mirror of
https://github.com/amiayweb/Hytale-F2P.git
synced 2026-02-26 10:51:44 -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 --------- 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>
795 lines
29 KiB
JavaScript
795 lines
29 KiB
JavaScript
const fs = require('fs');
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const path = require('path');
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const { execFile } = require('child_process');
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const { getResolvedAppDir, findClientPath, findUserDataPath, findUserDataRecursive, GAME_DIR, CACHE_DIR, TOOLS_DIR } = require('../core/paths');
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const { getOS, getArch } = require('../utils/platformUtils');
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const { downloadFile, retryDownload, retryStalledDownload, MAX_AUTOMATIC_STALL_RETRIES } = require('../utils/fileManager');
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const { getLatestClientVersion, getInstalledClientVersion } = require('../services/versionManager');
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const { FORCE_CLEAN_INSTALL_VERSION, CLEAN_INSTALL_TEST_VERSION } = require('../core/testConfig');
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const { installButler } = require('./butlerManager');
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const { downloadAndReplaceHomePageUI, downloadAndReplaceLogo } = require('./uiFileManager');
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const { saveUsername, saveInstallPath, loadJavaPath, CONFIG_FILE, loadConfig, loadVersionBranch, saveVersionClient, loadVersionClient } = require('../core/config');
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const { resolveJavaPath, detectSystemJava, downloadJRE, getJavaExec, getBundledJavaPath } = require('./javaManager');
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const { getUserDataPath, migrateUserDataToCentralized } = require('../utils/userDataMigration');
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async function downloadPWR(branch = 'release', fileName = '7.pwr', progressCallback, cacheDir = CACHE_DIR, manualRetry = false) {
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const osName = getOS();
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const arch = getArch();
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if (osName === 'darwin' && arch === 'amd64') {
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throw new Error('Hytale x86_64 Intel Mac Support has not been released yet. Please check back later.');
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}
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const url = `https://game-patches.hytale.com/patches/${osName}/${arch}/${branch}/0/${fileName}`;
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const dest = path.join(cacheDir, `${branch}_${fileName}`);
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// Check if file exists and validate it
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if (fs.existsSync(dest) && !manualRetry) {
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console.log('PWR file found in cache:', dest);
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// Validate file size (PWR files should be > 1MB and >= 1.5GB for complete downloads)
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const stats = fs.statSync(dest);
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if (stats.size < 1024 * 1024) {
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return false;
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}
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// Check if file is under 1.5 GB (incomplete download)
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const sizeInMB = stats.size / 1024 / 1024;
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if (sizeInMB < 1500) {
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console.log(`[PWR Validation] File appears incomplete: ${sizeInMB.toFixed(2)} MB < 1.5 GB`);
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return false;
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}
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}
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console.log('Fetching PWR patch file:', url);
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try {
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if (manualRetry) {
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await retryDownload(url, dest, progressCallback);
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} else {
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await downloadFile(url, dest, progressCallback);
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}
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} catch (error) {
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// Check for automatic stall retry conditions (only for stall errors, not manual retries)
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if (!manualRetry &&
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error.message &&
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error.message.includes('stalled') &&
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error.canRetry !== false && // Explicitly check it's not false
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(!error.retryState || error.retryState.automaticStallRetries < MAX_AUTOMATIC_STALL_RETRIES)) {
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console.log(`[PWR] Automatic stall retry triggered (${(error.retryState && error.retryState.automaticStallRetries || 0) + 1}/${MAX_AUTOMATIC_STALL_RETRIES})`);
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try {
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await retryStalledDownload(url, dest, progressCallback, error);
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console.log('[PWR] Automatic stall retry successful');
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// After successful automatic retry, continue with normal flow - the file should be valid now
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const retryStats = fs.statSync(dest);
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console.log(`PWR file downloaded (auto-retry), size: ${(retryStats.size / 1024 / 1024).toFixed(2)} MB`);
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if (!validatePWRFile(dest)) {
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console.log(`[PWR Validation] PWR file validation failed after auto-retry, deleting corrupted file: ${dest}`);
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fs.unlinkSync(dest);
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throw new Error('Downloaded PWR file is corrupted or invalid after automatic retry. Please retry manually');
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}
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} catch (retryError) {
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console.error('[PWR] Automatic stall retry failed:', retryError.message);
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// Create enhanced error with updated retry state
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const enhancedError = new Error(`PWR download failed after automatic retries: ${retryError.message}`);
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enhancedError.originalError = retryError;
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enhancedError.retryState = retryError.retryState || error.retryState || null;
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enhancedError.canRetry = true; // Still allow manual retry
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enhancedError.pwrUrl = url;
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enhancedError.pwrDest = dest;
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enhancedError.branch = branch;
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enhancedError.fileName = fileName;
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enhancedError.cacheDir = cacheDir;
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enhancedError.automaticRetriesExhausted = true;
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throw enhancedError;
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}
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}
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// Enhanced error handling for retry UI (non-stall errors or exhausted automatic retries)
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const enhancedError = new Error(`PWR download failed: ${error.message}`);
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enhancedError.originalError = error;
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enhancedError.retryState = error.retryState || null;
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enhancedError.canRetry = error.isConnectionLost ? false : (error.canRetry !== false); // Don't allow retry for connection lost
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enhancedError.pwrUrl = url;
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enhancedError.pwrDest = dest;
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enhancedError.branch = branch;
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enhancedError.fileName = fileName;
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enhancedError.cacheDir = cacheDir;
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enhancedError.isConnectionLost = error.isConnectionLost || false;
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console.log(`[PWR] Error handling:`, {
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message: enhancedError.message,
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isConnectionLost: enhancedError.isConnectionLost,
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canRetry: enhancedError.canRetry,
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retryState: enhancedError.retryState
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});
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throw enhancedError;
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}
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// Enhanced PWR file validation
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const stats = fs.statSync(dest);
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console.log(`PWR file downloaded, size: ${(stats.size / 1024 / 1024).toFixed(2)} MB`);
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if (!validatePWRFile(dest)) {
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console.log(`[PWR Validation] PWR file validation failed, deleting corrupted file: ${dest}`);
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fs.unlinkSync(dest);
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throw new Error('Downloaded PWR file is corrupted or invalid. Please retry');
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}
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console.log('PWR saved to:', dest);
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console.log(`[PWR Validation] PWR file validation passed: ${dest}`);
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return dest;
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}
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// Manual retry function for PWR downloads
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async function retryPWRDownload(branch, fileName, progressCallback, cacheDir = CACHE_DIR) {
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console.log('Initiating manual PWR retry...');
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return await downloadPWR(branch, fileName, progressCallback, cacheDir, true);
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}
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async function applyPWR(pwrFile, progressCallback, gameDir = GAME_DIR, toolsDir = TOOLS_DIR, branch = 'release', cacheDir = CACHE_DIR) {
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console.log(`[Butler] Starting PWR application with:`);
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console.log(`[Butler] - PWR file: ${pwrFile}`);
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console.log(`[Butler] - Staging dir: ${path.join(gameDir, 'staging-temp')}`);
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console.log(`[Butler] - Game dir: ${gameDir}`);
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console.log(`[Butler] - Branch: ${branch}`);
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console.log(`[Butler] - Cache dir: ${cacheDir}`);
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// Validate PWR file exists and get diagnostic info
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if (!pwrFile || typeof pwrFile !== 'string' || !fs.existsSync(pwrFile)) {
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throw new Error(`PWR file not found: ${pwrFile || 'undefined'}. Please retry download.`);
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}
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const pwrStats = fs.statSync(pwrFile);
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console.log(`[Butler] PWR file size: ${(pwrStats.size / 1024 / 1024).toFixed(2)} MB`);
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console.log(`[Butler] PWR file exists: ${fs.existsSync(pwrFile)}`);
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const butlerPath = await installButler(toolsDir);
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console.log(`[Butler] Butler path: ${butlerPath}`);
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console.log(`[Butler] Butler executable: ${fs.existsSync(butlerPath)}`);
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const gameLatest = gameDir;
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const stagingDir = path.join(gameLatest, 'staging-temp');
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const clientPath = findClientPath(gameLatest);
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if (clientPath) {
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console.log('Game files detected, skipping patch installation.');
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return;
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}
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// Validate and prepare directories
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validateGameDirectory(gameLatest, stagingDir);
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console.log(`[Butler] Game directory validated: ${gameLatest}`);
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console.log(`[Butler] Staging directory validated: ${stagingDir}`);
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if (progressCallback) {
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progressCallback('Installing game patch...', null, null, null, null);
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}
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console.log('Installing game patch...');
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if (!fs.existsSync(butlerPath)) {
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throw new Error(`Butler tool not found at: ${butlerPath}`);
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}
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if (!fs.existsSync(pwrFile)) {
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throw new Error(`PWR file not found at: ${pwrFile}`);
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}
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const args = [
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'apply',
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'--staging-dir',
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stagingDir,
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pwrFile,
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gameLatest
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];
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console.log(`[Butler] Executing command: ${butlerPath} ${args.join(' ')}`);
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try {
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await new Promise((resolve, reject) => {
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const child = execFile(butlerPath, args, {
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maxBuffer: 1024 * 1024 * 10,
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timeout: 600000
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}, (error, stdout, stderr) => {
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if (error) {
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console.error('[Butler] stderr:', stderr);
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console.error('[Butler] stdout:', stdout);
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console.error('[Butler] error code:', error.code);
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console.error('[Butler] error signal:', error.signal);
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// Enhanced error pattern detection
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const errorPatterns = {
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'unexpected EOF': {
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message: 'Corrupted PWR file detected and deleted. Please try launching the game again.',
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shouldDeletePWR: true
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},
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'permission denied': {
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message: 'Permission denied. Check file permissions and try again.',
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shouldDeletePWR: false
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},
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'no space left': {
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message: 'Insufficient disk space. Free up space and try again.',
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shouldDeletePWR: false
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},
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'device full': {
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message: 'Insufficient disk space. Free up space and try again.',
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shouldDeletePWR: false
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},
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'already exists': {
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message: 'Installation directory conflict. Clean directories and retry.',
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shouldDeletePWR: false
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},
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'network error': {
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message: 'Network error during patch installation. Please retry.',
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shouldDeletePWR: false
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},
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'connection refused': {
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message: 'Connection refused. Check network and retry.',
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shouldDeletePWR: false
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}
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};
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let enhancedMessage = `Patch installation failed: ${error.message}${stderr ? '\n' + stderr : ''}`;
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let shouldDeletePWR = false;
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// Check error patterns
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const errorText = (stderr + ' ' + error.message).toLowerCase();
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for (const [pattern, config] of Object.entries(errorPatterns)) {
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if (errorText.includes(pattern)) {
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enhancedMessage = config.message;
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shouldDeletePWR = config.shouldDeletePWR;
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console.log(`[Butler] Pattern matched: ${pattern}`);
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break;
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}
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}
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// Delete corrupted PWR file if needed
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if (shouldDeletePWR) {
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try {
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if (fs.existsSync(pwrFile)) {
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fs.unlinkSync(pwrFile);
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console.log('[Butler] Corrupted PWR file deleted:', pwrFile);
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}
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} catch (delErr) {
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console.error('[Butler] Failed to delete corrupted PWR file:', delErr);
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}
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}
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// Enhanced error with retry context
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const enhancedError = new Error(enhancedMessage);
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enhancedError.canRetry = true;
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enhancedError.branch = branch;
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enhancedError.fileName = path.basename(pwrFile);
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enhancedError.cacheDir = cacheDir;
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enhancedError.butlerError = true;
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enhancedError.errorCode = error.code;
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enhancedError.stderr = stderr;
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enhancedError.stdout = stdout;
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console.log('[Butler] Enhanced error created with retry context');
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reject(enhancedError);
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} else {
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console.log('[Butler] Patch installation completed successfully');
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resolve();
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}
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});
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});
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} catch (error) {
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console.error('[Butler] Exception during Butler execution:', error);
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const enhancedError = new Error(`Butler execution failed: ${error.message}`);
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enhancedError.canRetry = true;
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enhancedError.branch = branch;
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enhancedError.fileName = path.basename(pwrFile);
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enhancedError.cacheDir = cacheDir;
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enhancedError.butlerError = true;
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throw enhancedError;
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}
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if (fs.existsSync(stagingDir)) {
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fs.rmSync(stagingDir, { recursive: true, force: true });
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}
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// Delete PWR file from cache after successful installation
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try {
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if (fs.existsSync(pwrFile)) {
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fs.unlinkSync(pwrFile);
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console.log('[Butler] PWR file deleted from cache after successful installation:', pwrFile);
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}
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} catch (delErr) {
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console.warn('[Butler] Failed to delete PWR file from cache:', delErr.message);
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}
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if (progressCallback) {
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progressCallback('Installation complete', null, null, null, null);
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}
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console.log('Installation complete');
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}
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async function updateGameFiles(newVersion, progressCallback, gameDir = GAME_DIR, toolsDir = TOOLS_DIR, cacheDir = CACHE_DIR, branchOverride = null) {
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let tempUpdateDir;
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const branch = branchOverride || loadVersionBranch();
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const installPath = path.dirname(path.dirname(path.dirname(path.dirname(gameDir))));
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const config = loadConfig();
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const oldBranch = config.version_branch || 'release';
|
|
console.log(`[UpdateGameFiles] Switching from ${oldBranch} to ${branch}`);
|
|
|
|
try {
|
|
// NEW 2.2.0: Ensure UserData migration to centralized location
|
|
try {
|
|
console.log('[UpdateGameFiles] Ensuring UserData migration...');
|
|
const migrationResult = await migrateUserDataToCentralized();
|
|
if (migrationResult.migrated) {
|
|
console.log('[UpdateGameFiles] ✓ UserData migrated to centralized location');
|
|
} else if (migrationResult.alreadyMigrated) {
|
|
console.log('[UpdateGameFiles] ✓ UserData already in centralized location');
|
|
}
|
|
} catch (migrationError) {
|
|
console.warn('[UpdateGameFiles] UserData migration warning:', migrationError.message);
|
|
}
|
|
|
|
if (progressCallback) {
|
|
progressCallback('Updating game files...', 10, null, null, null);
|
|
}
|
|
console.log(`Updating game files to version: ${newVersion} (branch: ${branch})`);
|
|
|
|
tempUpdateDir = path.join(gameDir, '..', 'temp_update');
|
|
|
|
if (fs.existsSync(tempUpdateDir)) {
|
|
fs.rmSync(tempUpdateDir, { recursive: true, force: true });
|
|
}
|
|
fs.mkdirSync(tempUpdateDir, { recursive: true });
|
|
|
|
if (progressCallback) {
|
|
progressCallback('Downloading new game version...', 20, null, null, null);
|
|
}
|
|
|
|
const pwrFile = await downloadPWR(branch, newVersion, progressCallback, cacheDir);
|
|
|
|
if (progressCallback) {
|
|
progressCallback('Extracting new files...', 60, null, null, null);
|
|
}
|
|
|
|
await applyPWR(pwrFile, progressCallback, tempUpdateDir, toolsDir, branch, cacheDir);
|
|
// Delete PWR file from cache after successful update
|
|
try {
|
|
if (fs.existsSync(pwrFile)) {
|
|
fs.unlinkSync(pwrFile);
|
|
console.log('[UpdateGameFiles] PWR file deleted from cache after successful update:', pwrFile);
|
|
}
|
|
} catch (delErr) {
|
|
console.warn('[UpdateGameFiles] Failed to delete PWR file from cache:', delErr.message);
|
|
}
|
|
if (progressCallback) {
|
|
progressCallback('Replacing game files...', 80, null, null, null);
|
|
}
|
|
|
|
if (fs.existsSync(gameDir)) {
|
|
console.log('Removing old game files...');
|
|
let retries = 3;
|
|
while (retries > 0) {
|
|
try {
|
|
fs.rmSync(gameDir, { recursive: true, force: true });
|
|
break;
|
|
} catch (err) {
|
|
if ((err.code === 'EPERM' || err.code === 'EBUSY') && retries > 0) {
|
|
retries--;
|
|
console.log(`[UpdateGameFiles] Removal failed with ${err.code}, retrying in 1s... (${retries} retries left)`);
|
|
await new Promise(resolve => setTimeout(resolve, 1000));
|
|
} else {
|
|
throw err;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fs.renameSync(tempUpdateDir, gameDir);
|
|
|
|
const homeUIResult = await downloadAndReplaceHomePageUI(gameDir, progressCallback);
|
|
console.log('HomePage.ui update result after update:', homeUIResult);
|
|
|
|
const logoResult = await downloadAndReplaceLogo(gameDir, progressCallback);
|
|
console.log('Logo@2x.png update result after update:', logoResult);
|
|
|
|
// NEW 2.2.0: No longer create UserData in game installation
|
|
// UserData is now in centralized location (getUserDataPath())
|
|
console.log('[UpdateGameFiles] UserData is managed in centralized location');
|
|
|
|
console.log(`Game files updated successfully to version: ${newVersion}`);
|
|
|
|
// Save the updated version and branch to config
|
|
saveVersionClient(newVersion);
|
|
const { saveVersionBranch } = require('../core/config');
|
|
saveVersionBranch(branch);
|
|
|
|
console.log('Waiting for file system sync...');
|
|
await new Promise(resolve => setTimeout(resolve, 2000));
|
|
|
|
if (progressCallback) {
|
|
progressCallback('Game update completed', 100, null, null, null);
|
|
}
|
|
|
|
return { success: true, updated: true, version: newVersion };
|
|
} catch (error) {
|
|
console.error('Error updating game files:', error);
|
|
|
|
if (tempUpdateDir && fs.existsSync(tempUpdateDir)) {
|
|
fs.rmSync(tempUpdateDir, { recursive: true, force: true });
|
|
}
|
|
|
|
throw new Error(`Failed to update game files: ${error.message}`);
|
|
}
|
|
}
|
|
|
|
function isGameInstalled(branchOverride = null) {
|
|
const branch = branchOverride || loadVersionBranch();
|
|
const appDir = getResolvedAppDir();
|
|
const gameDir = path.join(appDir, branch, 'package', 'game', 'latest');
|
|
const clientPath = findClientPath(gameDir);
|
|
return clientPath !== null;
|
|
}
|
|
|
|
async function installGame(playerName = 'Player', progressCallback, javaPathOverride, installPathOverride, branchOverride = null) {
|
|
console.log(`[InstallGame] branchOverride parameter received: ${branchOverride}`);
|
|
const loadedBranch = loadVersionBranch();
|
|
console.log(`[InstallGame] loadVersionBranch() returned: ${loadedBranch}`);
|
|
const branch = branchOverride || loadedBranch;
|
|
console.log(`[InstallGame] Final branch selected: ${branch}`);
|
|
const customAppDir = getResolvedAppDir(installPathOverride);
|
|
const customCacheDir = path.join(customAppDir, 'cache');
|
|
const customToolsDir = path.join(customAppDir, 'butler');
|
|
const customGameDir = path.join(customAppDir, branch, 'package', 'game', 'latest');
|
|
const customJreDir = path.join(customAppDir, branch, 'package', 'jre', 'latest');
|
|
|
|
// NEW 2.2.0: Ensure UserData migration to centralized location
|
|
try {
|
|
console.log('[InstallGame] Ensuring UserData migration...');
|
|
const migrationResult = await migrateUserDataToCentralized();
|
|
if (migrationResult.migrated) {
|
|
console.log('[InstallGame] ✓ UserData migrated to centralized location');
|
|
} else if (migrationResult.alreadyMigrated) {
|
|
console.log('[InstallGame] ✓ UserData already in centralized location');
|
|
}
|
|
} catch (migrationError) {
|
|
console.warn('[InstallGame] UserData migration warning:', migrationError.message);
|
|
}
|
|
|
|
[customAppDir, customCacheDir, customToolsDir].forEach(dir => {
|
|
if (!fs.existsSync(dir)) {
|
|
fs.mkdirSync(dir, { recursive: true });
|
|
}
|
|
});
|
|
|
|
saveUsername(playerName);
|
|
if (installPathOverride) {
|
|
saveInstallPath(installPathOverride);
|
|
}
|
|
|
|
const gameLatest = customGameDir;
|
|
let clientPath = findClientPath(gameLatest);
|
|
|
|
if (clientPath) {
|
|
if (progressCallback) {
|
|
progressCallback('Game already installed', 100, null, null, null);
|
|
}
|
|
console.log('Game is already installed');
|
|
return { success: true, alreadyInstalled: true };
|
|
}
|
|
|
|
const configuredJava = (javaPathOverride !== undefined && javaPathOverride !== null
|
|
? javaPathOverride
|
|
: loadJavaPath() || '').trim();
|
|
let javaBin = null;
|
|
|
|
if (configuredJava) {
|
|
javaBin = await resolveJavaPath(configuredJava);
|
|
if (!javaBin) {
|
|
throw new Error(`Configured Java path not found: ${configuredJava}`);
|
|
}
|
|
} else {
|
|
try {
|
|
await downloadJRE(progressCallback, customCacheDir, customJreDir);
|
|
} catch (error) {
|
|
// Don't immediately fall back to system Java for JRE download errors - let user retry
|
|
if (error.isJREError) {
|
|
console.error('[Install] JRE download failed, allowing user retry:', error.message);
|
|
throw error; // Re-throw JRE errors to trigger retry UI
|
|
}
|
|
|
|
// For non-download JRE errors, fall back to system Java
|
|
const fallback = await detectSystemJava();
|
|
if (fallback) {
|
|
javaBin = fallback;
|
|
console.log('[Install] Using system Java as fallback');
|
|
} else {
|
|
throw error;
|
|
}
|
|
}
|
|
|
|
if (!javaBin) {
|
|
javaBin = getJavaExec(customJreDir);
|
|
}
|
|
}
|
|
|
|
if (progressCallback) {
|
|
progressCallback('Fetching game files...', null, null, null, null);
|
|
}
|
|
console.log(`Installing game files for branch: ${branch}...`);
|
|
|
|
const latestVersion = await getLatestClientVersion(branch);
|
|
const targetVersion = FORCE_CLEAN_INSTALL_VERSION ? CLEAN_INSTALL_TEST_VERSION : latestVersion;
|
|
|
|
if (FORCE_CLEAN_INSTALL_VERSION) {
|
|
console.log(`TESTING MODE: Forcing installation of ${targetVersion} instead of ${latestVersion}`);
|
|
}
|
|
|
|
let pwrFile;
|
|
try {
|
|
pwrFile = await downloadPWR(branch, targetVersion, progressCallback, customCacheDir);
|
|
|
|
if (!pwrFile) {
|
|
console.log('[Install] PWR file not found or invalid, attempting retry...');
|
|
pwrFile = await retryPWRDownload(branch, targetVersion, progressCallback, customCacheDir);
|
|
}
|
|
|
|
if (!pwrFile || typeof pwrFile !== 'string') {
|
|
throw new Error(`PWR file download failed: received invalid path ${pwrFile}. Please retry download.`);
|
|
}
|
|
|
|
} catch (downloadError) {
|
|
console.error('[Install] PWR download failed:', downloadError.message);
|
|
throw downloadError;
|
|
}
|
|
|
|
await applyPWR(pwrFile, progressCallback, customGameDir, customToolsDir, branch, customCacheDir);
|
|
|
|
saveVersionClient(targetVersion);
|
|
const { saveVersionBranch } = require('../core/config');
|
|
saveVersionBranch(branch);
|
|
|
|
const homeUIResult = await downloadAndReplaceHomePageUI(customGameDir, progressCallback);
|
|
console.log('HomePage.ui update result after installation:', homeUIResult);
|
|
|
|
const logoResult = await downloadAndReplaceLogo(customGameDir, progressCallback);
|
|
console.log('Logo@2x.png update result after installation:', logoResult);
|
|
|
|
// NEW 2.2.0: No longer create UserData in game installation
|
|
// UserData is managed in centralized location (getUserDataPath())
|
|
console.log('[InstallGame] UserData is managed in centralized location');
|
|
|
|
if (progressCallback) {
|
|
progressCallback('Installation complete', 100, null, null, null);
|
|
}
|
|
console.log('Game installation completed successfully');
|
|
|
|
return {
|
|
success: true,
|
|
installed: true
|
|
};
|
|
}
|
|
|
|
async function uninstallGame() {
|
|
const appDir = getResolvedAppDir();
|
|
|
|
if (!fs.existsSync(appDir)) {
|
|
throw new Error('Game is not installed');
|
|
}
|
|
|
|
try {
|
|
fs.rmSync(appDir, { recursive: true, force: true });
|
|
console.log('Game uninstalled successfully - removed entire HytaleF2P folder');
|
|
|
|
if (fs.existsSync(CONFIG_FILE)) {
|
|
const config = loadConfig();
|
|
delete config.installPath;
|
|
fs.writeFileSync(CONFIG_FILE, JSON.stringify(config, null, 2), 'utf8');
|
|
}
|
|
} catch (error) {
|
|
throw new Error(`Failed to uninstall game: ${error.message}`);
|
|
}
|
|
}
|
|
|
|
function checkExistingGameInstallation(branchOverride = null) {
|
|
try {
|
|
const branch = branchOverride || loadVersionBranch();
|
|
const config = loadConfig();
|
|
|
|
if (!config.installPath || !config.installPath.trim()) {
|
|
return null;
|
|
}
|
|
|
|
const installPath = config.installPath.trim();
|
|
const gameDir = path.join(installPath, 'HytaleF2P', branch, 'package', 'game', 'latest');
|
|
|
|
if (!fs.existsSync(gameDir)) {
|
|
return null;
|
|
}
|
|
|
|
const clientPath = findClientPath(gameDir);
|
|
if (!clientPath) {
|
|
return null;
|
|
}
|
|
|
|
const userDataPath = findUserDataRecursive(gameDir);
|
|
|
|
return {
|
|
gameDir: gameDir,
|
|
clientPath: clientPath,
|
|
userDataPath: userDataPath,
|
|
installPath: installPath,
|
|
hasUserData: userDataPath && fs.existsSync(userDataPath),
|
|
branch: branch
|
|
};
|
|
} catch (error) {
|
|
console.error('Error checking existing game installation:', error);
|
|
return null;
|
|
}
|
|
}
|
|
|
|
async function repairGame(progressCallback, branchOverride = null) {
|
|
const branch = branchOverride || loadVersionBranch();
|
|
const appDir = getResolvedAppDir();
|
|
const gameDir = path.join(appDir, branch, 'package', 'game', 'latest');
|
|
const installPath = appDir;
|
|
let backupPath = null;
|
|
|
|
// Vérifier si on a version_client et version_branch dans config.json
|
|
const config = loadConfig();
|
|
const hasVersionConfig = !!(config.version_client && config.version_branch);
|
|
console.log(`[RepairGame] hasVersionConfig: ${hasVersionConfig}`);
|
|
|
|
// Check if game exists
|
|
if (!fs.existsSync(gameDir)) {
|
|
throw new Error('Game directory not found. Cannot repair.');
|
|
}
|
|
|
|
if (progressCallback) {
|
|
progressCallback('Backing up user data...', 10, null, null, null);
|
|
}
|
|
|
|
// Backup UserData using new system
|
|
try {
|
|
backupPath = await userDataBackup.backupUserData(installPath, branch, hasVersionConfig);
|
|
} catch (backupError) {
|
|
console.warn('UserData backup failed during repair:', backupError.message);
|
|
}
|
|
|
|
if (progressCallback) {
|
|
progressCallback('Removing old game files...', 30, null, null, null);
|
|
}
|
|
|
|
// Delete Game and Cache Directory
|
|
console.log('Removing corrupted game files...');
|
|
fs.rmSync(gameDir, { recursive: true, force: true });
|
|
|
|
const cacheDir = path.join(appDir, 'cache');
|
|
if (fs.existsSync(cacheDir)) {
|
|
console.log('Clearing cache directory...');
|
|
fs.rmSync(cacheDir, { recursive: true, force: true });
|
|
}
|
|
|
|
console.log('Reinstalling game files...');
|
|
|
|
// Passing null/undefined for overrides to use defaults/saved configs
|
|
// installGame calls progressCallback internally
|
|
await installGame('Player', progressCallback, null, null, branch);
|
|
|
|
// Restore UserData using new system
|
|
if (backupPath) {
|
|
if (progressCallback) {
|
|
progressCallback('Restoring user data...', 90, null, null, null);
|
|
}
|
|
|
|
try {
|
|
await userDataBackup.restoreUserData(backupPath, installPath, branch);
|
|
await userDataBackup.cleanupBackup(backupPath);
|
|
console.log('UserData restored successfully after repair');
|
|
} catch (restoreError) {
|
|
console.warn('UserData restore failed after repair:', restoreError.message);
|
|
}
|
|
}
|
|
|
|
if (progressCallback) {
|
|
progressCallback('Repair completed successfully!', 100, null, null, null);
|
|
}
|
|
|
|
return { success: true, repaired: true };
|
|
}
|
|
|
|
// Directory validation and cleanup function
|
|
function validateGameDirectory(gameDir, stagingDir) {
|
|
try {
|
|
// Ensure game directory exists and is writable
|
|
if (!fs.existsSync(gameDir)) {
|
|
fs.mkdirSync(gameDir, { recursive: true });
|
|
console.log(`[Butler] Created game directory: ${gameDir}`);
|
|
}
|
|
|
|
// Test write permissions
|
|
const testFile = path.join(gameDir, '.permission_test');
|
|
fs.writeFileSync(testFile, 'test');
|
|
fs.unlinkSync(testFile);
|
|
console.log(`[Butler] Game directory is writable: ${gameDir}`);
|
|
|
|
// Clean and ensure staging directory
|
|
if (fs.existsSync(stagingDir)) {
|
|
console.log(`[Butler] Cleaning existing staging directory: ${stagingDir}`);
|
|
fs.rmSync(stagingDir, { recursive: true, force: true });
|
|
}
|
|
fs.mkdirSync(stagingDir, { recursive: true });
|
|
console.log(`[Butler] Created clean staging directory: ${stagingDir}`);
|
|
|
|
// Check disk space (basic check)
|
|
const freeSpace = fs.statSync(gameDir);
|
|
console.log(`[Butler] Directory validation completed successfully`);
|
|
|
|
} catch (error) {
|
|
throw new Error(`Directory validation failed: ${error.message}. Please check permissions and disk space.`);
|
|
}
|
|
}
|
|
|
|
// Enhanced PWR file validation
|
|
function validatePWRFile(filePath) {
|
|
try {
|
|
if (!fs.existsSync(filePath)) {
|
|
return false;
|
|
}
|
|
|
|
const stats = fs.statSync(filePath);
|
|
const sizeInMB = stats.size / 1024 / 1024;
|
|
|
|
if (stats.size < 1024 * 1024) {
|
|
return false;
|
|
}
|
|
|
|
// Check if file is under 1.5 GB (incomplete download)
|
|
if (sizeInMB < 1500) {
|
|
console.log(`[PWR Validation] File appears incomplete: ${sizeInMB.toFixed(2)} MB < 1.5 GB`);
|
|
return false;
|
|
}
|
|
|
|
// Basic file header validation (PWR files should have specific headers)
|
|
const buffer = fs.readFileSync(filePath, { start: 0, end: 20 });
|
|
if (buffer.length < 10) {
|
|
return false;
|
|
}
|
|
|
|
// Check for common PWR magic bytes or patterns
|
|
// This is a basic check - could be enhanced with actual PWR format specification
|
|
const header = buffer.toString('hex', 0, 10);
|
|
console.log(`[PWR Validation] File header: ${header}`);
|
|
|
|
return true;
|
|
} catch (error) {
|
|
console.error(`[PWR Validation] Error:`, error.message);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
module.exports = {
|
|
downloadPWR,
|
|
retryPWRDownload,
|
|
applyPWR,
|
|
updateGameFiles,
|
|
isGameInstalled,
|
|
installGame,
|
|
uninstallGame,
|
|
isGameInstalled,
|
|
installGame,
|
|
uninstallGame,
|
|
checkExistingGameInstallation,
|
|
repairGame
|
|
};
|