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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef _plClientLauncher_inc_
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#define _plClientLauncher_inc_
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#include "plFileSystem.h"
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#include "pnNetBase/pnNbError.h"
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#include <functional>
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#include <memory>
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class plClientLauncher
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{
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public:
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typedef std::function<class pfPatcher*(void)> CreatePatcherFunc;
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typedef std::function<void(ENetError, const plString&)> ErrorFunc;
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typedef std::function<bool(const plFileName&)> InstallRedistFunc;
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typedef std::function<void(const plFileName&, const plString&)> LaunchClientFunc;
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typedef std::function<void(const plString&)> StatusFunc;
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private:
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enum Flags
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{
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kHaveSelfPatched = 1<<0,
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kClientImage = 1<<1,
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kGameDataOnly = 1<<2,
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kPatchOnly = 1<<3,
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kSkipLoginDialog = 1<<4,
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kRepairGame = kHaveSelfPatched | kClientImage | kGameDataOnly,
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};
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uint32_t fFlags;
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plFileName fServerIni;
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plFileName fClientExecutable;
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std::unique_ptr<class plShardStatus> fStatusThread;
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std::unique_ptr<class plRedistUpdater> fInstallerThread;
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CreatePatcherFunc fPatcherFactory;
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LaunchClientFunc fLaunchClientFunc;
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StatusFunc fStatusFunc;
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plString GetAppArgs() const;
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void IOnPatchComplete(ENetError result, const plString& msg);
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bool IApproveDownload(const plFileName& file);
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public:
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plClientLauncher();
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~plClientLauncher();
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/** Launch whatever client we think is appropriate. Please note that you should not call this unless you know
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* absolutely without question what you are doing!
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*/
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void LaunchClient() const;
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/** Begin the next logical patch operation. We are internally tracking if this is a self patch or a client patch.
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* All you need to do is make certain the doggone callbacks are set so that your UI will update. In theory, you
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* should never call this from your UI code since we manage this state for you.
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*/
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void PatchClient();
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/** Attempt to complete a self-patch left in progress by an older launcher. Specifically, we want to rename
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* the launcher to something sane (UruLauncher.exe.tmp -> UruLauncher.exe). If we complete a self-patch in
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* here, then we need to relaunch ourselves so that the game client will look like what the server expects.
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* \returns True if a self-patch was completed. False if not.
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*/
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bool CompleteSelfPatch(std::function<void(void)> waitProc) const;
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/** Start eap's weird network subsystem and the shard status pinger.
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* \remarks Please note that this will also enqueue the first patch.
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*/
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void InitializeNetCore();
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/** This pumps eap's network subsystem and runs any queued transaction completion callbacks.
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* The thread that you call this from will be the thread that all your UI updates come from.
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* So be certain that you've thought that through!
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* \remarks This method will cause the thread to sleep so that we don't hog the CPU.
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*/
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void PumpNetCore() const;
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/** Shutdown eap's netcore and purge any other crap that needs to happen while the app is
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* visible. In other words, tear down evil threaded crap.
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*/
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void ShutdownNetCore() const;
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/** Load the server configuration file. Note that you MUST parse the command
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* arguments before calling this function!
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*/
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bool LoadServerIni() const;
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/** Parse the command line options. */
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void ParseArguments();
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/** Set a callback function that is called on a network error.
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* \remarks This will be called from the network thread.
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*/
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void SetErrorProc(ErrorFunc proc);
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/** Set a callback that will execute and wait for redistributable installers.
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* \remarks This will be called from a worker thread.
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*/
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void SetInstallerProc(InstallRedistFunc proc);
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/** Set a patcher factory. */
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void SetPatcherFactory(CreatePatcherFunc factory) { fPatcherFactory = factory; }
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/** Set a callback that launches an arbitrary executable.
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* \remarks This will be called from an arbitrary thread.
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*/
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void SetLaunchClientProc(LaunchClientFunc proc) { fLaunchClientFunc = proc; }
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/** Set a callback that displays the shard status.
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* \remarks This will be called from a worker thread.
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*/
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void SetShardProc(StatusFunc proc);
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/** Set a callback that displays the patcher status.
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* \remarks This will be called from the network thread. Note that any time
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* this is called, you should consider it a state reset (so undo your progress bars).
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*/
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void SetStatusProc(StatusFunc proc) { fStatusFunc = proc; }
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};
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#endif // _plClientLauncher_inc_
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