14 Commits

Author SHA1 Message Date
Tixx
cc6167cd2e Bump version 2025-05-03 22:20:55 +02:00
SaltySnail
e216b6ec06 Get error code when the game fails to launch on windows (#179)
This PR logs the error `CreateProcessA` returns when failing on windows.
This can help with figuring out why the launcher `Failed to Launch the
game!`

---

By creating this pull request, I understand that code that is AI
generated or otherwise automatically generated may be rejected without
further discussion.
I declare that I fully understand all code I pushed into this PR, and
wrote all this code myself and own the rights to this code.
2025-04-19 21:43:41 +02:00
Tixx
6597fe5e26 Rename windows api variable 2025-04-19 21:23:51 +02:00
Tixx
2fa5d69369 Link to the docs (#181)
Link to the docs instead

---

By creating this pull request, I understand that code that is AI
generated or otherwise automatically generated may be rejected without
further discussion.
I declare that I fully understand all code I pushed into this PR, and
wrote all this code myself and own the rights to this code.
2025-04-05 12:45:22 +02:00
O1LER
fec80e2c67 Link to the docs 2025-04-05 12:04:57 +02:00
Tixx
fa8627a22b Fix recv return type and better download error handling (#178)
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.

---

By creating this pull request, I understand that code that is AI
generated or otherwise automatically generated may be rejected without
further discussion.
I declare that I fully understand all code I pushed into this PR, and
wrote all this code myself and own the rights to this code.
2025-03-29 20:18:19 +01:00
Tixx
dd5256ae22 Increase download speed calculation precision 2025-03-29 00:19:25 +01:00
Tixx
e24cbf61bb Only fail on socket error or connection closed 2025-03-29 00:19:24 +01:00
Tixx
472e2d16b6 Fix recv return type and better download error handling 2025-03-29 00:19:24 +01:00
Tixx
ae650cc142 Get error code when the game fails to launch on windows 2025-03-28 23:16:37 +01:00
Tixx
ad7177bec8 Include chrono (#176)
By creating this pull request, I understand that code that is AI
generated or otherwise automatically generated may be rejected without
further discussion.
I declare that I fully understand all code I pushed into this PR, and
wrote all this code myself and own the rights to this code.
2025-03-23 22:38:20 +01:00
Tixx
a4005c5876 Include chrono 2025-03-15 23:06:49 +01:00
Tixx
a3ad6f8700 Properly handle the futures (#172)
This PR makes it so that the std::async calls are actually asynchronous.

---

By creating this pull request, I understand that code that is AI
generated or otherwise automatically generated may be rejected without
further discussion.
I declare that I fully understand all code I pushed into this PR, and
wrote all this code myself and own the rights to this code.
2025-03-08 22:29:08 +01:00
Tixx
d3bddb0203 Properly handle the future 2025-02-23 22:04:15 +01:00
7 changed files with 47 additions and 66 deletions

View File

@@ -2,57 +2,7 @@
The launcher is the way we communitcate to outside the game, it does a few automated actions such as but not limited to: downloading the mod, launching the game, and create a connection to a server.
**To clone this repository**: `git clone --recurse-submodules https://github.com/BeamMP/BeamMP-Launcher.git`
## How to build for Windows
Make sure you have the necessary development tools installed:
[vcpkg](https://vcpkg.io/en/)
### Release
In the root directory of the project,
1. `cmake -DCMAKE_BUILD_TYPE=Release . -B bin -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static`
2. `cmake --build bin --parallel --config Release`
Remember to change `C:/vcpkg` to wherever you have vcpkg installed.
### Debug
In the root directory of the project,
1. `cmake . -B bin -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static`
2. `cmake --build bin --parallel`
Remember to change `C:/vcpkg` to wherever you have vcpkg installed.
## How to build for Linux
Make sure you have `vcpkg` installed, as well as basic development tools, often found in packages, for example:
- Debian: `sudo apt install build-essential`
- Fedora: `sudo dnf groupinstall "Development Tools"`
- Arch: `sudo pacman -S base-devel`
- openSUSE: `zypper in -t pattern devel-basis`
### Release
In the root directory of the project,
1. `cmake -DCMAKE_BUILD_TYPE=Release . -B bin -DCMAKE_TOOLCHAIN_FILE=~/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-linux`
2. `cmake --build bin --parallel --config Release`
### Debug
In the root directory of the project,
1. `cmake . -B bin -DCMAKE_TOOLCHAIN_FILE=~/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-linux`
2. `cmake --build bin --parallel`
## Running out of RAM while building
Should you run out of RAM while building, you can ommit the `--parallel` instruction, it will then use less RAM due to building only on one CPU thread.
You can also specify a number of threads to use, for example `--parallel 4` will use four CPU threads, but due to the small project size, you may be faster just omitting `--parallel` instead of trying to find the highest possible multithread number
## [Getting started](https://docs.beammp.com/game/getting-started/)
## License

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@@ -90,6 +90,8 @@ void StartGame(std::string Dir) {
gameArgs += options.game_arguments[i];
}
debug("BeamNG executable path: " + Dir);
bSuccess = CreateProcessA(nullptr, (LPSTR)(Dir + gameArgs).c_str(), nullptr, nullptr, TRUE, 0, nullptr, BaseDir.c_str(), &si, &pi);
if (bSuccess) {
info("Game Launched!");
@@ -97,7 +99,19 @@ void StartGame(std::string Dir) {
WaitForSingleObject(pi.hProcess, INFINITE);
error("Game Closed! launcher closing soon");
} else {
error("Failed to Launch the game! launcher closing soon");
std::string err = "";
DWORD dw = GetLastError();
LPVOID lpErrorMsgBuffer;
if (FormatMessage(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS, NULL, dw,
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPTSTR)&lpErrorMsgBuffer, 0, nullptr) == 0) {
err = "Unknown error code: " + std::to_string(dw);
} else {
err = "Error " + std::to_string(dw) + ": " + (char*)lpErrorMsgBuffer;
}
error("Failed to Launch the game! launcher closing soon. " + err);
}
std::this_thread::sleep_for(std::chrono::seconds(5));
exit(2);

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@@ -141,7 +141,7 @@ void GetServerInfo(std::string Data) {
const std::string buffer = ([&]() -> std::string {
int32_t Header;
std::vector<char> data(sizeof(Header));
int32_t Temp = recv(ISock, data.data(), sizeof(Header), MSG_WAITALL);
int Temp = recv(ISock, data.data(), sizeof(Header), MSG_WAITALL);
auto checkBytes = ([&](const int32_t bytes) -> bool {
if (bytes == 0) {
@@ -200,7 +200,17 @@ bool IsAllowedLink(const std::string& Link) {
return std::regex_search(Link, link_match, link_pattern) && link_match.position() == 0;
}
std::vector<std::future<void>> futures;
void Parse(std::string Data, SOCKET CSocket) {
std::erase_if(futures, [](const std::future<void>& f) {
if (f.wait_for(std::chrono::seconds(0)) == std::future_status::ready) {
return true;
}
return false;
});
char Code = Data.at(0), SubCode = 0;
if (Data.length() > 1)
SubCode = Data.at(1);
@@ -213,9 +223,9 @@ void Parse(std::string Data, SOCKET CSocket) {
Terminate = true;
TCPTerminate = true;
Data.clear();
auto future = std::async(std::launch::async, []() {
futures.push_back(std::async(std::launch::async, []() {
CoreSend("B" + HTTP::Get("https://backend.beammp.com/servers-info"));
});
}));
}
break;
case 'C':
@@ -312,9 +322,9 @@ void Parse(std::string Data, SOCKET CSocket) {
}
Data = "N" + Auth.dump();
} else {
auto future = std::async(std::launch::async, [data = std::move(Data)]() {
futures.push_back(std::async(std::launch::async, [data = std::move(Data)]() {
CoreSend("N" + Login(data.substr(data.find(':') + 1)));
});
}));
Data.clear();
}
break;
@@ -342,7 +352,8 @@ void Parse(std::string Data, SOCKET CSocket) {
}
void GameHandler(SOCKET Client) {
CoreSocket = Client;
int32_t Size, Temp, Rcv;
int32_t Size, Rcv;
int Temp;
char Header[10] = { 0 };
do {
Rcv = 0;

View File

@@ -26,6 +26,7 @@
#include <string>
#include <thread>
#include "Options.h"
#include <chrono>
std::chrono::time_point<std::chrono::high_resolution_clock> PingStart, PingEnd;
bool GConnected = false;
@@ -261,7 +262,8 @@ void TCPGameServer(const std::string& IP, int Port) {
NetMainThread = std::make_unique<std::thread>(NetMain, IP, Port);
CServer = false;
}
int32_t Size, Temp, Rcv;
int32_t Size, Rcv;
int Temp;
char Header[10] = { 0 };
// Read byte by byte until '>' is rcved then get the size and read based on it

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@@ -164,9 +164,12 @@ std::vector<char> TCPRcvRaw(SOCKET Sock, uint64_t& GRcv, uint64_t Size) {
do {
// receive at most some MB at a time
int Len = std::min(int(Size - Rcv), 1 * 1024 * 1024);
int32_t Temp = recv(Sock, &File[Rcv], Len, MSG_WAITALL);
if (Temp < 1) {
info(std::to_string(Temp));
int Temp = recv(Sock, &File[Rcv], Len, MSG_WAITALL);
if (Temp == -1 || Temp == 0) {
debug("Recv returned: " + std::to_string(Temp));
if (Temp == -1) {
error("Socket error during download: " + std::to_string(WSAGetLastError()));
}
UUl("Socket Closed Code 1");
KillSocket(Sock);
Terminate = true;
@@ -177,8 +180,8 @@ std::vector<char> TCPRcvRaw(SOCKET Sock, uint64_t& GRcv, uint64_t Size) {
auto end = std::chrono::high_resolution_clock::now();
auto difference = end - start;
float bits_per_s = float(Rcv * 8) / float(std::chrono::duration_cast<std::chrono::milliseconds>(difference).count());
float megabits_per_s = bits_per_s / 1000;
double bits_per_s = double(Rcv * 8) / double(std::chrono::duration_cast<std::chrono::milliseconds>(difference).count());
double megabits_per_s = bits_per_s / 1000;
DownloadSpeed = megabits_per_s;
// every 8th iteration print the speed
if (i % 8 == 0) {

View File

@@ -81,7 +81,8 @@ std::string TCPRcv(SOCKET Sock) {
UUl("Invalid Socket");
return "";
}
int32_t Header, Temp;
int32_t Header;
int Temp;
std::vector<char> Data(sizeof(Header));
Temp = recv(Sock, Data.data(), sizeof(Header), MSG_WAITALL);
if (!CheckBytes(Temp)) {

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@@ -84,7 +84,7 @@ std::string GetVer() {
return "2.4";
}
std::string GetPatch() {
return ".0";
return ".1";
}
std::string GetEP(const char* P) {