Age | Commit message (Collapse) | Author |
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unzipper apparently has a bug that causes extracted files to be
corrupted, switching to unzip-stream may not be the best long term, but
it at least solves this corrupting problem!
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Previously we downloaded the Northstar archive and packages to a folder
named "vipertmp" in the system's cache folder, now that's just moved
into "Viper/Temp" (still inside the system's cache folder)
With this, all Viper cache is stored in the same folder in the system's
cache folder... Wait... Why wasn't it always like this? Oh right, my
past stupidity and lack of foresight. Oh well.
"vipertmp" still gets deleted when clearing install cache, along with
the new folder, so doing so will by itself clean up the old folder.
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After Northstar has been downloaded, we start extracting into the
gamepath, this causes Viper to think Northstar isn't installed, which is
fine, except it'd whine about it when many `src/modules/mods.js`
functions we're called, some of which get run on an interval, so it'd
often lead you to have multiple "Northstar is not installed!" messages
whilst updating Northstar. Which is quite unneccesary and it may also,
be able to confuse the user, as to whether something has gone wrong.
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I intended to do this when creating src/win.js, but wanted it to be in a
different commit, as that commit made pretty large changes as well.
So no more `main_win`, `win_show` and confusion between what `win` is.
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I've not been able to find anything that breaks from this, as I've gone
through every IPC event that got moved, to ensure it still functions,
and all the breakage I found has since been fixed.
IPC events that dont fit in any particular module is also now in the new
file named `src/app/modules/ipc.js`
There's also another module `src/win.js`, which lets you get the
`BrowserWindow` outside of `src/index.js`
I also took the oppertunity to clean up some of the code when moving it
around, and adding a couple comments, as some of it was quite horrid.
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This fixes a couple issues where the main process wouldn't actually get
changes made to the settings, this fixes that.
On top of this, changing settings is now done with `settings.set()`
There shouldn't be any breakage from this change, but I suppose it is
possible. Especially because the `settings()` function still does
contain backup options set, meaning `settings.nsargs` is technically
still valid, but dont expect it to actually be updated when that
variable is changed, its merely here to avoid any problems.
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Most of these are from back when Viper was originally started, I also
removed a few keys as they were no longer in use, but were forgotten
about, most of these are from pre-v1.0.0 aka, the old smaller UI
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Now they simply have the red color instead.
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Far prettier, and far more useful at a glance.
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This means instead of showing the invididual mods inside a package, we
simply show 1 mod/package, we then use the name, description, version
and so forth from the `manifest.json` inside the package folder. Further
we now also support a local `icon.png` file, instead of relying on
remotely stored icons and trying to match names against each other.
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I also love how I spent a very long time trying to figure out why
Electron's serializer was failing, turns out, it just throws errors when
it encounters functions, instead of stripping them out, like
`JSON.stringify()` does
Oh well...
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I may or may not have missed some properties or something somewhere,
perhaps we'll see if something ends up broken in the future...
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I've made some code return early instead of adding more nesting, on top
of this I've added some more comments in some files, rephrased a few
things, and so on...
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Notably, winLog() and winAlert() are now win.log() and win.alert()
inside modules/window.js.
updateViper(), updateNorthstar and handleNorthstarUpdating() are now
update.viper(), update.northstar() and update.northstar_autoupdate(),
inside modules/update.js
isGameRunning() and isOriginRunning() are now is_running.origin() and
is_running.game() inside modules/is_running.js, along with a
.titanfall() and .northstar() for more specificity. Not used anywhere
right now, but may in the future be used.
setpath() and gamepathExists() are now gamepath.set() and
gamepath.exists() inside modules/gamepath.js
killOrigin() are now kill.origin() inside modules/kill.js
setlang() is now just inlined into the only event where it's used.
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Both getTF2Version() and getNSVersion() are now in version.js
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