Rewrote frontend download download function to make use of forked processes. This means that the download runs in full async (essentially in a separate thread). Updated the discord wrapper to be more dynamic. Updated auth manager to use async/await.

This commit is contained in:
Daniel Scalzi
2018-01-18 23:45:50 -05:00
parent 1d10b0209a
commit d4d7be7c47
5 changed files with 249 additions and 112 deletions

View File

@@ -1,3 +1,4 @@
const cp = require('child_process')
const path = require('path')
const {AssetGuard} = require(path.join(__dirname, 'assets', 'js', 'assetguard.js'))
const ProcessBuilder = require(path.join(__dirname, 'assets', 'js', 'processbuilder.js'))
@@ -8,14 +9,25 @@ const AuthManager = require(path.join(__dirname, 'assets', 'js', 'authmanager.js
let mojangStatusListener
// Launch Elements
let launch_content, launch_details, launch_progress, launch_progress_label, launch_details_text
// Synchronous Listener
document.addEventListener('readystatechange', function(){
if (document.readyState === 'interactive'){
// Save a reference to the launch elements.
launch_content = document.getElementById('launch_content')
launch_details = document.getElementById('launch_details')
launch_progress = document.getElementById('launch_progress')
launch_progress_label = document.getElementById('launch_progress_label')
launch_details_text = document.getElementById('launch_details_text')
// Bind launch button
document.getElementById('launch_button').addEventListener('click', function(e){
console.log('Launching game..')
testdownloads()
//testdownloads()
dlAsync()
})
// TODO convert this to dropdown menu.
@@ -58,104 +70,180 @@ document.addEventListener('readystatechange', function(){
}
}, false)
// Keep reference to AssetGuard object temporarily
let tracker;
// Keep reference to Minecraft Process
let proc
// Is DiscordRPC enabled
let hasRPC = false
// Joined server regex
const servJoined = /[[0-2][0-9]:[0-6][0-9]:[0-6][0-9]\] \[Client thread\/INFO\]: \[CHAT\] [a-zA-Z0-9_]{1,16} joined the game/g
const gameJoined = /\[[0-2][0-9]:[0-6][0-9]:[0-6][0-9]\] \[Client thread\/WARN\]: Skipping bad option: lastServer:/g
const gameJoined2 = /\[[0-2][0-9]:[0-6][0-9]:[0-6][0-9]\] \[Client thread\/INFO\]: Created: \d+x\d+ textures-atlas/g
testdownloads = async function(){
let aEx
let currentProc
let serv
let versionData
let forgeData
if(ConfigManager.getSelectedAccount() == null){
console.error('login first.')
//in devtools AuthManager.addAccount(username, pass)
return
function dlAsync(login = true){
// Login parameter is temporary for debug purposes. Allows testing the validation/downloads without
// launching the game.
if(login) {
if(ConfigManager.getSelectedAccount() == null){
console.error('login first.')
//in devtools AuthManager.addAccount(username, pass)
return
}
}
const content = document.getElementById('launch_content')
const details = document.getElementById('launch_details')
const progress = document.getElementById('launch_progress')
const progress_text = document.getElementById('launch_progress_label')
const det_text = document.getElementById('launch_details_text')
launch_details_text.innerHTML = 'Please wait..'
launch_progress.setAttribute('max', '100')
launch_details.style.display = 'flex'
launch_content.style.display = 'none'
det_text.innerHTML = 'Please wait..'
progress.setAttribute('max', '100')
details.style.display = 'flex'
content.style.display = 'none'
aEx = cp.fork(path.join(__dirname, 'assets', 'js', 'assetexec.js'), [
ConfigManager.getGameDirectory(),
ConfigManager.getJavaExecutable()
])
tracker = new AssetGuard(ConfigManager.getGameDirectory(), ConfigManager.getJavaExecutable())
aEx.on('message', (m) => {
if(currentProc === 'validateDistribution'){
det_text.innerHTML = 'Loading server information..'
const serv = await tracker.validateDistribution(ConfigManager.getSelectedServer())
progress.setAttribute('value', 20)
progress_text.innerHTML = '20%'
console.log('forge stuff done')
launch_progress.setAttribute('value', 20)
launch_progress_label.innerHTML = '20%'
serv = m.result
console.log('forge stuff done')
det_text.innerHTML = 'Loading version information..'
const versionData = await tracker.loadVersionData(serv.mc_version)
progress.setAttribute('value', 40)
progress_text.innerHTML = '40%'
// Begin version load.
launch_details_text.innerHTML = 'Loading version information..'
currentProc = 'loadVersionData'
aEx.send({task: 0, content: currentProc, argsArr: [serv.mc_version]})
det_text.innerHTML = 'Validating asset integrity..'
await tracker.validateAssets(versionData)
progress.setAttribute('value', 60)
progress_text.innerHTML = '60%'
console.log('assets done')
} else if(currentProc === 'loadVersionData'){
det_text.innerHTML = 'Validating library integrity..'
await tracker.validateLibraries(versionData)
progress.setAttribute('value', 80)
progress_text.innerHTML = '80%'
console.log('libs done')
launch_progress.setAttribute('value', 40)
launch_progress_label.innerHTML = '40%'
versionData = m.result
det_text.innerHTML = 'Validating miscellaneous file integrity..'
await tracker.validateMiscellaneous(versionData)
progress.setAttribute('value', 100)
progress_text.innerHTML = '100%'
console.log('files done')
// Begin asset validation.
launch_details_text.innerHTML = 'Validating asset integrity..'
currentProc = 'validateAssets'
aEx.send({task: 0, content: currentProc, argsArr: [versionData]})
det_text.innerHTML = 'Downloading files..'
tracker.on('totaldlprogress', function(data){
progress.setAttribute('max', data.total)
progress.setAttribute('value', data.acc)
progress_text.innerHTML = parseInt((data.acc/data.total)*100) + '%'
})
} else if(currentProc === 'validateAssets'){
tracker.on('dlcomplete', async function(){
launch_progress.setAttribute('value', 60)
launch_progress_label.innerHTML = '60%'
console.log('assets done')
det_text.innerHTML = 'Preparing to launch..'
const forgeData = await tracker.loadForgeData(serv.id)
const authUser = await AuthManager.validateSelected()
let pb = new ProcessBuilder(ConfigManager.getGameDirectory(), serv, versionData, forgeData, authUser)
det_text.innerHTML = 'Launching game..'
let proc;
try{
proc = pb.build()
det_text.innerHTML = 'Done. Enjoy the server!'
const tempListener = function(data){
if(data.indexOf('[Client thread/INFO]: -- System Details --') > -1){
details.style.display = 'none'
content.style.display = 'inline-flex'
proc.stdout.removeListener('data', tempListener)
// Begin library validation.
launch_details_text.innerHTML = 'Validating library integrity..'
currentProc = 'validateLibraries'
aEx.send({task: 0, content: currentProc, argsArr: [versionData]})
} else if(currentProc === 'validateLibraries'){
launch_progress.setAttribute('value', 80)
launch_progress_label.innerHTML = '80%'
console.log('libs done')
// Begin miscellaneous validation.
launch_details_text.innerHTML = 'Validating miscellaneous file integrity..'
currentProc = 'validateMiscellaneous'
aEx.send({task: 0, content: currentProc, argsArr: [versionData]})
} else if(currentProc === 'validateMiscellaneous'){
launch_progress.setAttribute('value', 100)
launch_progress_label.innerHTML = '100%'
console.log('files done')
launch_details_text.innerHTML = 'Downloading files..'
currentProc = 'processDlQueues'
aEx.send({task: 0, content: currentProc})
} else if(currentProc === 'processDlQueues'){
if(m.task === 0){
remote.getCurrentWindow().setProgressBar(m.value/m.total)
launch_progress.setAttribute('max', m.total)
launch_progress.setAttribute('value', m.value)
launch_progress_label.innerHTML = m.percent + '%'
} else if(m.task === 1){
remote.getCurrentWindow().setProgressBar(-1)
launch_details_text.innerHTML = 'Preparing to launch..'
currentProc = 'loadForgeData'
aEx.send({task: 0, content: currentProc, argsArr: [serv.id]})
} else {
console.error('Unknown download data type.', m)
}
} else if(currentProc === 'loadForgeData'){
forgeData = m.result
if(login) {
//if(!(await AuthManager.validateSelected())){
//
//}
const authUser = ConfigManager.getSelectedAccount();
console.log('authu', authUser)
let pb = new ProcessBuilder(ConfigManager.getGameDirectory(), serv, versionData, forgeData, authUser)
launch_details_text.innerHTML = 'Launching game..'
try{
proc = pb.build()
launch_details_text.innerHTML = 'Done. Enjoy the server!'
const tempListener = function(data){
if(data.indexOf('[Client thread/INFO]: -- System Details --') > -1){
launch_details.style.display = 'none'
launch_content.style.display = 'inline-flex'
if(hasRPC){
DiscordWrapper.updateDetails('Loading game..')
}
proc.stdout.removeListener('data', tempListener)
}
}
const gameStateChange = function(data){
if(servJoined.test(data)){
DiscordWrapper.updateDetails('Exploring the Realm!')
} else if(gameJoined.test(data)){
DiscordWrapper.updateDetails('Idling on Main Menu')
}
}
proc.stdout.on('data', tempListener)
proc.stdout.on('data', gameStateChange)
// Init Discord Hook (Untested)
const distro = AssetGuard.retrieveDistributionDataSync(ConfigManager.getGameDirectory)
if(distro.discord != null && serv.discord != null){
DiscordWrapper.initRPC(distro.discord, serv.discord)
hasRPC = true
proc.on('close', (code, signal) => {
console.log('Shutting down Discord Rich Presence..')
DiscordWrapper.shutdownRPC()
hasRPC = false
proc = null
})
}
} catch(err) {
//launch_details_text.innerHTML = 'Error: ' + err.message;
launch_details_text.innerHTML = 'Error: See log for details..';
console.log(err)
setTimeout(function(){
launch_details.style.display = 'none'
launch_content.style.display = 'inline-flex'
}, 5000)
}
}
proc.stdout.on('data', tempListener)
// Init Discord Hook (Untested)
const distro = AssetGuard.retrieveDistributionDataSync(ConfigManager.getGameDirectory)
if(distro.discord != null && serv.discord != null){
DiscordWrapper.initRPC(distro.discord, serv.discord)
proc.on('close', (code, signal) => {
DiscordWrapper.shutdownRPC()
})
}
} catch(err) {
//det_text.innerHTML = 'Error: ' + err.message;
det_text.innerHTML = 'Error: See log for details..';
console.log(err)
setTimeout(function(){
details.style.display = 'none'
content.style.display = 'inline-flex'
}, 5000)
// Disconnect from AssetExec
aEx.disconnect()
}
// Remove reference to tracker.
tracker = null
})
tracker.processDlQueues()
launch_details_text.innerHTML = 'Loading server information..'
currentProc = 'validateDistribution'
aEx.send({task: 0, content: currentProc, argsArr: [ConfigManager.getSelectedServer()]})
}