mirror of
https://git.sanhost.net/sanasol/hytale-f2p
synced 2026-02-26 09:21:48 -03:00
* fix: resolve cross-platform EPERM permissions errors modManager.js: - Switch from hardcoded 'junction' to dynamic symlink type based on OS (fixing Linux EPERM). - Add retry logic for directory removal to handle file locking race conditions. - Improve broken symlink detection during profile sync. gameManager.js: - Implement retry loop (3 attempts) for game directory removal in updateGameFiles to prevent EBUSY/EPERM errors on Windows. paths.js: - Prevent fs.mkdirSync failure in getModsPath by pre-checking for broken symbolic links. * fix: missing pacman builds * prepare release for 2.1.1 minor fix for EPERM error permission * prepare release 2.1.1 minor fix EPERM permission error * prepare release 2.1.1 * Update README.md Windows Prequisites for ARM64 builds * fix: remove broken symlink after detected * fix: add pathexists for paths.js to check symlink * fix: isbrokenlink should be true to remove the symlink * add arch package .pkg.tar.zst for release * fix: release workflow for build-arch and build-linux * build-arch job now only build arch .pkg.tar.zst package instead of the whole generic linux. * build-linux job now exclude .pacman package since its deprecated and should not be used. * fix: removes pacman build as it replaced by tar.zst and adds build:arch shortcut for pkgbuild * aur: add proper VCS (-git) PKGBUILD created clean VCS-based PKGBUILD following arch packaging conventions. this explicitly marked as a rolling (-git) build and derives its version dynamically from git tags and commit history via pkgver(). previous hybrid approach has been changed. key changes: - use -git suffix to clearly indicate rolling source builds - set pkgver=0 and compute the actual version via pkgver() - build only a directory layout using electron-builder (--dir) - avoid generating AppImage, deb, rpm, or pacman installers - align build and package steps with Arch packaging guidelines note: this PKGBUILD is intended for development and AUR use only and is not suitable for binary redistribution or release artifacts. * ci: add fixed-version PKGBUILD for Arch Linux releases this PKGBUILD intended for CI and GitHub release artifacts. targets tagged releases only and uses a fixed pkgver that matches the corresponding git tag. all of the VCS logic has been removed to PKGBUILD-git to ensure reproducible builds and stable versioning suitable for binary distribution. the build process relies on electron-builder directory output (--dir) and packages only the unpacked application into a standard Arch Linux package (.pkg.tar.zst). other distro format are excluded from this path and handled separately. this change establishes a clear separation between: - rolling AUR development builds (-git) - CI-generated, versioned Arch Linux release packages the result is predictable artifact naming, correct version alignment, and Arch-compliant packaging for downstream users. * Update README.md adds information for Arch build * Update README.md BUILD.md location was changed and now this link is poiting to nothing * Update PKGBUILD * Update PKGBUILD-git * chore: fix ubuntu/debian part in README.md * Polish language support (#195) * Update support_request.yml Added hardware specification * Update bug_report.yml Add logs textfield to bug report * chore: add changelog in README.md * fix screenshot input in feature_request.yml * add hardware spec input in bug_report.yml * fix: PKGBUILD pkgname variable fix * userdata migration [need review from other OS] * french translate * Add German and Swedish translations Added de.json and sv.json locale files for German and Swedish language support. Updated i18n.js to register 'de' and 'sv' as available languages in the launcher. * Update README.md * chore: add offline-mode warning to the README.md * chore: add downloads counter in README.md * fix: Steam Deck/Ubuntu crash - use system libzstd.so The bundled libzstd.so is incompatible with glibc 2.41's stricter heap validation, causing "free(): invalid pointer" crashes. Solution: Automatically replace bundled libzstd.so with system version on Linux. The launcher detects and symlinks to /usr/lib/libzstd.so.1. - Auto-detect system libzstd at common paths (Arch, Debian, Fedora) - Backup bundled version as libzstd.so.bundled - Create symlink to system version - Add HYTALE_NO_LIBZSTD_FIX=1 to disable if needed Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * chore: remove Windows and Linux ARM64 information on the README.md * Update support_request.yml * fix: improve update system UX and macOS compatibility Update System Improvements: - Fix duplicate update popups by disabling legacy updater.js - Add skip button to update popup (shows after 30s, on error, or after download) - Add macOS-specific handling with manual download as primary option - Add missing open-download-page IPC handler - Add missing unblockInterface() method to properly clean up after popup close - Add quitAndInstallUpdate alias in preload for compatibility - Remove pulse animation when download completes - Fix manual download button to show correct status and close popup - Sync player name to settings input after first install Client Patcher Cleanup: - Remove server patching code (server uses pre-patched JAR from CDN) - Simplify to client-only patching - Remove unused imports (crypto, AdmZip, execSync, spawn, javaManager) - Remove unused methods (stringToUtf8, findAndReplaceDomainUtf8) - Move localhost dev code to backup file for reference Code Quality Fixes: - Fix duplicate DOMContentLoaded handlers in install.js - Fix duplicate checkForUpdates definition in preload.js - Fix redundant if/else in onProgressUpdate callback - Fix typo "Harwadre" -> "Hardware" in preload.js Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * Add Russian language support Added Russian (ru) to the list of available languages. * chore: drafting documentation on SERVER.md * Some updates in Russian language localization file * fix * Update ru.json * Fixed Java runtime name and fixed typo * fixed untranslated place * Update ru.json * Update ru.json * Update ru.json * Update ru.json * Update ru.json * fix: timeout getLatestClient fixes #138 * fix: change default version to 7.pwr in main.js * fix: change default release version to 7.pwr * fix: change version release to 7.pwr * docs: Add comprehensive troubleshooting guide (#209) Add TROUBLESHOOTING.md with solutions for common issues including: - Windows: Firewall configuration, duplicate mods, SmartScreen - Linux: GPU detection (NVIDIA/AMD), SDL3_image/libpng dependencies, Wayland/X11 issues, Steam Deck support - macOS: Rosetta 2 for Apple Silicon, code signing, quarantine - Connection: Server boot failures, regional restrictions - Authentication: Token errors, config reset procedures - Avatar/Cosmetics: F2P limitations documentation - Backup locations for all platforms - Log locations for bug reports Solutions compiled from closed GitHub issues (#205, #155, #90, #60, #144, #192) and community feedback. Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com> * Standardize language codes, improve formatting, and update all locale files. (#224) * Update German (Germany) localization * Update Español (España) localization * Update French (France) localization * Update Polish (Poland) localization * Update Portuguese (Brazil) localization * Update Russian (Russia) localization * Update Swedish (Sweden) localization * Update Turkish (Turkey) localization * Update language codes, names and alphabetical in i18n system * Changed Spanish language name to the Formal name "Spanish (Spain)" * Fix PKGBUILD-git * Fix PKGBUILD * delete cache after installation * Enforce 16-char player name limit and update mod sync Added a maxlength attribute to the player name input and enforced a 16-character limit in both install and settings scripts, providing user feedback if exceeded. Refactored modManager.js to replace symlink-based mod management with a copy-based system, copying enabled mods to HytaleSaves\Mods and removing legacy symlink logic to improve compatibility and avoid permission issues. * Update installation subtitle * chore: update quickstart link in README.md * chore: delete warning of Ubuntu-Debian at Linux Prequisites section * added featured server list from api * Add Featured Servers page to GUI * Update Discord invite URL in client patcher * Add differential update system * Remove launcher chat and add Discord popup * fix: removed 'check disk space' alert on permission file error * fix: upgrade tar to ^7.5.6 version * fix: re-add universal arch for mac * fix: upgrade electron/rebuild to 4.0.3 * fix: removed override tar version * fix: pkgbuild version to 2.1.2 * fix: src.tar.zst and srcinfo missing files * feat: add Indonesian language translation * fix: GPU preference hint to Laptop-only * feat: create two columns for settings page * Add Discord invite link to rpc * docs: add recordings form, fix OS list * Release v2.2.0 * Release v2.2.0 * Release v2.2.0 * chore: delete icon.ico, moved to build folder * chore: delete icon.png, moved to build folder * fix: build and release for tag push-only in release.yml * fix: gamescope steam deck issue fixes #186 hopefully * Support branch selection for server patching * chose: add auto-patch system for pre-release JAR * fix: preserves arch x64 on linux target for #242 * fix: removed arm64 flags * fix: redo package.json arch * update package-lock.json * Update release.yml * chore: sync package-lock with package.json * fix: reorder fedora libzstd paths to first iteration * feat: enhance gpu detection, drafting * fix: comprehensive UUID/username persistence bug fixes (#252) * fix: comprehensive UUID/username persistence bug fixes Major fixes for UUID/skin reset issues that caused players to lose cosmetics: Core fixes: - Username rename now preserves UUID (atomic rename, not new identity) - Atomic config writes with backup/recovery system - Case-insensitive UUID lookup with case-preserving storage - Pre-launch validation blocks play if no username configured - Removed saveUsername calls from launch/install flows UUID Modal fixes: - Fixed isCurrent badge showing on wrong user - Added switch identity button to change between saved usernames - Fixed custom UUID input using unsaved DOM username - UUID list now refreshes when player name changes - Enabled copy/paste in custom UUID input field UI/UX improvements: - Added translation keys for switch username functionality - CSS user-select fix for UUID input fields - Allowed Ctrl+V/C/X/A shortcuts in Electron Files: config.js, gameLauncher.js, gameManager.js, playerManager.js, launcher.js, settings.js, main.js, preload.js, style.css, en.json See UUID_BUGS_FIX_PLAN.md for detailed bug list (18 bugs, 16 fixed) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * feat(i18n): add switch username translations to all locales Added translation keys for username switching functionality: - notifications.noUsername - notifications.switchUsernameSuccess - notifications.switchUsernameFailed - notifications.playerNameTooLong - confirm.switchUsernameTitle - confirm.switchUsernameMessage - confirm.switchUsernameButton Languages updated: de-DE, es-ES, fr-FR, id-ID, pl-PL, pt-BR, ru-RU, sv-SE, tr-TR Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: move UUID_BUGS_FIX_PLAN.md to docs folder * docs: update UUID_BUGS_FIX_PLAN with complete fix details --------- Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com> * chore: rearrange, fix, and improve README.md * chore: link downloads, platform, and version to release page in README.md * chore: update discord link * chore: insert contact link in CODE_OF_CONDUCT.md * fix: missing version text on launcher * chore: update quickstart button link to header * chore: update discord link and give warning quickstart * chore revise online play hosting instructions in README Updated instructions for hosting an online game and clarified troubleshooting steps. * Fix Turkish translations in tr-TR.json * fix: EPERM error in Repair Game Button [windows testing needed] * fix: invalid generated token that caused hangs on exit [windows testing needed] * fix: major bug - hytale won't launch with laptop machine and ghost processes * fix: discord RPC destroy error if not connected * fix: major bug - detach game process to avoid launcher-held handles causing zombie process * docs: add analysis on ghost process and launcher cleanup * revert generateLocalTokens, wrong analysis on game launching issue * revert add deps for generateLocalTokens * Add proxy client and route downloads through it * fix: Prevent JAR file corruption during proxy downloads Fixed binary file corruption when downloading through proxy by using PassThrough stream to preserve data integrity while tracking download progress. * Improve featured servers layout with Discord integration - Add Discord button to server cards when discord link is present in API data - Remove HF2P Servers section to use full width for featured servers - Increase server card size (300x180px banner, larger fonts and spacing) - Simplify layout from 2-column grid to single full-width container - Discord button opens external browser with server invite link * package version to 2.2.1 Update package.json version from 2.2.0 to 2.2.1 to publish a patch release. * fix: add game_running_marker to prevent duplicate launches * Add smart proxy with direct-fallback and logging * fix: remove duplicate check * fix: cache invalidation from .env prevents multiple launch attempts for all env related, it is necessary to clear cache first, otherwise on few launch attempts the game wouldn't run * fix: redact proxy_url and remove timed out emoji * Prepare Release v2.2.1 * docs: enhance bug report template with placeholders and options Updated the bug report template to include placeholders and additional Linux distributions. * chore revise windows prerequisites and changelog Updated prerequisites and changelog for version 2.2.1. * chore: improvise badges, relocate star history, fix discord links * chore: fix release notes for v2.2.1 --------- Co-authored-by: TalesAmaral <57869141+TalesAmaral@users.noreply.github.com> Co-authored-by: walti0 <95646872+walti0@users.noreply.github.com> Co-authored-by: AMIAY <letudiantenrap.collab@gmail.com> Co-authored-by: sanasol <mail@sanasol.ws> Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com> Co-authored-by: Terromur <79866197+Terromur@users.noreply.github.com> Co-authored-by: Zakhar Smokotov <zaharb840@gmail.com> Co-authored-by: xSamiVS <samtaiebc@gmail.com> Co-authored-by: MetricsLite <66024355+MetricsLite@users.noreply.github.com>
274 lines
7.7 KiB
Markdown
274 lines
7.7 KiB
Markdown
# Launcher Process Termination & Cleanup Analysis
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## Overview
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This document analyzes how the Hytale-F2P launcher handles process cleanup, event termination, and resource deallocation during shutdown.
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## Shutdown Flow
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### 1. **Primary Termination Events** (main.js)
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#### Event: `before-quit` (Line 438)
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```javascript
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app.on('before-quit', () => {
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console.log('=== LAUNCHER BEFORE QUIT ===');
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cleanupDiscordRPC();
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});
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```
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- Called by Electron before the app starts quitting
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- Ensures Discord RPC is properly disconnected and destroyed
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- Gives async cleanup a chance to run
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#### Event: `window-all-closed` (Line 443)
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```javascript
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app.on('window-all-closed', () => {
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console.log('=== LAUNCHER CLOSING ===');
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app.quit();
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});
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```
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- Triggered when all Electron windows are closed
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- Initiates app.quit() to cleanly exit
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#### Event: `closed` (Line 174)
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```javascript
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mainWindow.on('closed', () => {
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console.log('Main window closed, cleaning up Discord RPC...');
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cleanupDiscordRPC();
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});
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```
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- Called when the main window is actually destroyed
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- Additional Discord RPC cleanup as safety measure
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---
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## 2. **Discord RPC Cleanup** (Lines 59-89, 424-436)
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### cleanupDiscordRPC() Function
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```javascript
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async function cleanupDiscordRPC() {
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if (!discordRPC) return;
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try {
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console.log('Cleaning up Discord RPC...');
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discordRPC.clearActivity();
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await new Promise(r => setTimeout(r, 100)); // Wait for clear to propagate
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discordRPC.destroy();
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console.log('Discord RPC cleaned up successfully');
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} catch (error) {
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console.log('Error cleaning up Discord RPC:', error.message);
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} finally {
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discordRPC = null; // Null out the reference
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}
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}
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```
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**What it does:**
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1. Checks if Discord RPC is initialized
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2. Clears the current activity (disconnects from Discord)
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3. Waits 100ms for the clear to propagate
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4. Destroys the Discord RPC client
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5. Nulls out the reference to prevent memory leaks
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6. Error handling ensures cleanup doesn't crash the app
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**Quality:** ✅ **Proper cleanup with error handling**
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---
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## 3. **Game Process Handling** (gameLauncher.js)
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### Game Launch Process (Lines 356-403)
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```javascript
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let spawnOptions = {
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stdio: ['ignore', 'pipe', 'pipe'],
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detached: false,
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env: env
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};
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if (process.platform === 'win32') {
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spawnOptions.shell = false;
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spawnOptions.windowsHide = true;
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spawnOptions.detached = true; // ← Game runs independently
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spawnOptions.stdio = 'ignore'; // ← Fully detach stdio
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}
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const child = spawn(clientPath, args, spawnOptions);
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// Windows: Release process reference immediately
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if (process.platform === 'win32') {
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child.unref(); // ← Allows Node.js to exit without waiting for game
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}
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```
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**Critical Analysis:**
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- ✅ **Windows detached mode**: Game process is spawned detached and stdio is ignored
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- ✅ **child.unref()**: Removes the Node process from the event loop
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- ⚠️ **No event listeners**: Once detached, the launcher doesn't track the game process
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**Potential Issue:**
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The game process is completely detached and unrefed, which is correct. However, if the game crashes and respawns (or multiple instances), these orphaned processes could accumulate.
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---
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## 4. **Download/File Transfer Cleanup** (fileManager.js)
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### setInterval Cleanup (Lines 77-94)
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```javascript
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const overallTimeout = setInterval(() => {
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const now = Date.now();
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const timeSinceLastProgress = now - lastProgressTime;
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if (timeSinceLastProgress > 900000 && hasReceivedData) {
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console.log('Download stalled for 15 minutes, aborting...');
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controller.abort();
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}
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}, 60000); // Check every minute
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```
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### Cleanup Locations:
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**On Stream Error (Lines 225-228):**
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```javascript
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if (stalledTimeout) {
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clearTimeout(stalledTimeout);
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}
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if (overallTimeout) {
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clearInterval(overallTimeout);
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}
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```
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**On Stream Close (Lines 239-244):**
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```javascript
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if (stalledTimeout) {
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clearTimeout(stalledTimeout);
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}
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if (overallTimeout) {
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clearInterval(overallTimeout);
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}
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```
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**On Writer Finish (Lines 295-299):**
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```javascript
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if (stalledTimeout) {
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clearTimeout(stalledTimeout);
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console.log('Cleared stall timeout after writer finished');
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}
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if (overallTimeout) {
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clearInterval(overallTimeout);
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console.log('Cleared overall timeout after writer finished');
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}
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```
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**Quality:** ✅ **Proper cleanup with multiple safeguards**
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- Intervals are cleared in all exit paths
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- No orphaned setInterval/setTimeout calls
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---
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## 5. **Electron Auto-Updater** (Lines 184-237)
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```javascript
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autoUpdater.autoDownload = true;
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autoUpdater.autoInstallOnAppQuit = true;
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autoUpdater.on('update-downloaded', (info) => {
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// ...
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});
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```
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**Auto-Updater Cleanup:** ✅
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- Electron handles auto-updater cleanup automatically
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- No explicit cleanup needed (Electron manages lifecycle)
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---
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## Summary: Process Termination Quality
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| Component | Status | Notes |
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|-----------|--------|-------|
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| **Discord RPC** | ✅ **Good** | Properly destroyed with error handling |
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| **Main Window** | ✅ **Good** | Cleanup called on closed and before-quit |
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| **Game Process** | ✅ **Good** | Detached and unref'd on Windows |
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| **Download Intervals** | ✅ **Good** | Cleared in all exit paths |
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| **Event Listeners** | ⚠️ **Mixed** | Main listeners properly removed, but IPC handlers remain registered (normal) |
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| **Overall** | ✅ **Good** | Proper cleanup architecture |
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---
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## Potential Improvements
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### 1. **Add Explicit Process Tracking (Optional)**
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Currently, the launcher doesn't track child processes. We could add:
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```javascript
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// Track all spawned processes for cleanup
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const childProcesses = new Set();
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app.on('before-quit', () => {
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// Kill any remaining child processes
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for (const proc of childProcesses) {
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if (proc && !proc.killed) {
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proc.kill('SIGTERM');
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}
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}
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});
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```
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### 2. **Auto-Updater Resource Cleanup (Minor)**
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Add explicit cleanup for auto-updater listeners:
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```javascript
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app.on('before-quit', () => {
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autoUpdater.removeAllListeners();
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});
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```
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### 3. **Graceful Shutdown Timeout (Safety)**
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Add a safety timeout to force exit if cleanup hangs:
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```javascript
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app.on('before-quit', () => {
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const forceExitTimeout = setTimeout(() => {
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console.warn('Cleanup timeout - forcing exit');
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process.exit(0);
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}, 5000); // 5 second max cleanup time
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});
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```
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---
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## Relationship to Ghost Process Issue
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### Previous Issue (PowerShell processes)
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- **Root cause**: Spawned PowerShell processes weren't cleaned up in `platformUtils.js`
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- **Fixed by**: Replacing `execSync()` with `spawnSync()` + timeouts
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### Launcher Termination
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- **Status**: ✅ **No critical issues found**
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- **Discord RPC**: Properly cleaned up
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- **Game process**: Properly detached
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- **Intervals**: Properly cleared
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- **No memory leaks detected**
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The launcher's termination flow is solid. The ghost process issue was specific to PowerShell process spawning during GPU detection, not the launcher's shutdown process.
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---
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## Testing Checklist
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To verify proper launcher termination:
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- [ ] Start launcher → Close window → Check Task Manager for lingering processes
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- [ ] Start launcher → Launch game → Close launcher → Check for orphaned processes
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- [ ] Start launcher → Download something → Cancel mid-download → Check for setInterval processes
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- [ ] Disable Discord RPC → Start launcher → Close → No Discord processes remain
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- [ ] Check Windows Event Viewer → No unhandled exceptions on launcher exit
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- [ ] Multiple launch/close cycles → No memory growth in Task Manager
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---
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## Conclusion
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The Hytale-F2P launcher has **good shutdown hygiene**:
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- ✅ Discord RPC is properly cleaned
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- ✅ Game process is properly detached
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- ✅ Download intervals are properly cleared
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- ✅ Event handlers are properly registered
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The ghost process issue was **not** caused by the launcher's termination logic, but by the PowerShell GPU detection functions, which has already been fixed.
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