mirror of
https://git.sanhost.net/sanasol/hytale-f2p
synced 2026-02-26 12:51:47 -03:00
Compare commits
1 Commits
fb90277be9
...
v2.2.2
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
e5b44341f1 |
9
.github/workflows/release.yml
vendored
9
.github/workflows/release.yml
vendored
@@ -54,6 +54,14 @@ jobs:
|
||||
EOF
|
||||
|
||||
- name: Build macOS Packages
|
||||
env:
|
||||
# Code signing
|
||||
CSC_LINK: ${{ secrets.CSC_LINK }}
|
||||
CSC_KEY_PASSWORD: ${{ secrets.CSC_KEY_PASSWORD }}
|
||||
# Notarization
|
||||
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
|
||||
- uses: actions/upload-artifact@v4
|
||||
with:
|
||||
@@ -61,6 +69,7 @@ jobs:
|
||||
path: |
|
||||
dist/*.dmg
|
||||
dist/*.zip
|
||||
dist/*.blockmap
|
||||
dist/latest-mac.yml
|
||||
|
||||
build-linux:
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
|
||||
### ⚠️ **WARNING: READ [QUICK START](#-quick-start) before Downloading & Installing the Launcher!** ⚠️
|
||||
|
||||
#### 🛑 **Found a problem? [Join the HF2P Discord](https://discord.gg/9zkSbQYZjA) and head to `#-⚠️-community-help`** 🛑
|
||||
#### 🛑 **Found a problem? [Join the HF2P Discord](https://discord.gg/hf2pdc) and head to `#-⚠️-community-help`** 🛑
|
||||
|
||||
<p>
|
||||
👍 If you like the project, <b>feel free to support us via Buy Me a Coffee!</b> ☕<br>
|
||||
|
||||
126
SERVER.md
126
SERVER.md
@@ -6,15 +6,16 @@ Play with friends online! This guide covers both easy in-game hosting and advanc
|
||||
|
||||
**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. Online Play Feature](#a-online-play-feature)
|
||||
* [1. Host Your Singleplayer World using In-Game Invite Code](#1-host-your-singleplayer-world-using-in-game-invite-code)
|
||||
* [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. Host Your Singleplayer World using Tailscale](#2-host-your-singleplayer-world-using-tailscale)
|
||||
* [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-)
|
||||
* [2. Using Radmin VPN](#2-using-radmin-vpn)
|
||||
* [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)
|
||||
@@ -32,6 +33,69 @@ Play with friends online! This guide covers both easy in-game hosting and advanc
|
||||
* [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, we’ve 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!** Don’t 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 🆕
|
||||
|
||||
**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.
|
||||
@@ -41,14 +105,15 @@ Kindly support us via [our Buy Me a Coffee link](https://buymeacoffee.com/hf2p)
|
||||
|
||||
### Server Directory Location
|
||||
|
||||
Here are the directory locations of Server folder if you have installed
|
||||
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 online
|
||||
> (for now; we planned to add offline mode in later version of our launcher).
|
||||
> 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
|
||||
@@ -64,6 +129,7 @@ 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 game automatically handles networking using UPnP/STUN/NAT traversal.*
|
||||
|
||||
**For Online Play to work, you need:**
|
||||
@@ -112,6 +178,7 @@ Warning: Your network configuration may prevent other players from connecting.
|
||||
</details>
|
||||
|
||||
<details><summary><b>b. "UPnP Failed" or "Port Mapping Failed" Warning</b></summary>
|
||||
|
||||
**Check your router:**
|
||||
1. Log into router admin panel (usually `192.168.1.1` or `192.168.0.1`)
|
||||
2. Find UPnP settings (often under "Advanced" or "NAT")
|
||||
@@ -123,7 +190,8 @@ Warning: Your network configuration may prevent other players from connecting.
|
||||
- See "Port Forwarding" or "Workarounds or NAT/CGNAT" sections below
|
||||
</details>
|
||||
|
||||
<details><summary><b>c. "Strict NAT" or "Symmetric NAT" Warning</b></summary>
|
||||
<details><summary><b>c. "Connected via STUN", "Strict NAT" or "Symmetric NAT" Warning</b></summary>
|
||||
|
||||
Some routers have restrictive NAT that blocks peer connections.
|
||||
|
||||
**Try:**
|
||||
@@ -133,6 +201,7 @@ Some routers have restrictive NAT that blocks peer connections.
|
||||
</details>
|
||||
|
||||
## 2. Using Tailscale
|
||||
|
||||
Tailscale creates mesh VPN service that streamlines connecting devices and services securely across different networks. And **works crossplatform!!**
|
||||
|
||||
1. All members are required to download [Tailscale](https://tailscale.com/download) on your device.
|
||||
@@ -148,6 +217,17 @@ Tailscale creates mesh VPN service that streamlines connecting devices and servi
|
||||
* 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
|
||||
@@ -167,11 +247,12 @@ Free tunneling service - only the host needs to install it:
|
||||
* 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. **WARNING: Do not close the terminal if you are still playing or hosting the server**
|
||||
7. Once it done, download the `run_server_with_tokens` script file (`.BAT` for Windows, `.SH` for Linux) from our Discord server > channel `#open-public-server`
|
||||
8. Put the script file to the `Server` folder in `HytaleF2P` directory (`%localappdata%\HytaleF2P\release\package\game\latest\Server`)
|
||||
9. 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!)
|
||||
10. Double-click the .BAT file to host your server, wait until it shows:
|
||||
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]
|
||||
@@ -180,16 +261,12 @@ 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.
|
||||
|
||||
## 2. Using Radmin VPN
|
||||
> [!CAUTION]
|
||||
> Do not close the Playit.gg Terminal OR HytaleServer Terminal if you are still playing or hosting the server.
|
||||
|
||||
Creates a virtual LAN - all players need to install it:
|
||||
## 2. Using Tailscale [DRAFT]
|
||||
|
||||
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!**
|
||||
Tailscale
|
||||
|
||||
---
|
||||
|
||||
@@ -228,12 +305,12 @@ For 24/7 servers, custom configurations, or hosting on a VPS/dedicated machine.
|
||||
|
||||
**Windows:**
|
||||
```batch
|
||||
run_server.bat
|
||||
run_server_with_token.bat
|
||||
```
|
||||
|
||||
**macOS / Linux:**
|
||||
```bash
|
||||
./run_server.sh
|
||||
./run_server_with_token.sh
|
||||
```
|
||||
|
||||
---
|
||||
@@ -503,3 +580,6 @@ See [Docker documentation](https://github.com/Hybrowse/hytale-server-docker) for
|
||||
- Auth Server: sanasol.ws
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
const FORCE_CLEAN_INSTALL_VERSION = false;
|
||||
const CLEAN_INSTALL_TEST_VERSION = '4.pwr';
|
||||
const CLEAN_INSTALL_TEST_VERSION = 'v4';
|
||||
|
||||
module.exports = {
|
||||
FORCE_CLEAN_INSTALL_VERSION,
|
||||
|
||||
@@ -252,8 +252,8 @@ async function launchGame(playerNameOverride = null, progressCallback, javaPathO
|
||||
if (patchResult.client) {
|
||||
console.log(` Client: ${patchResult.client.patchCount || 0} occurrences`);
|
||||
}
|
||||
if (patchResult.server) {
|
||||
console.log(` Server: ${patchResult.server.patchCount || 0} occurrences`);
|
||||
if (patchResult.agent) {
|
||||
console.log(` Agent: ${patchResult.agent.alreadyExists ? 'already present' : patchResult.agent.success ? 'downloaded' : 'failed'}`);
|
||||
}
|
||||
} else {
|
||||
console.warn('Game patching failed:', patchResult.error);
|
||||
@@ -408,6 +408,17 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
|
||||
}
|
||||
}
|
||||
|
||||
// DualAuth Agent: Set JAVA_TOOL_OPTIONS so java picks up -javaagent: flag
|
||||
// This enables runtime auth patching without modifying the server JAR
|
||||
const agentJar = path.join(gameLatest, 'Server', 'dualauth-agent.jar');
|
||||
if (fs.existsSync(agentJar)) {
|
||||
const agentFlag = `-javaagent:${agentJar}`;
|
||||
env.JAVA_TOOL_OPTIONS = env.JAVA_TOOL_OPTIONS
|
||||
? `${env.JAVA_TOOL_OPTIONS} ${agentFlag}`
|
||||
: agentFlag;
|
||||
console.log('DualAuth Agent: enabled via JAVA_TOOL_OPTIONS');
|
||||
}
|
||||
|
||||
try {
|
||||
let spawnOptions = {
|
||||
stdio: ['ignore', 'pipe', 'pipe'],
|
||||
|
||||
@@ -64,7 +64,7 @@ async function safeRemoveDirectory(dirPath, maxRetries = 3) {
|
||||
}
|
||||
}
|
||||
|
||||
async function downloadPWR(branch = 'release', fileName = '7.pwr', progressCallback, cacheDir = CACHE_DIR, manualRetry = false) {
|
||||
async function downloadPWR(branch = 'release', fileName = 'v8', progressCallback, cacheDir = CACHE_DIR, manualRetry = false) {
|
||||
const osName = getOS();
|
||||
const arch = getArch();
|
||||
|
||||
@@ -72,8 +72,23 @@ async function downloadPWR(branch = 'release', fileName = '7.pwr', progressCallb
|
||||
throw new Error('Hytale x86_64 Intel Mac Support has not been released yet. Please check back later.');
|
||||
}
|
||||
|
||||
const url = `https://game-patches.hytale.com/patches/${osName}/${arch}/${branch}/0/${fileName}`;
|
||||
const dest = path.join(cacheDir, `${branch}_${fileName}`);
|
||||
const { getPWRUrlFromNewAPI } = require('../services/versionManager');
|
||||
|
||||
let url;
|
||||
let isUsingNewAPI = false;
|
||||
|
||||
try {
|
||||
console.log(`[DownloadPWR] Fetching URL from new API for branch: ${branch}, version: ${fileName}`);
|
||||
url = await getPWRUrlFromNewAPI(branch, fileName);
|
||||
isUsingNewAPI = true;
|
||||
console.log(`[DownloadPWR] Using new API URL: ${url}`);
|
||||
} catch (error) {
|
||||
console.error(`[DownloadPWR] Failed to get URL from new API: ${error.message}`);
|
||||
console.log(`[DownloadPWR] Falling back to old URL format`);
|
||||
url = `https://game-patches.hytale.com/patches/${osName}/${arch}/${branch}/0/${fileName}.pwr`;
|
||||
}
|
||||
|
||||
const dest = path.join(cacheDir, `${branch}_${fileName}.pwr`);
|
||||
|
||||
// Check if file exists and validate it
|
||||
if (fs.existsSync(dest) && !manualRetry) {
|
||||
@@ -93,7 +108,7 @@ async function downloadPWR(branch = 'release', fileName = '7.pwr', progressCallb
|
||||
}
|
||||
}
|
||||
|
||||
console.log('Fetching PWR patch file:', url);
|
||||
console.log(`Fetching PWR patch file from ${isUsingNewAPI ? 'NEW API' : 'old API'}:`, url);
|
||||
|
||||
try {
|
||||
if (manualRetry) {
|
||||
|
||||
@@ -6,10 +6,141 @@ const { smartRequest } = require('../utils/proxyClient');
|
||||
|
||||
const BASE_PATCH_URL = 'https://game-patches.hytale.com/patches';
|
||||
const MANIFEST_API = 'https://files.hytalef2p.com/api/patch_manifest';
|
||||
const NEW_API_URL = 'https://thecute.cloud/ShipOfYarn/api.php';
|
||||
|
||||
let apiCache = null;
|
||||
let apiCacheTime = 0;
|
||||
const API_CACHE_DURATION = 60000; // 1 minute
|
||||
|
||||
async function fetchNewAPI() {
|
||||
const now = Date.now();
|
||||
|
||||
if (apiCache && (now - apiCacheTime) < API_CACHE_DURATION) {
|
||||
console.log('[NewAPI] Using cached API data');
|
||||
return apiCache;
|
||||
}
|
||||
|
||||
try {
|
||||
console.log('[NewAPI] Fetching from:', NEW_API_URL);
|
||||
const response = await axios.get(NEW_API_URL, {
|
||||
timeout: 15000,
|
||||
headers: {
|
||||
'User-Agent': 'Hytale-F2P-Launcher'
|
||||
}
|
||||
});
|
||||
|
||||
if (response.data && response.data.hytale) {
|
||||
apiCache = response.data;
|
||||
apiCacheTime = now;
|
||||
console.log('[NewAPI] API data fetched and cached successfully');
|
||||
return response.data;
|
||||
} else {
|
||||
throw new Error('Invalid API response structure');
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('[NewAPI] Error fetching API:', error.message);
|
||||
if (apiCache) {
|
||||
console.log('[NewAPI] Using expired cache due to error');
|
||||
return apiCache;
|
||||
}
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
|
||||
async function getLatestVersionFromNewAPI(branch = 'release') {
|
||||
try {
|
||||
const apiData = await fetchNewAPI();
|
||||
const osName = getOS();
|
||||
const arch = getArch();
|
||||
|
||||
let osKey = osName;
|
||||
if (osName === 'darwin') {
|
||||
osKey = 'mac';
|
||||
}
|
||||
|
||||
const branchData = apiData.hytale[branch];
|
||||
if (!branchData || !branchData[osKey]) {
|
||||
throw new Error(`No data found for branch: ${branch}, OS: ${osKey}`);
|
||||
}
|
||||
|
||||
const osData = branchData[osKey];
|
||||
|
||||
const versions = Object.keys(osData).filter(key => key.endsWith('.pwr'));
|
||||
|
||||
if (versions.length === 0) {
|
||||
throw new Error(`No .pwr files found for ${osKey}`);
|
||||
}
|
||||
|
||||
const versionNumbers = versions.map(v => {
|
||||
const match = v.match(/v(\d+)/);
|
||||
return match ? parseInt(match[1]) : 0;
|
||||
});
|
||||
|
||||
const latestVersionNumber = Math.max(...versionNumbers);
|
||||
console.log(`[NewAPI] Latest version number: ${latestVersionNumber} for branch ${branch}`);
|
||||
|
||||
return `v${latestVersionNumber}`;
|
||||
} catch (error) {
|
||||
console.error('[NewAPI] Error getting latest version:', error.message);
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
|
||||
async function getPWRUrlFromNewAPI(branch = 'release', version = 'v8') {
|
||||
try {
|
||||
const apiData = await fetchNewAPI();
|
||||
const osName = getOS();
|
||||
const arch = getArch();
|
||||
|
||||
let osKey = osName;
|
||||
if (osName === 'darwin') {
|
||||
osKey = 'mac';
|
||||
}
|
||||
|
||||
let fileName;
|
||||
if (osName === 'windows') {
|
||||
fileName = `${version}-windows-amd64.pwr`;
|
||||
} else if (osName === 'linux') {
|
||||
fileName = `${version}-linux-amd64.pwr`;
|
||||
} else if (osName === 'darwin') {
|
||||
fileName = `${version}-darwin-arm64.pwr`;
|
||||
}
|
||||
|
||||
const branchData = apiData.hytale[branch];
|
||||
if (!branchData || !branchData[osKey]) {
|
||||
throw new Error(`No data found for branch: ${branch}, OS: ${osKey}`);
|
||||
}
|
||||
|
||||
const osData = branchData[osKey];
|
||||
const url = osData[fileName];
|
||||
|
||||
if (!url) {
|
||||
throw new Error(`No URL found for ${fileName}`);
|
||||
}
|
||||
|
||||
console.log(`[NewAPI] URL for ${fileName}: ${url}`);
|
||||
return url;
|
||||
} catch (error) {
|
||||
console.error('[NewAPI] Error getting PWR URL:', error.message);
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
|
||||
async function getLatestClientVersion(branch = 'release') {
|
||||
try {
|
||||
console.log(`Fetching latest client version from API (branch: ${branch})...`);
|
||||
console.log(`[NewAPI] Fetching latest client version from new API (branch: ${branch})...`);
|
||||
|
||||
// Utiliser la nouvelle API
|
||||
const latestVersion = await getLatestVersionFromNewAPI(branch);
|
||||
console.log(`[NewAPI] Latest client version for ${branch}: ${latestVersion}`);
|
||||
return latestVersion;
|
||||
|
||||
} catch (error) {
|
||||
console.error('[NewAPI] Error fetching client version from new API:', error.message);
|
||||
console.log('[NewAPI] Falling back to old API...');
|
||||
|
||||
// Fallback vers l'ancienne API si la nouvelle échoue
|
||||
try {
|
||||
const response = await smartRequest(`https://files.hytalef2p.com/api/version_client?branch=${branch}`, {
|
||||
timeout: 40000,
|
||||
headers: {
|
||||
@@ -19,18 +150,41 @@ async function getLatestClientVersion(branch = 'release') {
|
||||
|
||||
if (response.data && response.data.client_version) {
|
||||
const version = response.data.client_version;
|
||||
console.log(`Latest client version for ${branch}: ${version}`);
|
||||
console.log(`Latest client version for ${branch} (old API): ${version}`);
|
||||
return version;
|
||||
} else {
|
||||
console.log('Warning: Invalid API response, falling back to latest known version (7.pwr)');
|
||||
return '7.pwr';
|
||||
console.log('Warning: Invalid API response, falling back to latest known version (v8)');
|
||||
return 'v8';
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('Error fetching client version:', error.message);
|
||||
console.log('Warning: API unavailable, falling back to latest known version (7.pwr)');
|
||||
return '7.pwr';
|
||||
} catch (fallbackError) {
|
||||
console.error('Error fetching client version from old API:', fallbackError.message);
|
||||
console.log('Warning: Both APIs unavailable, falling back to latest known version (v8)');
|
||||
return 'v8';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fonction utilitaire pour extraire le numéro de version
|
||||
// Supporte les formats: "7.pwr", "v8", "v8-windows-amd64.pwr", etc.
|
||||
function extractVersionNumber(version) {
|
||||
if (!version) return 0;
|
||||
|
||||
// Nouveau format: "v8" ou "v8-xxx.pwr"
|
||||
const vMatch = version.match(/v(\d+)/);
|
||||
if (vMatch) {
|
||||
return parseInt(vMatch[1]);
|
||||
}
|
||||
|
||||
// Ancien format: "7.pwr"
|
||||
const pwrMatch = version.match(/(\d+)\.pwr/);
|
||||
if (pwrMatch) {
|
||||
return parseInt(pwrMatch[1]);
|
||||
}
|
||||
|
||||
// Fallback: essayer de parser directement
|
||||
const num = parseInt(version);
|
||||
return isNaN(num) ? 0 : num;
|
||||
}
|
||||
|
||||
function buildArchiveUrl(buildNumber, branch = 'release') {
|
||||
const os = getOS();
|
||||
@@ -50,7 +204,7 @@ async function checkArchiveExists(buildNumber, branch = 'release') {
|
||||
|
||||
async function discoverAvailableVersions(latestKnown, branch = 'release', maxProbe = 50) {
|
||||
const available = [];
|
||||
const latest = parseInt(latestKnown.replace('.pwr', ''));
|
||||
const latest = extractVersionNumber(latestKnown);
|
||||
|
||||
for (let i = latest; i >= Math.max(1, latest - maxProbe); i--) {
|
||||
const exists = await checkArchiveExists(i, branch);
|
||||
@@ -77,7 +231,7 @@ async function fetchPatchManifest(branch = 'release') {
|
||||
}
|
||||
|
||||
async function extractVersionDetails(targetVersion, branch = 'release') {
|
||||
const buildNumber = parseInt(targetVersion.replace('.pwr', ''));
|
||||
const buildNumber = extractVersionNumber(targetVersion);
|
||||
const previousBuild = buildNumber - 1;
|
||||
|
||||
const manifest = await fetchPatchManifest(branch);
|
||||
@@ -103,8 +257,8 @@ function canUseDifferentialUpdate(currentVersion, targetDetails) {
|
||||
|
||||
if (!currentVersion) return false;
|
||||
|
||||
const currentBuild = parseInt(currentVersion.replace('.pwr', ''));
|
||||
const expectedSource = parseInt(targetDetails.sourceVersion?.replace('.pwr', '') || '0');
|
||||
const currentBuild = extractVersionNumber(currentVersion);
|
||||
const expectedSource = extractVersionNumber(targetDetails.sourceVersion);
|
||||
|
||||
return currentBuild === expectedSource;
|
||||
}
|
||||
@@ -112,8 +266,8 @@ function canUseDifferentialUpdate(currentVersion, targetDetails) {
|
||||
function needsIntermediatePatches(currentVersion, targetVersion) {
|
||||
if (!currentVersion) return [];
|
||||
|
||||
const current = parseInt(currentVersion.replace('.pwr', ''));
|
||||
const target = parseInt(targetVersion.replace('.pwr', ''));
|
||||
const current = extractVersionNumber(currentVersion);
|
||||
const target = extractVersionNumber(targetVersion);
|
||||
|
||||
const intermediates = [];
|
||||
for (let i = current + 1; i <= target; i++) {
|
||||
@@ -160,5 +314,9 @@ module.exports = {
|
||||
needsIntermediatePatches,
|
||||
computeFileChecksum,
|
||||
validateChecksum,
|
||||
getInstalledClientVersion
|
||||
getInstalledClientVersion,
|
||||
fetchNewAPI,
|
||||
getLatestVersionFromNewAPI,
|
||||
getPWRUrlFromNewAPI,
|
||||
extractVersionNumber
|
||||
};
|
||||
|
||||
@@ -7,6 +7,10 @@ const ORIGINAL_DOMAIN = 'hytale.com';
|
||||
const MIN_DOMAIN_LENGTH = 4;
|
||||
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() {
|
||||
if (process.env.HYTALE_AUTH_DOMAIN) {
|
||||
return process.env.HYTALE_AUTH_DOMAIN;
|
||||
@@ -23,7 +27,7 @@ const DEFAULT_NEW_DOMAIN = 'auth.sanasol.ws';
|
||||
|
||||
/**
|
||||
* Patches HytaleClient binary to replace hytale.com with custom domain
|
||||
* Server patching is done via pre-patched JAR download from CDN
|
||||
* Server auth is handled by DualAuth ByteBuddy Agent (-javaagent: flag)
|
||||
*
|
||||
* Supports domains from 4 to 16 characters:
|
||||
* - All F2P traffic routes to single endpoint: https://{domain} (no subdomains)
|
||||
@@ -494,211 +498,95 @@ class ClientPatcher {
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if server JAR contains DualAuth classes (was patched)
|
||||
* Get the path to the DualAuth Agent JAR in a directory
|
||||
*/
|
||||
serverJarContainsDualAuth(serverPath) {
|
||||
try {
|
||||
const data = fs.readFileSync(serverPath);
|
||||
// Check for DualAuthContext class signature in JAR
|
||||
const signature = Buffer.from('DualAuthContext', 'utf8');
|
||||
return data.includes(signature);
|
||||
} catch (e) {
|
||||
return false;
|
||||
}
|
||||
getAgentPath(dir) {
|
||||
return path.join(dir, DUALAUTH_AGENT_FILENAME);
|
||||
}
|
||||
|
||||
/**
|
||||
* Validate downloaded file is not corrupt/partial
|
||||
* Server JAR should be at least 50MB
|
||||
* Download DualAuth ByteBuddy Agent (replaces old pre-patched JAR approach)
|
||||
* The agent provides runtime class transformation via -javaagent: flag
|
||||
* No server JAR modification needed - original JAR stays pristine
|
||||
*/
|
||||
validateServerJarSize(serverPath) {
|
||||
async ensureAgentAvailable(serverDir, progressCallback) {
|
||||
const agentPath = this.getAgentPath(serverDir);
|
||||
|
||||
console.log('=== DualAuth Agent (ByteBuddy) ===');
|
||||
console.log(`Target: ${agentPath}`);
|
||||
|
||||
// Check if agent already exists and is valid
|
||||
if (fs.existsSync(agentPath)) {
|
||||
try {
|
||||
const stats = fs.statSync(serverPath);
|
||||
const minSize = 50 * 1024 * 1024; // 50MB minimum
|
||||
if (stats.size < minSize) {
|
||||
console.error(` Downloaded JAR too small: ${(stats.size / 1024 / 1024).toFixed(2)} MB (expected >50MB)`);
|
||||
return false;
|
||||
const stats = fs.statSync(agentPath);
|
||||
if (stats.size > 1024) {
|
||||
console.log(`DualAuth Agent present (${(stats.size / 1024).toFixed(0)} KB)`);
|
||||
if (progressCallback) progressCallback('DualAuth Agent ready', 100);
|
||||
return { success: true, agentPath, alreadyExists: true };
|
||||
}
|
||||
console.log(` Downloaded size: ${(stats.size / 1024 / 1024).toFixed(2)} MB`);
|
||||
return true;
|
||||
// File exists but too small - corrupt, re-download
|
||||
console.log('Agent file appears corrupt, re-downloading...');
|
||||
fs.unlinkSync(agentPath);
|
||||
} catch (e) {
|
||||
return false;
|
||||
console.warn('Could not check agent file:', e.message);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Patch server JAR by downloading pre-patched version from CDN
|
||||
*/
|
||||
async patchServer(serverPath, progressCallback, branch = 'release') {
|
||||
const newDomain = this.getNewDomain();
|
||||
|
||||
console.log('=== Server Patcher (Pre-patched Download) ===');
|
||||
console.log(`Target: ${serverPath}`);
|
||||
console.log(`Branch: ${branch}`);
|
||||
console.log(`Domain: ${newDomain}`);
|
||||
|
||||
if (!fs.existsSync(serverPath)) {
|
||||
const error = `Server JAR not found: ${serverPath}`;
|
||||
console.error(error);
|
||||
return { success: false, error };
|
||||
}
|
||||
|
||||
// Check if already patched
|
||||
const patchFlagFile = serverPath + '.dualauth_patched';
|
||||
let needsRestore = false;
|
||||
|
||||
if (fs.existsSync(patchFlagFile)) {
|
||||
try {
|
||||
const flagData = JSON.parse(fs.readFileSync(patchFlagFile, 'utf8'));
|
||||
if (flagData.domain === newDomain && flagData.branch === branch) {
|
||||
// Verify JAR actually contains DualAuth classes (game may have auto-updated)
|
||||
if (this.serverJarContainsDualAuth(serverPath)) {
|
||||
console.log(`Server already patched for ${newDomain} (${branch}), skipping`);
|
||||
if (progressCallback) progressCallback('Server already patched', 100);
|
||||
return { success: true, alreadyPatched: true };
|
||||
} else {
|
||||
console.log(' Flag exists but JAR not patched (was auto-updated?), will re-download...');
|
||||
// Delete stale flag file
|
||||
try { fs.unlinkSync(patchFlagFile); } catch (e) { /* ignore */ }
|
||||
}
|
||||
} else {
|
||||
console.log(`Server patched for "${flagData.domain}" (${flagData.branch}), need to change to "${newDomain}" (${branch})`);
|
||||
needsRestore = true;
|
||||
}
|
||||
} catch (e) {
|
||||
// Flag file corrupt, re-patch
|
||||
console.log(' Flag file corrupt, will re-download');
|
||||
try { fs.unlinkSync(patchFlagFile); } catch (e) { /* ignore */ }
|
||||
}
|
||||
}
|
||||
|
||||
// Restore backup if patched for different domain
|
||||
if (needsRestore) {
|
||||
const backupPath = serverPath + '.original';
|
||||
if (fs.existsSync(backupPath)) {
|
||||
if (progressCallback) progressCallback('Restoring original for domain change...', 5);
|
||||
console.log('Restoring original JAR from backup for re-patching...');
|
||||
fs.copyFileSync(backupPath, serverPath);
|
||||
if (fs.existsSync(patchFlagFile)) {
|
||||
fs.unlinkSync(patchFlagFile);
|
||||
}
|
||||
} else {
|
||||
console.warn(' No backup found to restore - will download fresh patched JAR');
|
||||
}
|
||||
}
|
||||
|
||||
// Create backup
|
||||
if (progressCallback) progressCallback('Creating backup...', 10);
|
||||
console.log('Creating backup...');
|
||||
const backupResult = this.backupClient(serverPath);
|
||||
if (!backupResult) {
|
||||
console.warn(' Could not create backup - proceeding without backup');
|
||||
}
|
||||
|
||||
// Only support standard domain (auth.sanasol.ws) via pre-patched download
|
||||
if (newDomain !== 'auth.sanasol.ws' && newDomain !== 'sanasol.ws') {
|
||||
console.error(`Domain "${newDomain}" requires DualAuthPatcher - only auth.sanasol.ws is supported via pre-patched download`);
|
||||
return { success: false, error: `Unsupported domain: ${newDomain}. Only auth.sanasol.ws is supported.` };
|
||||
}
|
||||
|
||||
// Download pre-patched JAR
|
||||
if (progressCallback) progressCallback('Downloading patched server JAR...', 30);
|
||||
console.log('Downloading pre-patched HytaleServer.jar...');
|
||||
// Download agent from GitHub releases
|
||||
if (progressCallback) progressCallback('Downloading DualAuth Agent...', 20);
|
||||
console.log(`Downloading from: ${DUALAUTH_AGENT_URL}`);
|
||||
|
||||
try {
|
||||
let url;
|
||||
if (branch === 'pre-release') {
|
||||
url = 'https://patcher.authbp.xyz/download/patched_prerelease';
|
||||
console.log(' Using pre-release patched server from:', url);
|
||||
} else {
|
||||
url = 'https://patcher.authbp.xyz/download/patched_release';
|
||||
console.log(' Using release patched server from:', url);
|
||||
// Ensure server directory exists
|
||||
if (!fs.existsSync(serverDir)) {
|
||||
fs.mkdirSync(serverDir, { recursive: true });
|
||||
}
|
||||
|
||||
const file = fs.createWriteStream(serverPath);
|
||||
let totalSize = 0;
|
||||
let downloaded = 0;
|
||||
const tmpPath = agentPath + '.tmp';
|
||||
const file = fs.createWriteStream(tmpPath);
|
||||
|
||||
const stream = await smartDownloadStream(url, (chunk, downloadedBytes, total) => {
|
||||
downloaded = downloadedBytes;
|
||||
totalSize = total;
|
||||
if (progressCallback && totalSize) {
|
||||
const percent = 30 + Math.floor((downloaded / totalSize) * 60);
|
||||
progressCallback(`Downloading... ${(downloaded / 1024 / 1024).toFixed(2)} MB`, percent);
|
||||
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) => {
|
||||
file.on('finish', () => {
|
||||
file.close();
|
||||
resolve();
|
||||
});
|
||||
file.on('finish', () => { file.close(); resolve(); });
|
||||
file.on('error', reject);
|
||||
stream.on('error', reject);
|
||||
});
|
||||
|
||||
console.log(' Download successful');
|
||||
|
||||
// Verify downloaded JAR size and contents
|
||||
if (progressCallback) progressCallback('Verifying downloaded JAR...', 95);
|
||||
|
||||
if (!this.validateServerJarSize(serverPath)) {
|
||||
console.error('Downloaded JAR appears corrupt or incomplete');
|
||||
|
||||
// Restore backup on verification failure
|
||||
const backupPath = serverPath + '.original';
|
||||
if (fs.existsSync(backupPath)) {
|
||||
fs.copyFileSync(backupPath, serverPath);
|
||||
console.log('Restored backup after verification failure');
|
||||
// Verify download
|
||||
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 };
|
||||
}
|
||||
|
||||
return { success: false, error: 'Downloaded JAR verification failed - file too small (corrupt/partial download)' };
|
||||
// Atomic move
|
||||
if (fs.existsSync(agentPath)) {
|
||||
fs.unlinkSync(agentPath);
|
||||
}
|
||||
fs.renameSync(tmpPath, agentPath);
|
||||
|
||||
if (!this.serverJarContainsDualAuth(serverPath)) {
|
||||
console.error('Downloaded JAR does not contain DualAuth classes - invalid or corrupt download');
|
||||
|
||||
// Restore backup on verification failure
|
||||
const backupPath = serverPath + '.original';
|
||||
if (fs.existsSync(backupPath)) {
|
||||
fs.copyFileSync(backupPath, serverPath);
|
||||
console.log('Restored backup after verification failure');
|
||||
}
|
||||
|
||||
return { success: false, error: 'Downloaded JAR verification failed - missing DualAuth classes' };
|
||||
}
|
||||
console.log(' Verification successful - DualAuth classes present');
|
||||
|
||||
// Mark as patched
|
||||
const sourceUrl = branch === 'pre-release'
|
||||
? 'https://patcher.authbp.xyz/download/patched_prerelease'
|
||||
: 'https://patcher.authbp.xyz/download/patched_release';
|
||||
|
||||
fs.writeFileSync(patchFlagFile, JSON.stringify({
|
||||
domain: newDomain,
|
||||
branch: branch,
|
||||
patchedAt: new Date().toISOString(),
|
||||
patcher: 'PrePatchedDownload',
|
||||
source: sourceUrl
|
||||
}));
|
||||
|
||||
if (progressCallback) progressCallback('Server patching complete', 100);
|
||||
console.log('=== Server Patching Complete ===');
|
||||
return { success: true, patchCount: 1 };
|
||||
console.log(`DualAuth Agent downloaded (${(stats.size / 1024).toFixed(0)} KB)`);
|
||||
if (progressCallback) progressCallback('DualAuth Agent ready', 100);
|
||||
return { success: true, agentPath };
|
||||
|
||||
} catch (downloadError) {
|
||||
console.error(`Failed to download patched JAR: ${downloadError.message}`);
|
||||
|
||||
// Restore backup on failure
|
||||
const backupPath = serverPath + '.original';
|
||||
if (fs.existsSync(backupPath)) {
|
||||
fs.copyFileSync(backupPath, serverPath);
|
||||
console.log('Restored backup after download failure');
|
||||
console.error(`Failed to download DualAuth Agent: ${downloadError.message}`);
|
||||
// Clean up temp file
|
||||
const tmpPath = agentPath + '.tmp';
|
||||
if (fs.existsSync(tmpPath)) {
|
||||
try { fs.unlinkSync(tmpPath); } catch (e) { /* ignore */ }
|
||||
}
|
||||
|
||||
return { success: false, error: `Failed to download patched server: ${downloadError.message}` };
|
||||
return { success: false, error: downloadError.message };
|
||||
}
|
||||
}
|
||||
|
||||
@@ -743,12 +631,12 @@ class ClientPatcher {
|
||||
}
|
||||
|
||||
/**
|
||||
* Ensure both client and server are patched before launching
|
||||
* Ensure client is patched and DualAuth Agent is available before launching
|
||||
*/
|
||||
async ensureClientPatched(gameDir, progressCallback, javaPath = null, branch = 'release') {
|
||||
const results = {
|
||||
client: null,
|
||||
server: null,
|
||||
agent: null,
|
||||
success: true
|
||||
};
|
||||
|
||||
@@ -765,22 +653,23 @@ class ClientPatcher {
|
||||
results.client = { success: false, error: 'Client binary not found' };
|
||||
}
|
||||
|
||||
const serverPath = this.findServerPath(gameDir);
|
||||
if (serverPath) {
|
||||
if (progressCallback) progressCallback('Patching server JAR...', 50);
|
||||
results.server = await this.patchServer(serverPath, (msg, pct) => {
|
||||
// Download DualAuth ByteBuddy Agent (runtime patching, no JAR modification)
|
||||
const serverDir = path.join(gameDir, 'Server');
|
||||
if (fs.existsSync(serverDir)) {
|
||||
if (progressCallback) progressCallback('Checking DualAuth Agent...', 50);
|
||||
results.agent = await this.ensureAgentAvailable(serverDir, (msg, pct) => {
|
||||
if (progressCallback) {
|
||||
progressCallback(`Server: ${msg}`, pct ? 50 + pct / 2 : null);
|
||||
progressCallback(`Agent: ${msg}`, pct ? 50 + pct / 2 : null);
|
||||
}
|
||||
}, branch);
|
||||
});
|
||||
} else {
|
||||
console.warn('Could not find HytaleServer.jar');
|
||||
results.server = { success: false, error: 'Server JAR not found' };
|
||||
console.warn('Server directory not found, skipping agent download');
|
||||
results.agent = { success: true, skipped: true };
|
||||
}
|
||||
|
||||
results.success = (results.client && results.client.success) || (results.server && results.server.success);
|
||||
results.alreadyPatched = (results.client && results.client.alreadyPatched) && (results.server && results.server.alreadyPatched);
|
||||
results.patchCount = (results.client ? results.client.patchCount || 0 : 0) + (results.server ? results.server.patchCount || 0 : 0);
|
||||
results.success = (results.client && results.client.success) || (results.agent && results.agent.success);
|
||||
results.alreadyPatched = (results.client && results.client.alreadyPatched) && (results.agent && results.agent.alreadyExists);
|
||||
results.patchCount = results.client ? results.client.patchCount || 0 : 0;
|
||||
|
||||
if (progressCallback) progressCallback('Patching complete', 100);
|
||||
|
||||
|
||||
18
build/entitlements.mac.plist
Normal file
18
build/entitlements.mac.plist
Normal file
@@ -0,0 +1,18 @@
|
||||
<?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>
|
||||
8
main.js
8
main.js
@@ -627,7 +627,7 @@ ipcMain.handle('install-game', async (event, playerName, javaPath, installPath,
|
||||
console.log('[Main] Processing Butler error with retry context');
|
||||
errorData.retryData = {
|
||||
branch: error.branch || 'release',
|
||||
fileName: error.fileName || '7.pwr',
|
||||
fileName: error.fileName || 'v8',
|
||||
cacheDir: error.cacheDir
|
||||
};
|
||||
errorData.canRetry = error.canRetry !== false;
|
||||
@@ -647,7 +647,7 @@ ipcMain.handle('install-game', async (event, playerName, javaPath, installPath,
|
||||
console.log('[Main] Processing generic error, creating default retry data');
|
||||
errorData.retryData = {
|
||||
branch: 'release',
|
||||
fileName: '7.pwr'
|
||||
fileName: 'v8'
|
||||
};
|
||||
// For generic errors, assume it's retryable unless specified
|
||||
errorData.canRetry = error.canRetry !== false;
|
||||
@@ -887,7 +887,7 @@ ipcMain.handle('retry-download', async (event, retryData) => {
|
||||
console.log('[IPC] Invalid retry data, using PWR defaults');
|
||||
retryData = {
|
||||
branch: 'release',
|
||||
fileName: '7.pwr'
|
||||
fileName: 'v8'
|
||||
};
|
||||
}
|
||||
|
||||
@@ -921,7 +921,7 @@ ipcMain.handle('retry-download', async (event, retryData) => {
|
||||
} :
|
||||
{
|
||||
branch: retryData?.branch || 'release',
|
||||
fileName: retryData?.fileName || '7.pwr',
|
||||
fileName: retryData?.fileName || 'v8',
|
||||
cacheDir: retryData?.cacheDir
|
||||
};
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "hytale-f2p-launcher",
|
||||
"version": "2.2.1",
|
||||
"version": "2.2.2",
|
||||
"description": "A modern, cross-platform launcher for Hytale with automatic updates and multi-client support",
|
||||
"homepage": "https://github.com/amiayweb/Hytale-F2P",
|
||||
"main": "main.js",
|
||||
@@ -104,7 +104,12 @@
|
||||
],
|
||||
"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": {
|
||||
"oneClick": false,
|
||||
|
||||
Reference in New Issue
Block a user