/* eslint-disable no-process-exit */ /* eslint-disable @typescript-eslint/no-var-requires */ const { app, dialog, BrowserWindow } = require("electron"); const log = require("electron-log"); const greenworks = require("./greenworks"); const api = require("./api-server"); const gameWindow = require("./gameWindow"); const achievements = require("./achievements"); const utils = require("./utils"); 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); }); if (greenworks.init()) { log.info("Steam API has been initialized."); } else { log.warn("Steam API has failed to initialize."); } 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 = () => { log.info('Quitting the app...'); app.isQuiting = true; app.quit(); process.exit(0); }; 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); } } function startWindow(noScript) { 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 { startWindow(process.argv.includes("--no-scripts")); } });