Compare commits

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235 Commits

Author SHA1 Message Date
sanasol
0aaf74a3db fix: add verbose logging to notarize script for debugging
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-28 15:14:59 +01:00
sanasol
be78f67439 chore: update package-lock.json
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-28 15:04:13 +01:00
sanasol
d0b9ae1da8 ci: separate macOS release from main release job
macOS notarization is slow (5-10 min). Now release is created
immediately when Windows/Linux/Arch complete, and macOS uploads
to the same release when notarization finishes.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-28 15:01:57 +01:00
sanasol
e8105cb30e feat: add macOS code signing and notarization support
- Add entitlements.mac.plist for hardened runtime
- Add notarize.js post-sign hook for Apple notarization
- Update package.json with signing config and @electron/notarize dep
- Update GitHub Actions workflow with signing secrets

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-28 14:48:40 +01:00
AMIAY
79456e43a6 Merge pull request #213 from amiayweb/fix/update-system-improvements 2026-01-28 03:14:05 +01:00
sanasol
dd2dbc6f08 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>
2026-01-28 01:48:58 +01:00
Fazri Gading
c4acb32fcd Update support_request.yml 2026-01-28 05:16:00 +08:00
Fazri Gading
fbcbafb9b5 chore: remove Windows and Linux ARM64 information on the README.md 2026-01-28 04:26:42 +08:00
Terromur
86ed33358c Merge pull request #210 from amiayweb/fix/steamdeck-libzstd
fix: Steam Deck/Ubuntu crash - use system libzstd.so
2026-01-27 23:51:04 +05:00
sanasol
9ec97f9d33 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>
2026-01-27 19:40:42 +01:00
Fazri Gading
ee18455b4b chore: add downloads counter in README.md 2026-01-27 21:14:53 +08:00
Fazri Gading
a5c931b26d chore: add offline-mode warning to the README.md 2026-01-27 18:45:55 +08:00
Fazri Gading
661a0c9eed Update README.md 2026-01-27 17:38:33 +08:00
AMIAY
9025800820 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.
2026-01-27 04:29:01 +01:00
AMIAY
34ee099ae2 french translate 2026-01-27 03:26:43 +01:00
AMIAY
e56b12cd72 userdata migration [need review from other OS] 2026-01-27 01:44:58 +01:00
Fazri Gading
3edee4b4eb fix: PKGBUILD pkgname variable fix 2026-01-27 03:55:01 +08:00
Fazri Gading
e5fec7c326 Merge branch 'main' into develop 2026-01-27 03:42:40 +08:00
Fazri Gading
7d2672b684 add hardware spec input in bug_report.yml 2026-01-27 03:41:26 +08:00
Fazri Gading
01823729ec fix screenshot input in feature_request.yml 2026-01-27 03:40:22 +08:00
Fazri Gading
639a2ab1b5 chore: add changelog in README.md 2026-01-27 03:38:20 +08:00
Fazri Gading
6b76eb365e Update bug_report.yml
Add logs textfield to bug report
2026-01-27 03:21:47 +08:00
Fazri Gading
6fa933fece Update support_request.yml
Added hardware specification
2026-01-27 03:19:06 +08:00
walti0
e7023dcf95 Polish language support (#195) 2026-01-27 03:06:16 +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
f4d966ee65 chore: fix ubuntu/debian part in README.md 2026-01-27 02:16:01 +08:00
Fazri Gading
ca835a868b Merge pull request #188 from TalesAmaral/patch-1
Update README.md
2026-01-27 00:19:05 +08:00
Fazri Gading
3a1b6039d0 Merge branch 'develop' into patch-1 2026-01-27 00:18:33 +08:00
Fazri Gading
7828454631 Update PKGBUILD-git 2026-01-27 00:15:25 +08:00
Fazri Gading
cc1c6c334c Update PKGBUILD 2026-01-27 00:14:53 +08:00
TalesAmaral
081ac926e3 Update README.md
BUILD.md location was changed and now this link is poiting to nothing
2026-01-26 11:49:39 -03:00
Fazri Gading
75a450c9ec Update README.md
adds information for Arch build
2026-01-26 18:54:53 +08:00
Fazri Gading
e426690632 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.
2026-01-26 18:33:07 +08:00
Fazri Gading
78f76afe0a 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.
2026-01-26 18:20:37 +08:00
Fazri Gading
131de1dcd7 fix: removes pacman build as it replaced by tar.zst and adds build:arch shortcut for pkgbuild 2026-01-26 17:56:44 +08:00
Fazri Gading
b39877f561 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.
2026-01-26 17:46:40 +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
0b1b448cce Merge branch 'main' into develop 2026-01-26 13:56:33 +08:00
Fazri Gading
aed00cd067 add arch package .pkg.tar.zst for release 2026-01-26 13:52:18 +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
Fazri Gading
eff6fcd520 fix: isbrokenlink should be true to remove the symlink 2026-01-26 12:24:24 +08:00
Fazri Gading
94d4586b97 fix: add pathexists for paths.js to check symlink 2026-01-26 12:09:48 +08:00
Fazri Gading
20faf36b37 fix: remove broken symlink after detected 2026-01-26 12:01:46 +08:00
Fazri Gading
375b422c73 Update README.md Windows Prequisites for ARM64 builds 2026-01-26 11:33:00 +08:00
Fazri Gading
b668bdb45a prepare release 2.1.1 2026-01-26 09:48:26 +08:00
Fazri Gading
653d4429ed prepare release 2.1.1
minor fix EPERM permission error
2026-01-26 09:36:03 +08:00
Fazri Gading
17e15c17f0 prepare release for 2.1.1
minor fix for EPERM error permission
2026-01-26 09:34:16 +08:00
Fazri Gading
b99b22e8bf fix: missing pacman builds 2026-01-26 09:23:15 +08:00
Fazri Gading
9303c17e57 Merge branch 'develop' of https://github.com/amiayweb/Hytale-F2P into develop 2026-01-26 08:20:55 +08:00
Fazri Gading
615ee5cadc 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.
2026-01-26 08:19:13 +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
71974e031f Merge pull request #105 from gaurav-null/readme-tailscale-multiplayer
updated SERVER.md to add platform specification on radmin and add Tai…
2026-01-22 22:45:48 +01:00
guarav-null
5bd52f09db updated SERVER.md to add platform specification on radmin and add Tailscale guide for max compability 2026-01-23 03:05:29 +05:30
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
828d05ca33 Update README.md 2026-01-22 10:46:09 +01:00
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
Fazri Gading
1c779e0e41 fix v2.0.2b changelog in README.md file 2026-01-22 02:18:17 +08:00
Fazri Gading
bb474fe233 Update README.md v2.0.2b changelog 2026-01-22 02:17:41 +08:00
Fazri Gading
917f5f455b Merge branch 'develop' 2026-01-22 02:15:36 +08:00
Fazri Gading
1dd42bdc79 Merge pull request #88 from amiayweb/release
merge v2.0.2b release files to main branch
2026-01-22 02:01:01 +08:00
Fazri Gading
7cfe3edd32 Merge branch 'main' into release 2026-01-22 01:44:53 +08:00
Fazri Gading
eb22758ab9 adds v2.0.2b changelog 2026-01-22 00:53:10 +08:00
Fazri Gading
42fd51486a feat: auto-detect GPU for Windows and MacOS (#87) 2026-01-21 22:13:47 +08:00
xSamiVS
9ef05e8322 Added internationalization support (i18n) (#74)
* - Implemented i18n.
- Updated UI elements to use localized strings for various messages and confirmations.
- Added language selection functionality in settings with appropriate event handling.
- Created English localization file with translations for all new strings.
- Updated backend to save and load user-selected language preferences.

* Add Spanish localization for the GUI

* Add Portuguese (Brazil) localization for the GUI

* 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

* Update localization for game repair and GPU settings

Added new localization entries for game repair and GPU preferences.

* Update spanish localization for game repair and GPU settings

* Update portuguese (brazil) for game repair and GPU settings

* Update localization for system logs in English, Spanish, and Portuguese

---------

Co-authored-by: Fazri Gading <fazrigading@gmail.com>
2026-01-21 21:41:12 +08:00
Fazri Gading
4ac12e0e24 fix release version name 2026-01-21 21:01:32 +08:00
AMIAY
72a151930e Patch Discord invite URLs in client binary 2026-01-21 13:30:49 +01:00
Fazri Gading
a9644b8c64 remove v2 suffix from name and set consistent artifact name 2026-01-21 20:12:14 +08:00
Fazri Gading
9fc238e103 update executable name to be consistent with product name 2026-01-21 19:53:23 +08:00
Fazri Gading
b62e94a415 fix: package.json Module Not Found in 'Get version' step 2026-01-21 19:53:00 +08:00
Fazri Gading
3e82e8fadb add libarchive-tools for bsdtar in release workflow 2026-01-21 18:38:49 +08:00
Fazri Gading
a355133ccf 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
2026-01-21 16:39:18 +08:00
Fazri Gading
ff5acb5278 fix release build naming 2026-01-21 16:24:47 +08:00
Fazri Gading
5d75ca80aa update 2.0.2b: add latest.yml for win & linux, arm64 support; remove snap 2026-01-21 16:07:57 +08:00
Fazri Gading
281aa6fcde update 2.0.2b: add arm64 support, product and executable name, maintainers; remove snap; 2026-01-21 16:07:12 +08:00
Fazri Gading
158d0af820 update version to 2.0.2b also add deps for rpm and arch 2026-01-21 16:05:20 +08:00
Fazri Gading
503f304704 add package-lock.json to maintain stability development 2026-01-21 16:04:40 +08:00
Fazri Gading
234e1e1008 update .gitignore for local build 2026-01-21 16:04:17 +08:00
Fazri Gading
d002e831cd removed package-lock from gitignore 2026-01-21 07:42:03 +08:00
Fazri Gading
048f2040f1 add more linux pkgs, create auto-release and pre-release feature for Github Actions 2026-01-21 06:41:25 +08:00
Rahul Sahani
b05aeef66d feat: Add Repair Game button, UserData backup and cache clearing (#79)
* 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

* fix reorder settings section in index.html

relocated sections in settings from most used to least:
1. game options (playername, opengamedir, repair, GPUpreference)
2. player uuid management
3. discord integration rich presence
4. custom java path

---------

Co-authored-by: Fazri Gading <super.fai700@gmail.com>
2026-01-21 06:27:33 +08:00
Fazri Gading
30265549cf feat: Implement GPU preference system with auto-detection and UI enhancements (#82)
* feat: add GPU options for launcher

- Add GPU preference setting (Auto/Integrated/Dedicated)
- Implement Linux GPU selection with DRI_PRIME and NVIDIA env vars
- Add GPU detection using Electron's app.getGPUInfo()
- Update settings UI with GPU preference dropdown
- Integrate GPU preference into game launch process

* feat: detailed GPU info in auto-detection feature on startup

* add gpudetection feature to launcher backend

* feat: detailed GPU info in auto-detection feature on startup

* feat: auto-detect dedicated GPU on hybrid laptops (iGPU+dGPU)

* add fallbacks to and option to use integrated GPU

* add package-lock and fix deps version

* changed 'Nvidia' string to 'NVIDIA'

* fix: selecting `dedicated` option while using nvidia GPU did not set its specific env variables

* remove unused `CONFIG_FILE` variable on launcher core modules

* fix: duplicated save-load gpu detection functions

* move game option settings to the top, while custom java to the bottom

* fix: settings-header margin-bottom from 3rem to 1rem and supress line-clamp warning
2026-01-21 05:54:17 +08:00
Terromur
5a3efba1d6 Update discription 2026-01-21 01:43:40 +05:00
Terromur
479f24e86f Update PKGBUILD 2026-01-21 01:28:53 +05:00
Fazri Gading
611b7a7084 Merge branch 'main' into main 2026-01-21 04:05:02 +08:00
Terromur
e472435927 Update PKGBUILD 2026-01-21 00:34:52 +05:00
AMIAY
f40d0105df Update package-lock.json 2026-01-20 18:35:26 +01:00
AMIAY
96db9adf68 Update package.json 2026-01-20 18:34:57 +01:00
Fazri Gading
a0f49f126c add libarchive-tools dep for pacman package 2026-01-21 00:53:47 +08:00
Fazri Gading
f8333c09cd Update package.json 2026-01-21 00:43:29 +08:00
Fazri Gading
bcf0326763 Merge branch 'main' of https://github.com/fazrigading/Hytale-F2P 2026-01-21 00:31:20 +08:00
Fazri Gading
0a5c3db710 add 3 package formats for Linux, descriptions, and update launcher version to 2.0.2 2026-01-21 00:27:11 +08:00
Fazri Gading
905a9d754c Merge GPU preference feature branch to main branch version 2.0.2 for testing (#3)
* modernized UI for GPU Preference option

* feat: auto-detect dedicated GPU on hybrid laptops (iGPU+dGPU)

* feat: detailed GPU info in auto-detection feature on startup

* feat: add GPU options for launcher

- Add GPU preference setting (Auto/Integrated/Dedicated)
- Implement Linux GPU selection with DRI_PRIME and NVIDIA env vars
- Add GPU detection using Electron's app.getGPUInfo()
- Update settings UI with GPU preference dropdown
- Integrate GPU preference into game launch process

* feat: auto-detect dedicated GPU on hybrid laptops (iGPU+dGPU)

* added fallbacks to and option to use integrated GPU.

* add package-lock and fix deps version

* changed 'Nvidia' string to 'NVIDIA'

* fix: selecting `dedicated` option while using nvidia GPU did not set its specific env variables

* remove unused `CONFIG_FILE` variable on launcher core modules

* fix: duplicated save-load gpu detection functions

* move game option settings to the top, while custom java to the bottom

* fix: settings-header margin-bottom from 3rem to 1rem and supress line-clamp warning
2026-01-20 23:45:38 +08:00
Fazri Gading
99f032e9ab Merge branch 'main' of https://github.com/amiayweb/Hytale-F2P 2026-01-20 19:37:54 +08:00
AMIAY
5e3506a9ac Update README.md 2026-01-20 09:57:21 +01:00
AMIAY
f2a05d2079 Update release.yml 2026-01-20 09:49:11 +01:00
AMIAY
cece338609 Update release.yml 2026-01-20 09:48:15 +01:00
AMIAY
261582a882 Update release.yml 2026-01-20 09:47:34 +01:00
AMIAY
0f0f0fa308 Update release.yml 2026-01-20 09:46:33 +01:00
AMIAY
5e6a07f0a6 Allow manual trigger for release workflow 2026-01-20 09:42:16 +01:00
AMIAY
713377fdc6 Merge pull request #71 from Rahul-Sahani04/feature/profile-system
Profile System & Mod Loading Fixes
2026-01-20 09:33:20 +01:00
Fazri Gading
2671a59f38 Revert "add save-load GPU preference handler"
This reverts commit b957a76aede8f9425b0a283d1444a32f55baa95a.
2026-01-20 16:26:28 +08:00
Fazri Gading
8e9af9c768 add save-load GPU preference handler 2026-01-20 16:26:28 +08:00
Rahul Sahani
e962a8880d Delete PR_DESCRIPTION.md 2026-01-20 11:57:23 +05:30
Rahul Sahani
c2d5536dd0 Improve comments in profileManager.js
Refactor comments for clarity and conciseness in profileManager.js.
2026-01-20 11:57:01 +05:30
Rahul Sahani
727be2ca5c Improve comments in saveModsToConfig function
Refactor comments in saveModsToConfig function for clarity.
2026-01-20 11:55:18 +05:30
Rahul-Sahani04
64892c81e9 Profile System & Mod Loading Fixes
Added a full profile system and fixed a few critical mod loading issues.

What changed

Profiles — Implemented proper profile management (create, switch, delete). 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 only affects the selected profile.

Critical Fix — Fixed a path bug where mods were being saved to ~/AppData/Local on macOS (Windows path) instead of ~/Library/Application Support. Mods now save to the correct location and load correctly in-game.

Stability — Added an auto-sync step before every launch to make sure the physical mods folder always matches the active profile.

UI — Added a profile selector dropdown and a profile management modal.
2026-01-20 11:52:36 +05:30
AMIAY
fffc730788 Merge pull request #68 from Terromur/main
Update PKGBUILD
2026-01-19 23:36:24 +01:00
Terromur
c475ec7879 Update Hytale-F2P.desktop 2026-01-20 03:34:51 +05:00
Terromur
7efa0d07b0 Update PKGBUILD 2026-01-20 03:34:38 +05:00
AMIAY
21f8527ed4 update 2.0.2 2026-01-19 23:15:29 +01:00
84 changed files with 20647 additions and 6538 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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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.

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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: screenshots
attributes:
label: Screenshots
description: If applicable, add screenshots to help explain your problem.
- type: input
id: version
attributes:
label: Version
description: What version of the launcher are you running?
placeholder: "e.g. \"v2.0.11 stable/pre-release\""
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 | VRAM: 24 GB | RAM: 32 GB"
validations:
required: true
- type: dropdown
id: os
attributes:
label: Operating System
description: What operating system are you using?
options:
- Windows 10
- Windows 11
- macOS (Apple Silicon)
- macOS (Intel)
- Linux Ubuntu/Debian-based
- Linux Fedora/RHEL-based
- Linux Arch-based
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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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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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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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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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: 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 version are you using?
options:
- v2.1.2
- 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 x64
- Windows 10 x64
- macOS ARM64 (Apple Silicon)
- Linux x64 Ubuntu/Debian-based
- Linux x64 Fedora/RHEL-based
- Linux x64 Arch-based
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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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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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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## 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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## 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

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## 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

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## 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

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## 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

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## 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

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### 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`
3. Create and push a version tag:
```bash
git tag v2.0.1
git push origin v2.0.1
git tag v2.0.11
git push origin v2.0.11
```
The workflow will:

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# 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.

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@@ -9,24 +9,6 @@ on:
workflow_dispatch:
jobs:
build-linux:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/setup-node@v4
with:
node-version: '22'
cache: 'npm'
- run: npm install
- run: npm ci
- run: npx electron-builder --linux --publish never
- uses: actions/upload-artifact@v4
with:
name: linux-builds
path: |
dist/*.AppImage
dist/*.deb
build-windows:
runs-on: windows-latest
steps:
@@ -35,14 +17,17 @@ jobs:
with:
node-version: '22'
cache: 'npm'
- run: npm install
- run: npm ci
- run: npx electron-builder --win --publish never
- 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
@@ -52,9 +37,18 @@ jobs:
with:
node-version: '22'
cache: 'npm'
- run: npm install
- run: npm ci
- run: npx electron-builder --mac --publish never
- name: Build macOS Packages
env:
# Code signing
CSC_LINK: ${{ secrets.CSC_LINK }}
CSC_KEY_PASSWORD: ${{ secrets.CSC_KEY_PASSWORD }}
# Notarization
APPLE_ID: ${{ secrets.APPLE_ID }}
APPLE_APP_SPECIFIC_PASSWORD: ${{ secrets.APPLE_APP_SPECIFIC_PASSWORD }}
APPLE_TEAM_ID: ${{ secrets.APPLE_TEAM_ID }}
run: npx electron-builder --mac --publish never
- uses: actions/upload-artifact@v4
with:
name: macos-builds
@@ -63,30 +57,162 @@ jobs:
dist/*.zip
dist/latest-mac.yml
release:
needs: [build-linux, build-windows, build-macos]
build-linux:
runs-on: ubuntu-latest
if: startsWith(github.ref, 'refs/tags/v')
steps:
- uses: actions/checkout@v4
- name: Install build dependencies
run: |
sudo apt-get update
sudo apt-get install -y libarchive-tools
- uses: actions/setup-node@v4
with:
node-version: '22'
cache: 'npm'
- run: npm ci
- name: Build Linux Packages
run: |
npx electron-builder --linux AppImage deb rpm --x64 --arm64 --publish never
- uses: actions/upload-artifact@v4
with:
name: linux-builds
path: |
dist/*.AppImage
dist/*.AppImage.blockmap
dist/*.deb
dist/*.rpm
dist/latest-linux.yml
build-arch:
runs-on: ubuntu-latest
container:
image: archlinux:latest
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Install base packages
run: |
pacman -Syu --noconfirm
pacman -S --noconfirm \
base-devel \
git \
nodejs \
npm \
rpm-tools \
libxcrypt-compat
- name: Create build user
run: |
useradd -m builder
echo "builder ALL=(ALL) NOPASSWD: ALL" >> /etc/sudoers
- name: Fix Permissions
run: chown -R builder:builder .
- name: Build Arch Package
run: |
sudo -u builder bash << 'EOF'
set -e
makepkg --printsrcinfo > .SRCINFO
makepkg -s --noconfirm
EOF
- name: Upload Arch Package
uses: actions/upload-artifact@v4
with:
name: arch-package
path: |
*.pkg.tar.zst
*.src.tar.zst
.SRCINFO
# Create release with Windows, Linux, Arch (fast builds)
release:
needs: [build-windows, build-linux, build-arch]
runs-on: ubuntu-latest
if: |
startsWith(github.ref, 'refs/tags/v') ||
github.ref == 'refs/heads/main' ||
github.event_name == 'workflow_dispatch'
permissions:
contents: write
steps:
- name: Download all artifacts
- name: Checkout code
uses: actions/checkout@v4
- name: Download Windows artifacts
uses: actions/download-artifact@v4
with:
path: artifacts
name: windows-builds
path: artifacts/windows-builds
- name: Download Linux artifacts
uses: actions/download-artifact@v4
with:
name: linux-builds
path: artifacts/linux-builds
- name: Download Arch artifacts
uses: actions/download-artifact@v4
with:
name: arch-package
path: artifacts/arch-package
- name: Display structure of downloaded files
run: ls -R artifacts
- name: Get version from package.json
id: pkg_version
run: echo "VERSION=$(node -p "require('./package.json').version")" >> $GITHUB_OUTPUT
- name: Create Release
uses: softprops/action-gh-release@v2
with:
tag_name: ${{ github.ref_name }}
files: |
artifacts/arch-package/*.pkg.tar.zst
artifacts/arch-package/*.src.tar.zst
artifacts/arch-package/.SRCINFO
artifacts/linux-builds/*
artifacts/windows-builds/*
artifacts/macos-builds/*
generate_release_notes: true
draft: false
draft: true
prerelease: false
# Upload macOS builds separately (slow due to notarization)
release-macos:
needs: [build-macos, release]
runs-on: ubuntu-latest
if: |
startsWith(github.ref, 'refs/tags/v') ||
github.ref == 'refs/heads/main' ||
github.event_name == 'workflow_dispatch'
permissions:
contents: write
steps:
- name: Download macOS artifacts
uses: actions/download-artifact@v4
with:
name: macos-builds
path: artifacts/macos-builds
- name: Display macOS files
run: ls -R artifacts
- name: Upload macOS to Release
uses: softprops/action-gh-release@v2
with:
tag_name: ${{ github.ref_name }}
files: |
artifacts/macos-builds/*
draft: true
prerelease: false

26
.gitignore vendored
View File

@@ -1,3 +1,23 @@
dist/*
node_modules/*
package-lock.json
# General / Node
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

View File

@@ -1,52 +1,59 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Hytale F2P Launcher</title>
<link href="https://cdn.jsdelivr.net/npm/tailwindcss@2.2.19/dist/tailwind.min.css" rel="stylesheet">
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.0.0/css/all.min.css">
<link href="https://fonts.googleapis.com/css2?family=Space+Grotesk:wght@300;400;500;600;700&family=JetBrains+Mono:wght@400;500;600;700&display=swap" rel="stylesheet">
<link rel="stylesheet" href="style.css">
<link
href="https://fonts.googleapis.com/css2?family=Space+Grotesk:wght@300;400;500;600;700&family=JetBrains+Mono:wght@400;500;600;700&display=swap"
rel="stylesheet">
<link rel="stylesheet" href="style.css">
</head>
<body class="bg-black text-white overflow-hidden font-sans select-none" tabindex="-1">
<div class="absolute inset-0 z-0">
<img src="https://i.imgur.com/Visrk66.png" alt="Background" class="w-full h-full object-cover" />
<img src="https://assets.authbp.xyz/bg.png" alt="Background" class="w-full h-full object-cover" />
<div class="absolute inset-0 bg-black/60"></div>
<div class="absolute inset-0 bg-[url('data:image/svg+xml,%3Csvg viewBox="0 0 256 256" xmlns="http://www.w3.org/2000/svg"%3E%3Cfilter id="noiseFilter"%3E%3CfeTurbulence type="fractalNoise" baseFrequency="0.65" numOctaves="3" stitchTiles="stitch"/%3E%3C/filter%3E%3Crect width="100%25" height="100%25" filter="url(%23noiseFilter)" opacity="0.1"/%3E%3C/svg%3E')] opacity-20"></div>
<div class="absolute inset-0 bg-[url('data:image/svg+xml,%3Csvg viewBox=" 0 0 256 256"
xmlns="http://www.w3.org/2000/svg" %3E%3Cfilter id="noiseFilter" %3E%3CfeTurbulence type="fractalNoise"
baseFrequency="0.65" numOctaves="3" stitchTiles="stitch" /%3E%3C/filter%3E%3Crect width="100%25"
height="100%25" filter="url(%23noiseFilter)" opacity="0.1" /%3E%3C/svg%3E')] opacity-20"></div>
</div>
<div class="flex w-full h-screen relative z-10">
<nav class="sidebar">
<div class="sidebar-logo">
<img src="./icon.png" alt="Hytale Logo" />
<img src="./icon.png" alt="Hytale Logo" />
</div>
<div class="sidebar-nav">
<div class="nav-item active" data-page="play">
<i class="fas fa-play"></i>
<span class="nav-tooltip">Play</span>
<span class="nav-tooltip" data-i18n="nav.play">Play</span>
</div>
<div class="nav-item" data-page="mods">
<i class="fas fa-box"></i>
<span class="nav-tooltip">Mods</span>
<span class="nav-tooltip" data-i18n="nav.mods">Mods</span>
</div>
<div class="nav-item" data-page="news">
<i class="fas fa-newspaper"></i>
<span class="nav-tooltip">News</span>
<span class="nav-tooltip" data-i18n="nav.news">News</span>
</div>
<div class="nav-item" data-page="chat">
<i class="fas fa-comments"></i>
<span class="nav-tooltip">Players Chat</span>
<span class="nav-tooltip" data-i18n="nav.chat">Players Chat</span>
</div>
<div class="nav-item" data-page="settings">
<i class="fas fa-cog"></i>
<span class="nav-tooltip">Settings</span>
<span class="nav-tooltip" data-i18n="nav.settings">Settings</span>
</div>
<div class="nav-item" data-page="skins">
<i class="fas fa-user"></i>
<span class="nav-tooltip">Skins</span>
<div class="nav-item logs-nav-item" data-page="logs" id="openLogsBtn" onclick="openLogs()">
<i class="fas fa-terminal"></i>
<span class="nav-tooltip">Logs</span>
</div>
</div>
@@ -57,14 +64,35 @@
<header class="header">
<div id="playersOnlineCounter" class="players-counter">
<i class="fas fa-users"></i>
<span class="counter-label">Players:</span>
<span class="counter-label" data-i18n="header.playersLabel">Players:</span>
<span id="onlineCount" class="counter-value">0</span>
</div>
<div class="profile-selector" id="profileSelector">
<button class="profile-btn" onclick="toggleProfileDropdown()">
<i class="fas fa-user-circle"></i>
<span id="currentProfileName">Default</span>
<i class="fas fa-chevron-down"></i>
</button>
<div class="profile-dropdown" id="profileDropdown">
<div class="profile-list" id="profileList">
<!-- Profiles populated by JS -->
</div>
<div class="profile-divider"></div>
<div class="profile-action" onclick="openProfileManager()">
<i class="fas fa-cog"></i>
<span data-i18n="header.manageProfiles">Manage Profiles</span>
</div>
</div>
</div>
<div class="window-controls">
<button class="control-btn minimize" onclick="window.electronAPI?.minimizeWindow()">
<i class="fas fa-minus"></i>
</button>
<button class="control-btn maximize" onclick="toggleMaximize()">
<i class="fas fa-square"></i>
</button>
<button class="control-btn close" onclick="window.electronAPI?.closeWindow()">
<i class="fas fa-times"></i>
</button>
@@ -75,9 +103,6 @@
<h1 class="game-title">
HY<span class="title-accent">TALE</span>
</h1>
<div class="game-tags">
<span class="tag">FREE TO PLAY</span>
</div>
</div>
<div class="content-pages">
@@ -85,28 +110,57 @@
<div class="install-content">
<div class="install-header">
<h1 class="install-title">
HYTA<span class="title-accent">LE</span>
HY<span class="title-accent">TALE</span>
</h1>
<p class="install-subtitle">FREE TO PLAY LAUNCHER</p>
<p class="install-subtitle" data-i18n="install.title">FREE TO PLAY LAUNCHER</p>
</div>
<div class="install-form">
<div class="form-group">
<label class="form-label">Player Name</label>
<input type="text" id="installPlayerName" placeholder="Enter your name" class="form-input" value="Player" />
<label class="form-label" data-i18n="install.playerName">Player Name</label>
<input type="text" id="installPlayerName"
data-i18n-placeholder="install.playerNamePlaceholder" class="form-input"
value="Player" />
</div>
<div class="form-group">
<label class="form-label" data-i18n="install.gameBranch">Game Version</label>
<div class="radio-group">
<label class="radio-label">
<input type="radio" name="installBranch" value="release" class="custom-radio"
checked>
<span class="radio-text">
<i class="fas fa-check-circle mr-2"></i>
<span data-i18n="install.releaseVersion">Release (Stable)</span>
</span>
</label>
<label class="radio-label">
<input type="radio" name="installBranch" value="pre-release"
class="custom-radio">
<span class="radio-text">
<i class="fas fa-flask mr-2"></i>
<span data-i18n="install.preReleaseVersion">Pre-Release
(Experimental)</span>
</span>
</label>
</div>
</div>
<div class="form-group">
<label class="checkbox-group">
<input type="checkbox" id="installCustomCheck" class="custom-checkbox">
<span class="checkbox-label">Custom Installation</span>
<span class="checkbox-label" data-i18n="install.customInstallation">Custom
Installation</span>
</label>
<div id="installCustomOptions" class="custom-options">
<div class="form-subgroup">
<label class="form-label">Installation Folder</label>
<label class="form-label" data-i18n="install.installationFolder">Installation
Folder</label>
<div class="input-with-button">
<input type="text" id="installPath" placeholder="Default location" class="form-input" readonly />
<input type="text" id="installPath"
data-i18n-placeholder="install.pathPlaceholder" class="form-input"
readonly />
<button onclick="browseInstallPath()" class="browse-btn">
<i class="fas fa-folder-open"></i>
</button>
@@ -117,7 +171,7 @@
<button id="installBtn" class="install-button" onclick="installGame()">
<i class="fas fa-download mr-2"></i>
<span id="installText">INSTALL HYTALE</span>
<span id="installText" data-i18n="install.installButton">INSTALL HYTALE</span>
</button>
</div>
</div>
@@ -130,14 +184,15 @@
<div class="play-header">
<h2 class="play-title">
<i class="fas fa-play-circle mr-2"></i>
READY TO PLAY
<span data-i18n="play.ready">READY TO PLAY</span>
</h2>
<p class="play-subtitle">Launch Hytale and enter the adventure</p>
<p class="play-subtitle" data-i18n="play.subtitle">Launch Hytale and enter the
adventure</p>
</div>
<button id="homePlayBtn" class="home-play-button" onclick="launch()">
<i class="fas fa-play"></i>
<span>PLAY HYTALE</span>
<span data-i18n="play.playButton">PLAY HYTALE</span>
</button>
</div>
</div>
@@ -146,10 +201,11 @@
<div class="news-header">
<h2 class="news-title">
<i class="fas fa-star mr-2"></i>
LATEST NEWS
<span data-i18n="play.latestNews">LATEST NEWS</span>
</h2>
<button class="view-all-btn" onclick="navigateToPage('news')">
VIEW ALL <i class="fas fa-arrow-right ml-1"></i>
<span data-i18n="play.viewAll">VIEW ALL</span> <i
class="fas fa-arrow-right ml-1"></i>
</button>
</div>
<div id="newsGrid" class="news-grid-horizontal"></div>
@@ -160,12 +216,13 @@
<div class="mods-header">
<div class="mods-search-container">
<i class="fas fa-search"></i>
<input type="text" id="modsSearch" placeholder="Search mods..." class="mods-search" />
<input type="text" id="modsSearch" data-i18n-placeholder="mods.searchPlaceholder"
class="mods-search" />
</div>
<div class="mods-actions">
<button id="myModsBtn" class="mods-btn-primary">
<i class="fas fa-box"></i>
MY MODS
<span data-i18n="mods.myMods">MY MODS</span>
</button>
</div>
</div>
@@ -176,13 +233,14 @@
<div class="mods-pagination">
<button id="prevPage" class="pagination-btn">
<i class="fas fa-chevron-left"></i>
PREVIOUS
<span data-i18n="mods.previous">PREVIOUS</span>
</button>
<span class="pagination-info">
Page <span id="currentPage">1</span> of <span id="totalPages">1</span>
<span data-i18n="mods.page">Page</span> <span id="currentPage">1</span> <span
data-i18n="mods.of">of</span> <span id="totalPages">1</span>
</span>
<button id="nextPage" class="pagination-btn">
NEXT
<span data-i18n="mods.next">NEXT</span>
<i class="fas fa-chevron-right"></i>
</button>
</div>
@@ -192,7 +250,7 @@
<div class="news-header">
<h2 class="news-title">
<i class="fas fa-newspaper mr-2"></i>
ALL NEWS
<span data-i18n="news.title">ALL NEWS</span>
</h2>
</div>
<div id="allNewsGrid" class="news-grid-full"></div>
@@ -203,11 +261,17 @@
<div class="chat-header">
<h2 class="chat-title">
<i class="fas fa-comments mr-2"></i>
PLAYERS CHAT
<span data-i18n="chat.title">PLAYERS CHAT</span>
</h2>
<div class="chat-online-badge">
<i class="fas fa-circle"></i>
<span id="chatOnlineCount">0</span> online
<div class="chat-header-actions">
<button id="chatColorBtn" class="chat-color-btn">
<i class="fas fa-palette"></i>
<span data-i18n="chat.pickColor">Color</span>
</button>
<div class="chat-online-badge">
<i class="fas fa-circle"></i>
<span id="chatOnlineCount">0</span> <span data-i18n="chat.online">online</span>
</div>
</div>
</div>
@@ -218,13 +282,9 @@
<div class="chat-footer">
<div class="chat-input-container">
<textarea
id="chatInput"
class="chat-input"
placeholder="Type your message... (Links are automatically censored)"
rows="1"
maxlength="500"
></textarea>
<textarea id="chatInput" class="chat-input"
data-i18n-placeholder="chat.inputPlaceholder" rows="1"
maxlength="500"></textarea>
<button id="chatSendBtn" class="chat-send-btn">
<i class="fas fa-paper-plane"></i>
</button>
@@ -233,7 +293,7 @@
<span class="chat-char-counter" id="chatCharCounter">0/500</span>
<span class="chat-warning-text">
<i class="fas fa-shield-alt"></i>
Secure chat - Links are censored
<span data-i18n="chat.secureChat">Secure chat - Links are censored</span>
</span>
</div>
</div>
@@ -245,96 +305,302 @@
<div class="settings-header">
<h2 class="settings-title">
<i class="fas fa-cog mr-2"></i>
SETTINGS
<span data-i18n="settings.title">SETTINGS</span>
</h2>
</div>
<div class="settings-content">
<div class="settings-section">
<h3 class="settings-section-title">
<i class="fas fa-coffee"></i>
Java Runtime
</h3>
<div class="settings-option">
<label class="settings-checkbox">
<input type="checkbox" id="customJavaCheck" />
<span class="checkmark"></span>
<div class="checkbox-content">
<div class="checkbox-title">Use Custom Java Path</div>
<div class="checkbox-description">Override the bundled Java runtime with your own installation</div>
</div>
</label>
</div>
<div id="customJavaOptions" class="custom-java-options" style="display: none;">
<div class="settings-input-group">
<label class="settings-input-label">Java Executable Path</label>
<div class="settings-input-with-button">
<input
type="text"
id="customJavaPath"
class="settings-input"
placeholder="Select Java path..."
readonly
/>
<button id="browseJavaBtn" class="settings-browse-btn">
<i class="fas fa-folder-open"></i>
Browse
</button>
</div>
<p class="settings-hint">
<i class="fas fa-info-circle"></i>
Select the Java installation folder (supports Windows, Mac, Linux)
</p>
</div>
</div>
</div>
<div class="settings-section">
<h3 class="settings-section-title">
<i class="fas fa-gamepad"></i>
Game Options
<span data-i18n="settings.game">Game Options</span>
</h3>
<div class="settings-option">
<div class="settings-input-group">
<label class="settings-input-label">Player Name</label>
<input
type="text"
id="settingsPlayerName"
class="settings-input"
placeholder="Enter your player name"
maxlength="16"
/>
<label class="settings-input-label" data-i18n="settings.playerName">Player
Name</label>
<input type="text" id="settingsPlayerName" class="settings-input"
data-i18n-placeholder="settings.playerNamePlaceholder" maxlength="16" />
<p class="settings-hint">
<i class="fas fa-user"></i>
This name will be used in-game (1-16 characters)
<span data-i18n="settings.playerNameHint">This name will be used in-game
(1-16 characters)</span>
</p>
</div>
</div>
<div class="settings-option">
<div class="settings-button-group">
<button id="openGameLocationBtn" class="settings-action-btn" onclick="openGameLocation()">
<button id="openGameLocationBtn" class="settings-action-btn"
onclick="openGameLocation()">
<i class="fas fa-folder-open"></i>
<div class="btn-content">
<div class="btn-title">Open Game Location</div>
<div class="btn-description">Open the game installation folder</div>
<div class="btn-title" data-i18n="settings.openGameLocation">Open
Game Location</div>
<div class="btn-description"
data-i18n="settings.openGameLocationDesc">Open the game
installation folder</div>
</div>
</button>
</div>
</div>
<div class="settings-option">
<div class="settings-button-group">
<button id="repairGameBtn" class="settings-action-btn"
onclick="repairGame()">
<i class="fas fa-tools"></i>
<div class="btn-content">
<div class="btn-title" data-i18n="settings.repairGame">Repair Game
</div>
<div class="btn-description" data-i18n="settings.reinstallGame">
Reinstall game files (preserves data)
</div>
</div>
</button>
</div>
</div>
<div class="settings-option">
<div class="settings-input-group">
<label class="settings-input-label" data-i18n="settings.gameBranch">Game
Branch</label>
<div class="segmented-control">
<input type="radio" id="branch-release" name="gameBranch"
value="release" checked>
<label for="branch-release"
data-i18n="settings.branchRelease">Release</label>
<input type="radio" id="branch-pre-release" name="gameBranch"
value="pre-release">
<label for="branch-pre-release"
data-i18n="settings.branchPreRelease">Pre-Release</label>
</div>
<p class="settings-hint">
<i class="fas fa-info-circle"></i>
<span data-i18n="settings.branchHint">Switch between stable release and
experimental pre-release versions</span>
</p>
<p class="settings-hint" style="color: #f39c12;">
<i class="fas fa-exclamation-triangle"></i>
<span data-i18n="settings.branchWarning">Changing branch will download
and install a different game version</span>
</p>
</div>
</div>
<div class="settings-option">
<label class="settings-input-label" data-i18n="settings.gpuPreference">GPU
Preference</label>
<div class="segmented-control">
<input type="radio" id="gpu-auto" name="gpuPreference" value="auto" checked>
<label for="gpu-auto" data-i18n="settings.gpuAuto">Auto</label>
<input type="radio" id="gpu-integrated" name="gpuPreference"
value="integrated">
<label for="gpu-integrated"
data-i18n="settings.gpuIntegrated">Integrated</label>
<input type="radio" id="gpu-dedicated" name="gpuPreference"
value="dedicated">
<label for="gpu-dedicated"
data-i18n="settings.gpuDedicated">Dedicated</label>
</div>
<p class="settings-hint">
<i class="fas fa-info-circle"></i>
<span data-i18n="settings.gpuHint">Select your preferred GPU (Linux:
affects DRI_PRIME)</span>
</p>
<div id="gpu-detection-info" class="gpu-detection-info"></div>
</div>
</div>
</div>
<div class="settings-section">
<h3 class="settings-section-title">
<i class="fas fa-fingerprint"></i>
<span data-i18n="settings.account">Player UUID Management</span>
</h3>
<div class="settings-option">
<div class="settings-input-group">
<label class="settings-input-label" data-i18n="settings.currentUUID">Current
UUID</label>
<div class="uuid-display-container">
<input type="text" id="currentUuid" class="settings-input uuid-input"
readonly data-i18n-placeholder="settings.uuidPlaceholder" />
<button id="copyUuidBtn" class="uuid-btn copy-btn" title="Copy UUID">
<i class="fas fa-copy"></i>
</button>
<button id="regenerateUuidBtn" class="uuid-btn regenerate-btn"
title="Generate New UUID">
<i class="fas fa-sync-alt"></i>
</button>
</div>
<p class="settings-hint">
<i class="fas fa-info-circle"></i>
<span data-i18n="settings.uuidHint">Your unique player identifier for
this username</span>
</p>
</div>
</div>
<div class="settings-option">
<div class="settings-button-group">
<button id="manageUuidsBtn" class="settings-action-btn">
<i class="fas fa-list"></i>
<div class="btn-content">
<div class="btn-title" data-i18n="settings.manageUUIDs">Manage All
UUIDs</div>
<div class="btn-description" data-i18n="settings.manageUUIDsDesc">
View and manage all player UUIDs</div>
</div>
</button>
</div>
</div>
</div>
<div class="settings-section">
<h3 class="settings-section-title">
<i class="fab fa-discord"></i>
<span data-i18n="settings.discord">Discord Integration</span>
</h3>
<div class="settings-option">
<label class="settings-checkbox">
<input type="checkbox" id="discordRPCCheck" checked />
<span class="checkmark"></span>
<div class="checkbox-content">
<div class="checkbox-title" data-i18n="settings.enableRPC">Enable
Discord Rich Presence</div>
<div class="checkbox-description" data-i18n="settings.discordDescription">
Show your launcher activity
on Discord
</div>
</div>
</label>
</div>
</div>
<div class="settings-section">
<h3 class="settings-section-title">
<i class="fas fa-window-close"></i>
<span data-i18n="settings.closeLauncher">Launcher Behavior</span>
</h3>
<div class="settings-option">
<label class="settings-checkbox">
<input type="checkbox" id="closeLauncherCheck" />
<span class="checkmark"></span>
<div class="checkbox-content">
<div class="checkbox-title" data-i18n="settings.closeOnStart">Close Launcher
on game start</div>
<div class="checkbox-description"
data-i18n="settings.closeOnStartDescription">
Automatically close the launcher after Hytale has launched
</div>
</div>
</label>
</div>
<div class="settings-option">
<label class="settings-checkbox">
<input type="checkbox" id="launcherHwAccelCheck" />
<span class="checkmark"></span>
<div class="checkbox-content">
<div class="checkbox-title" data-i18n="settings.hwAccel">Launcher Hardware
Acceleration</div>
<div class="checkbox-description" data-i18n="settings.hwAccelDescription">
Enable hardware acceleration for the launcher UI (Requires restart)
</div>
</div>
</label>
</div>
</div>
<div class="settings-section">
<h3 class="settings-section-title">
<i class="fas fa-coffee"></i>
<span data-i18n="settings.java">Java Runtime</span>
</h3>
<div class="settings-option">
<label class="settings-checkbox">
<input type="checkbox" id="customJavaCheck" />
<span class="checkmark"></span>
<div class="checkbox-content">
<div class="checkbox-title" data-i18n="settings.useCustomJava">Use
Custom Java Path</div>
<div class="checkbox-description" data-i18n="settings.javaDescription">
Override the bundled Java runtime with
your own installation</div>
</div>
</label>
</div>
<div id="customJavaOptions" class="custom-java-options" style="display: none;">
<div class="settings-input-group">
<label class="settings-input-label" data-i18n="settings.javaPath">Java
Executable Path</label>
<div class="settings-input-with-button">
<input type="text" id="customJavaPath" class="settings-input"
data-i18n-placeholder="settings.javaPathPlaceholder" readonly />
<button id="browseJavaBtn" class="settings-browse-btn">
<i class="fas fa-folder-open"></i>
<span data-i18n="settings.javaBrowse">Browse</span>
</button>
</div>
<p class="settings-hint">
<i class="fas fa-info-circle"></i>
<span data-i18n="settings.javaHint">Select the Java installation folder
(supports Windows, Mac, Linux)</span>
</p>
</div>
</div>
</div>
<div class="settings-section">
<h3 class="settings-section-title">
<i class="fas fa-language"></i>
<span data-i18n="settings.language">Language</span>
</h3>
<div class="settings-option">
<div class="settings-input-group">
<label class="settings-input-label" data-i18n="settings.selectLanguage">Select
Language</label>
<select id="languageSelect" class="settings-input">
<!-- Options populated by i18n.js -->
</select>
</div>
</div>
</div>
</div>
</div>
</div>
<div id="skins-page" class="page">
<div class="placeholder-content">
<i class="fas fa-user text-6xl mb-4 text-purple-500"></i>
<h2>Skins</h2>
<p>Skin customization coming soon...</p>
<div id="logs-page" class="page">
<div class="logs-container">
<div class="logs-header">
<h2 class="logs-title">
<i class="fas fa-terminal"></i>
<span data-i18n="settings.logs">SYSTEM LOGS</span>
</h2>
<div class="logs-actions">
<button class="logs-action-btn" onclick="copyLogs()">
<i class="fas fa-copy"></i> <span data-i18n="settings.logsCopy">Copy</span>
</button>
<button class="logs-action-btn" onclick="refreshLogs()">
<i class="fas fa-sync-alt"></i> <span
data-i18n="settings.logsRefresh">Refresh</span>
</button>
<button class="logs-action-btn" onclick="openLogsFolder()">
<i class="fas fa-folder-open"></i> <span data-i18n="settings.logsFolder">Open
Folder</span>
</button>
</div>
</div>
<div id="logsTerminal" class="logs-terminal">
<div class="text-gray-500 text-center mt-10" data-i18n="settings.logsLoading">Loading
logs...</div>
</div>
</div>
</div>
@@ -347,7 +613,7 @@
<div class="mods-modal-header">
<h2 class="mods-modal-title">
<i class="fas fa-box mr-2"></i>
MY MODS
<span data-i18n="mods.modalTitle">MY MODS</span>
</h2>
<button id="closeMyModsModal" class="mods-modal-close">
<i class="fas fa-times"></i>
@@ -363,7 +629,7 @@
<div id="progressOverlay" class="progress-overlay" style="display: none;">
<div class="progress-content">
<div class="progress-info">
<span id="progressText">Initializing...</span>
<span id="progressText" data-i18n="progress.initializing">Initializing...</span>
<span id="progressPercent">0%</span>
</div>
<div class="progress-bar-container">
@@ -373,6 +639,23 @@
<span id="progressSpeed"></span>
<span id="progressSize"></span>
</div>
<div id="progressErrorContainer" class="progress-error-container" style="display: none;">
<div id="progressErrorMessage" class="progress-error-message"></div>
<div class="progress-retry-section">
<span id="progressRetryInfo" class="progress-retry-info"></span>
<div class="progress-retry-buttons">
<button id="progressJRRetryBtn" class="progress-retry-btn" style="display: none;">
Retry Java Download
</button>
<button id="progressPWRRetryBtn" class="progress-retry-btn" style="display: none;">
Retry Game Download
</button>
<button id="progressRetryBtn" class="progress-retry-btn" style="display: none;">
Retry Download
</button>
</div>
</div>
</div>
</div>
</div>
@@ -381,68 +664,226 @@
<div class="chat-username-modal-header">
<h2 class="chat-username-modal-title">
<i class="fas fa-comments mr-2"></i>
Join Chat
<span data-i18n="chat.joinChat">Join Chat</span>
</h2>
</div>
<div class="chat-username-modal-body">
<p class="chat-username-modal-description">
<p class="chat-username-modal-description" data-i18n="chat.chooseUsername">
Choose a username to join the Players Chat
</p>
<div class="chat-username-input-group">
<label for="chatUsernameInput" class="chat-username-label">Username</label>
<input
type="text"
id="chatUsernameInput"
class="chat-username-input"
placeholder="Enter your username..."
maxlength="20"
autocomplete="off"
/>
<span class="chat-username-hint">3-20 characters, letters, numbers, - and _ only</span>
<label for="chatUsernameInput" class="chat-username-label"
data-i18n="chat.username">Username</label>
<input type="text" id="chatUsernameInput" class="chat-username-input"
data-i18n-placeholder="chat.usernamePlaceholder" maxlength="20" autocomplete="off" />
<span class="chat-username-hint" data-i18n="chat.usernameHint">3-20 characters, letters, numbers, -
and _ only</span>
<span id="chatUsernameError" class="chat-username-error"></span>
</div>
</div>
<div class="chat-username-modal-footer">
<button id="chatUsernameCancel" class="chat-username-btn-cancel">
<i class="fas fa-times"></i>
Cancel
<span data-i18n="common.cancel">Cancel</span>
</button>
<button id="chatUsernameSubmit" class="chat-username-btn-submit">
<i class="fas fa-check"></i>
Join Chat
<span data-i18n="chat.joinButton">Join Chat</span>
</button>
</div>
</div>
</div>
<!-- UUID Management Modal -->
<div id="uuidModal" class="uuid-modal" style="display: none;">
<div class="uuid-modal-content">
<div class="uuid-modal-header">
<h2 class="uuid-modal-title">
<i class="fas fa-fingerprint mr-2"></i>
<span data-i18n="uuid.modalTitle">UUID Management</span>
</h2>
<button id="uuidModalClose" class="modal-close-btn">
<i class="fas fa-times"></i>
</button>
</div>
<div class="uuid-modal-body">
<div class="uuid-current-section">
<h3 class="uuid-section-title" data-i18n="uuid.currentUserUUID">Current User UUID</h3>
<div class="uuid-current-display">
<input type="text" id="modalCurrentUuid" class="uuid-display-input" readonly />
<button id="modalCopyUuidBtn" class="uuid-action-btn copy-btn" title="Copy UUID">
<i class="fas fa-copy"></i>
</button>
<button id="modalRegenerateUuidBtn" class="uuid-action-btn regenerate-btn"
title="Generate New UUID">
<i class="fas fa-sync-alt"></i>
</button>
</div>
</div>
<div class="uuid-list-section">
<div class="uuid-list-header">
<h3 class="uuid-section-title" data-i18n="uuid.allPlayerUUIDs">All Player UUIDs</h3>
<button id="generateNewUuidBtn" class="uuid-generate-btn">
<i class="fas fa-plus"></i>
<span data-i18n="uuid.generateNew">Generate New UUID</span>
</button>
</div>
<div id="uuidList" class="uuid-list">
<div class="uuid-loading">
<i class="fas fa-spinner fa-spin"></i>
<span data-i18n="uuid.loadingUUIDs">Loading UUIDs...</span>
</div>
</div>
</div>
<div class="uuid-custom-section">
<h3 class="uuid-section-title" data-i18n="uuid.setCustomUUID">Set Custom UUID</h3>
<div class="uuid-custom-form">
<input type="text" id="customUuidInput" class="uuid-input"
data-i18n-placeholder="uuid.customPlaceholder" maxlength="36" />
<button id="setCustomUuidBtn" class="uuid-set-btn">
<i class="fas fa-check"></i>
<span data-i18n="uuid.setUUID">Set UUID</span>
</button>
</div>
<p class="uuid-custom-hint">
<i class="fas fa-exclamation-triangle"></i>
<span data-i18n="uuid.warning">Warning: Setting a custom UUID will change your current player
identity</span>
</p>
</div>
</div>
</div>
</div>
<!-- Profile Manager Modal -->
<div id="profileManagerModal" class="profile-modal" style="display: none;">
<div class="profile-modal-content">
<div class="profile-modal-header">
<h2 class="profile-modal-title">
<i class="fas fa-users-cog mr-2"></i>
<span data-i18n="profiles.modalTitle">Manage Profiles</span>
</h2>
<button class="modal-close-btn" onclick="closeProfileManager()">
<i class="fas fa-times"></i>
</button>
</div>
<div class="profile-modal-body">
<div class="profile-manager-list" id="managerProfileList">
<!-- Populated by JS -->
</div>
<div class="profile-create-section">
<input type="text" id="newProfileName" data-i18n-placeholder="profiles.newProfilePlaceholder"
class="profile-input" maxlength="20">
<button class="profile-create-btn" onclick="createNewProfile()">
<i class="fas fa-plus"></i> <span data-i18n="profiles.createProfile">Create Profile</span>
</button>
</div>
</div>
</div>
</div>
<div class="version-display-bottom">
<i class="fas fa-code-branch"></i>
<span id="launcherVersion">Loading...</span>
</div>
<footer class="fixed bottom-0 left-0 right-0 z-50 bg-black/80 backdrop-blur-sm px-4 py-2">
<div class="flex items-center justify-center text-xs text-gray-400">
<span>Made by <a href="https://github.com/amiayweb" target="_blank" class="text-blue-400 hover:text-blue-300 transition-colors">@amiayweb</a></span>
<span>Made by <a href="https://github.com/amiayweb" target="_blank"
class="text-blue-400 hover:text-blue-300 transition-colors">@amiayweb</a> & <a
href="https://github.com/Relyz1993" target="_blank"
class="text-blue-400 hover:text-blue-300 transition-colors">@Relyz</a></span>
<span class="mx-2">|</span>
<span>Contributors:
<a href="https://github.com/chasem-dev" target="_blank" class="text-blue-400 hover:text-blue-300 transition-colors">@chasem-dev</a>,
<a href="https://github.com/crimera" target="_blank" class="text-blue-400 hover:text-blue-300 transition-colors">@crimera</a>,
<a href="https://github.com/sanasol" target="_blank" class="text-blue-400 hover:text-blue-300 transition-colors">@sanasol</a>,
<a href="https://github.com/Terromur" target="_blank" class="text-blue-400 hover:text-blue-300 transition-colors">@terromur</a>,
<a href="https://github.com/ericiskoolbeans" target="_blank" class="text-blue-400 hover:text-blue-300 transition-colors">@ericiskoolbeans</a>
<a href="https://github.com/chasem-dev" target="_blank"
class="text-blue-400 hover:text-blue-300 transition-colors">@chasem-dev</a>,
<a href="https://github.com/crimera" target="_blank"
class="text-blue-400 hover:text-blue-300 transition-colors">@crimera</a>,
<a href="https://github.com/sanasol" target="_blank"
class="text-blue-400 hover:text-blue-300 transition-colors">@sanasol</a>,
<a href="https://github.com/Terromur" target="_blank"
class="text-blue-400 hover:text-blue-300 transition-colors">@terromur</a>,
<a href="https://github.com/ericiskoolbeans" target="_blank"
class="text-blue-400 hover:text-blue-300 transition-colors">@ericiskoolbeans</a>,
<a href="https://github.com/fazrigading" target="_blank"
class="text-blue-400 hover:text-blue-300 transition-colors">@fazrigading</a>,
<a href="https://github.com/Rahul-Sahani04" target="_blank"
class="text-blue-400 hover:text-blue-300 transition-colors">@Rahul-Sahani04</a>,
<a href="https://github.com/xSamiVS" target="_blank"
class="text-blue-400 hover:text-blue-300 transition-colors">@xSamiVS</a>
</span>
</div>
</footer>
<script type="module" src="js/script.js"></script> <!-- Discord Notification -->
<script type="module" src="js/script.js"></script> <!-- Discord Notification -->
<div id="discordNotification" class="discord-notification">
<div class="notification-content">
<i class="fab fa-discord"></i>
<span class="notification-text">Join our Discord community!</span>
<button class="notification-action" onclick="window.electronAPI?.openExternal('https://discord.gg/n6HZ7NwSQd')">
Join Discord
<span class="notification-text" data-i18n="discord.notificationText">Join our Discord community!</span>
<button class="notification-action"
onclick="window.electronAPI?.openExternal('https://discord.gg/n6HZ7NwSQd')">
<span data-i18n="discord.joinButton">Join Discord</span>
</button>
</div>
<button class="notification-close" onclick="closeDiscordNotification()">
<i class="fas fa-times"></i>
</button>
</div>
<!-- Modal pour sélectionner la couleur du chat -->
<div id="chatColorModal" class="chat-color-modal" style="display: none;">
<div class="chat-color-modal-content">
<div class="chat-color-modal-header">
<h3 class="chat-color-modal-title">
<i class="fas fa-palette"></i>
<span data-i18n="chat.colorModal.title">Customize Username Color</span>
</h3>
<button class="modal-close-btn" onclick="closeChatColorModal()">
<i class="fas fa-times"></i>
</button>
</div>
<div class="chat-color-modal-body">
<div id="solidColorSection" class="color-section">
<h4 data-i18n="chat.colorModal.chooseSolid">Choose a solid color:</h4>
<div class="predefined-colors">
<div class="color-option" data-color="#3498db" style="background: #3498db;"></div>
<div class="color-option" data-color="#e74c3c" style="background: #e74c3c;"></div>
<div class="color-option" data-color="#2ecc71" style="background: #2ecc71;"></div>
<div class="color-option" data-color="#f39c12" style="background: #f39c12;"></div>
<div class="color-option" data-color="#9b59b6" style="background: #9b59b6;"></div>
<div class="color-option" data-color="#1abc9c" style="background: #1abc9c;"></div>
<div class="color-option" data-color="#e91e63" style="background: #e91e63;"></div>
<div class="color-option" data-color="#ff5722" style="background: #ff5722;"></div>
</div>
<div class="custom-color-input">
<label for="customColor" data-i18n="chat.colorModal.customColor">Custom color:</label>
<input type="color" id="customColor" value="#3498db">
</div>
</div>
<div class="color-preview">
<h4 data-i18n="chat.colorModal.preview">Preview:</h4>
<div id="colorPreview" class="preview-username" data-i18n="chat.colorModal.previewUsername">
YourUsername</div>
</div>
</div>
<div class="chat-color-modal-footer">
<button class="btn-secondary" onclick="closeChatColorModal()"><span
data-i18n="common.cancel">Cancel</span></button>
<button class="btn-primary" onclick="applyChatColor()"><span data-i18n="chat.colorModal.apply">Apply
Color</span></button>
</div>
</div>
</div>
<script src="js/i18n.js"></script>
<script type="module" src="js/settings.js"></script>
<script type="module" src="js/update.js"></script>
<!-- updater.js disabled - using update.js instead which has skip button and macOS handling -->
</body>
</html>

View File

@@ -3,20 +3,34 @@ let socket = null;
let isAuthenticated = false;
let messageQueue = [];
let chatUsername = '';
const SOCKET_URL = 'http://3.10.208.30:3001';
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();
}
@@ -136,13 +150,22 @@ async function connectToChat() {
reconnectionDelay: 1000
});
socket.on('connect', () => {
socket.on('connect', async () => {
console.log('Connected to chat server');
socket.emit('authenticate', { username: chatUsername, userId });
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) {
@@ -155,7 +178,7 @@ async function connectToChat() {
if (data.type === 'system') {
addSystemMessage(data.message);
} else if (data.type === 'user') {
addUserMessage(data.username, data.message, data.timestamp);
addUserMessage(data.username, data.message, data.timestamp, data.userColor, data.badge);
}
});
@@ -226,7 +249,7 @@ function sendMessage() {
updateCharCounter();
}
function addUserMessage(username, message, timestamp) {
function addUserMessage(username, message, timestamp, userColor = '#3498db', badge = null) {
const chatMessages = document.getElementById('chatMessages');
if (!chatMessages) return;
@@ -238,14 +261,35 @@ function addUserMessage(username, message, timestamp) {
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}">[${badge.badge}]</span> `;
}
messageDiv.innerHTML = `
<div class="message-header">
<span class="message-username">${escapeHtml(username)}</span>
<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();
}
@@ -352,6 +396,104 @@ document.addEventListener('DOMContentLoaded', () => {
}
});
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()

94
GUI/js/i18n.js Normal file
View File

@@ -0,0 +1,94 @@
// Minimal i18n system - optimized async loading
const i18n = (() => {
let currentLang = 'en';
let translations = {};
const availableLanguages = [
{ code: 'en', name: 'English' },
{ code: 'fr', name: 'Français' },
{ code: 'de', name: 'Deutsch' },
{ code: 'sv', name: 'Svenska' },
{ code: 'es-ES', name: 'Español (España)' },
{ code: 'pt-BR', name: 'Portuguese (Brazil)' },
{ code: 'tr-TR', name: 'Turkish (Turkey)' },
{ code: 'pl-PL', name: 'Polish (Poland)' }
];
// Load single language file
async function loadLanguage(lang) {
if (translations[lang]) return true;
try {
const response = await fetch(`locales/${lang}.json`);
if (response.ok) {
translations[lang] = await response.json();
return true;
}
} catch (e) {
console.warn(`Failed to load language: ${lang}`);
}
return false;
}
// Get translation by key
function t(key) {
const keys = key.split('.');
let value = translations[currentLang];
for (const k of keys) {
if (value && value[k] !== undefined) {
value = value[k];
} else {
return key;
}
}
return value;
}
// Set language
async function setLanguage(lang) {
await loadLanguage(lang);
if (translations[lang]) {
currentLang = lang;
updateDOM();
window.electronAPI?.saveLanguage(lang);
}
}
// Update all elements with data-i18n attribute
function updateDOM() {
document.querySelectorAll('[data-i18n]').forEach(el => {
const key = el.getAttribute('data-i18n');
el.textContent = t(key);
});
document.querySelectorAll('[data-i18n-placeholder]').forEach(el => {
const key = el.getAttribute('data-i18n-placeholder');
el.placeholder = t(key);
});
document.querySelectorAll('[data-i18n-title]').forEach(el => {
const key = el.getAttribute('data-i18n-title');
el.title = t(key);
});
}
// Initialize - load saved language only
async function init(savedLang) {
const lang = savedLang || 'en';
await loadLanguage(lang);
currentLang = lang;
updateDOM();
}
return {
init,
t,
setLanguage,
getAvailableLanguages: () => availableLanguages,
getCurrentLanguage: () => currentLang
};
})();
// Make i18n globally available
window.i18n = i18n;

View File

@@ -33,21 +33,13 @@ export function setupInstallation() {
if (window.electronAPI && window.electronAPI.onProgressUpdate) {
window.electronAPI.onProgressUpdate((data) => {
if (!isDownloading) return;
if (window.LauncherUI) {
window.LauncherUI.showProgress();
window.LauncherUI.updateProgress(data);
}
});
}
if (window.electronAPI && window.electronAPI.onProgressComplete) {
window.electronAPI.onProgressComplete(() => {
if (window.LauncherUI) {
window.LauncherUI.hideProgress();
}
resetInstallButton();
});
}
}
export async function installGame() {
@@ -56,25 +48,36 @@ export async function installGame() {
const playerName = (installPlayerName ? installPlayerName.value.trim() : '') || 'Player';
const installPath = installPathInput ? installPathInput.value.trim() : '';
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();
isDownloading = true;
lockInstallForm();
if (installBtn) {
installBtn.disabled = true;
installText.textContent = 'INSTALLING...';
installText.textContent = window.i18n ? window.i18n.t('install.installing') : 'INSTALLING...';
}
try {
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) {
const successMsg = window.i18n ? window.i18n.t('progress.installationComplete') : 'Installation completed successfully!';
if (window.LauncherUI) {
window.LauncherUI.updateProgress({ message: 'Installation completed successfully!' });
window.LauncherUI.updateProgress({ message: successMsg });
setTimeout(() => {
window.LauncherUI.hideProgress();
window.LauncherUI.showLauncherOrInstall(true);
// Sync player name to both launcher and settings inputs
const playerNameInput = document.getElementById('playerName');
if (playerNameInput) playerNameInput.value = playerName;
const settingsPlayerName = document.getElementById('settingsPlayerName');
if (settingsPlayerName) settingsPlayerName.value = playerName;
resetInstallButton();
}, 2000);
}
} else {
@@ -84,12 +87,15 @@ export async function installGame() {
simulateInstallation(playerName);
}
} catch (error) {
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) {
window.LauncherUI.updateProgress({ message: `Installation failed: ${error.message}` });
setTimeout(() => {
window.LauncherUI.hideProgress();
resetInstallButton();
}, 3000);
window.LauncherUI.updateProgress({ message: errorMsg });
// Don't hide progress bar, just update the message
// User can see the error and close it manually
}
}
}
@@ -100,10 +106,13 @@ function simulateInstallation(playerName) {
progress += Math.random() * 3;
if (progress > 100) progress = 100;
const installingMsg = window.i18n ? window.i18n.t('progress.installingGameFiles') : 'Installing game files...';
const completeMsg = window.i18n ? window.i18n.t('progress.installComplete') : 'Installation complete!';
if (window.LauncherUI) {
window.LauncherUI.updateProgress({
percent: progress,
message: progress < 100 ? 'Installing game files...' : 'Installation complete!',
message: progress < 100 ? installingMsg : completeMsg,
speed: 1024 * 1024 * (5 + Math.random() * 10),
downloaded: progress * 1024 * 1024 * 20,
total: 1024 * 1024 * 2000
@@ -112,14 +121,18 @@ function simulateInstallation(playerName) {
if (progress >= 100) {
clearInterval(interval);
const successMsg = window.i18n ? window.i18n.t('progress.installationComplete') : 'Installation completed successfully!';
setTimeout(() => {
if (window.LauncherUI) {
window.LauncherUI.updateProgress({ message: 'Installation completed successfully!' });
window.LauncherUI.updateProgress({ message: successMsg });
setTimeout(() => {
window.LauncherUI.hideProgress();
window.LauncherUI.showLauncherOrInstall(true);
// Sync player name to both launcher and settings inputs
const playerNameInput = document.getElementById('playerName');
if (playerNameInput) playerNameInput.value = playerName;
const settingsPlayerName = document.getElementById('settingsPlayerName');
if (settingsPlayerName) settingsPlayerName.value = playerName;
resetInstallButton();
}, 2000);
}
@@ -134,6 +147,35 @@ function resetInstallButton() {
installBtn.disabled = false;
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() {

View File

@@ -25,23 +25,172 @@ export function setupLauncher() {
if (window.electronAPI && window.electronAPI.onProgressUpdate) {
window.electronAPI.onProgressUpdate((data) => {
if (!isDownloading) return;
if (window.LauncherUI) {
window.LauncherUI.showProgress();
window.LauncherUI.updateProgress(data);
}
});
}
if (window.electronAPI && window.electronAPI.onProgressComplete) {
window.electronAPI.onProgressComplete(() => {
if (window.LauncherUI) {
window.LauncherUI.hideProgress();
}
resetPlayButton();
});
// Initial Profile Load
loadProfiles();
// Close dropdown on outside click
document.addEventListener('click', (e) => {
const selector = document.getElementById('profileSelector');
if (selector && !selector.contains(e.target)) {
const dropdown = document.getElementById('profileDropdown');
if (dropdown) dropdown.classList.remove('show');
}
});
}
// ==========================================
// PROFILE MANAGEMENT
// ==========================================
async function loadProfiles() {
try {
if (!window.electronAPI || !window.electronAPI.profile) return;
const profiles = await window.electronAPI.profile.list();
const activeProfile = await window.electronAPI.profile.getActive();
renderProfileList(profiles, activeProfile);
updateCurrentProfileUI(activeProfile);
} catch (error) {
console.error('Failed to load profiles:', error);
}
}
function renderProfileList(profiles, activeProfile) {
const list = document.getElementById('profileList');
const managerList = document.getElementById('managerProfileList');
if (!list) return;
// Dropdown List
list.innerHTML = profiles.map(p => `
<div class="profile-item ${p.id === activeProfile.id ? 'active' : ''}"
onclick="switchProfile('${p.id}')">
<span>${p.name}</span>
${p.id === activeProfile.id ? '<i class="fas fa-check ml-auto"></i>' : ''}
</div>
`).join('');
// Manager Modal List
if (managerList) {
managerList.innerHTML = profiles.map(p => `
<div class="profile-manager-item ${p.id === activeProfile.id ? 'active' : ''}">
<div class="flex items-center gap-3">
<i class="fas fa-user-circle text-xl text-gray-400"></i>
<div>
<div class="font-bold">${p.name}</div>
<div class="text-xs text-gray-500">ID: ${p.id.substring(0, 8)}...</div>
</div>
</div>
${p.id !== activeProfile.id ? `
<button class="profile-delete-btn" onclick="deleteProfile('${p.id}')" title="Delete Profile">
<i class="fas fa-trash"></i>
</button>
` : '<span class="text-xs text-green-500 font-bold px-2">ACTIVE</span>'}
</div>
`).join('');
}
}
function updateCurrentProfileUI(profile) {
const nameEl = document.getElementById('currentProfileName');
if (nameEl && profile) {
nameEl.textContent = profile.name;
}
}
window.toggleProfileDropdown = () => {
const dropdown = document.getElementById('profileDropdown');
if (dropdown) {
dropdown.classList.toggle('show');
}
};
window.openProfileManager = () => {
const modal = document.getElementById('profileManagerModal');
if (modal) {
modal.style.display = 'flex';
// Refresh list
loadProfiles();
}
// Close dropdown
const dropdown = document.getElementById('profileDropdown');
if (dropdown) dropdown.classList.remove('show');
};
window.closeProfileManager = () => {
const modal = document.getElementById('profileManagerModal');
if (modal) modal.style.display = 'none';
};
window.createNewProfile = async () => {
const input = document.getElementById('newProfileName');
if (!input || !input.value.trim()) return;
try {
const name = input.value.trim();
await window.electronAPI.profile.create(name);
input.value = '';
await loadProfiles();
} catch (error) {
console.error('Failed to create profile:', error);
alert('Failed to create profile: ' + error.message);
}
};
window.deleteProfile = async (id) => {
if (!confirm('Are you sure you want to delete this profile? parameters and mods configuration will be lost.')) return;
try {
await window.electronAPI.profile.delete(id);
await loadProfiles();
} catch (error) {
console.error('Failed to delete profile:', error);
alert('Failed to delete profile: ' + error.message);
}
};
window.switchProfile = async (id) => {
try {
if (window.LauncherUI) window.LauncherUI.showProgress();
const switchingMsg = window.i18n ? window.i18n.t('progress.switchingProfile') : 'Switching Profile...';
if (window.LauncherUI) window.LauncherUI.updateProgress({ message: switchingMsg });
await window.electronAPI.profile.activate(id);
// Refresh UI
await loadProfiles();
// Refresh Mods
if (window.modsManager) {
if (window.modsManager.loadInstalledMods) await window.modsManager.loadInstalledMods();
if (window.modsManager.loadBrowseMods) await window.modsManager.loadBrowseMods();
}
// Close dropdown
const dropdown = document.getElementById('profileDropdown');
if (dropdown) dropdown.classList.remove('show');
if (window.LauncherUI) {
const switchedMsg = window.i18n ? window.i18n.t('progress.profileSwitched') : 'Profile Switched!';
window.LauncherUI.updateProgress({ message: switchedMsg });
setTimeout(() => window.LauncherUI.hideProgress(), 1000);
}
} catch (error) {
console.error('Failed to switch profile:', error);
alert('Failed to switch profile: ' + error.message);
if (window.LauncherUI) window.LauncherUI.hideProgress();
}
};
export async function launch() {
if (isDownloading || (playBtn && playBtn.disabled)) return;
@@ -57,6 +206,15 @@ export async function launch() {
javaPath = window.SettingsAPI.getCurrentJavaPath();
}
let gpuPreference = 'auto';
try {
if (window.electronAPI && window.electronAPI.loadGpuPreference) {
gpuPreference = await window.electronAPI.loadGpuPreference();
}
} catch (error) {
console.error('Error loading GPU preference:', error);
}
if (window.LauncherUI) window.LauncherUI.showProgress();
isDownloading = true;
if (playBtn) {
@@ -65,51 +223,196 @@ export async function launch() {
}
try {
const startingMsg = window.i18n ? window.i18n.t('progress.startingGame') : 'Starting game...';
if (window.LauncherUI) window.LauncherUI.updateProgress({ message: startingMsg });
if (window.electronAPI && window.electronAPI.launchGame) {
const result = await window.electronAPI.launchGame(playerName, javaPath, '');
const result = await window.electronAPI.launchGame(playerName, javaPath, '', gpuPreference);
isDownloading = false;
if (window.LauncherUI) {
window.LauncherUI.hideProgress();
}
resetPlayButton();
if (result.success) {
if (window.LauncherUI) {
window.LauncherUI.updateProgress({ message: 'Game started successfully!' });
if (window.electronAPI.minimizeWindow) {
setTimeout(() => {
window.LauncherUI.hideProgress();
if (window.electronAPI.minimizeWindow) {
window.electronAPI.minimizeWindow();
}
}, 2000);
window.electronAPI.minimizeWindow();
}, 500);
}
} else {
throw new Error(result.error || 'Launch failed');
console.error('Launch failed:', result.error);
}
} else {
setTimeout(() => {
if (window.LauncherUI) {
window.LauncherUI.updateProgress({ message: 'Game started successfully!' });
setTimeout(() => {
window.LauncherUI.hideProgress();
resetPlayButton();
}, 2000);
}
}, 2000);
isDownloading = false;
if (window.LauncherUI) {
window.LauncherUI.hideProgress();
}
resetPlayButton();
}
} catch (error) {
isDownloading = false;
if (window.LauncherUI) {
window.LauncherUI.updateProgress({ message: `Failed: ${error.message}` });
setTimeout(() => {
window.LauncherUI.hideProgress();
resetPlayButton();
}, 3000);
window.LauncherUI.hideProgress();
}
resetPlayButton();
console.error('Launch error:', error);
}
}
export async function uninstallGame() {
if (!confirm('Are you sure you want to uninstall Hytale? All game files will be deleted.')) {
return;
function showCustomConfirm(message, title, onConfirm, onCancel = null, confirmText, cancelText) {
// Apply defaults with i18n support
title = title || (window.i18n ? window.i18n.t('confirm.defaultTitle') : 'Confirm Action');
confirmText = confirmText || (window.i18n ? window.i18n.t('common.confirm') : 'Confirm');
cancelText = cancelText || (window.i18n ? window.i18n.t('common.cancel') : 'Cancel');
const existingModal = document.querySelector('.custom-confirm-modal');
if (existingModal) {
existingModal.remove();
}
const modal = document.createElement('div');
modal.className = 'custom-confirm-modal';
modal.style.cssText = `
position: fixed;
top: 0;
left: 0;
right: 0;
bottom: 0;
background: rgba(0, 0, 0, 0.8);
backdrop-filter: blur(4px);
z-index: 20000;
display: flex;
align-items: center;
justify-content: center;
opacity: 0;
transition: opacity 0.3s ease;
`;
const dialog = document.createElement('div');
dialog.className = 'custom-confirm-dialog';
dialog.style.cssText = `
background: #1f2937;
border-radius: 12px;
padding: 0;
min-width: 400px;
max-width: 500px;
box-shadow: 0 20px 40px rgba(0, 0, 0, 0.6);
border: 1px solid rgba(239, 68, 68, 0.3);
transform: scale(0.9);
transition: transform 0.3s ease;
`;
dialog.innerHTML = `
<div style="padding: 24px; border-bottom: 1px solid rgba(255,255,255,0.1);">
<div style="display: flex; align-items: center; gap: 12px; color: #ef4444;">
<i class="fas fa-exclamation-triangle" style="font-size: 24px;"></i>
<h3 style="margin: 0; font-size: 1.2rem; font-weight: 600;">${title}</h3>
</div>
</div>
<div style="padding: 24px; color: #e5e7eb;">
<p style="margin: 0; line-height: 1.5; font-size: 1rem;">${message}</p>
</div>
<div style="padding: 20px 24px; display: flex; gap: 12px; justify-content: flex-end; border-top: 1px solid rgba(255,255,255,0.1);">
<button class="custom-confirm-cancel" style="
background: transparent;
color: #9ca3af;
border: 1px solid rgba(156, 163, 175, 0.3);
padding: 10px 20px;
border-radius: 6px;
cursor: pointer;
font-weight: 500;
transition: all 0.2s;
">${cancelText}</button>
<button class="custom-confirm-action" style="
background: #ef4444;
color: white;
border: none;
padding: 10px 20px;
border-radius: 6px;
cursor: pointer;
font-weight: 500;
transition: all 0.2s;
">${confirmText}</button>
</div>
`;
modal.appendChild(dialog);
document.body.appendChild(modal);
// Animate in
setTimeout(() => {
modal.style.opacity = '1';
dialog.style.transform = 'scale(1)';
}, 10);
// Event handlers
const cancelBtn = dialog.querySelector('.custom-confirm-cancel');
const actionBtn = dialog.querySelector('.custom-confirm-action');
const closeModal = () => {
modal.style.opacity = '0';
dialog.style.transform = 'scale(0.9)';
setTimeout(() => {
modal.remove();
}, 300);
};
cancelBtn.onclick = () => {
closeModal();
if (onCancel) onCancel();
};
actionBtn.onclick = () => {
closeModal();
onConfirm();
};
modal.onclick = (e) => {
if (e.target === modal) {
closeModal();
if (onCancel) onCancel();
}
};
// Escape key
const handleEscape = (e) => {
if (e.key === 'Escape') {
closeModal();
if (onCancel) onCancel();
document.removeEventListener('keydown', handleEscape);
}
};
document.addEventListener('keydown', handleEscape);
}
export async function uninstallGame() {
const message = window.i18n ? window.i18n.t('confirm.uninstallGameMessage') : 'Are you sure you want to uninstall Hytale? All game files will be deleted.';
const title = window.i18n ? window.i18n.t('confirm.uninstallGameTitle') : 'Uninstall Game';
const confirmBtn = window.i18n ? window.i18n.t('confirm.uninstallGameButton') : 'Uninstall';
const cancelBtn = window.i18n ? window.i18n.t('common.cancel') : 'Cancel';
showCustomConfirm(
message,
title,
async () => {
await performUninstall();
},
null,
confirmBtn,
cancelBtn
);
}
async function performUninstall() {
if (window.LauncherUI) window.LauncherUI.showProgress();
if (window.LauncherUI) window.LauncherUI.updateProgress({ message: 'Uninstalling game...' });
const uninstallingMsg = window.i18n ? window.i18n.t('progress.uninstallingGame') : 'Uninstalling game...';
if (window.LauncherUI) window.LauncherUI.updateProgress({ message: uninstallingMsg });
if (uninstallBtn) uninstallBtn.disabled = true;
try {
@@ -117,8 +420,9 @@ export async function uninstallGame() {
const result = await window.electronAPI.uninstallGame();
if (result.success) {
const successMsg = window.i18n ? window.i18n.t('progress.gameUninstalled') : 'Game uninstalled successfully!';
if (window.LauncherUI) {
window.LauncherUI.updateProgress({ message: 'Game uninstalled successfully!' });
window.LauncherUI.updateProgress({ message: successMsg });
setTimeout(() => {
window.LauncherUI.hideProgress();
window.LauncherUI.showLauncherOrInstall(false);
@@ -128,9 +432,10 @@ export async function uninstallGame() {
throw new Error(result.error || 'Uninstall failed');
}
} else {
const successMsg = window.i18n ? window.i18n.t('progress.gameUninstalled') : 'Game uninstalled successfully!';
setTimeout(() => {
if (window.LauncherUI) {
window.LauncherUI.updateProgress({ message: 'Game uninstalled successfully!' });
window.LauncherUI.updateProgress({ message: successMsg });
setTimeout(() => {
window.LauncherUI.hideProgress();
window.LauncherUI.showLauncherOrInstall(false);
@@ -139,8 +444,9 @@ export async function uninstallGame() {
}, 2000);
}
} catch (error) {
const errorMsg = window.i18n ? window.i18n.t('progress.uninstallFailed').replace('{error}', error.message) : `Uninstall failed: ${error.message}`;
if (window.LauncherUI) {
window.LauncherUI.updateProgress({ message: `Uninstall failed: ${error.message}` });
window.LauncherUI.updateProgress({ message: errorMsg });
setTimeout(() => window.LauncherUI.hideProgress(), 3000);
}
} finally {
@@ -148,11 +454,54 @@ export async function uninstallGame() {
}
}
export async function repairGame() {
showCustomConfirm(
'Are you sure you want to repair Hytale? This will reinstall the game files but keep your data (saves, screenshots, etc.).',
'Repair Game',
async () => {
await performRepair();
},
null,
'Repair',
'Cancel'
);
}
async function performRepair() {
if (window.LauncherUI) window.LauncherUI.showProgress();
if (window.LauncherUI) window.LauncherUI.updateProgress({ message: 'Repairing game...' });
isDownloading = true;
try {
if (window.electronAPI && window.electronAPI.repairGame) {
const result = await window.electronAPI.repairGame();
if (result.success) {
if (window.LauncherUI) {
window.LauncherUI.updateProgress({ message: 'Game repaired successfully!' });
setTimeout(() => {
window.LauncherUI.hideProgress();
}, 2000);
}
} else {
throw new Error(result.error || 'Repair failed');
}
}
} catch (error) {
if (window.LauncherUI) {
window.LauncherUI.updateProgress({ message: `Repair failed: ${error.message}` });
setTimeout(() => window.LauncherUI.hideProgress(), 3000);
}
} finally {
isDownloading = false;
}
}
function resetPlayButton() {
isDownloading = false;
if (playBtn) {
playBtn.disabled = false;
playText.textContent = 'PLAY';
playText.textContent = window.i18n ? window.i18n.t('play.play') : 'PLAY';
}
}
@@ -240,5 +589,59 @@ async function loadCustomJavaPath() {
window.launch = launch;
window.uninstallGame = uninstallGame;
window.repairGame = repairGame;
window.openLogs = async () => {
if (window.LauncherUI) {
window.LauncherUI.showPage('logs-page');
window.LauncherUI.setActiveNav('logs');
}
await refreshLogs();
};
window.openLogsFolder = async () => {
try {
if (window.electronAPI && window.electronAPI.openLogsFolder) {
await window.electronAPI.openLogsFolder();
}
} catch (error) {
console.error('Failed to open logs folder:', error);
}
};
window.refreshLogs = async () => {
const terminal = document.getElementById('logsTerminal');
if (!terminal) return;
try {
if (window.electronAPI && window.electronAPI.getRecentLogs) {
// Fetch up to MAX_LOG_LINES lines
const logs = await window.electronAPI.getRecentLogs(MAX_LOG_LINES);
if (logs) {
// Formatting for colors could be done here if needed
terminal.textContent = logs;
terminal.scrollTop = terminal.scrollHeight;
} else {
terminal.textContent = 'No logs available.';
}
}
} catch (error) {
terminal.textContent = 'Error loading logs: ' + error.message;
}
};
window.copyLogs = () => {
const terminal = document.getElementById('logsTerminal');
if (terminal) {
navigator.clipboard.writeText(terminal.textContent)
.then(() => alert('Logs copied to clipboard!'))
.catch(err => console.error('Failed to copy logs:', err));
}
};
window.repairGame = repairGame;
// Constants
const MAX_LOG_LINES = 500;
document.addEventListener('DOMContentLoaded', setupLauncher);

96
GUI/js/logs.js Normal file
View File

@@ -0,0 +1,96 @@
// Logs Page Logic
async function loadLogs() {
const terminal = document.getElementById('logsTerminal');
if (!terminal) return;
terminal.innerHTML = '<div class="text-gray-500 text-center mt-10">Loading logs...</div>';
try {
const logs = await window.electronAPI.getRecentLogs(500); // Fetch last 500 lines
if (logs) {
// Escape HTML to prevent XSS and preserve format
const safeLogs = logs.replace(/&/g, "&amp;")
.replace(/</g, "&lt;")
.replace(/>/g, "&gt;")
.replace(/"/g, "&quot;")
.replace(/'/g, "&#039;");
terminal.innerHTML = `<pre class="logs-content">${safeLogs}</pre>`;
// Auto scroll to bottom
terminal.scrollTop = terminal.scrollHeight;
} else {
terminal.innerHTML = '<div class="text-gray-500 text-center mt-10">No logs found.</div>';
}
} catch (error) {
console.error('Failed to load logs:', error);
terminal.innerHTML = `<div class="text-red-500 text-center mt-10">Error loading logs: ${error.message}</div>`;
}
}
async function refreshLogs() {
const btn = document.querySelector('button[onclick="refreshLogs()"] i');
if (btn) btn.classList.add('fa-spin');
await loadLogs();
if (btn) setTimeout(() => btn.classList.remove('fa-spin'), 500);
}
async function copyLogs() {
const terminal = document.getElementById('logsTerminal');
if (!terminal) return;
const content = terminal.innerText;
if (!content) return;
try {
await navigator.clipboard.writeText(content);
const btn = document.querySelector('button[onclick="copyLogs()"]');
const originalText = btn.innerHTML;
btn.innerHTML = '<i class="fas fa-check"></i> Copied!';
setTimeout(() => {
btn.innerHTML = originalText;
}, 2000);
} catch (err) {
console.error('Failed to copy logs:', err);
}
}
async function openLogsFolder() {
await window.electronAPI.openLogsFolder();
}
function openLogs() {
// Navigation is handled by sidebar logic, but we can trigger a refresh
window.LauncherUI.showPage('logs-page');
window.LauncherUI.setActiveNav('logs');
refreshLogs();
}
// Expose functions globally
window.refreshLogs = refreshLogs;
window.copyLogs = copyLogs;
window.openLogsFolder = openLogsFolder;
window.openLogs = openLogs;
// Auto-load logs when the page becomes active
const logsObserver = new MutationObserver((mutations) => {
mutations.forEach((mutation) => {
if (mutation.target.classList.contains('active') && mutation.target.id === 'logs-page') {
loadLogs();
}
});
});
document.addEventListener('DOMContentLoaded', () => {
const logsPage = document.getElementById('logs-page');
if (logsPage) {
logsObserver.observe(logsPage, { attributes: true, attributeFilter: ['class'] });
}
});

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 HYTALE_GAME_ID = 70216;
@@ -11,6 +11,14 @@ let modsPageSize = 20;
let modsTotalPages = 1;
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();
await loadInstalledMods();
await loadBrowseMods();
@@ -113,10 +121,15 @@ function displayInstalledMods(mods) {
modsContainer.innerHTML = `
<div class=\"empty-installed-mods\">
<i class=\"fas fa-box-open\"></i>
<h4>No Mods Installed</h4>
<p>Add mods from CurseForge or import local files</p>
<h4 data-i18n="mods.noModsInstalled">No Mods Installed</h4>
<p data-i18n="mods.noModsInstalledDesc">Add mods from CurseForge or import local files</p>
</div>
`;
if (window.i18n) {
const container = modsContainer.querySelector('.empty-installed-mods');
container.querySelector('h4').textContent = window.i18n.t('mods.noModsInstalled');
container.querySelector('p').textContent = window.i18n.t('mods.noModsInstalledDesc');
}
return;
}
@@ -138,9 +151,9 @@ function displayInstalledMods(mods) {
function createInstalledModCard(mod) {
const statusClass = mod.enabled ? 'text-primary' : 'text-zinc-500';
const statusText = mod.enabled ? 'ACTIVE' : 'DISABLED';
const statusText = mod.enabled ? (window.i18n ? window.i18n.t('mods.active') : 'ACTIVE') : (window.i18n ? window.i18n.t('mods.disabled') : 'DISABLED');
const toggleBtnClass = mod.enabled ? 'btn-disable' : 'btn-enable';
const toggleBtnText = mod.enabled ? 'DISABLE' : 'ENABLE';
const toggleBtnText = mod.enabled ? (window.i18n ? window.i18n.t('mods.disable') : 'DISABLE') : (window.i18n ? window.i18n.t('mods.enable') : 'ENABLE');
const toggleIcon = mod.enabled ? 'fa-pause' : 'fa-play';
return `
@@ -154,7 +167,7 @@ function createInstalledModCard(mod) {
<h4 class="installed-mod-name">${mod.name}</h4>
<span class="installed-mod-version">v${mod.version}</span>
</div>
<p class="installed-mod-description">${mod.description || 'No description available'}</p>
<p class="installed-mod-description">${mod.description || (window.i18n ? window.i18n.t('mods.noDescription') : 'No description available')}</p>
</div>
<div class="installed-mod-actions">
@@ -163,7 +176,7 @@ function createInstalledModCard(mod) {
${statusText}
</div>
<div class="installed-mod-buttons">
<button id="delete-installed-${mod.id}" class="installed-mod-btn-icon" title="Delete mod">
<button id="delete-installed-${mod.id}" class="installed-mod-btn-icon" title="${window.i18n ? window.i18n.t('mods.delete') : 'Delete mod'}">
<i class="fas fa-trash"></i>
</button>
<button id="toggle-installed-${mod.id}" class="installed-mod-btn-toggle ${toggleBtnClass}">
@@ -180,17 +193,22 @@ async function loadBrowseMods() {
const browseContainer = document.getElementById('browseModsList');
if (!browseContainer) return;
browseContainer.innerHTML = '<div class=\"loading-mods\"><div class=\"loading-spinner\"></div><span>Loading mods from CurseForge...</span></div>';
browseContainer.innerHTML = `<div class="loading-mods"><div class="loading-spinner"></div><span>${window.i18n ? window.i18n.t('mods.loadingMods') : 'Loading mods from CurseForge...'}</span></div>`;
try {
if (!API_KEY || API_KEY.length < 10) {
browseContainer.innerHTML = `
<div class=\"empty-browse-mods\">
<i class=\"fas fa-key\"></i>
<h4>API Key Required</h4>
<p>CurseForge API key is needed to browse mods</p>
<h4 data-i18n="mods.apiKeyRequired">API Key Required</h4>
<p data-i18n="mods.apiKeyRequiredDesc">CurseForge API key is needed to browse mods</p>
</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;
}
@@ -264,10 +282,15 @@ function displayBrowseMods(mods) {
browseContainer.innerHTML = `
<div class=\"empty-browse-mods\">
<i class=\"fas fa-search\"></i>
<h4>No Mods Found</h4>
<p>Try adjusting your search</p>
<h4 data-i18n="mods.noModsFound">No Mods Found</h4>
<p data-i18n="mods.noModsFoundDesc">Try adjusting your search</p>
</div>
`;
if (window.i18n) {
const container = browseContainer.querySelector('.empty-browse-mods');
container.querySelector('h4').textContent = window.i18n.t('mods.noModsFound');
container.querySelector('p').textContent = window.i18n.t('mods.noModsFoundDesc');
}
return;
}
@@ -282,18 +305,25 @@ function displayBrowseMods(mods) {
}
function createBrowseModCard(mod) {
const isInstalled = installedMods.some(installed =>
installed.name.toLowerCase().includes(mod.name.toLowerCase()) ||
installed.curseForgeId == mod.id
);
const isInstalled = installedMods.some(installed => {
// Check by CurseForge ID (most reliable)
if (installed.curseForgeId && installed.curseForgeId.toString() === mod.id.toString()) {
return true;
}
// Check by exact name match for manually installed mods
if (installed.name.toLowerCase() === mod.name.toLowerCase()) {
return true;
}
return false;
});
return `
<div class=\"mod-card ${isInstalled ? 'installed' : ''}\" data-mod-id=\"${mod.id}\">
<div class=\"mod-image\">
${mod.thumbnailUrl ?
`<img src=\"${mod.thumbnailUrl}\" alt=\"${mod.name}\" onerror=\"this.parentElement.innerHTML='<i class=\\\"fas fa-puzzle-piece\\\"></i>'\">` :
`<i class=\"fas fa-puzzle-piece\"></i>`
}
`<img src=\"${mod.thumbnailUrl}\" alt=\"${mod.name}\" onerror=\"this.parentElement.innerHTML='<i class=\\\"fas fa-puzzle-piece\\\"></i>'\">` :
`<i class=\"fas fa-puzzle-piece\"></i>`
}
</div>
<div class=\"mod-info\">
@@ -317,18 +347,18 @@ function createBrowseModCard(mod) {
<div class=\"mod-actions\">
<button id=\"view-${mod.id}\" class=\"mod-btn-toggle bg-blue-600 text-white hover:bg-blue-700\" onclick=\"window.modsManager.viewModPage(${mod.id})\">
<i class=\"fas fa-external-link-alt\"></i>
VIEW
${window.i18n ? window.i18n.t('mods.view') : 'VIEW'}
</button>
${!isInstalled ?
`<button id=\"install-${mod.id}\" class=\"mod-btn-toggle bg-primary text-black hover:bg-primary/80\">
<i class=\"fas fa-download\"></i>
INSTALL
`<button id="install-${mod.id}" class="mod-btn-toggle bg-primary text-black hover:bg-primary/80">
<i class="fas fa-download"></i>
${window.i18n ? window.i18n.t('mods.install') : 'INSTALL'}
</button>` :
`<button class=\"mod-btn-toggle bg-white/10 text-white\" disabled>
<i class=\"fas fa-check\"></i>
INSTALLED
`<button class="mod-btn-toggle bg-white/10 text-white" disabled>
<i class="fas fa-check"></i>
${window.i18n ? window.i18n.t('mods.installed') : 'INSTALLED'}
</button>`
}
}
</div>
</div>
`;
@@ -336,7 +366,8 @@ function createBrowseModCard(mod) {
async function downloadAndInstallMod(modInfo) {
try {
window.LauncherUI?.showProgress(`Downloading ${modInfo.name}...`);
const downloadMsg = window.i18n ? window.i18n.t('notifications.modsDownloading').replace('{name}', modInfo.name) : `Downloading ${modInfo.name}...`;
window.LauncherUI?.showProgress(downloadMsg);
const result = await window.electronAPI?.downloadMod(modInfo);
@@ -360,20 +391,23 @@ async function downloadAndInstallMod(modInfo) {
await loadInstalledMods();
await loadBrowseMods();
window.LauncherUI?.hideProgress();
showNotification(`${modInfo.name} installed successfully! 🎉`, 'success');
const successMsg = window.i18n ? window.i18n.t('notifications.modsInstalledSuccess').replace('{name}', modInfo.name) : `${modInfo.name} installed successfully! 🎉`;
showNotification(successMsg, 'success');
} else {
throw new Error(result?.error || 'Failed to download mod');
}
} catch (error) {
console.error('Error downloading mod:', error);
window.LauncherUI?.hideProgress();
showNotification('Failed to download mod: ' + error.message, 'error');
const errorMsg = window.i18n ? window.i18n.t('notifications.modsDownloadFailed').replace('{error}', error.message) : 'Failed to download mod: ' + error.message;
showNotification(errorMsg, 'error');
}
}
async function toggleMod(modId) {
try {
window.LauncherUI?.showProgress('Toggling mod...');
const toggleMsg = window.i18n ? window.i18n.t('notifications.modsTogglingMod') : 'Toggling mod...';
window.LauncherUI?.showProgress(toggleMsg);
const modsPath = await window.electronAPI?.getModsPath();
const result = await window.electronAPI?.toggleMod(modId, modsPath);
@@ -387,7 +421,8 @@ async function toggleMod(modId) {
} catch (error) {
console.error('Error toggling mod:', error);
window.LauncherUI?.hideProgress();
showNotification('Failed to toggle mod: ' + error.message, 'error');
const errorMsg = window.i18n ? window.i18n.t('notifications.modsToggleFailed').replace('{error}', error.message) : 'Failed to toggle mod: ' + error.message;
showNotification(errorMsg, 'error');
}
}
@@ -395,11 +430,16 @@ async function deleteMod(modId) {
const mod = installedMods.find(m => m.id === modId);
if (!mod) return;
const confirmMsg = window.i18n ?
window.i18n.t('mods.confirmDelete').replace('{name}', mod.name) + ' ' + window.i18n.t('mods.confirmDeleteDesc') :
`Are you sure you want to delete "${mod.name}"? This action cannot be undone.`;
showConfirmModal(
`Are you sure you want to delete "${mod.name}"? This action cannot be undone.`,
confirmMsg,
async () => {
try {
window.LauncherUI?.showProgress('Deleting mod...');
const deleteMsg = window.i18n ? window.i18n.t('notifications.modsDeletingMod') : 'Deleting mod...';
window.LauncherUI?.showProgress(deleteMsg);
const modsPath = await window.electronAPI?.getModsPath();
const result = await window.electronAPI?.uninstallMod(modId, modsPath);
@@ -408,14 +448,16 @@ async function deleteMod(modId) {
await loadInstalledMods();
await loadBrowseMods();
window.LauncherUI?.hideProgress();
showNotification(`"${mod.name}" deleted successfully`, 'success');
const successMsg = window.i18n ? window.i18n.t('notifications.modsDeletedSuccess').replace('{name}', mod.name) : `"${mod.name}" deleted successfully`;
showNotification(successMsg, 'success');
} else {
throw new Error(result?.error || 'Failed to delete mod');
}
} catch (error) {
console.error('Error deleting mod:', error);
window.LauncherUI?.hideProgress();
showNotification('Failed to delete mod: ' + error.message, 'error');
const errorMsg = window.i18n ? window.i18n.t('notifications.modsDeleteFailed').replace('{error}', error.message) : 'Failed to delete mod: ' + error.message;
showNotification(errorMsg, 'error');
}
}
);
@@ -522,7 +564,6 @@ function showNotification(message, type = 'info', duration = 4000) {
}, duration);
}
// Custom confirmation modal
function showConfirmModal(message, onConfirm, onCancel = null) {
const existingModal = document.querySelector('.mod-confirm-modal');
if (existingModal) {
@@ -565,7 +606,7 @@ function showConfirmModal(message, onConfirm, onCancel = null) {
<div style="padding: 24px; border-bottom: 1px solid rgba(255,255,255,0.1);">
<div style="display: flex; align-items: center; gap: 12px; color: #ef4444;">
<i class="fas fa-exclamation-triangle" style="font-size: 24px;"></i>
<h3 style="margin: 0; font-size: 1.2rem; font-weight: 600;">Confirm Deletion</h3>
<h3 style="margin: 0; font-size: 1.2rem; font-weight: 600;">${window.i18n ? window.i18n.t('mods.confirmDeletion') : 'Confirm Deletion'}</h3>
</div>
</div>
<div style="padding: 24px; color: #e5e7eb;">
@@ -581,7 +622,7 @@ function showConfirmModal(message, onConfirm, onCancel = null) {
cursor: pointer;
font-weight: 500;
transition: all 0.2s;
">Cancel</button>
">${window.i18n ? window.i18n.t('common.cancel') : 'Cancel'}</button>
<button class="mod-confirm-delete" style="
background: #ef4444;
color: white;
@@ -591,7 +632,7 @@ function showConfirmModal(message, onConfirm, onCancel = null) {
cursor: pointer;
font-weight: 500;
transition: all 0.2s;
">Delete</button>
">${window.i18n ? window.i18n.t('common.delete') : 'Delete'}</button>
</div>
`;
@@ -709,7 +750,8 @@ function viewModPage(modId) {
}
} else {
console.error('Mod not found with ID:', modId);
showNotification('Mod information not found', 'error');
const errorMsg = window.i18n ? window.i18n.t('notifications.modsModNotFound') : 'Mod information not found';
showNotification(errorMsg, 'error');
}
}
@@ -718,7 +760,9 @@ window.modsManager = {
deleteMod,
openMyModsModal,
closeMyModsModal,
viewModPage
viewModPage,
loadInstalledMods,
loadBrowseMods
};
document.addEventListener('DOMContentLoaded', initModsManager);

View File

@@ -1,5 +1,5 @@
const API_URL = 'http://3.10.208.30/api';
const API_URL = 'https://api.hytalef2p.com/api';
let updateInterval = null;
let currentUserId = null;

View File

@@ -6,8 +6,70 @@ import './mods.js';
import './players.js';
import './chat.js';
import './settings.js';
import './logs.js';
// Initialize i18n immediately (before DOMContentLoaded)
let i18nInitialized = false;
(async () => {
const savedLang = await window.electronAPI?.loadLanguage();
await i18n.init(savedLang);
i18nInitialized = true;
// Update language selector if DOM is already loaded
if (document.readyState === 'complete' || document.readyState === 'interactive') {
updateLanguageSelector();
}
})();
function updateLanguageSelector() {
const langSelect = document.getElementById('languageSelect');
if (langSelect) {
// Clear existing options
langSelect.innerHTML = '';
const languages = i18n.getAvailableLanguages();
const currentLang = i18n.getCurrentLanguage();
languages.forEach(lang => {
const option = document.createElement('option');
option.value = lang.code;
option.textContent = lang.name;
if (lang.code === currentLang) {
option.selected = true;
}
langSelect.appendChild(option);
});
// Handle language change (add listener only once)
if (!langSelect.hasAttribute('data-listener-added')) {
langSelect.addEventListener('change', async (e) => {
await i18n.setLanguage(e.target.value);
});
langSelect.setAttribute('data-listener-added', 'true');
}
}
}
document.addEventListener('DOMContentLoaded', () => {
// Populate language selector (wait for i18n if needed)
if (i18nInitialized) {
updateLanguageSelector();
}
// Discord notification
const notification = document.getElementById('discordNotification');
if (notification) {
const dismissed = localStorage.getItem('discordNotificationDismissed');
if (!dismissed) {
setTimeout(() => {
notification.style.display = 'flex';
}, 3000);
} else {
notification.style.display = 'none';
}
}
});
// Discord notification functions
window.closeDiscordNotification = function() {
const notification = document.getElementById('discordNotification');
if (notification) {
@@ -16,27 +78,5 @@ window.closeDiscordNotification = function() {
notification.style.display = 'none';
}, 300);
}
};
// Show notification after a delay
document.addEventListener('DOMContentLoaded', () => {
const notification = document.getElementById('discordNotification');
if (notification) {
// Check if user has previously dismissed the notification
const dismissed = localStorage.getItem('discordNotificationDismissed');
if (!dismissed) {
setTimeout(() => {
notification.style.display = 'flex';
}, 3000); // Show after 3 seconds
} else {
notification.style.display = 'none';
}
}
});
// Remember when user closes notification
const originalClose = window.closeDiscordNotification;
window.closeDiscordNotification = function() {
localStorage.setItem('discordNotificationDismissed', 'true');
originalClose();
};

File diff suppressed because it is too large Load Diff

View File

@@ -6,6 +6,24 @@ let progressText;
let progressPercent;
let progressSpeed;
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) {
const pages = document.querySelectorAll('.page');
@@ -13,6 +31,15 @@ function showPage(pageId) {
if (page.id === pageId) {
page.classList.add('active');
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 {
page.classList.remove('active');
page.style.display = 'none';
@@ -49,6 +76,13 @@ function setupWindowControls() {
const windowControls = document.querySelector('.window-controls');
const header = document.querySelector('.header');
const profileSelector = document.querySelector('.profile-selector');
if (profileSelector) {
profileSelector.style.pointerEvents = 'auto';
profileSelector.style.zIndex = '10000';
}
if (windowControls) {
windowControls.style.pointerEvents = 'auto';
windowControls.style.zIndex = '10000';
@@ -59,6 +93,9 @@ function setupWindowControls() {
if (windowControls) {
windowControls.style.webkitAppRegion = 'no-drag';
}
if (profileSelector) {
profileSelector.style.webkitAppRegion = 'no-drag';
}
}
if (window.electronAPI) {
@@ -134,6 +171,12 @@ function hideProgress() {
}
function updateProgress(data) {
// Handle retry state
if (data.retryState) {
currentDownloadState.retryData = data.retryState;
updateRetryState(data.retryState);
}
if (data.message && progressText) {
progressText.textContent = data.message;
}
@@ -152,6 +195,120 @@ function updateProgress(data) {
if (progressSpeed) progressSpeed.textContent = `${speedMB} MB/s`;
if (progressSize) progressSize.textContent = `${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() {
@@ -356,7 +513,7 @@ function lockPlayButton(locked) {
if (!playButton.getAttribute('data-original-text')) {
playButton.setAttribute('data-original-text', spanElement.textContent);
}
spanElement.textContent = 'CHECKING...';
spanElement.textContent = window.i18n ? window.i18n.t('play.checking') : 'CHECKING...';
}
console.log('Play button locked');
@@ -367,9 +524,9 @@ function lockPlayButton(locked) {
playButton.removeAttribute('data-locked');
const spanElement = playButton.querySelector('span');
const originalText = playButton.getAttribute('data-original-text');
if (spanElement && originalText) {
spanElement.textContent = originalText;
if (spanElement) {
// Use i18n to get the current translation instead of restoring saved text
spanElement.textContent = window.i18n ? window.i18n.t('play.playButton') : 'PLAY HYTALE';
playButton.removeAttribute('data-original-text');
}
@@ -383,7 +540,8 @@ async function acceptFirstLaunchUpdate() {
const existingGame = window.firstLaunchExistingGame;
if (!existingGame) {
showNotification('Error: Game data not found', 'error');
const errorMsg = window.i18n ? window.i18n.t('notifications.gameDataNotFound') : 'Error: Game data not found';
showNotification(errorMsg, 'error');
return;
}
@@ -400,7 +558,8 @@ async function acceptFirstLaunchUpdate() {
try {
showProgress();
updateProgress({ message: 'Starting mandatory game update...', percent: 0 });
const updateMsg = window.i18n ? window.i18n.t('progress.startingUpdate') : 'Starting mandatory game update...';
updateProgress({ message: updateMsg, percent: 0 });
const result = await window.electronAPI.acceptFirstLaunchUpdate(existingGame);
@@ -414,10 +573,12 @@ async function acceptFirstLaunchUpdate() {
if (result.success) {
hideProgress();
showNotification('Game updated successfully! 🎉', 'success');
const successMsg = window.i18n ? window.i18n.t('notifications.gameUpdatedSuccess') : 'Game updated successfully! 🎉';
showNotification(successMsg, 'success');
} else {
hideProgress();
showNotification(`Update failed: ${result.error}`, 'error');
const errorMsg = window.i18n ? window.i18n.t('notifications.updateFailed').replace('{error}', result.error) : `Update failed: ${result.error}`;
showNotification(errorMsg, 'error');
}
} catch (error) {
if (modal) {
@@ -425,7 +586,8 @@ async function acceptFirstLaunchUpdate() {
}
lockPlayButton(false);
hideProgress();
showNotification(`Update error: ${error.message}`, 'error');
const errorMsg = window.i18n ? window.i18n.t('notifications.updateError').replace('{error}', error.message) : `Update error: ${error.message}`;
showNotification(errorMsg, 'error');
}
}
@@ -463,6 +625,18 @@ function setupUI() {
progressPercent = document.getElementById('progressPercent');
progressSpeed = document.getElementById('progressSpeed');
progressSize = document.getElementById('progressSize');
progressErrorContainer = document.getElementById('progressErrorContainer');
progressErrorMessage = document.getElementById('progressErrorMessage');
progressRetryInfo = document.getElementById('progressRetryInfo');
progressRetryBtn = document.getElementById('progressRetryBtn');
progressJRRetryBtn = document.getElementById('progressJRRetryBtn');
progressPWRRetryBtn = document.getElementById('progressPWRRetryBtn');
// Setup draggable progress bar
setupProgressDrag();
// Setup retry button
setupRetryButton();
lockPlayButton(true);
@@ -482,10 +656,77 @@ function setupUI() {
setupSidebarLogo();
setupAnimations();
setupFirstLaunchHandlers();
loadLauncherVersion();
checkGameInstallation().catch(err => {
console.error('Critical error in checkGameInstallation:', err);
lockPlayButton(false);
});
document.body.focus();
}
// Load launcher version from package.json
async function loadLauncherVersion() {
try {
if (window.electronAPI && window.electronAPI.getVersion) {
const version = await window.electronAPI.getVersion();
const versionElement = document.getElementById('launcherVersion');
if (versionElement) {
versionElement.textContent = `v${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 = {
showPage,
setActiveNav,
@@ -495,4 +736,371 @@ window.LauncherUI = {
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 disk space and 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: '4.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: '4.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...';
}
}
// Make toggleMaximize globally available
window.toggleMaximize = toggleMaximize;
document.addEventListener('DOMContentLoaded', setupUI);

View File

@@ -6,15 +6,44 @@ class ClientUpdateManager {
}
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.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) {
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;
@@ -33,26 +62,52 @@ class ClientUpdateManager {
<div class="update-popup-versions">
<div class="version-row">
<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 class="version-row">
<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 class="update-popup-message">
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>
<button id="update-download-btn" class="update-download-btn">
<i class="fas fa-external-link-alt" style="margin-right: 0.5rem;"></i>
Download Update
</button>
<div id="update-progress-container" style="display: none; margin-bottom: 1rem;">
<div style="display: flex; justify-content: space-between; margin-bottom: 0.5rem; font-size: 0.75rem; color: #9ca3af;">
<span id="update-progress-percent">0%</span>
<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">
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>
@@ -62,6 +117,58 @@ class ClientUpdateManager {
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');
if (downloadBtn) {
downloadBtn.addEventListener('click', async (e) => {
@@ -73,14 +180,19 @@ class ClientUpdateManager {
try {
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) {
console.error('❌ Error opening download page:', error);
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');
}
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() {
const mainContent = document.querySelector('.flex.w-full.h-screen');
if (mainContent) {
@@ -107,13 +448,35 @@ class ClientUpdateManager {
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);
this._boundBlockContextMenu = this.blockContextMenu.bind(this);
document.addEventListener('contextmenu', this.blockContextMenu.bind(this), true);
document.addEventListener('keydown', this._boundBlockKeyEvents, true);
document.addEventListener('contextmenu', this._boundBlockContextMenu, true);
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) {
if (event.target.closest('#update-popup-overlay')) {
if ((event.key === 'Enter' || event.key === ' ') &&
@@ -144,7 +507,12 @@ class ClientUpdateManager {
async checkForUpdatesOnDemand() {
try {
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);
}
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
};

283
GUI/locales/de.json Normal file
View File

@@ -0,0 +1,283 @@
{
"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": "Wähle deine bevorzugte GPU (Linux: betrifft DRI_PRIME)",
"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",
"javaPathCopied": "Java-Pfad in die Zwischenablage kopiert!",
"javaPathCopyFailed": "Java-Pfad konnte nicht kopiert werden",
"javaPathSaved": "Java-Pfad erfolgreich gespeichert!",
"javaPathSaveFailed": "Java-Pfad konnte nicht gespeichert werden",
"javaPathInvalid": "Ungültiger Java-Pfad",
"javaPathReset": "Java-Pfad auf Standardwerte zurückgesetzt",
"gameLocationError": "Spielordner konnte nicht geöffnet werden",
"launcherRestartRequired": "Launcher-Neustart erforderlich, um Änderungen anzuwenden",
"gameRepairConfirm": "Möchtest du das Spiel wirklich reparieren? Dies wird alle Spieldateien neu installieren.",
"gameRepairInProgress": "Spiel wird repariert...",
"gameRepairSuccess": "Spiel erfolgreich repariert!",
"gameRepairFailed": "Spielreparatur fehlgeschlagen: {error}",
"invalidUsername": "Ungültiger Benutzername",
"usernameInUse": "Benutzername bereits vergeben",
"chatJoinSuccess": "Du bist dem Chat beigetreten!",
"chatJoinFailed": "Chat-Beitritt fehlgeschlagen",
"messageTooLong": "Nachricht zu lang",
"messageSent": "Nachricht gesendet",
"messageSendFailed": "Nachricht konnte nicht gesendet werden",
"colorUpdated": "Farbe aktualisiert!",
"colorUpdateFailed": "Farbe konnte nicht aktualisiert werden",
"profileCreated": "Profil erfolgreich erstellt!",
"profileCreateFailed": "Profil konnte nicht erstellt werden",
"profileDeleted": "Profil gelöscht",
"profileDeleteFailed": "Profil konnte nicht gelöscht werden",
"profileSwitched": "Profil gewechselt zu: {name}",
"profileSwitchFailed": "Profilwechsel fehlgeschlagen",
"invalidProfileName": "Ungültiger Profilname",
"profileNameExists": "Ein Profil mit diesem Namen existiert bereits",
"noInternet": "Keine Internetverbindung",
"checkInternetConnection": "Überprüfe deine Internetverbindung",
"serverError": "Serverfehler. Bitte versuche es später erneut.",
"unknownError": "Ein unbekannter Fehler ist aufgetreten"
},
"confirm": {
"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!"
}
}

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{
"nav": {
"play": "Play",
"mods": "Mods",
"news": "News",
"chat": "Players Chat",
"settings": "Settings"
},
"header": {
"playersLabel": "Players:",
"manageProfiles": "Manage Profiles",
"defaultProfile": "Default"
},
"install": {
"title": "FREE TO PLAY LAUNCHER",
"playerName": "Player Name",
"playerNamePlaceholder": "Enter your name",
"gameBranch": "Game Version",
"releaseVersion": "Release (Stable)",
"preReleaseVersion": "Pre-Release (Experimental)",
"customInstallation": "Custom Installation",
"installationFolder": "Installation Folder",
"pathPlaceholder": "Default location",
"browse": "Browse",
"installButton": "INSTALL HYTALE",
"installing": "INSTALLING..."
},
"play": {
"ready": "READY TO PLAY",
"subtitle": "Launch Hytale and enter the adventure",
"playButton": "PLAY HYTALE",
"latestNews": "LATEST NEWS",
"viewAll": "VIEW ALL",
"checking": "CHECKING...",
"play": "PLAY"
},
"mods": {
"searchPlaceholder": "Search mods...",
"myMods": "MY MODS",
"previous": "PREVIOUS",
"next": "NEXT",
"page": "Page",
"of": "of",
"modalTitle": "MY MODS",
"noModsFound": "No Mods Found",
"noModsFoundDesc": "Try adjusting your search",
"noModsInstalled": "No Mods Installed",
"noModsInstalledDesc": "Add mods from CurseForge or import local files",
"view": "VIEW",
"install": "INSTALL",
"installed": "INSTALLED",
"enable": "ENABLE",
"disable": "DISABLE",
"active": "ACTIVE",
"disabled": "DISABLED",
"delete": "Delete mod",
"noDescription": "No description available",
"confirmDelete": "Are you sure you want to delete \"{name}\"?",
"confirmDeleteDesc": "This action cannot be undone.",
"confirmDeletion": "Confirm Deletion",
"apiKeyRequired": "API Key Required",
"apiKeyRequiredDesc": "CurseForge API key is needed to browse mods"
},
"news": {
"title": "ALL NEWS",
"readMore": "Read More"
},
"chat": {
"title": "PLAYERS CHAT",
"pickColor": "Color",
"inputPlaceholder": "Type your message...",
"send": "Send",
"online": "online",
"charCounter": "{current}/{max}",
"secureChat": "Secure chat - Links are censored",
"joinChat": "Join Chat",
"chooseUsername": "Choose a username to join the Players Chat",
"username": "Username",
"usernamePlaceholder": "Enter your username...",
"usernameHint": "3-20 characters, letters, numbers, - and _ only",
"joinButton": "Join Chat",
"colorModal": {
"title": "Customize Username Color",
"chooseSolid": "Choose a solid color:",
"customColor": "Custom color:",
"preview": "Preview:",
"previewUsername": "Username",
"apply": "Apply Color"
}
},
"settings": {
"title": "SETTINGS",
"java": "Java Runtime",
"useCustomJava": "Use Custom Java Path",
"javaDescription": "Override the bundled Java runtime with your own installation",
"javaPath": "Java Executable Path",
"javaPathPlaceholder": "Select Java path...",
"javaBrowse": "Browse",
"javaHint": "Select the Java installation folder (supports Windows, Mac, Linux)",
"discord": "Discord Integration",
"enableRPC": "Enable Discord Rich Presence",
"discordDescription": "Show your launcher activity on Discord",
"game": "Game Options",
"playerName": "Player Name",
"playerNamePlaceholder": "Enter your player name",
"playerNameHint": "This name will be used in-game (1-16 characters)",
"openGameLocation": "Open Game Location",
"openGameLocationDesc": "Open the game installation folder",
"account": "Player UUID Management",
"currentUUID": "Current UUID",
"uuidPlaceholder": "Loading UUID...",
"copyUUID": "Copy UUID",
"regenerateUUID": "Regenerate UUID",
"uuidHint": "Your unique player identifier for this username",
"manageUUIDs": "Manage All UUIDs",
"manageUUIDsDesc": "View and manage all player UUIDs",
"language": "Language",
"selectLanguage": "Select Language",
"repairGame": "Repair Game",
"reinstallGame": "Reinstall game files (preserves data)",
"gpuPreference": "GPU Preference",
"gpuHint": "Select your preferred GPU (Linux: affects DRI_PRIME)",
"gpuAuto": "Auto",
"gpuIntegrated": "Integrated",
"gpuDedicated": "Dedicated",
"logs": "SYSTEM LOGS",
"logsCopy": "Copy",
"logsRefresh": "Refresh",
"logsFolder": "Open Folder",
"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": {
"modalTitle": "UUID Management",
"currentUserUUID": "Current User UUID",
"allPlayerUUIDs": "All Player UUIDs",
"generateNew": "Generate New UUID",
"loadingUUIDs": "Loading UUIDs...",
"setCustomUUID": "Set Custom UUID",
"customPlaceholder": "Enter custom UUID (format: xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx)",
"setUUID": "Set UUID",
"warning": "Warning: Setting a custom UUID will change your current player identity",
"copyTooltip": "Copy UUID",
"regenerateTooltip": "Generate New UUID"
},
"profiles": {
"modalTitle": "Manage Profiles",
"newProfilePlaceholder": "New Profile Name",
"createProfile": "Create Profile"
},
"discord": {
"notificationText": "Join our Discord community!",
"joinButton": "Join Discord"
},
"common": {
"confirm": "Confirm",
"cancel": "Cancel",
"save": "Save",
"close": "Close",
"delete": "Delete",
"edit": "Edit",
"loading": "Loading...",
"apply": "Apply",
"install": "Install"
},
"notifications": {
"gameDataNotFound": "Error: Game data not found",
"gameUpdatedSuccess": "Game updated successfully! 🎉",
"updateFailed": "Update failed: {error}",
"updateError": "Update error: {error}",
"discordEnabled": "Discord Rich Presence enabled",
"discordDisabled": "Discord Rich Presence disabled",
"discordSaveFailed": "Failed to save Discord setting",
"playerNameRequired": "Please enter a valid player name",
"playerNameSaved": "Player name saved successfully",
"playerNameSaveFailed": "Failed to save player name",
"uuidCopied": "UUID copied to clipboard!",
"uuidCopyFailed": "Failed to copy UUID",
"uuidRegenNotAvailable": "UUID regeneration not available",
"uuidRegenFailed": "Failed to regenerate UUID",
"uuidGenerated": "New UUID generated successfully!",
"uuidGeneratedShort": "New UUID generated!",
"uuidGenerateFailed": "Failed to generate new UUID",
"uuidRequired": "Please enter a UUID",
"uuidInvalidFormat": "Invalid UUID format",
"uuidSetFailed": "Failed to set custom UUID",
"uuidSetSuccess": "Custom UUID set successfully!",
"uuidDeleteFailed": "Failed to delete UUID",
"uuidDeleteSuccess": "UUID deleted successfully!",
"modsDownloading": "Downloading {name}...",
"modsTogglingMod": "Toggling mod...",
"modsDeletingMod": "Deleting mod...",
"modsLoadingMods": "Loading mods from CurseForge...",
"modsInstalledSuccess": "{name} installed successfully! 🎉",
"modsDeletedSuccess": "{name} deleted successfully",
"modsDownloadFailed": "Failed to download mod: {error}",
"modsToggleFailed": "Failed to toggle mod: {error}",
"modsDeleteFailed": "Failed to delete mod: {error}",
"modsModNotFound": "Mod information not found",
"hwAccelSaved": "Hardware acceleration setting saved",
"hwAccelSaveFailed": "Failed to save hardware acceleration setting"
},
"confirm": {
"defaultTitle": "Confirm action",
"regenerateUuidTitle": "Generate new UUID",
"regenerateUuidMessage": "Are you sure you want to generate a new UUID? This will change your player identity.",
"regenerateUuidButton": "Generate",
"setCustomUuidTitle": "Set custom UUID",
"setCustomUuidMessage": "Are you sure you want to set this custom UUID? This will change your player identity.",
"setCustomUuidButton": "Set UUID",
"deleteUuidTitle": "Delete UUID",
"deleteUuidMessage": "Are you sure you want to delete the UUID for \"{username}\"? This action cannot be undone.",
"deleteUuidButton": "Delete",
"uninstallGameTitle": "Uninstall game",
"uninstallGameMessage": "Are you sure you want to uninstall Hytale? All game files will be deleted.",
"uninstallGameButton": "Uninstall"
},
"progress": {
"initializing": "Initializing...",
"downloading": "Downloading...",
"installing": "Installing...",
"extracting": "Extracting...",
"verifying": "Verifying...",
"switchingProfile": "Switching profile...",
"profileSwitched": "Profile switched!",
"startingGame": "Starting game...",
"launching": "LAUNCHING...",
"uninstallingGame": "Uninstalling game...",
"gameUninstalled": "Game uninstalled successfully!",
"uninstallFailed": "Uninstall failed: {error}",
"startingUpdate": "Starting mandatory game update...",
"installationComplete": "Installation completed successfully!",
"installationFailed": "Installation failed: {error}",
"installingGameFiles": "Installing game files...",
"installComplete": "Installation complete!"
}
}

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{
"nav": {
"play": "Jugar",
"mods": "Mods",
"news": "Noticias",
"chat": "Chat de Jugadores",
"settings": "Configuración"
},
"header": {
"playersLabel": "Jugadores:",
"manageProfiles": "Gestionar Perfiles",
"defaultProfile": "Predeterminado"
},
"install": {
"title": "LAUNCHER GRATUITO",
"playerName": "Nombre del Jugador",
"playerNamePlaceholder": "Ingresa tu nombre",
"gameBranch": "Versión del Juego",
"releaseVersion": "Lanzamiento (Estable)",
"preReleaseVersion": "Pre-Lanzamiento (Experimental)",
"customInstallation": "Instalación Personalizada",
"installationFolder": "Carpeta de Instalación",
"pathPlaceholder": "Ubicación predeterminada",
"browse": "Examinar",
"installButton": "INSTALAR HYTALE",
"installing": "INSTALANDO..."
},
"play": {
"ready": "LISTO PARA JUGAR",
"subtitle": "Inicia Hytale y entra en la aventura",
"playButton": "JUGAR HYTALE",
"latestNews": "ÚLTIMAS NOTICIAS",
"viewAll": "VER TODO",
"checking": "VERIFICANDO...",
"play": "JUGAR"
},
"mods": {
"searchPlaceholder": "Buscar mods...",
"myMods": "MIS MODS",
"previous": "ANTERIOR",
"next": "SIGUIENTE",
"page": "Página",
"of": "de",
"modalTitle": "MIS MODS",
"noModsFound": "No se encontraron mods",
"noModsFoundDesc": "Intenta ajustar tu búsqueda",
"noModsInstalled": "No hay mods instalados",
"noModsInstalledDesc": "Añade mods desde CurseForge o importa archivos locales",
"view": "VER",
"install": "INSTALAR",
"installed": "INSTALADO",
"enable": "ACTIVAR",
"disable": "DESACTIVAR",
"active": "ACTIVO",
"disabled": "DESACTIVADO",
"delete": "Eliminar mod",
"noDescription": "Sin descripción disponible",
"confirmDelete": "¿Estás seguro de que quieres eliminar \"{name}\"?",
"confirmDeleteDesc": "Esta acción no se puede deshacer.",
"confirmDeletion": "Confirmar eliminación",
"apiKeyRequired": "Clave API Requerida",
"apiKeyRequiredDesc": "Se necesita una clave API de CurseForge para explorar mods"
},
"news": {
"title": "TODAS LAS NOTICIAS",
"readMore": "Leer más"
},
"chat": {
"title": "CHAT DE JUGADORES",
"pickColor": "Color",
"inputPlaceholder": "Escribe tu mensaje...",
"send": "Enviar",
"online": "en línea",
"charCounter": "{current}/{max}",
"secureChat": "Chat seguro - Los enlaces están censurados",
"joinChat": "Unirse al chat",
"chooseUsername": "Elige un nombre de usuario para unirte al chat de jugadores",
"username": "Nombre de usuario",
"usernamePlaceholder": "Ingresa tu nombre de usuario...",
"usernameHint": "3-20 caracteres, letras, números, - y _ solamente",
"joinButton": "Unirse al Chat",
"colorModal": {
"title": "Personalizar color del nombre",
"chooseSolid": "Elige un color sólido:",
"customColor": "Color personalizado:",
"preview": "Vista previa:",
"previewUsername": "Nombre de usuario",
"apply": "Aplicar color"
}
},
"settings": {
"title": "CONFIGURACIÓN",
"java": "Entorno Java",
"useCustomJava": "Usar ruta de Java personalizada",
"javaDescription": "Reemplaza el entorno Java incluido con tu propia instalación",
"javaPath": "Ruta del ejecutable Java",
"javaPathPlaceholder": "Selecciona la ruta de Java...",
"javaBrowse": "Examinar",
"javaHint": "Selecciona la carpeta de instalación de Java (compatible con Windows, Mac, Linux)",
"discord": "Integración con Discord",
"enableRPC": "Habilitar Discord Rich Presence",
"discordDescription": "Muestra tu actividad del launcher en Discord",
"game": "Opciones del juego",
"playerName": "Nombre del jugador",
"playerNamePlaceholder": "Ingresa tu nombre de jugador",
"playerNameHint": "Este nombre se usará en el juego (1-16 caracteres)",
"openGameLocation": "Abrir ubicación del juego",
"openGameLocationDesc": "Abre la carpeta de instalación del juego",
"account": "Gestión de UUID del jugador",
"currentUUID": "UUID actual",
"uuidPlaceholder": "Cargando UUID...",
"copyUUID": "Copiar UUID",
"regenerateUUID": "Regenerar UUID",
"uuidHint": "Tu identificador único de jugador para este nombre de usuario",
"manageUUIDs": "Gestionar todos los UUIDs",
"manageUUIDsDesc": "Ver y gestionar todos los UUIDs de jugadores",
"language": "Idioma",
"selectLanguage": "Seleccionar idioma",
"repairGame": "Reparar juego",
"reinstallGame": "Reinstalar archivos del juego (conserva los datos)",
"gpuPreference": "Preferencia de GPU",
"gpuHint": "Selecciona tu GPU preferida (Linux: afecta DRI_PRIME)",
"gpuAuto": "Automático",
"gpuIntegrated": "Integrada",
"gpuDedicated": "Dedicada",
"logs": "REGISTROS DEL SISTEMA",
"logsCopy": "Copiar",
"logsRefresh": "Actualizar",
"logsFolder": "Abrir Carpeta",
"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",
"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": {
"modalTitle": "Gestión de UUID",
"currentUserUUID": "UUID del usuario actual",
"allPlayerUUIDs": "Todos los UUIDs de jugadores",
"generateNew": "Generar nuevo UUID",
"loadingUUIDs": "Cargando UUIDs...",
"setCustomUUID": "Establecer UUID personalizado",
"customPlaceholder": "Ingresa un UUID personalizado (formato: xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx)",
"setUUID": "Establecer UUID",
"warning": "Advertencia: Establecer un UUID personalizado cambiará tu identidad de jugador actual",
"copyTooltip": "Copiar UUID",
"regenerateTooltip": "Generar nuevo UUID"
},
"profiles": {
"modalTitle": "Gestionar perfiles",
"newProfilePlaceholder": "Nombre del nuevo perfil",
"createProfile": "Crear perfil"
},
"discord": {
"notificationText": "¡Únete a nuestra comunidad de Discord!",
"joinButton": "Unirse a Discord"
},
"common": {
"confirm": "Confirmar",
"cancel": "Cancelar",
"save": "Guardar",
"close": "Cerrar",
"delete": "Eliminar",
"edit": "Editar",
"loading": "Cargando...",
"apply": "Aplicar",
"install": "Instalar"
},
"notifications": {
"gameDataNotFound": "Error: No se encontraron datos del juego",
"gameUpdatedSuccess": "¡Juego actualizado con éxito! 🎉",
"updateFailed": "Actualización fallida: {error}",
"updateError": "Error de actualización: {error}",
"discordEnabled": "Discord Rich Presence habilitado",
"discordDisabled": "Discord Rich Presence deshabilitado",
"discordSaveFailed": "Error al guardar la configuración de Discord",
"playerNameRequired": "Por favor ingresa un nombre de jugador válido",
"playerNameSaved": "Nombre de jugador guardado con éxito",
"playerNameSaveFailed": "Error al guardar el nombre de jugador",
"uuidCopied": "¡UUID copiado al portapapeles!",
"uuidCopyFailed": "Error al copiar UUID",
"uuidRegenNotAvailable": "Regeneración de UUID no disponible",
"uuidRegenFailed": "Error al regenerar UUID",
"uuidGenerated": "¡Nuevo UUID generado con éxito!",
"uuidGeneratedShort": "¡Nuevo UUID generado!",
"uuidGenerateFailed": "Error al generar nuevo UUID",
"uuidRequired": "Por favor ingresa un UUID",
"uuidInvalidFormat": "Formato de UUID inválido",
"uuidSetFailed": "Error al establecer UUID personalizado",
"uuidSetSuccess": "¡UUID personalizado establecido con éxito!",
"uuidDeleteFailed": "Error al eliminar UUID",
"uuidDeleteSuccess": "¡UUID eliminado con éxito!",
"modsDownloading": "Descargando {name}...",
"modsTogglingMod": "Alternando mod...",
"modsDeletingMod": "Eliminando mod...",
"modsLoadingMods": "Cargando mods desde CurseForge...",
"modsInstalledSuccess": "¡{name} instalado con éxito! 🎉",
"modsDeletedSuccess": "{name} eliminado con éxito",
"modsDownloadFailed": "Error al descargar mod: {error}",
"modsToggleFailed": "Error al alternar mod: {error}",
"modsDeleteFailed": "Error al eliminar mod: {error}",
"modsModNotFound": "Información del mod no encontrada"
},
"confirm": {
"defaultTitle": "Confirmar acción",
"regenerateUuidTitle": "Generar nuevo UUID",
"regenerateUuidMessage": "¿Estás seguro de que quieres generar un nuevo UUID? Esto cambiará tu identidad de jugador.",
"regenerateUuidButton": "Generar",
"setCustomUuidTitle": "Establecer UUID personalizado",
"setCustomUuidMessage": "¿Estás seguro de que quieres establecer este UUID personalizado? Esto cambiará tu identidad de jugador.",
"setCustomUuidButton": "Establecer UUID",
"deleteUuidTitle": "Eliminar UUID",
"deleteUuidMessage": "¿Estás seguro de que quieres eliminar el UUID de \"{username}\"? Esta acción no se puede deshacer.",
"deleteUuidButton": "Eliminar",
"uninstallGameTitle": "Desinstalar juego",
"uninstallGameMessage": "¿Estás seguro de que quieres desinstalar Hytale? Se eliminarán todos los archivos del juego.",
"uninstallGameButton": "Desinstalar"
},
"progress": {
"initializing": "Inicializando...",
"downloading": "Descargando...",
"installing": "Instalando...",
"extracting": "Extrayendo...",
"verifying": "Verificando...",
"switchingProfile": "Cambiando perfil...",
"profileSwitched": "¡Perfil cambiado!",
"startingGame": "Iniciando juego...",
"launching": "INICIANDO...",
"uninstallingGame": "Desinstalando juego...",
"gameUninstalled": "¡Juego desinstalado con éxito!",
"uninstallFailed": "Desinstalación fallida: {error}",
"startingUpdate": "Iniciando actualización obligatoria del juego...",
"installationComplete": "¡Instalación completada con éxito!",
"installationFailed": "Instalación fallida: {error}",
"installingGameFiles": "Instalando archivos del juego...",
"installComplete": "¡Instalación completa!"
}
}

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{
"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": "Sélectionnez votre GPU préféré (Linux: affecte DRI_PRIME)",
"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!",
"javaPathCopied": "Chemin Java copié dans le presse-papiers!",
"javaPathCopyFailed": "Échec de la copie du chemin Java",
"javaPathSaved": "Chemin Java sauvegardé avec succès!",
"javaPathSaveFailed": "Échec de la sauvegarde du chemin Java",
"javaPathInvalid": "Chemin Java invalide",
"javaPathReset": "Chemin Java réinitialisé aux valeurs par défaut",
"gameLocationError": "Impossible d'ouvrir l'emplacement du jeu",
"launcherRestartRequired": "Redémarrage du launcher requis pour appliquer les modifications",
"gameRepairConfirm": "Êtes-vous sûr de vouloir réparer le jeu? Cela réinstallera tous les fichiers du jeu.",
"gameRepairInProgress": "Réparation du jeu en cours...",
"gameRepairSuccess": "Jeu réparé avec succès!",
"gameRepairFailed": "Échec de la réparation du jeu: {error}",
"invalidUsername": "Nom d'utilisateur invalide",
"usernameInUse": "Nom d'utilisateur déjà utilisé",
"chatJoinSuccess": "Vous avez rejoint le chat!",
"chatJoinFailed": "Échec de la connexion au chat",
"messageTooLong": "Message trop long",
"messageSent": "Message envoyé",
"messageSendFailed": "Échec de l'envoi du message",
"colorUpdated": "Couleur mise à jour!",
"colorUpdateFailed": "Échec de la mise à jour de la couleur",
"profileCreated": "Profil créé avec succès!",
"profileCreateFailed": "Échec de la création du profil",
"profileDeleted": "Profil supprimé",
"profileDeleteFailed": "Échec de la suppression du profil",
"profileSwitched": "Profil changé vers: {name}",
"profileSwitchFailed": "Échec du changement de profil",
"invalidProfileName": "Nom de profil invalide",
"profileNameExists": "Un profil avec ce nom existe déjà",
"noInternet": "Pas de connexion Internet",
"checkInternetConnection": "Vérifiez votre connexion Internet",
"serverError": "Erreur serveur. Veuillez réessayer plus tard.",
"unknownError": "Une erreur inconnue s'est produite"
}
}

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{
"nav": {
"play": "Graj",
"mods": "Mody",
"news": "Wiadomości",
"chat": "Chat z graczami",
"settings": "Ustawienia",
"skins": "Skiny"
},
"header": {
"playersLabel": "Graczy:",
"manageProfiles": "Zarządzaj Profilami",
"defaultProfile": "Domyślny",
"f2p": "FREE TO PLAY"
},
"install": {
"title": "FREE TO PLAY LAUNCHER",
"playerName": "Nazwa Gracza",
"playerNamePlaceholder": "Wprowadź Nazwę",
"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"
},
"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": "Wybierz preferowany procesor graficzny (Linux: wpływa na DRI_PRIME)",
"gpuAuto": "Auto",
"gpuIntegrated": "Zintegrowana",
"gpuDedicated": "Dedykowana",
"logs": "SYSTEM LOGS",
"logsCopy": "Kopiuj",
"logsRefresh": "Odśwież",
"logsFolder": "Otwórz Folder",
"logsLoading": "Ładowanie logów..."
},
"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"
},
"skins": {
"title": "Skiny",
"comingSoon": "Personalizacja skórek już wkrótce..."
},
"common": {
"confirm": "Potwierdź",
"cancel": "Anuluj",
"save": "Zapisz",
"close": "Zamknij",
"delete": "Usuń",
"edit": "Edytuj",
"loading": "Ładowanie...",
"apply": "Zastosuj"
},
"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"
},
"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!"
}
}

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{
"nav": {
"play": "Jogar",
"mods": "Mods",
"news": "Notícias",
"chat": "Chat de Jogadores",
"settings": "Configurações"
},
"header": {
"playersLabel": "Jogadores:",
"manageProfiles": "Gerenciar Perfis",
"defaultProfile": "Padrão"
},
"install": {
"title": "LANÇADOR JOGO GRATUITO",
"playerName": "Nome do Jogador",
"playerNamePlaceholder": "Digite seu nome", "gameBranch": "Versão do Jogo",
"releaseVersion": "Lançamento (Estável)",
"preReleaseVersion": "Pré-Lançamento (Experimental)", "customInstallation": "Instalação Personalizada",
"installationFolder": "Pasta de Instalação",
"pathPlaceholder": "Local padrão",
"browse": "Procurar",
"installButton": "INSTALAR HYTALE",
"installing": "INSTALANDO..."
},
"play": {
"ready": "PRONTO PARA JOGAR",
"subtitle": "Inicie Hytale e entre na aventura",
"playButton": "JOGAR HYTALE",
"latestNews": "ÚLTIMAS NOTÍCIAS",
"viewAll": "VER TUDO",
"checking": "VERIFICANDO...",
"play": "JOGAR"
},
"mods": {
"searchPlaceholder": "Pesquisar mods...",
"myMods": "MEUS MODS",
"previous": "ANTERIOR",
"next": "PRÓXIMO",
"page": "Página",
"of": "de",
"modalTitle": "MEUS MODS",
"noModsFound": "Nenhum mod encontrado",
"noModsFoundDesc": "Tente ajustar sua pesquisa",
"noModsInstalled": "Nenhum mod instalado",
"noModsInstalledDesc": "Adicione mods do CurseForge ou importe arquivos locais",
"view": "VER",
"install": "INSTALAR",
"installed": "INSTALADO",
"enable": "ATIVAR",
"disable": "DESATIVAR",
"active": "ATIVO",
"disabled": "DESATIVADO",
"delete": "Excluir mod",
"noDescription": "Nenhuma descrição disponível",
"confirmDelete": "Tem certeza de que deseja excluir \"{name}\"?",
"confirmDeleteDesc": "Esta ação não pode ser desfeita.",
"confirmDeletion": "Confirmar exclusão",
"apiKeyRequired": "Chave de API Necessária",
"apiKeyRequiredDesc": "Chave de API do CurseForge é necessária para procurar mods"
},
"news": {
"title": "TODAS AS NOTÍCIAS",
"readMore": "Leia mais"
},
"chat": {
"title": "CHAT DE JOGADORES",
"pickColor": "Cor",
"inputPlaceholder": "Digite sua mensagem...",
"send": "Enviar",
"online": "online",
"charCounter": "{current}/{max}",
"secureChat": "Chat seguro - Links são censurados",
"joinChat": "Entrar no chat",
"chooseUsername": "Escolha um nome de usuário para entrar no chat de jogadores",
"username": "Nome de usuário",
"usernamePlaceholder": "Digite seu nome de usuário...",
"usernameHint": "3-20 caracteres, letras, números, - e _ apenas",
"joinButton": "Entrar no Chat",
"colorModal": {
"title": "Personalizar cor do nome de usuário",
"chooseSolid": "Escolha uma cor sólida:",
"customColor": "Cor personalizada:",
"preview": "Visualização:",
"previewUsername": "Nome de usuário",
"apply": "Aplicar cor"
}
},
"settings": {
"title": "CONFIGURAÇÕES",
"java": "Tempo de execução Java",
"useCustomJava": "Usar caminho personalizado do Java",
"javaDescription": "Substitua o tempo de execução Java incluído pela sua própria instalação",
"javaPath": "Caminho do executável Java",
"javaPathPlaceholder": "Selecione o caminho do Java...",
"javaBrowse": "Procurar",
"javaHint": "Selecione a pasta de instalação do Java (suporta Windows, Mac, Linux)",
"discord": "Integração do Discord",
"enableRPC": "Ativar Discord Rich Presence",
"discordDescription": "Mostre sua atividade do lançador no Discord",
"game": "Opções do jogo",
"playerName": "Nome do jogador",
"playerNamePlaceholder": "Digite seu nome de jogador",
"playerNameHint": "Este nome será usado no jogo (1-16 caracteres)",
"openGameLocation": "Abrir local do jogo",
"openGameLocationDesc": "Abra a pasta de instalação do jogo",
"account": "Gerenciamento de UUID do jogador",
"currentUUID": "UUID atual",
"uuidPlaceholder": "Carregando UUID...",
"copyUUID": "Copiar UUID",
"regenerateUUID": "Regenerar UUID",
"uuidHint": "Seu identificador único de jogador para este nome de usuário",
"manageUUIDs": "Gerenciar todos os UUIDs",
"manageUUIDsDesc": "Ver e gerenciar todos os UUIDs de jogadores",
"language": "Idioma",
"selectLanguage": "Selecionar idioma",
"repairGame": "Reparar jogo",
"reinstallGame": "Reinstalar arquivos do jogo (mantém os dados)",
"gpuPreference": "Preferência de GPU",
"gpuHint": "Selecione sua GPU preferida (Linux: afeta o DRI_PRIME)",
"gpuAuto": "Automático",
"gpuIntegrated": "Integrada",
"gpuDedicated": "Dedicada",
"logs": "REGISTROS DO SISTEMA",
"logsCopy": "Copiar",
"logsRefresh": "Atualizar",
"logsFolder": "Abrir Pasta",
"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",
"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": {
"modalTitle": "Gerenciamento de UUID",
"currentUserUUID": "UUID do usuário atual",
"allPlayerUUIDs": "Todos os UUIDs de jogadores",
"generateNew": "Gerar novo UUID",
"loadingUUIDs": "Carregando UUIDs...",
"setCustomUUID": "Definir UUID personalizado",
"customPlaceholder": "Digite um UUID personalizado (formato: xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx)",
"setUUID": "Definir UUID",
"warning": "Aviso: Definir um UUID personalizado alterará sua identidade de jogador atual",
"copyTooltip": "Copiar UUID",
"regenerateTooltip": "Gerar novo UUID"
},
"profiles": {
"modalTitle": "Gerenciar perfis",
"newProfilePlaceholder": "Nome do novo perfil",
"createProfile": "Criar perfil"
},
"discord": {
"notificationText": "Junte-se à nossa comunidade do Discord!",
"joinButton": "Entrar no Discord"
},
"common": {
"confirm": "Confirmar",
"cancel": "Cancelar",
"save": "Salvar",
"close": "Fechar",
"delete": "Excluir",
"edit": "Editar",
"loading": "Carregando...",
"apply": "Aplicar",
"install": "Instalar"
},
"notifications": {
"gameDataNotFound": "Erro: Dados do jogo não encontrados",
"gameUpdatedSuccess": "Jogo atualizado com sucesso! 🎉",
"updateFailed": "Falha na atualização: {error}",
"updateError": "Erro de atualização: {error}",
"discordEnabled": "Discord Rich Presence ativado",
"discordDisabled": "Discord Rich Presence desativado",
"discordSaveFailed": "Falha ao salvar configuração do Discord",
"playerNameRequired": "Por favor, digite um nome de jogador válido",
"playerNameSaved": "Nome do jogador salvo com sucesso",
"playerNameSaveFailed": "Falha ao salvar o nome do jogador",
"uuidCopied": "UUID copiado para a área de transferência!",
"uuidCopyFailed": "Falha ao copiar UUID",
"uuidRegenNotAvailable": "Regeneração de UUID não disponível",
"uuidRegenFailed": "Falha ao regenerar UUID",
"uuidGenerated": "Novo UUID gerado com sucesso!",
"uuidGeneratedShort": "Novo UUID gerado!",
"uuidGenerateFailed": "Falha ao gerar novo UUID",
"uuidRequired": "Por favor, digite um UUID",
"uuidInvalidFormat": "Formato de UUID inválido",
"uuidSetFailed": "Falha ao definir UUID personalizado",
"uuidSetSuccess": "UUID personalizado definido com sucesso!",
"uuidDeleteFailed": "Falha ao excluir UUID",
"uuidDeleteSuccess": "UUID excluído com sucesso!",
"modsDownloading": "Baixando {name}...",
"modsTogglingMod": "Alternando mod...",
"modsDeletingMod": "Excluindo mod...",
"modsLoadingMods": "Carregando mods do CurseForge...",
"modsInstalledSuccess": "{name} instalado com sucesso! 🎉",
"modsDeletedSuccess": "{name} excluído com sucesso",
"modsDownloadFailed": "Falha ao baixar mod: {error}",
"modsToggleFailed": "Falha ao alternar mod: {error}",
"modsDeleteFailed": "Falha ao excluir mod: {error}",
"modsModNotFound": "Informações do mod não encontradas"
},
"confirm": {
"defaultTitle": "Confirmar ação",
"regenerateUuidTitle": "Gerar novo UUID",
"regenerateUuidMessage": "Tem certeza de que deseja gerar um novo UUID? Isso alterará sua identidade de jogador.",
"regenerateUuidButton": "Gerar",
"setCustomUuidTitle": "Definir UUID personalizado",
"setCustomUuidMessage": "Tem certeza de que deseja definir este UUID personalizado? Isso alterará sua identidade de jogador.",
"setCustomUuidButton": "Definir UUID",
"deleteUuidTitle": "Excluir UUID",
"deleteUuidMessage": "Tem certeza de que deseja excluir o UUID de \"{username}\"? Esta ação não pode ser desfeita.",
"deleteUuidButton": "Excluir",
"uninstallGameTitle": "Desinstalar jogo",
"uninstallGameMessage": "Tem certeza de que deseja desinstalar Hytale? Todos os arquivos do jogo serão excluídos.",
"uninstallGameButton": "Desinstalar"
},
"progress": {
"initializing": "Inicializando...",
"downloading": "Baixando...",
"installing": "Instalando...",
"extracting": "Extraindo...",
"verifying": "Verificando...",
"switchingProfile": "Alternando perfil...",
"profileSwitched": "Perfil alternado!",
"startingGame": "Iniciando jogo...",
"launching": "INICIANDO...",
"uninstallingGame": "Desinstalando jogo...",
"gameUninstalled": "Jogo desinstalado com sucesso!",
"uninstallFailed": "Falha na desinstalação: {error}",
"startingUpdate": "Iniciando atualização obrigatória do jogo...",
"installationComplete": "Instalação concluída com sucesso!",
"installationFailed": "Falha na instalação: {error}",
"installingGameFiles": "Instalando arquivos do jogo...",
"installComplete": "Instalação concluída!"
}
}

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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": "Välj din föredragna GPU (Linux: påverkar DRI_PRIME)",
"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",
"javaPathCopied": "Java-sökväg kopierad till urklipp!",
"javaPathCopyFailed": "Misslyckades med att kopiera Java-sökväg",
"javaPathSaved": "Java-sökväg sparad framgångsrikt!",
"javaPathSaveFailed": "Misslyckades med att spara Java-sökväg",
"javaPathInvalid": "Ogiltig Java-sökväg",
"javaPathReset": "Java-sökväg återställd till standardvärden",
"gameLocationError": "Kunde inte öppna spelplats",
"launcherRestartRequired": "Launcher-omstart krävs för att tillämpa ändringar",
"gameRepairConfirm": "Är du säker på att du vill reparera spelet? Detta kommer att ominstallera alla spelfiler.",
"gameRepairInProgress": "Reparerar spel...",
"gameRepairSuccess": "Spel reparerat framgångsrikt!",
"gameRepairFailed": "Spelreparation misslyckades: {error}",
"invalidUsername": "Ogiltigt användarnamn",
"usernameInUse": "Användarnamn upptaget",
"chatJoinSuccess": "Du har gått med i chatten!",
"chatJoinFailed": "Misslyckades med att gå med i chatten",
"messageTooLong": "Meddelande för långt",
"messageSent": "Meddelande skickat",
"messageSendFailed": "Misslyckades med att skicka meddelande",
"colorUpdated": "Färg uppdaterad!",
"colorUpdateFailed": "Misslyckades med att uppdatera färg",
"profileCreated": "Profil skapad framgångsrikt!",
"profileCreateFailed": "Misslyckades med att skapa profil",
"profileDeleted": "Profil borttagen",
"profileDeleteFailed": "Misslyckades med att ta bort profil",
"profileSwitched": "Bytte profil till: {name}",
"profileSwitchFailed": "Profilbyte misslyckades",
"invalidProfileName": "Ogiltigt profilnamn",
"profileNameExists": "En profil med detta namn finns redan",
"noInternet": "Ingen internetanslutning",
"checkInternetConnection": "Kontrollera din internetanslutning",
"serverError": "Serverfel. Försök igen senare.",
"unknownError": "Ett okänt fel inträffade"
},
"confirm": {
"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": "Tercih ettiğiniz GPU'yu seçin (Linux: DRI_PRIME'ı etkiler)",
"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",
"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"
},
"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
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@@ -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

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@@ -1,31 +1,28 @@
# Maintainer: Terromur <terromuroz@proton.me>
pkgname=Hytale-F2P-git
_pkgname=Hytale-F2P
pkgver=2.0.0.r47.gebcfdc4
# Maintainer: Fazri Gading <fazrigading@gmail.com>
# This PKGBUILD is for Github Releases
pkgname=Hytale-F2P
pkgver=2.1.1
pkgrel=1
pkgdesc="HyLauncher - unofficial Hytale Launcher for free to play gamers"
pkgdesc="Hytale-F2P - unofficial Hytale Launcher for free to play with multiplayer support"
arch=('x86_64')
url="https://github.com/amiayweb/Hytale-F2P"
license=('custom')
depends=('gtk3' 'nss' 'libxcrypt-compat')
makedepends=('npm')
source=("git+$url.git" "Hytale-F2P.desktop")
source=("$url/archive/v$pkgver.tar.gz" "Hytale-F2P.desktop")
sha256sums=('SKIP' '46488fada4775d9976d7b7b62f8d1f1f8d9a9a9d8f8aa9af4f2e2153019f6a30')
pkgver() {
cd "$_pkgname"
printf "2.0.0.r%s.g%s" "$(git rev-list --count HEAD)" "$(git rev-parse --short HEAD)"
}
build() {
cd "$_pkgname"
npm install
npm run build:linux
cd "$pkgname-$pkgver"
npm ci
npm run build:arch
}
package() {
mkdir -p "$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/icon.png" "$pkgdir/usr/share/icons/hicolor/512x512/apps/$_pkgname.png"
cd "$pkgname-$pkgver"
install -d "$pkgdir/opt/$pkgname"
cp -r dist/linux-unpacked/* "$pkgdir/opt/$pkgname"
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
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@@ -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')
source=("git+$url.git" "$_pkgname.desktop")
sha256sums=('SKIP' '46488fada4775d9976d7b7b62f8d1f1f8d9a9a9d8f8aa9af4f2e2153019f6a30')
pkgver() {
cd "$srcdir/$_pkgname"
git describe --tags --long | sed 's/^v//;s/-/.r/;s/-/./'
}
build() {
cd "$srcdir/$_pkgname"
npm ci
npm run build:arch
}
package() {
cd "$srcdir/$_pkgname"
install -d "$pkgdir/opt/$_pkgname"
cp -r "$_pkgname/dist/linux-unpacked/"* "$pkgdir/opt/$_pkgname"
install -Dm644 "$srcdir/$_pkgname.desktop" "$pkgdir/usr/share/applications/$_pkgname.desktop"
install -Dm644 GUI/icon.png "$pkgdir/usr/share/icons/hicolor/256x256/apps/$_pkgname.png"
}

358
README.md
View File

@@ -1,18 +1,34 @@
# 🎮 Hytale F2P Launcher | Multiplayer Support
<div align="center">
![Version](https://img.shields.io/badge/Version-2.0.1-green?style=for-the-badge)
![Platform](https://img.shields.io/badge/Platform-Windows%20%7C%20Linux%20%7C%20macOS-lightgrey?style=for-the-badge)
![License](https://img.shields.io/badge/License-Educational-blue?style=for-the-badge)
<header>
<h1>🎮 Hytale F2P Launcher 🚀</h1>
<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 offline launcher for Hytale with automatic updates and multiplayer support (windows users & non-premium only)**
![GitHub Downloads](https://img.shields.io/github/downloads/amiayweb/Hytale-F2P/total?style=for-the-badge)
![Version](https://img.shields.io/badge/Version-2.1.1-green?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)
[![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)
**If you find this project useful, please give it a star!**
🛑 **Found a problem? Open an issue! Im on Windows, so I cant test on macOS or Linux.** 🛑
**If you find this project useful, please give it a STAR!**
### ⚠️ **READ [QUICK START](https://github.com/amiayweb/Hytale-F2P/tree/main?tab=readme-ov-file#-quick-start) before Downloading & Installing the Launcher!** ⚠️
#### 🛑 **Found a problem? Join the Discord and Select #Open-A-Ticket!: https://discord.gg/gME8rUy3MB** 🛑
<p>
👍 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>
@@ -20,12 +36,42 @@
## 📸 Screenshots
<div align="center">
![Hytale F2P Launcher](https://i.imgur.com/9iDuzST.png)
![Hytale F2P Mods](https://i.imgur.com/NaareIS.png)
![Hytale F2P News](https://i.imgur.com/n1nEqRS.png)
![Hytale F2P Chat](https://i.imgur.com/Y4hL3sx.png)
<img src="https://i.imgur.com/xW9do3d.png" alt="Hytale F2P Launcher" width="1000">
<details>
<summary><b>View Gallery</b></summary>
<table style="width: 100%; border-spacing: 15px; border-collapse: separate;">
<tr>
<td align="center" style="vertical-align: top; width: 50%;">
<b>Mods Preview</b><br>
<img src="https://i.imgur.com/f8qyIJy.png" alt="Hytale F2P Mods" width="100%">
</td>
<td align="center" style="vertical-align: top; width: 50%;">
<b>Latest News</b><br>
<img src="https://i.imgur.com/qu0HltD.png" alt="Hytale F2P News" width="100%">
</td>
</tr>
<tr>
<td align="center" style="vertical-align: top; width: 50%;">
<b>Social & Chat</b><br>
<img src="https://i.imgur.com/t3GmbfF.png" alt="Hytale F2P Chat" width="100%">
</td>
<td align="center" style="vertical-align: top; width: 50%;">
<b>Settings</b><br>
<img src="https://i.imgur.com/uUD7lDB.png" alt="Hytale F2P Settings" 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>
---
@@ -36,7 +82,7 @@
- 💾 **Data Preservation** - Intelligent UserData backup and restoration during updates
- 🌐 **Cross-Platform** - Full support for Windows, Linux (X11/Wayland), and macOS
-**Java Management** - Automatic Java runtime detection and installation
- 🎮 **Multiplayer Support** - Automatic multiplayer client installation (Windows)
- 🎮 **Multiplayer Support** - Automatic multiplayer client installation (Windows, macOS & Linux !)
🛡️ **Advanced Features**
- 📁 **Custom Installation** - Choose your own installation directory
@@ -48,36 +94,264 @@
---
## 🚀 Quick Start
# 🚀 Quick Start
### 📥 Installation
## 🖥️ System Requirements
#### Windows
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
### 🎮 Hytale Hardware Requirements
#### Linux
See [BUILD.md](BUILD.md) for detailed build instructions or [**Releases**](https://github.com/amiayweb/Hytale-F2P/releases) section.
> [!IMPORTANT]
> 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
See [BUILD.md](BUILD.md) for detailed build instructions or [**Releases**](https://github.com/amiayweb/Hytale-F2P/releases) section.
<div align="center">
#### 🖥️ How to create server (Windows Only)?
See [SERVER.md](SERVER.md)
<table>
<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
> [!WARNING]
> Ubuntu-based Distro like ZorinOS or Pop!_OS or Linux Mint would encounter issues due to UbuntuLTS environment, [check this Discord post](https://discord.com/channels/1462260103951421493/1463662398501027973).
* 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
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.
4. **Troubleshooting:**
* **FUSE:** If the AppImage fails to launch on newer distributions, ensure `libfuse2` (or `fuse2` on Arch/Fedora) is installed.
* **Desktop Entry:** After installing via `.rpm`, `.deb`, or `.pkg.tar.zst`, the launcher should automatically appear in your App Library/Grid.
* Missing libxcrypt.so.1: Install `libxcrypt-compat` using your package manager
### 🍎 macOS Installation
> [!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: 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 STUN` or `Connected via UPnP`.
## 🖧 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.
> [!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). Linux ARM64 is supported for server only.
> [!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
### 🆕 v2.0.1 *(Latest)*
### 🆕 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.
<details>
<summary>Click here to see older Changelogs</summary>
### 🔄 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.**
- 💻 **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.
- 🛠️ **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).
### 🔄 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**.
- 🔒 **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`.
- 🛡️ **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**.
### 🔄 v2.0.2
- 🎮 **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
- 🎨 **Chat Improvements** - Simplified chat color system
- 🏆 **Badge System Expansion** - Added new FOUNDER UUID to the badge system
- 🔧 **Progress Bar Fix** - Resolved issue where download progress bar stayed active after game launch
- 🐛 **Bug Fixes**: General fixes
### 🔄 v2.0.1
- 📊 **Advanced Logging System** - Complete logging with timestamps, file rotation, and session tracking
- 🔧 **Play Button Fix** - Resolved issue where play button could get stuck in "CHECKING..." state
- 💬 **Discord Integration** - Added closable Discord notification for community engagement
@@ -114,7 +388,7 @@ See [BUILD.md](BUILD.md) for comprehensive build instructions.
-**Java Management** - Automatic Java runtime handling
- 🎨 **Modern Interface** - Clean, intuitive design
- 🌟 **First Release** - Core launcher functionality
</details>
---
## 👥 Contributors
@@ -128,15 +402,19 @@ See [BUILD.md](BUILD.md) for comprehensive build instructions.
</div>
### 🏆 Project Creator
- [**@amiayweb**](https://github.com/amiayweb) - *Lead Developer & Project Creator*
- [**@amiayweb**](https://github.com/amiayweb) - *Lead Developer & Project Creator | Windows*
- [**@Relyz1993**](https://github.com/Relyz1993) - *Server Helper & Second Developer & Project Creator*
### 🌟 Contributors
- [**@sanasol**](https://github.com/sanasol) - *Main Issues fixer | Multiplayer Patcher*
- [**@Terromur**](https://github.com/Terromur) - *Main Issues fixer | Beta tester*
- [**@fazrigading**](https://github.com/fazrigading) - *Main Issues fixer | Beta tester*
- [**@ericiskoolbeans**](https://github.com/ericiskoolbeans) - *Beta Tester*
- [**@chasem-dev**](https://github.com/chasem-dev) - *Issues fixer*
- [**@crimera**](https://github.com/crimera) - *Issues fixer*
- [**@sanasol**](https://github.com/sanasol) - *Issues fixer*
- [**@Terromur**](https://github.com/Terromur) - *Issues fixer*
- [**@Citeli-py**](https://github.com/Citeli-py) - *Issues fixer*
- [**@ericiskoolbeans**](https://github.com/ericiskoolbeans) - *Beta Tester*
- [**@Rahul-Sahani04**](https://github.com/Rahul-Sahani04) - *Issues fixer*
- [**@xSamiVS**](https://github.com/xSamiVS) - *Language Translator*
---
@@ -156,10 +434,7 @@ See [BUILD.md](BUILD.md) for comprehensive build instructions.
<div align="center">
[![GitHub Issues](https://img.shields.io/badge/GitHub-Issues-red?style=for-the-badge&logo=github)](https://github.com/amiayweb/Hytale-F2P/issues)
[![Discussions](https://img.shields.io/badge/GitHub-Discussions-blue?style=for-the-badge&logo=github)](https://github.com/amiayweb/Hytale-F2P/discussions)
**Need help?** Open an [issue](https://github.com/amiayweb/Hytale-F2P/issues) or start a [discussion](https://github.com/amiayweb/Hytale-F2P/discussions)!
**Need help?** Join us: https://discord.gg/gME8rUy3MB
</div>
@@ -183,7 +458,7 @@ This launcher is created for **educational purposes only**.
🛑 **Takedown Policy** - If Hypixel Studios or Hytale requests removal, this project will be taken down immediately.
❤️ **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.
---
@@ -191,7 +466,8 @@ This launcher is created for **educational purposes only**.
**⭐ 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)
</div>

488
SERVER.md
View File

@@ -1,87 +1,459 @@
# Hytale F2P Server Setup Guide
# Hytale F2P Server Guide
## Server File Setup
Play with friends online! This guide covers both easy in-game hosting and advanced dedicated server setup.
**Download server file:**
```
https://files.hytalef2p.com/server
```
**Replace the file here:**
`<your_path>\HytaleF2P\release\package\game\latest\Server`
If you don't have any custom installation path:
1. Press **WIN + R**
2. Type: `%localappdata%\HytaleF2P\release\package\game\latest\Server`
3. Press **Enter**
You will be redirected to the correct folder automatically.
## Network Setup - Radmin VPN Required
**Important:** The server only supports third-party software for LAN-style connections. You must use **Radmin VPN** to connect players together.
1. **Download and install [Radmin VPN](https://www.radmin-vpn.com/)**
2. **Create or join a network** in Radmin VPN
3. **All players must be connected** to the same Radmin network
4. **Use the Radmin VPN IP address** to connect to the server
This creates a virtual LAN environment that allows the Hytale server to work properly with multiple players.
## RAM Allocation Guide (Windows)
When you start a Hytale server using `start-server.bat`, Java will use very little memory by default.
This can cause slow startup, crashes, or the server not launching at all.
**You should always allocate RAM in your launch command.**
Edit your `start-server.bat` file and use the version that matches your PC:
DOWNLOAD SERVER FILES HERE: https://discord.gg/MEyWUxt77m
---
### PC with 4 GB RAM
*Best for small servers / testing*
## Part 1: Playing with Friends (Online Play)
The easiest way to play with friends - no manual server setup required!
### How It Works
1. **Start the game** via F2P Launcher
2. **Click "Online Play"** in the main menu
3. **Share the invite code** with your friends
4. Friends enter your invite code to join
The game automatically handles networking using UPnP/STUN/NAT traversal.
### Network Requirements
For Online Play to work, you need:
- **UPnP enabled** on your router (most routers have this on by default)
- **Public IP address** from your ISP (not behind CGNAT)
### Common Issues
#### "NAT Type: Carrier-Grade NAT (CGNAT)" Warning
If you see this message:
```
Connected via UPnP
NAT Type: Carrier-Grade NAT (CGNAT)
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.
**Solutions:**
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
3. **Use Radmin VPN or Playit.gg** - Create a virtual LAN with friends (see below)
4. **Have a friend with public IP host instead**
#### "UPnP Failed" or "Port Mapping Failed"
**Check your router:**
1. Log into router admin panel (usually `192.168.1.1` or `192.168.0.1`)
2. Find UPnP settings (often under "Advanced" or "NAT")
3. Enable UPnP if disabled
4. Restart your router
**If UPnP isn't available:**
- Manually forward **port 5520 UDP** to your computer's local IP
- See "Port Forwarding" section below
#### "Strict NAT" or "Symmetric NAT"
Some routers have restrictive NAT that blocks peer connections.
**Try:**
1. Enable "NAT Passthrough" or "NAT Filtering: Open" in router settings
2. Put your device in router's DMZ (temporary test only)
3. Use Radmin VPN as workaround
### Workarounds for NAT/CGNAT Issues
#### Option 1: playit.gg (Recommended)
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)
2. **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`
4. **Share the address** - Friends connect directly using this address
Works with both Online Play and dedicated servers. No software needed for players joining.
#### Option 2: Radmin VPN
Creates a virtual LAN - all players need to install it:
1. **Download [Radmin VPN](https://www.radmin-vpn.com/)** - All players install it
2. **Create a network** - One person creates, others join with network name/password
3. **Host via Online Play** - Use your Radmin VPN IP instead
4. **Friends connect** - They'll see you on the virtual LAN
Both options bypass all NAT/CGNAT issues. But for **Windows machines only!**
#### Option 3: Tailscale
It creates mesh VPN service that streamlines connecting devices and services securely across different networks. And **works crossplatform!!**
1. All member's are required to download [Tailscale](https://tailscale.com/download) on your device.
[Once installed, Tailwind starts and live inside your hidden icon section in Windows, Mac and Linux]
2. Create a **common tailscale** account which will shared among your friends to log in.
3. Ask your **host to login in to thier tailscale client first**, then the other members.
##### Host
1. Open your singleplayer world
2. Go to Online Play settings
3. Re-save your settings to generate a new share code
##### Friends
1. Ensure Tailscale is connected
2. Use the new share code to connect
[To test your connection, ping the host's ipv4 mentioned in tailwind]
---
## Part 2: Dedicated Server (Advanced)
For 24/7 servers, custom configurations, or hosting on a VPS/dedicated machine.
### Quick Start
#### Step 1: Get the Server JAR
The server scripts will automatically download the pre-patched server JAR if it's not present.
**Option A:** Let the scripts download automatically (requires `HYTALE_SERVER_URL` to be configured)
**Option B:** Manually place `HytaleServer.jar` (pre-patched for F2P) in the Server directory:
- **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: Run the Server
**Windows:**
```batch
cd scripts
run_server.bat
```
**macOS / Linux:**
```bash
cd scripts
./run_server.sh
```
The scripts will:
1. Find your game installation automatically
2. Download the pre-patched server JAR if needed
3. Fetch session tokens from the auth server
4. Start the server
#### Step 3: Connect Players
Share your server IP address with players. They connect via the F2P Launcher's server browser or direct connect.
---
## Network Setup (Dedicated Server)
### Local Network (LAN)
If all players are on the same network:
1. Find your local IP: `ipconfig` (Windows) or `ifconfig` (Mac/Linux)
2. Share this IP with players on your network
3. Default port is `5520`
### Port Forwarding (Internet Play)
To allow direct internet connections:
1. Forward **port 5520 (UDP)** in your router
2. Find your public IP at [whatismyip.com](https://whatismyip.com)
3. Share your public IP with players
**Windows Firewall:**
```powershell
# Run as Administrator
netsh advfirewall firewall add rule name="Hytale Server" dir=in action=allow protocol=UDP localport=5520
```
---
## Configuration
### Environment Variables
Set these before running to customize your server:
| 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_BIND` | `0.0.0.0:5520` | Server IP and port |
| `HYTALE_AUTH_MODE` | `authenticated` | Auth mode (see below) |
| `HYTALE_SERVER_NAME` | `My Hytale Server` | Server display name |
| `HYTALE_GAME_PATH` | (auto-detected) | Override game location |
| `JVM_XMS` | `2G` | Minimum Java memory |
| `JVM_XMX` | `4G` | Maximum Java memory |
**Example (Windows):**
```batch
set HYTALE_SERVER_NAME=My Awesome Server
set JVM_XMX=8G
run_server.bat
```
**Example (Linux/macOS):**
```bash
HYTALE_SERVER_NAME="My Awesome Server" JVM_XMX=8G ./run_server.sh
```
### Authentication Modes
| Mode | Description | Use Case |
|------|-------------|----------|
| `authenticated` | Players log in via F2P Launcher | Public servers |
| `unauthenticated` | No login required | LAN parties, testing |
| `singleplayer` | Local play only | Solo testing |
---
## RAM Allocation Guide
Adjust memory based on your system:
| System RAM | Players | JVM_XMS | JVM_XMX |
|------------|---------|---------|---------|
| 4 GB | 1-3 | `512M` | `2G` |
| 8 GB | 3-8 | `1G` | `4G` |
| 16 GB | 8-15 | `2G` | `8G` |
| 32 GB | 15+ | `4G` | `12G` |
**Example for large server:**
```bash
JVM_XMS=4G JVM_XMX=12G ./run_server.sh
```
**Tips:**
- `-Xms` = minimum RAM (allocated at startup)
- `-Xmx` = maximum RAM (upper limit)
- Never allocate all your system RAM - leave room for OS
- Start conservative and increase if needed
---
## Server Commands
Once running, use these commands in the console:
| Command | Description |
|---------|-------------|
| `help` | Show all commands |
| `stop` | Stop server gracefully |
| `save` | Force world save |
| `list` | List online players |
| `op <player>` | Give operator status |
| `deop <player>` | Remove operator status |
| `kick <player>` | Kick a player |
| `ban <player>` | Ban a player |
| `unban <player>` | Unban a player |
| `tp <player> <x> <y> <z>` | Teleport player |
---
## Command Line Options
Pass these when starting the server:
```bash
java -Xms512M -Xmx2G -jar HytaleServer.jar --assets ..\Assets.zip
./run_server.sh [OPTIONS]
```
- Uses up to **2 GB**
- Leaves enough memory for Windows
| Option | Description |
|--------|-------------|
| `--bind <ip:port>` | Server address (default: 0.0.0.0:5520) |
| `--auth-mode <mode>` | Authentication mode |
| `--universe <path>` | Path to world data |
| `--mods <path>` | Path to mods folder |
| `--backup` | Enable automatic backups |
| `--backup-dir <path>` | Backup directory |
| `--backup-frequency <mins>` | Backup interval |
| `--owner-name <name>` | Server owner username |
| `--allow-op` | Allow op commands |
| `--disable-sentry` | Disable crash reporting |
| `--help` | Show all options |
**Example:**
```bash
./run_server.sh --backup --backup-frequency 30 --allow-op
```
---
### PC with 8 GB RAM
*Good for small communities*
## File Structure
```
<game_path>/
├── Assets.zip # Game assets (required)
├── Client/ # Game client
└── Server/
├── HytaleServer.jar # Server executable (pre-patched)
├── HytaleServer.aot # AOT cache (faster startup)
├── universe/ # World data
│ ├── world/ # Default world
│ └── players/ # Player data
├── mods/ # Server mods (optional)
└── Licenses/ # License files
```
---
## Backups
### Automatic Backups
```bash
java -Xms1G -Xmx4G -jar HytaleServer.jar --assets ..\Assets.zip
./run_server.sh --backup --backup-dir ./backups --backup-frequency 30
```
- Uses up to **4 GB**
- Stable for most setups
### Manual Backup
1. Use `save` command or stop the server
2. Copy the `universe/` folder
3. Store in a safe location
### Restore
1. Stop the server
2. Delete/rename current `universe/`
3. Copy backup to `universe/`
4. Restart server
---
### PC with 16 GB RAM
*Perfect for large or modded servers*
## Troubleshooting
### "Java not found" or "Java version too old"
**Java 21 is REQUIRED** (the server uses class file version 65.0).
**Install Java 21:**
- **Windows:** `winget install EclipseAdoptium.Temurin.21.JDK`
- **macOS:** `brew install openjdk@21`
- **Ubuntu:** `sudo apt install openjdk-21-jdk`
- **Fedora:** `sudo dnf install java-21-openjdk`
- **Arch:** `sudo pacman -S jdk21-openjdk`
- **Download:** [adoptium.net/temurin/releases/?version=21](https://adoptium.net/temurin/releases/?version=21)
**macOS: Set Java 21 as default:**
```bash
export JAVA_HOME=$(/usr/libexec/java_home -v 21)
export PATH="$JAVA_HOME/bin:$PATH"
```
Add these lines to `~/.zshrc` or `~/.bash_profile` to make permanent.
### "Game directory not found"
- Download game via F2P Launcher first
- Or set `HYTALE_GAME_PATH` environment variable
- Check custom install path in launcher settings
### "Assets.zip not found"
Game files incomplete. Re-download via the launcher.
### "Port already in use"
```bash
java -Xms2G -Xmx8G -jar HytaleServer.jar --assets ..\Assets.zip
./run_server.sh --bind 0.0.0.0:5521
```
- Uses up to **8 GB**
- Ideal for heavy worlds and plugins
### "Out of memory"
Increase JVM_XMX:
```bash
JVM_XMX=6G ./run_server.sh
```
### Players can't connect
1. Server shows "Server Ready"?
2. Using F2P Launcher (not official)?
3. Port 5520 open in firewall?
4. Port forwarding configured (for internet)?
5. Try `--auth-mode unauthenticated` for testing
### "Authentication failed"
- Ensure players use F2P Launcher
- Auth server may be temporarily down
- Test with `--auth-mode unauthenticated`
---
## Tips
## Docker Deployment (Advanced)
- `-Xms` = minimum RAM allocation
- `-Xmx` = maximum RAM allocation
- **Never allocate all your system RAM** — Windows still needs memory to run
- **Test your configuration** with a small world first
- **Monitor server performance** and adjust RAM as needed
For production servers, use Docker:
```bash
docker run -d \
--name hytale-server \
-p 5520:5520/udp \
-v ./data:/data \
-e HYTALE_AUTH_DOMAIN=auth.sanasol.ws \
-e HYTALE_SERVER_NAME="My Server" \
-e JVM_XMX=8G \
ghcr.io/hybrowse/hytale-server-docker:latest
```
See [Docker documentation](https://github.com/Hybrowse/hytale-server-docker) for details.
---
## Server Settings Summary
### Minimal Setup
```bash
./run_server.sh
```
### Custom Memory
```bash
JVM_XMS=2G JVM_XMX=8G ./run_server.sh
```
### Custom Port
```bash
HYTALE_BIND=0.0.0.0:25565 ./run_server.sh
```
### LAN Party (No Auth)
```bash
./run_server.sh --auth-mode unauthenticated
```
### Full Custom Setup
```bash
HYTALE_SERVER_NAME="Epic Server" \
HYTALE_BIND=0.0.0.0:5520 \
JVM_XMS=2G \
JVM_XMX=8G \
./run_server.sh --backup --backup-frequency 15 --allow-op
```
---
## Getting Help
- Check server console logs for errors
- Test with `--auth-mode unauthenticated` first
- Ensure all players have F2P Launcher
- Join the community for support
---
## Credits
- Hytale F2P Project
- [Hybrowse Docker Image](https://github.com/Hybrowse/hytale-server-docker)
- Auth Server: sanasol.ws

373
backend/appUpdater.js Normal file
View File

@@ -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

@@ -2,6 +2,41 @@ const fs = require('fs');
const path = require('path');
const os = require('os');
// Default auth domain - can be overridden by env var or config
const DEFAULT_AUTH_DOMAIN = 'auth.sanasol.ws';
// Get auth domain from env, config, or default
function getAuthDomain() {
// First check environment variable
if (process.env.HYTALE_AUTH_DOMAIN) {
return process.env.HYTALE_AUTH_DOMAIN;
}
// Then check config file
const config = loadConfig();
if (config.activeProfileId && config.profiles && config.profiles[config.activeProfileId]) {
// Allow profile to override auth domain if ever needed
// but for now stick to global or env
}
if (config.authDomain) {
return config.authDomain;
}
// Fall back to default
return DEFAULT_AUTH_DOMAIN;
}
// Get full auth server URL
// Domain already includes subdomain (auth.sanasol.ws), so use directly
function getAuthServerUrl() {
const domain = getAuthDomain();
return `https://${domain}`;
}
// Save auth domain to config
function saveAuthDomain(domain) {
saveConfig({ authDomain: domain || DEFAULT_AUTH_DOMAIN });
}
function getAppDir() {
const home = os.homedir();
if (process.platform === 'win32') {
@@ -81,6 +116,16 @@ function saveJavaPath(javaPath) {
function loadJavaPath() {
const config = loadConfig();
// Prefer Active Profile's Java Path
if (config.activeProfileId && config.profiles && config.profiles[config.activeProfileId]) {
const profile = config.profiles[config.activeProfileId];
if (profile.javaPath && profile.javaPath.trim().length > 0) {
return profile.javaPath;
}
}
// Fallback to global setting
return config.javaPath || '';
}
@@ -94,10 +139,57 @@ function loadInstallPath() {
return config.installPath || '';
}
function saveDiscordRPC(enabled) {
saveConfig({ discordRPC: !!enabled });
}
function loadDiscordRPC() {
const config = loadConfig();
return config.discordRPC !== undefined ? config.discordRPC : true;
}
function saveLanguage(language) {
saveConfig({ language: language || 'en' });
}
function loadLanguage() {
const config = loadConfig();
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) {
try {
let config = loadConfig();
config.installedMods = mods;
const config = loadConfig();
// Config migration handles structure, but mod saves must go to the ACTIVE profile.
// Global installedMods is kept mainly for reference/migration.
// The profile is the source of truth for enabled mods.
if (config.activeProfileId && config.profiles && config.profiles[config.activeProfileId]) {
config.profiles[config.activeProfileId].mods = mods;
} else {
// Fallback for legacy or no-profile state
config.installedMods = mods;
}
const configDir = path.dirname(CONFIG_FILE);
if (!fs.existsSync(configDir)) {
@@ -114,6 +206,12 @@ function saveModsToConfig(mods) {
function loadModsFromConfig() {
try {
const config = loadConfig();
// Prefer Active Profile
if (config.activeProfileId && config.profiles && config.profiles[config.activeProfileId]) {
return config.profiles[config.activeProfileId].mods || [];
}
return config.installedMods || [];
} catch (error) {
console.error('Error loading mods from config:', error);
@@ -129,8 +227,8 @@ function isFirstLaunch() {
}
const hasUserData = config.installPath || config.username || config.javaPath ||
config.chatUsername || config.userUuids ||
Object.keys(config).length > 0;
config.chatUsername || config.userUuids ||
Object.keys(config).length > 0;
if (!hasUserData) {
return true;
@@ -143,6 +241,103 @@ function markAsLaunched() {
saveConfig({ hasLaunchedBefore: true, firstLaunchDate: new Date().toISOString() });
}
// UUID Management Functions
function getCurrentUuid() {
const username = loadUsername();
return getUuidForUser(username);
}
function getAllUuidMappings() {
const config = loadConfig();
return config.userUuids || {};
}
function setUuidForUser(username, uuid) {
const { v4: uuidv4, validate: validateUuid } = require('uuid');
// Validate UUID format
if (!validateUuid(uuid)) {
throw new Error('Invalid UUID format');
}
const config = loadConfig();
const userUuids = config.userUuids || {};
userUuids[username] = uuid;
saveConfig({ userUuids });
return uuid;
}
function generateNewUuid() {
const { v4: uuidv4 } = require('uuid');
return uuidv4();
}
function deleteUuidForUser(username) {
const config = loadConfig();
const userUuids = config.userUuids || {};
if (userUuids[username]) {
delete userUuids[username];
saveConfig({ userUuids });
return true;
}
return false;
}
function resetCurrentUserUuid() {
const username = loadUsername();
const { v4: uuidv4 } = require('uuid');
const newUuid = uuidv4();
return setUuidForUser(username, newUuid);
}
function saveChatColor(color) {
const config = loadConfig();
config.chatColor = color;
saveConfig(config);
}
function loadChatColor() {
const config = loadConfig();
return config.chatColor || '#3498db';
}
function saveGpuPreference(gpuPreference) {
saveConfig({ gpuPreference: gpuPreference || 'auto' });
}
function loadGpuPreference() {
const config = loadConfig();
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 = {
loadConfig,
saveConfig,
@@ -150,14 +345,47 @@ module.exports = {
loadUsername,
saveChatUsername,
loadChatUsername,
saveChatColor,
loadChatColor,
getUuidForUser,
saveJavaPath,
loadJavaPath,
saveInstallPath,
loadInstallPath,
saveDiscordRPC,
loadDiscordRPC,
saveLanguage,
loadLanguage,
saveModsToConfig,
loadModsFromConfig,
isFirstLaunch,
markAsLaunched,
CONFIG_FILE
CONFIG_FILE,
// Auth server exports
getAuthServerUrl,
getAuthDomain,
saveAuthDomain,
// UUID Management exports
getCurrentUuid,
getAllUuidMappings,
setUuidForUser,
generateNewUuid,
deleteUuidForUser,
resetCurrentUserUuid,
// GPU Preference exports
saveGpuPreference,
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 path = require('path');
const os = require('os');
const { loadVersionBranch } = require('./config');
function getAppDir() {
const home = os.homedir();
@@ -13,6 +14,21 @@ function getAppDir() {
}
}
/**
* Get centralized UserData saves directory (NEW in 2.1.2)
* 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();
function getResolvedAppDir(customPath) {
@@ -48,8 +64,20 @@ function expandHome(inputPath) {
const APP_DIR = DEFAULT_APP_DIR;
const CACHE_DIR = path.join(APP_DIR, 'cache');
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');
function getClientCandidates(gameLatest) {
@@ -152,25 +180,49 @@ async function getModsPath(customInstallPath = null) {
}
if (!installPath) {
const localAppData = process.env.LOCALAPPDATA || path.join(os.homedir(), 'AppData', 'Local');
installPath = path.join(localAppData, 'HytaleF2P');
} else {
installPath = path.join(installPath, 'HytaleF2P');
// Use the standard app directory logic which handles platforms correctly
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 modsPath = path.join(userDataPath, 'Mods');
const disabledModsPath = path.join(userDataPath, 'DisabledMods');
const profilesPath = path.join(userDataPath, 'Profiles');
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)) {
fs.mkdirSync(disabledModsPath, { recursive: true });
}
if (!fs.existsSync(profilesPath)) {
fs.mkdirSync(profilesPath, { recursive: true });
}
return modsPath;
} catch (error) {
@@ -179,8 +231,26 @@ async function getModsPath(customInstallPath = null) {
}
}
function getProfilesDir(customInstallPath = null) {
try {
// NEW 2.1.2: 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 = {
getAppDir,
getHytaleSavesDir,
getResolvedAppDir,
expandHome,
APP_DIR,
@@ -188,10 +258,13 @@ module.exports = {
TOOLS_DIR,
GAME_DIR,
JRE_DIR,
getGameDir,
getJreDir,
PLAYER_ID_FILE,
getClientCandidates,
findClientPath,
findUserDataPath,
findUserDataRecursive,
getModsPath
getModsPath,
getProfilesDir
};

View File

@@ -7,16 +7,44 @@ const {
loadUsername,
saveChatUsername,
loadChatUsername,
saveChatColor,
loadChatColor,
saveJavaPath,
loadJavaPath,
saveInstallPath,
loadInstallPath,
saveDiscordRPC,
loadDiscordRPC,
saveLanguage,
loadLanguage,
saveCloseLauncherOnStart,
loadCloseLauncherOnStart,
// Hardware Acceleration
saveLauncherHardwareAcceleration,
loadLauncherHardwareAcceleration,
saveModsToConfig,
loadModsFromConfig,
getUuidForUser,
isFirstLaunch,
markAsLaunched,
CONFIG_FILE
// UUID Management
getCurrentUuid,
getAllUuidMappings,
setUuidForUser,
generateNewUuid,
deleteUuidForUser,
resetCurrentUserUuid,
// GPU Preference
saveGpuPreference,
loadGpuPreference,
// Version Management
saveVersionClient,
loadVersionClient,
saveVersionBranch,
loadVersionBranch
} = require('./core/config');
const { getResolvedAppDir, getModsPath } = require('./core/paths');
@@ -27,7 +55,8 @@ const {
installGame,
uninstallGame,
updateGameFiles,
checkExistingGameInstallation
checkExistingGameInstallation,
repairGame
} = require('./managers/gameManager');
const {
@@ -37,8 +66,6 @@ const {
const { getJavaDetection } = require('./managers/javaManager');
const { checkAndInstallMultiClient } = require('./managers/multiClientManager');
const {
downloadAndReplaceHomePageUI,
findHomePageUIPath,
@@ -55,7 +82,6 @@ const {
// Services
const {
getInstalledClientVersion,
getLatestClientVersion
} = require('./services/versionManager');
@@ -68,6 +94,9 @@ const {
handleFirstLaunchCheck
} = require('./services/firstLaunch');
// Utils
const { detectGpu } = require('./utils/platformUtils');
// Re-export all functions to maintain backward compatibility
module.exports = {
// Game launch functions
@@ -79,12 +108,15 @@ module.exports = {
isGameInstalled,
uninstallGame,
updateGameFiles,
repairGame,
// User configuration functions
saveUsername,
loadUsername,
saveChatUsername,
loadChatUsername,
saveChatColor,
loadChatColor,
getUuidForUser,
// Java configuration functions
@@ -96,9 +128,33 @@ module.exports = {
saveInstallPath,
loadInstallPath,
// Discord RPC functions
saveDiscordRPC,
loadDiscordRPC,
// Language functions
saveLanguage,
loadLanguage,
// Close Launcher functions
saveCloseLauncherOnStart,
loadCloseLauncherOnStart,
// Hardware Acceleration functions
saveLauncherHardwareAcceleration,
loadLauncherHardwareAcceleration,
// GPU Preference functions
saveGpuPreference,
loadGpuPreference,
detectGpu,
// Version functions
getInstalledClientVersion,
getLatestClientVersion,
saveVersionClient,
loadVersionClient,
saveVersionBranch,
loadVersionBranch,
// News functions
getHytaleNews,
@@ -106,8 +162,13 @@ module.exports = {
// Player ID functions
getOrCreatePlayerId,
// Multi-client functions
checkAndInstallMultiClient,
// UUID Management functions
getCurrentUuid,
getAllUuidMappings,
setUuidForUser,
generateNewUuid,
deleteUuidForUser,
resetCurrentUserUuid,
// Mod management functions
getModsPath,

View File

@@ -85,7 +85,7 @@ class Logger {
fs.appendFileSync(this.logFile, message, 'utf8');
} 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

@@ -1,22 +1,115 @@
const fs = require('fs');
const path = require('path');
const crypto = require('crypto');
const { exec } = require('child_process');
const { promisify } = require('util');
const { spawn } = require('child_process');
const { v4: uuidv4 } = require('uuid');
const { getResolvedAppDir, findClientPath } = require('../core/paths');
const { setupWaylandEnvironment } = require('../utils/platformUtils');
const { saveUsername, saveInstallPath, loadJavaPath, getUuidForUser } = require('../core/config');
const { setupWaylandEnvironment, setupGpuEnvironment } = require('../utils/platformUtils');
const { saveUsername, saveInstallPath, loadJavaPath, getUuidForUser, getAuthServerUrl, getAuthDomain, loadVersionBranch, loadVersionClient, saveVersionClient } = require('../core/config');
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 { syncModsForCurrentProfile } = require('./modManager');
const { getUserDataPath } = require('../utils/userDataMigration');
// Client patcher for custom auth server (sanasol.ws)
let clientPatcher = null;
try {
clientPatcher = require('../utils/clientPatcher');
} catch (err) {
console.log('[Launcher] Client patcher not available:', err.message);
}
const execAsync = promisify(exec);
async function launchGame(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride) {
// Fetch tokens from the auth server (properly signed with server's Ed25519 key)
async function fetchAuthTokens(uuid, name) {
const authServerUrl = getAuthServerUrl();
try {
console.log(`Fetching auth tokens from ${authServerUrl}/game-session/child`);
const response = await fetch(`${authServerUrl}/game-session/child`, {
method: 'POST',
headers: {
'Content-Type': 'application/json'
},
body: JSON.stringify({
uuid: uuid,
name: name,
scopes: ['hytale:server', 'hytale:client']
})
});
if (!response.ok) {
throw new Error(`Auth server returned ${response.status}`);
}
const data = await response.json();
console.log('Auth tokens received from server');
return {
identityToken: data.IdentityToken || data.identityToken,
sessionToken: data.SessionToken || data.sessionToken
};
} catch (error) {
console.error('Failed to fetch auth tokens:', error.message);
// Fallback to local generation if server unavailable
return generateLocalTokens(uuid, name);
}
}
// Fallback: Generate tokens locally (won't pass signature validation but allows offline testing)
function generateLocalTokens(uuid, name) {
console.log('Using locally generated tokens (fallback mode)');
const authServerUrl = getAuthServerUrl();
const now = Math.floor(Date.now() / 1000);
const exp = now + 36000;
const header = Buffer.from(JSON.stringify({
alg: 'EdDSA',
kid: '2025-10-01',
typ: 'JWT'
})).toString('base64url');
const identityPayload = Buffer.from(JSON.stringify({
sub: uuid,
name: name,
username: name,
entitlements: ['game.base'],
scope: 'hytale:server hytale:client',
iat: now,
exp: exp,
iss: authServerUrl,
jti: uuidv4()
})).toString('base64url');
const sessionPayload = Buffer.from(JSON.stringify({
sub: uuid,
scope: 'hytale:server',
iat: now,
exp: exp,
iss: authServerUrl,
jti: uuidv4()
})).toString('base64url');
const signature = crypto.randomBytes(64).toString('base64url');
return {
identityToken: `${header}.${identityPayload}.${signature}`,
sessionToken: `${header}.${sessionPayload}.${signature}`
};
}
async function launchGame(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto', branchOverride = null) {
const branch = branchOverride || loadVersionBranch();
const customAppDir = getResolvedAppDir(installPathOverride);
const customGameDir = path.join(customAppDir, 'release', 'package', 'game', 'latest');
const customJreDir = path.join(customAppDir, 'release', 'package', 'jre', 'latest');
const userDataDir = path.join(customGameDir, 'Client', 'UserData');
const customGameDir = path.join(customAppDir, branch, 'package', 'game', 'latest');
const customJreDir = path.join(customAppDir, branch, 'package', 'jre', 'latest');
// NEW 2.1.2: Use centralized UserData location
const userDataDir = getUserDataPath();
const gameLatest = customGameDir;
let clientPath = findClientPath(gameLatest);
@@ -53,23 +146,65 @@ async function launchGame(playerName = 'Player', progressCallback, javaPathOverr
}
}
const uuid = getUuidForUser(playerName);
// Fetch tokens from auth server
if (progressCallback) {
progressCallback('Fetching authentication tokens...', null, null, null, null);
}
const { identityToken, sessionToken } = await fetchAuthTokens(uuid, playerName);
// Patch client and server binaries to use custom auth server (BEFORE signing on macOS)
// FORCE patch on every launch to ensure consistency
const authDomain = getAuthDomain();
if (clientPatcher) {
try {
if (progressCallback) {
progressCallback('Patching game for custom server...', null, null, null, null);
}
console.log(`Force patching game binaries for ${authDomain}...`);
const patchResult = await clientPatcher.ensureClientPatched(gameLatest, (msg, percent) => {
// console.log(`[Patcher] ${msg}`);
if (progressCallback && msg) {
progressCallback(msg, percent, null, null, null);
}
});
if (patchResult.success) {
console.log(`Game patched successfully (${patchResult.patchCount} total occurrences)`);
if (patchResult.client) {
console.log(` Client: ${patchResult.client.patchCount || 0} occurrences`);
}
if (patchResult.server) {
console.log(` Server: ${patchResult.server.patchCount || 0} occurrences`);
}
} else {
console.warn('Game patching failed:', patchResult.error);
}
} catch (patchError) {
console.warn('Game patching failed (game may not connect to custom server):', patchError.message);
}
}
// macOS: Sign binaries AFTER patching so the patched binaries have valid signatures
if (process.platform === 'darwin') {
try {
const appBundle = path.join(gameLatest, 'Client', 'Hytale.app');
const serverDir = path.join(gameLatest, 'Server');
const signPath = async (targetPath, deep = false) => {
await execAsync(`xattr -cr "${targetPath}"`).catch(() => {});
await execAsync(`xattr -cr "${targetPath}"`).catch(() => { });
const deepFlag = deep ? '--deep ' : '';
await execAsync(`codesign --force ${deepFlag}--sign - "${targetPath}"`).catch(() => {});
await execAsync(`codesign --force ${deepFlag}--sign - "${targetPath}"`).catch(() => { });
};
if (fs.existsSync(appBundle)) {
await signPath(appBundle, true);
console.log('Signed macOS app bundle');
console.log('Signed macOS app bundle (after patching)');
} else {
await signPath(path.dirname(clientPath), true);
console.log('Signed macOS client binary');
console.log('Signed macOS client binary (after patching)');
}
if (javaBin && fs.existsSync(javaBin)) {
@@ -83,9 +218,9 @@ async function launchGame(playerName = 'Player', progressCallback, javaPathOverr
}
if (fs.existsSync(serverDir)) {
await execAsync(`xattr -cr "${serverDir}"`).catch(() => {});
await execAsync(`find "${serverDir}" -type f -perm +111 -exec codesign --force --sign - {} \\;`).catch(() => {});
console.log('Signed server binaries');
await execAsync(`xattr -cr "${serverDir}"`).catch(() => { });
await execAsync(`find "${serverDir}" -type f -perm +111 -exec codesign --force --sign - {} \\;`).catch(() => { });
console.log('Signed server binaries (after patching)');
}
if (javaBin && fs.existsSync(javaBin)) {
@@ -113,26 +248,91 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
}
}
const uuid = getUuidForUser(playerName);
const args = [
'--app-dir', gameLatest,
'--java-exec', javaBin,
'--auth-mode', 'offline',
'--auth-mode', 'authenticated',
'--uuid', uuid,
'--name', playerName,
'--identity-token', identityToken,
'--session-token', sessionToken,
'--user-dir', userDataDir
];
if (progressCallback) {
progressCallback('Starting game...', null, null, null, null);
}
// Ensure mods are synced for the active profile before launching
try {
console.log('Syncing mods for active profile before launch...');
if (progressCallback) progressCallback('Syncing mods...', null, null, null, null);
await syncModsForCurrentProfile();
} catch (syncError) {
console.error('Failed to sync mods before launch:', syncError);
// Continue anyway? Or fail?
// Warn user but continue might be safer to avoid blocking play if sync is just glitchy
}
console.log('Starting game...');
console.log(`Command: "${clientPath}" ${args.join(' ')}`);
const env = { ...process.env };
const env = { ...process.env };
const waylandEnv = setupWaylandEnvironment();
Object.assign(env, waylandEnv);
const waylandEnv = setupWaylandEnvironment();
Object.assign(env, waylandEnv);
const gpuEnv = setupGpuEnvironment(gpuPreference);
Object.assign(env, gpuEnv);
// Linux: Replace bundled libzstd.so with system version to fix glibc 2.41+ crash
// The bundled libzstd causes "free(): invalid pointer" on Steam Deck / Ubuntu LTS
if (process.platform === 'linux' && process.env.HYTALE_NO_LIBZSTD_FIX !== '1') {
const clientDir = path.dirname(clientPath);
const bundledLibzstd = path.join(clientDir, 'libzstd.so');
const backupLibzstd = path.join(clientDir, 'libzstd.so.bundled');
// Common system libzstd paths
const systemLibzstdPaths = [
'/usr/lib/libzstd.so.1', // Arch Linux, Steam Deck
'/usr/lib/x86_64-linux-gnu/libzstd.so.1', // Debian/Ubuntu
'/usr/lib64/libzstd.so.1' // Fedora/RHEL
];
let systemLibzstd = null;
for (const p of systemLibzstdPaths) {
if (fs.existsSync(p)) {
systemLibzstd = p;
break;
}
}
if (systemLibzstd && fs.existsSync(bundledLibzstd)) {
try {
const stats = fs.lstatSync(bundledLibzstd);
// Only replace if it's not already a symlink to system version
if (!stats.isSymbolicLink()) {
// Backup bundled version
if (!fs.existsSync(backupLibzstd)) {
fs.renameSync(bundledLibzstd, backupLibzstd);
console.log(`Linux: Backed up bundled libzstd.so`);
} else {
fs.unlinkSync(bundledLibzstd);
}
// Create symlink to system version
fs.symlinkSync(systemLibzstd, bundledLibzstd);
console.log(`Linux: Linked libzstd.so to system version (${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: ${libzstdError.message}`);
}
}
}
try {
let spawnOptions = {
@@ -183,6 +383,7 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
}
});
// Monitor game process status in background
setTimeout(() => {
if (!hasExited) {
console.log('Game appears to be running successfully');
@@ -195,6 +396,7 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
}
}, 3000);
// Return immediately, don't wait for setTimeout
return { success: true, installed: true, launched: true, pid: child.pid };
} catch (spawnError) {
console.error(`Error spawning game process: ${spawnError.message}`);
@@ -205,23 +407,23 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
}
}
async function launchGameWithVersionCheck(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride) {
async function launchGameWithVersionCheck(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto', branchOverride = null) {
try {
const branch = branchOverride || loadVersionBranch();
if (progressCallback) {
progressCallback('Checking for updates...', 0, null, null, null);
}
const [installedVersion, latestVersion] = await Promise.all([
getInstalledClientVersion(),
getLatestClientVersion()
]);
const installedVersion = loadVersionClient();
const latestVersion = await getLatestClientVersion(branch);
console.log(`Installed version: ${installedVersion}, Latest version: ${latestVersion}`);
console.log(`Installed version: ${installedVersion}, Latest version: ${latestVersion} (branch: ${branch})`);
let needsUpdate = false;
if (installedVersion && latestVersion && installedVersion !== latestVersion) {
if (!installedVersion || installedVersion !== latestVersion) {
needsUpdate = true;
console.log('Version mismatch detected, update required');
console.log('Version mismatch or not installed, update required');
}
if (needsUpdate) {
@@ -230,13 +432,13 @@ async function launchGameWithVersionCheck(playerName = 'Player', progressCallbac
}
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 customCacheDir = path.join(customAppDir, 'cache');
try {
await updateGameFiles(latestVersion, progressCallback, customGameDir, customToolsDir, customCacheDir);
console.log('Game updated successfully, waiting before launch...');
await updateGameFiles(latestVersion, progressCallback, customGameDir, customToolsDir, customCacheDir, branch);
console.log('Game updated successfully, patching will be forced on launch...');
if (progressCallback) {
progressCallback('Preparing game launch...', 90, null, null, null);
@@ -256,13 +458,22 @@ async function launchGameWithVersionCheck(playerName = 'Player', progressCallbac
progressCallback('Launching game...', 80, null, null, null);
}
return await launchGame(playerName, progressCallback, javaPathOverride, installPathOverride);
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) {
console.error('Error in version check and launch:', error);
if (progressCallback) {
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

@@ -3,35 +3,159 @@ const path = require('path');
const { execFile } = require('child_process');
const { getResolvedAppDir, findClientPath, findUserDataPath, findUserDataRecursive, GAME_DIR, CACHE_DIR, TOOLS_DIR } = require('../core/paths');
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 { installButler } = require('./butlerManager');
const { checkAndInstallMultiClient } = require('./multiClientManager');
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 { getUserDataPath, migrateUserDataToCentralized } = require('../utils/userDataMigration');
async function downloadPWR(version = 'release', fileName = '4.pwr', progressCallback, cacheDir = CACHE_DIR) {
async function downloadPWR(branch = 'release', fileName = '4.pwr', progressCallback, cacheDir = CACHE_DIR, manualRetry = false) {
const osName = getOS();
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);
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: ${sizeInMB.toFixed(2)} MB < 1.5 GB`);
return false;
}
}
console.log('Fetching PWR patch file:', url);
await downloadFile(url, dest, progressCallback);
try {
if (manualRetry) {
await retryDownload(url, dest, progressCallback);
} else {
await downloadFile(url, dest, progressCallback);
}
} catch (error) {
// Check for automatic stall retry conditions (only for stall errors, not manual retries)
if (!manualRetry &&
error.message &&
error.message.includes('stalled') &&
error.canRetry !== false && // Explicitly check it's not false
(!error.retryState || error.retryState.automaticStallRetries < MAX_AUTOMATIC_STALL_RETRIES)) {
console.log(`[PWR] Automatic stall retry triggered (${(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 Validation] PWR file validation passed: ${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);
console.log(`[Butler] Butler path: ${butlerPath}`);
console.log(`[Butler] Butler executable: ${fs.existsSync(butlerPath)}`);
const gameLatest = gameDir;
const stagingDir = path.join(gameLatest, 'staging-temp');
@@ -42,12 +166,11 @@ async function applyPWR(pwrFile, progressCallback, gameDir = GAME_DIR, toolsDir
return;
}
if (!fs.existsSync(gameLatest)) {
fs.mkdirSync(gameLatest, { recursive: true });
}
if (!fs.existsSync(stagingDir)) {
fs.mkdirSync(stagingDir, { recursive: true });
}
// Validate and prepare directories
validateGameDirectory(gameLatest, stagingDir);
console.log(`[Butler] Game directory validated: ${gameLatest}`);
console.log(`[Butler] Staging directory validated: ${stagingDir}`);
if (progressCallback) {
progressCallback('Installing game patch...', null, null, null, null);
@@ -71,6 +194,8 @@ async function applyPWR(pwrFile, progressCallback, gameDir = GAME_DIR, toolsDir
gameLatest
];
console.log(`[Butler] Executing command: ${butlerPath} ${args.join(' ')}`);
try {
await new Promise((resolve, reject) => {
const child = execFile(butlerPath, args, {
@@ -78,16 +203,97 @@ async function applyPWR(pwrFile, progressCallback, gameDir = GAME_DIR, toolsDir
timeout: 600000
}, (error, stdout, stderr) => {
if (error) {
console.error('Butler stderr:', stderr);
console.error('Butler stdout:', stdout);
reject(new Error(`Patch installation failed: ${error.message}${stderr ? '\n' + stderr : ''}`));
console.error('[Butler] stderr:', stderr);
console.error('[Butler] stdout:', stdout);
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 {
console.log('[Butler] Patch installation completed successfully');
resolve();
}
});
});
} 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)) {
@@ -100,13 +306,33 @@ async function applyPWR(pwrFile, progressCallback, gameDir = GAME_DIR, toolsDir
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;
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 {
if (progressCallback) {
progressCallback('Updating game files...', 0, null, null, null);
// NEW 2.1.2: Ensure UserData migration to centralized location
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');
@@ -116,102 +342,58 @@ async function updateGameFiles(newVersion, progressCallback, gameDir = GAME_DIR,
fs.mkdirSync(tempUpdateDir, { recursive: true });
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) {
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);
if (progressCallback) {
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)) {
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);
const multiResult = await checkAndInstallMultiClient(gameDir, progressCallback);
console.log('Multiplayer-client check result after update:', multiResult);
const homeUIResult = await downloadAndReplaceHomePageUI(gameDir, progressCallback);
console.log('HomePage.ui update result after update:', homeUIResult);
const logoResult = await downloadAndReplaceLogo(gameDir, progressCallback);
console.log('Logo@2x.png update result after update:', logoResult);
if (userDataBackup && fs.existsSync(userDataBackup)) {
const newUserDataPath = findUserDataPath(gameDir);
const userDataParent = path.dirname(newUserDataPath);
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);
}
// NEW 2.1.2: No longer create UserData in game installation
// UserData is now in centralized location (getUserDataPath())
console.log('[UpdateGameFiles] UserData is managed in centralized location');
console.log(`Game files updated successfully to version: ${newVersion}`);
if (userDataBackup && fs.existsSync(userDataBackup)) {
try {
fs.rmSync(userDataBackup, { recursive: true, force: true });
console.log('UserData backup cleaned up');
} catch (cleanupError) {
console.warn('Could not clean up UserData backup:', cleanupError.message);
}
}
// Save the updated version and branch to config
saveVersionClient(newVersion);
const { saveVersionBranch } = require('../core/config');
saveVersionBranch(branch);
console.log('Waiting for file system sync...');
await new Promise(resolve => setTimeout(resolve, 2000));
@@ -224,15 +406,6 @@ async function updateGameFiles(newVersion, progressCallback, gameDir = GAME_DIR,
} catch (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)) {
fs.rmSync(tempUpdateDir, { recursive: true, force: true });
}
@@ -241,20 +414,38 @@ async function updateGameFiles(newVersion, progressCallback, gameDir = GAME_DIR,
}
}
function isGameInstalled() {
function isGameInstalled(branchOverride = null) {
const branch = branchOverride || loadVersionBranch();
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);
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 customCacheDir = path.join(customAppDir, 'cache');
const customToolsDir = path.join(customAppDir, 'butler');
const customGameDir = path.join(customAppDir, 'release', 'package', 'game', 'latest');
const customJreDir = path.join(customAppDir, 'release', 'package', 'jre', 'latest');
const userDataDir = path.join(customGameDir, 'Client', 'UserData');
const customGameDir = path.join(customAppDir, branch, 'package', 'game', 'latest');
const customJreDir = path.join(customAppDir, branch, 'package', 'jre', 'latest');
// NEW 2.1.2: 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 => {
if (!fs.existsSync(dir)) {
@@ -262,10 +453,6 @@ async function installGame(playerName = 'Player', progressCallback, javaPathOver
}
});
if (!fs.existsSync(userDataDir)) {
fs.mkdirSync(userDataDir, { recursive: true });
}
saveUsername(playerName);
if (installPathOverride) {
saveInstallPath(installPathOverride);
@@ -296,9 +483,17 @@ async function installGame(playerName = 'Player', progressCallback, javaPathOver
try {
await downloadJRE(progressCallback, customCacheDir, customJreDir);
} 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();
if (fallback) {
javaBin = fallback;
console.log('[Install] Using system Java as fallback');
} else {
throw error;
}
@@ -312,14 +507,36 @@ async function installGame(playerName = 'Player', progressCallback, javaPathOver
if (progressCallback) {
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 pwrFile = await downloadPWR('release', latestVersion, progressCallback, customCacheDir);
await applyPWR(pwrFile, progressCallback, customGameDir, customToolsDir);
const latestVersion = await getLatestClientVersion(branch);
let pwrFile;
try {
pwrFile = await downloadPWR(branch, latestVersion, progressCallback, customCacheDir);
const multiResult = await checkAndInstallMultiClient(customGameDir, progressCallback);
console.log('Multiplayer check result:', multiResult);
// If downloadPWR returns false, it means the file doesn't exist or is invalid
// We should retry the download with a manual retry flag
if (!pwrFile) {
console.log('[Install] PWR file not found or invalid, attempting retry...');
pwrFile = await retryPWRDownload(branch, latestVersion, progressCallback, customCacheDir);
}
// Double-check we have a valid file path
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; // Re-throw to be handled by the main installGame error handler
}
await applyPWR(pwrFile, progressCallback, customGameDir, customToolsDir, branch, customCacheDir);
// Save the installed version and branch to config
saveVersionClient(latestVersion);
const { saveVersionBranch } = require('../core/config');
saveVersionBranch(branch);
const homeUIResult = await downloadAndReplaceHomePageUI(customGameDir, progressCallback);
console.log('HomePage.ui update result after installation:', homeUIResult);
@@ -327,6 +544,10 @@ async function installGame(playerName = 'Player', progressCallback, javaPathOver
const logoResult = await downloadAndReplaceLogo(customGameDir, progressCallback);
console.log('Logo@2x.png update result after installation:', logoResult);
// NEW 2.1.2: 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) {
progressCallback('Installation complete', 100, null, null, null);
}
@@ -334,8 +555,7 @@ async function installGame(playerName = 'Player', progressCallback, javaPathOver
return {
success: true,
installed: true,
multiClient: multiResult
installed: true
};
}
@@ -360,8 +580,9 @@ async function uninstallGame() {
}
}
function checkExistingGameInstallation() {
function checkExistingGameInstallation(branchOverride = null) {
try {
const branch = branchOverride || loadVersionBranch();
const config = loadConfig();
if (!config.installPath || !config.installPath.trim()) {
@@ -369,7 +590,7 @@ function checkExistingGameInstallation() {
}
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)) {
return null;
@@ -387,7 +608,8 @@ function checkExistingGameInstallation() {
clientPath: clientPath,
userDataPath: userDataPath,
installPath: installPath,
hasUserData: userDataPath && fs.existsSync(userDataPath)
hasUserData: userDataPath && fs.existsSync(userDataPath),
branch: branch
};
} catch (error) {
console.error('Error checking existing game installation:', error);
@@ -395,12 +617,157 @@ function checkExistingGameInstallation() {
}
}
async function repairGame(progressCallback, branchOverride = null) {
const branch = branchOverride || loadVersionBranch();
const appDir = getResolvedAppDir();
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
if (!fs.existsSync(gameDir)) {
throw new Error('Game directory not found. Cannot repair.');
}
if (progressCallback) {
progressCallback('Backing up user data...', 10, null, null, null);
}
// Backup UserData using new system
try {
backupPath = await userDataBackup.backupUserData(installPath, branch, hasVersionConfig);
} catch (backupError) {
console.warn('UserData backup failed during repair:', backupError.message);
}
if (progressCallback) {
progressCallback('Removing old game files...', 30, null, null, null);
}
// Delete Game and Cache Directory
console.log('Removing corrupted game files...');
fs.rmSync(gameDir, { recursive: true, force: true });
const cacheDir = path.join(appDir, 'cache');
if (fs.existsSync(cacheDir)) {
console.log('Clearing cache directory...');
fs.rmSync(cacheDir, { recursive: true, force: true });
}
console.log('Reinstalling game files...');
// Passing null/undefined for overrides to use defaults/saved configs
// installGame calls progressCallback internally
await installGame('Player', progressCallback, null, null, branch);
// Restore UserData using new system
if (backupPath) {
if (progressCallback) {
progressCallback('Restoring user data...', 90, null, null, null);
}
try {
await userDataBackup.restoreUserData(backupPath, installPath, branch);
await userDataBackup.cleanupBackup(backupPath);
console.log('UserData restored successfully after repair');
} catch (restoreError) {
console.warn('UserData restore failed after repair:', restoreError.message);
}
}
if (progressCallback) {
progressCallback('Repair completed successfully!', 100, null, null, null);
}
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 = {
downloadPWR,
retryPWRDownload,
applyPWR,
updateGameFiles,
isGameInstalled,
installGame,
uninstallGame,
checkExistingGameInstallation
isGameInstalled,
installGame,
uninstallGame,
checkExistingGameInstallation,
repairGame
};

View File

@@ -9,7 +9,7 @@ const tar = require('tar');
const { expandHome, JRE_DIR } = require('../core/paths');
const { getOS, getArch } = require('../utils/platformUtils');
const { loadConfig } = require('../core/config');
const { downloadFile } = require('../utils/fileManager');
const { downloadFile, retryDownload } = require('../utils/fileManager');
const execFileAsync = promisify(execFile);
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) {
if (!fs.existsSync(cacheDir)) {
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);
}
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');
}
@@ -359,5 +406,6 @@ module.exports = {
getJavaDetection,
downloadJRE,
extractJRE,
retryJREDownload,
JAVA_EXECUTABLE
};

View File

@@ -2,8 +2,30 @@ const fs = require('fs');
const path = require('path');
const crypto = require('crypto');
const axios = require('axios');
const { getModsPath } = require('../core/paths');
const { getOS } = require('../utils/platformUtils');
const { getModsPath, getProfilesDir } = require('../core/paths');
const { saveModsToConfig, loadModsFromConfig } = require('../core/config');
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) {
return crypto.createHash('md5').update(filename).digest('hex').substring(0, 8);
@@ -26,77 +48,56 @@ function extractVersion(filename) {
return versionMatch ? versionMatch[1] : null;
}
// Helper to get mods from active profile
function getProfileMods() {
const profile = profileManager.getActiveProfile();
return profile ? (profile.mods || []) : [];
}
async function loadInstalledMods(modsPath) {
try {
const configMods = loadModsFromConfig();
const modsMap = new Map();
// Sync first to ensure we detect any manually added mods and paths are correct
await syncModsForCurrentProfile();
configMods.forEach(mod => {
modsMap.set(mod.fileName, mod);
});
const activeProfile = profileManager.getActiveProfile();
if (!activeProfile) return [];
if (fs.existsSync(modsPath)) {
const files = fs.readdirSync(modsPath);
const profileMods = activeProfile.mods || [];
for (const file of files) {
const filePath = path.join(modsPath, file);
const stats = fs.statSync(filePath);
// Use profile-specific paths
const profileModsPath = getProfileModsPath(activeProfile.id);
const profileDisabledModsPath = path.join(path.dirname(profileModsPath), 'DisabledMods');
if (stats.isFile() && (file.endsWith('.jar') || file.endsWith('.zip'))) {
const configMod = modsMap.get(file);
if (!fs.existsSync(profileModsPath)) fs.mkdirSync(profileModsPath, { recursive: true });
if (!fs.existsSync(profileDisabledModsPath)) fs.mkdirSync(profileDisabledModsPath, { recursive: true });
const modInfo = {
id: configMod?.id || generateModId(file),
name: configMod?.name || extractModName(file),
version: configMod?.version || extractVersion(file) || '1.0.0',
description: configMod?.description || 'Installed mod',
author: configMod?.author || 'Unknown',
enabled: true,
filePath: filePath,
fileName: file,
fileSize: configMod?.fileSize || stats.size,
dateInstalled: configMod?.dateInstalled || stats.birthtime || stats.mtime,
curseForgeId: configMod?.curseForgeId,
curseForgeFileId: configMod?.curseForgeFileId
};
const validMods = [];
modsMap.set(file, modInfo);
}
for (const modConfig of profileMods) {
// Check if file exists in either location
const inEnabled = fs.existsSync(path.join(profileModsPath, modConfig.fileName));
const inDisabled = fs.existsSync(path.join(profileDisabledModsPath, modConfig.fileName));
if (inEnabled || inDisabled) {
validMods.push({
...modConfig,
// Set filePath based on physical location
filePath: inEnabled ? path.join(profileModsPath, modConfig.fileName) : path.join(profileDisabledModsPath, modConfig.fileName),
enabled: modConfig.enabled !== false // Default true
});
} else {
console.warn(`[ModManager] Mod ${modConfig.fileName} listed in profile but not found on disk.`);
// Include it so user can see it's missing or remove it
validMods.push({
...modConfig,
filePath: null,
missing: true,
enabled: modConfig.enabled !== false
});
}
}
const disabledModsPath = path.join(path.dirname(modsPath), 'DisabledMods');
if (fs.existsSync(disabledModsPath)) {
const files = fs.readdirSync(disabledModsPath);
for (const file of files) {
const filePath = path.join(disabledModsPath, file);
const stats = fs.statSync(filePath);
if (stats.isFile() && (file.endsWith('.jar') || file.endsWith('.zip'))) {
const configMod = modsMap.get(file);
const modInfo = {
id: configMod?.id || generateModId(file),
name: configMod?.name || extractModName(file),
version: configMod?.version || extractVersion(file) || '1.0.0',
description: configMod?.description || 'Disabled mod',
author: configMod?.author || 'Unknown',
enabled: false,
filePath: filePath,
fileName: file,
fileSize: configMod?.fileSize || stats.size,
dateInstalled: configMod?.dateInstalled || stats.birthtime || stats.mtime,
curseForgeId: configMod?.curseForgeId,
curseForgeFileId: configMod?.curseForgeFileId
};
modsMap.set(file, modInfo);
}
}
}
return Array.from(modsMap.values());
return validMods;
} catch (error) {
console.error('Error loading installed mods:', error);
return [];
@@ -105,7 +106,11 @@ async function loadInstalledMods(modsPath) {
async function downloadMod(modInfo) {
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) {
throw new Error('No download URL or file ID provided');
@@ -114,9 +119,9 @@ async function downloadMod(modInfo) {
let downloadUrl = modInfo.downloadUrl;
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: {
'x-api-key': modInfo.apiKey,
'x-api-key': modInfo.apiKey || API_KEY,
'Accept': 'application/json'
}
});
@@ -142,7 +147,7 @@ async function downloadMod(modInfo) {
return new Promise((resolve, reject) => {
writer.on('finish', () => {
const configMods = loadModsFromConfig();
// Update Active Profile
const newMod = {
id: modInfo.id || generateModId(fileName),
name: modInfo.name || extractModName(fileName),
@@ -157,8 +162,8 @@ async function downloadMod(modInfo) {
curseForgeFileId: modInfo.fileId
};
configMods.push(newMod);
saveModsToConfig(configMods);
const updatedMods = [...(activeProfile.mods || []), newMod];
profileManager.updateProfile(activeProfile.id, { mods: updatedMods });
resolve({
success: true,
@@ -181,35 +186,41 @@ async function downloadMod(modInfo) {
async function uninstallMod(modId, modsPath) {
try {
const configMods = loadModsFromConfig();
const mod = configMods.find(m => m.id === modId);
const activeProfile = profileManager.getActiveProfile();
if (!activeProfile) throw new Error('No active profile');
const profileMods = activeProfile.mods || [];
const mod = profileMods.find(m => m.id === modId);
if (!mod) {
throw new Error('Mod not found in config');
throw new Error('Mod not found in profile');
}
const disabledModsPath = path.join(path.dirname(modsPath), 'DisabledMods');
const enabledPath = path.join(modsPath, mod.fileName);
// Use profile paths
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);
let fileRemoved = false;
// Try to remove file from both locations to be safe
if (fs.existsSync(enabledPath)) {
fs.unlinkSync(enabledPath);
fileRemoved = true;
console.log('Removed mod from Mods folder:', enabledPath);
} else if (fs.existsSync(disabledPath)) {
fs.unlinkSync(disabledPath);
fileRemoved = true;
console.log('Removed mod from DisabledMods folder:', disabledPath);
}
if (fs.existsSync(disabledPath)) {
try { fs.unlinkSync(disabledPath); fileRemoved = true; } catch (e) { }
}
if (!fileRemoved) {
console.warn('Mod file not found on filesystem, removing from config anyway');
console.warn('Mod file not found on filesystem, removing from profile anyway');
}
const updatedMods = configMods.filter(m => m.id !== modId);
saveModsToConfig(updatedMods);
console.log('Mod removed from config.json');
const updatedMods = profileMods.filter(m => m.id !== modId);
profileManager.updateProfile(activeProfile.id, { mods: updatedMods });
console.log('Mod removed from profile');
return { success: true };
} catch (error) {
@@ -223,36 +234,45 @@ async function uninstallMod(modId, modsPath) {
async function toggleMod(modId, modsPath) {
try {
const mods = await loadInstalledMods(modsPath);
const mod = mods.find(m => m.id === modId);
const activeProfile = profileManager.getActiveProfile();
if (!activeProfile) throw new Error('No active profile');
if (!mod) {
throw new Error('Mod not found');
const profileMods = activeProfile.mods || [];
const modIndex = profileMods.findIndex(m => m.id === modId);
if (modIndex === -1) {
throw new Error('Mod not found in profile');
}
const disabledModsPath = path.join(path.dirname(modsPath), 'DisabledMods');
if (!fs.existsSync(disabledModsPath)) {
fs.mkdirSync(disabledModsPath, { recursive: true });
}
const mod = profileMods[modIndex];
const newEnabled = !mod.enabled; // Toggle
const currentPath = mod.filePath;
let newPath, newEnabled;
// Update Profile First
const updatedMods = [...profileMods];
updatedMods[modIndex] = { ...mod, enabled: newEnabled };
profileManager.updateProfile(activeProfile.id, { mods: updatedMods });
if (mod.enabled) {
newPath = path.join(disabledModsPath, path.basename(currentPath));
newEnabled = false;
// Move file between Profile/Mods and Profile/DisabledMods
const profileModsPath = getProfileModsPath(activeProfile.id);
const disabledModsPath = path.join(path.dirname(profileModsPath), 'DisabledMods');
if (!fs.existsSync(disabledModsPath)) fs.mkdirSync(disabledModsPath, { recursive: true });
const currentPath = mod.enabled ? path.join(profileModsPath, mod.fileName) : path.join(disabledModsPath, mod.fileName);
const targetDir = newEnabled ? profileModsPath : disabledModsPath;
const targetPath = path.join(targetDir, mod.fileName);
if (fs.existsSync(currentPath)) {
fs.renameSync(currentPath, targetPath);
} else {
newPath = path.join(modsPath, path.basename(currentPath));
newEnabled = true;
}
fs.renameSync(currentPath, newPath);
const configMods = loadModsFromConfig();
const configModIndex = configMods.findIndex(m => m.id === modId);
if (configModIndex !== -1) {
configMods[configModIndex].enabled = newEnabled;
saveModsToConfig(configMods);
// Fallback: check if it's already in target?
if (fs.existsSync(targetPath)) {
console.log(`[ModManager] Mod ${mod.fileName} is already in the correct state`);
} else {
// Try finding it
const altPath = mod.enabled ? path.join(disabledModsPath, mod.fileName) : path.join(profileModsPath, mod.fileName);
if (fs.existsSync(altPath)) fs.renameSync(altPath, targetPath);
}
}
return { success: true, enabled: newEnabled };
@@ -265,11 +285,218 @@ async function toggleMod(modId, modsPath) {
}
}
async function syncModsForCurrentProfile() {
try {
const activeProfile = profileManager.getActiveProfile();
if (!activeProfile) {
console.warn('No active profile found during mod sync');
return;
}
console.log(`[ModManager] Syncing mods for profile: ${activeProfile.name} (${activeProfile.id})`);
// 1. Resolve Paths
// globalModsPath is the one the game uses (symlink target)
const globalModsPath = await getModsPath();
// profileModsPath is the real storage for this profile
const profileModsPath = getProfileModsPath(activeProfile.id);
const profileDisabledModsPath = path.join(path.dirname(profileModsPath), 'DisabledMods');
if (!fs.existsSync(profileDisabledModsPath)) {
fs.mkdirSync(profileDisabledModsPath, { recursive: true });
}
// 2. Symlink / Migration Logic
let needsLink = false;
let globalStats = null;
try {
globalStats = fs.lstatSync(globalModsPath);
} catch (e) {
// Path doesn't exist
}
if (globalStats) {
if (globalStats.isSymbolicLink()) {
const linkTarget = fs.readlinkSync(globalModsPath);
// Normalize paths for comparison
if (path.resolve(linkTarget) !== path.resolve(profileModsPath)) {
console.log(`[ModManager] Updating symlink from ${linkTarget} to ${profileModsPath}`);
fs.unlinkSync(globalModsPath);
needsLink = true;
}
} else if (globalStats.isDirectory()) {
// MIGRATION: It's a real directory. Move contents to profile.
console.log('[ModManager] Migrating global mods folder to profile folder...');
const files = fs.readdirSync(globalModsPath);
for (const file of files) {
const src = path.join(globalModsPath, file);
const dest = path.join(profileModsPath, file);
// Only move if dest doesn't exist to avoid overwriting
if (!fs.existsSync(dest)) {
fs.renameSync(src, dest);
}
}
// Also migrate DisabledMods if it exists globally
const globalDisabledPath = path.join(path.dirname(globalModsPath), 'DisabledMods');
if (fs.existsSync(globalDisabledPath) && fs.lstatSync(globalDisabledPath).isDirectory()) {
const dFiles = fs.readdirSync(globalDisabledPath);
for (const file of dFiles) {
const src = path.join(globalDisabledPath, file);
const dest = path.join(profileDisabledModsPath, file);
if (!fs.existsSync(dest)) {
fs.renameSync(src, dest);
}
}
// We can remove global DisabledMods now, as it's not used by game
try { fs.rmSync(globalDisabledPath, { recursive: true, force: true }); } catch(e) {}
}
// Remove the directory so we can link it
try {
let retries = 3;
while (retries > 0) {
try {
fs.rmSync(globalModsPath, { recursive: true, force: true });
break;
} catch (err) {
if ((err.code === 'EPERM' || err.code === 'EBUSY') && retries > 0) {
retries--;
await new Promise(resolve => setTimeout(resolve, 500));
} else {
throw err;
}
}
}
needsLink = true;
} catch (e) {
console.error('Failed to remove global mods dir:', e);
// Throw error to stop.
throw new Error('Failed to migrate mods directory. Please clear ' + globalModsPath);
}
}
} else {
needsLink = true;
}
if (needsLink) {
console.log(`[ModManager] Creating symlink: ${globalModsPath} -> ${profileModsPath}`);
try {
const symlinkType = getOS() === 'windows' ? 'junction' : 'dir';
fs.symlinkSync(profileModsPath, globalModsPath, symlinkType);
} catch (err) {
// If we can't create the symlink, try creating the directory first
console.error('[ModManager] Failed to create symlink. Falling back to direct folder mode.');
console.error(err.message);
// Fallback: create a real directory so the game still works
if (!fs.existsSync(globalModsPath)) {
fs.mkdirSync(globalModsPath, { recursive: true });
}
}
}
// 3. Auto-Repair (Download missing mods)
const profileModsSnapshot = activeProfile.mods || [];
for (const mod of profileModsSnapshot) {
if (mod.enabled && !mod.manual) {
const inEnabled = fs.existsSync(path.join(profileModsPath, mod.fileName));
const inDisabled = fs.existsSync(path.join(profileDisabledModsPath, mod.fileName));
if (!inEnabled && !inDisabled) {
if (mod.curseForgeId && (mod.curseForgeFileId || mod.fileId)) {
console.log(`[ModManager] Auto-repair: Re-downloading missing mod "${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: Since Global/Mods IS Profile/Mods (via symlink), moving out of Profile/Mods disables it for the game.
const disabledFiles = fs.existsSync(profileDisabledModsPath) ? fs.readdirSync(profileDisabledModsPath).filter(f => f.endsWith('.jar') || f.endsWith('.zip')) : [];
const allFiles = new Set([...enabledFiles, ...disabledFiles]);
for (const fileName of allFiles) {
const modConfig = profileMods.find(m => m.fileName === fileName);
const shouldBeEnabled = modConfig && modConfig.enabled !== false;
const currentPath = enabledFiles.includes(fileName) ? path.join(profileModsPath, fileName) : path.join(profileDisabledModsPath, fileName);
const targetDir = shouldBeEnabled ? profileModsPath : profileDisabledModsPath;
const targetPath = path.join(targetDir, fileName);
if (path.dirname(currentPath) !== targetDir) {
console.log(`[Mod Sync] Moving ${fileName} to ${shouldBeEnabled ? 'Enabled' : 'Disabled'}`);
try {
fs.renameSync(currentPath, targetPath);
} catch (err) {
console.error(`Failed to move ${fileName}: ${err.message}`);
}
}
}
return { success: true };
} catch (error) {
console.error('[ModManager] Error syncing mods:', error);
return { success: false, error: error.message };
}
}
module.exports = {
loadInstalledMods,
downloadMod,
uninstallMod,
toggleMod,
syncModsForCurrentProfile,
generateModId,
extractModName,
extractVersion

View File

@@ -1,86 +0,0 @@
const fs = require('fs');
const path = require('path');
const { findClientPath } = require('../core/paths');
const { downloadFile } = require('../utils/fileManager');
const { getLatestClientVersion, getMultiClientVersion } = require('../services/versionManager');
async function downloadMultiClient(gameDir, progressCallback) {
try {
if (process.platform !== 'win32') {
console.log('Multiplayer-client is only available for Windows');
return { success: false, reason: 'Platform not supported' };
}
const clientPath = findClientPath(gameDir);
if (!clientPath) {
throw new Error('Game client not found. Install game first.');
}
console.log('Downloading Multiplayer from server...');
if (progressCallback) {
progressCallback('Downloading Multiplayer...', null, null, null, null);
}
const clientUrl = 'http://3.10.208.30:3002/client';
const tempClientPath = path.join(path.dirname(clientPath), 'HytaleClient_temp.exe');
await downloadFile(clientUrl, tempClientPath, progressCallback);
const backupPath = path.join(path.dirname(clientPath), 'HytaleClient_original.exe');
if (!fs.existsSync(backupPath)) {
fs.copyFileSync(clientPath, backupPath);
console.log('Original client backed up');
}
fs.renameSync(tempClientPath, clientPath);
if (progressCallback) {
progressCallback('Multiplayer installed', 100, null, null, null);
}
console.log('Multiplayer installed successfully');
return { success: true, installed: true };
} catch (error) {
console.error('Error installing Multiplayer:', error);
throw new Error(`Failed to install Multiplayer: ${error.message}`);
}
}
async function checkAndInstallMultiClient(gameDir, progressCallback) {
try {
if (process.platform !== 'win32') {
console.log('Multiplayer check skipped (Windows only)');
return { success: true, skipped: true, reason: 'Windows only' };
}
console.log('Checking for Multiplayer availability...');
const [clientVersion, multiVersion] = await Promise.all([
getLatestClientVersion(),
getMultiClientVersion()
]);
if (!multiVersion) {
console.log('Multiplayer not available');
return { success: true, skipped: true, reason: 'Multiplayer not available' };
}
if (clientVersion === multiVersion) {
console.log(`Versions match (${clientVersion}), installing Multiplayer...`);
return await downloadMultiClient(gameDir, progressCallback);
} else {
console.log(`Version mismatch: client=${clientVersion}, multi=${multiVersion}`);
return { success: true, skipped: true, reason: 'Version mismatch' };
}
} catch (error) {
console.error('Error checking Multiplayer:', error);
return { success: false, error: error.message };
}
}
module.exports = {
downloadMultiClient,
checkAndInstallMultiClient
};

View File

@@ -0,0 +1,206 @@
const path = require('path');
const fs = require('fs');
const { v4: uuidv4 } = require('uuid');
const {
loadConfig,
saveConfig,
getModsPath
} = require('../core/config');
// Lazy-load modManager to avoid circular deps, or keep imports structured.
// For now, access mod paths directly or use helper helpers.
class ProfileManager {
constructor() {
this.initialized = false;
}
init() {
if (this.initialized) return;
const config = loadConfig();
// Migration: specific check to see if we have profiles yet
if (!config.profiles || Object.keys(config.profiles).length === 0) {
this.migrateLegacyConfig(config);
}
this.initialized = true;
console.log('[ProfileManager] Initialized');
}
migrateLegacyConfig(config) {
console.log('[ProfileManager] Migrating legacy config to profile system...');
// Create a default profile with current settings
const defaultProfileId = 'default';
const defaultProfile = {
id: defaultProfileId,
name: 'Default',
created: new Date().toISOString(),
lastUsed: new Date().toISOString(),
// settings specific to this profile
// If global settings existed, we copy them here
mods: config.installedMods || [], // Legacy mods are now part of default profile
javaPath: config.javaPath || '',
gameOptions: {
minMemory: '1G',
maxMemory: '4G',
args: []
}
};
const updates = {
profiles: {
[defaultProfileId]: defaultProfile
},
activeProfileId: defaultProfileId,
// Mods are currently treated as files on disk.
// The profile's `mods` array is the source of truth for enabled/known mods per profile.
};
saveConfig(updates);
console.log('[ProfileManager] Migration complete. Created Default profile.');
}
createProfile(name) {
if (!name || typeof name !== 'string') {
throw new Error('Invalid profile name');
}
const config = loadConfig();
const id = uuidv4();
const newProfile = {
id,
name: name.trim(),
created: new Date().toISOString(),
lastUsed: null,
mods: [], // Start with no mods enabled
javaPath: '',
gameOptions: {
minMemory: '1G',
maxMemory: '4G',
args: []
}
};
const profiles = config.profiles || {};
profiles[id] = newProfile;
saveConfig({ profiles });
console.log(`[ProfileManager] Created new profile: "${name}" (${id})`);
return newProfile;
}
getProfiles() {
const config = loadConfig();
return Object.values(config.profiles || {});
}
getProfile(id) {
const config = loadConfig();
return (config.profiles && config.profiles[id]) || null;
}
getActiveProfile() {
const config = loadConfig();
const activeId = config.activeProfileId;
if (!activeId || !config.profiles || !config.profiles[activeId]) {
// Fallback if something is corrupted
return this.getProfiles()[0] || null;
}
return config.profiles[activeId];
}
async activateProfile(id) {
const config = loadConfig();
if (!config.profiles || !config.profiles[id]) {
throw new Error(`Profile not found: ${id}`);
}
if (config.activeProfileId === id) {
console.log(`[ProfileManager] Profile ${id} is already active.`);
return config.profiles[id];
}
console.log(`[ProfileManager] Switching to profile: ${config.profiles[id].name} (${id})`);
// 1. Update config first
config.profiles[id].lastUsed = new Date().toISOString();
saveConfig({
activeProfileId: id,
profiles: config.profiles
});
// 2. Trigger Mod Sync
// We need to require this here to ensure it uses the *newly saved* active profile ID
const { syncModsForCurrentProfile } = require('./modManager');
await syncModsForCurrentProfile();
return config.profiles[id];
}
deleteProfile(id) {
const config = loadConfig();
const profiles = config.profiles || {};
if (!profiles[id]) {
throw new Error('Profile not found');
}
if (config.activeProfileId === id) {
throw new Error('Cannot delete the active profile');
}
// Don't allow deleting the last profile
if (Object.keys(profiles).length <= 1) {
throw new Error('Cannot delete the only remaining profile');
}
delete profiles[id];
saveConfig({ profiles });
console.log(`[ProfileManager] Deleted profile: ${id}`);
return true;
}
updateProfile(id, updates) {
const config = loadConfig();
const profiles = config.profiles || {};
if (!profiles[id]) {
throw new Error('Profile not found');
}
// Safety checks on updates
const allowedFields = ['name', 'javaPath', 'gameOptions', 'mods'];
const sanitizedUpdates = {};
Object.keys(updates).forEach(key => {
if (allowedFields.includes(key)) {
sanitizedUpdates[key] = updates[key];
}
});
profiles[id] = { ...profiles[id], ...sanitizedUpdates };
saveConfig({ profiles });
console.log(`[ProfileManager] Updated profile: ${id}`);
// If we updated mods for the *active* profile, we might need to sync immediately
if (config.activeProfileId === id && updates.mods) {
// Optionally trigger sync?
// Sync is usually triggered when toggling a single mod.
// For bulk updates, the caller should decide when to sync.
}
return profiles[id];
}
}
module.exports = new ProfileManager();

View File

@@ -10,7 +10,7 @@ async function downloadAndReplaceHomePageUI(gameDir, progressCallback) {
progressCallback('Downloading HomePage.ui...', null, null, null, null);
}
const homeUIUrl = 'http://3.10.208.30:3002/api/HomeUI';
const homeUIUrl = 'https://files.hytalef2p.com/api/HomeUI';
const tempHomePath = path.join(path.dirname(gameDir), 'HomePage_temp.ui');
await downloadFile(homeUIUrl, tempHomePath);
@@ -63,7 +63,7 @@ async function downloadAndReplaceLogo(gameDir, progressCallback) {
progressCallback('Downloading Logo@2x.png...', null, null, null, null);
}
const logoUrl = 'http://3.10.208.30:3002/api/Logo';
const logoUrl = 'https://files.hytalef2p.com/api/Logo';
const tempLogoPath = path.join(path.dirname(gameDir), 'Logo@2x_temp.png');
await downloadFile(logoUrl, tempLogoPath);

View File

@@ -1,6 +1,6 @@
const path = require('path');
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 { getInstalledClientVersion, getLatestClientVersion } = require('./versionManager');
@@ -56,6 +56,14 @@ async function handleFirstLaunchCheck(progressCallback) {
try {
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) {
return { isFirstLaunch: false, needsUpdate: false };
}

View File

@@ -1,9 +1,10 @@
const axios = require('axios');
async function getLatestClientVersion() {
async function getLatestClientVersion(branch = 'release') {
try {
console.log('Fetching latest client version from API...');
const response = await axios.get('http://3.10.208.30:3002/api/version_client', {
console.log(`Fetching latest client version from API (branch: ${branch})...`);
const response = await axios.get('https://files.hytalef2p.com/api/version_client', {
params: { branch },
timeout: 5000,
headers: {
'User-Agent': 'Hytale-F2P-Launcher'
@@ -12,7 +13,7 @@ async function getLatestClientVersion() {
if (response.data && 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;
} else {
console.log('Warning: Invalid API response, falling back to default version');
@@ -25,58 +26,6 @@ async function getLatestClientVersion() {
}
}
async function getInstalledClientVersion() {
try {
console.log('Fetching installed client version from API...');
const response = await axios.get('http://3.10.208.30:3002/api/clientCheck', {
timeout: 5000,
headers: {
'User-Agent': 'Hytale-F2P-Launcher'
}
});
if (response.data && response.data.client_version) {
const version = response.data.client_version;
console.log(`Installed client version: ${version}`);
return version;
} else {
console.log('Warning: Invalid clientCheck API response');
return null;
}
} catch (error) {
console.error('Error fetching installed client version:', error.message);
console.log('Warning: clientCheck API unavailable');
return null;
}
}
async function getMultiClientVersion() {
try {
console.log('Fetching Multiplayer version from API...');
const response = await axios.get('http://3.10.208.30:3002/api/multi', {
timeout: 5000,
headers: {
'User-Agent': 'Hytale-F2P-Launcher'
}
});
if (response.data && response.data.multi_version) {
const version = response.data.multi_version;
console.log(`Multiplayer version: ${version}`);
return version;
} else {
console.log('Warning: Invalid multi API response');
return null;
}
} catch (error) {
console.error('Error fetching Multiplayer version:', error.message);
console.log('Multiplayer not available');
return null;
}
}
module.exports = {
getLatestClientVersion,
getInstalledClientVersion,
getMultiClientVersion
getLatestClientVersion
};

View File

@@ -1,73 +0,0 @@
const axios = require('axios');
const UPDATE_CHECK_URL = 'http://3.10.208.30:3002/api/version_launcher';
const CURRENT_VERSION = '2.0.1';
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

@@ -0,0 +1,791 @@
const fs = require('fs');
const path = require('path');
// Domain configuration
const ORIGINAL_DOMAIN = 'hytale.com';
const MIN_DOMAIN_LENGTH = 4;
const MAX_DOMAIN_LENGTH = 16;
function getTargetDomain() {
if (process.env.HYTALE_AUTH_DOMAIN) {
return process.env.HYTALE_AUTH_DOMAIN;
}
try {
const { getAuthDomain } = require('../core/config');
return getAuthDomain();
} catch (e) {
return 'auth.sanasol.ws';
}
}
const DEFAULT_NEW_DOMAIN = 'auth.sanasol.ws';
/**
* Patches HytaleClient binary to replace hytale.com with custom domain
* Server patching is done via pre-patched JAR download from CDN
*
* 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 {
constructor() {
this.patchedFlag = '.patched_custom';
}
/**
* Get the target domain for patching
*/
getNewDomain() {
const domain = getTargetDomain();
if (domain.length < MIN_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}`);
return DEFAULT_NEW_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="${suffix}"`
};
}
}
/**
* Convert a string to the length-prefixed byte format used by the client
*/
stringToLengthPrefixed(str) {
const length = str.length;
const result = Buffer.alloc(4 + length + (length - 1));
result[0] = length;
result[1] = 0x00;
result[2] = 0x00;
result[3] = 0x00;
let pos = 4;
for (let i = 0; i < length; i++) {
result[pos++] = str.charCodeAt(i);
if (i < length - 1) {
result[pos++] = 0x00;
}
}
return result;
}
/**
* Convert a string to UTF-16LE bytes (how .NET stores strings)
*/
stringToUtf16LE(str) {
const buf = Buffer.alloc(str.length * 2);
for (let i = 0; i < str.length; i++) {
buf.writeUInt16LE(str.charCodeAt(i), i * 2);
}
return buf;
}
/**
* Find all occurrences of a pattern in a buffer
*/
findAllOccurrences(buffer, pattern) {
const positions = [];
let pos = 0;
while (pos < buffer.length) {
const index = buffer.indexOf(pattern, pos);
if (index === -1) break;
positions.push(index);
pos = index + 1;
}
return positions;
}
/**
* Replace bytes in buffer - only overwrites the length of new bytes
*/
replaceBytes(buffer, oldBytes, newBytes) {
let count = 0;
const result = Buffer.from(buffer);
if (newBytes.length > oldBytes.length) {
console.warn(` Warning: New pattern (${newBytes.length}) longer than old (${oldBytes.length}), skipping`);
return { buffer: result, count: 0 };
}
const positions = this.findAllOccurrences(result, oldBytes);
for (const pos of positions) {
newBytes.copy(result, pos);
count++;
}
return { buffer: result, count };
}
/**
* Smart domain replacement that handles both null-terminated and non-null-terminated strings
*/
findAndReplaceDomainSmart(data, oldDomain, newDomain) {
let count = 0;
const result = Buffer.from(data);
const oldUtf16NoLast = this.stringToUtf16LE(oldDomain.slice(0, -1));
const newUtf16NoLast = this.stringToUtf16LE(newDomain.slice(0, -1));
const oldLastCharByte = oldDomain.charCodeAt(oldDomain.length - 1);
const newLastCharByte = newDomain.charCodeAt(newDomain.length - 1);
const positions = this.findAllOccurrences(result, oldUtf16NoLast);
for (const pos of positions) {
const lastCharPos = pos + oldUtf16NoLast.length;
if (lastCharPos + 1 > result.length) continue;
const lastCharFirstByte = result[lastCharPos];
if (lastCharFirstByte === oldLastCharByte) {
newUtf16NoLast.copy(result, pos);
result[lastCharPos] = newLastCharByte;
if (lastCharPos + 1 < result.length) {
const secondByte = result[lastCharPos + 1];
if (secondByte === 0x00) {
console.log(` Patched UTF-16LE occurrence at offset 0x${pos.toString(16)}`);
} else {
console.log(` Patched length-prefixed occurrence at offset 0x${pos.toString(16)} (metadata: 0x${secondByte.toString(16)})`);
}
}
count++;
}
}
return { buffer: result, count };
}
/**
* 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 ${subResult.count} occurrence(s)`);
totalCount += subResult.count;
}
}
return { buffer: result, count: totalCount };
}
/**
* Patch Discord invite URLs
*/
patchDiscordUrl(data) {
let count = 0;
const result = Buffer.from(data);
const oldUrl = '.gg/hytale';
const newUrl = '.gg/MHkEjepMQ7';
const lpResult = this.replaceBytes(
result,
this.stringToLengthPrefixed(oldUrl),
this.stringToLengthPrefixed(newUrl)
);
if (lpResult.count > 0) {
return { buffer: lpResult.buffer, count: lpResult.count };
}
// Fallback to UTF-16LE
const oldUtf16 = this.stringToUtf16LE(oldUrl);
const newUtf16 = this.stringToUtf16LE(newUrl);
const positions = this.findAllOccurrences(result, oldUtf16);
for (const pos of positions) {
newUtf16.copy(result, pos);
count++;
}
return { buffer: result, count };
}
/**
* Check patch status of client binary
*/
getPatchStatus(clientPath) {
const newDomain = this.getNewDomain();
const patchFlagFile = clientPath + this.patchedFlag;
if (fs.existsSync(patchFlagFile)) {
try {
const flagData = JSON.parse(fs.readFileSync(patchFlagFile, 'utf8'));
const currentDomain = flagData.targetDomain;
if (currentDomain === newDomain) {
const data = fs.readFileSync(clientPath);
const strategy = this.getDomainStrategy(newDomain);
const domainPattern = this.stringToLengthPrefixed(strategy.mainDomain);
if (data.includes(domainPattern)) {
return { patched: true, currentDomain, needsRestore: false };
} else {
console.log(' Flag exists but binary not patched (was updated?), needs re-patching...');
return { patched: false, currentDomain: null, needsRestore: false };
}
} else {
console.log(` Currently patched for "${currentDomain}", need to change to "${newDomain}"`);
return { patched: false, currentDomain, needsRestore: true };
}
} catch (e) {
// 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;
}
/**
* Mark client as patched
*/
markAsPatched(clientPath) {
const newDomain = this.getNewDomain();
const strategy = this.getDomainStrategy(newDomain);
const patchFlagFile = clientPath + this.patchedFlag;
const flagData = {
patchedAt: new Date().toISOString(),
originalDomain: ORIGINAL_DOMAIN,
targetDomain: newDomain,
patchMode: strategy.mode,
mainDomain: strategy.mainDomain,
subdomainPrefix: strategy.subdomainPrefix,
patcherVersion: '2.1.0',
verified: 'binary_contents'
};
fs.writeFileSync(patchFlagFile, JSON.stringify(flagData, null, 2));
}
/**
* Create backup of original client binary
*/
backupClient(clientPath) {
const backupPath = clientPath + '.original';
try {
if (!fs.existsSync(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;
} catch (e) {
console.error(` Failed to create backup: ${e.message}`);
return null;
}
}
/**
* Restore original client binary
*/
restoreClient(clientPath) {
const backupPath = clientPath + '.original';
if (fs.existsSync(backupPath)) {
fs.copyFileSync(backupPath, clientPath);
const patchFlagFile = clientPath + this.patchedFlag;
if (fs.existsSync(patchFlagFile)) {
fs.unlinkSync(patchFlagFile);
}
console.log('Client restored from backup');
return true;
}
console.log('No backup found to restore');
return false;
}
/**
* Patch the client binary to use the custom domain
*/
async patchClient(clientPath, progressCallback) {
const newDomain = this.getNewDomain();
const strategy = this.getDomainStrategy(newDomain);
console.log('=== Client Patcher v2.1 ===');
console.log(`Target: ${clientPath}`);
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)) {
const error = `Client binary not found: ${clientPath}`;
console.error(error);
return { success: false, error };
}
const patchStatus = this.getPatchStatus(clientPath);
if (patchStatus.patched) {
console.log(`Client already patched for ${newDomain}, skipping`);
if (progressCallback) progressCallback('Client already patched', 100);
return { success: true, alreadyPatched: true, patchCount: 0 };
}
if (patchStatus.needsRestore) {
if (progressCallback) progressCallback('Restoring original for domain change...', 5);
this.restoreFromBackup(clientPath);
}
if (progressCallback) progressCallback('Preparing to patch client...', 10);
console.log('Creating backup...');
const backupResult = this.backupClient(clientPath);
if (!backupResult) {
console.warn(' Could not create backup - proceeding without backup');
}
if (progressCallback) progressCallback('Reading client binary...', 20);
console.log('Reading client binary...');
const data = fs.readFileSync(clientPath);
console.log(`Binary size: ${(data.length / 1024 / 1024).toFixed(2)} MB`);
if (progressCallback) progressCallback('Patching domain references...', 50);
console.log('Applying domain patches (length-prefixed format)...');
const { buffer: patchedData, count } = this.applyDomainPatches(data, newDomain);
console.log('Patching Discord URLs...');
const { buffer: finalData, count: discordCount } = this.patchDiscordUrl(patchedData);
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');
return { success: true, patchCount: 0, warning: 'No occurrences found' };
}
if (progressCallback) progressCallback('Writing patched binary...', 80);
console.log('Writing patched binary...');
fs.writeFileSync(clientPath, finalData);
this.markAsPatched(clientPath);
if (progressCallback) progressCallback('Patching complete', 100);
console.log(`Successfully patched ${count} domain occurrences and ${discordCount} Discord URLs`);
console.log('=== Patching Complete ===');
return { success: true, patchCount: count + discordCount };
}
/**
* Check if server JAR contains DualAuth classes (was patched)
*/
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) {
const newDomain = this.getNewDomain();
console.log('=== Server Patcher (Pre-patched Download) ===');
console.log(`Target: ${serverPath}`);
console.log(`Domain: ${newDomain}`);
if (!fs.existsSync(serverPath)) {
const error = `Server JAR not found: ${serverPath}`;
console.error(error);
return { success: false, error };
}
// Check if already patched
const patchFlagFile = serverPath + '.dualauth_patched';
let needsRestore = false;
if (fs.existsSync(patchFlagFile)) {
try {
const flagData = JSON.parse(fs.readFileSync(patchFlagFile, 'utf8'));
if (flagData.domain === newDomain) {
// Verify JAR actually contains DualAuth classes (game may have auto-updated)
if (this.serverJarContainsDualAuth(serverPath)) {
console.log(`Server already patched for ${newDomain}, skipping`);
if (progressCallback) progressCallback('Server already patched', 100);
return { success: true, alreadyPatched: true };
} else {
console.log(' Flag exists but JAR not patched (was auto-updated?), will re-download...');
// Delete stale flag file
try { fs.unlinkSync(patchFlagFile); } catch (e) { /* ignore */ }
}
} else {
console.log(`Server patched for "${flagData.domain}", need to change to "${newDomain}"`);
needsRestore = true;
}
} catch (e) {
// Flag file corrupt, re-patch
console.log(' Flag file corrupt, will re-download');
try { fs.unlinkSync(patchFlagFile); } catch (e) { /* ignore */ }
}
}
// Restore backup if patched for different domain
if (needsRestore) {
const backupPath = serverPath + '.original';
if (fs.existsSync(backupPath)) {
if (progressCallback) progressCallback('Restoring original for domain change...', 5);
console.log('Restoring original JAR from backup for re-patching...');
fs.copyFileSync(backupPath, serverPath);
if (fs.existsSync(patchFlagFile)) {
fs.unlinkSync(patchFlagFile);
}
} else {
console.warn(' No backup found to restore - will download fresh patched JAR');
}
}
// Create backup
if (progressCallback) progressCallback('Creating backup...', 10);
console.log('Creating backup...');
const backupResult = this.backupClient(serverPath);
if (!backupResult) {
console.warn(' Could not create backup - proceeding without backup');
}
// Only support standard domain (auth.sanasol.ws) via pre-patched download
if (newDomain !== 'auth.sanasol.ws' && newDomain !== 'sanasol.ws') {
console.error(`Domain "${newDomain}" requires DualAuthPatcher - only auth.sanasol.ws is supported via pre-patched download`);
return { success: false, error: `Unsupported domain: ${newDomain}. Only auth.sanasol.ws is supported.` };
}
// Download pre-patched JAR
if (progressCallback) progressCallback('Downloading patched server JAR...', 30);
console.log('Downloading pre-patched HytaleServer.jar...');
try {
const https = require('https');
const url = 'https://pub-027b315ece074e2e891002ca38384792.r2.dev/HytaleServer.jar';
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
fs.writeFileSync(patchFlagFile, JSON.stringify({
domain: newDomain,
patchedAt: new Date().toISOString(),
patcher: 'PrePatchedDownload',
source: 'https://download.sanasol.ws/download/HytaleServer.jar'
}));
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 client binary path based on platform
*/
findClientPath(gameDir) {
const candidates = [];
if (process.platform === 'darwin') {
candidates.push(path.join(gameDir, 'Client', 'Hytale.app', 'Contents', 'MacOS', 'HytaleClient'));
candidates.push(path.join(gameDir, 'Client', 'HytaleClient'));
} else if (process.platform === 'win32') {
candidates.push(path.join(gameDir, 'Client', 'HytaleClient.exe'));
} else {
candidates.push(path.join(gameDir, 'Client', 'HytaleClient'));
}
for (const candidate of candidates) {
if (fs.existsSync(candidate)) {
return candidate;
}
}
return null;
}
/**
* Find server JAR path
*/
findServerPath(gameDir) {
const candidates = [
path.join(gameDir, 'Server', 'HytaleServer.jar'),
path.join(gameDir, 'Server', 'server.jar')
];
for (const candidate of candidates) {
if (fs.existsSync(candidate)) {
return candidate;
}
}
return null;
}
/**
* Ensure both client and server are patched before launching
*/
async ensureClientPatched(gameDir, progressCallback, javaPath = null) {
const results = {
client: null,
server: null,
success: true
};
const clientPath = this.findClientPath(gameDir);
if (clientPath) {
if (progressCallback) progressCallback('Patching client binary...', 10);
results.client = await this.patchClient(clientPath, (msg, pct) => {
if (progressCallback) {
progressCallback(`Client: ${msg}`, pct ? pct / 2 : null);
}
});
} else {
console.warn('Could not find HytaleClient binary');
results.client = { success: false, error: 'Client binary not found' };
}
const serverPath = this.findServerPath(gameDir);
if (serverPath) {
if (progressCallback) progressCallback('Patching server JAR...', 50);
results.server = await this.patchServer(serverPath, (msg, pct) => {
if (progressCallback) {
progressCallback(`Server: ${msg}`, pct ? 50 + pct / 2 : null);
}
});
} else {
console.warn('Could not find HytaleServer.jar');
results.server = { success: false, error: 'Server JAR not found' };
}
results.success = (results.client && results.client.success) || (results.server && results.server.success);
results.alreadyPatched = (results.client && results.client.alreadyPatched) && (results.server && results.server.alreadyPatched);
results.patchCount = (results.client ? results.client.patchCount || 0 : 0) + (results.server ? results.server.patchCount || 0 : 0);
if (progressCallback) progressCallback('Patching complete', 100);
return results;
}
}
module.exports = new ClientPatcher();

View File

@@ -2,42 +2,454 @@ const fs = require('fs');
const path = require('path');
const axios = require('axios');
async function downloadFile(url, dest, progressCallback) {
const response = await axios({
method: 'GET',
url: url,
responseType: 'stream',
headers: {
'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',
'Accept': '*/*',
'Accept-Language': 'en-US,en;q=0.9',
'Referer': 'https://launcher.hytale.com/'
// 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 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++) {
try {
retryState.attempts = attempt + 1;
console.log(`Download attempt ${attempt + 1}/${maxRetries} for ${url}`);
if (attempt > 0 && progressCallback) {
// Exponential backoff with jitter - longer delays for unstable connections
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({
method: 'GET',
url: url,
responseType: 'stream',
timeout: 120000, // 120 seconds for slow connections
signal: controller.signal,
headers: headers,
validateStatus: function (status) {
return (status >= 200 && status < 300) || status === 206;
},
maxRedirects: 5,
family: 4
});
const contentLength = response.headers['content-length'];
const totalSize = contentLength ? parseInt(contentLength, 10) + startByte : 0;
let downloaded = startByte;
lastProgressTime = Date.now();
const startTime = Date.now();
// Check network status before attempting download, in case of known offline state
try {
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, {
flags: startByte > 0 ? 'a' : 'w', // 'a' for append (resume), 'w' for write (fresh)
start: startByte > 0 ? startByte : 0
});
let streamError = null;
let stalledTimeout = null;
// Reset state for this attempt
downloadStalled = false;
streamCompleted = false;
// Enhanced stream event handling
response.data.on('data', (chunk) => {
downloaded += chunk.length;
const now = Date.now();
hasReceivedData = true; // Mark that we've received data
// Reset simple stall timer on data received
if (stalledTimeout) {
clearTimeout(stalledTimeout);
}
// Set new stall timer (30 seconds without data = stalled)
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;
streamError = new Error('Download stalled due to slow network connection. Please retry.');
controller.abort();
writer.destroy();
response.data.destroy();
// Immediately reject the promise to prevent hanging
setTimeout(() => promiseReject(streamError), 100);
}, 30000);
if (progressCallback && totalSize > 0 && (now - lastProgressTime > 100)) { // Update every 100ms max
const percent = Math.min(100, Math.max(0, (downloaded / totalSize) * 100));
const elapsed = (now - startTime) / 1000;
const speed = elapsed > 0 ? downloaded / elapsed : 0;
progressCallback(null, percent, speed, downloaded, totalSize, retryState);
lastProgressTime = now;
}
});
// Enhanced stream error handling
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) {
clearTimeout(stalledTimeout);
}
if (overallTimeout) {
clearInterval(overallTimeout);
}
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);
let promiseReject = null;
await new Promise((resolve, reject) => {
// Store promise reject function for immediate use by stall timeout
promiseReject = reject;
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) {
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) {
console.log(`Download completed successfully on attempt ${attempt + 1}`);
resolve();
} else {
// 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) => {
// 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) {
clearTimeout(stalledTimeout);
}
if (overallTimeout) {
clearInterval(overallTimeout);
}
reject(streamError);
});
// Handle case where stream ends without finishing writer
response.data.on('end', () => {
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);
}
});
});
return dest;
} catch (error) {
lastError = error;
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: ${sizeInMB.toFixed(2)} MB`);
// If file is substantial size (> 1.5GB), treat as success and break
if (sizeInMB >= 1500) {
console.log('File appears to be complete despite error, treating as success');
return dest; // Exit the retry loop successfully
}
}
});
const totalSize = parseInt(response.headers['content-length'], 10);
let downloaded = 0;
const startTime = Date.now();
// Enhanced file cleanup with validation
if (fs.existsSync(dest)) {
try {
// HTTP 416 = Range Not Satisfiable, delete corrupted partial file
const isRangeError = error.message && error.message.includes('416');
const writer = fs.createWriteStream(dest);
// Check if file is corrupted (small or invalid) or if error is non-resumable
const partialStats = fs.statSync(dest);
const isResumableError = error.message && (
error.message.includes('stalled') ||
error.message.includes('timeout') ||
error.message.includes('network') ||
error.message.includes('aborted')
);
response.data.on('data', (chunk) => {
downloaded += chunk.length;
if (progressCallback && totalSize > 0) {
const percent = Math.min(100, Math.max(0, (downloaded / totalSize) * 100));
const elapsed = (Date.now() - startTime) / 1000;
const speed = elapsed > 0 ? downloaded / elapsed : 0;
progressCallback(null, percent, speed, downloaded, totalSize);
// Check if download appears to be complete (close to expected PWR size)
const isPossiblyComplete = partialStats.size >= 1500 * 1024 * 1024; // >= 1.5GB
if (isRangeError || partialStats.size < 1024 * 1024 || (!isResumableError && !isPossiblyComplete)) {
// Delete if HTTP 416 OR file is too small OR error is non-resumable AND not possibly complete
const reason = isRangeError ? 'HTTP 416 range error' : (!isResumableError && !isPossiblyComplete ? 'non-resumable error' : 'too small');
console.log(`[Cleanup] Removing file (${reason}): ${(partialStats.size / 1024 / 1024).toFixed(2)} MB`);
fs.unlinkSync(dest);
} else {
// Keep the file for resume on resumable errors or if possibly complete
console.log(`[Resume] Keeping file (${isPossiblyComplete ? 'possibly complete' : 'for resume'}): ${(partialStats.size / 1024 / 1024).toFixed(2)} MB`);
}
} catch (cleanupError) {
console.warn('Could not handle partial file:', cleanupError.message);
}
}
});
response.data.pipe(writer);
// Expanded retryable error codes for better network detection
const retryableErrors = [
'ECONNRESET', 'ENOTFOUND', 'ECONNREFUSED', 'ETIMEDOUT',
'ESOCKETTIMEDOUT', 'EPROTO', 'ENETDOWN', 'EHOSTUNREACH',
'ECONNABORTED', 'EPIPE', 'ENETRESET', 'EADDRNOTAVAIL',
'ERR_NETWORK', 'ERR_INTERNET_DISCONNECTED', 'ERR_CONNECTION_RESET',
'ERR_CONNECTION_TIMED_OUT', 'ERR_NAME_NOT_RESOLVED', 'ERR_CONNECTION_CLOSED'
];
return new Promise((resolve, reject) => {
writer.on('finish', resolve);
writer.on('error', reject);
response.data.on('error', reject);
});
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);
// Respect error's canRetry property if set
const canRetry = (error.canRetry === false) ? false : isRetryable;
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...`);
}
}
// 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) {
@@ -96,8 +508,82 @@ function findLogoPath(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 = {
downloadFile,
retryDownload,
retryStalledDownload,
findHomePageUIPath,
findLogoPath
};

View File

@@ -1,4 +1,5 @@
const { execSync } = require('child_process');
const fs = require('fs');
function getOS() {
if (process.platform === 'win32') return 'windows';
@@ -52,11 +53,7 @@ function setupWaylandEnvironment() {
console.log('Detected Wayland session, configuring environment...');
const envVars = {
SDL_VIDEODRIVER: 'wayland',
GDK_BACKEND: 'wayland',
QT_QPA_PLATFORM: 'wayland',
MOZ_ENABLE_WAYLAND: '1',
_JAVA_AWT_WM_NONREPARENTING: '1'
SDL_VIDEODRIVER: 'wayland'
};
envVars.ELECTRON_OZONE_PLATFORM_HINT = 'wayland';
@@ -65,9 +62,182 @@ function setupWaylandEnvironment() {
return envVars;
}
function detectGpu() {
const platform = getOS();
try {
if (platform === 'linux') {
return detectGpuLinux();
} else if (platform === 'windows') {
return detectGpuWindows();
} else if (platform === 'darwin') {
return detectGpuMac();
} else {
return { mode: 'integrated', vendor: 'intel', integratedName: 'Unknown', dedicatedName: null };
}
} catch (error) {
console.warn('GPU detection failed, falling back to integrated:', error.message);
return { mode: 'integrated', vendor: 'intel', integratedName: 'Unknown', dedicatedName: null };
}
}
function detectGpuLinux() {
const output = execSync('lspci -nn | grep \'VGA\\|3D\'', { encoding: 'utf8' });
const lines = output.split('\n').filter(line => line.trim());
let integratedName = null;
let dedicatedName = null;
let hasNvidia = false;
let hasAmd = false;
for (const line of lines) {
if (line.includes('VGA') || line.includes('3D')) {
const match = line.match(/\[([^\]]+)\]/g);
let modelName = null;
if (match && match.length >= 2) {
modelName = match[1].slice(1, -1);
}
if (line.includes('10de:') || line.toLowerCase().includes('nvidia')) {
hasNvidia = true;
dedicatedName = "NVIDIA " + modelName || 'NVIDIA GPU';
console.log('Detected NVIDIA GPU:', dedicatedName);
} else if (line.includes('1002:') || line.toLowerCase().includes('amd') || line.toLowerCase().includes('radeon')) {
hasAmd = true;
dedicatedName = "AMD " + modelName || 'AMD GPU';
console.log('Detected AMD GPU:', dedicatedName);
} else if (line.includes('8086:') || line.toLowerCase().includes('intel')) {
integratedName = "Intel " + modelName || 'Intel GPU';
console.log('Detected Intel GPU:', integratedName);
}
}
}
if (hasNvidia) {
return { mode: 'dedicated', vendor: 'nvidia', integratedName: integratedName || 'Intel GPU', dedicatedName };
} else if (hasAmd) {
return { mode: 'dedicated', vendor: 'amd', integratedName: integratedName || 'Intel GPU', dedicatedName };
} else {
return { mode: 'integrated', vendor: 'intel', integratedName: integratedName || 'Intel GPU', dedicatedName: null };
}
}
function detectGpuWindows() {
const output = execSync('wmic path win32_VideoController get name', { encoding: 'utf8' });
const lines = output.split('\n').map(line => line.trim()).filter(line => line && line !== 'Name');
let integratedName = null;
let dedicatedName = null;
let hasNvidia = false;
let hasAmd = false;
for (const line of lines) {
const lowerLine = line.toLowerCase();
if (lowerLine.includes('nvidia')) {
hasNvidia = true;
dedicatedName = line;
console.log('Detected NVIDIA GPU:', dedicatedName);
} else if (lowerLine.includes('amd') || lowerLine.includes('radeon')) {
hasAmd = true;
dedicatedName = line;
console.log('Detected AMD GPU:', dedicatedName);
} else if (lowerLine.includes('intel')) {
integratedName = line;
console.log('Detected Intel GPU:', integratedName);
}
}
if (hasNvidia) {
return { mode: 'dedicated', vendor: 'nvidia', integratedName: integratedName || 'Intel GPU', dedicatedName };
} else if (hasAmd) {
return { mode: 'dedicated', vendor: 'amd', integratedName: integratedName || 'Intel GPU', dedicatedName };
} else {
return { mode: 'integrated', vendor: 'intel', integratedName: integratedName || 'Intel GPU', dedicatedName: null };
}
}
function detectGpuMac() {
const output = execSync('system_profiler SPDisplaysDataType', { encoding: 'utf8' });
const lines = output.split('\n');
let integratedName = null;
let dedicatedName = null;
let hasNvidia = false;
let hasAmd = false;
for (const line of lines) {
if (line.includes('Chipset Model:')) {
const gpuName = line.split('Chipset Model:')[1].trim();
const lowerGpu = gpuName.toLowerCase();
if (lowerGpu.includes('nvidia')) {
hasNvidia = true;
dedicatedName = gpuName;
console.log('Detected NVIDIA GPU:', dedicatedName);
} else if (lowerGpu.includes('amd') || lowerGpu.includes('radeon')) {
hasAmd = true;
dedicatedName = gpuName;
console.log('Detected AMD GPU:', dedicatedName);
} else if (lowerGpu.includes('intel') || lowerGpu.includes('iris') || lowerGpu.includes('uhd')) {
integratedName = gpuName;
console.log('Detected Intel GPU:', integratedName);
} else if (!dedicatedName && !integratedName) {
// Fallback for Apple Silicon or other
integratedName = gpuName;
}
}
}
if (hasNvidia) {
return { mode: 'dedicated', vendor: 'nvidia', integratedName: integratedName || 'Integrated GPU', dedicatedName };
} else if (hasAmd) {
return { mode: 'dedicated', vendor: 'amd', integratedName: integratedName || 'Integrated GPU', dedicatedName };
} else {
return { mode: 'integrated', vendor: 'intel', integratedName: integratedName || 'Integrated GPU', dedicatedName: null };
}
}
function setupGpuEnvironment(gpuPreference) {
if (process.platform !== 'linux') {
return {};
}
let finalPreference = gpuPreference;
let detected = detectGpu();
if (gpuPreference === 'auto') {
finalPreference = detected.mode;
console.log(`Auto-detected GPU: ${detected.vendor} (${detected.mode})`);
}
console.log('Preferred GPU set to:', finalPreference);
const envVars = {};
if (finalPreference === 'dedicated') {
if (detected.vendor === 'nvidia') {
envVars.__NV_PRIME_RENDER_OFFLOAD = '1';
envVars.__GLX_VENDOR_LIBRARY_NAME = 'nvidia';
const nvidiaEglFile = '/usr/share/glvnd/egl_vendor.d/10_nvidia.json';
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);
} else {
console.log('Using integrated GPU, no environment variables set');
}
return envVars;
}
module.exports = {
getOS,
getArch,
isWaylandSession,
setupWaylandEnvironment
setupWaylandEnvironment,
detectGpu,
setupGpuEnvironment
};

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 (2.1.2+): 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-2.1.2)
* 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 2.1.2
*/
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 2.1.2+)
* 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
};

View File

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

BIN
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3
dev-app-update.yml Normal file
View File

@@ -0,0 +1,3 @@
provider: github
owner: amiayweb # Change to your own GitHub username
repo: Hytale-F2P

284
docs/AUTO-UPDATES.md Normal file
View File

@@ -0,0 +1,284 @@
# 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)

View File

@@ -0,0 +1,78 @@
# 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');
}
}
```

View File

@@ -0,0 +1,123 @@
# 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`

View File

@@ -0,0 +1,65 @@
# 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
docs/TESTING-UPDATES.md Normal file
View File

@@ -0,0 +1,196 @@
# 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

848
main.js

File diff suppressed because it is too large Load Diff

309
package-lock.json generated
View File

@@ -1,21 +1,25 @@
{
"name": "hytale-f2p-launcher",
"version": "2.0.1",
"version": "2.1.2",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "hytale-f2p-launcher",
"version": "2.0.1",
"version": "2.1.2",
"license": "MIT",
"dependencies": {
"adm-zip": "^0.5.10",
"axios": "^1.6.0",
"discord-rpc": "^4.0.1",
"dotenv": "^17.2.3",
"electron-updater": "^6.7.3",
"fs-extra": "^11.3.3",
"tar": "^6.2.1",
"uuid": "^9.0.1"
},
"devDependencies": {
"@electron/notarize": "^2.5.0",
"electron": "^40.0.0",
"electron-builder": "^26.4.0"
}
@@ -145,6 +149,21 @@
"global-agent": "^3.0.0"
}
},
"node_modules/@electron/get/node_modules/fs-extra": {
"version": "8.1.0",
"resolved": "https://registry.npmjs.org/fs-extra/-/fs-extra-8.1.0.tgz",
"integrity": "sha512-yhlQgA6mnOJUKOsRUFsgJdQCvkKhcz8tlZG5HBQfReYZy46OwLcY+Zia0mtdHsOo9y/hP+CxMN0TU9QxoOtG4g==",
"dev": true,
"license": "MIT",
"dependencies": {
"graceful-fs": "^4.2.0",
"jsonfile": "^4.0.0",
"universalify": "^0.1.0"
},
"engines": {
"node": ">=6 <7 || >=8"
}
},
"node_modules/@electron/notarize": {
"version": "2.5.0",
"resolved": "https://registry.npmjs.org/@electron/notarize/-/notarize-2.5.0.tgz",
@@ -343,34 +362,6 @@
"balanced-match": "^1.0.0"
}
},
"node_modules/@electron/universal/node_modules/fs-extra": {
"version": "11.3.3",
"resolved": "https://registry.npmjs.org/fs-extra/-/fs-extra-11.3.3.tgz",
"integrity": "sha512-VWSRii4t0AFm6ixFFmLLx1t7wS1gh+ckoa84aOeapGum0h+EZd1EhEumSB+ZdDLnEPuucsVB9oB7cxJHap6Afg==",
"dev": true,
"license": "MIT",
"dependencies": {
"graceful-fs": "^4.2.0",
"jsonfile": "^6.0.1",
"universalify": "^2.0.0"
},
"engines": {
"node": ">=14.14"
}
},
"node_modules/@electron/universal/node_modules/jsonfile": {
"version": "6.2.0",
"resolved": "https://registry.npmjs.org/jsonfile/-/jsonfile-6.2.0.tgz",
"integrity": "sha512-FGuPw30AdOIUTRMC2OMRtQV+jkVj2cfPqSeWXv1NEAJ1qZ5zb1X6z1mFhbfOB/iy3ssJCD+3KuZ8r8C3uVFlAg==",
"dev": true,
"license": "MIT",
"dependencies": {
"universalify": "^2.0.0"
},
"optionalDependencies": {
"graceful-fs": "^4.1.6"
}
},
"node_modules/@electron/universal/node_modules/minimatch": {
"version": "9.0.5",
"resolved": "https://registry.npmjs.org/minimatch/-/minimatch-9.0.5.tgz",
@@ -387,16 +378,6 @@
"url": "https://github.com/sponsors/isaacs"
}
},
"node_modules/@electron/universal/node_modules/universalify": {
"version": "2.0.1",
"resolved": "https://registry.npmjs.org/universalify/-/universalify-2.0.1.tgz",
"integrity": "sha512-gptHNQghINnc/vTGIk0SOFGFNXw7JVrlRUtConJRlvaw6DuX0wO5Jeko9sWrMBhh+PsYAZ7oXAiOnf/UKogyiw==",
"dev": true,
"license": "MIT",
"engines": {
"node": ">= 10.0.0"
}
},
"node_modules/@electron/windows-sign": {
"version": "1.2.2",
"resolved": "https://registry.npmjs.org/@electron/windows-sign/-/windows-sign-1.2.2.tgz",
@@ -419,50 +400,6 @@
"node": ">=14.14"
}
},
"node_modules/@electron/windows-sign/node_modules/fs-extra": {
"version": "11.3.3",
"resolved": "https://registry.npmjs.org/fs-extra/-/fs-extra-11.3.3.tgz",
"integrity": "sha512-VWSRii4t0AFm6ixFFmLLx1t7wS1gh+ckoa84aOeapGum0h+EZd1EhEumSB+ZdDLnEPuucsVB9oB7cxJHap6Afg==",
"dev": true,
"license": "MIT",
"optional": true,
"peer": true,
"dependencies": {
"graceful-fs": "^4.2.0",
"jsonfile": "^6.0.1",
"universalify": "^2.0.0"
},
"engines": {
"node": ">=14.14"
}
},
"node_modules/@electron/windows-sign/node_modules/jsonfile": {
"version": "6.2.0",
"resolved": "https://registry.npmjs.org/jsonfile/-/jsonfile-6.2.0.tgz",
"integrity": "sha512-FGuPw30AdOIUTRMC2OMRtQV+jkVj2cfPqSeWXv1NEAJ1qZ5zb1X6z1mFhbfOB/iy3ssJCD+3KuZ8r8C3uVFlAg==",
"dev": true,
"license": "MIT",
"optional": true,
"peer": true,
"dependencies": {
"universalify": "^2.0.0"
},
"optionalDependencies": {
"graceful-fs": "^4.1.6"
}
},
"node_modules/@electron/windows-sign/node_modules/universalify": {
"version": "2.0.1",
"resolved": "https://registry.npmjs.org/universalify/-/universalify-2.0.1.tgz",
"integrity": "sha512-gptHNQghINnc/vTGIk0SOFGFNXw7JVrlRUtConJRlvaw6DuX0wO5Jeko9sWrMBhh+PsYAZ7oXAiOnf/UKogyiw==",
"dev": true,
"license": "MIT",
"optional": true,
"peer": true,
"engines": {
"node": ">= 10.0.0"
}
},
"node_modules/@isaacs/balanced-match": {
"version": "4.0.1",
"resolved": "https://registry.npmjs.org/@isaacs/balanced-match/-/balanced-match-4.0.1.tgz",
@@ -1018,6 +955,19 @@
"electron-builder-squirrel-windows": "26.4.0"
}
},
"node_modules/app-builder-lib/node_modules/dotenv": {
"version": "16.6.1",
"resolved": "https://registry.npmjs.org/dotenv/-/dotenv-16.6.1.tgz",
"integrity": "sha512-uBq4egWHTcTt33a72vpSG0z3HnPuIl6NqYcTrKEg2azoEyl2hpW0zqlxysq2pK9HlDIHyHyakeYaYnSAwd8bow==",
"dev": true,
"license": "BSD-2-Clause",
"engines": {
"node": ">=12"
},
"funding": {
"url": "https://dotenvx.com"
}
},
"node_modules/app-builder-lib/node_modules/fs-extra": {
"version": "10.1.0",
"resolved": "https://registry.npmjs.org/fs-extra/-/fs-extra-10.1.0.tgz",
@@ -1073,7 +1023,6 @@
"version": "2.0.1",
"resolved": "https://registry.npmjs.org/argparse/-/argparse-2.0.1.tgz",
"integrity": "sha512-8+9WqebbFzpX9OR+Wa6O29asIogeRMzcGtAINdpMHHyAg10f05aSFVBbcEqGf/PXw1EjAZ+q2/bEBg3DvurK3Q==",
"dev": true,
"license": "Python-2.0"
},
"node_modules/assert-plus": {
@@ -1283,7 +1232,6 @@
"version": "9.5.1",
"resolved": "https://registry.npmjs.org/builder-util-runtime/-/builder-util-runtime-9.5.1.tgz",
"integrity": "sha512-qt41tMfgHTllhResqM5DcnHyDIWNgzHvuY2jDcYP9iaGpkWxTUzV6GQjDeLnlR1/DtdlcsWQbA7sByMpmJFTLQ==",
"dev": true,
"license": "MIT",
"dependencies": {
"debug": "^4.3.4",
@@ -1711,7 +1659,6 @@
"version": "4.4.3",
"resolved": "https://registry.npmjs.org/debug/-/debug-4.4.3.tgz",
"integrity": "sha512-RGwwWnwQvkVfavKVt22FGLw+xYSdzARwm0ru6DhTVA3umU5hZc28V3kO4stgYryrTlLpuvgI9GiijltAjNbcqA==",
"dev": true,
"license": "MIT",
"dependencies": {
"ms": "^2.1.3"
@@ -1962,10 +1909,9 @@
}
},
"node_modules/dotenv": {
"version": "16.6.1",
"resolved": "https://registry.npmjs.org/dotenv/-/dotenv-16.6.1.tgz",
"integrity": "sha512-uBq4egWHTcTt33a72vpSG0z3HnPuIl6NqYcTrKEg2azoEyl2hpW0zqlxysq2pK9HlDIHyHyakeYaYnSAwd8bow==",
"dev": true,
"version": "17.2.3",
"resolved": "https://registry.npmjs.org/dotenv/-/dotenv-17.2.3.tgz",
"integrity": "sha512-JVUnt+DUIzu87TABbhPmNfVdBDt18BLOWjMUFJMSi/Qqg7NTYtabbvSNJGOJ7afbRuv9D/lngizHtP7QyLQ+9w==",
"license": "BSD-2-Clause",
"engines": {
"node": ">=12"
@@ -1990,6 +1936,19 @@
"url": "https://dotenvx.com"
}
},
"node_modules/dotenv-expand/node_modules/dotenv": {
"version": "16.6.1",
"resolved": "https://registry.npmjs.org/dotenv/-/dotenv-16.6.1.tgz",
"integrity": "sha512-uBq4egWHTcTt33a72vpSG0z3HnPuIl6NqYcTrKEg2azoEyl2hpW0zqlxysq2pK9HlDIHyHyakeYaYnSAwd8bow==",
"dev": true,
"license": "BSD-2-Clause",
"engines": {
"node": ">=12"
},
"funding": {
"url": "https://dotenvx.com"
}
},
"node_modules/dunder-proto": {
"version": "1.0.1",
"resolved": "https://registry.npmjs.org/dunder-proto/-/dunder-proto-1.0.1.tgz",
@@ -2178,6 +2137,69 @@
"node": ">= 10.0.0"
}
},
"node_modules/electron-updater": {
"version": "6.7.3",
"resolved": "https://registry.npmjs.org/electron-updater/-/electron-updater-6.7.3.tgz",
"integrity": "sha512-EgkT8Z9noqXKbwc3u5FkJA+r48jwZ5DTUiOkJMOTEEH//n5Am6wfQGz7nvSFEA2oIAMv9jRzn5JKTyWeSKOPgg==",
"license": "MIT",
"dependencies": {
"builder-util-runtime": "9.5.1",
"fs-extra": "^10.1.0",
"js-yaml": "^4.1.0",
"lazy-val": "^1.0.5",
"lodash.escaperegexp": "^4.1.2",
"lodash.isequal": "^4.5.0",
"semver": "~7.7.3",
"tiny-typed-emitter": "^2.1.0"
}
},
"node_modules/electron-updater/node_modules/fs-extra": {
"version": "10.1.0",
"resolved": "https://registry.npmjs.org/fs-extra/-/fs-extra-10.1.0.tgz",
"integrity": "sha512-oRXApq54ETRj4eMiFzGnHWGy+zo5raudjuxN0b8H7s/RU2oW0Wvsx9O0ACRN/kRq9E8Vu/ReskGB5o3ji+FzHQ==",
"license": "MIT",
"dependencies": {
"graceful-fs": "^4.2.0",
"jsonfile": "^6.0.1",
"universalify": "^2.0.0"
},
"engines": {
"node": ">=12"
}
},
"node_modules/electron-updater/node_modules/jsonfile": {
"version": "6.2.0",
"resolved": "https://registry.npmjs.org/jsonfile/-/jsonfile-6.2.0.tgz",
"integrity": "sha512-FGuPw30AdOIUTRMC2OMRtQV+jkVj2cfPqSeWXv1NEAJ1qZ5zb1X6z1mFhbfOB/iy3ssJCD+3KuZ8r8C3uVFlAg==",
"license": "MIT",
"dependencies": {
"universalify": "^2.0.0"
},
"optionalDependencies": {
"graceful-fs": "^4.1.6"
}
},
"node_modules/electron-updater/node_modules/semver": {
"version": "7.7.3",
"resolved": "https://registry.npmjs.org/semver/-/semver-7.7.3.tgz",
"integrity": "sha512-SdsKMrI9TdgjdweUSR9MweHA4EJ8YxHn8DFaDisvhVlUOe4BF1tLD7GAj0lIqWVl+dPb/rExr0Btby5loQm20Q==",
"license": "ISC",
"bin": {
"semver": "bin/semver.js"
},
"engines": {
"node": ">=10"
}
},
"node_modules/electron-updater/node_modules/universalify": {
"version": "2.0.1",
"resolved": "https://registry.npmjs.org/universalify/-/universalify-2.0.1.tgz",
"integrity": "sha512-gptHNQghINnc/vTGIk0SOFGFNXw7JVrlRUtConJRlvaw6DuX0wO5Jeko9sWrMBhh+PsYAZ7oXAiOnf/UKogyiw==",
"license": "MIT",
"engines": {
"node": ">= 10.0.0"
}
},
"node_modules/electron-winstaller": {
"version": "5.4.0",
"resolved": "https://registry.npmjs.org/electron-winstaller/-/electron-winstaller-5.4.0.tgz",
@@ -2525,18 +2547,38 @@
}
},
"node_modules/fs-extra": {
"version": "8.1.0",
"resolved": "https://registry.npmjs.org/fs-extra/-/fs-extra-8.1.0.tgz",
"integrity": "sha512-yhlQgA6mnOJUKOsRUFsgJdQCvkKhcz8tlZG5HBQfReYZy46OwLcY+Zia0mtdHsOo9y/hP+CxMN0TU9QxoOtG4g==",
"dev": true,
"version": "11.3.3",
"resolved": "https://registry.npmjs.org/fs-extra/-/fs-extra-11.3.3.tgz",
"integrity": "sha512-VWSRii4t0AFm6ixFFmLLx1t7wS1gh+ckoa84aOeapGum0h+EZd1EhEumSB+ZdDLnEPuucsVB9oB7cxJHap6Afg==",
"license": "MIT",
"dependencies": {
"graceful-fs": "^4.2.0",
"jsonfile": "^4.0.0",
"universalify": "^0.1.0"
"jsonfile": "^6.0.1",
"universalify": "^2.0.0"
},
"engines": {
"node": ">=6 <7 || >=8"
"node": ">=14.14"
}
},
"node_modules/fs-extra/node_modules/jsonfile": {
"version": "6.2.0",
"resolved": "https://registry.npmjs.org/jsonfile/-/jsonfile-6.2.0.tgz",
"integrity": "sha512-FGuPw30AdOIUTRMC2OMRtQV+jkVj2cfPqSeWXv1NEAJ1qZ5zb1X6z1mFhbfOB/iy3ssJCD+3KuZ8r8C3uVFlAg==",
"license": "MIT",
"dependencies": {
"universalify": "^2.0.0"
},
"optionalDependencies": {
"graceful-fs": "^4.1.6"
}
},
"node_modules/fs-extra/node_modules/universalify": {
"version": "2.0.1",
"resolved": "https://registry.npmjs.org/universalify/-/universalify-2.0.1.tgz",
"integrity": "sha512-gptHNQghINnc/vTGIk0SOFGFNXw7JVrlRUtConJRlvaw6DuX0wO5Jeko9sWrMBhh+PsYAZ7oXAiOnf/UKogyiw==",
"license": "MIT",
"engines": {
"node": ">= 10.0.0"
}
},
"node_modules/fs-minipass": {
@@ -2759,7 +2801,6 @@
"version": "4.2.11",
"resolved": "https://registry.npmjs.org/graceful-fs/-/graceful-fs-4.2.11.tgz",
"integrity": "sha512-RbJ5/jmFcNNCcDV5o9eTnBLJ/HszWV0P73bc+Ff4nS/rJj+YaS6IGyiOL0VoBYX+l1Wrl3k63h/KrH+nhJ0XvQ==",
"dev": true,
"license": "ISC"
},
"node_modules/has-flag": {
@@ -3082,7 +3123,6 @@
"version": "4.1.1",
"resolved": "https://registry.npmjs.org/js-yaml/-/js-yaml-4.1.1.tgz",
"integrity": "sha512-qQKT4zQxXl8lLwBtHMWwaTcGfFOZviOJet3Oy/xmGk2gZH677CJM9EvtfdSkgWcATZhj/55JZ0rmy3myCT5lsA==",
"dev": true,
"license": "MIT",
"dependencies": {
"argparse": "^2.0.1"
@@ -3150,16 +3190,28 @@
"version": "1.0.5",
"resolved": "https://registry.npmjs.org/lazy-val/-/lazy-val-1.0.5.tgz",
"integrity": "sha512-0/BnGCCfyUMkBpeDgWihanIAF9JmZhHBgUhEqzvf+adhNGLoP6TaiI5oF8oyb3I45P+PcnrqihSf01M0l0G5+Q==",
"dev": true,
"license": "MIT"
},
"node_modules/lodash": {
"version": "4.17.21",
"resolved": "https://registry.npmjs.org/lodash/-/lodash-4.17.21.tgz",
"integrity": "sha512-v2kDEe57lecTulaDIuNTPy3Ry4gLGJ6Z1O3vE1krgXZNrsQ+LFTGHVxVjcXPs17LhbZVGedAJv8XZ1tvj5FvSg==",
"version": "4.17.23",
"resolved": "https://registry.npmjs.org/lodash/-/lodash-4.17.23.tgz",
"integrity": "sha512-LgVTMpQtIopCi79SJeDiP0TfWi5CNEc/L/aRdTh3yIvmZXTnheWpKjSZhnvMl8iXbC1tFg9gdHHDMLoV7CnG+w==",
"dev": true,
"license": "MIT"
},
"node_modules/lodash.escaperegexp": {
"version": "4.1.2",
"resolved": "https://registry.npmjs.org/lodash.escaperegexp/-/lodash.escaperegexp-4.1.2.tgz",
"integrity": "sha512-TM9YBvyC84ZxE3rgfefxUWiQKLilstD6k7PTGt6wfbtXF8ixIJLOL3VYyV/z+ZiPLsVxAsKAFVwWlWeb2Y8Yyw==",
"license": "MIT"
},
"node_modules/lodash.isequal": {
"version": "4.5.0",
"resolved": "https://registry.npmjs.org/lodash.isequal/-/lodash.isequal-4.5.0.tgz",
"integrity": "sha512-pDo3lu8Jhfjqls6GkMgpahsF9kCyayhgykjyLMNFTKWrpVdAQtYyB4muAMWozBB4ig/dtWAmsMxLEI8wuz+DYQ==",
"deprecated": "This package is deprecated. Use require('node:util').isDeepStrictEqual instead.",
"license": "MIT"
},
"node_modules/log-symbols": {
"version": "4.1.0",
"resolved": "https://registry.npmjs.org/log-symbols/-/log-symbols-4.1.0.tgz",
@@ -3459,22 +3511,23 @@
}
},
"node_modules/mkdirp": {
"version": "1.0.4",
"resolved": "https://registry.npmjs.org/mkdirp/-/mkdirp-1.0.4.tgz",
"integrity": "sha512-vVqVZQyf3WLx2Shd0qJ9xuvqgAyKPLAiqITEtqW0oIUjzo3PePDd6fW9iFz30ef7Ysp/oiWqbhszeGWW2T6Gzw==",
"version": "0.5.6",
"resolved": "https://registry.npmjs.org/mkdirp/-/mkdirp-0.5.6.tgz",
"integrity": "sha512-FP+p8RB8OWpF3YZBCrP5gtADmtXApB5AMLn+vdyA+PyxCjrCs00mjyUozssO33cwDeT3wNGdLxJ5M//YqtHAJw==",
"dev": true,
"license": "MIT",
"peer": true,
"dependencies": {
"minimist": "^1.2.6"
},
"bin": {
"mkdirp": "bin/cmd.js"
},
"engines": {
"node": ">=10"
}
},
"node_modules/ms": {
"version": "2.1.3",
"resolved": "https://registry.npmjs.org/ms/-/ms-2.1.3.tgz",
"integrity": "sha512-6FlzubTLZG3J2a/NVCAleEhjzq5oxgHyaCU9yYXvcLsvoVaHJq/s5xXI6/XXP6tz7R9xAOtHnSO/tXtF3WRTlA==",
"dev": true,
"license": "MIT"
},
"node_modules/negotiator": {
@@ -4129,7 +4182,6 @@
"version": "1.4.4",
"resolved": "https://registry.npmjs.org/sax/-/sax-1.4.4.tgz",
"integrity": "sha512-1n3r/tGXO6b6VXMdFT54SHzT9ytu9yr7TaELowdYpMqY/Ao7EnlQGmAQ1+RatX7Tkkdm6hONI2owqNx2aZj5Sw==",
"dev": true,
"license": "BlueOak-1.0.0",
"engines": {
"node": ">=11.0.0"
@@ -4433,6 +4485,7 @@
"version": "6.2.1",
"resolved": "https://registry.npmjs.org/tar/-/tar-6.2.1.tgz",
"integrity": "sha512-DZ4yORTwrbTj/7MZYq2w+/ZFdI6OZ/f9SFHR+71gIVUZhOQPHzVCLpvRnPgyaMpfWxxk/4ONva3GQSyNIKRv6A==",
"deprecated": "Old versions of tar are not supported, and contain widely publicized security vulnerabilities, which have been fixed in the current version. Please update. Support for old versions may be purchased (at exhorbitant rates) by contacting i@izs.me",
"license": "ISC",
"dependencies": {
"chownr": "^2.0.0",
@@ -4504,6 +4557,18 @@
"node": ">=8"
}
},
"node_modules/tar/node_modules/mkdirp": {
"version": "1.0.4",
"resolved": "https://registry.npmjs.org/mkdirp/-/mkdirp-1.0.4.tgz",
"integrity": "sha512-vVqVZQyf3WLx2Shd0qJ9xuvqgAyKPLAiqITEtqW0oIUjzo3PePDd6fW9iFz30ef7Ysp/oiWqbhszeGWW2T6Gzw==",
"license": "MIT",
"bin": {
"mkdirp": "bin/cmd.js"
},
"engines": {
"node": ">=10"
}
},
"node_modules/temp": {
"version": "0.9.4",
"resolved": "https://registry.npmjs.org/temp/-/temp-0.9.4.tgz",
@@ -4568,20 +4633,6 @@
"node": ">= 10.0.0"
}
},
"node_modules/temp/node_modules/mkdirp": {
"version": "0.5.6",
"resolved": "https://registry.npmjs.org/mkdirp/-/mkdirp-0.5.6.tgz",
"integrity": "sha512-FP+p8RB8OWpF3YZBCrP5gtADmtXApB5AMLn+vdyA+PyxCjrCs00mjyUozssO33cwDeT3wNGdLxJ5M//YqtHAJw==",
"dev": true,
"license": "MIT",
"peer": true,
"dependencies": {
"minimist": "^1.2.6"
},
"bin": {
"mkdirp": "bin/cmd.js"
}
},
"node_modules/tiny-async-pool": {
"version": "1.3.0",
"resolved": "https://registry.npmjs.org/tiny-async-pool/-/tiny-async-pool-1.3.0.tgz",
@@ -4602,6 +4653,12 @@
"semver": "bin/semver"
}
},
"node_modules/tiny-typed-emitter": {
"version": "2.1.0",
"resolved": "https://registry.npmjs.org/tiny-typed-emitter/-/tiny-typed-emitter-2.1.0.tgz",
"integrity": "sha512-qVtvMxeXbVej0cQWKqVSSAHmKZEHAvxdF8HEUBFWts8h+xEo5m/lEiPakuyZ3BnCBjOD8i24kzNOiOLLgsSxhA==",
"license": "MIT"
},
"node_modules/tinyglobby": {
"version": "0.2.15",
"resolved": "https://registry.npmjs.org/tinyglobby/-/tinyglobby-0.2.15.tgz",

View File

@@ -1,6 +1,6 @@
{
"name": "hytale-f2p-launcher",
"version": "2.0.1",
"version": "2.1.2",
"description": "A modern, cross-platform launcher for Hytale with automatic updates and multi-client support",
"homepage": "https://github.com/amiayweb/Hytale-F2P",
"main": "main.js",
@@ -11,7 +11,11 @@
"build:win": "electron-builder --win",
"build:linux": "electron-builder --linux",
"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",
"build:appimage": "electron-builder --linux AppImage --publish never",
"build:deb": "electron-builder --linux deb --publish never",
"build:rpm": "electron-builder --linux rpm --publish never"
},
"keywords": [
"hytale",
@@ -24,12 +28,24 @@
"mod-manager",
"chat"
],
"maintainers": [
{
"name": "Terromur",
"url": "https://github.com/Terromur"
},
{
"name": "Fari Gading",
"email": "fazrigading@gmail.com",
"url": "https://github.com/fazrigading"
}
],
"author": {
"name": "AMIAY",
"email": "support@amiay.dev"
},
"license": "MIT",
"devDependencies": {
"@electron/notarize": "^2.5.0",
"electron": "^40.0.0",
"electron-builder": "^26.4.0"
},
@@ -37,6 +53,9 @@
"adm-zip": "^0.5.10",
"axios": "^1.6.0",
"discord-rpc": "^4.0.1",
"dotenv": "^17.2.3",
"electron-updater": "^6.7.3",
"fs-extra": "^11.3.3",
"tar": "^6.2.1",
"uuid": "^9.0.1"
},
@@ -45,7 +64,8 @@
},
"build": {
"appId": "com.hytalef2p.launcher",
"productName": "Hytale F2P",
"productName": "Hytale F2P Launcher",
"artifactName": "${name}_${version}_${arch}.${ext}",
"directories": {
"output": "dist"
},
@@ -54,43 +74,47 @@
"preload.js",
"backend/**/*",
"GUI/**/*",
"package.json"
"package.json",
".env"
],
"win": {
"target": [
{
"target": "nsis",
"arch": [
"x64"
]
},
{
"target": "portable",
"arch": [
"x64"
"x64",
"arm64"
]
}
],
"icon": "icon.ico"
"icon": "build/icon.ico"
},
"linux": {
"target": [
{
"target": "AppImage",
"arch": [
"x64"
"x64",
"arm64"
]
},
{
"target": "deb",
"arch": [
"x64"
"x64",
"arm64"
]
},
{
"target": "rpm",
"arch": [
"x64",
"arm64"
]
}
],
"icon": "build/icon.png",
"category": "Game",
"description": "A modern, cross-platform launcher for Hytale with automatic updates and multi-client support"
"category": "Game"
},
"mac": {
"target": [
@@ -108,16 +132,23 @@
}
],
"icon": "build/icon.icns",
"category": "public.app-category.games"
"category": "public.app-category.games",
"hardenedRuntime": true,
"gatekeeperAssess": false,
"entitlements": "build/entitlements.mac.plist",
"entitlementsInherit": "build/entitlements.mac.plist"
},
"afterSign": "scripts/notarize.js",
"nsis": {
"oneClick": false,
"allowToChangeInstallationDirectory": true,
"createDesktopShortcut": true,
"createStartMenuShortcut": true
},
"publish": {
"provider": "github",
"owner": "amiayweb",
"repo": "Hytale-F2P"
}
}
}

View File

@@ -1,28 +1,46 @@
const { contextBridge, ipcRenderer } = require('electron');
contextBridge.exposeInMainWorld('electronAPI', {
launchGame: (playerName, javaPath, installPath) => ipcRenderer.invoke('launch-game', playerName, javaPath, installPath),
installGame: (playerName, javaPath, installPath) => ipcRenderer.invoke('install-game', playerName, javaPath, installPath),
launchGame: (playerName, javaPath, installPath, gpuPreference) => ipcRenderer.invoke('launch-game', playerName, javaPath, installPath, gpuPreference),
installGame: (playerName, javaPath, installPath, branch) => ipcRenderer.invoke('install-game', playerName, javaPath, installPath, branch),
closeWindow: () => ipcRenderer.invoke('window-close'),
minimizeWindow: () => ipcRenderer.invoke('window-minimize'),
maximizeWindow: () => ipcRenderer.invoke('window-maximize'),
getVersion: () => ipcRenderer.invoke('get-version'),
saveUsername: (username) => ipcRenderer.invoke('save-username', 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),
loadJavaPath: () => ipcRenderer.invoke('load-java-path'),
saveInstallPath: (installPath) => ipcRenderer.invoke('save-install-path', installPath),
loadInstallPath: () => ipcRenderer.invoke('load-install-path'),
saveDiscordRPC: (enabled) => ipcRenderer.invoke('save-discord-rpc', enabled),
loadDiscordRPC: () => ipcRenderer.invoke('load-discord-rpc'),
saveLanguage: (language) => ipcRenderer.invoke('save-language', language),
loadLanguage: () => ipcRenderer.invoke('load-language'),
saveCloseLauncher: (enabled) => ipcRenderer.invoke('save-close-launcher', enabled),
loadCloseLauncher: () => ipcRenderer.invoke('load-close-launcher'),
// Hardware Acceleration
saveLauncherHardwareAcceleration: (enabled) => ipcRenderer.invoke('save-launcher-hw-accel', enabled),
loadLauncherHardwareAcceleration: () => ipcRenderer.invoke('load-launcher-hw-accel'),
selectInstallPath: () => ipcRenderer.invoke('select-install-path'),
browseJavaPath: () => ipcRenderer.invoke('browse-java-path'),
isGameInstalled: () => ipcRenderer.invoke('is-game-installed'),
uninstallGame: () => ipcRenderer.invoke('uninstall-game'),
repairGame: () => ipcRenderer.invoke('repair-game'),
retryDownload: (retryData) => ipcRenderer.invoke('retry-download', retryData),
getHytaleNews: () => ipcRenderer.invoke('get-hytale-news'),
openExternal: (url) => ipcRenderer.invoke('open-external', url),
openExternalLink: (url) => ipcRenderer.invoke('openExternalLink', url),
openGameLocation: () => ipcRenderer.invoke('open-game-location'),
saveSettings: (settings) => ipcRenderer.invoke('save-settings', settings),
loadSettings: () => ipcRenderer.invoke('load-settings'),
getEnvVar: (key) => ipcRenderer.invoke('get-env-var', key),
getLocalAppData: () => ipcRenderer.invoke('get-local-app-data'),
getModsPath: () => ipcRenderer.invoke('get-mods-path'),
loadInstalledMods: (modsPath) => ipcRenderer.invoke('load-installed-mods', modsPath),
@@ -37,14 +55,28 @@ contextBridge.exposeInMainWorld('electronAPI', {
onProgressComplete: (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'),
checkForUpdates: () => ipcRenderer.invoke('check-for-updates'),
openDownloadPage: () => ipcRenderer.invoke('open-download-page'),
getUpdateInfo: () => ipcRenderer.invoke('get-update-info'),
onUpdatePopup: (callback) => {
ipcRenderer.on('show-update-popup', (event, data) => callback(data));
},
getGpuInfo: () => ipcRenderer.invoke('get-gpu-info'),
saveGpuPreference: (gpuPreference) => ipcRenderer.invoke('save-gpu-preference', gpuPreference),
loadGpuPreference: () => ipcRenderer.invoke('load-gpu-preference'),
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),
markAsLaunched: () => ipcRenderer.invoke('mark-as-launched'),
onFirstLaunchUpdate: (callback) => {
@@ -61,5 +93,43 @@ contextBridge.exposeInMainWorld('electronAPI', {
},
getLogDirectory: () => ipcRenderer.invoke('get-log-directory'),
getRecentLogs: (maxLines) => ipcRenderer.invoke('get-recent-logs', maxLines)
openLogsFolder: () => ipcRenderer.invoke('open-logs-folder'),
getRecentLogs: (maxLines) => ipcRenderer.invoke('get-recent-logs', maxLines),
// UUID Management methods
getCurrentUuid: () => ipcRenderer.invoke('get-current-uuid'),
getAllUuidMappings: () => ipcRenderer.invoke('get-all-uuid-mappings'),
setUuidForUser: (username, uuid) => ipcRenderer.invoke('set-uuid-for-user', username, uuid),
generateNewUuid: () => ipcRenderer.invoke('generate-new-uuid'),
deleteUuidForUser: (username) => ipcRenderer.invoke('delete-uuid-for-user', username),
resetCurrentUserUuid: () => ipcRenderer.invoke('reset-current-user-uuid'),
// Profile API
profile: {
create: (name) => ipcRenderer.invoke('profile-create', name),
list: () => ipcRenderer.invoke('profile-list'),
getActive: () => ipcRenderer.invoke('profile-get-active'),
activate: (id) => ipcRenderer.invoke('profile-activate', id),
delete: (id) => ipcRenderer.invoke('profile-delete', id),
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));
}
});

62
scripts/notarize.js Normal file
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console.log('[Notarize] Script loaded');
let notarize;
try {
notarize = require('@electron/notarize').notarize;
console.log('[Notarize] @electron/notarize loaded successfully');
} catch (err) {
console.error('[Notarize] Failed to load @electron/notarize:', err.message);
throw err;
}
const path = require('path');
exports.default = async function notarizing(context) {
console.log('[Notarize] afterSign hook called');
console.log('[Notarize] Context:', JSON.stringify({
platform: context.electronPlatformName,
appOutDir: context.appOutDir,
outDir: context.outDir
}, null, 2));
const { electronPlatformName, appOutDir } = context;
// Only notarize macOS builds
if (electronPlatformName !== 'darwin') {
console.log('[Notarize] Skipping: not macOS');
return;
}
// Check credentials
const hasAppleId = !!process.env.APPLE_ID;
const hasPassword = !!process.env.APPLE_APP_SPECIFIC_PASSWORD;
const hasTeamId = !!process.env.APPLE_TEAM_ID;
console.log('[Notarize] Credentials check:', { hasAppleId, hasPassword, hasTeamId });
if (!hasAppleId || !hasPassword || !hasTeamId) {
console.log('[Notarize] Skipping: missing credentials');
return;
}
const appName = context.packager.appInfo.productFilename;
const appPath = path.join(appOutDir, `${appName}.app`);
console.log('[Notarize] Starting notarization...');
console.log('[Notarize] App path:', appPath);
console.log('[Notarize] Team ID:', process.env.APPLE_TEAM_ID);
try {
await notarize({
appPath,
appleId: process.env.APPLE_ID,
appleIdPassword: process.env.APPLE_APP_SPECIFIC_PASSWORD,
teamId: process.env.APPLE_TEAM_ID,
});
console.log('[Notarize] Notarization complete!');
} catch (error) {
console.error('[Notarize] Notarization failed:', error.message);
console.error('[Notarize] Full error:', error);
throw error;
}
};