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https://gitea.shironeko-all.duckdns.org/shironeko/Hytale-F2P-2.git
synced 2026-02-26 02:31:46 -03:00
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.
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@@ -11,6 +11,7 @@ const { saveUsername, saveInstallPath, loadJavaPath, getUuidForUser, getAuthServ
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const { resolveJavaPath, getJavaExec, getBundledJavaPath, detectSystemJava, JAVA_EXECUTABLE } = require('./javaManager');
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const { getInstalledClientVersion, getLatestClientVersion } = require('../services/versionManager');
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const { updateGameFiles } = require('./gameManager');
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const { syncModsForCurrentProfile } = require('./modManager');
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// Client patcher for custom auth server (sanasol.ws)
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let clientPatcher = null;
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@@ -130,7 +131,7 @@ async function launchGame(playerName = 'Player', progressCallback, javaPathOverr
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}
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} else {
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javaBin = getJavaExec(customJreDir);
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if (!getBundledJavaPath(customJreDir)) {
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const fallback = await detectSystemJava();
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if (fallback) {
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@@ -192,9 +193,9 @@ async function launchGame(playerName = 'Player', progressCallback, javaPathOverr
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const serverDir = path.join(gameLatest, 'Server');
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const signPath = async (targetPath, deep = false) => {
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await execAsync(`xattr -cr "${targetPath}"`).catch(() => {});
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await execAsync(`xattr -cr "${targetPath}"`).catch(() => { });
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const deepFlag = deep ? '--deep ' : '';
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await execAsync(`codesign --force ${deepFlag}--sign - "${targetPath}"`).catch(() => {});
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await execAsync(`codesign --force ${deepFlag}--sign - "${targetPath}"`).catch(() => { });
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};
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if (fs.existsSync(appBundle)) {
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@@ -216,8 +217,8 @@ async function launchGame(playerName = 'Player', progressCallback, javaPathOverr
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}
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if (fs.existsSync(serverDir)) {
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await execAsync(`xattr -cr "${serverDir}"`).catch(() => {});
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await execAsync(`find "${serverDir}" -type f -perm +111 -exec codesign --force --sign - {} \\;`).catch(() => {});
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await execAsync(`xattr -cr "${serverDir}"`).catch(() => { });
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await execAsync(`find "${serverDir}" -type f -perm +111 -exec codesign --force --sign - {} \\;`).catch(() => { });
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console.log('Signed server binaries (after patching)');
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}
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@@ -260,11 +261,23 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
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if (progressCallback) {
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progressCallback('Starting game...', null, null, null, null);
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}
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// Ensure mods are synced for the active profile before launching
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try {
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console.log('Syncing mods for active profile before launch...');
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if (progressCallback) progressCallback('Syncing mods...', null, null, null, null);
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await syncModsForCurrentProfile();
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} catch (syncError) {
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console.error('Failed to sync mods before launch:', syncError);
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// Continue anyway? Or fail?
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// Warn user but continue might be safer to avoid blocking play if sync is just glitchy
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}
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console.log('Starting game...');
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console.log(`Command: "${clientPath}" ${args.join(' ')}`);
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const env = { ...process.env };
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const waylandEnv = setupWaylandEnvironment();
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Object.assign(env, waylandEnv);
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@@ -276,8 +289,8 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
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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.shell = false;
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spawnOptions.windowsHide = true;
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}
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const child = spawn(clientPath, args, spawnOptions);
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@@ -371,12 +384,12 @@ async function launchGameWithVersionCheck(playerName = 'Player', progressCallbac
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try {
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await updateGameFiles(latestVersion, progressCallback, customGameDir, customToolsDir, customCacheDir);
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console.log('Game updated successfully, waiting before launch...');
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if (progressCallback) {
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progressCallback('Preparing game launch...', 90, null, null, null);
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}
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await new Promise(resolve => setTimeout(resolve, 3000));
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await new Promise(resolve => setTimeout(resolve, 3000));
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} catch (updateError) {
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console.error('Update failed:', updateError);
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if (progressCallback) {
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