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const path = require("path");
const fs = require("fs-extra");
const { dialog, ipcMain } = require("electron");
const cli = require("../cli");
const lang = require("../lang");
const win_show = require("./window");
const settings = require("./settings");
const findgame = require("./findgame");
let gamepath = {};
// returns true/false depending on if the gamepath currently exists/is
// mounted, used to avoid issues...
gamepath.exists = (folder) => {
return fs.existsSync(folder || settings().gamepath);
}
// returns false if the user doesn't have read/write permissions to the
// selected gamepath, if no gamepath is set, then this will always
// return `false`, handle that correctly!
gamepath.has_perms = (folder) => {
if (! gamepath.exists(folder)) {
return false;
}
try {
fs.accessSync(
folder || settings().gamepath,
fs.constants.R_OK | fs.constants.W_OK
)
return true;
} catch (err) {
return false;
}
}
gamepath.setting = false;
// 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.
gamepath.set = async (win, force_dialog) => {
gamepath.setting = true;
// actually sets and saves the gamepath in the settings
function set_gamepath(folder) {
// set settings
settings().set("gamepath", folder);
settings().set("zip", path.join(
settings().gamepath + "/northstar.zip"
))
settings().save(); // save settings
// tell the renderer the path has changed
win.webContents.send("newpath", settings().gamepath);
ipcMain.emit("newpath", null, settings().gamepath);
}
if (! win) { // CLI
// sets the path to the --setpath argument's value
set_gamepath(cli.param("setpath"));
} else { // GUI
// unless specified, we will first try to automatically find the
// gamepath, and then later fallback to the GUI/manual selection
if (! force_dialog) {
function set_gamepath(folder, force_dialog) {
settings().set("gamepath", folder);
settings().set("zip", path.join(
settings().gamepath + "/northstar.zip")
)
settings().save();
win.webContents.send("newpath", settings().gamepath);
ipcMain.emit("newpath", null, settings().gamepath);
gamepath.setting = false;
}
let found_gamepath = await findgame();
if (found_gamepath) {
if (! gamepath.has_perms(found_gamepath)) {
ipcMain.emit("found-missing-perms", null, found_gamepath);
return;
}
set_gamepath(found_gamepath);
return gamepath.setting = false;
}
await win_show.alert(lang("general.missing_path"));
}
// fallback to GUI/manual selection
dialog.showOpenDialog({properties: ["openDirectory"]}).then(res => {
if (res.canceled) {
ipcMain.emit("newpath", null, false);
return gamepath.setting = false;
}
if (! fs.existsSync(path.join(res.filePaths[0], "Titanfall2.exe"))) {
ipcMain.emit("wrong-path");
return gamepath.setting = false;
}
if (! gamepath.has_perms(res.filePaths[0])) {
ipcMain.emit("missing-perms", null, res.filePaths[0]);
return gamepath.setting = false;
}
set_gamepath(res.filePaths[0]);
cli.exit();
return gamepath.setting = false;
}).catch(err => {
console.error(err);
gamepath.setting = false;
})
}
}
// periodically check for the gamepath still existing, in case the
// folder is on a disk that gets unmounted, or anything similar, we dont
// want to assume the gamepath is available forever and ever.
setInterval(() => {
if (gamepath.exists()) {
if (! gamepath.has_perms()) {
return ipcMain.emit("gamepath-lost-perms", null, settings().gamepath);
}
ipcMain.emit("gui-getmods");
} else {
if (fs.existsSync("viper.json")) {
if (settings().gamepath != "") {
ipcMain.emit("gamepath-lost");
}
}
}
}, 1500)
module.exports = gamepath;
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