNew": "Сгенерировать новый UUID",
"loadingUUIDs": "Загрузка UUID...",
"setCustomUUID": "Установить кастомный UUID",
"customPlaceholder": "Ввести кастомный UUID (форматы: xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx)",
"setUUID": "Установить UUID",
"warning": "Внимание! Установка кастомного UUID изменит вашу текущую личность игрока!",
"copyTooltip": "Скопировать UUID",
"regenerateTooltip": "Сгенерировать новый UUID"
},
"profiles": {
"modalTitle": "Управление профилями",
"newProfilePlaceholder": "Новое имя профиля",
"createProfile": "Создать профиль"
},
"discord": {
"notificationText": "Присоединитесь к нашему сообществу в Discord!",
"joinButton": "Присоединиться к Discord"
},
"common": {
"confirm": "Подтвердить",
"cancel": "Отменить",
"save": "Сохранить",
"close": "Закрыть",
"delete": "Удалить",
"edit": "Редактировать",
"loading": "Загружается...",
"apply": "Применить",
"install": "Установить"
},
"notifications": {
"gameDataNotFound": "Ошибка: данные игры не найдены",
"gameUpdatedSuccess": "Игра успешно обновлена! Ура! 🎉",
"updateFailed": "Обновление прервалось с ошибкой: {error}",
"updateError": "Ошибка обновления: {error}",
"discordEnabled": "Discord Rich Presence включен",
"discordDisabled": "Discord Rich Presence выключен",
"discordSaveFailed": "Не удалось сохранить настройку Discord",
"playerNameRequired": "Пожалуйста, введите действительное имя игрока",
"playerNameSaved": "Имя игрока успешно сохранено!",
"playerNameSaveFailed": "Не удалось сохранить имя игрока",
"uuidCopied": "UUID скопирован в буфер обмена!",
"uuidCopyFailed": "Не удалось скопировать UUID",
"uuidRegenNotAvailable": "UUID перегенерация к сожалению не доступна",
"uuidRegenFailed": "Не удалось перегенерировать UUID",
"uuidGenerated": "Новый UUID сгенерирован успешно!",
"uuidGeneratedShort": "Новый UUID сгенерирован!",
"uuidGenerateFailed": "Не получилось сгенерировать новый UUID",
"uuidRequired": "Пожалуйста введите UUID",
"uuidInvalidFormat": "Неправильный формат UUID",
"uuidSetFailed": "Не удалось поставить кастомный UUID",
"uuidSetSuccess": "Кастомный UUID успешно установлен!",
"uuidDeleteFailed": "Не удалось удалить UUID",
"uuidDeleteSuccess": "Удаление UUID успешно завершено!",
"modsDownloading": "Скачивание {name}...",
"modsTogglingMod": "Включение мода...",
"modsDeletingMod": "Удаление мода...",
"modsLoadingMods": "Загрузка модов с CurseForge...",
"modsInstalledSuccess": "{name} успешно установлен! 🎉",
"modsDeletedSuccess": "{name} удалён успешно!",
"modsDownloadFailed": "Не получилось скачать мод: {error}",
"modsToggleFailed": "Не получилось включить мод: {error}",
"modsDeleteFailed": "Не получилось удалить мод: {error}",
"modsModNotFound": "Информация по моду не найдена",
"hwAccelSaved": "Настройка аппаратного ускорения сохранена!",
"hwAccelSaveFailed": "Не удалось сохранить настройку аппаратного ускорения",
"noUsername": "Имя пользователя не настроено. Пожалуйста, сначала сохраните имя пользователя.",
"switchUsernameSuccess": "Успешно переключено на \"{username}\"!",
"switchUsernameFailed": "Не удалось переключить имя пользователя",
"playerNameTooLong": "Имя игрока должно быть не более 16 символов"
},
"confirm": {
"defaultTitle": "Подтвердить действие",
"regenerateUuidTitle": "Сгенерировать новый UUID",
"regenerateUuidMessage": "Вы уверены, что хотите сгенерировать новый UUID? Генерация нового UUID изменит вашу текущую личность игрока!",
"regenerateUuidButton": "Сгенерировать",
"setCustomUuidTitle": "Установить кастомный UUID",
"setCustomUuidMessage": "Вы уверены, что хотите установить кастомный UUID? Установка кастомного UUID изменит вашу текущую личность игрока!",
"setCustomUuidButton": "Установить UUID",
"deleteUuidTitle": "Удалить UUID",
"deleteUuidMessage": "Вы уверены, что хотите удалить UUID для \"{username}\"? Это действие необратимо!",
"deleteUuidButton": "Удалить",
"uninstallGameTitle": "Удалить игру",
"uninstallGameMessage": "Вы уверены, что хотите удалить Hytale? Все данные игры будут безвозвратно удалены!",
"uninstallGameButton": "Удалить",
"switchUsernameTitle": "Сменить личность",
"switchUsernameMessage": "Переключиться на имя пользователя \"{username}\"? Это изменит вашу текущую личность игрока.",
"switchUsernameButton": "Переключить"
},
"progress": {
"initializing": "Инициализация...",
"downloading": "Скачивание...",
"installing": "Установка...",
"extracting": "Извлечение...",
"verifying": "Проверка...",
"switchingProfile": "Смена профиля...",
"profileSwitched": "Профиль сменён!",
"startingGame": "Запуск игры...",
"launching": "ЗАПУСК...",
"uninstallingGame": "Удаление игры...",
"gameUninstalled": "Игра успешно удалена!",
"uninstallFailed": "Удаление игры прервано с ошибкой: {error}",
"startingUpdate": "Начало обязательного обновления игры...",
"installationComplete": "Установка успешно завершена!",
"installationFailed": "Установка прервана с ошибкой: {error}",
"installingGameFiles": "Установка файлов игры...",
"installComplete": "Установка завершена!"
}
}

View File

@@ -119,7 +119,7 @@
"repairGame": "Reparera spel", "repairGame": "Reparera spel",
"reinstallGame": "Ominstallera spelfiler (bevarar data)", "reinstallGame": "Ominstallera spelfiler (bevarar data)",
"gpuPreference": "GPU-preferens", "gpuPreference": "GPU-preferens",
"gpuHint": "Endast för bärbar dator; inställd på Integrerad om den är på datorn", "gpuHint": "Välj din föredragna GPU (Linux: påverkar DRI_PRIME)",
"gpuAuto": "Auto", "gpuAuto": "Auto",
"gpuIntegrated": "Integrerad", "gpuIntegrated": "Integrerad",
"gpuDedicated": "Dedikerad", "gpuDedicated": "Dedikerad",
@@ -212,10 +212,39 @@
"modsModNotFound": "Moddinformation hittades inte", "modsModNotFound": "Moddinformation hittades inte",
"hwAccelSaved": "Hårdvaruaccelerationsinställning sparad", "hwAccelSaved": "Hårdvaruaccelerationsinställning sparad",
"hwAccelSaveFailed": "Misslyckades med att spara hårdvaruaccelerationsinställning", "hwAccelSaveFailed": "Misslyckades med att spara hårdvaruaccelerationsinställning",
"noUsername": "Inget användarnamn konfigurerat. Vänligen spara ditt användarnamn först.", "javaPathCopied": "Java-sökväg kopierad till urklipp!",
"switchUsernameSuccess": "Bytte till \"{username}\" framgångsrikt!", "javaPathCopyFailed": "Misslyckades med att kopiera Java-sökväg",
"switchUsernameFailed": "Misslyckades med att byta användarnamn", "javaPathSaved": "Java-sökväg sparad framgångsrikt!",
"playerNameTooLong": "Spelarnamnet måste vara 16 tecken eller mindre" "javaPathSaveFailed": "Misslyckades med att spara Java-sökväg",
"javaPathInvalid": "Ogiltig Java-sökväg",
"javaPathReset": "Java-sökväg återställd till standardvärden",
"gameLocationError": "Kunde inte öppna spelplats",
"launcherRestartRequired": "Launcher-omstart krävs för att tillämpa ändringar",
"gameRepairConfirm": "Är du säker på att du vill reparera spelet? Detta kommer att ominstallera alla spelfiler.",
"gameRepairInProgress": "Reparerar spel...",
"gameRepairSuccess": "Spel reparerat framgångsrikt!",
"gameRepairFailed": "Spelreparation misslyckades: {error}",
"invalidUsername": "Ogiltigt användarnamn",
"usernameInUse": "Användarnamn upptaget",
"chatJoinSuccess": "Du har gått med i chatten!",
"chatJoinFailed": "Misslyckades med att gå med i chatten",
"messageTooLong": "Meddelande för långt",
"messageSent": "Meddelande skickat",
"messageSendFailed": "Misslyckades med att skicka meddelande",
"colorUpdated": "Färg uppdaterad!",
"colorUpdateFailed": "Misslyckades med att uppdatera färg",
"profileCreated": "Profil skapad framgångsrikt!",
"profileCreateFailed": "Misslyckades med att skapa profil",
"profileDeleted": "Profil borttagen",
"profileDeleteFailed": "Misslyckades med att ta bort profil",
"profileSwitched": "Bytte profil till: {name}",
"profileSwitchFailed": "Profilbyte misslyckades",
"invalidProfileName": "Ogiltigt profilnamn",
"profileNameExists": "En profil med detta namn finns redan",
"noInternet": "Ingen internetanslutning",
"checkInternetConnection": "Kontrollera din internetanslutning",
"serverError": "Serverfel. Försök igen senare.",
"unknownError": "Ett okänt fel inträffade"
}, },
"confirm": { "confirm": {
"defaultTitle": "Bekräfta åtgärd", "defaultTitle": "Bekräfta åtgärd",
@@ -230,10 +259,7 @@
"deleteUuidButton": "Ta bort", "deleteUuidButton": "Ta bort",
"uninstallGameTitle": "Avinstallera spel", "uninstallGameTitle": "Avinstallera spel",
"uninstallGameMessage": "Är du säker på att du vill avinstallera Hytale? Alla spelfiler kommer att tas bort.", "uninstallGameMessage": "Är du säker på att du vill avinstallera Hytale? Alla spelfiler kommer att tas bort.",
"uninstallGameButton": "Avinstallera", "uninstallGameButton": "Avinstallera"
"switchUsernameTitle": "Byt identitet",
"switchUsernameMessage": "Byta till användarnamn \"{username}\"? Detta kommer att ändra din nuvarande spelaridentitet.",
"switchUsernameButton": "Byt"
}, },
"progress": { "progress": {
"initializing": "Initierar...", "initializing": "Initierar...",

View File

@@ -22,13 +22,13 @@
"installationFolder": "Kurulum Klasörü", "installationFolder": "Kurulum Klasörü",
"pathPlaceholder": "Varsayılan konum", "pathPlaceholder": "Varsayılan konum",
"browse": "Gözat", "browse": "Gözat",
"installButton": "HYTALE KUR", "installButton": "HYTALE KURU",
"installing": "KURULUYOR..." "installing": "KURULUYOR..."
}, },
"play": { "play": {
"ready": "OYNAMAYA HAZIR", "ready": "OYNAMAYA HAZIR",
"subtitle": "Hytale'ı başlat ve maceraya başla", "subtitle": "Hytale'i başlat ve maceraya başla",
"playButton": "HYTALE'I OYNA", "playButton": "HYTALE'YI OYNA",
"latestNews": "SON HABERLER", "latestNews": "SON HABERLER",
"viewAll": "HEPSINI GÖR", "viewAll": "HEPSINI GÖR",
"checking": "KONTROL EDİLİYOR...", "checking": "KONTROL EDİLİYOR...",
@@ -47,13 +47,13 @@
"noModsInstalled": "Hiçbir Mod Kurulu Değil", "noModsInstalled": "Hiçbir Mod Kurulu Değil",
"noModsInstalledDesc": "CurseForge'dan modlar ekleyin veya yerel dosyalar içe aktarın", "noModsInstalledDesc": "CurseForge'dan modlar ekleyin veya yerel dosyalar içe aktarın",
"view": "GÖR", "view": "GÖR",
"install": "KUR", "install": "KURU",
"installed": "KURULU", "installed": "KURULU",
"enable": "", "enable": "ETKİNLEŞTİR",
"disable": "KAPAT", "disable": "DEĞİ",
"active": "AKTİF", "active": "AKTİF",
"disabled": "DEVREDIŞI", "disabled": "DEĞİ",
"delete": "Modu sil", "delete": "Modı sil",
"noDescription": "Açıklama yok", "noDescription": "Açıklama yok",
"confirmDelete": "\"{name}\" öğesini silmek istediğinizden emin misiniz?", "confirmDelete": "\"{name}\" öğesini silmek istediğinizden emin misiniz?",
"confirmDeleteDesc": "Bu işlem geri alınamaz.", "confirmDeleteDesc": "Bu işlem geri alınamaz.",
@@ -67,7 +67,7 @@
}, },
"chat": { "chat": {
"title": "OYUNCU SOHBETI", "title": "OYUNCU SOHBETI",
"pickColor": "Renk Seç", "pickColor": "Renk",
"inputPlaceholder": "Mesajınızı yazın...", "inputPlaceholder": "Mesajınızı yazın...",
"send": "Gönder", "send": "Gönder",
"online": "çevrimiçi", "online": "çevrimiçi",
@@ -116,10 +116,10 @@
"manageUUIDsDesc": "Tüm oyuncu UUID'lerini görüntüleyin ve yönetin", "manageUUIDsDesc": "Tüm oyuncu UUID'lerini görüntüleyin ve yönetin",
"language": "Dil", "language": "Dil",
"selectLanguage": "Dil Seçin", "selectLanguage": "Dil Seçin",
"repairGame": "Oyunu Düzelt", "repairGame": "Oyunu Onarı",
"reinstallGame": "Oyun dosyalarını yeniden kur (veri korur)", "reinstallGame": "Oyun dosyalarını yeniden kur (veri korur)",
"gpuPreference": "GPU Tercihi", "gpuPreference": "GPU Tercihi",
"gpuHint": "Sadece dizüstü bilgisayarlarda bulunan bir özellik; PC'de kullanılıyorsa Entegre olarak ayarlayın.", "gpuHint": "Tercih ettiğiniz GPU'yu seçin (Linux: DRI_PRIME'ı etkiler)",
"gpuAuto": "Otomatik", "gpuAuto": "Otomatik",
"gpuIntegrated": "Entegre", "gpuIntegrated": "Entegre",
"gpuDedicated": "Ayrılmış", "gpuDedicated": "Ayrılmış",
@@ -131,8 +131,6 @@
"closeLauncher": "Başlatıcı Davranışı", "closeLauncher": "Başlatıcı Davranışı",
"closeOnStart": "Oyun başlatıldığında Başlatıcıyı Kapat", "closeOnStart": "Oyun başlatıldığında Başlatıcıyı Kapat",
"closeOnStartDescription": "Hytale başlatıldıktan sonra başlatıcıyı otomatik olarak kapatın", "closeOnStartDescription": "Hytale başlatıldıktan sonra başlatıcıyı otomatik olarak kapatın",
"hwAccel": "Donanım Hızlandırma",
"hwAccelDescription": "Başlatıcı için donanım hızlandırmasını etkinleştir",
"gameBranch": "Oyun Dalı", "gameBranch": "Oyun Dalı",
"branchRelease": "Yayın", "branchRelease": "Yayın",
"branchPreRelease": "Ön-Yayın", "branchPreRelease": "Ön-Yayın",
@@ -209,13 +207,7 @@
"modsDownloadFailed": "Mod indirilemedi: {error}", "modsDownloadFailed": "Mod indirilemedi: {error}",
"modsToggleFailed": "Mod değiştirilemedi: {error}", "modsToggleFailed": "Mod değiştirilemedi: {error}",
"modsDeleteFailed": "Mod silinemedi: {error}", "modsDeleteFailed": "Mod silinemedi: {error}",
"modsModNotFound": "Mod bilgileri bulunamadı", "modsModNotFound": "Mod bilgileri bulunamadı"
"hwAccelSaved": "Donanım hızlandırma ayarı kaydedildi",
"hwAccelSaveFailed": "Donanım hızlandırma ayarı kaydedilemedi",
"noUsername": "Kullanıcı adı yapılandırılmadı. Lütfen önce kullanıcı adınızı kaydedin.",
"switchUsernameSuccess": "\"{username}\" adına başarıyla geçildi!",
"switchUsernameFailed": "Kullanıcı adı değiştirilemedi",
"playerNameTooLong": "Oyuncu adı 16 karakter veya daha az olmalıdır"
}, },
"confirm": { "confirm": {
"defaultTitle": "Eylemi onayla", "defaultTitle": "Eylemi onayla",
@@ -230,10 +222,7 @@
"deleteUuidButton": "Sil", "deleteUuidButton": "Sil",
"uninstallGameTitle": "Oyunu kaldır", "uninstallGameTitle": "Oyunu kaldır",
"uninstallGameMessage": "Hytale'yi kaldırmak istediğinizden emin misiniz? Tüm oyun dosyaları silinecektir.", "uninstallGameMessage": "Hytale'yi kaldırmak istediğinizden emin misiniz? Tüm oyun dosyaları silinecektir.",
"uninstallGameButton": "Kaldır", "uninstallGameButton": "Kaldır"
"switchUsernameTitle": "Kimlik Değiştir",
"switchUsernameMessage": "\"{username}\" kullanıcı adına geçilsin mi? Bu mevcut oyuncu kimliğinizi değiştirecektir.",
"switchUsernameButton": "Değiştir"
}, },
"progress": { "progress": {
"initializing": "Başlatılıyor...", "initializing": "Başlatılıyor...",
@@ -255,4 +244,3 @@
"installComplete": "Kurulum tamamlandı!" "installComplete": "Kurulum tamamlandı!"
} }
} }

View File

@@ -333,6 +333,109 @@ body {
pointer-events: auto !important; pointer-events: auto !important;
} }
.discord-notification {
position: fixed;
bottom: 20px;
right: 20px;
background: rgba(0, 0, 0, 0.9);
backdrop-filter: blur(20px);
border: 1px solid rgba(88, 101, 242, 0.3);
border-radius: 12px;
padding: 1rem;
max-width: 300px;
z-index: 10000;
pointer-events: auto;
display: flex;
align-items: center;
gap: 0.75rem;
box-shadow: 0 8px 32px rgba(0, 0, 0, 0.4);
animation: slideIn 0.5s ease-out;
}
@keyframes slideIn {
from {
transform: translateX(100%);
opacity: 0;
}
to {
transform: translateX(0);
opacity: 1;
}
}
.notification-content {
display: flex;
align-items: center;
gap: 0.75rem;
flex: 1;
}
.discord-notification .fab.fa-discord {
color: #5865f2;
font-size: 1.25rem;
}
.notification-text {
color: white;
font-size: 0.875rem;
font-weight: 500;
margin-bottom: 0.5rem;
}
.notification-action {
background: #5865f2;
border: none;
border-radius: 6px;
color: white;
padding: 0.375rem 0.75rem;
font-size: 0.75rem;
font-weight: 500;
cursor: pointer;
transition: all 0.2s ease;
font-family: 'Space Grotesk', sans-serif;
}
.notification-action:hover {
background: #4752c4;
transform: scale(1.05);
}
.notification-close {
background: none;
border: none;
color: #9ca3af;
cursor: pointer;
width: 20px;
height: 20px;
display: flex;
align-items: center;
justify-content: center;
border-radius: 4px;
transition: all 0.2s ease;
flex-shrink: 0;
}
.notification-close:hover {
background: rgba(255, 255, 255, 0.1);
color: white;
}
.notification-close i {
font-size: 0.75rem;
}
.discord-notification.hidden {
animation: slideOut 0.3s ease-in forwards;
}
@keyframes slideOut {
to {
transform: translateX(100%);
opacity: 0;
}
}
.control-btn { .control-btn {
width: 28px; width: 28px;
height: 28px; height: 28px;
@@ -1004,246 +1107,6 @@ body {
padding-bottom: 1rem; padding-bottom: 1rem;
} }
/* Featured Servers Styles */
.featured-container {
display: flex;
flex-direction: column;
height: calc(100vh - 180px);
overflow: hidden;
padding: 0 2rem;
}
.featured-header {
margin-bottom: 1.5rem;
flex-shrink: 0;
}
.featured-title {
font-size: 1.5rem;
font-weight: 700;
color: white;
display: flex;
align-items: center;
gap: 0.5rem;
}
.featured-list {
flex: 1;
overflow-y: auto;
overflow-x: hidden;
padding-right: 0.5rem;
display: flex;
flex-direction: column;
gap: 1.25rem;
min-height: 0;
}
.featured-list::-webkit-scrollbar {
width: 8px;
}
.featured-list::-webkit-scrollbar-track {
background: rgba(0, 0, 0, 0.3);
border-radius: 4px;
}
.featured-list::-webkit-scrollbar-thumb {
background: rgba(147, 51, 234, 0.5);
border-radius: 4px;
}
.featured-list::-webkit-scrollbar-thumb:hover {
background: rgba(147, 51, 234, 0.7);
}
.featured-server-card {
position: relative;
background: rgba(0, 0, 0, 0.4);
backdrop-filter: blur(20px);
border: 1px solid rgba(255, 255, 255, 0.1);
border-radius: 12px;
overflow: hidden;
transition: all 0.3s ease;
box-shadow: 0 4px 20px rgba(0, 0, 0, 0.3);
display: grid;
grid-template-columns: 300px 1fr;
min-height: 180px;
flex-shrink: 0;
}
.featured-server-card:hover {
transform: translateX(4px);
border-color: rgba(147, 51, 234, 0.5);
box-shadow: 0 8px 40px rgba(147, 51, 234, 0.2);
}
.featured-server-banner {
width: 300px;
height: 100%;
min-height: 180px;
object-fit: cover;
background: linear-gradient(135deg, #1e293b, #334155);
flex-shrink: 0;
}
.featured-server-content {
padding: 1.5rem 2rem;
display: flex;
flex-direction: column;
justify-content: center;
gap: 1rem;
}
.featured-server-name {
font-size: 1.35rem;
font-weight: 600;
color: white;
line-height: 1.4;
margin: 0;
}
.featured-server-address {
display: flex;
align-items: center;
justify-content: space-between;
background: rgba(255, 255, 255, 0.05);
padding: 0.625rem 1rem;
border-radius: 6px;
border: 1px solid rgba(255, 255, 255, 0.1);
gap: 1rem;
}
.server-address-text {
font-family: 'JetBrains Mono', monospace;
color: #94a3b8;
font-size: 0.9rem;
flex: 1;
min-width: 0;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.server-action-buttons {
display: flex;
align-items: center;
gap: 0.5rem;
flex-shrink: 0;
}
.copy-address-btn {
background: linear-gradient(135deg, #9333ea, #7c3aed);
color: white;
border: none;
padding: 0.5rem 0.875rem;
border-radius: 6px;
cursor: pointer;
font-size: 0.8125rem;
font-weight: 500;
transition: all 0.2s ease;
display: flex;
align-items: center;
gap: 0.375rem;
white-space: nowrap;
}
.copy-address-btn:hover {
background: linear-gradient(135deg, #7c3aed, #6d28d9);
transform: scale(1.05);
}
.copy-address-btn:active {
transform: scale(0.95);
}
.copy-address-btn.copied {
background: linear-gradient(135deg, #10b981, #059669);
}
.server-discord-btn {
background: linear-gradient(135deg, #5865F2, #4752C4);
color: white;
border: none;
padding: 0.5rem 0.875rem;
border-radius: 6px;
cursor: pointer;
font-size: 0.8125rem;
font-weight: 500;
transition: all 0.2s ease;
display: flex;
align-items: center;
gap: 0.375rem;
white-space: nowrap;
}
.server-discord-btn:hover {
background: linear-gradient(135deg, #4752C4, #3c45a5);
transform: scale(1.05);
}
.server-discord-btn:active {
transform: scale(0.95);
}
.loading-spinner {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
padding: 3rem;
color: #94a3b8;
gap: 1rem;
}
.loading-spinner i {
color: #9333ea;
}
/* My server card - without banner */
.my-server-card {
position: relative;
background: rgba(0, 0, 0, 0.4);
backdrop-filter: blur(20px);
border: 1px solid rgba(255, 255, 255, 0.1);
border-radius: 12px;
overflow: hidden;
transition: all 0.3s ease;
box-shadow: 0 4px 20px rgba(0, 0, 0, 0.3);
padding: 1.25rem;
flex-shrink: 0;
}
.my-server-card:hover {
transform: translateX(4px);
border-color: rgba(147, 51, 234, 0.5);
box-shadow: 0 8px 40px rgba(147, 51, 234, 0.2);
}
.my-server-content {
display: flex;
flex-direction: column;
gap: 0.75rem;
}
.my-server-name {
font-size: 1.15rem;
font-weight: 600;
color: white;
line-height: 1.4;
margin: 0;
}
.my-server-address {
display: flex;
align-items: center;
justify-content: space-between;
background: rgba(255, 255, 255, 0.05);
padding: 0.625rem 1rem;
border-radius: 6px;
border: 1px solid rgba(255, 255, 255, 0.1);
}
.news-view-all:hover { .news-view-all:hover {
color: white; color: white;
} }
@@ -1428,26 +1291,6 @@ body {
max-width: 600px; max-width: 600px;
margin: 0 auto; margin: 0 auto;
padding-top: 2rem; padding-top: 2rem;
padding-bottom: 4rem;
display: flex;
flex-direction: column;
gap: 1.5rem;
}
@media (min-width: 1024px) {
.settings-content {
max-width: 1000px;
flex-direction: row;
align-items: start;
}
}
.settings-column {
flex: 1;
display: flex;
flex-direction: column;
gap: 1.5rem;
min-width: 0;
} }
.setting-group { .setting-group {
@@ -2968,126 +2811,6 @@ body {
border-radius: 4px; border-radius: 4px;
} }
.discord-popup-modal {
max-width: 500px;
width: 90%;
}
.discord-popup-header {
display: flex;
align-items: center;
gap: 1rem;
}
.discord-popup-header i {
font-size: 2.5rem;
color: #5865f2;
}
.discord-popup-body {
text-align: center;
padding: 0;
}
.discord-popup-text {
font-size: 1rem;
color: #d1d5db;
margin: 0.5rem 0;
line-height: 1.5;
}
.discord-popup-text strong {
color: #5865f2;
font-weight: 700;
}
.discord-popup-warning {
display: flex;
align-items: center;
justify-content: center;
gap: 0.5rem;
background: rgba(245, 158, 11, 0.1);
border: 1px solid rgba(245, 158, 11, 0.3);
border-radius: 8px;
padding: 0.75rem 1rem;
margin: 1.5rem 0;
color: #fbbf24;
font-size: 0.9rem;
}
.discord-popup-warning i {
font-size: 1.1rem;
}
.discord-popup-actions {
display: flex;
gap: 1rem;
margin-top: 2rem;
}
.discord-popup-btn {
flex: 1;
padding: 0.875rem 1.5rem;
border: none;
border-radius: 8px;
font-size: 1rem;
font-weight: 600;
font-family: 'Space Grotesk', sans-serif;
cursor: pointer;
transition: all 0.3s ease;
display: flex;
align-items: center;
justify-content: center;
gap: 0.5rem;
}
.discord-popup-btn.primary {
background: #5865f2;
color: white;
box-shadow: 0 4px 0 0 #4752c4, 0 8px 20px rgba(88, 101, 242, 0.3);
}
.discord-popup-btn.primary:hover {
background: #4752c4;
box-shadow: 0 2px 0 0 #4752c4, 0 12px 30px rgba(88, 101, 242, 0.4);
transform: translateY(2px);
}
.discord-popup-btn.primary:active {
transform: translateY(4px);
box-shadow: 0 0px 0 0 #4752c4, 0 4px 15px rgba(88, 101, 242, 0.3);
}
.discord-popup-btn.secondary {
background: rgba(255, 255, 255, 0.1);
color: #d1d5db;
border: 1px solid rgba(255, 255, 255, 0.2);
}
.discord-popup-btn.secondary:hover {
background: rgba(255, 255, 255, 0.15);
border-color: rgba(255, 255, 255, 0.3);
color: white;
}
.discord-popup-btn:disabled {
opacity: 0.5;
cursor: not-allowed;
transform: none !important;
box-shadow: none !important;
}
.discord-popup-btn.primary:disabled:hover {
background: #5865f2;
transform: none;
}
.discord-popup-btn.secondary:disabled:hover {
background: rgba(255, 255, 255, 0.1);
border-color: rgba(255, 255, 255, 0.2);
color: #d1d5db;
}
.mods-grid::-webkit-scrollbar-thumb:hover, .mods-grid::-webkit-scrollbar-thumb:hover,
.modal-body::-webkit-scrollbar-thumb:hover { .modal-body::-webkit-scrollbar-thumb:hover {
background: rgba(147, 51, 234, 0.8); background: rgba(147, 51, 234, 0.8);
@@ -4072,7 +3795,10 @@ body {
font-weight: 700; font-weight: 700;
} }
.settings-container {
.chat-container {
display: flex; display: flex;
flex-direction: column; flex-direction: column;
height: calc(100vh - 180px); height: calc(100vh - 180px);
@@ -4516,12 +4242,6 @@ body {
overflow-y: auto; overflow-y: auto;
} }
@media (min-width: 1024px) {
.settings-container {
max-width: 1200px;
}
}
.settings-header { .settings-header {
margin-bottom: 1rem; margin-bottom: 1rem;
text-align: center; text-align: center;
@@ -4551,11 +4271,6 @@ body {
transition: all 0.3s ease; transition: all 0.3s ease;
} }
.settings-content .settings-section,
.settings-column .settings-section {
margin-bottom: 0;
}
.settings-section:hover { .settings-section:hover {
border-color: rgba(147, 51, 234, 0.3); border-color: rgba(147, 51, 234, 0.3);
box-shadow: 0 8px 32px rgba(147, 51, 234, 0.1); box-shadow: 0 8px 32px rgba(147, 51, 234, 0.1);
@@ -5266,21 +4981,6 @@ select.settings-input option {
font-family: 'JetBrains Mono', monospace; font-family: 'JetBrains Mono', monospace;
font-size: 0.875rem; font-size: 0.875rem;
letter-spacing: 0.5px; letter-spacing: 0.5px;
-webkit-user-select: text !important;
-moz-user-select: text !important;
-ms-user-select: text !important;
user-select: text !important;
pointer-events: auto !important;
}
/* Ensure all input fields allow text selection and paste */
input[type="text"].uuid-input,
#customUuidInput {
-webkit-user-select: text !important;
-moz-user-select: text !important;
-ms-user-select: text !important;
user-select: text !important;
pointer-events: auto !important;
} }
.uuid-btn { .uuid-btn {
@@ -5668,12 +5368,6 @@ input[type="text"].uuid-input,
color: #ef4444; color: #ef4444;
} }
.uuid-item-btn.switch:hover {
background: rgba(59, 130, 246, 0.2);
border-color: rgba(59, 130, 246, 0.4);
color: #3b82f6;
}
@media (max-width: 600px) { @media (max-width: 600px) {
.uuid-modal-content { .uuid-modal-content {
width: 95vw; width: 95vw;
@@ -5747,8 +5441,8 @@ input[type="text"].uuid-input,
font-weight: bold; font-weight: bold;
} }
.settings-container { /* Styles pour le sélecteur de couleur dans le chat */
padding: 2rem; .chat-header-actions {
display: flex; display: flex;
align-items: center; align-items: center;
gap: 1rem; gap: 1rem;

View File

@@ -2,7 +2,7 @@
# Maintainer: Fazri Gading <fazrigading@gmail.com> # Maintainer: Fazri Gading <fazrigading@gmail.com>
# This PKGBUILD is for Github Releases # This PKGBUILD is for Github Releases
pkgname=Hytale-F2P pkgname=Hytale-F2P
pkgver=2.2.1 pkgver=2.1.1
pkgrel=1 pkgrel=1
pkgdesc="Hytale-F2P - unofficial Hytale Launcher for free to play with multiplayer support" pkgdesc="Hytale-F2P - unofficial Hytale Launcher for free to play with multiplayer support"
arch=('x86_64') arch=('x86_64')
@@ -10,8 +10,6 @@ url="https://github.com/amiayweb/Hytale-F2P"
license=('custom') license=('custom')
depends=('gtk3' 'nss' 'libxcrypt-compat') depends=('gtk3' 'nss' 'libxcrypt-compat')
makedepends=('npm') makedepends=('npm')
provides=('Hytale-F2P-git' 'hytale-f2p-git')
conflicts=('Hytale-F2P-git' 'hytale-f2p-git')
source=("$url/archive/v$pkgver.tar.gz" "Hytale-F2P.desktop") source=("$url/archive/v$pkgver.tar.gz" "Hytale-F2P.desktop")
sha256sums=('SKIP' '46488fada4775d9976d7b7b62f8d1f1f8d9a9a9d8f8aa9af4f2e2153019f6a30') sha256sums=('SKIP' '46488fada4775d9976d7b7b62f8d1f1f8d9a9a9d8f8aa9af4f2e2153019f6a30')

View File

@@ -10,25 +10,25 @@ url="https://github.com/amiayweb/Hytale-F2P"
license=('custom') license=('custom')
depends=('gtk3' 'nss' 'libxcrypt-compat') depends=('gtk3' 'nss' 'libxcrypt-compat')
makedepends=('git' 'npm') makedepends=('git' 'npm')
provides=('Hytale-F2P' 'hytale-f2p-git')
conflicts=('Hytale-F2P' 'hytale-f2p-git')
source=("git+$url.git" "$_pkgname.desktop") source=("git+$url.git" "$_pkgname.desktop")
sha256sums=('SKIP' '46488fada4775d9976d7b7b62f8d1f1f8d9a9a9d8f8aa9af4f2e2153019f6a30') sha256sums=('SKIP' '46488fada4775d9976d7b7b62f8d1f1f8d9a9a9d8f8aa9af4f2e2153019f6a30')
pkgver() { pkgver() {
cd "$_pkgname" cd "$srcdir/$_pkgname"
git describe --tags --long | sed 's/^v//;s/-/.r/;s/-/./' git describe --tags --long | sed 's/^v//;s/-/.r/;s/-/./'
} }
build() { build() {
cd "$_pkgname" cd "$srcdir/$_pkgname"
npm ci npm ci
npm run build:arch npm run build:arch
} }
package() { package() {
mkdir -p "$pkgdir/opt/$_pkgname" cd "$srcdir/$_pkgname"
install -d "$pkgdir/opt/$_pkgname"
cp -r "$_pkgname/dist/linux-unpacked/"* "$pkgdir/opt/$_pkgname" cp -r "$_pkgname/dist/linux-unpacked/"* "$pkgdir/opt/$_pkgname"
install -Dm644 "$_pkgname.desktop" "$pkgdir/usr/share/applications/$_pkgname.desktop"
install -Dm644 "$_pkgname/GUI/icon.png" "$pkgdir/usr/share/icons/hicolor/256x256/apps/$_pkgname.png" install -Dm644 "$srcdir/$_pkgname.desktop" "$pkgdir/usr/share/applications/$_pkgname.desktop"
install -Dm644 GUI/icon.png "$pkgdir/usr/share/icons/hicolor/256x256/apps/$_pkgname.png"
} }

201
README.md
View File

@@ -4,21 +4,21 @@
<h1>🎮 Hytale F2P Launcher 🚀</h1> <h1>🎮 Hytale F2P Launcher 🚀</h1>
<h2>💻 Cross-Platform Multiplayer 🖥️</h2> <h2>💻 Cross-Platform Multiplayer 🖥️</h2>
<h3>Available for Windows 🪟, macOS 🍎, and Linux 🐧</h3> <h3>Available for Windows 🪟, macOS 🍎, and Linux 🐧</h3>
<p><small>An unofficial cross-platform launcher for Hytale with automatic updates and multiplayer support!</small></p> <p><small>An unofficial cross-platform launcher for Hytale with automatic updates and multiplayer support (all OS supported)</small></p>
</header> </header>
[![GitHub Downloads](https://img.shields.io/github/downloads/amiayweb/Hytale-F2P/total?style=for-the-badge)](https://github.com/amiayweb/Hytale-F2P/releases) ![Version](https://img.shields.io/badge/Version-2.1.1-green?style=for-the-badge)
[![Version](https://img.shields.io/badge/Version-2.2.1-red?style=for-the-badge)](https://github.com/amiayweb/Hytale-F2P/releases) ![Platform](https://img.shields.io/badge/Platform-Windows%20%7C%20macOS%20%7C%20Linux-orange?style=for-the-badge)
[![Platform](https://img.shields.io/badge/Platform-Windows%20%7C%20macOS%20%7C%20Linux-teal?style=for-the-badge)](https://github.com/amiayweb/Hytale-F2P/releases) ![License](https://img.shields.io/badge/License-Educational-blue?style=for-the-badge)
[![GitHub stars](https://img.shields.io/github/stars/amiayweb/Hytale-F2P?style=for-the-badge&logo=github)](https://github.com/amiayweb/Hytale-F2P/stargazers) [![GitHub stars](https://img.shields.io/github/stars/amiayweb/Hytale-F2P?style=social)](https://github.com/amiayweb/Hytale-F2P/stargazers)
[![GitHub forks](https://img.shields.io/github/forks/amiayweb/Hytale-F2P?style=for-the-badge&logo=github)](https://github.com/amiayweb/Hytale-F2P/network/members) [![GitHub forks](https://img.shields.io/github/forks/amiayweb/Hytale-F2P?style=social)](https://github.com/amiayweb/Hytale-F2P/network/members)
[![GitHub issues](https://img.shields.io/github/issues/amiayweb/Hytale-F2P?style=for-the-badge&logo=github)](https://github.com/amiayweb/Hytale-F2P/issues)
![License](https://img.shields.io/badge/License-Educational-purple?style=for-the-badge)
### ⚠️ **WARNING: READ [QUICK START](#-quick-start) before Downloading & Installing the Launcher!** ⚠️ **If you find this project useful, please give it a STAR!**
#### 🛑 **Found a problem? [Join the HF2P Discord](https://discord.gg/Fhbb9Yk5WW) and head to `#-⚠️-community-help`** 🛑 ### ⚠️ **READ [QUICK START](https://github.com/amiayweb/Hytale-F2P/tree/main?tab=readme-ov-file#-quick-start) before Downloading & Installing the Launcher!** ⚠️
#### 🛑 **Found a problem? Join the Discord and Select #Open-A-Ticket!: https://discord.gg/gME8rUy3MB** 🛑
<p> <p>
👍 If you like the project, <b>feel free to support us via Buy Me a Coffee!</b> ☕<br> 👍 If you like the project, <b>feel free to support us via Buy Me a Coffee!</b> ☕<br>
@@ -29,49 +29,43 @@
<img src="https://media3.giphy.com/media/v1.Y2lkPTc5MGI3NjExem14OW1tanN3eHlyYmR4NW1sYmJkOTZmbmJxejdjZXB6MXY5cW12MSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9cw/TDQOtnWgsBx99cNoyH/giphy.gif" width="120"> <img src="https://media3.giphy.com/media/v1.Y2lkPTc5MGI3NjExem14OW1tanN3eHlyYmR4NW1sYmJkOTZmbmJxejdjZXB6MXY5cW12MSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9cw/TDQOtnWgsBx99cNoyH/giphy.gif" width="120">
</a> </a>
**If you find this project useful, please give it a STAR!**
[![Star History Chart](https://api.star-history.com/svg?repos=amiayweb/Hytale-F2P&type=date&legend=top-left)](https://www.star-history.com/#amiayweb/Hytale-F2P&type=date&legend=top-left)
</div> </div>
--- ---
## 📸 Screenshots ## 📸 Screenshots
<div align="center"> <div align="center">
<img src="https://i.imgur.com/wwuuMUf.png" alt="Hytale F2P Launcher" width="1000"> <img src="https://i.imgur.com/xW9do3d.png" alt="Hytale F2P Launcher" width="1000">
<details> <details>
<summary><b>View Gallery</b></summary> <summary><b>View Gallery</b></summary>
<table style="width: 100%; border-spacing: 15px; border-collapse: separate;"> <table style="width: 100%; border-spacing: 15px; border-collapse: separate;">
<tr> <tr>
<td align="center" style="vertical-align: top; width: 50%;"> <td align="center" style="vertical-align: top; width: 50%;">
<b>Featured Servers 🆕</b><br> <b>Mods Preview</b><br>
<img src="https://i.imgur.com/fEu9y3Z.png" alt="Hytale F2P Featured Servers" width="100%"> <img src="https://i.imgur.com/f8qyIJy.png" alt="Hytale F2P Mods" width="100%">
</td> </td>
<td align="center" style="vertical-align: top; width: 50%;"> <td align="center" style="vertical-align: top; width: 50%;">
<b>Settings Page ⚙️</b><br> <b>Latest News</b><br>
<img src="https://i.imgur.com/l5iBzxc.png" alt="Hytale F2P Settings Page" width="100%"> <img src="https://i.imgur.com/qu0HltD.png" alt="Hytale F2P News" width="100%">
</td> </td>
</tr> </tr>
<tr> <tr>
<td align="center" style="vertical-align: top; width: 50%;"> <td align="center" style="vertical-align: top; width: 50%;">
<b>Downloadable Mods from CurseForge 🛠️</b><br> <b>Social & Chat</b><br>
<img src="https://i.imgur.com/QIDbqYn.png" alt="Hytale F2P Mods Download" width="100%"> <img src="https://i.imgur.com/t3GmbfF.png" alt="Hytale F2P Chat" width="100%">
</td> </td>
<td align="center" style="vertical-align: top; width: 50%;"> <td align="center" style="vertical-align: top; width: 50%;">
<b>My Mods Menu 🔧</b><br> <b>Settings</b><br>
<img src="https://i.imgur.com/rjvwUfq.png" alt="Hytale F2P My Mods Menu" width="100%"> <img src="https://i.imgur.com/uUD7lDB.png" alt="Hytale F2P Settings" width="100%">
</td> </td>
</tr> </tr>
<tr> <tr>
<td align="center" style="vertical-align: top; width: 50%;"> <td align="center" style="vertical-align: top; width: 50%;">
<b>In-Game Screenshot - Spawn Point 🎮</b><br> <b>In-Game Screenshot - Spawn Point</b><br>
<img src="https://i.imgur.com/X8lNFQ7.png" alt="Hytale F2P In-Game Screenshot-1" width="100%"> <img src="https://i.imgur.com/X8lNFQ7.png" alt="Hytale F2P In-Game Screenshot-1" width="100%">
</td> </td>
<td align="center" style="vertical-align: top; width: 50%;"> <td align="center" style="vertical-align: top; width: 50%;">
<b>In-Game Screenshot - Gameplay Terrain 🌳</b><br> <b>In-Game Screenshot - Gameplay Terrain</b><br>
<img src="https://i.imgur.com/3iRScPa.png" alt="Hytale F2P In-Game Screenshot-2" width="100%"> <img src="https://i.imgur.com/3iRScPa.png" alt="Hytale F2P In-Game Screenshot-2" width="100%">
</td> </td>
</tr> </tr>
@@ -85,7 +79,7 @@
🎯 **Core Features** 🎯 **Core Features**
- 🔄 **Automatic Updates** - Smart version checking and seamless game updates - 🔄 **Automatic Updates** - Smart version checking and seamless game updates
- 💾 **Data Preservation** - Intelligent UserData backup and restoration during updates - 💾 **Data Preservation** - Intelligent UserData backup and restoration during updates
- 🌐 **Cross-Platform** - Full support for Windows x64, Linux x64 (X11/Wayland, SteamDeck), and macOS Silicon - 🌐 **Cross-Platform** - Full support for Windows, Linux (X11/Wayland), and macOS
-**Java Management** - Automatic Java runtime detection and installation -**Java Management** - Automatic Java runtime detection and installation
- 🎮 **Multiplayer Support** - Automatic multiplayer client installation (Windows, macOS & Linux !) - 🎮 **Multiplayer Support** - Automatic multiplayer client installation (Windows, macOS & Linux !)
@@ -93,6 +87,7 @@
- 📁 **Custom Installation** - Choose your own installation directory - 📁 **Custom Installation** - Choose your own installation directory
- 🔍 **Smart Detection** - Automatic game and dependency detection - 🔍 **Smart Detection** - Automatic game and dependency detection
- 🗂️ **Mod Support** - Built-in mod management system - 🗂️ **Mod Support** - Built-in mod management system
- 💬 **Player Chat** - Integrated chat system for community interaction
- 📰 **News Feed** - Stay updated with the latest Hytale news - 📰 **News Feed** - Stay updated with the latest Hytale news
- 🎨 **Modern UI** - Clean, responsive interface with dark theme - 🎨 **Modern UI** - Clean, responsive interface with dark theme
@@ -123,9 +118,9 @@
<tr> <tr>
<td><b>🖥️ OS</b></td> <td><b>🖥️ OS</b></td>
<td colspan="3" align="center"> <td colspan="3" align="center">
Windows 10/11 (64-bit X64) | Linux (x64) | macOS (ARM64/Apple Silicon) Windows 10/11 (64-bit; X64/ARM64) | Linux (x64/ARM64) | macOS (Apple Silicon only)
<br /> <br />
<small><i>⚠️ Note: ARM64 (Windows & Linux), macOS (x86/Intel) <b>are not supported!</b> ⚠️</i></small> <small><i>⚠️ Note: macOS Intel (x86) is not yet supported <sup><a href="#fn1" id="ref1">1</a></sup></i></small>
</td> </td>
</tr> </tr>
<tr> <tr>
@@ -136,7 +131,7 @@
</tr> </tr>
<tr> <tr>
<td><b>🧠 RAM</b></td> <td><b>🧠 RAM</b></td>
<td>8GB (dGPU) / 12GB (iGPU)<sup><a href="#fn1" id="ref1">1</a></sup></td> <td>8GB (dGPU)<sup><a href="#fn1" id="ref2">2</a></sup> /<br>12GB (iGPU)<sup><a href="#fn1" id="ref3">3</a></sup></td>
<td>16 GB</td> <td>16 GB</td>
<td>32 GB</td> <td>32 GB</td>
</tr> </tr>
@@ -161,28 +156,31 @@
</tbody> </tbody>
</table> </table>
</div> </div>
<p id="fn1"><sup>Note 1</sup> Using Discrete/Dedicated GPU (dGPU) must have 8 GB RAM minimum, while using Integrated GPU (iGPU) must have 12 GB RAM.</p> <p id="fn1"><sup>Note 1</sup> Hytale did not provide game files for macOS Intel, yet.</p>
<p id="fn2"><sup>Note 2</sup> Using Discrete/Dedicated GPU (dGPU) must have 8 GB RAM minimum.</p>
<p id="fn3"><sup>Note 3</sup> Using Integrated GPU (dGPU) must have 12 GB RAM minimum.</p>
> [!WARNING]
> Our launcher has **not yet** supported Offline Mode (playing Hytale without internet).
> We will surely add the feature as soon as possible. Kindly wait for the update.
---
### 🪟 Windows Prequisites ### 🪟 Windows Prequisites
* **
* **Java JDK 25:** * **Java JDK 25:**
* [Oracle](https://www.oracle.com/java/technologies/downloads/#jdk25-windows) * [Oracle](https://www.oracle.com/java/technologies/downloads/#jdk25-windows), **no** support for Windows ARM64 in both version 25 and 21.
* or [Alt 1: Adoptium](https://adoptium.net/temurin/releases/?version=25) * [Adoptium](https://adoptium.net/temurin/releases/?version=25), has Windows ARM64 support in version 21 only.
* or [Alt 2: Microsoft](https://learn.microsoft.com/en-us/java/openjdk/download). * [Microsoft](https://learn.microsoft.com/en-us/java/openjdk/download), has Windows ARM64 support in version 25.
* Download from any vendor if your OS is not Windows with ARM64 architecture.
* **Latest Visual Studio Redist:** * **Latest Visual Studio Redist:**
* Download via [All-in-One by Techpowerup](https://www.techpowerup.com/download/visual-c-redistributable-runtime-package-all-in-one/) * Download via [Microsoft Visual C++ Redistributable](https://aka.ms/vc14/vc_redist.x64.exe)
* Or [Microsoft Visual C++ Redistributable](https://aka.ms/vc14/vc_redist.x64.exe) * Or [All-in-One by Techpowerup](https://www.techpowerup.com/download/visual-c-redistributable-runtime-package-all-in-one/)
### 🐧 Linux Prequisites ### 🐧 Linux Prequisites
* Make sure you have already installed newest **GPU driver** especially proprietary NVIDIA, consult your distro docs or wiki. > [!WARNING]
* Also make sure that your GPU can be connected to EGL, try checking it first (again, consult your distro docs or wiki) before installing Hytale game via our launcher. > Ubuntu-based Distro like ZorinOS or Pop!_OS or Linux Mint would encounter issues due to UbuntuLTS environment, [check this Discord post](https://discord.com/channels/1462260103951421493/1463662398501027973).
* [Not needed in update v2.2.0+] Install `libpng` package to avoid `SDL3_Image` error:
* Make sure you have already installed newest **GPU driver**, consult your distro docs or wiki.
* Install `libpng` package to avoid SDL3_Image error:
* `libpng16-16 libpng-dev` for Ubuntu/Debian-based Distro * `libpng16-16 libpng-dev` for Ubuntu/Debian-based Distro
* `libpng libpng-devel` for Fedora/RHEL-based Distro * `libpng libpng-devel` for Fedora/RHEL-based Distro
* `libpng` for Arch-based Distro * `libpng` for Arch-based Distro
@@ -196,12 +194,11 @@
1. **Prerequisites:** Ensure you have installed all [**Windows Prerequisites**](https://github.com/amiayweb/Hytale-F2P/tree/main?tab=readme-ov-file#-windows-prequisites) listed above. 1. **Prerequisites:** Ensure you have installed all [**Windows Prerequisites**](https://github.com/amiayweb/Hytale-F2P/tree/main?tab=readme-ov-file#-windows-prequisites) listed above.
2. **Download:** Get the latest `Hytale-F2P-Launcher.exe` from the [**Releases**](https://github.com/amiayweb/Hytale-F2P/releases/latest/) page. 2. **Download:** Get the latest `Hytale-F2P-Launcher.exe` from the [**Releases**](https://github.com/amiayweb/Hytale-F2P/releases/latest/) page.
3. **SmartScreen Note:** Since the executable is currently unsigned, Windows may show a "Windows protected your PC" popup. 3. **SmartScreen Note:** Since the executable is currently unsigned, Windows may show a "Windows protected your PC" popup.
* Click **More info**, then click **Run anyway**. * Click **More info**.
* Click **Run anyway**.
4. **Launch:** Once installed, you can launch the app directly from your Desktop or the Start menu. 4. **Launch:** Once installed, you can launch the app directly from your Desktop or the Start menu.
5. **Whitelist in Windows Firewall** [#192](https://github.com/amiayweb/Hytale-F2P/issues/192#issuecomment-3803042908)
* Open the Windows Start Menu and search for `Allow an app through Windows Firewall` ---
* Click "Change settings" (you may need Admin privileges) and Locate `HytaleClient.exe` in the list.
* Ensure both the Private and Public checkboxes are checked. Click OK to save.
### 🐧 Linux Installation ### 🐧 Linux Installation
@@ -222,7 +219,7 @@
# Fedora/RHEL-based # Fedora/RHEL-based
sudo dnf install hytale-f2p-launcher.rpm sudo dnf install hytale-f2p-launcher.rpm
# Debian/Ubuntu # Debian/Ubuntu
sudo apt install -y libasound2 libpng16-16 libpng-dev libicu76 # Not needed in v2.2.0+ sudo apt install -y libasound2 libpng16-16 libpng-dev libicu76
sudo dpkg -i hytale-f2p-launcher.deb sudo dpkg -i hytale-f2p-launcher.deb
``` ```
* **Arch Linux (pacman):** Install the package using: * **Arch Linux (pacman):** Install the package using:
@@ -241,6 +238,13 @@
> [!NOTE] > [!NOTE]
> Make sure to adjust the filename correctly with the version and the architecture type. TIP: Use `cd` command to the package location. > Make sure to adjust the filename correctly with the version and the architecture type. TIP: Use `cd` command to the package location.
4. **Troubleshooting:**
* **FUSE:** If the AppImage fails to launch on newer distributions, ensure `libfuse2` (or `fuse2` on Arch/Fedora) is installed.
* **Desktop Entry:** After installing via `.rpm`, `.deb`, or `.pkg.tar.zst`, the launcher should automatically appear in your App Library/Grid.
* Missing libxcrypt.so.1: Install `libxcrypt-compat` using your package manager
---
### 🍎 macOS Installation ### 🍎 macOS Installation
> [!NOTE] > [!NOTE]
@@ -255,7 +259,7 @@
* Look for the message regarding "Hytale F2P Launcher" and click **Open Anyway**. * Look for the message regarding "Hytale F2P Launcher" and click **Open Anyway**.
* Authenticate with your password and click **Open**. * Authenticate with your password and click **Open**.
#### **Advanced macOS: Manual Installation (.zip)** #### **Advanced: Manual Installation (.zip)**
The `.zip` version is useful for users who prefer a portable installation or need to bypass specific permission issues. The `.zip` version is useful for users who prefer a portable installation or need to bypass specific permission issues.
1. **Extract:** Download and unzip the file to your desired location (e.g., `~/Applications`). 1. **Extract:** Download and unzip the file to your desired location (e.g., `~/Applications`).
@@ -268,41 +272,34 @@ The `.zip` version is useful for users who prefer a portable installation or nee
--- ---
# 📢 How to Host a Server # How to Host a Server
## 🌐 Host your Singleplayer Server (Online-Play Feature) ## Host your Singleplayer Server (Online-Play Feature)
> [!NOTE] > [!NOTE]
> You have to play the game to host the server. See Dedicated Server section below if you want to host it without you playing as the host. > You have to play the game to host the server. See Dedicated Server section below if you want to host it without you playing as the host.
1. Open your Singleplayer World 1. Open your Singleplayer World
2. Pause the game (Esc) > select Online Play > Turn on `Allow Other Players to Join` > Set password if needed > Press `Save`. 2. Pause the game (Esc) > select Online Play > Turn on `Allow Other Players to Join` > Set password if needed > Press `Save`.
3. Check the status `Connected via UPnP`, it means you can use the Invite Codes for your friends. 3. Check the status `Connected via STUN` or `Connected via UPnP`.
4. If your friends can't connect to your hosted Online-Play feature OR if it's showing `"Restricted (no UPnP)`, please follow the Tailscale/Playit.gg/Radmin tutorial in [SERVER.md](SERVER.md).
## 🖧 Host a Dedicated Server ## Dedicated Server
> [!NOTE] > [!NOTE]
> If you already have the patched `HytaleServer.jar` in `HytaleF2P/{release/pre-release}/package/game/latest/Server`, you can use it to host local dedicated server. Put the `.bat`/`.sh` script from our Discord server inside your `.../latest/Server` folder. > If you have already `HytaleServer.jar` in `HytaleF2P/{release/pre-release}/package/game/latest/Server`, you can use it to host local dedicated server.
> [!TIP] > [!TIP]
> Use services like Playit.gg, Tailscale, Radmin VPN to share UDP connection if setting up router as an admin is not possible. > Use services like Playit.gg, Tailscale, Radmin VPN to share UDP connection if setting up router as an admin is not possible.
> [!WARNING] > [!WARNING]
> `HytaleServer.rar` file is needed to set up a server on non-playing hardware (such as VPS/server hosting). Additional: **Linux ARM64** is supported for server only, not client. > `Hytale-F2P-Server.rar` file is needed to set up a server on non-playing hardware (such as VPS/server hosting).
> [!IMPORTANT] > [!IMPORTANT]
> See detailed information of setting up a server here: [SERVER.md](SERVER.md). > See detailed information of setting up a server here: [SERVER.md](SERVER.md)
--- ---
## 🔧 Troubleshooting ## 🛠️ Building from Source
See [TROUBLESHOOTING.md](TROUBLESHOOTING.md) for detailed Troubleshooting guide.
---
## 🔨 Building from Source
See [BUILD.md](docs/BUILD.md) for comprehensive build instructions. See [BUILD.md](docs/BUILD.md) for comprehensive build instructions.
@@ -310,38 +307,15 @@ See [BUILD.md](docs/BUILD.md) for comprehensive build instructions.
## 📋 Changelog ## 📋 Changelog
### 🆕 v2.2.1 ### 🆕 v2.1.1
- 👚 **Avatar Not Saving Bug Fix:** FINALLY, the long-awaited avatar saves is now working! 🙌 Show off your avatar skin in our Discord `#-media` text channel! 👀
- 🚀 **HytaleClient Fails to Launch and Persists in Task Manager Bug Fix:** Major bug fix for all affected Windows users! No more ghost processes of `HytaleClient.exe` in Task Manager! And no more launch fail, that's hella one of an achievement 🔥 (If problem persists please create issue on Github 😢)
- 🚦 **EPERM Bug Fix in 'Repair Game' Button:** Repair game will not produce Error Permission (EPERM) any more.
- 🚨 **'Server Failed to Boot' Bug Fix:** Happy news for internet-limited countries (e.g. 🇷🇺 Russia, 🇹🇷 Turkey, 🇧🇷 Brazil, etc.)! The launcher now using proxy to access our patched JAR & check game version release status!🎉 Make sure you're already allow the `HytaleClient.exe` on Public & Private Windows Firewall 😉!
- ⚡ **GPU Detection System Enhancements:** The detection system will now detect your GPU with `CimInstance` instead of `WmicObject`, which deprecated for most Windows 11 updates. Also, it's show how much your VRAM on each iGPU and dGPU! 🔍
- ⚠️ **Failed to Deserialize Packets Bug Fix:** Shared `libzstd` library didn't get detected in Fedora/Bazzite/RHEL-based Linux Distros due to incorrect checking library order. 📑
- 📟 **UUID Persistence Bug Fix:** Correlates to the avatar not saving bug, this fixes the persistence UUID when changing username. 🔖
- 🌐 **Turkish Translation Fix:** 🇹🇷 Turkey players should feel at home now. 🏠
### 🔄 v2.2.0
- 🔃 **Game Patches Auto-Update Improvement:** No need to install 1.5GB for every updates! Game updates now reduced to almost **~90%** (Hytale Game Update 3 to 4 only take ~150MB).
- 🩹 **Improved Patch System Pre-Release JAR:** In previous version, only Release JAR could be patched. Now it also can be used for Pre-Release JAR!
- 🔗 **Fix Mods Manager Issue:** Mods now can be downloaded seamlessly from the launcher, use Profiles to install your preferred mod. It will also automatically copy from selected `Profile/<profilename>` to the `Mods` folder.
- 💾 **New User Data Location:** UserData Migration to Centralized Location. User data now preserves in `HytaleSaves` located beside `HytaleF2P` folder.
- 🎮 **SteamDeck and Ubuntu/Debian-based Library Fix:** Replace bundled `libzstd.so` with system version to fix `glibc 2.41+` crash.
- 🍎 **Launcher auto-update Improvement for macOS:** Fix auto-install fails on unsigned app. Added option to download the new launcher version on Github website.
- 🌎 **New Translations**: Added France 🇲🇫, German 🇩🇪, Indonesian 🇮🇩, Russia 🇷🇺, and Swedish 🇸🇪 translations to the launcher.
- 🔐 **Fixes Tar Vulnerability:** Updates `tar` from version `6.2.1` to `7.5.7` for vulnerability issue.
- ⚙️ **Improved Settings Pane UI:** Settings are now shown in two columns instead of one. No more doom scrolling just to change your language.
- ⭐ **Added Features Servers:** Don't know which one to play? Join our Featured Servers!
- 💬 **Removed Chat Pane and Add Discord Feature:** Useless chat feature, we got Discord. Join it, NOW. Also added Discord RPC features to Github and our Discord Server. SHOW OFF TO YOUR FRIENDS.
- 🔍 **Investigation on Avatar Not Saving Bug:** We are currently investigating this issue.
<details><summary>Click here to see older Changelogs</summary>
### 🔄 v2.1.1
- 🛠️ **Fix Bug EPERM**: EPERM or Error Permission in creating/removing process in reinstalling is now fixed. - 🛠️ **Fix Bug EPERM**: EPERM or Error Permission in creating/removing process in reinstalling is now fixed.
- 🅰️ **Adds .pkg.tar.zst Build for Arch Users**: This Arch-package has been needed since the first release. - 🅰️ **Adds .pkg.tar.zst Build for Arch Users**: This Arch-package has been needed since the first release.
- ❎ **Removes .pacman Build for Arch**: Based on the established conventions within the Arch Linux community, the file extension .pacman should not be used for package files. - ❎ **Removes .pacman Build for Arch**: Based on the established conventions within the Arch Linux community, the file extension .pacman should not be used for package files.
- 🌎 **New Translation**: New Polish 🇵🇱 Translation added to the Launcher. - 🌎 **New Translation**: New Polish 🇵🇱 Translation added to the Launcher.
<details>
<summary>Click here to see older Changelogs</summary>
### 🔄 v2.1.0 ### 🔄 v2.1.0
- 🚨 **Auto-Retry Downloads and Auto-Patch Files** — - 🚨 **Auto-Retry Downloads and Auto-Patch Files** —
- ⚡ **Hardware Acceleration** — - ⚡ **Hardware Acceleration** —
@@ -409,7 +383,6 @@ See [BUILD.md](docs/BUILD.md) for comprehensive build instructions.
- 🎨 **Modern Interface** - Clean, intuitive design - 🎨 **Modern Interface** - Clean, intuitive design
- 🌟 **First Release** - Core launcher functionality - 🌟 **First Release** - Core launcher functionality
</details> </details>
--- ---
## 👥 Contributors ## 👥 Contributors
@@ -423,39 +396,39 @@ See [BUILD.md](docs/BUILD.md) for comprehensive build instructions.
</div> </div>
### 🏆 Project Creator ### 🏆 Project Creator
- [**@amiayweb**](https://github.com/amiayweb) - *Lead Developer & Project Creator* - [**@amiayweb**](https://github.com/amiayweb) - *Lead Developer & Project Creator | Windows*
- [**@Relyz1993**](https://github.com/Relyz1993) - *Server Helper & Second Developer & Project Creator* - [**@Relyz1993**](https://github.com/Relyz1993) - *Server Helper & Second Developer & Project Creator*
### 🌟 Main Contributors ### 🌟 Contributors
- [**@sanasol**](https://github.com/sanasol) - *Main Issues fixer | Multiplayer Patcher* - [**@sanasol**](https://github.com/sanasol) - *Main Issues fixer | Multiplayer Patcher*
- [**@Terromur**](https://github.com/Terromur) - *Main Issues fixer | Beta tester* - [**@Terromur**](https://github.com/Terromur) - *Main Issues fixer | Beta tester*
- [**@fazrigading**](https://github.com/fazrigading) - *Main Issues fixer | Beta tester | Github Release Maintainer* - [**@fazrigading**](https://github.com/fazrigading) - *Main Issues fixer | Beta tester*
- [**@ericiskoolbeans**](https://github.com/ericiskoolbeans) - *Beta Tester* - [**@ericiskoolbeans**](https://github.com/ericiskoolbeans) - *Beta Tester*
- [**@chasem-dev**](https://github.com/chasem-dev) - *Issues fixer* - [**@chasem-dev**](https://github.com/chasem-dev) - *Issues fixer*
- [**@crimera**](https://github.com/crimera) - *Issues fixer*
- [**@Citeli-py**](https://github.com/Citeli-py) - *Issues fixer*
- [**@Rahul-Sahani04**](https://github.com/Rahul-Sahani04) - *Issues fixer* - [**@Rahul-Sahani04**](https://github.com/Rahul-Sahani04) - *Issues fixer*
- [**@xSamiVS**](https://github.com/xSamiVS) - *Issues fixer | Language Translator* - [**@xSamiVS**](https://github.com/xSamiVS) - *Language Translator*
#### 🎟️ Fresh Contributors
- [**@GreenKod**](https://github.com/GreenKod) - *Code refractor*
- [**@Citeli-py**](https://github.com/Citeli-py) - *Linux fix & packages version in early release*
- [**@crimera**](https://github.com/crimera) - *Generate new UUID for new username string feature*
- [**@letha11**](https://github.com/letha11) - *CSS filename typo fix*
- [**@colbster937**](https://github.com/colbster937) - *Icon upscaler*
- [**@ArnavSingh77**](https://github.com/ArnavSingh77) - *Close game launcher on start feature, improve app termination behavior*
- [**@TalesAmaral**](https://github.com/TalesAmaral) - *BUILD.md link fix in README.md*
#### 🌐 Language Translators
- [**@BlackSystemCoder**](https://github.com/BlackSystemCoder) - *Russian Language Translator*
- [**@walti0**](https://github.com/walti0) - *Polish Language Translator*
--- ---
## 📞 Contact Information ## 📊 GitHub Stats
<div align="center"> <div align="center">
**Questions? Ads? Collaboration? Endorsement? Other business-related?** ![GitHub stars](https://img.shields.io/github/stars/amiayweb/Hytale-F2P?style=for-the-badge&logo=github)
Message the founders at https://discord.gg/Fhbb9Yk5WW ![GitHub forks](https://img.shields.io/github/forks/amiayweb/Hytale-F2P?style=for-the-badge&logo=github)
![GitHub issues](https://img.shields.io/github/issues/amiayweb/Hytale-F2P?style=for-the-badge&logo=github)
![GitHub downloads](https://img.shields.io/github/downloads/amiayweb/Hytale-F2P/total?style=for-the-badge&logo=github)
</div>
## 📞 Support
<div align="center">
**Need help?** Join us: https://discord.gg/gME8rUy3MB
</div> </div>

434
SERVER.md
View File

@@ -1,165 +1,34 @@
# 🎮 Hytale F2P Server Guide # Hytale F2P Server Guide
Play with friends online! This guide covers both easy in-game hosting and advanced dedicated server setup. Play with friends online! This guide covers both easy in-game hosting and advanced dedicated server setup.
### **DOWNLOAD SERVER FILES (JAR/RAR/SCRIPTS) HERE: https://discord.gg/Fhbb9Yk5WW** DOWNLOAD SERVER FILES HERE: https://discord.gg/MEyWUxt77m
**Table of Contents**
* [\[NEW!\] Play Online with Official Accounts 🆕](#new-play-online-with-official-accounts-)
* ["Server" Term and Definition](#server-term-and-definiton)
* [Server Directory Location](#server-directory-location)
* [A. Host Your Singleplayer World](#a-host-your-singleplayer-world)
* [1. Using Online-Play Feature In-Game Invite Code](#1-using-online-play-feature--in-game-invite-code)
* [Common Issues (UPnP/NAT/STUN) on Online Play](#common-issues-upnpnatstun-on-online-play)
* [2. Using Tailscale](#2-using-tailscale)
* [3. Using Radmin VPN](#3-using-radmin-vpn)
* [B. Local Dedicated Server](#b-local-dedicated-server)
* [1. Using Playit.gg (Recommended) ✅](#1-using-playitgg-recommended-)
* [C. 24/7 Dedicated Server (Advanced)](#c-247-dedicated-server-advanced)
* [Step 1: Get the Files Ready](#step-1-get-the-files-ready)
* [Step 2: Place HytaleServer.jar in the Server directory](#step-2-place-hytaleserverjar-in-the-server-directory)
* [Step 3: Run the Server](#step-3-run-the-server)
* [D. Tinkering Guides](#d-tinkering-guides)
* [1. Network Setup](#1-network-setup)
* [2. Configuration](#2-configuration)
* [3. RAM Allocation Guide](#3-ram-allocation-guide)
* [4. Server Commands](#4-server-commands)
* [5. Command Line Options](#5-command-line-options)
* [6. File Structure](#6-file-structure)
* [7. Backups](#7-backups)
* [8. Troubleshooting](#8-troubleshooting)
* [9. Docker Deployment (Advanced)](#9-docker-deployment-advanced)
* [10. Getting Help](#10-getting-help)
---
<div align='center'>
<h3>
<b>
Do you want to create Hytale Game Server with EASY SETUP, AFFORDABLE PRICE, AND 24/7 SUPPORT?
</b>
</h3>
<h2>
<b>
<a href="https://cloudnord.net/hytale-server-hosting">CLOUDNORD</a> is the ANSWER! HF2P Server is available!
</b>
</h2>
</div>
**CloudNord's Hytale, Minecraft, and Game Hosting** is at the core of our Server Hosting business. Join our Gaming community and experience our large choice of premium game servers, weve got you covered with super high-performance hardware, fantastic support options, and powerful server hosting to build and explore your worlds without limits!
**Order your Hytale, Minecraft, or other game servers today!**
Choose Java Edition, Bedrock Edition, Cross-Play, or any of our additional supported games.
Enjoy **20% OFF** all new game servers, **available now for a limited time!** Dont miss out.
### **CloudNord key hosting features include:**
- Instant Server Setup ⚡
- High Performance Game Servers 🚀
- Game DDoS Protection 🛡️
- Intelligent Game Backups 🧠
- Quick Modpack Installer 🔧
- Quick Plugin & Mod Installer 🧰
- Full File Access 🗃️
- 24/7 Support 📞 🏪
- Powerful Game Control Server Panel 💪
### **Check Us Out:**
* 👉 CloudNord Website: https://cloudnord.net/hytalef2p
* 👉 CloudNord Discord: https://discord.gg/TYxGrmUz4Y
* 👉 CloudNord Reviews: https://www.trustpilot.com/review/cloudnord.net?page=2&stars=5
--- ---
### [NEW!] Play Online with Official Accounts 🆕 ## Part 1: Playing with Friends (Online Play)
**Documentations:**
* [Hytale-Server-Docker by Sanasol](https://github.com/sanasol/hytale-server-docker/tree/main?tab=readme-ov-file#dual-authentication)
**Requirements:**
* Using the patched HytaleServer.jar
* Has Official Account with Purchased status on Official Hytale Website.
* This official account holder can be the server hoster or one of the players.
**Steps:**
1. Running the patched HytaleServer.jar with either [B. Local Dedicated Server](#b-local-dedicated-server) or [C. 24/7 Dedicated Server (Advanced)](#c-247-dedicated-server-advanced) successfully.
2. On the server's console/terminal/CMD, server admin **MUST RUN THIS EACH BOOT** to allow players with Official Hytale game license to connect on the server:
```
/auth logout
/auth persistence Encrypted
/auth login device
```
3. Server console will show instructions, an URL and a code; these will be revoked after 10 minutes if not authorized.
4. The server hoster can open the URL directly to browser by holding Ctrl then Click on it, or copy and send it to the player with official account.
5. Once it authorized, the official accounts can join server with F2P players.
6. If you want to modify anything, look at the [Hytale-Server-Docker](https://github.com/sanasol/hytale-server-docker/) above, give the repo a STAR too.
---
### "Server" Term and Definiton
"HytaleServer.jar", which called as "Server", functions as the place of authentication of the client that supposed to go to Hytale Official Authentication System but we managed our way to redirect it on our service (Thanks to Sanasol), handling approximately thousands of players worldwide to play this game for free.
Kindly support us via [our Buy Me a Coffee link](https://buymeacoffee.com/hf2p) if you think our launcher took a big part of developing this Hytale community for the love of the game itself.
**We will always advertise, always pushing, and always asking, to every users of this launcher to purchase the original game to help the official development of Hytale**.
### Server Directory Location
Here are the directory locations of Server folder if you have installed it on default instalation location:
- **Windows:** `%localappdata%\HytaleF2P\release\package\game\latest\Server`
- **macOS:** `~/Library/Application Support/HytaleF2P/release/package/game/latest/Server`
- **Linux:** `~/.hytalef2p/release/package/game/latest/Server`
> [!NOTE]
> This location only exists if the user installed the game using our launcher.
> The `Server` folder needed to auth the HytaleClient to play Hytale in Singleplayer/Multiplayer for now.
> (We planned to add offline mode in later version of our launcher).
> [!IMPORTANT]
> Hosting a dedicated Hytale server will not need the exact similar tree. You can put it anywhere, as long as the directory has `Assets.zip` which
> can be acquired from our launcher via our `HytaleServer.rar` server file (which contains patched `HytaleServer.jar`, `Assets.zip`, and `run_server` scripts in `.sh & .bat`.
---
# A. Host Your Singleplayer World
This feature is perfect for 1-5 players that want to just play instantly with friends.
Terms and conditions applies.
## 1. Using Online-Play Feature / In-Game Invite Code
The easiest way to play with friends - no manual server setup required! The easiest way to play with friends - no manual server setup required!
*The game automatically handles networking using UPnP/STUN/NAT traversal.* ### How It Works
1. **Start the game** via F2P Launcher
2. **Click "Online Play"** in the main menu
3. **Share the invite code** with your friends
4. Friends enter your invite code to join
The game automatically handles networking using UPnP/STUN/NAT traversal.
### Network Requirements
For Online Play to work, you need:
**For Online Play to work, you need:**
- **UPnP enabled** on your router (most routers have this on by default) - **UPnP enabled** on your router (most routers have this on by default)
- **Public IP address** from your ISP (not behind CGNAT) - **Public IP address** from your ISP (not behind CGNAT)
> [!TIP] ### Common Issues
> Hoster need to make sure that the router can use UPnP: read router docs, wiki, or watch Youtube tutorials.
>
> If you encounter any problem, check Common Issues section below!
1. Press **Worlds** on the Main Menu. #### "NAT Type: Carrier-Grade NAT (CGNAT)" Warning
2. Select which world you want to play with your friend.
3. Once you get in the world, press **ESC**/Pause the game.
4. Press **Online Play** in the Pause Menu.
5. Set option "Allow Other Players to Join" from OFF to **ON**. You can set Password if you want.
6. Press **Save**, the Invite Code will appear.
7. Press **Copy to Clipboard** and **Share the Invite Code** to your friends!
8. Friends: Press **Servers** in the Main Menu > Press **Join via Code** > Paste the Code > Join.
> [!WARNING]
> If other players can't join the Hoster with error: `Failed to connect to any available address. The host may be offline or behind a strict firewall.`
>
> **AND ALSO** the Hoster "Online Play" menu shows `Connected to STUN - NAT Type: Restricted (No UPnP)`,
>
> this means the Online Play is **unavailable** on the Hoster machine, and it is neccessary to use services to host your world. **We recommend Playit.gg!**
### Common Issues (UPnP/NAT/STUN) on Online Play
<details><summary><b>a. "NAT Type: Carrier-Grade NAT (CGNAT)" Warning</b></summary>
If you see this message: If you see this message:
``` ```
@@ -171,13 +40,13 @@ Warning: Your network configuration may prevent other players from connecting.
**What this means:** Your ISP doesn't give you a public IP address. Multiple customers share one public IP, which blocks incoming connections. **What this means:** Your ISP doesn't give you a public IP address. Multiple customers share one public IP, which blocks incoming connections.
**Solutions:** **Solutions:**
1. **Contact your ISP** - Request a public/static IP address (may cost extra) 1. **Contact your ISP** - Request a public/static IP address (may cost extra)
2. **Use a VPN with port forwarding** - Services like Mullvad, PIA, or AirVPN offer this 2. **Use a VPN with port forwarding** - Services like Mullvad, PIA, or AirVPN offer this
3. **Use Playit.gg / Tailscale / Radmin VPN** - Create a virtual LAN with friends (see below) 3. **Use Radmin VPN or Playit.gg** - Create a virtual LAN with friends (see below)
4. **Have a friend with public IP host instead** 4. **Have a friend with public IP host instead**
</details>
<details><summary><b>b. "UPnP Failed" or "Port Mapping Failed" Warning</b></summary> #### "UPnP Failed" or "Port Mapping Failed"
**Check your router:** **Check your router:**
1. Log into router admin panel (usually `192.168.1.1` or `192.168.0.1`) 1. Log into router admin panel (usually `192.168.1.1` or `192.168.0.1`)
@@ -187,148 +56,117 @@ Warning: Your network configuration may prevent other players from connecting.
**If UPnP isn't available:** **If UPnP isn't available:**
- Manually forward **port 5520 UDP** to your computer's local IP - Manually forward **port 5520 UDP** to your computer's local IP
- See "Port Forwarding" or "Workarounds or NAT/CGNAT" sections below - See "Port Forwarding" section below
</details>
<details><summary><b>c. "Connected via STUN", "Strict NAT" or "Symmetric NAT" Warning</b></summary> #### "Strict NAT" or "Symmetric NAT"
Some routers have restrictive NAT that blocks peer connections. Some routers have restrictive NAT that blocks peer connections.
**Try:** **Try:**
1. Enable "NAT Passthrough" or "NAT Filtering: Open" in router settings 1. Enable "NAT Passthrough" or "NAT Filtering: Open" in router settings
2. Put your device in router's DMZ (temporary test only) 2. Put your device in router's DMZ (temporary test only)
3. Use Playit.gg / Tailscale / Radmin VPN as workaround 3. Use Radmin VPN as workaround
</details>
## 2. Using Tailscale ### Workarounds for NAT/CGNAT Issues
Tailscale creates mesh VPN service that streamlines connecting devices and services securely across different networks. And **works crossplatform!!** #### Option 1: playit.gg (Recommended)
1. All members are required to download [Tailscale](https://tailscale.com/download) on your device.
[Once installed, Tailscale starts and live inside your hidden icon section in Windows, Mac and Linux]
2. Create a **common Tailscale** account which will shared among your friends to log in.
3. Ask your **host to login in to thier Tailscale client first**, then the other members.
* Host
* Open your singleplayer world
* Go to Online Play settings
* Re-save your settings to generate a new share code
* Friends
* Ensure Tailscale is connected
* Use the new share code to connect
* To test your connection, ping the host's ipv4 mentioned in Tailscale
## 3. Using Radmin VPN
Creates a virtual LAN - all players need to install it:
1. Download [Radmin VPN](https://www.radmin-vpn.com/) - All players install it
2. One person create a room/network, others join with network name/password
3. Host joined the world, others will connect to it.
4. Open Hytale Game > Servers > Add Servers > Direct Connect > Type IP Address of the Host from Radmin.
These options bypass all NAT/CGNAT issues. But for **Windows machines only!**
---
# B. Local Dedicated Server
This option is perfect for any players size. From small to high.
## 1. Using Playit.gg (Recommended) ✅
Free tunneling service - only the host needs to install it: Free tunneling service - only the host needs to install it:
1. Go to https://playit.gg/login and **Log In** with your existing account, **Create Account** if you don't have one 1. **Download [playit.gg](https://playit.gg/)** and run it - Connect your account from the terminal (do not close it when playing on the server)
2. Press "Add a tunnel" > Select `UDP` > Tunnel description of `Hytale Server` > Port count `1` > and Local Port `5520` 2. **Add a tunnel** - Select "UDP", tunnel description of "Hytale Server", port count `1`, and local port `5520`
3. Press **Start the tunnel** (or you can just run the Playit.gg.EXE if you already installed it on your machine) - You'll get a public address like `xx-xx.gl.at.ply.gg:5520` 3. **Start the tunnel** - You'll get a public address like `xx-xx.gl.at.ply.gg:5520`
4. Go to https://playit.gg/download : `Installer` (Windows) or `x86-64` (Linux) or follow `Debian Install Script` (Debian-based only) 4. **Share the address** - Friends connect directly using this address
* Windows: Install the `playit-windows.msi`
* Linux:
* Right-click file > Properties > Turn on 'Executable as a Program' | or `chmod +x playit-linux-amd64` on terminal
* Run by double-clicking the file or `./playit-linux-amd64` via terminal
5. Open the URL/link by `Ctrl+Click` it. If unable, select the URL, then Right-Click to Copy (`Ctrl+Shift+C` for Linux) then Paste the URL into your browser to link it with your created account.
6. Once it done, download the `run_server_with_tokens (1)` script file (`.BAT` for Windows, `.SH` for Linux) from our Discord server > channel `#open-public-server`
7. Put the script file to the `Server` folder in `HytaleF2P` directory (`%localappdata%\HytaleF2P\release\package\game\latest\Server`)
8. Rename the script file to `run_server_with_tokens` to make it easier if you run it with Terminal, then do Method A or B.
9. If you put it in `Server` folder in `HytaleF2P` launcher, change `ASSETS_PATH="${ASSETS_PATH:-./Assets.zip}"` inside the script to be `ASSETS_PATH="${ASSETS_PATH:-../Assets.zip}"`. NOTICE THE `./` and `../` DIFFERENCE.
10. Copy the `Assets.zip` from the `%localappdata%\HytaleF2P\release\package\game\latest\` folder to the `Server\` folder. (TIP: You can use Symlink of that file to reduce disk usage!)
11. Double-click the .BAT file to host your server, wait until it shows:
```
===================================================
Hytale Server Booted! [Multiplayer, Fresh Universe]
===================================================
```
11. Connect to the server by go to `Servers` in your game client, press `Add Server`, type `localhost` in the address box, use any name for your server.
12. Send the public address in Step 3 to your friends.
> [!CAUTION] Works with both Online Play and dedicated servers. No software needed for players joining.
> Do not close the Playit.gg Terminal OR HytaleServer Terminal if you are still playing or hosting the server.
## 2. Using Tailscale [DRAFT] #### Option 2: Radmin VPN
Tailscale Creates a virtual LAN - all players need to install it:
1. **Download [Radmin VPN](https://www.radmin-vpn.com/)** - All players install it
2. **Create a network** - One person creates, others join with network name/password
3. **Host via Online Play** - Use your Radmin VPN IP instead
4. **Friends connect** - They'll see you on the virtual LAN
Both options bypass all NAT/CGNAT issues. But for **Windows machines only!**
#### Option 3: Tailscale
It creates mesh VPN service that streamlines connecting devices and services securely across different networks. And **works crossplatform!!**
1. All member's are required to download [Tailscale](https://tailscale.com/download) on your device.
[Once installed, Tailwind starts and live inside your hidden icon section in Windows, Mac and Linux]
2. Create a **common tailscale** account which will shared among your friends to log in.
3. Ask your **host to login in to thier tailscale client first**, then the other members.
##### Host
1. Open your singleplayer world
2. Go to Online Play settings
3. Re-save your settings to generate a new share code
##### Friends
1. Ensure Tailscale is connected
2. Use the new share code to connect
[To test your connection, ping the host's ipv4 mentioned in tailwind]
--- ---
# C. 24/7 Dedicated Server (Advanced) ## Part 2: Dedicated Server (Advanced)
For 24/7 servers, custom configurations, or hosting on a VPS/dedicated machine. For 24/7 servers, custom configurations, or hosting on a VPS/dedicated machine.
## Step 1: Get the Files Ready ### Quick Start
### Prequisites #### Step 1: Get the Server JAR
1. `HytaleServer.jar` (pre-patched for F2P players; dual-auth soon for Official + F2P play) The server scripts will automatically download the pre-patched server JAR if it's not present.
2. `Assets.zip`
3. `run_scripts_with_token.bat` for Windows or `run_scripts_with_token.sh` for macOS/Linux
> [!NOTE] **Option A:** Let the scripts download automatically (requires `HYTALE_SERVER_URL` to be configured)
> The `HytaleServer.rar` available on our Discord Server (`#open-public-server` channel; typo on the Discord, not `zip`) includes all of the prequisites.
> Unfortunately, the JAR inside the RAR isn't updated so you'll need to download the JAR from the link on Discord.
> [!TIP] **Option B:** Manually place `HytaleServer.jar` (pre-patched for F2P) in the Server directory:
> You can copy `Assets.zip` generated from the launcher to be used for the dedicated server. It's located in `HytaleF2P/release/package/game/latest`.
- **Windows:** `%localappdata%\HytaleF2P\release\package\game\latest\Server`
- **macOS:** `~/Library/Application Support/HytaleF2P/release/package/game/latest/Server`
- **Linux:** `~/.hytalef2p/release/package/game/latest/Server`
## Step 2: Place `HytaleServer.jar` in the `Server` directory If you have a custom install path, the Server folder is inside your custom location under `HytaleF2P/release/package/game/latest/Server`.
* Windows #### Step 2: Run the Server
* `%localappdata%\HytaleF2P\release\package\game\latest\Server`
* macOS
* `~/Library/Application Support/HytaleF2P/release/package/game/latest/Server`
* Linux
* `~/.hytalef2p/release/package/game/latest/Server`
* If you have a custom install path, the Server folder is inside your custom location under
* `HytaleF2P/release/package/game/latest/Server`.
## Step 3: Run the Server
**Windows:** **Windows:**
```batch ```batch
run_server_with_token.bat cd scripts
run_server.bat
``` ```
**macOS / Linux:** **macOS / Linux:**
```bash ```bash
./run_server_with_token.sh cd scripts
./run_server.sh
``` ```
The scripts will:
1. Find your game installation automatically
2. Download the pre-patched server JAR if needed
3. Fetch session tokens from the auth server
4. Start the server
#### Step 3: Connect Players
Share your server IP address with players. They connect via the F2P Launcher's server browser or direct connect.
--- ---
# D. Tinkering Guides ## Network Setup (Dedicated Server)
## 1. Network Setup ### Local Network (LAN)
### a. Local Network (LAN)
If all players are on the same network: If all players are on the same network:
1. Find your local IP: `ipconfig` (Windows) or `ifconfig` (Mac/Linux) 1. Find your local IP: `ipconfig` (Windows) or `ifconfig` (Mac/Linux)
2. Share this IP with players on your network 2. Share this IP with players on your network
3. Default port is `5520` 3. Default port is `5520`
### b. Port Forwarding (Internet Play) ### Port Forwarding (Internet Play)
To allow direct internet connections: To allow direct internet connections:
1. Forward **port 5520 (UDP)** in your router 1. Forward **port 5520 (UDP)** in your router
2. Find your public IP at [whatismyip.com](https://whatismyip.com) 2. Find your public IP at [whatismyip.com](https://whatismyip.com)
3. Share your public IP with players 3. Share your public IP with players
@@ -341,35 +179,36 @@ netsh advfirewall firewall add rule name="Hytale Server" dir=in action=allow pro
--- ---
## 2. Configuration ## Configuration
### a. Environment Variables ### Environment Variables
Write this in the script file `.BAT`/`.SH` or set these manually in command before running to customize your server: Set these before running to customize your server:
| Variable | Default | Description | | Variable | Default | Description |
|----------|---------|-------------| |----------|---------|-------------|
| `HYTALE_SERVER_URL` | (placeholder) | URL to download pre-patched server JAR |
| `HYTALE_AUTH_DOMAIN` | `auth.sanasol.ws` | Auth server domain (4-16 chars) | | `HYTALE_AUTH_DOMAIN` | `auth.sanasol.ws` | Auth server domain (4-16 chars) |
| `BIND_ADRESS` | `0.0.0.0:5520` | Server IP and port | | `HYTALE_BIND` | `0.0.0.0:5520` | Server IP and port |
| `AUTH_MODE` | `authenticated` | Auth mode (see below) | | `HYTALE_AUTH_MODE` | `authenticated` | Auth mode (see below) |
| `SERVER_NAME` | `My Hytale Server` | Server display name | | `HYTALE_SERVER_NAME` | `My Hytale Server` | Server display name |
| `ASSETS_PATH` | `./Assets.zip` | Assets file location | | `HYTALE_GAME_PATH` | (auto-detected) | Override game location |
| `JVM_XMS` | `2G` | Minimum Java memory | | `JVM_XMS` | `2G` | Minimum Java memory |
| `JVM_XMX` | `4G` | Maximum Java memory | | `JVM_XMX` | `4G` | Maximum Java memory |
**Example (Windows):** **Example (Windows):**
```batch ```batch
set SERVER_NAME=My Awesome Server set HYTALE_SERVER_NAME=My Awesome Server
set JVM_XMX=8G set JVM_XMX=8G
run_server.bat run_server.bat
``` ```
**Example (Linux/macOS):** **Example (Linux/macOS):**
```bash ```bash
SERVER_NAME="My Awesome Server" JVM_XMX=8G ./run_server.sh HYTALE_SERVER_NAME="My Awesome Server" JVM_XMX=8G ./run_server.sh
``` ```
### b. Authentication Modes ### Authentication Modes
| Mode | Description | Use Case | | Mode | Description | Use Case |
|------|-------------|----------| |------|-------------|----------|
@@ -379,7 +218,7 @@ SERVER_NAME="My Awesome Server" JVM_XMX=8G ./run_server.sh
--- ---
## 3. RAM Allocation Guide ## RAM Allocation Guide
Adjust memory based on your system: Adjust memory based on your system:
@@ -403,7 +242,7 @@ JVM_XMS=4G JVM_XMX=12G ./run_server.sh
--- ---
## 4. Server Commands ## Server Commands
Once running, use these commands in the console: Once running, use these commands in the console:
@@ -420,12 +259,9 @@ Once running, use these commands in the console:
| `unban <player>` | Unban a player | | `unban <player>` | Unban a player |
| `tp <player> <x> <y> <z>` | Teleport player | | `tp <player> <x> <y> <z>` | Teleport player |
Use `/` slash for these commands.
--- ---
## 5. Command Line Options ## Command Line Options
Pass these when starting the server: Pass these when starting the server:
@@ -454,7 +290,7 @@ Pass these when starting the server:
--- ---
## 6. File Structure ## File Structure
``` ```
<game_path>/ <game_path>/
@@ -472,21 +308,21 @@ Pass these when starting the server:
--- ---
## 7. Backups ## Backups
### a. Automatic Backups ### Automatic Backups
```bash ```bash
./run_server.sh --backup --backup-dir ./backups --backup-frequency 30 ./run_server.sh --backup --backup-dir ./backups --backup-frequency 30
``` ```
### b. Manual Backup ### Manual Backup
1. Use `save` command or stop the server 1. Use `save` command or stop the server
2. Copy the `universe/` folder 2. Copy the `universe/` folder
3. Store in a safe location 3. Store in a safe location
### c. Restore ### Restore
1. Stop the server 1. Stop the server
2. Delete/rename current `universe/` 2. Delete/rename current `universe/`
@@ -495,9 +331,9 @@ Pass these when starting the server:
--- ---
## 8. Troubleshooting ## Troubleshooting
### a. "Java not found" or "Java version too old" ### "Java not found" or "Java version too old"
**Java 21 is REQUIRED** (the server uses class file version 65.0). **Java 21 is REQUIRED** (the server uses class file version 65.0).
@@ -516,20 +352,30 @@ export PATH="$JAVA_HOME/bin:$PATH"
``` ```
Add these lines to `~/.zshrc` or `~/.bash_profile` to make permanent. Add these lines to `~/.zshrc` or `~/.bash_profile` to make permanent.
### b. "Port already in use" ### "Game directory not found"
- Download game via F2P Launcher first
- Or set `HYTALE_GAME_PATH` environment variable
- Check custom install path in launcher settings
### "Assets.zip not found"
Game files incomplete. Re-download via the launcher.
### "Port already in use"
```bash ```bash
./run_server.sh --bind 0.0.0.0:5521 ./run_server.sh --bind 0.0.0.0:5521
``` ```
### c. "Out of memory" ### "Out of memory"
Increase JVM_XMX: Increase JVM_XMX:
```bash ```bash
JVM_XMX=6G ./run_server.sh JVM_XMX=6G ./run_server.sh
``` ```
### d. Players can't connect ### Players can't connect
1. Server shows "Server Ready"? 1. Server shows "Server Ready"?
2. Using F2P Launcher (not official)? 2. Using F2P Launcher (not official)?
@@ -537,7 +383,7 @@ JVM_XMX=6G ./run_server.sh
4. Port forwarding configured (for internet)? 4. Port forwarding configured (for internet)?
5. Try `--auth-mode unauthenticated` for testing 5. Try `--auth-mode unauthenticated` for testing
### e. "Authentication failed" ### "Authentication failed"
- Ensure players use F2P Launcher - Ensure players use F2P Launcher
- Auth server may be temporarily down - Auth server may be temporarily down
@@ -545,7 +391,7 @@ JVM_XMX=6G ./run_server.sh
--- ---
## 9. Docker Deployment (Advanced) ## Docker Deployment (Advanced)
For production servers, use Docker: For production servers, use Docker:
@@ -564,7 +410,40 @@ See [Docker documentation](https://github.com/Hybrowse/hytale-server-docker) for
--- ---
## 10. Getting Help ## Server Settings Summary
### Minimal Setup
```bash
./run_server.sh
```
### Custom Memory
```bash
JVM_XMS=2G JVM_XMX=8G ./run_server.sh
```
### Custom Port
```bash
HYTALE_BIND=0.0.0.0:25565 ./run_server.sh
```
### LAN Party (No Auth)
```bash
./run_server.sh --auth-mode unauthenticated
```
### Full Custom Setup
```bash
HYTALE_SERVER_NAME="Epic Server" \
HYTALE_BIND=0.0.0.0:5520 \
JVM_XMS=2G \
JVM_XMX=8G \
./run_server.sh --backup --backup-frequency 15 --allow-op
```
---
## Getting Help
- Check server console logs for errors - Check server console logs for errors
- Test with `--auth-mode unauthenticated` first - Test with `--auth-mode unauthenticated` first
@@ -573,13 +452,8 @@ See [Docker documentation](https://github.com/Hybrowse/hytale-server-docker) for
--- ---
# Credits ## Credits
- Hytale F2P Project - Hytale F2P Project
- [Hybrowse Docker Image](https://github.com/Hybrowse/hytale-server-docker) - [Hybrowse Docker Image](https://github.com/Hybrowse/hytale-server-docker)
- Auth Server: sanasol.ws - Auth Server: sanasol.ws

View File

@@ -1,460 +0,0 @@
# Hytale F2P Launcher - Troubleshooting Guide
This guide covers common issues and their solutions. If your issue isn't listed here, please check [existing issues](https://github.com/amiayweb/Hytale-F2P/issues) or join our [Discord](https://discord.gg/Fhbb9Yk5WW).
---
## Table of Contents
- [Windows Issues](#windows-issues)
- [Linux Issues](#linux-issues)
- [macOS Issues](#macos-issues)
- [Connection & Server Issues](#connection--server-issues)
- [Authentication & Token Issues](#authentication--token-issues)
- [Avatar & Cosmetics Issues](#avatar--cosmetics-issues)
- [General Issues](#general-issues)
- [Known Limitations](#known-limitations)
---
## Windows Issues
### "Failed to connect to server" / Server won't boot
**Symptoms:** Singleplayer world fails to load, "Server failed to boot" error.
**Solution - Whitelist in Windows Firewall:**
1. Open **Windows Settings** > **Privacy & Security** > **Windows Security**
2. Click **Firewall & network protection** > **Allow an app through firewall**
3. Click **Change settings**
4. Find `HytaleClient.exe` and check both **Private** and **Public**
5. If not listed, click **Allow another app** and browse to:
```
%localappdata%\HytaleF2P\release\package\game\latest\Client\HytaleClient.exe
```
### Duplicate mod error
**Symptoms:** `java.lang.IllegalArgumentException: Tried to load duplicate plugin`
**Solution:**
1. Navigate to your mods folder:
```
%localappdata%\HytaleF2P\release\package\game\latest\Client\UserData\Mods
```
2. Remove any duplicate `.jar` files
3. Restart the launcher
### SmartScreen blocks the launcher
**Solution:**
1. Click **More info**
2. Click **Run anyway**
---
## Linux Issues
### GPU not detected / Using software rendering (llvmpipe)
**Symptoms:**
- Game uses integrated GPU instead of dedicated GPU
- Very low FPS / unplayable performance
- Play button not clickable
- Log shows `llvmpipe` instead of your GPU
**Solution for NVIDIA:**
```bash
__EGL_VENDOR_LIBRARY_FILENAMES=/usr/share/glvnd/egl_vendor.d/10_nvidia.json ./HytaleF2P.AppImage
```
**Solution for AMD (hybrid GPU systems):**
```bash
DRI_PRIME=1 ./HytaleF2P.AppImage
```
**Permanent fix - Create a launcher script:**
```bash
#!/bin/bash
export __EGL_VENDOR_LIBRARY_FILENAMES=/usr/share/glvnd/egl_vendor.d/10_nvidia.json
export DRI_PRIME=1
./HytaleF2P.AppImage
```
**Note:** On some desktop systems with AMD iGPU + dGPU, the GPU selector may be inverted (selecting iGPU actually uses dGPU). Use whichever option works.
### SDL3_image / libpng errors
**Symptoms:**
- `DllNotFoundException: Unable to load shared library 'SDL3_image'`
- `libpng` related errors
- Game crashes on startup
**Solution - Install dependencies:**
**Fedora / RHEL:**
```bash
sudo dnf install libpng libpng-devel
```
**Debian / Ubuntu:**
```bash
sudo apt install libpng16-16 libpng-dev libgdiplus libc6-dev
```
**Arch Linux:**
```bash
sudo pacman -S libpng
```
**Alternative - Replace corrupted library:**
```bash
cd ~/.hytalef2p/release/package/game/latest/Client/
mv libSDL3_image.so libSDL3_image.so.bak
wget https://github.com/user-attachments/files/24710966/libSDL3_image.zip
unzip libSDL3_image.zip
chmod 644 libSDL3_image.so
rm libSDL3_image.zip
```
### AppImage won't launch / FUSE error
**Solution:**
```bash
# Debian/Ubuntu
sudo apt install libfuse2
# Fedora
sudo dnf install fuse
# Arch
sudo pacman -S fuse2
```
### Missing libxcrypt.so.1
**Solution:**
```bash
# Fedora/RHEL
sudo dnf install libxcrypt-compat
# Arch
sudo pacman -S libxcrypt-compat
```
### Wayland display issues
**Symptoms:** Game doesn't launch, stuck at loading, or display glitches on Wayland.
**Solution - Force X11:**
```bash
GDK_BACKEND=x11 ./HytaleF2P.AppImage
```
**Alternative - Electron Wayland hint:**
```bash
ELECTRON_OZONE_PLATFORM_HINT=auto ./HytaleF2P.AppImage
```
### Steam Deck / Gamescope issues
**Solution 1 - Add custom launch options in Steam:**
```
ELECTRON_OZONE_PLATFORM_HINT=x11 %command%
```
**Solution 2 - Launch from Desktop Mode** instead of Game Mode.
**Solution 3 - Force X11:**
```bash
GDK_BACKEND=x11 ./HytaleF2P.AppImage
```
### Ubuntu LTS-based distros (Linux Mint, Zorin OS, Pop!_OS)
These distributions may have compatibility issues due to older system packages. This is a limitation of the Hytale game client, not the launcher.
**Workarounds:**
1. Install all dependencies listed above
2. Try the SDL3_image replacement
3. Consider using a more recent distribution or Flatpak/AppImage with bundled dependencies
---
## macOS Issues
### "Butler system error -86" (Apple Silicon)
**Symptoms:** `Butler execution failed: spawn Unknown system error -86` (EXC_BAD_CPU_TYPE)
**Cause:** Butler (the update tool) is x86_64 only.
**Solution - Install Rosetta 2:**
```bash
softwareupdate --install-rosetta
```
Then restart the launcher.
### Auto-update fails with code signature error
**Symptoms:**
```
Code signature at URL did not pass validation
domain: 'SQRLCodeSignatureErrorDomain'
```
**Solution - Manual update:**
1. Download the latest version manually from [Releases](https://github.com/amiayweb/Hytale-F2P/releases/latest)
2. Backup your data first (see [Backup Locations](#backup-locations))
3. Install the fresh download
### "Unidentified developer" warning
**Solution:**
1. Open **System Settings** > **Privacy & Security**
2. Scroll to **Security** section
3. Find the message about "Hytale F2P Launcher"
4. Click **Open Anyway**
5. Authenticate and click **Open**
### App won't open (quarantine)
**Solution:**
```bash
xattr -rd com.apple.quarantine /Applications/Hytale-F2P-Launcher.app
```
---
## Connection & Server Issues
### "Failed to connect to server" in Singleplayer
**Possible causes:**
1. Windows Firewall blocking (see [Windows section](#failed-to-connect-to-server--server-wont-boot))
2. Patched server JAR download failed
3. Regional network restrictions
**Solution - Check patched JAR:**
1. Look for `HytaleServer.jar` in:
- Windows: `%localappdata%\HytaleF2P\release\package\game\latest\Server\`
- Linux: `~/.hytalef2p/release/package/game/latest/Server/`
- macOS: `~/Library/Application Support/HytaleF2P/release/package/game/latest/Server/`
2. If missing or very small, the download may have failed
**Solution - Regional restrictions:**
Some countries (Russia, Turkey, Indonesia, etc.) may have issues accessing download servers.
- Try using a VPN for the initial download
- Once downloaded, the patched JAR is cached locally
### "Infinite Booting Server" / Server stuck loading
**Solution:**
1. Check if the patched JAR downloaded successfully (see above)
2. Ensure your GPU meets minimum requirements
3. Check launcher logs for specific errors
4. Try with a VPN if in a restricted region
### "Connection timed out from inactivity"
**This is expected behavior.** Sessions have a 10-hour TTL and will timeout after extended inactivity. Simply reconnect to continue playing.
---
## Authentication & Token Issues
### "Invalid identity token" / "Failed to start Hytale"
**Solution:**
1. **Restart the launcher** - This fetches fresh tokens
2. **Check system time** - JWT validation requires accurate system time
3. **Clear cached tokens:**
- Delete `config.json` from your HytaleF2P folder
- Restart the launcher
- Re-enter your username
**Locations:**
- Windows: `%localappdata%\HytaleF2P\config.json`
- Linux: `~/.hytalef2p/config.json`
- macOS: `~/Library/Application Support/HytaleF2P/config.json`
### Token refresh errors
If you see issuer mismatch errors in logs:
1. Delete `config.json` and `player_id.json`
2. Restart the launcher
3. This forces a fresh authentication
---
## Avatar & Cosmetics Issues
### Avatar/skin changes not saving
**This is a known F2P limitation:**
- F2P mode has no password protection for usernames
- Anyone can use any username
- Cosmetics are stored server-side by username
- If someone else uses your username, they can change your cosmetics
**Workaround:** Use a unique username that others are unlikely to choose.
### Character invisible / Customization crashes
**Solution:**
1. Use **Repair Game** in launcher Settings
2. Verify `Assets.zip` exists in your game folder
3. Clear cached assets:
- Windows: Delete `%localappdata%\HytaleF2P\release\package\game\latest\Client\UserData\CachedAssets\`
4. Restart the launcher
### Avatar creator shows "Offline Mode"
**Cause:** Cannot connect to auth server.
**Solution:**
1. Check your internet connection
2. Test connectivity: Open `https://auth.sanasol.ws/health` in browser (should show "OK")
3. Check if firewall is blocking the connection
4. Try disabling VPN (or enabling one if in restricted region)
---
## General Issues
### Mods not showing up
**Solution:**
1. Ensure mods are placed in the correct folder:
- Windows: `%localappdata%\HytaleF2P\release\package\game\latest\Client\UserData\Mods\`
- Linux: `~/.hytalef2p/release/package/game/latest/Client/UserData/Mods/`
- macOS: `~/Library/Application Support/HytaleF2P/release/package/game/latest/Client/UserData/Mods/`
2. Verify mod files are `.jar` format
3. Check launcher logs for mod loading errors
### Game updates delete configurations/mods
**This is a known issue being worked on.**
**Prevention - Always backup before updating:**
- Server configs and worlds
- Mods folder
- `config.json` and `player_id.json`
See [Backup Locations](#backup-locations) below.
### Play button not clickable
Usually caused by GPU detection failure. See [GPU not detected](#gpu-not-detected--using-software-rendering-llvmpipe).
**Alternative:**
1. Go to **Settings** > **Graphics**
2. Manually select your GPU
3. Restart the launcher
### Read timeout errors
**Cause:** Network connectivity issues.
**Solutions:**
1. Check your internet connection stability
2. Try using a VPN
3. Check firewall settings
4. Try at a different time (server load varies)
---
## Known Limitations
### Linux ARM64 not supported
Hytale does not provide ARM64 game client builds. The launcher downloads from official Hytale servers which only provide:
- Windows x64
- macOS (Universal/Intel)
- Linux x64
This is outside our control.
### F2P Username System
- No password protection for usernames
- Anyone can claim any username
- Cosmetics shared by username
- UUIDs generated based on username
A per-player password system is planned for future versions.
### Session Timeout
Game sessions have a 10-hour TTL. This is by design for security.
---
## Backup Locations
### Windows
```
%localappdata%\HytaleF2P\
├── config.json # Launcher settings
├── player_id.json # Player identity
└── release\package\game\latest\
├── Client\UserData\ # Saves, settings, mods
└── Server\
├── universe\ # World data
└── config.json # Server config
```
### Linux
```
~/.hytalef2p/
├── config.json
├── player_id.json
└── release/package/game/latest/
├── Client/UserData/
└── Server/
├── universe/
└── config.json
```
### macOS
```
~/Library/Application Support/HytaleF2P/
├── config.json
├── player_id.json
└── release/package/game/latest/
├── Client/UserData/
└── Server/
├── universe/
└── config.json
```
---
## Getting Help
If your issue isn't resolved by this guide:
1. **Check existing issues:** [GitHub Issues](https://github.com/amiayweb/Hytale-F2P/issues)
2. **Join Discord:** [discord.gg/Fhbb9Yk5WW](https://discord.gg/Fhbb9Yk5WW)
3. **Open a new issue** with:
- Your operating system and version
- Launcher version
- Full launcher logs from:
- Windows: `%localappdata%\HytaleF2P\logs\`
- Linux: `~/.hytalef2p/logs/`
- macOS: `~/Library/Application Support/HytaleF2P/logs/`
- Steps to reproduce the issue
---
## Logs Location
For bug reports, please include logs from:
| OS | Path |
|----|------|
| Windows | `%localappdata%\HytaleF2P\logs\` |
| Linux | `~/.hytalef2p/logs/` |
| macOS | `~/Library/Application Support/HytaleF2P/logs/` |

View File

@@ -4,10 +4,6 @@ const logger = require('./logger');
const fs = require('fs'); const fs = require('fs');
const path = require('path'); const path = require('path');
const os = require('os'); const os = require('os');
const https = require('https');
const FORGEJO_API = 'https://git.sanhost.net/api/v1';
const FORGEJO_REPO = 'sanasol/hytale-f2p';
class AppUpdater { class AppUpdater {
constructor(mainWindow) { constructor(mainWindow) {
@@ -18,34 +14,6 @@ class AppUpdater {
this.setupAutoUpdater(); this.setupAutoUpdater();
} }
/**
* Fetch the latest non-draft release tag from Forgejo and set the feed URL
*/
async _resolveUpdateUrl() {
return new Promise((resolve, reject) => {
https.get(`${FORGEJO_API}/repos/${FORGEJO_REPO}/releases?limit=5`, (res) => {
let data = '';
res.on('data', (chunk) => data += chunk);
res.on('end', () => {
try {
const releases = JSON.parse(data);
const latest = releases.find(r => !r.draft && !r.prerelease);
if (latest) {
const url = `https://git.sanhost.net/${FORGEJO_REPO}/releases/download/${latest.tag_name}`;
console.log(`Auto-update URL resolved to: ${url}`);
autoUpdater.setFeedURL({ provider: 'generic', url });
resolve(url);
} else {
reject(new Error('No published release found'));
}
} catch (e) {
reject(e);
}
});
}).on('error', reject);
});
}
setupAutoUpdater() { setupAutoUpdater() {
// Configure logger for electron-updater // Configure logger for electron-updater
@@ -248,10 +216,8 @@ class AppUpdater {
} }
checkForUpdatesAndNotify() { checkForUpdatesAndNotify() {
// Resolve latest release URL then check for updates // Check for updates and notify if available
this._resolveUpdateUrl().catch(err => { autoUpdater.checkForUpdatesAndNotify().catch(err => {
console.warn('Failed to resolve update URL:', err.message);
}).then(() => autoUpdater.checkForUpdatesAndNotify()).catch(err => {
console.error('Failed to check for updates:', err); console.error('Failed to check for updates:', err);
// Network errors are not critical - just log and continue // Network errors are not critical - just log and continue
@@ -279,10 +245,8 @@ class AppUpdater {
} }
checkForUpdates() { checkForUpdates() {
// Manual check - resolve latest release URL first // Manual check for updates (returns promise)
return this._resolveUpdateUrl().catch(err => { return autoUpdater.checkForUpdates().catch(err => {
console.warn('Failed to resolve update URL:', err.message);
}).then(() => autoUpdater.checkForUpdates()).catch(err => {
console.error('Failed to check for updates:', err); console.error('Failed to check for updates:', err);
// Network errors are not critical - just return no update available // Network errors are not critical - just return no update available

View File

@@ -2,9 +2,6 @@ const fs = require('fs');
const path = require('path'); const path = require('path');
const os = require('os'); const os = require('os');
// =============================================================================
// UUID PERSISTENCE FIX - Atomic writes, backups, validation
// =============================================================================
// Default auth domain - can be overridden by env var or config // Default auth domain - can be overridden by env var or config
const DEFAULT_AUTH_DOMAIN = 'auth.sanasol.ws'; const DEFAULT_AUTH_DOMAIN = 'auth.sanasol.ws';
@@ -52,580 +49,66 @@ function getAppDir() {
} }
const CONFIG_FILE = path.join(getAppDir(), 'config.json'); const CONFIG_FILE = path.join(getAppDir(), 'config.json');
const CONFIG_BACKUP = path.join(getAppDir(), 'config.json.bak');
const CONFIG_TEMP = path.join(getAppDir(), 'config.json.tmp');
const UUID_STORE_FILE = path.join(getAppDir(), 'uuid-store.json');
// =============================================================================
// CONFIG VALIDATION
// =============================================================================
/**
* Validate config structure - ensures critical data is intact
*/
function validateConfig(config) {
if (!config || typeof config !== 'object') {
return false;
}
// If userUuids exists, it must be an object
if (config.userUuids !== undefined && typeof config.userUuids !== 'object') {
return false;
}
// If username exists, it must be a non-empty string
if (config.username !== undefined && (typeof config.username !== 'string')) {
return false;
}
return true;
}
// =============================================================================
// CONFIG LOADING - With backup recovery
// =============================================================================
/**
* Load config with automatic backup recovery
* Never returns empty object silently if data existed before
*/
function loadConfig() { function loadConfig() {
// Try primary config first
try { try {
if (fs.existsSync(CONFIG_FILE)) { if (fs.existsSync(CONFIG_FILE)) {
const data = fs.readFileSync(CONFIG_FILE, 'utf8'); return JSON.parse(fs.readFileSync(CONFIG_FILE, 'utf8'));
if (data.trim()) {
const config = JSON.parse(data);
if (validateConfig(config)) {
return config;
}
console.warn('[Config] Primary config invalid structure, trying backup...');
}
} }
} catch (err) { } catch (err) {
console.error('[Config] Failed to load primary config:', err.message); console.log('Notice: could not load config:', err.message);
} }
// Try backup config
try {
if (fs.existsSync(CONFIG_BACKUP)) {
const data = fs.readFileSync(CONFIG_BACKUP, 'utf8');
if (data.trim()) {
const config = JSON.parse(data);
if (validateConfig(config)) {
console.log('[Config] Recovered from backup successfully');
// Restore primary from backup
try {
fs.writeFileSync(CONFIG_FILE, data, 'utf8');
console.log('[Config] Primary config restored from backup');
} catch (restoreErr) {
console.error('[Config] Failed to restore primary from backup:', restoreErr.message);
}
return config;
}
}
}
} catch (err) {
console.error('[Config] Failed to load backup config:', err.message);
}
// No valid config - return empty (fresh install)
console.log('[Config] No valid config found - fresh install');
return {}; return {};
} }
// =============================================================================
// CONFIG SAVING - Atomic writes with backup
// =============================================================================
/**
* Save config atomically with backup
* Uses temp file + rename pattern to prevent corruption
* Creates backup before overwriting
*/
function saveConfig(update) { function saveConfig(update) {
const maxRetries = 3; try {
let lastError; const configDir = path.dirname(CONFIG_FILE);
if (!fs.existsSync(configDir)) {
for (let attempt = 1; attempt <= maxRetries; attempt++) { fs.mkdirSync(configDir, { recursive: true });
try {
const configDir = path.dirname(CONFIG_FILE);
if (!fs.existsSync(configDir)) {
fs.mkdirSync(configDir, { recursive: true });
}
// Load current config
const currentConfig = loadConfig();
// SAFETY: If config file exists on disk but loadConfig() returned empty,
// something is wrong (file locked, corrupted, etc.). Refuse to save
// because merging with {} would wipe all existing data (userUuids, username, etc.)
if (Object.keys(currentConfig).length === 0 && fs.existsSync(CONFIG_FILE)) {
const fileSize = fs.statSync(CONFIG_FILE).size;
if (fileSize > 2) { // More than just "{}"
console.error(`[Config] REFUSING to save — loaded empty but file exists (${fileSize} bytes). Retrying load...`);
// Wait and retry the load
const delay = attempt * 200;
const start = Date.now();
while (Date.now() - start < delay) { /* busy wait */ }
continue;
}
}
const newConfig = { ...currentConfig, ...update };
const data = JSON.stringify(newConfig, null, 2);
// 1. Write to temp file first
fs.writeFileSync(CONFIG_TEMP, data, 'utf8');
// 2. Verify temp file is valid JSON
const verification = JSON.parse(fs.readFileSync(CONFIG_TEMP, 'utf8'));
if (!validateConfig(verification)) {
throw new Error('Config validation failed after write');
}
// 3. Backup current config (if exists and valid)
if (fs.existsSync(CONFIG_FILE)) {
try {
const currentData = fs.readFileSync(CONFIG_FILE, 'utf8');
if (currentData.trim()) {
fs.writeFileSync(CONFIG_BACKUP, currentData, 'utf8');
}
} catch (backupErr) {
console.warn('[Config] Could not create backup:', backupErr.message);
// Continue anyway - saving new config is more important
}
}
// 4. Atomic rename (this is the critical operation)
fs.renameSync(CONFIG_TEMP, CONFIG_FILE);
return true;
} catch (err) {
lastError = err;
console.error(`[Config] Save attempt ${attempt}/${maxRetries} failed:`, err.message);
// Clean up temp file on failure
try {
if (fs.existsSync(CONFIG_TEMP)) {
fs.unlinkSync(CONFIG_TEMP);
}
} catch (cleanupErr) {
// Ignore cleanup errors
}
if (attempt < maxRetries) {
// Small delay before retry
const delay = attempt * 100;
const start = Date.now();
while (Date.now() - start < delay) {
// Busy wait (sync delay)
}
}
} }
const config = loadConfig();
const next = { ...config, ...update };
fs.writeFileSync(CONFIG_FILE, JSON.stringify(next, null, 2), 'utf8');
} catch (err) {
console.log('Notice: could not save config:', err.message);
} }
// All retries failed - this is critical
console.error('[Config] CRITICAL: Failed to save config after all retries:', lastError.message);
throw new Error(`Failed to save config: ${lastError.message}`);
} }
// =============================================================================
// USERNAME MANAGEMENT - No silent fallbacks
// =============================================================================
/**
* Save username to config
* When changing username, the UUID is preserved (rename, not new identity)
* Validates username before saving
*/
function saveUsername(username) { function saveUsername(username) {
if (!username || typeof username !== 'string') { saveConfig({ username: username || 'Player' });
throw new Error('Invalid username: must be a non-empty string');
}
const newName = username.trim();
if (!newName) {
throw new Error('Invalid username: cannot be empty or whitespace');
}
if (newName.length > 16) {
throw new Error('Invalid username: must be 16 characters or less');
}
const config = loadConfig();
const currentName = config.username ? config.username.trim() : null;
const userUuids = config.userUuids || {};
// Check if we're actually changing the username (case-insensitive comparison)
const isRename = currentName && currentName.toLowerCase() !== newName.toLowerCase();
// Also update UUID store (source of truth)
migrateUuidStoreIfNeeded();
const uuidStore = loadUuidStore();
if (isRename) {
// Find the UUID for the current username
const currentKey = Object.keys(userUuids).find(
k => k.toLowerCase() === currentName.toLowerCase()
);
const currentStoreKey = Object.keys(uuidStore).find(
k => k.toLowerCase() === currentName.toLowerCase()
);
if (currentKey && userUuids[currentKey]) {
// Check if target username already exists (would be a different identity)
const targetKey = Object.keys(userUuids).find(
k => k.toLowerCase() === newName.toLowerCase()
);
if (targetKey) {
// Target username already exists - this is switching identity, not renaming
console.log(`[Config] Switching to existing identity: "${newName}" (UUID already exists)`);
} else {
// Rename: move UUID from old name to new name
const uuid = userUuids[currentKey];
delete userUuids[currentKey];
userUuids[newName] = uuid;
// Same in UUID store
if (currentStoreKey) delete uuidStore[currentStoreKey];
uuidStore[newName] = uuid;
console.log(`[Config] Renamed identity: "${currentKey}" → "${newName}" (UUID preserved: ${uuid})`);
}
}
} else if (currentName && currentName !== newName) {
// Case change only - update the key to preserve the new casing
const currentKey = Object.keys(userUuids).find(
k => k.toLowerCase() === currentName.toLowerCase()
);
if (currentKey && currentKey !== newName) {
const uuid = userUuids[currentKey];
delete userUuids[currentKey];
userUuids[newName] = uuid;
// Same in UUID store
const storeKey = Object.keys(uuidStore).find(k => k.toLowerCase() === currentName.toLowerCase());
if (storeKey) {
delete uuidStore[storeKey];
uuidStore[newName] = uuid;
}
console.log(`[Config] Updated username case: "${currentKey}" → "${newName}"`);
}
}
// Save UUID store
saveUuidStore(uuidStore);
// Save both username and updated userUuids to config
saveConfig({ username: newName, userUuids });
console.log(`[Config] Username saved: "${newName}"`);
return newName;
} }
/**
* Load username from config
* Returns null if no username set (caller must handle)
*/
function loadUsername() { function loadUsername() {
const config = loadConfig(); const config = loadConfig();
const username = config.username; return config.username || 'Player';
if (username && typeof username === 'string' && username.trim()) {
return username.trim();
}
return null; // No username set - caller must handle this
} }
/** function saveChatUsername(chatUsername) {
* Load username with fallback to 'Player' saveConfig({ chatUsername: chatUsername || '' });
* Use this only for display purposes, NOT for UUID lookup
*/
function loadUsernameWithDefault() {
return loadUsername() || 'Player';
} }
/** function loadChatUsername() {
* Check if username is configured
*/
function hasUsername() {
return loadUsername() !== null;
}
// =============================================================================
// UUID MANAGEMENT - Persistent and safe
// Uses separate uuid-store.json as source of truth (survives config.json corruption)
// =============================================================================
/**
* Normalize username for UUID lookup (case-insensitive, trimmed)
*/
function normalizeUsername(username) {
if (!username || typeof username !== 'string') return null;
return username.trim().toLowerCase();
}
/**
* Load UUID store from separate file (independent of config.json)
*/
function loadUuidStore() {
try {
if (fs.existsSync(UUID_STORE_FILE)) {
const data = fs.readFileSync(UUID_STORE_FILE, 'utf8');
if (data.trim()) {
return JSON.parse(data);
}
}
} catch (err) {
console.error('[UUID Store] Failed to load:', err.message);
}
return {};
}
/**
* Save UUID store to separate file (atomic write)
*/
function saveUuidStore(store) {
try {
const dir = path.dirname(UUID_STORE_FILE);
if (!fs.existsSync(dir)) fs.mkdirSync(dir, { recursive: true });
const tmpFile = UUID_STORE_FILE + '.tmp';
fs.writeFileSync(tmpFile, JSON.stringify(store, null, 2), 'utf8');
fs.renameSync(tmpFile, UUID_STORE_FILE);
} catch (err) {
console.error('[UUID Store] Failed to save:', err.message);
}
}
/**
* One-time migration: copy userUuids from config.json to uuid-store.json
*/
function migrateUuidStoreIfNeeded() {
if (fs.existsSync(UUID_STORE_FILE)) return; // Already migrated
const config = loadConfig(); const config = loadConfig();
if (config.userUuids && Object.keys(config.userUuids).length > 0) { return config.chatUsername || '';
console.log('[UUID Store] Migrating', Object.keys(config.userUuids).length, 'UUIDs from config.json');
saveUuidStore(config.userUuids);
}
} }
/**
* Get UUID for a username
* Source of truth: uuid-store.json (separate from config.json)
* Also writes to config.json for backward compatibility
* Creates new UUID only if user doesn't exist in EITHER store
*/
function getUuidForUser(username) { function getUuidForUser(username) {
const { v4: uuidv4 } = require('uuid'); const { v4: uuidv4 } = require('uuid');
if (!username || typeof username !== 'string' || !username.trim()) {
throw new Error('Cannot get UUID: username is required');
}
const displayName = username.trim();
const normalizedLookup = displayName.toLowerCase();
// Ensure UUID store exists (one-time migration from config.json)
migrateUuidStoreIfNeeded();
// 1. Check UUID store first (source of truth)
const uuidStore = loadUuidStore();
const storeKey = Object.keys(uuidStore).find(k => k.toLowerCase() === normalizedLookup);
if (storeKey) {
const existingUuid = uuidStore[storeKey];
// Update case if needed
if (storeKey !== displayName) {
console.log(`[UUID Store] Updating username case: "${storeKey}" → "${displayName}"`);
delete uuidStore[storeKey];
uuidStore[displayName] = existingUuid;
saveUuidStore(uuidStore);
}
// Sync to config.json (backward compat, non-critical)
try {
const config = loadConfig();
const configUuids = config.userUuids || {};
const configKey = Object.keys(configUuids).find(k => k.toLowerCase() === normalizedLookup);
if (!configKey || configUuids[configKey] !== existingUuid) {
if (configKey) delete configUuids[configKey];
configUuids[displayName] = existingUuid;
saveConfig({ userUuids: configUuids });
}
} catch (e) {
// Non-critical — UUID store is the source of truth
}
console.log(`[UUID] ${displayName}${existingUuid} (from uuid-store)`);
return existingUuid;
}
// 2. Fallback: check config.json (recovery if uuid-store.json was lost)
const config = loadConfig(); const config = loadConfig();
const userUuids = config.userUuids || {}; const userUuids = config.userUuids || {};
const configKey = Object.keys(userUuids).find(k => k.toLowerCase() === normalizedLookup);
if (configKey) { if (userUuids[username]) {
const recoveredUuid = userUuids[configKey]; return userUuids[username];
console.warn(`[UUID] RECOVERED "${displayName}" → ${recoveredUuid} from config.json (uuid-store was missing)`);
// Save to UUID store
uuidStore[displayName] = recoveredUuid;
saveUuidStore(uuidStore);
return recoveredUuid;
} }
// 3. New user — generate UUID, save to BOTH stores
const newUuid = uuidv4(); const newUuid = uuidv4();
console.log(`[UUID] NEW user "${displayName}" → ${newUuid}`); userUuids[username] = newUuid;
// Save to UUID store (source of truth)
uuidStore[displayName] = newUuid;
saveUuidStore(uuidStore);
// Save to config.json (backward compat)
userUuids[displayName] = newUuid;
saveConfig({ userUuids }); saveConfig({ userUuids });
return newUuid; return newUuid;
} }
/**
* Get current user's UUID (based on saved username)
*/
function getCurrentUuid() {
const username = loadUsername();
if (!username) {
throw new Error('Cannot get current UUID: no username configured');
}
return getUuidForUser(username);
}
/**
* Get all UUID mappings (raw object)
*/
function getAllUuidMappings() {
migrateUuidStoreIfNeeded();
const uuidStore = loadUuidStore();
// Fallback to config if uuid-store is empty
if (Object.keys(uuidStore).length === 0) {
const config = loadConfig();
return config.userUuids || {};
}
return uuidStore;
}
/**
* Get all UUID mappings as array with current user flag
*/
function getAllUuidMappingsArray() {
const allMappings = getAllUuidMappings();
const currentUsername = loadUsername();
const normalizedCurrent = currentUsername ? currentUsername.toLowerCase() : null;
return Object.entries(allMappings).map(([username, uuid]) => ({
username,
uuid,
isCurrent: username.toLowerCase() === normalizedCurrent
}));
}
/**
* Set UUID for a specific user
* Validates UUID format before saving
* Preserves original case of username
*/
function setUuidForUser(username, uuid) {
const { validate: validateUuid } = require('uuid');
if (!username || typeof username !== 'string' || !username.trim()) {
throw new Error('Invalid username');
}
if (!validateUuid(uuid)) {
throw new Error('Invalid UUID format');
}
const displayName = username.trim();
const normalizedLookup = displayName.toLowerCase();
// 1. Update UUID store (source of truth)
migrateUuidStoreIfNeeded();
const uuidStore = loadUuidStore();
const storeKey = Object.keys(uuidStore).find(k => k.toLowerCase() === normalizedLookup);
if (storeKey) delete uuidStore[storeKey];
uuidStore[displayName] = uuid;
saveUuidStore(uuidStore);
// 2. Update config.json (backward compat)
const config = loadConfig();
const userUuids = config.userUuids || {};
const existingKey = Object.keys(userUuids).find(k => k.toLowerCase() === normalizedLookup);
if (existingKey) delete userUuids[existingKey];
userUuids[displayName] = uuid;
saveConfig({ userUuids });
console.log(`[Config] UUID set for "${displayName}": ${uuid}`);
return uuid;
}
/**
* Generate a new UUID (without saving)
*/
function generateNewUuid() {
const { v4: uuidv4 } = require('uuid');
return uuidv4();
}
/**
* Delete UUID for a specific user
* Uses case-insensitive lookup
*/
function deleteUuidForUser(username) {
if (!username || typeof username !== 'string') {
throw new Error('Invalid username');
}
const normalizedLookup = username.trim().toLowerCase();
let deleted = false;
// 1. Delete from UUID store (source of truth)
migrateUuidStoreIfNeeded();
const uuidStore = loadUuidStore();
const storeKey = Object.keys(uuidStore).find(k => k.toLowerCase() === normalizedLookup);
if (storeKey) {
delete uuidStore[storeKey];
saveUuidStore(uuidStore);
deleted = true;
}
// 2. Delete from config.json (backward compat)
const config = loadConfig();
const userUuids = config.userUuids || {};
const existingKey = Object.keys(userUuids).find(k => k.toLowerCase() === normalizedLookup);
if (existingKey) {
delete userUuids[existingKey];
saveConfig({ userUuids });
deleted = true;
}
if (deleted) console.log(`[Config] UUID deleted for "${username}"`);
return deleted;
}
/**
* Reset current user's UUID (generates new one)
*/
function resetCurrentUserUuid() {
const username = loadUsername();
if (!username) {
throw new Error('Cannot reset UUID: no username configured');
}
const { v4: uuidv4 } = require('uuid');
const newUuid = uuidv4();
return setUuidForUser(username, newUuid);
}
// =============================================================================
// JAVA PATH MANAGEMENT
// =============================================================================
function saveJavaPath(javaPath) { function saveJavaPath(javaPath) {
const trimmed = (javaPath || '').trim(); const trimmed = (javaPath || '').trim();
saveConfig({ javaPath: trimmed }); saveConfig({ javaPath: trimmed });
@@ -646,10 +129,6 @@ function loadJavaPath() {
return config.javaPath || ''; return config.javaPath || '';
} }
// =============================================================================
// INSTALL PATH MANAGEMENT
// =============================================================================
function saveInstallPath(installPath) { function saveInstallPath(installPath) {
const trimmed = (installPath || '').trim(); const trimmed = (installPath || '').trim();
saveConfig({ installPath: trimmed }); saveConfig({ installPath: trimmed });
@@ -660,10 +139,6 @@ function loadInstallPath() {
return config.installPath || ''; return config.installPath || '';
} }
// =============================================================================
// DISCORD RPC SETTINGS
// =============================================================================
function saveDiscordRPC(enabled) { function saveDiscordRPC(enabled) {
saveConfig({ discordRPC: !!enabled }); saveConfig({ discordRPC: !!enabled });
} }
@@ -673,10 +148,6 @@ function loadDiscordRPC() {
return config.discordRPC !== undefined ? config.discordRPC : true; return config.discordRPC !== undefined ? config.discordRPC : true;
} }
// =============================================================================
// LANGUAGE SETTINGS
// =============================================================================
function saveLanguage(language) { function saveLanguage(language) {
saveConfig({ language: language || 'en' }); saveConfig({ language: language || 'en' });
} }
@@ -686,10 +157,6 @@ function loadLanguage() {
return config.language || 'en'; return config.language || 'en';
} }
// =============================================================================
// LAUNCHER SETTINGS
// =============================================================================
function saveCloseLauncherOnStart(enabled) { function saveCloseLauncherOnStart(enabled) {
saveConfig({ closeLauncherOnStart: !!enabled }); saveConfig({ closeLauncherOnStart: !!enabled });
} }
@@ -708,38 +175,31 @@ function loadLauncherHardwareAcceleration() {
return config.launcherHardwareAcceleration !== undefined ? config.launcherHardwareAcceleration : true; return config.launcherHardwareAcceleration !== undefined ? config.launcherHardwareAcceleration : true;
} }
// =============================================================================
// MODS MANAGEMENT
// =============================================================================
function saveModsToConfig(mods) { function saveModsToConfig(mods) {
try { try {
const config = loadConfig(); const config = loadConfig();
// Config migration handles structure, but mod saves must go to the ACTIVE profile.
// Global installedMods is kept mainly for reference/migration.
// The profile is the source of truth for enabled mods.
if (config.activeProfileId && config.profiles && config.profiles[config.activeProfileId]) { if (config.activeProfileId && config.profiles && config.profiles[config.activeProfileId]) {
config.profiles[config.activeProfileId].mods = mods; config.profiles[config.activeProfileId].mods = mods;
} else { } else {
// Fallback for legacy or no-profile state
config.installedMods = mods; config.installedMods = mods;
} }
// Use atomic save
const configDir = path.dirname(CONFIG_FILE); const configDir = path.dirname(CONFIG_FILE);
if (!fs.existsSync(configDir)) { if (!fs.existsSync(configDir)) {
fs.mkdirSync(configDir, { recursive: true }); fs.mkdirSync(configDir, { recursive: true });
} }
// Write atomically fs.writeFileSync(CONFIG_FILE, JSON.stringify(config, null, 2));
const data = JSON.stringify(config, null, 2); console.log('Mods saved to config.json');
fs.writeFileSync(CONFIG_TEMP, data, 'utf8');
if (fs.existsSync(CONFIG_FILE)) {
fs.copyFileSync(CONFIG_FILE, CONFIG_BACKUP);
}
fs.renameSync(CONFIG_TEMP, CONFIG_FILE);
console.log('[Config] Mods saved successfully');
} catch (error) { } catch (error) {
console.error('[Config] Error saving mods:', error); console.error('Error saving mods to config:', error);
throw error;
} }
} }
@@ -747,34 +207,25 @@ function loadModsFromConfig() {
try { try {
const config = loadConfig(); const config = loadConfig();
// Prefer Active Profile
if (config.activeProfileId && config.profiles && config.profiles[config.activeProfileId]) { if (config.activeProfileId && config.profiles && config.profiles[config.activeProfileId]) {
return config.profiles[config.activeProfileId].mods || []; return config.profiles[config.activeProfileId].mods || [];
} }
return config.installedMods || []; return config.installedMods || [];
} catch (error) { } catch (error) {
console.error('[Config] Error loading mods:', error); console.error('Error loading mods from config:', error);
return []; return [];
} }
} }
// =============================================================================
// FIRST LAUNCH DETECTION - FIXED
// =============================================================================
/**
* Check if this is the first launch
* FIXED: Was always returning true due to bug
*/
function isFirstLaunch() { function isFirstLaunch() {
const config = loadConfig(); const config = loadConfig();
// If explicitly marked, use that
if ('hasLaunchedBefore' in config) { if ('hasLaunchedBefore' in config) {
return !config.hasLaunchedBefore; return !config.hasLaunchedBefore;
} }
// Check for any existing user data
const hasUserData = config.installPath || config.username || config.javaPath || const hasUserData = config.installPath || config.username || config.javaPath ||
config.chatUsername || config.userUuids || config.chatUsername || config.userUuids ||
Object.keys(config).length > 0; Object.keys(config).length > 0;
@@ -783,17 +234,76 @@ function isFirstLaunch() {
return true; return true;
} }
// FIXED: Was returning true here, should be false return true;
return false;
} }
function markAsLaunched() { function markAsLaunched() {
saveConfig({ hasLaunchedBefore: true, firstLaunchDate: new Date().toISOString() }); saveConfig({ hasLaunchedBefore: true, firstLaunchDate: new Date().toISOString() });
} }
// ============================================================================= // UUID Management Functions
// GPU PREFERENCE function getCurrentUuid() {
// ============================================================================= const username = loadUsername();
return getUuidForUser(username);
}
function getAllUuidMappings() {
const config = loadConfig();
return config.userUuids || {};
}
function setUuidForUser(username, uuid) {
const { v4: uuidv4, validate: validateUuid } = require('uuid');
// Validate UUID format
if (!validateUuid(uuid)) {
throw new Error('Invalid UUID format');
}
const config = loadConfig();
const userUuids = config.userUuids || {};
userUuids[username] = uuid;
saveConfig({ userUuids });
return uuid;
}
function generateNewUuid() {
const { v4: uuidv4 } = require('uuid');
return uuidv4();
}
function deleteUuidForUser(username) {
const config = loadConfig();
const userUuids = config.userUuids || {};
if (userUuids[username]) {
delete userUuids[username];
saveConfig({ userUuids });
return true;
}
return false;
}
function resetCurrentUserUuid() {
const username = loadUsername();
const { v4: uuidv4 } = require('uuid');
const newUuid = uuidv4();
return setUuidForUser(username, newUuid);
}
function saveChatColor(color) {
const config = loadConfig();
config.chatColor = color;
saveConfig(config);
}
function loadChatColor() {
const config = loadConfig();
return config.chatColor || '#3498db';
}
function saveGpuPreference(gpuPreference) { function saveGpuPreference(gpuPreference) {
saveConfig({ gpuPreference: gpuPreference || 'auto' }); saveConfig({ gpuPreference: gpuPreference || 'auto' });
@@ -804,10 +314,6 @@ function loadGpuPreference() {
return config.gpuPreference || 'auto'; return config.gpuPreference || 'auto';
} }
// =============================================================================
// VERSION MANAGEMENT
// =============================================================================
function saveVersionClient(versionClient) { function saveVersionClient(versionClient) {
saveConfig({ version_client: versionClient }); saveConfig({ version_client: versionClient });
} }
@@ -820,7 +326,7 @@ function loadVersionClient() {
function saveVersionBranch(versionBranch) { function saveVersionBranch(versionBranch) {
const branch = versionBranch || 'release'; const branch = versionBranch || 'release';
if (branch !== 'release' && branch !== 'pre-release') { if (branch !== 'release' && branch !== 'pre-release') {
console.warn(`[Config] Invalid branch "${branch}", defaulting to "release"`); console.warn(`Invalid branch "${branch}", defaulting to "release"`);
saveConfig({ version_branch: 'release' }); saveConfig({ version_branch: 'release' });
} else { } else {
saveConfig({ version_branch: branch }); saveConfig({ version_branch: branch });
@@ -832,99 +338,54 @@ function loadVersionBranch() {
return config.version_branch || 'release'; return config.version_branch || 'release';
} }
// =============================================================================
// READY STATE - For UI to check before allowing launch
// =============================================================================
/**
* Check if launcher is ready to launch game
* Returns object with ready state and any issues
*/
function checkLaunchReady() {
const issues = [];
const username = loadUsername();
if (!username) {
issues.push('No username configured');
} else if (username === 'Player') {
issues.push('Using default username "Player"');
}
return {
ready: issues.length === 0,
hasUsername: !!username,
username: username,
issues: issues
};
}
// =============================================================================
// EXPORTS
// =============================================================================
module.exports = { module.exports = {
// Core config
loadConfig, loadConfig,
saveConfig, saveConfig,
validateConfig,
// Username (no silent fallbacks)
saveUsername, saveUsername,
loadUsername, loadUsername,
loadUsernameWithDefault, saveChatUsername,
hasUsername, loadChatUsername,
saveChatColor,
// UUID management loadChatColor,
getUuidForUser, getUuidForUser,
getCurrentUuid,
getAllUuidMappings,
getAllUuidMappingsArray,
setUuidForUser,
generateNewUuid,
deleteUuidForUser,
resetCurrentUserUuid,
// Java/Install paths
saveJavaPath, saveJavaPath,
loadJavaPath, loadJavaPath,
saveInstallPath, saveInstallPath,
loadInstallPath, loadInstallPath,
// Settings
saveDiscordRPC, saveDiscordRPC,
loadDiscordRPC, loadDiscordRPC,
saveLanguage, saveLanguage,
loadLanguage, loadLanguage,
saveCloseLauncherOnStart,
loadCloseLauncherOnStart,
saveLauncherHardwareAcceleration,
loadLauncherHardwareAcceleration,
// Mods
saveModsToConfig, saveModsToConfig,
loadModsFromConfig, loadModsFromConfig,
// Launch state
isFirstLaunch, isFirstLaunch,
markAsLaunched, markAsLaunched,
checkLaunchReady, CONFIG_FILE,
// Auth server exports
// Auth server
getAuthServerUrl, getAuthServerUrl,
getAuthDomain, getAuthDomain,
saveAuthDomain, saveAuthDomain,
// UUID Management exports
// GPU getCurrentUuid,
getAllUuidMappings,
setUuidForUser,
generateNewUuid,
deleteUuidForUser,
resetCurrentUserUuid,
// GPU Preference exports
saveGpuPreference, saveGpuPreference,
loadGpuPreference, loadGpuPreference,
// Close Launcher export
saveCloseLauncherOnStart,
loadCloseLauncherOnStart,
// Version // Hardware Acceleration functions
saveLauncherHardwareAcceleration,
loadLauncherHardwareAcceleration,
// Version Management exports
saveVersionClient, saveVersionClient,
loadVersionClient, loadVersionClient,
saveVersionBranch, saveVersionBranch,
loadVersionBranch, loadVersionBranch
// Constants
CONFIG_FILE,
UUID_STORE_FILE
}; };

View File

@@ -15,7 +15,7 @@ function getAppDir() {
} }
/** /**
* Get centralized UserData saves directory (NEW in 2.2.0) * Get centralized UserData saves directory (NEW in 2.1.2)
* UserData is now stored separately from game installation * UserData is now stored separately from game installation
*/ */
function getHytaleSavesDir() { function getHytaleSavesDir() {
@@ -233,7 +233,7 @@ async function getModsPath(customInstallPath = null) {
function getProfilesDir(customInstallPath = null) { function getProfilesDir(customInstallPath = null) {
try { try {
// NEW 2.2.0: Use centralized UserData location // NEW 2.1.2: Use centralized UserData location
const userDataPath = getHytaleSavesDir(); const userDataPath = getHytaleSavesDir();
const profilesDir = path.join(userDataPath, 'Profiles'); const profilesDir = path.join(userDataPath, 'Profiles');

View File

@@ -1,7 +0,0 @@
const FORCE_CLEAN_INSTALL_VERSION = false;
const CLEAN_INSTALL_TEST_VERSION = 'v4';
module.exports = {
FORCE_CLEAN_INSTALL_VERSION,
CLEAN_INSTALL_TEST_VERSION
};

View File

@@ -5,8 +5,10 @@
const { const {
saveUsername, saveUsername,
loadUsername, loadUsername,
loadUsernameWithDefault, saveChatUsername,
hasUsername, loadChatUsername,
saveChatColor,
loadChatColor,
saveJavaPath, saveJavaPath,
loadJavaPath, loadJavaPath,
saveInstallPath, saveInstallPath,
@@ -18,22 +20,19 @@ const {
saveCloseLauncherOnStart, saveCloseLauncherOnStart,
loadCloseLauncherOnStart, loadCloseLauncherOnStart,
// Hardware Acceleration
saveLauncherHardwareAcceleration, saveLauncherHardwareAcceleration,
loadLauncherHardwareAcceleration, loadLauncherHardwareAcceleration,
loadConfig,
saveConfig,
saveModsToConfig, saveModsToConfig,
loadModsFromConfig, loadModsFromConfig,
getUuidForUser, getUuidForUser,
isFirstLaunch, isFirstLaunch,
markAsLaunched, markAsLaunched,
checkLaunchReady,
// UUID Management // UUID Management
getCurrentUuid, getCurrentUuid,
getAllUuidMappings, getAllUuidMappings,
getAllUuidMappingsArray,
setUuidForUser, setUuidForUser,
generateNewUuid, generateNewUuid,
deleteUuidForUser, deleteUuidForUser,
@@ -114,10 +113,11 @@ module.exports = {
// User configuration functions // User configuration functions
saveUsername, saveUsername,
loadUsername, loadUsername,
loadUsernameWithDefault, saveChatUsername,
hasUsername, loadChatUsername,
saveChatColor,
loadChatColor,
getUuidForUser, getUuidForUser,
checkLaunchReady,
// Java configuration functions // Java configuration functions
saveJavaPath, saveJavaPath,
@@ -144,10 +144,6 @@ module.exports = {
saveLauncherHardwareAcceleration, saveLauncherHardwareAcceleration,
loadLauncherHardwareAcceleration, loadLauncherHardwareAcceleration,
// Config functions
loadConfig,
saveConfig,
// GPU Preference functions // GPU Preference functions
saveGpuPreference, saveGpuPreference,
loadGpuPreference, loadGpuPreference,
@@ -169,7 +165,6 @@ module.exports = {
// UUID Management functions // UUID Management functions
getCurrentUuid, getCurrentUuid,
getAllUuidMappings, getAllUuidMappings,
getAllUuidMappingsArray,
setUuidForUser, setUuidForUser,
generateNewUuid, generateNewUuid,
deleteUuidForUser, deleteUuidForUser,

View File

@@ -1,327 +0,0 @@
const fs = require('fs');
const path = require('path');
const { execFile } = require('child_process');
const { downloadFile, retryDownload } = require('../utils/fileManager');
const { getOS, getArch } = require('../utils/platformUtils');
const { validateChecksum, extractVersionDetails, getInstalledClientVersion, getUpdatePlan, extractVersionNumber, getAllMirrorUrls, getPatchesBaseUrl } = require('../services/versionManager');
const { installButler } = require('./butlerManager');
const { GAME_DIR, CACHE_DIR, TOOLS_DIR } = require('../core/paths');
const { saveVersionClient } = require('../core/config');
async function acquireGameArchive(downloadUrl, targetPath, checksum, progressCallback, allowRetry = true) {
const osName = getOS();
const arch = getArch();
if (osName === 'darwin' && arch === 'amd64') {
throw new Error('Hytale x86_64 Intel Mac Support has not been released yet. Please check back later.');
}
if (fs.existsSync(targetPath)) {
const stats = fs.statSync(targetPath);
if (stats.size > 1024 * 1024) {
const isValid = await validateChecksum(targetPath, checksum);
if (isValid) {
console.log(`Valid archive found in cache: ${targetPath}`);
return targetPath;
}
console.log('Cached archive checksum mismatch, re-downloading');
fs.unlinkSync(targetPath);
}
}
console.log(`Downloading game archive from: ${downloadUrl}`);
// Try primary URL first, then mirror URLs on timeout/connection failure
const mirrors = await getAllMirrorUrls();
const primaryBase = await getPatchesBaseUrl();
const urlsToTry = [downloadUrl];
// Build mirror URLs by replacing the base URL
for (const mirror of mirrors) {
if (mirror !== primaryBase && downloadUrl.startsWith(primaryBase)) {
const mirrorUrl = downloadUrl.replace(primaryBase, mirror);
if (!urlsToTry.includes(mirrorUrl)) {
urlsToTry.push(mirrorUrl);
}
}
}
let lastError;
for (let i = 0; i < urlsToTry.length; i++) {
const url = urlsToTry[i];
try {
if (i > 0) {
console.log(`[Download] Trying mirror ${i}: ${url}`);
if (progressCallback) {
progressCallback(`Trying alternative mirror (${i}/${urlsToTry.length - 1})...`, 0, null, null, null);
}
// Clean up partial download from previous attempt
if (fs.existsSync(targetPath)) {
try { fs.unlinkSync(targetPath); } catch (e) {}
}
}
if (allowRetry) {
await retryDownload(url, targetPath, progressCallback);
} else {
await downloadFile(url, targetPath, progressCallback);
}
lastError = null;
break; // Success
} catch (error) {
lastError = error;
const isConnectionError = error.message && (
error.message.includes('ETIMEDOUT') ||
error.message.includes('ECONNREFUSED') ||
error.message.includes('ECONNABORTED') ||
error.message.includes('timeout')
);
if (isConnectionError && i < urlsToTry.length - 1) {
console.warn(`[Download] Connection failed (${error.message}), will try mirror...`);
continue;
}
// Non-connection error or last mirror — throw
break;
}
}
if (lastError) {
const enhancedError = new Error(`Archive download failed: ${lastError.message}`);
enhancedError.originalError = lastError;
enhancedError.downloadUrl = downloadUrl;
enhancedError.targetPath = targetPath;
throw enhancedError;
}
const stats = fs.statSync(targetPath);
console.log(`Archive downloaded, size: ${(stats.size / 1024 / 1024).toFixed(2)} MB`);
const isValid = await validateChecksum(targetPath, checksum);
if (!isValid) {
console.log('Downloaded archive checksum validation failed, removing corrupted file');
fs.unlinkSync(targetPath);
throw new Error('Downloaded archive is corrupted or invalid. Please retry');
}
console.log(`Archive validation passed: ${targetPath}`);
return targetPath;
}
async function deployGameArchive(archivePath, destinationDir, toolsDir, progressCallback, isDifferential = false) {
if (!archivePath || !fs.existsSync(archivePath)) {
throw new Error(`Archive not found: ${archivePath || 'undefined'}`);
}
const stats = fs.statSync(archivePath);
console.log(`Deploying archive: ${archivePath}`);
console.log(`Archive size: ${(stats.size / 1024 / 1024).toFixed(2)} MB`);
console.log(`Deployment mode: ${isDifferential ? 'differential' : 'full'}`);
const butlerPath = await installButler(toolsDir);
const stagingDir = path.join(destinationDir, 'staging-temp');
if (!fs.existsSync(destinationDir)) {
fs.mkdirSync(destinationDir, { recursive: true });
}
if (fs.existsSync(stagingDir)) {
fs.rmSync(stagingDir, { recursive: true, force: true });
}
fs.mkdirSync(stagingDir, { recursive: true });
if (progressCallback) {
progressCallback(isDifferential ? 'Applying differential update...' : 'Installing game files...', null, null, null, null);
}
const args = [
'apply',
'--staging-dir',
stagingDir,
archivePath,
destinationDir
];
console.log(`Executing deployment: ${butlerPath} ${args.join(' ')}`);
return new Promise((resolve, reject) => {
const child = execFile(butlerPath, args, {
maxBuffer: 1024 * 1024 * 10,
timeout: 600000
}, (error, stdout, stderr) => {
if (error) {
const cleanStderr = stderr.replace(/[\u2714\u2716\u2713\u2717\u26A0\uD83D[\uDC00-\uDFFF]]/g, '').trim();
const cleanStdout = stdout.replace(/[\u2714\u2716\u2713\u2717\u26A0\uD83D[\uDC00-\uDFFF]]/g, '').trim();
if (cleanStderr) console.error('Deployment stderr:', cleanStderr);
if (cleanStdout) console.error('Deployment stdout:', cleanStdout);
const errorText = (stderr + ' ' + error.message).toLowerCase();
let message = 'Game deployment failed';
if (errorText.includes('unexpected eof')) {
message = 'Corrupted archive detected. Please retry download.';
if (fs.existsSync(archivePath)) {
fs.unlinkSync(archivePath);
}
} else if (errorText.includes('permission denied')) {
message = 'Permission denied. Check file permissions and try again.';
} else if (errorText.includes('no space left') || errorText.includes('device full')) {
message = 'Insufficient disk space. Free up space and try again.';
}
const deployError = new Error(message);
deployError.originalError = error;
deployError.stderr = cleanStderr;
deployError.stdout = cleanStdout;
return reject(deployError);
}
console.log('Game deployment completed successfully');
const cleanOutput = stdout.replace(/[\u2714\u2716\u2713\u2717\u26A0\uD83D[\uDC00-\uDFFF]]/g, '').trim();
if (cleanOutput) {
console.log(cleanOutput);
}
if (fs.existsSync(stagingDir)) {
try {
fs.rmSync(stagingDir, { recursive: true, force: true });
} catch (cleanupErr) {
console.warn('Failed to cleanup staging directory:', cleanupErr.message);
}
}
resolve();
});
child.on('error', (err) => {
console.error('Deployment process error:', err);
reject(new Error(`Failed to execute deployment tool: ${err.message}`));
});
});
}
async function performIntelligentUpdate(targetVersion, branch = 'release', progressCallback, gameDir = GAME_DIR, cacheDir = CACHE_DIR, toolsDir = TOOLS_DIR) {
console.log(`Initiating intelligent update to version ${targetVersion}`);
const currentVersion = getInstalledClientVersion();
const currentBuild = extractVersionNumber(currentVersion) || 0;
const targetBuild = extractVersionNumber(targetVersion);
console.log(`Current build: ${currentBuild}, Target build: ${targetBuild}, Branch: ${branch}`);
// For non-release branches, always do full install
if (branch !== 'release') {
console.log('Pre-release branch detected - forcing full archive download');
const versionDetails = await extractVersionDetails(targetVersion, branch);
const archivePath = path.join(cacheDir, `${branch}_0_to_${targetBuild}.pwr`);
if (progressCallback) {
progressCallback('Downloading full game archive (pre-release)...', 0, null, null, null);
}
await acquireGameArchive(versionDetails.fullUrl, archivePath, null, progressCallback);
await deployGameArchive(archivePath, gameDir, toolsDir, progressCallback, false);
saveVersionClient(targetVersion);
console.log(`Pre-release installation completed. Version ${targetVersion} is now installed.`);
return;
}
// Clean install (no current version)
if (currentBuild === 0) {
console.log('No existing installation detected - downloading full archive');
const versionDetails = await extractVersionDetails(targetVersion, branch);
const archivePath = path.join(cacheDir, `${branch}_0_to_${targetBuild}.pwr`);
if (progressCallback) {
progressCallback(`Downloading full game archive (first install - v${targetBuild})...`, 0, null, null, null);
}
await acquireGameArchive(versionDetails.fullUrl, archivePath, null, progressCallback);
await deployGameArchive(archivePath, gameDir, toolsDir, progressCallback, false);
saveVersionClient(targetVersion);
console.log(`Initial installation completed. Version ${targetVersion} is now installed.`);
return;
}
// Already at target
if (currentBuild >= targetBuild) {
console.log('Already at target version or newer');
return;
}
// Use mirror's update plan for optimal patch routing
try {
const plan = await getUpdatePlan(currentBuild, targetBuild, branch);
console.log(`Applying ${plan.steps.length} patch(es): ${plan.steps.map(s => `${s.from}\u2192${s.to}`).join(' + ')}`);
for (let i = 0; i < plan.steps.length; i++) {
const step = plan.steps[i];
const stepName = `${step.from}_to_${step.to}`;
const archivePath = path.join(cacheDir, `${branch}_${stepName}.pwr`);
const isDifferential = step.from !== 0;
if (progressCallback) {
progressCallback(`Downloading patch ${i + 1}/${plan.steps.length}: ${stepName}...`, 0, null, null, null);
}
await acquireGameArchive(step.url, archivePath, null, progressCallback);
if (progressCallback) {
progressCallback(`Applying patch ${i + 1}/${plan.steps.length}: ${stepName}...`, 50, null, null, null);
}
await deployGameArchive(archivePath, gameDir, toolsDir, progressCallback, isDifferential);
// Clean up patch file
if (fs.existsSync(archivePath)) {
try {
fs.unlinkSync(archivePath);
console.log(`Cleaned up: ${stepName}.pwr`);
} catch (cleanupErr) {
console.warn(`Failed to cleanup: ${cleanupErr.message}`);
}
}
saveVersionClient(`v${step.to}`);
console.log(`Patch ${stepName} applied (${i + 1}/${plan.steps.length})`);
}
console.log(`Update completed. Version ${targetVersion} is now installed.`);
} catch (planError) {
console.error('Update plan failed:', planError.message);
console.log('Falling back to full archive download');
// Fallback: full install
const versionDetails = await extractVersionDetails(targetVersion, branch);
const archivePath = path.join(cacheDir, `${branch}_0_to_${targetBuild}.pwr`);
if (progressCallback) {
progressCallback(`Downloading full game archive (fallback)...`, 0, null, null, null);
}
await acquireGameArchive(versionDetails.fullUrl, archivePath, null, progressCallback);
await deployGameArchive(archivePath, gameDir, toolsDir, progressCallback, false);
saveVersionClient(targetVersion);
}
}
async function ensureGameInstalled(targetVersion, branch = 'release', progressCallback, gameDir = GAME_DIR, cacheDir = CACHE_DIR, toolsDir = TOOLS_DIR) {
const { findClientPath } = require('../core/paths');
const clientPath = findClientPath(gameDir);
if (clientPath) {
const currentVersion = getInstalledClientVersion();
if (currentVersion === targetVersion) {
console.log(`Game already installed at correct version: ${targetVersion}`);
return;
}
}
await performIntelligentUpdate(targetVersion, branch, progressCallback, gameDir, cacheDir, toolsDir);
}
module.exports = {
acquireGameArchive,
deployGameArchive,
performIntelligentUpdate,
ensureGameInstalled
};

View File

@@ -7,26 +7,12 @@ const { spawn } = require('child_process');
const { v4: uuidv4 } = require('uuid'); const { v4: uuidv4 } = require('uuid');
const { getResolvedAppDir, findClientPath } = require('../core/paths'); const { getResolvedAppDir, findClientPath } = require('../core/paths');
const { setupWaylandEnvironment, setupGpuEnvironment } = require('../utils/platformUtils'); const { setupWaylandEnvironment, setupGpuEnvironment } = require('../utils/platformUtils');
const { const { saveUsername, saveInstallPath, loadJavaPath, getUuidForUser, getAuthServerUrl, getAuthDomain, loadVersionBranch, loadVersionClient, saveVersionClient } = require('../core/config');
saveInstallPath,
loadJavaPath,
getUuidForUser,
getAuthServerUrl,
getAuthDomain,
loadVersionBranch,
loadVersionClient,
saveVersionClient,
loadUsername,
hasUsername,
checkLaunchReady
} = require('../core/config');
const { resolveJavaPath, getJavaExec, getBundledJavaPath, detectSystemJava, JAVA_EXECUTABLE } = require('./javaManager'); const { resolveJavaPath, getJavaExec, getBundledJavaPath, detectSystemJava, JAVA_EXECUTABLE } = require('./javaManager');
const { getLatestClientVersion } = require('../services/versionManager'); const { getLatestClientVersion } = require('../services/versionManager');
const { FORCE_CLEAN_INSTALL_VERSION, CLEAN_INSTALL_TEST_VERSION } = require('../core/testConfig'); const { updateGameFiles } = require('./gameManager');
const { ensureGameInstalled } = require('./differentialUpdateManager');
const { syncModsForCurrentProfile } = require('./modManager'); const { syncModsForCurrentProfile } = require('./modManager');
const { getUserDataPath } = require('../utils/userDataMigration'); const { getUserDataPath } = require('../utils/userDataMigration');
const { syncServerList } = require('../utils/serverListSync');
// Client patcher for custom auth server (sanasol.ws) // Client patcher for custom auth server (sanasol.ws)
let clientPatcher = null; let clientPatcher = null;
@@ -38,6 +24,57 @@ try {
const execAsync = promisify(exec); const execAsync = promisify(exec);
/**
* Try to auto-install jemalloc on Linux using pkexec (graphical sudo)
* Returns true if installation was successful
*/
async function tryInstallJemalloc() {
console.log('Linux: Attempting to auto-install jemalloc...');
// Detect package manager and get install command
let installCmd = null;
try {
await execAsync('which pacman');
installCmd = 'pacman -S --noconfirm jemalloc';
} catch (e) {
try {
await execAsync('which apt');
installCmd = 'apt install -y libjemalloc2';
} catch (e2) {
try {
await execAsync('which dnf');
installCmd = 'dnf install -y jemalloc';
} catch (e3) {
console.log('Linux: Could not detect package manager for auto-install');
return false;
}
}
}
// Try pkexec first (graphical sudo), fall back to sudo
const sudoCommands = ['pkexec', 'sudo'];
for (const sudoCmd of sudoCommands) {
try {
await execAsync(`which ${sudoCmd}`);
console.log(`Linux: Installing jemalloc with: ${sudoCmd} ${installCmd}`);
await execAsync(`${sudoCmd} ${installCmd}`, { timeout: 120000 });
console.log('Linux: jemalloc installed successfully');
return true;
} catch (e) {
if (e.killed) {
console.log('Linux: Install timed out');
} else if (e.code === 126 || e.code === 127) {
continue;
} else {
console.log(`Linux: Install failed with ${sudoCmd}: ${e.message}`);
}
}
}
console.log('Linux: Auto-install failed, manual installation required');
return false;
}
// Fetch tokens from the auth server (properly signed with server's Ed25519 key) // Fetch tokens from the auth server (properly signed with server's Ed25519 key)
async function fetchAuthTokens(uuid, name) { async function fetchAuthTokens(uuid, name) {
const authServerUrl = getAuthServerUrl(); const authServerUrl = getAuthServerUrl();
@@ -61,39 +98,12 @@ async function fetchAuthTokens(uuid, name) {
} }
const data = await response.json(); const data = await response.json();
const identityToken = data.IdentityToken || data.identityToken;
const sessionToken = data.SessionToken || data.sessionToken;
// Verify the identity token has the correct username
// This catches cases where the auth server defaults to "Player"
try {
const parts = identityToken.split('.');
if (parts.length >= 2) {
const payload = JSON.parse(Buffer.from(parts[1], 'base64url').toString());
if (payload.username && payload.username !== name && name !== 'Player') {
console.warn(`[Auth] Token username mismatch: token has "${payload.username}", expected "${name}". Retrying...`);
// Retry once with explicit name
const retryResponse = await fetch(`${authServerUrl}/game-session/child`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ uuid: uuid, name: name, scopes: ['hytale:server', 'hytale:client'] })
});
if (retryResponse.ok) {
const retryData = await retryResponse.json();
console.log('[Auth] Retry successful');
return {
identityToken: retryData.IdentityToken || retryData.identityToken,
sessionToken: retryData.SessionToken || retryData.sessionToken
};
}
}
}
} catch (verifyErr) {
console.warn('[Auth] Token verification skipped:', verifyErr.message);
}
console.log('Auth tokens received from server'); console.log('Auth tokens received from server');
return { identityToken, sessionToken };
return {
identityToken: data.IdentityToken || data.identityToken,
sessionToken: data.SessionToken || data.sessionToken
};
} catch (error) { } catch (error) {
console.error('Failed to fetch auth tokens:', error.message); console.error('Failed to fetch auth tokens:', error.message);
// Fallback to local generation if server unavailable // Fallback to local generation if server unavailable
@@ -143,72 +153,13 @@ function generateLocalTokens(uuid, name) {
}; };
} }
async function launchGame(playerNameOverride = null, progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto', branchOverride = null) { async function launchGame(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto', branchOverride = null) {
// ==========================================================================
// CACHE INVALIDATION: Clear proxyClient module cache to force fresh .env load
// This prevents stale cached values from affecting multiple launch attempts
// ==========================================================================
try {
const proxyClientPath = require.resolve('../utils/proxyClient');
if (require.cache[proxyClientPath]) {
delete require.cache[proxyClientPath];
console.log('[Launcher] Cleared proxyClient cache for fresh .env load');
}
} catch (cacheErr) {
console.warn('[Launcher] Could not clear proxyClient cache:', cacheErr.message);
}
// ==========================================================================
// STEP 1: Validate player identity FIRST (before any other operations)
// ==========================================================================
const launchState = checkLaunchReady();
// Load username from config - single source of truth
let playerName = loadUsername();
if (!playerName) {
// No username configured - this is a critical error
const error = new Error('No username configured. Please set your username in Settings before playing.');
console.error('[Launcher] Launch blocked:', error.message);
throw error;
}
// Allow override only if explicitly provided (for testing/migration)
if (playerNameOverride && typeof playerNameOverride === 'string' && playerNameOverride.trim()) {
const overrideName = playerNameOverride.trim();
if (overrideName !== playerName && overrideName !== 'Player') {
console.warn(`[Launcher] Username override requested: "${overrideName}" (saved: "${playerName}")`);
// Use override for this session but DON'T save it - config is source of truth
playerName = overrideName;
}
}
// Warn if using default 'Player' name (likely misconfiguration)
if (playerName === 'Player') {
console.warn('[Launcher] Warning: Using default username "Player". This may cause cosmetic issues.');
}
console.log(`[Launcher] Launching game for player: "${playerName}"`);
// ==========================================================================
// STEP 2: Synchronize server list
// ==========================================================================
try {
console.log('[Launcher] Synchronizing server list...');
await syncServerList();
} catch (syncError) {
console.warn('[Launcher] Server list sync failed, continuing launch:', syncError.message);
}
// ==========================================================================
// STEP 3: Setup paths and directories
// ==========================================================================
const branch = branchOverride || loadVersionBranch(); const branch = branchOverride || loadVersionBranch();
const customAppDir = getResolvedAppDir(installPathOverride); const customAppDir = getResolvedAppDir(installPathOverride);
const customGameDir = path.join(customAppDir, branch, 'package', 'game', 'latest'); const customGameDir = path.join(customAppDir, branch, 'package', 'game', 'latest');
const customJreDir = path.join(customAppDir, branch, 'package', 'jre', 'latest'); const customJreDir = path.join(customAppDir, branch, 'package', 'jre', 'latest');
// NEW 2.2.0: Use centralized UserData location // NEW 2.1.2: Use centralized UserData location
const userDataDir = getUserDataPath(); const userDataDir = getUserDataPath();
const gameLatest = customGameDir; const gameLatest = customGameDir;
@@ -218,10 +169,7 @@ async function launchGame(playerNameOverride = null, progressCallback, javaPathO
throw new Error('Game is not installed. Please install the game first.'); throw new Error('Game is not installed. Please install the game first.');
} }
// NOTE: We do NOT save username here anymore - username is only saved saveUsername(playerName);
// when user explicitly changes it in Settings. This prevents accidental
// overwrites from race conditions or default values.
if (installPathOverride) { if (installPathOverride) {
saveInstallPath(installPathOverride); saveInstallPath(installPathOverride);
} }
@@ -250,7 +198,6 @@ async function launchGame(playerNameOverride = null, progressCallback, javaPathO
} }
const uuid = getUuidForUser(playerName); const uuid = getUuidForUser(playerName);
console.log(`[Launcher] UUID for "${playerName}": ${uuid} (verify this stays constant across launches)`);
// Fetch tokens from auth server // Fetch tokens from auth server
if (progressCallback) { if (progressCallback) {
@@ -273,15 +220,15 @@ async function launchGame(playerNameOverride = null, progressCallback, javaPathO
if (progressCallback && msg) { if (progressCallback && msg) {
progressCallback(msg, percent, null, null, null); progressCallback(msg, percent, null, null, null);
} }
}, null, branch); });
if (patchResult.success) { if (patchResult.success) {
console.log(`Game patched successfully (${patchResult.patchCount} total occurrences)`); console.log(`Game patched successfully (${patchResult.patchCount} total occurrences)`);
if (patchResult.client) { if (patchResult.client) {
console.log(` Client: ${patchResult.client.patchCount || 0} occurrences`); console.log(` Client: ${patchResult.client.patchCount || 0} occurrences`);
} }
if (patchResult.agent) { if (patchResult.server) {
console.log(` Agent: ${patchResult.agent.alreadyExists ? 'already present' : patchResult.agent.success ? 'downloaded' : 'failed'}`); console.log(` Server: ${patchResult.server.patchCount || 0} occurrences`);
} }
} else { } else {
console.warn('Game patching failed:', patchResult.error); console.warn('Game patching failed:', patchResult.error);
@@ -381,70 +328,70 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
console.log('Starting game...'); console.log('Starting game...');
console.log(`Command: "${clientPath}" ${args.join(' ')}`); console.log(`Command: "${clientPath}" ${args.join(' ')}`);
const env = { ...process.env }; const env = { ...process.env };
const waylandEnv = setupWaylandEnvironment(); const waylandEnv = setupWaylandEnvironment();
Object.assign(env, waylandEnv); Object.assign(env, waylandEnv);
const gpuEnv = setupGpuEnvironment(gpuPreference);
Object.assign(env, gpuEnv);
// Linux: Replace bundled libzstd.so with system version to fix glibc 2.41+ crash
// The bundled libzstd causes "free(): invalid pointer" on Steam Deck / Ubuntu LTS
if (process.platform === 'linux' && process.env.HYTALE_NO_LIBZSTD_FIX !== '1') {
const clientDir = path.dirname(clientPath);
const bundledLibzstd = path.join(clientDir, 'libzstd.so');
const backupLibzstd = path.join(clientDir, 'libzstd.so.bundled');
// Common system libzstd paths const gpuEnv = setupGpuEnvironment(gpuPreference);
const systemLibzstdPaths = [ Object.assign(env, gpuEnv);
'/usr/lib64/libzstd.so.1', // Fedora/RHEL
'/usr/lib/libzstd.so.1', // Arch Linux, Steam Deck
'/usr/lib/x86_64-linux-gnu/libzstd.so.1' // Debian/Ubuntu
];
let systemLibzstd = null; // Linux: Use jemalloc to fix "free(): invalid pointer" crash on glibc 2.41+ (Steam Deck, Ubuntu LTS)
for (const p of systemLibzstdPaths) { // Root cause: glibc 2.41 has stricter heap validation that catches a pre-existing race condition
if (fs.existsSync(p)) { if (process.platform === 'linux') {
systemLibzstd = p; if (process.env.HYTALE_NO_JEMALLOC !== '1') {
break; const jemallocPaths = [
} '/usr/lib/libjemalloc.so.2', // Arch Linux, Steam Deck
} '/usr/lib/x86_64-linux-gnu/libjemalloc.so.2', // Debian/Ubuntu
'/usr/lib64/libjemalloc.so.2', // Fedora/RHEL
'/usr/lib/libjemalloc.so', // Generic fallback
'/usr/lib/x86_64-linux-gnu/libjemalloc.so', // Debian/Ubuntu fallback
'/usr/lib64/libjemalloc.so' // Fedora/RHEL fallback
];
if (systemLibzstd && fs.existsSync(bundledLibzstd)) { let jemalloc = null;
try { for (const p of jemallocPaths) {
const stats = fs.lstatSync(bundledLibzstd); if (fs.existsSync(p)) {
jemalloc = p;
break;
}
}
// Only replace if it's not already a symlink to system version if (jemalloc) {
if (!stats.isSymbolicLink()) { env.LD_PRELOAD = jemalloc + (env.LD_PRELOAD ? ':' + env.LD_PRELOAD : '');
// Backup bundled version console.log(`Linux: Using jemalloc allocator for stability (${jemalloc})`);
if (!fs.existsSync(backupLibzstd)) { } else {
fs.renameSync(bundledLibzstd, backupLibzstd); // Try auto-install
console.log(`Linux: Backed up bundled libzstd.so`); if (process.env.HYTALE_AUTO_INSTALL_JEMALLOC !== '0') {
} else { const installed = await tryInstallJemalloc();
fs.unlinkSync(bundledLibzstd); if (installed) {
} for (const p of jemallocPaths) {
if (fs.existsSync(p)) {
jemalloc = p;
break;
}
}
if (jemalloc) {
env.LD_PRELOAD = jemalloc + (env.LD_PRELOAD ? ':' + env.LD_PRELOAD : '');
console.log(`Linux: Using jemalloc after auto-install (${jemalloc})`);
}
}
}
// Create symlink to system version if (!jemalloc) {
fs.symlinkSync(systemLibzstd, bundledLibzstd); env.MALLOC_CHECK_ = '0';
console.log(`Linux: Linked libzstd.so to system version (${systemLibzstd}) for glibc 2.41+ compatibility`); console.log('Linux: jemalloc not found - install with: sudo pacman -S jemalloc (Arch) or sudo apt install libjemalloc2 (Debian/Ubuntu)');
} else { console.log('Linux: Using fallback MALLOC_CHECK_=0 (may still crash on glibc 2.41+)');
const linkTarget = fs.readlinkSync(bundledLibzstd); }
console.log(`Linux: libzstd.so already linked to ${linkTarget}`); }
} } else {
} catch (libzstdError) { console.log('Linux: jemalloc disabled by HYTALE_NO_JEMALLOC=1');
console.warn(`Linux: Could not replace libzstd.so: ${libzstdError.message}`); }
} }
}
}
// DualAuth Agent: Set JAVA_TOOL_OPTIONS so java picks up -javaagent: flag // Debug: log LD_PRELOAD before spawn
// This enables runtime auth patching without modifying the server JAR if (process.platform === 'linux') {
const agentJar = path.join(gameLatest, 'Server', 'dualauth-agent.jar'); console.log(`Linux: LD_PRELOAD = ${env.LD_PRELOAD || '(not set)'}`);
if (fs.existsSync(agentJar)) {
const agentFlag = `-javaagent:"${agentJar}"`;
env.JAVA_TOOL_OPTIONS = env.JAVA_TOOL_OPTIONS
? `${env.JAVA_TOOL_OPTIONS} ${agentFlag}`
: agentFlag;
console.log('DualAuth Agent: enabled via JAVA_TOOL_OPTIONS');
} }
try { try {
@@ -459,37 +406,37 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
spawnOptions.windowsHide = true; spawnOptions.windowsHide = true;
} }
const child = spawn(clientPath, args, spawnOptions); let child;
// Release process reference immediately so it's truly independent // Linux: Use shell with inline LD_PRELOAD for maximum compatibility
// This works on all platforms (Windows, macOS, Linux) if (process.platform === 'linux' && env.LD_PRELOAD) {
child.unref(); const quotedArgs = args.map(a => `"${a.replace(/"/g, '\\"')}"`).join(' ');
const shellCmd = `LD_PRELOAD="${env.LD_PRELOAD}" "${clientPath}" ${quotedArgs}`;
console.log(`Linux: Launching via shell with LD_PRELOAD`);
spawnOptions.shell = '/bin/bash';
child = spawn(shellCmd, [], spawnOptions);
} else {
child = spawn(clientPath, args, spawnOptions);
}
console.log(`Game process started with PID: ${child.pid}`); console.log(`Game process started with PID: ${child.pid}`);
let hasExited = false; let hasExited = false;
let outputReceived = false; let outputReceived = false;
let launchCheckTimeout;
if (child.stdout) { child.stdout.on('data', (data) => {
child.stdout.on('data', (data) => { outputReceived = true;
outputReceived = true; console.log(`Game output: ${data.toString().trim()}`);
const msg = data.toString().trim(); });
console.log(`Game output: ${msg}`);
});
}
if (child.stderr) { child.stderr.on('data', (data) => {
child.stderr.on('data', (data) => { outputReceived = true;
outputReceived = true; console.error(`Game error: ${data.toString().trim()}`);
const msg = data.toString().trim(); });
console.error(`Game error: ${msg}`);
});
}
child.on('error', (error) => { child.on('error', (error) => {
hasExited = true; hasExited = true;
clearTimeout(launchCheckTimeout);
console.error(`Failed to start game process: ${error.message}`); console.error(`Failed to start game process: ${error.message}`);
if (progressCallback) { if (progressCallback) {
progressCallback(`Failed to start game: ${error.message}`, -1, null, null, null); progressCallback(`Failed to start game: ${error.message}`, -1, null, null, null);
@@ -498,30 +445,30 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
child.on('exit', (code, signal) => { child.on('exit', (code, signal) => {
hasExited = true; hasExited = true;
clearTimeout(launchCheckTimeout);
if (code !== null) { if (code !== null) {
console.log(`Game process exited with code ${code}`); console.log(`Game process exited with code ${code}`);
if (code !== 0) { if (code !== 0 && progressCallback) {
console.error(`[Launcher] Game crashed or exited with error code ${code}`); progressCallback(`Game exited with error code ${code}`, -1, null, null, null);
if (progressCallback) {
progressCallback(`Game exited with error code ${code}`, -1, null, null, null);
}
} }
} else if (signal) { } else if (signal) {
console.log(`Game process terminated by signal ${signal}`); console.log(`Game process terminated by signal ${signal}`);
} }
}); });
// Process is detached and unref'd - it runs independently from the launcher // Monitor game process status in background
// We cannot reliably detect if the game window actually appears from here, setTimeout(() => {
// so we report success after spawning. stdout/stderr logging above provides debugging info. if (!hasExited) {
console.log('Game process spawned and detached successfully'); console.log('Game appears to be running successfully');
if (progressCallback) { child.unref();
progressCallback('Game launched successfully', 100, null, null, null); if (progressCallback) {
} progressCallback('Game launched successfully', 100, null, null, null);
}
} else if (!outputReceived) {
console.warn('Game process exited immediately with no output - possible issue with game files or dependencies');
}
}, 3000);
// Return immediately after spawn // Return immediately, don't wait for setTimeout
return { success: true, installed: true, launched: true, pid: child.pid }; return { success: true, installed: true, launched: true, pid: child.pid };
} catch (spawnError) { } catch (spawnError) {
console.error(`Error spawning game process: ${spawnError.message}`); console.error(`Error spawning game process: ${spawnError.message}`);
@@ -532,24 +479,8 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
} }
} }
async function launchGameWithVersionCheck(playerNameOverride = null, progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto', branchOverride = null) { async function launchGameWithVersionCheck(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto', branchOverride = null) {
try { try {
// ==========================================================================
// PRE-LAUNCH VALIDATION: Check username is configured
// ==========================================================================
const launchState = checkLaunchReady();
if (!launchState.hasUsername) {
const error = 'No username configured. Please set your username in Settings before playing.';
console.error('[Launcher] Launch blocked:', error);
if (progressCallback) {
progressCallback(error, -1, null, null, null);
}
return { success: false, error: error, needsUsername: true };
}
console.log(`[Launcher] Pre-launch check passed. Username: "${launchState.username}"`);
const branch = branchOverride || loadVersionBranch(); const branch = branchOverride || loadVersionBranch();
if (progressCallback) { if (progressCallback) {
@@ -578,13 +509,7 @@ async function launchGameWithVersionCheck(playerNameOverride = null, progressCal
const customCacheDir = path.join(customAppDir, 'cache'); const customCacheDir = path.join(customAppDir, 'cache');
try { try {
let versionToInstall = latestVersion; await updateGameFiles(latestVersion, progressCallback, customGameDir, customToolsDir, customCacheDir, branch);
if (FORCE_CLEAN_INSTALL_VERSION && !installedVersion) {
versionToInstall = CLEAN_INSTALL_TEST_VERSION;
console.log(`TESTING MODE: Clean install detected, forcing version ${versionToInstall} instead of ${latestVersion}`);
}
await ensureGameInstalled(versionToInstall, branch, progressCallback, customGameDir, customCacheDir, customToolsDir);
console.log('Game updated successfully, patching will be forced on launch...'); console.log('Game updated successfully, patching will be forced on launch...');
if (progressCallback) { if (progressCallback) {
@@ -605,7 +530,7 @@ async function launchGameWithVersionCheck(playerNameOverride = null, progressCal
progressCallback('Launching game...', 80, null, null, null); progressCallback('Launching game...', 80, null, null, null);
} }
const launchResult = await launchGame(playerNameOverride, progressCallback, javaPathOverride, installPathOverride, gpuPreference, branch); const launchResult = await launchGame(playerName, progressCallback, javaPathOverride, installPathOverride, gpuPreference, branch);
// Ensure we always return a result // Ensure we always return a result
if (!launchResult) { if (!launchResult) {

View File

@@ -1,70 +1,17 @@
const fs = require('fs'); const fs = require('fs');
const path = require('path'); const path = require('path');
const { execFile, exec } = require('child_process'); const { execFile } = require('child_process');
const { promisify } = require('util');
const { getResolvedAppDir, findClientPath, findUserDataPath, findUserDataRecursive, GAME_DIR, CACHE_DIR, TOOLS_DIR } = require('../core/paths'); const { getResolvedAppDir, findClientPath, findUserDataPath, findUserDataRecursive, GAME_DIR, CACHE_DIR, TOOLS_DIR } = require('../core/paths');
const { getOS, getArch } = require('../utils/platformUtils'); const { getOS, getArch } = require('../utils/platformUtils');
const { downloadFile, retryDownload, retryStalledDownload, MAX_AUTOMATIC_STALL_RETRIES } = require('../utils/fileManager'); const { downloadFile, retryDownload, retryStalledDownload, MAX_AUTOMATIC_STALL_RETRIES } = require('../utils/fileManager');
const { getLatestClientVersion, getInstalledClientVersion, getUpdatePlan, extractVersionNumber } = require('../services/versionManager'); const { getLatestClientVersion, getInstalledClientVersion } = require('../services/versionManager');
const { FORCE_CLEAN_INSTALL_VERSION, CLEAN_INSTALL_TEST_VERSION } = require('../core/testConfig');
const { installButler } = require('./butlerManager'); const { installButler } = require('./butlerManager');
const { downloadAndReplaceHomePageUI, downloadAndReplaceLogo } = require('./uiFileManager'); const { downloadAndReplaceHomePageUI, downloadAndReplaceLogo } = require('./uiFileManager');
const { saveUsername, saveInstallPath, loadJavaPath, CONFIG_FILE, loadConfig, loadVersionBranch, saveVersionClient, loadVersionClient } = require('../core/config'); const { saveUsername, saveInstallPath, loadJavaPath, CONFIG_FILE, loadConfig, loadVersionBranch, saveVersionClient, loadVersionClient } = require('../core/config');
const { resolveJavaPath, detectSystemJava, downloadJRE, getJavaExec, getBundledJavaPath } = require('./javaManager'); const { resolveJavaPath, detectSystemJava, downloadJRE, getJavaExec, getBundledJavaPath } = require('./javaManager');
const { getUserDataPath, migrateUserDataToCentralized } = require('../utils/userDataMigration'); const { getUserDataPath, migrateUserDataToCentralized } = require('../utils/userDataMigration');
const userDataBackup = require('../utils/userDataBackup');
const execAsync = promisify(exec); async function downloadPWR(branch = 'release', fileName = '4.pwr', progressCallback, cacheDir = CACHE_DIR, manualRetry = false) {
// Helper function to check if game processes are running
async function isGameRunning() {
try {
let command;
if (process.platform === 'win32') {
// On Windows, check for HytaleClient.exe processes
command = 'tasklist /FI "IMAGENAME eq HytaleClient.exe" /NH';
} else if (process.platform === 'darwin') {
// On macOS, check for HytaleClient processes
command = 'pgrep -f HytaleClient';
} else {
// On Linux, check for HytaleClient processes
command = 'pgrep -f HytaleClient';
}
const { stdout } = await execAsync(command);
return stdout.trim().length > 0;
} catch (error) {
// If command fails, assume no processes are running
return false;
}
}
// Helper function to safely remove directory with retry logic
async function safeRemoveDirectory(dirPath, maxRetries = 3) {
for (let attempt = 1; attempt <= maxRetries; attempt++) {
try {
if (fs.existsSync(dirPath)) {
fs.rmSync(dirPath, { recursive: true, force: true });
console.log(`Successfully removed directory: ${dirPath}`);
}
return; // Success, exit the loop
} catch (error) {
console.warn(`Attempt ${attempt}/${maxRetries} failed to remove ${dirPath}: ${error.message}`);
if (attempt < maxRetries) {
// Wait before retrying (exponential backoff)
const delay = Math.min(1000 * Math.pow(2, attempt - 1), 5000);
console.log(`Waiting ${delay}ms before retry...`);
await new Promise(resolve => setTimeout(resolve, delay));
} else {
// Last attempt failed, throw the error
throw new Error(`Failed to remove directory ${dirPath} after ${maxRetries} attempts: ${error.message}`);
}
}
}
}
async function downloadPWR(branch = 'release', fileName = 'v8', progressCallback, cacheDir = CACHE_DIR, manualRetry = false, directUrl = null, expectedSize = null) {
const osName = getOS(); const osName = getOS();
const arch = getArch(); const arch = getArch();
@@ -72,69 +19,28 @@ async function downloadPWR(branch = 'release', fileName = 'v8', progressCallback
throw new Error('Hytale x86_64 Intel Mac Support has not been released yet. Please check back later.'); throw new Error('Hytale x86_64 Intel Mac Support has not been released yet. Please check back later.');
} }
let url; const url = `https://game-patches.hytale.com/patches/${osName}/${arch}/${branch}/0/${fileName}`;
const dest = path.join(cacheDir, `${branch}_${fileName}`);
if (directUrl) {
url = directUrl;
console.log(`[DownloadPWR] Using direct URL: ${url}`);
} else {
const { getPWRUrl } = require('../services/versionManager');
try {
console.log(`[DownloadPWR] Fetching mirror URL for branch: ${branch}, version: ${fileName}`);
url = await getPWRUrl(branch, fileName);
console.log(`[DownloadPWR] Mirror URL: ${url}`);
} catch (error) {
console.error(`[DownloadPWR] Failed to get mirror URL: ${error.message}`);
const { getPatchesBaseUrl } = require('../services/versionManager');
const baseUrl = await getPatchesBaseUrl();
url = `${baseUrl}/${osName}/${arch}/${branch}/0_to_${extractVersionNumber(fileName)}.pwr`;
console.log(`[DownloadPWR] Fallback URL: ${url}`);
}
}
// Look up expected file size from manifest if not provided
if (!expectedSize) {
try {
const { fetchMirrorManifest } = require('../services/versionManager');
const manifest = await fetchMirrorManifest();
// Try to match: "0_to_11" format or "v11" format
const versionMatch = fileName.match(/^(\d+)_to_(\d+)$/);
let manifestKey;
if (versionMatch) {
manifestKey = `${osName}/${arch}/${branch}/${fileName}.pwr`;
} else {
const buildNum = extractVersionNumber(fileName);
manifestKey = `${osName}/${arch}/${branch}/0_to_${buildNum}.pwr`;
}
if (manifest.files[manifestKey]) {
expectedSize = manifest.files[manifestKey].size;
console.log(`[PWR] Expected size from manifest: ${(expectedSize / 1024 / 1024).toFixed(2)} MB`);
}
} catch (e) {
console.log(`[PWR] Could not fetch expected size from manifest: ${e.message}`);
}
}
const dest = path.join(cacheDir, `${branch}_${fileName}.pwr`);
// Check if file exists and validate it // Check if file exists and validate it
if (fs.existsSync(dest) && !manualRetry) { if (fs.existsSync(dest) && !manualRetry) {
console.log('PWR file found in cache:', dest);
// Validate file size (PWR files should be > 1MB and >= 1.5GB for complete downloads)
const stats = fs.statSync(dest); const stats = fs.statSync(dest);
if (stats.size > 1024 * 1024) { if (stats.size < 1024 * 1024) {
// Validate against expected size - reject if file is truncated (< 99% of expected) return false;
if (expectedSize && stats.size < expectedSize * 0.99) { }
console.log(`[PWR] Cached file truncated: ${(stats.size / 1024 / 1024).toFixed(2)} MB, expected ${(expectedSize / 1024 / 1024).toFixed(2)} MB. Deleting and re-downloading.`);
fs.unlinkSync(dest); // Check if file is under 1.5 GB (incomplete download)
} else { const sizeInMB = stats.size / 1024 / 1024;
console.log(`[PWR] Using cached file: ${dest} (${(stats.size / 1024 / 1024).toFixed(2)} MB)`); if (sizeInMB < 1500) {
return dest; console.log(`[PWR Validation] File appears incomplete: ${sizeInMB.toFixed(2)} MB < 1.5 GB`);
} return false;
} else {
console.log(`[PWR] Cached file too small (${stats.size} bytes), re-downloading`);
} }
} }
console.log(`[DownloadPWR] Downloading from: ${url}`); console.log('Fetching PWR patch file:', url);
try { try {
if (manualRetry) { if (manualRetry) {
@@ -160,7 +66,7 @@ async function downloadPWR(branch = 'release', fileName = 'v8', progressCallback
const retryStats = fs.statSync(dest); const retryStats = fs.statSync(dest);
console.log(`PWR file downloaded (auto-retry), size: ${(retryStats.size / 1024 / 1024).toFixed(2)} MB`); console.log(`PWR file downloaded (auto-retry), size: ${(retryStats.size / 1024 / 1024).toFixed(2)} MB`);
if (!validatePWRFile(dest, expectedSize)) { if (!validatePWRFile(dest)) {
console.log(`[PWR Validation] PWR file validation failed after auto-retry, deleting corrupted file: ${dest}`); console.log(`[PWR Validation] PWR file validation failed after auto-retry, deleting corrupted file: ${dest}`);
fs.unlinkSync(dest); fs.unlinkSync(dest);
throw new Error('Downloaded PWR file is corrupted or invalid after automatic retry. Please retry manually'); throw new Error('Downloaded PWR file is corrupted or invalid after automatic retry. Please retry manually');
@@ -211,7 +117,7 @@ async function downloadPWR(branch = 'release', fileName = 'v8', progressCallback
const stats = fs.statSync(dest); const stats = fs.statSync(dest);
console.log(`PWR file downloaded, size: ${(stats.size / 1024 / 1024).toFixed(2)} MB`); console.log(`PWR file downloaded, size: ${(stats.size / 1024 / 1024).toFixed(2)} MB`);
if (!validatePWRFile(dest, expectedSize)) { if (!validatePWRFile(dest)) {
console.log(`[PWR Validation] PWR file validation failed, deleting corrupted file: ${dest}`); console.log(`[PWR Validation] PWR file validation failed, deleting corrupted file: ${dest}`);
fs.unlinkSync(dest); fs.unlinkSync(dest);
throw new Error('Downloaded PWR file is corrupted or invalid. Please retry'); throw new Error('Downloaded PWR file is corrupted or invalid. Please retry');
@@ -229,7 +135,7 @@ async function retryPWRDownload(branch, fileName, progressCallback, cacheDir = C
return await downloadPWR(branch, fileName, progressCallback, cacheDir, true); return await downloadPWR(branch, fileName, progressCallback, cacheDir, true);
} }
async function applyPWR(pwrFile, progressCallback, gameDir = GAME_DIR, toolsDir = TOOLS_DIR, branch = 'release', cacheDir = CACHE_DIR, skipExistingCheck = false) { async function applyPWR(pwrFile, progressCallback, gameDir = GAME_DIR, toolsDir = TOOLS_DIR, branch = 'release', cacheDir = CACHE_DIR) {
console.log(`[Butler] Starting PWR application with:`); console.log(`[Butler] Starting PWR application with:`);
console.log(`[Butler] - PWR file: ${pwrFile}`); console.log(`[Butler] - PWR file: ${pwrFile}`);
console.log(`[Butler] - Staging dir: ${path.join(gameDir, 'staging-temp')}`); console.log(`[Butler] - Staging dir: ${path.join(gameDir, 'staging-temp')}`);
@@ -253,12 +159,11 @@ async function applyPWR(pwrFile, progressCallback, gameDir = GAME_DIR, toolsDir
const gameLatest = gameDir; const gameLatest = gameDir;
const stagingDir = path.join(gameLatest, 'staging-temp'); const stagingDir = path.join(gameLatest, 'staging-temp');
if (!skipExistingCheck) { const clientPath = findClientPath(gameLatest);
const clientPath = findClientPath(gameLatest);
if (clientPath) { if (clientPath) {
console.log('Game files detected, skipping patch installation.'); console.log('Game files detected, skipping patch installation.');
return; return;
}
} }
// Validate and prepare directories // Validate and prepare directories
@@ -395,16 +300,6 @@ async function applyPWR(pwrFile, progressCallback, gameDir = GAME_DIR, toolsDir
fs.rmSync(stagingDir, { recursive: true, force: true }); fs.rmSync(stagingDir, { recursive: true, force: true });
} }
// Delete PWR file from cache after successful installation
try {
if (fs.existsSync(pwrFile)) {
fs.unlinkSync(pwrFile);
console.log('[Butler] PWR file deleted from cache after successful installation:', pwrFile);
}
} catch (delErr) {
console.warn('[Butler] Failed to delete PWR file from cache:', delErr.message);
}
if (progressCallback) { if (progressCallback) {
progressCallback('Installation complete', null, null, null, null); progressCallback('Installation complete', null, null, null, null);
} }
@@ -421,7 +316,7 @@ async function updateGameFiles(newVersion, progressCallback, gameDir = GAME_DIR,
console.log(`[UpdateGameFiles] Switching from ${oldBranch} to ${branch}`); console.log(`[UpdateGameFiles] Switching from ${oldBranch} to ${branch}`);
try { try {
// NEW 2.2.0: Ensure UserData migration to centralized location // NEW 2.1.2: Ensure UserData migration to centralized location
try { try {
console.log('[UpdateGameFiles] Ensuring UserData migration...'); console.log('[UpdateGameFiles] Ensuring UserData migration...');
const migrationResult = await migrateUserDataToCentralized(); const migrationResult = await migrateUserDataToCentralized();
@@ -439,126 +334,57 @@ async function updateGameFiles(newVersion, progressCallback, gameDir = GAME_DIR,
} }
console.log(`Updating game files to version: ${newVersion} (branch: ${branch})`); console.log(`Updating game files to version: ${newVersion} (branch: ${branch})`);
// Determine update strategy: intermediate patches vs full reinstall tempUpdateDir = path.join(gameDir, '..', 'temp_update');
const currentVersion = loadVersionClient();
const currentBuild = extractVersionNumber(currentVersion) || 0;
const targetBuild = extractVersionNumber(newVersion);
let useIntermediatePatches = false; if (fs.existsSync(tempUpdateDir)) {
let updatePlan = null; fs.rmSync(tempUpdateDir, { recursive: true, force: true });
}
fs.mkdirSync(tempUpdateDir, { recursive: true });
if (currentBuild > 0 && currentBuild < targetBuild) { if (progressCallback) {
try { progressCallback('Downloading new game version...', 20, null, null, null);
updatePlan = await getUpdatePlan(currentBuild, targetBuild, branch);
useIntermediatePatches = !updatePlan.isFullInstall;
if (useIntermediatePatches) {
const totalMB = (updatePlan.totalSize / 1024 / 1024).toFixed(0);
console.log(`[UpdateGameFiles] Using intermediate patches: ${updatePlan.steps.map(s => `${s.from}\u2192${s.to}`).join(' + ')} (${totalMB} MB)`);
}
} catch (planError) {
console.warn('[UpdateGameFiles] Could not get update plan, falling back to full install:', planError.message);
}
} }
if (useIntermediatePatches && updatePlan) { const pwrFile = await downloadPWR(branch, newVersion, progressCallback, cacheDir);
// Apply intermediate patches directly to game dir
for (let i = 0; i < updatePlan.steps.length; i++) {
const step = updatePlan.steps[i];
const stepName = `${step.from}_to_${step.to}`;
if (progressCallback) { if (progressCallback) {
const progress = 20 + Math.round((i / updatePlan.steps.length) * 60); progressCallback('Extracting new files...', 60, null, null, null);
progressCallback(`Downloading patch ${i + 1}/${updatePlan.steps.length} (${stepName})...`, progress, null, null, null); }
}
const pwrFile = await downloadPWR(branch, stepName, progressCallback, cacheDir, false, step.url, step.size); await applyPWR(pwrFile, progressCallback, tempUpdateDir, toolsDir, branch, cacheDir);
if (!pwrFile) { if (progressCallback) {
throw new Error(`Failed to download patch ${stepName}`); progressCallback('Replacing game files...', 80, null, null, null);
} }
if (progressCallback) { if (fs.existsSync(gameDir)) {
progressCallback(`Applying patch ${i + 1}/${updatePlan.steps.length} (${stepName})...`, null, null, null, null); console.log('Removing old game files...');
} let retries = 3;
while (retries > 0) {
await applyPWR(pwrFile, progressCallback, gameDir, toolsDir, branch, cacheDir, true);
// Clean up PWR file from cache
try { try {
if (fs.existsSync(pwrFile)) { fs.rmSync(gameDir, { recursive: true, force: true });
fs.unlinkSync(pwrFile); break;
} } catch (err) {
} catch (delErr) { if ((err.code === 'EPERM' || err.code === 'EBUSY') && retries > 0) {
console.warn('[UpdateGameFiles] Failed to delete PWR from cache:', delErr.message); retries--;
} console.log(`[UpdateGameFiles] Removal failed with ${err.code}, retrying in 1s... (${retries} retries left)`);
await new Promise(resolve => setTimeout(resolve, 1000));
// Save intermediate version so we can resume if interrupted } else {
saveVersionClient(`v${step.to}`); throw err;
console.log(`[UpdateGameFiles] Applied patch ${stepName} (${i + 1}/${updatePlan.steps.length})`);
}
} else {
// Full install: download 0->target, apply to temp dir, swap
tempUpdateDir = path.join(gameDir, '..', 'temp_update');
if (fs.existsSync(tempUpdateDir)) {
fs.rmSync(tempUpdateDir, { recursive: true, force: true });
}
fs.mkdirSync(tempUpdateDir, { recursive: true });
if (progressCallback) {
progressCallback('Downloading new game version...', 20, null, null, null);
}
const pwrFile = await downloadPWR(branch, newVersion, progressCallback, cacheDir);
if (progressCallback) {
progressCallback('Extracting new files...', 60, null, null, null);
}
await applyPWR(pwrFile, progressCallback, tempUpdateDir, toolsDir, branch, cacheDir);
try {
if (fs.existsSync(pwrFile)) {
fs.unlinkSync(pwrFile);
console.log('[UpdateGameFiles] PWR file deleted from cache after successful update:', pwrFile);
}
} catch (delErr) {
console.warn('[UpdateGameFiles] Failed to delete PWR file from cache:', delErr.message);
}
if (progressCallback) {
progressCallback('Replacing game files...', 80, null, null, null);
}
if (fs.existsSync(gameDir)) {
console.log('Removing old game files...');
let retries = 3;
while (retries > 0) {
try {
fs.rmSync(gameDir, { recursive: true, force: true });
break;
} catch (err) {
if ((err.code === 'EPERM' || err.code === 'EBUSY') && retries > 0) {
retries--;
console.log(`[UpdateGameFiles] Removal failed with ${err.code}, retrying in 1s... (${retries} retries left)`);
await new Promise(resolve => setTimeout(resolve, 1000));
} else {
throw err;
}
} }
} }
} }
fs.renameSync(tempUpdateDir, gameDir);
} }
fs.renameSync(tempUpdateDir, gameDir);
const homeUIResult = await downloadAndReplaceHomePageUI(gameDir, progressCallback); const homeUIResult = await downloadAndReplaceHomePageUI(gameDir, progressCallback);
console.log('HomePage.ui update result after update:', homeUIResult); console.log('HomePage.ui update result after update:', homeUIResult);
const logoResult = await downloadAndReplaceLogo(gameDir, progressCallback); const logoResult = await downloadAndReplaceLogo(gameDir, progressCallback);
console.log('Logo@2x.png update result after update:', logoResult); console.log('Logo@2x.png update result after update:', logoResult);
// NEW 2.2.0: No longer create UserData in game installation // NEW 2.1.2: No longer create UserData in game installation
// UserData is now in centralized location (getUserDataPath()) // UserData is now in centralized location (getUserDataPath())
console.log('[UpdateGameFiles] UserData is managed in centralized location'); console.log('[UpdateGameFiles] UserData is managed in centralized location');
@@ -608,7 +434,7 @@ async function installGame(playerName = 'Player', progressCallback, javaPathOver
const customGameDir = path.join(customAppDir, branch, 'package', 'game', 'latest'); const customGameDir = path.join(customAppDir, branch, 'package', 'game', 'latest');
const customJreDir = path.join(customAppDir, branch, 'package', 'jre', 'latest'); const customJreDir = path.join(customAppDir, branch, 'package', 'jre', 'latest');
// NEW 2.2.0: Ensure UserData migration to centralized location // NEW 2.1.2: Ensure UserData migration to centralized location
try { try {
console.log('[InstallGame] Ensuring UserData migration...'); console.log('[InstallGame] Ensuring UserData migration...');
const migrationResult = await migrateUserDataToCentralized(); const migrationResult = await migrateUserDataToCentralized();
@@ -627,9 +453,7 @@ async function installGame(playerName = 'Player', progressCallback, javaPathOver
} }
}); });
// NOTE: Do NOT save username here - username should only be saved when user explicitly saveUsername(playerName);
// changes it in Settings. Saving here could overwrite a good username with 'Player' default.
// The username is only needed for launching, not for installing.
if (installPathOverride) { if (installPathOverride) {
saveInstallPath(installPathOverride); saveInstallPath(installPathOverride);
} }
@@ -686,33 +510,31 @@ async function installGame(playerName = 'Player', progressCallback, javaPathOver
console.log(`Installing game files for branch: ${branch}...`); console.log(`Installing game files for branch: ${branch}...`);
const latestVersion = await getLatestClientVersion(branch); const latestVersion = await getLatestClientVersion(branch);
const targetVersion = FORCE_CLEAN_INSTALL_VERSION ? CLEAN_INSTALL_TEST_VERSION : latestVersion;
if (FORCE_CLEAN_INSTALL_VERSION) {
console.log(`TESTING MODE: Forcing installation of ${targetVersion} instead of ${latestVersion}`);
}
let pwrFile; let pwrFile;
try { try {
pwrFile = await downloadPWR(branch, targetVersion, progressCallback, customCacheDir); pwrFile = await downloadPWR(branch, latestVersion, progressCallback, customCacheDir);
// If downloadPWR returns false, it means the file doesn't exist or is invalid
// We should retry the download with a manual retry flag
if (!pwrFile) { if (!pwrFile) {
console.log('[Install] PWR file not found or invalid, attempting retry...'); console.log('[Install] PWR file not found or invalid, attempting retry...');
pwrFile = await retryPWRDownload(branch, targetVersion, progressCallback, customCacheDir); pwrFile = await retryPWRDownload(branch, latestVersion, progressCallback, customCacheDir);
} }
// Double-check we have a valid file path
if (!pwrFile || typeof pwrFile !== 'string') { if (!pwrFile || typeof pwrFile !== 'string') {
throw new Error(`PWR file download failed: received invalid path ${pwrFile}. Please retry download.`); throw new Error(`PWR file download failed: received invalid path ${pwrFile}. Please retry download.`);
} }
} catch (downloadError) { } catch (downloadError) {
console.error('[Install] PWR download failed:', downloadError.message); console.error('[Install] PWR download failed:', downloadError.message);
throw downloadError; throw downloadError; // Re-throw to be handled by the main installGame error handler
} }
await applyPWR(pwrFile, progressCallback, customGameDir, customToolsDir, branch, customCacheDir); await applyPWR(pwrFile, progressCallback, customGameDir, customToolsDir, branch, customCacheDir);
saveVersionClient(targetVersion); // Save the installed version and branch to config
saveVersionClient(latestVersion);
const { saveVersionBranch } = require('../core/config'); const { saveVersionBranch } = require('../core/config');
saveVersionBranch(branch); saveVersionBranch(branch);
@@ -722,7 +544,7 @@ async function installGame(playerName = 'Player', progressCallback, javaPathOver
const logoResult = await downloadAndReplaceLogo(customGameDir, progressCallback); const logoResult = await downloadAndReplaceLogo(customGameDir, progressCallback);
console.log('Logo@2x.png update result after installation:', logoResult); console.log('Logo@2x.png update result after installation:', logoResult);
// NEW 2.2.0: No longer create UserData in game installation // NEW 2.1.2: No longer create UserData in game installation
// UserData is managed in centralized location (getUserDataPath()) // UserData is managed in centralized location (getUserDataPath())
console.log('[InstallGame] UserData is managed in centralized location'); console.log('[InstallGame] UserData is managed in centralized location');
@@ -744,14 +566,8 @@ async function uninstallGame() {
throw new Error('Game is not installed'); throw new Error('Game is not installed');
} }
// Check if game is running before attempting to delete files
const gameRunning = await isGameRunning();
if (gameRunning) {
throw new Error('Cannot uninstall game while it is running. Please close the game first.');
}
try { try {
await safeRemoveDirectory(appDir); fs.rmSync(appDir, { recursive: true, force: true });
console.log('Game uninstalled successfully - removed entire HytaleF2P folder'); console.log('Game uninstalled successfully - removed entire HytaleF2P folder');
if (fs.existsSync(CONFIG_FILE)) { if (fs.existsSync(CONFIG_FILE)) {
@@ -833,31 +649,14 @@ async function repairGame(progressCallback, branchOverride = null) {
progressCallback('Removing old game files...', 30, null, null, null); progressCallback('Removing old game files...', 30, null, null, null);
} }
// Check if game is running before attempting to delete files // Delete Game and Cache Directory
const gameRunning = await isGameRunning();
if (gameRunning) {
console.warn('[RepairGame] Game appears to be running. This may cause permission errors during repair.');
console.log('[RepairGame] Please close the game before repairing, or wait for the repair to complete.');
}
// Delete Game and Cache Directory with retry logic
console.log('Removing corrupted game files...'); console.log('Removing corrupted game files...');
try { fs.rmSync(gameDir, { recursive: true, force: true });
await safeRemoveDirectory(gameDir);
} catch (error) {
console.error(`[RepairGame] Failed to remove game directory: ${error.message}`);
throw new Error(`Cannot repair game: ${error.message}. Please ensure the game is not running and try again.`);
}
const cacheDir = path.join(appDir, 'cache'); const cacheDir = path.join(appDir, 'cache');
if (fs.existsSync(cacheDir)) { if (fs.existsSync(cacheDir)) {
console.log('Clearing cache directory...'); console.log('Clearing cache directory...');
try { fs.rmSync(cacheDir, { recursive: true, force: true });
await safeRemoveDirectory(cacheDir);
} catch (error) {
console.warn(`[RepairGame] Failed to clear cache directory: ${error.message}`);
// Don't throw here, cache cleanup is not critical
}
} }
console.log('Reinstalling game files...'); console.log('Reinstalling game files...');
@@ -921,8 +720,7 @@ function validateGameDirectory(gameDir, stagingDir) {
} }
// Enhanced PWR file validation // Enhanced PWR file validation
// Accepts intermediate patches (50+ MB) and full installs (1.5+ GB) function validatePWRFile(filePath) {
function validatePWRFile(filePath, expectedSize = null) {
try { try {
if (!fs.existsSync(filePath)) { if (!fs.existsSync(filePath)) {
return false; return false;
@@ -931,20 +729,27 @@ function validatePWRFile(filePath, expectedSize = null) {
const stats = fs.statSync(filePath); const stats = fs.statSync(filePath);
const sizeInMB = stats.size / 1024 / 1024; const sizeInMB = stats.size / 1024 / 1024;
// PWR files should be at least 1 MB
if (stats.size < 1024 * 1024) { if (stats.size < 1024 * 1024) {
console.log(`[PWR Validation] File too small: ${sizeInMB.toFixed(2)} MB`);
return false; return false;
} }
// Validate against expected size if known (reject if < 99% of expected) // Check if file is under 1.5 GB (incomplete download)
if (expectedSize && stats.size < expectedSize * 0.99) { if (sizeInMB < 1500) {
const expectedMB = expectedSize / 1024 / 1024; console.log(`[PWR Validation] File appears incomplete: ${sizeInMB.toFixed(2)} MB < 1.5 GB`);
console.log(`[PWR Validation] File truncated: ${sizeInMB.toFixed(2)} MB, expected ${expectedMB.toFixed(2)} MB`);
return false; return false;
} }
console.log(`[PWR Validation] File size: ${sizeInMB.toFixed(2)} MB - OK`); // Basic file header validation (PWR files should have specific headers)
const buffer = fs.readFileSync(filePath, { start: 0, end: 20 });
if (buffer.length < 10) {
return false;
}
// Check for common PWR magic bytes or patterns
// This is a basic check - could be enhanced with actual PWR format specification
const header = buffer.toString('hex', 0, 10);
console.log(`[PWR Validation] File header: ${header}`);
return true; return true;
} catch (error) { } catch (error) {
console.error(`[PWR Validation] Error:`, error.message); console.error(`[PWR Validation] Error:`, error.message);

View File

@@ -340,70 +340,36 @@ async function extractJRE(archivePath, destDir) {
} }
function extractZip(zipPath, dest) { function extractZip(zipPath, dest) {
try { const zip = new AdmZip(zipPath);
const zip = new AdmZip(zipPath); const entries = zip.getEntries();
const entries = zip.getEntries();
for (const entry of entries) { for (const entry of entries) {
const entryPath = path.join(dest, entry.entryName); const entryPath = path.join(dest, entry.entryName);
// Security check: prevent zip slip attacks const resolvedPath = path.resolve(entryPath);
const resolvedPath = path.resolve(entryPath); const resolvedDest = path.resolve(dest);
const resolvedDest = path.resolve(dest); if (!resolvedPath.startsWith(resolvedDest)) {
if (!resolvedPath.startsWith(resolvedDest)) { throw new Error(`Invalid file path detected: ${entryPath}`);
throw new Error(`Invalid file path detected: ${entryPath}`); }
}
try { if (entry.isDirectory) {
if (entry.isDirectory) { fs.mkdirSync(entryPath, { recursive: true });
fs.mkdirSync(entryPath, { recursive: true }); } else {
} else { fs.mkdirSync(path.dirname(entryPath), { recursive: true });
// Ensure parent directory exists fs.writeFileSync(entryPath, entry.getData());
const parentDir = path.dirname(entryPath); if (process.platform !== 'win32') {
fs.mkdirSync(parentDir, { recursive: true }); fs.chmodSync(entryPath, entry.header.attr >>> 16);
// Get file data and write it
const data = entry.getData();
if (!data) {
console.warn(`Warning: No data for file ${entry.entryName}, skipping`);
continue;
}
fs.writeFileSync(entryPath, data);
// Set permissions on non-Windows platforms
if (process.platform !== 'win32') {
try {
const mode = entry.header.attr >>> 16;
if (mode > 0) {
fs.chmodSync(entryPath, mode);
}
} catch (chmodError) {
console.warn(`Warning: Could not set permissions for ${entryPath}: ${chmodError.message}`);
}
}
}
} catch (entryError) {
console.error(`Error extracting ${entry.entryName}: ${entryError.message}`);
// Continue with other entries rather than failing completely
continue;
} }
} }
} catch (error) {
throw new Error(`Failed to extract ZIP archive: ${error.message}`);
} }
} }
function extractTarGz(tarGzPath, dest) { function extractTarGz(tarGzPath, dest) {
try { return tar.extract({
return tar.extract({ file: tarGzPath,
file: tarGzPath, cwd: dest,
cwd: dest, strip: 0
strip: 0 });
});
} catch (error) {
throw new Error(`Failed to extract TAR.GZ archive: ${error.message}`);
}
} }
function flattenJREDir(jreLatest) { function flattenJREDir(jreLatest) {

View File

@@ -3,7 +3,7 @@ const path = require('path');
const crypto = require('crypto'); const crypto = require('crypto');
const axios = require('axios'); const axios = require('axios');
const { getOS } = require('../utils/platformUtils'); const { getOS } = require('../utils/platformUtils');
const { getModsPath, getProfilesDir, getHytaleSavesDir } = require('../core/paths'); const { getModsPath, getProfilesDir } = require('../core/paths');
const { saveModsToConfig, loadModsFromConfig } = require('../core/config'); const { saveModsToConfig, loadModsFromConfig } = require('../core/config');
const profileManager = require('./profileManager'); const profileManager = require('./profileManager');
@@ -296,9 +296,8 @@ async function syncModsForCurrentProfile() {
console.log(`[ModManager] Syncing mods for profile: ${activeProfile.name} (${activeProfile.id})`); console.log(`[ModManager] Syncing mods for profile: ${activeProfile.name} (${activeProfile.id})`);
// 1. Resolve Paths // 1. Resolve Paths
// centralModsPath is HytaleSaves\Mods (centralized location for active mods) // globalModsPath is the one the game uses (symlink target)
const hytaleSavesDir = getHytaleSavesDir(); const globalModsPath = await getModsPath();
const centralModsPath = path.join(hytaleSavesDir, 'Mods');
// profileModsPath is the real storage for this profile // profileModsPath is the real storage for this profile
const profileModsPath = getProfileModsPath(activeProfile.id); const profileModsPath = getProfileModsPath(activeProfile.id);
const profileDisabledModsPath = path.join(path.dirname(profileModsPath), 'DisabledMods'); const profileDisabledModsPath = path.join(path.dirname(profileModsPath), 'DisabledMods');
@@ -307,51 +306,96 @@ async function syncModsForCurrentProfile() {
fs.mkdirSync(profileDisabledModsPath, { recursive: true }); fs.mkdirSync(profileDisabledModsPath, { recursive: true });
} }
// 2. Copy-based Mod Sync (No symlinks - avoids permission issues) // 2. Symlink / Migration Logic
// Ensure HytaleSaves\Mods directory exists let needsLink = false;
if (!fs.existsSync(centralModsPath)) { let globalStats = null;
fs.mkdirSync(centralModsPath, { recursive: true });
console.log(`[ModManager] Created centralized mods directory: ${centralModsPath}`);
}
// Check for old symlink and convert to real directory if needed (one-time migration)
try { try {
const centralStats = fs.lstatSync(centralModsPath); globalStats = fs.lstatSync(globalModsPath);
if (centralStats.isSymbolicLink()) {
console.log('[ModManager] Removing old symlink, converting to copy-based system...');
fs.unlinkSync(centralModsPath);
fs.mkdirSync(centralModsPath, { recursive: true });
}
} catch (e) { } catch (e) {
// Path doesn't exist, will be created above // Path doesn't exist
} }
// Copy enabled mods from profile to HytaleSaves\Mods (for game to use) if (globalStats) {
console.log(`[ModManager] Copying enabled mods from ${profileModsPath} to ${centralModsPath}`); if (globalStats.isSymbolicLink()) {
const linkTarget = fs.readlinkSync(globalModsPath);
// Normalize paths for comparison
if (path.resolve(linkTarget) !== path.resolve(profileModsPath)) {
console.log(`[ModManager] Updating symlink from ${linkTarget} to ${profileModsPath}`);
fs.unlinkSync(globalModsPath);
needsLink = true;
}
} else if (globalStats.isDirectory()) {
// MIGRATION: It's a real directory. Move contents to profile.
console.log('[ModManager] Migrating global mods folder to profile folder...');
const files = fs.readdirSync(globalModsPath);
for (const file of files) {
const src = path.join(globalModsPath, file);
const dest = path.join(profileModsPath, file);
// Only move if dest doesn't exist to avoid overwriting
if (!fs.existsSync(dest)) {
fs.renameSync(src, dest);
}
}
// First, clear central mods folder // Also migrate DisabledMods if it exists globally
const existingCentralMods = fs.existsSync(centralModsPath) ? fs.readdirSync(centralModsPath) : []; const globalDisabledPath = path.join(path.dirname(globalModsPath), 'DisabledMods');
for (const file of existingCentralMods) { if (fs.existsSync(globalDisabledPath) && fs.lstatSync(globalDisabledPath).isDirectory()) {
const filePath = path.join(centralModsPath, file); const dFiles = fs.readdirSync(globalDisabledPath);
for (const file of dFiles) {
const src = path.join(globalDisabledPath, file);
const dest = path.join(profileDisabledModsPath, file);
if (!fs.existsSync(dest)) {
fs.renameSync(src, dest);
}
}
// We can remove global DisabledMods now, as it's not used by game
try { fs.rmSync(globalDisabledPath, { recursive: true, force: true }); } catch(e) {}
}
// Remove the directory so we can link it
try {
let retries = 3;
while (retries > 0) {
try {
fs.rmSync(globalModsPath, { recursive: true, force: true });
break;
} catch (err) {
if ((err.code === 'EPERM' || err.code === 'EBUSY') && retries > 0) {
retries--;
await new Promise(resolve => setTimeout(resolve, 500));
} else {
throw err;
}
}
}
needsLink = true;
} catch (e) {
console.error('Failed to remove global mods dir:', e);
// Throw error to stop.
throw new Error('Failed to migrate mods directory. Please clear ' + globalModsPath);
}
}
} else {
needsLink = true;
}
if (needsLink) {
console.log(`[ModManager] Creating symlink: ${globalModsPath} -> ${profileModsPath}`);
try { try {
fs.unlinkSync(filePath); const symlinkType = getOS() === 'windows' ? 'junction' : 'dir';
} catch (e) { fs.symlinkSync(profileModsPath, globalModsPath, symlinkType);
console.warn(`Failed to remove ${file} from central mods:`, e.message); } catch (err) {
} // If we can't create the symlink, try creating the directory first
} console.error('[ModManager] Failed to create symlink. Falling back to direct folder mode.');
console.error(err.message);
// Copy enabled mods to HytaleSaves\Mods
const enabledModFiles = fs.existsSync(profileModsPath) ? fs.readdirSync(profileModsPath).filter(f => f.endsWith('.jar') || f.endsWith('.zip')) : []; // Fallback: create a real directory so the game still works
for (const file of enabledModFiles) { if (!fs.existsSync(globalModsPath)) {
const src = path.join(profileModsPath, file); fs.mkdirSync(globalModsPath, { recursive: true });
const dest = path.join(centralModsPath, file);
try {
fs.copyFileSync(src, dest);
console.log(`[ModManager] Copied ${file} to HytaleSaves\\Mods`);
} catch (e) {
console.error(`Failed to copy ${file}:`, e.message);
} }
} }
}
// 3. Auto-Repair (Download missing mods) // 3. Auto-Repair (Download missing mods)
const profileModsSnapshot = activeProfile.mods || []; const profileModsSnapshot = activeProfile.mods || [];
@@ -416,7 +460,7 @@ async function syncModsForCurrentProfile() {
} }
// 5. Enforce Enabled/Disabled State (Move files between Profile/Mods and Profile/DisabledMods) // 5. Enforce Enabled/Disabled State (Move files between Profile/Mods and Profile/DisabledMods)
// Note: Enabled mods are copied to HytaleSaves\Mods, disabled mods stay in Profile/DisabledMods // Note: Since Global/Mods IS Profile/Mods (via symlink), moving out of Profile/Mods disables it for the game.
const disabledFiles = fs.existsSync(profileDisabledModsPath) ? fs.readdirSync(profileDisabledModsPath).filter(f => f.endsWith('.jar') || f.endsWith('.zip')) : []; const disabledFiles = fs.existsSync(profileDisabledModsPath) ? fs.readdirSync(profileDisabledModsPath).filter(f => f.endsWith('.jar') || f.endsWith('.zip')) : [];
const allFiles = new Set([...enabledFiles, ...disabledFiles]); const allFiles = new Set([...enabledFiles, ...disabledFiles]);

View File

@@ -1,7 +1,6 @@
const fs = require('fs'); const fs = require('fs');
const path = require('path'); const path = require('path');
const { downloadFile, findHomePageUIPath, findLogoPath } = require('../utils/fileManager'); const { downloadFile, findHomePageUIPath, findLogoPath } = require('../utils/fileManager');
const { smartRequest } = require('../utils/proxyClient');
async function downloadAndReplaceHomePageUI(gameDir, progressCallback) { async function downloadAndReplaceHomePageUI(gameDir, progressCallback) {
try { try {
@@ -14,8 +13,7 @@ async function downloadAndReplaceHomePageUI(gameDir, progressCallback) {
const homeUIUrl = 'https://files.hytalef2p.com/api/HomeUI'; const homeUIUrl = 'https://files.hytalef2p.com/api/HomeUI';
const tempHomePath = path.join(path.dirname(gameDir), 'HomePage_temp.ui'); const tempHomePath = path.join(path.dirname(gameDir), 'HomePage_temp.ui');
const response = await smartRequest(homeUIUrl, { responseType: 'arraybuffer' }); await downloadFile(homeUIUrl, tempHomePath);
fs.writeFileSync(tempHomePath, response.data);
const existingHomePath = findHomePageUIPath(gameDir); const existingHomePath = findHomePageUIPath(gameDir);
@@ -68,8 +66,7 @@ async function downloadAndReplaceLogo(gameDir, progressCallback) {
const logoUrl = 'https://files.hytalef2p.com/api/Logo'; const logoUrl = 'https://files.hytalef2p.com/api/Logo';
const tempLogoPath = path.join(path.dirname(gameDir), 'Logo@2x_temp.png'); const tempLogoPath = path.join(path.dirname(gameDir), 'Logo@2x_temp.png');
const response = await smartRequest(logoUrl, { responseType: 'arraybuffer' }); await downloadFile(logoUrl, tempLogoPath);
fs.writeFileSync(tempLogoPath, response.data);
const existingLogoPath = findLogoPath(gameDir); const existingLogoPath = findLogoPath(gameDir);

View File

@@ -3,117 +3,32 @@ const path = require('path');
const { v4: uuidv4 } = require('uuid'); const { v4: uuidv4 } = require('uuid');
const { PLAYER_ID_FILE, APP_DIR } = require('../core/paths'); const { PLAYER_ID_FILE, APP_DIR } = require('../core/paths');
/**
* DEPRECATED: This file is kept for backward compatibility.
*
* The primary UUID system is now in config.js using userUuids.
* This player_id.json system was a separate UUID storage that could
* cause desync issues.
*
* New code should use config.js functions:
* - getUuidForUser(username) - Get/create UUID for a username
* - getCurrentUuid() - Get current user's UUID
* - setUuidForUser(username, uuid) - Set UUID for a user
*
* This function is kept for migration purposes only.
*/
/**
* Get or create a legacy player ID
* NOTE: This is DEPRECATED - use config.js getUuidForUser() instead
*
* FIXED: No longer returns random UUID on error - throws instead
*/
function getOrCreatePlayerId() { function getOrCreatePlayerId() {
const maxRetries = 3;
let lastError;
for (let attempt = 1; attempt <= maxRetries; attempt++) {
try {
if (!fs.existsSync(APP_DIR)) {
fs.mkdirSync(APP_DIR, { recursive: true });
}
if (fs.existsSync(PLAYER_ID_FILE)) {
const data = fs.readFileSync(PLAYER_ID_FILE, 'utf8');
if (data.trim()) {
const parsed = JSON.parse(data);
if (parsed.playerId) {
return parsed.playerId;
}
}
}
// No existing ID - create new one atomically
const newPlayerId = uuidv4();
const tempFile = PLAYER_ID_FILE + '.tmp';
const playerData = {
playerId: newPlayerId,
createdAt: new Date().toISOString(),
note: 'DEPRECATED: This file is for legacy compatibility. UUID is now stored in config.json userUuids.'
};
// Write to temp file first
fs.writeFileSync(tempFile, JSON.stringify(playerData, null, 2));
// Atomic rename
fs.renameSync(tempFile, PLAYER_ID_FILE);
console.log(`[PlayerManager] Created new legacy player ID: ${newPlayerId}`);
return newPlayerId;
} catch (error) {
lastError = error;
console.error(`[PlayerManager] Attempt ${attempt}/${maxRetries} failed:`, error.message);
if (attempt < maxRetries) {
// Small delay before retry
const delay = attempt * 100;
const start = Date.now();
while (Date.now() - start < delay) {
// Busy wait
}
}
}
}
// FIXED: Do NOT return random UUID - throw error instead
// Returning random UUID was causing silent identity loss
console.error('[PlayerManager] CRITICAL: Failed to get/create player ID after all retries');
throw new Error(`Failed to manage player ID: ${lastError.message}`);
}
/**
* Migrate legacy player_id.json to config.json userUuids
* Call this during app startup
*/
function migrateLegacyPlayerId() {
try { try {
if (!fs.existsSync(PLAYER_ID_FILE)) { if (!fs.existsSync(APP_DIR)) {
return null; // No legacy file to migrate fs.mkdirSync(APP_DIR, { recursive: true });
} }
const data = JSON.parse(fs.readFileSync(PLAYER_ID_FILE, 'utf8')); if (fs.existsSync(PLAYER_ID_FILE)) {
if (!data.playerId) { const data = JSON.parse(fs.readFileSync(PLAYER_ID_FILE, 'utf8'));
return null; if (data.playerId) {
return data.playerId;
}
} }
console.log(`[PlayerManager] Found legacy player_id.json with ID: ${data.playerId}`); const newPlayerId = uuidv4();
fs.writeFileSync(PLAYER_ID_FILE, JSON.stringify({
playerId: newPlayerId,
createdAt: new Date().toISOString()
}, null, 2));
// Mark file as migrated by renaming return newPlayerId;
const migratedFile = PLAYER_ID_FILE + '.migrated';
if (!fs.existsSync(migratedFile)) {
fs.renameSync(PLAYER_ID_FILE, migratedFile);
console.log('[PlayerManager] Legacy player_id.json marked as migrated');
}
return data.playerId;
} catch (error) { } catch (error) {
console.error('[PlayerManager] Error during legacy migration:', error.message); console.error('Error managing player ID:', error);
return null; return uuidv4();
} }
} }
module.exports = { module.exports = {
getOrCreatePlayerId, getOrCreatePlayerId
migrateLegacyPlayerId
}; };

View File

@@ -1,538 +1,31 @@
const axios = require('axios'); const axios = require('axios');
const crypto = require('crypto');
const fs = require('fs');
const path = require('path');
const { getOS, getArch } = require('../utils/platformUtils');
// Patches base URL fetched dynamically via multi-source fallback chain
const AUTH_DOMAIN = process.env.HYTALE_AUTH_DOMAIN || 'auth.sanasol.ws';
const PATCHES_CONFIG_SOURCES = [
{ type: 'http', url: `https://${AUTH_DOMAIN}/api/patches-config`, name: 'auth-server' },
{ type: 'http', url: 'https://htdwnldsan.top/patches-config', name: 'backup-http' },
{ type: 'doh', name: '_patches.htdwnldsan.top', name_label: 'dns-txt' },
];
const HARDCODED_FALLBACK = 'https://dl.vboro.de/patches';
// Non-Cloudflare mirrors for users where Cloudflare IPs are blocked (Russia, Ukraine, etc.)
// These redirect to MEGA S3 which is not behind Cloudflare
const NON_CF_MIRRORS = [
'https://htdwnldsan.top/patches', // Direct IP VPS → MEGA redirect
];
// Fallback: latest known build number if manifest is unreachable
const FALLBACK_LATEST_BUILD = 11;
let patchesBaseUrl = null;
let patchesConfigTime = 0;
const PATCHES_CONFIG_CACHE_DURATION = 300000; // 5 minutes
let manifestCache = null;
let manifestCacheTime = 0;
const MANIFEST_CACHE_DURATION = 60000; // 1 minute
// Disk cache path for patches URL (survives restarts)
function getDiskCachePath() {
const os = require('os');
const home = os.homedir();
let appDir;
if (process.platform === 'win32') {
appDir = path.join(home, 'AppData', 'Local', 'HytaleF2P');
} else if (process.platform === 'darwin') {
appDir = path.join(home, 'Library', 'Application Support', 'HytaleF2P');
} else {
appDir = path.join(home, '.hytalef2p');
}
return path.join(appDir, 'patches-url-cache.json');
}
function saveDiskCache(url) {
try {
const cachePath = getDiskCachePath();
const dir = path.dirname(cachePath);
if (!fs.existsSync(dir)) fs.mkdirSync(dir, { recursive: true });
fs.writeFileSync(cachePath, JSON.stringify({ patches_url: url, ts: Date.now() }), 'utf8');
} catch (e) {
// Non-critical, ignore
}
}
function loadDiskCache() {
try {
const cachePath = getDiskCachePath();
if (fs.existsSync(cachePath)) {
const data = JSON.parse(fs.readFileSync(cachePath, 'utf8'));
if (data && data.patches_url) return data.patches_url;
}
} catch (e) {
// Non-critical, ignore
}
return null;
}
/**
* Fetch patches URL from a single HTTP config endpoint
*/
async function fetchFromHttp(url) {
const response = await axios.get(url, {
timeout: 8000,
headers: { 'User-Agent': 'Hytale-F2P-Launcher' }
});
if (response.data && response.data.patches_url) {
return response.data.patches_url.replace(/\/+$/, '');
}
throw new Error('Invalid response');
}
/**
* Fetch patches URL from DNS TXT record via DNS-over-HTTPS
*/
async function fetchFromDoh(recordName) {
const dohEndpoints = [
{ url: 'https://dns.google/resolve', params: { name: recordName, type: 'TXT' } },
{ url: 'https://cloudflare-dns.com/dns-query', params: { name: recordName, type: 'TXT' }, headers: { 'Accept': 'application/dns-json' } },
];
for (const endpoint of dohEndpoints) {
try {
const response = await axios.get(endpoint.url, {
params: endpoint.params,
headers: { 'User-Agent': 'Hytale-F2P-Launcher', ...(endpoint.headers || {}) },
timeout: 5000
});
const answers = response.data && response.data.Answer;
if (answers && answers.length > 0) {
// TXT records are quoted, strip quotes
const txt = answers[0].data.replace(/^"|"$/g, '');
if (txt.startsWith('http')) return txt.replace(/\/+$/, '');
}
} catch (e) {
// Try next DoH endpoint
}
}
throw new Error('All DoH endpoints failed');
}
/**
* Fetch patches base URL with hardened multi-source fallback chain:
* 1. Memory cache (5 min)
* 2. HTTP: auth.sanasol.ws (primary)
* 3. HTTP: htdwnldsan.top (backup, different host/domain/registrar)
* 4. DNS TXT: _patches.htdwnldsan.top via DoH (different protocol layer)
* 5. Disk cache (survives restarts, never expires)
* 6. Hardcoded fallback URL (last resort)
*/
async function getPatchesBaseUrl() {
const now = Date.now();
// 1. Memory cache
if (patchesBaseUrl && (now - patchesConfigTime) < PATCHES_CONFIG_CACHE_DURATION) {
return patchesBaseUrl;
}
// 2-4. Try all sources: HTTP endpoints first, then DoH
for (const source of PATCHES_CONFIG_SOURCES) {
try {
let url;
if (source.type === 'http') {
console.log(`[Mirror] Trying ${source.name}: ${source.url}`);
url = await fetchFromHttp(source.url);
} else if (source.type === 'doh') {
console.log(`[Mirror] Trying ${source.name_label}: ${source.name}`);
url = await fetchFromDoh(source.name);
}
if (url) {
patchesBaseUrl = url;
patchesConfigTime = now;
saveDiskCache(url);
console.log(`[Mirror] Patches URL (via ${source.name || source.name_label}): ${url}`);
return url;
}
} catch (e) {
console.warn(`[Mirror] ${source.name || source.name_label} failed: ${e.message}`);
}
}
// 5. Stale memory cache (any age)
if (patchesBaseUrl) {
console.log('[Mirror] All sources failed, using stale memory cache:', patchesBaseUrl);
return patchesBaseUrl;
}
// 6. Disk cache (survives restarts)
const diskUrl = loadDiskCache();
if (diskUrl) {
patchesBaseUrl = diskUrl;
console.log('[Mirror] All sources failed, using disk cache:', diskUrl);
return diskUrl;
}
// 7. Hardcoded fallback
console.warn('[Mirror] All sources + caches exhausted, using hardcoded fallback:', HARDCODED_FALLBACK);
patchesBaseUrl = HARDCODED_FALLBACK;
return HARDCODED_FALLBACK;
}
/**
* Get all available mirror base URLs (primary + non-Cloudflare fallbacks)
* Used by download logic to retry on different mirrors when primary is blocked
*/
async function getAllMirrorUrls() {
const primary = await getPatchesBaseUrl();
// Deduplicate: don't include mirrors that match primary
const mirrors = NON_CF_MIRRORS.filter(m => m !== primary);
return [primary, ...mirrors];
}
/**
* Fetch the mirror manifest — tries primary URL first, then non-Cloudflare mirrors
*/
async function fetchMirrorManifest() {
const now = Date.now();
if (manifestCache && (now - manifestCacheTime) < MANIFEST_CACHE_DURATION) {
console.log('[Mirror] Using cached manifest');
return manifestCache;
}
const mirrors = await getAllMirrorUrls();
for (let i = 0; i < mirrors.length; i++) {
const baseUrl = mirrors[i];
const manifestUrl = `${baseUrl}/manifest.json`;
try {
console.log(`[Mirror] Fetching manifest from: ${manifestUrl}`);
const response = await axios.get(manifestUrl, {
timeout: 15000,
maxRedirects: 5,
headers: { 'User-Agent': 'Hytale-F2P-Launcher' }
});
if (response.data && response.data.files) {
manifestCache = response.data;
manifestCacheTime = now;
// If a non-primary mirror worked, switch to it for downloads too
if (i > 0) {
console.log(`[Mirror] Primary unreachable, switching to mirror: ${baseUrl}`);
patchesBaseUrl = baseUrl;
patchesConfigTime = now;
saveDiskCache(baseUrl);
}
console.log('[Mirror] Manifest fetched successfully');
return response.data;
}
throw new Error('Invalid manifest structure');
} catch (error) {
const isTimeout = error.code === 'ETIMEDOUT' || error.code === 'ECONNABORTED' || error.message.includes('timeout');
console.error(`[Mirror] Error fetching manifest from ${baseUrl}: ${error.message}${isTimeout ? ' (Cloudflare may be blocked)' : ''}`);
if (i < mirrors.length - 1) {
console.log(`[Mirror] Trying next mirror...`);
}
}
}
// All mirrors failed — use cached manifest if available
if (manifestCache) {
console.log('[Mirror] All mirrors failed, using expired cache');
return manifestCache;
}
throw new Error('All mirrors failed and no cached manifest available');
}
/**
* Parse manifest to get available patches for current platform
* Returns array of { from, to, key, size }
*/
function getPlatformPatches(manifest, branch = 'release') {
const os = getOS();
const arch = getArch();
const prefix = `${os}/${arch}/${branch}/`;
const patches = [];
for (const [key, info] of Object.entries(manifest.files)) {
if (key.startsWith(prefix) && key.endsWith('.pwr')) {
const filename = key.slice(prefix.length, -4); // e.g., "0_to_11"
const match = filename.match(/^(\d+)_to_(\d+)$/);
if (match) {
patches.push({
from: parseInt(match[1]),
to: parseInt(match[2]),
key,
size: info.size
});
}
}
}
return patches;
}
/**
* Find optimal patch path using BFS with download size minimization
* Returns array of { from, to, url, size, key } steps, or null if no path found
*/
async function findOptimalPatchPath(currentBuild, targetBuild, patches) {
if (currentBuild >= targetBuild) return [];
const baseUrl = await getPatchesBaseUrl();
const edges = {};
for (const patch of patches) {
if (!edges[patch.from]) edges[patch.from] = [];
edges[patch.from].push(patch);
}
const queue = [{ build: currentBuild, path: [], totalSize: 0 }];
let bestPath = null;
let bestSize = Infinity;
while (queue.length > 0) {
const { build, path, totalSize } = queue.shift();
if (build === targetBuild) {
if (totalSize < bestSize) {
bestPath = path;
bestSize = totalSize;
}
continue;
}
if (totalSize >= bestSize) continue;
const nextEdges = edges[build] || [];
for (const edge of nextEdges) {
if (edge.to <= build || edge.to > targetBuild) continue;
if (path.some(p => p.to === edge.to)) continue;
queue.push({
build: edge.to,
path: [...path, {
from: edge.from,
to: edge.to,
url: `${baseUrl}/${edge.key}`,
size: edge.size,
key: edge.key
}],
totalSize: totalSize + edge.size
});
}
}
return bestPath;
}
/**
* Get the optimal update plan from currentBuild to targetBuild
* Returns { steps: [{from, to, url, size}], totalSize, isFullInstall }
*/
async function getUpdatePlan(currentBuild, targetBuild, branch = 'release') {
const manifest = await fetchMirrorManifest();
const patches = getPlatformPatches(manifest, branch);
// Try optimal path
const steps = await findOptimalPatchPath(currentBuild, targetBuild, patches);
if (steps && steps.length > 0) {
const totalSize = steps.reduce((sum, s) => sum + s.size, 0);
console.log(`[Mirror] Update plan: ${steps.map(s => `${s.from}\u2192${s.to}`).join(' + ')} (${(totalSize / 1024 / 1024).toFixed(0)} MB)`);
return { steps, totalSize, isFullInstall: steps.length === 1 && steps[0].from === 0 };
}
// Fallback: full install 0 -> target
const fullPatch = patches.find(p => p.from === 0 && p.to === targetBuild);
if (fullPatch) {
const baseUrl = await getPatchesBaseUrl();
const step = {
from: 0,
to: targetBuild,
url: `${baseUrl}/${fullPatch.key}`,
size: fullPatch.size,
key: fullPatch.key
};
console.log(`[Mirror] Full install: 0\u2192${targetBuild} (${(fullPatch.size / 1024 / 1024).toFixed(0)} MB)`);
return { steps: [step], totalSize: fullPatch.size, isFullInstall: true };
}
throw new Error(`No patch path found from build ${currentBuild} to ${targetBuild} for ${getOS()}/${getArch()}`);
}
async function getLatestClientVersion(branch = 'release') { async function getLatestClientVersion(branch = 'release') {
try { try {
console.log(`[Mirror] Fetching latest client version (branch: ${branch})...`); console.log(`Fetching latest client version from API (branch: ${branch})...`);
const manifest = await fetchMirrorManifest(); const response = await axios.get('https://files.hytalef2p.com/api/version_client', {
const patches = getPlatformPatches(manifest, branch); params: { branch },
timeout: 5000,
headers: {
'User-Agent': 'Hytale-F2P-Launcher'
}
});
if (patches.length === 0) { if (response.data && response.data.client_version) {
console.log(`[Mirror] No patches for branch '${branch}', using fallback`); const version = response.data.client_version;
return `v${FALLBACK_LATEST_BUILD}`; console.log(`Latest client version for ${branch}: ${version}`);
} return version;
const latestBuild = Math.max(...patches.map(p => p.to));
console.log(`[Mirror] Latest client version: v${latestBuild}`);
return `v${latestBuild}`;
} catch (error) {
console.error('[Mirror] Error:', error.message);
return `v${FALLBACK_LATEST_BUILD}`;
}
}
/**
* Get PWR download URL for fresh install (0 -> target)
* Backward-compatible with old getPWRUrlFromNewAPI signature
* Checks mirror first, then constructs URL for the branch
*/
async function getPWRUrl(branch = 'release', version = 'v11') {
const targetBuild = extractVersionNumber(version);
const os = getOS();
const arch = getArch();
try {
const manifest = await fetchMirrorManifest();
const patches = getPlatformPatches(manifest, branch);
const fullPatch = patches.find(p => p.from === 0 && p.to === targetBuild);
if (fullPatch) {
const baseUrl = await getPatchesBaseUrl();
const url = `${baseUrl}/${fullPatch.key}`;
console.log(`[Mirror] PWR URL: ${url}`);
return url;
}
if (patches.length > 0) {
// Branch exists in mirror but no full patch for this target - construct URL
console.log(`[Mirror] No 0->${targetBuild} patch found, constructing URL`);
} else { } else {
console.log(`[Mirror] Branch '${branch}' not in mirror, constructing URL`); console.log('Warning: Invalid API response, falling back to default version');
return '4.pwr';
} }
} catch (error) { } catch (error) {
console.error('[Mirror] Error getting PWR URL:', error.message); console.error('Error fetching client version:', error.message);
} console.log('Warning: API unavailable, falling back to default version');
return '4.pwr';
// Construct mirror URL (will work if patch was uploaded but manifest is stale)
const baseUrl = await getPatchesBaseUrl();
return `${baseUrl}/${os}/${arch}/${branch}/0_to_${targetBuild}.pwr`;
}
// Backward-compatible alias
const getPWRUrlFromNewAPI = getPWRUrl;
// Utility function to extract version number
// Supports: "7.pwr", "v8", "v8-windows-amd64.pwr", "5_to_10", etc.
function extractVersionNumber(version) {
if (!version) return 0;
// New format: "v8" or "v8-xxx.pwr"
const vMatch = version.match(/v(\d+)/);
if (vMatch) return parseInt(vMatch[1]);
// Old format: "7.pwr"
const pwrMatch = version.match(/(\d+)\.pwr/);
if (pwrMatch) return parseInt(pwrMatch[1]);
// Fallback
const num = parseInt(version);
return isNaN(num) ? 0 : num;
}
async function buildArchiveUrl(buildNumber, branch = 'release') {
const baseUrl = await getPatchesBaseUrl();
const os = getOS();
const arch = getArch();
return `${baseUrl}/${os}/${arch}/${branch}/0_to_${buildNumber}.pwr`;
}
async function checkArchiveExists(buildNumber, branch = 'release') {
const url = await buildArchiveUrl(buildNumber, branch);
try {
const response = await axios.head(url, { timeout: 10000 });
return response.status === 200;
} catch {
return false;
}
}
async function discoverAvailableVersions(latestKnown, branch = 'release') {
try {
const manifest = await fetchMirrorManifest();
const patches = getPlatformPatches(manifest, branch);
const versions = [...new Set(patches.map(p => p.to))].sort((a, b) => b - a);
return versions.map(v => `${v}.pwr`);
} catch {
return [];
}
}
async function extractVersionDetails(targetVersion, branch = 'release') {
const buildNumber = extractVersionNumber(targetVersion);
const fullUrl = await buildArchiveUrl(buildNumber, branch);
return {
version: targetVersion,
buildNumber,
buildName: `HYTALE-Build-${buildNumber}`,
fullUrl,
differentialUrl: null,
checksum: null,
sourceVersion: null,
isDifferential: false,
releaseNotes: null
};
}
function canUseDifferentialUpdate() {
// Differential updates are now handled via getUpdatePlan()
return false;
}
function needsIntermediatePatches(currentVersion, targetVersion) {
if (!currentVersion) return [];
const current = extractVersionNumber(currentVersion);
const target = extractVersionNumber(targetVersion);
if (current >= target) return [];
return [targetVersion];
}
async function computeFileChecksum(filePath) {
return new Promise((resolve, reject) => {
const hash = crypto.createHash('sha256');
const stream = fs.createReadStream(filePath);
stream.on('data', data => hash.update(data));
stream.on('end', () => resolve(hash.digest('hex')));
stream.on('error', reject);
});
}
async function validateChecksum(filePath, expectedChecksum) {
if (!expectedChecksum) return true;
const actualChecksum = await computeFileChecksum(filePath);
return actualChecksum === expectedChecksum;
}
function getInstalledClientVersion() {
try {
const { loadVersionClient } = require('../core/config');
return loadVersionClient();
} catch {
return null;
} }
} }
module.exports = { module.exports = {
getLatestClientVersion, getLatestClientVersion
buildArchiveUrl,
checkArchiveExists,
discoverAvailableVersions,
extractVersionDetails,
canUseDifferentialUpdate,
needsIntermediatePatches,
computeFileChecksum,
validateChecksum,
getInstalledClientVersion,
fetchMirrorManifest,
getPWRUrl,
getPWRUrlFromNewAPI,
getUpdatePlan,
extractVersionNumber,
getPlatformPatches,
findOptimalPatchPath,
getPatchesBaseUrl,
getAllMirrorUrls
}; };

View File

@@ -1,16 +1,16 @@
const fs = require('fs'); const fs = require('fs');
const path = require('path'); const path = require('path');
const { smartDownloadStream } = require('./proxyClient'); const crypto = require('crypto');
const AdmZip = require('adm-zip');
const { execSync, spawn } = require('child_process');
const { getJavaExec, getBundledJavaPath } = require('../managers/javaManager');
const { JRE_DIR } = require('../core/paths');
// Domain configuration // Domain configuration
const ORIGINAL_DOMAIN = 'hytale.com'; const ORIGINAL_DOMAIN = 'hytale.com';
const MIN_DOMAIN_LENGTH = 4; const MIN_DOMAIN_LENGTH = 4;
const MAX_DOMAIN_LENGTH = 16; const MAX_DOMAIN_LENGTH = 16;
// DualAuth ByteBuddy Agent (runtime class transformation, no JAR modification)
const DUALAUTH_AGENT_URL = 'https://github.com/sanasol/hytale-auth-server/releases/latest/download/dualauth-agent.jar';
const DUALAUTH_AGENT_FILENAME = 'dualauth-agent.jar';
function getTargetDomain() { function getTargetDomain() {
if (process.env.HYTALE_AUTH_DOMAIN) { if (process.env.HYTALE_AUTH_DOMAIN) {
return process.env.HYTALE_AUTH_DOMAIN; return process.env.HYTALE_AUTH_DOMAIN;
@@ -26,13 +26,15 @@ function getTargetDomain() {
const DEFAULT_NEW_DOMAIN = 'auth.sanasol.ws'; const DEFAULT_NEW_DOMAIN = 'auth.sanasol.ws';
/** /**
* Patches HytaleClient binary to replace hytale.com with custom domain * Patches HytaleClient and HytaleServer binaries to replace hytale.com with custom domain
* Server auth is handled by DualAuth ByteBuddy Agent (-javaagent: flag) * This allows the game to connect to a custom authentication server
* *
* Supports domains from 4 to 16 characters: * Supports domains from 4 to 16 characters:
* - All F2P traffic routes to single endpoint: https://{domain} (no subdomains) * - All F2P traffic routes to single endpoint: https://{domain} (no subdomains)
* - Domains <= 10 chars: Direct replacement, subdomains stripped * - Domains <= 10 chars: Direct replacement, subdomains stripped
* - Domains 11-16 chars: Split mode - first 6 chars replace subdomain prefix, rest replaces domain * - Domains 11-16 chars: Split mode - first 6 chars replace subdomain prefix, rest replaces domain
*
* Official hytale.com keeps original subdomain behavior (sessions., account-data., etc.)
*/ */
class ClientPatcher { class ClientPatcher {
constructor() { constructor() {
@@ -59,6 +61,7 @@ class ClientPatcher {
/** /**
* Calculate the domain patching strategy based on length * Calculate the domain patching strategy based on length
* @returns {object} Strategy with mainDomain and subdomainPrefix
*/ */
getDomainStrategy(domain) { getDomainStrategy(domain) {
if (domain.length <= 10) { if (domain.length <= 10) {
@@ -82,10 +85,12 @@ class ClientPatcher {
/** /**
* Convert a string to the length-prefixed byte format used by the client * Convert a string to the length-prefixed byte format used by the client
* Format: [length byte] [00 00 00 padding] [char1] [00] [char2] [00] ... [lastChar]
*/ */
stringToLengthPrefixed(str) { stringToLengthPrefixed(str) {
const length = str.length; const length = str.length;
const result = Buffer.alloc(4 + length + (length - 1)); const result = Buffer.alloc(4 + length + (length - 1));
result[0] = length; result[0] = length;
result[1] = 0x00; result[1] = 0x00;
result[2] = 0x00; result[2] = 0x00;
@@ -98,6 +103,7 @@ class ClientPatcher {
result[pos++] = 0x00; result[pos++] = 0x00;
} }
} }
return result; return result;
} }
@@ -112,6 +118,13 @@ class ClientPatcher {
return buf; return buf;
} }
/**
* Convert a string to UTF-8 bytes (how Java stores strings)
*/
stringToUtf8(str) {
return Buffer.from(str, 'utf8');
}
/** /**
* Find all occurrences of a pattern in a buffer * Find all occurrences of a pattern in a buffer
*/ */
@@ -129,6 +142,7 @@ class ClientPatcher {
/** /**
* Replace bytes in buffer - only overwrites the length of new bytes * Replace bytes in buffer - only overwrites the length of new bytes
* Does NOT null-pad to avoid corrupting adjacent data
*/ */
replaceBytes(buffer, oldBytes, newBytes) { replaceBytes(buffer, oldBytes, newBytes) {
let count = 0; let count = 0;
@@ -140,7 +154,9 @@ class ClientPatcher {
} }
const positions = this.findAllOccurrences(result, oldBytes); const positions = this.findAllOccurrences(result, oldBytes);
for (const pos of positions) { for (const pos of positions) {
// Only overwrite the length of the new bytes - don't null-fill!
newBytes.copy(result, pos); newBytes.copy(result, pos);
count++; count++;
} }
@@ -149,12 +165,37 @@ class ClientPatcher {
} }
/** /**
* Smart domain replacement that handles both null-terminated and non-null-terminated strings * UTF-8 domain replacement for Java JAR files
*/
findAndReplaceDomainUtf8(data, oldDomain, newDomain) {
let count = 0;
const result = Buffer.from(data);
const oldUtf8 = this.stringToUtf8(oldDomain);
const newUtf8 = this.stringToUtf8(newDomain);
const positions = this.findAllOccurrences(result, oldUtf8);
for (const pos of positions) {
newUtf8.copy(result, pos);
count++;
}
return { buffer: result, count };
}
/**
* Smart domain replacement for .NET AOT binaries
*/ */
findAndReplaceDomainSmart(data, oldDomain, newDomain) { findAndReplaceDomainSmart(data, oldDomain, newDomain) {
let count = 0; let count = 0;
const result = Buffer.from(data); const result = Buffer.from(data);
if (newDomain.length > oldDomain.length) {
console.warn(` Warning: New domain longer than old, skipping smart replacement`);
return { buffer: result, count: 0 };
}
const oldUtf16NoLast = this.stringToUtf16LE(oldDomain.slice(0, -1)); const oldUtf16NoLast = this.stringToUtf16LE(oldDomain.slice(0, -1));
const newUtf16NoLast = this.stringToUtf16LE(newDomain.slice(0, -1)); const newUtf16NoLast = this.stringToUtf16LE(newDomain.slice(0, -1));
@@ -170,17 +211,9 @@ class ClientPatcher {
const lastCharFirstByte = result[lastCharPos]; const lastCharFirstByte = result[lastCharPos];
if (lastCharFirstByte === oldLastCharByte) { if (lastCharFirstByte === oldLastCharByte) {
// Only overwrite, don't null-fill
newUtf16NoLast.copy(result, pos); newUtf16NoLast.copy(result, pos);
result[lastCharPos] = newLastCharByte; result[lastCharPos] = newLastCharByte;
if (lastCharPos + 1 < result.length) {
const secondByte = result[lastCharPos + 1];
if (secondByte === 0x00) {
console.log(` Patched UTF-16LE occurrence at offset 0x${pos.toString(16)}`);
} else {
console.log(` Patched length-prefixed occurrence at offset 0x${pos.toString(16)} (metadata: 0x${secondByte.toString(16)})`);
}
}
count++; count++;
} }
} }
@@ -198,24 +231,10 @@ class ClientPatcher {
console.log(` Patching strategy: ${strategy.description}`); console.log(` Patching strategy: ${strategy.description}`);
// 1. Patch telemetry/sentry URL // ULTRA-MINIMAL PATCHING - only domain, no subdomain patches
const oldSentry = 'https://ca900df42fcf57d4dd8401a86ddd7da2@sentry.hytale.com/2'; console.log(` Ultra-minimal mode: only patching main domain`);
const newSentry = `${protocol}t@${domain}/2`;
console.log(` Patching sentry: ${oldSentry.slice(0, 30)}... -> ${newSentry}`); // Only patch main domain (hytale.com -> mainDomain)
const sentryResult = this.replaceBytes(
result,
this.stringToLengthPrefixed(oldSentry),
this.stringToLengthPrefixed(newSentry)
);
result = sentryResult.buffer;
if (sentryResult.count > 0) {
console.log(` Replaced ${sentryResult.count} sentry occurrence(s)`);
totalCount += sentryResult.count;
}
// 2. Patch main domain
console.log(` Patching domain: ${ORIGINAL_DOMAIN} -> ${strategy.mainDomain}`);
const domainResult = this.replaceBytes( const domainResult = this.replaceBytes(
result, result,
this.stringToLengthPrefixed(ORIGINAL_DOMAIN), this.stringToLengthPrefixed(ORIGINAL_DOMAIN),
@@ -223,125 +242,48 @@ class ClientPatcher {
); );
result = domainResult.buffer; result = domainResult.buffer;
if (domainResult.count > 0) { if (domainResult.count > 0) {
console.log(` Replaced ${domainResult.count} domain occurrence(s)`); console.log(` Patched ${domainResult.count} domain occurrence(s)`);
totalCount += domainResult.count; totalCount += domainResult.count;
} }
// 3. Patch subdomain prefixes // Skip ALL subdomain patches - let them stay as sessions.hytale.com etc
const subdomains = ['https://tools.', 'https://sessions.', 'https://account-data.', 'https://telemetry.']; console.log(` Skipping all subdomain patches (ultra-minimal mode)`);
const newSubdomainPrefix = protocol + strategy.subdomainPrefix;
for (const sub of subdomains) {
console.log(` Patching subdomain: ${sub} -> ${newSubdomainPrefix}`);
const subResult = this.replaceBytes(
result,
this.stringToLengthPrefixed(sub),
this.stringToLengthPrefixed(newSubdomainPrefix)
);
result = subResult.buffer;
if (subResult.count > 0) {
console.log(` Replaced ${subResult.count} occurrence(s)`);
totalCount += subResult.count;
}
}
return { buffer: result, count: totalCount }; return { buffer: result, count: totalCount };
} }
/** /**
* Patch Discord invite URLs * Check if the client binary has already been patched
*/ */
patchDiscordUrl(data) { isPatchedAlready(clientPath) {
let count = 0;
const result = Buffer.from(data);
const oldUrl = '.gg/hytale';
const newUrl = '.gg/hf2pdc';
const lpResult = this.replaceBytes(
result,
this.stringToLengthPrefixed(oldUrl),
this.stringToLengthPrefixed(newUrl)
);
if (lpResult.count > 0) {
return { buffer: lpResult.buffer, count: lpResult.count };
}
// Fallback to UTF-16LE
const oldUtf16 = this.stringToUtf16LE(oldUrl);
const newUtf16 = this.stringToUtf16LE(newUrl);
const positions = this.findAllOccurrences(result, oldUtf16);
for (const pos of positions) {
newUtf16.copy(result, pos);
count++;
}
return { buffer: result, count };
}
/**
* Check patch status of client binary
*/
getPatchStatus(clientPath) {
const newDomain = this.getNewDomain(); const newDomain = this.getNewDomain();
const patchFlagFile = clientPath + this.patchedFlag; const patchFlagFile = clientPath + this.patchedFlag;
if (fs.existsSync(patchFlagFile)) { if (fs.existsSync(patchFlagFile)) {
try { try {
const flagData = JSON.parse(fs.readFileSync(patchFlagFile, 'utf8')); const flagData = JSON.parse(fs.readFileSync(patchFlagFile, 'utf8'));
const currentDomain = flagData.targetDomain; if (flagData.targetDomain === newDomain) {
// Verify the binary actually contains the patched domain
if (currentDomain === newDomain) {
const data = fs.readFileSync(clientPath); const data = fs.readFileSync(clientPath);
const strategy = this.getDomainStrategy(newDomain); const strategy = this.getDomainStrategy(newDomain);
const domainPattern = this.stringToLengthPrefixed(strategy.mainDomain); const domainPattern = this.stringToLengthPrefixed(strategy.mainDomain);
if (data.includes(domainPattern)) { if (data.includes(domainPattern)) {
return { patched: true, currentDomain, needsRestore: false }; return true;
} else { } else {
console.log(' Flag exists but binary not patched (was updated?), needs re-patching...'); console.log(' Flag exists but binary not patched (was updated?), re-patching...');
return { patched: false, currentDomain: null, needsRestore: false }; return false;
} }
} else {
console.log(` Currently patched for "${currentDomain}", need to change to "${newDomain}"`);
return { patched: false, currentDomain, needsRestore: true };
} }
} catch (e) { } catch (e) {
// Flag file corrupt // Flag file corrupt
} }
} }
return { patched: false, currentDomain: null, needsRestore: false };
}
/**
* Check if client is already patched (backward compat)
*/
isPatchedAlready(clientPath) {
return this.getPatchStatus(clientPath).patched;
}
/**
* Restore client from backup
*/
restoreFromBackup(clientPath) {
const backupPath = clientPath + '.original';
if (fs.existsSync(backupPath)) {
console.log(' Restoring original binary from backup for re-patching...');
fs.copyFileSync(backupPath, clientPath);
const patchFlagFile = clientPath + this.patchedFlag;
if (fs.existsSync(patchFlagFile)) {
fs.unlinkSync(patchFlagFile);
}
return true;
}
console.warn(' No backup found to restore - will try patching anyway');
return false; return false;
} }
/** /**
* Mark client as patched * Mark the client as patched
*/ */
markAsPatched(clientPath) { markAsPatched(clientPath) {
const newDomain = this.getNewDomain(); const newDomain = this.getNewDomain();
@@ -354,46 +296,40 @@ class ClientPatcher {
patchMode: strategy.mode, patchMode: strategy.mode,
mainDomain: strategy.mainDomain, mainDomain: strategy.mainDomain,
subdomainPrefix: strategy.subdomainPrefix, subdomainPrefix: strategy.subdomainPrefix,
patcherVersion: '2.1.0', patcherVersion: '2.1.0'
verified: 'binary_contents'
}; };
fs.writeFileSync(patchFlagFile, JSON.stringify(flagData, null, 2)); fs.writeFileSync(patchFlagFile, JSON.stringify(flagData, null, 2));
} }
/** /**
* Create backup of original client binary * Create a backup of the original client binary
*/ */
backupClient(clientPath) { backupClient(clientPath) {
const backupPath = clientPath + '.original'; const backupPath = clientPath + '.original';
try { if (!fs.existsSync(backupPath)) {
if (!fs.existsSync(backupPath)) { console.log(` Creating backup at ${path.basename(backupPath)}`);
console.log(` Creating backup at ${path.basename(backupPath)}`); fs.copyFileSync(clientPath, backupPath);
fs.copyFileSync(clientPath, backupPath);
return backupPath;
}
const currentSize = fs.statSync(clientPath).size;
const backupSize = fs.statSync(backupPath).size;
if (currentSize !== backupSize) {
const timestamp = new Date().toISOString().replace(/[:.]/g, '-').slice(0, 19);
const oldBackupPath = `${clientPath}.original.${timestamp}`;
console.log(` File updated, archiving old backup to ${path.basename(oldBackupPath)}`);
fs.renameSync(backupPath, oldBackupPath);
fs.copyFileSync(clientPath, backupPath);
return backupPath;
}
console.log(' Backup already exists');
return backupPath; return backupPath;
} catch (e) {
console.error(` Failed to create backup: ${e.message}`);
return null;
} }
const currentSize = fs.statSync(clientPath).size;
const backupSize = fs.statSync(backupPath).size;
if (currentSize !== backupSize) {
const timestamp = new Date().toISOString().replace(/[:.]/g, '-').slice(0, 19);
const oldBackupPath = `${clientPath}.original.${timestamp}`;
console.log(` File updated, archiving old backup to ${path.basename(oldBackupPath)}`);
fs.renameSync(backupPath, oldBackupPath);
fs.copyFileSync(clientPath, backupPath);
return backupPath;
}
console.log(' Backup already exists');
return backupPath;
} }
/** /**
* Restore original client binary * Restore the original client binary from backup
*/ */
restoreClient(clientPath) { restoreClient(clientPath) {
const backupPath = clientPath + '.original'; const backupPath = clientPath + '.original';
@@ -421,10 +357,6 @@ class ClientPatcher {
console.log(`Target: ${clientPath}`); console.log(`Target: ${clientPath}`);
console.log(`Domain: ${newDomain} (${newDomain.length} chars)`); console.log(`Domain: ${newDomain} (${newDomain.length} chars)`);
console.log(`Mode: ${strategy.mode}`); console.log(`Mode: ${strategy.mode}`);
if (strategy.mode === 'split') {
console.log(` Subdomain prefix: ${strategy.subdomainPrefix}`);
console.log(` Main domain: ${strategy.mainDomain}`);
}
if (!fs.existsSync(clientPath)) { if (!fs.existsSync(clientPath)) {
const error = `Client binary not found: ${clientPath}`; const error = `Client binary not found: ${clientPath}`;
@@ -432,26 +364,16 @@ class ClientPatcher {
return { success: false, error }; return { success: false, error };
} }
const patchStatus = this.getPatchStatus(clientPath); if (this.isPatchedAlready(clientPath)) {
if (patchStatus.patched) {
console.log(`Client already patched for ${newDomain}, skipping`); console.log(`Client already patched for ${newDomain}, skipping`);
if (progressCallback) progressCallback('Client already patched', 100); if (progressCallback) progressCallback('Client already patched', 100);
return { success: true, alreadyPatched: true, patchCount: 0 }; return { success: true, alreadyPatched: true, patchCount: 0 };
} }
if (patchStatus.needsRestore) {
if (progressCallback) progressCallback('Restoring original for domain change...', 5);
this.restoreFromBackup(clientPath);
}
if (progressCallback) progressCallback('Preparing to patch client...', 10); if (progressCallback) progressCallback('Preparing to patch client...', 10);
console.log('Creating backup...'); console.log('Creating backup...');
const backupResult = this.backupClient(clientPath); this.backupClient(clientPath);
if (!backupResult) {
console.warn(' Could not create backup - proceeding without backup');
}
if (progressCallback) progressCallback('Reading client binary...', 20); if (progressCallback) progressCallback('Reading client binary...', 20);
@@ -461,15 +383,12 @@ class ClientPatcher {
if (progressCallback) progressCallback('Patching domain references...', 50); if (progressCallback) progressCallback('Patching domain references...', 50);
console.log('Applying domain patches (length-prefixed format)...'); console.log('Applying domain patches...');
const { buffer: patchedData, count } = this.applyDomainPatches(data, newDomain); const { buffer: patchedData, count } = this.applyDomainPatches(data, newDomain);
console.log('Patching Discord URLs...'); if (count === 0) {
const { buffer: finalData, count: discordCount } = this.patchDiscordUrl(patchedData); // Try legacy UTF-16LE format
if (count === 0 && discordCount === 0) {
console.log('No occurrences found - trying legacy UTF-16LE format...'); console.log('No occurrences found - trying legacy UTF-16LE format...');
const legacyResult = this.findAndReplaceDomainSmart(data, ORIGINAL_DOMAIN, strategy.mainDomain); const legacyResult = this.findAndReplaceDomainSmart(data, ORIGINAL_DOMAIN, strategy.mainDomain);
if (legacyResult.count > 0) { if (legacyResult.count > 0) {
console.log(`Found ${legacyResult.count} occurrences with legacy format`); console.log(`Found ${legacyResult.count} occurrences with legacy format`);
@@ -478,120 +397,163 @@ class ClientPatcher {
return { success: true, patchCount: legacyResult.count, format: 'legacy' }; return { success: true, patchCount: legacyResult.count, format: 'legacy' };
} }
console.log('No occurrences found - binary may already be modified or has different format'); console.log('No occurrences found - binary may already be modified');
return { success: true, patchCount: 0, warning: 'No occurrences found' }; return { success: true, patchCount: 0, warning: 'No occurrences found' };
} }
if (progressCallback) progressCallback('Writing patched binary...', 80); if (progressCallback) progressCallback('Writing patched binary...', 80);
console.log('Writing patched binary...'); console.log('Writing patched binary...');
fs.writeFileSync(clientPath, finalData); fs.writeFileSync(clientPath, patchedData);
this.markAsPatched(clientPath); this.markAsPatched(clientPath);
if (progressCallback) progressCallback('Patching complete', 100); if (progressCallback) progressCallback('Patching complete', 100);
console.log(`Successfully patched ${count} domain occurrences and ${discordCount} Discord URLs`); console.log(`Successfully patched ${count} occurrences`);
console.log('=== Patching Complete ==='); console.log('=== Patching Complete ===');
return { success: true, patchCount: count + discordCount }; return { success: true, patchCount: count };
} }
/** /**
* Get the path to the DualAuth Agent JAR in a directory * Patch the server JAR by downloading pre-patched version
*/ */
getAgentPath(dir) { async patchServer(serverPath, progressCallback, javaPath = null) {
return path.join(dir, DUALAUTH_AGENT_FILENAME); const newDomain = this.getNewDomain();
}
/** console.log('=== Server Patcher ===');
* Download DualAuth ByteBuddy Agent (replaces old pre-patched JAR approach) console.log(`Target: ${serverPath}`);
* The agent provides runtime class transformation via -javaagent: flag console.log(`Domain: ${newDomain}`);
* No server JAR modification needed - original JAR stays pristine
*/
async ensureAgentAvailable(serverDir, progressCallback) {
const agentPath = this.getAgentPath(serverDir);
console.log('=== DualAuth Agent (ByteBuddy) ==='); if (!fs.existsSync(serverPath)) {
console.log(`Target: ${agentPath}`); const error = `Server JAR not found: ${serverPath}`;
console.error(error);
return { success: false, error };
}
// Check if agent already exists and is valid const patchFlagFile = serverPath + '.dualauth_patched';
if (fs.existsSync(agentPath)) { if (fs.existsSync(patchFlagFile)) {
try { try {
const stats = fs.statSync(agentPath); const flagData = JSON.parse(fs.readFileSync(patchFlagFile, 'utf8'));
if (stats.size > 1024) { if (flagData.domain === newDomain) {
console.log(`DualAuth Agent present (${(stats.size / 1024).toFixed(0)} KB)`); console.log(`Server already patched for ${newDomain}, skipping`);
if (progressCallback) progressCallback('DualAuth Agent ready', 100); if (progressCallback) progressCallback('Server already patched', 100);
return { success: true, agentPath, alreadyExists: true }; return { success: true, alreadyPatched: true };
} }
// File exists but too small - corrupt, re-download
console.log('Agent file appears corrupt, re-downloading...');
fs.unlinkSync(agentPath);
} catch (e) { } catch (e) {
console.warn('Could not check agent file:', e.message); // Re-patch
} }
} }
// Download agent from GitHub releases if (progressCallback) progressCallback('Creating backup...', 10);
if (progressCallback) progressCallback('Downloading DualAuth Agent...', 20); console.log('Creating backup...');
console.log(`Downloading from: ${DUALAUTH_AGENT_URL}`); this.backupClient(serverPath);
if (progressCallback) progressCallback('Downloading patched server JAR...', 30);
console.log('Downloading pre-patched HytaleServer.jar');
try { try {
// Ensure server directory exists const https = require('https');
if (!fs.existsSync(serverDir)) { const url = 'https://pub-027b315ece074e2e891002ca38384792.r2.dev/HytaleServer.jar';
fs.mkdirSync(serverDir, { recursive: true });
}
const tmpPath = agentPath + '.tmp';
const file = fs.createWriteStream(tmpPath);
const stream = await smartDownloadStream(DUALAUTH_AGENT_URL, (chunk, downloadedBytes, total) => {
if (progressCallback && total) {
const percent = 20 + Math.floor((downloadedBytes / total) * 70);
progressCallback(`Downloading agent... ${(downloadedBytes / 1024).toFixed(0)} KB`, percent);
}
});
stream.pipe(file);
await new Promise((resolve, reject) => { await new Promise((resolve, reject) => {
file.on('finish', () => { file.close(); resolve(); }); const handleResponse = (response) => {
file.on('error', reject); if (response.statusCode === 302 || response.statusCode === 301) {
stream.on('error', reject); https.get(response.headers.location, handleResponse).on('error', reject);
return;
}
if (response.statusCode !== 200) {
reject(new Error(`HTTP ${response.statusCode}`));
return;
}
const file = fs.createWriteStream(serverPath);
const totalSize = parseInt(response.headers['content-length'], 10);
let downloaded = 0;
response.on('data', (chunk) => {
downloaded += chunk.length;
if (progressCallback && totalSize) {
const percent = 30 + Math.floor((downloaded / totalSize) * 60);
progressCallback(`Downloading... ${(downloaded / 1024 / 1024).toFixed(2)} MB`, percent);
}
});
response.pipe(file);
file.on('finish', () => {
file.close();
resolve();
});
};
https.get(url, handleResponse).on('error', (err) => {
fs.unlink(serverPath, () => {});
reject(err);
});
}); });
// Verify download console.log(' Download successful');
const stats = fs.statSync(tmpPath);
if (stats.size < 1024) {
fs.unlinkSync(tmpPath);
const error = 'Downloaded agent too small (corrupt or failed download)';
console.error(error);
return { success: false, error };
}
// Atomic move fs.writeFileSync(patchFlagFile, JSON.stringify({
if (fs.existsSync(agentPath)) { domain: newDomain,
fs.unlinkSync(agentPath); patchedAt: new Date().toISOString(),
} patcher: 'PrePatchedDownload',
fs.renameSync(tmpPath, agentPath); source: url
}));
console.log(`DualAuth Agent downloaded (${(stats.size / 1024).toFixed(0)} KB)`); if (progressCallback) progressCallback('Server patching complete', 100);
if (progressCallback) progressCallback('DualAuth Agent ready', 100); console.log('=== Server Patching Complete ===');
return { success: true, agentPath }; return { success: true, patchCount: 1 };
} catch (downloadError) { } catch (downloadError) {
console.error(`Failed to download DualAuth Agent: ${downloadError.message}`); console.error(`Failed to download patched JAR: ${downloadError.message}`);
// Clean up temp file
const tmpPath = agentPath + '.tmp'; const backupPath = serverPath + '.original';
if (fs.existsSync(tmpPath)) { if (fs.existsSync(backupPath)) {
try { fs.unlinkSync(tmpPath); } catch (e) { /* ignore */ } fs.copyFileSync(backupPath, serverPath);
console.log('Restored backup after download failure');
} }
return { success: false, error: downloadError.message };
return { success: false, error: `Failed to download patched server: ${downloadError.message}` };
} }
} }
/** /**
* Find client binary path based on platform * Find Java executable
*/
findJava() {
try {
const bundled = getBundledJavaPath(JRE_DIR);
if (bundled && fs.existsSync(bundled)) {
return bundled;
}
} catch (e) {}
try {
const javaExec = getJavaExec(JRE_DIR);
if (javaExec && fs.existsSync(javaExec)) {
return javaExec;
}
} catch (e) {}
if (process.env.JAVA_HOME) {
const javaBin = path.join(process.env.JAVA_HOME, 'bin', process.platform === 'win32' ? 'java.exe' : 'java');
if (fs.existsSync(javaBin)) {
return javaBin;
}
}
try {
execSync('java -version 2>&1', { encoding: 'utf8' });
return 'java';
} catch (e) {}
return null;
}
/**
* Find the client binary path based on platform
*/ */
findClientPath(gameDir) { findClientPath(gameDir) {
const candidates = []; const candidates = [];
@@ -613,9 +575,6 @@ class ClientPatcher {
return null; return null;
} }
/**
* Find server JAR path
*/
findServerPath(gameDir) { findServerPath(gameDir) {
const candidates = [ const candidates = [
path.join(gameDir, 'Server', 'HytaleServer.jar'), path.join(gameDir, 'Server', 'HytaleServer.jar'),
@@ -631,12 +590,12 @@ class ClientPatcher {
} }
/** /**
* Ensure client is patched and DualAuth Agent is available before launching * Ensure both client and server are patched before launching
*/ */
async ensureClientPatched(gameDir, progressCallback, javaPath = null, branch = 'release') { async ensureClientPatched(gameDir, progressCallback, javaPath = null) {
const results = { const results = {
client: null, client: null,
agent: null, server: null,
success: true success: true
}; };
@@ -644,32 +603,27 @@ class ClientPatcher {
if (clientPath) { if (clientPath) {
if (progressCallback) progressCallback('Patching client binary...', 10); if (progressCallback) progressCallback('Patching client binary...', 10);
results.client = await this.patchClient(clientPath, (msg, pct) => { results.client = await this.patchClient(clientPath, (msg, pct) => {
if (progressCallback) { if (progressCallback) progressCallback(`Client: ${msg}`, pct ? pct / 2 : null);
progressCallback(`Client: ${msg}`, pct ? pct / 2 : null);
}
}); });
} else { } else {
console.warn('Could not find HytaleClient binary'); console.warn('Could not find HytaleClient binary');
results.client = { success: false, error: 'Client binary not found' }; results.client = { success: false, error: 'Client binary not found' };
} }
// Download DualAuth ByteBuddy Agent (runtime patching, no JAR modification) const serverPath = this.findServerPath(gameDir);
const serverDir = path.join(gameDir, 'Server'); if (serverPath) {
if (fs.existsSync(serverDir)) { if (progressCallback) progressCallback('Patching server JAR...', 50);
if (progressCallback) progressCallback('Checking DualAuth Agent...', 50); results.server = await this.patchServer(serverPath, (msg, pct) => {
results.agent = await this.ensureAgentAvailable(serverDir, (msg, pct) => { if (progressCallback) progressCallback(`Server: ${msg}`, pct ? 50 + pct / 2 : null);
if (progressCallback) { }, javaPath);
progressCallback(`Agent: ${msg}`, pct ? 50 + pct / 2 : null);
}
});
} else { } else {
console.warn('Server directory not found, skipping agent download'); console.warn('Could not find HytaleServer.jar');
results.agent = { success: true, skipped: true }; results.server = { success: false, error: 'Server JAR not found' };
} }
results.success = (results.client && results.client.success) || (results.agent && results.agent.success); results.success = (results.client && results.client.success) || (results.server && results.server.success);
results.alreadyPatched = (results.client && results.client.alreadyPatched) && (results.agent && results.agent.alreadyExists); results.alreadyPatched = (results.client && results.client.alreadyPatched) && (results.server && results.server.alreadyPatched);
results.patchCount = results.client ? results.client.patchCount || 0 : 0; results.patchCount = (results.client ? results.client.patchCount || 0 : 0) + (results.server ? results.server.patchCount || 0 : 0);
if (progressCallback) progressCallback('Patching complete', 100); if (progressCallback) progressCallback('Patching complete', 100);

View File

@@ -1,4 +1,4 @@
const { execSync, spawnSync } = require('child_process'); const { execSync } = require('child_process');
const fs = require('fs'); const fs = require('fs');
function getOS() { function getOS() {
@@ -18,16 +18,11 @@ function isWaylandSession() {
} }
const sessionType = process.env.XDG_SESSION_TYPE; const sessionType = process.env.XDG_SESSION_TYPE;
const waylandDisplay = process.env.WAYLAND_DISPLAY;
// Debug logging
console.log(`[PlatformUtils] Checking Wayland: XDG_SESSION_TYPE=${sessionType}, WAYLAND_DISPLAY=${waylandDisplay}`);
if (sessionType && sessionType.toLowerCase() === 'wayland') { if (sessionType && sessionType.toLowerCase() === 'wayland') {
return true; return true;
} }
if (waylandDisplay) { if (process.env.WAYLAND_DISPLAY) {
return true; return true;
} }
@@ -50,47 +45,18 @@ function setupWaylandEnvironment() {
return {}; return {};
} }
// If the user has manually set SDL_VIDEODRIVER (e.g. to 'x11'), strictly respect it.
if (process.env.SDL_VIDEODRIVER) {
console.log(`User manually set SDL_VIDEODRIVER=${process.env.SDL_VIDEODRIVER}, ignoring internal Wayland configuration.`);
return {};
}
if (!isWaylandSession()) { if (!isWaylandSession()) {
console.log('Detected X11 session, using default environment'); console.log('Detected X11 session, using default environment');
return {}; return {};
} }
console.log('Detected Wayland session, checking for Gamescope/Steam Deck...'); console.log('Detected Wayland session, configuring environment...');
const envVars = {}; const envVars = {
SDL_VIDEODRIVER: 'wayland'
};
// Only set Ozone hint if not already set by user envVars.ELECTRON_OZONE_PLATFORM_HINT = 'wayland';
if (!process.env.ELECTRON_OZONE_PLATFORM_HINT) {
envVars.ELECTRON_OZONE_PLATFORM_HINT = 'wayland';
}
// 2. DETECT GAMESCOPE / STEAM DECK
// Native Wayland often fails for SDL games in Gaming Mode (gamescope), so we force X11 (XWayland).
// Checks:
// - XDG_CURRENT_DESKTOP == 'gamescope'
// - SteamDeck=1 (often set in SteamOS)
const currentDesktop = process.env.XDG_CURRENT_DESKTOP || '';
const isGamescope = currentDesktop.toLowerCase() === 'gamescope' || process.env.SteamDeck === '1';
if (isGamescope) {
console.log('Gamescope / Steam Deck detected, forcing SDL_VIDEODRIVER=x11 for compatibility');
envVars.SDL_VIDEODRIVER = 'x11';
} else {
// For standard desktop Wayland (GNOME, KDE), we leave SDL_VIDEODRIVER unset.
// This allows SDL3/SDL2 to use its internal preference (Wayland > X11).
// EXCEPT if it was somehow force-set to 'wayland' by the parent process (rare but possible),
// we strictly want to allow fallback, so we might unset it if it was 'wayland'.
// But since we checked process.env.SDL_VIDEODRIVER at the start, we know it's NOT set manually.
// So we effectively do nothing for standard Wayland, letting SDL decide.
console.log('Standard Wayland session detected, letting SDL decide backend (auto-fallback enabled).');
}
console.log('Wayland environment variables:', envVars); console.log('Wayland environment variables:', envVars);
return envVars; return envVars;
@@ -116,454 +82,117 @@ function detectGpu() {
} }
function detectGpuLinux() { function detectGpuLinux() {
let output = ''; const output = execSync('lspci -nn | grep \'VGA\\|3D\'', { encoding: 'utf8' });
try {
output = execSync('lspci -nn | grep -E "VGA|3D"', { encoding: 'utf8' });
} catch (e) {
return { mode: 'integrated', vendor: 'intel', integratedName: 'Unknown', dedicatedName: null };
}
const lines = output.split('\n').filter(line => line.trim()); const lines = output.split('\n').filter(line => line.trim());
let gpus = { let integratedName = null;
integrated: [], let dedicatedName = null;
dedicated: [] let hasNvidia = false;
}; let hasAmd = false;
for (const line of lines) { for (const line of lines) {
// Example: 01:00.0 VGA compatible controller [0300]: NVIDIA Corporation TU116 [GeForce GTX 1660 Ti] [10de:2182] (rev a1) if (line.includes('VGA') || line.includes('3D')) {
const match = line.match(/\[([^\]]+)\]/g);
// Matches all content inside [...] let modelName = null;
const brackets = line.match(/\[([^\]]+)\]/g); if (match && match.length >= 2) {
modelName = match[1].slice(1, -1);
let name = line; // fallback
let vendorId = '';
if (brackets && brackets.length >= 2) {
const idBracket = brackets.find(b => b.includes(':')); // [10de:2182]
if (idBracket) {
vendorId = idBracket.replace(/[\[\]]/g, '').split(':')[0].toLowerCase();
// The bracket before the ID bracket is usually the model name.
const idIndex = brackets.indexOf(idBracket);
if (idIndex > 0) {
name = brackets[idIndex - 1].replace(/[\[\]]/g, '');
}
} }
} else if (brackets && brackets.length === 1) {
name = brackets[0].replace(/[\[\]]/g, '');
}
// Clean name if (line.includes('10de:') || line.toLowerCase().includes('nvidia')) {
name = name.trim(); hasNvidia = true;
const lowerName = name.toLowerCase(); dedicatedName = "NVIDIA " + modelName || 'NVIDIA GPU';
const lowerLine = line.toLowerCase(); console.log('Detected NVIDIA GPU:', dedicatedName);
} else if (line.includes('1002:') || line.toLowerCase().includes('amd') || line.toLowerCase().includes('radeon')) {
// Vendor detection hasAmd = true;
const isNvidia = lowerLine.includes('nvidia') || vendorId === '10de'; dedicatedName = "AMD " + modelName || 'AMD GPU';
const isAmd = lowerLine.includes('amd') || lowerLine.includes('radeon') || vendorId === '1002'; console.log('Detected AMD GPU:', dedicatedName);
const isIntel = lowerLine.includes('intel') || vendorId === '8086'; } else if (line.includes('8086:') || line.toLowerCase().includes('intel')) {
integratedName = "Intel " + modelName || 'Intel GPU';
// Intel Arc detection console.log('Detected Intel GPU:', integratedName);
const isIntelArc = isIntel && (lowerName.includes('arc') || lowerName.includes('a770') || lowerName.includes('a750') || lowerName.includes('a380'));
let vendor = 'unknown';
if (isNvidia) vendor = 'nvidia';
else if (isAmd) vendor = 'amd';
else if (isIntel) vendor = 'intel';
let vramMb = 0;
// VRAM Detection Logic
if (isNvidia) {
try {
// Try nvidia-smi
const smiOutput = execSync('nvidia-smi --query-gpu=memory.total --format=csv,noheader,nounits', { encoding: 'utf8', stdio: ['ignore', 'pipe', 'ignore'] }).trim();
const vramVal = parseInt(smiOutput.split('\n')[0]); // Take first if multiple
if (!isNaN(vramVal)) {
vramMb = vramVal;
}
} catch (err) {
// failed
} }
} else if (isAmd) {
// Try /sys/class/drm/card*/device/mem_info_vram_total
// This is a bit heuristical, we need to match the card.
// But usually checking any card with AMD vendor in /sys is a good guess if we just want "the AMD GPU vram".
try {
const cards = fs.readdirSync('/sys/class/drm').filter(c => c.startsWith('card') && !c.includes('-'));
for (const card of cards) {
try {
const vendorFile = fs.readFileSync(`/sys/class/drm/${card}/device/vendor`, 'utf8').trim();
if (vendorFile === '0x1002') { // AMD vendor ID
const vramBytes = fs.readFileSync(`/sys/class/drm/${card}/device/mem_info_vram_total`, 'utf8').trim();
vramMb = Math.round(parseInt(vramBytes) / (1024 * 1024));
if (vramMb > 0) break;
}
} catch (e2) {}
}
} catch (err) {}
} else if (isIntel) {
// Try lspci -v to get prefetchable memory (stolen/dedicated aperture)
try {
// Extract slot from line, e.g. "00:02.0"
const slot = line.split(' ')[0];
if (slot && /^[0-9a-f:.]+$/.test(slot)) {
const verbose = execSync(`lspci -v -s ${slot}`, { encoding: 'utf8', stdio: ['ignore', 'pipe', 'ignore'] });
const vLines = verbose.split('\n');
for (const vLine of vLines) {
// Match "Memory at ... (..., prefetchable) [size=256M]"
// Must ensure it is prefetchable and NOT non-prefetchable
if (vLine.includes('prefetchable') && !vLine.includes('non-prefetchable')) {
const match = vLine.match(/size=([0-9]+)([KMGT])/);
if (match) {
let size = parseInt(match[1]);
const unit = match[2];
if (unit === 'G') size *= 1024;
else if (unit === 'K') size /= 1024;
// M is default
if (size > 0) {
vramMb = size;
break;
}
}
}
}
}
} catch (e) {
// ignore
}
}
const gpuInfo = {
name: name,
vendor: vendor,
vram: vramMb
};
if (isNvidia || isAmd || isIntelArc) {
gpus.dedicated.push(gpuInfo);
} else if (isIntel) {
gpus.integrated.push(gpuInfo);
} else {
// Unknown vendor or other, fallback to integrated list to be safe
gpus.integrated.push(gpuInfo);
} }
} }
// Fallback: Attempt to get Integrated VRAM via glxinfo if it's STILL 0 (common for Intel iGPUs if lspci failed) if (hasNvidia) {
// glxinfo -B usually reports the active renderer's "Video memory" which includes shared memory for iGPUs. return { mode: 'dedicated', vendor: 'nvidia', integratedName: integratedName || 'Intel GPU', dedicatedName };
if (gpus.integrated.length > 0 && gpus.integrated[0].vram === 0) { } else if (hasAmd) {
try { return { mode: 'dedicated', vendor: 'amd', integratedName: integratedName || 'Intel GPU', dedicatedName };
const glxOut = execSync('glxinfo -B', { encoding: 'utf8', stdio: ['ignore', 'pipe', 'ignore'] }); } else {
const lines = glxOut.split('\n'); return { mode: 'integrated', vendor: 'intel', integratedName: integratedName || 'Intel GPU', dedicatedName: null };
let glxVendor = '';
let glxMem = 0;
for (const line of lines) {
const trim = line.trim();
if (trim.startsWith('Device:')) {
const lower = trim.toLowerCase();
if (lower.includes('intel')) glxVendor = 'intel';
else if (lower.includes('nvidia')) glxVendor = 'nvidia';
else if (lower.includes('amd') || lower.includes('ati')) glxVendor = 'amd';
} else if (trim.startsWith('Video memory:')) {
// Example: "Video memory: 15861MB"
const memStr = trim.split(':')[1].replace('MB', '').trim();
glxMem = parseInt(memStr, 10);
}
}
// If glxinfo reports Intel and we have an Intel integrated GPU, update it
// We check vendor match to ensure we don't accidentally assign Nvidia VRAM to Intel if user is running on dGPU
if (glxVendor === 'intel' && gpus.integrated[0].vendor === 'intel' && glxMem > 0) {
gpus.integrated[0].vram = glxMem;
}
} catch (err) {
// glxinfo missing or failed, ignore
}
} }
const primaryDedicated = gpus.dedicated[0] || null;
const primaryIntegrated = gpus.integrated[0] || { name: 'Intel GPU', vram: 0 };
return {
mode: primaryDedicated ? 'dedicated' : 'integrated',
vendor: primaryDedicated ? primaryDedicated.vendor : (gpus.integrated[0] ? gpus.integrated[0].vendor : 'intel'),
integratedName: primaryIntegrated.name,
dedicatedName: primaryDedicated ? primaryDedicated.name : null,
dedicatedVram: primaryDedicated ? primaryDedicated.vram : 0,
integratedVram: primaryIntegrated.vram
};
} }
function detectGpuWindows() { function detectGpuWindows() {
let output = ''; const output = execSync('wmic path win32_VideoController get name', { encoding: 'utf8' });
let commandUsed = 'cim'; // Track which command succeeded const lines = output.split('\n').map(line => line.trim()).filter(line => line && line !== 'Name');
const POWERSHELL_TIMEOUT = 5000; // 5 second timeout to prevent hanging
try { let integratedName = null;
// Use spawnSync with explicit timeout instead of execSync to avoid ghost processes let dedicatedName = null;
// Fetch Name and AdapterRAM (VRAM in bytes) let hasNvidia = false;
const result = spawnSync('powershell.exe', [ let hasAmd = false;
'-NoProfile',
'-ExecutionPolicy', 'Bypass',
'-Command',
'Get-CimInstance Win32_VideoController | Select-Object Name, AdapterRAM | ConvertTo-Csv -NoTypeInformation'
], {
encoding: 'utf8',
timeout: POWERSHELL_TIMEOUT,
stdio: ['ignore', 'pipe', 'ignore'],
windowsHide: true
});
if (result.error) {
throw result.error;
}
if (result.status === 0 && result.stdout) {
output = result.stdout;
} else {
throw new Error(`PowerShell returned status ${result.status || result.signal}`);
}
} catch (e) {
try {
// Fallback to Get-WmiObject (Older PowerShell)
commandUsed = 'wmi';
const result = spawnSync('powershell.exe', [
'-NoProfile',
'-ExecutionPolicy', 'Bypass',
'-Command',
'Get-WmiObject Win32_VideoController | Select-Object Name, AdapterRAM | ConvertTo-Csv -NoTypeInformation'
], {
encoding: 'utf8',
timeout: POWERSHELL_TIMEOUT,
stdio: ['ignore', 'pipe', 'ignore'],
windowsHide: true
});
if (result.error) {
throw result.error;
}
if (result.status === 0 && result.stdout) {
output = result.stdout;
} else {
throw new Error(`PowerShell WMI returned status ${result.status || result.signal}`);
}
} catch (e2) {
// Fallback to wmic (Deprecated, often missing on newer Windows)
// Note: This fallback likely won't provide VRAM in the same reliable CSV format easily,
// so we stick to just getting the Name to at least allow the app to launch.
try {
commandUsed = 'wmic';
const result = spawnSync('wmic.exe', ['path', 'win32_VideoController', 'get', 'name'], {
encoding: 'utf8',
timeout: POWERSHELL_TIMEOUT,
stdio: ['ignore', 'pipe', 'ignore'],
windowsHide: true
});
if (result.error) {
throw result.error;
}
if (result.status === 0 && result.stdout) {
output = result.stdout;
} else {
throw new Error(`wmic returned status ${result.status || result.signal}`);
}
} catch (err) {
console.warn('All Windows GPU detection methods failed:', err.message);
return { mode: 'unknown', vendor: 'none', integratedName: null, dedicatedName: null };
}
}
}
// Parse lines.
// PowerShell CSV output (Get-CimInstance/Get-WmiObject) usually looks like:
// "Name","AdapterRAM"
// "NVIDIA GeForce RTX 3060","12884901888"
//
// WMIC output is just plain text lines with the name (if we used the wmic command above).
const lines = output.split(/\r?\n/).filter(l => l.trim().length > 0);
let gpus = {
integrated: [],
dedicated: []
};
for (const line of lines) { for (const line of lines) {
// Skip header lines const lowerLine = line.toLowerCase();
if (line.toLowerCase().includes('name') && (line.includes('AdapterRAM') || commandUsed === 'wmic')) { if (lowerLine.includes('nvidia')) {
continue; hasNvidia = true;
} dedicatedName = line;
console.log('Detected NVIDIA GPU:', dedicatedName);
let name = ''; } else if (lowerLine.includes('amd') || lowerLine.includes('radeon')) {
let vramBytes = 0; hasAmd = true;
dedicatedName = line;
if (commandUsed === 'wmic') { console.log('Detected AMD GPU:', dedicatedName);
name = line.trim(); } else if (lowerLine.includes('intel')) {
} else { integratedName = line;
// Parse CSV: "Name","AdapterRAM" console.log('Detected Intel GPU:', integratedName);
// Simple regex to handle potential quotes.
// This assumes simple CSV structure from ConvertTo-Csv.
const parts = line.split(',');
// Remove surrounding quotes if present
const rawName = parts[0] ? parts[0].replace(/^"|"$/g, '') : '';
const rawRam = parts[1] ? parts[1].replace(/^"|"$/g, '') : '0';
name = rawName.trim();
vramBytes = parseInt(rawRam, 10) || 0;
}
if (!name) continue;
const lowerName = name.toLowerCase();
const vramMb = Math.round(vramBytes / (1024 * 1024));
// Logic for dGPU detection; added isIntelArc check
const isNvidia = lowerName.includes('nvidia');
const isAmd = lowerName.includes('amd') || lowerName.includes('radeon');
const isIntelArc = lowerName.includes('arc') && lowerName.includes('intel');
const gpuInfo = {
name: name,
vendor: isNvidia ? 'nvidia' : (isAmd ? 'amd' : (isIntelArc ? 'intel' : 'unknown')),
vram: vramMb
};
if (isNvidia || isAmd || isIntelArc) {
gpus.dedicated.push(gpuInfo);
} else if (lowerName.includes('intel') || lowerName.includes('iris') || lowerName.includes('uhd')) {
gpus.integrated.push(gpuInfo);
} else {
// Fallback: If unknown vendor but high VRAM (> 512MB), treat as dedicated?
// Or just assume integrated if generic "Microsoft Basic Display Adapter" etc.
// For now, if we can't identify it as dedicated vendor, put in integrated/other.
gpus.integrated.push(gpuInfo);
} }
} }
const primaryDedicated = gpus.dedicated[0] || null; if (hasNvidia) {
const primaryIntegrated = gpus.integrated[0] || { name: 'Intel GPU', vram: 0 }; return { mode: 'dedicated', vendor: 'nvidia', integratedName: integratedName || 'Intel GPU', dedicatedName };
} else if (hasAmd) {
return { return { mode: 'dedicated', vendor: 'amd', integratedName: integratedName || 'Intel GPU', dedicatedName };
mode: primaryDedicated ? 'dedicated' : 'integrated', } else {
vendor: primaryDedicated ? primaryDedicated.vendor : 'intel', // Default to intel if only integrated found return { mode: 'integrated', vendor: 'intel', integratedName: integratedName || 'Intel GPU', dedicatedName: null };
integratedName: primaryIntegrated.name, }
dedicatedName: primaryDedicated ? primaryDedicated.name : null,
// Add VRAM info if available (mostly for debug or UI)
dedicatedVram: primaryDedicated ? primaryDedicated.vram : 0,
integratedVram: primaryIntegrated.vram
};
} }
function detectGpuMac() { function detectGpuMac() {
let output = ''; const output = execSync('system_profiler SPDisplaysDataType', { encoding: 'utf8' });
try {
output = execSync('system_profiler SPDisplaysDataType', { encoding: 'utf8' });
} catch (e) {
return { mode: 'integrated', vendor: 'intel', integratedName: 'Unknown', dedicatedName: null };
}
const lines = output.split('\n'); const lines = output.split('\n');
let gpus = {
integrated: [],
dedicated: []
};
let currentGpu = null; let integratedName = null;
let dedicatedName = null;
let hasNvidia = false;
let hasAmd = false;
for (const line of lines) { for (const line of lines) {
const trimmed = line.trim(); if (line.includes('Chipset Model:')) {
const gpuName = line.split('Chipset Model:')[1].trim();
// New block starts with "Chipset Model:" const lowerGpu = gpuName.toLowerCase();
if (trimmed.startsWith('Chipset Model:')) { if (lowerGpu.includes('nvidia')) {
if (currentGpu) { hasNvidia = true;
// Push previous dedicatedName = gpuName;
categorizeMacGpu(currentGpu, gpus); console.log('Detected NVIDIA GPU:', dedicatedName);
} } else if (lowerGpu.includes('amd') || lowerGpu.includes('radeon')) {
currentGpu = { hasAmd = true;
name: trimmed.split(':')[1].trim(), dedicatedName = gpuName;
vendor: 'unknown', console.log('Detected AMD GPU:', dedicatedName);
vram: 0 } else if (lowerGpu.includes('intel') || lowerGpu.includes('iris') || lowerGpu.includes('uhd')) {
}; integratedName = gpuName;
} else if (currentGpu) { console.log('Detected Intel GPU:', integratedName);
if (trimmed.startsWith('VRAM (Total):') || trimmed.startsWith('VRAM (Dynamic, Max):')) { } else if (!dedicatedName && !integratedName) {
// Parse VRAM: "1.5 GB" or "1536 MB" // Fallback for Apple Silicon or other
const valParts = trimmed.split(':')[1].trim().split(' '); integratedName = gpuName;
let val = parseFloat(valParts[0]);
if (valParts[1] && valParts[1].toUpperCase() === 'GB') {
val = val * 1024;
}
currentGpu.vram = Math.round(val);
} else if (trimmed.startsWith('Vendor:') || trimmed.startsWith('Vendor Name:')) {
// "Vendor: NVIDIA (0x10de)"
const v = trimmed.split(':')[1].toLowerCase();
if (v.includes('nvidia')) currentGpu.vendor = 'nvidia';
else if (v.includes('amd') || v.includes('ati')) currentGpu.vendor = 'amd';
else if (v.includes('intel')) currentGpu.vendor = 'intel';
else if (v.includes('apple')) currentGpu.vendor = 'apple';
} }
} }
} }
// Push last one
if (currentGpu) {
categorizeMacGpu(currentGpu, gpus);
}
// If we have an Apple Silicon GPU (vendor=apple) but VRAM is 0, fetch system memory as it is unified. if (hasNvidia) {
gpus.dedicated.forEach(gpu => { return { mode: 'dedicated', vendor: 'nvidia', integratedName: integratedName || 'Integrated GPU', dedicatedName };
if (gpu.vendor === 'apple' && gpu.vram === 0) { } else if (hasAmd) {
try { return { mode: 'dedicated', vendor: 'amd', integratedName: integratedName || 'Integrated GPU', dedicatedName };
const memSize = execSync('sysctl -n hw.memsize', { encoding: 'utf8' }).trim();
// memSize is in bytes
const memMb = Math.round(parseInt(memSize, 10) / (1024 * 1024));
if (memMb > 0) gpu.vram = memMb;
} catch (err) {
// ignore
}
}
});
const primaryDedicated = gpus.dedicated[0] || null;
const primaryIntegrated = gpus.integrated[0] || { name: 'Integrated GPU', vram: 0 };
return {
mode: primaryDedicated ? 'dedicated' : 'integrated',
vendor: primaryDedicated ? primaryDedicated.vendor : (gpus.integrated[0] ? gpus.integrated[0].vendor : 'intel'),
integratedName: primaryIntegrated.name,
dedicatedName: primaryDedicated ? primaryDedicated.name : null,
dedicatedVram: primaryDedicated ? primaryDedicated.vram : 0,
integratedVram: primaryIntegrated.vram
};
}
function categorizeMacGpu(gpu, gpus) {
const lowerName = gpu.name.toLowerCase();
// Refine vendor if still unknown
if (gpu.vendor === 'unknown') {
if (lowerName.includes('nvidia')) gpu.vendor = 'nvidia';
else if (lowerName.includes('amd') || lowerName.includes('radeon')) gpu.vendor = 'amd';
else if (lowerName.includes('intel')) gpu.vendor = 'intel';
else if (lowerName.includes('apple') || lowerName.includes('m1') || lowerName.includes('m2') || lowerName.includes('m3')) gpu.vendor = 'apple';
}
const isNvidia = gpu.vendor === 'nvidia';
const isAmd = gpu.vendor === 'amd';
const isApple = gpu.vendor === 'apple';
// Per user request, "project is not meant for Intel Mac (x86)",
// so we treat Apple Silicon as the primary "dedicated-like" GPU for this app's context.
if (isNvidia || isAmd || isApple) {
gpus.dedicated.push(gpu);
} else { } else {
// Intel or unknown return { mode: 'integrated', vendor: 'intel', integratedName: integratedName || 'Integrated GPU', dedicatedName: null };
gpus.integrated.push(gpu);
} }
} }
@@ -604,108 +233,11 @@ function setupGpuEnvironment(gpuPreference) {
return envVars; return envVars;
} }
function getSystemType() {
const platform = getOS();
try {
if (platform === 'linux') return getSystemTypeLinux();
if (platform === 'windows') return getSystemTypeWindows();
if (platform === 'darwin') return getSystemTypeMac();
return 'desktop'; // Default to desktop if unknown
} catch (err) {
console.warn('Failed to detect system type, defaulting to desktop:', err.message);
return 'desktop';
}
}
function getSystemTypeLinux() {
try {
// Try reliable DMI check first
if (fs.existsSync('/sys/class/dmi/id/chassis_type')) {
const type = parseInt(fs.readFileSync('/sys/class/dmi/id/chassis_type', 'utf8').trim());
// 8=Portable, 9=Laptop, 10=Notebook, 11=Hand Held, 12=Docking Station, 14=Sub Notebook
if ([8, 9, 10, 11, 12, 14, 31, 32].includes(type)) {
return 'laptop';
}
}
// Fallback to chassis_id for some systems? Usually chassis_type is enough.
return 'desktop';
} catch (e) {
return 'desktop';
}
}
function getSystemTypeWindows() {
const POWERSHELL_TIMEOUT = 5000; // 5 second timeout
try {
// Use spawnSync instead of execSync to avoid ghost processes
const result = spawnSync('powershell.exe', [
'-NoProfile',
'-ExecutionPolicy', 'Bypass',
'-Command',
'Get-CimInstance Win32_SystemEnclosure | Select-Object -ExpandProperty ChassisTypes'
], {
encoding: 'utf8',
timeout: POWERSHELL_TIMEOUT,
stdio: ['ignore', 'pipe', 'ignore'],
windowsHide: true
});
if (result.error || result.status !== 0) {
throw new Error(`PowerShell failed: ${result.error?.message || result.signal}`);
}
const output = (result.stdout || '').trim();
// Output might be a single number or array.
// Clean it up
const types = output.split(/\s+/).map(t => parseInt(t)).filter(n => !isNaN(n));
// Laptop codes: 8, 9, 10, 11, 12, 14, 31, 32
const laptopCodes = [8, 9, 10, 11, 12, 14, 31, 32];
for (const t of types) {
if (laptopCodes.includes(t)) return 'laptop';
}
return 'desktop';
} catch (e) {
// Fallback wmic
try {
const result = spawnSync('wmic.exe', ['path', 'win32_systemenclosure', 'get', 'chassistypes'], {
encoding: 'utf8',
timeout: POWERSHELL_TIMEOUT,
stdio: ['ignore', 'pipe', 'ignore'],
windowsHide: true
});
if (result.status === 0 && result.stdout) {
const output = result.stdout.trim();
if (output.includes('8') || output.includes('9') || output.includes('10') || output.includes('14')) {
return 'laptop';
}
}
} catch (err) {
console.warn('System type detection failed:', err.message);
}
return 'desktop';
}
}
function getSystemTypeMac() {
try {
const model = execSync('sysctl -n hw.model', { encoding: 'utf8' }).trim().toLowerCase();
if (model.includes('book')) return 'laptop';
return 'desktop';
} catch (e) {
return 'desktop';
}
}
module.exports = { module.exports = {
getOS, getOS,
getArch, getArch,
isWaylandSession, isWaylandSession,
setupWaylandEnvironment, setupWaylandEnvironment,
detectGpu, detectGpu,
setupGpuEnvironment, setupGpuEnvironment
getSystemType
}; };

View File

@@ -1,426 +0,0 @@
const crypto = require('crypto');
const axios = require('axios');
const https = require('https');
const { PassThrough } = require('stream');
const PROXY_URL = process.env.HF2P_PROXY_URL || 'your_proxy_url_here';
const SECRET_KEY = process.env.HF2P_SECRET_KEY || 'your_secret_key_here_for_jwt';
const USE_DIRECT_FALLBACK = process.env.HF2P_USE_FALLBACK !== 'false';
const DIRECT_TIMEOUT = 7000; // 7 seconds timeout
console.log('[ProxyClient] Initialized with proxy URL:', PROXY_URL ? 'YES' : 'NO');
console.log('[ProxyClient] Secret key configured:', SECRET_KEY ? 'YES' : 'NO');
console.log('[ProxyClient] Direct connection fallback:', USE_DIRECT_FALLBACK ? 'ENABLED' : 'DISABLED');
console.log('[ProxyClient] Direct timeout before fallback:', DIRECT_TIMEOUT / 1000, 'seconds');
function generateToken() {
const timestamp = Date.now().toString();
const hash = crypto
.createHmac('sha256', SECRET_KEY)
.update(timestamp)
.digest('hex');
const token = `${timestamp}:${hash}`;
console.log('[ProxyClient] Generated auth token:', token.substring(0, 20) + '...');
return token;
}
// Direct request without proxy
async function directRequest(url, options = {}) {
console.log('[ProxyClient] Attempting direct request (no proxy)');
console.log('[ProxyClient] Direct URL:', url);
const timeoutMs = options.timeout || DIRECT_TIMEOUT;
const controller = new AbortController();
const timeoutId = setTimeout(() => {
console.warn('[ProxyClient] TIMEOUT! Aborting direct request after', timeoutMs, 'ms');
controller.abort();
}, timeoutMs);
try {
const config = {
method: options.method || 'GET',
url: url,
headers: options.headers || {},
timeout: timeoutMs,
responseType: options.responseType,
signal: controller.signal
};
const response = await axios(config);
clearTimeout(timeoutId);
return response;
} catch (error) {
clearTimeout(timeoutId);
throw error;
}
}
// Proxy request (original function)
async function proxyRequest(url, options = {}) {
console.log('[ProxyClient] Starting proxy request');
console.log('[ProxyClient] Original URL:', url);
console.log('[ProxyClient] Options:', JSON.stringify(options, null, 2));
try {
const token = generateToken();
const urlObj = new URL(url);
const targetUrl = `${urlObj.protocol}//${urlObj.host}`;
console.log('[ProxyClient] Parsed URL components:');
console.log(' - Protocol:', urlObj.protocol);
console.log(' - Host:', urlObj.host);
console.log(' - Pathname:', urlObj.pathname);
console.log(' - Search:', urlObj.search);
console.log(' - Target URL:', targetUrl);
const proxyEndpoint = `${PROXY_URL}/proxy${urlObj.pathname}${urlObj.search}`;
console.log('[ProxyClient] Proxy endpoint:', proxyEndpoint);
const config = {
method: options.method || 'GET',
url: proxyEndpoint,
headers: {
'X-Auth-Token': token,
'X-Target-URL': targetUrl,
...(options.headers || {})
},
timeout: options.timeout || 30000,
responseType: options.responseType
};
console.log('[ProxyClient] Request config:', JSON.stringify({
method: config.method,
url: config.url,
headers: config.headers,
timeout: config.timeout,
responseType: config.responseType
}, null, 2));
const response = await axios(config);
console.log('[ProxyClient] Response received - Status:', response.status);
console.log('[ProxyClient] Response headers:', JSON.stringify(response.headers, null, 2));
return response;
} catch (error) {
console.error('[ProxyClient] Request failed!');
console.error('[ProxyClient] Error type:', error.constructor.name);
console.error('[ProxyClient] Error message:', error.message);
if (error.response) {
console.error('[ProxyClient] Response status:', error.response.status);
console.error('[ProxyClient] Response data:', error.response.data);
console.error('[ProxyClient] Response headers:', error.response.headers);
}
if (error.config) {
console.error('[ProxyClient] Failed request URL:', error.config.url);
console.error('[ProxyClient] Failed request headers:', error.config.headers);
}
throw error;
}
}
// Smart request with automatic fallback
async function smartRequest(url, options = {}) {
if (!USE_DIRECT_FALLBACK) {
console.log('[ProxyClient] Fallback disabled, using proxy directly');
return proxyRequest(url, options);
}
console.log('[ProxyClient] Smart request with fallback enabled');
console.log('[ProxyClient] Direct timeout configured:', DIRECT_TIMEOUT, 'ms');
const directStartTime = Date.now();
try {
console.log('[ProxyClient] [ATTEMPT 1/2] Trying direct connection first...');
const response = await directRequest(url, options);
const directDuration = Date.now() - directStartTime;
console.log('[ProxyClient] [SUCCESS] Direct connection successful in', directDuration, 'ms');
return response;
} catch (directError) {
const directDuration = Date.now() - directStartTime;
console.warn('[ProxyClient] [FAILED] Direct connection failed after', directDuration, 'ms');
console.warn('[ProxyClient] Error message:', directError.message);
console.warn('[ProxyClient] Error code:', directError.code);
// Always fallback to proxy on any error
console.log('[ProxyClient] Attempting proxy fallback for all errors...');
if (true) {
console.log('[ProxyClient] [ATTEMPT 2/2] Falling back to proxy connection...');
try {
const proxyStartTime = Date.now();
const response = await proxyRequest(url, options);
const proxyDuration = Date.now() - proxyStartTime;
console.log('[ProxyClient] [SUCCESS] Proxy connection successful in', proxyDuration, 'ms');
return response;
} catch (proxyError) {
console.error('[ProxyClient] [FAILED] Both direct and proxy connections failed!');
console.error('[ProxyClient] Direct error:', directError.message);
console.error('[ProxyClient] Proxy error:', proxyError.message);
throw proxyError;
}
} else {
console.log('[ProxyClient] [SKIP] Direct error not related to connectivity, not falling back');
throw directError;
}
}
}
// Direct download stream without proxy
function directDownloadStream(url, onData) {
console.log('[ProxyClient] Starting direct download stream (no proxy)');
console.log('[ProxyClient] Direct download URL:', url);
return new Promise((resolve, reject) => {
try {
const urlObj = new URL(url);
const protocol = urlObj.protocol === 'https:' ? https : require('http');
const options = {
hostname: urlObj.hostname,
port: urlObj.port || (urlObj.protocol === 'https:' ? 443 : 80),
path: urlObj.pathname + urlObj.search,
method: 'GET',
timeout: DIRECT_TIMEOUT
};
const handleResponse = (response) => {
if (response.statusCode === 302 || response.statusCode === 301) {
const redirectUrl = response.headers.location;
console.log('[ProxyClient] Direct redirect to:', redirectUrl);
directDownloadStream(redirectUrl, onData).then(resolve).catch(reject);
return;
}
if (response.statusCode !== 200) {
reject(new Error(`Direct HTTP ${response.statusCode}`));
return;
}
if (onData) {
const totalSize = parseInt(response.headers['content-length'], 10);
let downloaded = 0;
const passThrough = new PassThrough();
response.on('data', (chunk) => {
downloaded += chunk.length;
onData(chunk, downloaded, totalSize);
});
response.pipe(passThrough);
resolve(passThrough);
} else {
resolve(response);
}
};
const req = protocol.get(options, handleResponse);
req.on('error', (error) => {
console.error('[ProxyClient] Direct download error:', error.message);
reject(error);
});
req.on('timeout', () => {
console.warn('[ProxyClient] TIMEOUT! Direct download timed out after', DIRECT_TIMEOUT, 'ms');
req.destroy();
const timeoutError = new Error('ETIMEDOUT: Direct connection timeout');
timeoutError.code = 'ETIMEDOUT';
reject(timeoutError);
});
} catch (error) {
reject(error);
}
});
}
function getProxyDownloadStream(url, onData) {
console.log('[ProxyClient] Starting download stream');
console.log('[ProxyClient] Download URL:', url);
return new Promise((resolve, reject) => {
try {
const token = generateToken();
const urlObj = new URL(url);
const targetUrl = `${urlObj.protocol}//${urlObj.host}`;
console.log('[ProxyClient] Download URL parsed:');
console.log(' - Protocol:', urlObj.protocol);
console.log(' - Host:', urlObj.host);
console.log(' - Hostname:', urlObj.hostname);
console.log(' - Port:', urlObj.port);
console.log(' - Pathname:', urlObj.pathname);
console.log(' - Search:', urlObj.search);
console.log(' - Target URL:', targetUrl);
const proxyUrl = new URL(PROXY_URL);
const requestPath = `/proxy${urlObj.pathname}${urlObj.search}`;
console.log('[ProxyClient] Proxy configuration:');
console.log(' - Proxy URL:', PROXY_URL);
console.log(' - Proxy protocol:', proxyUrl.protocol);
console.log(' - Proxy hostname:', proxyUrl.hostname);
console.log(' - Proxy port:', proxyUrl.port);
console.log(' - Request path:', requestPath);
const options = {
hostname: proxyUrl.hostname,
port: proxyUrl.port || (proxyUrl.protocol === 'https:' ? 443 : 80),
path: requestPath,
method: 'GET',
headers: {
'X-Auth-Token': token,
'X-Target-URL': targetUrl
}
};
console.log('[ProxyClient] HTTP request options:', JSON.stringify(options, null, 2));
const protocol = proxyUrl.protocol === 'https:' ? https : require('http');
console.log('[ProxyClient] Using protocol:', proxyUrl.protocol);
const handleResponse = (response) => {
console.log('[ProxyClient] Response received - Status:', response.statusCode);
console.log('[ProxyClient] Response headers:', JSON.stringify(response.headers, null, 2));
if (response.statusCode === 302 || response.statusCode === 301) {
const redirectUrl = response.headers.location;
console.log('[ProxyClient] Redirect detected to:', redirectUrl);
if (redirectUrl.startsWith('http')) {
console.log('[ProxyClient] Following redirect...');
getProxyDownloadStream(redirectUrl, onData).then(resolve).catch(reject);
} else {
console.error('[ProxyClient] Invalid redirect URL:', redirectUrl);
reject(new Error(`Invalid redirect: ${redirectUrl}`));
}
return;
}
if (response.statusCode !== 200) {
console.error('[ProxyClient] Unexpected status code:', response.statusCode);
console.error('[ProxyClient] Response message:', response.statusMessage);
reject(new Error(`HTTP ${response.statusCode}`));
return;
}
if (onData) {
const totalSize = parseInt(response.headers['content-length'], 10);
console.log('[ProxyClient] Download starting - Total size:', totalSize, 'bytes');
let downloaded = 0;
const passThrough = new PassThrough();
response.on('data', (chunk) => {
downloaded += chunk.length;
const progress = ((downloaded / totalSize) * 100).toFixed(2);
onData(chunk, downloaded, totalSize);
});
response.on('end', () => {
console.log('[ProxyClient] Download completed -', downloaded, 'bytes received');
});
response.on('error', (error) => {
console.error('[ProxyClient] Response stream error:', error.message);
});
response.pipe(passThrough);
console.log('[ProxyClient] Stream piped to PassThrough');
resolve(passThrough);
} else {
console.log('[ProxyClient] Returning raw response stream (no progress callback)');
resolve(response);
}
};
const request = protocol.get(options, handleResponse);
request.on('error', (error) => {
console.error('[ProxyClient] HTTP request error!');
console.error('[ProxyClient] Error type:', error.constructor.name);
console.error('[ProxyClient] Error message:', error.message);
console.error('[ProxyClient] Error code:', error.code);
console.error('[ProxyClient] Error stack:', error.stack);
reject(error);
});
console.log('[ProxyClient] HTTP request sent');
} catch (error) {
console.error('[ProxyClient] Exception in getProxyDownloadStream!');
console.error('[ProxyClient] Error type:', error.constructor.name);
console.error('[ProxyClient] Error message:', error.message);
console.error('[ProxyClient] Error stack:', error.stack);
reject(error);
}
});
}
// Smart download stream with automatic fallback
function smartDownloadStream(url, onData) {
if (!USE_DIRECT_FALLBACK) {
console.log('[ProxyClient] Fallback disabled, using proxy stream directly');
return getProxyDownloadStream(url, onData);
}
console.log('[ProxyClient] Smart download stream with fallback enabled');
console.log('[ProxyClient] Direct timeout configured:', DIRECT_TIMEOUT, 'ms');
return new Promise(async (resolve, reject) => {
const directStartTime = Date.now();
try {
console.log('[ProxyClient] [DOWNLOAD 1/2] Trying direct download first...');
const stream = await directDownloadStream(url, onData);
const directDuration = Date.now() - directStartTime;
console.log('[ProxyClient] [SUCCESS] Direct download stream established in', directDuration, 'ms');
resolve(stream);
} catch (directError) {
const directDuration = Date.now() - directStartTime;
console.warn('[ProxyClient] [FAILED] Direct download failed after', directDuration, 'ms');
console.warn('[ProxyClient] Error message:', directError.message);
console.warn('[ProxyClient] Error code:', directError.code);
// Always fallback to proxy on any error
console.log('[ProxyClient] Attempting proxy fallback for all download errors...');
if (true) {
console.log('[ProxyClient] [DOWNLOAD 2/2] Falling back to proxy download...');
try {
const proxyStartTime = Date.now();
const stream = await getProxyDownloadStream(url, onData);
const proxyDuration = Date.now() - proxyStartTime;
console.log('[ProxyClient] [SUCCESS] Proxy download stream established in', proxyDuration, 'ms');
resolve(stream);
} catch (proxyError) {
console.error('[ProxyClient] [FAILED] Both direct and proxy downloads failed!');
console.error('[ProxyClient] Direct error:', directError.message);
console.error('[ProxyClient] Proxy error:', proxyError.message);
reject(proxyError);
}
} else {
console.log('[ProxyClient] [SKIP] Direct error not related to connectivity, not falling back');
reject(directError);
}
}
});
}
module.exports = {
// Recommended: Smart functions with automatic fallback
smartRequest,
smartDownloadStream,
// Legacy: Direct proxy functions (for manual control)
proxyRequest,
getProxyDownloadStream,
// Direct functions (no proxy)
directRequest,
directDownloadStream,
// Utilities
generateToken
};

View File

@@ -1,120 +0,0 @@
const fs = require('fs');
const path = require('path');
const axios = require('axios');
const { v4: uuidv4 } = require('uuid');
const { getHytaleSavesDir } = require('../core/paths');
const SERVER_LIST_URL = 'https://assets.authbp.xyz/server.json';
function getLocalDateTime() {
return formatLocalDateTime(new Date());
}
function formatLocalDateTime(date) {
const year = date.getFullYear();
const month = String(date.getMonth() + 1).padStart(2, '0');
const day = String(date.getDate()).padStart(2, '0');
const hours = String(date.getHours()).padStart(2, '0');
const minutes = String(date.getMinutes()).padStart(2, '0');
const seconds = String(date.getSeconds()).padStart(2, '0');
const milliseconds = String(date.getMilliseconds()).padStart(3, '0');
const offsetMinutes = -date.getTimezoneOffset();
const offsetHours = Math.floor(Math.abs(offsetMinutes) / 60);
const offsetMins = Math.abs(offsetMinutes) % 60;
const offsetSign = offsetMinutes >= 0 ? '+' : '-';
const offset = `${offsetSign}${String(offsetHours).padStart(2, '0')}:${String(offsetMins).padStart(2, '0')}`;
return `${year}-${month}-${day}T${hours}:${minutes}:${seconds}.${milliseconds}0000${offset}`;
}
async function syncServerList() {
try {
const hytaleSavesDir = getHytaleSavesDir();
const serverListPath = path.join(hytaleSavesDir, 'ServerList.json');
console.log('[ServerListSync] Fetching server list from', SERVER_LIST_URL);
let remoteData;
try {
const response = await axios.get(SERVER_LIST_URL, {
timeout: 40000,
headers: {
'User-Agent': 'Hytale-F2P-Launcher'
}
});
remoteData = response.data;
} catch (fetchError) {
console.warn('[ServerListSync] Failed to fetch remote server list:', fetchError.message);
remoteData = { SavedServers: [] };
}
let localData = { SavedServers: [] };
if (fs.existsSync(serverListPath)) {
try {
const localContent = fs.readFileSync(serverListPath, 'utf-8');
localData = JSON.parse(localContent);
console.log('[ServerListSync] Loaded existing local server list with', localData.SavedServers?.length || 0, 'servers');
} catch (parseError) {
console.warn('[ServerListSync] Failed to parse local server list, creating new one:', parseError.message);
localData = { SavedServers: [] };
}
} else {
console.log('[ServerListSync] Local server list does not exist, creating new one');
}
if (!localData.SavedServers) {
localData.SavedServers = [];
}
if (!remoteData.SavedServers) {
remoteData.SavedServers = [];
}
const existingServersByAddress = new Map();
const userServers = [];
for (const server of localData.SavedServers) {
existingServersByAddress.set(server.Address.toLowerCase(), server);
}
const remoteAddresses = new Set(remoteData.SavedServers.map(s => s.Address.toLowerCase()));
for (const server of localData.SavedServers) {
if (!remoteAddresses.has(server.Address.toLowerCase())) {
userServers.push(server);
}
}
const currentDate = getLocalDateTime();
const apiServers = [];
for (const remoteServer of remoteData.SavedServers) {
const serverToAdd = {
Id: uuidv4(),
Name: "@ " + remoteServer.Name,
Address: remoteServer.Address,
DateSaved: currentDate,
img_Banner: remoteServer.img_Banner || null // Copy banner if exists
};
apiServers.push(serverToAdd);
console.log('[ServerListSync] Added/Updated server with new ID:', remoteServer.Name);
}
localData.SavedServers = [...apiServers, ...userServers];
const addedCount = apiServers.length;
if (!fs.existsSync(hytaleSavesDir)) {
fs.mkdirSync(hytaleSavesDir, { recursive: true });
}
fs.writeFileSync(serverListPath, JSON.stringify(localData, null, 2), 'utf-8');
console.log('[ServerListSync] Server list synchronized:', addedCount, 'API servers added, total:', localData.SavedServers.length);
return { success: true, added: addedCount, total: localData.SavedServers.length };
} catch (error) {
console.error('[ServerListSync] Failed to synchronize server list:', error.message);
return { success: false, error: error.message };
}
}
module.exports = {
syncServerList
};

View File

@@ -4,7 +4,7 @@ const { getHytaleSavesDir, getResolvedAppDir } = require('../core/paths');
const { loadConfig, saveConfig } = require('../core/config'); const { loadConfig, saveConfig } = require('../core/config');
/** /**
* NEW SYSTEM (2.2.0+): UserData Migration to Centralized Location * NEW SYSTEM (2.1.2+): UserData Migration to Centralized Location
* *
* UserData is now stored in a centralized location instead of inside game installation: * UserData is now stored in a centralized location instead of inside game installation:
* - Windows: %LOCALAPPDATA%\HytaleSaves\ * - Windows: %LOCALAPPDATA%\HytaleSaves\
@@ -31,7 +31,7 @@ function markMigrationCompleted() {
} }
/** /**
* Find old UserData location (pre-2.2.0) * Find old UserData location (pre-2.1.2)
* Searches in: installPath/branch/package/game/latest/Client/UserData * Searches in: installPath/branch/package/game/latest/Client/UserData
*/ */
function findOldUserDataPath() { function findOldUserDataPath() {
@@ -77,7 +77,7 @@ function findOldUserDataPath() {
/** /**
* Migrate UserData from old location to new centralized location * Migrate UserData from old location to new centralized location
* One-time operation when upgrading to 2.2.0 * One-time operation when upgrading to 2.1.2
*/ */
async function migrateUserDataToCentralized() { async function migrateUserDataToCentralized() {
// Check if already migrated // Check if already migrated
@@ -149,7 +149,7 @@ async function migrateUserDataToCentralized() {
} }
/** /**
* Get the centralized UserData path (always use this in 2.2.0+) * Get the centralized UserData path (always use this in 2.1.2+)
* Ensures directory exists * Ensures directory exists
*/ */
function getUserDataPath() { function getUserDataPath() {

View File

@@ -1,18 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>com.apple.security.cs.allow-jit</key>
<true/>
<key>com.apple.security.cs.allow-unsigned-executable-memory</key>
<true/>
<key>com.apple.security.cs.disable-library-validation</key>
<true/>
<key>com.apple.security.network.client</key>
<true/>
<key>com.apple.security.network.server</key>
<true/>
<key>com.apple.security.files.user-selected.read-write</key>
<true/>
</dict>
</plist>

View File

@@ -1,2 +1,3 @@
provider: generic provider: github
url: https://git.sanhost.net/sanasol/hytale-f2p/releases/download/latest owner: amiayweb # Change to your own GitHub username
repo: Hytale-F2P

View File

@@ -1,121 +0,0 @@
# Ghost Process Root Cause Analysis & Fix
## Problem Summary
The Task Manager was freezing after the launcher (Hytale-F2P) ran. This was caused by **ghost/zombie PowerShell processes** spawned on Windows that were not being properly cleaned up.
## Root Cause
### Location
**File:** `backend/utils/platformUtils.js`
**Functions affected:**
1. `detectGpuWindows()` - Called during app startup and game launch
2. `getSystemTypeWindows()` - Called during system detection
### The Issue
Both functions were using **`execSync()`** to run PowerShell commands for GPU and system type detection:
```javascript
// PROBLEMATIC CODE
output = execSync(
'powershell -NoProfile -ExecutionPolicy Bypass -Command "Get-CimInstance Win32_VideoController..."',
{ encoding: 'utf8', stdio: ['ignore', 'pipe', 'ignore'] }
);
```
#### Why This Causes Ghost Processes
1. **execSync spawns a shell process** - On Windows, `execSync` with a string command spawns `cmd.exe` which then launches `powershell.exe`
2. **PowerShell inherits stdio settings** - The `stdio: ['ignore', 'pipe', 'ignore']` doesn't fully detach the PowerShell subprocess
3. **Process hierarchy issue** - Even though the Node.js process receives the output and continues, the PowerShell subprocess may remain as a child process
4. **Windows job object limitation** - Node.js child_process doesn't always properly terminate all descendants on Windows
5. **Multiple calls during initialization** - GPU detection runs:
- During app startup (line 1057 in main.js)
- During game launch (in gameLauncher.js)
- During settings UI rendering
Each call can spawn 2-3 PowerShell processes, and if the app spawns multiple game instances or restarts, these accumulate
### Call Stack
1. `main.js` app startup → calls `detectGpu()`
2. `gameLauncher.js` on launch → calls `setupGpuEnvironment()` → calls `detectGpu()`
3. Multiple PowerShell processes spawn but aren't cleaned up properly
4. Task Manager accumulates these ghost processes and becomes unresponsive
## The Solution
Replace `execSync()` with `spawnSync()` and add explicit timeouts:
### Key Changes
#### 1. Import spawnSync
```javascript
const { execSync, spawnSync } = require('child_process');
```
#### 2. Replace execSync with spawnSync in detectGpuWindows()
```javascript
const POWERSHELL_TIMEOUT = 5000; // 5 second timeout
const result = spawnSync('powershell.exe', [
'-NoProfile',
'-ExecutionPolicy', 'Bypass',
'-Command',
'Get-CimInstance Win32_VideoController | Select-Object Name, AdapterRAM | ConvertTo-Csv -NoTypeInformation'
], {
encoding: 'utf8',
timeout: POWERSHELL_TIMEOUT,
stdio: ['ignore', 'pipe', 'ignore'],
windowsHide: true
});
```
#### 3. Apply same fix to getSystemTypeWindows()
### Why spawnSync Fixes This
1. **Direct process spawn** - `spawnSync()` directly spawns the executable without going through `cmd.exe`
2. **Explicit timeout** - The `timeout` parameter ensures processes are forcibly terminated after 5 seconds
3. **windowsHide: true** - Prevents PowerShell window flashing and better resource cleanup
4. **Better cleanup** - Node.js has better control over process lifecycle with `spawnSync`
5. **Proper exit handling** - spawnSync waits for and properly cleans up the process before returning
### Benefits
- ✅ PowerShell processes are guaranteed to terminate within 5 seconds
- ✅ No more ghost processes accumulating
- ✅ Task Manager stays responsive
- ✅ Fallback mechanisms still work (wmic, Get-WmiObject, Get-CimInstance)
- ✅ Performance improvement (spawnSync is faster for simple commands)
## Testing
To verify the fix:
1. **Before running the launcher**, open Task Manager and check for PowerShell processes (should be 0 or 1)
2. **Start the launcher** and observe Task Manager - you should not see PowerShell processes accumulating
3. **Launch the game** and check Task Manager - still no ghost PowerShell processes
4. **Restart the launcher** multiple times - PowerShell process count should remain stable
Expected behavior: No PowerShell processes should remain after each operation completes.
## Files Modified
- **`backend/utils/platformUtils.js`**
- Line 1: Added `spawnSync` import
- Lines 300-380: Refactored `detectGpuWindows()`
- Lines 599-643: Refactored `getSystemTypeWindows()`
## Performance Impact
-**Faster execution** - `spawnSync` with argument arrays is faster than shell string parsing
- 🎯 **More reliable** - Explicit timeout prevents indefinite hangs
- 💾 **Lower memory usage** - Processes properly cleaned up instead of becoming zombies
## Additional Notes
The fix maintains backward compatibility:
- All three GPU detection methods still work (Get-CimInstance → Get-WmiObject → wmic)
- Error handling is preserved
- System type detection (laptop vs desktop) still functions correctly
- No changes to public API or external behavior

View File

@@ -1,83 +0,0 @@
# Quick Fix Summary: Ghost Process Issue
## Problem
Task Manager freezed after launcher runs due to accumulating ghost PowerShell processes.
## Root Cause
**File:** `backend/utils/platformUtils.js`
Two functions used `execSync()` to run PowerShell commands:
- `detectGpuWindows()` (GPU detection at startup & game launch)
- `getSystemTypeWindows()` (system type detection)
`execSync()` on Windows spawns PowerShell processes that don't properly terminate → accumulate over time → freeze Task Manager.
## Solution Applied
### Changed From (❌ Wrong):
```javascript
output = execSync(
'powershell -NoProfile -ExecutionPolicy Bypass -Command "Get-CimInstance..."',
{ encoding: 'utf8', stdio: ['ignore', 'pipe', 'ignore'] }
);
```
### Changed To (✅ Correct):
```javascript
const result = spawnSync('powershell.exe', [
'-NoProfile',
'-ExecutionPolicy', 'Bypass',
'-Command',
'Get-CimInstance...'
], {
encoding: 'utf8',
timeout: 5000, // 5 second timeout - processes killed if hung
stdio: ['ignore', 'pipe', 'ignore'],
windowsHide: true
});
```
## What Changed
| Aspect | Before | After |
|--------|--------|-------|
| **Method** | `execSync()` → shell string | `spawnSync()` → argument array |
| **Process spawn** | Via cmd.exe → powershell.exe | Direct powershell.exe |
| **Timeout** | None (can hang indefinitely) | 5 seconds (processes auto-killed) |
| **Process cleanup** | Hit or miss | Guaranteed |
| **Ghost processes** | ❌ Accumulate over time | ✅ Always terminate |
| **Performance** | Slower (shell parsing) | Faster (direct spawn) |
## Why This Works
1. **spawnSync directly spawns PowerShell** without intermediate cmd.exe
2. **timeout: 5000** forcibly kills any hung process after 5 seconds
3. **windowsHide: true** prevents window flashing and improves cleanup
4. **Node.js has better control** over process lifecycle with spawnSync
## Impact
- ✅ No more ghost PowerShell processes
- ✅ Task Manager stays responsive
- ✅ Launcher performance improved
- ✅ Game launch unaffected (still works the same)
- ✅ All fallback methods preserved (Get-WmiObject, wmic)
## Files Changed
Only one file modified: **`backend/utils/platformUtils.js`**
- Import added for `spawnSync`
- Two functions refactored with new approach
- All error handling preserved
## Testing
After applying fix, verify no ghost processes appear in Task Manager:
```
Before launch: PowerShell processes = 0 or 1
During launch: PowerShell processes = 0 or 1
After game closes: PowerShell processes = 0 or 1
```
If processes keep accumulating, check Task Manager → Details tab → look for powershell.exe entries.

View File

@@ -1,159 +0,0 @@
# Launcher Process Lifecycle & Cleanup Flow
## Shutdown Event Sequence
```
┌─────────────────────────────────────────────────────────────┐
│ USER CLOSES LAUNCHER │
└────────────────────────┬────────────────────────────────────┘
┌────────────────────────────────────┐
│ mainWindow.on('closed') event │
│ ✅ Cleanup Discord RPC │
└────────────┬───────────────────────┘
┌────────────────────────────────────┐
│ app.on('before-quit') event │
│ ✅ Cleanup Discord RPC (again) │
└────────────┬───────────────────────┘
┌────────────────────────────────────┐
│ app.on('window-all-closed') │
│ ✅ Call app.quit() │
└────────────┬───────────────────────┘
┌────────────────────────────────────┐
│ Node.js Process Exit │
│ ✅ All resources released │
└────────────────────────────────────┘
```
## Resource Cleanup Map
```
DISCORD RPC
├─ clearActivity() ← Stop Discord integration
├─ destroy() ← Destroy client object
└─ Set to null ← Remove reference
GAME PROCESS
├─ spawn() with detached: true
├─ Immediately unref() ← Remove from event loop
└─ Launcher ignores game after spawn
DOWNLOAD STREAMS
├─ Clear stalledTimeout ← Stop stall detection
├─ Clear overallTimeout ← Stop overall timeout
├─ Abort controller ← Stop stream
├─ Destroy writer ← Stop file writing
└─ Reject promise ← End download
MAIN WINDOW
├─ Destroy window
├─ Remove listeners
└─ Free memory
ELECTRON APP
├─ Close all windows
└─ Exit process
```
## Cleanup Verification Points
### ✅ What IS Being Cleaned Up
1. **Discord RPC Client**
- Activity cleared before exit
- Client destroyed
- Reference nulled
2. **Download Operations**
- Timeouts cleared (stalledTimeout, overallTimeout)
- Stream aborted
- Writer destroyed
- Promise rejected/resolved
3. **Game Process**
- Detached from launcher
- Unrefed so launcher can exit
- Independent process tree
4. **Event Listeners**
- IPC handlers persist (normal - Electron's design)
- Main window listeners removed
- Auto-updater auto-cleanup
### ⚠️ Considerations
1. **Discord RPC called twice**
- Line 174: When window closes
- Line 438: When app is about to quit
- → This is defensive programming (safe, not wasteful)
2. **Game Process Orphaned (By Design)**
- Launcher doesn't track game process
- Game can outlive launcher
- On Windows: Process is detached, unref'd
- → This is correct behavior for a launcher
3. **IPC Handlers Remain Registered**
- Normal for Electron apps
- Handlers removed when app exits anyway
- → Not a resource leak
---
## Comparison: Before & After Ghost Process Fix
### Before Fix (PowerShell Issues Only)
```
Launcher Cleanup: ✅ Good
PowerShell GPU Detection: ❌ Bad (ghost processes)
Result: Task Manager frozen by PowerShell
```
### After Fix (PowerShell Fixed)
```
Launcher Cleanup: ✅ Good
PowerShell GPU Detection: ✅ Fixed (spawnSync with timeout)
Result: No ghost processes accumulate
```
---
## Performance Metrics
### Memory Usage Pattern
```
Startup → 80-120 MB
After Download → 150-200 MB
After Cleanup → 80-120 MB (back to baseline)
After Exit → Process released
```
### Handle Leaks: None Detected
- Discord RPC: Properly released
- Streams: Properly closed
- Timeouts: Properly cleared
- Window: Properly destroyed
---
## Summary
**Launcher Termination Quality: ✅ GOOD**
| Aspect | Status | Details |
|--------|--------|---------|
| Discord cleanup | ✅ | Called in 2 places (defensive) |
| Game process | ✅ | Detached & unref'd |
| Download cleanup | ✅ | All timeouts cleared |
| Memory release | ✅ | Event handlers removed |
| Handle leaks | ✅ | None detected |
| **Overall** | **✅** | **Proper shutdown architecture** |
The launcher has **solid cleanup logic**. The ghost process issue was specific to PowerShell GPU detection, not the launcher's termination flow.

View File

@@ -1,273 +0,0 @@
# Launcher Process Termination & Cleanup Analysis
## Overview
This document analyzes how the Hytale-F2P launcher handles process cleanup, event termination, and resource deallocation during shutdown.
## Shutdown Flow
### 1. **Primary Termination Events** (main.js)
#### Event: `before-quit` (Line 438)
```javascript
app.on('before-quit', () => {
console.log('=== LAUNCHER BEFORE QUIT ===');
cleanupDiscordRPC();
});
```
- Called by Electron before the app starts quitting
- Ensures Discord RPC is properly disconnected and destroyed
- Gives async cleanup a chance to run
#### Event: `window-all-closed` (Line 443)
```javascript
app.on('window-all-closed', () => {
console.log('=== LAUNCHER CLOSING ===');
app.quit();
});
```
- Triggered when all Electron windows are closed
- Initiates app.quit() to cleanly exit
#### Event: `closed` (Line 174)
```javascript
mainWindow.on('closed', () => {
console.log('Main window closed, cleaning up Discord RPC...');
cleanupDiscordRPC();
});
```
- Called when the main window is actually destroyed
- Additional Discord RPC cleanup as safety measure
---
## 2. **Discord RPC Cleanup** (Lines 59-89, 424-436)
### cleanupDiscordRPC() Function
```javascript
async function cleanupDiscordRPC() {
if (!discordRPC) return;
try {
console.log('Cleaning up Discord RPC...');
discordRPC.clearActivity();
await new Promise(r => setTimeout(r, 100)); // Wait for clear to propagate
discordRPC.destroy();
console.log('Discord RPC cleaned up successfully');
} catch (error) {
console.log('Error cleaning up Discord RPC:', error.message);
} finally {
discordRPC = null; // Null out the reference
}
}
```
**What it does:**
1. Checks if Discord RPC is initialized
2. Clears the current activity (disconnects from Discord)
3. Waits 100ms for the clear to propagate
4. Destroys the Discord RPC client
5. Nulls out the reference to prevent memory leaks
6. Error handling ensures cleanup doesn't crash the app
**Quality:****Proper cleanup with error handling**
---
## 3. **Game Process Handling** (gameLauncher.js)
### Game Launch Process (Lines 356-403)
```javascript
let spawnOptions = {
stdio: ['ignore', 'pipe', 'pipe'],
detached: false,
env: env
};
if (process.platform === 'win32') {
spawnOptions.shell = false;
spawnOptions.windowsHide = true;
spawnOptions.detached = true; // ← Game runs independently
spawnOptions.stdio = 'ignore'; // ← Fully detach stdio
}
const child = spawn(clientPath, args, spawnOptions);
// Windows: Release process reference immediately
if (process.platform === 'win32') {
child.unref(); // ← Allows Node.js to exit without waiting for game
}
```
**Critical Analysis:**
-**Windows detached mode**: Game process is spawned detached and stdio is ignored
-**child.unref()**: Removes the Node process from the event loop
- ⚠️ **No event listeners**: Once detached, the launcher doesn't track the game process
**Potential Issue:**
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.
---
## 4. **Download/File Transfer Cleanup** (fileManager.js)
### setInterval Cleanup (Lines 77-94)
```javascript
const overallTimeout = setInterval(() => {
const now = Date.now();
const timeSinceLastProgress = now - lastProgressTime;
if (timeSinceLastProgress > 900000 && hasReceivedData) {
console.log('Download stalled for 15 minutes, aborting...');
controller.abort();
}
}, 60000); // Check every minute
```
### Cleanup Locations:
**On Stream Error (Lines 225-228):**
```javascript
if (stalledTimeout) {
clearTimeout(stalledTimeout);
}
if (overallTimeout) {
clearInterval(overallTimeout);
}
```
**On Stream Close (Lines 239-244):**
```javascript
if (stalledTimeout) {
clearTimeout(stalledTimeout);
}
if (overallTimeout) {
clearInterval(overallTimeout);
}
```
**On Writer Finish (Lines 295-299):**
```javascript
if (stalledTimeout) {
clearTimeout(stalledTimeout);
console.log('Cleared stall timeout after writer finished');
}
if (overallTimeout) {
clearInterval(overallTimeout);
console.log('Cleared overall timeout after writer finished');
}
```
**Quality:****Proper cleanup with multiple safeguards**
- Intervals are cleared in all exit paths
- No orphaned setInterval/setTimeout calls
---
## 5. **Electron Auto-Updater** (Lines 184-237)
```javascript
autoUpdater.autoDownload = true;
autoUpdater.autoInstallOnAppQuit = true;
autoUpdater.on('update-downloaded', (info) => {
// ...
});
```
**Auto-Updater Cleanup:**
- Electron handles auto-updater cleanup automatically
- No explicit cleanup needed (Electron manages lifecycle)
---
## Summary: Process Termination Quality
| Component | Status | Notes |
|-----------|--------|-------|
| **Discord RPC** | ✅ **Good** | Properly destroyed with error handling |
| **Main Window** | ✅ **Good** | Cleanup called on closed and before-quit |
| **Game Process** | ✅ **Good** | Detached and unref'd on Windows |
| **Download Intervals** | ✅ **Good** | Cleared in all exit paths |
| **Event Listeners** | ⚠️ **Mixed** | Main listeners properly removed, but IPC handlers remain registered (normal) |
| **Overall** | ✅ **Good** | Proper cleanup architecture |
---
## Potential Improvements
### 1. **Add Explicit Process Tracking (Optional)**
Currently, the launcher doesn't track child processes. We could add:
```javascript
// Track all spawned processes for cleanup
const childProcesses = new Set();
app.on('before-quit', () => {
// Kill any remaining child processes
for (const proc of childProcesses) {
if (proc && !proc.killed) {
proc.kill('SIGTERM');
}
}
});
```
### 2. **Auto-Updater Resource Cleanup (Minor)**
Add explicit cleanup for auto-updater listeners:
```javascript
app.on('before-quit', () => {
autoUpdater.removeAllListeners();
});
```
### 3. **Graceful Shutdown Timeout (Safety)**
Add a safety timeout to force exit if cleanup hangs:
```javascript
app.on('before-quit', () => {
const forceExitTimeout = setTimeout(() => {
console.warn('Cleanup timeout - forcing exit');
process.exit(0);
}, 5000); // 5 second max cleanup time
});
```
---
## Relationship to Ghost Process Issue
### Previous Issue (PowerShell processes)
- **Root cause**: Spawned PowerShell processes weren't cleaned up in `platformUtils.js`
- **Fixed by**: Replacing `execSync()` with `spawnSync()` + timeouts
### Launcher Termination
- **Status**: ✅ **No critical issues found**
- **Discord RPC**: Properly cleaned up
- **Game process**: Properly detached
- **Intervals**: Properly cleared
- **No memory leaks detected**
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.
---
## Testing Checklist
To verify proper launcher termination:
- [ ] Start launcher → Close window → Check Task Manager for lingering processes
- [ ] Start launcher → Launch game → Close launcher → Check for orphaned processes
- [ ] Start launcher → Download something → Cancel mid-download → Check for setInterval processes
- [ ] Disable Discord RPC → Start launcher → Close → No Discord processes remain
- [ ] Check Windows Event Viewer → No unhandled exceptions on launcher exit
- [ ] Multiple launch/close cycles → No memory growth in Task Manager
---
## Conclusion
The Hytale-F2P launcher has **good shutdown hygiene**:
- ✅ Discord RPC is properly cleaned
- ✅ Game process is properly detached
- ✅ Download intervals are properly cleared
- ✅ Event handlers are properly registered
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.

View File

@@ -1,10 +1,10 @@
# Steam Deck / Ubuntu LTS Crash Investigation # Steam Deck / Ubuntu LTS Crash Investigation
## Status: SOLVED ## Status: UNSOLVED
**Last updated:** 2026-01-27 **Last updated:** 2026-01-27
**Solution:** Replace bundled `libzstd.so` with system version. No stable solution found. jemalloc helps occasionally but crashes still occur randomly.
--- ---
@@ -30,81 +30,96 @@ The crash occurs after successful authentication, specifically right after "Fini
- Windows - Windows
- Older Arch Linux (glibc < 2.41) - Older Arch Linux (glibc < 2.41)
--- **Critical Finding:** The UNPATCHED original binary works fine on Steam Deck. The crash is caused by ANY binary patching.
## Root Cause
The **bundled `libzstd.so`** in the game client is incompatible with glibc 2.41's stricter heap validation. When the game decompresses assets using this library, it triggers heap corruption detected by glibc 2.41.
The crash occurs in `libzstd.so` during `free()` after "Finished handling RequiredAssets" (asset decompression).
--- ---
## Solution ## What Was Tried (All Failed)
Replace the bundled `libzstd.so` with the system's `libzstd.so.1`.
### Automatic (Launcher)
The launcher automatically detects and replaces `libzstd.so` on Linux systems. No manual action needed.
### Manual
```bash
cd ~/.hytalef2p/release/package/game/latest/Client
# Backup bundled version
mv libzstd.so libzstd.so.bundled
# Link to system version
# Steam Deck / Arch Linux:
ln -s /usr/lib/libzstd.so.1 libzstd.so
# Debian / Ubuntu:
ln -s /usr/lib/x86_64-linux-gnu/libzstd.so.1 libzstd.so
# Fedora / RHEL:
ln -s /usr/lib64/libzstd.so.1 libzstd.so
```
### Restore Original
```bash
cd ~/.hytalef2p/release/package/game/latest/Client
rm libzstd.so
mv libzstd.so.bundled libzstd.so
```
---
## Why This Works
1. The bundled `libzstd.so` was likely compiled with different allocator settings or an older toolchain
2. glibc 2.41 has stricter heap validation that catches invalid memory operations
3. The system `libzstd.so.1` is compiled with the system's glibc and uses compatible memory allocation patterns
4. By using the system library, we avoid the incompatibility entirely
---
## Previous Investigation (for reference)
### What Was Tried Before Finding Solution
### Memory Allocators
| Approach | Result | | Approach | Result |
|----------|--------| |----------|--------|
| jemalloc allocator | Worked ~30% of time, not stable | | `LD_PRELOAD=/usr/lib/libjemalloc.so.2` | Works randomly (3/10 times), not stable |
| GLIBC_TUNABLES | No effect | | `MALLOC_CHECK_=0` | No effect |
| taskset (CPU pinning) | Single core too slow | | `MALLOC_PERTURB_=255` | No effect |
| nice/chrt (scheduling) | No effect | | `GLIBC_TUNABLES=glibc.malloc.tcache_count=0` | No effect |
| Various patching approaches | All crashed |
### Key Insight ### Process/Scheduling
| Approach | Result |
|----------|--------|
| `taskset -c 0` (single core) | Game too slow, stuck at connecting |
| `taskset -c 0,1` or `0-3` | Still crashes |
| `nice -n 19` | No effect |
| `chrt --idle 0` | No effect |
| `strace -f` | No effect |
The crash was in `libzstd.so`, not in our patched code. The patching just changed timing enough to expose the libzstd incompatibility more frequently. ### Linker/Loading
| Approach | Result |
|----------|--------|
| `LD_BIND_NOW=1` | No effect |
| Wrapper script with LD_PRELOAD | No effect |
| Shell spawn with inline LD_PRELOAD | No effect |
### Patching Variations
| Approach | Result |
|----------|--------|
| Null-padding after replacement | Crashes (made it worse) |
| No null-padding (develop behavior) | Still crashes |
| Minimal patches (3 instead of 6) | Still crashes |
| Ultra-minimal (1 patch - domain only) | Still crashes |
| Skip sentry patch | Still crashes |
| Skip subdomain patches | Still crashes |
**Key Finding:** Even patching just 1 string (main domain only) causes the crash.
--- ---
## GDB Stack Trace (Historical) ## String Occurrences Found
### Length-Prefixed Format
Found by default patcher mode:
| Offset | Content | Notes |
|--------|---------|-------|
| 0x1bc5d63 | `hytale.com` | **Surrounded by x86 code!** |
### UTF-16LE Format (3 occurrences)
| Offset | Content |
|--------|---------|
| 0x1bc5ad7 | `sentry.hytale.com/...` |
| 0x1bc5b3f | `https://hytale.com/help...` |
| 0x1bc5bc9 | `store.hytale.com/?...` |
---
## Binary Analysis
When patching with length-prefixed mode:
```
< 01bc5d60: 5933 b80a 0000 0068 0079 0074 0061 006c Y3.....h.y.t.a.l
< 01bc5d70: 0065 002e 0063 006f 006d 8933 8807 0000 .e...c.o.m.3....
---
> 01bc5d60: 5933 b80a 0000 0073 0061 006e 0061 0073 Y3.....s.a.n.a.s
> 01bc5d70: 006f 006c 002e 0077 0073 8933 8807 0000 .o.l...w.s.3....
```
**Structure:**
```
5933 b8 | 0a000000 | h.y.t.a.l.e...c.o.m | 8933 8807 0000
???????? | len=10 | string content | mov [rbx],esi?
```
- `5933 b8` before string - could be code or metadata
- `0a 00 00 00` - .NET length prefix (10 characters)
- String content in UTF-16LE
- `89 33` after - this is `mov [rbx], esi` in x86-64!
**The string is embedded near executable code, not in a clean data section.**
---
## GDB Stack Trace
``` ```
#0 0x00007ffff7d3f5a4 in ?? () from /usr/lib/libc.so.6 #0 0x00007ffff7d3f5a4 in ?? () from /usr/lib/libc.so.6
@@ -112,12 +127,105 @@ The crash was in `libzstd.so`, not in our patched code. The patching just change
#2 abort () from /usr/lib/libc.so.6 #2 abort () from /usr/lib/libc.so.6
#3-#4 ?? () from /usr/lib/libc.so.6 #3-#4 ?? () from /usr/lib/libc.so.6
#5 free () from /usr/lib/libc.so.6 #5 free () from /usr/lib/libc.so.6
#6 ?? () from libzstd.so <-- CRASH POINT (bundled library) #6 ?? () from libzstd.so <-- CRASH POINT
#7-#24 HytaleClient code (asset decompression) #7-#24 HytaleClient code (asset decompression)
``` ```
Crash occurs in `libzstd.so` during `free()` after "Finished handling RequiredAssets".
---
## Hypotheses
### 1. .NET AOT String Metadata (Most Likely)
.NET AOT may have precomputed hashes, checksums, or relocation info for strings. Modifying string content breaks internal consistency, causing memory corruption when the runtime tries to use related data structures.
### 2. Code/Data Interleaving
The strings are embedded near x86 code (`89 33` = `mov [rbx], esi`). .NET AOT may use relative offsets that get invalidated when we modify nearby bytes.
### 3. Binary Checksums
The binary may have integrity checks for certain sections that we're invalidating by patching.
### 4. Timing-Dependent Race Condition
The fact that it works randomly (~30% of the time with jemalloc) suggests a race condition that's affected by:
- Memory layout changes from patching
- Allocator behavior differences
- CPU scheduling
---
## Valgrind Results (Misleading)
- Valgrind showed NO memory corruption errors
- Game ran successfully under Valgrind (slower execution)
- This suggested jemalloc would fix it, but it doesn't consistently work
The slowdown from Valgrind likely masks the race condition timing.
---
## Current Launcher Implementation
The launcher attempts:
1. Auto-detect jemalloc at common paths
2. Auto-install jemalloc via pkexec if not found
3. Launch game with `LD_PRELOAD` via shell command
But this doesn't provide stable results.
---
## Potential Alternative Approaches (Not Yet Tried)
### 1. LD_PRELOAD Network Hooking
Instead of patching the binary, hook `getaddrinfo()` / `connect()` to redirect network calls at runtime. No binary modification needed.
### 2. Local Proxy + Certificate
Run a local HTTPS proxy that intercepts hytale.com traffic and redirects to custom server. Requires installing a custom CA certificate.
### 3. DNS + iptables Redirect
Use local DNS to resolve hytale.com to localhost, then iptables to redirect to actual custom server. Requires root/sudo.
### 4. Container with Older glibc
Run the game in a container with glibc < 2.41 where the stricter validation doesn't exist.
### 5. Different Patching Location
Find strings in a pure data section rather than code-adjacent areas.
---
## Files Reference
**Binary:** `HytaleClient` (ELF 64-bit, ~39.9 MB)
**Branch:** `fix/steamdeck-jemalloc-crash`
---
## Install jemalloc (Partial Mitigation)
jemalloc may help in some cases (~30% success rate):
```bash
# Steam Deck / Arch Linux
sudo pacman -S jemalloc
# Ubuntu / Debian
sudo apt install libjemalloc2
# Fedora / RHEL
sudo dnf install jemalloc
```
The launcher automatically uses jemalloc if found. To disable:
```bash
HYTALE_NO_JEMALLOC=1 npm start
```
--- ---
## Branch ## Conclusion
`fix/steamdeck-libzstd` **No stable solution found.** The binary patching approach may be fundamentally incompatible with glibc 2.41's stricter heap validation when modifying .NET AOT compiled binaries.
Alternative approaches (network hooking, proxy, container) may be required for reliable Steam Deck / Ubuntu LTS support.

View File

@@ -1,65 +1,95 @@
# Steam Deck / Linux Crash Fix # Steam Deck / Linux Crash Fix
## SOLUTION: Use system libzstd ## SOLUTION: Use jemalloc ✓
The crash is caused by the bundled `libzstd.so` being incompatible with glibc 2.41's stricter heap validation. The crash is caused by glibc 2.41's stricter heap validation. Using jemalloc as the memory allocator fixes the issue.
### Automatic Fix ### Install jemalloc
The launcher automatically replaces `libzstd.so` with the system version. No manual action needed.
### Manual Fix
```bash ```bash
cd ~/.hytalef2p/release/package/game/latest/Client # Steam Deck / Arch Linux
sudo pacman -S jemalloc
# Backup and replace # Ubuntu / Debian
mv libzstd.so libzstd.so.bundled sudo apt install libjemalloc2
ln -s /usr/lib/libzstd.so.1 libzstd.so
# Fedora / RHEL
sudo dnf install jemalloc
``` ```
### Restore Original ### Launcher Auto-Detection
The launcher automatically uses jemalloc when installed. No manual configuration needed.
To disable (for testing):
```bash
HYTALE_NO_JEMALLOC=1 npm start
```
### Manual Launch with jemalloc
```bash ```bash
cd ~/.hytalef2p/release/package/game/latest/Client cd ~/.hytalef2p/release/package/game/latest
rm libzstd.so
mv libzstd.so.bundled libzstd.so LD_PRELOAD=/usr/lib/libjemalloc.so.2 ./Client/HytaleClient --app-dir /home/deck/.hytalef2p/release/package/game/latest --java-exec /home/deck/.hytalef2p/release/package/jre/latest/bin/java --auth-mode authenticated --uuid YOUR_UUID --name Player --identity-token YOUR_TOKEN --session-token YOUR_TOKEN --user-dir /home/deck/.hytalesaves
``` ```
--- ---
## Debug Commands (for troubleshooting) ## Debug Commands (for troubleshooting)
### Check libzstd Status ### Base Command
```bash ```bash
# Check if symlinked cd ~/.hytalef2p/release/package/game/latest
ls -la ~/.hytalef2p/release/package/game/latest/Client/libzstd.so ```
# Find system libzstd ### GDB Stack Trace (for crash analysis)
find /usr/lib -name "libzstd.so*" ```bash
gdb -ex "run --app-dir ..." ./Client/HytaleClient
# After crash:
bt
bt full
info registers
quit
```
### Test glibc tunables (alternative fixes that didn't work reliably)
**Disable tcache:**
```bash
GLIBC_TUNABLES=glibc.malloc.tcache_count=0 ./Client/HytaleClient ...
```
**Disable heap validation:**
```bash
MALLOC_CHECK_=0 ./Client/HytaleClient ...
``` ```
### Binary Validation ### Binary Validation
```bash ```bash
file ~/.hytalef2p/release/package/game/latest/Client/HytaleClient file ~/.hytalef2p/release/package/game/latest/Client/HytaleClient
ldd ~/.hytalef2p/release/package/game/latest/Client/HytaleClient ldd ~/.hytalef2p/release/package/game/latest/Client/HytaleClient
``` ```
### Restore Client Binary ### Hex Dump Commands
```bash ```bash
cd ~/.hytalef2p/release/package/game/latest/Client # Search for hytale.com UTF-16LE
cp HytaleClient.original HytaleClient xxd ~/.hytalef2p/release/package/game/latest/Client/HytaleClient.original | grep "6800 7900 7400 6100 6c00 6500 2e00 6300 6f00 6d00"
rm -f HytaleClient.patched_custom
``` ```
--- ---
## Environment Variables ## Test Different Patch Modes
| Variable | Description | Example | ```bash
|----------|-------------|---------| # Restore original
| `HYTALE_AUTH_DOMAIN` | Custom auth domain | `auth.sanasol.ws` | cp ~/.hytalef2p/release/package/game/latest/Client/HytaleClient.original ~/.hytalef2p/release/package/game/latest/Client/HytaleClient
| `HYTALE_NO_LIBZSTD_FIX` | Disable libzstd replacement | `1` | rm ~/.hytalef2p/release/package/game/latest/Client/HytaleClient.patched_custom
# Test UTF-16LE mode
HYTALE_PATCH_MODE=utf16le HYTALE_AUTH_DOMAIN=sanasol.ws npm start
# Test length-prefixed mode (default)
HYTALE_AUTH_DOMAIN=sanasol.ws npm start
```

View File

@@ -1,482 +0,0 @@
# UUID/Skin Reset Bug Fix Plan
## Problem Summary
Players experience random skin/cosmetic resets without intentionally changing anything. The root cause is that the UUID system has multiple failure points that can silently generate new UUIDs or use the wrong UUID during gameplay.
**Impact**: Players lose their customized cosmetics/skins randomly, causing frustration and confusion.
**Status**: ✅ **FIXED** - All critical and high priority bugs have been addressed.
---
## Implementation Summary
### What Was Fixed
| Bug | Severity | Status | Description |
|-----|----------|--------|-------------|
| BUG-001 | Critical | ✅ Fixed | Username not loaded before play click |
| BUG-002 | High | ✅ Fixed | isFirstLaunch() always returns true |
| BUG-003 | Critical | ✅ Fixed | Silent config corruption returns empty object |
| BUG-004 | Critical | ✅ Fixed | Non-atomic config writes |
| BUG-005 | High | ✅ Fixed | Username fallback to 'Player' |
| BUG-006 | Medium | ✅ Fixed | Launch overwrites username every time |
| BUG-007 | Medium | ✅ Fixed | Dual UUID systems (playerManager vs config) |
| BUG-008 | High | ✅ Fixed | Error returns random UUID |
| BUG-009 | Medium | ✅ Fixed | Username case sensitivity |
| BUG-010 | Medium | ⏳ Pending | Migration marks complete on partial failure |
| BUG-011 | Medium | ⏳ Pending | Race condition on concurrent config access |
| BUG-012 | High | ✅ Fixed | UUID modal isCurrent flag broken |
| BUG-013 | High | ✅ Fixed | UUID setting uses unsaved DOM username |
| BUG-014 | Medium | ✅ Fixed | No way to switch between saved identities |
| BUG-015 | High | ✅ Fixed | installGame saves username (overwrites good value) |
| BUG-016 | High | ✅ Fixed | Username rename creates new UUID instead of preserving |
| BUG-017 | Medium | ✅ Fixed | UUID list not refreshing when player name changes |
| BUG-018 | Low | ✅ Fixed | Custom UUID input doesn't allow copy/paste |
---
## User Scenario Analysis
All user scenarios have been analyzed for UUID/username persistence:
| Scenario | Risk | Status | Details |
|----------|------|--------|---------|
| **Fresh Install** | Low | ✅ Safe | firstLaunch.js reads but doesn't modify username/UUID |
| **Username Change** | Low | ✅ Safe | Rename preserves UUID, user-initiated saves work correctly |
| **Auto-Update** | Low | ✅ Safe | Config is on disk before update, backup recovery available |
| **Manual Update** | Low | ✅ Safe | Config file persists across manual updates |
| **Different Install Location** | Low | ✅ Safe | Config uses central app directory, not install-relative |
| **Repair Game** | Low | ✅ Safe | repairGame() doesn't touch config |
| **UUID Modal** | Low | ✅ Fixed | Fixed isCurrent badge, unsaved username bug, added switch button |
| **Profile Switch** | Low | ✅ Safe | Profiles only control mods/java, not username/UUID |
| **Branch Change** | Low | ✅ Safe | Only changes game version, not identity |
---
## Files Modified
| File | Changes |
|------|---------|
| `backend/core/config.js` | Atomic writes, backup/recovery, validation, case-insensitive UUID lookup, checkLaunchReady(), username rename preserves UUID |
| `backend/managers/gameLauncher.js` | Pre-launch validation, removed saveUsername call |
| `backend/managers/gameManager.js` | Removed saveUsername call from installGame |
| `backend/services/playerManager.js` | Marked DEPRECATED, throws on error, retry logic |
| `backend/launcher.js` | Export new functions (checkLaunchReady, hasUsername, etc.) |
| `GUI/js/launcher.js` | Uses checkLaunchReady API, blocks launch if no username |
| `GUI/js/settings.js` | UUID modal fixes, switchToUsername function, proper error handling, refreshes UUID list on name change |
| `GUI/style.css` | Switch button styling, user-select: text for UUID input |
| `GUI/locales/*.json` | Added translation keys for switch username functionality (all 10 locales) |
| `main.js` | Fixed UUID IPC handlers, added checkLaunchReady handler, enabled Ctrl+V/C/X/A shortcuts |
| `preload.js` | Exposed checkLaunchReady to renderer |
---
## Bug Categories
### Category A: Race Conditions & Initialization
### Category B: Silent Failures & Fallbacks
### Category C: Data Integrity & Persistence
### Category D: Design Issues
### Category E: UI/UX Issues
---
## Detailed Bug List & Fixes
---
### BUG-001: Username Not Loaded Before Play Click (CRITICAL) ✅ FIXED
**Category**: A - Race Condition
**Location**:
- `GUI/js/launcher.js`
- `GUI/js/settings.js`
**Problem**: If user clicks Play before settings DOM initializes, returns 'Player' silently.
**Fix Applied**:
- launcher.js now uses `checkLaunchReady()` API to validate before launch
- Loads username from backend config (single source of truth)
- Blocks launch and shows error if no username configured
- Navigates user to settings page to set username
---
### BUG-002: `isFirstLaunch()` Always Returns True (HIGH) ✅ FIXED
**Category**: B - Silent Failure
**Location**: `backend/core/config.js`
**Problem**: Function always returns `true` even when user has data (typo: `return true` instead of `return false`).
**Fix Applied**:
- Fixed return statement: `return true``return false`
---
### BUG-003: Silent Config Corruption Returns Empty Object (CRITICAL) ✅ FIXED
**Category**: B - Silent Failure
**Location**: `backend/core/config.js`
**Problem**: Corrupted config silently returns `{}`, causing UUID regeneration.
**Fix Applied**:
- Added config validation after load
- Implemented backup config system (config.json.bak)
- Tries loading backup if primary fails
- Logs detailed errors for debugging
---
### BUG-004: Non-Atomic Config Writes (CRITICAL) ✅ FIXED
**Category**: C - Data Integrity
**Location**: `backend/core/config.js`
**Problem**: Direct write can corrupt file if interrupted. Silent error logging.
**Fix Applied**:
- Atomic write: write to temp file → verify JSON → backup current → rename
- Throws error on save failure (no silent continuation)
- Cleans up temp file on failure
---
### BUG-005: Username Fallback to 'Player' (HIGH) ✅ FIXED
**Category**: B - Silent Failure
**Location**: `backend/core/config.js`
**Problem**: Missing username silently falls back to 'Player', causing wrong UUID.
**Fix Applied**:
- `loadUsername()` returns `null` instead of 'Player'
- Added `loadUsernameWithDefault()` for display purposes
- Added `hasUsername()` helper function
- All callers updated to handle null case explicitly
---
### BUG-006: Launch Overwrites Username Every Time (MEDIUM) ✅ FIXED
**Category**: D - Design Issue
**Location**: `backend/managers/gameLauncher.js`
**Problem**: If playerName parameter is wrong, it overwrites the saved username.
**Fix Applied**:
- Removed `saveUsername()` call from launch process
- Username only saved when user explicitly changes it in Settings
- Launch loads username from config (single source of truth)
---
### BUG-007: Dual UUID Systems (playerManager vs config) (MEDIUM) ✅ FIXED
**Category**: D - Design Issue
**Location**:
- `backend/services/playerManager.js``player_id.json`
- `backend/core/config.js``config.json``userUuids`
**Problem**: Two independent UUID systems can desync.
**Fix Applied**:
- `playerManager.js` marked as DEPRECATED
- All code uses `config.js` `getUuidForUser()`
- Migration function added for legacy `player_id.json`
---
### BUG-008: Error Returns Random UUID (HIGH) ✅ FIXED
**Category**: B - Silent Failure
**Location**: `backend/services/playerManager.js`
**Problem**: Any error generates random UUID, losing player identity.
**Fix Applied**:
- Now throws error instead of returning random UUID
- Retry logic added (3 attempts before failure)
- Caller must handle the error appropriately
---
### BUG-009: Username Case Sensitivity (MEDIUM) ✅ FIXED
**Category**: D - Design Issue
**Location**: `backend/core/config.js`
**Problem**: "PlayerOne" and "playerone" are different UUIDs.
**Fix Applied**:
- `getUuidForUser()` uses case-insensitive lookup
- Username stored with ORIGINAL case (preserves "Sanasol", "SaAnAsOl", etc.)
- Lookup normalized to lowercase for matching
- Case changes update the stored key while preserving UUID
---
### BUG-010: Migration Marks Complete Even on Partial Failure (MEDIUM) ⏳ PENDING
**Category**: C - Data Integrity
**Location**: `backend/utils/userDataMigration.js`
**Problem**: Partial copy is marked as complete, preventing retry.
**Status**: Not yet implemented - low priority since migration runs once.
---
### BUG-011: Race Condition on Concurrent Config Access (MEDIUM) ⏳ PENDING
**Category**: A - Race Condition
**Location**: `backend/core/config.js`
**Problem**: No file locking - concurrent processes can overwrite each other.
**Status**: Not yet implemented - would require `proper-lockfile` package. Low risk since launcher is single-instance.
---
### BUG-012: UUID Modal isCurrent Flag Broken (HIGH) ✅ FIXED
**Category**: D - Design Issue
**Location**: `main.js` - `get-all-uuid-mappings` IPC handler
**Problem**: Case-sensitive comparison between normalized key (lowercase) and current username.
```javascript
// BROKEN:
isCurrent: username === loadUsername() // "player1" === "Player1" → FALSE
```
**Fix Applied**:
- IPC handler now uses `getAllUuidMappingsArray()` from config.js
- This function correctly compares against normalized username
---
### BUG-013: UUID Setting Uses Unsaved DOM Username (HIGH) ✅ FIXED
**Category**: B - Silent Failure
**Location**: `GUI/js/settings.js` - `performSetCustomUuid()`
**Problem**: Gets username from DOM input field instead of saved config.
```javascript
// BROKEN:
const username = getCurrentPlayerName(); // From UI input, not saved!
```
**Risk Scenario**: User types new name but doesn't save → opens UUID modal → sets custom UUID → UUID gets set for unsaved name while config has old name.
**Fix Applied**:
- Now loads username from backend config via `window.electronAPI.loadUsername()`
- Shows error if no username is saved
---
### BUG-014: No Way to Switch Between Saved Identities (MEDIUM) ✅ FIXED
**Category**: D - Design Issue
**Location**: `GUI/js/settings.js` - UUID modal
**Problem**: UUID modal showed list of usernames/UUIDs but no way to switch to a different identity.
**Fix Applied**:
- Added `switchToUsername()` function
- New switch button (user-check icon) on non-current entries
- Confirmation dialog before switching
- Updates username input and refreshes UUID display
---
### BUG-015: installGame Saves Username (HIGH) ✅ FIXED
**Category**: D - Design Issue
**Location**: `backend/managers/gameManager.js` - `installGame()`
**Problem**: `saveUsername(playerName)` call could overwrite good username with 'Player' default.
**Fix Applied**:
- Removed `saveUsername()` call from `installGame()`
- Username only saved when user explicitly changes it in Settings
---
### BUG-016: Username Rename Creates New UUID (HIGH) ✅ FIXED
**Category**: D - Design Issue
**Location**: `backend/core/config.js` - `saveUsername()`
**Problem**: When user changes their player name, a new UUID was generated instead of preserving the existing one. User's identity (cosmetics/skins) was lost on every name change.
**Symptom**: Change "Player1" to "NewPlayer" → gets completely new UUID → loses all cosmetics.
**Fix Applied**:
- `saveUsername()` now handles UUID mapping renames atomically
- When renaming: old username's UUID is moved to new username
- When switching to existing identity: uses that identity's existing UUID
- Case changes only: updates key casing, preserves UUID
- Both username and userUuids saved in single atomic operation
**Behavior After Fix**:
```javascript
// Rename: "Player1" → "NewPlayer"
// Before: Player1=uuid-123, NewPlayer=uuid-NEW (wrong!)
// After: NewPlayer=uuid-123 (same UUID, just renamed)
// Switch to existing: "Player1" → "ExistingPlayer"
// Uses ExistingPlayer's existing UUID (switching identity)
// Case change: "Player1" → "PLAYER1"
// UUID preserved, key updated to new case
```
---
### BUG-017: UUID List Not Refreshing on Name Change (MEDIUM) ✅ FIXED
**Category**: E - UI/UX Issue
**Location**: `GUI/js/settings.js` - `savePlayerName()`
**Problem**: After changing player name in settings, the UUID modal list didn't refresh. The "Current" badge showed on the old username instead of the new one.
**Fix Applied**:
- Added `await loadAllUuids()` call after `loadCurrentUuid()` in `savePlayerName()`
- UUID modal now shows correct "Current" badge after name changes
---
### BUG-018: Custom UUID Input Doesn't Allow Copy/Paste (LOW) ✅ FIXED
**Category**: E - UI/UX Issue
**Location**: `GUI/style.css`, `main.js`
**Problem**: Two issues prevented copy/paste:
1. The body element has `select-none` class (Tailwind) which applies `user-select: none` globally
2. Electron's `setIgnoreMenuShortcuts(true)` was blocking Ctrl+V/C/X/A shortcuts
**Fix Applied**:
- Added `user-select: text` with all vendor prefixes to `.uuid-input` class
- Removed `setIgnoreMenuShortcuts(true)` from main.js
- Added early return in `before-input-event` handler to allow Ctrl/Cmd + V/C/X/A shortcuts
- DevTools shortcuts (Ctrl+Shift+I/J/C, F12) remain blocked
---
## Translation Keys Added
The following translation keys were added to `GUI/locales/en.json`:
```json
{
"notifications": {
"noUsername": "No username configured. Please save your username first.",
"switchUsernameSuccess": "Switched to \"{username}\" successfully!",
"switchUsernameFailed": "Failed to switch username",
"playerNameTooLong": "Player name must be 16 characters or less"
},
"confirm": {
"switchUsernameTitle": "Switch Identity",
"switchUsernameMessage": "Switch to username \"{username}\"? This will change your current player identity.",
"switchUsernameButton": "Switch"
}
}
```
---
## Testing Checklist
After implementing fixes, verify:
- [x] Launch with freshly installed launcher - UUID persists
- [x] Change username in settings - UUID preserved (renamed, not new)
- [x] Config corruption - recovers from backup
- [x] Click Play immediately after opening - correct UUID used
- [x] Manual update from GitHub - UUID persists
- [x] Username with different casing - same UUID used, case preserved
- [x] UUID modal shows correct "Current" badge
- [x] UUID modal refreshes after username change
- [x] Switch identity from UUID modal works
- [x] Profile switching doesn't affect username/UUID
- [x] Custom UUID input allows copy/paste
---
## Architecture: How UUID/Username Persistence Works
**Config Structure** (`config.json`):
```json
{
"username": "CurrentPlayer",
"userUuids": {
"Sanasol": "uuid-123-abc",
"SaAnAsOl": "uuid-456-def",
"Player1": "uuid-789-ghi"
},
"hasLaunchedBefore": true
}
```
**Key Design Decisions**:
- Username stored with ORIGINAL case (e.g., "Sanasol", "SaAnAsOl")
- UUID lookup is case-insensitive (normalized to lowercase for matching)
- Username rename preserves UUID (atomic rename operation)
- Profile switching does NOT affect username/UUID (shared globally)
- All config writes use atomic pattern: temp file → verify → backup → rename
- Automatic backup recovery if config corruption detected
**Data Flow**:
1. User sets username in Settings → `saveUsername()` handles rename logic → saves to config.json
2. If renaming: UUID moved from old name to new name (same UUID preserved)
3. Launch game → `checkLaunchReady()` validates username exists
4. Launch game → `getUuidForUser(username)` gets UUID (case-insensitive lookup)
5. UUID modal → shows all username→UUID mappings from config
6. Switch identity → saves new username → gets that username's UUID
---
## Success Criteria
- ✅ Zero silent UUID regeneration
- ✅ Config corruption recovery working
- ✅ No UUID change without explicit user action
- ✅ Username rename preserves UUID
- ✅ Username case is preserved in display
- ✅ UUID modal correctly identifies current user
- ✅ UUID modal refreshes on changes
- ✅ Users can switch between saved identities
- ✅ Copy/paste works in UUID input
---
## Remaining Work
1. **BUG-010**: Verify migration completeness before marking done (low priority)
2. **BUG-011**: Add file locking with `proper-lockfile` (low priority - single instance)
3. Add telemetry for config load failures and UUID regeneration events
## Completed Additional Tasks
- ✅ Added translation keys to all 10 locale files (de-DE, es-ES, fr-FR, id-ID, pl-PL, pt-BR, ru-RU, sv-SE, tr-TR, en)

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223
main.js
View File

@@ -3,7 +3,7 @@ require('dotenv').config({ path: path.join(__dirname, '.env') });
const { app, BrowserWindow, ipcMain, dialog, shell } = require('electron'); const { app, BrowserWindow, ipcMain, dialog, shell } = require('electron');
const { autoUpdater } = require('electron-updater'); const { autoUpdater } = require('electron-updater');
const fs = require('fs'); const fs = require('fs');
const { launchGame, launchGameWithVersionCheck, installGame, saveUsername, loadUsername, saveJavaPath, loadJavaPath, saveInstallPath, loadInstallPath, saveDiscordRPC, loadDiscordRPC, saveLanguage, loadLanguage, saveCloseLauncherOnStart, loadCloseLauncherOnStart, saveLauncherHardwareAcceleration, loadLauncherHardwareAcceleration, isGameInstalled, uninstallGame, repairGame, getHytaleNews, handleFirstLaunchCheck, proposeGameUpdate, markAsLaunched, loadConfig, saveConfig, checkLaunchReady } = require('./backend/launcher'); const { launchGame, launchGameWithVersionCheck, installGame, saveUsername, loadUsername, saveChatUsername, loadChatUsername, saveChatColor, loadChatColor, saveJavaPath, loadJavaPath, saveInstallPath, loadInstallPath, saveDiscordRPC, loadDiscordRPC, saveLanguage, loadLanguage, saveCloseLauncherOnStart, loadCloseLauncherOnStart, saveLauncherHardwareAcceleration, loadLauncherHardwareAcceleration, isGameInstalled, uninstallGame, repairGame, getHytaleNews, handleFirstLaunchCheck, proposeGameUpdate, markAsLaunched } = require('./backend/launcher');
const { retryPWRDownload } = require('./backend/managers/gameManager'); const { retryPWRDownload } = require('./backend/managers/gameManager');
const { migrateUserDataToCentralized } = require('./backend/utils/userDataMigration'); const { migrateUserDataToCentralized } = require('./backend/utils/userDataMigration');
@@ -84,12 +84,8 @@ function setDiscordActivity() {
largeImageText: 'Hytale F2P Launcher', largeImageText: 'Hytale F2P Launcher',
buttons: [ buttons: [
{ {
label: 'Download', label: 'GitHub',
url: 'https://git.sanhost.net/sanasol/hytale-f2p/releases' url: 'https://github.com/amiayweb/Hytale-F2P'
},
{
label: 'Discord',
url: 'https://discord.gg/Fhbb9Yk5WW'
} }
] ]
}); });
@@ -107,41 +103,9 @@ async function toggleDiscordRPC(enabled) {
} else if (!enabled && discordRPC) { } else if (!enabled && discordRPC) {
try { try {
console.log('Disconnecting Discord RPC...'); console.log('Disconnecting Discord RPC...');
discordRPC.clearActivity();
// Check if Discord RPC is still connected before trying to use it await new Promise(r => setTimeout(r, 100));
if (discordRPC && discordRPC.transport && discordRPC.transport.socket) { discordRPC.destroy();
// Add timeout to prevent hanging
const clearActivityPromise = discordRPC.clearActivity();
const timeoutPromise = new Promise((_, reject) =>
setTimeout(() => reject(new Error('Discord RPC clearActivity timeout')), 1000)
);
try {
await Promise.race([clearActivityPromise, timeoutPromise]);
await new Promise(r => setTimeout(r, 100));
} catch (timeoutErr) {
console.log('Discord RPC clearActivity timed out:', timeoutErr.message);
}
} else {
console.log('Discord RPC already disconnected');
}
// Destroy - wrap in try-catch to handle library errors
if (discordRPC) {
try {
if (typeof discordRPC.destroy === 'function') {
const destroyPromise = discordRPC.destroy();
if (destroyPromise && typeof destroyPromise.catch === 'function') {
destroyPromise.catch(err => {
console.log('Discord RPC destroy error (ignored):', err.message);
});
}
}
} catch (destroyErr) {
console.log('Error destroying Discord RPC (ignored):', destroyErr.message);
}
}
console.log('Discord RPC disconnected successfully'); console.log('Discord RPC disconnected successfully');
} catch (error) { } catch (error) {
console.error('Error disconnecting Discord RPC:', error.message); console.error('Error disconnecting Discord RPC:', error.message);
@@ -212,8 +176,7 @@ function createWindow() {
initDiscordRPC(); initDiscordRPC();
// Configure and initialize electron-updater // Configure and initialize electron-updater
// Enable auto-download so updates start immediately when available autoUpdater.autoDownload = false;
autoUpdater.autoDownload = true;
autoUpdater.autoInstallOnAppQuit = true; autoUpdater.autoInstallOnAppQuit = true;
autoUpdater.on('checking-for-update', () => { autoUpdater.on('checking-for-update', () => {
@@ -238,20 +201,6 @@ function createWindow() {
autoUpdater.on('error', (err) => { autoUpdater.on('error', (err) => {
console.error('Error in auto-updater:', err); console.error('Error in auto-updater:', err);
// Handle macOS code signing errors - requires manual download
if (mainWindow && !mainWindow.isDestroyed()) {
const isMacSigningError = process.platform === 'darwin' &&
(err.code === 'ERR_UPDATER_INVALID_SIGNATURE' ||
err.message.includes('signature') ||
err.message.includes('code sign'));
mainWindow.webContents.send('update-error', {
message: err.message,
isMacSigningError: isMacSigningError,
requiresManualDownload: isMacSigningError || process.platform === 'darwin'
});
}
}); });
autoUpdater.on('download-progress', (progressObj) => { autoUpdater.on('download-progress', (progressObj) => {
@@ -269,10 +218,7 @@ function createWindow() {
console.log('Update downloaded:', info.version); console.log('Update downloaded:', info.version);
if (mainWindow && !mainWindow.isDestroyed()) { if (mainWindow && !mainWindow.isDestroyed()) {
mainWindow.webContents.send('update-downloaded', { mainWindow.webContents.send('update-downloaded', {
version: info.version, version: info.version
platform: process.platform,
// macOS auto-install often fails on unsigned apps
autoInstallSupported: process.platform !== 'darwin'
}); });
} }
}); });
@@ -289,17 +235,6 @@ function createWindow() {
}); });
mainWindow.webContents.on('before-input-event', (event, input) => { mainWindow.webContents.on('before-input-event', (event, input) => {
// Allow standard copy/paste/cut/select-all shortcuts
const isMac = process.platform === 'darwin';
const modKey = isMac ? input.meta : input.control;
const key = input.key.toLowerCase();
// Allow Ctrl/Cmd + V (paste), C (copy), X (cut), A (select all)
if (modKey && !input.shift && ['v', 'c', 'x', 'a'].includes(key)) {
return; // Don't block these
}
// Block devtools shortcuts
if (input.control && input.shift && input.key.toLowerCase() === 'i') { if (input.control && input.shift && input.key.toLowerCase() === 'i') {
event.preventDefault(); event.preventDefault();
} }
@@ -317,6 +252,7 @@ function createWindow() {
} }
// Close application shortcuts // Close application shortcuts
const isMac = process.platform === 'darwin';
const quitShortcut = (isMac && input.meta && input.key.toLowerCase() === 'q') || const quitShortcut = (isMac && input.meta && input.key.toLowerCase() === 'q') ||
(!isMac && input.control && input.key.toLowerCase() === 'q') || (!isMac && input.control && input.key.toLowerCase() === 'q') ||
(!isMac && input.alt && input.key === 'F4'); (!isMac && input.alt && input.key === 'F4');
@@ -332,7 +268,7 @@ function createWindow() {
e.preventDefault(); e.preventDefault();
}); });
// Note: Not using setIgnoreMenuShortcuts to allow copy/paste to work mainWindow.webContents.setIgnoreMenuShortcuts(true);
} }
app.whenReady().then(async () => { app.whenReady().then(async () => {
@@ -456,43 +392,9 @@ async function cleanupDiscordRPC() {
if (!discordRPC) return; if (!discordRPC) return;
try { try {
console.log('Cleaning up Discord RPC...'); console.log('Cleaning up Discord RPC...');
discordRPC.clearActivity();
// Check if Discord RPC is still connected before trying to use it await new Promise(r => setTimeout(r, 100));
if (discordRPC && discordRPC.transport && discordRPC.transport.socket) { discordRPC.destroy();
// Add timeout to prevent hanging if Discord is unresponsive
const clearActivityPromise = discordRPC.clearActivity();
const timeoutPromise = new Promise((_, reject) =>
setTimeout(() => reject(new Error('Discord RPC clearActivity timeout')), 1000)
);
try {
await Promise.race([clearActivityPromise, timeoutPromise]);
await new Promise(r => setTimeout(r, 100));
} catch (timeoutErr) {
console.log('Discord RPC clearActivity timed out, proceeding with cleanup:', timeoutErr.message);
}
} else {
console.log('Discord RPC already disconnected, skipping clearActivity');
}
// Destroy and cleanup - wrap in try-catch to handle library errors
if (discordRPC) {
try {
if (typeof discordRPC.destroy === 'function') {
// destroy() may return a promise that rejects, so handle it
const destroyPromise = discordRPC.destroy();
if (destroyPromise && typeof destroyPromise.catch === 'function') {
// If it's a promise, catch any rejections silently
destroyPromise.catch(err => {
console.log('Discord RPC destroy error (ignored):', err.message);
});
}
}
} catch (destroyErr) {
console.log('Error destroying Discord RPC client (ignored):', destroyErr.message);
}
}
console.log('Discord RPC cleaned up successfully'); console.log('Discord RPC cleaned up successfully');
} catch (error) { } catch (error) {
console.log('Error cleaning up Discord RPC:', error.message); console.log('Error cleaning up Discord RPC:', error.message);
@@ -627,7 +529,7 @@ ipcMain.handle('install-game', async (event, playerName, javaPath, installPath,
console.log('[Main] Processing Butler error with retry context'); console.log('[Main] Processing Butler error with retry context');
errorData.retryData = { errorData.retryData = {
branch: error.branch || 'release', branch: error.branch || 'release',
fileName: error.fileName || 'v8', fileName: error.fileName || '4.pwr',
cacheDir: error.cacheDir cacheDir: error.cacheDir
}; };
errorData.canRetry = error.canRetry !== false; errorData.canRetry = error.canRetry !== false;
@@ -647,7 +549,7 @@ ipcMain.handle('install-game', async (event, playerName, javaPath, installPath,
console.log('[Main] Processing generic error, creating default retry data'); console.log('[Main] Processing generic error, creating default retry data');
errorData.retryData = { errorData.retryData = {
branch: 'release', branch: 'release',
fileName: 'v8' fileName: '4.pwr'
}; };
// For generic errors, assume it's retryable unless specified // For generic errors, assume it's retryable unless specified
errorData.canRetry = error.canRetry !== false; errorData.canRetry = error.canRetry !== false;
@@ -672,24 +574,28 @@ ipcMain.handle('install-game', async (event, playerName, javaPath, installPath,
}); });
ipcMain.handle('save-username', (event, username) => { ipcMain.handle('save-username', (event, username) => {
try { saveUsername(username);
saveUsername(username); return { success: true };
return { success: true };
} catch (error) {
console.error('[Main] Failed to save username:', error.message);
return { success: false, error: error.message };
}
}); });
ipcMain.handle('load-username', () => { ipcMain.handle('load-username', () => {
// Returns null if no username configured (no silent 'Player' fallback)
return loadUsername(); return loadUsername();
}); });
ipcMain.handle('save-chat-username', async (event, chatUsername) => {
saveChatUsername(chatUsername);
});
ipcMain.handle('check-launch-ready', () => { ipcMain.handle('load-chat-username', async () => {
// Returns launch readiness state with detailed info return loadChatUsername();
// { ready: boolean, hasUsername: boolean, username: string|null, issues: string[] } });
return checkLaunchReady();
ipcMain.handle('save-chat-color', (event, color) => {
saveChatColor(color);
return { success: true };
});
ipcMain.handle('load-chat-color', () => {
return loadChatColor();
}); });
ipcMain.handle('save-java-path', (event, javaPath) => { ipcMain.handle('save-java-path', (event, javaPath) => {
@@ -748,15 +654,6 @@ ipcMain.handle('load-launcher-hw-accel', () => {
return loadLauncherHardwareAcceleration(); return loadLauncherHardwareAcceleration();
}); });
ipcMain.handle('load-config', () => {
return loadConfig();
});
ipcMain.handle('save-config', (event, configUpdate) => {
saveConfig(configUpdate);
return { success: true };
});
ipcMain.handle('select-install-path', async () => { ipcMain.handle('select-install-path', async () => {
const result = await dialog.showOpenDialog(mainWindow, { const result = await dialog.showOpenDialog(mainWindow, {
@@ -887,7 +784,7 @@ ipcMain.handle('retry-download', async (event, retryData) => {
console.log('[IPC] Invalid retry data, using PWR defaults'); console.log('[IPC] Invalid retry data, using PWR defaults');
retryData = { retryData = {
branch: 'release', branch: 'release',
fileName: 'v8' fileName: '4.pwr'
}; };
} }
@@ -921,7 +818,7 @@ ipcMain.handle('retry-download', async (event, retryData) => {
} : } :
{ {
branch: retryData?.branch || 'release', branch: retryData?.branch || 'release',
fileName: retryData?.fileName || 'v8', fileName: retryData?.fileName || '4.pwr',
cacheDir: retryData?.cacheDir cacheDir: retryData?.cacheDir
}; };
@@ -962,17 +859,6 @@ ipcMain.handle('open-external', async (event, url) => {
} }
}); });
ipcMain.handle('open-download-page', async () => {
try {
// Open Forgejo releases page for manual download
await shell.openExternal('https://git.sanhost.net/sanasol/hytale-f2p/releases/latest');
return { success: true };
} catch (error) {
console.error('Failed to open download page:', error);
return { success: false, error: error.message };
}
});
ipcMain.handle('open-game-location', async () => { ipcMain.handle('open-game-location', async () => {
try { try {
const { getResolvedAppDir, loadVersionBranch } = require('./backend/launcher'); const { getResolvedAppDir, loadVersionBranch } = require('./backend/launcher');
@@ -1200,37 +1086,8 @@ ipcMain.handle('download-update', async () => {
} }
}); });
ipcMain.handle('install-update', async () => { ipcMain.handle('install-update', () => {
console.log('[AutoUpdater] Installing update...'); autoUpdater.quitAndInstall(false, true);
// On macOS, quitAndInstall often fails silently
// Use a more aggressive approach
if (process.platform === 'darwin') {
console.log('[AutoUpdater] macOS detected, using force quit approach');
// Give user feedback that something is happening
if (mainWindow && !mainWindow.isDestroyed()) {
mainWindow.webContents.send('update-installing');
}
// Small delay to show the "Installing..." state
await new Promise(resolve => setTimeout(resolve, 500));
try {
autoUpdater.quitAndInstall(false, true);
} catch (err) {
console.error('[AutoUpdater] quitAndInstall failed:', err);
// Force quit the app - the update should install on next launch
app.exit(0);
}
// If quitAndInstall didn't work, force exit after a delay
setTimeout(() => {
console.log('[AutoUpdater] Force exiting app...');
app.exit(0);
}, 2000);
} else {
autoUpdater.quitAndInstall(false, true);
}
}); });
ipcMain.handle('get-launcher-version', () => { ipcMain.handle('get-launcher-version', () => {
@@ -1323,9 +1180,12 @@ ipcMain.handle('get-current-uuid', async () => {
ipcMain.handle('get-all-uuid-mappings', async () => { ipcMain.handle('get-all-uuid-mappings', async () => {
try { try {
// Use getAllUuidMappingsArray which correctly normalizes username for comparison const mappings = getAllUuidMappings();
const { getAllUuidMappingsArray } = require('./backend/launcher'); return Object.entries(mappings).map(([username, uuid]) => ({
return getAllUuidMappingsArray(); username,
uuid,
isCurrent: username === require('./backend/launcher').loadUsername()
}));
} catch (error) { } catch (error) {
console.error('Error getting UUID mappings:', error); console.error('Error getting UUID mappings:', error);
return []; return [];
@@ -1461,4 +1321,3 @@ ipcMain.handle('profile-update', async (event, id, updates) => {
return { error: error.message }; return { error: error.message };
} }
}); });

677
package-lock.json generated

File diff suppressed because it is too large Load Diff

View File

@@ -1,8 +1,8 @@
{ {
"name": "hytale-f2p-launcher", "name": "hytale-f2p-launcher",
"version": "2.3.7", "version": "2.1.2",
"description": "A modern, cross-platform launcher for Hytale with automatic updates and multi-client support", "description": "A modern, cross-platform launcher for Hytale with automatic updates and multi-client support",
"homepage": "https://git.sanhost.net/sanasol/hytale-f2p", "homepage": "https://github.com/amiayweb/Hytale-F2P",
"main": "main.js", "main": "main.js",
"scripts": { "scripts": {
"start": "electron .", "start": "electron .",
@@ -25,8 +25,8 @@
"cross-platform", "cross-platform",
"electron", "electron",
"auto-update", "auto-update",
"mod-manager" "mod-manager",
"chat"
], ],
"maintainers": [ "maintainers": [
{ {
@@ -34,7 +34,7 @@
"url": "https://github.com/Terromur" "url": "https://github.com/Terromur"
}, },
{ {
"name": "Fazri Gading", "name": "Fari Gading",
"email": "fazrigading@gmail.com", "email": "fazrigading@gmail.com",
"url": "https://github.com/fazrigading" "url": "https://github.com/fazrigading"
} }
@@ -53,16 +53,18 @@
"axios": "^1.6.0", "axios": "^1.6.0",
"discord-rpc": "^4.0.1", "discord-rpc": "^4.0.1",
"dotenv": "^17.2.3", "dotenv": "^17.2.3",
"encoding": "^0.1.13",
"electron-updater": "^6.7.3", "electron-updater": "^6.7.3",
"fs-extra": "^11.3.3", "fs-extra": "^11.3.3",
"tar": "^7.5.7", "tar": "^6.2.1",
"uuid": "^9.0.1" "uuid": "^9.0.1"
}, },
"overrides": {
"tar": "$tar"
},
"build": { "build": {
"appId": "com.hytalef2p.launcher", "appId": "com.hytalef2p.launcher",
"productName": "Hytale F2P Launcher", "productName": "Hytale F2P Launcher",
"artifactName": "${name}_${version}.${ext}", "artifactName": "${name}_${version}_${arch}.${ext}",
"directories": { "directories": {
"output": "dist" "output": "dist"
}, },
@@ -75,14 +77,40 @@
".env" ".env"
], ],
"win": { "win": {
"target": "nsis", "target": [
{
"target": "nsis",
"arch": [
"x64",
"arm64"
]
}
],
"icon": "build/icon.ico" "icon": "build/icon.ico"
}, },
"linux": { "linux": {
"target": [ "target": [
"AppImage", {
"deb", "target": "AppImage",
"rpm" "arch": [
"x64",
"arm64"
]
},
{
"target": "deb",
"arch": [
"x64",
"arm64"
]
},
{
"target": "rpm",
"arch": [
"x64",
"arm64"
]
}
], ],
"icon": "build/icon.png", "icon": "build/icon.png",
"category": "Game" "category": "Game"
@@ -103,13 +131,7 @@
} }
], ],
"icon": "build/icon.icns", "icon": "build/icon.icns",
"artifactName": "${name}_${version}_${arch}.${ext}", "category": "public.app-category.games"
"category": "public.app-category.games",
"hardenedRuntime": true,
"gatekeeperAssess": false,
"entitlements": "build/entitlements.mac.plist",
"entitlementsInherit": "build/entitlements.mac.plist",
"notarize": true
}, },
"nsis": { "nsis": {
"oneClick": false, "oneClick": false,
@@ -118,8 +140,9 @@
"createStartMenuShortcut": true "createStartMenuShortcut": true
}, },
"publish": { "publish": {
"provider": "generic", "provider": "github",
"url": "https://git.sanhost.net/sanasol/hytale-f2p/releases/download/latest" "owner": "amiayweb",
"repo": "Hytale-F2P"
} }
} }
} }

View File

@@ -9,7 +9,10 @@ contextBridge.exposeInMainWorld('electronAPI', {
getVersion: () => ipcRenderer.invoke('get-version'), getVersion: () => ipcRenderer.invoke('get-version'),
saveUsername: (username) => ipcRenderer.invoke('save-username', username), saveUsername: (username) => ipcRenderer.invoke('save-username', username),
loadUsername: () => ipcRenderer.invoke('load-username'), loadUsername: () => ipcRenderer.invoke('load-username'),
checkLaunchReady: () => ipcRenderer.invoke('check-launch-ready'), saveChatUsername: (chatUsername) => ipcRenderer.invoke('save-chat-username', chatUsername),
loadChatUsername: () => ipcRenderer.invoke('load-chat-username'),
saveChatColor: (chatColor) => ipcRenderer.invoke('save-chat-color', chatColor),
loadChatColor: () => ipcRenderer.invoke('load-chat-color'),
saveJavaPath: (javaPath) => ipcRenderer.invoke('save-java-path', javaPath), saveJavaPath: (javaPath) => ipcRenderer.invoke('save-java-path', javaPath),
loadJavaPath: () => ipcRenderer.invoke('load-java-path'), loadJavaPath: () => ipcRenderer.invoke('load-java-path'),
saveInstallPath: (installPath) => ipcRenderer.invoke('save-install-path', installPath), saveInstallPath: (installPath) => ipcRenderer.invoke('save-install-path', installPath),
@@ -20,10 +23,8 @@ contextBridge.exposeInMainWorld('electronAPI', {
loadLanguage: () => ipcRenderer.invoke('load-language'), loadLanguage: () => ipcRenderer.invoke('load-language'),
saveCloseLauncher: (enabled) => ipcRenderer.invoke('save-close-launcher', enabled), saveCloseLauncher: (enabled) => ipcRenderer.invoke('save-close-launcher', enabled),
loadCloseLauncher: () => ipcRenderer.invoke('load-close-launcher'), loadCloseLauncher: () => ipcRenderer.invoke('load-close-launcher'),
loadConfig: () => ipcRenderer.invoke('load-config'),
saveConfig: (configUpdate) => ipcRenderer.invoke('save-config', configUpdate),
// Hardware Acceleration // Harwadre Acceleration
saveLauncherHardwareAcceleration: (enabled) => ipcRenderer.invoke('save-launcher-hw-accel', enabled), saveLauncherHardwareAcceleration: (enabled) => ipcRenderer.invoke('save-launcher-hw-accel', enabled),
loadLauncherHardwareAcceleration: () => ipcRenderer.invoke('load-launcher-hw-accel'), loadLauncherHardwareAcceleration: () => ipcRenderer.invoke('load-launcher-hw-accel'),
@@ -49,7 +50,14 @@ contextBridge.exposeInMainWorld('electronAPI', {
selectModFiles: () => ipcRenderer.invoke('select-mod-files'), selectModFiles: () => ipcRenderer.invoke('select-mod-files'),
copyModFile: (sourcePath, modsPath) => ipcRenderer.invoke('copy-mod-file', sourcePath, modsPath), copyModFile: (sourcePath, modsPath) => ipcRenderer.invoke('copy-mod-file', sourcePath, modsPath),
onProgressUpdate: (callback) => { onProgressUpdate: (callback) => {
ipcRenderer.on('progress-update', (event, data) => callback(data)); ipcRenderer.on('progress-update', (event, data) => {
// Ensure data includes retry state if available
if (data && typeof data === 'object') {
callback(data);
} else {
callback(data);
}
});
}, },
onProgressComplete: (callback) => { onProgressComplete: (callback) => {
ipcRenderer.on('progress-complete', () => callback()); ipcRenderer.on('progress-complete', () => callback());
@@ -61,6 +69,7 @@ contextBridge.exposeInMainWorld('electronAPI', {
ipcRenderer.on('installation-end', () => callback()); ipcRenderer.on('installation-end', () => callback());
}, },
getUserId: () => ipcRenderer.invoke('get-user-id'), getUserId: () => ipcRenderer.invoke('get-user-id'),
checkForUpdates: () => ipcRenderer.invoke('check-for-updates'),
openDownloadPage: () => ipcRenderer.invoke('open-download-page'), openDownloadPage: () => ipcRenderer.invoke('open-download-page'),
getUpdateInfo: () => ipcRenderer.invoke('get-update-info'), getUpdateInfo: () => ipcRenderer.invoke('get-update-info'),
onUpdatePopup: (callback) => { onUpdatePopup: (callback) => {
@@ -117,7 +126,6 @@ contextBridge.exposeInMainWorld('electronAPI', {
checkForUpdates: () => ipcRenderer.invoke('check-for-updates'), checkForUpdates: () => ipcRenderer.invoke('check-for-updates'),
downloadUpdate: () => ipcRenderer.invoke('download-update'), downloadUpdate: () => ipcRenderer.invoke('download-update'),
installUpdate: () => ipcRenderer.invoke('install-update'), installUpdate: () => ipcRenderer.invoke('install-update'),
quitAndInstallUpdate: () => ipcRenderer.invoke('install-update'), // Alias for update.js compatibility
getLauncherVersion: () => ipcRenderer.invoke('get-launcher-version'), getLauncherVersion: () => ipcRenderer.invoke('get-launcher-version'),
onUpdateAvailable: (callback) => { onUpdateAvailable: (callback) => {
ipcRenderer.on('update-available', (event, data) => callback(data)); ipcRenderer.on('update-available', (event, data) => callback(data));

View File

@@ -1,523 +0,0 @@
#!/usr/bin/env node
/**
* UUID Persistence Tests
*
* Simulates the exact conditions that caused character data loss:
* - Config file corruption during updates
* - File locks making config temporarily unreadable
* - Username re-entry after config wipe
*
* Run: node test-uuid-persistence.js
*/
const fs = require('fs');
const path = require('path');
const os = require('os');
// Use a temp directory so we don't mess with real config
const TEST_DIR = path.join(os.tmpdir(), 'hytale-uuid-test-' + Date.now());
const CONFIG_FILE = path.join(TEST_DIR, 'config.json');
const CONFIG_BACKUP = path.join(TEST_DIR, 'config.json.bak');
const CONFIG_TEMP = path.join(TEST_DIR, 'config.json.tmp');
const UUID_STORE_FILE = path.join(TEST_DIR, 'uuid-store.json');
// Track test results
let passed = 0;
let failed = 0;
const failures = [];
function assert(condition, message) {
if (condition) {
passed++;
console.log(`${message}`);
} else {
failed++;
failures.push(message);
console.log(` ✗ FAIL: ${message}`);
}
}
function assertEqual(actual, expected, message) {
if (actual === expected) {
passed++;
console.log(`${message}`);
} else {
failed++;
failures.push(`${message} (expected: ${expected}, got: ${actual})`);
console.log(` ✗ FAIL: ${message} (expected: "${expected}", got: "${actual}")`);
}
}
function cleanup() {
try {
if (fs.existsSync(TEST_DIR)) {
fs.rmSync(TEST_DIR, { recursive: true });
}
} catch (e) {}
}
function setup() {
cleanup();
fs.mkdirSync(TEST_DIR, { recursive: true });
}
// ============================================================================
// Inline the config functions so we can override paths
// (We can't require config.js directly because it uses hardcoded getAppDir())
// ============================================================================
function validateConfig(config) {
if (!config || typeof config !== 'object') return false;
if (config.userUuids !== undefined && typeof config.userUuids !== 'object') return false;
if (config.username !== undefined && (typeof config.username !== 'string')) return false;
return true;
}
function loadConfig() {
try {
if (fs.existsSync(CONFIG_FILE)) {
const data = fs.readFileSync(CONFIG_FILE, 'utf8');
if (data.trim()) {
const config = JSON.parse(data);
if (validateConfig(config)) return config;
console.warn('[Config] Primary config invalid structure, trying backup...');
}
}
} catch (err) {
console.error('[Config] Failed to load primary config:', err.message);
}
try {
if (fs.existsSync(CONFIG_BACKUP)) {
const data = fs.readFileSync(CONFIG_BACKUP, 'utf8');
if (data.trim()) {
const config = JSON.parse(data);
if (validateConfig(config)) {
console.log('[Config] Recovered from backup successfully');
try { fs.writeFileSync(CONFIG_FILE, data, 'utf8'); } catch (e) {}
return config;
}
}
}
} catch (err) {}
return {};
}
function saveConfig(update) {
const maxRetries = 3;
for (let attempt = 1; attempt <= maxRetries; attempt++) {
try {
if (!fs.existsSync(TEST_DIR)) fs.mkdirSync(TEST_DIR, { recursive: true });
const currentConfig = loadConfig();
// SAFETY CHECK: refuse to save if file exists but loaded empty
if (Object.keys(currentConfig).length === 0 && fs.existsSync(CONFIG_FILE)) {
const fileSize = fs.statSync(CONFIG_FILE).size;
if (fileSize > 2) {
console.error(`[Config] REFUSING to save — loaded empty but file exists (${fileSize} bytes). Retrying...`);
const delay = attempt * 50; // shorter delay for tests
const start = Date.now();
while (Date.now() - start < delay) {}
continue;
}
}
const newConfig = { ...currentConfig, ...update };
const data = JSON.stringify(newConfig, null, 2);
fs.writeFileSync(CONFIG_TEMP, data, 'utf8');
const verification = JSON.parse(fs.readFileSync(CONFIG_TEMP, 'utf8'));
if (!validateConfig(verification)) throw new Error('Validation failed');
if (fs.existsSync(CONFIG_FILE)) {
try {
const currentData = fs.readFileSync(CONFIG_FILE, 'utf8');
if (currentData.trim()) fs.writeFileSync(CONFIG_BACKUP, currentData, 'utf8');
} catch (e) {}
}
fs.renameSync(CONFIG_TEMP, CONFIG_FILE);
return true;
} catch (err) {
try { if (fs.existsSync(CONFIG_TEMP)) fs.unlinkSync(CONFIG_TEMP); } catch (e) {}
if (attempt >= maxRetries) throw err;
}
}
}
function loadUuidStore() {
try {
if (fs.existsSync(UUID_STORE_FILE)) {
const data = fs.readFileSync(UUID_STORE_FILE, 'utf8');
if (data.trim()) return JSON.parse(data);
}
} catch (err) {}
return {};
}
function saveUuidStore(store) {
const tmpFile = UUID_STORE_FILE + '.tmp';
fs.writeFileSync(tmpFile, JSON.stringify(store, null, 2), 'utf8');
fs.renameSync(tmpFile, UUID_STORE_FILE);
}
function migrateUuidStoreIfNeeded() {
if (fs.existsSync(UUID_STORE_FILE)) return;
const config = loadConfig();
if (config.userUuids && Object.keys(config.userUuids).length > 0) {
console.log('[UUID Store] Migrating', Object.keys(config.userUuids).length, 'UUIDs');
saveUuidStore(config.userUuids);
}
}
function getUuidForUser(username) {
const { v4: uuidv4 } = require('uuid');
if (!username || !username.trim()) throw new Error('Username required');
const displayName = username.trim();
const normalizedLookup = displayName.toLowerCase();
migrateUuidStoreIfNeeded();
// 1. Check UUID store (source of truth)
const uuidStore = loadUuidStore();
const storeKey = Object.keys(uuidStore).find(k => k.toLowerCase() === normalizedLookup);
if (storeKey) {
const existingUuid = uuidStore[storeKey];
if (storeKey !== displayName) {
delete uuidStore[storeKey];
uuidStore[displayName] = existingUuid;
saveUuidStore(uuidStore);
}
// Sync to config (non-critical)
try {
const config = loadConfig();
const configUuids = config.userUuids || {};
const configKey = Object.keys(configUuids).find(k => k.toLowerCase() === normalizedLookup);
if (!configKey || configUuids[configKey] !== existingUuid) {
if (configKey) delete configUuids[configKey];
configUuids[displayName] = existingUuid;
saveConfig({ userUuids: configUuids });
}
} catch (e) {}
return existingUuid;
}
// 2. Fallback: check config.json
const config = loadConfig();
const userUuids = config.userUuids || {};
const configKey = Object.keys(userUuids).find(k => k.toLowerCase() === normalizedLookup);
if (configKey) {
const recoveredUuid = userUuids[configKey];
uuidStore[displayName] = recoveredUuid;
saveUuidStore(uuidStore);
return recoveredUuid;
}
// 3. New user — generate UUID
const newUuid = uuidv4();
uuidStore[displayName] = newUuid;
saveUuidStore(uuidStore);
userUuids[displayName] = newUuid;
saveConfig({ userUuids });
return newUuid;
}
// ============================================================================
// OLD CODE (before fix) — for comparison testing
// ============================================================================
function getUuidForUser_OLD(username) {
const { v4: uuidv4 } = require('uuid');
if (!username || !username.trim()) throw new Error('Username required');
const displayName = username.trim();
const normalizedLookup = displayName.toLowerCase();
const config = loadConfig();
const userUuids = config.userUuids || {};
const existingKey = Object.keys(userUuids).find(k => k.toLowerCase() === normalizedLookup);
if (existingKey) {
return userUuids[existingKey];
}
// New user
const newUuid = uuidv4();
userUuids[displayName] = newUuid;
saveConfig({ userUuids });
return newUuid;
}
function saveConfig_OLD(update) {
// OLD saveConfig without safety check
if (!fs.existsSync(TEST_DIR)) fs.mkdirSync(TEST_DIR, { recursive: true });
const currentConfig = loadConfig();
// NO SAFETY CHECK — this is the bug
const newConfig = { ...currentConfig, ...update };
fs.writeFileSync(CONFIG_FILE, JSON.stringify(newConfig, null, 2), 'utf8');
return true;
}
// ============================================================================
// TESTS
// ============================================================================
console.log('\n' + '='.repeat(70));
console.log('UUID PERSISTENCE TESTS — Simulating update corruption scenarios');
console.log('='.repeat(70));
// --------------------------------------------------------------------------
// TEST 1: Normal flow — UUID stays consistent
// --------------------------------------------------------------------------
console.log('\n--- Test 1: Normal flow — UUID stays consistent ---');
setup();
const uuid1 = getUuidForUser('SpecialK');
const uuid2 = getUuidForUser('SpecialK');
const uuid3 = getUuidForUser('specialk'); // case insensitive
assertEqual(uuid1, uuid2, 'Same username returns same UUID');
assertEqual(uuid1, uuid3, 'Case-insensitive lookup returns same UUID');
assert(uuid1.match(/^[0-9a-f]{8}-[0-9a-f]{4}-4[0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}$/i), 'UUID is valid v4 format');
// --------------------------------------------------------------------------
// TEST 2: Simulate update corruption (THE BUG) — old code
// --------------------------------------------------------------------------
console.log('\n--- Test 2: OLD CODE — Config wipe during update loses UUID ---');
setup();
// Setup: player has UUID
const oldConfig = { username: 'SpecialK', userUuids: { 'SpecialK': 'aaaaaaaa-bbbb-4ccc-9ddd-eeeeeeeeeeee' }, hasLaunchedBefore: true };
fs.writeFileSync(CONFIG_FILE, JSON.stringify(oldConfig, null, 2), 'utf8');
const uuidBefore = getUuidForUser_OLD('SpecialK');
assertEqual(uuidBefore, 'aaaaaaaa-bbbb-4ccc-9ddd-eeeeeeeeeeee', 'UUID correct before corruption');
// Simulate: config.json gets corrupted (loadConfig returns {} because file locked)
// This simulates what happens when saveConfig reads an empty/locked file
fs.writeFileSync(CONFIG_FILE, '', 'utf8'); // Simulate corruption: empty file
// Old saveConfig behavior: reads empty, merges with update, saves
// This wipes userUuids
saveConfig_OLD({ hasLaunchedBefore: true });
const configAfterCorruption = JSON.parse(fs.readFileSync(CONFIG_FILE, 'utf8'));
assert(!configAfterCorruption.userUuids, 'OLD CODE: userUuids wiped after corruption');
assert(!configAfterCorruption.username, 'OLD CODE: username wiped after corruption');
// Player re-enters name, gets NEW UUID (character data lost!)
const uuidAfterOld = getUuidForUser_OLD('SpecialK');
assert(uuidAfterOld !== uuidBefore, 'OLD CODE: UUID changed after corruption (BUG!)');
// --------------------------------------------------------------------------
// TEST 3: NEW CODE — Config wipe during update, UUID survives via uuid-store
// --------------------------------------------------------------------------
console.log('\n--- Test 3: NEW CODE — Config wipe + UUID survives via uuid-store ---');
setup();
// Setup: player has UUID (stored in both config.json AND uuid-store.json)
const initialConfig = { username: 'SpecialK', userUuids: { 'SpecialK': 'aaaaaaaa-bbbb-4ccc-9ddd-eeeeeeeeeeee' }, hasLaunchedBefore: true };
fs.writeFileSync(CONFIG_FILE, JSON.stringify(initialConfig, null, 2), 'utf8');
// First call migrates to uuid-store
const uuidFirst = getUuidForUser('SpecialK');
assertEqual(uuidFirst, 'aaaaaaaa-bbbb-4ccc-9ddd-eeeeeeeeeeee', 'UUID correct before corruption');
assert(fs.existsSync(UUID_STORE_FILE), 'uuid-store.json created');
// Simulate: config.json gets wiped (same as the update bug)
fs.writeFileSync(CONFIG_FILE, '{}', 'utf8');
// Verify config is empty
const wipedConfig = loadConfig();
assert(!wipedConfig.userUuids || Object.keys(wipedConfig.userUuids).length === 0, 'Config wiped — no userUuids');
assert(!wipedConfig.username, 'Config wiped — no username');
// Player re-enters same name → UUID recovered from uuid-store!
const uuidAfterNew = getUuidForUser('SpecialK');
assertEqual(uuidAfterNew, 'aaaaaaaa-bbbb-4ccc-9ddd-eeeeeeeeeeee', 'NEW CODE: UUID preserved after config wipe!');
// --------------------------------------------------------------------------
// TEST 4: saveConfig safety check — refuses to overwrite good data with empty
// --------------------------------------------------------------------------
console.log('\n--- Test 4: saveConfig safety check — blocks destructive writes ---');
setup();
// Setup: valid config file with data
const goodConfig = { username: 'SpecialK', userUuids: { 'SpecialK': 'aaaaaaaa-bbbb-4ccc-9ddd-eeeeeeeeeeee' }, hasLaunchedBefore: true, installPath: 'C:\\Games\\Hytale' };
fs.writeFileSync(CONFIG_FILE, JSON.stringify(goodConfig, null, 2), 'utf8');
// Make the file temporarily unreadable by writing garbage (simulates file lock/corruption)
const originalContent = fs.readFileSync(CONFIG_FILE, 'utf8');
fs.writeFileSync(CONFIG_FILE, 'NOT VALID JSON!!!', 'utf8');
// Try to save — should refuse because file exists but can't be parsed
let saveThrew = false;
try {
saveConfig({ someNewField: true });
} catch (e) {
saveThrew = true;
}
// The file should still have the garbage (not overwritten with { someNewField: true })
const afterContent = fs.readFileSync(CONFIG_FILE, 'utf8');
// Restore original for backup recovery test
fs.writeFileSync(CONFIG_FILE, JSON.stringify(goodConfig, null, 2), 'utf8');
// Note: with invalid JSON, loadConfig returns {} and safety check triggers
// The save may eventually succeed on retry if the file becomes readable
// What matters is that it doesn't blindly overwrite
assert(afterContent !== '{\n "someNewField": true\n}', 'Safety check prevented blind overwrite of corrupted file');
// --------------------------------------------------------------------------
// TEST 5: Backup recovery — config.json corrupted, recovered from .bak
// --------------------------------------------------------------------------
console.log('\n--- Test 5: Backup recovery — auto-recover from .bak ---');
setup();
// Create config and backup
const validConfig = { username: 'SpecialK', userUuids: { 'SpecialK': 'aaaaaaaa-bbbb-4ccc-9ddd-eeeeeeeeeeee' } };
fs.writeFileSync(CONFIG_BACKUP, JSON.stringify(validConfig, null, 2), 'utf8');
fs.writeFileSync(CONFIG_FILE, 'CORRUPTED', 'utf8');
const recovered = loadConfig();
assertEqual(recovered.username, 'SpecialK', 'Username recovered from backup');
assert(recovered.userUuids && recovered.userUuids['SpecialK'] === 'aaaaaaaa-bbbb-4ccc-9ddd-eeeeeeeeeeee', 'UUID recovered from backup');
// --------------------------------------------------------------------------
// TEST 6: Full update simulation — the exact scenario from player report
// --------------------------------------------------------------------------
console.log('\n--- Test 6: Full update simulation (player report scenario) ---');
setup();
// Step 1: Player installs v2.3.4, sets username, plays game
console.log(' Step 1: Player sets up profile...');
saveConfig({ username: 'Special K', hasLaunchedBefore: true });
const originalUuid = getUuidForUser('Special K');
console.log(` Original UUID: ${originalUuid}`);
// Step 2: v2.3.5 auto-update — new app launches
console.log(' Step 2: Simulating v2.3.5 update...');
// Simulate the 3 saveConfig calls that happen during startup
// But first, simulate config being temporarily locked (returns empty)
const preUpdateContent = fs.readFileSync(CONFIG_FILE, 'utf8');
fs.writeFileSync(CONFIG_FILE, '', 'utf8'); // Simulate: file empty during write (race condition)
// These are the 3 calls from: profileManager.init, migrateUserDataToCentralized, handleFirstLaunchCheck
// With our safety check, they should NOT wipe the data
try { saveConfig({ hasLaunchedBefore: true }); } catch (e) { /* expected — safety check blocks it */ }
// Simulate file becomes readable again (antivirus releases lock)
fs.writeFileSync(CONFIG_FILE, preUpdateContent, 'utf8');
// Step 3: Player re-enters username (because UI might show empty)
console.log(' Step 3: Player re-enters username...');
const postUpdateUuid = getUuidForUser('Special K');
console.log(` Post-update UUID: ${postUpdateUuid}`);
assertEqual(postUpdateUuid, originalUuid, 'UUID survived the full update cycle!');
// --------------------------------------------------------------------------
// TEST 7: Multiple users — UUIDs stay independent
// --------------------------------------------------------------------------
console.log('\n--- Test 7: Multiple users — UUIDs stay independent ---');
setup();
const uuidAlice = getUuidForUser('Alice');
const uuidBob = getUuidForUser('Bob');
const uuidCharlie = getUuidForUser('Charlie');
assert(uuidAlice !== uuidBob, 'Alice and Bob have different UUIDs');
assert(uuidBob !== uuidCharlie, 'Bob and Charlie have different UUIDs');
// Wipe config, all should survive
fs.writeFileSync(CONFIG_FILE, '{}', 'utf8');
assertEqual(getUuidForUser('Alice'), uuidAlice, 'Alice UUID survived config wipe');
assertEqual(getUuidForUser('Bob'), uuidBob, 'Bob UUID survived config wipe');
assertEqual(getUuidForUser('Charlie'), uuidCharlie, 'Charlie UUID survived config wipe');
// --------------------------------------------------------------------------
// TEST 8: UUID store deleted — recovery from config.json
// --------------------------------------------------------------------------
console.log('\n--- Test 8: UUID store deleted — recovery from config.json ---');
setup();
// Create UUID via normal flow (saves to both stores)
const uuidOriginal = getUuidForUser('TestPlayer');
// Delete uuid-store.json (simulates user manually deleting it or disk issue)
fs.unlinkSync(UUID_STORE_FILE);
assert(!fs.existsSync(UUID_STORE_FILE), 'uuid-store.json deleted');
// UUID should be recovered from config.json
const uuidRecovered = getUuidForUser('TestPlayer');
assertEqual(uuidRecovered, uuidOriginal, 'UUID recovered from config.json after uuid-store deletion');
assert(fs.existsSync(UUID_STORE_FILE), 'uuid-store.json recreated after recovery');
// --------------------------------------------------------------------------
// TEST 9: Both stores deleted — new UUID generated (fresh install)
// --------------------------------------------------------------------------
console.log('\n--- Test 9: Both stores deleted — new UUID (fresh install) ---');
setup();
const uuidFresh = getUuidForUser('NewPlayer');
// Delete both
fs.unlinkSync(UUID_STORE_FILE);
fs.unlinkSync(CONFIG_FILE);
const uuidAfterWipe = getUuidForUser('NewPlayer');
assert(uuidAfterWipe !== uuidFresh, 'New UUID generated when both stores are gone (expected for true fresh install)');
// --------------------------------------------------------------------------
// TEST 10: Worst case — config.json wiped AND uuid-store.json exists
// Simulates the EXACT player-reported scenario with new code
// --------------------------------------------------------------------------
console.log('\n--- Test 10: Exact player scenario with new code ---');
setup();
// Player has been playing for a while
saveConfig({
username: 'Special K',
hasLaunchedBefore: true,
installPath: 'C:\\Games\\Hytale',
version_client: '2026.02.19-1a311a592',
version_branch: 'release',
userUuids: { 'Special K': '11111111-2222-4333-9444-555555555555' }
});
// First call creates uuid-store.json
const originalUuid10 = getUuidForUser('Special K');
assertEqual(originalUuid10, '11111111-2222-4333-9444-555555555555', 'Original UUID loaded');
// BOOM: Update happens, config.json completely wiped
fs.writeFileSync(CONFIG_FILE, '{}', 'utf8');
// Username lost — player has to re-enter
const loadedUsername = loadConfig().username;
assert(!loadedUsername, 'Username is gone from config (simulating what player saw)');
// Player types "Special K" again in settings
saveConfig({ username: 'Special K' });
// Player clicks Play — getUuidForUser called
const recoveredUuid10 = getUuidForUser('Special K');
assertEqual(recoveredUuid10, '11111111-2222-4333-9444-555555555555', 'UUID recovered — character data preserved!');
// ============================================================================
// RESULTS
// ============================================================================
console.log('\n' + '='.repeat(70));
console.log(`RESULTS: ${passed} passed, ${failed} failed`);
if (failed > 0) {
console.log('\nFailures:');
failures.forEach(f => console.log(`${f}`));
}
console.log('='.repeat(70));
cleanup();
process.exit(failed > 0 ? 1 : 0);