mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-12 09:23:18 +01:00
249 lines
7.8 KiB
JavaScript
249 lines
7.8 KiB
JavaScript
/* eslint-disable no-process-exit */
|
|
/* eslint-disable @typescript-eslint/no-var-requires */
|
|
const { app, dialog, BrowserWindow, ipcMain } = 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");
|
|
const storage = require("./storage");
|
|
const debounce = require("lodash/debounce");
|
|
const Config = require("electron-config");
|
|
const config = new Config();
|
|
|
|
log.transports.file.level = config.get("file-log-level", "info");
|
|
log.transports.console.level = config.get("console-log-level", "debug");
|
|
|
|
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 && 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;
|
|
}
|
|
|
|
let isRestoreDisabled = false;
|
|
|
|
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();
|
|
|
|
// Trigger debounced saves right now before closing
|
|
try {
|
|
await saveToDisk.flush();
|
|
} catch (error) {
|
|
log.error(error);
|
|
}
|
|
try {
|
|
await saveToCloud.flush();
|
|
} catch (error) {
|
|
log.error(error);
|
|
}
|
|
|
|
// 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);
|
|
};
|
|
|
|
const receivedGameReadyHandler = async (event, arg) => {
|
|
if (!window) {
|
|
log.warn("Window was undefined in game info handler");
|
|
return;
|
|
}
|
|
|
|
log.debug("Received game information", arg);
|
|
window.gameInfo = { ...arg };
|
|
await storage.prepareSaveFolders(window);
|
|
|
|
const restoreNewest = config.get("onload-restore-newest", true);
|
|
if (restoreNewest && !isRestoreDisabled) {
|
|
try {
|
|
await storage.restoreIfNewerExists(window);
|
|
} catch (error) {
|
|
log.error("Could not restore newer file", error);
|
|
}
|
|
}
|
|
};
|
|
|
|
const receivedDisableRestoreHandler = async (event, arg) => {
|
|
if (!window) {
|
|
log.warn("Window was undefined in disable import handler");
|
|
return;
|
|
}
|
|
|
|
log.debug(`Disabling auto-restore for ${arg.duration}ms.`);
|
|
isRestoreDisabled = true;
|
|
setTimeout(() => {
|
|
isRestoreDisabled = false;
|
|
log.debug("Re-enabling auto-restore");
|
|
}, arg.duration);
|
|
};
|
|
|
|
const receivedGameSavedHandler = async (event, arg) => {
|
|
if (!window) {
|
|
log.warn("Window was undefined in game saved handler");
|
|
return;
|
|
}
|
|
|
|
const { save, ...other } = arg;
|
|
log.silly("Received game saved info", { ...other, save: `${save.length} bytes` });
|
|
|
|
if (storage.isAutosaveEnabled()) {
|
|
saveToDisk(save, arg.fileName);
|
|
}
|
|
if (storage.isCloudEnabled()) {
|
|
const minimumPlaytime = 1000 * 60 * 15;
|
|
const playtime = window.gameInfo.player.playtime;
|
|
log.silly(window.gameInfo);
|
|
if (playtime > minimumPlaytime) {
|
|
saveToCloud(save);
|
|
} else {
|
|
log.debug(`Auto-save to cloud disabled for save game under ${minimumPlaytime}ms (${playtime}ms)`);
|
|
}
|
|
}
|
|
};
|
|
|
|
const saveToCloud = debounce(
|
|
async (save) => {
|
|
log.debug("Saving to Steam Cloud ...");
|
|
try {
|
|
const playerId = window.gameInfo.player.identifier;
|
|
await storage.pushGameSaveToSteamCloud(save, playerId);
|
|
log.silly("Saved Game to Steam Cloud");
|
|
} catch (error) {
|
|
log.error(error);
|
|
utils.writeToast(window, "Could not save to Steam Cloud.", "error", 5000);
|
|
}
|
|
},
|
|
config.get("cloud-save-min-time", 1000 * 60 * 15),
|
|
{ leading: true },
|
|
);
|
|
|
|
const saveToDisk = debounce(
|
|
async (save, fileName) => {
|
|
log.debug("Saving to Disk ...");
|
|
try {
|
|
const file = await storage.saveGameToDisk(window, { save, fileName });
|
|
log.silly(`Saved Game to '${file.replaceAll("\\", "\\\\")}'`);
|
|
} catch (error) {
|
|
log.error(error);
|
|
utils.writeToast(window, "Could not save to disk", "error", 5000);
|
|
}
|
|
},
|
|
config.get("disk-save-min-time", 1000 * 60 * 5),
|
|
{ leading: true },
|
|
);
|
|
|
|
if (enabled) {
|
|
log.debug("Adding closing handlers");
|
|
ipcMain.on("push-game-ready", receivedGameReadyHandler);
|
|
ipcMain.on("push-game-saved", receivedGameSavedHandler);
|
|
ipcMain.on("push-disable-restore", receivedDisableRestoreHandler);
|
|
window.on("closed", clearWindowHandler);
|
|
window.on("close", closingWindowHandler);
|
|
app.on("window-all-closed", stopProcessHandler);
|
|
} else {
|
|
log.debug("Removing closing handlers");
|
|
ipcMain.removeAllListeners();
|
|
window.removeListener("closed", clearWindowHandler);
|
|
window.removeListener("close", closingWindowHandler);
|
|
app.removeListener("window-all-closed", stopProcessHandler);
|
|
}
|
|
}
|
|
|
|
async function startWindow(noScript) {
|
|
return gameWindow.createWindow(noScript);
|
|
}
|
|
|
|
global.app_handlers = {
|
|
stopProcess: setStopProcessHandler,
|
|
createWindow: startWindow,
|
|
};
|
|
|
|
app.whenReady().then(async () => {
|
|
log.info("Application is ready!");
|
|
|
|
if (process.argv.includes("--export-save")) {
|
|
const window = new BrowserWindow({ show: false });
|
|
await window.loadFile("export.html", false);
|
|
window.show();
|
|
setStopProcessHandler(app, window, true);
|
|
await utils.exportSave(window);
|
|
} else {
|
|
const window = await startWindow(process.argv.includes("--no-scripts"));
|
|
if (global.greenworksError) {
|
|
await dialog.showMessageBox(window, {
|
|
title: "Bitburner",
|
|
message: "Could not connect to Steam",
|
|
detail: `${global.greenworksError}\n\nYou won't be able to receive achievements until this is resolved and you restart the game.`,
|
|
type: "warning",
|
|
buttons: ["OK"],
|
|
});
|
|
}
|
|
}
|
|
});
|