mirror of
https://github.com/amiayweb/Hytale-F2P.git
synced 2026-02-26 11:41:59 -03:00
Release Build v2.2.0 (#236)
* 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 --------- 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>
This commit is contained in:
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Load Diff
@@ -18,11 +18,16 @@ function isWaylandSession() {
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}
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const sessionType = process.env.XDG_SESSION_TYPE;
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const waylandDisplay = process.env.WAYLAND_DISPLAY;
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// Debug logging
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console.log(`[PlatformUtils] Checking Wayland: XDG_SESSION_TYPE=${sessionType}, WAYLAND_DISPLAY=${waylandDisplay}`);
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if (sessionType && sessionType.toLowerCase() === 'wayland') {
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return true;
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}
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if (process.env.WAYLAND_DISPLAY) {
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if (waylandDisplay) {
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return true;
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}
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@@ -44,19 +49,48 @@ function setupWaylandEnvironment() {
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if (process.platform !== 'linux') {
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return {};
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}
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// If the user has manually set SDL_VIDEODRIVER (e.g. to 'x11'), strictly respect it.
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if (process.env.SDL_VIDEODRIVER) {
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console.log(`User manually set SDL_VIDEODRIVER=${process.env.SDL_VIDEODRIVER}, ignoring internal Wayland configuration.`);
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return {};
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}
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if (!isWaylandSession()) {
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console.log('Detected X11 session, using default environment');
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return {};
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}
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console.log('Detected Wayland session, configuring environment...');
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console.log('Detected Wayland session, checking for Gamescope/Steam Deck...');
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const envVars = {
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SDL_VIDEODRIVER: 'wayland'
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};
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const envVars = {};
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// Only set Ozone hint if not already set by user
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if (!process.env.ELECTRON_OZONE_PLATFORM_HINT) {
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envVars.ELECTRON_OZONE_PLATFORM_HINT = 'wayland';
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}
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// 2. DETECT GAMESCOPE / STEAM DECK
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// Native Wayland often fails for SDL games in Gaming Mode (gamescope), so we force X11 (XWayland).
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// Checks:
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// - XDG_CURRENT_DESKTOP == 'gamescope'
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// - SteamDeck=1 (often set in SteamOS)
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const currentDesktop = process.env.XDG_CURRENT_DESKTOP || '';
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const isGamescope = currentDesktop.toLowerCase() === 'gamescope' || process.env.SteamDeck === '1';
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envVars.ELECTRON_OZONE_PLATFORM_HINT = 'wayland';
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if (isGamescope) {
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console.log('Gamescope / Steam Deck detected, forcing SDL_VIDEODRIVER=x11 for compatibility');
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envVars.SDL_VIDEODRIVER = 'x11';
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} else {
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// For standard desktop Wayland (GNOME, KDE), we leave SDL_VIDEODRIVER unset.
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// This allows SDL3/SDL2 to use its internal preference (Wayland > X11).
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// EXCEPT if it was somehow force-set to 'wayland' by the parent process (rare but possible),
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// we strictly want to allow fallback, so we might unset it if it was 'wayland'.
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// But since we checked process.env.SDL_VIDEODRIVER at the start, we know it's NOT set manually.
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// So we effectively do nothing for standard Wayland, letting SDL decide.
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console.log('Standard Wayland session detected, letting SDL decide backend (auto-fallback enabled).');
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}
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console.log('Wayland environment variables:', envVars);
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return envVars;
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120
backend/utils/serverListSync.js
Normal file
120
backend/utils/serverListSync.js
Normal file
@@ -0,0 +1,120 @@
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const fs = require('fs');
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const path = require('path');
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const axios = require('axios');
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const { v4: uuidv4 } = require('uuid');
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const { getHytaleSavesDir } = require('../core/paths');
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const SERVER_LIST_URL = 'https://assets.authbp.xyz/server.json';
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function getLocalDateTime() {
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return formatLocalDateTime(new Date());
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}
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function formatLocalDateTime(date) {
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const year = date.getFullYear();
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const month = String(date.getMonth() + 1).padStart(2, '0');
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const day = String(date.getDate()).padStart(2, '0');
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const hours = String(date.getHours()).padStart(2, '0');
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const minutes = String(date.getMinutes()).padStart(2, '0');
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const seconds = String(date.getSeconds()).padStart(2, '0');
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const milliseconds = String(date.getMilliseconds()).padStart(3, '0');
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const offsetMinutes = -date.getTimezoneOffset();
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const offsetHours = Math.floor(Math.abs(offsetMinutes) / 60);
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const offsetMins = Math.abs(offsetMinutes) % 60;
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const offsetSign = offsetMinutes >= 0 ? '+' : '-';
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const offset = `${offsetSign}${String(offsetHours).padStart(2, '0')}:${String(offsetMins).padStart(2, '0')}`;
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return `${year}-${month}-${day}T${hours}:${minutes}:${seconds}.${milliseconds}0000${offset}`;
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}
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async function syncServerList() {
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try {
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const hytaleSavesDir = getHytaleSavesDir();
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const serverListPath = path.join(hytaleSavesDir, 'ServerList.json');
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console.log('[ServerListSync] Fetching server list from', SERVER_LIST_URL);
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let remoteData;
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try {
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const response = await axios.get(SERVER_LIST_URL, {
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timeout: 40000,
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headers: {
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'User-Agent': 'Hytale-F2P-Launcher'
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}
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});
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remoteData = response.data;
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} catch (fetchError) {
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console.warn('[ServerListSync] Failed to fetch remote server list:', fetchError.message);
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remoteData = { SavedServers: [] };
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}
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let localData = { SavedServers: [] };
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if (fs.existsSync(serverListPath)) {
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try {
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const localContent = fs.readFileSync(serverListPath, 'utf-8');
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localData = JSON.parse(localContent);
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console.log('[ServerListSync] Loaded existing local server list with', localData.SavedServers?.length || 0, 'servers');
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} catch (parseError) {
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console.warn('[ServerListSync] Failed to parse local server list, creating new one:', parseError.message);
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localData = { SavedServers: [] };
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}
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} else {
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console.log('[ServerListSync] Local server list does not exist, creating new one');
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}
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if (!localData.SavedServers) {
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localData.SavedServers = [];
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}
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if (!remoteData.SavedServers) {
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remoteData.SavedServers = [];
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}
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const existingServersByAddress = new Map();
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const userServers = [];
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for (const server of localData.SavedServers) {
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existingServersByAddress.set(server.Address.toLowerCase(), server);
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}
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const remoteAddresses = new Set(remoteData.SavedServers.map(s => s.Address.toLowerCase()));
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for (const server of localData.SavedServers) {
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if (!remoteAddresses.has(server.Address.toLowerCase())) {
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userServers.push(server);
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}
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}
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const currentDate = getLocalDateTime();
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const apiServers = [];
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for (const remoteServer of remoteData.SavedServers) {
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const serverToAdd = {
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Id: uuidv4(),
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Name: "@ " + remoteServer.Name,
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Address: remoteServer.Address,
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DateSaved: currentDate,
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img_Banner: remoteServer.img_Banner || null // Copy banner if exists
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};
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apiServers.push(serverToAdd);
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console.log('[ServerListSync] Added/Updated server with new ID:', remoteServer.Name);
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}
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localData.SavedServers = [...apiServers, ...userServers];
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const addedCount = apiServers.length;
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if (!fs.existsSync(hytaleSavesDir)) {
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fs.mkdirSync(hytaleSavesDir, { recursive: true });
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}
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fs.writeFileSync(serverListPath, JSON.stringify(localData, null, 2), 'utf-8');
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console.log('[ServerListSync] Server list synchronized:', addedCount, 'API servers added, total:', localData.SavedServers.length);
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return { success: true, added: addedCount, total: localData.SavedServers.length };
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} catch (error) {
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console.error('[ServerListSync] Failed to synchronize server list:', error.message);
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return { success: false, error: error.message };
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}
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}
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module.exports = {
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syncServerList
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};
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@@ -46,7 +46,8 @@ class UserDataBackup {
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console.log(`[UserDataBackup] Copying from ${userDataPath} to ${backupPath}...`);
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await fs.copy(userDataPath, backupPath, {
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overwrite: true,
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errorOnExist: false
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errorOnExist: false,
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dereference: true // Follow symlinks to avoid EPERM errors on Windows
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});
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console.log('[UserDataBackup] ✓ Backup completed successfully');
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return backupPath;
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@@ -82,7 +83,8 @@ class UserDataBackup {
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await fs.copy(backupPath, userDataPath, {
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overwrite: true,
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errorOnExist: false
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errorOnExist: false,
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dereference: true // Follow symlinks to avoid EPERM errors on Windows
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});
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console.log('UserData restore completed successfully');
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172
backend/utils/userDataMigration.js
Normal file
172
backend/utils/userDataMigration.js
Normal file
@@ -0,0 +1,172 @@
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const fs = require('fs-extra');
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const path = require('path');
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const { getHytaleSavesDir, getResolvedAppDir } = require('../core/paths');
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const { loadConfig, saveConfig } = require('../core/config');
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/**
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* NEW SYSTEM (2.2.0+): UserData Migration to Centralized Location
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*
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* UserData is now stored in a centralized location instead of inside game installation:
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* - Windows: %LOCALAPPDATA%\HytaleSaves\
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* - macOS: ~/Library/Application Support/HytaleSaves/
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* - Linux: ~/.hytalesaves/
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*
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* This eliminates the need for backup/restore during updates.
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*/
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/**
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* Check if migration to centralized UserData has been completed
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*/
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function isMigrationCompleted() {
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const config = loadConfig();
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return config.userDataMigrated === true;
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}
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/**
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* Mark migration as completed
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*/
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function markMigrationCompleted() {
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saveConfig({ userDataMigrated: true });
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console.log('[UserDataMigration] Migration marked as completed in config');
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}
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/**
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* Find old UserData location (pre-2.2.0)
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* Searches in: installPath/branch/package/game/latest/Client/UserData
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*/
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function findOldUserDataPath() {
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try {
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const config = loadConfig();
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const installPath = getResolvedAppDir();
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const branch = config.version_branch || 'release';
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console.log(`[UserDataMigration] Looking for old UserData...`);
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console.log(`[UserDataMigration] Install path: ${installPath}`);
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console.log(`[UserDataMigration] Branch: ${branch}`);
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// Old location
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const oldPath = path.join(installPath, branch, 'package', 'game', 'latest', 'Client', 'UserData');
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console.log(`[UserDataMigration] Checking: ${oldPath}`);
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console.log(`[UserDataMigration] Checking: ${oldPath}`);
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if (fs.existsSync(oldPath)) {
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console.log(`[UserDataMigration] ✓ Found old UserData at: ${oldPath}`);
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return oldPath;
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}
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console.log(`[UserDataMigration] ✗ Not found at current branch location`);
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// Try other branch if current doesn't exist
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const otherBranch = branch === 'release' ? 'pre-release' : 'release';
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const otherPath = path.join(installPath, otherBranch, 'package', 'game', 'latest', 'Client', 'UserData');
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console.log(`[UserDataMigration] Checking other branch: ${otherPath}`);
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console.log(`[UserDataMigration] Checking other branch: ${otherPath}`);
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if (fs.existsSync(otherPath)) {
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console.log(`[UserDataMigration] ✓ Found old UserData in other branch at: ${otherPath}`);
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return otherPath;
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}
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console.log('[UserDataMigration] ✗ No old UserData found in any branch');
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return null;
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} catch (error) {
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console.error('[UserDataMigration] Error finding old UserData:', error);
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return null;
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}
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}
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/**
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* Migrate UserData from old location to new centralized location
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* One-time operation when upgrading to 2.2.0
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*/
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async function migrateUserDataToCentralized() {
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// Check if already migrated
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if (isMigrationCompleted()) {
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||||
console.log('[UserDataMigration] Migration already completed, skipping');
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return { success: true, alreadyMigrated: true };
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||||
}
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||||
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||||
console.log('[UserDataMigration] === Starting UserData Migration to Centralized Location ===');
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||||
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||||
const newUserDataPath = getHytaleSavesDir();
|
||||
console.log(`[UserDataMigration] Target location: ${newUserDataPath}`);
|
||||
|
||||
// Ensure new directory exists
|
||||
if (!fs.existsSync(newUserDataPath)) {
|
||||
fs.mkdirSync(newUserDataPath, { recursive: true });
|
||||
console.log('[UserDataMigration] Created new HytaleSaves directory');
|
||||
}
|
||||
|
||||
// Find old UserData
|
||||
const oldUserDataPath = findOldUserDataPath();
|
||||
|
||||
if (!oldUserDataPath) {
|
||||
console.log('[UserDataMigration] No old UserData found - fresh install or already migrated');
|
||||
// Don't mark as migrated - let it check again next time in case game gets installed later
|
||||
return { success: true, freshInstall: true };
|
||||
}
|
||||
|
||||
// Check if new location already has data (shouldn't happen, but safety check)
|
||||
const existingFiles = fs.readdirSync(newUserDataPath);
|
||||
if (existingFiles.length > 0) {
|
||||
console.warn('[UserDataMigration] New location already contains files, marking as migrated to avoid re-attempts');
|
||||
markMigrationCompleted();
|
||||
return { success: true, skipped: true, reason: 'target_not_empty' };
|
||||
}
|
||||
|
||||
try {
|
||||
console.log(`[UserDataMigration] Copying from ${oldUserDataPath} to ${newUserDataPath}...`);
|
||||
|
||||
// Copy all UserData to new location
|
||||
await fs.copy(oldUserDataPath, newUserDataPath, {
|
||||
overwrite: false,
|
||||
errorOnExist: false,
|
||||
dereference: true // Follow symlinks to avoid EPERM errors on Windows
|
||||
});
|
||||
|
||||
console.log('[UserDataMigration] ✓ UserData copied successfully');
|
||||
|
||||
// Mark migration as completed
|
||||
markMigrationCompleted();
|
||||
|
||||
console.log('[UserDataMigration] === Migration Completed Successfully ===');
|
||||
return {
|
||||
success: true,
|
||||
migrated: true,
|
||||
from: oldUserDataPath,
|
||||
to: newUserDataPath
|
||||
};
|
||||
|
||||
} catch (error) {
|
||||
console.error('[UserDataMigration] ✗ Migration failed:', error);
|
||||
return {
|
||||
success: false,
|
||||
error: error.message,
|
||||
from: oldUserDataPath,
|
||||
to: newUserDataPath
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the centralized UserData path (always use this in 2.2.0+)
|
||||
* Ensures directory exists
|
||||
*/
|
||||
function getUserDataPath() {
|
||||
const userDataPath = getHytaleSavesDir();
|
||||
|
||||
// Ensure directory exists
|
||||
if (!fs.existsSync(userDataPath)) {
|
||||
fs.mkdirSync(userDataPath, { recursive: true });
|
||||
console.log(`[UserDataMigration] Created UserData directory: ${userDataPath}`);
|
||||
}
|
||||
|
||||
return userDataPath;
|
||||
}
|
||||
|
||||
module.exports = {
|
||||
migrateUserDataToCentralized,
|
||||
getUserDataPath,
|
||||
isMigrationCompleted,
|
||||
findOldUserDataPath
|
||||
};
|
||||
Reference in New Issue
Block a user