const path = require("path"); const fs = require("fs-extra"); const copy = require("copy-dir"); const { app, dialog, ipcMain, Notification } = require("electron"); const Emitter = require("events"); const events = new Emitter(); const cli = require("./cli"); const lang = require("./lang"); const requests = require("./requests"); const unzip = require("unzipper"); const run = require("child_process").spawn; const exec = require("child_process").exec; 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"); } else { 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"; case "win32": return "tasklist"; } })(); exec(cmd, (err, stdout) => { for (let i = 0; i < procs.length; i++) { if (stdout.includes(procs[i])) { resolve(true); break } if (i == procs.length - 1) {resolve(false)} } }); }); } // 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; } async function _checkForUpdates() { let localVersion = getNSVersion(); 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distantVersion = await requests.getLatestNsVersion(); console.log(lang("cli.autoupdates.checking")); // Checks if NS is outdated if (localVersion !== distantVersion) { console.log(lang("cli.autoupdates.available")); if (await isGameRunning()) { console.log(lang("cli.autoupdates.gamerunning")); new Notification({ title: lang("gui.nsupdate.gaming.title"), body: lang("gui.nsupdate.gaming.body") }).show(); } else { console.log(lang("cli.autoupdates.updatingns")); update(); } } else { console.log(lang("cli.autoupdates.noupdate")) } setTimeout( _checkForUpdates, 15 * 60 * 1000 // interval in between each update check // by default 15 minutes. ); } _checkForUpdates(); } // 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) { // CLI settings.gamepath = cli.param("setpath"); } else { // GUI dialog.showOpenDialog({properties: ["openDirectory"]}).then(res => { if (res.canceled) { ipcMain.emit("newpath", null, false); return; } if (! fs.existsSync(path.join(res.filePaths[0], "Titanfall2.exe"))) { ipcMain.emit("wrongpath"); return; } settings.gamepath = res.filePaths[0]; settings.zip = path.join(settings.gamepath + "/northstar.zip"); saveSettings(); win.webContents.send("newpath", settings.gamepath); ipcMain.emit("newpath", null, settings.gamepath); }).catch(err => {console.error(err)}) } saveSettings(); 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"); if (fs.existsSync(versionFilePath)) { return fs.readFileSync(versionFilePath, "utf8"); } else { fs.writeFileSync(versionFilePath, "unknown"); return "unknown"; } } // 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)) { return fs.readFileSync(versionFilePath, "utf8"); } else { return "unknown"; } } // 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 // .excluded, then rename them back after the extraction. The // unzip module does not support excluding files directly. async function update() { // Renames excluded files to .excluded for (let i = 0; i < settings.excludes.length; i++) { let exclude = path.join(settings.gamepath + "/" + settings.excludes[i]); if (fs.existsSync(exclude)) { fs.renameSync(exclude, exclude + ".excluded") } } ipcMain.emit("ns-update-event", "cli.update.checking"); console.log(lang("cli.update.checking")); var version = getNSVersion(); 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); winLog(lang("gui.update.uptodate")); return; } else { if (version != "unknown") { console.log(lang("cli.update.current"), version); }; console.log(lang("cli.update.downloading") + ":", latestAvailableVersion); 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"); }) stream.on("finish", () => { stream.close(); 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")) { fs.renameSync(exclude + ".excluded", exclude) } } ipcMain.emit("guigetmods"); ipcMain.emit("ns-update-event", "cli.update.uptodate.short"); winLog(lang("gui.update.finished")); console.log(lang("cli.update.finished")); cli.exit(); }) }) }) } // 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"); if (autoinstall) { autoUpdater.on("update-downloaded", (info) => { autoUpdater.quitAndInstall(); }); } autoUpdater.on("error", (info) => {cli.exit(1)}); autoUpdater.on("update-not-available", (info) => {cli.exit()}); 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")) cli.exit(1); } process.chdir(settings.gamepath); switch(version) { case "vanilla": console.log(lang("general.launching"), "Vanilla...") run(path.join(settings.gamepath + "/Titanfall2.exe")) break; default: console.log(lang("general.launching"), "Northstar...") run(path.join(settings.gamepath + "/NorthstarLauncher.exe")) break; } } // 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")) console.log("error: " + lang("general.notinstalled")) cli.exit(1); return false; } let mods = []; let disabled = []; if (! fs.existsSync(modpath)) { fs.mkdirSync(path.join(modpath, "disabled"), {recursive: true}) return { enabled: [], disabled: [], all: [] }; } files = fs.readdirSync(modpath) files.forEach((file) => { if (fs.statSync(path.join(modpath, file)).isDirectory()) { if (fs.existsSync(path.join(modpath, file, "mod.json"))) { try { mods.push({...require(path.join(modpath, file, "mod.json")), FolderName: file, Disabled: false}) }catch(err) { console.log("error: " + lang("cli.mods.improperjson"), file) mods.push({Name: file, FolderName: file, Version: "unknown", Disabled: false}) } } } }) let disabledPath = path.join(modpath, "disabled") if (! fs.existsSync(disabledPath)) { fs.mkdirSync(disabledPath) } files = fs.readdirSync(disabledPath) files.forEach((file) => { if (fs.statSync(path.join(disabledPath, file)).isDirectory()) { if (fs.existsSync(path.join(disabledPath, file, "mod.json"))) { try { disabled.push({...require(path.join(disabledPath, file, "mod.json")), FolderName: file, Disabled: true}) }catch(err) { console.log("error: " + lang("cli.mods.improperjson"), file) disabled.push({Name: file, FolderName: file, Version: "unknown", Disabled: true}) } } } }) return { enabled: mods, disabled: disabled, 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")) console.log("error: " + lang("general.notinstalled")) cli.exit(1); return false; } let list = mods.list().all; for (let i = 0; i < list.length; i++) { if (list[i].Name == mod) { return list[i]; } else {continue} } return false; }, // Manages the enabledmods.json file // // It can both return info about the file, but also toggle mods in // it, generate the file itself, and so on. modfile: () => { let file = path.join(modpath, "..", "enabledmods.json"); if (! fs.existsSync(modpath)) { fs.mkdirSync(path.join(modpath), {recursive: true}) } if (! fs.existsSync(file)) { fs.writeFileSync(file, "{}") } return { gen: () => { let names = {}; let list = mods.list().all; for (let i = 0; i < list.length; i++) { names[list[i].Name] = true } fs.writeFileSync(file, JSON.stringify(names)) }, toggle: (mod) => { let data = require(file); data[mod] = !data[mod]; console.log(data) }, get: () => { let enabled = []; let disabled = []; let data = require(file); for (let i in data) { if (data[i]) { enabled.push(data[i]) } else {disabled.push(data[i])} } return { enabled: enabled, disabled: disabled, all: [...enabled, ...disabled] } } }; }, // 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")) console.log("error: " + lang("general.notinstalled")) cli.exit(1); return false; } let notamod = () => { winLog(lang("gui.mods.notamod")) console.log("error: " + lang("cli.mods.notamod")) cli.exit(1); return false; } let installed = () => { console.log(lang("cli.mods.installed")); cli.exit(); winLog(lang("gui.mods.installedmod")) ipcMain.emit("guigetmods"); return true; } if (! fs.existsSync(mod)) {return notamod()} if (fs.statSync(mod).isDirectory()) { winLog(lang("gui.mods.installing")) if (fs.existsSync(path.join(mod, "mod.json")) && fs.statSync(path.join(mod, "mod.json")).isFile()) { copy.sync(mod, path.join(modpath, mod.replace(/^.*(\\|\/|\:)/, "")), { mode: true, cover: true, utimes: true, }); return installed(); } else { files = fs.readdirSync(mod); for (let i = 0; i < files.length; i++) { if (fs.statSync(path.join(mod, files[i])).isDirectory()) { if (fs.existsSync(path.join(mod, files[i], "mod.json")) && fs.statSync(path.join(mod, files[i], "mod.json")).isFile()) { if (mods.install(path.join(mod, files[i]))) {return true}; } } } notamod(); return false; } } else { winLog(lang("gui.mods.extracting")) let cache = path.join(app.getPath("userData"), "Archives"); if (fs.existsSync(cache)) { fs.rmSync(cache, {recursive: true}); fs.mkdirSync(cache); } else { fs.mkdirSync(cache); } try { fs.createReadStream(mod).pipe(unzip.Extract({path: cache})) .on("finish", () => { if (mods.install(cache)) { installed(); } else {return notamod()} }); }catch(err) {return notamod()} } }, // 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")) console.log("error: " + lang("general.notinstalled")) cli.exit(1); return false; } if (mod == "allmods") { let modlist = mods.list().all; for (let i = 0; i < modlist.length; i++) { mods.remove(modlist[i].Name) } return } let disabled = path.join(modpath, "disabled"); if (! fs.existsSync(disabled)) { fs.mkdirSync(disabled) } let modName = mods.get(mod).FolderName; if (! modName) { console.log("error: " + lang("cli.mods.cantfind")) cli.exit(1); return; } let modPath = path.join(modpath, modName); if (mods.get(mod).Disabled) { modPath = path.join(disabled, modName); } if (fs.statSync(modPath).isDirectory()) { fs.rmSync(modPath, {recursive: true}); console.log(lang("cli.mods.removed")); cli.exit(); ipcMain.emit("guigetmods"); } else { 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")) console.log("error: " + lang("general.notinstalled")) cli.exit(1); return false; } if (mod == "allmods") { let modlist = mods.list().all; for (let i = 0; i < modlist.length; i++) { mods.toggle(modlist[i].Name, true) } console.log(lang("cli.mods.toggledall")); cli.exit(0); return } let disabled = path.join(modpath, "disabled"); if (! fs.existsSync(disabled)) { fs.mkdirSync(disabled) } let modName = mods.get(mod).FolderName; if (! modName) { console.log("error: " + lang("cli.mods.cantfind")) cli.exit(1); return; } let modPath = path.join(modpath, modName); let dest = path.join(disabled, modName); if (mods.get(mod).Disabled) { modPath = path.join(disabled, modName); dest = path.join(modpath, modName); } fs.moveSync(modPath, dest) if (! fork) { console.log(lang("cli.mods.toggled")); cli.exit(); } ipcMain.emit("guigetmods"); } }; console.log(mods.modfile().get()) module.exports = { mods, lang, winLog, launch, update, setpath, updatevp, settings, getNSVersion, getTF2Version, isGameRunning, setlang: (lang) => { settings.lang = lang; saveSettings(); }, }