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author0neGal <mail@0negal.com>2022-01-17 00:43:53 +0100
committer0neGal <mail@0negal.com>2022-01-17 00:43:53 +0100
commitd92c4523ec92fb46b092308d9b1f3e38aff3a7d9 (patch)
tree86013cbaa3094938777c1fb6c108f1a1952bd5d4 /src
parent4d0ef0ca26afc9dc70fbc942dd05beca19e2f0a6 (diff)
downloadViper-d92c4523ec92fb46b092308d9b1f3e38aff3a7d9.tar.gz
Viper-d92c4523ec92fb46b092308d9b1f3e38aff3a7d9.zip
first draft on documentation/adding comments
Currently I've only added documentation in the utils.js file, however I'll add the other files later on, along with likely changing up the documentation in here.
Diffstat (limited to 'src')
-rw-r--r--src/utils.js105
1 files changed, 96 insertions, 9 deletions
diff --git a/src/utils.js b/src/utils.js
index e6fa5b0..797afe5 100644
--- a/src/utils.js
+++ b/src/utils.js
@@ -17,17 +17,22 @@ const { https } = require("follow-redirects");
process.chdir(app.getPath("appData"));
+// Base settings
var settings = {
gamepath: "",
lang: "en-US",
autoupdate: true,
zip: "/northstar.zip",
+
+ // These files won't be overwritten when installing/updating
+ // Northstar, useful for config file.
excludes: [
"ns_startup_args.txt",
"ns_startup_args_dedi.txt"
]
}
+// Creates the settings file with the base settings if it doesn't exist.
if (fs.existsSync("viper.json")) {
settings = {...settings, ...JSON.parse(fs.readFileSync("viper.json", "utf8"))};
settings.zip = path.join(settings.gamepath + "/northstar.zip");
@@ -35,10 +40,14 @@ if (fs.existsSync("viper.json")) {
console.log(lang("general.missingpath"));
}
-
+// A simple function that checks if the game is running, which we use to
+// not update Northstar when it is running.
async function isGameRunning() {
return new Promise(resolve => {
let procs = ["Titanfall2.exe", "Titanfall2-unpacked.exe", "NorthstarLauncher.exe"];
+ // While we could use a Node module to do this instead, I
+ // decided not to do so. As this achieves exactly the same
+ // thing. And it's not much more clunky.
let cmd = (() => {
switch (process.platform) {
case "linux": return "ps -A";
@@ -59,6 +68,10 @@ async function isGameRunning() {
});
}
+// Handles auto updating Northstar.
+//
+// It uses isGameRunning() to ensure it doesn't run while the game is
+// running, as that may have all kinds of issues.
northstar_auto_updates: {
if (!settings.autoupdate || !fs.existsSync("viper.json") || settings.gamepath.length === 0) {
break northstar_auto_updates;
@@ -69,6 +82,7 @@ northstar_auto_updates: {
let distantVersion = await requests.getLatestNsVersion();
console.log(lang("cli.autoupdates.checking"));
+ // Checks if NS is outdated
if (localVersion !== distantVersion) {
console.log(lang("cli.autoupdates.available"));
if (await isGameRunning()) {
@@ -87,7 +101,9 @@ northstar_auto_updates: {
setTimeout(
_checkForUpdates,
- 15 * 60 * 1000 // update checking interval must be bigger than cache validity duration
+ 15 * 60 * 1000
+ // interval in between each update check
+ // by default 15 minutes.
);
}
@@ -95,10 +111,14 @@ northstar_auto_updates: {
}
+// Requests to set the game path
+//
+// If running with CLI it takes in the --setpath argument otherwise it
+// open the systems file browser for the user to select a path.
function setpath(win) {
- if (! win) {
+ if (! win) { // CLI
settings.gamepath = cli.param("setpath");
- } else {
+ } else { // GUI
dialog.showOpenDialog({properties: ["openDirectory"]}).then(res => {
if (res.canceled) {
ipcMain.emit("newpath", null, false);
@@ -121,10 +141,15 @@ function setpath(win) {
cli.exit();
}
+// As to not have to do the same one liner a million times, this
+// function exists, as the name suggests, it simply writes the current
+// settings to the disk.
function saveSettings() {
fs.writeFileSync(app.getPath("appData") + "/viper.json", JSON.stringify(settings));
}
+// Returns the current Northstar version
+// If not installed it'll return "unknown"
function getNSVersion() {
var versionFilePath = path.join(settings.gamepath, "ns_version.txt");
@@ -137,11 +162,11 @@ function getNSVersion() {
}
-/**
- * Loads up Titanfall|2 version from gameversion.txt file.
- * TODO This file is present on Origin install, should check if it's present with
- * Steam install as well.
- */
+// Returns the Titanfall 2 version from gameversion.txt file.
+// If it fails it simply returns "unknown"
+//
+// TODO: This file is present on Origin install, should check if it's
+// present with Steam install as well.
function getTF2Version() {
var versionFilePath = path.join(settings.gamepath, "gameversion.txt");
if (fs.existsSync(versionFilePath)) {
@@ -151,7 +176,17 @@ function getTF2Version() {
}
}
+// Installs/Updates Northstar
+//
+// If Northstar is already installed it'll be an update, otherwise it'll
+// install it. It simply downloads the Northstar archive from GitHub, if
+// it's outdated, then extracts it into the game path.
+//
+// As to handle not overwriting files we rename certain files to
+// <file>.excluded, then rename them back after the extraction. The
+// unzip module does not support excluding files directly.
async function update() {
+ // Renames excluded files to <file>.excluded
for (let i = 0; i < settings.excludes.length; i++) {
let exclude = path.join(settings.gamepath + "/" + settings.excludes[i]);
if (fs.existsSync(exclude)) {
@@ -165,6 +200,7 @@ async function update() {
const latestAvailableVersion = await requests.getLatestNsVersion();
+ // Makes sure it is not already the latest version
if (version === latestAvailableVersion) {
ipcMain.emit("ns-update-event", "cli.update.uptodate.short");
console.log(lang("cli.update.uptodate"), version);
@@ -179,11 +215,14 @@ async function update() {
ipcMain.emit("ns-update-event", "cli.update.downloading");
}
+ // Start the download of the zip
https.get(requests.getLatestNsVersionLink(), (res) => {
let stream = fs.createWriteStream(settings.zip);
res.pipe(stream);
let received = 0;
+ // Progress messages, we should probably switch this to
+ // percentage instead of how much is downloaded.
res.on("data", (chunk) => {
received += chunk.length;
ipcMain.emit("ns-update-event", lang("gui.update.downloading") + " " + (received / 1024 / 1024).toFixed(1) + "mb");
@@ -194,11 +233,14 @@ async function update() {
winLog(lang("gui.update.extracting"));
ipcMain.emit("ns-update-event", "gui.update.extracting");
console.log(lang("cli.update.downloaddone"));
+ // Extracts the zip, this is the part where we're actually
+ // installing Northstar.
fs.createReadStream(settings.zip).pipe(unzip.Extract({path: settings.gamepath}))
.on("finish", () => {
fs.writeFileSync(path.join(settings.gamepath, "ns_version.txt"), latestAvailableVersion);
ipcMain.emit("getversion");
+ // Renames excluded files to their original name
for (let i = 0; i < settings.excludes.length; i++) {
let exclude = path.join(settings.gamepath + "/" + settings.excludes[i]);
if (fs.existsSync(exclude + ".excluded")) {
@@ -216,6 +258,11 @@ async function update() {
})
}
+// Updates Viper itself
+//
+// This uses electron updater to easily update and publish releases, it
+// simply fetches it from GitHub and updates if it's outdated, very
+// useful. Not much we have to do on our side.
function updatevp(autoinstall) {
const { autoUpdater } = require("electron-updater");
@@ -231,6 +278,10 @@ function updatevp(autoinstall) {
autoUpdater.checkForUpdatesAndNotify();
}
+// Launches the game
+//
+// Either Northstar or Vanilla. Linux support is not currently a thing,
+// however it'll be added at some point.
function launch(version) {
if (process.platform == "linux") {
console.error("error:", lang("cli.launch.linuxerror"))
@@ -250,16 +301,27 @@ function launch(version) {
}
}
+// Logs into the dev tools of the renderer
function winLog(msg) {
ipcMain.emit("winLog", msg, msg);
}
+// Sends an alert to the renderer
function winAlert(msg) {
ipcMain.emit("winAlert", msg, msg);
}
+// Used to manage mods.
+//
+// We can both get list of disabled mods, remove/install/toggle mods and
+// other things akin to that, all kinds of mod related stuff
let modpath = path.join(settings.gamepath, "R2Northstar/mods");
const mods = {
+ // Returns a list of mods
+ //
+ // It'll return 3 arrays, all, enabled, disabled. all being a
+ // combination of the other two, enabled being enabled mods, and you
+ // guessed it, disabled being disabled mods.
list: () => {
if (getNSVersion() == "unknown") {
winLog(lang("general.notinstalled"))
@@ -319,6 +381,13 @@ const mods = {
all: [...mods, ...disabled]
};
},
+
+ // Gets information about a mod
+ //
+ // Folder name, version, name and whatever else is in the mod.json,
+ // keep in mind if the mod developer didn't format their JSON file
+ // the absolute basics will be provided and we can't know the
+ // version or similar.
get: (mod) => {
if (getNSVersion() == "unknown") {
winLog(lang("general.notinstalled"))
@@ -337,6 +406,12 @@ const mods = {
return false;
},
+
+ // Installs mods from a file path
+ //
+ // Either a zip or folder is supported, we'll also try to search
+ // inside the zip or folder to see if buried in another folder or
+ // not, as sometimes that's the case.
install: (mod) => {
if (getNSVersion() == "unknown") {
winLog(lang("general.notinstalled"))
@@ -411,6 +486,11 @@ const mods = {
}catch(err) {return notamod()}
}
},
+ as well
+ // Removes mods
+ //
+ // Takes in the names of the mod then removes it, no confirmation,
+ // that'd be up to the GUI.
remove: (mod) => {
if (getNSVersion() == "unknown") {
winLog(lang("general.notinstalled"))
@@ -454,6 +534,13 @@ const mods = {
cli.exit(1);
}
},
+
+ // Toggles mods
+ //
+ // If a mod is enabled it'll disable it, vice versa it'll enable it
+ // if it's disabled. You could have a direct .disable() function if
+ // you checked for if a mod is already disable and if not run the
+ // function. However we currently have no need for that.
toggle: (mod, fork) => {
if (getNSVersion() == "unknown") {
winLog(lang("general.notinstalled"))