This PR adds support for the changes made to the BeamNG userfolder path
location.
1. Registry check for userfolder removed
2. New ini file is checked for userfolder
3. Ini parser now supports global keys
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Previously, it used argv[0] for the execution path, which is fine in
most cases, but in my case, it is not.
The thing is, I use NixOS, and I have created a Nix module for BeamMP.
When running BeamMP-Launcher, it tries to check for updates, and fails
because of the SHA hash.
There are other ways around this, such as setting the execution
directory, but I think this is a far clearer approach
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This PR makes the launcher update more reliable by downloading the
update to a "new_BeamMP-Launcher.exe" file, instead of the launcher
renaming itself to a backup (effectively bricking itself and the
shortcut) and then hoping the download doesn't fail.
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Current Steam installations seem to have a much cleaner filesystem
layout on Debian while older ones look quite different.
Older Debian installations ~/.steam/root points to ~/.steam while newer
ones point to ~/.steam/debian-installation and hence BeamMP cannot find
integrity.json. 'steamapps' is at ~/.steam/debian-installation in newer
installations.
On the older installations, 'steamapps' is at ~/.steam/steam/steamapps.
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Fixes issues for linux that came from PR #167
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This PR changes everything relating to file system paths to use
std::wstring instead of std::string. This allows for non-latin
characters to be in the user's path, for example in their windows
username.
- [x] Convert windows code to use wstring
- [x] Fix linux build
- [x] Fix hashing
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Adds `DeleteDuplicateMods` option to the launcher config which, well,
deletes mods with the same name if their hashes mismatch. Useful for
development where client mod hashes can frequently change.
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This PR makes it so that the launcher will first check for the presence
of a .git folder before deleting the unpacked BeamMP directory.
This is useful when you're working on the BeamMP mod and you
accidentally start the launcher without dev mode. (This has happened to
me more times than I would like to admit.)
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This PR adds cached mods to the "Loading resources" pop-up in-game and
makes it so that the count is actually right.
This PR also fixes the mod protection message because for some reason I
forced it to be always off 😁.
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This PR makes it so that the mod hash and download confirmation are
verified before proceeding.
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Launcher implementation for
https://github.com/BeamMP/BeamMP-Server/pull/430. This PR checks if mods
are protected, and if a mod is missing the launcher will notify the user
about it and give them instructions on how to resolve it.
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Link to the docs instead
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Fixes the recv return value type. This PR corrects the recv return value
type from `int32_t` to `int`. Casting the return value from `int` to
`int32_t` (Currently the case, changed by this pr) would in some cases,
if the transmitted packet was large enough, flip the value causing it to
be a high negative number, which recv will never return. This happens
frequently when downloading big mods over a fast connection.
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This PR makes it so that the std::async calls are actually asynchronous.
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This PR adds multiple features relating to mod downloads.
1. With this PR the launcher will convert old style mods (without hash)
to new style mods (with hash). This is so people don't have to
re-download all of their mods after joining a server which was
previously on a version below 3.6.0
2. This PR will save the last used date of mods in a JSON file in the
caching directory. This will allow for smart deletion of cached mods
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Adds an `I` packet to the core handler, which allows the mod to use the
newly added [information packet
](https://github.com/BeamMP/BeamMP-Server/pull/382) in the server.
Usage:
Mod sends `I0.0.0.0:0000` and the launcher will send either
`I0.0.0.0:0000;` back if something went wrong, or `I0.0.0.0:0000;{Server
information JSON}` if it succeeded.
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In some cases it can take longer than 10 seconds to connect to the
backend, so in this PR I've raised the limit to 2 minutes.
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This PR makes it so the launcher logs curl's error description.
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Fix non-critical typo in README:md
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I couldn't launch the game without this.
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Beforehand, the launcher would check only if the game directory existed.
This would lead to an error if the game was moved through Steam since
Steam leaves the BeamNG.Drive directory behind. Now it checks for to see
if integrity.json is inside. I also removed some commented out code I
seem to have left behind when I was porting it.
I agree to this code (and the whole port to native Linux since the #63
was locked and I couldn't agree there) being licensed under AGPL 3.
LOCKED until:
- [ ] Review each individual file for third party licenses
- [ ] Implement AGPL headers into each file
- [ ] Get confirmation from all contributors/copyright owners to make
the license change
- [ ] Eventually figure out bits of code of contributors that either
dont agree to the license change or that are unresponsive
Update build instructions
Adresses both #155 and #153
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- Do we need to mention that vcpkg should be installed in the first
place?
- Do we need to specify what the difference between release and debug
builds is?
- Are there any other prerequisites for building on windows?
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