|
|
|
/*==LICENSE==*
|
|
|
|
|
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools
|
|
|
|
Copyright (C) 2011 Cyan Worlds, Inc.
|
|
|
|
|
|
|
|
This program is free software: you can redistribute it and/or modify
|
|
|
|
it under the terms of the GNU General Public License as published by
|
|
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
|
|
(at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
Additional permissions under GNU GPL version 3 section 7
|
|
|
|
|
|
|
|
If you modify this Program, or any covered work, by linking or
|
|
|
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
|
|
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
|
|
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
|
|
|
(or a modified version of those libraries),
|
|
|
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
|
|
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
|
|
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
|
|
|
licensors of this Program grant you additional
|
|
|
|
permission to convey the resulting work. Corresponding Source for a
|
|
|
|
non-source form of such a combination shall include the source code for
|
|
|
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
|
|
|
work.
|
|
|
|
|
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
|
|
|
or by snail mail at:
|
|
|
|
Cyan Worlds, Inc.
|
|
|
|
14617 N Newport Hwy
|
|
|
|
Mead, WA 99021
|
|
|
|
|
|
|
|
*==LICENSE==*/
|
|
|
|
|
|
|
|
#ifndef _plClientLauncher_inc_
|
|
|
|
#define _plClientLauncher_inc_
|
|
|
|
|
|
|
|
#include "plFileSystem.h"
|
|
|
|
#include "pnNetBase/pnNbError.h"
|
|
|
|
|
|
|
|
#include <functional>
|
|
|
|
#include <memory>
|
|
|
|
|
|
|
|
class plClientLauncher
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
typedef std::function<class pfPatcher*(void)> CreatePatcherFunc;
|
|
|
|
typedef std::function<void(ENetError, const plString&)> ErrorFunc;
|
|
|
|
typedef std::function<bool(const plFileName&)> InstallRedistFunc;
|
|
|
|
typedef std::function<void(const plFileName&, const plString&)> LaunchClientFunc;
|
|
|
|
typedef std::function<void(const plString&)> StatusFunc;
|
|
|
|
|
|
|
|
private:
|
|
|
|
enum Flags
|
|
|
|
{
|
|
|
|
kHaveSelfPatched = 1<<0,
|
|
|
|
kClientImage = 1<<1,
|
|
|
|
kGameDataOnly = (1<<2),
|
|
|
|
|
|
|
|
kRepairGame = kHaveSelfPatched | kClientImage | kGameDataOnly,
|
|
|
|
};
|
|
|
|
|
|
|
|
uint32_t fFlags;
|
|
|
|
plFileName fServerIni;
|
|
|
|
|
|
|
|
plFileName fClientExecutable;
|
|
|
|
|
|
|
|
std::unique_ptr<class plShardStatus> fStatusThread;
|
|
|
|
std::unique_ptr<class plRedistUpdater> fInstallerThread;
|
|
|
|
|
|
|
|
CreatePatcherFunc fPatcherFactory;
|
|
|
|
LaunchClientFunc fLaunchClientFunc;
|
|
|
|
StatusFunc fStatusFunc;
|
|
|
|
|
|
|
|
plString GetAppArgs() const;
|
|
|
|
|
|
|
|
void IOnPatchComplete(ENetError result, const plString& msg);
|
|
|
|
bool IApproveDownload(const plFileName& file);
|
|
|
|
|
|
|
|
public:
|
|
|
|
plClientLauncher();
|
|
|
|
~plClientLauncher();
|
|
|
|
|
|
|
|
/** Launch whatever client we think is appropriate. Please note that you should not call this unless you know
|
|
|
|
* absolutely without question what you are doing!
|
|
|
|
*/
|
|
|
|
void LaunchClient() const;
|
|
|
|
|
|
|
|
/** Begin the next logical patch operation. We are internally tracking if this is a self patch or a client patch.
|
|
|
|
* All you need to do is make certain the doggone callbacks are set so that your UI will update. In theory, you
|
|
|
|
* should never call this from your UI code since we manage this state for you.
|
|
|
|
*/
|
|
|
|
void PatchClient();
|
|
|
|
|
|
|
|
/** Attempt to complete a self-patch left in progress by an older launcher. Specifically, we want to rename
|
|
|
|
* the launcher to something sane (UruLauncher.exe.tmp -> UruLauncher.exe). If we complete a self-patch in
|
|
|
|
* here, then we need to relaunch ourselves so that the game client will look like what the server expects.
|
|
|
|
* \returns True if a self-patch was completed. False if not.
|
|
|
|
*/
|
|
|
|
bool CompleteSelfPatch(std::function<void(void)> waitProc) const;
|
|
|
|
|
|
|
|
/** Start eap's weird network subsystem and the shard status pinger.
|
|
|
|
* \remarks Please note that this will also enqueue the first patch.
|
|
|
|
*/
|
|
|
|
void InitializeNetCore();
|
|
|
|
|
|
|
|
/** This pumps eap's network subsystem and runs any queued transaction completion callbacks.
|
|
|
|
* The thread that you call this from will be the thread that all your UI updates come from.
|
|
|
|
* So be certain that you've thought that through!
|
|
|
|
* \remarks This method will cause the thread to sleep so that we don't hog the CPU.
|
|
|
|
*/
|
|
|
|
void PumpNetCore() const;
|
|
|
|
|
|
|
|
/** Shutdown eap's netcore and purge any other crap that needs to happen while the app is
|
|
|
|
* visible. In other words, tear down evil threaded crap.
|
|
|
|
*/
|
|
|
|
void ShutdownNetCore() const;
|
|
|
|
|
|
|
|
/** Load the server configuration file. Note that you MUST parse the command
|
|
|
|
* arguments before calling this function!
|
|
|
|
*/
|
|
|
|
bool LoadServerIni() const;
|
|
|
|
|
|
|
|
/** Parse the command line options. */
|
|
|
|
void ParseArguments();
|
|
|
|
|
|
|
|
/** Set a callback function that is called on a network error.
|
|
|
|
* \remarks This will be called from the network thread.
|
|
|
|
*/
|
|
|
|
void SetErrorProc(ErrorFunc proc);
|
|
|
|
|
|
|
|
/** Set a callback that will execute and wait for redistributable installers.
|
|
|
|
* \remarks This will be called from a worker thread.
|
|
|
|
*/
|
|
|
|
void SetInstallerProc(InstallRedistFunc proc);
|
|
|
|
|
|
|
|
/** Set a patcher factory. */
|
|
|
|
void SetPatcherFactory(CreatePatcherFunc factory) { fPatcherFactory = factory; }
|
|
|
|
|
|
|
|
/** Set a callback that launches an arbitrary executable.
|
|
|
|
* \remarks This will be called from an arbitrary thread.
|
|
|
|
*/
|
|
|
|
void SetLaunchClientProc(LaunchClientFunc proc) { fLaunchClientFunc = proc; }
|
|
|
|
|
|
|
|
/** Set a callback that displays the shard status.
|
|
|
|
* \remarks This will be called from a worker thread.
|
|
|
|
*/
|
|
|
|
void SetShardProc(StatusFunc proc);
|
|
|
|
|
|
|
|
/** Set a callback that displays the patcher status.
|
|
|
|
* \remarks This will be called from the network thread. Note that any time
|
|
|
|
* this is called, you should consider it a state reset (so undo your progress bars).
|
|
|
|
*/
|
|
|
|
void SetStatusProc(StatusFunc proc) { fStatusFunc = proc; }
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif // _plClientLauncher_inc_
|