prepared total rewrite (AGAIN!!!)
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README.md
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README.md
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The Launcher for my mod pack
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# General TODO List
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* [ ] Frontend
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* [ ] Port the GUI (and fix the design differences between Desktop environments) or write a new one (→ `gui.py`)
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* [ ] Write a CLI / GUI hybrid program to handle the libraries (→ `main.py`)
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* [ ] Library development
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* [ ] Write a new game launching Library (implementation started) (→ `mchandler.py`)
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* [x] Write a new authentication library (→ `yggdrasil.py`)
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* [ ] Write a config handler (important features done) (→ `cfghandler.py`)
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* [ ] Create server startup request library
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* [ ] Modpack update helper (→ `updater.py`)
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* [ ] Develop server side tools
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* [ ] Server startup request listener
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* [ ] Modpack update helper
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* [ ] Web files (HTML files to be shown in and cached by the launcher)
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* [ ] Server status page
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* [ ] News page
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* [ ] Credits page
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* [ ] License!?
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*[ ] Everything
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*[ ] Make a ToDo list and possibly create issues
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# Documentation
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Documentation for each individual file can be found in the same directory
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## Directories
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* __devtools__ contains development tools
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* __devtools__ contains custom development tools
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* __lib__ contains libraries for Minecraft and the launcher
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* __res__ contains the resources/assets used by Minecraft
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* __run__ contains the running directory / game directory
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## Files
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* __main.py__ the main file of the Launcher
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# TODO list
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* __main.py__
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* [ ] run the updater
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* [ ] CLI
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* [ ] GUI
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* [ ] decide whether to launch the GUI
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* [ ] launch GUI (from `gui.py`)
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* [ ] get user input from GUI
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* [ ] Act according to the user input
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# Per-File TODO list
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# lib
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This directory contains libraries, natives and runtimes used by the launcher and Minecraft.
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## Directories
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* __jar__ the libraries for minecraft (and the version jar...)
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* __jar__ the libraries for minecraft (and the version jar ’cause it’s on the cp as well...)
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* __launcher__ everything used by the launcher
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* __natives__ the natives for minecraft
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# lib/launcher
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This directory contains the libraries and runtimes used by the launcher.
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##Directories
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* __java__ the Java components
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* __python__ the python components
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# lib/launcher/java
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##Directories
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* __runtime__ will contain a java runtime
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# libs/launcher/java/runtime
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I intend to package a java runtime with the launcher as it helps to prevent some issues. For instance, Minecraft runs only on Java 8 and below. If the default JRE on the operating system’s path is not Java 8, Minecraft will not even launch sucessfully.
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# lib/launcher/python
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## Directories:
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* __runtime__ will contain a python runtime
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## Files
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* __gui.py__ will contain the GUI (Wow! Really?). The GUI will be accessed by `main.py`
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* __mchandler.py__ will be the launcher library. This time, it will not be a runnable hybrid library
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* __updater.py__ will be used for updating the mod pack and possibly the launcher as well
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* __cfghandler.py__ will deal with config files
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* __yggdrasil.py__ is a nearly feature-complete Minecraft authentication library
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# TODO list
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* __gui.py__
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* [ ] add a function to open the GUI
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* [ ] add functions for reading values from the GUI
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* [ ] add functions for writing values to the GUI
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* [ ] put the port of the GUI here or in a new file?
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* __mchandler.py__
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* [ ] add a launch function using the access token
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* ~~add a function to verify a given access token~~ _moved to `yggdrasil.py`_
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* [x] add functtions to pass configuration data
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* ~~launch command (with escape sequences for non-static values (configuration and user data)~~ _moved_
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* ~~RAM amount~~
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* ~~Game Directory~~
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* ~~Additional arguments~~
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* _handled by a dictionary_
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* [ ] add the launch command builder
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* [ ] add the launch command setter
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* [x] add RAM auto detection
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* [ ] add proper error handling
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* __updater.py__
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* [ ] add a function to determine whether updates are available
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* [ ] add a function to download updates
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* [ ] add a function to update the launcher
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* [ ] add a function to update the mod pack
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* [ ] add different types of updates
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* [ ] required launcher updates
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* [ ] required mod pack updates
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* [ ] optional launcher updates
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* [ ] optional mod pack updates
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* [ ] setup change updates (used to install/uninstall components)
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* [ ] add initial mod pack install by applying a setup change update **→** main.py
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* __cfghandler.py__
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* [x] provide read and write functions for config values
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* [x] add a function to set the config file path
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* [x] add functions to load and store the configuration to the file
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* [ ] implement functions for config updates
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* [ ] raise adequate exceptions where needed
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* __yggdrasil.py__
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* [x] add a function to verify user credentials and get the access token
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* [x] add a function to verify a given acces token
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import json, os, errno
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# self-explanatory
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default_config = {}
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# This will contain the current configuration after loading the file and
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# combining it with the default configuration. All changes will be done here
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config = None
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# The file to work with
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config_file_path = None
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################################################################################
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# file interaction
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################################################################################
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# set the config file to use
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def set_file_path(file_path):
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global config_file_path
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# error handling
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if os.path.exists(file_path):
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if os.path.isdir(file_path):
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raise IOError(errno.EISDIR, "Is a directory", file_path)
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if os.access(file_path, os.R_OK) and os.access(file_path, os.W_OK):
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pass
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else:
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raise IOError(errno.EACCES, "Read AND write permissions required", file_path)
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else:
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config_file = open(file_path, "w")
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config_file.write("{}")
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config_file.close()
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# actually setting the file path
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config_file_path = file_path
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# loads the json file at file_path and updates the default configuration with it
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# overwrites any existing configuration adjustments
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# TODO: handle None as file name (raise an exception)
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def load():
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global config_file_path
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global config
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global default_config
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# read the config file
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config_file = open(config_file_path,"r")
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config_string = config_file.read()
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config_file.close()
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# combine with default config
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config = default_config.copy()
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config.update(json.loads(config_string))
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# stores the current configuration to the file at file_path
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# TODO: handle None (raise an exception)
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def store():
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global config
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global config_file_path
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if not config is None:
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config_file = open(config_file_path, "w")
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config_file.write(json.dumps(config))
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config_file.close()
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################################################################################
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# default config / config setup
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# These functions should be used BEFORE loading the config file
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################################################################################
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#defines a new option group in the default config
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# TODO: handle existing groups (raise an exception)
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def define_group(group):
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global default_config
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default_config.update({group : {}})
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# defines a new option in the default config
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# TODO: handle existing options (raise an exception)
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def define_option(group, name, default_value):
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global default_config
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default_config[group].update({name : default_value})
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# self-explanatory
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def clear_definitions():
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global default_config
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default_config = {}
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################################################################################
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# adjust an existing configuration for new needs
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################################################################################
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# remove the given option from the configuration and return the value to allow
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# for conversion if desired
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# TODO: implement
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def remove_option(group, name):
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pass
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# move the value of an option to another place
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# TODO: implement
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def rename_option(old_group, old_name, new_group, new_name):
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pass
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# remove an entire group from the configuration, never to be seen again
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# TODO: implement
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def remove_group(group):
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pass
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# self-explanatory
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# TODO: implement
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def rename_group(old_group, new_group):
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pass
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################################################################################
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# config interaction
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################################################################################
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# get the value of the given option
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def fetch(group, name):
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global config
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if config is None:
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load()
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return config[group][name]
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# set the value of a config option
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def set(group, name, value):
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global config
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if config is None:
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load()
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config[group][name] = value
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import os, psutil
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# java -Xmx$RAM$ -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M -Djava.library.path=$NATIVES$ -cp $LIBRARIES$ net.minecraft.launchwrapper.Launch --username $USERNAME$ --version 1.7.10-Forge10.13.4.1614-1.7.10 --gameDir $GAMEDIR$ --assetsDir $ASSETS$ --assetIndex 1.7.10 --uuid $UUID$ --accessToken $ACCESSTOKEN$ --userProperties {} --userType mojang --width $WINDOWWIDTH$ --height $WINDOWHEIGHT$ --tweakClass cpw.mods.fml.common.launcher.FMLTweaker
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# $RAM$ the amount of RAM with postfix (k, M, G ...)
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# $WINDOWWIDTH$, $WINDOWHEIGHT$ window width and height in pixels without the WM’s decoration
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# $USERNAME$ the username as shown in-game
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# $UUID$ the player’s uuid
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# $ACCESSTOKEN$ a valid accessToken
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# $NATIVES$ the directory containing the natives
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# $LIBRARIES$ a colon-separated (semicolon-separated on Windowze) list of library jars
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# $GAMEDIR$ the game directory IMPORTANT! Change the cwd to that directory before launch. Some mods are coded to find the standard paths by using the cwd.
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# $ASSETS$ the directory containing the assets
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game_properties = {
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"window width": "1366",
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"window height": "768",
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"ram": "4G",
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"username": None,
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"uuid": None,
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"access token": None,
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"native directory": "lib/natives",
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"library directory": "lib/jar", # will be transformed by the launch function
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"asset directory": "res",
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"game directory": "run",
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"java executable": "java",
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"additional arguments": ""}
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command = None
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full_command = None
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def autoram(minram, maxram, balance):
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ram_available = psutil.virtual_memory().available
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# not enough memory
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if ram_available < minram:
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# TODO: raise an exception
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return -1
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# plenty of memory
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elif ram_available > maxram+balance:
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return maxram
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# enough memory but we do not want to occupy all
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elif float(ram_available)*float(maxram)/float(maxram+balance) > minram:
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return int(float(ram_available)*float(maxram)/float(maxram+balance))
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# barely enough memory
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elif ram_available > minram or ram_available == minram:
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return ram_available
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def launch():
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global command
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if command is None:
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return 1
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# TODO: Raise an exception
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return os.system(command)
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def set_parameter(parameter, value):
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global game_propertoies
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game_properties[parameter] = value
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build_full_command()
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def build_full_command():
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global game_properties
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global command
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global full_command
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# TODO: implement
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def set_command(minecraft_command):
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global command
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command = minecraft_command
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build_full_command()
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# lib/launcher/python/runtime
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I intend to ship the launcher with a Python runtime included because not all of the Windowze noobs out there will want to install Python themselves.
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import json, urllib2
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################################################################################
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# This software can be used privately for any purpose.
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# It may be shared publickly as long as you give credit and provide
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# a link to the original source.
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# Do not use this for malicious purposes.
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################################################################################
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# This allows for easier addition of new actions
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discardResponse = {
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"validate": True,
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"invalidate": True,
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"signout": True,
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"authenticate": False,
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"refresh": False
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}
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# Interaction with the Mojang authentication server
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def interact(action, data):
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if discardResponse[action]:
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try:
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urllib2.urlopen(urllib2.Request(url="https://authserver.mojang.com/"+action, data=json.dumps(data).encode(),headers={"Content-Type": "application/json"})).read().decode()
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return True, {}
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except urllib2.HTTPError:
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return False, {}
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else:
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try:
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serverResponse = json.loads(urllib2.urlopen(urllib2.Request(url="https://authserver.mojang.com/"+action, data=json.dumps(data).encode(),headers={"Content-Type": "application/json"})).read().decode())
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return True, serverResponse
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except urllib2.HTTPError:
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return False, {}
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# Wrapper functions for interact
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def authenticateUser(logname, passwd):
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return interact("authenticate", {'username': logname, 'password': passwd, 'agent': {'version': 1, 'name': 'Minecraft'}})
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def validateToken(accessToken, clientToken):
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return interact("validate", {'accessToken': accessToken, 'clientToken': clientToken})
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def refreshToken(accessToken, clientToken):
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return interact("refresh", {'accessToken': accessToken, 'clientToken': clientToken})
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def deauthenticateUser(logname, passwd):
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return interact("signout", {'username': logname, 'password': passwd})
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def invalidateToken(accessToken, clientToken):
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return interact("invalidate", {'accessToken': accessToken, 'clientToken': clientToken})
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main.py
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main.py
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#!/usr/bin/python2
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#proposed launcher startup sequence
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#
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# - look at command line arguments
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# possible arguments:
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# --ui:gui, --ui:cli-interactive, --ui:args-only, --ui:auto (default: auto)
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# --update:if-available, --update:force, --update:noupdate (default: if-available)
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# --launch, -l (default: not present)
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# --silent, --quiet, -s, -q (default: only present in interactive cli mode)
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#
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# - decide whether to launch the GUI or not (either by command line argument
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# or by determining if running from terminal)
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#
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# - if updating: install update and restart if in GUI mode or interactive CLI mode,
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# update and exit in args-only mode
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#
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# - launch GUI or launch interactive CLI or follow instructions from the
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# command line:
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# If --ui:args-only is present, the default actions are update:if-available
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# and exit without launching. If -l is present, the GUI or
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# interactive CLI are only shown while updating and Minecraft will launch
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# automatically.
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#
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# - load configuration
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#
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# - handle user actions (only in GUI or interactive mode, skipped with -l)
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# - update and store configuration
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# - GUI interaction
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# - wait for launch or close actions
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#
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# - launch the game or exit
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# import standard libraries
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import sys
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# adjust path
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sys.path.append("./lib/launcher/python")
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# import libraries from new path
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import yggdrasil, cfghandler, mchandler
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# temporary test stuff
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a,b = yggdrasil.authenticateUser(raw_input("Username: "), raw_input("Password: "))
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if a:
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print b["accessToken"]
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This directory will contain the resources used by Minecraft.
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## Files
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* __gather_assets.sh__ will conveniently place all your Minecraft assets here for you.
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* __gather_assets.sh__ will conveniently place all your Minecraft assets here for you. [Should be moved to devtools...]
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Reference in New Issue