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const fs = require("fs");
const { app, ipcMain } = require("electron");
const Emitter = require("events");
const events = new Emitter();
const cli = app.commandLine;
const lang = require("./lang");
const json = require("./modules/json");
console = require("./modules/console");
function hasArgs() {
// Makes sure the GUI isn't launched.
// TODO: Perhaps we should get a better way of doing this, at the
// very least we should use a switch case here.
if (cli.hasSwitch("cli") ||
cli.hasSwitch("help") ||
cli.hasSwitch("mods") ||
cli.hasSwitch("update") ||
cli.hasSwitch("launch") ||
cli.hasSwitch("setpath") ||
cli.hasSwitch("version") ||
cli.hasSwitch("gamepath") ||
cli.hasSwitch("togglemod") ||
cli.hasSwitch("removemod") ||
cli.hasSwitch("installmod") ||
cli.hasSwitch("update-viper")) {
return true;
} else {return false}
}
// Exits the CLI, when run without CLI being on it'll do nothing, this
// is needed as without even if no code is executed it'll continue to
// run as Electron is still technically running.
function exit(code) {
if (hasArgs()) {process.exit(code)}
}
// Ensures the gamepath exists, it's called by options that require the
// gamepath to be able to work.
function gamepathExists() {
if (fs.existsSync("viper.json")) {
gamepath = json("viper.json").gamepath;
if (! fs.existsSync(gamepath)) {
console.error(lang("cli.gamepath.lost"));
exit(1);
} else {
return true;
}
}
}
// General CLI initialization
//
// A lot of the CLI is handled through events sent back to the main process for
// it to handle, this is because we re-use these events for the renderer as.
async function init() {
// --help menu/argument
if (cli.hasSwitch("help")) {
console.log(`options:
--help ${lang("cli.help.help")}
--version ${lang("cli.help.version")}
--devtools ${lang("cli.help.devtools")}
--cli ${lang("cli.help.cli")}
--update ${lang("cli.help.update")}
--update-viper ${lang("cli.help.update_vp")}
--setpath ${lang("cli.help.setpath")}
--no-vp-updates ${lang("cli.help.no_vp_updates")}
--installmod ${lang("cli.help.install_mod")}
--removemod ${lang("cli.help.remove_mod")}
--togglemod ${lang("cli.help.toggle_mod")}`)
// In the future --setpath should be able to understand
// relative paths, instead of just absolute ones.
exit();
}
// --update
if (cli.hasSwitch("update") && gamepathExists()) {ipcMain.emit("update")}
// --version
if (cli.hasSwitch("version") && gamepathExists()) {ipcMain.emit("version-cli")}
// --setpath
if (cli.hasSwitch("setpath")) {
// Checks to verify the path is legitimate
if (cli.getSwitchValue("setpath") != "") {
ipcMain.emit("setpathcli", cli.getSwitchValue("setpath"));
} else {
console.error(lang("cli.setpath.no_arg"));
exit(1);
}
}
// --launch
if (gamepathExists() && cli.hasSwitch("launch")) {
switch(cli.getSwitchValue("launch")) {
case "vanilla":
ipcMain.emit("launchVanilla");
break;
default:
ipcMain.emit("launch");
break;
}
}
// Mod related args, --installmod, --removemod, --togglemod
if (cli.hasSwitch("installmod") && gamepathExists()) {ipcMain.emit("installmod")}
if (cli.hasSwitch("removemod") && gamepathExists()) {ipcMain.emit("removemod", "", cli.getSwitchValue("removemod"))}
if (cli.hasSwitch("togglemod") && gamepathExists()) {ipcMain.emit("togglemod", "", cli.getSwitchValue("togglemod"))}
// Prints out the list of mods
if (cli.hasSwitch("mods") && gamepathExists()) {ipcMain.emit("getmods")}
}
module.exports = {
hasArgs,
init, exit,
hasParam: (arg) => {
return cli.hasSwitch(arg);
},
param: (arg) => {
return cli.getSwitchValue(arg);
}
}
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