Files
bitburner-src/electron/main.js

275 lines
9.1 KiB
JavaScript

/* eslint-disable no-process-exit */
/* eslint-disable @typescript-eslint/no-var-requires */
const { app, dialog, BrowserWindow, ipcMain, protocol, net } = require("electron");
const log = require("electron-log");
log.catchErrors();
// This handler must be set ASAP to prevent ghost processes.
process.on("uncaughtException", function () {
// The exception will be logged by electron-log.
app.quit();
process.exit(1);
});
// This handler must be set ASAP to prevent ghost processes.
app.on("window-all-closed", () => {
log.info("Quitting the app...");
app.quit();
process.exit(0);
});
require("./steamworksUtils");
const gameWindow = require("./gameWindow");
const utils = require("./utils");
const storage = require("./storage");
const debounce = require("lodash/debounce");
const Store = require("electron-store");
const store = new Store();
const path = require("path");
const { realpathSync } = require("fs");
const { fileURLToPath, format } = require("url");
utils.initializeLogLevelConfig();
// Apply config of log levels.
log.transports.file.level = store.get("file-log-level");
log.transports.console.level = store.get("console-log-level");
log.info(`Started app: ${JSON.stringify(process.argv)}`);
let isRestoreDisabled = false;
function setStopProcessHandler(window) {
const closingWindowHandler = async (e) => {
// We need to prevent the default closing event to add custom logic
e.preventDefault();
// 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);
}
// 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 receivedGameReadyHandler = async (event, arg) => {
if (!window) return log.warn("Window was undefined in game info handler");
log.debug("Received game information", arg);
window.gameInfo = { ...arg };
await storage.prepareSaveFolders(window);
const restoreNewest = store.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 = (event, arg) => {
if (!window) return log.warn("Window was undefined in disable import handler");
log.debug(`Disabling auto-restore for ${arg.duration}ms.`);
isRestoreDisabled = true;
setTimeout(() => {
isRestoreDisabled = false;
log.debug("Re-enabling auto-restore");
}, arg.duration);
};
const receivedGameSavedHandler = (event, arg) => {
if (!window) return log.warn("Window was undefined in game saved handler");
const { save, ...other } = arg;
log.silly("Received game saved info", { ...other, save: `${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.pushSaveDataToSteamCloud(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);
}
},
store.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);
}
},
store.get("disk-save-min-time", 1000 * 60 * 5),
{ leading: true },
);
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);
}
async function startWindow(noScript) {
return gameWindow.createWindow(noScript);
}
global.app_handlers = {
stopProcess: setStopProcessHandler,
};
let window;
app.on("ready", async () => {
const gotTheLock = app.requestSingleInstanceLock();
if (!gotTheLock) {
await dialog.showMessageBox(undefined, {
title: "Bitburner",
message: "Failed to launch",
detail: "Bitburner is already running. Please do not launch the game multiple times.",
type: "error",
buttons: ["OK"],
});
app.quit();
return;
}
app.on("second-instance", (event, commandLine, workingDirectory, additionalData) => {
log.error("A second instance is launched", event, commandLine, workingDirectory, additionalData);
// The player tried to run a second instance. We should focus the current window.
if (!window) {
return;
}
if (window.isMinimized()) {
window.restore();
}
window.focus();
});
// Intercept file protocol requests and only let valid requests through
protocol.handle("file", ({ url, method }) => {
let filePath;
let realPath;
let relativePath;
/**
* "realpathSync" will throw an error if "filePath" points to a non-existent file. If an error is thrown here, the
* Electron app will not write any error logs, and the request will fail silently. We can use fs.existsSync to check
* "filePath" before using it, but it's best to try-catch the entire code block.
*/
try {
filePath = fileURLToPath(url);
realPath = realpathSync(filePath);
relativePath = path.relative(__dirname, realPath);
// Only allow access to files in "dist" folder or html files in the same directory
if (method === "GET" && (relativePath.startsWith("dist") || relativePath.match(/^[a-zA-Z-_]*\.html/))) {
return net
.fetch(
/**
* On Windows, passing realPath (e.g., "C:\path") directly to net.fetch is okay, but on Linux, passing
* realPath (e.g., /path) like that throws an error (TypeError: Failed to parse URL from /path). We have to
* convert it to a file:// URL.
*/
format({ pathname: realPath, protocol: "file" }),
{
/**
* By default, requests made by net.fetch go through custom protocol handlers, so we have to explicitly tell it
* to bypass those handlers; otherwise, it creates an infinite loop.
*
* Ref: https://github.com/electron/electron/issues/39402
*/
bypassCustomProtocolHandlers: true,
},
)
.catch((error) => log.error(error));
}
} catch (error) {
log.error(error);
}
log.error(
`Tried to access a page outside the sandbox. Url: ${url}. FilePath: ${filePath}. RealPath: ${realPath}.` +
` __dirname: ${__dirname}. RelativePath: ${relativePath}. Method: ${method}.`,
);
return new Response(null, { status: 403 });
});
log.info("Application is ready!");
if (process.argv.includes("--export-save")) {
window = new BrowserWindow({ show: false });
await window.loadFile("export.html");
window.show();
setStopProcessHandler(window);
await utils.exportSave(window);
} else {
window = await startWindow(process.argv.includes("--no-scripts"));
if (global.steamworksError) {
await dialog.showMessageBox(window, {
title: "Bitburner",
message: "Could not connect to Steam",
detail: `${global.steamworksError.message}\n\nYou won't be able to receive achievements until this is resolved and you restart the game.`,
type: "warning",
buttons: ["OK"],
});
}
}
});