bitburner-src/electron/main.js

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/* eslint-disable no-process-exit */
/* eslint-disable @typescript-eslint/no-var-requires */
const { app, dialog, BrowserWindow } = require("electron");
const log = require("electron-log");
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const greenworks = require("./greenworks");
const api = require("./api-server");
const gameWindow = require("./gameWindow");
const achievements = require("./achievements");
const utils = require("./utils");
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log.catchErrors();
log.info(`Started app: ${JSON.stringify(process.argv)}`);
process.on('uncaughtException', function () {
// The exception will already have been logged by electron-log
process.exit(1);
});
// We want to fail gracefully if we cannot connect to Steam
try {
if (greenworks.init()) {
log.info("Steam API has been initialized.");
} else {
const error = "Steam API has failed to initialize.";
log.warn(error);
global.greenworksError = error;
}
} catch (ex) {
log.warn(ex.message);
global.greenworksError = ex.message;
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}
function setStopProcessHandler(app, window, enabled) {
const closingWindowHandler = async (e) => {
// We need to prevent the default closing event to add custom logic
e.preventDefault();
// First we clear the achievement timer
achievements.disableAchievementsInterval(window);
// Shutdown the http server
api.disable();
// Because of a steam limitation, if the player has launched an external browser,
// steam will keep displaying the game as "Running" in their UI as long as the browser is up.
// So we'll alert the player to close their browser.
if (global.app_playerOpenedExternalLink) {
await dialog.showMessageBox({
title: 'Bitburner',
message: 'You may have to close your browser to properly exit the game.',
detail: 'Steam will keep tracking Bitburner as "Running" if any process started within the game is still running.' +
' This includes launching an external link, which opens up your browser.',
type: 'warning', buttons: ['OK']
});
}
// We'll try to execute javascript on the page to see if we're stuck
let canRunJS = false;
window.webContents.executeJavaScript('window.stop(); document.close()', true)
.then(() => canRunJS = true);
setTimeout(() => {
// Wait a few milliseconds to prevent a race condition before loading the exit screen
window.webContents.stop();
window.loadFile("exit.html")
}, 20);
// Wait 200ms, if the promise has not yet resolved, let's crash the process since we're possibly in a stuck scenario
setTimeout(() => {
if (!canRunJS) {
// We're stuck, let's crash the process
log.warn('Forcefully crashing the renderer process');
window.webContents.forcefullyCrashRenderer();
}
log.debug('Destroying the window');
window.destroy();
}, 200);
}
const clearWindowHandler = () => {
window = null;
};
const stopProcessHandler = () => {
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log.info('Quitting the app...');
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app.isQuiting = true;
app.quit();
process.exit(0);
};
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if (enabled) {
log.debug('Adding closing handlers');
window.on("closed", clearWindowHandler);
window.on("close", closingWindowHandler)
app.on("window-all-closed", stopProcessHandler);
} else {
log.debug('Removing closing handlers');
window.removeListener("closed", clearWindowHandler);
window.removeListener("close", closingWindowHandler);
app.removeListener("window-all-closed", stopProcessHandler);
}
}
async function startWindow(noScript) {
return gameWindow.createWindow(noScript);
}
global.app_handlers = {
stopProcess: setStopProcessHandler,
createWindow: startWindow,
}
app.whenReady().then(async () => {
log.info('Application is ready!');
if (process.argv.includes("--export-save")) {
const window = new BrowserWindow({ show: false });
await window.loadFile("export.html", false);
window.show();
setStopProcessHandler(app, window, true);
await utils.exportSave(window);
} else {
const window = await startWindow(process.argv.includes("--no-scripts"));
if (global.greenworksError) {
await dialog.showMessageBox(window, {
title: "Bitburner",
message: "Could not connect to Steam",
detail: `${global.greenworksError}\n\nYou won't be able to receive achievements until this is resolved and you restart the game.`,
type: 'warning', buttons: ['OK']
});
}
}
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});