mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-24 00:23:49 +01:00
251 lines
8.1 KiB
JavaScript
251 lines
8.1 KiB
JavaScript
/* eslint-disable no-process-exit */
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/* eslint-disable @typescript-eslint/no-var-requires */
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const { app, dialog, BrowserWindow, ipcMain, protocol } = require("electron");
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const log = require("electron-log");
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log.catchErrors();
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// This handler must be set ASAP to prevent ghost processes.
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process.on("uncaughtException", function () {
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// The exception will be logged by electron-log.
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app.quit();
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process.exit(1);
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});
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// This handler must be set ASAP to prevent ghost processes.
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app.on("window-all-closed", () => {
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log.info("Quitting the app...");
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app.quit();
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process.exit(0);
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});
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const greenworks = require("./greenworks");
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const api = require("./api-server");
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const gameWindow = require("./gameWindow");
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const achievements = require("./achievements");
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const utils = require("./utils");
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const storage = require("./storage");
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const debounce = require("lodash/debounce");
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const Store = require("electron-store");
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const store = new Store();
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const path = require("path");
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const { realpathSync } = require("fs");
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const { fileURLToPath } = require("url");
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log.transports.file.level = store.get("file-log-level", "info");
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log.transports.console.level = store.get("console-log-level", "debug");
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log.info(`Started app: ${JSON.stringify(process.argv)}`);
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// We want to fail gracefully if we cannot connect to Steam
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try {
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if (greenworks && greenworks.init()) {
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log.info("Steam API has been initialized.");
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} else {
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const error = "Steam API has failed to initialize.";
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log.warn(error);
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global.greenworksError = error;
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}
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} catch (ex) {
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log.warn(ex.message);
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global.greenworksError = ex.message;
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}
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let isRestoreDisabled = false;
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function setStopProcessHandler(app, window) {
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const closingWindowHandler = async (e) => {
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// We need to prevent the default closing event to add custom logic
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e.preventDefault();
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// First we clear the achievement timer
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achievements.disableAchievementsInterval(window);
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// Shutdown the http server
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api.disable();
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// Trigger debounced saves right now before closing
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try {
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await saveToDisk.flush();
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} catch (error) {
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log.error(error);
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}
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try {
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await saveToCloud.flush();
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} catch (error) {
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log.error(error);
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}
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// We'll try to execute javascript on the page to see if we're stuck
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let canRunJS = false;
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window.webContents.executeJavaScript("window.stop(); document.close()", true).then(() => (canRunJS = true));
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setTimeout(() => {
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// Wait a few milliseconds to prevent a race condition before loading the exit screen
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window.webContents.stop();
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window.loadFile("exit.html");
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}, 20);
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// Wait 200ms, if the promise has not yet resolved, let's crash the process since we're possibly in a stuck scenario
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setTimeout(() => {
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if (!canRunJS) {
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// We're stuck, let's crash the process
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log.warn("Forcefully crashing the renderer process");
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window.webContents.forcefullyCrashRenderer();
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}
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log.debug("Destroying the window");
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window.destroy();
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}, 200);
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};
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const clearWindowHandler = () => {
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window = null;
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};
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const receivedGameReadyHandler = async (event, arg) => {
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if (!window) return log.warn("Window was undefined in game info handler");
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log.debug("Received game information", arg);
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window.gameInfo = { ...arg };
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await storage.prepareSaveFolders(window);
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const restoreNewest = store.get("onload-restore-newest", true);
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if (restoreNewest && !isRestoreDisabled) {
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try {
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await storage.restoreIfNewerExists(window);
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} catch (error) {
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log.error("Could not restore newer file", error);
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}
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}
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};
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const receivedDisableRestoreHandler = async (event, arg) => {
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if (!window) return log.warn("Window was undefined in disable import handler");
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log.debug(`Disabling auto-restore for ${arg.duration}ms.`);
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isRestoreDisabled = true;
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setTimeout(() => {
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isRestoreDisabled = false;
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log.debug("Re-enabling auto-restore");
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}, arg.duration);
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};
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const receivedGameSavedHandler = async (event, arg) => {
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if (!window) return log.warn("Window was undefined in game saved handler");
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const { save, ...other } = arg;
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log.silly("Received game saved info", { ...other, save: `${save.length} bytes` });
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if (storage.isAutosaveEnabled()) {
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saveToDisk(save, arg.fileName);
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}
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if (storage.isCloudEnabled()) {
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const minimumPlaytime = 1000 * 60 * 15;
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const playtime = window.gameInfo.player.playtime;
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log.silly(window.gameInfo);
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if (playtime > minimumPlaytime) {
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saveToCloud(save);
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} else {
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log.debug(`Auto-save to cloud disabled for save game under ${minimumPlaytime}ms (${playtime}ms)`);
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}
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}
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};
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const saveToCloud = debounce(
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async (save) => {
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log.debug("Saving to Steam Cloud ...");
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try {
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const playerId = window.gameInfo.player.identifier;
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await storage.pushSaveDataToSteamCloud(save, playerId);
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log.silly("Saved Game to Steam Cloud");
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} catch (error) {
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log.error(error);
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utils.writeToast(window, "Could not save to Steam Cloud.", "error", 5000);
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}
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},
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store.get("cloud-save-min-time", 1000 * 60 * 15),
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{ leading: true },
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);
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const saveToDisk = debounce(
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async (save, fileName) => {
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log.debug("Saving to Disk ...");
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try {
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const file = await storage.saveGameToDisk(window, { save, fileName });
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log.silly(`Saved Game to '${file.replaceAll("\\", "\\\\")}'`);
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} catch (error) {
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log.error(error);
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utils.writeToast(window, "Could not save to disk", "error", 5000);
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}
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},
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store.get("disk-save-min-time", 1000 * 60 * 5),
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{ leading: true },
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);
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log.debug("Adding closing handlers");
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ipcMain.on("push-game-ready", receivedGameReadyHandler);
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ipcMain.on("push-game-saved", receivedGameSavedHandler);
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ipcMain.on("push-disable-restore", receivedDisableRestoreHandler);
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window.on("closed", clearWindowHandler);
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window.on("close", closingWindowHandler);
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}
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async function startWindow(noScript) {
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return gameWindow.createWindow(noScript);
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}
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global.app_handlers = {
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stopProcess: setStopProcessHandler,
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};
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app.on("ready", async () => {
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// Intercept file protocol requests and only let valid requests through
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protocol.interceptFileProtocol("file", ({ url, method }, callback) => {
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let filePath;
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let realPath;
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let relativePath;
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/**
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* "realpathSync" will throw an error if "filePath" points to a non-existent file. If an error is thrown here, the
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* electron app will crash immediately. We can use fs.existsSync to check "filePath" before using it, but it's best
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* to try-catch the entire code block and avoid unexpected issues.
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*/
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try {
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filePath = fileURLToPath(url);
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realPath = realpathSync(filePath);
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relativePath = path.relative(__dirname, realPath);
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// Only allow access to files in "dist" folder or html files in the same directory
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if (method === "GET" && (relativePath.startsWith("dist") || relativePath.match(/^[a-zA-Z-_]*\.html/))) {
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callback(realPath);
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return;
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}
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} catch (error) {
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log.error(error);
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}
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log.error(
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`Tried to access a page outside the sandbox. Url: ${url}. FilePath: ${filePath}. RealPath: ${realPath}.` +
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` __dirname: ${__dirname}. RelativePath: ${relativePath}. Method: ${method}.`,
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);
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callback({ statusCode: 403 });
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});
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log.info("Application is ready!");
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if (process.argv.includes("--export-save")) {
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const window = new BrowserWindow({ show: false });
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await window.loadFile("export.html");
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window.show();
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setStopProcessHandler(app, window);
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await utils.exportSave(window);
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} else {
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const window = await startWindow(process.argv.includes("--no-scripts"));
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if (global.greenworksError) {
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await dialog.showMessageBox(window, {
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title: "Bitburner",
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message: "Could not connect to Steam",
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detail: `${global.greenworksError}\n\nYou won't be able to receive achievements until this is resolved and you restart the game.`,
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type: "warning",
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buttons: ["OK"],
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});
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}
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}
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});
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