bitburner-src/electron/main.js
Martin Fournier bc0791840f Add launch option to directly export save game
If --export-save is set, it will not launch the index.html and instead
launch a blank page. It then reads from the IndexedDb to fetch the
bitburnerSave value and prompts a save file dialog.
2021-12-30 11:51:15 -05:00

105 lines
3.1 KiB
JavaScript

/* eslint-disable no-process-exit */
/* eslint-disable @typescript-eslint/no-var-requires */
const { app, 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();
// 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"));
}
});