mirror of
https://gitea.shironeko-all.duckdns.org/shironeko/Hytale-F2P-2.git
synced 2026-02-26 02:31:46 -03:00
537 lines
20 KiB
JavaScript
537 lines
20 KiB
JavaScript
const fs = require('fs');
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const path = require('path');
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const { exec } = require('child_process');
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const { promisify } = require('util');
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const { spawn } = require('child_process');
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const { v4: uuidv4 } = require('uuid');
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const { getResolvedAppDir, findClientPath } = require('../core/paths');
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const { setupWaylandEnvironment, setupGpuEnvironment } = require('../utils/platformUtils');
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const {
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saveInstallPath,
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loadJavaPath,
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getUuidForUser,
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getAuthServerUrl,
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getAuthDomain,
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loadVersionBranch,
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loadVersionClient,
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saveVersionClient,
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loadUsername,
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hasUsername,
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checkLaunchReady
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} = require('../core/config');
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const { resolveJavaPath, getJavaExec, getBundledJavaPath, detectSystemJava, JAVA_EXECUTABLE } = require('./javaManager');
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const { getLatestClientVersion } = require('../services/versionManager');
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const { FORCE_CLEAN_INSTALL_VERSION, CLEAN_INSTALL_TEST_VERSION } = require('../core/testConfig');
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const { ensureGameInstalled } = require('./differentialUpdateManager');
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const { syncModsForCurrentProfile } = require('./modManager');
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const { getUserDataPath } = require('../utils/userDataMigration');
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const { syncServerList } = require('../utils/serverListSync');
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// Client patcher for custom auth server (sanasol.ws)
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let clientPatcher = null;
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try {
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clientPatcher = require('../utils/clientPatcher');
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} catch (err) {
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console.log('[Launcher] Client patcher not available:', err.message);
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}
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const execAsync = promisify(exec);
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// Fetch tokens from the auth server (properly signed with server's Ed25519 key)
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async function fetchAuthTokens(uuid, name) {
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const authServerUrl = getAuthServerUrl();
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try {
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console.log(`Fetching auth tokens from ${authServerUrl}/game-session/child`);
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const response = await fetch(`${authServerUrl}/game-session/child`, {
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method: 'POST',
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headers: {
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'Content-Type': 'application/json'
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},
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body: JSON.stringify({
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uuid: uuid,
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name: name,
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scopes: ['hytale:server', 'hytale:client']
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})
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});
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if (!response.ok) {
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throw new Error(`Auth server returned ${response.status}`);
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}
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const data = await response.json();
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console.log('Auth tokens received from server');
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return {
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identityToken: data.IdentityToken || data.identityToken,
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sessionToken: data.SessionToken || data.sessionToken
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};
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} catch (error) {
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console.error('Failed to fetch auth tokens:', error.message);
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// Don't use invalid local tokens that cause the game to hang
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throw new Error(`Authentication server unavailable: ${error.message}. Please check your internet connection or try again later.`);
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}
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}
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async function launchGame(playerNameOverride = null, progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto', branchOverride = null) {
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// ==========================================================================
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// STEP 1: Validate player identity FIRST (before any other operations)
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// ==========================================================================
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const launchState = checkLaunchReady();
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// Load username from config - single source of truth
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let playerName = loadUsername();
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if (!playerName) {
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// No username configured - this is a critical error
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const error = new Error('No username configured. Please set your username in Settings before playing.');
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console.error('[Launcher] Launch blocked:', error.message);
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throw error;
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}
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// Allow override only if explicitly provided (for testing/migration)
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if (playerNameOverride && typeof playerNameOverride === 'string' && playerNameOverride.trim()) {
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const overrideName = playerNameOverride.trim();
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if (overrideName !== playerName && overrideName !== 'Player') {
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console.warn(`[Launcher] Username override requested: "${overrideName}" (saved: "${playerName}")`);
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// Use override for this session but DON'T save it - config is source of truth
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playerName = overrideName;
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}
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}
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// Warn if using default 'Player' name (likely misconfiguration)
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if (playerName === 'Player') {
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console.warn('[Launcher] Warning: Using default username "Player". This may cause cosmetic issues.');
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}
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console.log(`[Launcher] Launching game for player: "${playerName}"`);
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// ==========================================================================
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// STEP 2: Synchronize server list
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// ==========================================================================
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try {
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console.log('[Launcher] Synchronizing server list...');
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await syncServerList();
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} catch (syncError) {
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console.warn('[Launcher] Server list sync failed, continuing launch:', syncError.message);
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}
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// ==========================================================================
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// STEP 3: Setup paths and directories
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// ==========================================================================
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const branch = branchOverride || loadVersionBranch();
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const customAppDir = getResolvedAppDir(installPathOverride);
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const customGameDir = path.join(customAppDir, branch, 'package', 'game', 'latest');
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const customJreDir = path.join(customAppDir, branch, 'package', 'jre', 'latest');
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// NEW 2.2.0: Use centralized UserData location
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const userDataDir = getUserDataPath();
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const gameLatest = customGameDir;
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let clientPath = findClientPath(gameLatest);
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if (!clientPath) {
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throw new Error('Game is not installed. Please install the game first.');
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}
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// NOTE: We do NOT save username here anymore - username is only saved
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// when user explicitly changes it in Settings. This prevents accidental
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// overwrites from race conditions or default values.
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if (installPathOverride) {
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saveInstallPath(installPathOverride);
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}
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const configuredJava = (javaPathOverride !== undefined && javaPathOverride !== null
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? javaPathOverride
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: loadJavaPath() || '').trim();
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let javaBin = null;
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if (configuredJava) {
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javaBin = await resolveJavaPath(configuredJava);
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if (!javaBin) {
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throw new Error(`Configured Java path not found: ${configuredJava}`);
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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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javaBin = fallback;
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} else {
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throw new Error('Java runtime not found. Please install the game first or configure Java path.');
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}
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}
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}
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const uuid = getUuidForUser(playerName);
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// Fetch tokens from auth server
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if (progressCallback) {
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progressCallback('Fetching authentication tokens...', null, null, null, null);
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}
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const { identityToken, sessionToken } = await fetchAuthTokens(uuid, playerName);
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// Patch client and server binaries to use custom auth server (BEFORE signing on macOS)
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// FORCE patch on every launch to ensure consistency
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const authDomain = getAuthDomain();
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if (clientPatcher) {
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try {
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if (progressCallback) {
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progressCallback('Patching game for custom server...', null, null, null, null);
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}
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console.log(`Force patching game binaries for ${authDomain}...`);
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const patchResult = await clientPatcher.ensureClientPatched(gameLatest, (msg, percent) => {
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// console.log(`[Patcher] ${msg}`);
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if (progressCallback && msg) {
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progressCallback(msg, percent, null, null, null);
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}
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}, null, branch);
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if (patchResult.success) {
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console.log(`Game patched successfully (${patchResult.patchCount} total occurrences)`);
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if (patchResult.client) {
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console.log(` Client: ${patchResult.client.patchCount || 0} occurrences`);
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}
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if (patchResult.server) {
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console.log(` Server: ${patchResult.server.patchCount || 0} occurrences`);
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}
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} else {
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console.warn('Game patching failed:', patchResult.error);
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}
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} catch (patchError) {
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console.warn('Game patching failed (game may not connect to custom server):', patchError.message);
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}
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}
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// macOS: Sign binaries AFTER patching so the patched binaries have valid signatures
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if (process.platform === 'darwin') {
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try {
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const appBundle = path.join(gameLatest, 'Client', 'Hytale.app');
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const serverDir = path.join(gameLatest, 'Server');
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const signPath = async (targetPath, deep = false) => {
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await execAsync(`xattr -cr "${targetPath}"`).catch(() => { });
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const deepFlag = deep ? '--deep ' : '';
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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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await signPath(appBundle, true);
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console.log('Signed macOS app bundle (after patching)');
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} else {
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await signPath(path.dirname(clientPath), true);
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console.log('Signed macOS client binary (after patching)');
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}
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if (javaBin && fs.existsSync(javaBin)) {
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let jreRoot = path.dirname(path.dirname(javaBin));
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if (jreRoot.endsWith('Home')) {
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jreRoot = path.dirname(path.dirname(jreRoot));
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}
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await signPath(jreRoot, true);
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await signPath(javaBin, false);
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console.log('Signed Java runtime');
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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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console.log('Signed server binaries (after patching)');
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}
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if (javaBin && fs.existsSync(javaBin)) {
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const javaWrapperPath = path.join(path.dirname(javaBin), 'java-wrapper');
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const wrapperScript = `#!/bin/bash
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# Java wrapper for macOS - adds --disable-sentry to fix Sentry hang issue
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REAL_JAVA="${javaBin}"
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ARGS=("$@")
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for i in "\${!ARGS[@]}"; do
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if [[ "\${ARGS[$i]}" == *"HytaleServer.jar"* ]]; then
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ARGS=("\${ARGS[@]:0:$((i+1))}" "--disable-sentry" "\${ARGS[@]:$((i+1))}")
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break
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fi
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done
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exec "$REAL_JAVA" "\${ARGS[@]}"
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`;
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fs.writeFileSync(javaWrapperPath, wrapperScript, { mode: 0o755 });
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await signPath(javaWrapperPath, false);
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console.log('Created java wrapper with --disable-sentry fix');
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javaBin = javaWrapperPath;
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}
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} catch (signError) {
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console.log('Notice: macOS signing step failed:', signError.message);
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console.log('The game may still launch if Gatekeeper allows it');
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}
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}
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const args = [
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'--app-dir', gameLatest,
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'--java-exec', javaBin,
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'--auth-mode', 'authenticated',
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'--uuid', uuid,
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'--name', playerName,
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'--identity-token', identityToken,
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'--session-token', sessionToken,
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'--user-dir', userDataDir
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];
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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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const gpuEnv = setupGpuEnvironment(gpuPreference);
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Object.assign(env, gpuEnv);
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// Linux: Replace bundled libzstd.so with system version to fix glibc 2.41+ crash
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// The bundled libzstd causes "free(): invalid pointer" on Steam Deck / Ubuntu LTS
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if (process.platform === 'linux' && process.env.HYTALE_NO_LIBZSTD_FIX !== '1') {
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const clientDir = path.dirname(clientPath);
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const bundledLibzstd = path.join(clientDir, 'libzstd.so');
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const backupLibzstd = path.join(clientDir, 'libzstd.so.bundled');
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// Common system libzstd paths
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const systemLibzstdPaths = [
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'/usr/lib/libzstd.so.1', // Arch Linux, Steam Deck
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'/usr/lib/x86_64-linux-gnu/libzstd.so.1', // Debian/Ubuntu
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'/usr/lib64/libzstd.so.1' // Fedora/RHEL
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];
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let systemLibzstd = null;
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for (const p of systemLibzstdPaths) {
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if (fs.existsSync(p)) {
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systemLibzstd = p;
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break;
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}
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}
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if (systemLibzstd && fs.existsSync(bundledLibzstd)) {
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try {
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const stats = fs.lstatSync(bundledLibzstd);
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// Only replace if it's not already a symlink to system version
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if (!stats.isSymbolicLink()) {
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// Backup bundled version
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if (!fs.existsSync(backupLibzstd)) {
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fs.renameSync(bundledLibzstd, backupLibzstd);
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console.log(`Linux: Backed up bundled libzstd.so`);
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} else {
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fs.unlinkSync(bundledLibzstd);
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}
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// Create symlink to system version
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fs.symlinkSync(systemLibzstd, bundledLibzstd);
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console.log(`Linux: Linked libzstd.so to system version (${systemLibzstd}) for glibc 2.41+ compatibility`);
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} else {
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const linkTarget = fs.readlinkSync(bundledLibzstd);
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console.log(`Linux: libzstd.so already linked to ${linkTarget}`);
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}
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} catch (libzstdError) {
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console.warn(`Linux: Could not replace libzstd.so: ${libzstdError.message}`);
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}
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}
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}
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try {
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let spawnOptions = {
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stdio: ['ignore', 'pipe', 'pipe'],
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detached: true, // Detach on all platforms to make game process independent
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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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// Windows: Hide the spawned process window
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}
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const child = spawn(clientPath, args, spawnOptions);
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// Release process reference immediately so it's truly independent
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// This works on all platforms (Windows, macOS, Linux)
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child.unref();
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console.log(`Game process started with PID: ${child.pid}`);
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let hasExited = false;
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let outputReceived = false;
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let launchCheckTimeout;
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if (child.stdout) {
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child.stdout.on('data', (data) => {
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outputReceived = true;
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console.log(`Game output: ${data.toString().trim()}`);
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});
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}
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if (child.stderr) {
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child.stderr.on('data', (data) => {
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outputReceived = true;
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console.error(`Game error: ${data.toString().trim()}`);
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});
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}
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child.on('error', (error) => {
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hasExited = true;
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clearTimeout(launchCheckTimeout);
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console.error(`Failed to start game process: ${error.message}`);
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if (progressCallback) {
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progressCallback(`Failed to start game: ${error.message}`, -1, null, null, null);
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}
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});
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child.on('exit', (code, signal) => {
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hasExited = true;
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clearTimeout(launchCheckTimeout);
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if (code !== null) {
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console.log(`Game process exited with code ${code}`);
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if (code !== 0 && progressCallback) {
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progressCallback(`Game exited with error code ${code}`, -1, null, null, null);
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}
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} else if (signal) {
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console.log(`Game process terminated by signal ${signal}`);
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}
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});
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// Monitor game process status in background - wait 5 seconds for verification
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launchCheckTimeout = setTimeout(() => {
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if (!hasExited) {
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console.log('Game appears to be running successfully');
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// Keep process reference active - don't unref() immediately
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// This ensures the launcher stays alive while the game is running
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if (progressCallback) {
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progressCallback('Game launched successfully', 100, null, null, null);
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}
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} else if (!outputReceived) {
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console.warn('Game process exited immediately with no output - possible issue with game files or dependencies');
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}
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}, 5000);
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// Return immediately, don't wait for setTimeout
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return { success: true, installed: true, launched: true, pid: child.pid };
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} catch (spawnError) {
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console.error(`Error spawning game process: ${spawnError.message}`);
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if (progressCallback) {
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progressCallback(`Error launching game: ${spawnError.message}`, -1, null, null, null);
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}
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throw spawnError;
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}
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}
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async function launchGameWithVersionCheck(playerNameOverride = null, progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto', branchOverride = null) {
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try {
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// ==========================================================================
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// PRE-LAUNCH VALIDATION: Check username is configured
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// ==========================================================================
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const launchState = checkLaunchReady();
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if (!launchState.hasUsername) {
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const error = 'No username configured. Please set your username in Settings before playing.';
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console.error('[Launcher] Launch blocked:', error);
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if (progressCallback) {
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progressCallback(error, -1, null, null, null);
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}
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return { success: false, error: error, needsUsername: true };
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}
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console.log(`[Launcher] Pre-launch check passed. Username: "${launchState.username}"`);
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const branch = branchOverride || loadVersionBranch();
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if (progressCallback) {
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progressCallback('Checking for updates...', 0, null, null, null);
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}
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const installedVersion = loadVersionClient();
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const latestVersion = await getLatestClientVersion(branch);
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console.log(`Installed version: ${installedVersion}, Latest version: ${latestVersion} (branch: ${branch})`);
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let needsUpdate = false;
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if (!installedVersion || installedVersion !== latestVersion) {
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needsUpdate = true;
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console.log('Version mismatch or not installed, update required');
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}
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if (needsUpdate) {
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if (progressCallback) {
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progressCallback('Game update required, starting update process...', 10, null, null, null);
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}
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const customAppDir = getResolvedAppDir(installPathOverride);
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const customGameDir = path.join(customAppDir, branch, 'package', 'game', 'latest');
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const customToolsDir = path.join(customAppDir, 'butler');
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const customCacheDir = path.join(customAppDir, 'cache');
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try {
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let versionToInstall = latestVersion;
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if (FORCE_CLEAN_INSTALL_VERSION && !installedVersion) {
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versionToInstall = CLEAN_INSTALL_TEST_VERSION;
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console.log(`TESTING MODE: Clean install detected, forcing version ${versionToInstall} instead of ${latestVersion}`);
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}
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|
|
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
|
|
}; |