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const fs = require("fs");
const path = require("path");
const Fuse = require("fuse.js");
const { app, ipcRenderer, shell } = require("electron");
const json = require("../modules/json");
const lang = require("../lang");
var modsobj = {
all: [],
enabled: [],
disabled: []
}
let shouldInstallNorthstar = false;
// Base settings
var settings = {
nsargs: "",
gamepath: "",
nsupdate: true,
autolang: true,
forcedlang: "en",
autoupdate: true,
originkill: false,
zip: "/northstar.zip",
lang: navigator.language,
excludes: [
"ns_startup_args.txt",
"ns_startup_args_dedi.txt"
]
}
// invokes `requests.get()` from `src/modules/requests.js` through the
// main process, and returns the output
async function request(...args) {
return await ipcRenderer.invoke("request", ...args);
}
// Sets the lang to the system default
ipcRenderer.send("setlang", settings.lang);
// Loads the settings
if (fs.existsSync("viper.json")) {
let iteration = 0;
// loads the config file, it's loaded in an interval like this in
// case the config file is currently being written to, if we were to
// read from the file during that, then it'd be empty or similar.
//
// and because of that, we check if the file is empty when loading
// it, if so we wait 100ms, then check again, and we keep doing that
// hoping it'll become normal again. unless we've checked it 50
// times, then we simply give up, and force the user to re-select
// the gamepath, as this'll make the config file readable again.
//
// ideally it'll never have to check those 50 times, it's only in
// case something terrible has gone awry, like if a write got
// interrupted, or a user messed with the file.
//
// were it to truly be broken, then it'd take up to 5 seconds to
// then reset, this is basically nothing, especially considering
// this should only happen in very rare cases... hopefully!
let config_interval = setInterval(() => {
iteration++;
config = json("viper.json") || {};
// checks whether `settings.gamepath` is set, and if so,
// it'll attempt to load ns_startup_args.txt
let parse_settings = () => {
// if gamepath is not set, attempt to set it
if (settings.gamepath.length === 0) {
setpath(false);
} else {
// if the gamepath is set, we'll simply tell the main
// process about it, and it'll then show the main
// renderer BrowserWindow
setpath(true);
}
// filepath to Northstar's startup args file
let args = path.join(settings.gamepath, "ns_startup_args.txt");
// check file exists, and that no `nsargs` setting was set
if (! settings.nsargs && fs.existsSync(args)) {
// load arguments from file into `settings`
settings.nsargs = fs.readFileSync(args, "utf8");
}
}
// make sure config isn't empty
if (Object.keys(config).length !== 0) {
// add `config` to `settings`
settings = {
...settings,
...config
}; parse_settings();
clearInterval(config_interval);
return;
}
// we've attempted to load the config 50 times now, give up
if (iteration >= 50) {
// request a new gamepath be set
setpath(false);
clearInterval(config_interval);
}
}, 100)
} else {
setpath();
}
ipcRenderer.on("changed-settings", (e, new_settings) => {
// attempt to set `settings` to `new_settings`
try {
settings = {
...settings,
...new_settings
}
}catch(e) {}
})
// Show a toast message if no Internet connection has been detected.
if (! navigator.onLine) {
ipcRenderer.send("no-internet");
}
function exit() {ipcRenderer.send("exit")}
let checked_for_ns_update = new Date().getTime();
function updateNorthstar() {
checked_for_ns_update = new Date().getTime();
ipcRenderer.send("update-northstar")
}
function force_update_ns() {
ipcRenderer.send("update-northstar", true);
}
function reset_config() {
ipcRenderer.send("reset-config");
}
function open_gamepath() {
let open_path = require("electron").shell.openPath;
if (settings.gamepath) {
open_path(settings.gamepath);
} else {
alert(lang("gui.settings.miscbuttons.open_gamepath_alert"));
}
}
function relaunch() {
ipcRenderer.send("relaunch");
}
// Reports to the main process about game path status.
// @param {boolean} value is game path loaded
function setpath(value = false) {
ipcRenderer.send("setpath", value);
}
// Tells the main process to launch or install Northstar
function launch() {
if (shouldInstallNorthstar) {
updateNorthstar();
shouldInstallNorthstar = false;
} else {
ipcRenderer.send("launch-ns");
}
}
// Tells the main process to launch the vanilla game
function launchVanilla() {ipcRenderer.send("launch-vanilla")}
let log = console.log;
// Disables or enables certain buttons when for example
// updating/installing Northstar.
function setButtons(state, enable_gamepath_btns) {
playNsBtn.disabled = !state;
let disablearray = (array) => {
for (let i = 0; i < array.length; i++) {
array[i].disabled = ! state;
if (state) {
array[i].classList.remove("disabled")
} else {
array[i].classList.add("disabled")
}
}
}
disablearray(document.querySelectorAll("#modsdiv .el button"));
disablearray(document.querySelectorAll(".disable-when-installing"));
disablearray(document.querySelectorAll(".playBtnContainer .playBtn"));
disablearray(document.querySelectorAll("#nsMods .buttons.modbtns button"));
disablearray(document.querySelectorAll("#browser #browserEntries .text button"));
if (enable_gamepath_btns) {
let gamepath_btns =
document.querySelectorAll('*[onclick="setpath()"]');
for (let i = 0; i < gamepath_btns.length; i++) {
gamepath_btns[i].disabled = false;
gamepath_btns[i].classList.remove("disabled");
}
}
}
// `percent` should be a number between 0 to 100, if it's `false` it'll
// reset it back to nothing instantly, with no animatino
function set_ns_progress(percent) {
// reset button progress
if (percent === false) {
document.querySelector(".contentContainer #nsMain .playBtn")
.style.setProperty("--progress", "unset");
return;
}
percent = parseInt(percent);
// make sure we're dealing with a number
if (isNaN(percent) || typeof percent !== "number") {
return false;
}
// limit percent, while this barely has a difference, if you were to
// set a very high number, the CSS would then use a very high
// number, not great.
if (percent > 100) {
percent = 100;
} else if (percent < 0) {
percent = 0;
}
// invert number to it works in the CSS
percent = 100 - percent;
// set the CSS progress variable
document.querySelector(".contentContainer #nsMain .playBtn")
.style.setProperty("--progress", percent + "%");
}
ipcRenderer.on("set-buttons", (event, state) => {
setButtons(state);
})
ipcRenderer.on("gamepath-lost", (event, state) => {
page(0);
setButtons(false, true);
alert(lang("gui.gamepath.lost"));
})
// Frontend part of updating Northstar
ipcRenderer.on("ns-update-event", (event, options) => {
let key = options.key;
if (typeof options == "string") {
key = options;
}
// updates text in update button to `lang(key)`
let update_btn = () => {
document.getElementById("update")
.innerText = `(${lang(key)})`;
}
switch(key) {
case "cli.update.uptodate_short":
case "cli.update.no_internet":
// initial value
let delay = 0;
// get current time
let now = new Date().getTime();
// check if `checked_for_ns_update` was less than 500ms
// since now, this variable is set when `updateNorthstar()`
// is called
if (now - checked_for_ns_update < 500) {
// if less than 500ms has passed, set `delay` to the
// amount of milliseconds missing until we've hit that
// 500ms threshold
delay = 500 - (now - checked_for_ns_update);
}
// wait `delay`ms
setTimeout(() => {
// set buttons accordingly
update_btn();
setButtons(true);
set_ns_progress(false);
playNsBtn.innerText = lang("gui.launch");
}, delay)
break;
default:
update_btn();
if (options.progress) {
set_ns_progress(options.progress);
}
if (options.btn_text) {
playNsBtn.innerText = options.btn_text;
}
setButtons(false);
break;
}
});
ipcRenderer.on("unknown-error", (event, err) => {
new Toast({
timeout: 10000,
scheme: "error",
title: lang("gui.toast.title.unknown_error"),
description: lang("gui.toast.desc.unknown_error"),
callback: () => {
new Toast({
timeout: 15000,
scheme: "error",
title: "",
description: err.stack.replaceAll("\n", "<br>")
})
}
})
console.error(err.stack)
})
let installqueue = [];
// Tells the main process to install a mod through the file selector
function installmod() {
setButtons(false);
ipcRenderer.send("install-mod");
}
// Tells the main process to directly install a mod from this path
function installFromPath(path) {
setButtons(false);
ipcRenderer.send("install-from-path", path);
}
// Tells the main process to install a mod from a URL
function installFromURL(url, dependencies, clearqueue, author, package_name, version) {
if (clearqueue) {installqueue = []};
let prettydepends = [];
if (dependencies) {
let newdepends = [];
for (let i = 0; i < dependencies.length; i++) {
let depend = dependencies[i].toLowerCase();
if (! depend.match(/northstar-northstar-.*/)) {
depend = dependencies[i].replaceAll("-", "/");
let pkg = depend.split("/");
if (! isModInstalled(pkg[1])) {
newdepends.push({
pkg: depend,
author: pkg[0],
version: pkg[2],
package_name: pkg[1]
});
prettydepends.push(`${pkg[1]} v${pkg[2]} - ${lang("gui.browser.made_by")} ${pkg[0]}`);
}
}
}
dependencies = newdepends;
}
if (dependencies && dependencies.length != 0) {
let confirminstall = confirm(lang("gui.mods.confirm_dependencies") + prettydepends.join("\n"));
if (! confirminstall) {
return
}
}
setButtons(false);
ipcRenderer.send("install-from-url", url, author, package_name, version);
if (dependencies) {
installqueue = dependencies;
}
}
function isModInstalled(modname) {
for (let i = 0; i < modsobj.all.length; i++) {
let mod = modsobj.all[i];
if (mod.manifest_name) {
if (mod.manifest_name.match(modname)) {
return true;
}
} else if (mod.name.match(modname)) {
return true;
}
}
return false;
}
// Frontend part of settings a new game path
ipcRenderer.on("newpath", (event, newpath) => {
setButtons(true);
settings.gamepath = newpath;
ipcRenderer.send("gui-getmods");
ipcRenderer.send("save-settings", settings);
})
// Continuation of log()
ipcRenderer.on("log", (event, msg) => {log(msg)})
ipcRenderer.on("alert", (event, data) => {
alert(data.message);
ipcRenderer.send("alert-closed-" + data.id);
})
ipcRenderer.on("confirm", (event, data) => {
let confirmed = confirm(data.message);
ipcRenderer.send("confirm-closed-" + data.id, confirmed);
})
let is_running = false;
ipcRenderer.on("is-running", (event, running) => {
let set_playbtns = (text) => {
let playbtns = document.querySelectorAll(".playBtn");
for (let i = 0; i < playbtns.length; i++) {
playbtns[i].innerHTML = text;
}
}
if (running && is_running != running) {
setButtons(false);
set_playbtns(lang("general.running"));
is_running = running;
// show force quit button in Titanfall tab
tfquit.style.display = "inline-block";
update.setAttribute("onclick", "kill_game()");
update.innerHTML = "(" + lang("ns.menu.force_quit") + ")";
return;
}
if (is_running != running) {
setButtons(true);
set_playbtns(lang("gui.launch"));
is_running = running;
// hide force quit button in Titanfall tab
tfquit.style.display = "none";
update.setAttribute("onclick", "updateNorthstar()");
update.innerHTML = "(" + lang("gui.update.check") + ")";
}
})
function kill_game() {
ipcRenderer.send("kill-game");
}
function kill_origin() {
ipcRenderer.send("kill-origin");
}
function delete_request_cache() {
ipcRenderer.send("delete-request-cache");
}
function delete_install_cache() {
ipcRenderer.send("delete-install-cache");
}
// Updates the installed mods
ipcRenderer.on("mods", (event, mods_obj) => {
modsobj = mods_obj;
if (! mods_obj) {return}
mods.load(mods_obj);
})
// Updates version numbers
ipcRenderer.on("version", (event, versions) => {
vpversion.innerText = versions.vp;
nsversion.innerText = versions.ns;
tf2Version.innerText = versions.tf2;
if (versions.ns == "unknown") {
let buttons = document.querySelectorAll(".modbtns button");
for (let i = 0; i < buttons.length; i++) {
buttons[i].disabled = true;
}
// Since Northstar is not installed, we cannot launch it
shouldInstallNorthstar = true;
playNsBtn.innerText = lang("gui.install");
}
}); ipcRenderer.send("get-version");
// When an update is available it'll ask the user about it
ipcRenderer.on("update-available", () => {
if (confirm(lang("gui.update.available"))) {
ipcRenderer.send("update-now");
}
})
// Error out when no game path is set
ipcRenderer.on("no-path-selected", () => {
alert(lang("gui.gamepath.must"));
exit();
});
// Error out when game path is wrong
ipcRenderer.on("wrong-path", () => {
alert(lang("gui.gamepath.wrong"));
setpath(false);
});
setlang();
let dragtimer;
document.addEventListener("dragover", (e) => {
e.preventDefault();
e.stopPropagation();
dragUI.classList.add("shown");
clearTimeout(dragtimer);
dragtimer = setTimeout(() => {
dragUI.classList.remove("shown");
}, 5000)
});
document.addEventListener("mouseover", (e) => {
clearTimeout(dragtimer);
dragUI.classList.remove("shown");
});
document.addEventListener("drop", (e) => {
event.preventDefault();
event.stopPropagation();
dragUI.classList.remove("shown");
installFromPath(event.dataTransfer.files[0].path);
});
document.body.addEventListener("keyup", (e) => {
if (e.key == "Escape") {
Browser.toggle(false);
Settings.toggle(false);
}
})
document.body.addEventListener("click", event => {
if (event.target.tagName.toLowerCase() === "a" && event.target.protocol != "file:") {
event.preventDefault();
shell.openExternal(event.target.href);
}
});
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