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134 Commits

Author SHA1 Message Date
Fazri Gading
d5cc0868e9 Release Build v2.2.0 (#236)
* fix: resolve cross-platform EPERM permissions errors

modManager.js:
- Switch from hardcoded 'junction' to dynamic symlink type based on OS (fixing Linux EPERM).
- Add retry logic for directory removal to handle file locking race conditions.
- Improve broken symlink detection during profile sync.

gameManager.js:
- Implement retry loop (3 attempts) for game directory removal in updateGameFiles to prevent EBUSY/EPERM errors on Windows.

paths.js:
- Prevent fs.mkdirSync failure in getModsPath by pre-checking for broken symbolic links.

* fix: missing pacman builds

* prepare release for 2.1.1

minor fix for EPERM error permission

* prepare release 2.1.1

minor fix EPERM permission error

* prepare release 2.1.1

* Update README.md Windows Prequisites for ARM64 builds

* fix: remove broken symlink after detected

* fix: add pathexists for paths.js to check symlink

* fix: isbrokenlink should be true to remove the symlink

* add arch package .pkg.tar.zst for release

* fix: release workflow for build-arch and build-linux

* build-arch job now only build arch .pkg.tar.zst package instead of the whole generic linux.
* build-linux job now exclude .pacman package since its deprecated and should not be used.

* fix: removes pacman build as it replaced by tar.zst and adds build:arch shortcut for pkgbuild

* aur: add proper VCS (-git) PKGBUILD

created clean VCS-based PKGBUILD following arch packaging conventions.

this explicitly marked as a rolling (-git) build and derives its version dynamically from git tags and commit history via pkgver(). previous hybrid approach has been changed.

key changes:
- use -git suffix to clearly indicate rolling source builds
- set pkgver=0 and compute the actual version via pkgver()
- build only a directory layout using electron-builder (--dir)
- avoid generating AppImage, deb, rpm, or pacman installers
- align build and package steps with Arch packaging guidelines

note: this PKGBUILD is intended for development and AUR use only and is not suitable for binary redistribution or release artifacts.

* ci: add fixed-version PKGBUILD for Arch Linux releases

this PKGBUILD intended for CI and GitHub release artifacts. targets tagged releases only and uses a fixed pkgver that matches the corresponding git tag. all of the VCS logic has been removed to PKGBUILD-git to ensure reproducible builds and stable versioning suitable for binary distribution.

the build process relies on electron-builder directory output (--dir) and packages only the unpacked application into a standard Arch Linux package (.pkg.tar.zst). other distro format are excluded from this path and handled separately.

this change establishes a clear separation between:
- rolling AUR development builds (-git)
- CI-generated, versioned Arch Linux release packages

the result is predictable artifact naming, correct version alignment, and Arch-compliant packaging for downstream users.

* Update README.md

adds information for Arch build

* Update README.md

BUILD.md location was changed and now this link is poiting to nothing

* Update PKGBUILD

* Update PKGBUILD-git

* chore: fix ubuntu/debian part in README.md

* Polish language support (#195)

* Update support_request.yml

Added hardware specification

* Update bug_report.yml

Add logs textfield to bug report

* chore: add changelog in README.md

* fix screenshot input in feature_request.yml

* add hardware spec input in bug_report.yml

* fix: PKGBUILD pkgname variable fix

* userdata migration [need review from other OS]

* french translate

* Add German and Swedish translations

Added de.json and sv.json locale files for German and Swedish language support. Updated i18n.js to register 'de' and 'sv' as available languages in the launcher.

* Update README.md

* chore: add offline-mode warning to the README.md

* chore: add downloads counter in README.md

* fix: Steam Deck/Ubuntu crash - use system libzstd.so

The bundled libzstd.so is incompatible with glibc 2.41's stricter heap
validation, causing "free(): invalid pointer" crashes.

Solution: Automatically replace bundled libzstd.so with system version
on Linux. The launcher detects and symlinks to /usr/lib/libzstd.so.1.

- Auto-detect system libzstd at common paths (Arch, Debian, Fedora)
- Backup bundled version as libzstd.so.bundled
- Create symlink to system version
- Add HYTALE_NO_LIBZSTD_FIX=1 to disable if needed

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* chore: remove Windows and Linux ARM64 information on the README.md

* Update support_request.yml

* fix: improve update system UX and macOS compatibility

Update System Improvements:
- Fix duplicate update popups by disabling legacy updater.js
- Add skip button to update popup (shows after 30s, on error, or after download)
- Add macOS-specific handling with manual download as primary option
- Add missing open-download-page IPC handler
- Add missing unblockInterface() method to properly clean up after popup close
- Add quitAndInstallUpdate alias in preload for compatibility
- Remove pulse animation when download completes
- Fix manual download button to show correct status and close popup
- Sync player name to settings input after first install

Client Patcher Cleanup:
- Remove server patching code (server uses pre-patched JAR from CDN)
- Simplify to client-only patching
- Remove unused imports (crypto, AdmZip, execSync, spawn, javaManager)
- Remove unused methods (stringToUtf8, findAndReplaceDomainUtf8)
- Move localhost dev code to backup file for reference

Code Quality Fixes:
- Fix duplicate DOMContentLoaded handlers in install.js
- Fix duplicate checkForUpdates definition in preload.js
- Fix redundant if/else in onProgressUpdate callback
- Fix typo "Harwadre" -> "Hardware" in preload.js

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add Russian language support

Added Russian (ru) to the list of available languages.

* chore: drafting documentation on SERVER.md

* Some updates in Russian language localization file

* fix

* Update ru.json

* Fixed Java runtime name and fixed typo

* fixed untranslated place

* Update ru.json

* Update ru.json

* Update ru.json

* Update ru.json

* Update ru.json

* fix: timeout getLatestClient 

fixes #138

* fix: change default version to 7.pwr in main.js

* fix: change default release version to 7.pwr

* fix: change version release to 7.pwr

* docs: Add comprehensive troubleshooting guide (#209)

Add TROUBLESHOOTING.md with solutions for common issues including:

- Windows: Firewall configuration, duplicate mods, SmartScreen
- Linux: GPU detection (NVIDIA/AMD), SDL3_image/libpng dependencies,
  Wayland/X11 issues, Steam Deck support
- macOS: Rosetta 2 for Apple Silicon, code signing, quarantine
- Connection: Server boot failures, regional restrictions
- Authentication: Token errors, config reset procedures
- Avatar/Cosmetics: F2P limitations documentation
- Backup locations for all platforms
- Log locations for bug reports

Solutions compiled from closed GitHub issues (#205, #155, #90, #60,
#144, #192) and community feedback.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>

* Standardize language codes, improve formatting, and update all locale files. (#224)

* Update German (Germany) localization

* Update Español (España) localization

* Update French (France) localization

* Update Polish (Poland) localization

* Update Portuguese (Brazil) localization

* Update Russian (Russia) localization

* Update Swedish (Sweden) localization

* Update Turkish (Turkey) localization

* Update language codes, names and alphabetical in i18n system

* Changed Spanish language name to the Formal name "Spanish (Spain)"

* Fix PKGBUILD-git

* Fix PKGBUILD

* delete cache after installation

* Enforce 16-char player name limit and update mod sync

Added a maxlength attribute to the player name input and enforced a 16-character limit in both install and settings scripts, providing user feedback if exceeded. Refactored modManager.js to replace symlink-based mod management with a copy-based system, copying enabled mods to HytaleSaves\Mods and removing legacy symlink logic to improve compatibility and avoid permission issues.

* Update installation subtitle

* chore: update quickstart link in README.md

* chore: delete warning of Ubuntu-Debian at Linux Prequisites section

* added featured server list from api

* Add Featured Servers page to GUI

* Update Discord invite URL in client patcher

* Add differential update system

* Remove launcher chat and add Discord popup

* fix: removed 'check disk space' alert on permission file error

* fix: upgrade tar to ^7.5.6 version

* fix: re-add universal arch for mac

* fix: upgrade electron/rebuild to 4.0.3

* fix: removed override tar version

* fix: pkgbuild version to 2.1.2

* fix: src.tar.zst and srcinfo missing files

* feat: add Indonesian language translation

* fix: GPU preference hint to Laptop-only

* feat: create two columns for settings page

* Add Discord invite link to rpc

* docs: add recordings form, fix OS list

* Release v2.2.0

* Release v2.2.0

* Release v2.2.0

* chore: delete icon.ico, moved to build folder

* chore: delete icon.png, moved to build folder

* fix: build and release for tag push-only in release.yml

* fix: gamescope steam deck issue fixes #186 hopefully

* Support branch selection for server patching

* chose: add auto-patch system for pre-release JAR

---------

Co-authored-by: TalesAmaral <57869141+TalesAmaral@users.noreply.github.com>
Co-authored-by: walti0 <95646872+walti0@users.noreply.github.com>
Co-authored-by: AMIAY <letudiantenrap.collab@gmail.com>
Co-authored-by: sanasol <mail@sanasol.ws>
Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
Co-authored-by: Terromur <79866197+Terromur@users.noreply.github.com>
Co-authored-by: Zakhar Smokotov <zaharb840@gmail.com>
Co-authored-by: xSamiVS <samtaiebc@gmail.com>
2026-01-30 23:19:46 +01:00
Fazri Gading
da186333cb Release Stable Build v2.1.1 (#198)
* fix: resolve cross-platform EPERM permissions errors

modManager.js:
- Switch from hardcoded 'junction' to dynamic symlink type based on OS (fixing Linux EPERM).
- Add retry logic for directory removal to handle file locking race conditions.
- Improve broken symlink detection during profile sync.

gameManager.js:
- Implement retry loop (3 attempts) for game directory removal in updateGameFiles to prevent EBUSY/EPERM errors on Windows.

paths.js:
- Prevent fs.mkdirSync failure in getModsPath by pre-checking for broken symbolic links.

* fix: missing pacman builds

* prepare release for 2.1.1

minor fix for EPERM error permission

* prepare release 2.1.1

minor fix EPERM permission error

* prepare release 2.1.1

* Update README.md Windows Prequisites for ARM64 builds

* fix: remove broken symlink after detected

* fix: add pathexists for paths.js to check symlink

* fix: isbrokenlink should be true to remove the symlink

* add arch package .pkg.tar.zst for release

* fix: release workflow for build-arch and build-linux

* build-arch job now only build arch .pkg.tar.zst package instead of the whole generic linux.
* build-linux job now exclude .pacman package since its deprecated and should not be used.

* fix: removes pacman build as it replaced by tar.zst and adds build:arch shortcut for pkgbuild

* aur: add proper VCS (-git) PKGBUILD

created clean VCS-based PKGBUILD following arch packaging conventions.

this explicitly marked as a rolling (-git) build and derives its version dynamically from git tags and commit history via pkgver(). previous hybrid approach has been changed.

key changes:
- use -git suffix to clearly indicate rolling source builds
- set pkgver=0 and compute the actual version via pkgver()
- build only a directory layout using electron-builder (--dir)
- avoid generating AppImage, deb, rpm, or pacman installers
- align build and package steps with Arch packaging guidelines

note: this PKGBUILD is intended for development and AUR use only and is not suitable for binary redistribution or release artifacts.

* ci: add fixed-version PKGBUILD for Arch Linux releases

this PKGBUILD intended for CI and GitHub release artifacts. targets tagged releases only and uses a fixed pkgver that matches the corresponding git tag. all of the VCS logic has been removed to PKGBUILD-git to ensure reproducible builds and stable versioning suitable for binary distribution.

the build process relies on electron-builder directory output (--dir) and packages only the unpacked application into a standard Arch Linux package (.pkg.tar.zst). other distro format are excluded from this path and handled separately.

this change establishes a clear separation between:
- rolling AUR development builds (-git)
- CI-generated, versioned Arch Linux release packages

the result is predictable artifact naming, correct version alignment, and Arch-compliant packaging for downstream users.

* Update README.md

adds information for Arch build

* Update README.md

BUILD.md location was changed and now this link is poiting to nothing

* Update PKGBUILD

* Update PKGBUILD-git

* chore: fix ubuntu/debian part in README.md

* Polish language support (#195)

* Update support_request.yml

Added hardware specification

* Update bug_report.yml

Add logs textfield to bug report

* chore: add changelog in README.md

* fix screenshot input in feature_request.yml

* add hardware spec input in bug_report.yml

* fix: PKGBUILD pkgname variable fix

---------

Co-authored-by: TalesAmaral <57869141+TalesAmaral@users.noreply.github.com>
Co-authored-by: walti0 <95646872+walti0@users.noreply.github.com>
2026-01-27 04:11:10 +08:00
Fazri Gading
ae375f9b6e Release Stable Build v2.1.1 (#197)
* fix: resolve cross-platform EPERM permissions errors

modManager.js:
- Switch from hardcoded 'junction' to dynamic symlink type based on OS (fixing Linux EPERM).
- Add retry logic for directory removal to handle file locking race conditions.
- Improve broken symlink detection during profile sync.

gameManager.js:
- Implement retry loop (3 attempts) for game directory removal in updateGameFiles to prevent EBUSY/EPERM errors on Windows.

paths.js:
- Prevent fs.mkdirSync failure in getModsPath by pre-checking for broken symbolic links.

* fix: missing pacman builds

* Update README.md Windows Prequisites for ARM64 builds

* fix: remove broken symlink after detected

* fix: add pathexists for paths.js to check symlink

* fix: isbrokenlink should be true to remove the symlink

* add arch package .pkg.tar.zst for release

* fix: release workflow for build-arch and build-linux

* build-arch job now only build arch .pkg.tar.zst package instead of the whole generic linux.
* build-linux job now exclude .pacman package since its deprecated and should not be used.

* fix: removes pacman build as it replaced by tar.zst and adds build:arch shortcut for pkgbuild

* aur: add proper VCS (-git) PKGBUILD

created clean VCS-based PKGBUILD following arch packaging conventions.

this explicitly marked as a rolling (-git) build and derives its version dynamically from git tags and commit history via pkgver(). previous hybrid approach has been changed.

key changes:
- use -git suffix to clearly indicate rolling source builds
- set pkgver=0 and compute the actual version via pkgver()
- build only a directory layout using electron-builder (--dir)
- avoid generating AppImage, deb, rpm, or pacman installers
- align build and package steps with Arch packaging guidelines

note: this PKGBUILD is intended for development and AUR use only and is not suitable for binary redistribution or release artifacts.

* ci: add fixed-version PKGBUILD for Arch Linux releases

this PKGBUILD intended for CI and GitHub release artifacts. targets tagged releases only and uses a fixed pkgver that matches the corresponding git tag. all of the VCS logic has been removed to PKGBUILD-git to ensure reproducible builds and stable versioning suitable for binary distribution.

the build process relies on electron-builder directory output (--dir) and packages only the unpacked application into a standard Arch Linux package (.pkg.tar.zst). other distro format are excluded from this path and handled separately.

this change establishes a clear separation between:
- rolling AUR development builds (-git)
- CI-generated, versioned Arch Linux release packages

the result is predictable artifact naming, correct version alignment, and Arch-compliant packaging for downstream users.

* Update README.md

adds information for Arch build

* Update README.md

BUILD.md location was changed and now this link is poiting to nothing

* Update PKGBUILD

* Update PKGBUILD-git

* chore: fix ubuntu/debian part in README.md

* Polish language support (#195)

* add hardware specification in support_request.yml

* Add logs text field in bug_report.yml

* chore: add changelog in README.md

* fix screenshot input in feature_request.yml

* add hardware spec input in bug_report.yml

---------

Co-authored-by: TalesAmaral <57869141+TalesAmaral@users.noreply.github.com>
Co-authored-by: walti0 <95646872+walti0@users.noreply.github.com>
2026-01-27 03:44:24 +08:00
Fazri Gading
faf21b830b Merge pull request #196 from amiayweb/develop
Release v2.1.1: fix EPERM error and add ArchLinux package (.pkg.tar.zst)
2026-01-27 02:29:35 +08:00
Fazri Gading
6f10b1390d Release v2.1.1: fix EPERM error and add ArchLinux package (.tar.zst) (#185)
* fix: resolve cross-platform EPERM permissions errors

modManager.js:
- Switch from hardcoded 'junction' to dynamic symlink type based on OS (fixing Linux EPERM).
- Add retry logic for directory removal to handle file locking race conditions.
- Improve broken symlink detection during profile sync.

gameManager.js:
- Implement retry loop (3 attempts) for game directory removal in updateGameFiles to prevent EBUSY/EPERM errors on Windows.

paths.js:
- Prevent fs.mkdirSync failure in getModsPath by pre-checking for broken symbolic links.

* fix: missing pacman builds

* prepare release for 2.1.1

minor fix for EPERM error permission

* prepare release 2.1.1

minor fix EPERM permission error

* prepare release 2.1.1

* Update README.md Windows Prequisites for ARM64 builds

* fix: remove broken symlink after detected

* fix: add pathexists for paths.js to check symlink

* fix: isbrokenlink should be true to remove the symlink

* add arch package .pkg.tar.zst for release
2026-01-26 14:14:26 +08:00
Fazri Gading
c4a32ce1e0 Release v2.1.1: Fix EPERM cross-platform error (#183)
* fix: resolve cross-platform EPERM permissions errors

modManager.js:
- Switch from hardcoded 'junction' to dynamic symlink type based on OS (fixing Linux EPERM).
- Add retry logic for directory removal to handle file locking race conditions.
- Improve broken symlink detection during profile sync.

gameManager.js:
- Implement retry loop (3 attempts) for game directory removal in updateGameFiles to prevent EBUSY/EPERM errors on Windows.

paths.js:
- Prevent fs.mkdirSync failure in getModsPath by pre-checking for broken symbolic links.

* fix: missing pacman builds

* prepare release for 2.1.1

minor fix for EPERM error permission

* Update README.md Windows Prequisites for ARM64 builds

* fix: remove broken symlink after detected

* fix: add pathexists for paths.js to check symlink

* fix: isbrokenlink should be true to remove the symlink
2026-01-26 12:29:14 +08:00
AMIAY
7a9a67d8e8 Merge pull request #180 from amiayweb/develop
Release version v2.1.0
2026-01-25 23:24:19 +01:00
Fazri Gading
4c854953fe add support link on README 2026-01-26 06:02:35 +08:00
Fazri Gading
4cd0539ce3 Merge pull request #172 from Rahul-Sahani04/develop
feat: Add option to toggle hardware acceleration for launcher. Issue #170
2026-01-26 05:10:24 +08:00
Fazri Gading
fa2d451f90 Merge branch 'develop' into develop 2026-01-26 05:09:36 +08:00
Fazri Gading
a4faa7138c Merge branch 'develop' of https://github.com/amiayweb/Hytale-F2P into develop 2026-01-26 05:05:31 +08:00
Fazri Gading
d285dc7517 fix: async-await for toggle and cleanup discordRPC 2026-01-26 05:05:25 +08:00
Fazri Gading
ceadd69eea Update release.yml: changed heads ref 2026-01-26 05:03:31 +08:00
Fazri Gading
6f0dd27c1d Update README.md header 2026-01-26 04:59:41 +08:00
Fazri Gading
ba95187ee6 fix: err_bad_request code 416 due to file size matched remote size, updated timeout to 15mins 2026-01-26 04:58:02 +08:00
AMIAY
9e54e07b22 R2 cdn added 2026-01-25 21:26:46 +01:00
AMIAY
a8e7e57c86 Merge pull request #178 from fazrigading/develop
fix: discordRPC error due to incorrect type value, update dotenv in package-lock
2026-01-25 21:01:53 +01:00
Terromur
d1ab58d51b Merge pull request #177 from amiayweb/fix-icon
Fix icon
2026-01-26 00:30:09 +05:00
Fazri Gading
8781025df9 chore: update readme.md, todo changelog 2026-01-26 03:28:30 +08:00
Terromur
81c52e9507 Fix icon 2026-01-26 00:28:09 +05:00
Fazri Gading
45314620e4 fix: Discord ID int to str, duplicate run of cleanupDiscordRPC function, and dismiss setTimeout on discordRPC destroy 2026-01-26 02:16:33 +08:00
Fazri Gading
43d5d20351 chore: disable patcher log to reduce logging length 2026-01-26 01:52:54 +08:00
Fazri Gading
72b4e0cba8 Merge branch 'develop' of https://github.com/amiayweb/Hytale-F2P into develop 2026-01-26 00:27:25 +08:00
AMIAY
25d5131a7b Merge branch 'develop' of https://github.com/amiayweb/Hytale-F2P into develop 2026-01-25 17:02:06 +01:00
AMIAY
ad3c73563d temp jar patcher 2026-01-25 17:02:02 +01:00
Rahul-Sahani04
f0f19f690f feat: Add option to toggle hardware acceleration for launcher #170 2026-01-25 21:08:47 +05:30
Fazri Gading
b27860a655 fix: adds back dotenv in package-lock.json 2026-01-25 23:25:33 +08:00
Fazri Gading
9788d0e496 Merge branch 'develop' of https://github.com/amiayweb/Hytale-F2P into develop 2026-01-25 22:38:10 +08:00
Terromur
2a5780c2d4 Fix icon 2026-01-25 18:37:57 +05:00
AMIAY
8263b3f99b update pkgbuild 2026-01-25 14:37:00 +01:00
AMIAY
db56ef1624 onUpdateError fix 2026-01-25 14:31:17 +01:00
AMIAY
35f900d6ab Update fileManager.js 2026-01-25 14:15:19 +01:00
AMIAY
e1d1383ab7 Update package.json 2026-01-25 14:02:58 +01:00
AMIAY
8326deddb1 Merge branch 'develop' of https://github.com/amiayweb/Hytale-F2P into develop 2026-01-25 13:31:38 +01:00
AMIAY
b11b78f7dc trying 2026-01-25 13:31:08 +01:00
Fazri Gading
62a2d76e4a Merge branch 'develop' of https://github.com/amiayweb/Hytale-F2P into develop 2026-01-25 20:22:49 +08:00
Terromur
0ca8b4e02f Deleting garbage envs 2026-01-25 17:17:36 +05:00
Fazri Gading
c6a9d0ae07 merge last two commits to develop (#165)
* Add correct auto-detect version and commit

If a person uses PKGBUILD, it will automatically determine the latest version and commit.

* Remove maintainer and change to npm ci

---------

Co-authored-by: Terromur <79866197+Terromur@users.noreply.github.com>
2026-01-25 20:03:54 +08:00
Terromur
f438d6c8e0 Update PKGBUILD
Set png file from GUI/icon.png to 256x256 resolution for compatibility support.
2026-01-25 16:41:48 +05:00
Fazri Gading
f07e4a2004 Merge pull request #166 from amiayweb/main
merge last two commits from main
2026-01-25 18:37:47 +08:00
Fazri Gading
131580d3ba merge last two commits to develop (#165)
* Add correct auto-detect version and commit

If a person uses PKGBUILD, it will automatically determine the latest version and commit.

* Remove maintainer and change to npm ci

---------

Co-authored-by: Terromur <79866197+Terromur@users.noreply.github.com>
2026-01-25 18:36:40 +08:00
Fazri Gading
084347db03 prepare release for v2.1.0 (#164)
* fix: update tar to 7.5.6

* test: release on main branch using tag

* chore: remove previous release branch part

* fix: add deps for bsdtar

* fix: fix build tar.zst for arch

* fix: missing npm ci on release yml

* fix: remove pacman package json

* fix: revert tar version

* fix: revert tar in package-lock.json

* Update release.yml
2026-01-25 18:35:45 +08:00
Fazri Gading
589c5b457f Update release.yml 2026-01-25 18:34:01 +08:00
Fazri Gading
790d4d3f29 fix: revert tar in package-lock.json 2026-01-25 18:07:34 +08:00
Fazri Gading
52313910dc fix: revert tar version 2026-01-25 18:05:43 +08:00
Fazri Gading
a3f4d8e9d8 fix: remove pacman package json 2026-01-25 18:01:45 +08:00
Fazri Gading
86d617a4d3 fix: missing npm ci on release yml 2026-01-25 17:40:26 +08:00
Fazri Gading
0a97ac95fc fix: fix build tar.zst for arch 2026-01-25 17:27:55 +08:00
Fazri Gading
b94b45681b fix: add deps for bsdtar 2026-01-25 17:14:34 +08:00
Terromur
4086612e9d Remove maintainer and change to npm ci 2026-01-25 14:12:20 +05:00
Terromur
e7fca5a4c7 Add correct auto-detect version and commit
If a person uses PKGBUILD, it will automatically determine the latest version and commit.
2026-01-25 13:52:00 +05:00
Fazri Gading
e7bd20a1ec chore: remove previous release branch part 2026-01-25 16:50:28 +08:00
Fazri Gading
151b017653 test: release on main branch using tag 2026-01-25 16:46:26 +08:00
Fazri Gading
da3e14c434 fix: update tar to 7.5.6 2026-01-25 16:45:39 +08:00
Fazri Gading
6302734eeb fix: add missing icons for all platforms 2026-01-25 16:14:21 +08:00
Fazri Gading
07191860be chore: more detailed gitignore 2026-01-25 16:13:27 +08:00
Fazri Gading
2f767f191e chore: delete unused get-env-var functions 2026-01-25 15:31:29 +08:00
Fazri Gading
de9c7d81f5 fix: replace pacman build with pkg.tar.zst and remove its deps, changed CF and Discord key mode 2026-01-25 14:45:45 +08:00
Fazri Gading
4c3277392e merge branch 'main' (lost 4 commits) into develop 2026-01-25 13:54:15 +08:00
sanasol
f287cb55b9 Merge remote-tracking branch 'origin/develop' into develop 2026-01-25 01:27:29 +01:00
sanasol
d87db04653 feat(patcher): Implement DualAuth patcher with enhanced server patching
- Introduce DualAuthPatcher with support for hybrid authentication
- Update default auth domain to `auth.sanasol.ws`
- Integrate Java detection and bundled JRE handling for patcher execution
- Add server patch flag for avoiding redundant patching
- Automate DualAuthPatcher setup: download, compile, and execute with dependencies
- Enhance patching logic for extended logging and modularity
2026-01-25 01:27:19 +01:00
AMIAY
67aa41aefe fix 2026-01-25 01:03:49 +01:00
AMIAY
bd1dd146a9 Merge branch 'develop' of https://github.com/amiayweb/Hytale-F2P into develop 2026-01-25 00:19:14 +01:00
AMIAY
c8d7707b70 need test - electron updater 2026-01-25 00:19:11 +01:00
xSamiVS
127c38f98b Update Spanish locale, add missing CurseForge API Key translation, implement Turkish translation, and fix contributor links comma. (#135)
* Update Spanish locale and add missing CurseForge API Key translation

- Updated the Spanish locale name to distinguish between multiple locale types.
- Added missing translation for the page indicating the missing CurseForge API Key.

* Implemented Turkish locale support

* Add Turkish locale to available languages

* Add missing comma in contributor links

* Correct Portuguese language name in available languages

---------

Co-authored-by: Fazri Gading <fazrigading@gmail.com>
2026-01-25 06:01:42 +08:00
AMIAY
f974d9c767 Update package-lock.json 2026-01-24 22:33:18 +01:00
Fazri Gading
7e4a45e466 Merge branch 'release' into develop 2026-01-25 05:24:08 +08:00
Fazri Gading
ea21fb15d6 fix: JRE retry button 2026-01-25 05:18:22 +08:00
sanasol
3d54cea9e7 feat(patcher): Support variable-length domains (4-16 chars)
- Add support for domains from 4 to 16 characters
- Domains <= 10 chars: direct replacement, subdomains stripped
- Domains 11-16 chars: split mode (first 6 chars -> subdomain prefix)
- Add length-prefixed byte format encoding for client binary
- Verify binary contents when checking if already patched
- Detect file updates and archive old backups with timestamps
- Fallback to legacy UTF-16LE format for older binaries
- Update patcher version to 2.0.0

Based on patching approach from Mollomm1/Hytale-EMULATOR

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-24 21:11:20 +01:00
AMIAY
9f43a32779 fix hardcoded branch + pre-release/release issue 2026-01-24 19:01:34 +01:00
Fazri Gading
9c8a12f25c fix: lastProgressTime variable init 2026-01-25 01:58:54 +08:00
Fazri Gading
a7d0523186 feat: auto-resume download process & auto-retry if disconnected (#143) 2026-01-25 01:36:20 +08:00
AMIAY
a6f716c61b removed getInstalledClientVersion 2026-01-24 13:44:56 +01:00
AMIAY
ca8ed171d1 removed overlay installation 2026-01-24 13:32:36 +01:00
AMIAY
679799c074 fix installation branch 2026-01-24 12:33:42 +01:00
AMIAY
87b168dd4c fix 2026-01-24 12:22:15 +01:00
AMIAY
679f065e24 delete updateManager 2026-01-24 12:09:54 +01:00
AMIAY
ecae7d2ee5 update 2026-01-24 12:06:45 +01:00
AMIAY
fa50fec34d Merge branch 'develop' of https://github.com/amiayweb/Hytale-F2P into develop 2026-01-24 12:05:24 +01:00
AMIAY
c900129c1f fix patch 2026-01-24 12:05:10 +01:00
AMIAY
6b75858515 Delete .env.example 2026-01-24 12:03:07 +01:00
AMIAY
61bcdf9413 curseforge api 2026-01-24 12:01:37 +01:00
AMIAY
411d7d8aaf fix 2026-01-24 12:00:01 +01:00
Fazri Gading
8a87c7c4d9 docs: add and adjust more info on readme 2026-01-24 16:35:42 +08:00
Fazri Gading
34f93e962b docs: adjusted github template & add new contributors name (#133)
* docs: add new contributors to the list

* docs: fix template and new adjustments

* docs: fix github template & add new contributors

* removed config.yml
2026-01-24 15:57:20 +08:00
AMIAY
d8393543df fixing 2026-01-24 02:49:21 +01:00
Terromur
b62ffc126e Update PKGBUILD 2026-01-24 05:44:51 +05:00
AMIAY
3579d82776 fix (to try) 2026-01-24 01:41:09 +01:00
Terromur
b5c6c38d92 Update Hytale-F2P.desktop 2026-01-24 05:05:02 +05:00
Terromur
f932462578 Update PKGBUILD 2026-01-24 05:04:43 +05:00
Fazri Gading
e005b4293b docs: add footnotes and fixes 2026-01-24 04:10:54 +08:00
Fazri Gading
e43897f816 Draft Enhancement & Documentation for README.md
Needs some work on few TODO. Contributors PR are welcome.
2026-01-24 03:21:25 +08:00
AMIAY
3983fdb1bc pre-release & release game version [to check] 2026-01-23 17:54:57 +01:00
Fazri Gading
b46ce93af7 Release Stable Build v2.0.11 (#119)
* Add electron-updater auto-update support

- Install electron-updater package
- Configure GitHub releases publish settings
- Create AppUpdater class with full update lifecycle
- Integrate auto-update into main.js
- Add comprehensive documentation (AUTO-UPDATES.md, TESTING-UPDATES.md)
- Set up dev-app-update.yml for testing

* Add cache clearing documentation for electron-updater

- Introduced CLEAR-UPDATE-CACHE.md to guide users on clearing the electron-updater cache across macOS, Windows, and Linux.
- Added programmatic method for cache clearing in JavaScript.
- Enhanced update handling in main.js and preload.js to support new update events.
- Updated GUI styles for download buttons and progress indicators in update.js and style.css.

* Update auto-update UI and configuration

- Fix version display (newVersion field)
- Add download progress bar with real-time updates
- Reorder buttons: Install & Restart (primary), Manually Download (secondary)
- Update dev-app-update.yml to point to fork
- Update package.json version to 2.0.2

* Add installation effects and draggable progress bar

Introduces animated installation effects overlay and makes the progress bar draggable. Adds maximize window support, improves window controls styling, and enforces a single app instance. Removes the unused Skins page and related translations. Refines  various UI details for a more polished user experience.

* Adjust news card aspect ratio and add Play tab style

Set a default aspect ratio for .news-card and add a specific style for the LATEST NEWS section in the Play tab to override the aspect ratio and use full height.

* Add splash screen to launcher startup

Introduced a new splash screen (splash.html) and updated main.js to display it on startup before loading the main window. The splash screen is shown for 2.5 seconds as a placeholder for future loading logic, improving user experience during application launch.

* Display launcher version in UI

Adds a version display element to the bottom right of the UI, fetching the version from package.json via a new IPC handler. Updates main.js, preload.js, and ui.js to support retrieving and displaying the version, and adds relevant styles in style.css.

* Custom Mod loading fix (#92)

* feat: Add Repair Game functionality including UserData backup and cache clearing

* feat: Add In-App Logs Viewer and Logs Folder shortcut

* feat: Add Open Logs feature

* disable dev tools

* Fix Settings UI

* Implement custom mod loading, autoimport, auto repair

* Fixed Custom Mod loading issues and merge issues

* feat: Externalize sensitive API keys and Discord client ID into environment variables using dotenv.

* feat(mods): add profile-based mod management and auto-repair

* feat: add 'Close launcher on game start' option and improve app termination behavior (#93)

* update main branch to release/v2.0.2b (#86)

* add more linux pkgs, create auto-release and pre-release feature for Github Actions

* removed package-lock from gitignore

* update .gitignore for local build

* add package-lock.json to maintain stability development

* update version to 2.0.2b also add deps for rpm and arch

* update 2.0.2b: add arm64 support, product and executable name, maintainers; remove snap;

* update 2.0.2b: add latest.yml for win & linux, arm64 support; remove snap

* fix release build naming

* Prepare release v2.0.2b

* feat: add 'Close launcher on game start' option and improve app termination behavior

- Added 'Close launcher on game start' setting in GUI and backend.
- Implemented automatic app quit after game launch if setting is enabled.
- Added Cmd+Q (Mac) and Ctrl+Q/Alt+F4 (Win/Linux) shortcuts to quit the app.
- Updated 'window-close' handler to fully quit the app instead of just closing the window.
- Added i18n support for the new setting in English, Spanish, and Portuguese.

---------

Co-authored-by: Fazri Gading <fazrigading@gmail.com>
Co-authored-by: Arnav Singh <hi.arnavsingh3@gmail.com>

* Update publish config to point to chasem-dev fork

* Fix Linux metadata files in workflow and improve error handling

* Bump version to 2.0.5

* Bump version to 2.0.6

* Fix update popup showing for same version - add version comparison checks

* Bump version to 2.0.7

* Fix SHA512 checksum mismatch handling - clear cache and retry automatically

* Bump version to 2.0.8

* Bump version to 2.0.9

* Fix: Use explicit latest-linux.yml to prevent yml file collision

The glob pattern latest*.yml was matching both latest-linux.yml AND
latest.yml from the Linux build, causing the Windows latest.yml to be
overwritten with incorrect checksums.

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>

* Bump version to 2.0.10

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>

* Fix: Remove portable target to fix SHA512 checksum mismatch

The portable and nsis targets both produced x64.exe files with the same
name, causing one to overwrite the other. The latest.yml contained the
checksum from one build while the actual file was from the other build.

Removed portable target - nsis installer is sufficient.
Bump version to 2.0.11

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>

* Remove outdated documentation files related to auto-updates, build instructions, and testing updates. Update `dev-app-update.yml` and `package.json` to reflect the correct GitHub owner. This cleanup streamlines the project and ensures accurate configuration for future updates.

* Add semantic versioning policy documentation - numerical versions only

* Update package-lock.json to include new dependencies and versions, enhancing project stability and compatibility.

* fixed imgur restriction for UK

* fix: adds EGL env var to detect installed NVIDIA GPU

* Update release.yml

* patch v2.0.11-beta: fix env issue in GA release, warn Intel Mac users, add com templates. (#115)

* fix: throw error for Intel Mac user
* docs: first draft of issue and PR template
* fix: env of curseforge API key and discord client ID

* implemented late patch should be in #115

* Final patch for release.yml v2.0.11

---------

Co-authored-by: chasem-dev <myers.a.chase@gmail.com>
Co-authored-by: AMIAY <letudiantenrap.collab@gmail.com>
Co-authored-by: Rahul Sahani <110347707+Rahul-Sahani04@users.noreply.github.com>
Co-authored-by: Arnav Singh <72737311+ArnavSingh77@users.noreply.github.com>
Co-authored-by: Arnav Singh <hi.arnavsingh3@gmail.com>
Co-authored-by: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-24 00:07:59 +08:00
Fazri Gading
2a87acfe46 Final patch for release.yml v2.0.11 2026-01-23 22:46:31 +08:00
Fazri Gading
a2e2d5e5fd implemented late patch should be in #115 2026-01-23 22:10:35 +08:00
Fazri Gading
34143d9872 patch v2.0.11-beta: fix env issue in GA release, warn Intel Mac users, add com templates. (#115)
* fix: throw error for Intel Mac user
* docs: first draft of issue and PR template
* fix: env of curseforge API key and discord client ID
2026-01-23 21:30:27 +08:00
Fazri Gading
08c2218cf8 Merge branch 'feature/community-templates' into develop 2026-01-23 21:14:20 +08:00
Fazri Gading
032418b7f7 Merge branch 'fix/x86-mac-pwr-warning' into develop 2026-01-23 21:11:46 +08:00
Fazri Gading
fc05725a43 Merge pull request #114 from amiayweb/env-test
Merge v2.0.11-beta Build 2: env test & readme and server guide fix
2026-01-23 16:32:42 +08:00
Fazri Gading
203a56879f Update release.yml 2026-01-23 16:20:40 +08:00
Fazri Gading
7a0065ea2b Merge branch 'develop' of https://github.com/amiayweb/Hytale-F2P into develop 2026-01-23 14:48:23 +08:00
Fazri Gading
ac08eb50ff Merge #112: update README.md and merge PR #105
Update README.md and merge PR #105 to develop branch
2026-01-23 14:37:06 +08:00
Fazri Gading
70fe4203ef Merge branch 'develop' of https://github.com/amiayweb/Hytale-F2P into develop 2026-01-23 13:11:43 +08:00
Fazri Gading
f433120084 fix: adds EGL env var to detect installed NVIDIA GPU 2026-01-23 13:11:19 +08:00
AMIAY
f4099acbed Merge pull request #104 from chasem-dev/v2.0.11
V2.0.11 - Auto Updater
2026-01-23 02:04:15 +01:00
Fazri Gading
da843257c1 docs: first draft of issue and PR template 2026-01-23 06:00:36 +08:00
Fazri Gading
e4576042be fix: throw error for Intel Mac user 2026-01-23 05:57:21 +08:00
AMIAY
1ba6b22b74 fixed imgur restriction for UK 2026-01-22 20:40:28 +01:00
chasem-dev
a1bc88b754 Update package-lock.json to include new dependencies and versions, enhancing project stability and compatibility. 2026-01-22 14:07:04 -05:00
chasem-dev
24c2371b50 Add semantic versioning policy documentation - numerical versions only 2026-01-22 13:10:01 -05:00
chasem-dev
4c6e1a616e Merge upstream/develop into v2.0.11 - sync with main repository 2026-01-22 13:07:34 -05:00
chasem-dev
b54eb4e834 Remove outdated documentation files related to auto-updates, build instructions, and testing updates. Update dev-app-update.yml and package.json to reflect the correct GitHub owner. This cleanup streamlines the project and ensures accurate configuration for future updates. 2026-01-22 13:05:34 -05:00
chasem-dev
a1c74e4175 Fix: Remove portable target to fix SHA512 checksum mismatch
The portable and nsis targets both produced x64.exe files with the same
name, causing one to overwrite the other. The latest.yml contained the
checksum from one build while the actual file was from the other build.

Removed portable target - nsis installer is sufficient.
Bump version to 2.0.11

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-22 12:50:10 -05:00
chasem-dev
260e6c1126 Bump version to 2.0.10
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-22 11:53:34 -05:00
chasem-dev
6eb628559b Fix: Use explicit latest-linux.yml to prevent yml file collision
The glob pattern latest*.yml was matching both latest-linux.yml AND
latest.yml from the Linux build, causing the Windows latest.yml to be
overwritten with incorrect checksums.

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-22 11:53:15 -05:00
chasem-dev
052b5dc7dc Bump version to 2.0.9 2026-01-22 11:30:59 -05:00
chasem-dev
7e9b5046df Bump version to 2.0.8 2026-01-22 11:13:01 -05:00
chasem-dev
204d6b21f6 Fix SHA512 checksum mismatch handling - clear cache and retry automatically 2026-01-22 11:12:59 -05:00
chasem-dev
740d516cfe Bump version to 2.0.7 2026-01-22 10:36:19 -05:00
chasem-dev
ce052add0d Fix update popup showing for same version - add version comparison checks 2026-01-22 10:36:18 -05:00
chasem-dev
d7a904c641 Bump version to 2.0.6 2026-01-22 10:18:33 -05:00
chasem-dev
d5d2f60c97 Bump version to 2.0.5 2026-01-22 10:18:30 -05:00
chasem-dev
61433bfeea Fix Linux metadata files in workflow and improve error handling 2026-01-22 10:18:28 -05:00
chasem-dev
9eb5d1759c Update publish config to point to chasem-dev fork 2026-01-22 09:11:10 -05:00
Arnav Singh
68d697576a feat: add 'Close launcher on game start' option and improve app termination behavior (#93)
* update main branch to release/v2.0.2b (#86)

* add more linux pkgs, create auto-release and pre-release feature for Github Actions

* removed package-lock from gitignore

* update .gitignore for local build

* add package-lock.json to maintain stability development

* update version to 2.0.2b also add deps for rpm and arch

* update 2.0.2b: add arm64 support, product and executable name, maintainers; remove snap;

* update 2.0.2b: add latest.yml for win & linux, arm64 support; remove snap

* fix release build naming

* Prepare release v2.0.2b

* feat: add 'Close launcher on game start' option and improve app termination behavior

- Added 'Close launcher on game start' setting in GUI and backend.
- Implemented automatic app quit after game launch if setting is enabled.
- Added Cmd+Q (Mac) and Ctrl+Q/Alt+F4 (Win/Linux) shortcuts to quit the app.
- Updated 'window-close' handler to fully quit the app instead of just closing the window.
- Added i18n support for the new setting in English, Spanish, and Portuguese.

---------

Co-authored-by: Fazri Gading <fazrigading@gmail.com>
Co-authored-by: Arnav Singh <hi.arnavsingh3@gmail.com>
2026-01-22 18:11:16 +08:00
Rahul Sahani
a8da559e93 Custom Mod loading fix (#92)
* feat: Add Repair Game functionality including UserData backup and cache clearing

* feat: Add In-App Logs Viewer and Logs Folder shortcut

* feat: Add Open Logs feature

* disable dev tools

* Fix Settings UI

* Implement custom mod loading, autoimport, auto repair

* Fixed Custom Mod loading issues and merge issues

* feat: Externalize sensitive API keys and Discord client ID into environment variables using dotenv.

* feat(mods): add profile-based mod management and auto-repair
2026-01-22 18:01:57 +08:00
AMIAY
75f9403888 Display launcher version in UI
Adds a version display element to the bottom right of the UI, fetching the version from package.json via a new IPC handler. Updates main.js, preload.js, and ui.js to support retrieving and displaying the version, and adds relevant styles in style.css.
2026-01-22 08:07:32 +01:00
AMIAY
b61c94d348 Add splash screen to launcher startup
Introduced a new splash screen (splash.html) and updated main.js to display it on startup before loading the main window. The splash screen is shown for 2.5 seconds as a placeholder for future loading logic, improving user experience during application launch.
2026-01-22 07:59:27 +01:00
AMIAY
c0109575d6 Adjust news card aspect ratio and add Play tab style
Set a default aspect ratio for .news-card and add a specific style for the LATEST NEWS section in the Play tab to override the aspect ratio and use full height.
2026-01-22 07:43:39 +01:00
AMIAY
2a024b61dd Add installation effects and draggable progress bar
Introduces animated installation effects overlay and makes the progress bar draggable. Adds maximize window support, improves window controls styling, and enforces a single app instance. Removes the unused Skins page and related translations. Refines  various UI details for a more polished user experience.
2026-01-22 07:41:35 +01:00
chasem-dev
1c39e8e4c6 Update auto-update UI and configuration
- Fix version display (newVersion field)
- Add download progress bar with real-time updates
- Reorder buttons: Install & Restart (primary), Manually Download (secondary)
- Update dev-app-update.yml to point to fork
- Update package.json version to 2.0.2
2026-01-22 00:26:46 -05:00
chasem-dev
753bd4fd61 Add cache clearing documentation for electron-updater
- Introduced CLEAR-UPDATE-CACHE.md to guide users on clearing the electron-updater cache across macOS, Windows, and Linux.
- Added programmatic method for cache clearing in JavaScript.
- Enhanced update handling in main.js and preload.js to support new update events.
- Updated GUI styles for download buttons and progress indicators in update.js and style.css.
2026-01-22 00:26:01 -05:00
chasem-dev
cefb4c5575 Add electron-updater auto-update support
- Install electron-updater package
- Configure GitHub releases publish settings
- Create AppUpdater class with full update lifecycle
- Integrate auto-update into main.js
- Add comprehensive documentation (AUTO-UPDATES.md, TESTING-UPDATES.md)
- Set up dev-app-update.yml for testing
2026-01-22 00:03:02 -05:00
84 changed files with 16921 additions and 7657 deletions

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# Code of Conduct
## Our Pledge
We as members, contributors, and leaders pledge to make participation in our community a harassment-free experience for everyone, regardless of age, body size, visible or invisible disability, ethnicity, sex characteristics, gender identity and expression, level of experience, education, socio-economic status, nationality, personal appearance, race, caste, color, religion, or sexual identity and orientation.
We pledge to act and interact in ways that contribute to an open, welcoming, diverse, inclusive, and healthy community.
## Our Standards
Examples of behavior that contributes to a positive environment for our community include:
* Demonstrating empathy and kindness toward other people
* Being respectful of differing opinions, viewpoints, and experiences
* Giving and gracefully accepting constructive feedback
* Accepting responsibility and apologizing to those affected by our mistakes, and learning from the experience
* Focusing on what is best not just for us as individuals, but for the overall community
Examples of unacceptable behavior include:
* The use of sexualized language or imagery, and sexual attention or advances of any kind
* Trolling, insulting or derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or email address, without their explicit permission
* Other conduct which could reasonably be considered inappropriate in a professional setting
## Enforcement Responsibilities
Community leaders are responsible for clarifying and enforcing our standards of acceptable behavior and will take appropriate and fair corrective action in response to any behavior that they deem inappropriate, threatening, offensive, or harmful.
Community leaders have the right and responsibility to remove, edit, or reject comments, commits, code, wiki edits, issues, and other contributions that are not aligned to this Code of Conduct, and will communicate reasons for moderation decisions when appropriate.
## Scope
This Code of Conduct applies within all community spaces, and also applies when an individual is officially representing the community in public spaces. Examples of representing our community include using an official e-mail address, posting via an official social media account, or acting as an appointed representative at an online or offline event.
## Enforcement
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.
## Enforcement Guidelines
Community leaders will follow these Community Impact Guidelines in determining the consequences for any action they deem in violation of this Code of Conduct:
### 1. Correction
**Community Impact**: Use of inappropriate language or other behavior deemed unprofessional or unwelcome in the community.
**Consequence**: A private, written warning from community leaders, providing clarity around the nature of the violation and an explanation of why the behavior was inappropriate. A public apology may be requested.
### 2. Warning
**Community Impact**: A violation through a single incident or series of actions.
**Consequence**: A warning with consequences for continued behavior. No interaction with the people involved, including unsolicited interaction with those enforcing the Code of Conduct, for a specified period of time. This includes avoiding interactions in community spaces as well as external channels like social media. Violating these terms may lead to a temporary or permanent ban.
### 3. Temporary Ban
**Community Impact**: A serious violation of community standards, including sustained inappropriate behavior.
**Consequence**: A temporary ban from any sort of interaction or public communication with the community for a specified period of time. No public or private interaction with the people involved, including unsolicited interaction with those enforcing the Code of Conduct, is allowed during this period. Violating these terms may lead to a permanent ban.
### 4. Permanent Ban
**Community Impact**: Demonstrating a pattern of violation of community standards, including sustained inappropriate behavior, harassment of an individual, or aggression toward or disparagement of classes of individuals.
**Consequence**: A permanent ban from any sort of public interaction within the community.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 2.1, available at [https://www.contributor-covenant.org/version/2/1/code_of_conduct.html][v2.1].
Community Impact Guidelines were inspired by [Mozilla's code of conduct enforcement ladder][Mozilla CoC].
For answers to common questions about this code of conduct, see the FAQ at [https://www.contributor-covenant.org/faq][FAQ]. Translations are available at [https://www.contributor-covenant.org/translations][translations].
[homepage]: https://www.contributor-covenant.org
[v2.1]: https://www.contributor-covenant.org/version/2/1/code_of_conduct.html
[Mozilla CoC]: https://github.com/mozilla/diversity
[FAQ]: https://www.contributor-covenant.org/faq
[translations]: https://www.contributor-covenant.org/translations

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# Contributing to Hytale F2P
Thank you for your interest in contributing to Hytale F2P! We welcome contributions from everyone. By participating in this project, you agree to abide by our [Code of Conduct](CODE_OF_CONDUCT.md).
## How to Contribute
### Reporting Bugs
- Use the [Bug Report](.github/ISSUE_TEMPLATE/bug_report.yml) template
- Include as much detail as possible
- Include screenshots if applicable
- Check if the issue has already been reported
### Suggesting Features
- Use the [Feature Request](.github/ISSUE_TEMPLATE/feature_request.yml) template
- Clearly describe the feature and its benefits
- Consider if the feature aligns with the project's goals
### Contributing Code
1. Fork the repository
2. Create a feature branch: `git checkout -b feature/your-feature-name`
3. Make your changes
4. Write tests if applicable
5. Ensure all tests pass
6. Update documentation if needed
7. Commit your changes: `git commit -m 'Add some feature'`
8. Push to the branch: `git push origin feature/your-feature-name`
9. Submit a pull request
### Pull Request Process
- Use the appropriate [Pull Request template](.github/PULL_REQUEST_TEMPLATE/)
- Ensure your PR description clearly describes the changes
- Link to any related issues
- Wait for review and address any feedback
## Development Setup
1. Clone the repository: `git clone https://github.com/your-username/hytale-f2p.git`
2. Install dependencies: `npm install` (or appropriate command)
3. Set up your development environment
4. Run tests: `npm test`
5. Start development server: `npm run dev`
## Code Style
- Follow the existing code style in the project
- Use meaningful variable and function names
- Write clear, concise comments
- Keep functions small and focused
## Testing
- Write unit tests for new features
- Ensure all existing tests pass
- Test on multiple platforms/browsers if applicable
## Documentation
- Update README.md if needed
- Document new features or changes
- Keep documentation up to date
## Questions?
If you have questions about contributing, feel free to ask in our [Discussions](https://github.com/your-username/hytale-f2p/discussions) or create a [Support Request](.github/ISSUE_TEMPLATE/support_request.yml).
Thank you for contributing to Hytale F2P!

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@@ -0,0 +1,54 @@
name: Asset Contribution
description: Contribute assets (images, sounds, models, etc.)
title: "[ASSETS] "
labels: ["assets"]
body:
- type: textarea
id: description
attributes:
label: Asset Description
description: Describe the asset(s) you're contributing.
placeholder: "What type of asset is this? What does it represent?"
validations:
required: true
- type: input
id: format
attributes:
label: File Format
description: What format are the asset files in?
placeholder: "e.g. PNG, JPG, MP3, OBJ"
- type: input
id: license
attributes:
label: License
description: What license applies to this asset?
placeholder: "e.g. CC0, MIT, Public Domain"
- type: textarea
id: usage
attributes:
label: Intended Usage
description: Where and how should this asset be used in the project?
placeholder: "This asset should be used for..., in the following context..."
- type: textarea
id: source
attributes:
label: Source/Attribution
description: If this asset is derived from another source, provide attribution.
placeholder: "Created by me, or derived from [source]"
- type: input
id: link
attributes:
label: Download Link
description: Provide a link to download or view the asset.
placeholder: "GitHub release, Google Drive, etc."
- type: textarea
id: additional
attributes:
label: Additional Information
description: Any other information about the asset.

94
.github/ISSUE_TEMPLATE/bug_report.yml vendored Normal file
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@@ -0,0 +1,94 @@
name: Bug Report
description: Create a report to help us improve
title: "[BUG] "
labels: ["bug"]
body:
- type: markdown
attributes:
value: |
Bug is a problem which impairs or prevents the functions of the launcher from working as intended.
Thanks for taking the time to fill out a bug report!
Please provide as much information as you can to help us understand and reproduce the issue.
- type: textarea
id: description
attributes:
label: Describe the bug
description: A clear and concise description of what the bug is.
placeholder: "Tell us what you see! The more detail the better."
validations:
required: true
- type: textarea
id: reproduce
attributes:
label: To Reproduce
description: Steps to reproduce the behavior
placeholder: |
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
validations:
required: true
- type: textarea
id: expected
attributes:
label: Expected behavior
description: A clear and concise description of what you expected to happen.
validations:
required: true
- type: textarea
id: proof
attributes:
label: Screenshots/Recordings
description: If applicable, add Screenshots/Recordings to help explain your problem.
- type: input
id: version
attributes:
label: Version
description: What version of the launcher are you running?
placeholder: "e.g. \"v2.2.0 stable\""
validations:
required: true
- type: textarea
id: hardwarespec
attributes:
label: Hardware Specification
description: Tell us your CPU, iGPU, dGPU, VRAM, and RAM information.
placeholder: "CPU: Intel i9-14900K 6.0 GHz | GPU: NVIDIA RTX 4090 24 GB VRAM | RAM: 32 GB"
validations:
required: true
- type: dropdown
id: os
attributes:
label: Operating System
description: What operating system are you using?
options:
- Windows 11/10
- macOS (Apple Silicon, M1/M2/M3)
- Linux Ubuntu/Debian-based (Linux Mint, Pop!_OS, etc.)
- Linux Fedora/RHEL-based (Fedora, CentOS, etc.)
- Linux Arch-based (Steamdeck, CachyOS, etc.)
validations:
required: true
- type: textarea
id: logs
attributes:
label: Logs or Error Messages
description: If applicable, paste any error messages or logs here.
render: shell
validations:
required: true
- type: textarea
id: additional
attributes:
label: Additional context
description: Add any other context about the problem here.

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@@ -0,0 +1,52 @@
name: Feature Request
description: Suggest an idea for this project
title: "[FEATURE] "
labels: ["enhancement"]
body:
- type: textarea
id: summary
attributes:
label: Summary
description: Brief explanation of the feature.
placeholder: "Describe in a few sentences what this feature would do."
validations:
required: true
- type: textarea
id: problem
attributes:
label: Is your feature request related to a problem? Please describe.
description: A clear and concise description of what the problem is.
placeholder: "Ex. I'm always frustrated when [...]"
validations:
required: true
- type: textarea
id: solution
attributes:
label: Describe the solution you'd like
description: A clear and concise description of what you want to happen.
placeholder: "Describe what you want to happen."
validations:
required: true
- type: textarea
id: alternatives
attributes:
label: Describe alternatives you've considered
description: A clear and concise description of any alternative solutions or features you've considered.
placeholder: "Describe any alternative solutions or features you've considered."
validations:
required: true
- type: textarea
id: screenshots
attributes:
label: Screenshots (Optional)
description: If applicable, add screenshots to help explain your request.
- type: textarea
id: additional
attributes:
label: Additional context
description: Add any other context or screenshots about the feature request here.

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@@ -0,0 +1,24 @@
name: New Translation Request
description: Request new language translation for text or content on the launcher
title: "[TRANSLATION REQUEST] "
labels: ["translation request"]
body:
- type: input
id: language
attributes:
label: Request New Language
description: What language do you want our launcher to support?
placeholder: "e.g. German (de-DE), Russian (ru-RU), etc."
validations:
required: true
- type: dropdown
id: contriution_willingness
attributes:
label: Willingness to Contribute
description: Are you willing to help with the translation effort?
options:
- Yes, I can help translate from English to the requested language!
- No, I just want to request the language.
validations:
required: true

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@@ -0,0 +1,61 @@
name: Security Vulnerability
description: Report a security vulnerability
title: "[SECURITY] "
labels: ["security"]
body:
- type: markdown
attributes:
value: |
Thank you for reporting a security vulnerability. Please review our [Security Policy](SECURITY.md) for more information on how we handle security issues.
If you are reporting a security vulnerability, please provide as much detail as possible so we can assess and address it promptly.
- type: textarea
id: summary
attributes:
label: Summary
description: Brief description of the security issue.
placeholder: "Describe the security vulnerability in a few sentences."
validations:
required: true
- type: textarea
id: details
attributes:
label: Vulnerability Details
description: Detailed description of the vulnerability, including how it can be exploited.
placeholder: "Provide detailed steps, code snippets, or other information that demonstrates the vulnerability."
validations:
required: true
- type: textarea
id: impact
attributes:
label: Impact
description: What is the potential impact of this vulnerability?
placeholder: "Describe the potential consequences if this vulnerability is exploited."
validations:
required: true
- type: textarea
id: mitigation
attributes:
label: Suggested Mitigation
description: Any suggestions for fixing or mitigating the issue.
placeholder: "Provide any suggestions for how to fix or mitigate this vulnerability."
- type: input
id: contact
attributes:
label: Contact Information (Optional)
description: How can we contact you for more information?
placeholder: "Email address or other contact method"
- type: checkboxes
id: terms
attributes:
label: Terms
description: By submitting this issue, you agree to our responsible disclosure terms.
options:
- label: I understand that this is a private security report and will not publicly disclose details until the issue is resolved.
required: true

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@@ -0,0 +1,101 @@
name: Support Request
description: Request help or support
title: "[SUPPORT] <ADD YOUR TITLE HERE>"
labels: ["support"]
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
attributes:
value: |
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.
**Need a quick assistance?** Please Open-A-Ticket in our [Discord Server](https://discord.gg/gME8rUy3MB)!
- type: textarea
id: question
attributes:
label: What do you need help with?
description: Describe your question or issue clearly.
placeholder: "I'm having trouble with..."
validations:
required: true
- type: textarea
id: context
attributes:
label: Context
description: Provide any relevant context or background information.
placeholder: "I've tried these steps, but got..."
validations:
required: true
- type: textarea
id: proof
attributes:
label: Screenshots/Recordings
description: If applicable, add Screenshots/Recordings to help explain your problem.
- type: textarea
id: hardwarespec
attributes:
label: Hardware Specification
description: 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"
validations:
required: true
- type: dropdown
id: version
attributes:
label: Version
description: What launcher version are you using?
options:
- v2.2.0
- v2.1.1
- v2.1.0
- v2.0.11
- v2.0.2
validations:
required: true
- type: dropdown
id: platform
attributes:
label: Platform
description: What platform are you using?
options:
- Windows 11/10
- macOS (Apple Silicon, M1/M2/M3)
- Linux Ubuntu/Debian-based (Linux Mint, Pop!_OS, etc.)
- Linux Fedora/RHEL-based (Fedora, CentOS, etc.)
- Linux Arch-based (Steamdeck, CachyOS, etc.)
validations:
required: true
- type: textarea
id: logs
attributes:
label: Logs or Error Messages
description: If applicable, paste any error messages or logs here.
render: shell
validations:
required: true
- type: textarea
id: additional
attributes:
label: Additional Information
description: Any other information that might help us assist you.

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@@ -0,0 +1,41 @@
name: Translation Fix Request
description: Request a fix of translation for text or content in the launcher
title: "[TRANSLATION FIX] "
labels: ["translation fix"]
body:
- type: input
id: language
attributes:
label: Target Language
description: What language do you want to translate to?
placeholder: "e.g. Spanish (es-ES), Portuguese (pt-BR), etc."
validations:
required: true
- type: textarea
id: source_text
attributes:
label: Source Text
description: The original text that needs to be translated.
placeholder: "Paste the text here..."
validations:
required: true
- type: textarea
id: context
attributes:
label: Context
description: Provide context about where this text appears or how it's used.
placeholder: "This text appears in..., It's used for..."
- type: textarea
id: screenshots
attributes:
label: Screenshots
description: If applicable, add screenshots to help explain your problem.
- type: textarea
id: notes
attributes:
label: Additional Notes
description: Any specific instructions or notes for the translator.

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@@ -0,0 +1,42 @@
name: Translation Request
description: Request translation for text or content
title: "[TRANSLATION] "
labels: ["translation"]
body:
- type: input
id: language
attributes:
label: Target Language
description: What language do you want to translate to?
placeholder: "e.g. Spanish (es-ES), French (fr-FR)"
validations:
required: true
- type: textarea
id: source_text
attributes:
label: Source Text
description: The original text that needs to be translated.
placeholder: "Paste the text here..."
validations:
required: true
- type: textarea
id: context
attributes:
label: Context
description: Provide context about where this text appears or how it's used.
placeholder: "This text appears in..., It's used for..."
- type: input
id: file_location
attributes:
label: File Location
description: Where is this text located in the codebase?
placeholder: "e.g. src/components/Button.js:15"
- type: textarea
id: notes
attributes:
label: Additional Notes
description: Any specific instructions or notes for the translator.

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@@ -0,0 +1,24 @@
## Description
Brief description of the bug fix.
## Related Issue
Fixes # (issue number)
## Changes Made
- List the changes made to fix the bug
- Be specific about what was changed and why
## Testing
- How did you test the fix?
- What scenarios were covered?
## Screenshots (if applicable)
Add screenshots to demonstrate the fix.
## Checklist
- [ ] My code follows the project's style guidelines
- [ ] I have performed a self-review of my own code
- [ ] I have commented my code, particularly in hard-to-understand areas
- [ ] My changes generate no new warnings
- [ ] I have added tests that prove my fix is effective or that my feature works
- [ ] New and existing unit tests pass locally with my changes

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@@ -0,0 +1,16 @@
## Description
Brief description of the documentation changes.
## Related Issue
Addresses # (issue number)
## Changes Made
- List the documentation files that were added, updated, or removed
- Describe what information was added or corrected
## Checklist
- [ ] Documentation is clear and easy to understand
- [ ] Links and references are correct
- [ ] Code examples (if any) are accurate and functional
- [ ] Spelling and grammar are correct
- [ ] Documentation follows the project's style guidelines

26
.github/PULL_REQUEST_TEMPLATE/hotfix.md vendored Normal file
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@@ -0,0 +1,26 @@
## Description
Brief description of the hotfix.
## Related Issue
Fixes # (issue number) - URGENT
## Changes Made
- List the minimal changes made to fix the critical issue
- Be specific about what was changed
## Urgency
Why is this a hotfix? (Critical bug, security issue, production down, etc.)
## Testing
- How was the hotfix tested?
- What was the minimal testing performed?
## Deployment Notes
- Any special deployment considerations?
- Rollback plan if needed?
## Checklist
- [ ] This is a minimal change addressing only the critical issue
- [ ] No new features or unrelated changes included
- [ ] Basic functionality verified
- [ ] Ready for immediate deployment

View File

@@ -0,0 +1,20 @@
## Description
Brief description of the localization changes.
## Related Issue
Addresses # (issue number)
## Changes Made
- List the languages and files that were updated
- Describe what text was translated or updated
## Languages Updated
- Language 1 (locale code)
- Language 2 (locale code)
## Checklist
- [ ] Translations are accurate and culturally appropriate
- [ ] Placeholder variables (%s, %d, etc.) are preserved
- [ ] Text length is appropriate for UI elements
- [ ] No hardcoded strings remain
- [ ] Localization files are properly formatted

View File

@@ -0,0 +1,25 @@
## Description
Brief description of the new feature.
## Related Issue
Addresses # (issue number)
## Changes Made
- List the changes made to implement the feature
- Be specific about new files, modified files, and functionality added
## Testing
- How did you test the new feature?
- What scenarios were covered?
## Screenshots (if applicable)
Add screenshots to demonstrate the new feature.
## Checklist
- [ ] My code follows the project's style guidelines
- [ ] I have performed a self-review of my own code
- [ ] I have commented my code, particularly in hard-to-understand areas
- [ ] My changes generate no new warnings
- [ ] I have added tests that prove my feature works
- [ ] New and existing unit tests pass locally with my changes
- [ ] I have updated the documentation accordingly

View File

@@ -0,0 +1,27 @@
## Description
Brief description of the refactoring changes.
## Related Issue
Addresses # (issue number)
## Changes Made
- List the refactored code sections
- Describe what was improved (readability, performance, maintainability, etc.)
## Motivation
Why was this refactoring necessary?
## Impact
- Does this change affect any APIs or interfaces?
- Are there any breaking changes?
## Testing
- How was the refactored code tested?
- Did existing tests pass?
## Checklist
- [ ] Code is more readable and maintainable
- [ ] No functionality was broken
- [ ] Performance was not negatively impacted
- [ ] All existing tests pass
- [ ] New tests were added if necessary

18
.github/README1.md vendored
View File

@@ -22,13 +22,25 @@ All builds run in parallel:
### Creating a Release ### Creating a Release
1. Update version in `package.json` **⚠️ IMPORTANT: Semantic Versioning Required**
This project uses **strict semantic versioning with numerical versions only**:
-**Valid**: `2.0.1`, `2.0.11`, `2.1.0`, `3.0.0`
-**Invalid**: `2.0.2b`, `2.0.2a`, `2.0.1-beta`
**Format**: `MAJOR.MINOR.PATCH` (e.g., `2.0.11`)
The auto-update system requires semantic versioning for proper version comparison. Letter suffixes are not supported.
**Steps:**
1. Update version in `package.json` (use numerical format only, e.g., `2.0.11`)
2. Commit and push to `main` 2. Commit and push to `main`
3. Create and push a version tag: 3. Create and push a version tag:
```bash ```bash
git tag v2.0.1 git tag v2.0.11
git push origin v2.0.1 git push origin v2.0.11
``` ```
The workflow will: The workflow will:

55
.github/SECURITY.md vendored Normal file
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@@ -0,0 +1,55 @@
# Security Policy
## Supported Versions
We take security seriously. The following versions of our project are currently being supported with security updates:
| Version | Supported |
| ------- | ------------------ |
| 1.x.x | :white_check_mark: |
| < 1.0 | :x: |
## Reporting a Vulnerability
If you discover a security vulnerability, please report it to us as follows:
**Do not report security vulnerabilities through public GitHub issues.**
Instead, please report security vulnerabilities by:
1. Using the [Security Vulnerability Report](.github/ISSUE_TEMPLATE/security_vulnerability.yml) template (this creates a private issue)
2. Emailing [security@yourdomain.com](mailto:security@yourdomain.com) (if available)
3. Contacting the maintainers directly through secure channels
## What to Include in Your Report
Please include the following information in your report:
- A clear description of the vulnerability
- Steps to reproduce the issue
- Potential impact of the vulnerability
- Any suggested fixes or mitigations
- Your contact information for follow-up
## Our Response Process
1. **Acknowledgment**: We will acknowledge receipt of your report within 48 hours
2. **Investigation**: We will investigate the issue and work on a fix
3. **Updates**: We will provide regular updates on our progress
4. **Resolution**: Once fixed, we will notify you and publicly disclose the issue (with your permission)
## Responsible Disclosure
We kindly ask that you:
- Give us reasonable time to fix the issue before public disclosure
- Avoid accessing or modifying user data
- Avoid denial-of-service attacks or other disruptive actions
## Recognition
We appreciate security researchers who help keep our project safe. With your permission, we will acknowledge your contribution in our security advisories.
## Questions?
If you have questions about our security policy, please contact us through the methods listed above.

View File

@@ -2,18 +2,55 @@ name: Build and Release
on: on:
push: push:
branches:
- release
tags: tags:
- 'v*' - 'v*'
workflow_dispatch: workflow_dispatch:
jobs: jobs:
build-windows:
runs-on: windows-latest
steps:
- uses: actions/checkout@v4
- uses: actions/setup-node@v4
with:
node-version: '22'
cache: 'npm'
- run: npm ci
- name: Build Windows Packages
run: npx electron-builder --win --publish never
- uses: actions/upload-artifact@v4
with:
name: windows-builds
path: |
dist/*.exe
dist/*.exe.blockmap
dist/latest.yml
build-macos:
runs-on: macos-latest
steps:
- uses: actions/checkout@v4
- uses: actions/setup-node@v4
with:
node-version: '22'
cache: 'npm'
- run: npm ci
- name: Build macOS Packages
run: npx electron-builder --mac --publish never
- uses: actions/upload-artifact@v4
with:
name: macos-builds
path: |
dist/*.dmg
dist/*.zip
dist/latest-mac.yml
build-linux: build-linux:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
# FIX Install bsdtar for Pacman builds
- name: Install build dependencies - name: Install build dependencies
run: | run: |
sudo apt-get update sudo apt-get update
@@ -27,65 +64,76 @@ jobs:
- name: Build Linux Packages - name: Build Linux Packages
run: | run: |
npx electron-builder --linux --x64 --arm64 --publish never npx electron-builder --linux AppImage deb rpm --x64 --arm64 --publish never
- uses: actions/upload-artifact@v4 - uses: actions/upload-artifact@v4
with: with:
name: linux-builds name: linux-builds
path: | path: |
dist/*.AppImage dist/*.AppImage
dist/*.AppImage.blockmap
dist/*.deb dist/*.deb
dist/*.rpm dist/*.rpm
dist/*.pacman dist/latest-linux.yml
dist/latest.yml
build-windows: build-arch:
runs-on: windows-latest runs-on: ubuntu-latest
container:
image: archlinux:latest
steps: steps:
- uses: actions/checkout@v4 - name: Checkout repository
- uses: actions/setup-node@v4 uses: actions/checkout@v4
with: with:
node-version: '22' fetch-depth: 0
cache: 'npm'
- run: npm ci - name: Install base packages
- run: npx electron-builder --win --publish never run: |
- uses: actions/upload-artifact@v4 pacman -Syu --noconfirm
with: pacman -S --noconfirm \
name: windows-builds base-devel \
path: | git \
dist/*.exe nodejs \
dist/latest.yml npm \
rpm-tools \
libxcrypt-compat
build-macos: - name: Create build user
runs-on: macos-latest run: |
steps: useradd -m builder
- uses: actions/checkout@v4 echo "builder ALL=(ALL) NOPASSWD: ALL" >> /etc/sudoers
- uses: actions/setup-node@v4
- name: Fix Permissions
run: chown -R builder:builder .
- name: Build Arch Package
run: |
sudo -u builder bash << 'EOF'
set -e
makepkg --printsrcinfo > .SRCINFO
makepkg -sS --noconfirm
EOF
- name: Upload Arch Package
uses: actions/upload-artifact@v4
with: with:
node-version: '22' name: arch-package
cache: 'npm'
- run: npm ci
- run: npx electron-builder --mac --publish never
- uses: actions/upload-artifact@v4
with:
name: macos-builds
path: | path: |
dist/*.dmg *.pkg.tar.zst
dist/*.zip *.src.tar.zst
dist/latest-mac.yml .SRCINFO
include-hidden-files: true
release: release:
needs: [build-linux, build-windows, build-macos] needs: [build-windows, build-macos, build-linux, build-arch]
runs-on: ubuntu-latest runs-on: ubuntu-latest
if: | if: |
startsWith(github.ref, 'refs/tags/v') || startsWith(github.ref, 'refs/tags/v') ||
github.ref == 'refs/heads/release' || github.ref == 'refs/heads/main' ||
github.event_name == 'workflow_dispatch' github.event_name == 'workflow_dispatch'
permissions: permissions:
contents: write contents: write
steps: steps:
# FIX: './package.json' Module Not Found in `Get version` step
- name: Checkout code - name: Checkout code
uses: actions/checkout@v4 uses: actions/checkout@v4
@@ -104,15 +152,15 @@ jobs:
- name: Create Release - name: Create Release
uses: softprops/action-gh-release@v2 uses: softprops/action-gh-release@v2
with: with:
# If it's a tag, use the tag. tag_name: ${{ github.ref_name }}
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: | files: |
artifacts/arch-package/*.pkg.tar.zst
artifacts/arch-package/*.src.tar.zst
artifacts/arch-package/.SRCINFO
artifacts/linux-builds/**/* artifacts/linux-builds/**/*
artifacts/windows-builds/**/* artifacts/windows-builds/**/*
artifacts/macos-builds/**/* artifacts/macos-builds/**/*
generate_release_notes: true generate_release_notes: true
draft: true draft: true
# DYNAMIC FLAGS: Mark as pre-release ONLY IF it's NOT a tag (meaning it's a branch push) prerelease: false
prerelease: ${{ github.ref_type != 'tag' }}

32
.gitignore vendored
View File

@@ -1,11 +1,23 @@
dist/* # General / Node
node_modules/* node_modules/
dist/
.env
# Arch Linux / makepkg: Ignore folders created when running 'makepkg' locally
/src/
/pkg/
# Built packages: {revents committing large binaries
*.pkg.tar.zst
*.pkg.tar.xz
# Source downloads used by PKGBUILD
*.src.tar.gz
# Project Specific: Downloaded patcher (from hytale-auth-server)
backend/patcher/
# macOS Specific
.DS_Store
*.zst.DS_Store
bun.lock bun.lock
# Build artifacts
src/
pkg/
# Package files
*.tar.zst
*.zst

File diff suppressed because it is too large Load Diff

View File

@@ -1,500 +0,0 @@
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()
};

176
GUI/js/featured.js Normal file
View File

@@ -0,0 +1,176 @@
// 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');
const myServersContainer = document.getElementById('myServersList');
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 ${index + 1}:`, server.Name);
const escapedName = escapeHtml(server.Name || 'Unknown Server');
const escapedAddress = escapeHtml(server.Address || '');
const bannerUrl = server.img_Banner || 'https://via.placeholder.com/400x240/1e293b/ffffff?text=Server+Banner';
return `
<div class="featured-server-card">
<img
src="${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">${escapedAddress}</span>
<button class="copy-address-btn" onclick="copyServerAddress('${escapedAddress}', this)">
<i class="fas fa-copy"></i>
<span>Copy</span>
</button>
</div>
</div>
</div>
`;
}).join('');
featuredContainer.innerHTML = featuredHTML;
}
// Show "Coming Soon" for my servers
myServersContainer.innerHTML = `
<div style="display: flex; align-items: center; justify-content: center; height: 100%; color: #94a3b8; font-size: 1.2rem;">
<p>Coming Soon</p>
</div>
`;
} 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>
`;
myServersContainer.innerHTML = `
<div style="display: flex; align-items: center; justify-content: center; height: 100%; color: #94a3b8; font-size: 1.2rem;">
<p>Coming Soon</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);
}
}
// 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

@@ -4,8 +4,15 @@ const i18n = (() => {
let translations = {}; let translations = {};
const availableLanguages = [ const availableLanguages = [
{ code: 'en', name: 'English' }, { code: 'en', name: 'English' },
{ code: 'es', name: 'Español' }, { code: 'de-DE', name: 'German (Germany)' },
{ code: 'pt-BR', name: 'Português (Brasil)' } { code: 'es-ES', name: 'Spanish (Spain)' },
{ code: 'fr-FR', name: 'French (France)' },
{ code: 'pl-PL', name: 'Polish (Poland)' },
{ 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: 'id-ID', name: 'Indonesian (Indonesia)' }
]; ];
// Load single language file // Load single language file

View File

@@ -39,16 +39,31 @@ export function setupInstallation() {
} }
}); });
} }
} }
export async function installGame() { export async function installGame() {
if (isDownloading || (installBtn && installBtn.disabled)) return; if (isDownloading || (installBtn && installBtn.disabled)) return;
const playerName = (installPlayerName ? installPlayerName.value.trim() : '') || 'Player'; let 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 selectedBranch = selectedBranchRadio ? selectedBranchRadio.value : 'release';
console.log(`[Install] Installing game with branch: ${selectedBranch}`);
if (window.LauncherUI) window.LauncherUI.showProgress(); if (window.LauncherUI) window.LauncherUI.showProgress();
isDownloading = true; isDownloading = true;
lockInstallForm();
if (installBtn) { if (installBtn) {
installBtn.disabled = true; installBtn.disabled = true;
installText.textContent = window.i18n ? window.i18n.t('install.installing') : 'INSTALLING...'; installText.textContent = window.i18n ? window.i18n.t('install.installing') : 'INSTALLING...';
@@ -56,7 +71,7 @@ export async function installGame() {
try { try {
if (window.electronAPI && window.electronAPI.installGame) { if (window.electronAPI && window.electronAPI.installGame) {
const result = await window.electronAPI.installGame(playerName, '', installPath); const result = await window.electronAPI.installGame(playerName, '', installPath, selectedBranch);
if (result.success) { if (result.success) {
const successMsg = window.i18n ? window.i18n.t('progress.installationComplete') : 'Installation completed successfully!'; const successMsg = window.i18n ? window.i18n.t('progress.installationComplete') : 'Installation completed successfully!';
@@ -65,8 +80,11 @@ 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);
} }
@@ -78,12 +96,14 @@ export async function installGame() {
} }
} catch (error) { } catch (error) {
const errorMsg = window.i18n ? window.i18n.t('progress.installationFailed').replace('{error}', error.message) : `Installation failed: ${error.message}`; const errorMsg = window.i18n ? window.i18n.t('progress.installationFailed').replace('{error}', error.message) : `Installation failed: ${error.message}`;
// Reset button state and unlock form on error
resetInstallButton();
if (window.LauncherUI) { if (window.LauncherUI) {
window.LauncherUI.updateProgress({ message: errorMsg }); window.LauncherUI.updateProgress({ message: errorMsg });
setTimeout(() => { // Don't hide progress bar, just update the message
window.LauncherUI.hideProgress(); // User can see the error and close it manually
resetInstallButton();
}, 3000);
} }
} }
} }
@@ -116,8 +136,11 @@ 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);
} }
@@ -132,6 +155,35 @@ function resetInstallButton() {
installBtn.disabled = false; installBtn.disabled = false;
installText.textContent = 'INSTALL HYTALE'; installText.textContent = 'INSTALL HYTALE';
} }
unlockInstallForm();
}
function lockInstallForm() {
const playerNameInput = document.getElementById('installPlayerName');
const installPathInput = document.getElementById('installPath');
const customCheckbox = document.getElementById('installCustomCheck');
const branchRadios = document.querySelectorAll('input[name="installBranch"]');
const browseBtn = document.querySelector('.browse-btn');
if (playerNameInput) playerNameInput.disabled = true;
if (installPathInput) installPathInput.disabled = true;
if (customCheckbox) customCheckbox.disabled = true;
if (browseBtn) browseBtn.disabled = true;
branchRadios.forEach(radio => radio.disabled = true);
}
function unlockInstallForm() {
const playerNameInput = document.getElementById('installPlayerName');
const installPathInput = document.getElementById('installPath');
const customCheckbox = document.getElementById('installCustomCheck');
const branchRadios = document.querySelectorAll('input[name="installBranch"]');
const browseBtn = document.querySelector('.browse-btn');
if (playerNameInput) playerNameInput.disabled = false;
if (installPathInput) installPathInput.disabled = false;
if (customCheckbox) customCheckbox.disabled = false;
if (browseBtn) browseBtn.disabled = false;
branchRadios.forEach(radio => radio.disabled = false);
} }
export async function browseInstallPath() { export async function browseInstallPath() {
@@ -150,7 +202,16 @@ export async function browseInstallPath() {
async function savePlayerName() { async function savePlayerName() {
try { try {
if (window.electronAPI && window.electronAPI.saveSettings) { if (window.electronAPI && window.electronAPI.saveSettings) {
const playerName = (installPlayerName ? installPlayerName.value.trim() : '') || 'Player'; let 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) {
@@ -208,9 +269,3 @@ document.addEventListener('DOMContentLoaded', async () => {
setupInstallation(); setupInstallation();
await checkGameStatusAndShowInterface(); await checkGameStatusAndShowInterface();
}); });
window.browseInstallPath = browseInstallPath;
document.addEventListener('DOMContentLoaded', async () => {
setupInstallation();
await checkGameStatusAndShowInterface();
});

View File

@@ -1,5 +1,5 @@
const API_KEY = '$2a$10$bqk254NMZOWVTzLVJCcxEOmhcyUujKxA5xk.kQCN9q0KNYFJd5b32'; let API_KEY = "$2a$10$bqk254NMZOWVTzLVJCcxEOmhcyUujKxA5xk.kQCN9q0KNYFJd5b32";
const CURSEFORGE_API = 'https://api.curseforge.com/v1'; const CURSEFORGE_API = 'https://api.curseforge.com/v1';
const HYTALE_GAME_ID = 70216; const HYTALE_GAME_ID = 70216;
@@ -11,6 +11,14 @@ let modsPageSize = 20;
let modsTotalPages = 1; let modsTotalPages = 1;
export async function initModsManager() { export async function initModsManager() {
try {
if (window.electronAPI && window.electronAPI.getEnvVar) {
console.log('Loaded API Key:', API_KEY ? 'Yes' : 'No');
}
} catch (err) {
console.error('Failed to load API Key:', err);
}
setupModsEventListeners(); setupModsEventListeners();
await loadInstalledMods(); await loadInstalledMods();
await loadBrowseMods(); await loadBrowseMods();
@@ -192,10 +200,15 @@ async function loadBrowseMods() {
browseContainer.innerHTML = ` browseContainer.innerHTML = `
<div class=\"empty-browse-mods\"> <div class=\"empty-browse-mods\">
<i class=\"fas fa-key\"></i> <i class=\"fas fa-key\"></i>
<h4>API Key Required</h4> <h4 data-i18n="mods.apiKeyRequired">API Key Required</h4>
<p>CurseForge API key is needed to browse mods</p> <p data-i18n="mods.apiKeyRequiredDesc">CurseForge API key is needed to browse mods</p>
</div> </div>
`; `;
if (window.i18n) {
const container = modsContainer.querySelector('.empty-browse-mods');
container.querySelector('h4').textContent = window.i18n.t('mods.apiKeyRequired');
container.querySelector('p').textContent = window.i18n.t('mods.apiKeyRequiredDesc');
}
return; return;
} }
@@ -417,10 +430,10 @@ async function deleteMod(modId) {
const mod = installedMods.find(m => m.id === modId); const mod = installedMods.find(m => m.id === modId);
if (!mod) return; if (!mod) return;
const confirmMsg = window.i18n ? const confirmMsg = window.i18n ?
window.i18n.t('mods.confirmDelete').replace('{name}', mod.name) + ' ' + window.i18n.t('mods.confirmDeleteDesc') : window.i18n.t('mods.confirmDelete').replace('{name}', mod.name) + ' ' + window.i18n.t('mods.confirmDeleteDesc') :
`Are you sure you want to delete "${mod.name}"? This action cannot be undone.`; `Are you sure you want to delete "${mod.name}"? This action cannot be undone.`;
showConfirmModal( showConfirmModal(
confirmMsg, confirmMsg,
async () => { async () => {

View File

@@ -4,23 +4,66 @@ 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/hf2pdc');
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) {
@@ -51,32 +94,9 @@ function updateLanguageSelector() {
} }
document.addEventListener('DOMContentLoaded', () => { document.addEventListener('DOMContentLoaded', () => {
// Populate language selector (wait for i18n if needed)
if (i18nInitialized) { if (i18nInitialized) {
updateLanguageSelector(); updateLanguageSelector();
} }
// Discord notification checkDiscordPopup();
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

@@ -5,7 +5,11 @@ let customJavaPath;
let browseJavaBtn; let browseJavaBtn;
let settingsPlayerName; let settingsPlayerName;
let discordRPCCheck; let discordRPCCheck;
let closeLauncherCheck;
let launcherHwAccelCheck;
let gpuPreferenceRadios; let gpuPreferenceRadios;
let gameBranchRadios;
// UUID Management elements // UUID Management elements
let currentUuidDisplay; let currentUuidDisplay;
@@ -27,7 +31,7 @@ function showCustomConfirm(message, title, onConfirm, onCancel = null, confirmTe
title = title || (window.i18n ? window.i18n.t('confirm.defaultTitle') : 'Confirm Action'); title = title || (window.i18n ? window.i18n.t('confirm.defaultTitle') : 'Confirm Action');
confirmText = confirmText || (window.i18n ? window.i18n.t('common.confirm') : 'Confirm'); confirmText = confirmText || (window.i18n ? window.i18n.t('common.confirm') : 'Confirm');
cancelText = cancelText || (window.i18n ? window.i18n.t('common.cancel') : 'Cancel'); cancelText = cancelText || (window.i18n ? window.i18n.t('common.cancel') : 'Cancel');
const existingModal = document.querySelector('.custom-confirm-modal'); const existingModal = document.querySelector('.custom-confirm-modal');
if (existingModal) { if (existingModal) {
existingModal.remove(); existingModal.remove();
@@ -149,9 +153,9 @@ function showCustomConfirm(message, title, onConfirm, onCancel = null, confirmTe
} }
export function initSettings() { export async function initSettings() {
setupSettingsElements(); setupSettingsElements();
loadAllSettings(); await loadAllSettings();
} }
function setupSettingsElements() { function setupSettingsElements() {
@@ -161,7 +165,13 @@ function setupSettingsElements() {
browseJavaBtn = document.getElementById('browseJavaBtn'); browseJavaBtn = document.getElementById('browseJavaBtn');
settingsPlayerName = document.getElementById('settingsPlayerName'); settingsPlayerName = document.getElementById('settingsPlayerName');
discordRPCCheck = document.getElementById('discordRPCCheck'); discordRPCCheck = document.getElementById('discordRPCCheck');
closeLauncherCheck = document.getElementById('closeLauncherCheck');
launcherHwAccelCheck = document.getElementById('launcherHwAccelCheck');
gpuPreferenceRadios = document.querySelectorAll('input[name="gpuPreference"]'); gpuPreferenceRadios = document.querySelectorAll('input[name="gpuPreference"]');
gameBranchRadios = document.querySelectorAll('input[name="gameBranch"]');
console.log('[Settings] gameBranchRadios found:', gameBranchRadios.length);
// UUID Management elements // UUID Management elements
currentUuidDisplay = document.getElementById('currentUuid'); currentUuidDisplay = document.getElementById('currentUuid');
@@ -194,6 +204,15 @@ function setupSettingsElements() {
discordRPCCheck.addEventListener('change', saveDiscordRPC); discordRPCCheck.addEventListener('change', saveDiscordRPC);
} }
if (closeLauncherCheck) {
closeLauncherCheck.addEventListener('change', saveCloseLauncher);
}
if (launcherHwAccelCheck) {
launcherHwAccelCheck.addEventListener('change', saveLauncherHwAccel);
}
// UUID event listeners // UUID event listeners
if (copyUuidBtn) { if (copyUuidBtn) {
copyUuidBtn.addEventListener('click', copyCurrentUuid); copyUuidBtn.addEventListener('click', copyCurrentUuid);
@@ -243,11 +262,17 @@ function setupSettingsElements() {
}); });
}); });
} }
if (gameBranchRadios) {
gameBranchRadios.forEach(radio => {
radio.addEventListener('change', handleBranchChange);
});
}
} }
function toggleCustomJava() { function toggleCustomJava() {
if (!customJavaOptions) return; if (!customJavaOptions) return;
if (customJavaCheck && customJavaCheck.checked) { if (customJavaCheck && customJavaCheck.checked) {
customJavaOptions.style.display = 'block'; customJavaOptions.style.display = 'block';
} else { } else {
@@ -310,12 +335,12 @@ async function saveDiscordRPC() {
if (window.electronAPI && window.electronAPI.saveDiscordRPC && discordRPCCheck) { if (window.electronAPI && window.electronAPI.saveDiscordRPC && discordRPCCheck) {
const enabled = discordRPCCheck.checked; const enabled = discordRPCCheck.checked;
console.log('Saving Discord RPC setting:', enabled); console.log('Saving Discord RPC setting:', enabled);
const result = await window.electronAPI.saveDiscordRPC(enabled); const result = await window.electronAPI.saveDiscordRPC(enabled);
if (result && result.success) { if (result && result.success) {
console.log('Discord RPC setting saved successfully:', enabled); console.log('Discord RPC setting saved successfully:', enabled);
// Feedback visuel pour l'utilisateur // Feedback visuel pour l'utilisateur
if (enabled) { if (enabled) {
const msg = window.i18n ? window.i18n.t('notifications.discordEnabled') : 'Discord Rich Presence enabled'; const msg = window.i18n ? window.i18n.t('notifications.discordEnabled') : 'Discord Rich Presence enabled';
@@ -348,22 +373,83 @@ async function loadDiscordRPC() {
} }
} }
async function saveCloseLauncher() {
try {
if (window.electronAPI && window.electronAPI.saveCloseLauncher && closeLauncherCheck) {
const enabled = closeLauncherCheck.checked;
await window.electronAPI.saveCloseLauncher(enabled);
}
} catch (error) {
console.error('Error saving close launcher setting:', error);
}
}
async function loadCloseLauncher() {
try {
if (window.electronAPI && window.electronAPI.loadCloseLauncher) {
const enabled = await window.electronAPI.loadCloseLauncher();
if (closeLauncherCheck) {
closeLauncherCheck.checked = enabled;
}
}
} catch (error) {
console.error('Error loading close launcher setting:', error);
}
}
async function saveLauncherHwAccel() {
try {
if (window.electronAPI && window.electronAPI.saveLauncherHardwareAcceleration && launcherHwAccelCheck) {
const enabled = launcherHwAccelCheck.checked;
await window.electronAPI.saveLauncherHardwareAcceleration(enabled);
const msg = window.i18n ? window.i18n.t('notifications.hwAccelSaved') : 'Setting saved. Please restart the launcher to apply changes.';
showNotification(msg, 'success');
}
} catch (error) {
console.error('Error saving hardware acceleration setting:', error);
const msg = window.i18n ? window.i18n.t('notifications.hwAccelSaveFailed') : 'Failed to save setting';
showNotification(msg, 'error');
}
}
async function loadLauncherHwAccel() {
try {
if (window.electronAPI && window.electronAPI.loadLauncherHardwareAcceleration) {
const enabled = await window.electronAPI.loadLauncherHardwareAcceleration();
if (launcherHwAccelCheck) {
launcherHwAccelCheck.checked = enabled;
}
}
} catch (error) {
console.error('Error loading hardware acceleration setting:', error);
}
}
async function savePlayerName() { async function savePlayerName() {
try { try {
if (!window.electronAPI || !settingsPlayerName) return; if (!window.electronAPI || !settingsPlayerName) return;
const playerName = settingsPlayerName.value.trim(); const playerName = settingsPlayerName.value.trim();
if (!playerName) { if (!playerName) {
const msg = window.i18n ? window.i18n.t('notifications.playerNameRequired') : 'Please enter a valid player name'; const msg = window.i18n ? window.i18n.t('notifications.playerNameRequired') : 'Please enter a valid player name';
showNotification(msg, 'error'); showNotification(msg, 'error');
return; return;
} }
if (playerName.length > 16) {
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;
}
await window.electronAPI.saveUsername(playerName); await window.electronAPI.saveUsername(playerName);
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');
} 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';
@@ -374,7 +460,7 @@ async function savePlayerName() {
async function loadPlayerName() { async function loadPlayerName() {
try { try {
if (!window.electronAPI || !settingsPlayerName) return; if (!window.electronAPI || !settingsPlayerName) return;
const savedName = await window.electronAPI.loadUsername(); const savedName = await window.electronAPI.loadUsername();
if (savedName) { if (savedName) {
settingsPlayerName.value = savedName; settingsPlayerName.value = savedName;
@@ -462,9 +548,13 @@ async function loadAllSettings() {
await loadPlayerName(); await loadPlayerName();
await loadCurrentUuid(); await loadCurrentUuid();
await loadDiscordRPC(); await loadDiscordRPC();
await loadCloseLauncher();
await loadLauncherHwAccel();
await loadGpuPreference(); await loadGpuPreference();
await loadVersionBranch();
} }
async function openGameLocation() { async function openGameLocation() {
try { try {
if (window.electronAPI && window.electronAPI.openGameLocation) { if (window.electronAPI && window.electronAPI.openGameLocation) {
@@ -496,7 +586,8 @@ document.addEventListener('DOMContentLoaded', initSettings);
window.SettingsAPI = { window.SettingsAPI = {
getCurrentJavaPath, getCurrentJavaPath,
getCurrentPlayerName getCurrentPlayerName,
reloadBranch: loadVersionBranch
}; };
async function loadCurrentUuid() { async function loadCurrentUuid() {
@@ -535,7 +626,7 @@ async function regenerateCurrentUuid() {
const title = window.i18n ? window.i18n.t('confirm.regenerateUuidTitle') : 'Generate New UUID'; const title = window.i18n ? window.i18n.t('confirm.regenerateUuidTitle') : 'Generate New UUID';
const confirmBtn = window.i18n ? window.i18n.t('confirm.regenerateUuidButton') : 'Generate'; const confirmBtn = window.i18n ? window.i18n.t('confirm.regenerateUuidButton') : 'Generate';
const cancelBtn = window.i18n ? window.i18n.t('common.cancel') : 'Cancel'; const cancelBtn = window.i18n ? window.i18n.t('common.cancel') : 'Cancel';
showCustomConfirm( showCustomConfirm(
message, message,
title, title,
@@ -566,7 +657,7 @@ async function performRegenerateUuid() {
if (modalCurrentUuid) modalCurrentUuid.value = result.uuid; if (modalCurrentUuid) modalCurrentUuid.value = result.uuid;
const msg = window.i18n ? window.i18n.t('notifications.uuidGenerated') : 'New UUID generated successfully!'; const msg = window.i18n ? window.i18n.t('notifications.uuidGenerated') : 'New UUID generated successfully!';
showNotification(msg, 'success'); showNotification(msg, 'success');
if (uuidModal && uuidModal.style.display !== 'none') { if (uuidModal && uuidModal.style.display !== 'none') {
await loadAllUuids(); await loadAllUuids();
} }
@@ -604,7 +695,7 @@ function closeUuidModal() {
async function loadAllUuids() { async function loadAllUuids() {
try { try {
if (!uuidList) return; if (!uuidList) return;
uuidList.innerHTML = ` uuidList.innerHTML = `
<div class="uuid-loading"> <div class="uuid-loading">
<i class="fas fa-spinner fa-spin"></i> <i class="fas fa-spinner fa-spin"></i>
@@ -614,7 +705,7 @@ async function loadAllUuids() {
if (window.electronAPI && window.electronAPI.getAllUuidMappings) { if (window.electronAPI && window.electronAPI.getAllUuidMappings) {
const mappings = await window.electronAPI.getAllUuidMappings(); const mappings = await window.electronAPI.getAllUuidMappings();
if (mappings.length === 0) { if (mappings.length === 0) {
uuidList.innerHTML = ` uuidList.innerHTML = `
<div class="uuid-loading"> <div class="uuid-loading">
@@ -626,11 +717,11 @@ async function loadAllUuids() {
} }
uuidList.innerHTML = ''; uuidList.innerHTML = '';
for (const mapping of mappings) { for (const mapping of mappings) {
const item = document.createElement('div'); const item = document.createElement('div');
item.className = `uuid-list-item${mapping.isCurrent ? ' current' : ''}`; item.className = `uuid-list-item${mapping.isCurrent ? ' current' : ''}`;
item.innerHTML = ` item.innerHTML = `
<div class="uuid-item-info"> <div class="uuid-item-info">
<div class="uuid-item-username">${escapeHtml(mapping.username)}</div> <div class="uuid-item-username">${escapeHtml(mapping.username)}</div>
@@ -646,7 +737,7 @@ async function loadAllUuids() {
</button>` : ''} </button>` : ''}
</div> </div>
`; `;
uuidList.appendChild(item); uuidList.appendChild(item);
} }
} }
@@ -689,7 +780,7 @@ async function setCustomUuid() {
} }
const uuid = customUuidInput.value.trim(); const uuid = customUuidInput.value.trim();
const uuidRegex = /^[0-9a-f]{8}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{12}$/i; const uuidRegex = /^[0-9a-f]{8}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{12}$/i;
if (!uuidRegex.test(uuid)) { if (!uuidRegex.test(uuid)) {
const msg = window.i18n ? window.i18n.t('notifications.uuidInvalidFormat') : 'Invalid UUID format'; const msg = window.i18n ? window.i18n.t('notifications.uuidInvalidFormat') : 'Invalid UUID format';
@@ -719,33 +810,33 @@ 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) {
const username = getCurrentPlayerName(); const username = getCurrentPlayerName();
const result = await window.electronAPI.setUuidForUser(username, uuid); const result = await window.electronAPI.setUuidForUser(username, uuid);
if (result.success) {
if (currentUuidDisplay) currentUuidDisplay.value = uuid;
if (modalCurrentUuid) modalCurrentUuid.value = uuid;
if (customUuidInput) customUuidInput.value = '';
const msg = window.i18n ? window.i18n.t('notifications.uuidSetSuccess') : 'Custom UUID set successfully!';
showNotification(msg, 'success');
await loadAllUuids();
} else {
throw new Error(result.error || 'Failed to set custom UUID');
}
}
} catch (error) {
console.error('Error setting custom UUID:', error);
const msg = window.i18n ? window.i18n.t('notifications.uuidSetFailed').replace('{error}', error.message) : `Failed to set custom UUID: ${error.message}`;
showNotification(msg, 'error');
}
}
window.copyUuid = async function(uuid) { if (result.success) {
if (currentUuidDisplay) currentUuidDisplay.value = uuid;
if (modalCurrentUuid) modalCurrentUuid.value = uuid;
if (customUuidInput) customUuidInput.value = '';
const msg = window.i18n ? window.i18n.t('notifications.uuidSetSuccess') : 'Custom UUID set successfully!';
showNotification(msg, 'success');
await loadAllUuids();
} else {
throw new Error(result.error || 'Failed to set custom UUID');
}
}
} catch (error) {
console.error('Error setting custom UUID:', error);
const msg = window.i18n ? window.i18n.t('notifications.uuidSetFailed').replace('{error}', error.message) : `Failed to set custom UUID: ${error.message}`;
showNotification(msg, 'error');
}
}
window.copyUuid = async function (uuid) {
try { try {
if (navigator.clipboard) { if (navigator.clipboard) {
await navigator.clipboard.writeText(uuid); await navigator.clipboard.writeText(uuid);
@@ -759,13 +850,13 @@ window.copyUuid = async function(uuid) {
} }
}; };
window.deleteUuid = async function(username) { window.deleteUuid = async function (username) {
try { try {
const message = window.i18n ? window.i18n.t('confirm.deleteUuidMessage').replace('{username}', username) : `Are you sure you want to delete the UUID for "${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.`;
const title = window.i18n ? window.i18n.t('confirm.deleteUuidTitle') : 'Delete UUID'; const title = window.i18n ? window.i18n.t('confirm.deleteUuidTitle') : 'Delete UUID';
const confirmBtn = window.i18n ? window.i18n.t('confirm.deleteUuidButton') : 'Delete'; const confirmBtn = window.i18n ? window.i18n.t('confirm.deleteUuidButton') : 'Delete';
const cancelBtn = window.i18n ? window.i18n.t('common.cancel') : 'Cancel'; const cancelBtn = window.i18n ? window.i18n.t('common.cancel') : 'Cancel';
showCustomConfirm( showCustomConfirm(
message, message,
title, title,
@@ -786,21 +877,21 @@ window.deleteUuid = async function(username) {
async function performDeleteUuid(username) { async function performDeleteUuid(username) {
try { try {
if (window.electronAPI && window.electronAPI.deleteUuidForUser) { if (window.electronAPI && window.electronAPI.deleteUuidForUser) {
const result = await window.electronAPI.deleteUuidForUser(username); const result = await window.electronAPI.deleteUuidForUser(username);
if (result.success) { if (result.success) {
const msg = window.i18n ? window.i18n.t('notifications.uuidDeleteSuccess') : 'UUID deleted successfully!'; const msg = window.i18n ? window.i18n.t('notifications.uuidDeleteSuccess') : 'UUID deleted successfully!';
showNotification(msg, 'success'); showNotification(msg, 'success');
await loadAllUuids(); await loadAllUuids();
} else { } else {
throw new Error(result.error || 'Failed to delete UUID'); throw new Error(result.error || 'Failed to delete UUID');
}
} }
} catch (error) {
console.error('Error deleting UUID:', error);
const msg = window.i18n ? window.i18n.t('notifications.uuidDeleteFailed').replace('{error}', error.message) : `Failed to delete UUID: ${error.message}`;
showNotification(msg, 'error');
} }
} catch (error) {
console.error('Error deleting UUID:', error);
const msg = window.i18n ? window.i18n.t('notifications.uuidDeleteFailed').replace('{error}', error.message) : `Failed to delete UUID: ${error.message}`;
showNotification(msg, 'error');
}
} }
function escapeHtml(text) { function escapeHtml(text) {
@@ -855,4 +946,198 @@ function showNotification(message, type = 'info') {
} }
}, 300); }, 300);
}, 3000); }, 3000);
} }// Append this to settings.js for branch management
// === Game Branch Management ===
async function handleBranchChange(event) {
const newBranch = event.target.value;
const currentBranch = await loadVersionBranch();
if (newBranch === currentBranch) {
return; // No change
}
// Confirm branch change
const branchName = window.i18n ?
window.i18n.t(`settings.branch${newBranch === 'pre-release' ? 'PreRelease' : 'Release'}`) :
newBranch;
const message = window.i18n ?
window.i18n.t('settings.branchWarning') :
'Changing branch will download and install a different game version';
showCustomConfirm(
message,
window.i18n ? window.i18n.t('settings.gameBranch') : 'Game Branch',
async () => {
await switchBranch(newBranch);
},
() => {
// Cancel: revert radio selection
loadVersionBranch().then(branch => {
const radioToCheck = document.querySelector(`input[name="gameBranch"][value="${branch}"]`);
if (radioToCheck) {
radioToCheck.checked = true;
}
});
}
);
}
async function switchBranch(newBranch) {
try {
const switchingMsg = window.i18n ?
window.i18n.t('settings.branchSwitching').replace('{branch}', newBranch) :
`Switching to ${newBranch}...`;
showNotification(switchingMsg, 'info');
// Lock play button
const playButton = document.getElementById('playButton');
if (playButton) {
playButton.disabled = true;
playButton.classList.add('disabled');
}
// DON'T save branch yet - wait for installation confirmation
// Suggest reinstalling
setTimeout(() => {
const branchLabel = newBranch === 'release' ?
(window.i18n ? window.i18n.t('install.releaseVersion') : 'Release') :
(window.i18n ? window.i18n.t('install.preReleaseVersion') : 'Pre-Release');
const confirmMsg = window.i18n ?
window.i18n.t('settings.branchInstallConfirm').replace('{branch}', branchLabel) :
`The game will be installed for the ${branchLabel} branch. Continue?`;
showCustomConfirm(
confirmMsg,
window.i18n ? window.i18n.t('settings.installRequired') : 'Installation Required',
async () => {
// Show progress and trigger game installation
if (window.LauncherUI) {
window.LauncherUI.showProgress();
}
try {
const playerName = await window.electronAPI.loadUsername();
const result = await window.electronAPI.installGame(playerName || 'Player', '', '', newBranch);
if (result.success) {
// Save branch ONLY after successful installation
await window.electronAPI.saveVersionBranch(newBranch);
const switchedMsg = window.i18n ?
window.i18n.t('settings.branchSwitched').replace('{branch}', newBranch) :
`Switched to ${newBranch} successfully!`;
const successMsg = window.i18n ?
window.i18n.t('progress.installationComplete') :
'Installation completed successfully!';
showNotification(switchedMsg, 'success');
showNotification(successMsg, 'success');
// Refresh radio buttons to reflect the new branch
await loadVersionBranch();
console.log('[Settings] Radio buttons updated after branch switch');
setTimeout(() => {
if (window.LauncherUI) {
window.LauncherUI.hideProgress();
}
// Unlock play button
const playButton = document.getElementById('playButton');
if (playButton) {
playButton.disabled = false;
playButton.classList.remove('disabled');
}
}, 2000);
} else {
throw new Error(result.error || 'Installation failed');
}
} catch (error) {
console.error('Installation error:', error);
const errorMsg = window.i18n ?
window.i18n.t('progress.installationFailed').replace('{error}', error.message) :
`Installation failed: ${error.message}`;
showNotification(errorMsg, 'error');
if (window.LauncherUI) {
window.LauncherUI.hideProgress();
}
// Revert radio selection to old branch
loadVersionBranch().then(oldBranch => {
const radioToCheck = document.querySelector(`input[name="gameBranch"][value="${oldBranch}"]`);
if (radioToCheck) {
radioToCheck.checked = true;
}
});
// Unlock play button
const playButton = document.getElementById('playButton');
if (playButton) {
playButton.disabled = false;
playButton.classList.remove('disabled');
}
}
},
() => {
// Cancel - unlock play button
const playButton = document.getElementById('playButton');
if (playButton) {
playButton.disabled = false;
playButton.classList.remove('disabled');
}
},
window.i18n ? window.i18n.t('common.install') : 'Install',
window.i18n ? window.i18n.t('common.cancel') : 'Cancel'
);
}, 500);
} catch (error) {
console.error('Error switching branch:', error);
showNotification(`Failed to switch branch: ${error.message}`, 'error');
// Revert radio selection
loadVersionBranch().then(branch => {
const radioToCheck = document.querySelector(`input[name="gameBranch"][value="${branch}"]`);
if (radioToCheck) {
radioToCheck.checked = true;
}
});
}
}
async function loadVersionBranch() {
try {
if (window.electronAPI && window.electronAPI.loadVersionBranch) {
const branch = await window.electronAPI.loadVersionBranch();
console.log('[Settings] Loaded version_branch from config:', branch);
// Use default if branch is null/undefined
const selectedBranch = branch || 'release';
console.log('[Settings] Selected branch:', selectedBranch);
// Update radio buttons
if (gameBranchRadios && gameBranchRadios.length > 0) {
gameBranchRadios.forEach(radio => {
radio.checked = radio.value === selectedBranch;
console.log(`[Settings] Radio ${radio.value}: ${radio.checked ? 'checked' : 'unchecked'}`);
});
} else {
console.warn('[Settings] gameBranchRadios not found or empty');
}
return selectedBranch;
}
return 'release'; // Default
} catch (error) {
console.error('Error loading version branch:', error);
return 'release';
}
}

View File

@@ -6,6 +6,24 @@ let progressText;
let progressPercent; let progressPercent;
let progressSpeed; let progressSpeed;
let progressSize; let progressSize;
let progressErrorContainer;
let progressErrorMessage;
let progressRetryInfo;
let progressRetryBtn;
let progressJRRetryBtn;
let progressPWRRetryBtn;
// Download retry state
let currentDownloadState = {
isDownloading: false,
canRetry: false,
retryData: null,
lastError: null,
errorType: null,
branch: null,
fileName: null,
cacheDir: null
};
function showPage(pageId) { function showPage(pageId) {
const pages = document.querySelectorAll('.page'); const pages = document.querySelectorAll('.page');
@@ -13,6 +31,15 @@ function showPage(pageId) {
if (page.id === pageId) { if (page.id === pageId) {
page.classList.add('active'); page.classList.add('active');
page.style.display = ''; page.style.display = '';
// Reload settings when settings page becomes visible
if (pageId === 'settings-page') {
console.log('[UI] Settings page activated, reloading branch...');
// Dynamically import and call loadVersionBranch from settings
if (window.SettingsAPI && window.SettingsAPI.reloadBranch) {
window.SettingsAPI.reloadBranch();
}
}
} else { } else {
page.classList.remove('active'); page.classList.remove('active');
page.style.display = 'none'; page.style.display = 'none';
@@ -36,8 +63,10 @@ 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');
showPage(`${page}-page`); if (page) {
setActiveNav(page); showPage(`${page}-page`);
setActiveNav(page);
}
}); });
}); });
} }
@@ -144,6 +173,12 @@ function hideProgress() {
} }
function updateProgress(data) { function updateProgress(data) {
// Handle retry state
if (data.retryState) {
currentDownloadState.retryData = data.retryState;
updateRetryState(data.retryState);
}
if (data.message && progressText) { if (data.message && progressText) {
progressText.textContent = data.message; progressText.textContent = data.message;
} }
@@ -162,6 +197,120 @@ function updateProgress(data) {
if (progressSpeed) progressSpeed.textContent = `${speedMB} MB/s`; if (progressSpeed) progressSpeed.textContent = `${speedMB} MB/s`;
if (progressSize) progressSize.textContent = `${downloadedMB} / ${totalMB} MB`; if (progressSize) progressSize.textContent = `${downloadedMB} / ${totalMB} MB`;
} }
// Handle error states with enhanced categorization
// Don't show error during automatic retries - let the retry message display instead
if ((data.error || (data.message && data.message.includes('failed'))) &&
!(data.retryState && data.retryState.isAutomaticRetry)) {
const errorType = categorizeError(data.message);
console.log('[UI] Showing download error:', { message: data.message, canRetry: data.canRetry, errorType });
showDownloadError(data.message, data.canRetry, errorType, data);
} else if (data.percent === 100) {
hideDownloadError();
} else if (data.retryState && data.retryState.isAutomaticRetry) {
// Hide any existing error during automatic retries
hideDownloadError();
}
}
function updateRetryState(retryState) {
if (!progressRetryInfo) return;
if (retryState.isAutomaticRetry && retryState.automaticStallRetries > 0) {
// Show automatic stall retry count
progressRetryInfo.textContent = `Auto-retry ${retryState.automaticStallRetries}/3`;
progressRetryInfo.style.display = 'block';
progressRetryInfo.style.background = 'rgba(255, 193, 7, 0.2)'; // Light orange background for auto-retries
progressRetryInfo.style.color = '#ff9800'; // Orange text for auto-retries
} else if (retryState.attempts > 1) {
// Show manual retry count
progressRetryInfo.textContent = `Attempt ${retryState.attempts}/${retryState.maxRetries}`;
progressRetryInfo.style.display = 'block';
progressRetryInfo.style.background = ''; // Reset background
progressRetryInfo.style.color = ''; // Reset color
} else {
progressRetryInfo.style.display = 'none';
progressRetryInfo.style.background = ''; // Reset background
progressRetryInfo.style.color = ''; // Reset color
}
}
function showDownloadError(errorMessage, canRetry = true, errorType = 'general', data = null) {
if (!progressErrorContainer || !progressErrorMessage) return;
console.log('[UI] showDownloadError called with:', { errorMessage, canRetry, errorType, data });
console.log('[UI] Data properties:', {
hasData: !!data,
hasRetryData: !!(data && data.retryData),
dataErrorType: data && data.errorType,
dataIsJREError: data && data.retryData && data.retryData.isJREError
});
currentDownloadState.lastError = errorMessage;
currentDownloadState.canRetry = canRetry;
currentDownloadState.errorType = errorType;
// Update retry context if available
if (data && data.retryData) {
currentDownloadState.branch = data.retryData.branch;
currentDownloadState.fileName = data.retryData.fileName;
currentDownloadState.cacheDir = data.retryData.cacheDir;
// Override errorType if specified in data
if (data.errorType) {
currentDownloadState.errorType = data.errorType;
}
}
// Hide all retry buttons first
if (progressRetryBtn) progressRetryBtn.style.display = 'none';
if (progressJRRetryBtn) progressJRRetryBtn.style.display = 'none';
if (progressPWRRetryBtn) progressPWRRetryBtn.style.display = 'none';
// User-friendly error messages
const userMessage = getErrorMessage(errorMessage, errorType);
progressErrorMessage.textContent = userMessage;
progressErrorContainer.style.display = 'block';
// Show appropriate retry button based on error type
if (canRetry) {
if (errorType === 'jre') {
if (progressJRRetryBtn) {
console.log('[UI] Showing JRE retry button');
progressJRRetryBtn.style.display = 'block';
}
} else {
// All other errors use PWR retry button (game download, butler, etc.)
if (progressPWRRetryBtn) {
console.log('[UI] Showing PWR retry button');
progressPWRRetryBtn.style.display = 'block';
}
}
}
// Add visual indicators based on error type
progressErrorContainer.className = `progress-error-container error-${errorType}`;
if (progressOverlay) {
progressOverlay.classList.add('error-state');
}
}
function hideDownloadError() {
if (!progressErrorContainer) return;
// Hide all retry buttons
if (progressRetryBtn) progressRetryBtn.style.display = 'none';
if (progressJRRetryBtn) progressJRRetryBtn.style.display = 'none';
if (progressPWRRetryBtn) progressPWRRetryBtn.style.display = 'none';
progressErrorContainer.style.display = 'none';
currentDownloadState.canRetry = false;
currentDownloadState.lastError = null;
currentDownloadState.errorType = null;
if (progressOverlay) {
progressOverlay.classList.remove('error-state');
}
} }
function setupAnimations() { function setupAnimations() {
@@ -478,6 +627,18 @@ function setupUI() {
progressPercent = document.getElementById('progressPercent'); progressPercent = document.getElementById('progressPercent');
progressSpeed = document.getElementById('progressSpeed'); progressSpeed = document.getElementById('progressSpeed');
progressSize = document.getElementById('progressSize'); progressSize = document.getElementById('progressSize');
progressErrorContainer = document.getElementById('progressErrorContainer');
progressErrorMessage = document.getElementById('progressErrorMessage');
progressRetryInfo = document.getElementById('progressRetryInfo');
progressRetryBtn = document.getElementById('progressRetryBtn');
progressJRRetryBtn = document.getElementById('progressJRRetryBtn');
progressPWRRetryBtn = document.getElementById('progressPWRRetryBtn');
// Setup draggable progress bar
setupProgressDrag();
// Setup retry button
setupRetryButton();
lockPlayButton(true); lockPlayButton(true);
@@ -497,10 +658,77 @@ function setupUI() {
setupSidebarLogo(); setupSidebarLogo();
setupAnimations(); setupAnimations();
setupFirstLaunchHandlers(); setupFirstLaunchHandlers();
loadLauncherVersion();
checkGameInstallation().catch(err => {
console.error('Critical error in checkGameInstallation:', err);
lockPlayButton(false);
});
document.body.focus(); document.body.focus();
} }
// Load launcher version from package.json
async function loadLauncherVersion() {
try {
if (window.electronAPI && window.electronAPI.getVersion) {
const version = await window.electronAPI.getVersion();
const versionElement = document.getElementById('launcherVersion');
if (versionElement) {
versionElement.textContent = `v${version}`;
}
}
} catch (error) {
console.error('Failed to load launcher version:', error);
}
}
// Check game installation status on startup
async function checkGameInstallation() {
try {
console.log('Checking game installation status...');
// Verify electronAPI is available
if (!window.electronAPI || !window.electronAPI.isGameInstalled) {
console.error('electronAPI not available, unlocking play button as fallback');
lockPlayButton(false);
return;
}
// Check if game is installed
const isInstalled = await window.electronAPI.isGameInstalled();
// Load version_client from config
let versionClient = null;
if (window.electronAPI.loadVersionClient) {
versionClient = await window.electronAPI.loadVersionClient();
}
console.log(`Game installed: ${isInstalled}, version_client: ${versionClient}`);
lockPlayButton(false);
// If version_client is null and game is not installed, show install page
if (versionClient === null && !isInstalled) {
console.log('Game not installed and version_client is null, showing install page...');
// Show installation page
const installPage = document.getElementById('install-page');
const launcher = document.getElementById('launcher-container');
const sidebar = document.querySelector('.sidebar');
if (installPage) {
installPage.style.display = 'block';
if (launcher) launcher.style.display = 'none';
if (sidebar) sidebar.style.pointerEvents = 'none';
}
}
} catch (error) {
console.error('Error checking game installation:', error);
// Unlock on error to prevent permanent lock
lockPlayButton(false);
}
}
window.LauncherUI = { window.LauncherUI = {
showPage, showPage,
setActiveNav, setActiveNav,
@@ -510,4 +738,374 @@ window.LauncherUI = {
updateProgress updateProgress
}; };
// Make installation effects globally available
// Draggable progress bar functionality
function setupProgressDrag() {
if (!progressOverlay) return;
let isDragging = false;
let offsetX;
let offsetY;
progressOverlay.addEventListener('mousedown', dragStart);
document.addEventListener('mousemove', drag);
document.addEventListener('mouseup', dragEnd);
function dragStart(e) {
// Only drag if clicking on the overlay itself, not on buttons or inputs
if (e.target.closest('.progress-bar-fill')) return;
if (e.target === progressOverlay || e.target.closest('.progress-content')) {
isDragging = true;
progressOverlay.classList.add('dragging');
// Get the current position of the progress overlay
const rect = progressOverlay.getBoundingClientRect();
offsetX = e.clientX - rect.left - progressOverlay.offsetWidth / 2;
offsetY = e.clientY - rect.top;
}
}
function drag(e) {
if (isDragging) {
e.preventDefault();
// Calculate new position
const newX = e.clientX - offsetX - progressOverlay.offsetWidth / 2;
const newY = e.clientY - offsetY;
// Get window bounds
const maxX = window.innerWidth - progressOverlay.offsetWidth;
const maxY = window.innerHeight - progressOverlay.offsetHeight;
const minX = 0;
const minY = 0;
// Constrain to window bounds
const constrainedX = Math.max(minX, Math.min(newX, maxX));
const constrainedY = Math.max(minY, Math.min(newY, maxY));
progressOverlay.style.left = constrainedX + 'px';
progressOverlay.style.bottom = 'auto';
progressOverlay.style.top = constrainedY + 'px';
progressOverlay.style.transform = 'none';
}
}
function dragEnd() {
isDragging = false;
progressOverlay.classList.remove('dragging');
}
}
// Toggle maximize/restore window function
function toggleMaximize() {
if (window.electronAPI && window.electronAPI.maximizeWindow) {
window.electronAPI.maximizeWindow();
}
}
// Error categorization and user-friendly messages
function categorizeError(message) {
const msg = message.toLowerCase();
if (msg.includes('network') || msg.includes('connection') || msg.includes('offline')) {
return 'network';
} else if (msg.includes('stalled') || msg.includes('timeout')) {
return 'stall';
} else if (msg.includes('file') || msg.includes('disk')) {
return 'file';
} else if (msg.includes('permission') || msg.includes('access')) {
return 'permission';
} else if (msg.includes('server') || msg.includes('5')) {
return 'server';
} else if (msg.includes('corrupted') || msg.includes('pwr file') || msg.includes('unexpected eof')) {
return 'corruption';
} else if (msg.includes('butler') || msg.includes('patch installation')) {
return 'butler';
} else if (msg.includes('space') || msg.includes('full') || msg.includes('device full')) {
return 'space';
} else if (msg.includes('conflict') || msg.includes('already exists')) {
return 'conflict';
} else if (msg.includes('jre') || msg.includes('java runtime')) {
return 'jre';
} else {
return 'general';
}
}
function getErrorMessage(technicalMessage, errorType) {
// Technical errors go to console, user gets friendly messages
console.error(`Download error [${errorType}]:`, technicalMessage);
switch (errorType) {
case 'network':
return 'Network connection lost. Please check your internet connection and retry.';
case 'stall':
return 'Download stalled due to slow connection. Please retry.';
case 'file':
return 'Unable to save file. Check permissions. Please retry.';
case 'permission':
return 'Permission denied. Check if launcher has write access. Please retry.';
case 'server':
return 'Server error. Please wait a moment and retry.';
case 'corruption':
return 'Corrupted PWR file detected. File deleted and will retry.';
case 'butler':
return 'Patch installation failed. Please retry.';
case 'space':
return 'Insufficient disk space. Free up space and retry.';
case 'conflict':
return 'Installation directory conflict. Please retry.';
case 'jre':
return 'Java runtime download failed. Please retry.';
default:
return 'Download failed. Please retry.';
}
}
// Connection quality indicator (simplified)
function updateConnectionQuality(quality) {
if (!progressSize) return;
const qualityColors = {
'Good': '#10b981',
'Fair': '#fbbf24',
'Poor': '#f87171'
};
const color = qualityColors[quality] || '#6b7280';
progressSize.style.color = color;
// Add subtle quality indicator
if (progressSize.dataset.quality !== quality) {
progressSize.dataset.quality = quality;
progressSize.style.transition = 'color 0.5s ease';
}
}
// Enhanced retry button setup
function setupRetryButton() {
// Setup JRE retry button
if (progressJRRetryBtn) {
progressJRRetryBtn.addEventListener('click', async () => {
if (!currentDownloadState.canRetry || currentDownloadState.isDownloading) {
return;
}
progressJRRetryBtn.disabled = true;
progressJRRetryBtn.textContent = 'Retrying...';
progressJRRetryBtn.classList.add('retrying');
currentDownloadState.isDownloading = true;
try {
hideDownloadError();
if (progressRetryInfo) {
progressRetryInfo.style.background = '';
progressRetryInfo.style.color = '';
}
if (progressText) {
progressText.textContent = 'Re-downloading Java runtime...';
}
if (!currentDownloadState.retryData || currentDownloadState.errorType !== 'jre') {
currentDownloadState.retryData = {
isJREError: true,
jreUrl: '',
fileName: 'jre.tar.gz',
cacheDir: '',
osName: 'linux',
arch: 'amd64'
};
console.log('[UI] Created default JRE retry data:', currentDownloadState.retryData);
}
if (window.electronAPI && window.electronAPI.retryDownload) {
const result = await window.electronAPI.retryDownload(currentDownloadState.retryData);
if (!result.success) {
throw new Error(result.error || 'JRE retry failed');
}
} else {
console.warn('electronAPI.retryDownload not available, simulating JRE retry...');
await new Promise(resolve => setTimeout(resolve, 2000));
throw new Error('JRE retry API not available');
}
} catch (error) {
console.error('JRE retry failed:', error);
showDownloadError(`JRE retry failed: ${error.message}`, true, 'jre');
} finally {
if (progressJRRetryBtn) {
progressJRRetryBtn.disabled = false;
progressJRRetryBtn.textContent = 'Retry Java Download';
progressJRRetryBtn.classList.remove('retrying');
}
currentDownloadState.isDownloading = false;
}
});
}
// Setup PWR retry button
if (progressPWRRetryBtn) {
progressPWRRetryBtn.addEventListener('click', async () => {
if (!currentDownloadState.canRetry || currentDownloadState.isDownloading) {
return;
}
progressPWRRetryBtn.disabled = true;
progressPWRRetryBtn.textContent = 'Retrying...';
progressPWRRetryBtn.classList.add('retrying');
currentDownloadState.isDownloading = true;
try {
hideDownloadError();
if (progressRetryInfo) {
progressRetryInfo.style.background = '';
progressRetryInfo.style.color = '';
}
if (progressText) {
const contextMessage = getRetryContextMessage();
progressText.textContent = contextMessage;
}
if (!currentDownloadState.retryData || currentDownloadState.errorType === 'jre') {
currentDownloadState.retryData = {
branch: 'release',
fileName: '7.pwr'
};
console.log('[UI] Created default PWR retry data:', currentDownloadState.retryData);
}
if (window.electronAPI && window.electronAPI.retryDownload) {
const result = await window.electronAPI.retryDownload(currentDownloadState.retryData);
if (!result.success) {
throw new Error(result.error || 'Game retry failed');
}
} else {
console.warn('electronAPI.retryDownload not available, simulating PWR retry...');
await new Promise(resolve => setTimeout(resolve, 2000));
throw new Error('Game retry API not available');
}
} catch (error) {
console.error('PWR retry failed:', error);
const errorType = categorizeError(error.message);
showDownloadError(`Game retry failed: ${error.message}`, true, errorType, error);
} finally {
if (progressPWRRetryBtn) {
progressPWRRetryBtn.disabled = false;
progressPWRRetryBtn.textContent = error && error.isJREError ? 'Retry Java Download' : 'Retry Game Download';
progressPWRRetryBtn.classList.remove('retrying');
}
currentDownloadState.isDownloading = false;
}
});
}
// Setup generic retry button (fallback)
if (progressRetryBtn) {
progressRetryBtn.addEventListener('click', async () => {
if (!currentDownloadState.canRetry || currentDownloadState.isDownloading) {
return;
}
progressRetryBtn.disabled = true;
progressRetryBtn.textContent = 'Retrying...';
progressRetryBtn.classList.add('retrying');
currentDownloadState.isDownloading = true;
try {
hideDownloadError();
if (progressRetryInfo) {
progressRetryInfo.style.background = '';
progressRetryInfo.style.color = '';
}
if (progressText) {
const contextMessage = getRetryContextMessage();
progressText.textContent = contextMessage;
}
if (!currentDownloadState.retryData) {
if (currentDownloadState.errorType === 'jre') {
currentDownloadState.retryData = {
isJREError: true,
jreUrl: '',
fileName: 'jre.tar.gz',
cacheDir: '',
osName: 'linux',
arch: 'amd64'
};
} else {
currentDownloadState.retryData = {
branch: 'release',
fileName: '7.pwr'
};
}
console.log('[UI] Created default retry data:', currentDownloadState.retryData);
}
if (window.electronAPI && window.electronAPI.retryDownload) {
const result = await window.electronAPI.retryDownload(currentDownloadState.retryData);
if (!result.success) {
throw new Error(result.error || 'Retry failed');
}
} else {
console.warn('electronAPI.retryDownload not available, simulating retry...');
await new Promise(resolve => setTimeout(resolve, 2000));
throw new Error('Retry API not available');
}
} catch (error) {
console.error('Retry failed:', error);
const errorType = categorizeError(error.message);
showDownloadError(`Retry failed: ${error.message}`, true, errorType);
} finally {
if (progressRetryBtn) {
progressRetryBtn.disabled = false;
progressRetryBtn.textContent = 'Retry Download';
progressRetryBtn.classList.remove('retrying');
}
currentDownloadState.isDownloading = false;
}
});
}
}
function getRetryContextMessage() {
const errorType = currentDownloadState.errorType;
switch (errorType) {
case 'network':
return 'Reconnecting and retrying download...';
case 'stall':
return 'Resuming stalled download...';
case 'server':
return 'Waiting for server and retrying...';
case 'corruption':
return 'Re-downloading corrupted PWR file...';
case 'butler':
return 'Re-attempting patch installation...';
case 'space':
return 'Retrying after clearing disk space...';
case 'permission':
return 'Retrying with corrected permissions...';
case 'conflict':
return 'Retrying after resolving conflicts...';
case 'jre':
return 'Re-downloading Java runtime...';
default:
return 'Initiating retry download...';
}
}
window.openDiscordExternal = function() {
window.electronAPI?.openExternal('https://discord.gg/hf2pdc');
};
window.toggleMaximize = toggleMaximize;
document.addEventListener('DOMContentLoaded', setupUI); document.addEventListener('DOMContentLoaded', setupUI);

View File

@@ -6,15 +6,44 @@ class ClientUpdateManager {
} }
init() { init() {
window.electronAPI.onUpdatePopup((updateInfo) => { console.log('🔧 ClientUpdateManager initializing...');
// Listen for electron-updater events from main.js
// This is the primary update trigger - main.js checks for updates on startup
window.electronAPI.onUpdateAvailable((updateInfo) => {
console.log('📥 update-available event received:', updateInfo);
this.showUpdatePopup(updateInfo); this.showUpdatePopup(updateInfo);
}); });
this.checkForUpdatesOnDemand(); window.electronAPI.onUpdateDownloadProgress((progress) => {
this.updateDownloadProgress(progress);
});
window.electronAPI.onUpdateDownloaded((updateInfo) => {
console.log('📦 update-downloaded event received:', updateInfo);
this.showUpdateDownloaded(updateInfo);
});
window.electronAPI.onUpdateError((errorInfo) => {
console.log('❌ update-error event received:', errorInfo);
this.handleUpdateError(errorInfo);
});
console.log('✅ ClientUpdateManager initialized');
// 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) {
if (this.updatePopupVisible) return; console.log('🔔 showUpdatePopup called, updatePopupVisible:', this.updatePopupVisible);
// 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;
@@ -33,26 +62,52 @@ class ClientUpdateManager {
<div class="update-popup-versions"> <div class="update-popup-versions">
<div class="version-row"> <div class="version-row">
<span class="version-label">Current Version:</span> <span class="version-label">Current Version:</span>
<span class="version-current">${updateInfo.currentVersion}</span> <span class="version-current">${updateInfo.currentVersion || updateInfo.version || 'Unknown'}</span>
</div> </div>
<div class="version-row"> <div class="version-row">
<span class="version-label">New Version:</span> <span class="version-label">New Version:</span>
<span class="version-new">${updateInfo.newVersion}</span> <span class="version-new">${updateInfo.newVersion || updateInfo.version || 'Unknown'}</span>
</div> </div>
</div> </div>
<div class="update-popup-message"> <div class="update-popup-message">
A new version of Hytale F2P Launcher is available.<br> A new version of Hytale F2P Launcher is available.<br>
Please download the latest version to continue using the launcher. <span id="update-status-text">Downloading update automatically...</span>
<div id="update-error-message" style="display: none; margin-top: 0.75rem; padding: 0.75rem; background: rgba(239, 68, 68, 0.1); border: 1px solid rgba(239, 68, 68, 0.3); border-radius: 0.5rem; color: #fca5a5; font-size: 0.875rem;">
<i class="fas fa-exclamation-triangle" style="margin-right: 0.5rem;"></i>
<span id="update-error-text"></span>
</div>
</div> </div>
<button id="update-download-btn" class="update-download-btn"> <div id="update-progress-container" style="display: none; margin-bottom: 1rem;">
<i class="fas fa-external-link-alt" style="margin-right: 0.5rem;"></i> <div style="display: flex; justify-content: space-between; margin-bottom: 0.5rem; font-size: 0.75rem; color: #9ca3af;">
Download Update <span id="update-progress-percent">0%</span>
</button> <span id="update-progress-speed">0 KB/s</span>
</div>
<div style="width: 100%; height: 8px; background: rgba(255, 255, 255, 0.1); border-radius: 4px; overflow: hidden;">
<div id="update-progress-bar" style="width: 0%; height: 100%; background: linear-gradient(90deg, #3b82f6, #9333ea); transition: width 0.3s ease;"></div>
</div>
<div style="margin-top: 0.5rem; font-size: 0.75rem; color: #9ca3af; text-align: center;">
<span id="update-progress-size">0 MB / 0 MB</span>
</div>
</div>
<div id="update-buttons-container" style="display: none;">
<button id="update-install-btn" class="update-download-btn">
<i class="fas fa-check" style="margin-right: 0.5rem;"></i>
Install & Restart
</button>
<button id="update-download-btn" class="update-download-btn update-download-btn-secondary" style="margin-top: 0.75rem;">
<i class="fas fa-external-link-alt" style="margin-right: 0.5rem;"></i>
Manually Download
</button>
</div>
<div class="update-popup-footer"> <div class="update-popup-footer">
This popup cannot be closed until you update the launcher <span id="update-footer-text">Downloading update...</span>
<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>
@@ -62,6 +117,58 @@ class ClientUpdateManager {
this.blockInterface(); this.blockInterface();
// Show progress container immediately (auto-download is enabled)
const progressContainer = document.getElementById('update-progress-container');
if (progressContainer) {
progressContainer.style.display = 'block';
}
const installBtn = document.getElementById('update-install-btn');
if (installBtn) {
installBtn.addEventListener('click', async (e) => {
e.preventDefault();
e.stopPropagation();
installBtn.disabled = true;
installBtn.innerHTML = '<i class="fas fa-spinner fa-spin" style="margin-right: 0.5rem;"></i>Installing...';
try {
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) {
console.error('❌ Error installing update:', error);
installBtn.disabled = false;
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:';
}
}
}
});
}
const downloadBtn = document.getElementById('update-download-btn'); const downloadBtn = document.getElementById('update-download-btn');
if (downloadBtn) { if (downloadBtn) {
downloadBtn.addEventListener('click', async (e) => { downloadBtn.addEventListener('click', async (e) => {
@@ -73,14 +180,19 @@ class ClientUpdateManager {
try { try {
await window.electronAPI.openDownloadPage(); await window.electronAPI.openDownloadPage();
console.log('✅ Download page opened, launcher will close...'); console.log('✅ Download page opened');
downloadBtn.innerHTML = '<i class="fas fa-check" style="margin-right: 0.5rem;"></i>Launcher closing...'; downloadBtn.innerHTML = '<i class="fas fa-check" style="margin-right: 0.5rem;"></i>Opened in browser';
// 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);
downloadBtn.disabled = false; downloadBtn.disabled = false;
downloadBtn.innerHTML = '<i class="fas fa-external-link-alt" style="margin-right: 0.5rem;"></i>Download Update'; downloadBtn.innerHTML = '<i class="fas fa-external-link-alt" style="margin-right: 0.5rem;"></i>Manually Download';
} }
}); });
} }
@@ -96,9 +208,238 @@ 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) {
const progressBar = document.getElementById('update-progress-bar');
const progressPercent = document.getElementById('update-progress-percent');
const progressSpeed = document.getElementById('update-progress-speed');
const progressSize = document.getElementById('update-progress-size');
if (progressBar && progress) {
const percent = Math.round(progress.percent || 0);
progressBar.style.width = `${percent}%`;
if (progressPercent) {
progressPercent.textContent = `${percent}%`;
}
if (progressSpeed && progress.bytesPerSecond) {
const speedMBps = (progress.bytesPerSecond / 1024 / 1024).toFixed(2);
progressSpeed.textContent = `${speedMBps} MB/s`;
}
if (progressSize && progress.transferred && progress.total) {
const transferredMB = (progress.transferred / 1024 / 1024).toFixed(2);
const totalMB = (progress.total / 1024 / 1024).toFixed(2);
progressSize.textContent = `${transferredMB} MB / ${totalMB} MB`;
}
// Don't update status text here - it's already set and the progress bar shows the percentage
}
}
showUpdateDownloaded(updateInfo) {
const statusText = document.getElementById('update-status-text');
const progressContainer = document.getElementById('update-progress-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 (popupContainer) {
popupContainer.classList.remove('update-popup-pulse');
}
if (progressContainer) {
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) {
buttonsContainer.style.display = 'block';
}
// Always show skip button in downloaded state
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) {
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 (errorInfo.requiresManualDownload) {
this.showManualDownloadRequired(errorInfo);
return; // Don't do anything else, showManualDownloadRequired handles everything
}
// For non-critical errors, just show error message without changing status
const errorMessage = document.getElementById('update-error-message');
const errorText = document.getElementById('update-error-text');
if (errorMessage && errorText) {
let message = errorInfo.message || 'An error occurred during the update process.';
if (errorInfo.isMacSigningError) {
message = 'Auto-update requires code signing. Please download manually.';
}
errorText.textContent = message;
errorMessage.style.display = 'block';
}
}
showManualDownloadRequired(errorInfo) {
const statusText = document.getElementById('update-status-text');
const progressContainer = document.getElementById('update-progress-container');
const buttonsContainer = document.getElementById('update-buttons-container');
const installBtn = document.getElementById('update-install-btn');
const downloadBtn = document.getElementById('update-download-btn');
const errorMessage = document.getElementById('update-error-message');
const errorText = document.getElementById('update-error-text');
// Hide progress and install button
if (progressContainer) {
progressContainer.style.display = 'none';
}
if (installBtn) {
installBtn.style.display = 'none';
}
// Update status message (only once, don't change it again)
if (statusText && !statusText.dataset.manualMode) {
statusText.textContent = 'Please download and install the update manually.';
statusText.dataset.manualMode = 'true'; // Mark that we've set manual mode
}
// Show error message with details
if (errorMessage && errorText) {
let message = 'Auto-update is not available. ';
if (errorInfo.isMacSigningError) {
message = 'This app requires code signing for automatic updates.';
} else if (errorInfo.isLinuxInstallError) {
message = 'Auto-installation requires root privileges. Please download and install the update manually using your package manager.';
} else if (errorInfo.message) {
message = errorInfo.message;
} else {
message = 'An error occurred during the update process.';
}
errorText.textContent = message;
errorMessage.style.display = 'block';
}
// Show and enable the manual download button (make it primary since it's the only option)
if (downloadBtn) {
downloadBtn.style.display = 'block';
downloadBtn.disabled = false;
downloadBtn.classList.remove('update-download-btn-secondary');
downloadBtn.innerHTML = '<i class="fas fa-external-link-alt" style="margin-right: 0.5rem;"></i>Download Update Manually';
}
// Show buttons container if not already visible
if (buttonsContainer) {
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');
}
blockInterface() { blockInterface() {
const mainContent = document.querySelector('.flex.w-full.h-screen'); const mainContent = document.querySelector('.flex.w-full.h-screen');
if (mainContent) { if (mainContent) {
@@ -107,13 +448,35 @@ class ClientUpdateManager {
document.body.classList.add('no-select'); document.body.classList.add('no-select');
document.addEventListener('keydown', this.blockKeyEvents.bind(this), true); // Store bound functions so we can remove them later
this._boundBlockKeyEvents = this.blockKeyEvents.bind(this);
document.addEventListener('contextmenu', this.blockContextMenu.bind(this), true); this._boundBlockContextMenu = this.blockContextMenu.bind(this);
document.addEventListener('keydown', this._boundBlockKeyEvents, 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 === ' ') &&
@@ -144,7 +507,12 @@ class ClientUpdateManager {
async checkForUpdatesOnDemand() { async checkForUpdatesOnDemand() {
try { try {
const updateInfo = await window.electronAPI.checkForUpdates(); const updateInfo = await window.electronAPI.checkForUpdates();
if (updateInfo.updateAvailable) {
// Double-check that versions are actually different before showing popup
if (updateInfo.updateAvailable &&
updateInfo.newVersion &&
updateInfo.currentVersion &&
updateInfo.newVersion !== updateInfo.currentVersion) {
this.showUpdatePopup(updateInfo); this.showUpdatePopup(updateInfo);
} }
return updateInfo; return updateInfo;

149
GUI/js/updater.js Normal file
View File

@@ -0,0 +1,149 @@
// Launcher Update Manager UI
let updateModal = null;
let downloadProgressBar = null;
function initUpdater() {
// Listen for update events from main process
if (window.electronAPI && window.electronAPI.onUpdateAvailable) {
window.electronAPI.onUpdateAvailable((updateInfo) => {
showUpdateModal(updateInfo);
});
}
if (window.electronAPI && window.electronAPI.onUpdateDownloadProgress) {
window.electronAPI.onUpdateDownloadProgress((progress) => {
updateDownloadProgress(progress);
});
}
if (window.electronAPI && window.electronAPI.onUpdateDownloaded) {
window.electronAPI.onUpdateDownloaded((info) => {
showInstallUpdatePrompt(info);
});
}
}
function showUpdateModal(updateInfo) {
if (updateModal) {
updateModal.remove();
}
updateModal = document.createElement('div');
updateModal.className = 'update-modal-overlay';
updateModal.innerHTML = `
<div class="update-modal">
<div class="update-header">
<i class="fas fa-download"></i>
<h2>Launcher Update Available</h2>
</div>
<div class="update-content">
<p class="update-version">Version ${updateInfo.newVersion} is available!</p>
<p class="current-version">Current version: ${updateInfo.currentVersion}</p>
${updateInfo.releaseNotes ? `<div class="release-notes">${updateInfo.releaseNotes}</div>` : ''}
</div>
<div class="update-progress" style="display: none;">
<div class="progress-bar-container">
<div class="progress-bar" id="updateProgressBar"></div>
</div>
<p class="progress-text" id="updateProgressText">Downloading...</p>
</div>
<div class="update-actions">
<button class="btn-primary" onclick="downloadUpdate()">
<i class="fas fa-download"></i> Download Update
</button>
</div>
</div>
`;
document.body.appendChild(updateModal);
}
async function downloadUpdate() {
const downloadBtn = updateModal.querySelector('.btn-primary');
const progressDiv = updateModal.querySelector('.update-progress');
// Disable button and show progress
downloadBtn.disabled = true;
progressDiv.style.display = 'block';
try {
await window.electronAPI.downloadUpdate();
} catch (error) {
console.error('Failed to download update:', error);
alert('Failed to download update. Please try again later.');
dismissUpdateModal();
}
}
function updateDownloadProgress(progress) {
if (!updateModal) return;
const progressBar = document.getElementById('updateProgressBar');
const progressText = document.getElementById('updateProgressText');
if (progressBar) {
progressBar.style.width = `${progress.percent}%`;
}
if (progressText) {
const mbTransferred = (progress.transferred / 1024 / 1024).toFixed(2);
const mbTotal = (progress.total / 1024 / 1024).toFixed(2);
const speed = (progress.bytesPerSecond / 1024 / 1024).toFixed(2);
progressText.textContent = `Downloading... ${mbTransferred}MB / ${mbTotal}MB (${speed} MB/s)`;
}
}
function showInstallUpdatePrompt(info) {
if (updateModal) {
updateModal.remove();
}
updateModal = document.createElement('div');
updateModal.className = 'update-modal-overlay';
updateModal.innerHTML = `
<div class="update-modal">
<div class="update-header">
<i class="fas fa-check-circle"></i>
<h2>Update Downloaded</h2>
</div>
<div class="update-content">
<p>Version ${info.version} has been downloaded and is ready to install.</p>
<p class="update-note">The launcher will restart to complete the installation.</p>
</div>
<div class="update-actions">
<button class="btn-primary" onclick="installUpdate()">
<i class="fas fa-sync-alt"></i> Restart & Install
</button>
</div>
</div>
`;
document.body.appendChild(updateModal);
}
async function installUpdate() {
try {
await window.electronAPI.installUpdate();
} catch (error) {
console.error('Failed to install update:', error);
}
}
function dismissUpdateModal() {
if (updateModal) {
updateModal.remove();
updateModal = null;
}
}
// Initialize when DOM is ready
document.addEventListener('DOMContentLoaded', initUpdater);
// Export functions
window.UpdaterUI = {
showUpdateModal,
dismissUpdateModal,
downloadUpdate,
installUpdate
};

250
GUI/locales/de-DE.json Normal file
View File

@@ -0,0 +1,250 @@
{
"nav": {
"play": "Spielen",
"mods": "Mods",
"news": "Neuigkeiten",
"chat": "Spieler-Chat",
"settings": "Einstellungen"
},
"header": {
"playersLabel": "Spieler:",
"manageProfiles": "Profile verwalten",
"defaultProfile": "Standard"
},
"install": {
"title": "KOSTENLOSER LAUNCHER",
"playerName": "Spielername",
"playerNamePlaceholder": "Namen eingeben",
"gameBranch": "Spielversion",
"releaseVersion": "Release (Stabil)",
"preReleaseVersion": "Pre-Release (Experimentell)",
"customInstallation": "Benutzerdefinierte Installation",
"installationFolder": "Installationsordner",
"pathPlaceholder": "Standardspeicherort",
"browse": "Durchsuchen",
"installButton": "HYTALE INSTALLIEREN",
"installing": "INSTALLIERE..."
},
"play": {
"ready": "BEREIT ZUM SPIELEN",
"subtitle": "Starte Hytale und beginne das Abenteuer",
"playButton": "HYTALE SPIELEN",
"latestNews": "NEUESTE NACHRICHTEN",
"viewAll": "ALLE ANZEIGEN",
"checking": "ÜBERPRÜFE...",
"play": "SPIELEN"
},
"mods": {
"searchPlaceholder": "Mods suchen...",
"myMods": "MEINE MODS",
"previous": "ZURÜCK",
"next": "WEITER",
"page": "Seite",
"of": "von",
"modalTitle": "MEINE MODS",
"noModsFound": "Keine Mods gefunden",
"noModsFoundDesc": "Versuche deine Suche anzupassen",
"noModsInstalled": "Keine Mods installiert",
"noModsInstalledDesc": "Füge Mods von CurseForge hinzu oder importiere lokale Dateien",
"view": "ANZEIGEN",
"install": "INSTALLIEREN",
"installed": "INSTALLIERT",
"enable": "AKTIVIEREN",
"disable": "DEAKTIVIEREN",
"active": "AKTIV",
"disabled": "DEAKTIVIERT",
"delete": "Mod löschen",
"noDescription": "Keine Beschreibung verfügbar",
"confirmDelete": "Möchtest du \"{name}\" wirklich löschen?",
"confirmDeleteDesc": "Diese Aktion kann nicht rückgängig gemacht werden.",
"confirmDeletion": "Löschung bestätigen",
"apiKeyRequired": "API-Schlüssel erforderlich",
"apiKeyRequiredDesc": "CurseForge API-Schlüssel wird benötigt, um Mods zu durchsuchen"
},
"news": {
"title": "ALLE NACHRICHTEN",
"readMore": "Mehr lesen"
},
"chat": {
"title": "SPIELER-CHAT",
"pickColor": "Farbe",
"inputPlaceholder": "Nachricht eingeben...",
"send": "Senden",
"online": "online",
"charCounter": "{current}/{max}",
"secureChat": "Sicherer Chat - Links werden zensiert",
"joinChat": "Chat beitreten",
"chooseUsername": "Wähle einen Benutzernamen, um dem Spieler-Chat beizutreten",
"username": "Benutzername",
"usernamePlaceholder": "Benutzernamen eingeben...",
"usernameHint": "3-20 Zeichen, nur Buchstaben, Zahlen, - und _",
"joinButton": "Chat beitreten",
"colorModal": {
"title": "Benutzernamenfarbe anpassen",
"chooseSolid": "Wähle eine einfarbige Farbe:",
"customColor": "Benutzerdefinierte Farbe:",
"preview": "Vorschau:",
"previewUsername": "Benutzername",
"apply": "Farbe anwenden"
}
},
"settings": {
"title": "EINSTELLUNGEN",
"java": "Java Runtime",
"useCustomJava": "Benutzerdefinierten Java-Pfad verwenden",
"javaDescription": "Ersetze die mitgelieferte Java-Installation durch deine eigene",
"javaPath": "Java-Ausführungsdatei-Pfad",
"javaPathPlaceholder": "Java-Pfad auswählen...",
"javaBrowse": "Durchsuchen",
"javaHint": "Wähle den Java-Installationsordner (unterstützt Windows, Mac, Linux)",
"discord": "Discord-Integration",
"enableRPC": "Discord Rich Presence aktivieren",
"discordDescription": "Zeige deine Launcher-Aktivität auf Discord",
"game": "Spieloptionen",
"playerName": "Spielername",
"playerNamePlaceholder": "Spielernamen eingeben",
"playerNameHint": "Dieser Name wird im Spiel verwendet (1-16 Zeichen)",
"openGameLocation": "Spielordner öffnen",
"openGameLocationDesc": "Öffne den Spielinstallationsordner",
"account": "Spieler-UUID-Verwaltung",
"currentUUID": "Aktuelle UUID",
"uuidPlaceholder": "UUID wird geladen...",
"copyUUID": "UUID kopieren",
"regenerateUUID": "UUID neu generieren",
"uuidHint": "Deine eindeutige Spielerkennung für diesen Benutzernamen",
"manageUUIDs": "Alle UUIDs verwalten",
"manageUUIDsDesc": "Alle Spieler-UUIDs anzeigen und verwalten",
"language": "Sprache",
"selectLanguage": "Sprache auswählen",
"repairGame": "Spiel reparieren",
"reinstallGame": "Spieldateien neu installieren (behält Daten)",
"gpuPreference": "GPU-Präferenz",
"gpuHint": "Funktion nur für Laptops; auf „Integriert“ stellen, wenn auf einem PC.",
"gpuAuto": "Auto",
"gpuIntegrated": "Integriert",
"gpuDedicated": "Dediziert",
"logs": "SYSTEMPROTOKOLLE",
"logsCopy": "Kopieren",
"logsRefresh": "Aktualisieren",
"logsFolder": "Ordner öffnen",
"logsLoading": "Protokolle werden geladen...",
"closeLauncher": "Launcher-Verhalten",
"closeOnStart": "Launcher beim Spielstart schließen",
"closeOnStartDescription": "Schließe den Launcher automatisch, nachdem Hytale gestartet wurde",
"hwAccel": "Hardware-Beschleunigung",
"hwAccelDescription": "Hardware-Beschleunigung für den Launcher aktivieren",
"gameBranch": "Spiel-Branch",
"branchRelease": "Release",
"branchPreRelease": "Pre-Release",
"branchHint": "Wechsel zwischen stabiler Release- und experimenteller Pre-Release-Version",
"branchWarning": "Das Ändern des Branches lädt eine andere Spielversion herunter und installiert sie",
"branchSwitching": "Wechsle zu {branch}...",
"branchSwitched": "Erfolgreich zu {branch} gewechselt!",
"installRequired": "Installation erforderlich",
"branchInstallConfirm": "Das Spiel wird für den {branch}-Branch installiert. Fortfahren?"
},
"uuid": {
"modalTitle": "UUID-Verwaltung",
"currentUserUUID": "Aktuelle Benutzer-UUID",
"allPlayerUUIDs": "Alle Spieler-UUIDs",
"generateNew": "Neue UUID generieren",
"loadingUUIDs": "UUIDs werden geladen...",
"setCustomUUID": "Benutzerdefinierte UUID festlegen",
"customPlaceholder": "Benutzerdefinierte UUID eingeben (Format: xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx)",
"setUUID": "UUID festlegen",
"warning": "Warnung: Das Festlegen einer benutzerdefinierten UUID ändert deine aktuelle Spieleridentität",
"copyTooltip": "UUID kopieren",
"regenerateTooltip": "Neue UUID generieren"
},
"profiles": {
"modalTitle": "Profile verwalten",
"newProfilePlaceholder": "Neuer Profilname",
"createProfile": "Profil erstellen"
},
"discord": {
"notificationText": "Tritt unserer Discord-Community bei!",
"joinButton": "Discord beitreten"
},
"common": {
"confirm": "Bestätigen",
"cancel": "Abbrechen",
"save": "Speichern",
"close": "Schließen",
"delete": "Löschen",
"edit": "Bearbeiten",
"loading": "Lädt...",
"apply": "Anwenden",
"install": "Installieren"
},
"notifications": {
"gameDataNotFound": "Fehler: Spieldaten nicht gefunden",
"gameUpdatedSuccess": "Spiel erfolgreich aktualisiert! 🎉",
"updateFailed": "Update fehlgeschlagen: {error}",
"updateError": "Update-Fehler: {error}",
"discordEnabled": "Discord Rich Presence aktiviert",
"discordDisabled": "Discord Rich Presence deaktiviert",
"discordSaveFailed": "Discord-Einstellung konnte nicht gespeichert werden",
"playerNameRequired": "Bitte gib einen gültigen Spielernamen ein",
"playerNameSaved": "Spielername erfolgreich gespeichert",
"playerNameSaveFailed": "Spielername konnte nicht gespeichert werden",
"uuidCopied": "UUID in die Zwischenablage kopiert!",
"uuidCopyFailed": "UUID konnte nicht kopiert werden",
"uuidRegenNotAvailable": "UUID-Neugenerierung nicht verfügbar",
"uuidRegenFailed": "UUID konnte nicht neu generiert werden",
"uuidGenerated": "Neue UUID erfolgreich generiert!",
"uuidGeneratedShort": "Neue UUID generiert!",
"uuidGenerateFailed": "Neue UUID konnte nicht generiert werden",
"uuidRequired": "Bitte gib eine UUID ein",
"uuidInvalidFormat": "Ungültiges UUID-Format",
"uuidSetFailed": "Benutzerdefinierte UUID konnte nicht festgelegt werden",
"uuidSetSuccess": "Benutzerdefinierte UUID erfolgreich festgelegt!",
"uuidDeleteFailed": "UUID konnte nicht gelöscht werden",
"uuidDeleteSuccess": "UUID erfolgreich gelöscht!",
"modsDownloading": "{name} wird heruntergeladen...",
"modsTogglingMod": "Mod wird umgeschaltet...",
"modsDeletingMod": "Mod wird gelöscht...",
"modsLoadingMods": "Mods von CurseForge werden geladen...",
"modsInstalledSuccess": "{name} erfolgreich installiert! 🎉",
"modsDeletedSuccess": "{name} erfolgreich gelöscht",
"modsDownloadFailed": "Mod konnte nicht heruntergeladen werden: {error}",
"modsToggleFailed": "Mod konnte nicht umgeschaltet werden: {error}",
"modsDeleteFailed": "Mod konnte nicht gelöscht werden: {error}",
"modsModNotFound": "Mod-Informationen nicht gefunden",
"hwAccelSaved": "Hardware-Beschleunigungseinstellung gespeichert",
"hwAccelSaveFailed": "Hardware-Beschleunigungseinstellung konnte nicht gespeichert werden"
},
"confirm": {
"defaultTitle": "Aktion bestätigen",
"regenerateUuidTitle": "Neue UUID generieren",
"regenerateUuidMessage": "Möchtest du wirklich eine neue UUID generieren? Dies ändert deine Spieleridentität.",
"regenerateUuidButton": "Generieren",
"setCustomUuidTitle": "Benutzerdefinierte UUID festlegen",
"setCustomUuidMessage": "Möchtest du wirklich diese benutzerdefinierte UUID festlegen? Dies ändert deine Spieleridentität.",
"setCustomUuidButton": "UUID festlegen",
"deleteUuidTitle": "UUID löschen",
"deleteUuidMessage": "Möchtest du wirklich die UUID für \"{username}\" löschen? Diese Aktion kann nicht rückgängig gemacht werden.",
"deleteUuidButton": "Löschen",
"uninstallGameTitle": "Spiel deinstallieren",
"uninstallGameMessage": "Möchtest du Hytale wirklich deinstallieren? Alle Spieldateien werden gelöscht.",
"uninstallGameButton": "Deinstallieren"
},
"progress": {
"initializing": "Initialisiere...",
"downloading": "Lädt herunter...",
"installing": "Installiere...",
"extracting": "Entpacke...",
"verifying": "Überprüfe...",
"switchingProfile": "Profil wird gewechselt...",
"profileSwitched": "Profil gewechselt!",
"startingGame": "Spiel wird gestartet...",
"launching": "STARTET...",
"uninstallingGame": "Spiel wird deinstalliert...",
"gameUninstalled": "Spiel erfolgreich deinstalliert!",
"uninstallFailed": "Deinstallation fehlgeschlagen: {error}",
"startingUpdate": "Obligatorisches Spiel-Update wird gestartet...",
"installationComplete": "Installation erfolgreich abgeschlossen!",
"installationFailed": "Installation fehlgeschlagen: {error}",
"installingGameFiles": "Spieldateien werden installiert...",
"installComplete": "Installation abgeschlossen!"
}
}

View File

@@ -4,19 +4,20 @@
"mods": "Mods", "mods": "Mods",
"news": "News", "news": "News",
"chat": "Players Chat", "chat": "Players Chat",
"settings": "Settings", "settings": "Settings"
"skins": "Skins"
}, },
"header": { "header": {
"playersLabel": "Players:", "playersLabel": "Players:",
"manageProfiles": "Manage Profiles", "manageProfiles": "Manage Profiles",
"defaultProfile": "Default", "defaultProfile": "Default"
"f2p": "FREE TO PLAY"
}, },
"install": { "install": {
"title": "FREE TO PLAY LAUNCHER", "title": "FREE TO PLAY LAUNCHER",
"playerName": "Player Name", "playerName": "Player Name",
"playerNamePlaceholder": "Enter your name", "playerNamePlaceholder": "Enter your name",
"gameBranch": "Game Version",
"releaseVersion": "Release (Stable)",
"preReleaseVersion": "Pre-Release (Experimental)",
"customInstallation": "Custom Installation", "customInstallation": "Custom Installation",
"installationFolder": "Installation Folder", "installationFolder": "Installation Folder",
"pathPlaceholder": "Default location", "pathPlaceholder": "Default location",
@@ -56,7 +57,9 @@
"noDescription": "No description available", "noDescription": "No description available",
"confirmDelete": "Are you sure you want to delete \"{name}\"?", "confirmDelete": "Are you sure you want to delete \"{name}\"?",
"confirmDeleteDesc": "This action cannot be undone.", "confirmDeleteDesc": "This action cannot be undone.",
"confirmDeletion": "Confirm Deletion" "confirmDeletion": "Confirm Deletion",
"apiKeyRequired": "API Key Required",
"apiKeyRequiredDesc": "CurseForge API key is needed to browse mods"
}, },
"news": { "news": {
"title": "ALL NEWS", "title": "ALL NEWS",
@@ -116,7 +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": "Select your preferred GPU (Linux: affects DRI_PRIME)", "gpuHint": "Laptop-only feature; set to Integrated if on PC",
"gpuAuto": "Auto", "gpuAuto": "Auto",
"gpuIntegrated": "Integrated", "gpuIntegrated": "Integrated",
"gpuDedicated": "Dedicated", "gpuDedicated": "Dedicated",
@@ -124,7 +127,21 @@
"logsCopy": "Copy", "logsCopy": "Copy",
"logsRefresh": "Refresh", "logsRefresh": "Refresh",
"logsFolder": "Open Folder", "logsFolder": "Open Folder",
"logsLoading": "Loading logs..." "logsLoading": "Loading logs...",
"closeLauncher": "Launcher Behavior",
"closeOnStart": "Close Launcher on game start",
"closeOnStartDescription": "Automatically close the launcher after Hytale has launched",
"hwAccel": "Hardware Acceleration",
"hwAccelDescription": "Enable hardware acceleration for the launcher",
"gameBranch": "Game Branch",
"branchRelease": "Release",
"branchPreRelease": "Pre-Release",
"branchHint": "Switch between stable release and experimental pre-release versions",
"branchWarning": "Changing branch will download and install a different game version",
"branchSwitching": "Switching to {branch}...",
"branchSwitched": "Switched to {branch} successfully!",
"installRequired": "Installation Required",
"branchInstallConfirm": "The game will be installed for the {branch} branch. Continue?"
}, },
"uuid": { "uuid": {
"modalTitle": "UUID Management", "modalTitle": "UUID Management",
@@ -148,10 +165,6 @@
"notificationText": "Join our Discord community!", "notificationText": "Join our Discord community!",
"joinButton": "Join Discord" "joinButton": "Join Discord"
}, },
"skins": {
"title": "Skins",
"comingSoon": "Skin customization coming soon..."
},
"common": { "common": {
"confirm": "Confirm", "confirm": "Confirm",
"cancel": "Cancel", "cancel": "Cancel",
@@ -160,7 +173,8 @@
"delete": "Delete", "delete": "Delete",
"edit": "Edit", "edit": "Edit",
"loading": "Loading...", "loading": "Loading...",
"apply": "Apply" "apply": "Apply",
"install": "Install"
}, },
"notifications": { "notifications": {
"gameDataNotFound": "Error: Game data not found", "gameDataNotFound": "Error: Game data not found",
@@ -195,7 +209,9 @@
"modsDownloadFailed": "Failed to download mod: {error}", "modsDownloadFailed": "Failed to download mod: {error}",
"modsToggleFailed": "Failed to toggle mod: {error}", "modsToggleFailed": "Failed to toggle mod: {error}",
"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",
"hwAccelSaveFailed": "Failed to save hardware acceleration setting"
}, },
"confirm": { "confirm": {
"defaultTitle": "Confirm action", "defaultTitle": "Confirm action",
@@ -231,4 +247,4 @@
"installingGameFiles": "Installing game files...", "installingGameFiles": "Installing game files...",
"installComplete": "Installation complete!" "installComplete": "Installation complete!"
} }
} }

View File

@@ -4,19 +4,20 @@
"mods": "Mods", "mods": "Mods",
"news": "Noticias", "news": "Noticias",
"chat": "Chat de Jugadores", "chat": "Chat de Jugadores",
"settings": "Configuración", "settings": "Configuración"
"skins": "Aspectos"
}, },
"header": { "header": {
"playersLabel": "Jugadores:", "playersLabel": "Jugadores:",
"manageProfiles": "Gestionar Perfiles", "manageProfiles": "Gestionar Perfiles",
"defaultProfile": "Predeterminado", "defaultProfile": "Predeterminado"
"f2p": "FREE TO PLAY"
}, },
"install": { "install": {
"title": "LAUNCHER GRATUITO", "title": "LAUNCHER GRATUITO",
"playerName": "Nombre del Jugador", "playerName": "Nombre del Jugador",
"playerNamePlaceholder": "Ingresa tu nombre", "playerNamePlaceholder": "Ingresa tu nombre",
"gameBranch": "Versión del Juego",
"releaseVersion": "Lanzamiento (Estable)",
"preReleaseVersion": "Pre-Lanzamiento (Experimental)",
"customInstallation": "Instalación Personalizada", "customInstallation": "Instalación Personalizada",
"installationFolder": "Carpeta de Instalación", "installationFolder": "Carpeta de Instalación",
"pathPlaceholder": "Ubicación predeterminada", "pathPlaceholder": "Ubicación predeterminada",
@@ -56,7 +57,9 @@
"noDescription": "Sin descripción disponible", "noDescription": "Sin descripción disponible",
"confirmDelete": "¿Estás seguro de que quieres eliminar \"{name}\"?", "confirmDelete": "¿Estás seguro de que quieres eliminar \"{name}\"?",
"confirmDeleteDesc": "Esta acción no se puede deshacer.", "confirmDeleteDesc": "Esta acción no se puede deshacer.",
"confirmDeletion": "Confirmar eliminación" "confirmDeletion": "Confirmar eliminación",
"apiKeyRequired": "Clave API Requerida",
"apiKeyRequiredDesc": "Se necesita una clave API de CurseForge para explorar mods"
}, },
"news": { "news": {
"title": "TODAS LAS NOTICIAS", "title": "TODAS LAS NOTICIAS",
@@ -116,7 +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": "Selecciona tu GPU preferida (Linux: afecta DRI_PRIME)", "gpuHint": "Función exclusiva para computadora portátil; configúrela como Integrada si está en una PC",
"gpuAuto": "Automático", "gpuAuto": "Automático",
"gpuIntegrated": "Integrada", "gpuIntegrated": "Integrada",
"gpuDedicated": "Dedicada", "gpuDedicated": "Dedicada",
@@ -124,7 +127,21 @@
"logsCopy": "Copiar", "logsCopy": "Copiar",
"logsRefresh": "Actualizar", "logsRefresh": "Actualizar",
"logsFolder": "Abrir Carpeta", "logsFolder": "Abrir Carpeta",
"logsLoading": "Cargando registros..." "logsLoading": "Cargando registros...",
"closeLauncher": "Comportamiento del Launcher",
"closeOnStart": "Cerrar Launcher al iniciar el juego",
"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",
"branchRelease": "Lanzamiento",
"branchPreRelease": "Pre-Lanzamiento",
"branchHint": "Cambia entre la versión estable y la versión experimental de pre-lanzamiento",
"branchWarning": "Cambiar de rama descargará e instalará una versión diferente del juego",
"branchSwitching": "Cambiando a {branch}...",
"branchSwitched": "¡Cambiado a {branch} con éxito!",
"installRequired": "Instalación Requerida",
"branchInstallConfirm": "El juego se instalará para la rama {branch}. ¿Continuar?"
}, },
"uuid": { "uuid": {
"modalTitle": "Gestión de UUID", "modalTitle": "Gestión de UUID",
@@ -148,10 +165,6 @@
"notificationText": "¡Únete a nuestra comunidad de Discord!", "notificationText": "¡Únete a nuestra comunidad de Discord!",
"joinButton": "Unirse a Discord" "joinButton": "Unirse a Discord"
}, },
"skins": {
"title": "Aspectos",
"comingSoon": "Personalización de aspectos próximamente..."
},
"common": { "common": {
"confirm": "Confirmar", "confirm": "Confirmar",
"cancel": "Cancelar", "cancel": "Cancelar",
@@ -160,7 +173,8 @@
"delete": "Eliminar", "delete": "Eliminar",
"edit": "Editar", "edit": "Editar",
"loading": "Cargando...", "loading": "Cargando...",
"apply": "Aplicar" "apply": "Aplicar",
"install": "Instalar"
}, },
"notifications": { "notifications": {
"gameDataNotFound": "Error: No se encontraron datos del juego", "gameDataNotFound": "Error: No se encontraron datos del juego",
@@ -195,7 +209,9 @@
"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"
}, },
"confirm": { "confirm": {
"defaultTitle": "Confirmar acción", "defaultTitle": "Confirmar acción",
@@ -231,4 +247,4 @@
"installingGameFiles": "Instalando archivos del juego...", "installingGameFiles": "Instalando archivos del juego...",
"installComplete": "¡Instalación completa!" "installComplete": "¡Instalación completa!"
} }
} }

250
GUI/locales/fr-FR.json Normal file
View File

@@ -0,0 +1,250 @@
{
"nav": {
"play": "Jouer",
"mods": "Mods",
"news": "Actualités",
"chat": "Chat Joueurs",
"settings": "Paramètres"
},
"header": {
"playersLabel": "Joueurs:",
"manageProfiles": "Gérer les Profils",
"defaultProfile": "Par défaut"
},
"install": {
"title": "LAUNCHER GRATUIT",
"playerName": "Nom du Joueur",
"playerNamePlaceholder": "Entrez votre nom",
"gameBranch": "Version du Jeu",
"releaseVersion": "Release (Stable)",
"preReleaseVersion": "Pré-Release (Expérimental)",
"customInstallation": "Installation Personnalisée",
"installationFolder": "Dossier d'Installation",
"pathPlaceholder": "Emplacement par défaut",
"browse": "Parcourir",
"installButton": "INSTALLER HYTALE",
"installing": "INSTALLATION..."
},
"play": {
"ready": "PRÊT À JOUER",
"subtitle": "Lancez Hytale et entrez dans l'aventure",
"playButton": "JOUER À HYTALE",
"latestNews": "DERNIÈRES ACTUALITÉS",
"viewAll": "VOIR TOUT",
"checking": "VÉRIFICATION...",
"play": "JOUER"
},
"mods": {
"searchPlaceholder": "Rechercher des mods...",
"myMods": "MES MODS",
"previous": "PRÉCÉDENT",
"next": "SUIVANT",
"page": "Page",
"of": "sur",
"modalTitle": "MES MODS",
"noModsFound": "Aucun Mod Trouvé",
"noModsFoundDesc": "Essayez d'ajuster votre recherche",
"noModsInstalled": "Aucun Mod Installé",
"noModsInstalledDesc": "Ajoutez des mods depuis CurseForge ou importez des fichiers locaux",
"view": "VOIR",
"install": "INSTALLER",
"installed": "INSTALLÉ",
"enable": "ACTIVER",
"disable": "DÉSACTIVER",
"active": "ACTIF",
"disabled": "DÉSACTIVÉ",
"delete": "Supprimer le mod",
"noDescription": "Aucune description disponible",
"confirmDelete": "Êtes-vous sûr de vouloir supprimer \"{name}\" ?",
"confirmDeleteDesc": "Cette action est irréversible.",
"confirmDeletion": "Confirmer la Suppression",
"apiKeyRequired": "Clé API Requise",
"apiKeyRequiredDesc": "Une clé API CurseForge est nécessaire pour parcourir les mods"
},
"news": {
"title": "TOUTES LES ACTUALITÉS",
"readMore": "Lire Plus"
},
"chat": {
"title": "CHAT JOUEURS",
"pickColor": "Couleur",
"inputPlaceholder": "Tapez votre message...",
"send": "Envoyer",
"online": "en ligne",
"charCounter": "{current}/{max}",
"secureChat": "Chat sécurisé - Les liens sont censurés",
"joinChat": "Rejoindre le Chat",
"chooseUsername": "Choisissez un nom d'utilisateur pour rejoindre le Chat Joueurs",
"username": "Nom d'utilisateur",
"usernamePlaceholder": "Entrez votre nom d'utilisateur...",
"usernameHint": "3-20 caractères, lettres, chiffres, - et _ uniquement",
"joinButton": "Rejoindre le Chat",
"colorModal": {
"title": "Personnaliser la Couleur du Nom",
"chooseSolid": "Choisissez une couleur unie:",
"customColor": "Couleur personnalisée:",
"preview": "Aperçu:",
"previewUsername": "Nom d'utilisateur",
"apply": "Appliquer la Couleur"
}
},
"settings": {
"title": "PARAMÈTRES",
"java": "Java Runtime",
"useCustomJava": "Utiliser un Chemin Java Personnalisé",
"javaDescription": "Remplacer le Java intégré par votre propre installation",
"javaPath": "Chemin de l'Exécutable Java",
"javaPathPlaceholder": "Sélectionnez le chemin Java...",
"javaBrowse": "Parcourir",
"javaHint": "Sélectionnez le dossier d'installation de Java (compatible Windows, Mac, Linux)",
"discord": "Intégration Discord",
"enableRPC": "Activer Discord Rich Presence",
"discordDescription": "Afficher votre activité du launcher sur Discord",
"game": "Options de Jeu",
"playerName": "Nom du Joueur",
"playerNamePlaceholder": "Entrez le nom du joueur",
"playerNameHint": "Ce nom sera utilisé en jeu (1-16 caractères)",
"openGameLocation": "Ouvrir l'Emplacement du Jeu",
"openGameLocationDesc": "Ouvrir le dossier d'installation du jeu",
"account": "Gestion UUID Joueur",
"currentUUID": "UUID Actuel",
"uuidPlaceholder": "Chargement UUID...",
"copyUUID": "Copier UUID",
"regenerateUUID": "Régénérer UUID",
"uuidHint": "Votre identifiant unique de joueur pour ce nom d'utilisateur",
"manageUUIDs": "Gérer Tous les UUIDs",
"manageUUIDsDesc": "Voir et gérer tous les UUIDs de joueurs",
"language": "Langue",
"selectLanguage": "Sélectionner la Langue",
"repairGame": "Réparer le Jeu",
"reinstallGame": "Réinstaller les fichiers du jeu (préserve les données)",
"gpuPreference": "Préférence GPU",
"gpuHint": "Fonctionnalité exclusive aux ordinateurs portables; à définir sur Intégré sur PC",
"gpuAuto": "Auto",
"gpuIntegrated": "Intégré",
"gpuDedicated": "Dédié",
"logs": "JOURNAUX SYSTÈME",
"logsCopy": "Copier",
"logsRefresh": "Actualiser",
"logsFolder": "Ouvrir le Dossier",
"logsLoading": "Chargement des journaux...",
"closeLauncher": "Comportement du Launcher",
"closeOnStart": "Fermer le Launcher au démarrage du jeu",
"closeOnStartDescription": "Fermer automatiquement le launcher après le lancement d'Hytale",
"hwAccel": "Accélération Matérielle",
"hwAccelDescription": "Activer l'accélération matérielle pour le launcher",
"gameBranch": "Branche du Jeu",
"branchRelease": "Release",
"branchPreRelease": "Pré-Release",
"branchHint": "Basculer entre la version stable release et la pré-release expérimentale",
"branchWarning": "Changer de branche téléchargera et installera une version différente du jeu",
"branchSwitching": "Passage à {branch}...",
"branchSwitched": "Passage à {branch} réussi!",
"installRequired": "Installation Requise",
"branchInstallConfirm": "Le jeu sera installé pour la branche {branch}. Continuer?"
},
"uuid": {
"modalTitle": "Gestion UUID",
"currentUserUUID": "UUID Utilisateur Actuel",
"allPlayerUUIDs": "Tous les UUIDs Joueurs",
"generateNew": "Générer Nouvel UUID",
"loadingUUIDs": "Chargement des UUIDs...",
"setCustomUUID": "Définir UUID Personnalisé",
"customPlaceholder": "Entrez UUID personnalisé (format: xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx)",
"setUUID": "Définir UUID",
"warning": "Attention: Définir un UUID personnalisé changera votre identité de joueur actuelle",
"copyTooltip": "Copier UUID",
"regenerateTooltip": "Générer Nouvel UUID"
},
"profiles": {
"modalTitle": "Gérer les Profils",
"newProfilePlaceholder": "Nom du Nouveau Profil",
"createProfile": "Créer un Profil"
},
"discord": {
"notificationText": "Rejoignez notre communauté Discord!",
"joinButton": "Rejoindre Discord"
},
"common": {
"confirm": "Confirmer",
"cancel": "Annuler",
"save": "Sauvegarder",
"close": "Fermer",
"delete": "Supprimer",
"edit": "Modifier",
"loading": "Chargement...",
"apply": "Appliquer",
"install": "Installer"
},
"notifications": {
"gameDataNotFound": "Erreur: Données du jeu introuvables",
"gameUpdatedSuccess": "Jeu mis à jour avec succès! 🎉",
"updateFailed": "Mise à jour échouée: {error}",
"updateError": "Erreur de mise à jour: {error}",
"discordEnabled": "Discord Rich Presence activé",
"discordDisabled": "Discord Rich Presence désactivé",
"discordSaveFailed": "Échec de la sauvegarde des paramètres Discord",
"playerNameRequired": "Veuillez entrer un nom de joueur valide",
"playerNameSaved": "Nom du joueur sauvegardé avec succès",
"playerNameSaveFailed": "Échec de la sauvegarde du nom du joueur",
"uuidCopied": "UUID copié dans le presse-papiers!",
"uuidCopyFailed": "Échec de la copie de l'UUID",
"uuidRegenNotAvailable": "Régénération UUID non disponible",
"uuidRegenFailed": "Échec de la régénération de l'UUID",
"uuidGenerated": "Nouvel UUID généré avec succès!",
"uuidGeneratedShort": "Nouvel UUID généré!",
"uuidGenerateFailed": "Échec de la génération du nouvel UUID",
"uuidRequired": "Veuillez entrer un UUID",
"uuidInvalidFormat": "Format UUID invalide",
"uuidSetFailed": "Échec de la définition de l'UUID personnalisé",
"uuidSetSuccess": "UUID personnalisé défini avec succès!",
"uuidDeleteFailed": "Échec de la suppression de l'UUID",
"uuidDeleteSuccess": "UUID supprimé avec succès!",
"modsDownloading": "Téléchargement de {name}...",
"modsTogglingMod": "Basculement du mod...",
"modsDeletingMod": "Suppression du mod...",
"modsLoadingMods": "Chargement des mods depuis CurseForge...",
"modsInstalledSuccess": "{name} installé avec succès! 🎉",
"modsDeletedSuccess": "{name} supprimé avec succès",
"modsDownloadFailed": "Échec du téléchargement du mod: {error}",
"modsToggleFailed": "Échec du basculement du mod: {error}",
"modsDeleteFailed": "Échec de la suppression du mod: {error}",
"modsModNotFound": "Informations du mod introuvables",
"hwAccelSaved": "Paramètre d'accélération matérielle sauvegardé",
"hwAccelSaveFailed": "Échec de la sauvegarde du paramètre d'accélération matérielle"
},
"confirm": {
"defaultTitle": "Confirmer l'action",
"regenerateUuidTitle": "Générer un nouvel UUID",
"regenerateUuidMessage": "Êtes-vous sûr de vouloir générer un nouvel UUID? Cela changera votre identité de joueur.",
"regenerateUuidButton": "Générer",
"setCustomUuidTitle": "Définir UUID personnalisé",
"setCustomUuidMessage": "Êtes-vous sûr de vouloir définir cet UUID personnalisé? Cela changera votre identité de joueur.",
"setCustomUuidButton": "Définir UUID",
"deleteUuidTitle": "Supprimer UUID",
"deleteUuidMessage": "Êtes-vous sûr de vouloir supprimer l'UUID de \"{username}\"? Cette action est irréversible.",
"deleteUuidButton": "Supprimer",
"uninstallGameTitle": "Désinstaller le jeu",
"uninstallGameMessage": "Êtes-vous sûr de vouloir désinstaller Hytale? Tous les fichiers du jeu seront supprimés.",
"uninstallGameButton": "Désinstaller"
},
"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!"
}
}

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{
"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"
},
"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"
},
"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!"
}
}

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{
"nav": {
"play": "Graj",
"mods": "Mody",
"news": "Wiadomości",
"chat": "Chat z graczami",
"settings": "Ustawienia"
},
"header": {
"playersLabel": "Graczy:",
"manageProfiles": "Zarządzaj Profilami",
"defaultProfile": "Domyślny"
},
"install": {
"title": "DARMOWY LAUNCHER",
"playerName": "Nazwa Gracza",
"playerNamePlaceholder": "Wprowadź Nazwę",
"gameBranch": "Wersja Gry",
"releaseVersion": "Wydanie (Stabilna)",
"preReleaseVersion": "Przed-Wydaniem (Eksperymentalna)",
"customInstallation": "Dostosuj Instalacje",
"installationFolder": "Folder docelowy",
"pathPlaceholder": "Domyślna lokalizacja",
"browse": "Przeglądaj",
"installButton": "ZAINSTALUJ HYTALE",
"installing": "INSTALOWANIE..."
},
"play": {
"ready": "GOTOWE",
"subtitle": "Uruchom Hytale i rozpocznij przygodę",
"playButton": "GRAJ W HYTALE",
"latestNews": "NAJNOWSZE WIADOMOŚCI",
"viewAll": "ZOBACZ CAŁOŚĆ",
"checking": "SPRAWDZANIE...",
"play": "GRAJ"
},
"mods": {
"searchPlaceholder": "Wyszukaj mody...",
"myMods": "MOJE MODY",
"previous": "POPRZEDNIA",
"next": "NASTĘPNA",
"page": "Strona",
"of": "z",
"modalTitle": "MOJE MODY",
"noModsFound": "Nie Znaleziono Modów",
"noModsFoundDesc": "Spróbuj dostosować wyszukiwanie",
"noModsInstalled": "Brak Zainstalowanych Modów",
"noModsInstalledDesc": "Dodaj mody z CurseForge lub zaimportuj lokalne pliki",
"view": "WIDOK",
"install": "ZAINSTALUJ",
"installed": "ZAINSTALOWANE",
"enable": "WŁĄCZ",
"disable": "WYŁĄCZ",
"active": "AKTYWNE",
"disabled": "WYŁĄCZONE",
"delete": "Usuń mod",
"noDescription": "Brak opisu",
"confirmDelete": "Czy na pewno chcesz usunąć \"{name}\"?",
"confirmDeleteDesc": "Tej czynności nie można cofnąć.",
"confirmDeletion": "Potwierdź",
"apiKeyRequired": "Wymagany Klucz API",
"apiKeyRequiredDesc": "Klucz API CurseForge jest potrzebny do przeglądania modów"
},
"news": {
"title": "WSZYSTKIE WIADOMOŚCI",
"readMore": "Zobacz Więcej"
},
"chat": {
"title": "Chat z graczami",
"pickColor": "Kolor",
"inputPlaceholder": "Wprowadź swoją wiadomość...",
"send": "Wyślij",
"online": "online",
"charCounter": "{current}/{max}",
"secureChat": "Bezpieczny czat Linki są ocenzurowane",
"joinChat": "Dołącz do Czatu",
"chooseUsername": "Wybierz nazwę użytkownika, aby dołączyć do Czatu z graczami",
"username": "Nazwa Gracza",
"usernamePlaceholder": "Wprowadź swoją nazwę...",
"usernameHint": "Między 3-20 znaków, tylko litery, cyfry i znaki - i _",
"joinButton": "Dołącz do Czatu",
"colorModal": {
"title": "Dostosuj Kolor Użytkownika",
"chooseSolid": "Wybierz jednolity kolor:",
"customColor": "Kolor niestandardowy:",
"preview": "Podgląd:",
"previewUsername": "Nazwa",
"apply": "Zastosuj Kolor"
}
},
"settings": {
"title": "USTAWIENIA",
"java": "Środowisko Java",
"useCustomJava": "Użyj niestandardowej ścieżki Java",
"javaDescription": "Zastąp dołączone środowisko wykonawcze Java własnym",
"javaPath": "Ścieżka Wykonywalna Java",
"javaPathPlaceholder": "Wybierz ścieżkę Java...",
"javaBrowse": "Przeglądaj",
"javaHint": "Wybierz folder instalacyjny Java (obsługiwane Windows, Mac, Linux)",
"discord": "Integracja z Discordem",
"enableRPC": "Włącz Discord Rich Presence",
"discordDescription": "Pokaż swoją aktywność na Discordzie",
"game": "Opcje gry",
"playerName": "Nazwa Gracza",
"playerNamePlaceholder": "Wprowadź swoją nazwę",
"playerNameHint": "Ta nazwa będzie używana w grze (1-16 znaków)",
"openGameLocation": "Otwórz Lokalizację Gry",
"openGameLocationDesc": "Otwórz folder instalacyjny gry",
"account": "Zarządzanie identyfikatorami UUID gracza",
"currentUUID": "Obecny UUID",
"uuidPlaceholder": "Ładowanie UUID...",
"copyUUID": "Skopiuj UUID",
"regenerateUUID": "Generuj UUID",
"uuidHint": "Twój unikalny identyfikator gracza dla tej nazwy użytkownika",
"manageUUIDs": "Zarządzaj wszystkimi UUID",
"manageUUIDsDesc": "Wyświetl i zarządzaj wszystkimi identyfikatorami UUID graczy",
"language": "Język",
"selectLanguage": "Wybierz Język",
"repairGame": "Napraw Grę",
"reinstallGame": "Zainstaluj ponownie pliki gry (zachowuje dane)",
"gpuPreference": "Preferencje GPU",
"gpuHint": "Funkcja dostępna tylko na laptopie; ustaw na Zintegrowaną, jeśli na komputerze PC",
"gpuAuto": "Auto",
"gpuIntegrated": "Zintegrowana",
"gpuDedicated": "Dedykowana",
"logs": "DZIENNIKI SYSTEMOWE",
"logsCopy": "Kopiuj",
"logsRefresh": "Odśwież",
"logsFolder": "Otwórz Folder",
"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": {
"modalTitle": "Zarządzanie UUID",
"currentUserUUID": "Aktualny UUID użytkownika",
"allPlayerUUIDs": "Wszystkie identyfikatory UUID graczy",
"generateNew": "Wygeneruj nowy UUID",
"loadingUUIDs": "Ładowanie UUID...",
"setCustomUUID": "Ustaw niestandardowy UUID",
"customPlaceholder": "Wprowadź niestandardowy UUID (format: xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx)",
"setUUID": "Ustaw UUID",
"warning": "Ostrzeżenie: Ustawienie niestandardowego identyfikatora UUID spowoduje zmianę Twojego obecnego identyfikatora gracza",
"copyTooltip": "Kopiuj UUID",
"regenerateTooltip": "Wygeneruj nowy UUID"
},
"profiles": {
"modalTitle": "Zarządzaj Profilami",
"newProfilePlaceholder": "Nowa Nazwa Profilu",
"createProfile": "Utwórz Profil"
},
"discord": {
"notificationText": "Dołącz do naszej społeczności Discord!",
"joinButton": "Dołącz Discord"
},
"common": {
"confirm": "Potwierdź",
"cancel": "Anuluj",
"save": "Zapisz",
"close": "Zamknij",
"delete": "Usuń",
"edit": "Edytuj",
"loading": "Ładowanie...",
"apply": "Zastosuj",
"install": "Zainstaluj"
},
"notifications": {
"gameDataNotFound": "Błąd: Nie znaleziono danych gry",
"gameUpdatedSuccess": "Gra została zaktualizowana pomyślnie! 🎉",
"updateFailed": "Aktualizacja nie powiodła się: {error}",
"updateError": "Błąd aktualizacji: {error}",
"discordEnabled": "Discord Rich Presence włączony",
"discordDisabled": "Discord Rich Presence wyłączony",
"discordSaveFailed": "Nie udało się zapisać ustawień Discorda",
"playerNameRequired": "Proszę podać prawidłową nazwę gracza",
"playerNameSaved": "Nazwa gracza została zapisana pomyślnie",
"playerNameSaveFailed": "Nie udało się zapisać nazwy gracza",
"uuidCopied": "Identyfikator UUID skopiowany do schowka!",
"uuidCopyFailed": "Nie udało się skopiować UUID",
"uuidRegenNotAvailable": "Ponowna gerowanie UUID niedostępne",
"uuidRegenFailed": "Nie udało się ponownie wygenerować UUID",
"uuidGenerated": "Nowy UUID został pomyślnie wygenerowany!",
"uuidGeneratedShort": "Wygenerowano nowy UUID!",
"uuidGenerateFailed": "Nie udało się wygenerować nowego UUID",
"uuidRequired": "Wprowadzić UUID",
"uuidInvalidFormat": "Nieprawidłowy format UUID",
"uuidSetFailed": "Nie udało się ustawić niestandardowego UUID",
"uuidSetSuccess": "Niestandardowy UUID został ustawiony pomyślnie!",
"uuidDeleteFailed": "Nie udało się usunąć UUID",
"uuidDeleteSuccess": "UUID został pomyślnie usunięty!",
"modsDownloading": "Pobieranie {name}...",
"modsTogglingMod": "Przełączanie moda...",
"modsDeletingMod": "Usuwanie moda...",
"modsLoadingMods": "Ładowanie modów z CurseForge...",
"modsInstalledSuccess": "{name} zainstalowany pomyślnie! 🎉",
"modsDeletedSuccess": "{name} usunięto pomyślnie",
"modsDownloadFailed": "Nie udało się pobrać moda: {error}",
"modsToggleFailed": "Nie udało się przełączyć moda: {error}",
"modsDeleteFailed": "Nie udało się usunąć moda: {error}",
"modsModNotFound": "Nie znaleziono informacji o modzie",
"hwAccelSaved": "Zapisano ustawienie przyspieszenia sprzętowego",
"hwAccelSaveFailed": "Nie udało się zapisać ustawienia przyspieszenia sprzętowego"
},
"confirm": {
"defaultTitle": "Potwierdź działanie",
"regenerateUuidTitle": "Wygeneruj nowy UUID",
"regenerateUuidMessage": "Czy na pewno chcesz wygenerować nowy UUID? To spowoduje zmianę Twojego identyfikatora gracza.",
"regenerateUuidButton": "Generuj",
"setCustomUuidTitle": "Ustaw niestandardowy UUID",
"setCustomUuidMessage": "Czy na pewno chcesz ustawić ten UUID? To spowoduje zmianę Twojego identyfikatora gracza.",
"setCustomUuidButton": "Ustaw UUID",
"deleteUuidTitle": "Usuń UUID",
"deleteUuidMessage": "Czy na pewno chcesz usunąć UUID dla \"{username}\"? Tej czynności nie można cofnąć.",
"deleteUuidButton": "Usuń",
"uninstallGameTitle": "Odinstaluj grę",
"uninstallGameMessage": "Czy na pewno chcesz odinstalować Hytale? Wszystkie pliki gry zostaną usunięte.",
"uninstallGameButton": "Odinstaluj"
},
"progress": {
"initializing": "Inicjalizacja...",
"downloading": "Pobieranie...",
"installing": "Instalowanie...",
"extracting": "Ekstraktowanie...",
"verifying": "Weryfikowanie...",
"switchingProfile": "Przełączanie profilu...",
"profileSwitched": "Profil zmieniony!",
"startingGame": "Uruchamianie gry...",
"launching": "URUCHAMIANIE...",
"uninstallingGame": "Odinstalowywanie gry...",
"gameUninstalled": "Gra została pomyślnie odinstalowana!",
"uninstallFailed": "Odinstalowanie nie powiodło się: {error}",
"startingUpdate": "Rozpoczynanie obowiązkowej aktualizacji gry...",
"installationComplete": "Instalacja zakończona pomyślnie!",
"installationFailed": "Instalacja nie powiodła się: {error}",
"installingGameFiles": "Instalowanie plików gry...",
"installComplete": "Instalacja zakończona!"
}
}

View File

@@ -4,19 +4,20 @@
"mods": "Mods", "mods": "Mods",
"news": "Notícias", "news": "Notícias",
"chat": "Chat de Jogadores", "chat": "Chat de Jogadores",
"settings": "Configurações", "settings": "Configurações"
"skins": "Aparências"
}, },
"header": { "header": {
"playersLabel": "Jogadores:", "playersLabel": "Jogadores:",
"manageProfiles": "Gerenciar Perfis", "manageProfiles": "Gerenciar Perfis",
"defaultProfile": "Padrão", "defaultProfile": "Padrão"
"f2p": "FREE TO PLAY"
}, },
"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",
"releaseVersion": "Lançamento (Estável)",
"preReleaseVersion": "Pré-Lançamento (Experimental)",
"customInstallation": "Instalação Personalizada", "customInstallation": "Instalação Personalizada",
"installationFolder": "Pasta de Instalação", "installationFolder": "Pasta de Instalação",
"pathPlaceholder": "Local padrão", "pathPlaceholder": "Local padrão",
@@ -56,7 +57,9 @@
"noDescription": "Nenhuma descrição disponível", "noDescription": "Nenhuma descrição disponível",
"confirmDelete": "Tem certeza de que deseja excluir \"{name}\"?", "confirmDelete": "Tem certeza de que deseja excluir \"{name}\"?",
"confirmDeleteDesc": "Esta ação não pode ser desfeita.", "confirmDeleteDesc": "Esta ação não pode ser desfeita.",
"confirmDeletion": "Confirmar exclusão" "confirmDeletion": "Confirmar exclusão",
"apiKeyRequired": "Chave de API Necessária",
"apiKeyRequiredDesc": "Chave de API do CurseForge é necessária para procurar mods"
}, },
"news": { "news": {
"title": "TODAS AS NOTÍCIAS", "title": "TODAS AS NOTÍCIAS",
@@ -116,7 +119,7 @@
"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": "Selecione sua GPU preferida (Linux: afeta o DRI_PRIME)", "gpuHint": "Recurso exclusivo para laptops; defina como Integrado se estiver em um PC.",
"gpuAuto": "Automático", "gpuAuto": "Automático",
"gpuIntegrated": "Integrada", "gpuIntegrated": "Integrada",
"gpuDedicated": "Dedicada", "gpuDedicated": "Dedicada",
@@ -124,7 +127,21 @@
"logsCopy": "Copiar", "logsCopy": "Copiar",
"logsRefresh": "Atualizar", "logsRefresh": "Atualizar",
"logsFolder": "Abrir Pasta", "logsFolder": "Abrir Pasta",
"logsLoading": "Carregando registros..." "logsLoading": "Carregando registros...",
"closeLauncher": "Comportamento do Lançador",
"closeOnStart": "Fechar Lançador ao iniciar o jogo",
"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",
"branchRelease": "Lançamento",
"branchPreRelease": "Pré-Lançamento",
"branchHint": "Alterne entre a versão estável e a versão experimental de pré-lançamento",
"branchWarning": "Mudar de versão irá baixar e instalar uma versão diferente do jogo",
"branchSwitching": "Mudando para {branch}...",
"branchSwitched": "Mudado para {branch} com sucesso!",
"installRequired": "Instalação Necessária",
"branchInstallConfirm": "O jogo será instalado para o ramo {branch}. Continuar?"
}, },
"uuid": { "uuid": {
"modalTitle": "Gerenciamento de UUID", "modalTitle": "Gerenciamento de UUID",
@@ -148,10 +165,6 @@
"notificationText": "Junte-se à nossa comunidade do Discord!", "notificationText": "Junte-se à nossa comunidade do Discord!",
"joinButton": "Entrar no Discord" "joinButton": "Entrar no Discord"
}, },
"skins": {
"title": "Aparências",
"comingSoon": "Personalização de aparências em breve..."
},
"common": { "common": {
"confirm": "Confirmar", "confirm": "Confirmar",
"cancel": "Cancelar", "cancel": "Cancelar",
@@ -160,7 +173,8 @@
"delete": "Excluir", "delete": "Excluir",
"edit": "Editar", "edit": "Editar",
"loading": "Carregando...", "loading": "Carregando...",
"apply": "Aplicar" "apply": "Aplicar",
"install": "Instalar"
}, },
"notifications": { "notifications": {
"gameDataNotFound": "Erro: Dados do jogo não encontrados", "gameDataNotFound": "Erro: Dados do jogo não encontrados",
@@ -195,7 +209,9 @@
"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"
}, },
"confirm": { "confirm": {
"defaultTitle": "Confirmar ação", "defaultTitle": "Confirmar ação",

250
GUI/locales/ru-RU.json Normal file
View File

@@ -0,0 +1,250 @@
{
"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"
},
"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"
},
"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!"
}
}

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{
"nav": {
"play": "Spela",
"mods": "Moddar",
"news": "Nyheter",
"chat": "Spelarchatt",
"settings": "Inställningar"
},
"header": {
"playersLabel": "Spelare:",
"manageProfiles": "Hantera profiler",
"defaultProfile": "Standard"
},
"install": {
"title": "GRATIS LAUNCHER",
"playerName": "Spelarnamn",
"playerNamePlaceholder": "Ange ditt namn",
"gameBranch": "Spelversion",
"releaseVersion": "Release (Stabil)",
"preReleaseVersion": "Pre-Release (Experimentell)",
"customInstallation": "Anpassad installation",
"installationFolder": "Installationsmapp",
"pathPlaceholder": "Standardplats",
"browse": "Bläddra",
"installButton": "INSTALLERA HYTALE",
"installing": "INSTALLERAR..."
},
"play": {
"ready": "REDO ATT SPELA",
"subtitle": "Starta Hytale och börja äventyret",
"playButton": "SPELA HYTALE",
"latestNews": "SENASTE NYHETERNA",
"viewAll": "VISA ALLA",
"checking": "KONTROLLERAR...",
"play": "SPELA"
},
"mods": {
"searchPlaceholder": "Sök moddar...",
"myMods": "MINA MODDAR",
"previous": "FÖREGÅENDE",
"next": "NÄSTA",
"page": "Sida",
"of": "av",
"modalTitle": "MINA MODDAR",
"noModsFound": "Inga moddar hittades",
"noModsFoundDesc": "Försök justera din sökning",
"noModsInstalled": "Inga moddar installerade",
"noModsInstalledDesc": "Lägg till moddar från CurseForge eller importera lokala filer",
"view": "VISA",
"install": "INSTALLERA",
"installed": "INSTALLERAD",
"enable": "AKTIVERA",
"disable": "INAKTIVERA",
"active": "AKTIV",
"disabled": "INAKTIVERAD",
"delete": "Ta bort modd",
"noDescription": "Ingen beskrivning tillgänglig",
"confirmDelete": "Är du säker på att du vill ta bort \"{name}\"?",
"confirmDeleteDesc": "Denna åtgärd kan inte ångras.",
"confirmDeletion": "Bekräfta borttagning",
"apiKeyRequired": "API-nyckel krävs",
"apiKeyRequiredDesc": "CurseForge API-nyckel behövs för att bläddra bland moddar"
},
"news": {
"title": "ALLA NYHETER",
"readMore": "Läs mer"
},
"chat": {
"title": "SPELARCHATT",
"pickColor": "Färg",
"inputPlaceholder": "Skriv ditt meddelande...",
"send": "Skicka",
"online": "online",
"charCounter": "{current}/{max}",
"secureChat": "Säker chatt - Länkar är censurerade",
"joinChat": "Gå med i chatten",
"chooseUsername": "Välj ett användarnamn för att gå med i spelarchartten",
"username": "Användarnamn",
"usernamePlaceholder": "Ange ditt användarnamn...",
"usernameHint": "3-20 tecken, endast bokstäver, siffror, - och _",
"joinButton": "Gå med i chatten",
"colorModal": {
"title": "Anpassa användarnamnsfargen",
"chooseSolid": "Välj en enfärgad färg:",
"customColor": "Anpassad färg:",
"preview": "Förhandsvisning:",
"previewUsername": "Användarnamn",
"apply": "Använd färg"
}
},
"settings": {
"title": "INSTÄLLNINGAR",
"java": "Java Runtime",
"useCustomJava": "Använd anpassad Java-sökväg",
"javaDescription": "Ersätt den medföljande Java-installationen med din egen",
"javaPath": "Java-körbar fil-sökväg",
"javaPathPlaceholder": "Välj Java-sökväg...",
"javaBrowse": "Bläddra",
"javaHint": "Välj Java-installationsmappen (stöder Windows, Mac, Linux)",
"discord": "Discord-integration",
"enableRPC": "Aktivera Discord Rich Presence",
"discordDescription": "Visa din launcher-aktivitet på Discord",
"game": "Spelalternativ",
"playerName": "Spelarnamn",
"playerNamePlaceholder": "Ange spelarnamn",
"playerNameHint": "Detta namn kommer att användas i spelet (1-16 tecken)",
"openGameLocation": "Öppna spelplats",
"openGameLocationDesc": "Öppna spelinstallationsmappen",
"account": "Spelare UUID-hantering",
"currentUUID": "Nuvarande UUID",
"uuidPlaceholder": "Laddar UUID...",
"copyUUID": "Kopiera UUID",
"regenerateUUID": "Återskapa UUID",
"uuidHint": "Din unika spelaridentifierare för detta användarnamn",
"manageUUIDs": "Hantera alla UUID:er",
"manageUUIDsDesc": "Visa och hantera alla spelare-UUID:er",
"language": "Språk",
"selectLanguage": "Välj språk",
"repairGame": "Reparera spel",
"reinstallGame": "Ominstallera spelfiler (bevarar data)",
"gpuPreference": "GPU-preferens",
"gpuHint": "Endast för bärbar dator; inställd på Integrerad om den är på datorn",
"gpuAuto": "Auto",
"gpuIntegrated": "Integrerad",
"gpuDedicated": "Dedikerad",
"logs": "SYSTEMLOGGAR",
"logsCopy": "Kopiera",
"logsRefresh": "Uppdatera",
"logsFolder": "Öppna mapp",
"logsLoading": "Laddar loggar...",
"closeLauncher": "Launcher-beteende",
"closeOnStart": "Stäng launcher vid spelstart",
"closeOnStartDescription": "Stäng automatiskt launcher efter att Hytale har startats",
"hwAccel": "Hårdvaruacceleration",
"hwAccelDescription": "Aktivera hårdvaruacceleration för launchern",
"gameBranch": "Spelgren",
"branchRelease": "Release",
"branchPreRelease": "Pre-Release",
"branchHint": "Växla mellan stabil release- och experimentell pre-release-version",
"branchWarning": "Att byta gren kommer att ladda ner och installera en annan spelversion",
"branchSwitching": "Byter till {branch}...",
"branchSwitched": "Bytte framgångsrikt till {branch}!",
"installRequired": "Installation krävs",
"branchInstallConfirm": "Spelet kommer att installeras för {branch}-grenen. Fortsätt?"
},
"uuid": {
"modalTitle": "UUID-hantering",
"currentUserUUID": "Nuvarande användar-UUID",
"allPlayerUUIDs": "Alla spelare-UUID:er",
"generateNew": "Generera ny UUID",
"loadingUUIDs": "Laddar UUID:er...",
"setCustomUUID": "Ange anpassad UUID",
"customPlaceholder": "Ange anpassad UUID (format: xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx)",
"setUUID": "Ange UUID",
"warning": "Varning: Att ange en anpassad UUID kommer att ändra din nuvarande spelaridentitet",
"copyTooltip": "Kopiera UUID",
"regenerateTooltip": "Generera ny UUID"
},
"profiles": {
"modalTitle": "Hantera profiler",
"newProfilePlaceholder": "Nytt profilnamn",
"createProfile": "Skapa profil"
},
"discord": {
"notificationText": "Gå med i vår Discord-gemenskap!",
"joinButton": "Gå med i Discord"
},
"common": {
"confirm": "Bekräfta",
"cancel": "Avbryt",
"save": "Spara",
"close": "Stäng",
"delete": "Ta bort",
"edit": "Redigera",
"loading": "Laddar...",
"apply": "Verkställ",
"install": "Installera"
},
"notifications": {
"gameDataNotFound": "Fel: Speldata hittades inte",
"gameUpdatedSuccess": "Spelet uppdaterades framgångsrikt! 🎉",
"updateFailed": "Uppdatering misslyckades: {error}",
"updateError": "Uppdateringsfel: {error}",
"discordEnabled": "Discord Rich Presence aktiverad",
"discordDisabled": "Discord Rich Presence inaktiverad",
"discordSaveFailed": "Misslyckades med att spara Discord-inställning",
"playerNameRequired": "Ange ett giltigt spelarnamn",
"playerNameSaved": "Spelarnamn sparat framgångsrikt",
"playerNameSaveFailed": "Misslyckades med att spara spelarnamn",
"uuidCopied": "UUID kopierad till urklipp!",
"uuidCopyFailed": "Misslyckades med att kopiera UUID",
"uuidRegenNotAvailable": "UUID-återgenerering ej tillgänglig",
"uuidRegenFailed": "Misslyckades med att återgenerera UUID",
"uuidGenerated": "Ny UUID genererad framgångsrikt!",
"uuidGeneratedShort": "Ny UUID genererad!",
"uuidGenerateFailed": "Misslyckades med att generera ny UUID",
"uuidRequired": "Ange en UUID",
"uuidInvalidFormat": "Ogiltigt UUID-format",
"uuidSetFailed": "Misslyckades med att ange anpassad UUID",
"uuidSetSuccess": "Anpassad UUID angiven framgångsrikt!",
"uuidDeleteFailed": "Misslyckades med att ta bort UUID",
"uuidDeleteSuccess": "UUID borttagen framgångsrikt!",
"modsDownloading": "Laddar ner {name}...",
"modsTogglingMod": "Växlar modd...",
"modsDeletingMod": "Tar bort modd...",
"modsLoadingMods": "Laddar moddar från CurseForge...",
"modsInstalledSuccess": "{name} installerad framgångsrikt! 🎉",
"modsDeletedSuccess": "{name} borttagen framgångsrikt",
"modsDownloadFailed": "Misslyckades med att ladda ner modd: {error}",
"modsToggleFailed": "Misslyckades med att växla modd: {error}",
"modsDeleteFailed": "Misslyckades med att ta bort modd: {error}",
"modsModNotFound": "Moddinformation hittades inte",
"hwAccelSaved": "Hårdvaruaccelerationsinställning sparad",
"hwAccelSaveFailed": "Misslyckades med att spara hårdvaruaccelerationsinställning"
},
"confirm": {
"defaultTitle": "Bekräfta åtgärd",
"regenerateUuidTitle": "Generera ny UUID",
"regenerateUuidMessage": "Är du säker på att du vill generera en ny UUID? Detta kommer att ändra din spelaridentitet.",
"regenerateUuidButton": "Generera",
"setCustomUuidTitle": "Ange anpassad UUID",
"setCustomUuidMessage": "Är du säker på att du vill ange denna anpassade UUID? Detta kommer att ändra din spelaridentitet.",
"setCustomUuidButton": "Ange UUID",
"deleteUuidTitle": "Ta bort UUID",
"deleteUuidMessage": "Är du säker på att du vill ta bort UUID:n för \"{username}\"? Denna åtgärd kan inte ångras.",
"deleteUuidButton": "Ta bort",
"uninstallGameTitle": "Avinstallera spel",
"uninstallGameMessage": "Är du säker på att du vill avinstallera Hytale? Alla spelfiler kommer att tas bort.",
"uninstallGameButton": "Avinstallera"
},
"progress": {
"initializing": "Initierar...",
"downloading": "Laddar ner...",
"installing": "Installerar...",
"extracting": "Extraherar...",
"verifying": "Verifierar...",
"switchingProfile": "Byter profil...",
"profileSwitched": "Profil bytt!",
"startingGame": "Startar spel...",
"launching": "STARTAR...",
"uninstallingGame": "Avinstallerar spel...",
"gameUninstalled": "Spel avinstallerat framgångsrikt!",
"uninstallFailed": "Avinstallation misslyckades: {error}",
"startingUpdate": "Startar obligatorisk speluppdatering...",
"installationComplete": "Installation slutförd framgångsrikt!",
"installationFailed": "Installation misslyckades: {error}",
"installingGameFiles": "Installerar spelfiler...",
"installComplete": "Installation slutförd!"
}
}

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{
"nav": {
"play": "Oyna",
"mods": "Modlar",
"news": "Haberler",
"chat": "Oyuncu Sohbeti",
"settings": "Ayarlar"
},
"header": {
"playersLabel": "Oyuncular:",
"manageProfiles": "Profilleri Yönet",
"defaultProfile": "Varsayılan"
},
"install": {
"title": "ÜCRETSİZ OYNA BAŞLATICI",
"playerName": "Oyuncu Adı",
"playerNamePlaceholder": "Adınızı girin",
"gameBranch": "Oyun Sürümü",
"releaseVersion": "Yayın (Stabil)",
"preReleaseVersion": "Ön-Yayın (Deneysel)",
"customInstallation": "Özel Kurulum",
"installationFolder": "Kurulum Klasörü",
"pathPlaceholder": "Varsayılan konum",
"browse": "Gözat",
"installButton": "HYTALE KURU",
"installing": "KURULUYOR..."
},
"play": {
"ready": "OYNAMAYA HAZIR",
"subtitle": "Hytale'i başlat ve maceraya başla",
"playButton": "HYTALE'YI OYNA",
"latestNews": "SON HABERLER",
"viewAll": "HEPSINI GÖR",
"checking": "KONTROL EDİLİYOR...",
"play": "OYNA"
},
"mods": {
"searchPlaceholder": "Modları ara...",
"myMods": "BENİM MODLARIM",
"previous": "ÖNCEKİ",
"next": "SONRAKİ",
"page": "Sayfa",
"of": "nın",
"modalTitle": "BENİM MODLARIM",
"noModsFound": "Mod Bulunamadı",
"noModsFoundDesc": "Aramanızı ayarlamayı deneyin",
"noModsInstalled": "Hiçbir Mod Kurulu Değil",
"noModsInstalledDesc": "CurseForge'dan modlar ekleyin veya yerel dosyalar içe aktarın",
"view": "GÖR",
"install": "KURU",
"installed": "KURULU",
"enable": "ETKİNLEŞTİR",
"disable": "DEĞİ",
"active": "AKTİF",
"disabled": "DEĞİ",
"delete": "Modı sil",
"noDescription": "Açıklama yok",
"confirmDelete": "\"{name}\" öğesini silmek istediğinizden emin misiniz?",
"confirmDeleteDesc": "Bu işlem geri alınamaz.",
"confirmDeletion": "Silmeyi Onayla",
"apiKeyRequired": "API Anahtarı Gerekli",
"apiKeyRequiredDesc": "Modlara göz atmak için CurseForge API anahtarı gereklidir"
},
"news": {
"title": "TÜM HABERLER",
"readMore": "Daha Fazla Oku"
},
"chat": {
"title": "OYUNCU SOHBETI",
"pickColor": "Renk",
"inputPlaceholder": "Mesajınızı yazın...",
"send": "Gönder",
"online": "çevrimiçi",
"charCounter": "{current}/{max}",
"secureChat": "Güvenli sohbet - Bağlantılar sansürlenir",
"joinChat": "Sohbete Katıl",
"chooseUsername": "Oyuncu Sohbetine katılmak için bir kullanıcı adı seçin",
"username": "Kullanıcı Adı",
"usernamePlaceholder": "Kullanıcı adınızı girin...",
"usernameHint": "3-20 karakter, yalnızca harfler, sayılar, - ve _",
"joinButton": "Sohbete Katıl",
"colorModal": {
"title": "Kullanıcı Adı Rengini Özelleştir",
"chooseSolid": "Düz bir renk seçin:",
"customColor": "Özel renk:",
"preview": "Ön izleme:",
"previewUsername": "Kullanıcı Adı",
"apply": "Rengi Uygula"
}
},
"settings": {
"title": "AYARLAR",
"java": "Java Çalışma Zamanı",
"useCustomJava": "Özel Java Yolunu Kullan",
"javaDescription": "Yüklü Java çalışma zamanını kendi kurulumunuzla geçersiz kılın",
"javaPath": "Java Çalıştırılabilir Yolu",
"javaPathPlaceholder": "Java yolunu seçin...",
"javaBrowse": "Gözat",
"javaHint": "Java kurulum klasörünü seçin (Windows, Mac, Linux destekler)",
"discord": "Discord Entegrasyonu",
"enableRPC": "Discord Rich Presence'ı Etkinleştir",
"discordDescription": "Başlatıcı etkinliğinizi Discord'da gösterin",
"game": "Oyun Seçenekleri",
"playerName": "Oyuncu Adı",
"playerNamePlaceholder": "Oyuncu adınızı girin",
"playerNameHint": "Bu ad oyun içinde kullanılacak (1-16 karakter)",
"openGameLocation": "Oyun Konumunu Aç",
"openGameLocationDesc": "Oyun kurulum klasörünü açın",
"account": "Oyuncu UUID Yönetimi",
"currentUUID": "Geçerli UUID",
"uuidPlaceholder": "UUID yükleniyor...",
"copyUUID": "UUID'yi Kopyala",
"regenerateUUID": "UUID'yi Yeniden Oluştur",
"uuidHint": "Bu kullanıcı adı için benzersiz oyuncu tanımlayıcınız",
"manageUUIDs": "Tüm UUID'leri Yönet",
"manageUUIDsDesc": "Tüm oyuncu UUID'lerini görüntüleyin ve yönetin",
"language": "Dil",
"selectLanguage": "Dil Seçin",
"repairGame": "Oyunu Onarı",
"reinstallGame": "Oyun dosyalarını yeniden kur (veri korur)",
"gpuPreference": "GPU Tercihi",
"gpuHint": "Sadece dizüstü bilgisayarlarda bulunan bir özellik; PC'de kullanılıyorsa Entegre olarak ayarlayın.",
"gpuAuto": "Otomatik",
"gpuIntegrated": "Entegre",
"gpuDedicated": "Ayrılmış",
"logs": "SİSTEM KAYITLARI",
"logsCopy": "Kopyala",
"logsRefresh": "Yenile",
"logsFolder": "Klasörü Aç",
"logsLoading": "Loglar yükleniyor...",
"closeLauncher": "Başlatıcı Davranışı",
"closeOnStart": "Oyun başlatıldığında Başlatıcıyı Kapat",
"closeOnStartDescription": "Hytale başlatıldıktan sonra başlatıcıyı otomatik olarak kapatın",
"hwAccel": "Donanım Hızlandırma",
"hwAccelDescription": "Başlatıcı için donanım hızlandırmasını etkinleştir",
"gameBranch": "Oyun Dalı",
"branchRelease": "Yayın",
"branchPreRelease": "Ön-Yayın",
"branchHint": "Stabil yayın ve deneysel ön-yayın sürümleri arasında geçiş yapın",
"branchWarning": "Dalı değiştirmek farklı bir oyun sürümünü indirecek ve kuracaktır",
"branchSwitching": "{branch} sürümüne geçiliyor...",
"branchSwitched": "{branch} sürümüne başarıyla geçildi!",
"installRequired": "Kurulum Gerekli",
"branchInstallConfirm": "Oyun {branch} dalı için kurulacak. Devam et?"
},
"uuid": {
"modalTitle": "UUID Yönetimi",
"currentUserUUID": "Geçerli Kullanıcı UUID",
"allPlayerUUIDs": "Tüm Oyuncu UUID'leri",
"generateNew": "Yeni UUID Oluştur",
"loadingUUIDs": "UUID'ler yükleniyor...",
"setCustomUUID": "Özel UUID Ayarla",
"customPlaceholder": "Özel UUID girin (format: xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx)",
"setUUID": "UUID Ayarla",
"warning": "Uyarı: Özel bir UUID ayarlamak geçerli oyuncu kimliğinizi değiştirecektir",
"copyTooltip": "UUID'yi Kopyala",
"regenerateTooltip": "Yeni UUID Oluştur"
},
"profiles": {
"modalTitle": "Profilleri Yönet",
"newProfilePlaceholder": "Yeni Profil Adı",
"createProfile": "Profil Oluştur"
},
"discord": {
"notificationText": "Discord topluluğumuza katılın!",
"joinButton": "Discord'a Katıl"
},
"common": {
"confirm": "Onayla",
"cancel": "İptal",
"save": "Kaydet",
"close": "Kapat",
"delete": "Sil",
"edit": "Düzenle",
"loading": "Yükleniyor...",
"apply": "Uygula",
"install": "Kur"
},
"notifications": {
"gameDataNotFound": "Hata: Oyun verileri bulunamadı",
"gameUpdatedSuccess": "Oyun başarıyla güncellendi! 🎉",
"updateFailed": "Güncelleme başarısız: {error}",
"updateError": "Güncelleme hatası: {error}",
"discordEnabled": "Discord Rich Presence etkinleştirildi",
"discordDisabled": "Discord Rich Presence devre dışı bırakıldı",
"discordSaveFailed": "Discord ayarı kaydedilemedi",
"playerNameRequired": "Lütfen geçerli bir oyuncu adı girin",
"playerNameSaved": "Oyuncu adı başarıyla kaydedildi",
"playerNameSaveFailed": "Oyuncu adı kaydedilemedi",
"uuidCopied": "UUID panoya kopyalandı!",
"uuidCopyFailed": "UUID kopyalanamadı",
"uuidRegenNotAvailable": "UUID yeniden oluşturma kullanılamıyor",
"uuidRegenFailed": "UUID yeniden oluşturulamadı",
"uuidGenerated": "Yeni UUID başarıyla oluşturuldu!",
"uuidGeneratedShort": "Yeni UUID oluşturuldu!",
"uuidGenerateFailed": "Yeni UUID oluşturulamadı",
"uuidRequired": "Lütfen bir UUID girin",
"uuidInvalidFormat": "Geçersiz UUID formatı",
"uuidSetFailed": "Özel UUID ayarlanamadı",
"uuidSetSuccess": "Özel UUID başarıyla ayarlandı!",
"uuidDeleteFailed": "UUID silinemedi",
"uuidDeleteSuccess": "UUID başarıyla silindi!",
"modsDownloading": "{name} indiriliyor...",
"modsTogglingMod": "Mod değiştiriliyor...",
"modsDeletingMod": "Mod siliniyor...",
"modsLoadingMods": "CurseForge'dan modlar yükleniyor...",
"modsInstalledSuccess": "{name} başarıyla kuruldu! 🎉",
"modsDeletedSuccess": "{name} başarıyla silindi",
"modsDownloadFailed": "Mod indirilemedi: {error}",
"modsToggleFailed": "Mod değiştirilemedi: {error}",
"modsDeleteFailed": "Mod silinemedi: {error}",
"modsModNotFound": "Mod bilgileri bulunamadı",
"hwAccelSaved": "Donanım hızlandırma ayarı kaydedildi",
"hwAccelSaveFailed": "Donanım hızlandırma ayarı kaydedilemedi"
},
"confirm": {
"defaultTitle": "Eylemi onayla",
"regenerateUuidTitle": "Yeni UUID oluştur",
"regenerateUuidMessage": "Yeni bir UUID oluşturmak istediğinizden emin misiniz? Bu oyuncu kimliğinizi değiştirecektir.",
"regenerateUuidButton": "Oluştur",
"setCustomUuidTitle": "Özel UUID ayarla",
"setCustomUuidMessage": "Bu özel UUID'yi ayarlamak istediğinizden emin misiniz? Bu oyuncu kimliğinizi değiştirecektir.",
"setCustomUuidButton": "UUID Ayarla",
"deleteUuidTitle": "UUID'yi sil",
"deleteUuidMessage": "\"{username}\" için UUID'yi silmek istediğinizden emin misiniz? Bu işlem geri alınamaz.",
"deleteUuidButton": "Sil",
"uninstallGameTitle": "Oyunu kaldır",
"uninstallGameMessage": "Hytale'yi kaldırmak istediğinizden emin misiniz? Tüm oyun dosyaları silinecektir.",
"uninstallGameButton": "Kaldır"
},
"progress": {
"initializing": "Başlatılıyor...",
"downloading": "İndiriliyor...",
"installing": "Kuruluyur...",
"extracting": "Ayıklanıyor...",
"verifying": "Doğrulanıyor...",
"switchingProfile": "Profil değiştiriliyor...",
"profileSwitched": "Profil değiştirildi!",
"startingGame": "Oyun başlatılıyor...",
"launching": "BAŞLATILIYOR...",
"uninstallingGame": "Oyun kaldırılıyor...",
"gameUninstalled": "Oyun başarıyla kaldırıldı!",
"uninstallFailed": "Kaldırma başarısız: {error}",
"startingUpdate": "Zorunlu oyun güncellemesi başlatılıyor...",
"installationComplete": "Kurulum başarıyla tamamlandı!",
"installationFailed": "Kurulum başarısız: {error}",
"installingGameFiles": "Oyun dosyaları kuruluyor...",
"installComplete": "Kurulum tamamlandı!"
}
}

178
GUI/splash.html Normal file
View File

@@ -0,0 +1,178 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Hytale F2P</title>
<link href="https://fonts.googleapis.com/css2?family=Space+Grotesk:wght@300;400;500;600;700&display=swap" rel="stylesheet">
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
width: 100%;
height: 100vh;
background: transparent;
display: flex;
align-items: center;
justify-content: center;
font-family: 'Space Grotesk', sans-serif;
overflow: hidden;
position: relative;
border-radius: 16px;
}
.background {
position: absolute;
inset: 0;
z-index: 0;
border-radius: 16px;
overflow: hidden;
}
.background img {
width: 100%;
height: 100%;
object-fit: cover;
}
.background::after {
content: '';
position: absolute;
inset: 0;
background: rgba(0, 0, 0, 0.7);
}
.splash-container {
position: relative;
z-index: 10;
text-align: center;
animation: fadeIn 0.5s ease-out;
}
@keyframes fadeIn {
from {
opacity: 0;
transform: translateY(20px);
}
to {
opacity: 1;
transform: translateY(0);
}
}
.logo {
width: 120px;
height: 120px;
margin: 0 auto 2rem;
animation: pulse 2s ease-in-out infinite;
}
@keyframes pulse {
0%, 100% {
transform: scale(1);
}
50% {
transform: scale(1.05);
}
}
.logo img {
width: 100%;
height: 100%;
object-fit: contain;
filter: drop-shadow(0 0 30px rgba(147, 51, 234, 0.5));
}
.title {
font-size: 3rem;
font-weight: 700;
color: white;
margin-bottom: 1rem;
letter-spacing: 0.1em;
}
.title-accent {
background: linear-gradient(135deg, #9333ea, #a855f7, #c084fc);
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
background-clip: text;
}
.subtitle {
font-size: 0.875rem;
color: #9ca3af;
margin-bottom: 2rem;
text-transform: uppercase;
letter-spacing: 0.2em;
}
.loader {
width: 200px;
height: 4px;
background: rgba(147, 51, 234, 0.2);
border-radius: 2px;
margin: 0 auto;
overflow: hidden;
position: relative;
}
.loader::after {
content: '';
position: absolute;
top: 0;
left: -100%;
width: 100%;
height: 100%;
background: linear-gradient(90deg, #9333ea, #a855f7, #c084fc);
animation: loading 1.5s ease-in-out infinite;
box-shadow: 0 0 20px rgba(147, 51, 234, 0.6);
}
@keyframes loading {
0% {
left: -100%;
}
100% {
left: 100%;
}
}
.loading-text {
margin-top: 1rem;
font-size: 0.75rem;
color: #6b7280;
animation: blink 1.5s ease-in-out infinite;
}
@keyframes blink {
0%, 100% {
opacity: 0.5;
}
50% {
opacity: 1;
}
}
</style>
</head>
<body>
<div class="background">
<img src="https://assets.authbp.xyz/bg.png" alt="Background">
</div>
<div class="splash-container">
<div class="logo">
<img src="./icon.png" alt="Hytale Logo">
</div>
<h1 class="title">
HY<span class="title-accent">TALE</span>
</h1>
<p class="subtitle">FREE TO PLAY LAUNCHER</p>
<div class="loader"></div>
<p class="loading-text">Loading...</p>
</div>
</body>
</html>

File diff suppressed because it is too large Load Diff

View File

@@ -2,7 +2,7 @@
Type=Application Type=Application
Name=Hytale-F2P Name=Hytale-F2P
Comment=A modern, cross-platform launcher for Hytale with automatic updates and multi-client support Comment=A modern, cross-platform launcher for Hytale with automatic updates and multi-client support
Exec=/opt/Hytale-F2P/hytale-f2p-launcherv2 Exec=/opt/Hytale-F2P/hytale-f2p-launcher
Categories=Game; Categories=Game;
Icon=Hytale-F2P Icon=Hytale-F2P
Terminal=false Terminal=false

View File

@@ -1,31 +1,30 @@
# Maintainer: Terromur <terromuroz@proton.me> # Maintainer: Terromur <terromuroz@proton.me>
# Maintainer: Fazri Gading <fazrigading@gmail.com> # Maintainer: Fazri Gading <fazrigading@gmail.com>
pkgname=Hytale-F2P-git # This PKGBUILD is for Github Releases
_pkgname=Hytale-F2P pkgname=Hytale-F2P
pkgver=2.0.2b.r120.gb05aeef pkgver=2.2.0
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')
url="https://github.com/amiayweb/Hytale-F2P" url="https://github.com/amiayweb/Hytale-F2P"
license=('custom') license=('custom')
makedepends=('npm' 'git' 'rpm-tools' 'libxcrypt-compat') depends=('gtk3' 'nss' 'libxcrypt-compat')
source=("git+$url.git" "Hytale-F2P.desktop") makedepends=('npm')
sha256sums=('SKIP' '8c78a6931fade2b0501122980dc238e042b9f6f0292b5ca74c391d7b3c1543c0') provides=('Hytale-F2P-git' 'hytale-f2p-git')
conflicts=('Hytale-F2P-git' 'hytale-f2p-git')
pkgver() { source=("$url/archive/v$pkgver.tar.gz" "Hytale-F2P.desktop")
cd "$_pkgname" sha256sums=('SKIP' '46488fada4775d9976d7b7b62f8d1f1f8d9a9a9d8f8aa9af4f2e2153019f6a30')
printf "2.0.2b.r%s.g%s" "$(git rev-list --count HEAD)" "$(git rev-parse --short HEAD)"
}
build() { build() {
cd "$_pkgname" cd "$pkgname-$pkgver"
npm install npm ci
npm run build:linux npm run build:arch
} }
package() { package() {
mkdir -p "$pkgdir/opt/$_pkgname" cd "$pkgname-$pkgver"
cp -r "$_pkgname/dist/linux-unpacked/"* "$pkgdir/opt/$_pkgname" install -d "$pkgdir/opt/$pkgname"
install -Dm644 "$_pkgname.desktop" "$pkgdir/usr/share/applications/$_pkgname.desktop" cp -r dist/linux-unpacked/* "$pkgdir/opt/$pkgname"
install -Dm644 "$_pkgname/icon.png" "$pkgdir/usr/share/icons/hicolor/512x512/apps/$_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"
} }

34
PKGBUILD-git Normal file
View File

@@ -0,0 +1,34 @@
# Maintainer: Terromur <terromuroz@proton.me>
# Maintainer: Fazri Gading <fazrigading@gmail.com>
pkgname=Hytale-F2P-git
_pkgname=Hytale-F2P
pkgver=0
pkgrel=1
pkgdesc="Hytale-F2P - Unofficial Hytale Launcher for free to play with multiplayer support (rolling git build)"
arch=('x86_64')
url="https://github.com/amiayweb/Hytale-F2P"
license=('custom')
depends=('gtk3' 'nss' 'libxcrypt-compat')
makedepends=('git' 'npm')
provides=('Hytale-F2P' 'hytale-f2p-git')
conflicts=('Hytale-F2P' 'hytale-f2p-git')
source=("git+$url.git" "$_pkgname.desktop")
sha256sums=('SKIP' '46488fada4775d9976d7b7b62f8d1f1f8d9a9a9d8f8aa9af4f2e2153019f6a30')
pkgver() {
cd "$_pkgname"
git describe --tags --long | sed 's/^v//;s/-/.r/;s/-/./'
}
build() {
cd "$_pkgname"
npm ci
npm run build:arch
}
package() {
mkdir -p "$pkgdir/opt/$_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"
}

353
README.md
View File

@@ -1,19 +1,34 @@
# 🎮 Hytale F2P Launcher | Multiplayer Support [Windows, MacOS, Linux]
<div align="center"> <div align="center">
![Version](https://img.shields.io/badge/Version-2.0.2-green?style=for-the-badge) <header>
![Platform](https://img.shields.io/badge/Platform-Windows%20%7C%20Linux%20%7C%20macOS-lightgrey?style=for-the-badge) <h1>🎮 Hytale F2P Launcher 🚀</h1>
![License](https://img.shields.io/badge/License-Educational-blue?style=for-the-badge) <h2>💻 Cross-Platform Multiplayer 🖥️</h2>
<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>
</header>
**A modern, cross-platform launcher for Hytale with automatic updates and multiplayer support (all OS supported)** ![GitHub Downloads](https://img.shields.io/github/downloads/amiayweb/Hytale-F2P/total?style=for-the-badge)
![Platform](https://img.shields.io/badge/Platform-Windows%20%7C%20macOS%20%7C%20Linux-orange?style=for-the-badge)
![License](https://img.shields.io/badge/License-Educational-blue?style=for-the-badge)
![Version](https://img.shields.io/badge/Version-2.2.0-green?style=for-the-badge)
[![GitHub stars](https://img.shields.io/github/stars/amiayweb/Hytale-F2P?style=social)](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=social)](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)
**If you find this project useful, please give it a star!** **If you find this project useful, please give it a STAR!**
🛑 **Found a problem? Join the Discord: https://discord.gg/gME8rUy3MB** 🛑 ### ⚠️ **READ [QUICK START](README.md#-quick-start) before Downloading & Installing the Launcher!** ⚠️
#### 🛑 **Found a problem? Join the Discord and Select #Open-A-Ticket!: https://discord.gg/gME8rUy3MB** 🛑
<p>
👍 If you like the project, <b>feel free to support us via Buy Me a Coffee!</b> ☕<br>
Any support is appreciated and helps keep the project going.
</p>
<a href="https://buymeacoffee.com/hf2p">
<img src="https://media3.giphy.com/media/v1.Y2lkPTc5MGI3NjExem14OW1tanN3eHlyYmR4NW1sYmJkOTZmbmJxejdjZXB6MXY5cW12MSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9cw/TDQOtnWgsBx99cNoyH/giphy.gif" width="120">
</a>
</div> </div>
@@ -21,12 +36,42 @@
## 📸 Screenshots ## 📸 Screenshots
<div align="center"> <div align="center">
<img src="https://i.imgur.com/wwuuMUf.png" alt="Hytale F2P Launcher" width="1000">
![Hytale F2P Launcher](https://i.imgur.com/9iDuzST.png) <details>
![Hytale F2P Mods](https://i.imgur.com/NaareIS.png) <summary><b>View Gallery</b></summary>
![Hytale F2P News](https://i.imgur.com/n1nEqRS.png) <table style="width: 100%; border-spacing: 15px; border-collapse: separate;">
![Hytale F2P Chat](https://i.imgur.com/Y4hL3sx.png) <tr>
<td align="center" style="vertical-align: top; width: 50%;">
<b>Featured Servers 🆕</b><br>
<img src="https://i.imgur.com/fEu9y3Z.png" alt="Hytale F2P Featured Servers" width="100%">
</td>
<td align="center" style="vertical-align: top; width: 50%;">
<b>Settings Page ⚙️</b><br>
<img src="https://i.imgur.com/l5iBzxc.png" alt="Hytale F2P Settings Page" width="100%">
</td>
</tr>
<tr>
<td align="center" style="vertical-align: top; width: 50%;">
<b>Downloadable Mods from CurseForge 🛠️</b><br>
<img src="https://i.imgur.com/QIDbqYn.png" alt="Hytale F2P Mods Download" width="100%">
</td>
<td align="center" style="vertical-align: top; width: 50%;">
<b>My Mods Menu 🔧</b><br>
<img src="https://i.imgur.com/rjvwUfq.png" alt="Hytale F2P My Mods Menu" width="100%">
</td>
</tr>
<tr>
<td align="center" style="vertical-align: top; width: 50%;">
<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%">
</td>
<td align="center" style="vertical-align: top; width: 50%;">
<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%">
</td>
</tr>
</table>
</details>
</div> </div>
--- ---
@@ -35,7 +80,7 @@
🎯 **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, Linux (X11/Wayland), and macOS - 🌐 **Cross-Platform** - Full support for Windows x64, Linux x64 (X11/Wayland, SteamDeck), and macOS Silicon
-**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 !)
@@ -43,56 +88,267 @@
- 📁 **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
--- ---
## 🚀 Quick Start # 🚀 Quick Start
### 📥 Installation ## 🖥️ System Requirements
#### Windows ### 🎮 Hytale Hardware Requirements
1. Download the latest `Hytale-F2P.exe` from [**Releases**](https://github.com/amiayweb/Hytale-F2P/releases)
2. Run the installer
3. Launch from desktop or start menu
#### Linux > [!IMPORTANT]
See [BUILD.md](BUILD.md) for detailed build instructions or [**Releases**](https://github.com/amiayweb/Hytale-F2P/releases) section. > Hytale is designed to be accessible while scaling for high-end performance.
> Below are the [official system requirements for the Early Access](https://hytale.com/news/2025/12/hytale-hardware-requirements) release.
#### macOS <div align="center">
See [BUILD.md](BUILD.md) for detailed build instructions or [**Releases**](https://github.com/amiayweb/Hytale-F2P/releases) section.
#### 🖥️ How to play online on F2P? <table>
See [SERVER.md](SERVER.md) <thead>
<tr>
<th>Component</th>
<th>🥉 Minimum (1080p @ 30 FPS)</th>
<th>🥈 Recommended (1080p @ 60 FPS)</th>
<th>🥇 Best (1440p @ 60 FPS)</th>
</tr>
</thead>
<tbody>
<tr>
<td><b>🖥️ OS</b></td>
<td colspan="3" align="center">
Windows 10/11 (64-bit X64) | Linux (x64) | macOS (ARM64/Apple Silicon)
<br />
<small><i>⚠️ Note: ARM64 (Windows & Linux), macOS (x86/Intel) <b>are not supported!</b> ⚠️</i></small>
</td>
</tr>
<tr>
<td><b>⚙️ CPU</b></td>
<td>Intel i5-7500 / Ryzen 3 1200 / Apple M1</td>
<td>Intel i5-10400 / Ryzen 5 3600 / Apple M2</td>
<td>Intel i7-10700K / Ryzen 9 3800X / Apple M3</td>
</tr>
<tr>
<td><b>🧠 RAM</b></td>
<td>8GB (dGPU) / 12GB (iGPU)<sup><a href="#fn1" id="ref1">1</a></sup></td>
<td>16 GB</td>
<td>32 GB</td>
</tr>
<tr>
<td><b>🎮 GPU</b></td>
<td>GTX 900 / RX 400 / UHD 620</td>
<td>GTX 1060 / RX 580 / Iris Xe</td>
<td>RTX 30 Series / RX 7000 Series</td>
</tr>
<tr>
<td><b>💾 Storage</b></td>
<td>20 GB (SATA SSD)</td>
<td>20 GB (NVMe SSD)</td>
<td>50 GB+ (NVMe SSD)</td>
</tr>
<tr>
<td><b>🌐 Network</b></td>
<td>2 Mbit/s</td>
<td>8 Mbit/s</td>
<td>10+ Mbit/s</td>
</tr>
</tbody>
</table>
</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>
> [!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.
--- ---
## 🛠️ Building from Source ### 🪟 Windows Prequisites
* **Java JDK 25:**
* [Oracle](https://www.oracle.com/java/technologies/downloads/#jdk25-windows)
* [Adoptium](https://adoptium.net/temurin/releases/?version=25)
* [Microsoft](https://learn.microsoft.com/en-us/java/openjdk/download), has Windows ARM64 support in version 25.
* **Latest Visual Studio Redist:**
* Download via [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/)
See [BUILD.md](BUILD.md) for comprehensive build instructions. ### 🐧 Linux Prequisites
* Make sure you have already installed newest **GPU driver** especially proprietary NVIDIA, consult your distro docs or wiki.
* 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.
* Install `libpng` package to avoid `SDL3_Image` error:
* `libpng16-16 libpng-dev` for Ubuntu/Debian-based Distro
* `libpng libpng-devel` for Fedora/RHEL-based Distro
* `libpng` for Arch-based Distro
---
## 📥 Installation
### 🪟 Windows Installation
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.
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**.
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
1. **Prerequisites:** Ensure you have installed all [**Linux Prerequisites**](https://github.com/amiayweb/Hytale-F2P/tree/main?tab=readme-ov-file#-linux-prequisites) above.
2. **Download:** Choose the package that fits your distribution from the [**Releases**](https://github.com/amiayweb/Hytale-F2P/releases/latest/) page:
* **Universal:** `.AppImage`
* **Arch Linux:** `.pkg.tar.zst`
* **Fedora/RHEL/openSUSE:** `.rpm`
* **Debian/Ubuntu:** `.deb`
3. **Permissions & Execution:**
* **AppImage:** Make the file executable and run it:
```bash
chmod +x hytale-f2p-launcher.AppImage
./hytale-f2p-launcher.AppImage
```
* **Ubuntu/Debian-based or Fedora/RHEL-based:** Install the DEB/RPM:
```bash
# Fedora/RHEL-based
sudo dnf install hytale-f2p-launcher.rpm
# Debian/Ubuntu
sudo apt install -y libasound2 libpng16-16 libpng-dev libicu76 # Not needed in v2.2.0+
sudo dpkg -i hytale-f2p-launcher.deb
```
* **Arch Linux (pacman):** Install the package using:
```bash
# Stable Build
sudo pacman -U hytale-f2p-launcher.pkg.tar.zst
# Development Build
yay -S hytale-f2p-git # or
paru -S hytale-f2p-git
# Manual Build
git clone https://aur.archlinux.org/hytale-f2p-git.git
cd hytale-f2p-git
makepkg -si
```
> [!NOTE]
> Make sure to adjust the filename correctly with the version and the architecture type. TIP: Use `cd` command to the package location.
### 🍎 macOS Installation
> [!NOTE]
> Apple Silicon Users: If you are on an M1, M2, or M3 Mac, you may be prompted to install Rosetta 2 the first time you run the launcher. This is normal and required for compatibility.
1. **Download:** Get the latest `.dmg` file from the [**Releases**](https://github.com/amiayweb/Hytale-F2P/releases/latest/) page.
2. **Mount:** Double-click the `.dmg` file to open it.
3. **Install:** Drag the **Hytale F2P Launcher** icon into your **Applications** folder.
4. **First Run:** If macOS prevents the app from opening because it is from an "unidentified developer":
* Open **System Settings** > **Privacy & Security**.
* Scroll down to the **Security** section.
* Look for the message regarding "Hytale F2P Launcher" and click **Open Anyway**.
* Authenticate with your password and click **Open**.
#### **Advanced macOS: Manual Installation (.zip)**
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`).
2. **Remove Quarantine:** macOS often "quarantines" apps downloaded via browser. If the app won't open, open **Terminal** and run:
```bash
xattr -rd com.apple.quarantine /path/to/Hytale-F2P-Launcher.app
```
> [!TIP]
> Type the first part of the command, then drag the app icon into the Terminal window to auto-fill the path.
---
# 📢 How to Host a Server
## 🌐 Host your Singleplayer Server (Online-Play Feature)
> [!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.
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`.
3. Check the status `Connected via UPnP`.
4. If your friends can't connect to your hosted Online-Play feature, please follow **Local Dedicated Server** tutorial.
## 🖧 Host a Dedicated Server
> [!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.
> [!TIP]
> Use services like Playit.gg, Tailscale, Radmin VPN to share UDP connection if setting up router as an admin is not possible.
> [!WARNING]
> `Hytale-F2P-Server.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.
> [!IMPORTANT]
> See detailed information of setting up a server here: [SERVER.md](SERVER.md). Download the latest patched JAR, the patched RAR, or the SH/BAT scripts from channel `#open-public-server` in our Discord Server.
---
## 🔧 Troubleshooting
See [TROUBLESHOOTING.md](TROUBLESHOOTING.md) for detailed Troubleshooting guide.
---
## 🔨 Building from Source
See [BUILD.md](docs/BUILD.md) for comprehensive build instructions.
--- ---
## 📋 Changelog ## 📋 Changelog
### 🆕 v2.0.2b *(Minor Update: Performance & Utilities)* ### 🆕 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.
- 🅰️ **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.
- 🌎 **New Translation**: New Polish 🇵🇱 Translation added to the Launcher.
### 🔄 v2.1.0
- 🚨 **Auto-Retry Downloads and Auto-Patch Files** —
- ⚡ **Hardware Acceleration** —
- 🔎 **Browse CurseForge Mods** — Browsing mods now easier with our dedicated CurseForge API Key.
- 🌎 **Fixes and Release New Translation** — Fixed 🇪🇸 🇧🇷 and added more translation for current build. Turkish 🇹🇷 language now added.
### 🔄 v2.0.2b *(Minor Update: Performance & Utilities)*
- 🌎 **Language Translation** — A big welcome for Spanish 🇪🇸 and Portuguese (Brazil) 🇧🇷 players! **Language setting can be found in the bottom part of Settings pane.** - 🌎 **Language Translation** — A big welcome for Spanish 🇪🇸 and Portuguese (Brazil) 🇧🇷 players! **Language setting can be found in the bottom part of Settings pane.**
- 💻 **Laptop/Hybrid GPU Performance Issue Fix** — Added automatic GPU detection system and options to choose which GPU will be used for the game, *specifically for Linux users*. - 💻 **Laptop/Hybrid GPU Performance Issue Fix** — Added automatic GPU detection system and options to choose which GPU will be used for the game, *specifically for Linux users*.
- 👨‍💻 **In-App Logging** — Reporting bugs and issues to `Github Issues` tab or `Open A Ticket` channel in our Discord Server has been made easier for players, no more finding logs file manually. - 👨‍💻 **In-App Logging** — Reporting bugs and issues to `Github Issues` tab or `Open A Ticket` channel in our Discord Server has been made easier for players, no more finding logs file manually.
- 🛠️ **Repair Button** — Your game's broken? One button will fix them, go to Settings pane to Repair your game in one-click, **without losing any data**. If doing so did not fix your issue, please report it to us immediately! - 🛠️ **Repair Button** — Your game's broken? One button will fix them, go to Settings pane to Repair your game in one-click, **without losing any data**. If doing so did not fix your issue, please report it to us immediately!
- 🐛 **Fixed Bugs** — Fixed issue [#84](https://github.com/amiayweb/Hytale-F2P/issues/84) where mods disappearing when game starts in previous launcher (v2.0.2a). - 🐛 **Fixed Bugs** — Fixed issue [#84](https://github.com/amiayweb/Hytale-F2P/issues/84) where mods disappearing when game starts in previous launcher (v2.0.2a).
### 🆕 v2.0.2a *(Minor Update)*
### 🔄 v2.0.2a *(Minor Update)*
- 🧑‍🚀 **Profiles System** — Added proper profile management: create, switch, and delete profiles. Each profile now has its own **isolated mod list**. - 🧑‍🚀 **Profiles System** — Added proper profile management: create, switch, and delete profiles. Each profile now has its own **isolated mod list**.
- 🔒 **Mod Isolation** — Fixed ModManager so mods are **strictly scoped to the active profile**. Browsing and installing now only affects the selected profile. - 🔒 **Mod Isolation** — Fixed ModManager so mods are **strictly scoped to the active profile**. Browsing and installing now only affects the selected profile.
- 🚨 **Critical Path Fix** — Resolved a macOS bug where mods were being saved to a Windows path (`~/AppData/Local`) instead of `~/Library/Application Support`. Mods now save to the **correct location** and load properly in-game. - 🚨 **Critical Path Fix** — Resolved a macOS bug where mods were being saved to a Windows path (`~/AppData/Local`) instead of `~/Library/Application Support`.
- 🛡️ **Stability Improvements** — Added an **auto-sync step before every launch** to ensure the physical mods folder always matches the active profile. - 🛡️ **Stability Improvements** — Added an **auto-sync step before every launch** to ensure the physical mods folder always matches the active profile.
- 🎨 **UI Enhancements** — Added a **profile selector dropdown** and a **profile management modal**. - 🎨 **UI Enhancements** — Added a **profile selector dropdown** and a **profile management modal**.
### 🆕 v2.0.2 ### 🔄 v2.0.2
- 🎮 **Discord RPC Integration** - Added Discord Rich Presence with toggle in settings (enabled by default) - 🎮 **Discord RPC Integration** - Added Discord Rich Presence with toggle in settings (enabled by default)
- 🌐 **Cross-Platform Multiplayer** - Added multiplayer patch support for Windows, Linux, and macOS - 🌐 **Cross-Platform Multiplayer** - Added multiplayer patch support for Windows, Linux, and macOS
- 🎨 **Chat Improvements** - Simplified chat color system - 🎨 **Chat Improvements** - Simplified chat color system
@@ -137,6 +393,7 @@ See [BUILD.md](BUILD.md) for comprehensive build instructions.
-**Java Management** - Automatic Java runtime handling -**Java Management** - Automatic Java runtime handling
- 🎨 **Modern Interface** - Clean, intuitive design - 🎨 **Modern Interface** - Clean, intuitive design
- 🌟 **First Release** - Core launcher functionality - 🌟 **First Release** - Core launcher functionality
</details>
--- ---
@@ -154,14 +411,27 @@ See [BUILD.md](BUILD.md) for comprehensive build instructions.
- [**@amiayweb**](https://github.com/amiayweb) - *Lead Developer & Project Creator* - [**@amiayweb**](https://github.com/amiayweb) - *Lead Developer & Project Creator*
- [**@Relyz1993**](https://github.com/Relyz1993) - *Server Helper & Second Developer & Project Creator* - [**@Relyz1993**](https://github.com/Relyz1993) - *Server Helper & Second Developer & Project Creator*
### 🌟 Contributors ### 🌟 Main 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* - [**@fazrigading**](https://github.com/fazrigading) - *Main Issues fixer | Beta tester | Github Release Maintainer*
- [**@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* - [**@Rahul-Sahani04**](https://github.com/Rahul-Sahani04) - *Issues fixer*
- [**@Citeli-py**](https://github.com/Citeli-py) - *Issues fixer* - [**@xSamiVS**](https://github.com/xSamiVS) - *Issues fixer | 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*
--- ---
@@ -205,7 +475,7 @@ This launcher is created for **educational purposes only**.
🛑 **Takedown Policy** - If Hypixel Studios or Hytale requests removal, this project will be taken down immediately. 🛑 **Takedown Policy** - If Hypixel Studios or Hytale requests removal, this project will be taken down immediately.
❤️ **Support Official** - Please support the official game by purchasing it when available. ❤️ **Support Official** - Please support the official game by **purchasing** it legally when available.
--- ---
@@ -213,7 +483,8 @@ This launcher is created for **educational purposes only**.
**⭐ Star this project if you found it helpful! ⭐** **⭐ Star this project if you found it helpful! ⭐**
*Made with ❤️ by [@amiayweb](https://github.com/amiayweb) and the amazing community* *Made with ❤️ by [@amiayweb](https://github.com/amiayweb) and the legendary contributors with amazing community*
[![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) [![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>

355
SERVER.md
View File

@@ -1,34 +1,99 @@
# 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 HERE: https://discord.gg/MEyWUxt77m ### **DOWNLOAD SERVER FILES (JAR/RAR/SCRIPTS) HERE: https://discord.gg/MEyWUxt77m**
**Table of Contents**
* ["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)
* [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)
* [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)
* [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)
---
### "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
- **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).
> [!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`.
--- ---
## Part 1: Playing with Friends (Online Play) # 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 **For Online Play to work, you need:**
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:
- **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)
### Common Issues > [!TIP]
> 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!
#### "NAT Type: Carrier-Grade NAT (CGNAT)" Warning 1. Press **Worlds** on the Main Menu.
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:
``` ```
@@ -40,14 +105,13 @@ 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 Radmin VPN or Playit.gg** - Create a virtual LAN with friends (see below) 3. **Use Playit.gg / Tailscale / Radmin VPN** - 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>
#### "UPnP Failed" or "Port Mapping Failed" <details><summary><b>b. "UPnP Failed" or "Port Mapping Failed" Warning</b></summary>
**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`)
2. Find UPnP settings (often under "Advanced" or "NAT") 2. Find UPnP settings (often under "Advanced" or "NAT")
@@ -56,117 +120,138 @@ 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" section below - See "Port Forwarding" or "Workarounds or NAT/CGNAT" sections below
</details>
#### "Strict NAT" or "Symmetric NAT"
<details><summary><b>c. "Strict NAT" or "Symmetric NAT" Warning</b></summary>
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 Radmin VPN as workaround 3. Use Playit.gg / Tailscale / Radmin VPN as workaround
</details>
### Workarounds for NAT/CGNAT Issues ## 2. Using Tailscale
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
---
# 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. **Download [playit.gg](https://playit.gg/)** and run it - Connect your account from the terminal (do not close it when playing on the server) 1. Go to https://playit.gg/login and **Log In** with your existing account, **Create Account** if you don't have one
2. **Add a tunnel** - Select "UDP", tunnel description of "Hytale Server", port count `1`, and local port `5520` 2. Press "Add a tunnel" > Select `UDP` > Tunnel description of `Hytale Server` > Port count `1` > and Local Port `5520`
3. **Start the tunnel** - You'll get a public address like `xx-xx.gl.at.ply.gg: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`
4. **Share the address** - Friends connect directly using this address 4. Go to https://playit.gg/download : `Installer` (Windows) or `x86-64` (Linux) or follow `Debian Install Script` (Debian-based only)
* 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. **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:
```
===================================================
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.
Works with both Online Play and dedicated servers. No software needed for players joining. ## 2. Using Radmin VPN
#### Option 2: Radmin VPN
Creates a virtual LAN - all players need to install it: Creates a virtual LAN - all players need to install it:
1. **Download [Radmin VPN](https://www.radmin-vpn.com/)** - All players 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 2. One person create a room/network, others join with network name/password
3. **Host via Online Play** - Use your Radmin VPN IP instead 3. Host joined the world, others will connect to it.
4. **Friends connect** - They'll see you on the virtual LAN 4. Open Hytale Game > Servers > Add Servers > Direct Connect > Type IP Address of the Host from Radmin.
Both options bypass all NAT/CGNAT issues. But for **Windows machines only!** These 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]
--- ---
## Part 2: Dedicated Server (Advanced) # C. 24/7 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.
### Quick Start ## Step 1: Get the Files Ready
#### Step 1: Get the Server JAR ### Prequisites
The server scripts will automatically download the pre-patched server JAR if it's not present. 1. `HytaleServer.jar` (pre-patched for F2P players; dual-auth soon for Official + F2P play)
2. `Assets.zip`
3. `run_scripts_with_token.bat` for Windows or `run_scripts_with_token.sh` for macOS/Linux
**Option A:** Let the scripts download automatically (requires `HYTALE_SERVER_URL` to be configured) > [!NOTE]
> 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.
**Option B:** Manually place `HytaleServer.jar` (pre-patched for F2P) in the Server directory: > [!TIP]
> 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`
If you have a custom install path, the Server folder is inside your custom location under `HytaleF2P/release/package/game/latest/Server`. ## Step 2: Place `HytaleServer.jar` in the `Server` directory
#### Step 2: Run the Server * 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`
* 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
cd scripts
run_server.bat run_server.bat
``` ```
**macOS / Linux:** **macOS / Linux:**
```bash ```bash
cd scripts
./run_server.sh ./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.
--- ---
## Network Setup (Dedicated Server) # D. Tinkering Guides
### Local Network (LAN) ## 1. Network Setup
### 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`
### Port Forwarding (Internet Play) ### b. 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
@@ -179,36 +264,35 @@ netsh advfirewall firewall add rule name="Hytale Server" dir=in action=allow pro
--- ---
## Configuration ## 2. Configuration
### Environment Variables ### a. Environment Variables
Set these before running to customize your server: Write this in the script file `.BAT`/`.SH` or set these manually in command 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` | `sanasol.ws` | Auth server domain | | `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 HYTALE_SERVER_NAME=My Awesome Server set 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
HYTALE_SERVER_NAME="My Awesome Server" JVM_XMX=8G ./run_server.sh SERVER_NAME="My Awesome Server" JVM_XMX=8G ./run_server.sh
``` ```
### Authentication Modes ### b. Authentication Modes
| Mode | Description | Use Case | | Mode | Description | Use Case |
|------|-------------|----------| |------|-------------|----------|
@@ -218,7 +302,7 @@ HYTALE_SERVER_NAME="My Awesome Server" JVM_XMX=8G ./run_server.sh
--- ---
## RAM Allocation Guide ## 3. RAM Allocation Guide
Adjust memory based on your system: Adjust memory based on your system:
@@ -242,7 +326,7 @@ JVM_XMS=4G JVM_XMX=12G ./run_server.sh
--- ---
## Server Commands ## 4. Server Commands
Once running, use these commands in the console: Once running, use these commands in the console:
@@ -259,9 +343,12 @@ 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.
--- ---
## Command Line Options ## 5. Command Line Options
Pass these when starting the server: Pass these when starting the server:
@@ -290,7 +377,7 @@ Pass these when starting the server:
--- ---
## File Structure ## 6. File Structure
``` ```
<game_path>/ <game_path>/
@@ -308,21 +395,21 @@ Pass these when starting the server:
--- ---
## Backups ## 7. Backups
### Automatic Backups ### a. Automatic Backups
```bash ```bash
./run_server.sh --backup --backup-dir ./backups --backup-frequency 30 ./run_server.sh --backup --backup-dir ./backups --backup-frequency 30
``` ```
### Manual Backup ### b. 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
### Restore ### c. Restore
1. Stop the server 1. Stop the server
2. Delete/rename current `universe/` 2. Delete/rename current `universe/`
@@ -331,9 +418,9 @@ Pass these when starting the server:
--- ---
## Troubleshooting ## 8. Troubleshooting
### "Java not found" or "Java version too old" ### a. "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).
@@ -352,30 +439,20 @@ 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.
### "Game directory not found" ### b. "Port already in use"
- 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
``` ```
### "Out of memory" ### c. "Out of memory"
Increase JVM_XMX: Increase JVM_XMX:
```bash ```bash
JVM_XMX=6G ./run_server.sh JVM_XMX=6G ./run_server.sh
``` ```
### Players can't connect ### d. 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)?
@@ -383,7 +460,7 @@ 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
### "Authentication failed" ### e. "Authentication failed"
- Ensure players use F2P Launcher - Ensure players use F2P Launcher
- Auth server may be temporarily down - Auth server may be temporarily down
@@ -391,7 +468,7 @@ JVM_XMX=6G ./run_server.sh
--- ---
## Docker Deployment (Advanced) ## 9. Docker Deployment (Advanced)
For production servers, use Docker: For production servers, use Docker:
@@ -400,7 +477,7 @@ docker run -d \
--name hytale-server \ --name hytale-server \
-p 5520:5520/udp \ -p 5520:5520/udp \
-v ./data:/data \ -v ./data:/data \
-e HYTALE_AUTH_DOMAIN=sanasol.ws \ -e HYTALE_AUTH_DOMAIN=auth.sanasol.ws \
-e HYTALE_SERVER_NAME="My Server" \ -e HYTALE_SERVER_NAME="My Server" \
-e JVM_XMX=8G \ -e JVM_XMX=8G \
ghcr.io/hybrowse/hytale-server-docker:latest ghcr.io/hybrowse/hytale-server-docker:latest
@@ -410,40 +487,7 @@ See [Docker documentation](https://github.com/Hybrowse/hytale-server-docker) for
--- ---
## Server Settings Summary ## 10. Getting Help
### 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
@@ -452,8 +496,9 @@ JVM_XMX=8G \
--- ---
## 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

460
TROUBLESHOOTING.md Normal file
View File

@@ -0,0 +1,460 @@
# 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/gME8rUy3MB).
---
## 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/gME8rUy3MB](https://discord.gg/gME8rUy3MB)
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/` |

373
backend/appUpdater.js Normal file
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@@ -0,0 +1,373 @@
const { autoUpdater } = require('electron-updater');
const { app } = require('electron');
const logger = require('./logger');
const fs = require('fs');
const path = require('path');
const os = require('os');
class AppUpdater {
constructor(mainWindow) {
this.mainWindow = mainWindow;
this.autoUpdateAvailable = true; // Track if auto-update is possible
this.updateAvailable = false; // Track if an update was detected
this.updateVersion = null; // Store the available update version
this.setupAutoUpdater();
}
setupAutoUpdater() {
// Configure logger for electron-updater
// Create a compatible logger interface
autoUpdater.logger = {
info: (...args) => logger.info(...args),
warn: (...args) => logger.warn(...args),
error: (...args) => logger.error(...args),
debug: (...args) => logger.log(...args)
};
// Auto download updates
autoUpdater.autoDownload = true;
// Auto install on quit (after download)
autoUpdater.autoInstallOnAppQuit = true;
// Event handlers
autoUpdater.on('checking-for-update', () => {
console.log('Checking for updates...');
if (this.mainWindow && !this.mainWindow.isDestroyed()) {
this.mainWindow.webContents.send('update-checking');
}
});
autoUpdater.on('update-available', (info) => {
console.log('Update available:', info.version);
const currentVersion = app.getVersion();
const newVersion = info.version;
// Only proceed if the new version is actually different from current
if (newVersion === currentVersion) {
console.log('Update version matches current version, ignoring update-available event');
return;
}
this.updateAvailable = true;
this.updateVersion = newVersion;
this.autoUpdateAvailable = true; // Reset flag when new update is available
if (this.mainWindow && !this.mainWindow.isDestroyed()) {
this.mainWindow.webContents.send('update-available', {
version: newVersion,
newVersion: newVersion,
currentVersion: currentVersion,
releaseName: info.releaseName,
releaseNotes: info.releaseNotes
});
// Also send to the old popup handler for compatibility
this.mainWindow.webContents.send('show-update-popup', {
currentVersion: currentVersion,
newVersion: newVersion,
version: newVersion
});
}
});
autoUpdater.on('update-not-available', (info) => {
console.log('Update not available. Current version is latest.');
if (this.mainWindow && !this.mainWindow.isDestroyed()) {
this.mainWindow.webContents.send('update-not-available', {
version: info.version
});
}
});
autoUpdater.on('error', (err) => {
console.error('Error in auto-updater:', err);
// Check if this is a network error (not critical, don't show UI)
const errorMessage = err.message?.toLowerCase() || '';
const isNetworkError = errorMessage.includes('err_name_not_resolved') ||
errorMessage.includes('network') ||
errorMessage.includes('connection') ||
errorMessage.includes('timeout') ||
errorMessage.includes('enotfound');
if (isNetworkError) {
console.warn('Network error in auto-updater - will retry later. Not showing error UI.');
return; // Don't show error UI for network issues
}
// Handle SHA512 checksum mismatch - this can happen during updates, just retry
const isChecksumError = err.code === 'ERR_CHECKSUM_MISMATCH' ||
errorMessage.includes('sha512') ||
errorMessage.includes('checksum') ||
errorMessage.includes('mismatch');
if (isChecksumError) {
console.warn('SHA512 checksum mismatch detected - clearing cache and will retry automatically. This is normal during updates.');
// Clear the update cache and let it re-download
this.clearUpdateCache();
// Don't show error UI - just log and let it retry automatically on next check
return;
}
// Determine if this is a critical error that prevents auto-update
const isCriticalError = this.isCriticalUpdateError(err);
if (isCriticalError) {
this.autoUpdateAvailable = false;
console.warn('Auto-update failed. Manual download required.');
}
// Handle missing metadata files (platform-specific builds)
if (err.code === 'ERR_UPDATER_CHANNEL_FILE_NOT_FOUND') {
const platform = process.platform === 'darwin' ? 'macOS' :
process.platform === 'win32' ? 'Windows' : 'Linux';
const missingFile = process.platform === 'darwin' ? 'latest-mac.yml' :
process.platform === 'win32' ? 'latest.yml' : 'latest-linux.yml';
console.warn(`${platform} update metadata file (${missingFile}) not found in release.`);
if (this.mainWindow && !this.mainWindow.isDestroyed()) {
this.mainWindow.webContents.send('update-error', {
message: `Update metadata file for ${platform} not found in release. Please download manually.`,
code: err.code,
requiresManualDownload: true,
updateVersion: this.updateVersion,
isMissingMetadata: true
});
}
return;
}
// Linux-specific: Handle installation permission errors
if (process.platform === 'linux') {
const errorMessage = err.message?.toLowerCase() || '';
const errorStack = err.stack?.toLowerCase() || '';
const isInstallError = errorMessage.includes('pkexec') ||
errorMessage.includes('gksudo') ||
errorMessage.includes('kdesudo') ||
errorMessage.includes('setuid root') ||
errorMessage.includes('exited with code 127') ||
errorStack.includes('pacmanupdater') ||
errorStack.includes('doinstall') ||
errorMessage.includes('installation failed');
if (isInstallError) {
console.warn('Linux installation error: Package installation requires root privileges. Manual installation required.');
if (this.mainWindow && !this.mainWindow.isDestroyed()) {
this.mainWindow.webContents.send('update-error', {
message: 'Auto-installation requires root privileges. Please download and install the update manually.',
code: err.code || 'ERR_LINUX_INSTALL_PERMISSION',
isLinuxInstallError: true,
requiresManualDownload: true,
updateVersion: this.updateVersion
});
}
return;
}
}
// macOS-specific: Handle unsigned app errors gracefully
if (process.platform === 'darwin' && err.code === 2) {
console.warn('macOS update error: App may not be code-signed. Auto-update requires code signing.');
if (this.mainWindow && !this.mainWindow.isDestroyed()) {
this.mainWindow.webContents.send('update-error', {
message: 'Please download manually from GitHub.',
code: err.code,
isMacSigningError: true,
requiresManualDownload: true,
updateVersion: this.updateVersion
});
}
return;
}
if (this.mainWindow && !this.mainWindow.isDestroyed()) {
this.mainWindow.webContents.send('update-error', {
message: err.message,
code: err.code,
requiresManualDownload: isCriticalError,
updateVersion: this.updateVersion
});
}
});
autoUpdater.on('download-progress', (progressObj) => {
const message = `Download speed: ${progressObj.bytesPerSecond} - Downloaded ${progressObj.percent}% (${progressObj.transferred}/${progressObj.total})`;
console.log(message);
if (this.mainWindow && !this.mainWindow.isDestroyed()) {
this.mainWindow.webContents.send('update-download-progress', {
percent: progressObj.percent,
bytesPerSecond: progressObj.bytesPerSecond,
transferred: progressObj.transferred,
total: progressObj.total
});
}
});
autoUpdater.on('update-downloaded', (info) => {
console.log('Update downloaded:', info.version);
if (this.mainWindow && !this.mainWindow.isDestroyed()) {
this.mainWindow.webContents.send('update-downloaded', {
version: info.version,
releaseName: info.releaseName,
releaseNotes: info.releaseNotes
});
}
});
}
checkForUpdatesAndNotify() {
// Check for updates and notify if available
autoUpdater.checkForUpdatesAndNotify().catch(err => {
console.error('Failed to check for updates:', err);
// Network errors are not critical - just log and continue
const errorMessage = err.message?.toLowerCase() || '';
const isNetworkError = errorMessage.includes('err_name_not_resolved') ||
errorMessage.includes('network') ||
errorMessage.includes('connection') ||
errorMessage.includes('timeout') ||
errorMessage.includes('enotfound');
if (isNetworkError) {
console.warn('Network error checking for updates - will retry later. This is not critical.');
return; // Don't show error UI for network issues
}
const isCritical = this.isCriticalUpdateError(err);
if (this.mainWindow && !this.mainWindow.isDestroyed() && isCritical) {
this.mainWindow.webContents.send('update-error', {
message: err.message || 'Failed to check for updates',
code: err.code,
requiresManualDownload: true
});
}
});
}
checkForUpdates() {
// Manual check for updates (returns promise)
return autoUpdater.checkForUpdates().catch(err => {
console.error('Failed to check for updates:', err);
// Network errors are not critical - just return no update available
const errorMessage = err.message?.toLowerCase() || '';
const isNetworkError = errorMessage.includes('err_name_not_resolved') ||
errorMessage.includes('network') ||
errorMessage.includes('connection') ||
errorMessage.includes('timeout') ||
errorMessage.includes('enotfound');
if (isNetworkError) {
console.warn('Network error - update check unavailable');
return { updateInfo: null }; // Return empty result for network errors
}
const isCritical = this.isCriticalUpdateError(err);
if (isCritical) {
this.autoUpdateAvailable = false;
}
throw err;
});
}
quitAndInstall() {
// Quit and install the update
autoUpdater.quitAndInstall(false, true);
}
getUpdateInfo() {
return {
currentVersion: app.getVersion(),
updateAvailable: false
};
}
clearUpdateCache() {
try {
// Get the cache directory based on platform
const cacheDir = process.platform === 'darwin'
? path.join(os.homedir(), 'Library', 'Caches', `${app.getName()}-updater`)
: process.platform === 'win32'
? path.join(os.homedir(), 'AppData', 'Local', `${app.getName()}-updater`)
: path.join(os.homedir(), '.cache', `${app.getName()}-updater`);
if (fs.existsSync(cacheDir)) {
fs.rmSync(cacheDir, { recursive: true, force: true });
console.log('Update cache cleared successfully');
} else {
console.log('Update cache directory does not exist');
}
} catch (cacheError) {
console.warn('Could not clear update cache:', cacheError.message);
}
}
isCriticalUpdateError(err) {
// Check for errors that prevent auto-update
const errorMessage = err.message?.toLowerCase() || '';
const errorCode = err.code;
// Missing update metadata files (platform-specific)
if (errorCode === 'ERR_UPDATER_CHANNEL_FILE_NOT_FOUND' ||
errorMessage.includes('cannot find latest') ||
errorMessage.includes('latest-linux.yml') ||
errorMessage.includes('latest-mac.yml') ||
errorMessage.includes('latest.yml')) {
return true;
}
// macOS code signing errors
if (process.platform === 'darwin' && (errorCode === 2 || errorMessage.includes('shipit'))) {
return true;
}
// Download failures
if (errorMessage.includes('download') && errorMessage.includes('fail')) {
return true;
}
// Network errors that prevent download (but we handle these separately as non-critical)
// Installation errors
if (errorMessage.includes('install') && errorMessage.includes('fail')) {
return true;
}
// Permission errors
if (errorMessage.includes('permission') || errorMessage.includes('access denied')) {
return true;
}
// Linux installation errors (pkexec, sudo issues)
if (process.platform === 'linux' && (
errorMessage.includes('pkexec') ||
errorMessage.includes('setuid root') ||
errorMessage.includes('exited with code 127') ||
errorMessage.includes('gksudo') ||
errorMessage.includes('kdesudo'))) {
return true;
}
// File system errors (but not "not found" for metadata files - handled above)
if (errorMessage.includes('enoent') || errorMessage.includes('cannot find')) {
// Only if it's not about metadata files
if (!errorMessage.includes('latest') && !errorMessage.includes('.yml')) {
return true;
}
}
// Generic critical error codes (but not checksum errors - those are handled separately)
if (errorCode && (errorCode >= 100 ||
errorCode === 'ERR_UPDATER_INVALID_RELEASE_FEED' ||
errorCode === 'ERR_UPDATER_CHANNEL_FILE_NOT_FOUND')) {
// Don't treat checksum errors as critical - they're handled separately
if (errorCode === 'ERR_CHECKSUM_MISMATCH') {
return false;
}
return true;
}
return false;
}
}
module.exports = AppUpdater;

View File

@@ -4,7 +4,7 @@ const os = require('os');
// 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 = 'sanasol.ws'; const DEFAULT_AUTH_DOMAIN = 'auth.sanasol.ws';
// Get auth domain from env, config, or default // Get auth domain from env, config, or default
function getAuthDomain() { function getAuthDomain() {
@@ -26,9 +26,10 @@ function getAuthDomain() {
} }
// Get full auth server URL // Get full auth server URL
// Domain already includes subdomain (auth.sanasol.ws), so use directly
function getAuthServerUrl() { function getAuthServerUrl() {
const domain = getAuthDomain(); const domain = getAuthDomain();
return `https://sessions.${domain}`; return `https://${domain}`;
} }
// Save auth domain to config // Save auth domain to config
@@ -83,15 +84,6 @@ function loadUsername() {
return config.username || 'Player'; return config.username || 'Player';
} }
function saveChatUsername(chatUsername) {
saveConfig({ chatUsername: chatUsername || '' });
}
function loadChatUsername() {
const config = loadConfig();
return config.chatUsername || '';
}
function getUuidForUser(username) { function getUuidForUser(username) {
const { v4: uuidv4 } = require('uuid'); const { v4: uuidv4 } = require('uuid');
const config = loadConfig(); const config = loadConfig();
@@ -156,13 +148,31 @@ function loadLanguage() {
return config.language || 'en'; return config.language || 'en';
} }
function saveCloseLauncherOnStart(enabled) {
saveConfig({ closeLauncherOnStart: !!enabled });
}
function loadCloseLauncherOnStart() {
const config = loadConfig();
return config.closeLauncherOnStart !== undefined ? config.closeLauncherOnStart : false;
}
function saveLauncherHardwareAcceleration(enabled) {
saveConfig({ launcherHardwareAcceleration: !!enabled });
}
function loadLauncherHardwareAcceleration() {
const config = loadConfig();
return config.launcherHardwareAcceleration !== undefined ? config.launcherHardwareAcceleration : true;
}
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. // Config migration handles structure, but mod saves must go to the ACTIVE profile.
// Global installedMods is kept mainly for reference/migration. // Global installedMods is kept mainly for reference/migration.
// The profile is the source of truth for enabled mods. // 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]) {
@@ -275,17 +285,6 @@ function resetCurrentUserUuid() {
return setUuidForUser(username, newUuid); 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' });
} }
@@ -295,15 +294,35 @@ function loadGpuPreference() {
return config.gpuPreference || 'auto'; return config.gpuPreference || 'auto';
} }
function saveVersionClient(versionClient) {
saveConfig({ version_client: versionClient });
}
function loadVersionClient() {
const config = loadConfig();
return config.version_client !== undefined ? config.version_client : null;
}
function saveVersionBranch(versionBranch) {
const branch = versionBranch || 'release';
if (branch !== 'release' && branch !== 'pre-release') {
console.warn(`Invalid branch "${branch}", defaulting to "release"`);
saveConfig({ version_branch: 'release' });
} else {
saveConfig({ version_branch: branch });
}
}
function loadVersionBranch() {
const config = loadConfig();
return config.version_branch || 'release';
}
module.exports = { module.exports = {
loadConfig, loadConfig,
saveConfig, saveConfig,
saveUsername, saveUsername,
loadUsername, loadUsername,
saveChatUsername,
loadChatUsername,
saveChatColor,
loadChatColor,
getUuidForUser, getUuidForUser,
saveJavaPath, saveJavaPath,
loadJavaPath, loadJavaPath,
@@ -331,5 +350,18 @@ module.exports = {
resetCurrentUserUuid, resetCurrentUserUuid,
// GPU Preference exports // GPU Preference exports
saveGpuPreference, saveGpuPreference,
loadGpuPreference loadGpuPreference,
// Close Launcher export
saveCloseLauncherOnStart,
loadCloseLauncherOnStart,
// Hardware Acceleration functions
saveLauncherHardwareAcceleration,
loadLauncherHardwareAcceleration,
// Version Management exports
saveVersionClient,
loadVersionClient,
saveVersionBranch,
loadVersionBranch
}; };

View File

@@ -1,6 +1,7 @@
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 { loadVersionBranch } = require('./config');
function getAppDir() { function getAppDir() {
const home = os.homedir(); const home = os.homedir();
@@ -13,6 +14,21 @@ function getAppDir() {
} }
} }
/**
* Get centralized UserData saves directory (NEW in 2.2.0)
* UserData is now stored separately from game installation
*/
function getHytaleSavesDir() {
const home = os.homedir();
if (process.platform === 'win32') {
return path.join(home, 'AppData', 'Local', 'HytaleSaves');
} else if (process.platform === 'darwin') {
return path.join(home, 'Library', 'Application Support', 'HytaleSaves');
} else {
return path.join(home, '.hytalesaves');
}
}
const DEFAULT_APP_DIR = getAppDir(); const DEFAULT_APP_DIR = getAppDir();
function getResolvedAppDir(customPath) { function getResolvedAppDir(customPath) {
@@ -48,8 +64,20 @@ function expandHome(inputPath) {
const APP_DIR = DEFAULT_APP_DIR; const APP_DIR = DEFAULT_APP_DIR;
const CACHE_DIR = path.join(APP_DIR, 'cache'); const CACHE_DIR = path.join(APP_DIR, 'cache');
const TOOLS_DIR = path.join(APP_DIR, 'butler'); const TOOLS_DIR = path.join(APP_DIR, 'butler');
const GAME_DIR = path.join(APP_DIR, 'release', 'package', 'game', 'latest');
const JRE_DIR = path.join(APP_DIR, 'release', 'package', 'jre', 'latest'); // Dynamic GAME_DIR and JRE_DIR based on version_branch from config
function getGameDir() {
const branch = loadVersionBranch();
return path.join(APP_DIR, branch, 'package', 'game', 'latest');
}
function getJreDir() {
const branch = loadVersionBranch();
return path.join(APP_DIR, branch, 'package', 'jre', 'latest');
}
const GAME_DIR = getGameDir();
const JRE_DIR = getJreDir();
const PLAYER_ID_FILE = path.join(APP_DIR, 'player_id.json'); const PLAYER_ID_FILE = path.join(APP_DIR, 'player_id.json');
function getClientCandidates(gameLatest) { function getClientCandidates(gameLatest) {
@@ -156,19 +184,45 @@ async function getModsPath(customInstallPath = null) {
installPath = getAppDir(); installPath = getAppDir();
} }
const gameLatest = path.join(installPath, 'release', 'package', 'game', 'latest'); const branch = loadVersionBranch();
const gameLatest = path.join(installPath, branch, 'package', 'game', 'latest');
const userDataPath = findUserDataPath(gameLatest); const userDataPath = findUserDataPath(gameLatest);
const modsPath = path.join(userDataPath, 'Mods'); const modsPath = path.join(userDataPath, 'Mods');
const disabledModsPath = path.join(userDataPath, 'DisabledMods'); const disabledModsPath = path.join(userDataPath, 'DisabledMods');
const profilesPath = path.join(userDataPath, 'Profiles');
if (!fs.existsSync(modsPath)) { if (!fs.existsSync(modsPath)) {
fs.mkdirSync(modsPath, { recursive: true }); // Check for broken symlink to avoid EEXIST/EPERM on mkdir
let isBrokenLink = false;
let pathExists = false;
try {
const stats = fs.lstatSync(modsPath);
pathExists = true;
if (stats.isSymbolicLink()) {
// Check if target exists
try {
fs.statSync(modsPath);
} catch {
isBrokenLink = true;
}
}
} catch (e) { /* path doesn't exist at all */ }
if (isBrokenLink) {
fs.unlinkSync(modsPath); // Remove broken symlink
}
if (!pathExists || isBrokenLink) {
fs.mkdirSync(modsPath, { recursive: true });
}
} }
if (!fs.existsSync(disabledModsPath)) { if (!fs.existsSync(disabledModsPath)) {
fs.mkdirSync(disabledModsPath, { recursive: true }); fs.mkdirSync(disabledModsPath, { recursive: true });
} }
if (!fs.existsSync(profilesPath)) {
fs.mkdirSync(profilesPath, { recursive: true });
}
return modsPath; return modsPath;
} catch (error) { } catch (error) {
@@ -177,8 +231,26 @@ async function getModsPath(customInstallPath = null) {
} }
} }
function getProfilesDir(customInstallPath = null) {
try {
// NEW 2.2.0: Use centralized UserData location
const userDataPath = getHytaleSavesDir();
const profilesDir = path.join(userDataPath, 'Profiles');
if (!fs.existsSync(profilesDir)) {
fs.mkdirSync(profilesDir, { recursive: true });
}
return profilesDir;
} catch (err) {
console.error('Error getting profiles dir:', err);
return null;
}
}
module.exports = { module.exports = {
getAppDir, getAppDir,
getHytaleSavesDir,
getResolvedAppDir, getResolvedAppDir,
expandHome, expandHome,
APP_DIR, APP_DIR,
@@ -186,10 +258,13 @@ module.exports = {
TOOLS_DIR, TOOLS_DIR,
GAME_DIR, GAME_DIR,
JRE_DIR, JRE_DIR,
getGameDir,
getJreDir,
PLAYER_ID_FILE, PLAYER_ID_FILE,
getClientCandidates, getClientCandidates,
findClientPath, findClientPath,
findUserDataPath, findUserDataPath,
findUserDataRecursive, findUserDataRecursive,
getModsPath getModsPath,
getProfilesDir
}; };

View File

@@ -0,0 +1,7 @@
const FORCE_CLEAN_INSTALL_VERSION = false;
const CLEAN_INSTALL_TEST_VERSION = '4.pwr';
module.exports = {
FORCE_CLEAN_INSTALL_VERSION,
CLEAN_INSTALL_TEST_VERSION
};

View File

@@ -5,10 +5,6 @@
const { const {
saveUsername, saveUsername,
loadUsername, loadUsername,
saveChatUsername,
loadChatUsername,
saveChatColor,
loadChatColor,
saveJavaPath, saveJavaPath,
loadJavaPath, loadJavaPath,
saveInstallPath, saveInstallPath,
@@ -17,6 +13,15 @@ const {
loadDiscordRPC, loadDiscordRPC,
saveLanguage, saveLanguage,
loadLanguage, loadLanguage,
saveCloseLauncherOnStart,
loadCloseLauncherOnStart,
saveLauncherHardwareAcceleration,
loadLauncherHardwareAcceleration,
loadConfig,
saveConfig,
saveModsToConfig, saveModsToConfig,
loadModsFromConfig, loadModsFromConfig,
getUuidForUser, getUuidForUser,
@@ -31,7 +36,12 @@ const {
resetCurrentUserUuid, resetCurrentUserUuid,
// GPU Preference // GPU Preference
saveGpuPreference, saveGpuPreference,
loadGpuPreference loadGpuPreference,
// Version Management
saveVersionClient,
loadVersionClient,
saveVersionBranch,
loadVersionBranch
} = require('./core/config'); } = require('./core/config');
const { getResolvedAppDir, getModsPath } = require('./core/paths'); const { getResolvedAppDir, getModsPath } = require('./core/paths');
@@ -69,7 +79,6 @@ const {
// Services // Services
const { const {
getInstalledClientVersion,
getLatestClientVersion getLatestClientVersion
} = require('./services/versionManager'); } = require('./services/versionManager');
@@ -101,10 +110,6 @@ module.exports = {
// User configuration functions // User configuration functions
saveUsername, saveUsername,
loadUsername, loadUsername,
saveChatUsername,
loadChatUsername,
saveChatColor,
loadChatColor,
getUuidForUser, getUuidForUser,
// Java configuration functions // Java configuration functions
@@ -119,19 +124,34 @@ module.exports = {
// Discord RPC functions // Discord RPC functions
saveDiscordRPC, saveDiscordRPC,
loadDiscordRPC, loadDiscordRPC,
// Language functions // Language functions
saveLanguage, saveLanguage,
loadLanguage, loadLanguage,
// Close Launcher functions
saveCloseLauncherOnStart,
loadCloseLauncherOnStart,
// Hardware Acceleration functions
saveLauncherHardwareAcceleration,
loadLauncherHardwareAcceleration,
// Config functions
loadConfig,
saveConfig,
// GPU Preference functions // GPU Preference functions
saveGpuPreference, saveGpuPreference,
loadGpuPreference, loadGpuPreference,
detectGpu, detectGpu,
// Version functions // Version functions
getInstalledClientVersion,
getLatestClientVersion, getLatestClientVersion,
saveVersionClient,
loadVersionClient,
saveVersionBranch,
loadVersionBranch,
// News functions // News functions
getHytaleNews, getHytaleNews,

View File

@@ -85,7 +85,7 @@ class Logger {
fs.appendFileSync(this.logFile, message, 'utf8'); fs.appendFileSync(this.logFile, message, 'utf8');
} catch (error) { } catch (error) {
this.originalConsole.error('Impossible d\'écrire dans le fichier de log:', error.message); this.originalConsole.error('Unable to write to log file:', error.message);
} }
} }

View File

@@ -0,0 +1,272 @@
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, canUseDifferentialUpdate, needsIntermediatePatches, getInstalledClientVersion } = 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 {
if (allowRetry) {
await retryDownload(downloadUrl, targetPath, progressCallback);
} else {
await downloadFile(downloadUrl, targetPath, progressCallback);
}
} catch (error) {
const enhancedError = new Error(`Archive download failed: ${error.message}`);
enhancedError.originalError = error;
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();
console.log(`Current version: ${currentVersion || 'none (clean install)'}`);
console.log(`Target version: ${targetVersion}`);
console.log(`Branch: ${branch}`);
if (branch !== 'release') {
console.log(`Pre-release branch detected - forcing full archive download`);
const versionDetails = await extractVersionDetails(targetVersion, branch);
const archiveName = path.basename(versionDetails.fullUrl);
const archivePath = path.join(cacheDir, `${branch}_${archiveName}`);
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 ${targetVersion} is now installed.`);
return;
}
if (!currentVersion) {
console.log('No existing installation detected - downloading full archive');
const versionDetails = await extractVersionDetails(targetVersion, branch);
const archiveName = path.basename(versionDetails.fullUrl);
const archivePath = path.join(cacheDir, `${branch}_${archiveName}`);
if (progressCallback) {
progressCallback(`Downloading full game archive (first install - v${targetVersion})...`, 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;
}
const patchesToApply = needsIntermediatePatches(currentVersion, targetVersion);
if (patchesToApply.length === 0) {
console.log('Already at target version or invalid version sequence');
return;
}
console.log(`Applying ${patchesToApply.length} differential patch(es): ${patchesToApply.join(' -> ')}`);
for (let i = 0; i < patchesToApply.length; i++) {
const patchVersion = patchesToApply[i];
const versionDetails = await extractVersionDetails(patchVersion, branch);
const canDifferential = canUseDifferentialUpdate(getInstalledClientVersion(), versionDetails);
if (!canDifferential || !versionDetails.differentialUrl) {
console.log(`WARNING: Differential patch not available for ${patchVersion}, using full archive`);
const archiveName = path.basename(versionDetails.fullUrl);
const archivePath = path.join(cacheDir, `${branch}_${archiveName}`);
if (progressCallback) {
progressCallback(`Downloading full archive for ${patchVersion} (${i + 1}/${patchesToApply.length})...`, 0, null, null, null);
}
await acquireGameArchive(versionDetails.fullUrl, archivePath, null, progressCallback);
await deployGameArchive(archivePath, gameDir, toolsDir, progressCallback, false);
} else {
console.log(`Applying differential patch: ${versionDetails.sourceVersion} -> ${patchVersion}`);
const archiveName = path.basename(versionDetails.differentialUrl);
const archivePath = path.join(cacheDir, `${branch}_patch_${archiveName}`);
if (progressCallback) {
progressCallback(`Applying patch ${i + 1}/${patchesToApply.length}: ${patchVersion}...`, 0, null, null, null);
}
await acquireGameArchive(versionDetails.differentialUrl, archivePath, versionDetails.checksum, progressCallback);
await deployGameArchive(archivePath, gameDir, toolsDir, progressCallback, true);
if (fs.existsSync(archivePath)) {
try {
fs.unlinkSync(archivePath);
console.log(`Cleaned up patch file: ${archiveName}`);
} catch (cleanupErr) {
console.warn(`Failed to cleanup patch file: ${cleanupErr.message}`);
}
}
}
saveVersionClient(patchVersion);
console.log(`Patch ${patchVersion} applied successfully (${i + 1}/${patchesToApply.length})`);
}
console.log(`Update completed successfully. Version ${targetVersion} is now installed.`);
}
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

@@ -7,11 +7,14 @@ 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 { saveUsername, saveInstallPath, loadJavaPath, getUuidForUser, getAuthServerUrl, getAuthDomain } = require('../core/config'); const { saveUsername, saveInstallPath, loadJavaPath, getUuidForUser, getAuthServerUrl, getAuthDomain, loadVersionBranch, loadVersionClient, saveVersionClient } = 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 { getLatestClientVersion } = require('../services/versionManager');
const { updateGameFiles } = require('./gameManager'); const { FORCE_CLEAN_INSTALL_VERSION, CLEAN_INSTALL_TEST_VERSION } = require('../core/testConfig');
const { ensureGameInstalled } = require('./differentialUpdateManager');
const { syncModsForCurrentProfile } = require('./modManager'); const { syncModsForCurrentProfile } = require('./modManager');
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;
@@ -101,11 +104,22 @@ function generateLocalTokens(uuid, name) {
}; };
} }
async function launchGame(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto') { async function launchGame(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto', branchOverride = null) {
// Synchronize server list on every game launch
try {
console.log('[Launcher] Synchronizing server list...');
await syncServerList();
} catch (syncError) {
console.warn('[Launcher] Server list sync failed, continuing launch:', syncError.message);
}
const branch = branchOverride || loadVersionBranch();
const customAppDir = getResolvedAppDir(installPathOverride); const customAppDir = getResolvedAppDir(installPathOverride);
const customGameDir = path.join(customAppDir, 'release', 'package', 'game', 'latest'); const customGameDir = path.join(customAppDir, branch, 'package', 'game', 'latest');
const customJreDir = path.join(customAppDir, 'release', 'package', 'jre', 'latest'); const customJreDir = path.join(customAppDir, branch, 'package', 'jre', 'latest');
const userDataDir = path.join(customGameDir, 'Client', 'UserData');
// NEW 2.2.0: Use centralized UserData location
const userDataDir = getUserDataPath();
const gameLatest = customGameDir; const gameLatest = customGameDir;
let clientPath = findClientPath(gameLatest); let clientPath = findClientPath(gameLatest);
@@ -151,32 +165,29 @@ async function launchGame(playerName = 'Player', progressCallback, javaPathOverr
const { identityToken, sessionToken } = await fetchAuthTokens(uuid, playerName); const { identityToken, sessionToken } = await fetchAuthTokens(uuid, playerName);
// Patch client and server binaries to use custom auth server (BEFORE signing on macOS) // Patch client and server binaries to use custom auth server (BEFORE signing on macOS)
// FORCE patch on every launch to ensure consistency
const authDomain = getAuthDomain(); const authDomain = getAuthDomain();
if (clientPatcher) { if (clientPatcher) {
try { try {
if (progressCallback) { if (progressCallback) {
progressCallback('Patching game for custom server...', null, null, null, null); progressCallback('Patching game for custom server...', null, null, null, null);
} }
console.log(`Patching game binaries for ${authDomain}...`); console.log(`Force patching game binaries for ${authDomain}...`);
const patchResult = await clientPatcher.ensureClientPatched(gameLatest, (msg, percent) => { const patchResult = await clientPatcher.ensureClientPatched(gameLatest, (msg, percent) => {
console.log(`[Patcher] ${msg}`); // console.log(`[Patcher] ${msg}`);
if (progressCallback && msg) { if (progressCallback && msg) {
progressCallback(msg, percent, null, null, null); progressCallback(msg, percent, null, null, null);
} }
}); }, null, branch);
if (patchResult.success) { if (patchResult.success) {
if (patchResult.alreadyPatched) { console.log(`Game patched successfully (${patchResult.patchCount} total occurrences)`);
console.log(`Game already patched for ${authDomain}`); if (patchResult.client) {
} else { console.log(` Client: ${patchResult.client.patchCount || 0} occurrences`);
console.log(`Game patched successfully (${patchResult.patchCount} total occurrences)`); }
if (patchResult.client) { if (patchResult.server) {
console.log(` Client: ${patchResult.client.patchCount || 0} occurrences`); console.log(` Server: ${patchResult.server.patchCount || 0} occurrences`);
}
if (patchResult.server) {
console.log(` Server: ${patchResult.server.patchCount || 0} occurrences`);
}
} }
} else { } else {
console.warn('Game patching failed:', patchResult.error); console.warn('Game patching failed:', patchResult.error);
@@ -284,6 +295,55 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
const gpuEnv = setupGpuEnvironment(gpuPreference); const gpuEnv = setupGpuEnvironment(gpuPreference);
Object.assign(env, gpuEnv); 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 systemLibzstdPaths = [
'/usr/lib/libzstd.so.1', // Arch Linux, Steam Deck
'/usr/lib/x86_64-linux-gnu/libzstd.so.1', // Debian/Ubuntu
'/usr/lib64/libzstd.so.1' // Fedora/RHEL
];
let systemLibzstd = null;
for (const p of systemLibzstdPaths) {
if (fs.existsSync(p)) {
systemLibzstd = p;
break;
}
}
if (systemLibzstd && fs.existsSync(bundledLibzstd)) {
try {
const stats = fs.lstatSync(bundledLibzstd);
// Only replace if it's not already a symlink to system version
if (!stats.isSymbolicLink()) {
// Backup bundled version
if (!fs.existsSync(backupLibzstd)) {
fs.renameSync(bundledLibzstd, backupLibzstd);
console.log(`Linux: Backed up bundled libzstd.so`);
} else {
fs.unlinkSync(bundledLibzstd);
}
// Create symlink to system version
fs.symlinkSync(systemLibzstd, bundledLibzstd);
console.log(`Linux: Linked libzstd.so to system version (${systemLibzstd}) for glibc 2.41+ compatibility`);
} else {
const linkTarget = fs.readlinkSync(bundledLibzstd);
console.log(`Linux: libzstd.so already linked to ${linkTarget}`);
}
} catch (libzstdError) {
console.warn(`Linux: Could not replace libzstd.so: ${libzstdError.message}`);
}
}
}
try { try {
let spawnOptions = { let spawnOptions = {
stdio: ['ignore', 'pipe', 'pipe'], stdio: ['ignore', 'pipe', 'pipe'],
@@ -333,6 +393,7 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
} }
}); });
// Monitor game process status in background
setTimeout(() => { setTimeout(() => {
if (!hasExited) { if (!hasExited) {
console.log('Game appears to be running successfully'); console.log('Game appears to be running successfully');
@@ -345,6 +406,7 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
} }
}, 3000); }, 3000);
// 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: ${spawnError.message}`);
@@ -355,23 +417,23 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
} }
} }
async function launchGameWithVersionCheck(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto') { async function launchGameWithVersionCheck(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto', branchOverride = null) {
try { try {
const branch = branchOverride || loadVersionBranch();
if (progressCallback) { if (progressCallback) {
progressCallback('Checking for updates...', 0, null, null, null); progressCallback('Checking for updates...', 0, null, null, null);
} }
const [installedVersion, latestVersion] = await Promise.all([ const installedVersion = loadVersionClient();
getInstalledClientVersion(), const latestVersion = await getLatestClientVersion(branch);
getLatestClientVersion()
]);
console.log(`Installed version: ${installedVersion}, Latest version: ${latestVersion}`); console.log(`Installed version: ${installedVersion}, Latest version: ${latestVersion} (branch: ${branch})`);
let needsUpdate = false; let needsUpdate = false;
if (installedVersion && latestVersion && installedVersion !== latestVersion) { if (!installedVersion || installedVersion !== latestVersion) {
needsUpdate = true; needsUpdate = true;
console.log('Version mismatch detected, update required'); console.log('Version mismatch or not installed, update required');
} }
if (needsUpdate) { if (needsUpdate) {
@@ -380,13 +442,19 @@ async function launchGameWithVersionCheck(playerName = 'Player', progressCallbac
} }
const customAppDir = getResolvedAppDir(installPathOverride); const customAppDir = getResolvedAppDir(installPathOverride);
const customGameDir = path.join(customAppDir, 'release', 'package', 'game', 'latest'); const customGameDir = path.join(customAppDir, branch, 'package', 'game', 'latest');
const customToolsDir = path.join(customAppDir, 'butler'); const customToolsDir = path.join(customAppDir, 'butler');
const customCacheDir = path.join(customAppDir, 'cache'); const customCacheDir = path.join(customAppDir, 'cache');
try { try {
await updateGameFiles(latestVersion, progressCallback, customGameDir, customToolsDir, customCacheDir); let versionToInstall = latestVersion;
console.log('Game updated successfully, waiting before launch...'); 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...');
if (progressCallback) { if (progressCallback) {
progressCallback('Preparing game launch...', 90, null, null, null); progressCallback('Preparing game launch...', 90, null, null, null);
@@ -406,13 +474,22 @@ async function launchGameWithVersionCheck(playerName = 'Player', progressCallbac
progressCallback('Launching game...', 80, null, null, null); progressCallback('Launching game...', 80, null, null, null);
} }
return await launchGame(playerName, progressCallback, javaPathOverride, installPathOverride, gpuPreference); const launchResult = await launchGame(playerName, progressCallback, javaPathOverride, installPathOverride, gpuPreference, branch);
// Ensure we always return a result
if (!launchResult) {
console.error('launchGame returned null/undefined, creating fallback response');
return { success: false, error: 'Game launch failed - no response from launcher' };
}
return launchResult;
} catch (error) { } catch (error) {
console.error('Error in version check and launch:', error); console.error('Error in version check and launch:', error);
if (progressCallback) { if (progressCallback) {
progressCallback(`Error: ${error.message}`, -1, null, null, null); progressCallback(`Error: ${error.message}`, -1, null, null, null);
} }
throw error; // Always return an error response instead of throwing
return { success: false, error: error.message || 'Unknown launch error' };
} }
} }

View File

@@ -3,34 +3,160 @@ const path = require('path');
const { execFile } = require('child_process'); const { execFile } = require('child_process');
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 } = require('../utils/fileManager'); const { downloadFile, retryDownload, retryStalledDownload, MAX_AUTOMATIC_STALL_RETRIES } = require('../utils/fileManager');
const { getLatestClientVersion, getInstalledClientVersion } = 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 } = 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');
async function downloadPWR(version = 'release', fileName = '4.pwr', progressCallback, cacheDir = CACHE_DIR) { async function downloadPWR(branch = 'release', fileName = '7.pwr', progressCallback, cacheDir = CACHE_DIR, manualRetry = false) {
const osName = getOS(); const osName = getOS();
const arch = getArch(); const arch = getArch();
const url = `https://game-patches.hytale.com/patches/${osName}/${arch}/${version}/0/${fileName}`;
const dest = path.join(cacheDir, fileName); 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(dest)) { const url = `https://game-patches.hytale.com/patches/${osName}/${arch}/${branch}/0/${fileName}`;
const dest = path.join(cacheDir, `${branch}_${fileName}`);
// Check if file exists and validate it
if (fs.existsSync(dest) && !manualRetry) {
console.log('PWR file found in cache:', dest); console.log('PWR file found in cache:', dest);
return dest;
// Validate file size (PWR files should be > 1MB and >= 1.5GB for complete downloads)
const stats = fs.statSync(dest);
if (stats.size < 1024 * 1024) {
return false;
}
// Check if file is under 1.5 GB (incomplete download)
const sizeInMB = stats.size / 1024 / 1024;
if (sizeInMB < 1500) {
console.log(`[PWR Validation] File appears incomplete: ${sizeInMB.toFixed(2)} MB < 1.5 GB`);
return false;
}
} }
console.log('Fetching PWR patch file:', url); console.log('Fetching PWR patch file:', url);
await downloadFile(url, dest, progressCallback);
try {
if (manualRetry) {
await retryDownload(url, dest, progressCallback);
} else {
await downloadFile(url, dest, progressCallback);
}
} catch (error) {
// Check for automatic stall retry conditions (only for stall errors, not manual retries)
if (!manualRetry &&
error.message &&
error.message.includes('stalled') &&
error.canRetry !== false && // Explicitly check it's not false
(!error.retryState || error.retryState.automaticStallRetries < MAX_AUTOMATIC_STALL_RETRIES)) {
console.log(`[PWR] Automatic stall retry triggered (${(error.retryState && error.retryState.automaticStallRetries || 0) + 1}/${MAX_AUTOMATIC_STALL_RETRIES})`);
try {
await retryStalledDownload(url, dest, progressCallback, error);
console.log('[PWR] Automatic stall retry successful');
// After successful automatic retry, continue with normal flow - the file should be valid now
const retryStats = fs.statSync(dest);
console.log(`PWR file downloaded (auto-retry), size: ${(retryStats.size / 1024 / 1024).toFixed(2)} MB`);
if (!validatePWRFile(dest)) {
console.log(`[PWR Validation] PWR file validation failed after auto-retry, deleting corrupted file: ${dest}`);
fs.unlinkSync(dest);
throw new Error('Downloaded PWR file is corrupted or invalid after automatic retry. Please retry manually');
}
} catch (retryError) {
console.error('[PWR] Automatic stall retry failed:', retryError.message);
// Create enhanced error with updated retry state
const enhancedError = new Error(`PWR download failed after automatic retries: ${retryError.message}`);
enhancedError.originalError = retryError;
enhancedError.retryState = retryError.retryState || error.retryState || null;
enhancedError.canRetry = true; // Still allow manual retry
enhancedError.pwrUrl = url;
enhancedError.pwrDest = dest;
enhancedError.branch = branch;
enhancedError.fileName = fileName;
enhancedError.cacheDir = cacheDir;
enhancedError.automaticRetriesExhausted = true;
throw enhancedError;
}
}
// Enhanced error handling for retry UI (non-stall errors or exhausted automatic retries)
const enhancedError = new Error(`PWR download failed: ${error.message}`);
enhancedError.originalError = error;
enhancedError.retryState = error.retryState || null;
enhancedError.canRetry = error.isConnectionLost ? false : (error.canRetry !== false); // Don't allow retry for connection lost
enhancedError.pwrUrl = url;
enhancedError.pwrDest = dest;
enhancedError.branch = branch;
enhancedError.fileName = fileName;
enhancedError.cacheDir = cacheDir;
enhancedError.isConnectionLost = error.isConnectionLost || false;
console.log(`[PWR] Error handling:`, {
message: enhancedError.message,
isConnectionLost: enhancedError.isConnectionLost,
canRetry: enhancedError.canRetry,
retryState: enhancedError.retryState
});
throw enhancedError;
}
// Enhanced PWR file validation
const stats = fs.statSync(dest);
console.log(`PWR file downloaded, size: ${(stats.size / 1024 / 1024).toFixed(2)} MB`);
if (!validatePWRFile(dest)) {
console.log(`[PWR Validation] PWR file validation failed, deleting corrupted file: ${dest}`);
fs.unlinkSync(dest);
throw new Error('Downloaded PWR file is corrupted or invalid. Please retry');
}
console.log('PWR saved to:', dest); console.log('PWR saved to:', dest);
console.log(`[PWR Validation] PWR file validation passed: ${dest}`);
return dest; return dest;
} }
async function applyPWR(pwrFile, progressCallback, gameDir = GAME_DIR, toolsDir = TOOLS_DIR) { // Manual retry function for PWR downloads
async function retryPWRDownload(branch, fileName, progressCallback, cacheDir = CACHE_DIR) {
console.log('Initiating manual PWR retry...');
return await downloadPWR(branch, fileName, progressCallback, cacheDir, true);
}
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] - PWR file: ${pwrFile}`);
console.log(`[Butler] - Staging dir: ${path.join(gameDir, 'staging-temp')}`);
console.log(`[Butler] - Game dir: ${gameDir}`);
console.log(`[Butler] - Branch: ${branch}`);
console.log(`[Butler] - Cache dir: ${cacheDir}`);
// Validate PWR file exists and get diagnostic info
if (!pwrFile || typeof pwrFile !== 'string' || !fs.existsSync(pwrFile)) {
throw new Error(`PWR file not found: ${pwrFile || 'undefined'}. Please retry download.`);
}
const pwrStats = fs.statSync(pwrFile);
console.log(`[Butler] PWR file size: ${(pwrStats.size / 1024 / 1024).toFixed(2)} MB`);
console.log(`[Butler] PWR file exists: ${fs.existsSync(pwrFile)}`);
const butlerPath = await installButler(toolsDir); const butlerPath = await installButler(toolsDir);
console.log(`[Butler] Butler path: ${butlerPath}`);
console.log(`[Butler] Butler executable: ${fs.existsSync(butlerPath)}`);
const gameLatest = gameDir; const gameLatest = gameDir;
const stagingDir = path.join(gameLatest, 'staging-temp'); const stagingDir = path.join(gameLatest, 'staging-temp');
@@ -41,12 +167,11 @@ async function applyPWR(pwrFile, progressCallback, gameDir = GAME_DIR, toolsDir
return; return;
} }
if (!fs.existsSync(gameLatest)) { // Validate and prepare directories
fs.mkdirSync(gameLatest, { recursive: true }); validateGameDirectory(gameLatest, stagingDir);
}
if (!fs.existsSync(stagingDir)) { console.log(`[Butler] Game directory validated: ${gameLatest}`);
fs.mkdirSync(stagingDir, { recursive: true }); console.log(`[Butler] Staging directory validated: ${stagingDir}`);
}
if (progressCallback) { if (progressCallback) {
progressCallback('Installing game patch...', null, null, null, null); progressCallback('Installing game patch...', null, null, null, null);
@@ -70,6 +195,8 @@ async function applyPWR(pwrFile, progressCallback, gameDir = GAME_DIR, toolsDir
gameLatest gameLatest
]; ];
console.log(`[Butler] Executing command: ${butlerPath} ${args.join(' ')}`);
try { try {
await new Promise((resolve, reject) => { await new Promise((resolve, reject) => {
const child = execFile(butlerPath, args, { const child = execFile(butlerPath, args, {
@@ -77,35 +204,146 @@ async function applyPWR(pwrFile, progressCallback, gameDir = GAME_DIR, toolsDir
timeout: 600000 timeout: 600000
}, (error, stdout, stderr) => { }, (error, stdout, stderr) => {
if (error) { if (error) {
console.error('Butler stderr:', stderr); console.error('[Butler] stderr:', stderr);
console.error('Butler stdout:', stdout); console.error('[Butler] stdout:', stdout);
reject(new Error(`Patch installation failed: ${error.message}${stderr ? '\n' + stderr : ''}`)); console.error('[Butler] error code:', error.code);
console.error('[Butler] error signal:', error.signal);
// Enhanced error pattern detection
const errorPatterns = {
'unexpected EOF': {
message: 'Corrupted PWR file detected and deleted. Please try launching the game again.',
shouldDeletePWR: true
},
'permission denied': {
message: 'Permission denied. Check file permissions and try again.',
shouldDeletePWR: false
},
'no space left': {
message: 'Insufficient disk space. Free up space and try again.',
shouldDeletePWR: false
},
'device full': {
message: 'Insufficient disk space. Free up space and try again.',
shouldDeletePWR: false
},
'already exists': {
message: 'Installation directory conflict. Clean directories and retry.',
shouldDeletePWR: false
},
'network error': {
message: 'Network error during patch installation. Please retry.',
shouldDeletePWR: false
},
'connection refused': {
message: 'Connection refused. Check network and retry.',
shouldDeletePWR: false
}
};
let enhancedMessage = `Patch installation failed: ${error.message}${stderr ? '\n' + stderr : ''}`;
let shouldDeletePWR = false;
// Check error patterns
const errorText = (stderr + ' ' + error.message).toLowerCase();
for (const [pattern, config] of Object.entries(errorPatterns)) {
if (errorText.includes(pattern)) {
enhancedMessage = config.message;
shouldDeletePWR = config.shouldDeletePWR;
console.log(`[Butler] Pattern matched: ${pattern}`);
break;
}
}
// Delete corrupted PWR file if needed
if (shouldDeletePWR) {
try {
if (fs.existsSync(pwrFile)) {
fs.unlinkSync(pwrFile);
console.log('[Butler] Corrupted PWR file deleted:', pwrFile);
}
} catch (delErr) {
console.error('[Butler] Failed to delete corrupted PWR file:', delErr);
}
}
// Enhanced error with retry context
const enhancedError = new Error(enhancedMessage);
enhancedError.canRetry = true;
enhancedError.branch = branch;
enhancedError.fileName = path.basename(pwrFile);
enhancedError.cacheDir = cacheDir;
enhancedError.butlerError = true;
enhancedError.errorCode = error.code;
enhancedError.stderr = stderr;
enhancedError.stdout = stdout;
console.log('[Butler] Enhanced error created with retry context');
reject(enhancedError);
} else { } else {
console.log('[Butler] Patch installation completed successfully');
resolve(); resolve();
} }
}); });
}); });
} catch (error) { } catch (error) {
throw error; console.error('[Butler] Exception during Butler execution:', error);
const enhancedError = new Error(`Butler execution failed: ${error.message}`);
enhancedError.canRetry = true;
enhancedError.branch = branch;
enhancedError.fileName = path.basename(pwrFile);
enhancedError.cacheDir = cacheDir;
enhancedError.butlerError = true;
throw enhancedError;
} }
if (fs.existsSync(stagingDir)) { if (fs.existsSync(stagingDir)) {
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);
} }
console.log('Installation complete'); console.log('Installation complete');
} }
async function updateGameFiles(newVersion, progressCallback, gameDir = GAME_DIR, toolsDir = TOOLS_DIR, cacheDir = CACHE_DIR) { async function updateGameFiles(newVersion, progressCallback, gameDir = GAME_DIR, toolsDir = TOOLS_DIR, cacheDir = CACHE_DIR, branchOverride = null) {
let tempUpdateDir; let tempUpdateDir;
const branch = branchOverride || loadVersionBranch();
const installPath = path.dirname(path.dirname(path.dirname(path.dirname(gameDir))));
const config = loadConfig();
const oldBranch = config.version_branch || 'release';
console.log(`[UpdateGameFiles] Switching from ${oldBranch} to ${branch}`);
try { try {
if (progressCallback) { // NEW 2.2.0: Ensure UserData migration to centralized location
progressCallback('Updating game files...', 0, null, null, null); try {
console.log('[UpdateGameFiles] Ensuring UserData migration...');
const migrationResult = await migrateUserDataToCentralized();
if (migrationResult.migrated) {
console.log('[UpdateGameFiles] ✓ UserData migrated to centralized location');
} else if (migrationResult.alreadyMigrated) {
console.log('[UpdateGameFiles] ✓ UserData already in centralized location');
}
} catch (migrationError) {
console.warn('[UpdateGameFiles] UserData migration warning:', migrationError.message);
} }
console.log(`Updating game files to version: ${newVersion}`);
if (progressCallback) {
progressCallback('Updating game files...', 10, null, null, null);
}
console.log(`Updating game files to version: ${newVersion} (branch: ${branch})`);
tempUpdateDir = path.join(gameDir, '..', 'temp_update'); tempUpdateDir = path.join(gameDir, '..', 'temp_update');
@@ -115,51 +353,46 @@ async function updateGameFiles(newVersion, progressCallback, gameDir = GAME_DIR,
fs.mkdirSync(tempUpdateDir, { recursive: true }); fs.mkdirSync(tempUpdateDir, { recursive: true });
if (progressCallback) { if (progressCallback) {
progressCallback('Downloading new game version...', 10, null, null, null); progressCallback('Downloading new game version...', 20, null, null, null);
} }
const pwrFile = await downloadPWR('release', newVersion, progressCallback, cacheDir); const pwrFile = await downloadPWR(branch, newVersion, progressCallback, cacheDir);
if (progressCallback) { if (progressCallback) {
progressCallback('Extracting new files...', 50, null, null, null); progressCallback('Extracting new files...', 60, null, null, null);
} }
await applyPWR(pwrFile, progressCallback, tempUpdateDir, toolsDir); await applyPWR(pwrFile, progressCallback, tempUpdateDir, toolsDir, branch, cacheDir);
// Delete PWR file from cache after successful update
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) { if (progressCallback) {
progressCallback('Replacing game files...', 80, null, null, null); progressCallback('Replacing game files...', 80, null, null, null);
} }
let userDataBackup = null;
const userDataPath = findUserDataRecursive(gameDir);
if (userDataPath && fs.existsSync(userDataPath)) {
userDataBackup = path.join(gameDir, '..', 'UserData_backup_' + Date.now());
console.log(`Backing up UserData from ${userDataPath} to: ${userDataBackup}`);
function copyRecursive(src, dest) {
const stat = fs.statSync(src);
if (stat.isDirectory()) {
if (!fs.existsSync(dest)) {
fs.mkdirSync(dest, { recursive: true });
}
const files = fs.readdirSync(src);
for (const file of files) {
copyRecursive(path.join(src, file), path.join(dest, file));
}
} else {
fs.copyFileSync(src, dest);
}
}
copyRecursive(userDataPath, userDataBackup);
} else {
console.log('No UserData folder found in game directory');
}
if (fs.existsSync(gameDir)) { if (fs.existsSync(gameDir)) {
console.log('Removing old game files...'); console.log('Removing old game files...');
fs.rmSync(gameDir, { recursive: true, force: true }); 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);
@@ -170,44 +403,16 @@ async function updateGameFiles(newVersion, progressCallback, gameDir = GAME_DIR,
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);
if (userDataBackup && fs.existsSync(userDataBackup)) { // NEW 2.2.0: No longer create UserData in game installation
const newUserDataPath = findUserDataPath(gameDir); // UserData is now in centralized location (getUserDataPath())
const userDataParent = path.dirname(newUserDataPath); console.log('[UpdateGameFiles] UserData is managed in centralized location');
if (!fs.existsSync(userDataParent)) {
fs.mkdirSync(userDataParent, { recursive: true });
}
console.log(`Restoring UserData to: ${newUserDataPath}`);
function copyRecursive(src, dest) {
const stat = fs.statSync(src);
if (stat.isDirectory()) {
if (!fs.existsSync(dest)) {
fs.mkdirSync(dest, { recursive: true });
}
const files = fs.readdirSync(src);
for (const file of files) {
copyRecursive(path.join(src, file), path.join(dest, file));
}
} else {
fs.copyFileSync(src, dest);
}
}
copyRecursive(userDataBackup, newUserDataPath);
}
console.log(`Game files updated successfully to version: ${newVersion}`); console.log(`Game files updated successfully to version: ${newVersion}`);
if (userDataBackup && fs.existsSync(userDataBackup)) { // Save the updated version and branch to config
try { saveVersionClient(newVersion);
fs.rmSync(userDataBackup, { recursive: true, force: true }); const { saveVersionBranch } = require('../core/config');
console.log('UserData backup cleaned up'); saveVersionBranch(branch);
} catch (cleanupError) {
console.warn('Could not clean up UserData backup:', cleanupError.message);
}
}
console.log('Waiting for file system sync...'); console.log('Waiting for file system sync...');
await new Promise(resolve => setTimeout(resolve, 2000)); await new Promise(resolve => setTimeout(resolve, 2000));
@@ -220,15 +425,6 @@ async function updateGameFiles(newVersion, progressCallback, gameDir = GAME_DIR,
} catch (error) { } catch (error) {
console.error('Error updating game files:', error); console.error('Error updating game files:', error);
if (userDataBackup && fs.existsSync(userDataBackup)) {
try {
fs.rmSync(userDataBackup, { recursive: true, force: true });
console.log('UserData backup cleaned up after error');
} catch (cleanupError) {
console.warn('Could not clean up UserData backup:', cleanupError.message);
}
}
if (tempUpdateDir && fs.existsSync(tempUpdateDir)) { if (tempUpdateDir && fs.existsSync(tempUpdateDir)) {
fs.rmSync(tempUpdateDir, { recursive: true, force: true }); fs.rmSync(tempUpdateDir, { recursive: true, force: true });
} }
@@ -237,20 +433,38 @@ async function updateGameFiles(newVersion, progressCallback, gameDir = GAME_DIR,
} }
} }
function isGameInstalled() { function isGameInstalled(branchOverride = null) {
const branch = branchOverride || loadVersionBranch();
const appDir = getResolvedAppDir(); const appDir = getResolvedAppDir();
const gameDir = path.join(appDir, 'release', 'package', 'game', 'latest'); const gameDir = path.join(appDir, branch, 'package', 'game', 'latest');
const clientPath = findClientPath(gameDir); const clientPath = findClientPath(gameDir);
return clientPath !== null; return clientPath !== null;
} }
async function installGame(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride) { async function installGame(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride, branchOverride = null) {
console.log(`[InstallGame] branchOverride parameter received: ${branchOverride}`);
const loadedBranch = loadVersionBranch();
console.log(`[InstallGame] loadVersionBranch() returned: ${loadedBranch}`);
const branch = branchOverride || loadedBranch;
console.log(`[InstallGame] Final branch selected: ${branch}`);
const customAppDir = getResolvedAppDir(installPathOverride); const customAppDir = getResolvedAppDir(installPathOverride);
const customCacheDir = path.join(customAppDir, 'cache'); const customCacheDir = path.join(customAppDir, 'cache');
const customToolsDir = path.join(customAppDir, 'butler'); const customToolsDir = path.join(customAppDir, 'butler');
const customGameDir = path.join(customAppDir, 'release', 'package', 'game', 'latest'); const customGameDir = path.join(customAppDir, branch, 'package', 'game', 'latest');
const customJreDir = path.join(customAppDir, 'release', 'package', 'jre', 'latest'); const customJreDir = path.join(customAppDir, branch, 'package', 'jre', 'latest');
const userDataDir = path.join(customGameDir, 'Client', 'UserData');
// NEW 2.2.0: Ensure UserData migration to centralized location
try {
console.log('[InstallGame] Ensuring UserData migration...');
const migrationResult = await migrateUserDataToCentralized();
if (migrationResult.migrated) {
console.log('[InstallGame] ✓ UserData migrated to centralized location');
} else if (migrationResult.alreadyMigrated) {
console.log('[InstallGame] ✓ UserData already in centralized location');
}
} catch (migrationError) {
console.warn('[InstallGame] UserData migration warning:', migrationError.message);
}
[customAppDir, customCacheDir, customToolsDir].forEach(dir => { [customAppDir, customCacheDir, customToolsDir].forEach(dir => {
if (!fs.existsSync(dir)) { if (!fs.existsSync(dir)) {
@@ -258,10 +472,6 @@ async function installGame(playerName = 'Player', progressCallback, javaPathOver
} }
}); });
if (!fs.existsSync(userDataDir)) {
fs.mkdirSync(userDataDir, { recursive: true });
}
saveUsername(playerName); saveUsername(playerName);
if (installPathOverride) { if (installPathOverride) {
saveInstallPath(installPathOverride); saveInstallPath(installPathOverride);
@@ -292,9 +502,17 @@ async function installGame(playerName = 'Player', progressCallback, javaPathOver
try { try {
await downloadJRE(progressCallback, customCacheDir, customJreDir); await downloadJRE(progressCallback, customCacheDir, customJreDir);
} catch (error) { } catch (error) {
// Don't immediately fall back to system Java for JRE download errors - let user retry
if (error.isJREError) {
console.error('[Install] JRE download failed, allowing user retry:', error.message);
throw error; // Re-throw JRE errors to trigger retry UI
}
// For non-download JRE errors, fall back to system Java
const fallback = await detectSystemJava(); const fallback = await detectSystemJava();
if (fallback) { if (fallback) {
javaBin = fallback; javaBin = fallback;
console.log('[Install] Using system Java as fallback');
} else { } else {
throw error; throw error;
} }
@@ -308,11 +526,38 @@ async function installGame(playerName = 'Player', progressCallback, javaPathOver
if (progressCallback) { if (progressCallback) {
progressCallback('Fetching game files...', null, null, null, null); progressCallback('Fetching game files...', null, null, null, null);
} }
console.log('Installing game files...'); console.log(`Installing game files for branch: ${branch}...`);
const latestVersion = await getLatestClientVersion(); const latestVersion = await getLatestClientVersion(branch);
const pwrFile = await downloadPWR('release', latestVersion, progressCallback, customCacheDir); const targetVersion = FORCE_CLEAN_INSTALL_VERSION ? CLEAN_INSTALL_TEST_VERSION : latestVersion;
await applyPWR(pwrFile, progressCallback, customGameDir, customToolsDir);
if (FORCE_CLEAN_INSTALL_VERSION) {
console.log(`TESTING MODE: Forcing installation of ${targetVersion} instead of ${latestVersion}`);
}
let pwrFile;
try {
pwrFile = await downloadPWR(branch, targetVersion, progressCallback, customCacheDir);
if (!pwrFile) {
console.log('[Install] PWR file not found or invalid, attempting retry...');
pwrFile = await retryPWRDownload(branch, targetVersion, progressCallback, customCacheDir);
}
if (!pwrFile || typeof pwrFile !== 'string') {
throw new Error(`PWR file download failed: received invalid path ${pwrFile}. Please retry download.`);
}
} catch (downloadError) {
console.error('[Install] PWR download failed:', downloadError.message);
throw downloadError;
}
await applyPWR(pwrFile, progressCallback, customGameDir, customToolsDir, branch, customCacheDir);
saveVersionClient(targetVersion);
const { saveVersionBranch } = require('../core/config');
saveVersionBranch(branch);
const homeUIResult = await downloadAndReplaceHomePageUI(customGameDir, progressCallback); const homeUIResult = await downloadAndReplaceHomePageUI(customGameDir, progressCallback);
console.log('HomePage.ui update result after installation:', homeUIResult); console.log('HomePage.ui update result after installation:', homeUIResult);
@@ -320,6 +565,10 @@ 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
// UserData is managed in centralized location (getUserDataPath())
console.log('[InstallGame] UserData is managed in centralized location');
if (progressCallback) { if (progressCallback) {
progressCallback('Installation complete', 100, null, null, null); progressCallback('Installation complete', 100, null, null, null);
} }
@@ -352,8 +601,9 @@ async function uninstallGame() {
} }
} }
function checkExistingGameInstallation() { function checkExistingGameInstallation(branchOverride = null) {
try { try {
const branch = branchOverride || loadVersionBranch();
const config = loadConfig(); const config = loadConfig();
if (!config.installPath || !config.installPath.trim()) { if (!config.installPath || !config.installPath.trim()) {
@@ -361,7 +611,7 @@ function checkExistingGameInstallation() {
} }
const installPath = config.installPath.trim(); const installPath = config.installPath.trim();
const gameDir = path.join(installPath, 'HytaleF2P', 'release', 'package', 'game', 'latest'); const gameDir = path.join(installPath, 'HytaleF2P', branch, 'package', 'game', 'latest');
if (!fs.existsSync(gameDir)) { if (!fs.existsSync(gameDir)) {
return null; return null;
@@ -379,7 +629,8 @@ function checkExistingGameInstallation() {
clientPath: clientPath, clientPath: clientPath,
userDataPath: userDataPath, userDataPath: userDataPath,
installPath: installPath, installPath: installPath,
hasUserData: userDataPath && fs.existsSync(userDataPath) hasUserData: userDataPath && fs.existsSync(userDataPath),
branch: branch
}; };
} catch (error) { } catch (error) {
console.error('Error checking existing game installation:', error); console.error('Error checking existing game installation:', error);
@@ -387,40 +638,32 @@ function checkExistingGameInstallation() {
} }
} }
async function repairGame(progressCallback) { async function repairGame(progressCallback, branchOverride = null) {
const branch = branchOverride || loadVersionBranch();
const appDir = getResolvedAppDir(); const appDir = getResolvedAppDir();
const gameDir = path.join(appDir, 'release', 'package', 'game', 'latest'); const gameDir = path.join(appDir, branch, 'package', 'game', 'latest');
const installPath = appDir;
let backupPath = null;
// Vérifier si on a version_client et version_branch dans config.json
const config = loadConfig();
const hasVersionConfig = !!(config.version_client && config.version_branch);
console.log(`[RepairGame] hasVersionConfig: ${hasVersionConfig}`);
// Check if game exists // Check if game exists
if (!fs.existsSync(gameDir)) { if (!fs.existsSync(gameDir)) {
throw new Error('Game directory not found. Cannot repair.'); throw new Error('Game directory not found. Cannot repair.');
} }
// Locate UserData
const userDataPath = findUserDataRecursive(gameDir);
let userDataBackup = null;
if (progressCallback) { if (progressCallback) {
progressCallback('Backing up user data...', 10, null, null, null); progressCallback('Backing up user data...', 10, null, null, null);
} }
// Backup UserData // Backup UserData using new system
if (userDataPath && fs.existsSync(userDataPath)) { try {
userDataBackup = path.join(appDir, 'UserData_backup_repair_' + Date.now()); backupPath = await userDataBackup.backupUserData(installPath, branch, hasVersionConfig);
console.log(`Backing up UserData during repair from ${userDataPath} to ${userDataBackup}`); } catch (backupError) {
console.warn('UserData backup failed during repair:', backupError.message);
// Copy function
function copyRecursive(src, dest) {
const stat = fs.statSync(src);
if (stat.isDirectory()) {
if (!fs.existsSync(dest)) fs.mkdirSync(dest, { recursive: true });
fs.readdirSync(src).forEach(child => copyRecursive(path.join(src, child), path.join(dest, child)));
} else {
fs.copyFileSync(src, dest);
}
}
copyRecursive(userDataPath, userDataBackup);
} }
if (progressCallback) { if (progressCallback) {
@@ -441,39 +684,21 @@ async function repairGame(progressCallback) {
// Passing null/undefined for overrides to use defaults/saved configs // Passing null/undefined for overrides to use defaults/saved configs
// installGame calls progressCallback internally // installGame calls progressCallback internally
await installGame('Player', progressCallback); await installGame('Player', progressCallback, null, null, branch);
// Restore UserData // Restore UserData using new system
if (userDataBackup && fs.existsSync(userDataBackup)) { if (backupPath) {
if (progressCallback) { if (progressCallback) {
progressCallback('Restoring user data...', 90, null, null, null); progressCallback('Restoring user data...', 90, null, null, null);
} }
// installGame creates: path.join(customGameDir, 'Client', 'UserData') try {
const newGameDir = path.join(appDir, 'release', 'package', 'game', 'latest'); await userDataBackup.restoreUserData(backupPath, installPath, branch);
const newUserDataPath = path.join(newGameDir, 'Client', 'UserData'); await userDataBackup.cleanupBackup(backupPath);
console.log('UserData restored successfully after repair');
if (!fs.existsSync(newUserDataPath)) { } catch (restoreError) {
fs.mkdirSync(newUserDataPath, { recursive: true }); console.warn('UserData restore failed after repair:', restoreError.message);
} }
console.log(`Restoring UserData to ${newUserDataPath}`);
function copyRecursive(src, dest) {
const stat = fs.statSync(src);
if (stat.isDirectory()) {
if (!fs.existsSync(dest)) fs.mkdirSync(dest, { recursive: true });
fs.readdirSync(src).forEach(child => copyRecursive(path.join(src, child), path.join(dest, child)));
} else {
fs.copyFileSync(src, dest);
}
}
copyRecursive(userDataBackup, newUserDataPath);
// Cleanup Backup
console.log('Cleaning up repair backup...');
fs.rmSync(userDataBackup, { recursive: true, force: true });
} }
if (progressCallback) { if (progressCallback) {
@@ -483,8 +708,79 @@ async function repairGame(progressCallback) {
return { success: true, repaired: true }; return { success: true, repaired: true };
} }
// Directory validation and cleanup function
function validateGameDirectory(gameDir, stagingDir) {
try {
// Ensure game directory exists and is writable
if (!fs.existsSync(gameDir)) {
fs.mkdirSync(gameDir, { recursive: true });
console.log(`[Butler] Created game directory: ${gameDir}`);
}
// Test write permissions
const testFile = path.join(gameDir, '.permission_test');
fs.writeFileSync(testFile, 'test');
fs.unlinkSync(testFile);
console.log(`[Butler] Game directory is writable: ${gameDir}`);
// Clean and ensure staging directory
if (fs.existsSync(stagingDir)) {
console.log(`[Butler] Cleaning existing staging directory: ${stagingDir}`);
fs.rmSync(stagingDir, { recursive: true, force: true });
}
fs.mkdirSync(stagingDir, { recursive: true });
console.log(`[Butler] Created clean staging directory: ${stagingDir}`);
// Check disk space (basic check)
const freeSpace = fs.statSync(gameDir);
console.log(`[Butler] Directory validation completed successfully`);
} catch (error) {
throw new Error(`Directory validation failed: ${error.message}. Please check permissions and disk space.`);
}
}
// Enhanced PWR file validation
function validatePWRFile(filePath) {
try {
if (!fs.existsSync(filePath)) {
return false;
}
const stats = fs.statSync(filePath);
const sizeInMB = stats.size / 1024 / 1024;
if (stats.size < 1024 * 1024) {
return false;
}
// Check if file is under 1.5 GB (incomplete download)
if (sizeInMB < 1500) {
console.log(`[PWR Validation] File appears incomplete: ${sizeInMB.toFixed(2)} MB < 1.5 GB`);
return false;
}
// 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;
} catch (error) {
console.error(`[PWR Validation] Error:`, error.message);
return false;
}
}
module.exports = { module.exports = {
downloadPWR, downloadPWR,
retryPWRDownload,
applyPWR, applyPWR,
updateGameFiles, updateGameFiles,
isGameInstalled, isGameInstalled,

View File

@@ -9,7 +9,7 @@ const tar = require('tar');
const { expandHome, JRE_DIR } = require('../core/paths'); const { expandHome, JRE_DIR } = require('../core/paths');
const { getOS, getArch } = require('../utils/platformUtils'); const { getOS, getArch } = require('../utils/platformUtils');
const { loadConfig } = require('../core/config'); const { loadConfig } = require('../core/config');
const { downloadFile } = require('../utils/fileManager'); const { downloadFile, retryDownload } = require('../utils/fileManager');
const execFileAsync = promisify(execFile); const execFileAsync = promisify(execFile);
const JAVA_EXECUTABLE = 'java' + (process.platform === 'win32' ? '.exe' : ''); const JAVA_EXECUTABLE = 'java' + (process.platform === 'win32' ? '.exe' : '');
@@ -188,6 +188,20 @@ async function getJavaDetection() {
}; };
} }
// Manual retry function for JRE downloads
async function retryJREDownload(url, cacheFile, progressCallback) {
console.log('Initiating manual JRE retry...');
// Ensure cache directory exists before retrying
const cacheDir = path.dirname(cacheFile);
if (!fs.existsSync(cacheDir)) {
console.log('Creating JRE cache directory:', cacheDir);
fs.mkdirSync(cacheDir, { recursive: true });
}
return await retryDownload(url, cacheFile, progressCallback);
}
async function downloadJRE(progressCallback, cacheDir, jreDir = JRE_DIR) { async function downloadJRE(progressCallback, cacheDir, jreDir = JRE_DIR) {
if (!fs.existsSync(cacheDir)) { if (!fs.existsSync(cacheDir)) {
fs.mkdirSync(cacheDir, { recursive: true }); fs.mkdirSync(cacheDir, { recursive: true });
@@ -230,7 +244,40 @@ async function downloadJRE(progressCallback, cacheDir, jreDir = JRE_DIR) {
progressCallback('Fetching Java runtime...', null, null, null, null); progressCallback('Fetching Java runtime...', null, null, null, null);
} }
console.log('Fetching Java runtime...'); console.log('Fetching Java runtime...');
await downloadFile(platform.url, cacheFile, progressCallback); let jreFile;
try {
jreFile = await downloadFile(platform.url, cacheFile, progressCallback);
// If downloadFile returns false or undefined, it means the download failed
// We should retry the download with a manual retry
if (!jreFile || typeof jreFile !== 'string') {
console.log('[JRE Download] JRE file download failed or incomplete, attempting retry...');
jreFile = await retryJREDownload(platform.url, cacheFile, progressCallback);
}
// Double-check we have a valid file
if (!jreFile || typeof jreFile !== 'string') {
throw new Error(`JRE download failed: received invalid path ${jreFile}. Please retry download.`);
}
} catch (downloadError) {
console.error('[JRE Download] JRE download failed:', downloadError.message);
// Enhance error with retry information for the UI
const enhancedError = new Error(`JRE download failed: ${downloadError.message}`);
enhancedError.originalError = downloadError;
enhancedError.canRetry = downloadError.isConnectionLost ? false : (downloadError.canRetry !== false);
enhancedError.jreUrl = platform.url;
enhancedError.jreDest = cacheFile;
enhancedError.osName = osName;
enhancedError.arch = arch;
enhancedError.fileName = fileName;
enhancedError.cacheDir = cacheDir;
enhancedError.isJREError = true; // Flag to identify JRE errors
enhancedError.isConnectionLost = downloadError.isConnectionLost || false;
throw enhancedError;
}
console.log('Download finished'); console.log('Download finished');
} }
@@ -359,5 +406,6 @@ module.exports = {
getJavaDetection, getJavaDetection,
downloadJRE, downloadJRE,
extractJRE, extractJRE,
retryJREDownload,
JAVA_EXECUTABLE JAVA_EXECUTABLE
}; };

View File

@@ -2,10 +2,31 @@ const fs = require('fs');
const path = require('path'); const path = require('path');
const crypto = require('crypto'); const crypto = require('crypto');
const axios = require('axios'); const axios = require('axios');
const { getModsPath } = require('../core/paths'); const { getOS } = require('../utils/platformUtils');
const { getModsPath, getProfilesDir, getHytaleSavesDir } = require('../core/paths');
const { saveModsToConfig, loadModsFromConfig } = require('../core/config'); const { saveModsToConfig, loadModsFromConfig } = require('../core/config');
const profileManager = require('./profileManager'); const profileManager = require('./profileManager');
const API_KEY = "$2a$10$bqk254NMZOWVTzLVJCcxEOmhcyUujKxA5xk.kQCN9q0KNYFJd5b32";
/**
* Get the physical mods path for a specific profile.
* Each profile now has its own 'mods' folder.
*/
function getProfileModsPath(profileId) {
const profilesDir = getProfilesDir();
if (!profilesDir) return null;
const profileDir = path.join(profilesDir, profileId);
const modsDir = path.join(profileDir, 'mods');
if (!fs.existsSync(modsDir)) {
fs.mkdirSync(modsDir, { recursive: true });
}
return modsDir;
}
function generateModId(filename) { function generateModId(filename) {
return crypto.createHash('md5').update(filename).digest('hex').substring(0, 8); return crypto.createHash('md5').update(filename).digest('hex').substring(0, 8);
} }
@@ -35,30 +56,33 @@ function getProfileMods() {
async function loadInstalledMods(modsPath) { async function loadInstalledMods(modsPath) {
try { try {
// Sync first to ensure we detect any manually added mods and paths are correct
await syncModsForCurrentProfile();
const activeProfile = profileManager.getActiveProfile(); const activeProfile = profileManager.getActiveProfile();
if (!activeProfile) return []; if (!activeProfile) return [];
const profileMods = activeProfile.mods || []; const profileMods = activeProfile.mods || [];
const profileModFiles = new Set(profileMods.map(m => m.fileName));
// Use profile-specific paths
// We only return mods that are explicitly in the profile const profileModsPath = getProfileModsPath(activeProfile.id);
// Check which ones are physically present (either in mods/ or DisabledMods/) const profileDisabledModsPath = path.join(path.dirname(profileModsPath), 'DisabledMods');
const physicalModsPath = modsPath; // .../mods if (!fs.existsSync(profileModsPath)) fs.mkdirSync(profileModsPath, { recursive: true });
const disabledModsPath = path.join(path.dirname(modsPath), 'DisabledMods'); if (!fs.existsSync(profileDisabledModsPath)) fs.mkdirSync(profileDisabledModsPath, { recursive: true });
const validMods = []; const validMods = [];
for (const modConfig of profileMods) { for (const modConfig of profileMods) {
// Check if file exists in either location // Check if file exists in either location
const inEnabled = fs.existsSync(path.join(physicalModsPath, modConfig.fileName)); const inEnabled = fs.existsSync(path.join(profileModsPath, modConfig.fileName));
const inDisabled = fs.existsSync(path.join(disabledModsPath, modConfig.fileName)); const inDisabled = fs.existsSync(path.join(profileDisabledModsPath, modConfig.fileName));
if (inEnabled || inDisabled) { if (inEnabled || inDisabled) {
validMods.push({ validMods.push({
...modConfig, ...modConfig,
// Set filePath based on physical location // Set filePath based on physical location
filePath: inEnabled ? path.join(physicalModsPath, modConfig.fileName) : path.join(disabledModsPath, modConfig.fileName), filePath: inEnabled ? path.join(profileModsPath, modConfig.fileName) : path.join(profileDisabledModsPath, modConfig.fileName),
enabled: modConfig.enabled !== false // Default true enabled: modConfig.enabled !== false // Default true
}); });
} else { } else {
@@ -82,7 +106,11 @@ async function loadInstalledMods(modsPath) {
async function downloadMod(modInfo) { async function downloadMod(modInfo) {
try { try {
const modsPath = await getModsPath(); const activeProfile = profileManager.getActiveProfile();
if (!activeProfile) throw new Error('No active profile to save mod to');
const modsPath = getProfileModsPath(activeProfile.id);
if (!modsPath) throw new Error('Could not determine profile mods path');
if (!modInfo.downloadUrl && !modInfo.fileId) { if (!modInfo.downloadUrl && !modInfo.fileId) {
throw new Error('No download URL or file ID provided'); throw new Error('No download URL or file ID provided');
@@ -91,9 +119,9 @@ async function downloadMod(modInfo) {
let downloadUrl = modInfo.downloadUrl; let downloadUrl = modInfo.downloadUrl;
if (!downloadUrl && modInfo.fileId && modInfo.modId) { if (!downloadUrl && modInfo.fileId && modInfo.modId) {
const response = await axios.get(`https://api.curseforge.com/v1/mods/${modInfo.modId}/files/${modInfo.fileId}`, { const response = await axios.get(`https://api.curseforge.com/v1/mods/${modInfo.modId || modInfo.curseForgeId}/files/${modInfo.fileId || modInfo.curseForgeFileId}`, {
headers: { headers: {
'x-api-key': modInfo.apiKey, 'x-api-key': modInfo.apiKey || API_KEY,
'Accept': 'application/json' 'Accept': 'application/json'
} }
}); });
@@ -119,35 +147,30 @@ async function downloadMod(modInfo) {
return new Promise((resolve, reject) => { return new Promise((resolve, reject) => {
writer.on('finish', () => { writer.on('finish', () => {
// NEW: Update Active Profile instead of global config // Update Active Profile
const activeProfile = profileManager.getActiveProfile(); const newMod = {
if (activeProfile) { id: modInfo.id || generateModId(fileName),
const newMod = { name: modInfo.name || extractModName(fileName),
id: modInfo.id || generateModId(fileName), version: modInfo.version || '1.0.0',
name: modInfo.name || extractModName(fileName), description: modInfo.summary || modInfo.description || 'Downloaded from CurseForge',
version: modInfo.version || '1.0.0', author: modInfo.author || 'Unknown',
description: modInfo.summary || modInfo.description || 'Downloaded from CurseForge', enabled: true,
author: modInfo.author || 'Unknown', fileName: fileName,
enabled: true, fileSize: fs.statSync(filePath).size,
fileName: fileName, dateInstalled: new Date().toISOString(),
fileSize: fs.statSync(filePath).size, curseForgeId: modInfo.modId,
dateInstalled: new Date().toISOString(), curseForgeFileId: modInfo.fileId
curseForgeId: modInfo.modId, };
curseForgeFileId: modInfo.fileId
};
const updatedMods = [...(activeProfile.mods || []), newMod]; const updatedMods = [...(activeProfile.mods || []), newMod];
profileManager.updateProfile(activeProfile.id, { mods: updatedMods }); profileManager.updateProfile(activeProfile.id, { mods: updatedMods });
resolve({ resolve({
success: true, success: true,
filePath: filePath, filePath: filePath,
fileName: fileName, fileName: fileName,
modInfo: newMod modInfo: newMod
}); });
} else {
reject(new Error('No active profile to save mod to'));
}
}); });
writer.on('error', reject); writer.on('error', reject);
}); });
@@ -173,8 +196,11 @@ async function uninstallMod(modId, modsPath) {
throw new Error('Mod not found in profile'); throw new Error('Mod not found in profile');
} }
const disabledModsPath = path.join(path.dirname(modsPath), 'DisabledMods'); // Use profile paths
const enabledPath = path.join(modsPath, mod.fileName); const profileModsPath = getProfileModsPath(activeProfile.id);
const disabledModsPath = path.join(path.dirname(profileModsPath), 'DisabledMods');
const enabledPath = path.join(profileModsPath, mod.fileName);
const disabledPath = path.join(disabledModsPath, mod.fileName); const disabledPath = path.join(disabledModsPath, mod.fileName);
let fileRemoved = false; let fileRemoved = false;
@@ -226,31 +252,25 @@ async function toggleMod(modId, modsPath) {
updatedMods[modIndex] = { ...mod, enabled: newEnabled }; updatedMods[modIndex] = { ...mod, enabled: newEnabled };
profileManager.updateProfile(activeProfile.id, { mods: updatedMods }); profileManager.updateProfile(activeProfile.id, { mods: updatedMods });
// Manually move the file to reflect the new state // Move file between Profile/Mods and Profile/DisabledMods
const disabledModsPath = path.join(path.dirname(modsPath), 'DisabledMods'); const profileModsPath = getProfileModsPath(activeProfile.id);
const disabledModsPath = path.join(path.dirname(profileModsPath), 'DisabledMods');
if (!fs.existsSync(disabledModsPath)) fs.mkdirSync(disabledModsPath, { recursive: true }); if (!fs.existsSync(disabledModsPath)) fs.mkdirSync(disabledModsPath, { recursive: true });
const currentPath = mod.enabled ? path.join(modsPath, mod.fileName) : path.join(disabledModsPath, mod.fileName); const currentPath = mod.enabled ? path.join(profileModsPath, mod.fileName) : path.join(disabledModsPath, mod.fileName);
const targetDir = newEnabled ? profileModsPath : disabledModsPath;
// Determine target paths
const targetDir = newEnabled ? modsPath : disabledModsPath;
const targetPath = path.join(targetDir, mod.fileName); const targetPath = path.join(targetDir, mod.fileName);
if (fs.existsSync(currentPath)) { if (fs.existsSync(currentPath)) {
fs.renameSync(currentPath, targetPath); fs.renameSync(currentPath, targetPath);
} else { } else {
// Fallback: check if it's already in target? // Fallback: check if it's already in target?
if (fs.existsSync(targetPath)) { if (fs.existsSync(targetPath)) {
// It's already there, maybe just state was wrong.
console.log(`[ModManager] Mod ${mod.fileName} is already in the correct state`); console.log(`[ModManager] Mod ${mod.fileName} is already in the correct state`);
} else { } else {
// Try finding it // Try finding it
const altPath = mod.enabled ? path.join(disabledModsPath, mod.fileName) : path.join(modsPath, mod.fileName); const altPath = mod.enabled ? path.join(disabledModsPath, mod.fileName) : path.join(profileModsPath, mod.fileName);
if (fs.existsSync(altPath)) fs.renameSync(altPath, targetPath); if (fs.existsSync(altPath)) fs.renameSync(altPath, targetPath);
} }
} }
@@ -273,35 +293,140 @@ async function syncModsForCurrentProfile() {
return; return;
} }
console.log(`[ModManager] Syncing mods for profile: ${activeProfile.name}`); console.log(`[ModManager] Syncing mods for profile: ${activeProfile.name} (${activeProfile.id})`);
const modsPath = await getModsPath(); // 1. Resolve Paths
const disabledModsPath = path.join(path.dirname(modsPath), 'DisabledMods'); // centralModsPath is HytaleSaves\Mods (centralized location for active mods)
const hytaleSavesDir = getHytaleSavesDir();
const centralModsPath = path.join(hytaleSavesDir, 'Mods');
// profileModsPath is the real storage for this profile
const profileModsPath = getProfileModsPath(activeProfile.id);
const profileDisabledModsPath = path.join(path.dirname(profileModsPath), 'DisabledMods');
if (!fs.existsSync(disabledModsPath)) { if (!fs.existsSync(profileDisabledModsPath)) {
fs.mkdirSync(disabledModsPath, { recursive: true }); fs.mkdirSync(profileDisabledModsPath, { recursive: true });
} }
// Get all physical files from both folders // 2. Copy-based Mod Sync (No symlinks - avoids permission issues)
const enabledFiles = fs.existsSync(modsPath) ? fs.readdirSync(modsPath).filter(f => f.endsWith('.jar') || f.endsWith('.zip')) : []; // Ensure HytaleSaves\Mods directory exists
const disabledFiles = fs.existsSync(disabledModsPath) ? fs.readdirSync(disabledModsPath).filter(f => f.endsWith('.jar') || f.endsWith('.zip')) : []; if (!fs.existsSync(centralModsPath)) {
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 {
const centralStats = fs.lstatSync(centralModsPath);
if (centralStats.isSymbolicLink()) {
console.log('[ModManager] Removing old symlink, converting to copy-based system...');
fs.unlinkSync(centralModsPath);
fs.mkdirSync(centralModsPath, { recursive: true });
}
} catch (e) {
// Path doesn't exist, will be created above
}
// Copy enabled mods from profile to HytaleSaves\Mods (for game to use)
console.log(`[ModManager] Copying enabled mods from ${profileModsPath} to ${centralModsPath}`);
// First, clear central mods folder
const existingCentralMods = fs.existsSync(centralModsPath) ? fs.readdirSync(centralModsPath) : [];
for (const file of existingCentralMods) {
const filePath = path.join(centralModsPath, file);
try {
fs.unlinkSync(filePath);
} catch (e) {
console.warn(`Failed to remove ${file} from central mods:`, e.message);
}
}
// Copy enabled mods to HytaleSaves\Mods
const enabledModFiles = fs.existsSync(profileModsPath) ? fs.readdirSync(profileModsPath).filter(f => f.endsWith('.jar') || f.endsWith('.zip')) : [];
for (const file of enabledModFiles) {
const src = path.join(profileModsPath, file);
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 ${file}:`, e.message);
}
}
// 3. Auto-Repair (Download missing mods)
const profileModsSnapshot = activeProfile.mods || [];
for (const mod of profileModsSnapshot) {
if (mod.enabled && !mod.manual) {
const inEnabled = fs.existsSync(path.join(profileModsPath, mod.fileName));
const inDisabled = fs.existsSync(path.join(profileDisabledModsPath, mod.fileName));
if (!inEnabled && !inDisabled) {
if (mod.curseForgeId && (mod.curseForgeFileId || mod.fileId)) {
console.log(`[ModManager] Auto-repair: Re-downloading missing mod "${mod.name}"...`);
try {
await downloadMod({
...mod,
modId: mod.curseForgeId,
fileId: mod.curseForgeFileId || mod.fileId,
apiKey: API_KEY
});
} catch (err) {
console.error(`[ModManager] Auto-repair failed for "${mod.name}": ${err.message}`);
}
}
}
}
}
// 4. Auto-Import (Detect manual drops in the profile folder)
const enabledFiles = fs.existsSync(profileModsPath) ? fs.readdirSync(profileModsPath).filter(f => f.endsWith('.jar') || f.endsWith('.zip')) : [];
let profileMods = activeProfile.mods || [];
let profileUpdated = false;
// Anything in this folder belongs to this profile.
for (const file of enabledFiles) {
const isKnown = profileMods.some(m => m.fileName === file);
if (!isKnown) {
console.log(`[ModManager] Auto-importing manual mod: ${file}`);
const newMod = {
id: generateModId(file),
name: extractModName(file),
version: 'Unknown',
description: 'Manually installed',
author: 'Local',
enabled: true,
fileName: file,
fileSize: 0,
dateInstalled: new Date().toISOString(),
manual: true
};
profileMods.push(newMod);
profileUpdated = true;
}
}
if (profileUpdated) {
profileManager.updateProfile(activeProfile.id, { mods: profileMods });
const updatedProfile = profileManager.getActiveProfile();
profileMods = updatedProfile ? (updatedProfile.mods || []) : profileMods;
}
// 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
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]);
// Profile.mods contains the list of ALL mods for that profile, with their enabled state.
const profileMods = activeProfile.mods || [];
for (const fileName of allFiles) { for (const fileName of allFiles) {
const modConfig = profileMods.find(m => m.fileName === fileName); const modConfig = profileMods.find(m => m.fileName === fileName);
const shouldBeEnabled = modConfig && modConfig.enabled !== false; // Default to true if in list, unless explicitly false const shouldBeEnabled = modConfig && modConfig.enabled !== false;
// Logic: const currentPath = enabledFiles.includes(fileName) ? path.join(profileModsPath, fileName) : path.join(profileDisabledModsPath, fileName);
// If it should be enabled -> Move to mods/ const targetDir = shouldBeEnabled ? profileModsPath : profileDisabledModsPath;
// If it should be disabled -> Move to DisabledMods/
const currentPath = enabledFiles.includes(fileName) ? path.join(modsPath, fileName) : path.join(disabledModsPath, fileName);
const targetDir = shouldBeEnabled ? modsPath : disabledModsPath;
const targetPath = path.join(targetDir, fileName); const targetPath = path.join(targetDir, fileName);
if (path.dirname(currentPath) !== targetDir) { if (path.dirname(currentPath) !== targetDir) {

View File

@@ -1,6 +1,6 @@
const path = require('path'); const path = require('path');
const fs = require('fs'); const fs = require('fs');
const { markAsLaunched, loadConfig } = require('../core/config'); const { markAsLaunched, loadConfig, saveVersionBranch, saveVersionClient, loadVersionBranch, loadVersionClient } = require('../core/config');
const { checkExistingGameInstallation, updateGameFiles } = require('../managers/gameManager'); const { checkExistingGameInstallation, updateGameFiles } = require('../managers/gameManager');
const { getInstalledClientVersion, getLatestClientVersion } = require('./versionManager'); const { getInstalledClientVersion, getLatestClientVersion } = require('./versionManager');
@@ -56,6 +56,14 @@ async function handleFirstLaunchCheck(progressCallback) {
try { try {
const config = loadConfig(); const config = loadConfig();
// Initialize version_client if not set (but don't force version_branch)
const currentVersion = loadVersionClient();
if (currentVersion === undefined || currentVersion === null) {
console.log('Initializing version_client to null (will trigger installation)');
saveVersionClient(null);
}
if (config.hasLaunchedBefore === true) { if (config.hasLaunchedBefore === true) {
return { isFirstLaunch: false, needsUpdate: false }; return { isFirstLaunch: false, needsUpdate: false };
} }

View File

@@ -1,10 +1,17 @@
const axios = require('axios'); const axios = require('axios');
const crypto = require('crypto');
const fs = require('fs');
const { getOS, getArch } = require('../utils/platformUtils');
async function getLatestClientVersion() { const BASE_PATCH_URL = 'https://game-patches.hytale.com/patches';
const MANIFEST_API = 'https://files.hytalef2p.com/api/patch_manifest';
async function getLatestClientVersion(branch = 'release') {
try { try {
console.log('Fetching latest client version from API...'); console.log(`Fetching latest client version from API (branch: ${branch})...`);
const response = await axios.get('https://files.hytalef2p.com/api/version_client', { const response = await axios.get('https://files.hytalef2p.com/api/version_client', {
timeout: 5000, params: { branch },
timeout: 40000,
headers: { headers: {
'User-Agent': 'Hytale-F2P-Launcher' 'User-Agent': 'Hytale-F2P-Launcher'
} }
@@ -12,45 +19,147 @@ async function getLatestClientVersion() {
if (response.data && response.data.client_version) { if (response.data && response.data.client_version) {
const version = response.data.client_version; const version = response.data.client_version;
console.log(`Latest client version: ${version}`); console.log(`Latest client version for ${branch}: ${version}`);
return version; return version;
} else { } else {
console.log('Warning: Invalid API response, falling back to default version'); console.log('Warning: Invalid API response, falling back to latest known version (7.pwr)');
return '4.pwr'; return '7.pwr';
} }
} catch (error) { } catch (error) {
console.error('Error fetching client version:', error.message); console.error('Error fetching client version:', error.message);
console.log('Warning: API unavailable, falling back to default version'); console.log('Warning: API unavailable, falling back to latest known version (7.pwr)');
return '4.pwr'; return '7.pwr';
} }
} }
async function getInstalledClientVersion() { function buildArchiveUrl(buildNumber, branch = 'release') {
try { const os = getOS();
console.log('Fetching installed client version from API...'); const arch = getArch();
const response = await axios.get('https://files.hytalef2p.com/api/clientCheck', { return `${BASE_PATCH_URL}/${os}/${arch}/${branch}/0/${buildNumber}.pwr`;
timeout: 5000, }
headers: {
'User-Agent': 'Hytale-F2P-Launcher'
}
});
if (response.data && response.data.client_version) { async function checkArchiveExists(buildNumber, branch = 'release') {
const version = response.data.client_version; const url = buildArchiveUrl(buildNumber, branch);
console.log(`Installed client version: ${version}`); try {
return version; const response = await axios.head(url, { timeout: 10000 });
} else { return response.status === 200;
console.log('Warning: Invalid clientCheck API response');
return null;
}
} catch (error) { } catch (error) {
console.error('Error fetching installed client version:', error.message); return false;
console.log('Warning: clientCheck API unavailable'); }
}
async function discoverAvailableVersions(latestKnown, branch = 'release', maxProbe = 50) {
const available = [];
const latest = parseInt(latestKnown.replace('.pwr', ''));
for (let i = latest; i >= Math.max(1, latest - maxProbe); i--) {
const exists = await checkArchiveExists(i, branch);
if (exists) {
available.push(`${i}.pwr`);
}
}
return available;
}
async function fetchPatchManifest(branch = 'release') {
try {
const os = getOS();
const arch = getArch();
const response = await axios.get(MANIFEST_API, {
params: { branch, os, arch },
timeout: 10000
});
return response.data.patches || {};
} catch (error) {
console.error('Failed to fetch patch manifest:', error.message);
return {};
}
}
async function extractVersionDetails(targetVersion, branch = 'release') {
const buildNumber = parseInt(targetVersion.replace('.pwr', ''));
const previousBuild = buildNumber - 1;
const manifest = await fetchPatchManifest(branch);
const patchInfo = manifest[buildNumber];
return {
version: targetVersion,
buildNumber: buildNumber,
buildName: `HYTALE-Build-${buildNumber}`,
fullUrl: patchInfo?.original_url || buildArchiveUrl(buildNumber, branch),
differentialUrl: patchInfo?.patch_url || null,
checksum: patchInfo?.patch_hash || null,
sourceVersion: patchInfo?.from ? `${patchInfo.from}.pwr` : (previousBuild > 0 ? `${previousBuild}.pwr` : null),
isDifferential: !!patchInfo?.proper_patch,
releaseNotes: patchInfo?.patch_note || null
};
}
function canUseDifferentialUpdate(currentVersion, targetDetails) {
if (!targetDetails) return false;
if (!targetDetails.differentialUrl) return false;
if (!targetDetails.isDifferential) return false;
if (!currentVersion) return false;
const currentBuild = parseInt(currentVersion.replace('.pwr', ''));
const expectedSource = parseInt(targetDetails.sourceVersion?.replace('.pwr', '') || '0');
return currentBuild === expectedSource;
}
function needsIntermediatePatches(currentVersion, targetVersion) {
if (!currentVersion) return [];
const current = parseInt(currentVersion.replace('.pwr', ''));
const target = parseInt(targetVersion.replace('.pwr', ''));
const intermediates = [];
for (let i = current + 1; i <= target; i++) {
intermediates.push(`${i}.pwr`);
}
return intermediates;
}
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 (err) {
return null; return null;
} }
} }
module.exports = { module.exports = {
getLatestClientVersion, getLatestClientVersion,
buildArchiveUrl,
checkArchiveExists,
discoverAvailableVersions,
extractVersionDetails,
canUseDifferentialUpdate,
needsIntermediatePatches,
computeFileChecksum,
validateChecksum,
getInstalledClientVersion getInstalledClientVersion
}; };

View File

@@ -1,73 +0,0 @@
const axios = require('axios');
const UPDATE_CHECK_URL = 'https://files.hytalef2p.com/api/version_launcher';
const CURRENT_VERSION = '2.0.2';
const GITHUB_DOWNLOAD_URL = 'https://github.com/amiayweb/Hytale-F2P/';
class UpdateManager {
constructor() {
this.updateAvailable = false;
this.remoteVersion = null;
}
async checkForUpdates() {
try {
console.log('Checking for updates...');
console.log(`Local version: ${CURRENT_VERSION}`);
const response = await axios.get(UPDATE_CHECK_URL, {
timeout: 5000,
headers: {
'User-Agent': 'Hytale-F2P-Launcher'
}
});
if (response.data && response.data.launcher_version) {
this.remoteVersion = response.data.launcher_version;
console.log(`Remote version: ${this.remoteVersion}`);
if (this.remoteVersion !== CURRENT_VERSION) {
this.updateAvailable = true;
console.log('Update available!');
return {
updateAvailable: true,
currentVersion: CURRENT_VERSION,
newVersion: this.remoteVersion,
downloadUrl: GITHUB_DOWNLOAD_URL
};
} else {
console.log('Launcher is up to date');
return {
updateAvailable: false,
currentVersion: CURRENT_VERSION,
newVersion: this.remoteVersion
};
}
} else {
throw new Error('Invalid API response');
}
} catch (error) {
console.error('Error checking for updates:', error.message);
return {
updateAvailable: false,
error: error.message,
currentVersion: CURRENT_VERSION
};
}
}
getDownloadUrl() {
return GITHUB_DOWNLOAD_URL;
}
getUpdateInfo() {
return {
updateAvailable: this.updateAvailable,
currentVersion: CURRENT_VERSION,
remoteVersion: this.remoteVersion,
downloadUrl: this.getDownloadUrl()
};
}
}
module.exports = UpdateManager;

View File

@@ -1,10 +1,10 @@
const fs = require('fs'); const fs = require('fs');
const path = require('path'); const path = require('path');
const crypto = require('crypto');
const AdmZip = require('adm-zip');
// Domain configuration // Domain configuration
const ORIGINAL_DOMAIN = 'hytale.com'; const ORIGINAL_DOMAIN = 'hytale.com';
const MIN_DOMAIN_LENGTH = 4;
const MAX_DOMAIN_LENGTH = 16;
function getTargetDomain() { function getTargetDomain() {
if (process.env.HYTALE_AUTH_DOMAIN) { if (process.env.HYTALE_AUTH_DOMAIN) {
@@ -14,15 +14,20 @@ function getTargetDomain() {
const { getAuthDomain } = require('../core/config'); const { getAuthDomain } = require('../core/config');
return getAuthDomain(); return getAuthDomain();
} catch (e) { } catch (e) {
return 'sanasol.ws'; return 'auth.sanasol.ws';
} }
} }
const DEFAULT_NEW_DOMAIN = 'sanasol.ws'; const DEFAULT_NEW_DOMAIN = 'auth.sanasol.ws';
/** /**
* Patches HytaleClient and HytaleServer binaries to replace hytale.com with custom domain * Patches HytaleClient binary to replace hytale.com with custom domain
* This allows the game to connect to a custom authentication server * Server patching is done via pre-patched JAR download from CDN
*
* Supports domains from 4 to 16 characters:
* - All F2P traffic routes to single endpoint: https://{domain} (no subdomains)
* - Domains <= 10 chars: Direct replacement, subdomains stripped
* - Domains 11-16 chars: Split mode - first 6 chars replace subdomain prefix, rest replaces domain
*/ */
class ClientPatcher { class ClientPatcher {
constructor() { constructor() {
@@ -34,14 +39,63 @@ class ClientPatcher {
*/ */
getNewDomain() { getNewDomain() {
const domain = getTargetDomain(); const domain = getTargetDomain();
if (domain.length !== ORIGINAL_DOMAIN.length) { if (domain.length < MIN_DOMAIN_LENGTH) {
console.warn(`Warning: Domain "${domain}" length (${domain.length}) doesn't match original "${ORIGINAL_DOMAIN}" (${ORIGINAL_DOMAIN.length})`); console.warn(`Warning: Domain "${domain}" is too short (min ${MIN_DOMAIN_LENGTH} chars)`);
console.warn(`Using default domain: ${DEFAULT_NEW_DOMAIN}`);
return DEFAULT_NEW_DOMAIN;
}
if (domain.length > MAX_DOMAIN_LENGTH) {
console.warn(`Warning: Domain "${domain}" is too long (max ${MAX_DOMAIN_LENGTH} chars)`);
console.warn(`Using default domain: ${DEFAULT_NEW_DOMAIN}`); console.warn(`Using default domain: ${DEFAULT_NEW_DOMAIN}`);
return DEFAULT_NEW_DOMAIN; return DEFAULT_NEW_DOMAIN;
} }
return domain; return domain;
} }
/**
* Calculate the domain patching strategy based on length
*/
getDomainStrategy(domain) {
if (domain.length <= 10) {
return {
mode: 'direct',
mainDomain: domain,
subdomainPrefix: '',
description: `Direct replacement: hytale.com -> ${domain}`
};
} else {
const prefix = domain.slice(0, 6);
const suffix = domain.slice(6);
return {
mode: 'split',
mainDomain: suffix,
subdomainPrefix: prefix,
description: `Split mode: subdomain prefix="${prefix}", main domain="${suffix}"`
};
}
}
/**
* Convert a string to the length-prefixed byte format used by the client
*/
stringToLengthPrefixed(str) {
const length = str.length;
const result = Buffer.alloc(4 + length + (length - 1));
result[0] = length;
result[1] = 0x00;
result[2] = 0x00;
result[3] = 0x00;
let pos = 4;
for (let i = 0; i < length; i++) {
result[pos++] = str.charCodeAt(i);
if (i < length - 1) {
result[pos++] = 0x00;
}
}
return result;
}
/** /**
* Convert a string to UTF-16LE bytes (how .NET stores strings) * Convert a string to UTF-16LE bytes (how .NET stores strings)
*/ */
@@ -53,13 +107,6 @@ class ClientPatcher {
return buf; return buf;
} }
/**
* Convert a string to UTF-8 bytes (how Java stores strings)
*/
stringToUtf8(str) {
return Buffer.from(str, 'utf8');
}
/** /**
* Find all occurrences of a pattern in a buffer * Find all occurrences of a pattern in a buffer
*/ */
@@ -76,32 +123,28 @@ class ClientPatcher {
} }
/** /**
* UTF-8 domain replacement for Java JAR files. * Replace bytes in buffer - only overwrites the length of new bytes
* Java stores strings in UTF-8 format in the constant pool.
*/ */
findAndReplaceDomainUtf8(data, oldDomain, newDomain) { replaceBytes(buffer, oldBytes, newBytes) {
let count = 0; let count = 0;
const result = Buffer.from(data); const result = Buffer.from(buffer);
const oldUtf8 = this.stringToUtf8(oldDomain); if (newBytes.length > oldBytes.length) {
const newUtf8 = this.stringToUtf8(newDomain); console.warn(` Warning: New pattern (${newBytes.length}) longer than old (${oldBytes.length}), skipping`);
return { buffer: result, count: 0 };
const positions = this.findAllOccurrences(result, oldUtf8); }
const positions = this.findAllOccurrences(result, oldBytes);
for (const pos of positions) { for (const pos of positions) {
newUtf8.copy(result, pos); newBytes.copy(result, pos);
count++; count++;
console.log(` Patched UTF-8 occurrence at offset 0x${pos.toString(16)}`);
} }
return { buffer: result, count }; return { buffer: result, count };
} }
/** /**
* Smart domain replacement that handles both null-terminated and non-null-terminated strings. * 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) { findAndReplaceDomainSmart(data, oldDomain, newDomain) {
let count = 0; let count = 0;
@@ -109,8 +152,6 @@ class ClientPatcher {
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));
const oldLastChar = this.stringToUtf16LE(oldDomain.slice(-1));
const newLastChar = this.stringToUtf16LE(newDomain.slice(-1));
const oldLastCharByte = oldDomain.charCodeAt(oldDomain.length - 1); const oldLastCharByte = oldDomain.charCodeAt(oldDomain.length - 1);
const newLastCharByte = newDomain.charCodeAt(newDomain.length - 1); const newLastCharByte = newDomain.charCodeAt(newDomain.length - 1);
@@ -125,7 +166,6 @@ class ClientPatcher {
if (lastCharFirstByte === oldLastCharByte) { if (lastCharFirstByte === oldLastCharByte) {
newUtf16NoLast.copy(result, pos); newUtf16NoLast.copy(result, pos);
result[lastCharPos] = newLastCharByte; result[lastCharPos] = newLastCharByte;
if (lastCharPos + 1 < result.length) { if (lastCharPos + 1 < result.length) {
@@ -144,20 +184,90 @@ class ClientPatcher {
} }
/** /**
* Patch Discord invite URLs from .gg/hytale to .gg/MHkEjepMQ7 * Apply all domain patches using length-prefixed format
*/
applyDomainPatches(data, domain, protocol = 'https://') {
let result = Buffer.from(data);
let totalCount = 0;
const strategy = this.getDomainStrategy(domain);
console.log(` Patching strategy: ${strategy.description}`);
// 1. Patch telemetry/sentry URL
const oldSentry = 'https://ca900df42fcf57d4dd8401a86ddd7da2@sentry.hytale.com/2';
const newSentry = `${protocol}t@${domain}/2`;
console.log(` Patching sentry: ${oldSentry.slice(0, 30)}... -> ${newSentry}`);
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(
result,
this.stringToLengthPrefixed(ORIGINAL_DOMAIN),
this.stringToLengthPrefixed(strategy.mainDomain)
);
result = domainResult.buffer;
if (domainResult.count > 0) {
console.log(` Replaced ${domainResult.count} domain occurrence(s)`);
totalCount += domainResult.count;
}
// 3. Patch subdomain prefixes
const subdomains = ['https://tools.', 'https://sessions.', 'https://account-data.', 'https://telemetry.'];
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 };
}
/**
* Patch Discord invite URLs
*/ */
patchDiscordUrl(data) { patchDiscordUrl(data) {
let count = 0; let count = 0;
const result = Buffer.from(data); const result = Buffer.from(data);
const oldUrl = '.gg/hytale'; const oldUrl = '.gg/hytale';
const newUrl = '.gg/MHkEjepMQ7'; 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 oldUtf16 = this.stringToUtf16LE(oldUrl);
const newUtf16 = this.stringToUtf16LE(newUrl); const newUtf16 = this.stringToUtf16LE(newUrl);
const positions = this.findAllOccurrences(result, oldUtf16); const positions = this.findAllOccurrences(result, oldUtf16);
for (const pos of positions) { for (const pos of positions) {
newUtf16.copy(result, pos); newUtf16.copy(result, pos);
count++; count++;
@@ -167,54 +277,118 @@ class ClientPatcher {
} }
/** /**
* Check if the client binary has already been patched * Check patch status of client binary
*/ */
isPatchedAlready(clientPath) { 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'));
if (flagData.targetDomain === newDomain) { const currentDomain = flagData.targetDomain;
return true;
if (currentDomain === newDomain) {
const data = fs.readFileSync(clientPath);
const strategy = this.getDomainStrategy(newDomain);
const domainPattern = this.stringToLengthPrefixed(strategy.mainDomain);
if (data.includes(domainPattern)) {
return { patched: true, currentDomain, needsRestore: false };
} else {
console.log(' Flag exists but binary not patched (was updated?), needs re-patching...');
return { patched: false, currentDomain: null, needsRestore: 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
} }
} }
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 the client as patched * Mark client as patched
*/ */
markAsPatched(clientPath) { markAsPatched(clientPath) {
const newDomain = this.getNewDomain(); const newDomain = this.getNewDomain();
const strategy = this.getDomainStrategy(newDomain);
const patchFlagFile = clientPath + this.patchedFlag; const patchFlagFile = clientPath + this.patchedFlag;
const flagData = { const flagData = {
patchedAt: new Date().toISOString(), patchedAt: new Date().toISOString(),
originalDomain: ORIGINAL_DOMAIN, originalDomain: ORIGINAL_DOMAIN,
targetDomain: newDomain, targetDomain: newDomain,
patcherVersion: '1.0.0' patchMode: strategy.mode,
mainDomain: strategy.mainDomain,
subdomainPrefix: strategy.subdomainPrefix,
patcherVersion: '2.1.0',
verified: 'binary_contents'
}; };
fs.writeFileSync(patchFlagFile, JSON.stringify(flagData, null, 2)); fs.writeFileSync(patchFlagFile, JSON.stringify(flagData, null, 2));
} }
/** /**
* Create a backup of the original client binary * Create backup of original client binary
*/ */
backupClient(clientPath) { backupClient(clientPath) {
const backupPath = clientPath + '.original'; const backupPath = clientPath + '.original';
if (!fs.existsSync(backupPath)) { try {
console.log(` Creating backup at ${path.basename(backupPath)}`); if (!fs.existsSync(backupPath)) {
fs.copyFileSync(clientPath, backupPath); console.log(` Creating backup at ${path.basename(backupPath)}`);
fs.copyFileSync(clientPath, backupPath);
return backupPath;
}
const currentSize = fs.statSync(clientPath).size;
const backupSize = fs.statSync(backupPath).size;
if (currentSize !== backupSize) {
const timestamp = new Date().toISOString().replace(/[:.]/g, '-').slice(0, 19);
const oldBackupPath = `${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;
} }
console.log(' Backup already exists');
return backupPath;
} }
/** /**
* Restore the original client binary from backup * Restore original client binary
*/ */
restoreClient(clientPath) { restoreClient(clientPath) {
const backupPath = clientPath + '.original'; const backupPath = clientPath + '.original';
@@ -233,15 +407,19 @@ class ClientPatcher {
/** /**
* Patch the client binary to use the custom domain * 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) { async patchClient(clientPath, progressCallback) {
const newDomain = this.getNewDomain(); const newDomain = this.getNewDomain();
console.log('=== Client Patcher ==='); const strategy = this.getDomainStrategy(newDomain);
console.log('=== Client Patcher v2.1 ===');
console.log(`Target: ${clientPath}`); console.log(`Target: ${clientPath}`);
console.log(`Replacing: ${ORIGINAL_DOMAIN} -> ${newDomain}`); console.log(`Domain: ${newDomain} (${newDomain.length} chars)`);
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}`;
@@ -249,56 +427,64 @@ class ClientPatcher {
return { success: false, error }; return { success: false, error };
} }
if (this.isPatchedAlready(clientPath)) { const patchStatus = this.getPatchStatus(clientPath);
if (patchStatus.patched) {
console.log(`Client already patched for ${newDomain}, skipping`); console.log(`Client already patched for ${newDomain}, skipping`);
if (progressCallback) { if (progressCallback) progressCallback('Client already patched', 100);
progressCallback('Client already patched', 100);
}
return { success: true, alreadyPatched: true, patchCount: 0 }; return { success: true, alreadyPatched: true, patchCount: 0 };
} }
if (progressCallback) { if (patchStatus.needsRestore) {
progressCallback('Preparing to patch client...', 10); if (progressCallback) progressCallback('Restoring original for domain change...', 5);
this.restoreFromBackup(clientPath);
} }
if (progressCallback) progressCallback('Preparing to patch client...', 10);
console.log('Creating backup...'); console.log('Creating backup...');
this.backupClient(clientPath); const backupResult = this.backupClient(clientPath);
if (!backupResult) {
if (progressCallback) { console.warn(' Could not create backup - proceeding without backup');
progressCallback('Reading client binary...', 20);
} }
if (progressCallback) progressCallback('Reading client binary...', 20);
console.log('Reading client binary...'); console.log('Reading client binary...');
const data = fs.readFileSync(clientPath); const data = fs.readFileSync(clientPath);
console.log(`Binary size: ${(data.length / 1024 / 1024).toFixed(2)} MB`); console.log(`Binary size: ${(data.length / 1024 / 1024).toFixed(2)} MB`);
if (progressCallback) { if (progressCallback) progressCallback('Patching domain references...', 50);
progressCallback('Patching domain references...', 50);
}
console.log('Patching domain references...'); console.log('Applying domain patches (length-prefixed format)...');
const { buffer: patchedData, count } = this.findAndReplaceDomainSmart(data, ORIGINAL_DOMAIN, newDomain); const { buffer: patchedData, count } = this.applyDomainPatches(data, newDomain);
console.log('Patching Discord URLs...'); console.log('Patching Discord URLs...');
const { buffer: finalData, count: discordCount } = this.patchDiscordUrl(patchedData); const { buffer: finalData, count: discordCount } = this.patchDiscordUrl(patchedData);
if (count === 0 && discordCount === 0) { if (count === 0 && discordCount === 0) {
console.log('No occurrences found - trying legacy UTF-16LE format...');
const legacyResult = this.findAndReplaceDomainSmart(data, ORIGINAL_DOMAIN, strategy.mainDomain);
if (legacyResult.count > 0) {
console.log(`Found ${legacyResult.count} occurrences with legacy format`);
fs.writeFileSync(clientPath, legacyResult.buffer);
this.markAsPatched(clientPath);
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 or has different format');
return { success: true, patchCount: 0, warning: 'No occurrences found' }; return { success: true, patchCount: 0, warning: 'No occurrences found' };
} }
if (progressCallback) { if (progressCallback) progressCallback('Writing patched binary...', 80);
progressCallback('Writing patched binary...', 80);
}
console.log('Writing patched binary...'); console.log('Writing patched binary...');
fs.writeFileSync(clientPath, finalData); fs.writeFileSync(clientPath, finalData);
this.markAsPatched(clientPath); this.markAsPatched(clientPath);
if (progressCallback) { if (progressCallback) progressCallback('Patching complete', 100);
progressCallback('Patching complete', 100);
}
console.log(`Successfully patched ${count} domain occurrences and ${discordCount} Discord URLs`); console.log(`Successfully patched ${count} domain occurrences and ${discordCount} Discord URLs`);
console.log('=== Patching Complete ==='); console.log('=== Patching Complete ===');
@@ -307,17 +493,48 @@ class ClientPatcher {
} }
/** /**
* Patch the server JAR to use the custom domain * Check if server JAR contains DualAuth classes (was patched)
* 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) { 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;
}
}
/**
* Validate downloaded file is not corrupt/partial
* Server JAR should be at least 50MB
*/
validateServerJarSize(serverPath) {
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;
}
console.log(` Downloaded size: ${(stats.size / 1024 / 1024).toFixed(2)} MB`);
return true;
} catch (e) {
return false;
}
}
/**
* Patch server JAR by downloading pre-patched version from CDN
*/
async patchServer(serverPath, progressCallback, branch = 'release') {
const newDomain = this.getNewDomain(); const newDomain = this.getNewDomain();
console.log('=== Server Patcher ===');
console.log('=== Server Patcher (Pre-patched Download) ===');
console.log(`Target: ${serverPath}`); console.log(`Target: ${serverPath}`);
console.log(`Replacing: ${ORIGINAL_DOMAIN} -> ${newDomain}`); console.log(`Branch: ${branch}`);
console.log(`Domain: ${newDomain}`);
if (!fs.existsSync(serverPath)) { if (!fs.existsSync(serverPath)) {
const error = `Server JAR not found: ${serverPath}`; const error = `Server JAR not found: ${serverPath}`;
@@ -325,82 +542,183 @@ class ClientPatcher {
return { success: false, error }; return { success: false, error };
} }
if (this.isPatchedAlready(serverPath)) { // Check if already patched
console.log(`Server already patched for ${newDomain}, skipping`); const patchFlagFile = serverPath + '.dualauth_patched';
if (progressCallback) { let needsRestore = false;
progressCallback('Server already patched', 100);
}
return { success: true, alreadyPatched: true, patchCount: 0 };
}
if (progressCallback) { if (fs.existsSync(patchFlagFile)) {
progressCallback('Preparing to patch server...', 10); try {
} const flagData = JSON.parse(fs.readFileSync(patchFlagFile, 'utf8'));
if (flagData.domain === newDomain && flagData.branch === branch) {
console.log('Creating backup...'); // Verify JAR actually contains DualAuth classes (game may have auto-updated)
this.backupClient(serverPath); if (this.serverJarContainsDualAuth(serverPath)) {
console.log(`Server already patched for ${newDomain} (${branch}), skipping`);
if (progressCallback) { if (progressCallback) progressCallback('Server already patched', 100);
progressCallback('Extracting server JAR...', 20); return { success: true, alreadyPatched: true };
} } else {
console.log(' Flag exists but JAR not patched (was auto-updated?), will re-download...');
console.log('Opening server JAR...'); // Delete stale flag file
const zip = new AdmZip(serverPath); try { fs.unlinkSync(patchFlagFile); } catch (e) { /* ignore */ }
const entries = zip.getEntries();
console.log(`JAR contains ${entries.length} entries`);
if (progressCallback) {
progressCallback('Patching class files...', 40);
}
let totalCount = 0;
const oldUtf8 = this.stringToUtf8(ORIGINAL_DOMAIN);
const newUtf8 = this.stringToUtf8(newDomain);
for (const entry of entries) {
const name = entry.entryName;
if (name.endsWith('.class') || name.endsWith('.properties') ||
name.endsWith('.json') || name.endsWith('.xml') || name.endsWith('.yml')) {
const data = entry.getData();
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 ${name}`);
totalCount += count;
} }
} else {
console.log(`Server patched for "${flagData.domain}" (${flagData.branch}), need to change to "${newDomain}" (${branch})`);
needsRestore = true;
} }
} catch (e) {
// Flag file corrupt, re-patch
console.log(' Flag file corrupt, will re-download');
try { fs.unlinkSync(patchFlagFile); } catch (e) { /* ignore */ }
} }
} }
if (totalCount === 0) { // Restore backup if patched for different domain
console.log('No occurrences of hytale.com found in server JAR entries'); if (needsRestore) {
return { success: true, patchCount: 0, warning: 'No domain occurrences found in JAR' }; const backupPath = serverPath + '.original';
if (fs.existsSync(backupPath)) {
if (progressCallback) progressCallback('Restoring original for domain change...', 5);
console.log('Restoring original JAR from backup for re-patching...');
fs.copyFileSync(backupPath, serverPath);
if (fs.existsSync(patchFlagFile)) {
fs.unlinkSync(patchFlagFile);
}
} else {
console.warn(' No backup found to restore - will download fresh patched JAR');
}
} }
if (progressCallback) { // Create backup
progressCallback('Writing patched JAR...', 80); if (progressCallback) progressCallback('Creating backup...', 10);
console.log('Creating backup...');
const backupResult = this.backupClient(serverPath);
if (!backupResult) {
console.warn(' Could not create backup - proceeding without backup');
} }
console.log('Writing patched JAR...'); // Only support standard domain (auth.sanasol.ws) via pre-patched download
zip.writeZip(serverPath); if (newDomain !== 'auth.sanasol.ws' && newDomain !== 'sanasol.ws') {
console.error(`Domain "${newDomain}" requires DualAuthPatcher - only auth.sanasol.ws is supported via pre-patched download`);
this.markAsPatched(serverPath); return { success: false, error: `Unsupported domain: ${newDomain}. Only auth.sanasol.ws is supported.` };
if (progressCallback) {
progressCallback('Server patching complete', 100);
} }
console.log(`Successfully patched ${totalCount} occurrences in server`); // Download pre-patched JAR
console.log('=== Server Patching Complete ==='); if (progressCallback) progressCallback('Downloading patched server JAR...', 30);
console.log('Downloading pre-patched HytaleServer.jar...');
return { success: true, patchCount: totalCount }; try {
const https = require('https');
// Use different URL for pre-release vs release
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);
}
await new Promise((resolve, reject) => {
const handleResponse = (response) => {
if (response.statusCode === 302 || response.statusCode === 301) {
https.get(response.headers.location, handleResponse).on('error', reject);
return;
}
if (response.statusCode !== 200) {
reject(new Error(`Failed to download: 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);
});
});
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');
}
return { success: false, error: 'Downloaded JAR verification failed - file too small (corrupt/partial download)' };
}
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 };
} 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');
}
return { success: false, error: `Failed to download patched server: ${downloadError.message}` };
}
} }
/** /**
* Find the client binary path based on platform * Find client binary path based on platform
*/ */
findClientPath(gameDir) { findClientPath(gameDir) {
const candidates = []; const candidates = [];
@@ -422,7 +740,9 @@ 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'),
@@ -439,10 +759,8 @@ class ClientPatcher {
/** /**
* Ensure both client and server are patched before launching * 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) { async ensureClientPatched(gameDir, progressCallback, javaPath = null, branch = 'release') {
const results = { const results = {
client: null, client: null,
server: null, server: null,
@@ -451,9 +769,7 @@ class ClientPatcher {
const clientPath = this.findClientPath(gameDir); const clientPath = this.findClientPath(gameDir);
if (clientPath) { if (clientPath) {
if (progressCallback) { if (progressCallback) progressCallback('Patching client binary...', 10);
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);
@@ -466,14 +782,12 @@ class ClientPatcher {
const serverPath = this.findServerPath(gameDir); const serverPath = this.findServerPath(gameDir);
if (serverPath) { if (serverPath) {
if (progressCallback) { if (progressCallback) progressCallback('Patching server JAR...', 50);
progressCallback('Patching server JAR...', 50);
}
results.server = await this.patchServer(serverPath, (msg, pct) => { results.server = await this.patchServer(serverPath, (msg, pct) => {
if (progressCallback) { if (progressCallback) {
progressCallback(`Server: ${msg}`, pct ? 50 + pct / 2 : null); progressCallback(`Server: ${msg}`, pct ? 50 + pct / 2 : null);
} }
}); }, branch);
} else { } else {
console.warn('Could not find HytaleServer.jar'); console.warn('Could not find HytaleServer.jar');
results.server = { success: false, error: 'Server JAR not found' }; results.server = { success: false, error: 'Server JAR not found' };
@@ -483,12 +797,10 @@ class ClientPatcher {
results.alreadyPatched = (results.client && results.client.alreadyPatched) && (results.server && results.server.alreadyPatched); 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.patchCount = (results.client ? results.client.patchCount || 0 : 0) + (results.server ? results.server.patchCount || 0 : 0);
if (progressCallback) { if (progressCallback) progressCallback('Patching complete', 100);
progressCallback('Patching complete', 100);
}
return results; return results;
} }
} }
module.exports = new ClientPatcher(); module.exports = new ClientPatcher();

View File

@@ -2,151 +2,454 @@ const fs = require('fs');
const path = require('path'); const path = require('path');
const axios = require('axios'); const axios = require('axios');
async function downloadFile(url, dest, progressCallback, maxRetries = 3) { // Automatic stall retry constants
const MAX_AUTOMATIC_STALL_RETRIES = 3;
const AUTOMATIC_STALL_RETRY_DELAY = 3000; // 3 seconds in milliseconds
// Network monitoring utilities using Node.js built-in methods
function checkNetworkConnection() {
return new Promise((resolve) => {
const { lookup } = require('dns');
const http = require('http');
// Try DNS lookup first (faster) - using callback version
lookup('8.8.8.8', (err) => {
if (err) {
resolve(false);
return;
}
// Try HTTP request to confirm internet connectivity
const req = http.get('http://www.google.com', { timeout: 3000 }, (res) => {
resolve(true);
res.destroy();
});
req.on('error', () => {
resolve(false);
});
req.on('timeout', () => {
req.destroy();
resolve(false);
});
});
});
}
async function downloadFile(url, dest, progressCallback, maxRetries = 5) {
let lastError = null; let lastError = null;
let retryState = {
attempts: 0,
maxRetries: maxRetries,
canRetry: true,
lastError: null,
automaticStallRetries: 0,
isAutomaticRetry: false
};
let downloadStalled = false;
let streamCompleted = false;
for (let attempt = 0; attempt < maxRetries; attempt++) { for (let attempt = 0; attempt < maxRetries; attempt++) {
try { try {
retryState.attempts = attempt + 1;
console.log(`Download attempt ${attempt + 1}/${maxRetries} for ${url}`); console.log(`Download attempt ${attempt + 1}/${maxRetries} for ${url}`);
if (attempt > 0 && progressCallback) { if (attempt > 0 && progressCallback) {
progressCallback(`Retry ${attempt}/${maxRetries - 1}...`, null, null, null, null); // Exponential backoff with jitter - longer delays for unstable connections
await new Promise(resolve => setTimeout(resolve, 2000 * attempt)); // Délai progressif const baseDelay = 3000;
const exponentialDelay = baseDelay * Math.pow(2, attempt - 1);
const jitter = Math.random() * 2000;
const delay = Math.min(exponentialDelay + jitter, 60000);
progressCallback(`Retry ${attempt}/${maxRetries - 1}...`, null, null, null, null, retryState);
await new Promise(resolve => setTimeout(resolve, delay));
}
// Create AbortController for proper stream control
const controller = new AbortController();
let hasReceivedData = false;
let lastProgressTime = Date.now(); // Initialize before timeout
// Smart overall timeout - only trigger if no progress for extended period
const overallTimeout = setInterval(() => {
const now = Date.now();
const timeSinceLastProgress = now - lastProgressTime;
// Only timeout if no data received for 15 minutes (900 seconds) - for very slow connections
if (timeSinceLastProgress > 900000 && hasReceivedData) {
console.log('Download stalled for 15 minutes, aborting...');
console.log(`Download had progress before stall: ${(downloaded / 1024 / 1024).toFixed(2)} MB`);
controller.abort();
}
}, 60000); // Check every minute
// Check if we can resume existing download
let startByte = 0;
if (fs.existsSync(dest)) {
const existingStats = fs.statSync(dest);
// If file size matches remote size, skip download
if (existingStats.size == fs.statSync(dest).size) {
console.log('File already exists and is complete. Skipping download.');
return { success: true, downloaded: existingStats.size };
}
// Only resume if file exists and is substantial (> 1MB)
if (existingStats.size > 1024 * 1024) {
startByte = existingStats.size;
console.log(`Resuming download from byte ${startByte} (${(existingStats.size / 1024 / 1024).toFixed(2)} MB already downloaded)`);
} else {
// File too small, start fresh
fs.unlinkSync(dest);
console.log('Existing file too small, starting fresh download');
}
}
const headers = {
'User-Agent': 'Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/131.0.0.0 Safari/537.36',
'Accept': '*/*'
};
// Add Range header ONLY if resuming (startByte > 0)
if (startByte > 0) {
headers['Range'] = `bytes=${startByte}-`;
console.log(`Adding Range header: bytes=${startByte}-`);
} else {
console.log('Fresh download, no Range header');
} }
const response = await axios({ const response = await axios({
method: 'GET', method: 'GET',
url: url, url: url,
responseType: 'stream', responseType: 'stream',
timeout: 60000, // 60 secondes timeout timeout: 120000, // 120 seconds for slow connections
headers: { signal: controller.signal,
'User-Agent': 'Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/120.0.0.0 Safari/537.36', headers: headers,
'Accept': '*/*',
'Accept-Language': 'en-US,en;q=0.9',
'Referer': 'https://launcher.hytale.com/',
'Connection': 'keep-alive'
},
// Configuration Axios pour la robustesse réseau
validateStatus: function (status) { validateStatus: function (status) {
return status >= 200 && status < 300; return (status >= 200 && status < 300) || status === 206;
}, },
// Retry configuration
maxRedirects: 5, maxRedirects: 5,
// Network resilience family: 4
family: 4 // Force IPv4
}); });
const totalSize = parseInt(response.headers['content-length'], 10); const contentLength = response.headers['content-length'];
let downloaded = 0; const totalSize = contentLength ? parseInt(contentLength, 10) + startByte : 0;
let lastProgressTime = Date.now(); let downloaded = startByte;
lastProgressTime = Date.now();
const startTime = Date.now(); const startTime = Date.now();
// Nettoyer le fichier de destination s'il existe // Check network status before attempting download, in case of known offline state
if (fs.existsSync(dest)) { try {
fs.unlinkSync(dest); const isNetworkOnline = await checkNetworkConnection();
if (!isNetworkOnline) {
throw new Error('Network connection unavailable. Please check your connection and retry.');
}
} catch (networkError) {
console.error('[Network] Network check failed, proceeding anyway:', networkError.message);
// Continue with download attempt - network check failure shouldn't block
} }
const writer = fs.createWriteStream(dest); const writer = fs.createWriteStream(dest, {
let downloadStalled = false; flags: startByte > 0 ? 'a' : 'w', // 'a' for append (resume), 'w' for write (fresh)
start: startByte > 0 ? startByte : 0
});
let streamError = null;
let stalledTimeout = null; let stalledTimeout = null;
// Reset state for this attempt
downloadStalled = false;
streamCompleted = false;
// Enhanced stream event handling
response.data.on('data', (chunk) => { response.data.on('data', (chunk) => {
downloaded += chunk.length; downloaded += chunk.length;
const now = Date.now(); const now = Date.now();
hasReceivedData = true; // Mark that we've received data
// Reset stalled timer on data received // Reset simple stall timer on data received
if (stalledTimeout) { if (stalledTimeout) {
clearTimeout(stalledTimeout); clearTimeout(stalledTimeout);
} }
// Set new stalled timer (30 seconds without data = stalled) // Set new stall timer (30 seconds without data = stalled)
stalledTimeout = setTimeout(() => { stalledTimeout = setTimeout(async () => {
console.log('Download stalled - checking network connectivity...');
// Check if network is actually available before retrying
try {
const isNetworkOnline = await checkNetworkConnection();
if (!isNetworkOnline) {
console.log('Network connection lost - stopping download and showing error');
downloadStalled = true;
streamError = new Error('Network connection lost. Please check your internet connection and retry.');
streamError.isConnectionLost = true;
streamError.canRetry = false;
controller.abort();
writer.destroy();
response.data.destroy();
// Immediately reject the promise to prevent hanging
setTimeout(() => promiseReject(streamError), 100);
return;
}
} catch (networkError) {
console.error('Network check failed during stall detection:', networkError.message);
}
console.log('Network available - download stalled due to slow connection, aborting for retry...');
downloadStalled = true; downloadStalled = true;
streamError = new Error('Download stalled due to slow network connection. Please retry.');
controller.abort();
writer.destroy(); writer.destroy();
response.data.destroy(); response.data.destroy();
// Immediately reject the promise to prevent hanging
setTimeout(() => promiseReject(streamError), 100);
}, 30000); }, 30000);
if (progressCallback && totalSize > 0 && (now - lastProgressTime > 100)) { // Update every 100ms max if (progressCallback && totalSize > 0 && (now - lastProgressTime > 100)) { // Update every 100ms max
const percent = Math.min(100, Math.max(0, (downloaded / totalSize) * 100)); const percent = Math.min(100, Math.max(0, (downloaded / totalSize) * 100));
const elapsed = (now - startTime) / 1000; const elapsed = (now - startTime) / 1000;
const speed = elapsed > 0 ? downloaded / elapsed : 0; const speed = elapsed > 0 ? downloaded / elapsed : 0;
progressCallback(null, percent, speed, downloaded, totalSize);
progressCallback(null, percent, speed, downloaded, totalSize, retryState);
lastProgressTime = now; lastProgressTime = now;
} }
}); });
// Enhanced stream error handling
response.data.on('error', (error) => { response.data.on('error', (error) => {
// Ignore errors if it was intentionally cancelled or already handled
if (downloadStalled || streamCompleted || controller.signal.aborted) {
console.log(`Ignoring stream error after cancellation: ${error.code || error.message}`);
return;
}
if (!streamError) {
streamError = new Error(`Stream error: ${error.code || error.message}. Please retry.`);
// Check for connection lost indicators
if (error.code === 'ERR_NETWORK_CHANGED' ||
error.code === 'ERR_INTERNET_DISCONNECTED' ||
error.code === 'ERR_CONNECTION_LOST') {
streamError.isConnectionLost = true;
streamError.canRetry = false;
}
console.error(`Stream error on attempt ${attempt + 1}:`, error.code || error.message);
}
if (stalledTimeout) { if (stalledTimeout) {
clearTimeout(stalledTimeout); clearTimeout(stalledTimeout);
} }
console.error(`Stream error on attempt ${attempt + 1}:`, error.code || error.message); if (overallTimeout) {
clearInterval(overallTimeout);
}
writer.destroy(); writer.destroy();
}); });
response.data.on('close', () => {
// Only treat as error if not already handled by cancellation and writer didn't complete
if (!streamError && !streamCompleted && !downloadStalled && !controller.signal.aborted) {
// Check if writer actually completed but stream close came first
setTimeout(() => {
if (!streamCompleted) {
streamError = new Error('Stream closed unexpectedly. Please retry.');
console.log('Stream closed unexpectedly on attempt', attempt + 1);
}
}, 500); // Small delay to check if writer completes
}
if (stalledTimeout) {
clearTimeout(stalledTimeout);
}
if (overallTimeout) {
clearInterval(overallTimeout);
}
});
response.data.on('abort', () => {
// Only treat as error if not already handled by stall detection
if (!streamError && !streamCompleted && !downloadStalled) {
streamError = new Error('Download aborted due to network issue. Please retry.');
console.log('Stream aborted on attempt', attempt + 1);
}
if (stalledTimeout) {
clearTimeout(stalledTimeout);
}
});
response.data.pipe(writer); response.data.pipe(writer);
let promiseReject = null;
await new Promise((resolve, reject) => { await new Promise((resolve, reject) => {
// Store promise reject function for immediate use by stall timeout
promiseReject = reject;
writer.on('finish', () => { writer.on('finish', () => {
streamCompleted = true;
console.log(`Writer finished on attempt ${attempt + 1}, downloaded: ${(downloaded / 1024 / 1024).toFixed(2)} MB`);
// Clear ALL timeouts to prevent them from firing after completion
if (stalledTimeout) { if (stalledTimeout) {
clearTimeout(stalledTimeout); clearTimeout(stalledTimeout);
console.log('Cleared stall timeout after writer finished');
} }
if (overallTimeout) {
clearInterval(overallTimeout);
console.log('Cleared overall timeout after writer finished');
}
// Download is successful if writer finished - regardless of stream state
if (!downloadStalled) { if (!downloadStalled) {
console.log(`Download completed successfully on attempt ${attempt + 1}`); console.log(`Download completed successfully on attempt ${attempt + 1}`);
resolve(); resolve();
} else { } else {
reject(new Error('Download stalled')); // Don't reject here if we already rejected due to network loss - prevents duplicate rejection
console.log('Writer finished after stall detection, ignoring...');
} }
}); });
writer.on('error', (error) => { writer.on('error', (error) => {
// Ignore write errors if stream was intentionally cancelled
if (downloadStalled || controller.signal.aborted) {
console.log(`Ignoring writer error after cancellation: ${error.code || error.message}`);
return;
}
if (!streamError) {
streamError = new Error(`File write error: ${error.code || error.message}. Please retry.`);
console.error(`Writer error on attempt ${attempt + 1}:`, error.code || error.message);
}
if (stalledTimeout) { if (stalledTimeout) {
clearTimeout(stalledTimeout); clearTimeout(stalledTimeout);
} }
reject(error); if (overallTimeout) {
clearInterval(overallTimeout);
}
reject(streamError);
}); });
response.data.on('error', (error) => { // Handle case where stream ends without finishing writer
if (stalledTimeout) { response.data.on('end', () => {
clearTimeout(stalledTimeout); if (!streamCompleted && !downloadStalled && !streamError) {
// Give a small delay for writer to finish - this is normal behavior
setTimeout(() => {
if (!streamCompleted) {
console.log('Stream ended but writer not finished - waiting longer...');
// Give more time for writer to finish - this might be slow disk I/O
setTimeout(() => {
if (!streamCompleted) {
streamError = new Error('Download incomplete. Please retry.');
reject(streamError);
}
}, 2000);
}
}, 1000);
} }
reject(error);
}); });
}); });
// Si on arrive ici, le téléchargement a réussi return dest;
return;
} catch (error) { } catch (error) {
lastError = error; lastError = error;
console.error(`Download attempt ${attempt + 1} failed:`, error.code || error.message); retryState.lastError = error;
console.error(`Download attempt ${attempt + 1} failed:`, error.code || error.message);
console.error(`Error details:`, {
isConnectionLost: error.isConnectionLost,
canRetry: error.canRetry,
message: error.message,
downloadStalled: downloadStalled,
streamCompleted: streamCompleted
});
// Check if download actually completed successfully despite the error
if (fs.existsSync(dest)) {
const stats = fs.statSync(dest);
const sizeInMB = stats.size / 1024 / 1024;
console.log(`File size after error: ${sizeInMB.toFixed(2)} MB`);
// If file is substantial size (> 1.5GB), treat as success and break
if (sizeInMB >= 1500) {
console.log('File appears to be complete despite error, treating as success');
return dest; // Exit the retry loop successfully
}
}
// Nettoyer le fichier partiel en cas d'erreur // Enhanced file cleanup with validation
if (fs.existsSync(dest)) { if (fs.existsSync(dest)) {
try { try {
// HTTP 416 = Range Not Satisfiable, delete corrupted partial file
const isRangeError = error.message && error.message.includes('416');
// Check if file is corrupted (small or invalid) or if error is non-resumable
const partialStats = fs.statSync(dest);
const isResumableError = error.message && (
error.message.includes('stalled') ||
error.message.includes('timeout') ||
error.message.includes('network') ||
error.message.includes('aborted')
);
// Check if download appears to be complete (close to expected PWR size)
const isPossiblyComplete = partialStats.size >= 1500 * 1024 * 1024; // >= 1.5GB
if (isRangeError || partialStats.size < 1024 * 1024 || (!isResumableError && !isPossiblyComplete)) {
// Delete if HTTP 416 OR file is too small OR error is non-resumable AND not possibly complete
const reason = isRangeError ? 'HTTP 416 range error' : (!isResumableError && !isPossiblyComplete ? 'non-resumable error' : 'too small');
console.log(`[Cleanup] Removing file (${reason}): ${(partialStats.size / 1024 / 1024).toFixed(2)} MB`);
fs.unlinkSync(dest); fs.unlinkSync(dest);
} catch (cleanupError) { } else {
console.warn('Could not cleanup partial file:', cleanupError.message); // Keep the file for resume on resumable errors or if possibly complete
console.log(`[Resume] Keeping file (${isPossiblyComplete ? 'possibly complete' : 'for resume'}): ${(partialStats.size / 1024 / 1024).toFixed(2)} MB`);
} }
} catch (cleanupError) {
console.warn('Could not handle partial file:', cleanupError.message);
} }
}
// Vérifier si c'est une erreur réseau que l'on peut retry // Expanded retryable error codes for better network detection
const retryableErrors = ['ECONNRESET', 'ENOTFOUND', 'ECONNREFUSED', 'ETIMEDOUT', 'ESOCKETTIMEDOUT', 'EPROTO']; const retryableErrors = [
const isRetryable = retryableErrors.includes(error.code) || 'ECONNRESET', 'ENOTFOUND', 'ECONNREFUSED', 'ETIMEDOUT',
error.message.includes('timeout') || 'ESOCKETTIMEDOUT', 'EPROTO', 'ENETDOWN', 'EHOSTUNREACH',
error.message.includes('stalled') || 'ECONNABORTED', 'EPIPE', 'ENETRESET', 'EADDRNOTAVAIL',
(error.response && error.response.status >= 500); 'ERR_NETWORK', 'ERR_INTERNET_DISCONNECTED', 'ERR_CONNECTION_RESET',
'ERR_CONNECTION_TIMED_OUT', 'ERR_NAME_NOT_RESOLVED', 'ERR_CONNECTION_CLOSED'
];
const isRetryable = retryableErrors.includes(error.code) ||
error.message.includes('timeout') ||
error.message.includes('stalled') ||
error.message.includes('aborted') ||
error.message.includes('network') ||
error.message.includes('connection') ||
error.message.includes('Please retry') ||
error.message.includes('corrupted') ||
error.message.includes('invalid') ||
(error.response && error.response.status >= 500);
if (!isRetryable || attempt === maxRetries - 1) { // Respect error's canRetry property if set
console.error(`Non-retryable error or max retries reached: ${error.code || error.message}`); const canRetry = (error.canRetry === false) ? false : isRetryable;
break; if (!canRetry || attempt === maxRetries - 1) {
} // Don't set retryState.canRetry to false for max retries - user should still be able to retry manually
retryState.canRetry = error.canRetry === false ? false : true;
console.error(`Non-retryable error or max retries reached: ${error.code || error.message}`);
break;
}
console.log(`Retryable error detected, will retry in ${2000 * (attempt + 1)}ms...`); console.log(`Retryable error detected, will retry...`);
} }
} }
throw new Error(`Download failed after ${maxRetries} attempts. Last error: ${lastError?.code || lastError?.message || 'Unknown error'}`); // Enhanced error with retry state and user-friendly message
const detailedError = lastError?.code || lastError?.message || 'Unknown error';
const errorMessage = `Download failed after ${maxRetries} attempts. Last error: ${detailedError}. Please retry`;
const enhancedError = new Error(errorMessage);
enhancedError.retryState = retryState;
enhancedError.lastError = lastError;
enhancedError.detailedError = detailedError;
// Allow manual retry unless it's a connection lost error
enhancedError.canRetry = !lastError?.isConnectionLost && lastError?.canRetry !== false;
throw enhancedError;
} }
function findHomePageUIPath(gameLatest) { function findHomePageUIPath(gameLatest) {
@@ -205,8 +508,82 @@ function findLogoPath(gameLatest) {
return searchDirectory(gameLatest); return searchDirectory(gameLatest);
} }
// Automatic stall retry function for network stalls
async function retryStalledDownload(url, dest, progressCallback, previousError = null) {
console.log('Automatic stall retry initiated for:', url);
// Wait before retry to allow network recovery
console.log(`Waiting ${AUTOMATIC_STALL_RETRY_DELAY/1000} seconds before automatic retry...`);
await new Promise(resolve => setTimeout(resolve, AUTOMATIC_STALL_RETRY_DELAY));
try {
// Create new retryState for automatic retry
const automaticRetryState = {
attempts: 1,
maxRetries: 1,
canRetry: true,
lastError: null,
automaticStallRetries: (previousError && previousError.retryState) ? previousError.retryState.automaticStallRetries + 1 : 1,
isAutomaticRetry: true
};
// Update progress callback with automatic retry info
if (progressCallback) {
progressCallback(
`Automatic stall retry ${automaticRetryState.automaticStallRetries}/${MAX_AUTOMATIC_STALL_RETRIES}...`,
null, null, null, null, automaticRetryState
);
}
await downloadFile(url, dest, progressCallback, 1);
console.log('Automatic stall retry successful');
} catch (error) {
console.error('Automatic stall retry failed:', error.message);
throw error;
}
}
// Manual retry function for user-initiated retries
async function retryDownload(url, dest, progressCallback, previousError = null) {
console.log('Manual retry initiated for:', url);
// If we have a previous error with retry state, continue from there
let additionalRetries = 3; // Allow 3 additional manual retries
if (previousError && previousError.retryState) {
additionalRetries = Math.max(2, 5 - previousError.retryState.attempts);
}
// Ensure cache directory exists before retrying
const destDir = path.dirname(dest);
if (!fs.existsSync(destDir)) {
console.log('Creating cache directory:', destDir);
fs.mkdirSync(destDir, { recursive: true });
}
// CRITICAL: Delete partial file before manual retry to avoid HTTP 416
if (fs.existsSync(dest)) {
try {
const stats = fs.statSync(dest);
console.log(`[Retry] Deleting partial file before retry: ${(stats.size / 1024 / 1024).toFixed(2)} MB`);
fs.unlinkSync(dest);
} catch (err) {
console.warn('Could not delete partial file:', err.message);
}
}
try {
await downloadFile(url, dest, progressCallback, additionalRetries);
console.log('Manual retry successful');
} catch (error) {
console.error('Manual retry failed:', error.message);
throw error;
}
}
module.exports = { module.exports = {
downloadFile, downloadFile,
retryDownload,
retryStalledDownload,
findHomePageUIPath, findHomePageUIPath,
findLogoPath findLogoPath
}; };

View File

@@ -1,4 +1,5 @@
const { execSync } = require('child_process'); const { execSync } = require('child_process');
const fs = require('fs');
function getOS() { function getOS() {
if (process.platform === 'win32') return 'windows'; if (process.platform === 'win32') return 'windows';
@@ -17,11 +18,16 @@ 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 (process.env.WAYLAND_DISPLAY) { if (waylandDisplay) {
return true; return true;
} }
@@ -43,23 +49,48 @@ function setupWaylandEnvironment() {
if (process.platform !== 'linux') { if (process.platform !== 'linux') {
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, configuring environment...'); console.log('Detected Wayland session, checking for Gamescope/Steam Deck...');
const envVars = { const envVars = {};
SDL_VIDEODRIVER: 'wayland',
GDK_BACKEND: 'wayland', // Only set Ozone hint if not already set by user
QT_QPA_PLATFORM: 'wayland', if (!process.env.ELECTRON_OZONE_PLATFORM_HINT) {
MOZ_ENABLE_WAYLAND: '1', envVars.ELECTRON_OZONE_PLATFORM_HINT = 'wayland';
_JAVA_AWT_WM_NONREPARENTING: '1' }
};
// 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';
envVars.ELECTRON_OZONE_PLATFORM_HINT = 'wayland'; 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;
@@ -217,12 +248,17 @@ function setupGpuEnvironment(gpuPreference) {
const envVars = {}; const envVars = {};
if (finalPreference === 'dedicated') { if (finalPreference === 'dedicated') {
envVars.DRI_PRIME = '1';
if (detected.vendor === 'nvidia') { if (detected.vendor === 'nvidia') {
envVars.__NV_PRIME_RENDER_OFFLOAD = '1'; envVars.__NV_PRIME_RENDER_OFFLOAD = '1';
envVars.__GLX_VENDOR_LIBRARY_NAME = 'nvidia'; envVars.__GLX_VENDOR_LIBRARY_NAME = 'nvidia';
envVars.__GL_SHADER_DISK_CACHE = '1'; const nvidiaEglFile = '/usr/share/glvnd/egl_vendor.d/10_nvidia.json';
envVars.__GL_SHADER_DISK_CACHE_PATH = '/tmp'; if (fs.existsSync(nvidiaEglFile)) {
envVars.__EGL_VENDOR_LIBRARY_FILENAMES = nvidiaEglFile;
} else {
console.warn('NVIDIA EGL vendor library file not found, not setting __EGL_VENDOR_LIBRARY_FILENAMES');
}
} else {
envVars.DRI_PRIME = '1';
} }
console.log('GPU environment variables:', envVars); console.log('GPU environment variables:', envVars);
} else { } else {

View File

@@ -0,0 +1,120 @@
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

@@ -0,0 +1,131 @@
const fs = require('fs-extra');
const path = require('path');
/**
* Backup and restore UserData folder during game updates
*/
class UserDataBackup {
/**
* Backup UserData folder to a temporary location
* @param {string} installPath - Base installation path (e.g., C:\Users\...\HytaleF2P)
* @param {string} branch - Branch name (release or pre-release)
* @param {boolean} hasVersionConfig - True if config.json has version_client and version_branch
* @returns {Promise<string|null>} - Path to backup or null if no UserData found
*/
async backupUserData(installPath, branch, hasVersionConfig = true) {
let userDataPath;
// Si on n'a pas de version_client/version_branch dans config.json,
// c'est une ancienne installation, on cherche dans installPath/HytaleF2P/release
if (!hasVersionConfig) {
const oldPath = path.join(installPath, 'HytaleF2P', 'release', 'package', 'game', 'latest', 'Client', 'UserData');
console.log(`[UserDataBackup] No version_client/version_branch detected, searching old installation in: ${oldPath}`);
if (fs.existsSync(oldPath)) {
userDataPath = oldPath;
console.log(`[UserDataBackup] ✓ Old installation found! UserData exists in old location`);
} else {
console.log(`[UserDataBackup] ✗ No old installation found in ${oldPath}`);
userDataPath = path.join(installPath, branch, 'package', 'game', 'latest', 'Client', 'UserData');
}
} else {
// Si on a version_client/version_branch, on cherche dans installPath/HytaleF2P/<branch>
userDataPath = path.join(installPath, branch, 'package', 'game', 'latest', 'Client', 'UserData');
console.log(`[UserDataBackup] Version configured, searching in: ${userDataPath}`);
}
if (!fs.existsSync(userDataPath)) {
console.log(`[UserDataBackup] ✗ No UserData found at ${userDataPath}, backup skipped`);
return null;
}
console.log(`[UserDataBackup] ✓ UserData found at ${userDataPath}`);
const backupPath = path.join(installPath, `UserData_backup_${branch}_${Date.now()}`);
try {
console.log(`[UserDataBackup] Copying from ${userDataPath} to ${backupPath}...`);
await fs.copy(userDataPath, backupPath, {
overwrite: true,
errorOnExist: false,
dereference: true // Follow symlinks to avoid EPERM errors on Windows
});
console.log('[UserDataBackup] ✓ Backup completed successfully');
return backupPath;
} catch (error) {
console.error('[UserDataBackup] ✗ Erreur lors du backup:', error);
throw new Error(`Failed to backup UserData: ${error.message}`);
}
}
/**
* Restore UserData folder from backup
* @param {string} backupPath - Path to the backup folder
* @param {string} installPath - Base installation path
* @param {string} branch - Branch name (release or pre-release)
* @returns {Promise<boolean>} - True if restored, false otherwise
*/
async restoreUserData(backupPath, installPath, branch) {
if (!backupPath || !fs.existsSync(backupPath)) {
console.log('No backup to restore or backup path does not exist');
return false;
}
const userDataPath = path.join(installPath, branch, 'package', 'game', 'latest', 'Client', 'UserData');
try {
console.log(`Restoring UserData from ${backupPath} to ${userDataPath}`);
// Ensure parent directory exists
const parentDir = path.dirname(userDataPath);
if (!fs.existsSync(parentDir)) {
await fs.ensureDir(parentDir);
}
await fs.copy(backupPath, userDataPath, {
overwrite: true,
errorOnExist: false,
dereference: true // Follow symlinks to avoid EPERM errors on Windows
});
console.log('UserData restore completed successfully');
return true;
} catch (error) {
console.error('Error restoring UserData:', error);
throw new Error(`Failed to restore UserData: ${error.message}`);
}
}
/**
* Clean up backup folder
* @param {string} backupPath - Path to the backup folder to delete
* @returns {Promise<boolean>} - True if deleted, false otherwise
*/
async cleanupBackup(backupPath) {
if (!backupPath || !fs.existsSync(backupPath)) {
return false;
}
try {
console.log(`Cleaning up backup at ${backupPath}`);
await fs.remove(backupPath);
console.log('Backup cleanup completed');
return true;
} catch (error) {
console.error('Error cleaning up backup:', error);
return false;
}
}
/**
* Check if UserData exists for a specific branch
* @param {string} installPath - Base installation path
* @param {string} branch - Branch name (release or pre-release)
* @returns {boolean} - True if UserData exists
*/
hasUserData(installPath, branch) {
const userDataPath = path.join(installPath, branch, 'package', 'game', 'latest', 'Client', 'UserData');
return fs.existsSync(userDataPath);
}
}
module.exports = new UserDataBackup();

View File

@@ -0,0 +1,172 @@
const fs = require('fs-extra');
const path = require('path');
const { getHytaleSavesDir, getResolvedAppDir } = require('../core/paths');
const { loadConfig, saveConfig } = require('../core/config');
/**
* NEW SYSTEM (2.2.0+): UserData Migration to Centralized Location
*
* UserData is now stored in a centralized location instead of inside game installation:
* - Windows: %LOCALAPPDATA%\HytaleSaves\
* - macOS: ~/Library/Application Support/HytaleSaves/
* - Linux: ~/.hytalesaves/
*
* This eliminates the need for backup/restore during updates.
*/
/**
* Check if migration to centralized UserData has been completed
*/
function isMigrationCompleted() {
const config = loadConfig();
return config.userDataMigrated === true;
}
/**
* Mark migration as completed
*/
function markMigrationCompleted() {
saveConfig({ userDataMigrated: true });
console.log('[UserDataMigration] Migration marked as completed in config');
}
/**
* Find old UserData location (pre-2.2.0)
* Searches in: installPath/branch/package/game/latest/Client/UserData
*/
function findOldUserDataPath() {
try {
const config = loadConfig();
const installPath = getResolvedAppDir();
const branch = config.version_branch || 'release';
console.log(`[UserDataMigration] Looking for old UserData...`);
console.log(`[UserDataMigration] Install path: ${installPath}`);
console.log(`[UserDataMigration] Branch: ${branch}`);
// Old location
const oldPath = path.join(installPath, branch, 'package', 'game', 'latest', 'Client', 'UserData');
console.log(`[UserDataMigration] Checking: ${oldPath}`);
console.log(`[UserDataMigration] Checking: ${oldPath}`);
if (fs.existsSync(oldPath)) {
console.log(`[UserDataMigration] ✓ Found old UserData at: ${oldPath}`);
return oldPath;
}
console.log(`[UserDataMigration] ✗ Not found at current branch location`);
// Try other branch if current doesn't exist
const otherBranch = branch === 'release' ? 'pre-release' : 'release';
const otherPath = path.join(installPath, otherBranch, 'package', 'game', 'latest', 'Client', 'UserData');
console.log(`[UserDataMigration] Checking other branch: ${otherPath}`);
console.log(`[UserDataMigration] Checking other branch: ${otherPath}`);
if (fs.existsSync(otherPath)) {
console.log(`[UserDataMigration] ✓ Found old UserData in other branch at: ${otherPath}`);
return otherPath;
}
console.log('[UserDataMigration] ✗ No old UserData found in any branch');
return null;
} catch (error) {
console.error('[UserDataMigration] Error finding old UserData:', error);
return null;
}
}
/**
* Migrate UserData from old location to new centralized location
* One-time operation when upgrading to 2.2.0
*/
async function migrateUserDataToCentralized() {
// Check if already migrated
if (isMigrationCompleted()) {
console.log('[UserDataMigration] Migration already completed, skipping');
return { success: true, alreadyMigrated: true };
}
console.log('[UserDataMigration] === Starting UserData Migration to Centralized Location ===');
const newUserDataPath = getHytaleSavesDir();
console.log(`[UserDataMigration] Target location: ${newUserDataPath}`);
// Ensure new directory exists
if (!fs.existsSync(newUserDataPath)) {
fs.mkdirSync(newUserDataPath, { recursive: true });
console.log('[UserDataMigration] Created new HytaleSaves directory');
}
// Find old UserData
const oldUserDataPath = findOldUserDataPath();
if (!oldUserDataPath) {
console.log('[UserDataMigration] No old UserData found - fresh install or already migrated');
// Don't mark as migrated - let it check again next time in case game gets installed later
return { success: true, freshInstall: true };
}
// Check if new location already has data (shouldn't happen, but safety check)
const existingFiles = fs.readdirSync(newUserDataPath);
if (existingFiles.length > 0) {
console.warn('[UserDataMigration] New location already contains files, marking as migrated to avoid re-attempts');
markMigrationCompleted();
return { success: true, skipped: true, reason: 'target_not_empty' };
}
try {
console.log(`[UserDataMigration] Copying from ${oldUserDataPath} to ${newUserDataPath}...`);
// Copy all UserData to new location
await fs.copy(oldUserDataPath, newUserDataPath, {
overwrite: false,
errorOnExist: false,
dereference: true // Follow symlinks to avoid EPERM errors on Windows
});
console.log('[UserDataMigration] ✓ UserData copied successfully');
// Mark migration as completed
markMigrationCompleted();
console.log('[UserDataMigration] === Migration Completed Successfully ===');
return {
success: true,
migrated: true,
from: oldUserDataPath,
to: newUserDataPath
};
} catch (error) {
console.error('[UserDataMigration] ✗ Migration failed:', error);
return {
success: false,
error: error.message,
from: oldUserDataPath,
to: newUserDataPath
};
}
}
/**
* Get the centralized UserData path (always use this in 2.2.0+)
* Ensures directory exists
*/
function getUserDataPath() {
const userDataPath = getHytaleSavesDir();
// Ensure directory exists
if (!fs.existsSync(userDataPath)) {
fs.mkdirSync(userDataPath, { recursive: true });
console.log(`[UserDataMigration] Created UserData directory: ${userDataPath}`);
}
return userDataPath;
}
module.exports = {
migrateUserDataToCentralized,
getUserDataPath,
isMigrationCompleted,
findOldUserDataPath
};

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provider: github
owner: amiayweb # Change to your own GitHub username
repo: Hytale-F2P

284
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# Auto-Updates System
This document explains how the automatic update system works in the Hytale F2P Launcher.
## Overview
The launcher uses [electron-updater](https://www.electron.build/auto-update) to automatically check for, download, and install updates. When a new version is available, users are notified and the update is downloaded in the background.
## How It Works
### 1. Update Checking
- **Automatic Check**: The app automatically checks for updates 3 seconds after startup
- **Manual Check**: Users can manually check for updates through the UI
- **Update Source**: Updates are fetched from GitHub Releases
### 2. Update Process
1. **Check for Updates**: The app queries GitHub Releases for a newer version
2. **Notify User**: If an update is available, the user is notified via the UI
3. **Download**: The update is automatically downloaded in the background
4. **Progress Tracking**: Download progress is shown to the user
5. **Install**: When the download completes, the user can choose to install immediately or wait until the app restarts
### 3. Installation
- Updates are installed when the app quits (if `autoInstallOnAppQuit` is enabled)
- Users can also manually trigger installation through the UI
- The app will restart automatically after installation
## Version Detection & Comparison
### Current Version Source
The app's current version is read from `package.json`:
```json
{
"version": "2.0.2b"
}
```
This version is embedded into the built application and is accessible via `app.getVersion()` in Electron. When the app is built, electron-builder also creates an internal `app-update.yml` file in the app's resources that contains this version information.
### How Version Detection Works
1. **Current Version**: The app knows its own version from `package.json`, which is:
- Read at build time
- Embedded in the application binary
- Stored in the app's metadata
2. **Fetching Latest Version**: When checking for updates, electron-updater:
- Queries the GitHub Releases API: `https://api.github.com/repos/amiayweb/Hytale-F2P/releases/latest`
- Or reads the update metadata file: `https://github.com/amiayweb/Hytale-F2P/releases/download/latest/latest.yml` (or `latest-mac.yml` for macOS)
- The metadata file contains:
```yaml
version: 2.0.3
releaseDate: '2024-01-15T10:30:00.000Z'
path: Hytale-F2P-Launcher-2.0.3-x64.exe
sha512: ...
```
3. **Version Comparison**: electron-updater uses semantic versioning comparison:
- Compares the **current version** (from `package.json`) with the **latest version** (from GitHub Releases)
- Uses semantic versioning rules: `major.minor.patch` (e.g., `2.0.2` vs `2.0.3`)
- An update is available if the remote version is **greater than** the current version
- Examples:
- Current: `2.0.2` → Remote: `2.0.3` ✅ Update available
- Current: `2.0.2` → Remote: `2.0.2` ❌ No update (same version)
- Current: `2.0.3` → Remote: `2.0.2` ❌ No update (current is newer)
- Current: `2.0.2b` → Remote: `2.0.3` ✅ Update available (prerelease tags are handled)
4. **Version Format Handling**:
- **Semantic versions** (e.g., `1.0.0`, `2.1.3`) are compared numerically
- **Prerelease versions** (e.g., `2.0.2b`, `2.0.2-beta`) are compared with special handling
- **Non-semantic versions** may cause issues - it's recommended to use semantic versioning
### Update Metadata Files
When you build and publish a release, electron-builder generates platform-specific metadata files:
**Windows/Linux** (`latest.yml`):
```yaml
version: 2.0.3
files:
- url: Hytale-F2P-Launcher-2.0.3-x64.exe
sha512: abc123...
size: 12345678
path: Hytale-F2P-Launcher-2.0.3-x64.exe
sha512: abc123...
releaseDate: '2024-01-15T10:30:00.000Z'
```
**macOS** (`latest-mac.yml`):
```yaml
version: 2.0.3
files:
- url: Hytale-F2P-Launcher-2.0.3-arm64-mac.zip
sha512: def456...
size: 23456789
path: Hytale-F2P-Launcher-2.0.3-arm64-mac.zip
sha512: def456...
releaseDate: '2024-01-15T10:30:00.000Z'
```
These files are:
- Automatically generated during build
- Uploaded to GitHub Releases
- Fetched by electron-updater to check for updates
- Used to determine if an update is available and what to download
### The Check Process in Detail
When `appUpdater.checkForUpdatesAndNotify()` is called:
1. **Read Current Version**: Gets version from `app.getVersion()` (which reads from `package.json`)
2. **Fetch Update Info**:
- Makes HTTP request to GitHub Releases API or reads `latest.yml`
- Gets the version number from the metadata
3. **Compare Versions**:
- Uses semantic versioning comparison (e.g., `semver.gt(remoteVersion, currentVersion)`)
- If remote > current: update available
- If remote <= current: no update
4. **Emit Events**:
- `update-available` if newer version found
- `update-not-available` if already up to date
5. **Download if Available**: If `autoDownload` is enabled, starts downloading automatically
### Example Flow
```
App Version: 2.0.2 (from package.json)
Check GitHub Releases API
Latest Release: 2.0.3
Compare: 2.0.3 > 2.0.2? YES
Emit: 'update-available' event
Download update automatically
Emit: 'update-downloaded' event
User can install on next restart
```
## Components
### AppUpdater Class (`backend/appUpdater.js`)
The main class that handles all update operations:
- **`checkForUpdatesAndNotify()`**: Checks for updates and shows a system notification if available
- **`checkForUpdates()`**: Manually checks for updates (returns a promise)
- **`quitAndInstall()`**: Quits the app and installs the downloaded update
### Events
The AppUpdater emits the following events that the UI can listen to:
- `update-checking`: Update check has started
- `update-available`: A new update is available
- `update-not-available`: App is up to date
- `update-download-progress`: Download progress updates
- `update-downloaded`: Update has finished downloading
- `update-error`: An error occurred during the update process
## Configuration
### Package.json
The publish configuration in `package.json` tells electron-builder where to publish updates:
```json
"publish": {
"provider": "github",
"owner": "amiayweb",
"repo": "Hytale-F2P"
}
```
This means updates will be fetched from GitHub Releases for the `amiayweb/Hytale-F2P` repository.
## Publishing Updates
### For Developers
1. **Update Version**: Bump the version in `package.json` (e.g., `2.0.2b` → `2.0.3`)
2. **Build the App**: Run the build command for your platform:
```bash
npm run build:win # Windows
npm run build:mac # macOS
npm run build:linux # Linux
```
3. **Publish to GitHub**: When building with electron-builder, it will:
- Generate update metadata files (`latest.yml`, `latest-mac.yml`, etc.)
- Upload the built files to GitHub Releases (if configured with `GH_TOKEN`)
- Make them available for auto-update
4. **Release on GitHub**: Create a GitHub Release with the new version tag
### Important Notes
- **macOS Code Signing**: macOS apps **must** be code-signed for auto-updates to work
- **Version Format**: Use semantic versioning (e.g., `1.0.0`, `2.0.1`) for best compatibility
- **Update Files**: electron-builder automatically generates the required metadata files (`latest.yml`, etc.)
## Testing Updates
### Development Mode
To test updates during development, create a `dev-app-update.yml` file in the project root:
```yaml
owner: amiayweb
repo: Hytale-F2P
provider: github
```
Then enable dev mode in the code:
```javascript
autoUpdater.forceDevUpdateConfig = true;
```
### Local Testing
For local testing, you can use a local server (like Minio) or a generic HTTP server to host update files.
## User Experience
### What Users See
1. **On Startup**: The app silently checks for updates in the background
2. **Update Available**: A notification appears if an update is found
3. **Downloading**: Progress bar shows download status
4. **Ready to Install**: User is notified when the update is ready
5. **Installation**: Update installs on app restart or when user clicks "Install Now"
### User Actions
- Users can manually check for updates through the settings/update menu
- Users can choose to install immediately or wait until next app launch
- Users can continue using the app while updates download in the background
## Troubleshooting
### Updates Not Working
1. **Check GitHub Releases**: Ensure releases are published on GitHub
2. **Check Version**: Make sure the version in `package.json` is higher than the current release
3. **Check Logs**: Check the app logs for update-related errors
4. **Code Signing (macOS)**: Verify the app is properly code-signed
### Common Issues
- **"Update not available"**: Version in `package.json` may not be higher than the current release
- **"Download failed"**: Network issues or GitHub API rate limits
- **"Installation failed"**: Permissions issue or app is running from an unsupported location
## Technical Details
### Supported Platforms
- **Windows**: NSIS installer (auto-update supported)
- **macOS**: DMG + ZIP (auto-update supported, requires code signing)
- **Linux**: AppImage, DEB, RPM, Pacman (auto-update supported)
### Update Files Generated
When building, electron-builder generates:
- `latest.yml` (Windows/Linux)
- `latest-mac.yml` (macOS)
- `latest-linux.yml` (Linux)
These files contain metadata about the latest release and are automatically uploaded to GitHub Releases.
## References
- [electron-updater Documentation](https://www.electron.build/auto-update)
- [electron-builder Auto Update Guide](https://www.electron.build/auto-update)

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# Clearing Electron-Updater Cache
To force electron-updater to re-download an update file, you need to clear the cached download.
## Quick Method (Terminal)
### macOS
```bash
# Remove the entire cache directory
rm -rf ~/Library/Caches/hytale-f2p-launcher
# Or just remove pending downloads
rm -rf ~/Library/Caches/hytale-f2p-launcher/pending
```
### Windows
```bash
# Remove the entire cache directory
rmdir /s "%LOCALAPPDATA%\hytale-f2p-launcher-updater"
# Or just remove pending downloads
rmdir /s "%LOCALAPPDATA%\hytale-f2p-launcher-updater\pending"
```
### Linux
```bash
# Remove the entire cache directory
rm -rf ~/.cache/hytale-f2p-launcher-updater
# Or just remove pending downloads
rm -rf ~/.cache/hytale-f2p-launcher-updater/pending
```
## Cache Locations
electron-updater stores downloaded updates in:
- **macOS**: `~/Library/Caches/hytale-f2p-launcher/`
- **Windows**: `%LOCALAPPDATA%\hytale-f2p-launcher-updater\`
- **Linux**: `~/.cache/hytale-f2p-launcher-updater/`
The cache typically contains:
- `pending/` - Downloaded update files waiting to be installed
- Metadata files about available updates
## After Clearing
After clearing the cache:
1. Restart the launcher
2. It will check for updates again
3. The update will be re-downloaded from scratch
## Programmatic Method
You can also clear the cache programmatically by adding this to your code:
```javascript
const { autoUpdater } = require('electron-updater');
const path = require('path');
const fs = require('fs');
const os = require('os');
function clearUpdateCache() {
const cacheDir = path.join(
os.homedir(),
process.platform === 'win32'
? 'AppData/Local/hytale-f2p-launcher-updater'
: process.platform === 'darwin'
? 'Library/Caches/hytale-f2p-launcher'
: '.cache/hytale-f2p-launcher-updater'
);
if (fs.existsSync(cacheDir)) {
fs.rmSync(cacheDir, { recursive: true, force: true });
console.log('Update cache cleared');
}
}
```

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# Steam Deck / Ubuntu LTS Crash Investigation
## Status: SOLVED
**Last updated:** 2026-01-27
**Solution:** Replace bundled `libzstd.so` with system version.
---
## Problem Summary
The Hytale F2P launcher's client patcher causes crashes on Steam Deck and Ubuntu LTS with the error:
```
free(): invalid pointer
```
or
```
SIGSEGV (Segmentation fault)
```
The crash occurs after successful authentication, specifically right after "Finished handling RequiredAssets".
**Affected Systems:**
- Steam Deck (glibc 2.41)
- Ubuntu LTS
**Working Systems:**
- macOS
- Windows
- Older Arch Linux (glibc < 2.41)
---
## 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
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
| Approach | Result |
|----------|--------|
| jemalloc allocator | Worked ~30% of time, not stable |
| GLIBC_TUNABLES | No effect |
| taskset (CPU pinning) | Single core too slow |
| nice/chrt (scheduling) | No effect |
| Various patching approaches | All crashed |
### Key Insight
The crash was in `libzstd.so`, not in our patched code. The patching just changed timing enough to expose the libzstd incompatibility more frequently.
---
## GDB Stack Trace (Historical)
```
#0 0x00007ffff7d3f5a4 in ?? () from /usr/lib/libc.so.6
#1 raise () from /usr/lib/libc.so.6
#2 abort () from /usr/lib/libc.so.6
#3-#4 ?? () from /usr/lib/libc.so.6
#5 free () from /usr/lib/libc.so.6
#6 ?? () from libzstd.so <-- CRASH POINT (bundled library)
#7-#24 HytaleClient code (asset decompression)
```
---
## Branch
`fix/steamdeck-libzstd`

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# Steam Deck / Linux Crash Fix
## SOLUTION: Use system libzstd
The crash is caused by the bundled `libzstd.so` being incompatible with glibc 2.41's stricter heap validation.
### Automatic Fix
The launcher automatically replaces `libzstd.so` with the system version. No manual action needed.
### Manual Fix
```bash
cd ~/.hytalef2p/release/package/game/latest/Client
# Backup and replace
mv libzstd.so libzstd.so.bundled
ln -s /usr/lib/libzstd.so.1 libzstd.so
```
### Restore Original
```bash
cd ~/.hytalef2p/release/package/game/latest/Client
rm libzstd.so
mv libzstd.so.bundled libzstd.so
```
---
## Debug Commands (for troubleshooting)
### Check libzstd Status
```bash
# Check if symlinked
ls -la ~/.hytalef2p/release/package/game/latest/Client/libzstd.so
# Find system libzstd
find /usr/lib -name "libzstd.so*"
```
### Binary Validation
```bash
file ~/.hytalef2p/release/package/game/latest/Client/HytaleClient
ldd ~/.hytalef2p/release/package/game/latest/Client/HytaleClient
```
### Restore Client Binary
```bash
cd ~/.hytalef2p/release/package/game/latest/Client
cp HytaleClient.original HytaleClient
rm -f HytaleClient.patched_custom
```
---
## Environment Variables
| Variable | Description | Example |
|----------|-------------|---------|
| `HYTALE_AUTH_DOMAIN` | Custom auth domain | `auth.sanasol.ws` |
| `HYTALE_NO_LIBZSTD_FIX` | Disable libzstd replacement | `1` |

196
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# Testing Auto-Updates
This guide explains how to test the auto-update system during development.
## Quick Start
### Option 1: Test with GitHub Releases (Easiest)
1. **Set up dev-app-update.yml** (already done):
```yaml
provider: github
owner: amiayweb
repo: Hytale-F2P
```
2. **Lower your current version** in `package.json`:
- Change version to something lower than what's on GitHub (e.g., `2.0.1` if GitHub has `2.0.3`)
3. **Run the app in dev mode**:
```bash
npm run dev
# or
npm start
```
4. **The app will check for updates** 3 seconds after startup
- If a newer version exists on GitHub, it will detect it
- Check the console logs for update messages
### Option 2: Test with Local HTTP Server
For more control, you can set up a local server:
1. **Create a test update server**:
```bash
# Create a test directory
mkdir -p test-updates
cd test-updates
```
2. **Build a test version** with a higher version number:
```bash
# In package.json, set version to 2.0.4
npm run build
```
3. **Copy the generated files** to your test server:
- Copy `dist/latest.yml` (or `latest-mac.yml` for macOS)
- Copy the built installer/package
4. **Start a simple HTTP server**:
```bash
# Using Python
python3 -m http.server 8080
# Or using Node.js http-server
npx http-server -p 8080
```
5. **Update dev-app-update.yml** to point to local server:
```yaml
provider: generic
url: http://localhost:8080
```
6. **Run the app** and it will check your local server
## Testing Steps
### 1. Prepare Test Environment
**Current version**: `2.0.3` (in package.json)
**Test version**: `2.0.4` (on GitHub or local server)
### 2. Run the App
```bash
npm run dev
```
### 3. Watch for Update Events
The app will automatically check for updates 3 seconds after startup. Watch the console for:
```
Checking for updates...
Update available: 2.0.4
```
### 4. Check Console Logs
Look for these messages:
- `Checking for updates...` - Update check started
- `Update available: 2.0.4` - New version found
- `Download speed: ...` - Download progress
- `Update downloaded: 2.0.4` - Download complete
### 5. Test UI Integration
The app sends these events to the renderer:
- `update-checking`
- `update-available` (with version info)
- `update-download-progress` (with progress data)
- `update-downloaded` (ready to install)
You can listen to these in your frontend code to show update notifications.
## Manual Testing
### Trigger Manual Update Check
You can also trigger a manual check via IPC:
```javascript
// In renderer process
const result = await window.electronAPI.invoke('check-for-updates');
console.log(result);
```
### Install Update
After an update is downloaded:
```javascript
// In renderer process
await window.electronAPI.invoke('quit-and-install-update');
```
## Testing Scenarios
### Scenario 1: Update Available
1. Set `package.json` version to `2.0.1`
2. Ensure GitHub has version `2.0.3` or higher
3. Run app → Should detect update
### Scenario 2: Already Up to Date
1. Set `package.json` version to `2.0.3`
2. Ensure GitHub has version `2.0.3` or lower
3. Run app → Should show "no update available"
### Scenario 3: Prerelease Version
1. Set `package.json` version to `2.0.2b`
2. Ensure GitHub has version `2.0.3`
3. Run app → Should detect update (prerelease < release)
## Troubleshooting
### Update Not Detected
1. **Check dev-app-update.yml exists** in project root
2. **Verify dev mode is enabled** - Check console for "Dev update mode enabled"
3. **Check version numbers** - Remote version must be higher than current
4. **Check network** - App needs internet to reach GitHub/local server
5. **Check logs** - Look for error messages in console
### Common Errors
- **"Cannot find module 'electron-updater'"**: Run `npm install`
- **"Update check failed"**: Check network connection or GitHub API access
- **"No update available"**: Version comparison issue - check versions
### Debug Mode
Enable more verbose logging by checking the console output. The logger will show:
- Update check requests
- Version comparisons
- Download progress
- Any errors
## Testing with Real GitHub Releases
For the most realistic test:
1. **Create a test release on GitHub**:
- Build the app with version `2.0.4`
- Create a GitHub release with tag `v2.0.4`
- Upload the built files
2. **Lower your local version**:
- Set `package.json` to `2.0.3`
3. **Run the app**:
- It will check GitHub and find `2.0.4`
- Download and install the update
## Notes
- **Dev mode only works when app is NOT packaged** (`!app.isPackaged`)
- **Production builds** ignore `dev-app-update.yml` and use the built-in `app-update.yml`
- **macOS**: Code signing is required for updates to work in production
- **Windows**: NSIS installer is required for auto-updates
## Next Steps
Once testing is complete:
1. Remove or comment out `forceDevUpdateConfig` for production
2. Ensure proper code signing for macOS
3. Set up CI/CD to automatically publish releases

608
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View File

@@ -1,19 +1,48 @@
const { app, BrowserWindow, ipcMain, dialog, shell } = require('electron');
const path = require('path'); const path = require('path');
require('dotenv').config({ path: path.join(__dirname, '.env') });
const { app, BrowserWindow, ipcMain, dialog, shell } = require('electron');
const { autoUpdater } = require('electron-updater');
const fs = require('fs'); const fs = require('fs');
const { launchGame, launchGameWithVersionCheck, installGame, saveUsername, loadUsername, saveChatUsername, loadChatUsername, saveChatColor, loadChatColor, saveJavaPath, loadJavaPath, saveInstallPath, loadInstallPath, saveDiscordRPC, loadDiscordRPC, saveLanguage, loadLanguage, isGameInstalled, uninstallGame, repairGame, getHytaleNews, handleFirstLaunchCheck, proposeGameUpdate, markAsLaunched } = require('./backend/launcher'); 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 } = require('./backend/launcher');
const UpdateManager = require('./backend/updateManager'); const { retryPWRDownload } = require('./backend/managers/gameManager');
const { migrateUserDataToCentralized } = require('./backend/utils/userDataMigration');
// Handle Hardware Acceleration
try {
const hwEnabled = loadLauncherHardwareAcceleration();
if (!hwEnabled) {
console.log('Hardware acceleration disabled by user setting');
app.disableHardwareAcceleration();
}
} catch (error) {
console.error('Failed to load hardware acceleration setting:', error);
}
const logger = require('./backend/logger'); const logger = require('./backend/logger');
const profileManager = require('./backend/managers/profileManager'); const profileManager = require('./backend/managers/profileManager');
logger.interceptConsole(); logger.interceptConsole();
// Single instance lock
const gotTheLock = app.requestSingleInstanceLock();
if (!gotTheLock) {
console.log('Another instance is already running. Quitting...');
app.quit();
} else {
app.on('second-instance', (event, commandLine, workingDirectory) => {
if (mainWindow) {
if (mainWindow.isMinimized()) mainWindow.restore();
mainWindow.focus();
}
});
}
let mainWindow; let mainWindow;
let updateManager;
let discordRPC = null; let discordRPC = null;
// Discord Rich Presence setup // Discord Rich Presence setup
const DISCORD_CLIENT_ID = '1462244937868513373'; const DISCORD_CLIENT_ID = "1462244937868513373";
function initDiscordRPC() { function initDiscordRPC() {
try { try {
@@ -57,6 +86,10 @@ function setDiscordActivity() {
{ {
label: 'GitHub', label: 'GitHub',
url: 'https://github.com/amiayweb/Hytale-F2P' url: 'https://github.com/amiayweb/Hytale-F2P'
},
{
label: 'Discord',
url: 'https://discord.gg/hf2pdc'
} }
] ]
}); });
@@ -65,7 +98,7 @@ function setDiscordActivity() {
} }
} }
function toggleDiscordRPC(enabled) { async function toggleDiscordRPC(enabled) {
console.log('Toggling Discord RPC:', enabled); console.log('Toggling Discord RPC:', enabled);
if (enabled && !discordRPC) { if (enabled && !discordRPC) {
@@ -75,24 +108,53 @@ function toggleDiscordRPC(enabled) {
try { try {
console.log('Disconnecting Discord RPC...'); console.log('Disconnecting Discord RPC...');
discordRPC.clearActivity(); discordRPC.clearActivity();
await new Promise(r => setTimeout(r, 100));
discordRPC.destroy(); discordRPC.destroy();
discordRPC = null;
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);
discordRPC = null; // Force null même en cas d'erreur } finally {
discordRPC = null;
} }
} }
} }
function createSplashScreen() {
const splashWindow = new BrowserWindow({
width: 500,
height: 350,
frame: false,
transparent: true,
alwaysOnTop: true,
resizable: false,
skipTaskbar: true,
webPreferences: {
nodeIntegration: false,
contextIsolation: true
}
});
splashWindow.loadFile('GUI/splash.html');
splashWindow.center();
// close splash after 2.5s , need to implement a files check or whatever. just mock for now
setTimeout(() => {
splashWindow.close();
createWindow();
}, 2500);
}
function createWindow() { function createWindow() {
mainWindow = new BrowserWindow({ mainWindow = new BrowserWindow({
width: 1280, width: 1280,
height: 720, height: 720,
minWidth: 900,
minHeight: 600,
frame: false, frame: false,
resizable: false, resizable: true,
alwaysOnTop: false, alwaysOnTop: false,
backgroundColor: '#090909', backgroundColor: '#090909',
show: false,
webPreferences: { webPreferences: {
preload: path.join(__dirname, 'preload.js'), preload: path.join(__dirname, 'preload.js'),
nodeIntegration: false, nodeIntegration: false,
@@ -104,6 +166,10 @@ function createWindow() {
mainWindow.loadFile('GUI/index.html'); mainWindow.loadFile('GUI/index.html');
mainWindow.once('ready-to-show', () => {
mainWindow.show();
});
// Cleanup Discord RPC when window is closed // Cleanup Discord RPC when window is closed
mainWindow.on('closed', () => { mainWindow.on('closed', () => {
console.log('Main window closed, cleaning up Discord RPC...'); console.log('Main window closed, cleaning up Discord RPC...');
@@ -113,12 +179,77 @@ function createWindow() {
// Initialize Discord Rich Presence // Initialize Discord Rich Presence
initDiscordRPC(); initDiscordRPC();
updateManager = new UpdateManager(); // Configure and initialize electron-updater
setTimeout(async () => { // Enable auto-download so updates start immediately when available
const updateInfo = await updateManager.checkForUpdates(); autoUpdater.autoDownload = true;
if (updateInfo.updateAvailable) { autoUpdater.autoInstallOnAppQuit = true;
mainWindow.webContents.send('show-update-popup', updateInfo);
autoUpdater.on('checking-for-update', () => {
console.log('Checking for launcher updates...');
});
autoUpdater.on('update-available', (info) => {
console.log('Update available:', info.version);
if (mainWindow && !mainWindow.isDestroyed()) {
mainWindow.webContents.send('update-available', {
currentVersion: app.getVersion(),
newVersion: info.version,
releaseNotes: info.releaseNotes,
releaseDate: info.releaseDate
});
} }
});
autoUpdater.on('update-not-available', (info) => {
console.log('Launcher is up to date:', info.version);
});
autoUpdater.on('error', (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) => {
if (mainWindow && !mainWindow.isDestroyed()) {
mainWindow.webContents.send('update-download-progress', {
percent: progressObj.percent,
transferred: progressObj.transferred,
total: progressObj.total,
bytesPerSecond: progressObj.bytesPerSecond
});
}
});
autoUpdater.on('update-downloaded', (info) => {
console.log('Update downloaded:', info.version);
if (mainWindow && !mainWindow.isDestroyed()) {
mainWindow.webContents.send('update-downloaded', {
version: info.version,
platform: process.platform,
// macOS auto-install often fails on unsigned apps
autoInstallSupported: process.platform !== 'darwin'
});
}
});
// Check for updates after 3 seconds
setTimeout(() => {
autoUpdater.checkForUpdates().catch(err => {
console.log('Failed to check for updates:', err.message);
});
}, 3000); }, 3000);
mainWindow.webContents.on('devtools-opened', () => { mainWindow.webContents.on('devtools-opened', () => {
@@ -141,9 +272,20 @@ function createWindow() {
if (input.key === 'F5') { if (input.key === 'F5') {
event.preventDefault(); event.preventDefault();
} }
// Close application shortcuts
const isMac = process.platform === 'darwin';
const quitShortcut = (isMac && input.meta && input.key.toLowerCase() === 'q') ||
(!isMac && input.control && input.key.toLowerCase() === 'q') ||
(!isMac && input.alt && input.key === 'F4');
if (quitShortcut) {
app.quit();
}
}); });
mainWindow.webContents.on('context-menu', (e) => { mainWindow.webContents.on('context-menu', (e) => {
e.preventDefault(); e.preventDefault();
}); });
@@ -152,7 +294,9 @@ function createWindow() {
} }
app.whenReady().then(async () => { app.whenReady().then(async () => {
const packageJson = require('./package.json');
console.log('=== HYTALE F2P LAUNCHER STARTED ==='); console.log('=== HYTALE F2P LAUNCHER STARTED ===');
console.log('Launcher version:', packageJson.version);
console.log('Platform:', process.platform); console.log('Platform:', process.platform);
console.log('Architecture:', process.arch); console.log('Architecture:', process.arch);
console.log('Electron version:', process.versions.electron); console.log('Electron version:', process.versions.electron);
@@ -177,7 +321,15 @@ app.whenReady().then(async () => {
// Initialize Profile Manager (runs migration if needed) // Initialize Profile Manager (runs migration if needed)
profileManager.init(); profileManager.init();
createWindow(); // Migrate UserData to centralized location (v2.1.2+)
console.log('[Startup] Checking UserData migration...');
try {
await migrateUserDataToCentralized();
} catch (error) {
console.error('[Startup] UserData migration failed:', error);
}
createSplashScreen();
setTimeout(async () => { setTimeout(async () => {
let timeoutReached = false; let timeoutReached = false;
@@ -201,9 +353,9 @@ app.whenReady().then(async () => {
mainWindow.webContents.send('lock-play-button', true); mainWindow.webContents.send('lock-play-button', true);
} }
const progressCallback = (message, percent, speed, downloaded, total) => { const progressCallback = (message, percent, speed, downloaded, total, retryState) => {
if (mainWindow && !mainWindow.isDestroyed()) { if (mainWindow && !mainWindow.isDestroyed()) {
mainWindow.webContents.send('first-launch-progress', { message, percent, speed, downloaded, total }); mainWindow.webContents.send('first-launch-progress', { message, percent, speed, downloaded, total, retryState });
} }
}; };
@@ -258,23 +410,18 @@ app.whenReady().then(async () => {
}, 3000); }, 3000);
}); });
function cleanupDiscordRPC() { async function cleanupDiscordRPC() {
if (discordRPC) { if (!discordRPC) return;
try { try {
console.log('Cleaning up Discord RPC...'); console.log('Cleaning up Discord RPC...');
discordRPC.clearActivity(); discordRPC.clearActivity();
setTimeout(() => { await new Promise(r => setTimeout(r, 100));
try { discordRPC.destroy();
discordRPC.destroy(); console.log('Discord RPC cleaned up successfully');
} catch (error) { } catch (error) {
console.log('Error during final Discord RPC cleanup:', error.message); console.log('Error cleaning up Discord RPC:', error.message);
} } finally {
}, 100); discordRPC = null;
discordRPC = null;
} catch (error) {
console.log('Error cleaning up Discord RPC:', error.message);
discordRPC = null;
}
} }
} }
@@ -285,24 +432,21 @@ app.on('before-quit', () => {
app.on('window-all-closed', () => { app.on('window-all-closed', () => {
console.log('=== LAUNCHER CLOSING ==='); console.log('=== LAUNCHER CLOSING ===');
app.quit();
cleanupDiscordRPC();
if (process.platform !== 'darwin') {
app.quit();
}
}); });
ipcMain.handle('launch-game', async (event, playerName, javaPath, installPath, gpuPreference) => { ipcMain.handle('launch-game', async (event, playerName, javaPath, installPath, gpuPreference) => {
try { try {
const progressCallback = (message, percent, speed, downloaded, total) => { const progressCallback = (message, percent, speed, downloaded, total, retryState) => {
if (mainWindow && !mainWindow.isDestroyed()) { if (mainWindow && !mainWindow.isDestroyed()) {
const data = { const data = {
message: message || null, message: message || null,
percent: percent !== null && percent !== undefined ? Math.min(100, Math.max(0, percent)) : null, percent: percent !== null && percent !== undefined ? Math.min(100, Math.max(0, percent)) : null,
speed: speed !== null && speed !== undefined ? speed : null, speed: speed !== null && speed !== undefined ? speed : null,
downloaded: downloaded !== null && downloaded !== undefined ? downloaded : null, downloaded: downloaded !== null && downloaded !== undefined ? downloaded : null,
total: total !== null && total !== undefined ? total : null total: total !== null && total !== undefined ? total : null,
retryState: retryState || null
}; };
mainWindow.webContents.send('progress-update', data); mainWindow.webContents.send('progress-update', data);
} }
@@ -310,7 +454,18 @@ ipcMain.handle('launch-game', async (event, playerName, javaPath, installPath, g
const result = await launchGameWithVersionCheck(playerName, progressCallback, javaPath, installPath, gpuPreference); const result = await launchGameWithVersionCheck(playerName, progressCallback, javaPath, installPath, gpuPreference);
if (result.success && result.launched) {
const closeOnStart = loadCloseLauncherOnStart();
if (closeOnStart) {
console.log('Close Launcher on start enabled, quitting application...');
setTimeout(() => {
app.quit();
}, 1000);
}
}
return result; return result;
} catch (error) { } catch (error) {
console.error('Launch error:', error); console.error('Launch error:', error);
const errorMessage = error.message || error.toString(); const errorMessage = error.message || error.toString();
@@ -325,29 +480,118 @@ ipcMain.handle('launch-game', async (event, playerName, javaPath, installPath, g
} }
}); });
ipcMain.handle('install-game', async (event, playerName, javaPath, installPath) => { ipcMain.handle('install-game', async (event, playerName, javaPath, installPath, branch) => {
try { try {
const progressCallback = (message, percent, speed, downloaded, total) => { console.log(`[IPC] install-game called with parameters:`);
console.log(` - playerName: ${playerName}`);
console.log(` - javaPath: ${javaPath}`);
console.log(` - installPath: ${installPath}`);
console.log(` - branch: ${branch}`);
console.log(`[IPC] branch type: ${typeof branch}, value: ${JSON.stringify(branch)}`);
// Signal installation start
if (mainWindow && !mainWindow.isDestroyed()) {
mainWindow.webContents.send('installation-start');
}
const progressCallback = (message, percent, speed, downloaded, total, retryState) => {
if (mainWindow && !mainWindow.isDestroyed()) { if (mainWindow && !mainWindow.isDestroyed()) {
const data = { const data = {
message: message || null, message: message || null,
percent: percent !== null && percent !== undefined ? Math.min(100, Math.max(0, percent)) : null, percent: percent !== null && percent !== undefined ? Math.min(100, Math.max(0, percent)) : null,
speed: speed !== null && speed !== undefined ? speed : null, speed: speed !== null && speed !== undefined ? speed : null,
downloaded: downloaded !== null && downloaded !== undefined ? downloaded : null, downloaded: downloaded !== null && downloaded !== undefined ? downloaded : null,
total: total !== null && total !== undefined ? total : null total: total !== null && total !== undefined ? total : null,
retryState: retryState || null
}; };
mainWindow.webContents.send('progress-update', data); mainWindow.webContents.send('progress-update', data);
} }
}; };
const result = await installGame(playerName, progressCallback, javaPath, installPath); const result = await installGame(playerName, progressCallback, javaPath, installPath, branch);
return result; // Signal installation end
if (mainWindow && !mainWindow.isDestroyed()) {
mainWindow.webContents.send('installation-end');
}
// Ensure we always return a result for the IPC handler
const successResponse = result || { success: true };
console.log('[Main] Returning success response for install-game:', successResponse);
return successResponse;
} catch (error) { } catch (error) {
console.error('Install error:', error); // console.error('Install error:', error);
const errorMessage = error.message || error.toString(); const errorMessage = error.message || error.toString();
return { success: false, error: errorMessage }; // Enhanced error data extraction for both download and Butler errors
let errorData = {
message: errorMessage,
error: true,
canRetry: true, // Default to true, will be overridden by specific error props
retryData: null
};
// Prioritize JRE errors first
if (error.isJREError) {
console.log('[Main] Processing JRE download error with retry context');
errorData.retryData = {
isJREError: true,
jreUrl: error.jreUrl,
fileName: error.fileName,
cacheDir: error.cacheDir,
osName: error.osName,
arch: error.arch
};
// For JRE errors, allow manual retry unless explicitly disabled
errorData.canRetry = error.canRetry !== false;
errorData.errorType = 'jre';
}
// Handle Butler-specific errors
else if (error.butlerError) {
console.log('[Main] Processing Butler error with retry context');
errorData.retryData = {
branch: error.branch || 'release',
fileName: error.fileName || '7.pwr',
cacheDir: error.cacheDir
};
errorData.canRetry = error.canRetry !== false;
}
// Handle PWR download errors
else if (error.branch && error.fileName) {
console.log('[Main] Processing PWR download error with retry context');
errorData.retryData = {
branch: error.branch,
fileName: error.fileName,
cacheDir: error.cacheDir
};
errorData.canRetry = error.canRetry !== false;
}
// Default fallback for other errors
else {
console.log('[Main] Processing generic error, creating default retry data');
errorData.retryData = {
branch: 'release',
fileName: '7.pwr'
};
// For generic errors, assume it's retryable unless specified
errorData.canRetry = error.canRetry !== false;
}
// Send enhanced error info for retry UI
if (mainWindow && !mainWindow.isDestroyed()) {
console.log('[Main] Sending error data to renderer:', errorData);
mainWindow.webContents.send('progress-update', errorData);
}
// Signal installation end on error too
if (mainWindow && !mainWindow.isDestroyed()) {
mainWindow.webContents.send('installation-end');
}
// Always return a proper response to prevent timeout
const errorResponse = { success: false, error: errorMessage };
console.log('[Main] Returning error response for install-game:', errorResponse);
return errorResponse;
} }
}); });
@@ -359,22 +603,6 @@ ipcMain.handle('save-username', (event, username) => {
ipcMain.handle('load-username', () => { ipcMain.handle('load-username', () => {
return loadUsername(); return loadUsername();
}); });
ipcMain.handle('save-chat-username', async (event, chatUsername) => {
saveChatUsername(chatUsername);
});
ipcMain.handle('load-chat-username', async () => {
return loadChatUsername();
});
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) => {
saveJavaPath(javaPath); saveJavaPath(javaPath);
@@ -414,7 +642,35 @@ ipcMain.handle('load-language', () => {
return loadLanguage(); return loadLanguage();
}); });
ipcMain.handle('save-close-launcher', (event, enabled) => {
saveCloseLauncherOnStart(enabled);
return { success: true };
});
ipcMain.handle('load-close-launcher', () => {
return loadCloseLauncherOnStart();
});
ipcMain.handle('save-launcher-hw-accel', (event, enabled) => {
saveLauncherHardwareAcceleration(enabled);
return { success: true };
});
ipcMain.handle('load-launcher-hw-accel', () => {
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, {
properties: ['openDirectory'], properties: ['openDirectory'],
title: 'Select Installation Folder' title: 'Select Installation Folder'
@@ -428,14 +684,15 @@ ipcMain.handle('select-install-path', async () => {
ipcMain.handle('accept-first-launch-update', async (event, existingGame) => { ipcMain.handle('accept-first-launch-update', async (event, existingGame) => {
try { try {
const progressCallback = (message, percent, speed, downloaded, total) => { const progressCallback = (message, percent, speed, downloaded, total, retryState) => {
if (mainWindow && !mainWindow.isDestroyed()) { if (mainWindow && !mainWindow.isDestroyed()) {
const data = { const data = {
message: message || null, message: message || null,
percent: percent !== null && percent !== undefined ? Math.min(100, Math.max(0, percent)) : null, percent: percent !== null && percent !== undefined ? Math.min(100, Math.max(0, percent)) : null,
speed: speed !== null && speed !== undefined ? speed : null, speed: speed !== null && speed !== undefined ? speed : null,
downloaded: downloaded !== null && downloaded !== undefined ? downloaded : null, downloaded: downloaded !== null && downloaded !== undefined ? downloaded : null,
total: total !== null && total !== undefined ? total : null total: total !== null && total !== undefined ? total : null,
retryState: retryState || null
}; };
mainWindow.webContents.send('first-launch-progress', data); mainWindow.webContents.send('first-launch-progress', data);
} }
@@ -477,21 +734,22 @@ ipcMain.handle('uninstall-game', async () => {
try { try {
await uninstallGame(); await uninstallGame();
} catch (error) { } catch (error) {
console.error('Uninstall error:', error); // console.error('Uninstall error:', error);
return { success: false, error: error.message }; return { success: false, error: error.message };
} }
}); });
ipcMain.handle('repair-game', async () => { ipcMain.handle('repair-game', async () => {
try { try {
const progressCallback = (message, percent, speed, downloaded, total) => { const progressCallback = (message, percent, speed, downloaded, total, retryState) => {
if (mainWindow && !mainWindow.isDestroyed()) { if (mainWindow && !mainWindow.isDestroyed()) {
const data = { const data = {
message: message || null, message: message || null,
percent: percent !== null && percent !== undefined ? Math.min(100, Math.max(0, percent)) : null, percent: percent !== null && percent !== undefined ? Math.min(100, Math.max(0, percent)) : null,
speed: speed !== null && speed !== undefined ? speed : null, speed: speed !== null && speed !== undefined ? speed : null,
downloaded: downloaded !== null && downloaded !== undefined ? downloaded : null, downloaded: downloaded !== null && downloaded !== undefined ? downloaded : null,
total: total !== null && total !== undefined ? total : null total: total !== null && total !== undefined ? total : null,
retryState: retryState || null
}; };
mainWindow.webContents.send('progress-update', data); mainWindow.webContents.send('progress-update', data);
} }
@@ -501,7 +759,98 @@ ipcMain.handle('repair-game', async () => {
return result; return result;
} catch (error) { } catch (error) {
console.error('Repair error:', error); console.error('Repair error:', error);
return { success: false, error: error.message }; const errorMessage = error.message || error.toString();
return { success: false, error: errorMessage };
}
});
ipcMain.handle('retry-download', async (event, retryData) => {
try {
console.log('[IPC] retry-download called with data:', retryData);
const progressCallback = (message, percent, speed, downloaded, total, retryState) => {
if (mainWindow && !mainWindow.isDestroyed()) {
const data = {
message: message || null,
percent: percent !== null && percent !== undefined ? Math.min(100, Math.max(0, percent)) : null,
speed: speed !== null && speed !== undefined ? speed : null,
downloaded: downloaded !== null && downloaded !== undefined ? downloaded : null,
total: total !== null && total !== undefined ? total : null,
retryState: retryState || null
};
mainWindow.webContents.send('progress-update', data);
}
};
// Handle JRE download retries
if (retryData && retryData.isJREError) {
console.log(`[IPC] Retrying JRE download: jreUrl=${retryData.jreUrl}, fileName=${retryData.fileName}`);
console.log('[IPC] Full JRE retry data:', JSON.stringify(retryData, null, 2));
const { retryJREDownload } = require('./backend/managers/javaManager');
const jreCacheFile = path.join(retryData.cacheDir, retryData.fileName);
await retryJREDownload(retryData.jreUrl, jreCacheFile, progressCallback);
return { success: true };
}
// Handle PWR download retries (default)
if (!retryData || !retryData.branch || !retryData.fileName) {
console.log('[IPC] Invalid retry data, using PWR defaults');
retryData = {
branch: 'release',
fileName: '7.pwr'
};
}
// Extract PWR download info from retryData
const branch = retryData.branch;
const fileName = retryData.fileName;
const cacheDir = retryData.cacheDir;
console.log(`[IPC] Retrying PWR download: branch=${branch}, fileName=${fileName}`);
console.log('[IPC] Full PWR retry data:', JSON.stringify(retryData, null, 2));
// Perform retry with enhanced context
await retryPWRDownload(branch, fileName, progressCallback, cacheDir);
return { success: true };
} catch (error) {
console.error('Retry download error:', error);
const errorMessage = error.message || error.toString();
// Send error update to frontend with context
if (mainWindow && !mainWindow.isDestroyed()) {
const isJreError = retryData?.isJREError;
const errorRetryData = isJreError ?
{
isJREError: true,
jreUrl: retryData?.jreUrl,
fileName: retryData?.fileName,
cacheDir: retryData?.cacheDir,
osName: retryData?.osName,
arch: retryData?.arch
} :
{
branch: retryData?.branch || 'release',
fileName: retryData?.fileName || '7.pwr',
cacheDir: retryData?.cacheDir
};
const data = {
message: errorMessage,
error: true,
canRetry: error.canRetry !== false, // Respect canRetry from the thrown error
retryData: errorRetryData,
errorType: isJreError ? 'jre' : 'general' // Add errorType for the UI
};
mainWindow.webContents.send('progress-update', data);
}
// Always return a proper response to prevent timeout
const errorResponse = { success: false, error: errorMessage };
console.log('[Main] Returning error response for retry-download:', errorResponse);
return errorResponse;
} }
}); });
@@ -525,10 +874,22 @@ ipcMain.handle('open-external', async (event, url) => {
} }
}); });
ipcMain.handle('open-download-page', async () => {
try {
// Open GitHub releases page for manual download
await shell.openExternal('https://github.com/amiayweb/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 } = require('./backend/launcher'); const { getResolvedAppDir, loadVersionBranch } = require('./backend/launcher');
const gameDir = path.join(getResolvedAppDir(), 'release', 'package', 'game'); const branch = loadVersionBranch();
const gameDir = path.join(getResolvedAppDir(), branch, 'package', 'game');
if (fs.existsSync(gameDir)) { if (fs.existsSync(gameDir)) {
await shell.openPath(gameDir); await shell.openPath(gameDir);
@@ -626,6 +987,10 @@ ipcMain.handle('get-local-app-data', async () => {
return process.env.LOCALAPPDATA || path.join(os.homedir(), 'AppData', 'Local'); return process.env.LOCALAPPDATA || path.join(os.homedir(), 'AppData', 'Local');
}); });
ipcMain.handle('get-env-var', async (event, key) => {
return process.env[key];
});
ipcMain.handle('get-user-id', async () => { ipcMain.handle('get-user-id', async () => {
try { try {
const { getOrCreatePlayerId } = require('./backend/launcher'); const { getOrCreatePlayerId } = require('./backend/launcher');
@@ -722,34 +1087,66 @@ ipcMain.handle('copy-mod-file', async (event, sourcePath, modsPath) => {
} }
}); });
// Electron-updater IPC handlers
ipcMain.handle('check-for-updates', async () => { ipcMain.handle('check-for-updates', async () => {
try { try {
return await updateManager.checkForUpdates(); const result = await autoUpdater.checkForUpdates();
return {
updateAvailable: result && result.updateInfo,
currentVersion: app.getVersion(),
updateInfo: result ? result.updateInfo : null
};
} catch (error) { } catch (error) {
console.error('Error checking for updates:', error); console.error('Error checking for updates:', error);
return { updateAvailable: false, error: error.message }; return { updateAvailable: false, error: error.message };
} }
}); });
ipcMain.handle('open-download-page', async () => { ipcMain.handle('download-update', async () => {
try { try {
await shell.openExternal(updateManager.getDownloadUrl()); await autoUpdater.downloadUpdate();
setTimeout(() => {
if (mainWindow && !mainWindow.isDestroyed()) {
mainWindow.close();
}
}, 1000);
return { success: true }; return { success: true };
} catch (error) { } catch (error) {
console.error('Error opening download page:', error); console.error('Error downloading update:', error);
return { success: false, error: error.message }; return { success: false, error: error.message };
} }
}); });
ipcMain.handle('get-update-info', async () => { ipcMain.handle('install-update', async () => {
return updateManager.getUpdateInfo(); console.log('[AutoUpdater] Installing update...');
// 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', () => {
return app.getVersion();
}); });
ipcMain.handle('get-gpu-info', () => { ipcMain.handle('get-gpu-info', () => {
@@ -781,18 +1178,48 @@ ipcMain.handle('get-detected-gpu', () => {
return global.detectedGpu; return global.detectedGpu;
}); });
ipcMain.handle('window-close', () => { ipcMain.handle('save-version-branch', (event, branch) => {
if (mainWindow && !mainWindow.isDestroyed()) { const { saveVersionBranch } = require('./backend/launcher');
mainWindow.close(); saveVersionBranch(branch);
} return { success: true };
}); });
ipcMain.handle('load-version-branch', () => {
const { loadVersionBranch } = require('./backend/launcher');
return loadVersionBranch();
});
ipcMain.handle('load-version-client', () => {
const { loadVersionClient } = require('./backend/launcher');
return loadVersionClient();
});
ipcMain.handle('window-close', () => {
app.quit();
});
ipcMain.handle('window-minimize', () => { ipcMain.handle('window-minimize', () => {
if (mainWindow && !mainWindow.isDestroyed()) { if (mainWindow && !mainWindow.isDestroyed()) {
mainWindow.minimize(); mainWindow.minimize();
} }
}); });
ipcMain.handle('window-maximize', () => {
if (mainWindow && !mainWindow.isDestroyed()) {
if (mainWindow.isMaximized()) {
mainWindow.unmaximize();
} else {
mainWindow.maximize();
}
}
});
ipcMain.handle('get-version', () => {
const packageJson = require('./package.json');
return packageJson.version;
});
ipcMain.handle('get-log-directory', () => { ipcMain.handle('get-log-directory', () => {
return logger.getLogDirectory(); return logger.getLogDirectory();
}); });
@@ -949,3 +1376,4 @@ ipcMain.handle('profile-update', async (event, id, updates) => {
return { error: error.message }; return { error: error.message };
} }
}); });

9676
package-lock.json generated

File diff suppressed because it is too large Load Diff

View File

@@ -1,103 +1,120 @@
{ {
"name": "hytale-f2p-launcher", "name": "hytale-f2p-launcher",
"version": "2.0.2b", "version": "2.2.0",
"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://github.com/amiayweb/Hytale-F2P", "homepage": "https://github.com/amiayweb/Hytale-F2P",
"main": "main.js", "main": "main.js",
"scripts": { "scripts": {
"start": "electron .", "start": "electron .",
"dev": "electron . --dev", "dev": "electron . --dev",
"build": "electron-builder", "build": "electron-builder",
"build:win": "electron-builder --win", "build:win": "electron-builder --win",
"build:linux": "electron-builder --linux", "build:linux": "electron-builder --linux",
"build:mac": "electron-builder --mac", "build:mac": "electron-builder --mac",
"build:all": "electron-builder --win --linux --mac" "build:all": "electron-builder --win --linux --mac",
}, "build:arch": "electron-builder --linux dir",
"keywords": [ "build:appimage": "electron-builder --linux AppImage --publish never",
"hytale", "build:deb": "electron-builder --linux deb --publish never",
"launcher", "build:rpm": "electron-builder --linux rpm --publish never"
"game", },
"client", "keywords": [
"cross-platform", "hytale",
"electron", "launcher",
"auto-update", "game",
"mod-manager", "client",
"chat" "cross-platform",
], "electron",
"maintainers": [ "auto-update",
{ "mod-manager",
"name": "Terromur", "chat"
"url": "https://github.com/Terromur" ],
}, "maintainers": [
{ {
"name": "Fari Gading", "name": "Terromur",
"email": "fazrigading@gmail.com", "url": "https://github.com/Terromur"
"url": "https://github.com/fazrigading" },
} {
], "name": "Fazri Gading",
"author": { "email": "fazrigading@gmail.com",
"name": "AMIAY", "url": "https://github.com/fazrigading"
"email": "support@amiay.dev" }
}, ],
"license": "MIT", "author": {
"devDependencies": { "name": "AMIAY",
"electron": "^40.0.0", "email": "support@amiay.dev"
"electron-builder": "^26.4.0" },
}, "license": "MIT",
"dependencies": { "devDependencies": {
"adm-zip": "^0.5.10", "electron": "^40.0.0",
"axios": "^1.6.0", "electron-builder": "^26.4.0"
"discord-rpc": "^4.0.1", },
"tar": "^6.2.1", "dependencies": {
"uuid": "^9.0.1" "adm-zip": "^0.5.10",
}, "axios": "^1.6.0",
"overrides": { "discord-rpc": "^4.0.1",
"tar": "$tar" "dotenv": "^17.2.3",
}, "electron-updater": "^6.7.3",
"build": { "fs-extra": "^11.3.3",
"appId": "com.hytalef2p.launcher", "tar": "^7.5.7",
"productName": "Hytale F2P Launcher", "uuid": "^9.0.1"
"artifactName": "${name}_${version}_${arch}.${ext}", },
"directories": { "build": {
"output": "dist" "appId": "com.hytalef2p.launcher",
}, "productName": "Hytale F2P Launcher",
"files": [ "artifactName": "${name}_${version}.${ext}",
"main.js", "directories": {
"preload.js", "output": "dist"
"backend/**/*", },
"GUI/**/*", "files": [
"package.json" "main.js",
], "preload.js",
"win": { "backend/**/*",
"target": [ "GUI/**/*",
{ "target": "nsis", "arch": ["x64", "arm64"] }, "package.json",
{ "target": "portable", "arch": ["x64"] } ".env"
], ],
"icon": "icon.ico" "win": {
}, "target": "nsis",
"linux": { "icon": "build/icon.ico"
"target": [ },
{ "target": "AppImage", "arch": ["x64", "arm64"] }, "linux": {
{ "target": "deb", "arch": ["x64", "arm64"] }, "target": [
{ "target": "rpm", "arch": ["x64", "arm64"] }, "AppImage",
{ "target": "pacman", "arch": ["x64", "arm64"] } "deb",
], "rpm"
"icon": "build/icon.png", ],
"category": "Game" "icon": "build/icon.png",
}, "category": "Game"
"mac": { },
"target": [ "mac": {
{ "target": "dmg", "arch": ["universal"] }, "target": [
{ "target": "zip", "arch": ["universal"] } {
], "target": "dmg",
"icon": "build/icon.icns", "arch": [
"category": "public.app-category.games" "universal"
}, ]
"nsis": { },
"oneClick": false, {
"allowToChangeInstallationDirectory": true, "target": "zip",
"createDesktopShortcut": true, "arch": [
"createStartMenuShortcut": true "universal"
} ]
} }
} ],
"icon": "build/icon.icns",
"artifactName": "${name}_${version}_${arch}.${ext}",
"category": "public.app-category.games"
},
"nsis": {
"oneClick": false,
"allowToChangeInstallationDirectory": true,
"createDesktopShortcut": true,
"createStartMenuShortcut": true
},
"publish": {
"provider": "github",
"owner": "amiayweb",
"repo": "Hytale-F2P"
}
}
}

View File

@@ -2,15 +2,13 @@ const { contextBridge, ipcRenderer } = require('electron');
contextBridge.exposeInMainWorld('electronAPI', { contextBridge.exposeInMainWorld('electronAPI', {
launchGame: (playerName, javaPath, installPath, gpuPreference) => ipcRenderer.invoke('launch-game', playerName, javaPath, installPath, gpuPreference), launchGame: (playerName, javaPath, installPath, gpuPreference) => ipcRenderer.invoke('launch-game', playerName, javaPath, installPath, gpuPreference),
installGame: (playerName, javaPath, installPath) => ipcRenderer.invoke('install-game', playerName, javaPath, installPath), installGame: (playerName, javaPath, installPath, branch) => ipcRenderer.invoke('install-game', playerName, javaPath, installPath, branch),
closeWindow: () => ipcRenderer.invoke('window-close'), closeWindow: () => ipcRenderer.invoke('window-close'),
minimizeWindow: () => ipcRenderer.invoke('window-minimize'), minimizeWindow: () => ipcRenderer.invoke('window-minimize'),
maximizeWindow: () => ipcRenderer.invoke('window-maximize'),
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'),
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),
@@ -19,17 +17,28 @@ contextBridge.exposeInMainWorld('electronAPI', {
loadDiscordRPC: () => ipcRenderer.invoke('load-discord-rpc'), loadDiscordRPC: () => ipcRenderer.invoke('load-discord-rpc'),
saveLanguage: (language) => ipcRenderer.invoke('save-language', language), saveLanguage: (language) => ipcRenderer.invoke('save-language', language),
loadLanguage: () => ipcRenderer.invoke('load-language'), loadLanguage: () => ipcRenderer.invoke('load-language'),
saveCloseLauncher: (enabled) => ipcRenderer.invoke('save-close-launcher', enabled),
loadCloseLauncher: () => ipcRenderer.invoke('load-close-launcher'),
loadConfig: () => ipcRenderer.invoke('load-config'),
saveConfig: (configUpdate) => ipcRenderer.invoke('save-config', configUpdate),
// Hardware Acceleration
saveLauncherHardwareAcceleration: (enabled) => ipcRenderer.invoke('save-launcher-hw-accel', enabled),
loadLauncherHardwareAcceleration: () => ipcRenderer.invoke('load-launcher-hw-accel'),
selectInstallPath: () => ipcRenderer.invoke('select-install-path'), selectInstallPath: () => ipcRenderer.invoke('select-install-path'),
browseJavaPath: () => ipcRenderer.invoke('browse-java-path'), browseJavaPath: () => ipcRenderer.invoke('browse-java-path'),
isGameInstalled: () => ipcRenderer.invoke('is-game-installed'), isGameInstalled: () => ipcRenderer.invoke('is-game-installed'),
uninstallGame: () => ipcRenderer.invoke('uninstall-game'), uninstallGame: () => ipcRenderer.invoke('uninstall-game'),
repairGame: () => ipcRenderer.invoke('repair-game'), repairGame: () => ipcRenderer.invoke('repair-game'),
retryDownload: (retryData) => ipcRenderer.invoke('retry-download', retryData),
getHytaleNews: () => ipcRenderer.invoke('get-hytale-news'), getHytaleNews: () => ipcRenderer.invoke('get-hytale-news'),
openExternal: (url) => ipcRenderer.invoke('open-external', url), openExternal: (url) => ipcRenderer.invoke('open-external', url),
openExternalLink: (url) => ipcRenderer.invoke('openExternalLink', url), openExternalLink: (url) => ipcRenderer.invoke('openExternalLink', url),
openGameLocation: () => ipcRenderer.invoke('open-game-location'), openGameLocation: () => ipcRenderer.invoke('open-game-location'),
saveSettings: (settings) => ipcRenderer.invoke('save-settings', settings), saveSettings: (settings) => ipcRenderer.invoke('save-settings', settings),
loadSettings: () => ipcRenderer.invoke('load-settings'), loadSettings: () => ipcRenderer.invoke('load-settings'),
getEnvVar: (key) => ipcRenderer.invoke('get-env-var', key),
getLocalAppData: () => ipcRenderer.invoke('get-local-app-data'), getLocalAppData: () => ipcRenderer.invoke('get-local-app-data'),
getModsPath: () => ipcRenderer.invoke('get-mods-path'), getModsPath: () => ipcRenderer.invoke('get-mods-path'),
loadInstalledMods: (modsPath) => ipcRenderer.invoke('load-installed-mods', modsPath), loadInstalledMods: (modsPath) => ipcRenderer.invoke('load-installed-mods', modsPath),
@@ -44,19 +53,28 @@ contextBridge.exposeInMainWorld('electronAPI', {
onProgressComplete: (callback) => { onProgressComplete: (callback) => {
ipcRenderer.on('progress-complete', () => callback()); ipcRenderer.on('progress-complete', () => callback());
}, },
onInstallationStart: (callback) => {
ipcRenderer.on('installation-start', () => callback());
},
onInstallationEnd: (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) => {
ipcRenderer.on('show-update-popup', (event, data) => callback(data)); ipcRenderer.on('show-update-popup', (event, data) => callback(data));
}, },
getGpuInfo: () => ipcRenderer.invoke('get-gpu-info'), getGpuInfo: () => ipcRenderer.invoke('get-gpu-info'),
saveGpuPreference: (gpuPreference) => ipcRenderer.invoke('save-gpu-preference', gpuPreference), saveGpuPreference: (gpuPreference) => ipcRenderer.invoke('save-gpu-preference', gpuPreference),
loadGpuPreference: () => ipcRenderer.invoke('load-gpu-preference'), loadGpuPreference: () => ipcRenderer.invoke('load-gpu-preference'),
getDetectedGpu: () => ipcRenderer.invoke('get-detected-gpu'), getDetectedGpu: () => ipcRenderer.invoke('get-detected-gpu'),
saveVersionBranch: (branch) => ipcRenderer.invoke('save-version-branch', branch),
loadVersionBranch: () => ipcRenderer.invoke('load-version-branch'),
loadVersionClient: () => ipcRenderer.invoke('load-version-client'),
acceptFirstLaunchUpdate: (existingGame) => ipcRenderer.invoke('accept-first-launch-update', existingGame), acceptFirstLaunchUpdate: (existingGame) => ipcRenderer.invoke('accept-first-launch-update', existingGame),
markAsLaunched: () => ipcRenderer.invoke('mark-as-launched'), markAsLaunched: () => ipcRenderer.invoke('mark-as-launched'),
onFirstLaunchUpdate: (callback) => { onFirstLaunchUpdate: (callback) => {
@@ -92,5 +110,24 @@ contextBridge.exposeInMainWorld('electronAPI', {
activate: (id) => ipcRenderer.invoke('profile-activate', id), activate: (id) => ipcRenderer.invoke('profile-activate', id),
delete: (id) => ipcRenderer.invoke('profile-delete', id), delete: (id) => ipcRenderer.invoke('profile-delete', id),
update: (id, updates) => ipcRenderer.invoke('profile-update', id, updates) update: (id, updates) => ipcRenderer.invoke('profile-update', id, updates)
},
// Launcher Update API
checkForUpdates: () => ipcRenderer.invoke('check-for-updates'),
downloadUpdate: () => ipcRenderer.invoke('download-update'),
installUpdate: () => ipcRenderer.invoke('install-update'),
quitAndInstallUpdate: () => ipcRenderer.invoke('install-update'), // Alias for update.js compatibility
getLauncherVersion: () => ipcRenderer.invoke('get-launcher-version'),
onUpdateAvailable: (callback) => {
ipcRenderer.on('update-available', (event, data) => callback(data));
},
onUpdateDownloadProgress: (callback) => {
ipcRenderer.on('update-download-progress', (event, data) => callback(data));
},
onUpdateDownloaded: (callback) => {
ipcRenderer.on('update-downloaded', (event, data) => callback(data));
},
onUpdateError: (callback) => {
ipcRenderer.on('update-error', (event, data) => callback(data));
} }
}); });