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4 Commits

Author SHA1 Message Date
sanasol
b6041c1908 Add client and server patching functionality to support custom authentication domain and token system 2026-01-19 16:03:12 +01:00
sanasol
7b6c07283a Merge branch 'refs/heads/main' into test-mac 2026-01-19 15:11:19 +01:00
AMIAY
300616ba82 Update SERVER.md 2026-01-19 01:55:33 +01:00
AMIAY
9fdd6f1f44 Update BUILD.md 2026-01-19 00:26:32 +01:00
5 changed files with 688 additions and 24 deletions

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@@ -36,19 +36,4 @@ npm run build:mac
npm run build:all npm run build:all
``` ```
## Output Built executables will be in the `dist/` directory
Built executables will be in the `dist/` directory:
- **Windows**: `Hytale F2P Launcher Setup.exe` (NSIS installer) and `Hytale F2P Launcher.exe` (portable)
- **Linux**: `Hytale F2P Launcher.AppImage` and `Hytale F2P Launcher.deb`
- **macOS**: `Hytale F2P Launcher.dmg` and `Hytale F2P Launcher.zip`
## Notes
- Icons need to be placed in `build/` directory:
- `icon.ico` for Windows
- `icon.png` for Linux
- `icon.icns` for macOS
- To build for macOS on non-Mac systems, you'll need to run it on a Mac or use a CI/CD service

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@@ -4,7 +4,7 @@
**Download server file:** **Download server file:**
``` ```
http://3.10.208.30:3002/server https://files.hytalef2p.com/server
``` ```
**Replace the file here:** **Replace the file here:**

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@@ -2,6 +2,35 @@ const fs = require('fs');
const path = require('path'); const path = require('path');
const os = require('os'); const os = require('os');
// Default auth domain - can be overridden by env var or config
const DEFAULT_AUTH_DOMAIN = 'sanasol.ws';
// Get auth domain from env, config, or default
function getAuthDomain() {
// First check environment variable
if (process.env.HYTALE_AUTH_DOMAIN) {
return process.env.HYTALE_AUTH_DOMAIN;
}
// Then check config file
const config = loadConfig();
if (config.authDomain) {
return config.authDomain;
}
// Fall back to default
return DEFAULT_AUTH_DOMAIN;
}
// Get full auth server URL
function getAuthServerUrl() {
const domain = getAuthDomain();
return `https://sessions.${domain}`;
}
// Save auth domain to config
function saveAuthDomain(domain) {
saveConfig({ authDomain: domain || DEFAULT_AUTH_DOMAIN });
}
function getAppDir() { function getAppDir() {
const home = os.homedir(); const home = os.homedir();
if (process.platform === 'win32') { if (process.platform === 'win32') {
@@ -159,5 +188,10 @@ module.exports = {
loadModsFromConfig, loadModsFromConfig,
isFirstLaunch, isFirstLaunch,
markAsLaunched, markAsLaunched,
CONFIG_FILE CONFIG_FILE,
// Auth domain config
DEFAULT_AUTH_DOMAIN,
getAuthDomain,
getAuthServerUrl,
saveAuthDomain
}; };

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@@ -1,17 +1,105 @@
const fs = require('fs'); const fs = require('fs');
const path = require('path'); const path = require('path');
const crypto = require('crypto');
const { exec } = require('child_process'); const { exec } = require('child_process');
const { promisify } = require('util'); const { promisify } = require('util');
const { spawn } = require('child_process'); const { spawn } = require('child_process');
const { v4: uuidv4 } = require('uuid');
const { getResolvedAppDir, findClientPath } = require('../core/paths'); const { getResolvedAppDir, findClientPath } = require('../core/paths');
const { setupWaylandEnvironment } = require('../utils/platformUtils'); const { setupWaylandEnvironment } = require('../utils/platformUtils');
const { saveUsername, saveInstallPath, loadJavaPath, getUuidForUser } = require('../core/config'); const { saveUsername, saveInstallPath, loadJavaPath, getUuidForUser, getAuthServerUrl, getAuthDomain } = require('../core/config');
const { resolveJavaPath, getJavaExec, getBundledJavaPath, detectSystemJava, JAVA_EXECUTABLE } = require('./javaManager'); const { resolveJavaPath, getJavaExec, getBundledJavaPath, detectSystemJava, JAVA_EXECUTABLE } = require('./javaManager');
const { getInstalledClientVersion, getLatestClientVersion } = require('../services/versionManager'); const { getInstalledClientVersion, getLatestClientVersion } = require('../services/versionManager');
const { updateGameFiles } = require('./gameManager'); const { updateGameFiles } = require('./gameManager');
// Client patcher for custom auth server (sanasol.ws)
let clientPatcher = null;
try {
clientPatcher = require('../utils/clientPatcher');
} catch (err) {
console.log('[Launcher] Client patcher not available:', err.message);
}
const execAsync = promisify(exec); const execAsync = promisify(exec);
// Fetch tokens from the auth server (properly signed with server's Ed25519 key)
async function fetchAuthTokens(uuid, name) {
const authServerUrl = getAuthServerUrl();
try {
console.log(`Fetching auth tokens from ${authServerUrl}/game-session/child`);
const response = await fetch(`${authServerUrl}/game-session/child`, {
method: 'POST',
headers: {
'Content-Type': 'application/json'
},
body: JSON.stringify({
uuid: uuid,
name: name,
scopes: ['hytale:server', 'hytale:client']
})
});
if (!response.ok) {
throw new Error(`Auth server returned ${response.status}`);
}
const data = await response.json();
console.log('Auth tokens received from server');
return {
identityToken: data.IdentityToken || data.identityToken,
sessionToken: data.SessionToken || data.sessionToken
};
} catch (error) {
console.error('Failed to fetch auth tokens:', error.message);
// Fallback to local generation if server unavailable
return generateLocalTokens(uuid, name);
}
}
// Fallback: Generate tokens locally (won't pass signature validation but allows offline testing)
function generateLocalTokens(uuid, name) {
console.log('Using locally generated tokens (fallback mode)');
const authServerUrl = getAuthServerUrl();
const now = Math.floor(Date.now() / 1000);
const exp = now + 36000;
const header = Buffer.from(JSON.stringify({
alg: 'EdDSA',
kid: '2025-10-01',
typ: 'JWT'
})).toString('base64url');
const identityPayload = Buffer.from(JSON.stringify({
sub: uuid,
name: name,
username: name,
entitlements: ['game.base'],
scope: 'hytale:server hytale:client',
iat: now,
exp: exp,
iss: authServerUrl,
jti: uuidv4()
})).toString('base64url');
const sessionPayload = Buffer.from(JSON.stringify({
sub: uuid,
scope: 'hytale:server',
iat: now,
exp: exp,
iss: authServerUrl,
jti: uuidv4()
})).toString('base64url');
const signature = crypto.randomBytes(64).toString('base64url');
return {
identityToken: `${header}.${identityPayload}.${signature}`,
sessionToken: `${header}.${sessionPayload}.${signature}`
};
}
async function launchGame(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride) { async function launchGame(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride) {
const customAppDir = getResolvedAppDir(installPathOverride); const customAppDir = getResolvedAppDir(installPathOverride);
const customGameDir = path.join(customAppDir, 'release', 'package', 'game', 'latest'); const customGameDir = path.join(customAppDir, 'release', 'package', 'game', 'latest');
@@ -53,6 +141,51 @@ async function launchGame(playerName = 'Player', progressCallback, javaPathOverr
} }
} }
const uuid = getUuidForUser(playerName);
// Fetch tokens from auth server
if (progressCallback) {
progressCallback('Fetching authentication tokens...', null, null, null, null);
}
const { identityToken, sessionToken } = await fetchAuthTokens(uuid, playerName);
// Patch client and server binaries to use custom auth server (BEFORE signing on macOS)
const authDomain = getAuthDomain();
if (clientPatcher) {
try {
if (progressCallback) {
progressCallback('Patching game for custom server...', null, null, null, null);
}
console.log(`Patching game binaries for ${authDomain}...`);
const patchResult = await clientPatcher.ensureClientPatched(gameLatest, (msg, percent) => {
console.log(`[Patcher] ${msg}`);
if (progressCallback && msg) {
progressCallback(msg, percent, null, null, null);
}
});
if (patchResult.success) {
if (patchResult.alreadyPatched) {
console.log(`Game already patched for ${authDomain}`);
} else {
console.log(`Game patched successfully (${patchResult.patchCount} total occurrences)`);
if (patchResult.client) {
console.log(` Client: ${patchResult.client.patchCount || 0} occurrences`);
}
if (patchResult.server) {
console.log(` Server: ${patchResult.server.patchCount || 0} occurrences`);
}
}
} else {
console.warn('Game patching failed:', patchResult.error);
}
} catch (patchError) {
console.warn('Game patching failed (game may not connect to custom server):', patchError.message);
}
}
// macOS: Sign binaries AFTER patching so the patched binaries have valid signatures
if (process.platform === 'darwin') { if (process.platform === 'darwin') {
try { try {
const appBundle = path.join(gameLatest, 'Client', 'Hytale.app'); const appBundle = path.join(gameLatest, 'Client', 'Hytale.app');
@@ -66,10 +199,10 @@ async function launchGame(playerName = 'Player', progressCallback, javaPathOverr
if (fs.existsSync(appBundle)) { if (fs.existsSync(appBundle)) {
await signPath(appBundle, true); await signPath(appBundle, true);
console.log('Signed macOS app bundle'); console.log('Signed macOS app bundle (after patching)');
} else { } else {
await signPath(path.dirname(clientPath), true); await signPath(path.dirname(clientPath), true);
console.log('Signed macOS client binary'); console.log('Signed macOS client binary (after patching)');
} }
if (javaBin && fs.existsSync(javaBin)) { if (javaBin && fs.existsSync(javaBin)) {
@@ -85,7 +218,7 @@ async function launchGame(playerName = 'Player', progressCallback, javaPathOverr
if (fs.existsSync(serverDir)) { if (fs.existsSync(serverDir)) {
await execAsync(`xattr -cr "${serverDir}"`).catch(() => {}); await execAsync(`xattr -cr "${serverDir}"`).catch(() => {});
await execAsync(`find "${serverDir}" -type f -perm +111 -exec codesign --force --sign - {} \\;`).catch(() => {}); await execAsync(`find "${serverDir}" -type f -perm +111 -exec codesign --force --sign - {} \\;`).catch(() => {});
console.log('Signed server binaries'); console.log('Signed server binaries (after patching)');
} }
if (javaBin && fs.existsSync(javaBin)) { if (javaBin && fs.existsSync(javaBin)) {
@@ -113,13 +246,14 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
} }
} }
const uuid = getUuidForUser(playerName);
const args = [ const args = [
'--app-dir', gameLatest, '--app-dir', gameLatest,
'--java-exec', javaBin, '--java-exec', javaBin,
'--auth-mode', 'offline', '--auth-mode', 'authenticated',
'--uuid', uuid, '--uuid', uuid,
'--name', playerName, '--name', playerName,
'--identity-token', identityToken,
'--session-token', sessionToken,
'--user-dir', userDataDir '--user-dir', userDataDir
]; ];

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@@ -0,0 +1,511 @@
const fs = require('fs');
const path = require('path');
const crypto = require('crypto');
const AdmZip = require('adm-zip');
// Domain configuration
const ORIGINAL_DOMAIN = 'hytale.com';
// Get target domain from config or environment
function getTargetDomain() {
// Check environment variable first
if (process.env.HYTALE_AUTH_DOMAIN) {
return process.env.HYTALE_AUTH_DOMAIN;
}
// Try to load from config
try {
const { getAuthDomain } = require('../core/config');
return getAuthDomain();
} catch (e) {
// Config not available, use default
return 'sanasol.ws';
}
}
// Default domain - must be exactly 10 characters (same as hytale.com)
const DEFAULT_NEW_DOMAIN = 'sanasol.ws';
/**
* Patches HytaleClient and HytaleServer binaries to replace hytale.com with custom domain
* This allows the game to connect to a custom authentication server
*/
class ClientPatcher {
constructor() {
this.patchedFlag = '.patched_custom';
}
/**
* Get the target domain for patching
*/
getNewDomain() {
const domain = getTargetDomain();
// Validate domain length matches original
if (domain.length !== ORIGINAL_DOMAIN.length) {
console.warn(`Warning: Domain "${domain}" length (${domain.length}) doesn't match original "${ORIGINAL_DOMAIN}" (${ORIGINAL_DOMAIN.length})`);
console.warn(`Using default domain: ${DEFAULT_NEW_DOMAIN}`);
return DEFAULT_NEW_DOMAIN;
}
return domain;
}
/**
* Convert a string to UTF-16LE bytes (how .NET stores strings)
*/
stringToUtf16LE(str) {
const buf = Buffer.alloc(str.length * 2);
for (let i = 0; i < str.length; i++) {
buf.writeUInt16LE(str.charCodeAt(i), i * 2);
}
return buf;
}
/**
* Convert a string to UTF-8 bytes (how Java stores strings)
*/
stringToUtf8(str) {
return Buffer.from(str, 'utf8');
}
/**
* Find all occurrences of a pattern in a buffer
*/
findAllOccurrences(buffer, pattern) {
const positions = [];
let pos = 0;
while (pos < buffer.length) {
const index = buffer.indexOf(pattern, pos);
if (index === -1) break;
positions.push(index);
pos = index + 1;
}
return positions;
}
/**
* UTF-8 domain replacement for Java JAR files.
* Java stores strings in UTF-8 format in the constant pool.
*/
findAndReplaceDomainUtf8(data, oldDomain, newDomain) {
let count = 0;
const result = Buffer.from(data);
const oldUtf8 = this.stringToUtf8(oldDomain);
const newUtf8 = this.stringToUtf8(newDomain);
// Find all occurrences of the domain
const positions = this.findAllOccurrences(result, oldUtf8);
for (const pos of positions) {
// Replace the domain
newUtf8.copy(result, pos);
count++;
console.log(` Patched UTF-8 occurrence at offset 0x${pos.toString(16)}`);
}
return { buffer: result, count };
}
/**
* Smart domain replacement that handles both null-terminated and non-null-terminated strings.
* .NET AOT stores some strings in various formats:
* - Standard UTF-16LE (each char is 2 bytes with \x00 high byte)
* - Length-prefixed where last char may have metadata byte instead of \x00
*/
findAndReplaceDomainSmart(data, oldDomain, newDomain) {
let count = 0;
const result = Buffer.from(data);
// Get UTF-16LE bytes without the last character
const oldUtf16NoLast = this.stringToUtf16LE(oldDomain.slice(0, -1));
const newUtf16NoLast = this.stringToUtf16LE(newDomain.slice(0, -1));
const oldLastChar = this.stringToUtf16LE(oldDomain.slice(-1));
const newLastChar = this.stringToUtf16LE(newDomain.slice(-1));
// ASCII code of last characters
const oldLastCharByte = oldDomain.charCodeAt(oldDomain.length - 1);
const newLastCharByte = newDomain.charCodeAt(newDomain.length - 1);
// Find all occurrences of the domain without the last character
const positions = this.findAllOccurrences(result, oldUtf16NoLast);
for (const pos of positions) {
// Check if we have the last character following
const lastCharPos = pos + oldUtf16NoLast.length;
if (lastCharPos + 1 > result.length) continue;
// Read the byte at last char position
const lastCharFirstByte = result[lastCharPos];
// Check if first byte matches the last character of old domain
if (lastCharFirstByte === oldLastCharByte) {
// Replace all but last character
newUtf16NoLast.copy(result, pos);
// Replace just the first byte of the last character (preserve metadata byte if any)
result[lastCharPos] = newLastCharByte;
// If there's a proper null byte (standard UTF-16LE), also check/preserve it
if (lastCharPos + 1 < result.length) {
const secondByte = result[lastCharPos + 1];
// Log what type of occurrence this is
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++;
}
}
return { buffer: result, count };
}
/**
* Check if the client binary has already been patched
*/
isPatchedAlready(clientPath) {
const newDomain = this.getNewDomain();
const patchFlagFile = clientPath + this.patchedFlag;
if (fs.existsSync(patchFlagFile)) {
try {
const flagData = JSON.parse(fs.readFileSync(patchFlagFile, 'utf8'));
// Check if patched with same target domain
if (flagData.targetDomain === newDomain) {
return true;
}
} catch (e) {
// Flag file corrupted, will re-patch
}
}
return false;
}
/**
* Mark the client as patched
*/
markAsPatched(clientPath) {
const newDomain = this.getNewDomain();
const patchFlagFile = clientPath + this.patchedFlag;
const flagData = {
patchedAt: new Date().toISOString(),
originalDomain: ORIGINAL_DOMAIN,
targetDomain: newDomain,
patcherVersion: '1.0.0'
};
fs.writeFileSync(patchFlagFile, JSON.stringify(flagData, null, 2));
}
/**
* Create a backup of the original client binary
*/
backupClient(clientPath) {
const backupPath = clientPath + '.original';
if (!fs.existsSync(backupPath)) {
console.log(` Creating backup at ${path.basename(backupPath)}`);
fs.copyFileSync(clientPath, backupPath);
return backupPath;
}
console.log(' Backup already exists');
return backupPath;
}
/**
* Restore the original client binary from backup
*/
restoreClient(clientPath) {
const backupPath = clientPath + '.original';
if (fs.existsSync(backupPath)) {
fs.copyFileSync(backupPath, clientPath);
const patchFlagFile = clientPath + this.patchedFlag;
if (fs.existsSync(patchFlagFile)) {
fs.unlinkSync(patchFlagFile);
}
console.log('Client restored from backup');
return true;
}
console.log('No backup found to restore');
return false;
}
/**
* Patch the client binary to use the custom domain
* @param {string} clientPath - Path to the HytaleClient binary
* @param {function} progressCallback - Optional callback for progress updates
* @returns {object} Result object with success status and details
*/
async patchClient(clientPath, progressCallback) {
const newDomain = this.getNewDomain();
console.log('=== Client Patcher ===');
console.log(`Target: ${clientPath}`);
console.log(`Replacing: ${ORIGINAL_DOMAIN} -> ${newDomain}`);
// Check if file exists
if (!fs.existsSync(clientPath)) {
const error = `Client binary not found: ${clientPath}`;
console.error(error);
return { success: false, error };
}
// Check if already patched
if (this.isPatchedAlready(clientPath)) {
console.log(`Client already patched for ${newDomain}, skipping`);
if (progressCallback) {
progressCallback('Client already patched', 100);
}
return { success: true, alreadyPatched: true, patchCount: 0 };
}
if (progressCallback) {
progressCallback('Preparing to patch client...', 10);
}
// Create backup
console.log('Creating backup...');
this.backupClient(clientPath);
if (progressCallback) {
progressCallback('Reading client binary...', 20);
}
// Read the binary
console.log('Reading client binary...');
const data = fs.readFileSync(clientPath);
console.log(`Binary size: ${(data.length / 1024 / 1024).toFixed(2)} MB`);
if (progressCallback) {
progressCallback('Patching domain references...', 50);
}
// Perform the domain replacement
console.log('Patching domain references...');
const { buffer: patchedData, count } = this.findAndReplaceDomainSmart(data, ORIGINAL_DOMAIN, newDomain);
if (count === 0) {
console.log('No occurrences of hytale.com found - binary may already be modified or has different format');
return { success: true, patchCount: 0, warning: 'No domain occurrences found' };
}
if (progressCallback) {
progressCallback('Writing patched binary...', 80);
}
// Write the patched binary
console.log('Writing patched binary...');
fs.writeFileSync(clientPath, patchedData);
// Mark as patched
this.markAsPatched(clientPath);
if (progressCallback) {
progressCallback('Patching complete', 100);
}
console.log(`Successfully patched ${count} occurrences`);
console.log('=== Patching Complete ===');
return { success: true, patchCount: count };
}
/**
* Patch the server JAR to use the custom domain
* JAR files are ZIP archives, so we need to extract, patch class files, and repackage
* @param {string} serverPath - Path to the HytaleServer.jar
* @param {function} progressCallback - Optional callback for progress updates
* @returns {object} Result object with success status and details
*/
async patchServer(serverPath, progressCallback) {
const newDomain = this.getNewDomain();
console.log('=== Server Patcher ===');
console.log(`Target: ${serverPath}`);
console.log(`Replacing: ${ORIGINAL_DOMAIN} -> ${newDomain}`);
// Check if file exists
if (!fs.existsSync(serverPath)) {
const error = `Server JAR not found: ${serverPath}`;
console.error(error);
return { success: false, error };
}
// Check if already patched
if (this.isPatchedAlready(serverPath)) {
console.log(`Server already patched for ${newDomain}, skipping`);
if (progressCallback) {
progressCallback('Server already patched', 100);
}
return { success: true, alreadyPatched: true, patchCount: 0 };
}
if (progressCallback) {
progressCallback('Preparing to patch server...', 10);
}
// Create backup
console.log('Creating backup...');
this.backupClient(serverPath);
if (progressCallback) {
progressCallback('Extracting server JAR...', 20);
}
// Open the JAR file as a ZIP
console.log('Opening server JAR...');
const zip = new AdmZip(serverPath);
const entries = zip.getEntries();
console.log(`JAR contains ${entries.length} entries`);
if (progressCallback) {
progressCallback('Patching class files...', 40);
}
// Patch each entry that might contain domain strings
let totalCount = 0;
const oldUtf8 = this.stringToUtf8(ORIGINAL_DOMAIN);
const newUtf8 = this.stringToUtf8(newDomain);
for (const entry of entries) {
// Only patch class files and certain resource files
const name = entry.entryName;
if (name.endsWith('.class') || name.endsWith('.properties') ||
name.endsWith('.json') || name.endsWith('.xml') || name.endsWith('.yml')) {
const data = entry.getData();
// Check if this entry contains the domain
if (data.includes(oldUtf8)) {
const { buffer: patchedData, count } = this.findAndReplaceDomainUtf8(data, ORIGINAL_DOMAIN, newDomain);
if (count > 0) {
zip.updateFile(entry.entryName, patchedData);
console.log(` Patched ${count} occurrences in ${name}`);
totalCount += count;
}
}
}
}
if (totalCount === 0) {
console.log('No occurrences of hytale.com found in server JAR entries');
return { success: true, patchCount: 0, warning: 'No domain occurrences found in JAR' };
}
if (progressCallback) {
progressCallback('Writing patched JAR...', 80);
}
// Write the patched JAR
console.log('Writing patched JAR...');
zip.writeZip(serverPath);
// Mark as patched
this.markAsPatched(serverPath);
if (progressCallback) {
progressCallback('Server patching complete', 100);
}
console.log(`Successfully patched ${totalCount} occurrences in server`);
console.log('=== Server Patching Complete ===');
return { success: true, patchCount: totalCount };
}
/**
* Find the client binary path based on platform
*/
findClientPath(gameDir) {
const candidates = [];
if (process.platform === 'darwin') {
// macOS: Check both app bundle and direct binary
candidates.push(path.join(gameDir, 'Client', 'Hytale.app', 'Contents', 'MacOS', 'HytaleClient'));
candidates.push(path.join(gameDir, 'Client', 'HytaleClient'));
} else if (process.platform === 'win32') {
candidates.push(path.join(gameDir, 'Client', 'HytaleClient.exe'));
} else {
candidates.push(path.join(gameDir, 'Client', 'HytaleClient'));
}
for (const candidate of candidates) {
if (fs.existsSync(candidate)) {
return candidate;
}
}
return null;
}
/**
* Find the server JAR path
*/
findServerPath(gameDir) {
const candidates = [
path.join(gameDir, 'Server', 'HytaleServer.jar'),
path.join(gameDir, 'Server', 'server.jar')
];
for (const candidate of candidates) {
if (fs.existsSync(candidate)) {
return candidate;
}
}
return null;
}
/**
* Ensure both client and server are patched before launching
* @param {string} gameDir - Path to the game directory
* @param {function} progressCallback - Optional callback for progress updates
*/
async ensureClientPatched(gameDir, progressCallback) {
const results = {
client: null,
server: null,
success: true
};
// Patch client
const clientPath = this.findClientPath(gameDir);
if (clientPath) {
if (progressCallback) {
progressCallback('Patching client binary...', 10);
}
results.client = await this.patchClient(clientPath, (msg, pct) => {
if (progressCallback) {
progressCallback(`Client: ${msg}`, pct ? pct / 2 : null);
}
});
} else {
console.warn('Could not find HytaleClient binary');
results.client = { success: false, error: 'Client binary not found' };
}
// Patch server
const serverPath = this.findServerPath(gameDir);
if (serverPath) {
if (progressCallback) {
progressCallback('Patching server JAR...', 50);
}
results.server = await this.patchServer(serverPath, (msg, pct) => {
if (progressCallback) {
progressCallback(`Server: ${msg}`, pct ? 50 + pct / 2 : null);
}
});
} else {
console.warn('Could not find HytaleServer.jar');
results.server = { success: false, error: 'Server JAR not found' };
}
// Calculate overall success
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);
if (progressCallback) {
progressCallback('Patching complete', 100);
}
return results;
}
}
// Export singleton instance
module.exports = new ClientPatcher();