Files
hytale-f2p/backend/managers/gameLauncher.js
Fazri Gading 7c8a106f06 Merge pull request #257 from amiayweb/fix/libzstd-reorder
fix: reorder fedora libzstd paths to first iteration
2026-02-02 01:38:27 +08:00

628 lines
23 KiB
JavaScript

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, setupGpuEnvironment } = require('../utils/platformUtils');
const {
saveInstallPath,
loadJavaPath,
getUuidForUser,
getAuthServerUrl,
getAuthDomain,
loadVersionBranch,
loadVersionClient,
saveVersionClient,
loadUsername,
hasUsername,
checkLaunchReady
} = require('../core/config');
const { resolveJavaPath, getJavaExec, getBundledJavaPath, detectSystemJava, JAVA_EXECUTABLE } = require('./javaManager');
const { getLatestClientVersion } = require('../services/versionManager');
const { FORCE_CLEAN_INSTALL_VERSION, CLEAN_INSTALL_TEST_VERSION } = require('../core/testConfig');
const { ensureGameInstalled } = require('./differentialUpdateManager');
const { syncModsForCurrentProfile } = require('./modManager');
const { getUserDataPath } = require('../utils/userDataMigration');
const { syncServerList } = require('../utils/serverListSync');
// 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);
// 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}.${signature}`
};
}
async function launchGame(playerNameOverride = null, progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto', branchOverride = null) {
// ==========================================================================
// STEP 1: Validate player identity FIRST (before any other operations)
// ==========================================================================
const launchState = checkLaunchReady();
// Load username from config - single source of truth
let playerName = loadUsername();
if (!playerName) {
// No username configured - this is a critical error
const error = new Error('No username configured. Please set your username in Settings before playing.');
console.error('[Launcher] Launch blocked:', error.message);
throw error;
}
// Allow override only if explicitly provided (for testing/migration)
if (playerNameOverride && typeof playerNameOverride === 'string' && playerNameOverride.trim()) {
const overrideName = playerNameOverride.trim();
if (overrideName !== playerName && overrideName !== 'Player') {
console.warn(`[Launcher] Username override requested: "${overrideName}" (saved: "${playerName}")`);
// Use override for this session but DON'T save it - config is source of truth
playerName = overrideName;
}
}
// Warn if using default 'Player' name (likely misconfiguration)
if (playerName === 'Player') {
console.warn('[Launcher] Warning: Using default username "Player". This may cause cosmetic issues.');
}
console.log(`[Launcher] Launching game for player: "${playerName}"`);
// ==========================================================================
// STEP 2: Synchronize server list
// ==========================================================================
try {
console.log('[Launcher] Synchronizing server list...');
await syncServerList();
} catch (syncError) {
console.warn('[Launcher] Server list sync failed, continuing launch:', syncError.message);
}
// ==========================================================================
// STEP 3: Setup paths and directories
// ==========================================================================
const branch = branchOverride || loadVersionBranch();
const customAppDir = getResolvedAppDir(installPathOverride);
const customGameDir = path.join(customAppDir, branch, 'package', 'game', 'latest');
const customJreDir = path.join(customAppDir, branch, 'package', 'jre', 'latest');
// NEW 2.2.0: Use centralized UserData location
const userDataDir = getUserDataPath();
const gameLatest = customGameDir;
let clientPath = findClientPath(gameLatest);
if (!clientPath) {
throw new Error('Game is not installed. Please install the game first.');
}
// NOTE: We do NOT save username here anymore - username is only saved
// when user explicitly changes it in Settings. This prevents accidental
// overwrites from race conditions or default values.
if (installPathOverride) {
saveInstallPath(installPathOverride);
}
const configuredJava = (javaPathOverride !== undefined && javaPathOverride !== null
? javaPathOverride
: loadJavaPath() || '').trim();
let javaBin = null;
if (configuredJava) {
javaBin = await resolveJavaPath(configuredJava);
if (!javaBin) {
throw new Error(`Configured Java path not found: ${configuredJava}`);
}
} else {
javaBin = getJavaExec(customJreDir);
if (!getBundledJavaPath(customJreDir)) {
const fallback = await detectSystemJava();
if (fallback) {
javaBin = fallback;
} else {
throw new Error('Java runtime not found. Please install the game first or configure Java path.');
}
}
}
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] ${msg}`);
if (progressCallback && msg) {
progressCallback(msg, percent, null, null, null);
}
}, null, branch);
if (patchResult.success) {
console.log(`Game patched successfully (${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(() => { });
const deepFlag = deep ? '--deep ' : '';
await execAsync(`codesign --force ${deepFlag}--sign - "${targetPath}"`).catch(() => { });
};
if (fs.existsSync(appBundle)) {
await signPath(appBundle, true);
console.log('Signed macOS app bundle (after patching)');
} else {
await signPath(path.dirname(clientPath), true);
console.log('Signed macOS client binary (after patching)');
}
if (javaBin && fs.existsSync(javaBin)) {
let jreRoot = path.dirname(path.dirname(javaBin));
if (jreRoot.endsWith('Home')) {
jreRoot = path.dirname(path.dirname(jreRoot));
}
await signPath(jreRoot, true);
await signPath(javaBin, false);
console.log('Signed Java runtime');
}
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 (after patching)');
}
if (javaBin && fs.existsSync(javaBin)) {
const javaWrapperPath = path.join(path.dirname(javaBin), 'java-wrapper');
const wrapperScript = `#!/bin/bash
# Java wrapper for macOS - adds --disable-sentry to fix Sentry hang issue
REAL_JAVA="${javaBin}"
ARGS=("$@")
for i in "\${!ARGS[@]}"; do
if [[ "\${ARGS[$i]}" == *"HytaleServer.jar"* ]]; then
ARGS=("\${ARGS[@]:0:$((i+1))}" "--disable-sentry" "\${ARGS[@]:$((i+1))}")
break
fi
done
exec "$REAL_JAVA" "\${ARGS[@]}"
`;
fs.writeFileSync(javaWrapperPath, wrapperScript, { mode: 0o755 });
await signPath(javaWrapperPath, false);
console.log('Created java wrapper with --disable-sentry fix');
javaBin = javaWrapperPath;
}
} catch (signError) {
console.log('Notice: macOS signing step failed:', signError.message);
console.log('The game may still launch if Gatekeeper allows it');
}
}
const args = [
'--app-dir', gameLatest,
'--java-exec', javaBin,
'--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}" ${args.join(' ')}`);
const env = { ...process.env };
const waylandEnv = setupWaylandEnvironment();
Object.assign(env, waylandEnv);
const gpuEnv = setupGpuEnvironment(gpuPreference);
Object.assign(env, gpuEnv);
// Linux: Replace bundled libzstd.so with system version to fix glibc 2.41+ crash
// The bundled libzstd causes "free(): invalid pointer" on Steam Deck / Ubuntu LTS
if (process.platform === 'linux' && process.env.HYTALE_NO_LIBZSTD_FIX !== '1') {
const clientDir = path.dirname(clientPath);
const bundledLibzstd = path.join(clientDir, 'libzstd.so');
const backupLibzstd = path.join(clientDir, 'libzstd.so.bundled');
// Common system libzstd paths
const systemLibzstdPaths = [
'/usr/lib64/libzstd.so.1', // Fedora/RHEL
'/usr/lib/libzstd.so.1', // Arch Linux, Steam Deck
'/usr/lib/x86_64-linux-gnu/libzstd.so.1' // Debian/Ubuntu
];
let systemLibzstd = null;
for (const p of systemLibzstdPaths) {
if (fs.existsSync(p)) {
systemLibzstd = p;
break;
}
}
if (systemLibzstd && fs.existsSync(bundledLibzstd)) {
try {
const stats = fs.lstatSync(bundledLibzstd);
// Only replace if it's not already a symlink to system version
if (!stats.isSymbolicLink()) {
// Backup bundled version
if (!fs.existsSync(backupLibzstd)) {
fs.renameSync(bundledLibzstd, backupLibzstd);
console.log(`Linux: Backed up bundled libzstd.so`);
} else {
fs.unlinkSync(bundledLibzstd);
}
// Create symlink to system version
fs.symlinkSync(systemLibzstd, bundledLibzstd);
console.log(`Linux: Linked libzstd.so to system version (${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}`);
}
}
}
// ==========================================================================
// STEP 4: Check if game is already running (prevent duplicate launches)
// ==========================================================================
const GAME_RUNNING_MARKER = path.join(userDataDir, '.game_running');
if (fs.existsSync(GAME_RUNNING_MARKER)) {
try {
const existingPid = fs.readFileSync(GAME_RUNNING_MARKER, 'utf8').trim();
const error = new Error(`Game is already running (PID: ${existingPid}). Please close it before launching again.`);
console.error('[Launcher]', error.message);
if (progressCallback) {
progressCallback(error.message, -1, null, null, null);
}
throw error;
} catch (err) {
if (err.message.includes('already running')) {
throw err;
}
// File is corrupted, clean it up and continue
console.log('Game running marker corrupted, cleaning up and continuing...');
try {
fs.unlinkSync(GAME_RUNNING_MARKER);
} catch (unlinkErr) {
// Ignore if file is already gone
}
}
}
try {
let spawnOptions = {
stdio: ['ignore', 'pipe', 'pipe'],
detached: true, // Detach on all platforms to make game process independent
env: env
};
if (process.platform === 'win32') {
spawnOptions.shell = false;
spawnOptions.windowsHide = true;
// Windows: Hide the spawned process window
}
const child = spawn(clientPath, args, spawnOptions);
// Release process reference immediately so it's truly independent
// This works on all platforms (Windows, macOS, Linux)
child.unref();
// Write game running marker file to track process
try {
fs.writeFileSync(GAME_RUNNING_MARKER, child.pid.toString());
console.log(`Game running marker created: ${GAME_RUNNING_MARKER} (PID: ${child.pid})`);
} catch (markerErr) {
console.warn('Failed to create game running marker:', markerErr.message);
// Continue anyway - not critical if marker fails
}
console.log(`Game process started with PID: ${child.pid}`);
let hasExited = false;
let outputReceived = false;
let launchCheckTimeout;
if (child.stdout) {
child.stdout.on('data', (data) => {
outputReceived = true;
console.log(`Game output: ${data.toString().trim()}`);
});
}
if (child.stderr) {
child.stderr.on('data', (data) => {
outputReceived = true;
console.error(`Game error: ${data.toString().trim()}`);
});
}
child.on('error', (error) => {
hasExited = true;
clearTimeout(launchCheckTimeout);
console.error(`Failed to start game process: ${error.message}`);
if (progressCallback) {
progressCallback(`Failed to start game: ${error.message}`, -1, null, null, null);
}
});
child.on('exit', (code, signal) => {
hasExited = true;
clearTimeout(launchCheckTimeout);
// Clean up game running marker file
try {
if (fs.existsSync(GAME_RUNNING_MARKER)) {
fs.unlinkSync(GAME_RUNNING_MARKER);
console.log('Game running marker removed');
}
} catch (markerCleanupErr) {
console.warn('Failed to remove game running marker:', markerCleanupErr.message);
}
if (code !== null) {
console.log(`Game process exited with code ${code}`);
if (code !== 0 && progressCallback) {
progressCallback(`Game exited with error code ${code}`, -1, null, null, null);
}
} else if (signal) {
console.log(`Game process terminated by signal ${signal}`);
}
});
// Monitor game process status in background - wait 5 seconds for verification
launchCheckTimeout = setTimeout(() => {
if (!hasExited) {
console.log('Game appears to be running successfully');
// Keep process reference active - don't unref() immediately
// This ensures the launcher stays alive while the game is running
if (progressCallback) {
progressCallback('Game launched successfully', 100, null, null, null);
}
} else if (!outputReceived) {
console.warn('Game process exited immediately with no output - possible issue with game files or dependencies');
}
}, 5000);
// 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}`);
if (progressCallback) {
progressCallback(`Error launching game: ${spawnError.message}`, -1, null, null, null);
}
throw spawnError;
}
}
async function launchGameWithVersionCheck(playerNameOverride = null, progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto', branchOverride = null) {
try {
// ==========================================================================
// PRE-LAUNCH VALIDATION: Check username is configured
// ==========================================================================
const launchState = checkLaunchReady();
if (!launchState.hasUsername) {
const error = 'No username configured. Please set your username in Settings before playing.';
console.error('[Launcher] Launch blocked:', error);
if (progressCallback) {
progressCallback(error, -1, null, null, null);
}
return { success: false, error: error, needsUsername: true };
}
console.log(`[Launcher] Pre-launch check passed. Username: "${launchState.username}"`);
const branch = branchOverride || loadVersionBranch();
if (progressCallback) {
progressCallback('Checking for updates...', 0, null, null, null);
}
const installedVersion = loadVersionClient();
const latestVersion = await getLatestClientVersion(branch);
console.log(`Installed version: ${installedVersion}, Latest version: ${latestVersion} (branch: ${branch})`);
let needsUpdate = false;
if (!installedVersion || installedVersion !== latestVersion) {
needsUpdate = true;
console.log('Version mismatch or not installed, update required');
}
if (needsUpdate) {
if (progressCallback) {
progressCallback('Game update required, starting update process...', 10, null, null, null);
}
const customAppDir = getResolvedAppDir(installPathOverride);
const customGameDir = path.join(customAppDir, branch, 'package', 'game', 'latest');
const customToolsDir = path.join(customAppDir, 'butler');
const customCacheDir = path.join(customAppDir, 'cache');
try {
let versionToInstall = latestVersion;
if (FORCE_CLEAN_INSTALL_VERSION && !installedVersion) {
versionToInstall = CLEAN_INSTALL_TEST_VERSION;
console.log(`TESTING MODE: Clean install detected, forcing version ${versionToInstall} instead of ${latestVersion}`);
}
await ensureGameInstalled(versionToInstall, branch, progressCallback, customGameDir, customCacheDir, customToolsDir);
console.log('Game updated successfully, patching will be forced on launch...');
if (progressCallback) {
progressCallback('Preparing game launch...', 90, null, null, null);
}
await new Promise(resolve => setTimeout(resolve, 3000));
} catch (updateError) {
console.error('Update failed:', updateError);
if (progressCallback) {
progressCallback(`Update failed: ${updateError.message}`, -1, null, null, null);
}
throw updateError;
}
}
if (progressCallback) {
progressCallback('Launching game...', 80, null, null, null);
}
const launchResult = await launchGame(playerNameOverride, 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);
}
// Always return an error response instead of throwing
return { success: false, error: error.message || 'Unknown launch error' };
}
}
module.exports = {
launchGame,
launchGameWithVersionCheck
};