mirror of
https://github.com/amiayweb/Hytale-F2P.git
synced 2026-02-26 14:31:45 -03:00
Release Stable Build v2.2.1 (#258)
* 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>
This commit is contained in:
@@ -7,7 +7,19 @@ 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 { saveUsername, saveInstallPath, loadJavaPath, getUuidForUser, getAuthServerUrl, getAuthDomain, loadVersionBranch, loadVersionClient, saveVersionClient } = require('../core/config');
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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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@@ -104,8 +116,56 @@ function generateLocalTokens(uuid, name) {
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};
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}
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async function launchGame(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto', branchOverride = null) {
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// Synchronize server list on every game launch
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async function launchGame(playerNameOverride = null, progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto', branchOverride = null) {
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// ==========================================================================
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// CACHE INVALIDATION: Clear proxyClient module cache to force fresh .env load
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// This prevents stale cached values from affecting multiple launch attempts
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// ==========================================================================
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try {
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const proxyClientPath = require.resolve('../utils/proxyClient');
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if (require.cache[proxyClientPath]) {
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delete require.cache[proxyClientPath];
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console.log('[Launcher] Cleared proxyClient cache for fresh .env load');
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}
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} catch (cacheErr) {
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console.warn('[Launcher] Could not clear proxyClient cache:', cacheErr.message);
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}
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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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@@ -113,11 +173,14 @@ async function launchGame(playerName = 'Player', progressCallback, javaPathOverr
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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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@@ -128,7 +191,10 @@ async function launchGame(playerName = 'Player', progressCallback, javaPathOverr
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throw new Error('Game is not installed. Please install the game first.');
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}
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saveUsername(playerName);
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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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@@ -287,14 +353,12 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
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console.log('Starting game...');
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console.log(`Command: "${clientPath}" ${args.join(' ')}`);
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const env = { ...process.env };
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const waylandEnv = setupWaylandEnvironment();
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Object.assign(env, waylandEnv);
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const gpuEnv = setupGpuEnvironment(gpuPreference);
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Object.assign(env, gpuEnv);
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const env = { ...process.env };
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const waylandEnv = setupWaylandEnvironment();
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Object.assign(env, waylandEnv);
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const gpuEnv = setupGpuEnvironment(gpuPreference);
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Object.assign(env, gpuEnv);
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// Linux: Replace bundled libzstd.so with system version to fix glibc 2.41+ crash
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// The bundled libzstd causes "free(): invalid pointer" on Steam Deck / Ubuntu LTS
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if (process.platform === 'linux' && process.env.HYTALE_NO_LIBZSTD_FIX !== '1') {
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@@ -304,9 +368,9 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
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// Common system libzstd paths
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const systemLibzstdPaths = [
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'/usr/lib64/libzstd.so.1', // Fedora/RHEL
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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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'/usr/lib/x86_64-linux-gnu/libzstd.so.1' // Debian/Ubuntu
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];
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let systemLibzstd = null;
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@@ -358,23 +422,35 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
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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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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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if (child.stdout) {
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child.stdout.on('data', (data) => {
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outputReceived = true;
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const msg = data.toString().trim();
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console.log(`Game output: ${msg}`);
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});
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}
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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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if (child.stderr) {
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child.stderr.on('data', (data) => {
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outputReceived = true;
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const msg = data.toString().trim();
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console.error(`Game error: ${msg}`);
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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: ${error.message}`, -1, null, null, null);
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@@ -383,30 +459,30 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
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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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if (code !== 0) {
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console.error(`[Launcher] Game crashed or exited with error code ${code}`);
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if (progressCallback) {
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progressCallback(`Game exited with error code ${code}`, -1, null, null, null);
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}
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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
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setTimeout(() => {
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if (!hasExited) {
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console.log('Game appears to be running successfully');
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child.unref();
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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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}, 3000);
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// Process is detached and unref'd - it runs independently from the launcher
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// We cannot reliably detect if the game window actually appears from here,
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// so we report success after spawning. stdout/stderr logging above provides debugging info.
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console.log('Game process spawned and detached successfully');
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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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// Return immediately, don't wait for setTimeout
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// Return immediately after spawn
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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: ${spawnError.message}`);
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@@ -417,10 +493,26 @@ exec "$REAL_JAVA" "\${ARGS[@]}"
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}
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}
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async function launchGameWithVersionCheck(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride, gpuPreference = 'auto', branchOverride = null) {
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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) {
|
||||
progressCallback(error, -1, null, null, null);
|
||||
}
|
||||
return { success: false, error: error, needsUsername: true };
|
||||
}
|
||||
|
||||
console.log(`[Launcher] Pre-launch check passed. Username: "${launchState.username}"`);
|
||||
|
||||
const branch = branchOverride || loadVersionBranch();
|
||||
|
||||
|
||||
if (progressCallback) {
|
||||
progressCallback('Checking for updates...', 0, null, null, null);
|
||||
}
|
||||
@@ -474,7 +566,7 @@ async function launchGameWithVersionCheck(playerName = 'Player', progressCallbac
|
||||
progressCallback('Launching game...', 80, null, null, null);
|
||||
}
|
||||
|
||||
const launchResult = await launchGame(playerName, progressCallback, javaPathOverride, installPathOverride, gpuPreference, branch);
|
||||
const launchResult = await launchGame(playerNameOverride, progressCallback, javaPathOverride, installPathOverride, gpuPreference, branch);
|
||||
|
||||
// Ensure we always return a result
|
||||
if (!launchResult) {
|
||||
|
||||
Reference in New Issue
Block a user