mirror of
https://gitea.shironeko-all.duckdns.org/shironeko/Hytale-F2P-2.git
synced 2026-02-26 10:41:46 -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>
793 lines
23 KiB
JavaScript
793 lines
23 KiB
JavaScript
const fs = require('fs');
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const path = require('path');
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const os = require('os');
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// =============================================================================
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// UUID PERSISTENCE FIX - Atomic writes, backups, validation
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// =============================================================================
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// Default auth domain - can be overridden by env var or config
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const DEFAULT_AUTH_DOMAIN = 'auth.sanasol.ws';
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// Get auth domain from env, config, or default
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function getAuthDomain() {
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// First check environment variable
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if (process.env.HYTALE_AUTH_DOMAIN) {
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return process.env.HYTALE_AUTH_DOMAIN;
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}
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// Then check config file
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const config = loadConfig();
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if (config.activeProfileId && config.profiles && config.profiles[config.activeProfileId]) {
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// Allow profile to override auth domain if ever needed
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// but for now stick to global or env
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}
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if (config.authDomain) {
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return config.authDomain;
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}
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// Fall back to default
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return DEFAULT_AUTH_DOMAIN;
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}
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// Get full auth server URL
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// Domain already includes subdomain (auth.sanasol.ws), so use directly
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function getAuthServerUrl() {
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const domain = getAuthDomain();
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return `https://${domain}`;
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}
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// Save auth domain to config
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function saveAuthDomain(domain) {
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saveConfig({ authDomain: domain || DEFAULT_AUTH_DOMAIN });
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}
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function getAppDir() {
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const home = os.homedir();
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if (process.platform === 'win32') {
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return path.join(home, 'AppData', 'Local', 'HytaleF2P');
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} else if (process.platform === 'darwin') {
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return path.join(home, 'Library', 'Application Support', 'HytaleF2P');
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} else {
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return path.join(home, '.hytalef2p');
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}
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}
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const CONFIG_FILE = path.join(getAppDir(), 'config.json');
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const CONFIG_BACKUP = path.join(getAppDir(), 'config.json.bak');
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const CONFIG_TEMP = path.join(getAppDir(), 'config.json.tmp');
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// =============================================================================
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// CONFIG VALIDATION
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// =============================================================================
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/**
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* Validate config structure - ensures critical data is intact
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*/
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function validateConfig(config) {
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if (!config || typeof config !== 'object') {
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return false;
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}
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// If userUuids exists, it must be an object
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if (config.userUuids !== undefined && typeof config.userUuids !== 'object') {
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return false;
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}
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// If username exists, it must be a non-empty string
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if (config.username !== undefined && (typeof config.username !== 'string')) {
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return false;
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}
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return true;
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}
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// =============================================================================
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// CONFIG LOADING - With backup recovery
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// =============================================================================
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/**
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* Load config with automatic backup recovery
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* Never returns empty object silently if data existed before
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*/
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function loadConfig() {
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// Try primary config first
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try {
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if (fs.existsSync(CONFIG_FILE)) {
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const data = fs.readFileSync(CONFIG_FILE, 'utf8');
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if (data.trim()) {
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const config = JSON.parse(data);
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if (validateConfig(config)) {
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return config;
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}
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console.warn('[Config] Primary config invalid structure, trying backup...');
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}
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}
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} catch (err) {
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console.error('[Config] Failed to load primary config:', err.message);
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}
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// Try backup config
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try {
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if (fs.existsSync(CONFIG_BACKUP)) {
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const data = fs.readFileSync(CONFIG_BACKUP, 'utf8');
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if (data.trim()) {
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const config = JSON.parse(data);
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if (validateConfig(config)) {
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console.log('[Config] Recovered from backup successfully');
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// Restore primary from backup
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try {
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fs.writeFileSync(CONFIG_FILE, data, 'utf8');
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console.log('[Config] Primary config restored from backup');
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} catch (restoreErr) {
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console.error('[Config] Failed to restore primary from backup:', restoreErr.message);
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}
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return config;
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}
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}
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}
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} catch (err) {
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console.error('[Config] Failed to load backup config:', err.message);
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}
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// No valid config - return empty (fresh install)
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console.log('[Config] No valid config found - fresh install');
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return {};
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}
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// =============================================================================
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// CONFIG SAVING - Atomic writes with backup
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// =============================================================================
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/**
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* Save config atomically with backup
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* Uses temp file + rename pattern to prevent corruption
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* Creates backup before overwriting
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*/
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function saveConfig(update) {
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const maxRetries = 3;
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let lastError;
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for (let attempt = 1; attempt <= maxRetries; attempt++) {
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try {
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const configDir = path.dirname(CONFIG_FILE);
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if (!fs.existsSync(configDir)) {
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fs.mkdirSync(configDir, { recursive: true });
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}
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// Load current config
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const currentConfig = loadConfig();
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const newConfig = { ...currentConfig, ...update };
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const data = JSON.stringify(newConfig, null, 2);
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// 1. Write to temp file first
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fs.writeFileSync(CONFIG_TEMP, data, 'utf8');
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// 2. Verify temp file is valid JSON
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const verification = JSON.parse(fs.readFileSync(CONFIG_TEMP, 'utf8'));
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if (!validateConfig(verification)) {
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throw new Error('Config validation failed after write');
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}
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// 3. Backup current config (if exists and valid)
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if (fs.existsSync(CONFIG_FILE)) {
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try {
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const currentData = fs.readFileSync(CONFIG_FILE, 'utf8');
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if (currentData.trim()) {
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fs.writeFileSync(CONFIG_BACKUP, currentData, 'utf8');
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}
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} catch (backupErr) {
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console.warn('[Config] Could not create backup:', backupErr.message);
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// Continue anyway - saving new config is more important
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}
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}
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// 4. Atomic rename (this is the critical operation)
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fs.renameSync(CONFIG_TEMP, CONFIG_FILE);
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return true;
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} catch (err) {
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lastError = err;
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console.error(`[Config] Save attempt ${attempt}/${maxRetries} failed:`, err.message);
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// Clean up temp file on failure
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try {
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if (fs.existsSync(CONFIG_TEMP)) {
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fs.unlinkSync(CONFIG_TEMP);
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}
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} catch (cleanupErr) {
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// Ignore cleanup errors
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}
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if (attempt < maxRetries) {
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// Small delay before retry
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const delay = attempt * 100;
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const start = Date.now();
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while (Date.now() - start < delay) {
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// Busy wait (sync delay)
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}
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}
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}
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}
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// All retries failed - this is critical
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console.error('[Config] CRITICAL: Failed to save config after all retries:', lastError.message);
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throw new Error(`Failed to save config: ${lastError.message}`);
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}
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// =============================================================================
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// USERNAME MANAGEMENT - No silent fallbacks
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// =============================================================================
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/**
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* Save username to config
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* When changing username, the UUID is preserved (rename, not new identity)
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* Validates username before saving
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*/
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function saveUsername(username) {
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if (!username || typeof username !== 'string') {
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throw new Error('Invalid username: must be a non-empty string');
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}
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const newName = username.trim();
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if (!newName) {
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throw new Error('Invalid username: cannot be empty or whitespace');
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}
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if (newName.length > 16) {
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throw new Error('Invalid username: must be 16 characters or less');
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}
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const config = loadConfig();
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const currentName = config.username ? config.username.trim() : null;
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const userUuids = config.userUuids || {};
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// Check if we're actually changing the username (case-insensitive comparison)
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const isRename = currentName && currentName.toLowerCase() !== newName.toLowerCase();
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if (isRename) {
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// Find the UUID for the current username
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const currentKey = Object.keys(userUuids).find(
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k => k.toLowerCase() === currentName.toLowerCase()
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);
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if (currentKey && userUuids[currentKey]) {
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// Check if target username already exists (would be a different identity)
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const targetKey = Object.keys(userUuids).find(
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k => k.toLowerCase() === newName.toLowerCase()
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);
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if (targetKey) {
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// Target username already exists - this is switching identity, not renaming
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console.log(`[Config] Switching to existing identity: "${newName}" (UUID already exists)`);
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} else {
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// Rename: move UUID from old name to new name
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const uuid = userUuids[currentKey];
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delete userUuids[currentKey];
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userUuids[newName] = uuid;
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console.log(`[Config] Renamed identity: "${currentKey}" → "${newName}" (UUID preserved: ${uuid})`);
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}
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}
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} else if (currentName && currentName !== newName) {
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// Case change only - update the key to preserve the new casing
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const currentKey = Object.keys(userUuids).find(
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k => k.toLowerCase() === currentName.toLowerCase()
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);
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if (currentKey && currentKey !== newName) {
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const uuid = userUuids[currentKey];
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delete userUuids[currentKey];
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userUuids[newName] = uuid;
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console.log(`[Config] Updated username case: "${currentKey}" → "${newName}"`);
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}
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}
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// Save both username and updated userUuids
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saveConfig({ username: newName, userUuids });
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console.log(`[Config] Username saved: "${newName}"`);
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return newName;
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}
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/**
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* Load username from config
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* Returns null if no username set (caller must handle)
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*/
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function loadUsername() {
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const config = loadConfig();
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const username = config.username;
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if (username && typeof username === 'string' && username.trim()) {
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return username.trim();
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}
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return null; // No username set - caller must handle this
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}
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/**
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* Load username with fallback to 'Player'
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* Use this only for display purposes, NOT for UUID lookup
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*/
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function loadUsernameWithDefault() {
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return loadUsername() || 'Player';
|
|
}
|
|
|
|
/**
|
|
* Check if username is configured
|
|
*/
|
|
function hasUsername() {
|
|
return loadUsername() !== null;
|
|
}
|
|
|
|
// =============================================================================
|
|
// UUID MANAGEMENT - Persistent and safe
|
|
// =============================================================================
|
|
|
|
/**
|
|
* Normalize username for UUID lookup (case-insensitive, trimmed)
|
|
*/
|
|
function normalizeUsername(username) {
|
|
if (!username || typeof username !== 'string') return null;
|
|
return username.trim().toLowerCase();
|
|
}
|
|
|
|
/**
|
|
* Get UUID for a username
|
|
* Creates new UUID only if user explicitly doesn't exist
|
|
* Uses case-insensitive lookup to prevent duplicates, but preserves original case for display
|
|
*/
|
|
function getUuidForUser(username) {
|
|
const { v4: uuidv4 } = require('uuid');
|
|
|
|
if (!username || typeof username !== 'string' || !username.trim()) {
|
|
throw new Error('Cannot get UUID: username is required');
|
|
}
|
|
|
|
const displayName = username.trim();
|
|
const normalizedLookup = displayName.toLowerCase();
|
|
|
|
const config = loadConfig();
|
|
const userUuids = config.userUuids || {};
|
|
|
|
// Case-insensitive lookup - find existing key regardless of case
|
|
const existingKey = Object.keys(userUuids).find(k => k.toLowerCase() === normalizedLookup);
|
|
|
|
if (existingKey) {
|
|
// Found existing - return UUID, update display name if case changed
|
|
const existingUuid = userUuids[existingKey];
|
|
|
|
// If user typed different case, update the key to new case (preserving UUID)
|
|
if (existingKey !== displayName) {
|
|
console.log(`[Config] Updating username case: "${existingKey}" → "${displayName}"`);
|
|
delete userUuids[existingKey];
|
|
userUuids[displayName] = existingUuid;
|
|
saveConfig({ userUuids });
|
|
}
|
|
|
|
return existingUuid;
|
|
}
|
|
|
|
// Create new UUID for new user - store with original case
|
|
const newUuid = uuidv4();
|
|
userUuids[displayName] = newUuid;
|
|
saveConfig({ userUuids });
|
|
console.log(`[Config] Created new UUID for "${displayName}": ${newUuid}`);
|
|
|
|
return newUuid;
|
|
}
|
|
|
|
/**
|
|
* Get current user's UUID (based on saved username)
|
|
*/
|
|
function getCurrentUuid() {
|
|
const username = loadUsername();
|
|
if (!username) {
|
|
throw new Error('Cannot get current UUID: no username configured');
|
|
}
|
|
return getUuidForUser(username);
|
|
}
|
|
|
|
/**
|
|
* Get all UUID mappings (raw object)
|
|
*/
|
|
function getAllUuidMappings() {
|
|
const config = loadConfig();
|
|
return config.userUuids || {};
|
|
}
|
|
|
|
/**
|
|
* Get all UUID mappings as array with current user flag
|
|
*/
|
|
function getAllUuidMappingsArray() {
|
|
const config = loadConfig();
|
|
const userUuids = config.userUuids || {};
|
|
const currentUsername = loadUsername();
|
|
// Case-insensitive comparison for isCurrent
|
|
const normalizedCurrent = currentUsername ? currentUsername.toLowerCase() : null;
|
|
|
|
return Object.entries(userUuids).map(([username, uuid]) => ({
|
|
username, // Original case preserved
|
|
uuid,
|
|
isCurrent: username.toLowerCase() === normalizedCurrent
|
|
}));
|
|
}
|
|
|
|
/**
|
|
* Set UUID for a specific user
|
|
* Validates UUID format before saving
|
|
* Preserves original case of username
|
|
*/
|
|
function setUuidForUser(username, uuid) {
|
|
const { validate: validateUuid } = require('uuid');
|
|
|
|
if (!username || typeof username !== 'string' || !username.trim()) {
|
|
throw new Error('Invalid username');
|
|
}
|
|
|
|
if (!validateUuid(uuid)) {
|
|
throw new Error('Invalid UUID format');
|
|
}
|
|
|
|
const displayName = username.trim();
|
|
const normalizedLookup = displayName.toLowerCase();
|
|
const config = loadConfig();
|
|
const userUuids = config.userUuids || {};
|
|
|
|
// Remove any existing entry with same name (case-insensitive)
|
|
const existingKey = Object.keys(userUuids).find(k => k.toLowerCase() === normalizedLookup);
|
|
if (existingKey) {
|
|
delete userUuids[existingKey];
|
|
}
|
|
|
|
// Store with original case
|
|
userUuids[displayName] = uuid;
|
|
saveConfig({ userUuids });
|
|
|
|
console.log(`[Config] UUID set for "${displayName}": ${uuid}`);
|
|
return uuid;
|
|
}
|
|
|
|
/**
|
|
* Generate a new UUID (without saving)
|
|
*/
|
|
function generateNewUuid() {
|
|
const { v4: uuidv4 } = require('uuid');
|
|
return uuidv4();
|
|
}
|
|
|
|
/**
|
|
* Delete UUID for a specific user
|
|
* Uses case-insensitive lookup
|
|
*/
|
|
function deleteUuidForUser(username) {
|
|
if (!username || typeof username !== 'string') {
|
|
throw new Error('Invalid username');
|
|
}
|
|
|
|
const normalizedLookup = username.trim().toLowerCase();
|
|
const config = loadConfig();
|
|
const userUuids = config.userUuids || {};
|
|
|
|
// Case-insensitive lookup
|
|
const existingKey = Object.keys(userUuids).find(k => k.toLowerCase() === normalizedLookup);
|
|
|
|
if (existingKey) {
|
|
delete userUuids[existingKey];
|
|
saveConfig({ userUuids });
|
|
console.log(`[Config] UUID deleted for "${username}"`);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Reset current user's UUID (generates new one)
|
|
*/
|
|
function resetCurrentUserUuid() {
|
|
const username = loadUsername();
|
|
if (!username) {
|
|
throw new Error('Cannot reset UUID: no username configured');
|
|
}
|
|
|
|
const { v4: uuidv4 } = require('uuid');
|
|
const newUuid = uuidv4();
|
|
|
|
return setUuidForUser(username, newUuid);
|
|
}
|
|
|
|
// =============================================================================
|
|
// JAVA PATH MANAGEMENT
|
|
// =============================================================================
|
|
|
|
function saveJavaPath(javaPath) {
|
|
const trimmed = (javaPath || '').trim();
|
|
saveConfig({ javaPath: trimmed });
|
|
}
|
|
|
|
function loadJavaPath() {
|
|
const config = loadConfig();
|
|
|
|
// Prefer Active Profile's Java Path
|
|
if (config.activeProfileId && config.profiles && config.profiles[config.activeProfileId]) {
|
|
const profile = config.profiles[config.activeProfileId];
|
|
if (profile.javaPath && profile.javaPath.trim().length > 0) {
|
|
return profile.javaPath;
|
|
}
|
|
}
|
|
|
|
// Fallback to global setting
|
|
return config.javaPath || '';
|
|
}
|
|
|
|
// =============================================================================
|
|
// INSTALL PATH MANAGEMENT
|
|
// =============================================================================
|
|
|
|
function saveInstallPath(installPath) {
|
|
const trimmed = (installPath || '').trim();
|
|
saveConfig({ installPath: trimmed });
|
|
}
|
|
|
|
function loadInstallPath() {
|
|
const config = loadConfig();
|
|
return config.installPath || '';
|
|
}
|
|
|
|
// =============================================================================
|
|
// DISCORD RPC SETTINGS
|
|
// =============================================================================
|
|
|
|
function saveDiscordRPC(enabled) {
|
|
saveConfig({ discordRPC: !!enabled });
|
|
}
|
|
|
|
function loadDiscordRPC() {
|
|
const config = loadConfig();
|
|
return config.discordRPC !== undefined ? config.discordRPC : true;
|
|
}
|
|
|
|
// =============================================================================
|
|
// LANGUAGE SETTINGS
|
|
// =============================================================================
|
|
|
|
function saveLanguage(language) {
|
|
saveConfig({ language: language || 'en' });
|
|
}
|
|
|
|
function loadLanguage() {
|
|
const config = loadConfig();
|
|
return config.language || 'en';
|
|
}
|
|
|
|
// =============================================================================
|
|
// LAUNCHER SETTINGS
|
|
// =============================================================================
|
|
|
|
function saveCloseLauncherOnStart(enabled) {
|
|
saveConfig({ closeLauncherOnStart: !!enabled });
|
|
}
|
|
|
|
function loadCloseLauncherOnStart() {
|
|
const config = loadConfig();
|
|
return config.closeLauncherOnStart !== undefined ? config.closeLauncherOnStart : false;
|
|
}
|
|
|
|
function saveLauncherHardwareAcceleration(enabled) {
|
|
saveConfig({ launcherHardwareAcceleration: !!enabled });
|
|
}
|
|
|
|
function loadLauncherHardwareAcceleration() {
|
|
const config = loadConfig();
|
|
return config.launcherHardwareAcceleration !== undefined ? config.launcherHardwareAcceleration : true;
|
|
}
|
|
|
|
// =============================================================================
|
|
// MODS MANAGEMENT
|
|
// =============================================================================
|
|
|
|
function saveModsToConfig(mods) {
|
|
try {
|
|
const config = loadConfig();
|
|
|
|
if (config.activeProfileId && config.profiles && config.profiles[config.activeProfileId]) {
|
|
config.profiles[config.activeProfileId].mods = mods;
|
|
} else {
|
|
config.installedMods = mods;
|
|
}
|
|
|
|
// Use atomic save
|
|
const configDir = path.dirname(CONFIG_FILE);
|
|
if (!fs.existsSync(configDir)) {
|
|
fs.mkdirSync(configDir, { recursive: true });
|
|
}
|
|
|
|
// Write atomically
|
|
const data = JSON.stringify(config, null, 2);
|
|
fs.writeFileSync(CONFIG_TEMP, data, 'utf8');
|
|
if (fs.existsSync(CONFIG_FILE)) {
|
|
fs.copyFileSync(CONFIG_FILE, CONFIG_BACKUP);
|
|
}
|
|
fs.renameSync(CONFIG_TEMP, CONFIG_FILE);
|
|
|
|
console.log('[Config] Mods saved successfully');
|
|
} catch (error) {
|
|
console.error('[Config] Error saving mods:', error);
|
|
throw error;
|
|
}
|
|
}
|
|
|
|
function loadModsFromConfig() {
|
|
try {
|
|
const config = loadConfig();
|
|
|
|
if (config.activeProfileId && config.profiles && config.profiles[config.activeProfileId]) {
|
|
return config.profiles[config.activeProfileId].mods || [];
|
|
}
|
|
|
|
return config.installedMods || [];
|
|
} catch (error) {
|
|
console.error('[Config] Error loading mods:', error);
|
|
return [];
|
|
}
|
|
}
|
|
|
|
// =============================================================================
|
|
// FIRST LAUNCH DETECTION - FIXED
|
|
// =============================================================================
|
|
|
|
/**
|
|
* Check if this is the first launch
|
|
* FIXED: Was always returning true due to bug
|
|
*/
|
|
function isFirstLaunch() {
|
|
const config = loadConfig();
|
|
|
|
// If explicitly marked, use that
|
|
if ('hasLaunchedBefore' in config) {
|
|
return !config.hasLaunchedBefore;
|
|
}
|
|
|
|
// Check for any existing user data
|
|
const hasUserData = config.installPath || config.username || config.javaPath ||
|
|
config.chatUsername || config.userUuids ||
|
|
Object.keys(config).length > 0;
|
|
|
|
if (!hasUserData) {
|
|
return true;
|
|
}
|
|
|
|
// FIXED: Was returning true here, should be false
|
|
return false;
|
|
}
|
|
|
|
function markAsLaunched() {
|
|
saveConfig({ hasLaunchedBefore: true, firstLaunchDate: new Date().toISOString() });
|
|
}
|
|
|
|
// =============================================================================
|
|
// GPU PREFERENCE
|
|
// =============================================================================
|
|
|
|
function saveGpuPreference(gpuPreference) {
|
|
saveConfig({ gpuPreference: gpuPreference || 'auto' });
|
|
}
|
|
|
|
function loadGpuPreference() {
|
|
const config = loadConfig();
|
|
return config.gpuPreference || 'auto';
|
|
}
|
|
|
|
// =============================================================================
|
|
// VERSION MANAGEMENT
|
|
// =============================================================================
|
|
|
|
function saveVersionClient(versionClient) {
|
|
saveConfig({ version_client: versionClient });
|
|
}
|
|
|
|
function loadVersionClient() {
|
|
const config = loadConfig();
|
|
return config.version_client !== undefined ? config.version_client : null;
|
|
}
|
|
|
|
function saveVersionBranch(versionBranch) {
|
|
const branch = versionBranch || 'release';
|
|
if (branch !== 'release' && branch !== 'pre-release') {
|
|
console.warn(`[Config] Invalid branch "${branch}", defaulting to "release"`);
|
|
saveConfig({ version_branch: 'release' });
|
|
} else {
|
|
saveConfig({ version_branch: branch });
|
|
}
|
|
}
|
|
|
|
function loadVersionBranch() {
|
|
const config = loadConfig();
|
|
return config.version_branch || 'release';
|
|
}
|
|
|
|
// =============================================================================
|
|
// READY STATE - For UI to check before allowing launch
|
|
// =============================================================================
|
|
|
|
/**
|
|
* Check if launcher is ready to launch game
|
|
* Returns object with ready state and any issues
|
|
*/
|
|
function checkLaunchReady() {
|
|
const issues = [];
|
|
|
|
const username = loadUsername();
|
|
if (!username) {
|
|
issues.push('No username configured');
|
|
} else if (username === 'Player') {
|
|
issues.push('Using default username "Player"');
|
|
}
|
|
|
|
return {
|
|
ready: issues.length === 0,
|
|
hasUsername: !!username,
|
|
username: username,
|
|
issues: issues
|
|
};
|
|
}
|
|
|
|
// =============================================================================
|
|
// EXPORTS
|
|
// =============================================================================
|
|
|
|
module.exports = {
|
|
// Core config
|
|
loadConfig,
|
|
saveConfig,
|
|
validateConfig,
|
|
|
|
// Username (no silent fallbacks)
|
|
saveUsername,
|
|
loadUsername,
|
|
loadUsernameWithDefault,
|
|
hasUsername,
|
|
|
|
// UUID management
|
|
getUuidForUser,
|
|
getCurrentUuid,
|
|
getAllUuidMappings,
|
|
getAllUuidMappingsArray,
|
|
setUuidForUser,
|
|
generateNewUuid,
|
|
deleteUuidForUser,
|
|
resetCurrentUserUuid,
|
|
|
|
// Java/Install paths
|
|
saveJavaPath,
|
|
loadJavaPath,
|
|
saveInstallPath,
|
|
loadInstallPath,
|
|
|
|
// Settings
|
|
saveDiscordRPC,
|
|
loadDiscordRPC,
|
|
saveLanguage,
|
|
loadLanguage,
|
|
saveCloseLauncherOnStart,
|
|
loadCloseLauncherOnStart,
|
|
saveLauncherHardwareAcceleration,
|
|
loadLauncherHardwareAcceleration,
|
|
|
|
// Mods
|
|
saveModsToConfig,
|
|
loadModsFromConfig,
|
|
|
|
// Launch state
|
|
isFirstLaunch,
|
|
markAsLaunched,
|
|
checkLaunchReady,
|
|
|
|
// Auth server
|
|
getAuthServerUrl,
|
|
getAuthDomain,
|
|
saveAuthDomain,
|
|
|
|
// GPU
|
|
saveGpuPreference,
|
|
loadGpuPreference,
|
|
|
|
// Version
|
|
saveVersionClient,
|
|
loadVersionClient,
|
|
saveVersionBranch,
|
|
loadVersionBranch,
|
|
|
|
// Constants
|
|
CONFIG_FILE
|
|
};
|