2020-04-25 16:16:52 -07:00

996 lines
37 KiB
JavaScript

var hosts = {}; // hosts is an associative array of NvHTTP objects, keyed by server UID
var activePolls = {}; // hosts currently being polled. An associated array of polling IDs, keyed by server UID
var pairingCert;
var myUniqueid = '0123456789ABCDEF'; // Use the same UID as other Moonlight clients to allow them to quit each other's games
var api; // `api` should only be set if we're in a host-specific screen. on the initial screen it should always be null.
var isInGame = false; // flag indicating whether the game stream started
var windowState = 'normal'; // chrome's windowState, possible values: 'normal' or 'fullscreen'
// Called by the common.js module.
function attachListeners() {
changeUiModeForNaClLoad();
$('.resolutionMenu li').on('click', saveResolution);
$('.framerateMenu li').on('click', saveFramerate);
$('#bitrateSlider').on('input', updateBitrateField); // input occurs every notch you slide
//$('#bitrateSlider').on('change', saveBitrate); //FIXME: it seems not working
$("#remoteAudioEnabledSwitch").on('click', saveRemoteAudio);
$('#optimizeGamesSwitch').on('click', saveOptimize);
$('#addHostCell').on('click', addHost);
$('#backIcon').on('click', showHostsAndSettingsMode);
$('#quitCurrentApp').on('click', stopGameWithConfirmation);
$(window).resize(fullscreenNaclModule);
chrome.app.window.current().onMaximized.addListener(fullscreenChromeWindow);
}
function fullscreenChromeWindow() {
// when the user clicks the maximize button on the window,
// FIRST restore it to the previous size, then fullscreen it to the whole screen
// this prevents the previous window size from being 'maximized',
// and allows us to functionally retain two window sizes
// so that when the user hits `esc`, they go back to the "restored" size,
// instead of "maximized", which would immediately go to fullscreen
chrome.app.window.current().restore();
chrome.app.window.current().fullscreen();
}
function loadWindowState() {
if (!chrome.storage) {
return;
}
chrome.storage.sync.get('windowState', function(item) {
// load stored window state
windowState = (item && item.windowState) ?
item.windowState :
windowState;
// subscribe to chrome's windowState events
chrome.app.window.current().onFullscreened.addListener(onFullscreened);
chrome.app.window.current().onBoundsChanged.addListener(onBoundsChanged);
});
}
function onFullscreened() {
if (!isInGame && windowState == 'normal') {
storeData('windowState', 'fullscreen', null);
windowState = 'fullscreen';
}
}
function onBoundsChanged() {
if (!isInGame && windowState == 'fullscreen') {
storeData('windowState', 'normal', null);
windowState = 'normal';
}
}
function changeUiModeForNaClLoad() {
$('#main-navigation').children().hide();
$("#main-content").children().not("#listener, #naclSpinner").hide();
$('#naclSpinnerMessage').text('Loading Moonlight plugin...');
$('#naclSpinner').css('display', 'inline-block');
}
function startPollingHosts() {
for (var hostUID in hosts) {
beginBackgroundPollingOfHost(hosts[hostUID]);
}
}
function stopPollingHosts() {
for (var hostUID in hosts) {
stopBackgroundPollingOfHost(hosts[hostUID]);
}
}
function restoreUiAfterNaClLoad() {
$('#main-navigation').children().not("#quitCurrentApp").show();
$("#main-content").children().not("#listener, #naclSpinner, #game-grid").show();
$('#naclSpinner').hide();
$('#loadingSpinner').css('display', 'none');
showHostsAndSettingsMode();
findNvService(function(finder, opt_error) {
if (finder.byService_['_nvstream._tcp']) {
var ips = Object.keys(finder.byService_['_nvstream._tcp']);
for (var i in ips) {
var ip = ips[i];
if (finder.byService_['_nvstream._tcp'][ip]) {
var mDnsDiscoveredHost = new NvHTTP(ip, myUniqueid);
mDnsDiscoveredHost.pollServer(function(returneMdnsDiscoveredHost) {
// Just drop this if the host doesn't respond
if (!returneMdnsDiscoveredHost.online) {
return;
}
if (hosts[returneMdnsDiscoveredHost.serverUid] != null) {
// if we're seeing a host we've already seen before, update it for the current local IP.
hosts[returneMdnsDiscoveredHost.serverUid].address = returneMdnsDiscoveredHost.address;
hosts[returneMdnsDiscoveredHost.serverUid].updateExternalAddressIP4();
} else {
// Host must be in the grid before starting background polling
addHostToGrid(returneMdnsDiscoveredHost, true);
beginBackgroundPollingOfHost(returneMdnsDiscoveredHost);
}
saveHosts();
});
}
}
}
});
}
function beginBackgroundPollingOfHost(host) {
var el = document.querySelector('#hostgrid-' + host.serverUid)
if (host.online) {
el.classList.remove('host-cell-inactive')
// The host was already online. Just start polling in the background now.
activePolls[host.serverUid] = window.setInterval(function() {
// every 5 seconds, poll at the address we know it was live at
host.pollServer(function() {
if (host.online) {
el.classList.remove('host-cell-inactive')
} else {
el.classList.add('host-cell-inactive')
}
});
}, 5000);
} else {
el.classList.add('host-cell-inactive')
// The host was offline, so poll immediately.
host.pollServer(function() {
if (host.online) {
el.classList.remove('host-cell-inactive')
} else {
el.classList.add('host-cell-inactive')
}
// Now start background polling
activePolls[host.serverUid] = window.setInterval(function() {
// every 5 seconds, poll at the address we know it was live at
host.pollServer(function() {
if (host.online) {
el.classList.remove('host-cell-inactive')
} else {
el.classList.add('host-cell-inactive')
}
});
}, 5000);
});
}
}
function stopBackgroundPollingOfHost(host) {
console.log('%c[index.js, backgroundPolling]', 'color: green;', 'Stopping background polling of host ' + host.serverUid + '\n', host, host.toString()); //Logging both object (for console) and toString-ed object (for text logs)
window.clearInterval(activePolls[host.serverUid]);
delete activePolls[host.serverUid];
}
function snackbarLog(givenMessage) {
console.log('%c[index.js, snackbarLog]', 'color: green;', givenMessage);
var data = {
message: givenMessage,
timeout: 2000
};
document.querySelector('#snackbar').MaterialSnackbar.showSnackbar(data);
}
function snackbarLogLong(givenMessage) {
console.log('%c[index.js, snackbarLog]', 'color: green;', givenMessage);
var data = {
message: givenMessage,
timeout: 5000
};
document.querySelector('#snackbar').MaterialSnackbar.showSnackbar(data);
}
function updateBitrateField() {
$('#bitrateField').html($('#bitrateSlider').val() + " Mbps");
saveBitrate();
}
function moduleDidLoad() {
// load the HTTP cert and unique ID if we have one.
chrome.storage.sync.get('cert', function(savedCert) {
if (savedCert.cert != null) { // we have a saved cert
pairingCert = savedCert.cert;
}
chrome.storage.sync.get('uniqueid', function(savedUniqueid) {
// See comment on myUniqueid
/*if (savedUniqueid.uniqueid != null) { // we have a saved uniqueid
myUniqueid = savedUniqueid.uniqueid;
} else {
myUniqueid = uniqueid();
storeData('uniqueid', myUniqueid, null);
}*/
if (!pairingCert) { // we couldn't load a cert. Make one.
console.warn('%c[index.js, moduleDidLoad]', 'color: green;', 'Failed to load local cert. Generating new one');
sendMessage('makeCert', []).then(function(cert) {
storeData('cert', cert, null);
pairingCert = cert;
console.info('%c[index.js, moduleDidLoad]', 'color: green;', 'Generated new cert:', cert);
}, function(failedCert) {
console.error('%c[index.js, moduleDidLoad]', 'color: green;', 'Failed to generate new cert! Returned error was: \n', failedCert);
}).then(function(ret) {
sendMessage('httpInit', [pairingCert.cert, pairingCert.privateKey, myUniqueid]).then(function(ret) {
restoreUiAfterNaClLoad();
}, function(failedInit) {
console.error('%c[index.js, moduleDidLoad]', 'color: green;', 'Failed httpInit! Returned error was: ', failedInit);
});
});
} else {
sendMessage('httpInit', [pairingCert.cert, pairingCert.privateKey, myUniqueid]).then(function(ret) {
restoreUiAfterNaClLoad();
}, function(failedInit) {
console.error('%c[index.js, moduleDidLoad]', 'color: green;', 'Failed httpInit! Returned error was: ', failedInit);
});
}
// load previously connected hosts, which have been killed into an object, and revive them back into a class
chrome.storage.sync.get('hosts', function(previousValue) {
hosts = previousValue.hosts != null ? previousValue.hosts : {};
for (var hostUID in hosts) { // programmatically add each new host.
var revivedHost = new NvHTTP(hosts[hostUID].address, myUniqueid, hosts[hostUID].userEnteredAddress);
revivedHost.serverUid = hosts[hostUID].serverUid;
revivedHost.externalIP = hosts[hostUID].externalIP;
revivedHost.hostname = hosts[hostUID].hostname;
revivedHost.ppkstr = hosts[hostUID].ppkstr;
addHostToGrid(revivedHost);
}
console.log('%c[index.js]', 'color: green;', 'Loaded previously connected hosts');
});
});
});
}
// pair to the given NvHTTP host object. Returns whether pairing was successful.
function pairTo(nvhttpHost, onSuccess, onFailure) {
if (!pairingCert) {
snackbarLog('ERROR: cert has not been generated yet. Is NaCl initialized?');
console.warn('%c[index.js]', 'color: green;', 'User wants to pair, and we still have no cert. Problem = very yes.');
onFailure();
return;
}
nvhttpHost.pollServer(function(ret) {
if (!nvhttpHost.online) {
snackbarLog('Failed to connect to ' + nvhttpHost.hostname + '! Ensure that GameStream is enabled in GeForce Experience.');
console.error('%c[index.js]', 'color: green;', 'Host declared as offline:', nvhttpHost, nvhttpHost.toString()); //Logging both the object and the toString version for text logs
onFailure();
return;
}
if (nvhttpHost.paired) {
onSuccess();
return;
}
if (nvhttpHost.currentGame != 0) {
snackbarLog(nvhttpHost.hostname + ' is currently in game. Quit the running app or restart the computer, then try again.');
onFailure();
return;
}
var randomNumber = String("0000" + (Math.random() * 10000 | 0)).slice(-4);
var pairingDialog = document.querySelector('#pairingDialog');
$('#pairingDialogText').html('Please enter the number ' + randomNumber + ' on the GFE dialog on the computer. This dialog will be dismissed once complete');
pairingDialog.showModal();
$('#cancelPairingDialog').off('click');
$('#cancelPairingDialog').on('click', function() {
pairingDialog.close();
});
console.log('%c[index.js]', 'color: green;', 'Sending pairing request to ' + nvhttpHost.hostname + ' with PIN: ' + randomNumber);
nvhttpHost.pair(randomNumber).then(function() {
snackbarLog('Pairing successful');
pairingDialog.close();
onSuccess();
}, function(failedPairing) {
snackbarLog('Failed pairing to: ' + nvhttpHost.hostname);
if (nvhttpHost.currentGame != 0) {
$('#pairingDialogText').html('Error: ' + nvhttpHost.hostname + ' is busy. Stop streaming to pair.');
} else {
$('#pairingDialogText').html('Error: failed to pair with ' + nvhttpHost.hostname + '.');
}
console.log('%c[index.js]', 'color: green;', 'Failed API object:', nvhttpHost, nvhttpHost.toString()); //Logging both the object and the toString version for text logs
onFailure();
});
});
}
function hostChosen(host) {
if (!host.online) {
return;
}
// Avoid delay from other polling during pairing
stopPollingHosts();
api = host;
if (!host.paired) {
// Still not paired; go to the pairing flow
pairTo(host, function() {
showApps(host);
saveHosts();
},
function() {
startPollingHosts();
});
} else {
// When we queried again, it was paired, so show apps.
showApps(host);
}
}
// the `+` was selected on the host grid.
// give the user a dialog to input connection details for the PC
function addHost() {
var modal = document.querySelector('#addHostDialog');
modal.showModal();
// drop the dialog if they cancel
$('#cancelAddHost').off('click');
$('#cancelAddHost').on('click', function() {
modal.close();
});
// try to pair if they continue
$('#continueAddHost').off('click');
$('#continueAddHost').on('click', function() {
var inputHost = $('#dialogInputHost').val();
var _nvhttpHost = new NvHTTP(inputHost, myUniqueid, inputHost);
_nvhttpHost.refreshServerInfoAtAddress(inputHost).then(function(success) {
modal.close();
// Check if we already have record of this host. If so,
// we'll need the PPK string to ensure our pairing status is accurate.
if (hosts[_nvhttpHost.serverUid] != null) {
// Update the addresses
hosts[_nvhttpHost.serverUid].address = _nvhttpHost.address;
hosts[_nvhttpHost.serverUid].userEnteredAddress = _nvhttpHost.userEnteredAddress;
// Use the host in the array directly to ensure the PPK propagates after pairing
pairTo(hosts[_nvhttpHost.serverUid], function() {
saveHosts();
});
}
else {
pairTo(_nvhttpHost, function() {
// Host must be in the grid before starting background polling
addHostToGrid(_nvhttpHost);
beginBackgroundPollingOfHost(_nvhttpHost);
saveHosts();
});
}
}.bind(this),
function(failure) {
snackbarLog('Failed to connect to ' + _nvhttpHost.hostname + '! Ensure that GameStream is enabled in GeForce Experience.');
}.bind(this));
});
}
// host is an NvHTTP object
function addHostToGrid(host, ismDNSDiscovered) {
var outerDiv = $("<div>", {
class: 'host-container mdl-card mdl-shadow--4dp',
id: 'host-container-' + host.serverUid,
role: 'link',
tabindex: 0,
'aria-label': host.hostname
});
var cell = $("<div>", {
class: 'mdl-card__title mdl-card--expand',
id: 'hostgrid-' + host.serverUid
});
$(cell).prepend($("<h2>", {
class: "mdl-card__title-text",
html: host.hostname
}));
var removalButton = $("<div>", {
class: "remove-host",
id: "removeHostButton-" + host.serverUid,
role: 'button',
tabindex: 0,
'aria-label': 'Remove host ' + host.hostname
});
removalButton.off('click');
removalButton.click(function() {
removeClicked(host);
});
cell.off('click');
cell.click(function() {
hostChosen(host);
});
outerDiv.keypress(function(e) {
if (e.keyCode == 13) {
hostChosen(host);
}
});
$(outerDiv).append(cell);
if (!ismDNSDiscovered) {
// we don't have the option to delete mDNS hosts. So don't show it to the user.
$(outerDiv).append(removalButton);
}
$('#host-grid').append(outerDiv);
hosts[host.serverUid] = host;
if (ismDNSDiscovered) {
hosts[host.serverUid].updateExternalAddressIP4();
}
}
function removeClicked(host) {
var deleteHostDialog = document.querySelector('#deleteHostDialog');
document.getElementById('deleteHostDialogText').innerHTML =
' Are you sure you want to delete ' + host.hostname + '?';
deleteHostDialog.showModal();
$('#cancelDeleteHost').off('click');
$('#cancelDeleteHost').on('click', function() {
deleteHostDialog.close();
});
// locally remove the hostname/ip from the saved `hosts` array.
// note: this does not make the host forget the pairing to us.
// this means we can re-add the host, and will still be paired.
$('#continueDeleteHost').off('click');
$('#continueDeleteHost').on('click', function() {
var deleteHostDialog = document.querySelector('#deleteHostDialog');
$('#host-container-' + host.serverUid).remove();
delete hosts[host.serverUid]; // remove the host from the array;
saveHosts();
deleteHostDialog.close();
});
}
// puts the CSS style for current app on the app that's currently running
// and puts the CSS style for non-current app apps that aren't running
// this requires a hot-off-the-host `api`, and the appId we're going to stylize
// the function was made like this so that we can remove duplicated code, but
// not do N*N stylizations of the box art, or make the code not flow very well
function stylizeBoxArt(freshApi, appIdToStylize) {
// If the running game is the good one then style it
var el = document.querySelector("#game-" + appIdToStylize);
if(freshApi.currentGame === appIdToStylize) {
el.classList.add('current-game')
el.title += ' (Running)'
} else {
el.classList.remove('current-game')
el.title.replace(' (Running)', '') // TODO: Replace with localized string so make it e.title = game_title
}
}
function sortTitles(list, sortOrder) {
return list.sort((a, b) => {
const titleA = a.title.toLowerCase();
const titleB = b.title.toLowerCase();
// A - Z
if (sortOrder === 'ASC') {
if (titleA < titleB) {
return -1;
}
if (titleA > titleB) {
return 1;
}
return 0;
}
// Z - A
if (sortOrder === 'DESC') {
if (titleA < titleB) {
return 1;
}
if (titleA > titleB) {
return -1;
}
return 0;
}
});
}
// show the app list
function showApps(host) {
if (!host || !host.paired) { // safety checking. shouldn't happen.
console.log('%c[index.js, showApps]', 'color: green;', 'Moved into showApps, but `host` did not initialize properly! Failing.');
return;
}
console.log('%c[index.js, showApps]', 'color: green;', 'Current host object:', host, host.toString()); //Logging both object (for console) and toString-ed object (for text logs)
$('#quitCurrentApp').show();
$("#gameList .game-container").remove();
// Show a spinner while the applist loads
$('#naclSpinnerMessage').text('Loading apps...');
$('#naclSpinner').css('display', 'inline-block');
$("div.game-container").remove();
host.getAppList().then(function(appList) {
$('#naclSpinner').hide();
$("#game-grid").show();
if(appList.length == 0) {
console.error('%c[index.js, showApps]', 'User\'s applist is empty')
var img = new Image()
img.src = 'static/res/applist_empty.svg'
$('#game-grid').html(img)
snackbarLog('Your game list is empty')
return; // We stop the function right here
}
// if game grid is populated, empty it
const sortedAppList = sortTitles(appList, 'ASC');
sortedAppList.forEach(function(app) {
if ($('#game-' + app.id).length === 0) {
// double clicking the button will cause multiple box arts to appear.
// to mitigate this we ensure we don't add a duplicate.
// This isn't perfect: there's lots of RTTs before the logic prevents anything
var gameCard = document.createElement('div')
gameCard.id = 'game-' + app.id
gameCard.className = 'game-container mdl-card mdl-shadow--4dp'
gameCard.setAttribute('role', 'link')
gameCard.tabIndex = 0
gameCard.title = app.title
gameCard.innerHTML = `<div class="game-title">${app.title}</div>`
gameCard.addEventListener('click', e => {
startGame(host, app.id)
})
gameCard.addEventListener('mouseover', e => {
gameCard.focus();
});
gameCard.addEventListener('keydown', e => {
if(e.key == "Enter") {
startGame(host, app.id);
}
if(e.key == "ArrowLeft") {
let prev = gameCard.previousSibling
if(prev !== null)
gameCard.previousSibling.focus()
// TODO: Add a sound when limit reached
}
if(e.key == "ArrowRight") {
let next = gameCard.nextSibling
if(next !== null)
gameCard.nextSibling.focus()
// TODO: Add a sound when limit reached
}
})
document.querySelector('#game-grid').appendChild(gameCard);
// apply CSS stylization to indicate whether the app is active
stylizeBoxArt(host, app.id);
}
var img = new Image();
host.getBoxArt(app.id).then(function(resolvedPromise) {
img.src = resolvedPromise;
}, function(failedPromise) {
console.log('%c[index.js, showApps]', 'color: green;', 'Error! Failed to retrieve box art for app ID: ' + app.id + '. Returned value was: ' + failedPromise, '\n Host object:', host, host.toString());
img.src = 'static/res/placeholder_error.svg'
});
img.onload = e => img.classList.add('fade-in');
$(gameCard).append(img);
});
}, function(failedAppList) {
$('#naclSpinner').hide();
var img = new Image();
img.src = 'static/res/applist_error.svg'
$("#game-grid").html(img)
snackbarLog('Unable to retrieve your games')
console.error('%c[index.js, showApps]', 'Failed to get applist from host: ' + host.hostname, '\n Host object:', host, host.toString());
});
showAppsMode();
}
// set the layout to the initial mode you see when you open moonlight
function showHostsAndSettingsMode() {
console.log('%c[index.js]', 'color: green;', 'Entering "Show apps and hosts" mode');
$("#main-navigation").show();
$(".nav-menu-parent").show();
$("#externalAudioBtn").show();
$("#main-content").children().not("#listener, #loadingSpinner, #naclSpinner").show();
$('#game-grid').hide();
$('#backIcon').hide();
$('#quitCurrentApp').hide();
$("#main-content").removeClass("fullscreen");
$("#listener").removeClass("fullscreen");
startPollingHosts();
}
function showAppsMode() {
console.log('%c[index.js]', 'color: green;', 'Entering "Show apps" mode');
$('#backIcon').show();
$("#main-navigation").show();
$("#main-content").children().not("#listener, #loadingSpinner, #naclSpinner").show();
$("#streamSettings").hide();
$(".nav-menu-parent").hide();
$("#externalAudioBtn").hide();
$("#host-grid").hide();
$("#settings").hide();
$("#main-content").removeClass("fullscreen");
$("#listener").removeClass("fullscreen");
$('#loadingSpinner').css('display', 'none');
$('body').css('backgroundColor', '#282C38');
// Restore back to a window
if (windowState == 'normal') {
chrome.app.window.current().restore();
}
isInGame = false;
// FIXME: We want to eventually poll on the app screen but we can't now
// because it slows down box art loading and we don't update the UI live
// anyway.
stopPollingHosts();
}
// start the given appID. if another app is running, offer to quit it.
// if the given app is already running, just resume it.
function startGame(host, appID) {
if (!host || !host.paired) {
console.error('%c[index.js, startGame]', 'color: green;', 'Attempted to start a game, but `host` did not initialize properly. Host object: ', host);
return;
}
// refresh the server info, because the user might have quit the game.
host.refreshServerInfo().then(function(ret) {
host.getAppById(appID).then(function(appToStart) {
if (host.currentGame != 0 && host.currentGame != appID) {
host.getAppById(host.currentGame).then(function(currentApp) {
var quitAppDialog = document.querySelector('#quitAppDialog');
document.getElementById('quitAppDialogText').innerHTML =
currentApp.title + ' is already running. Would you like to quit ' +
currentApp.title + '?';
quitAppDialog.showModal();
$('#cancelQuitApp').off('click');
$('#cancelQuitApp').on('click', function() {
quitAppDialog.close();
console.log('[index.js, startGame]', 'color: green;', 'Closing app dialog, and returning');
});
$('#continueQuitApp').off('click');
$('#continueQuitApp').on('click', function() {
console.log('[index.js, startGame]', 'color: green;', 'Stopping game, and closing app dialog, and returning');
stopGame(host, function() {
// please oh please don't infinite loop with recursion
startGame(host, appID);
});
quitAppDialog.close();
});
return;
}, function(failedCurrentApp) {
console.error('[index.js, startGame]', 'color: green;', 'Failed to get the current running app from host! Returned error was:' + failedCurrentApp, '\n Host object:', host, host.toString());
return;
});
return;
}
var frameRate = $('#selectFramerate').data('value').toString();
var optimize = $("#optimizeGamesSwitch").parent().hasClass('is-checked') ? 1 : 0;
var streamWidth = $('#selectResolution').data('value').split(':')[0];
var streamHeight = $('#selectResolution').data('value').split(':')[1];
// we told the user it was in Mbps. We're dirty liars and use Kbps behind their back.
var bitrate = parseInt($("#bitrateSlider").val()) * 1000;
console.log('%c[index.js, startGame]', 'color:green;', 'startRequest:' + host.address + ":" + streamWidth + ":" + streamHeight + ":" + frameRate + ":" + bitrate + ":" + optimize);
var rikey = generateRemoteInputKey();
var rikeyid = generateRemoteInputKeyId();
var gamepadMask = getConnectedGamepadMask();
$('#loadingMessage').text('Starting ' + appToStart.title + '...');
playGameMode();
if (host.currentGame == appID) { // if user wants to launch the already-running app, then we resume it.
return host.resumeApp(
rikey, rikeyid, 0x030002 // Surround channel mask << 16 | Surround channel count
).then(function(launchResult) {
$xml = $($.parseXML(launchResult.toString()));
$root = $xml.find('root');
if ($root.attr('status_code') != 200) {
snackbarLog('Error ' + $root.attr('status_code') + ': ' + $root.attr('status_message'));
showApps(host);
return;
}
sendMessage('startRequest', [host.address, streamWidth, streamHeight, frameRate,
bitrate.toString(), rikey, rikeyid.toString(), host.appVersion, host.gfeVersion
]);
}, function(failedResumeApp) {
console.eror('%c[index.js, startGame]', 'color:green;', 'Failed to resume the app! Returned error was' + failedResumeApp);
showApps(host);
return;
});
}
var remote_audio_enabled = $("#remoteAudioEnabledSwitch").parent().hasClass('is-checked') ? 1 : 0;
host.launchApp(appID,
streamWidth + "x" + streamHeight + "x" + frameRate,
optimize, // DON'T Allow GFE (0) to optimize game settings, or ALLOW (1) to optimize game settings
rikey, rikeyid,
remote_audio_enabled, // Play audio locally too?
0x030002, // Surround channel mask << 16 | Surround channel count
gamepadMask
).then(function(launchResult) {
$xml = $($.parseXML(launchResult.toString()));
$root = $xml.find('root');
var status_code = $root.attr('status_code')
if (status_code != 200) {
var status_message = $root.attr('status_message')
if (status_code == 4294967295 && status_message == 'Invalid') {
// Special case handling an audio capture error which GFE doesn't
// provide any useful status message for.
status_code = 418;
status_message = 'Missing audio capture device. Reinstall GeForce Experience.';
}
snackbarLog('Error ' + status_code + ': ' + status_message);
showApps(host);
return;
}
sendMessage('startRequest', [host.address, streamWidth, streamHeight, frameRate,
bitrate.toString(), rikey, rikeyid.toString(), host.appVersion
]);
}, function(failedLaunchApp) {
console.error('%c[index.js, launchApp]', 'color: green;', 'Failed to launch app width id: ' + appID + '\nReturned error was: ' + failedLaunchApp);
showApps(host);
return;
});
});
});
}
function playGameMode() {
console.log('%c[index.js, playGameMode]', 'color:green;', 'Entering play game mode');
isInGame = true;
$("#main-navigation").hide();
$("#main-content").children().not("#listener, #loadingSpinner").hide();
$("#main-content").addClass("fullscreen");
chrome.app.window.current().fullscreen();
fullscreenNaclModule();
$('#loadingSpinner').css('display', 'inline-block');
}
// Maximize the size of the nacl module by scaling and resizing appropriately
function fullscreenNaclModule() {
var streamWidth = $('#selectResolution').data('value').split(':')[0];
var streamHeight = $('#selectResolution').data('value').split(':')[1];
var screenWidth = window.innerWidth;
var screenHeight = window.innerHeight;
var xRatio = screenWidth / streamWidth;
var yRatio = screenHeight / streamHeight;
var zoom = Math.min(xRatio, yRatio);
var module = $("#nacl_module")[0];
module.width = zoom * streamWidth;
module.height = zoom * streamHeight;
module.style.paddingTop = ((screenHeight - module.height) / 2) + "px";
}
function stopGameWithConfirmation() {
if (api.currentGame === 0) {
snackbarLog('Nothing was running');
} else {
api.getAppById(api.currentGame).then(function(currentGame) {
var quitAppDialog = document.querySelector('#quitAppDialog');
document.getElementById('quitAppDialogText').innerHTML =
' Are you sure you would like to quit ' +
currentGame.title + '? Unsaved progress will be lost.';
quitAppDialog.showModal();
$('#cancelQuitApp').off('click');
$('#cancelQuitApp').on('click', function() {
console.log('%c[index.js, stopGameWithConfirmation]', 'color:green;', 'Closing app dialog, and returning');
quitAppDialog.close();
});
$('#continueQuitApp').off('click');
$('#continueQuitApp').on('click', function() {
console.log('%c[index.js, stopGameWithConfirmation]', 'color:green;', 'Stopping game, and closing app dialog, and returning');
stopGame(api);
quitAppDialog.close();
});
});
}
}
function stopGame(host, callbackFunction) {
isInGame = false;
if (!host.paired) {
return;
}
host.refreshServerInfo().then(function(ret) {
host.getAppById(host.currentGame).then(function(runningApp) {
if (!runningApp) {
snackbarLog('Nothing was running');
return;
}
var appName = runningApp.title;
snackbarLog('Stopping ' + appName);
host.quitApp().then(function(ret2) {
host.refreshServerInfo().then(function(ret3) { // refresh to show no app is currently running.
showApps(host);
if (typeof(callbackFunction) === "function") callbackFunction();
}, function(failedRefreshInfo2) {
console.error('%c[index.js, stopGame]', 'color:green;', 'Failed to refresh server info! Returned error was:' + failedRefreshInfo + ' and failed server was:', host, host.toString());
});
}, function(failedQuitApp) {
console.error('%c[index.js, stopGame]', 'color:green;', 'Failed to quit app! Returned error was:' + failedQuitApp);
});
}, function(failedGetApp) {
console.error('%c[index.js, stopGame]', 'color:green;', 'Failed to get app ID! Returned error was:' + failedRefreshInfo);
});
}, function(failedRefreshInfo) {
console.error('%c[index.js, stopGame]', 'color:green;', 'Failed to refresh server info! Returned error was:' + failedRefreshInfo);
});
}
function storeData(key, data, callbackFunction) {
var obj = {};
obj[key] = data;
if (chrome.storage)
chrome.storage.sync.set(obj, callbackFunction);
}
function saveResolution() {
var chosenResolution = $(this).data('value');
$('#selectResolution').text($(this).text()).data('value', chosenResolution);
storeData('resolution', chosenResolution, null);
updateDefaultBitrate();
}
function saveOptimize() {
// MaterialDesignLight uses the mouseup trigger, so we give it some time to change the class name before
// checking the new state
setTimeout(function() {
var chosenOptimize = $("#optimizeGamesSwitch").parent().hasClass('is-checked');
console.log('%c[index.js, saveOptimize]', 'color: green;', 'Saving optimize state : ' + chosenOptimize);
storeData('optimize', chosenOptimize, null);
}, 100);
}
function saveFramerate() {
var chosenFramerate = $(this).data('value');
$('#selectFramerate').text($(this).text()).data('value', chosenFramerate);
storeData('frameRate', chosenFramerate, null);
updateDefaultBitrate();
}
// storing data in chrome.storage takes the data as an object, and shoves it into JSON to store
// unfortunately, objects with function instances (classes) are stripped of their function instances when converted to a raw object
// so we cannot forget to revive the object after we load it.
function saveHosts() {
storeData('hosts', hosts, null);
}
function saveBitrate() {
storeData('bitrate', $('#bitrateSlider').val(), null);
}
function saveRemoteAudio() {
// MaterialDesignLight uses the mouseup trigger, so we give it some time to change the class name before
// checking the new state
setTimeout(function() {
var remoteAudioState = $("#remoteAudioEnabledSwitch").parent().hasClass('is-checked');
console.log('%c[index.js, saveRemoteAudio]', 'color: green;', 'Saving remote audio state : ' + remoteAudioState);
storeData('remoteAudio', remoteAudioState, null);
}, 100);
}
function updateDefaultBitrate() {
var res = $('#selectResolution').data('value');
var frameRate = $('#selectFramerate').data('value').toString();
if (res === "1920:1080") {
if (frameRate === "30") { // 1080p, 30fps
$('#bitrateSlider')[0].MaterialSlider.change('10');
} else { // 1080p, 60fps
$('#bitrateSlider')[0].MaterialSlider.change('20');
}
} else if (res === "1280:720") {
if (frameRate === "30") { // 720, 30fps
$('#bitrateSlider')[0].MaterialSlider.change('5');
} else { // 720, 60fps
$('#bitrateSlider')[0].MaterialSlider.change('10');
}
} else if (res === "3840:2160") {
if (frameRate === "30") { // 2160p, 30fps
$('#bitrateSlider')[0].MaterialSlider.change('40');
} else { // 2160p, 60fps
$('#bitrateSlider')[0].MaterialSlider.change('80');
}
} else { // unrecognized option. In case someone screws with the JS to add custom resolutions
$('#bitrateSlider')[0].MaterialSlider.change('10');
}
updateBitrateField();
saveBitrate();
}
function onWindowLoad() {
console.log('%c[index.js]', 'color: green;', 'Moonlight\'s main window loaded');
// don't show the game selection div
$('#gameSelection').css('display', 'none');
loadWindowState();
if (chrome.storage) {
// load stored resolution prefs
chrome.storage.sync.get('resolution', function(previousValue) {
if (previousValue.resolution != null) {
$('.resolutionMenu li').each(function() {
if ($(this).data('value') === previousValue.resolution) {
$('#selectResolution').text($(this).text()).data('value', previousValue.resolution);
}
});
}
});
// Load stored remote audio prefs
chrome.storage.sync.get('remoteAudio', function(previousValue) {
if (previousValue.remoteAudio == null) {
document.querySelector('#externalAudioBtn').MaterialIconToggle.uncheck();
} else if (previousValue.remoteAudio == false) {
document.querySelector('#externalAudioBtn').MaterialIconToggle.uncheck();
} else {
document.querySelector('#externalAudioBtn').MaterialIconToggle.check();
}
});
// load stored framerate prefs
chrome.storage.sync.get('frameRate', function(previousValue) {
if (previousValue.frameRate != null) {
$('.framerateMenu li').each(function() {
if ($(this).data('value') === previousValue.frameRate) {
$('#selectFramerate').text($(this).text()).data('value', previousValue.frameRate);
}
});
}
});
// load stored optimization prefs
chrome.storage.sync.get('optimize', function(previousValue) {
if (previousValue.optimize == null) {
document.querySelector('#optimizeGamesBtn').MaterialIconToggle.check();
} else if (previousValue.optimize == false) {
document.querySelector('#optimizeGamesBtn').MaterialIconToggle.uncheck();
} else {
document.querySelector('#optimizeGamesBtn').MaterialIconToggle.check();
}
});
// load stored bitrate prefs
chrome.storage.sync.get('bitrate', function(previousValue) {
$('#bitrateSlider')[0].MaterialSlider.change(previousValue.bitrate != null ? previousValue.bitrate : '10');
updateBitrateField();
});
}
}
window.onload = onWindowLoad;