mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-23 22:52:29 +01:00
d386528627
Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
239 lines
7.7 KiB
JavaScript
239 lines
7.7 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 } = require("electron");
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const log = require("electron-log");
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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 Config = require("electron-config");
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const config = new Config();
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log.transports.file.level = config.get("file-log-level", "info");
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log.transports.console.level = config.get("console-log-level", "debug");
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log.catchErrors();
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log.info(`Started app: ${JSON.stringify(process.argv)}`);
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process.on('uncaughtException', function () {
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// The exception will already have been logged by electron-log
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process.exit(1);
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});
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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.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, enabled) {
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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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// Because of a steam limitation, if the player has launched an external browser,
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// steam will keep displaying the game as "Running" in their UI as long as the browser is up.
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// So we'll alert the player to close their browser.
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if (global.app_playerOpenedExternalLink) {
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await dialog.showMessageBox({
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title: 'Bitburner',
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message: 'You may have to close your browser to properly exit the game.',
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detail: 'Steam will keep tracking Bitburner as "Running" if any process started within the game is still running.' +
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' This includes launching an external link, which opens up your browser.',
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type: 'warning', buttons: ['OK']
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});
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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)
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.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 stopProcessHandler = () => {
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log.info('Quitting the app...');
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app.isQuiting = true;
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app.quit();
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process.exit(0);
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};
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const receivedGameReadyHandler = async (event, arg) => {
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if (!window) {
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log.warn("Window was undefined in game info handler");
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return;
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}
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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 = config.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) {
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log.warn("Window was undefined in disable import handler");
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return;
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}
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log.debug(`Disabling auto-restore for ${arg.duration}ms.`);
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isRestoreDisabled = true;
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setTimeout(() => {
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isRestoreDisabled = false;
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log.debug("Re-enabling auto-restore");
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}, arg.duration);
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}
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const receivedGameSavedHandler = async (event, arg) => {
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if (!window) {
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log.warn("Window was undefined in game saved handler");
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return;
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}
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const { save, ...other } = arg;
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log.silly("Received game saved info", {...other, save: `${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(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.pushGameSaveToSteamCloud(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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}, config.get("cloud-save-min-time", 1000 * 60 * 15), { leading: true });
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const saveToDisk = debounce(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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}, config.get("disk-save-min-time", 1000 * 60 * 5), { leading: true });
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if (enabled) {
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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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app.on("window-all-closed", stopProcessHandler);
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} else {
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log.debug("Removing closing handlers");
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ipcMain.removeAllListeners();
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window.removeListener("closed", clearWindowHandler);
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window.removeListener("close", closingWindowHandler);
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app.removeListener("window-all-closed", stopProcessHandler);
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}
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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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createWindow: startWindow,
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}
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app.whenReady().then(async () => {
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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", false);
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window.show();
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setStopProcessHandler(app, window, true);
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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', buttons: ['OK']
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});
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}
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}
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});
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