mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-23 14:42:28 +01:00
117 lines
3.8 KiB
JavaScript
117 lines
3.8 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 } = 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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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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if (greenworks.init()) {
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log.info("Steam API has been initialized.");
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} else {
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log.warn("Steam API has failed to initialize.");
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}
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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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// 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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if (enabled) {
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log.debug('Adding closing handlers');
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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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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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function startWindow(noScript) {
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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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startWindow(process.argv.includes("--no-scripts"));
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}
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});
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