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Author SHA1 Message Date
Docker Build ef02839ea0 Paragon: Save-Current build, archive retired share codes, reset clears active
Server side of the v0.7.10 Builds drop. Squashes a few footguns from
the original Builds catalog and adds a one-click "save what I have
right now" path the Overview pane can hook directly into.

- HandleBuildSaveCurrent: new C BUILD SAVE_CURRENT verb. Inserts a
  fresh build row, snapshots the live panel into its recipe, sets it
  active. No AE/TE motion, no relearning -- just a named slot for
  whatever the player already has.
- Reset abilities / Reset talents now SetActiveBuildId(0) and re-push
  the catalog. Without this, the next swap silently overwrote the
  active build's saved recipe with the (now empty/partial) post-reset
  state -- effectively erasing the build.
- Delete of the *active* build is now a hard reset (HandleParagonResetAll):
  unlearn everything the panel bought, refund all AE/TE. Deleting a
  non-active slot still just removes the saved recipe row + parked pet.
- Load of the currently-active build is now a "revert to last snapshot"
  instead of a no-op refresh: keeps the saved recipe authoritative,
  parks the pet, resets, re-applies. Useful for discarding pending
  edits.
- After a successful Learn All while a build is active: archive the
  build's previous share_code + recipe into
  character_paragon_build_share_archive* (so codes already posted to
  Discord keep importing the frozen loadout), snapshot the new panel
  into the live build, assign a fresh share_code, push catalog.
- HandleBuildImport now falls back to the archive tables when a code
  isn't in the live catalog -- old shared codes resurrect the recipe
  they pointed at when they were retired.
- Imports never copy pet_number (the parked pet belongs to the source
  player); if the imported recipe contains Tame Beast we hint that the
  importer needs to tame their own pet.
- BuildPanelOwnedSpellsAllowlist now walks SPELL_EFFECT_LEARN_SPELL
  effects on talent rank spells (Mangle, Feral Charge, Mutilate, ...)
  so the login cascade sweep stops revoking talent-granted active
  abilities.

Schema: new mod-paragon migration 2026_05_10_05.sql adds
character_paragon_build_share_archive (+ _spells / _talents).

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-05-10 15:12:12 -04:00
Docker Build 377927b878 chore(launcher): Electron-only distro, CI sync with Windows pack 2026-05-10 12:34:43 -05:00
Docker Build a251e56c59 Paragon: Builds QoL -- share codes, unload, remaining AE/TE on hover
- Replace the "favorite" toggle with import-by-share-code: every build
  gets a 6-char realm-unique alphanumeric code on creation; pasting one
  into the BuildsPane share box copies the recipe (name + icon + spells
  + talents) into the importer's catalog as a new build, with a fresh
  share code so the imported copy can be re-shared independently.
- Add C BUILD UNLOAD verb so the client can clear a stale active-build
  pointer without forcing a swap. Wired to a new "Unload (clear active)"
  right-click context menu entry on the active build.
- Per-build tooltip now shows "Remaining if loaded: X AE / Y TE",
  computed server-side as total_earned - recipe_cost. Negative renders
  red so the player sees insufficient-currency cases before clicking
  Load. Suppressed for the active build (HandleBuildLoad short-circuits
  on target == active so the line would be misleading).
- Schema migration 2026_05_10_04.sql: drop is_favorite from
  character_paragon_builds and add share_code CHAR(6) UNIQUE NULL with
  lazy backfill on every PushBuildCatalog (so pre-migration rows pick
  up codes the first time the player opens the panel).

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-05-10 04:15:11 -04:00
Docker Build 7de018f7eb Paragon: add Builds catalog (saved loadouts with pet park/unpark)
Server-side Character Advancement now stores named, icon-tagged build
recipes (panel-purchased spells + per-spec talent ranks) and atomically
swaps between them by snapshotting the active build, refunding AE/TE
through HandleParagonReset{Talents,Abilities}, and re-spending on the
target recipe. Hunter pets attached to a build are parked to
PET_SAVE_NOT_IN_SLOT (mirroring HandleStableSwapPet) so name, talents,
and exp survive swaps; non-hunter pets (warlock demon, DK ghoul, mage
water elemental) are NOT parked because the engine resummons them from
a fresh template each cast.

New PARAA verbs: Q BUILDS / C BUILD NEW / C BUILD EDIT / C BUILD
DELETE / C BUILD FAVORITE / C BUILD LOAD. The catalog is pushed on
login and after every mutation as a single addon message.

Schema (mod-paragon migration 2026_05_10_03.sql):
- character_paragon_builds (build_id PK, guid, name, icon, is_favorite,
  pet_number, created_at)
- character_paragon_build_spells (build_id, spell_id)
- character_paragon_build_talents (build_id, spec, talent_id, rank)
- character_paragon_active_build (guid PK, build_id)

The talent recipe table is spec-keyed so a build remembers tank/dps
dual-spec layouts independently. Swaps are blocked while in combat.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-05-10 02:35:55 -04:00
Docker Build abb25f56d1 Paragon: expand IsClass hooks and addon pet talent reset
Broaden OnPlayerIsClass for CLASS_CONTEXT_ABILITY, pet/charm/equip contexts; add PARAA C RESET PET TALENTS handler. Update CLIENT-PATCHES.md for patch-enUS-5/6 and PARAA.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-05-10 01:36:54 -04:00
Docker Build 7a92231614 Add scripts/vps-update-server.sh for native VPS git pull and compile
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-05-09 21:42:38 -05:00
26 changed files with 8746 additions and 34 deletions
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@@ -0,0 +1,150 @@
# When a release is published on this repo (or manual dispatch):
# 1. Builds the Electron launcher from that tag (npm run pack:win).
# 2. Downloads any assets attached to the same release on this repo (patches, Wow exe, …).
# 3. Merges them (launcher files win on name collision) and creates/updates the matching
# release on Fractured-Distro.
#
# Setup (GitHub → Settings → Secrets and variables → Actions):
# DISTRO_SYNC_TOKEN — PAT with releases write on Fractured-Distro (see repo README).
#
# Change DISTRO_REPO or the job `if:` if your GitHub slugs differ.
name: Sync release to Fractured-Distro
on:
release:
types: [published]
workflow_dispatch:
inputs:
tag:
description: 'Release tag on this repo (must exist; e.g. v1.0.0)'
required: true
type: string
permissions:
contents: read
env:
DISTRO_REPO: Dawnforger/Fractured-Distro
jobs:
meta:
runs-on: ubuntu-latest
if: github.repository == 'Dawnforger/Fractured'
outputs:
tag: ${{ steps.t.outputs.tag }}
steps:
- name: Resolve tag
id: t
shell: bash
run: |
if [ "${{ github.event_name }}" = "workflow_dispatch" ]; then
echo "tag=${{ inputs.tag }}" >> "$GITHUB_OUTPUT"
else
echo "tag=${{ github.event.release.tag_name }}" >> "$GITHUB_OUTPUT"
fi
build-electron:
needs: meta
if: github.repository == 'Dawnforger/Fractured'
runs-on: windows-latest
timeout-minutes: 45
steps:
- uses: actions/checkout@v4
with:
ref: ${{ needs.meta.outputs.tag }}
- uses: actions/setup-node@v4
with:
node-version: '20'
cache: npm
cache-dependency-path: tools/fractured-launcher-electron/package-lock.json
- name: Install and pack (NSIS + portable)
working-directory: tools/fractured-launcher-electron
run: |
npm ci
npm run pack:win
- name: Stage launcher files for upload
shell: pwsh
run: |
New-Item -ItemType Directory -Force -Path launcher-publish | Out-Null
Copy-Item tools/fractured-launcher-electron/dist/*.exe launcher-publish/
if (Test-Path tools/fractured-launcher-electron/dist/latest.yml) {
Copy-Item tools/fractured-launcher-electron/dist/latest.yml launcher-publish/
}
Get-ChildItem tools/fractured-launcher-electron/dist/*.blockmap -ErrorAction SilentlyContinue |
Copy-Item -Destination launcher-publish/
- uses: actions/upload-artifact@v4
with:
name: electron-dist
path: launcher-publish/
sync-distro:
needs: [meta, build-electron]
if: github.repository == 'Dawnforger/Fractured'
runs-on: ubuntu-latest
steps:
- uses: actions/download-artifact@v4
with:
name: electron-dist
path: /tmp/electron
- name: Merge main release assets + Electron build
env:
GH_TOKEN: ${{ github.token }}
run: |
set -euo pipefail
TAG="${{ needs.meta.outputs.tag }}"
mkdir -p combined
mkdir -p /tmp/from-main
if gh release download "$TAG" -R "${{ github.repository }}" -D /tmp/from-main 2>/tmp/dl.err; then
shopt -s nullglob
for f in /tmp/from-main/*; do
if [ -f "$f" ]; then
cp -f "$f" combined/
fi
done
echo "Merged assets from ${{ github.repository }} release $TAG"
else
echo "Main release download note (continuing with launcher only):"
cat /tmp/dl.err || true
fi
shopt -s nullglob
for f in /tmp/electron/*; do
if [ -f "$f" ]; then
cp -f "$f" combined/
fi
done
echo "Combined directory:"
ls -la combined/
- name: Upload to Fractured-Distro
env:
GH_TOKEN: ${{ secrets.DISTRO_SYNC_TOKEN }}
run: |
set -euo pipefail
if [ -z "${GH_TOKEN:-}" ]; then
echo "Missing secret DISTRO_SYNC_TOKEN (PAT with access to $DISTRO_REPO)."
exit 1
fi
TAG="${{ needs.meta.outputs.tag }}"
shopt -s nullglob
files=(combined/*)
if [ "${#files[@]}" -eq 0 ]; then
echo "Nothing to upload (Electron pack produced no files?)."
exit 1
fi
SRC_URL="https://github.com/${{ github.repository }}/releases/tag/${TAG}"
if gh release view "$TAG" -R "$DISTRO_REPO" &>/dev/null; then
gh release upload "$TAG" -R "$DISTRO_REPO" "${files[@]}" --clobber
echo "Uploaded (clobber) to $DISTRO_REPO release $TAG"
else
gh release create "$TAG" -R "$DISTRO_REPO" \
--title "Fractured $TAG" \
--notes "Synced from [$TAG]($SRC_URL) on ${{ github.repository }}. Includes CI-built Electron launcher + release assets." \
"${files[@]}"
echo "Created $DISTRO_REPO release $TAG with ${#files[@]} asset(s)."
fi
@@ -0,0 +1,52 @@
# Verifies Electron launcher Windows pack and uploads installers for testing.
name: Fractured launcher CI
on:
workflow_dispatch:
push:
branches: [master, main]
paths:
- 'tools/fractured-launcher-electron/**'
- '.github/workflows/fractured-launcher-ci.yml'
pull_request:
paths:
- 'tools/fractured-launcher-electron/**'
- '.github/workflows/fractured-launcher-ci.yml'
permissions:
contents: read
concurrency:
group: fractured-launcher-ci-${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
jobs:
electron-launcher:
runs-on: windows-latest
timeout-minutes: 45
defaults:
run:
working-directory: tools/fractured-launcher-electron
steps:
- uses: actions/checkout@v4
- uses: actions/setup-node@v4
with:
node-version: '20'
cache: npm
cache-dependency-path: tools/fractured-launcher-electron/package-lock.json
- name: Install and pack (NSIS + portable)
run: |
npm ci
npm run pack:win
- uses: actions/upload-artifact@v4
with:
name: fractured-launcher-electron-windows-${{ github.run_id }}
if-no-files-found: warn
path: |
tools/fractured-launcher-electron/dist/*.exe
tools/fractured-launcher-electron/dist/latest.yml
tools/fractured-launcher-electron/dist/*.blockmap
+17 -4
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@@ -7,6 +7,13 @@ re-downloaded without bloating `git clone`.
This file is the table of contents and install guide.
**Launcher (Windows):** The maintained client launcher lives in
[`tools/fractured-launcher-electron/`](../../tools/fractured-launcher-electron/)
(see its README for build and config). **Public downloads** for the launcher
and mirrored patch assets are pushed to
[Fractured-Distro releases](https://github.com/Dawnforger/Fractured-Distro/releases)
when a release is published here (workflow **Sync release to Fractured-Distro**).
---
## What ships in a release
@@ -14,15 +21,21 @@ This file is the table of contents and install guide.
| Artifact | Size | Purpose |
|---|---|---|
| `patch-enUS-4.MPQ` | ~5 MB | DBC + GlueXML bake. Adds `CLASS_PARAGON` (id 12), the character-create slot, glue strings, game-table DBCs, and a patched `Spell.dbc`: **(1)** `RuneCostID` zeroed on every rune-cost spell so nonDeath Knight clients still send DK casts (rune costs are shown via `RuneFrame.lua`); **(2)** `Reagent[]` / `ReagentCount[]` zeroed on every spell whose `SpellFamilyName` is non-zero (all class abilities), while profession crafts (`SpellFamilyName == 0`) keep their materials. Both edits mirror server load-time corrections so client preflight and server validation stay aligned. Required for character creation as Paragon to even show up. |
| `patch-enUS-5.MPQ` | ~50 KB | FrameXML overrides. Replaces stock `PlayerFrame.lua` / `RuneFrame.lua` / `ComboFrame.lua` / `UnitFrame.lua` / `SpellBookFrame.lua` + `SpellBookFrame.xml` with Paragon-aware versions: rune simulator, combo-point simulator, server-authoritative resource sync over the `PARAA` addon channel, action-button usability + click guards, an expanded spellbook (higher `MAX_SPELLS`, 24 skill-line tabs instead of stock 8) so all-class spells render, Paragon stat tooltips on the character sheet, and a tooltip post-processor that appends ", Paragon" to the "Classes:" line on class-restricted gear / glyphs (the server bypasses `AllowableClass` for class 12, but the engine paints the line red and omits Paragon — the Lua hook recolors it green and adds the name so the player can tell it's wearable). The paper-doll **ammo slot** follows stock visibility rules (shown for hunters / ranged weapons; hidden when `UnitHasRelicSlot` applies). |
| `patch-enUS-6.MPQ` | ~160 KB | The `ParagonAdvancement` addon. Replaces the talent pane (`N` key) for Paragon characters with the Character Advancement panel: per-class spell tabs, talent grid, Overview/Search tabs, AE/TE currency, commit / reset / preview, login-time toast suppression. |
| `patch-enUS-5.MPQ` | ~57 KB | FrameXML overrides. Replaces stock `PlayerFrame.lua` / `RuneFrame.lua` / `ComboFrame.lua` / `UnitFrame.lua` / `SpellBookFrame.lua` + `SpellBookFrame.xml` with Paragon-aware versions: rune simulator, combo-point simulator, server-authoritative resource sync over the `PARAA` addon channel, action-button usability + click guards, an expanded spellbook (higher `MAX_SPELLS`, 24 skill-line tabs instead of stock 8) so all-class spells render, Paragon stat tooltips on the character sheet (including filtering duplicate “attack power from strength” lines so the paper doll matches server AP), a tooltip post-processor that appends ", Paragon" to the "Classes:" line on class-restricted gear / glyphs (the server bypasses `AllowableClass` for class 12, but the engine paints the line red and omits Paragon — the Lua hook recolors it green and adds the name so the player can tell it's wearable), and **PetFrame** re-anchored so the **pet unit frame sits below the rune row** for Paragon (stock layout had runes overlapping the pet portrait). The paper-doll **ammo slot** follows stock visibility rules (shown for hunters / ranged weapons; hidden when `UnitHasRelicSlot` applies). |
| `patch-enUS-6.MPQ` | ~134 KB | The `ParagonAdvancement` addon. Replaces the talent pane (`N` key) for Paragon characters with the Character Advancement panel: per-class spell tabs, talent grid, Overview/Search tabs, AE/TE currency, commit / reset / preview, login-time toast suppression, a **PETS** tab with live hunter pet talent trees (preview learn, no TE/AE cost), a dedicated **Reset Pet Talents** control (server `PARAA` `C RESET PET TALENTS` — instant, no gold, no confirmation; requires matching worldserver), bottom-row **Reset all Abilities / Reset Build / Reset all Talents** disabled while on the PETS tab so those paths cannot dismiss the pet or unlearn Tame Beast, and a **Builds** page (full-pane overlay opened from the bottom-row Builds button) for saving named, icon-tagged loadouts: New Build (+) icon picker reuses `MACRO_ICON_FILENAMES`, right-click for edit/delete, shift-left-click to favorite (favorites bubble to the top), left-click pops a Load Build confirm. Build swaps reset + refund AE/TE, re-spend on the saved recipe, and **park hunter pets** to `PET_SAVE_NOT_IN_SLOT` so their name/talents/exp are preserved across swaps. |
| `Wow.exe` | ~7.5 MB | 3.3.5a (build 12340) client byte-patched to skip the MPQ signature check so custom `patch-enUS-N.MPQ` files load. Diff against stock is a few bytes; everything else is unchanged. |
Server and client work as a pair: the addon talks to `mod-paragon` on the
worldserver via `WHISPER` addon-channel messages with the `PARAA` prefix
(currency push, spell/talent snapshot, commit, combo points, rune
cooldowns, learn-toast silence window). Mismatched versions usually
manifest as the panel rendering blank or AE/TE reading 0/0.
cooldowns, learn-toast silence window, **`C RESET PET TALENTS`**
for hunter pet talent resets from the Character Advancement PETS tab,
and the **build catalog** verbs `Q BUILDS` / `C BUILD NEW` / `C BUILD
EDIT` / `C BUILD DELETE` / `C BUILD FAVORITE` / `C BUILD LOAD` for the
saved-loadout system on the Builds page). Build swaps require the
matching worldserver image because the swap path is server-driven
(snapshot → reset → re-spend → pet park/unpark). Mismatched versions
usually manifest as the panel rendering blank or AE/TE reading 0/0.
---
@@ -0,0 +1,62 @@
-- mod-paragon Character Advancement: Build catalog (saved loadouts).
-- ----------------------------------------------------------------------------
-- A "build" is a named, icon-tagged loadout of panel-purchased spells and
-- talent ranks. Each Paragon character can save many builds and swap
-- between them via the Builds page in the Character Advancement panel.
--
-- Swap workflow (see HandleBuildLoad in Paragon_Builds.cpp):
-- 1. If a build is currently active, snapshot the player's current
-- panel-purchased spells + per-spec talent ranks into that build's
-- recipe rows (overwriting the stored recipe).
-- 2. If the active build's hunter pet is currently summoned, unsummon
-- it to PET_SAVE_NOT_IN_SLOT and store its `pet_number` on the
-- active build row so it can be restored on swap-back.
-- 3. Reset all panel-bought abilities and talents (refunding AE/TE).
-- 4. Re-buy each spell + talent in the target build's recipe (charging
-- AE/TE; aborts if insufficient AE/TE -- player keeps refunded
-- currency in that case and active becomes NULL).
-- 5. Move the target build's parked pet (if any) back to current.
-- 6. Update active_build pointer.
--
-- Pet ownership: a parked pet sits in `character_pet` with slot=100
-- (PET_SAVE_NOT_IN_SLOT), exactly like the engine's stable-master
-- offload, but tied to the build via `pet_number` instead of any
-- in-game stable slot. Build deletion drops the parked pet rows
-- entirely (PET_SAVE_AS_DELETED equivalent) -- player is warned.
-- ----------------------------------------------------------------------------
CREATE TABLE IF NOT EXISTS `character_paragon_builds` (
`build_id` INT UNSIGNED NOT NULL AUTO_INCREMENT,
`guid` INT UNSIGNED NOT NULL COMMENT 'characters.guid',
`name` VARCHAR(32) NOT NULL,
`icon` VARCHAR(64) NOT NULL DEFAULT 'INV_Misc_QuestionMark',
`is_favorite` TINYINT UNSIGNED NOT NULL DEFAULT 0,
`pet_number` INT UNSIGNED NULL COMMENT 'character_pet.id of parked hunter pet, NULL when no pet bound to this build',
`created_at` TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (`build_id`),
KEY `idx_guid` (`guid`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci
COMMENT='mod-paragon: saved Character Advancement build catalog';
CREATE TABLE IF NOT EXISTS `character_paragon_build_spells` (
`build_id` INT UNSIGNED NOT NULL,
`spell_id` INT UNSIGNED NOT NULL,
PRIMARY KEY (`build_id`, `spell_id`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci
COMMENT='mod-paragon: per-build recipe -- panel-purchased spells';
CREATE TABLE IF NOT EXISTS `character_paragon_build_talents` (
`build_id` INT UNSIGNED NOT NULL,
`spec` TINYINT UNSIGNED NOT NULL COMMENT '0 = primary spec, 1 = secondary (dual spec)',
`talent_id` SMALLINT UNSIGNED NOT NULL,
`rank` TINYINT UNSIGNED NOT NULL,
PRIMARY KEY (`build_id`, `spec`, `talent_id`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci
COMMENT='mod-paragon: per-build recipe -- panel-purchased talent ranks per spec';
CREATE TABLE IF NOT EXISTS `character_paragon_active_build` (
`guid` INT UNSIGNED NOT NULL COMMENT 'characters.guid',
`build_id` INT UNSIGNED NOT NULL COMMENT 'character_paragon_builds.build_id (per-character active pointer)',
PRIMARY KEY (`guid`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci
COMMENT='mod-paragon: pointer to whichever build is currently loaded (one row per Paragon character)';
@@ -0,0 +1,30 @@
-- mod-paragon Character Advancement: Builds catalog schema cleanup.
-- ----------------------------------------------------------------------------
-- Two changes:
-- 1. Drop `is_favorite` -- the favorite flag and shift-click-to-favorite
-- flow are removed. Builds are now ordered solely by build_id ASC.
-- 2. Add `share_code` CHAR(6) -- a random alphanumeric token generated
-- server-side at build creation that uniquely identifies a saved
-- build across the realm. Players exchange codes out-of-band and
-- use the BuildsPane "Load Build!" share box to import a copy of
-- the build (name + icon + spell + talent recipe) into their own
-- catalog. The copy gets a fresh share_code so re-sharing is
-- always traceable to the latest owner; the original isn't touched.
--
-- The column is NULL-tolerant so any rows that pre-date this migration
-- (created under 2026_05_10_03's schema) coexist cleanly. The server
-- backfills NULLs lazily in PushBuildCatalog -- the next time a player
-- opens the BuildsPane on a Paragon character, any of their builds that
-- still have a NULL share_code will get one generated and persisted.
--
-- Charset: 31 unambiguous chars (A-Z minus I/O minus 0/1) gives 31^6 ~=
-- 887M codes; collision retry on insert keeps probability of a duplicate
-- vanishing for any realistic catalog size.
-- ----------------------------------------------------------------------------
ALTER TABLE `character_paragon_builds`
DROP COLUMN `is_favorite`,
ADD COLUMN `share_code` CHAR(6) NULL DEFAULT NULL
COMMENT 'random alphanumeric token for import-by-code; lazily generated'
AFTER `icon`,
ADD UNIQUE INDEX `uk_share_code` (`share_code`);
@@ -0,0 +1,34 @@
-- mod-paragon: preserve superseded share codes as importable snapshots.
-- ----------------------------------------------------------------------------
-- When an active build is updated (Learn All), the live row gets a new
-- share_code and a fresh recipe. Older codes the player posted to Discord
-- must keep working: each retired code is frozen here with its spell/talent
-- recipe so `C BUILD IMPORT <code>` still materializes that exact loadout.
-- ----------------------------------------------------------------------------
CREATE TABLE IF NOT EXISTS `character_paragon_build_share_archive` (
`share_code` CHAR(6) NOT NULL COMMENT 'retired code (same charset as live builds)',
`name` VARCHAR(32) NOT NULL,
`icon` VARCHAR(64) NOT NULL DEFAULT 'INV_Misc_QuestionMark',
`archived_at` TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (`share_code`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci
COMMENT='mod-paragon: frozen build metadata for retired share codes';
CREATE TABLE IF NOT EXISTS `character_paragon_build_share_archive_spells` (
`share_code` CHAR(6) NOT NULL,
`spell_id` INT UNSIGNED NOT NULL,
PRIMARY KEY (`share_code`, `spell_id`),
KEY `idx_share` (`share_code`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci
COMMENT='mod-paragon: spell recipe rows for an archived share code';
CREATE TABLE IF NOT EXISTS `character_paragon_build_share_archive_talents` (
`share_code` CHAR(6) NOT NULL,
`spec` TINYINT UNSIGNED NOT NULL,
`talent_id` SMALLINT UNSIGNED NOT NULL,
`rank` TINYINT UNSIGNED NOT NULL,
PRIMARY KEY (`share_code`, `spec`, `talent_id`),
KEY `idx_share` (`share_code`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci
COMMENT='mod-paragon: talent recipe rows for an archived share code';
File diff suppressed because it is too large Load Diff
+191 -28
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@@ -7,9 +7,12 @@
#include "Chat.h"
#include "Config.h"
#include "Creature.h"
#include "CreatureData.h"
#include "GameTime.h"
#include "Log.h"
#include "ObjectGuid.h"
#include "Pet.h"
#include "Player.h"
#include "ScriptMgr.h"
#include "SharedDefines.h"
@@ -44,43 +47,142 @@ public:
if (!player || player->getClass() != CLASS_PARAGON)
return std::nullopt;
// Death Knight rune / runic power ability stack (narrow on purpose).
if (unitClass == CLASS_DEATH_KNIGHT && context == CLASS_CONTEXT_ABILITY)
// ============================================================
// Ability stack -- claim ALL nine vanilla classes.
// ============================================================
// CLASS_CONTEXT_ABILITY is read by every class-specific spell
// gate in core / scripts: DK rune mechanics (Spell.cpp,
// SpellEffects.cpp, spell_dk.cpp, SpellAuraEffects.cpp),
// Warrior Titan's Grip / Bladestorm (Player.cpp 3783, 15432,
// PlayerUpdates.cpp 1547), Paladin Rebuke (Player.cpp 15441),
// Shaman dual-wield bookkeeping (Player.cpp 5028), Hunter pet
// / Hunter's Mark gates (spell_item.cpp 3718), Druid Insect
// Swarm / Wild Growth (SpellAuraEffects.cpp 2153, 2232),
// Priest Spirit of Redemption out-of-bounds check (Unit.cpp
// 14238), Rogue pickpocketing (LootHandler.cpp 86/165/385,
// Vehicle.cpp 80). Paragon learns abilities from every class
// through Character Advancement, so claiming all of them lets
// every gated spell script execute its class-specific branch
// for our players. The only downside is double-pathed scripts
// (e.g. a spell with both warrior and rogue branches) will
// pick whichever the script tests first -- acceptable.
if (context == CLASS_CONTEXT_ABILITY)
return true;
// Warrior ability stack: enables warrior-spec ability gates anywhere
// they're checked. None of the currently-traced sites in core/scripts
// gate on (CLASS_WARRIOR, CLASS_CONTEXT_ABILITY), so this is a safe
// forward-compatible claim. Rage generation itself is gated on
// HasActivePowerType(POWER_RAGE) and is wired below.
if (unitClass == CLASS_WARRIOR && context == CLASS_CONTEXT_ABILITY)
return true;
// Reactive melee states: Overpower-on-dodge (warrior), Counterattack window (hunter).
// We intentionally do NOT claim CLASS_ROGUE here: that context skips the generic
// AURA_STATE_DEFENSE update on dodge (Riposte path) in Unit::ProcDamageAndSpellFor.
// ============================================================
// Reactive melee states.
// ============================================================
// Warrior dodge -> AURA_STATE_DEFENSE (Overpower window).
// Hunter parry -> AURA_STATE_HUNTER_PARRY (Counterattack).
// We intentionally do NOT claim CLASS_ROGUE here:
// Unit::ProcDamageAndSpellFor (Unit.cpp 12824) skips the
// generic AURA_STATE_DEFENSE update on dodge for rogues so
// Riposte can take over. Claiming rogue would silently kill
// Overpower for Paragon, and Riposte already works for us via
// the warrior-style state we already grant.
if (context == CLASS_CONTEXT_ABILITY_REACTIVE)
{
if (unitClass == CLASS_WARRIOR || unitClass == CLASS_HUNTER)
return true;
}
// Unified relic / ranged slot for class 12.
// ----------------------------------------------------------------
// CLASS_CONTEXT_EQUIP_RELIC is read in exactly two places in core
// (PlayerStorage.cpp): FindEquipSlot's INVTYPE_RELIC switch, which
// routes Librams/Idols/Totems/Misc/Sigils into EQUIPMENT_SLOT_RANGED
// for the matching class only, and CanEquipUniqueItem's per-subclass
// proficiency gate. By claiming this context for paladin/druid/
// shaman/warlock/dk we let Paragon drop any of those relics into the
// ranged slot exactly the same way each native class does, with no
// core patch and no other side effects (the constant is not read
// anywhere else in the codebase).
// ============================================================
// Pet ownership contexts.
// ============================================================
// CLASS_CONTEXT_PET is read by Pet::AddToWorld, Pet::CreateBase
// AtCreatureInfo, Pet::InitStatsForLevel (twice -- the
// MAX_PET_TYPE bootstrap branch and the per-class attack-time
// scaling), Pet::IsPermanentPetFor, Player::SummonPet,
// Player::CanResummonPet, Spell::EffectTameCreature,
// SpellEffects.cpp (CreateTamedPet debug effects, Eyes of the
// Beast), spell_generic.cpp 1760 (charm-as-pet conversion),
// and PlayerGossip.cpp's hunter stable check.
//
// Bows/guns/crossbows already equip via the regular
// INVTYPE_RANGED/RANGEDRIGHT routing -- weapon proficiencies for
// class 12 are seeded by the Paragon proficiency SQL migrations, so
// they pass the GetSkillValue check in CanEquipUniqueItem.
// The cleanest disambiguation is by the *active pet's* shape:
// HUNTER_PET -> hunter (beast tame)
// SUMMON_PET + DEMON type -> warlock (Imp/VW/Succ/...)
// SUMMON_PET + UNDEAD type -> DK ghoul / Army of Dead
// SUMMON_PET + ELEMENTAL type -> mage water / shaman fire
// For HUNTER specifically the no-pet case is also claimed so
// Tame Beast's EffectTameCreature gate passes during cast.
if (context == CLASS_CONTEXT_PET)
{
Pet const* activePet = const_cast<Player*>(player)->GetPet();
// Hunter beast: claim during taming OR when a HUNTER_PET is
// already active. This is what makes Tame Beast / Call Pet
// / pet stable / Counterattack pet aura feedback work.
if (unitClass == CLASS_HUNTER)
{
if (!activePet || activePet->getPetType() == HUNTER_PET)
return true;
return std::nullopt;
}
// All other classes only claim when an active SUMMON_PET is
// present. We then disambiguate by the creature's type
// because warlock / DK / mage / shaman all use SUMMON_PET.
if (!activePet || activePet->getPetType() != SUMMON_PET)
return std::nullopt;
CreatureTemplate const* tmpl = activePet->GetCreatureTemplate();
if (!tmpl)
return std::nullopt;
switch (unitClass)
{
case CLASS_WARLOCK:
// Drives Master Demonologist / Demonic Knowledge /
// Demonic Pact propagation, last-pet-spell tracking
// (Pet.cpp 112), and IsPermanentPetFor (Pet.cpp
// 2288) so demon pets persist across logins.
if (tmpl->type == CREATURE_TYPE_DEMON)
return true;
break;
case CLASS_DEATH_KNIGHT:
// Risen Ghoul + Army of the Dead. Player.cpp 14354
// and Pet.cpp 243 / 1046 / 2290 read this; without
// it the ghoul is invisible to the owner mid-load
// and ScriptedAI hooks on the ghoul mis-route.
if (tmpl->type == CREATURE_TYPE_UNDEAD)
return true;
break;
case CLASS_MAGE:
// Glyph-of-Eternal-Water permanent Water Elemental
// (entry 510, 37994). Used by Pet.cpp 1047/2292.
if (tmpl->type == CREATURE_TYPE_ELEMENTAL)
return true;
break;
case CLASS_SHAMAN:
// Fire Elemental / Earth Elemental. The base
// engine spawns these as creatures rather than
// proper Pet instances in most code paths, so the
// claim mostly matters for the Pet.cpp 1045 stat
// bootstrap when one is loaded as a SUMMON_PET.
if (tmpl->type == CREATURE_TYPE_ELEMENTAL)
return true;
break;
default:
break;
}
return std::nullopt;
}
// Warlock pet-charm context (Enslave Demon -- Unit.cpp 14828,
// 14894, 15025). Without this claim, charming a demon as a
// Paragon doesn't get the warlock-flavor charm semantics
// (faction-set-on-charm, action-bar layout, charm-break logic).
if (unitClass == CLASS_WARLOCK && context == CLASS_CONTEXT_PET_CHARM)
return true;
// ============================================================
// Equipment contexts.
// ============================================================
// CLASS_CONTEXT_EQUIP_RELIC: PlayerStorage.cpp 224-240 +
// 2475-2493. Routes Librams/Idols/Totems/Misc/Sigils into
// EQUIPMENT_SLOT_RANGED for the matching class. Claim every
// relic-bearing class so a Paragon can drop any of them into
// the ranged slot.
if (context == CLASS_CONTEXT_EQUIP_RELIC)
{
switch (unitClass)
@@ -96,6 +198,67 @@ public:
}
}
// CLASS_CONTEXT_EQUIP_ARMOR_CLASS: PlayerStorage.cpp 2326,
// 2330, 2503-2523. At level 40 each class auto-learns its
// top armor proficiency. Paragon should pick up plate (via
// paladin/DK), shields (paladin/warrior/shaman), mail
// (hunter/shaman), and leather (rogue) so the level-40 train
// event grants Paragon full proficiency and we don't have to
// hand-curate it through the Paragon proficiency SQL.
if (context == CLASS_CONTEXT_EQUIP_ARMOR_CLASS)
{
switch (unitClass)
{
case CLASS_PALADIN:
case CLASS_WARRIOR:
case CLASS_DEATH_KNIGHT:
case CLASS_HUNTER:
case CLASS_SHAMAN:
case CLASS_DRUID:
case CLASS_ROGUE:
return true;
default:
break;
}
}
// CLASS_CONTEXT_EQUIP_SHIELDS: PlayerStorage.cpp 2467-2469.
// Lets a Paragon equip shields without a paladin/warrior/
// shaman skill gate.
if (context == CLASS_CONTEXT_EQUIP_SHIELDS)
{
switch (unitClass)
{
case CLASS_PALADIN:
case CLASS_WARRIOR:
case CLASS_SHAMAN:
return true;
default:
break;
}
}
// CLASS_CONTEXT_WEAPON_SWAP: PlayerStorage.cpp 1920, 2838 --
// rogue uses cooldown spell 6123 instead of 6119 on weapon
// swap (Quick Draw / Combat Potency interactions). Claim
// rogue so Paragon picks up the same cooldown spell.
if (context == CLASS_CONTEXT_WEAPON_SWAP && unitClass == CLASS_ROGUE)
return true;
// ============================================================
// Contexts we DELIBERATELY DO NOT claim:
// ============================================================
// CLASS_CONTEXT_STATS -- Paragon has its own STR/AGI->AP and
// INT/SPI->SP curves wired in StatSystem.cpp's CLASS_PARAGON
// branch (level*2 + STR + AGI - 20 etc.). Claiming any
// vanilla class here would override our curves with theirs.
//
// CLASS_CONTEXT_INIT, _TELEPORT, _QUEST, _TAXI, _SKILL,
// _GRAVEYARD, _CLASS_TRAINER, _TALENT_POINT_CALC -- all
// used by DK Ebon Hold / druid Moonglade starting-zone
// scripts. Paragon doesn't go through those zones and we
// don't want our players bound to Acherus or trapped in
// the DK starting quest gates.
return std::nullopt;
}
+181
View File
@@ -0,0 +1,181 @@
#!/usr/bin/env bash
# Fractured / AzerothCore — native VPS rolling update (git + compile).
#
# Run from anywhere; resolves the repository root from this script's location.
# Typical production layout: sources in ~/src/Fractured, install prefix in ~/azeroth-server
# (see docs/DEPLOY_LINUX_VPS.md).
#
# What this does:
# 1. git pull on the current branch (optional; can skip)
# 2. ./acore.sh compiler build — or compiler all for a full clean rebuild
#
# Database migrations from data/sql/updates/ run when you next start worldserver/authserver
# (Updates.* / SourceDirectory in *.conf). This script does not start or stop daemons unless
# you pass --run-after or set FRACTURED_POST_UPDATE_CMD.
#
# Usage:
# bash scripts/vps-update-server.sh
# bash scripts/vps-update-server.sh --full
# bash scripts/vps-update-server.sh --no-pull
# bash scripts/vps-update-server.sh --dry-run
# FRACTURED_POST_UPDATE_CMD='sudo systemctl restart fractured-world' bash scripts/vps-update-server.sh --run-after
# bash scripts/vps-update-server.sh --run-after 'sudo systemctl restart fractured-world'
#
# Environment:
# FRACTURED_GIT_REMOTE — remote name (default: origin)
# FRACTURED_POST_UPDATE_CMD — shell command run after a successful compile (if --run-after is passed without an argument, this is used)
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
ROOT="$(cd "$SCRIPT_DIR/.." && pwd)"
NO_PULL=0
FULL_BUILD=0
COMPILE_ONLY=0
DRY_RUN=0
DO_RUN_AFTER=0
POST_UPDATE_CMD="${FRACTURED_POST_UPDATE_CMD:-}"
GIT_REMOTE="${FRACTURED_GIT_REMOTE:-origin}"
usage() {
cat <<'EOF'
Fractured VPS update — git pull + compiler (see header in script for full notes).
Usage:
bash scripts/vps-update-server.sh [options]
Options:
--no-pull Skip git pull (only compile current tree).
--full ./acore.sh compiler all (clean + configure + compile).
--compile-only ./acore.sh compiler compile (incremental).
--dry-run Print commands without running them.
--run-after [CMD] Run shell command after successful compile. If CMD is omitted,
uses FRACTURED_POST_UPDATE_CMD from the environment.
Environment:
FRACTURED_GIT_REMOTE Git remote (default: origin).
FRACTURED_POST_UPDATE_CMD Used with bare --run-after.
EOF
}
run() {
if [[ "$DRY_RUN" -eq 1 ]]; then
printf '[dry-run] '
printf '%q ' "$@"
printf '\n'
else
"$@"
fi
}
while [[ $# -gt 0 ]]; do
case "$1" in
-h | --help)
usage
exit 0
;;
--no-pull)
NO_PULL=1
shift
;;
--full)
FULL_BUILD=1
shift
;;
--compile-only)
COMPILE_ONLY=1
shift
;;
--dry-run)
DRY_RUN=1
shift
;;
--run-after)
DO_RUN_AFTER=1
shift
if [[ $# -gt 0 && "$1" != -* ]]; then
POST_UPDATE_CMD="$1"
shift
fi
;;
*)
echo "error: unknown option: $1" >&2
echo "Try: bash scripts/vps-update-server.sh --help" >&2
exit 2
;;
esac
done
if [[ "$FULL_BUILD" -eq 1 && "$COMPILE_ONLY" -eq 1 ]]; then
echo "error: use only one of --full or --compile-only" >&2
exit 2
fi
if [[ ! -d "$ROOT/.git" ]]; then
echo "error: not a git clone: $ROOT" >&2
exit 1
fi
if [[ ! -f "$ROOT/acore.sh" ]]; then
echo "error: acore.sh not found under $ROOT" >&2
exit 1
fi
if [[ ! -f "$ROOT/conf/config.sh" ]]; then
echo "error: missing $ROOT/conf/config.sh — copy conf/dist/config.sh and edit (see DEPLOY_LINUX_VPS.md)." >&2
exit 1
fi
cd "$ROOT"
if [[ "$DO_RUN_AFTER" -eq 1 && -z "${POST_UPDATE_CMD// }" ]]; then
echo "error: --run-after needs a command or FRACTURED_POST_UPDATE_CMD set in the environment." >&2
exit 2
fi
current_branch() {
git symbolic-ref -q --short HEAD || git rev-parse --short HEAD
}
if [[ "$NO_PULL" -eq 0 ]]; then
ref="$(current_branch)"
if [[ "$ref" == "HEAD" ]]; then
echo "error: detached HEAD; checkout a branch or use --no-pull." >&2
exit 1
fi
echo "==> git pull $GIT_REMOTE $ref"
run git pull "$GIT_REMOTE" "$ref"
else
echo "==> skipping git pull (--no-pull)"
fi
echo "==> ensuring acore.sh and JSONPath are executable"
if [[ "$DRY_RUN" -eq 1 ]]; then
run chmod +x acore.sh deps/jsonpath/JSONPath.sh
else
chmod +x acore.sh deps/jsonpath/JSONPath.sh 2>/dev/null || true
fi
if [[ "$FULL_BUILD" -eq 1 ]]; then
echo "==> ./acore.sh compiler all (clean, configure, compile)"
run ./acore.sh compiler all
elif [[ "$COMPILE_ONLY" -eq 1 ]]; then
echo "==> ./acore.sh compiler compile (incremental; build dir must exist)"
run ./acore.sh compiler compile
else
echo "==> ./acore.sh compiler build (configure + compile)"
run ./acore.sh compiler build
fi
if [[ "$DO_RUN_AFTER" -eq 1 ]]; then
echo "==> post-update: $POST_UPDATE_CMD"
if [[ "$DRY_RUN" -eq 1 ]]; then
printf '[dry-run] eval %q\n' "$POST_UPDATE_CMD"
else
# shellcheck disable=SC2086
eval "$POST_UPDATE_CMD"
fi
fi
echo "Done. Restart authserver/worldserver (or your service manager) when ready so new binaries and SQL updates apply."
@@ -0,0 +1,5 @@
node_modules/
dist/
launcher.json
.DS_Store
Thumbs.db
@@ -0,0 +1,92 @@
# Fractured Launcher (Electron)
Windows launcher with **no extra console window**, **native Browse folder** dialog, GitHub **release assets** + repo file sync, **realmlist**, optional **auth**, **Play**, and **auto-update** (via `electron-updater`). This is the **only** supported client launcher in this repo.
## Requirements
- [Node.js](https://nodejs.org/) 20+ (includes npm)
## Run from source
```bash
cd tools/fractured-launcher-electron
npm install
npm start
```
On first run, `launcher.json` is created next to the app (dev: in this folder). By default **`github.repo`** is **`Fractured-Distro`** (public release assets); no token is required for patches. Set **GITHUB_TOKEN** only if you override `github` to a **private** repo.
## Build Windows installers
```bash
npm install
npm run pack:win
```
Produces under **`dist/`**:
| Artifact | Purpose |
|----------|---------|
| `Fractured-Launcher-${version}-Setup.exe` (NSIS) | **Recommended for players** — supports seamless **auto-update** and restart. |
| `Fractured-Launcher-${version}-Windows-Portable.exe` | No installer; players replace the file manually. Auto-update is **less reliable** than NSIS. |
## Auto-update behaviour
- **Packaged** builds only (`npm run pack:win` output). In `npm start` dev mode, update checks are skipped (button still explains that).
- **~5 seconds** after launch, then **every 6 hours**, the app checks for a newer version.
- When a download finishes, a dialog offers **Restart now** (calls `quitAndInstall`) or **Later**.
- **Manual check:** button **Check launcher updates** in the UI.
### Where updates are hosted
**`package.json`** → `build.publish` targets **`Dawnforger/Fractured-Distro`** (public). `electron-updater` reads **`latest.yml`** from the **latest** release there; players do not need a GitHub token for launcher updates.
**Private GitHub** (if you change `build.publish` or `github` back to a private repo): set **`GH_TOKEN`** / **`GITHUB_TOKEN`** / **`github.token_env`** before starting the launcher so the updater can authenticate.
**Public generic feed** (optional CDN): set **`update_feed_url`** or **`LAUNCHER_UPDATE_URL`** to a folder that hosts `latest.yml` + installers; optional Bearer token if the host requires it.
### Publishing a new launcher version
1. Bump **`version`** in `package.json` (semver, e.g. `1.0.1`).
2. Create a **GitHub personal access token** with `repo` (or `public_repo` for public repos).
3. From this directory:
```bash
set GH_TOKEN=ghp_your_token_here
npm run publish:win
```
That builds NSIS + portable and **uploads** update metadata and installers to the configured GitHub repos **releases** (see [electron-builder publish](https://www.electron.build/configuration/publish)).
Players on an older NSIS install will pick up the next version automatically on the next check.
## Public distro repo (patches + launcher binaries)
Default **`default-launcher.json`** uses **`github.repo`: `Fractured-Distro`** so **`from_release`** assets (`patch-Z.MPQ`, `Wow-patched.exe`, …) download from **[Dawnforger/Fractured-Distro releases](https://github.com/Dawnforger/Fractured-Distro/releases)** — **no player token**.
Publish assets there by:
- **GitHub Actions** — workflow **Sync release to Fractured-Distro** (`.github/workflows/distro-release-sync.yml`): on **release published** on `Dawnforger/Fractured`, it **builds the Electron launcher** from that tag on Windows (`npm run pack:win`), **downloads every asset** attached to that release (patches, `Wow-patched.exe`, …), merges them (launcher files overwrite on duplicate names), and creates or updates the **same tag** on **`Fractured-Distro`**. Requires repository secret **`DISTRO_SYNC_TOKEN`**. **Manual:** Actions → run workflow with an existing tag.
- **Locally:** `scripts/publish-to-distro.sh` (see script header) if you need to upload without a full release cycle.
If your public repo slug is not `Fractured-Distro`, edit **`DISTRO_REPO`** in the workflow / script and **`github.repo`** in `launcher.json`.
### Private `github.repo` (optional)
For a **private** release source, set `GITHUB_TOKEN` (or `github.token_env`) with read access — **do not** embed a shared PAT in shipped `launcher.json` for all players.
**Release asset names** must match **`files[].source`** exactly when **`from_release`**: true. Use **`release_tag`: `"latest"`** for the newest release, or pin a tag.
## CI
Workflow **Fractured launcher CI** (`.github/workflows/fractured-launcher-ci.yml`) runs on pushes/PRs under `tools/fractured-launcher-electron/`: Windows **`npm run pack:win`** and **artifacts** (`*.exe`, `latest.yml`, blockmaps). **Actions → Fractured launcher CI → Run workflow** runs it manually.
## Config
Schema is defined by **`default-launcher.json`** (shipped in the app; first run copies to `launcher.json` beside the executable):
- **`game_dir`**: WoW 3.3.5a root (contains `Wow.exe`).
- **`update_feed_url`**: optional generic HTTPS base for launcher auto-update (overrides default GitHub feed when set).
- **`github`**: `owner`, `repo`, `ref` (repo file paths), **`release_tag`** (`latest` or e.g. `v1.0.0`), **`token_env`** (env var name for a PAT when using private sources).
- **`files`**: `source`, `dest`, `backup`, **`from_release`** (asset name on GitHub release vs repo path).
- **`realmlist`**, **`auth`**, **`launch`**.
@@ -0,0 +1,42 @@
{
"game_dir": "",
"update_feed_url": "",
"github": {
"owner": "Dawnforger",
"repo": "Fractured-Distro",
"ref": "main",
"release_tag": "latest",
"token_env": "GITHUB_TOKEN"
},
"files": [
{
"source": "patch-Z.MPQ",
"dest": "Data/patch-Z.MPQ",
"backup": true,
"from_release": true
},
{
"source": "Wow-patched.exe",
"dest": "Wow.exe",
"backup": true,
"from_release": true
}
],
"realmlist": {
"enabled": true,
"line": "set realmlist fracturedwow.ddns.net:47497",
"paths": ["Data/enUS/realmlist.wtf", "Data/enGB/realmlist.wtf"]
},
"auth": {
"enabled": false,
"url": "https://auth.your-realm.example/api/launcher/login",
"method": "POST",
"username_field": "username",
"password_field": "password"
},
"launch": {
"exe": "Wow.exe",
"args": [],
"linux_wrapper": ["wine"]
}
}
@@ -0,0 +1,46 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta http-equiv="Content-Security-Policy" content="default-src 'self'; script-src 'self'; style-src 'self' 'unsafe-inline'" />
<title>Fractured Launcher</title>
<link rel="stylesheet" href="styles.css" />
</head>
<body>
<header>
<h1>Fractured Launcher</h1>
<p class="sub">Point at your 3.3.5a client, download patches, then play.</p>
</header>
<section class="card">
<label class="lbl">World of Warcraft folder (contains <span id="wowExeName">Wow.exe</span>)</label>
<div class="row">
<input type="text" id="gameDir" placeholder="Browse… or paste the folder that contains Wow.exe" />
<button type="button" id="btnBrowse">Browse…</button>
<button type="button" id="btnSaveFolder" class="primary">Save folder</button>
</div>
</section>
<section class="card hidden" id="authCard">
<label class="lbl">Account</label>
<div class="row stack">
<input type="text" id="username" autocomplete="username" placeholder="Username" />
<input type="password" id="password" autocomplete="current-password" placeholder="Password" />
<button type="button" id="btnAuth" class="primary">Sign in</button>
</div>
</section>
<section class="card row-actions">
<button type="button" id="btnCheckLauncher" class="ghost">Check launcher updates</button>
</section>
<section class="card">
<button type="button" id="btnSync" class="primary wide" disabled>Download updates</button>
<button type="button" id="btnPlay" class="success wide hidden" disabled>Play</button>
</section>
<pre id="log" class="log" aria-live="polite"></pre>
<script src="renderer.js"></script>
</body>
</html>
@@ -0,0 +1,111 @@
'use strict';
const { dialog } = require('electron');
const { autoUpdater } = require('electron-updater');
/**
* @param {import('electron').App} app
* @param {() => import('electron').BrowserWindow | null} getMainWindow
* @param {{ updateFeedUrl?: string, githubOwner?: string, githubRepo?: string, token?: string }} opts
*/
function setupAutoUpdater(app, getMainWindow, opts = {}) {
if (!app.isPackaged) {
return {
checkNow: async () => ({ skipped: true, reason: 'development build' }),
};
}
autoUpdater.autoDownload = true;
autoUpdater.autoInstallOnAppQuit = true;
const token = String(opts.token || '').trim();
const envGeneric = String(process.env.LAUNCHER_UPDATE_URL || '').trim();
const configGeneric = String(opts.updateFeedUrl || '').trim();
const genericUrl = envGeneric || configGeneric;
const owner = String(opts.githubOwner || 'Dawnforger').trim();
const repo = String(opts.githubRepo || 'Fractured').trim();
if (genericUrl) {
const base = genericUrl.replace(/\/?$/, '/');
autoUpdater.setFeedURL({
provider: 'generic',
url: base,
});
if (token) {
autoUpdater.requestHeaders = {
...autoUpdater.requestHeaders,
Authorization: `Bearer ${token}`,
};
}
} else if (token && owner && repo) {
autoUpdater.setFeedURL({
provider: 'github',
owner,
repo,
private: true,
token,
});
}
const send = (msg) => {
const w = getMainWindow();
if (w && !w.isDestroyed()) {
w.webContents.send('launcher:progress', msg);
}
};
autoUpdater.on('checking-for-update', () => send('Checking for launcher updates…'));
autoUpdater.on('update-available', (info) => {
send(`Launcher update available: ${info.version}`);
});
autoUpdater.on('update-not-available', () => {});
autoUpdater.on('error', (err) => {
const m = (err && (err.message || String(err))) || '';
if (/404|releases\.atom|HttpError:\s*404/i.test(m)) {
send(
'Launcher update: could not read GitHub releases (404). ' +
'If the repo is private, set GITHUB_TOKEN (or your token_env) so the launcher can authenticate, ' +
'or set update_feed_url in launcher.json to a public HTTPS folder that contains latest.yml.'
);
return;
}
if (m && !/net::ERR|ENOTFOUND|ETIMEDOUT/i.test(m)) {
send(`Launcher update: ${m.slice(0, 400)}`);
}
});
autoUpdater.on('download-progress', (p) => {
const pct = Math.round(p.percent || 0);
send(`Launcher update download: ${pct}%`);
});
autoUpdater.on('update-downloaded', async (info) => {
const win = getMainWindow();
const r = await dialog.showMessageBox(win || undefined, {
type: 'info',
title: 'Launcher update',
message: `Version ${info.version} is ready to install.`,
detail: 'Restart the launcher now to finish. You can finish patching WoW after restart.',
buttons: ['Restart now', 'Later'],
defaultId: 0,
cancelId: 1,
noLink: true,
});
if (r.response === 0) {
autoUpdater.quitAndInstall(false, true);
}
});
const checkNow = async () => {
const r = await autoUpdater.checkForUpdates();
return { ok: true, updateInfo: r && r.updateInfo };
};
const tick = () => {
checkNow().catch(() => {});
};
setTimeout(tick, 5000);
setInterval(tick, 6 * 60 * 60 * 1000);
return { checkNow };
}
module.exports = { setupAutoUpdater };
@@ -0,0 +1,63 @@
'use strict';
const path = require('path');
const fs = require('fs').promises;
function mergeConfig(defaults, user) {
return {
...defaults,
...user,
update_feed_url:
user.update_feed_url != null && user.update_feed_url !== ''
? user.update_feed_url
: defaults.update_feed_url,
github: { ...defaults.github, ...(user.github || {}) },
launch: { ...defaults.launch, ...(user.launch || {}) },
auth: user.auth != null ? { ...defaults.auth, ...user.auth } : defaults.auth,
realmlist: user.realmlist != null ? { ...defaults.realmlist, ...user.realmlist } : defaults.realmlist,
files: Array.isArray(user.files) && user.files.length ? user.files : defaults.files,
};
}
function getConfigPath(app) {
if (process.env.FRACTURED_LAUNCHER_CONFIG) return process.env.FRACTURED_LAUNCHER_CONFIG;
if (app && app.isPackaged) {
return path.join(path.dirname(process.execPath), 'launcher.json');
}
return path.join(__dirname, '..', 'launcher.json');
}
async function loadConfig(app) {
const p = getConfigPath(app);
const defPath = path.join(__dirname, '..', 'default-launcher.json');
const defaults = JSON.parse(await fs.readFile(defPath, 'utf8'));
try {
const user = JSON.parse(await fs.readFile(p, 'utf8'));
return { configPath: p, config: mergeConfig(defaults, user) };
} catch (e) {
if (e.code === 'ENOENT') {
await fs.writeFile(p, JSON.stringify(defaults, null, 2), 'utf8');
return { configPath: p, config: JSON.parse(JSON.stringify(defaults)) };
}
throw e;
}
}
async function saveGameDir(configPath, gameDir) {
const defPath = path.join(__dirname, '..', 'default-launcher.json');
const defaults = JSON.parse(await fs.readFile(defPath, 'utf8'));
const user = JSON.parse(await fs.readFile(configPath, 'utf8'));
user.game_dir = gameDir;
const merged = mergeConfig(defaults, user);
await fs.writeFile(configPath, JSON.stringify(merged, null, 2), 'utf8');
return merged;
}
function resolveGameDir(cfg, configPath) {
const gd = cfg.game_dir;
if (!gd) return '';
if (path.isAbsolute(gd)) return path.normalize(gd);
return path.normalize(path.join(path.dirname(configPath), gd));
}
module.exports = { getConfigPath, loadConfig, saveGameDir, resolveGameDir, mergeConfig };
@@ -0,0 +1,9 @@
'use strict';
function githubToken(cfg) {
const name = cfg.github && cfg.github.token_env;
if (name && process.env[name]) return process.env[name];
return process.env.GITHUB_TOKEN || '';
}
module.exports = { githubToken };
@@ -0,0 +1,114 @@
'use strict';
const path = require('path');
const fs = require('fs').promises;
const { githubToken } = require('./github-token');
const { fetchToFile, downloadBodyToFile } = require('./http-download');
function encodeRepoPath(repoPath) {
let p = String(repoPath || '').replace(/\\/g, '/').replace(/^\/+|\/+$/g, '');
if (!p) return '';
return p.split('/').map((seg) => encodeURIComponent(seg)).join('/');
}
function ghHeaders(token, json = false) {
const h = {
'User-Agent': 'Fractured-Launcher-Electron',
'X-GitHub-Api-Version': '2022-11-28',
};
if (json) h.Accept = 'application/vnd.github+json';
if (token) h.Authorization = `Bearer ${token}`;
return h;
}
async function downloadGitHubRepoFile(cfg, repoPath, destPath) {
const token = githubToken(cfg);
const enc = encodeRepoPath(repoPath);
const ref = cfg.github.ref || 'main';
const { owner, repo } = cfg.github;
if (!token) {
const url = `https://raw.githubusercontent.com/${owner}/${repo}/${ref}/${enc}`;
await fetchToFile(url, {}, destPath);
return;
}
const apiUrl = `https://api.github.com/repos/${owner}/${repo}/contents/${enc}?ref=${encodeURIComponent(ref)}`;
const res = await fetch(apiUrl, { headers: ghHeaders(token, true) });
const body = await res.text();
if (!res.ok) {
throw new Error(`GitHub contents API ${res.status}: ${body.slice(0, 800)}`);
}
const meta = JSON.parse(body);
if (meta.type && meta.type !== 'file') {
throw new Error(`not a file: ${repoPath}`);
}
if (meta.download_url) {
const h = { Accept: 'application/octet-stream' };
if (token) {
h.Authorization = `Bearer ${token}`;
h['X-GitHub-Api-Version'] = '2022-11-28';
}
await fetchToFile(meta.download_url, h, destPath);
return;
}
if (meta.content && meta.encoding === 'base64') {
const buf = Buffer.from(String(meta.content).replace(/\n/g, ''), 'base64');
if (!buf.length) throw new Error('empty base64 content');
await fs.mkdir(path.dirname(destPath), { recursive: true });
const tmp = destPath + '.downloading';
await fs.writeFile(tmp, buf);
await fs.rename(tmp, destPath);
return;
}
throw new Error(`unexpected GitHub response for ${repoPath}`);
}
async function downloadReleaseAsset(cfg, assetName, destPath) {
const token = githubToken(cfg);
const tag = (cfg.github.release_tag || 'latest').trim() || 'latest';
const { owner, repo } = cfg.github;
let listUrl;
if (tag.toLowerCase() === 'latest') {
listUrl = `https://api.github.com/repos/${owner}/${repo}/releases/latest`;
} else {
listUrl = `https://api.github.com/repos/${owner}/${repo}/releases/tags/${encodeURIComponent(tag)}`;
}
const res = await fetch(listUrl, { headers: ghHeaders(token, true) });
const text = await res.text();
if (!res.ok) {
let hint = '';
if (res.status === 404) hint = ' (wrong tag or private repo without token?)';
if (res.status === 401 || res.status === 403) hint = ' (set GITHUB_TOKEN or token_env PAT)';
throw new Error(`releases list ${res.status}${hint}: ${text.slice(0, 600)}`);
}
const rel = JSON.parse(text);
const assets = rel.assets || [];
let assetURL = '';
for (const a of assets) {
if (a.name !== assetName) continue;
if (token && a.url) {
assetURL = a.url;
break;
}
if (a.browser_download_url) {
assetURL = a.browser_download_url;
break;
}
assetURL = a.url;
break;
}
if (!assetURL) {
const names = assets.map((x) => x.name);
throw new Error(`release asset "${assetName}" not found; attachments: ${names.join(', ')}`);
}
const h = { Accept: 'application/octet-stream' };
if (token) {
h.Authorization = `Bearer ${token}`;
h['X-GitHub-Api-Version'] = '2022-11-28';
}
const dl = await fetch(assetURL, { headers: h, redirect: 'follow' });
await downloadBodyToFile(dl, destPath);
}
module.exports = { downloadGitHubRepoFile, downloadReleaseAsset, encodeRepoPath };
@@ -0,0 +1,40 @@
'use strict';
const fs = require('fs').promises;
const path = require('path');
const { createWriteStream } = require('fs');
const { pipeline } = require('stream/promises');
const { Readable } = require('stream');
async function downloadBodyToFile(res, destPath) {
if (!res.ok) {
const errText = await res.text().catch(() => '');
throw new Error(`HTTP ${res.status}: ${errText.slice(0, 500)}`);
}
if (!res.body) {
throw new Error('download has no body');
}
await fs.mkdir(path.dirname(destPath), { recursive: true });
const tmp = destPath + '.downloading';
let body = res.body;
if (body && typeof body.pipe !== 'function') {
body = Readable.fromWeb(body);
}
await pipeline(body, createWriteStream(tmp));
const st = await fs.stat(tmp);
if (st.size === 0) {
await fs.unlink(tmp).catch(() => {});
throw new Error('empty download');
}
await fs.rename(tmp, destPath);
}
async function fetchToFile(url, headers, destPath) {
const res = await fetch(url, {
headers,
redirect: 'follow',
});
await downloadBodyToFile(res, destPath);
}
module.exports = { fetchToFile, downloadBodyToFile };
@@ -0,0 +1,117 @@
'use strict';
const path = require('path');
const fs = require('fs').promises;
const { downloadGitHubRepoFile, downloadReleaseAsset } = require('./github');
function pad2(n) {
return String(n).padStart(2, '0');
}
function backupSuffix() {
const d = new Date();
return `${d.getFullYear()}${pad2(d.getMonth() + 1)}${pad2(d.getDate())}-${pad2(d.getHours())}${pad2(d.getMinutes())}${pad2(d.getSeconds())}`;
}
function wowExePath(cfg) {
const exe = (cfg.launch && cfg.launch.exe) || 'Wow.exe';
const parts = exe.replace(/\\/g, '/').split('/').filter(Boolean);
return path.join(cfg.game_dir, ...parts);
}
function wowInstallValid(cfg) {
if (!cfg.game_dir) return false;
return require('fs').existsSync(wowExePath(cfg));
}
async function installFile(cfg, entry) {
const parts = String(entry.dest).replace(/\\/g, '/').split('/').filter(Boolean);
const destAbs = path.join(cfg.game_dir, ...parts);
if (entry.backup) {
try {
const st = await fs.stat(destAbs);
if (st.isFile()) {
const bak = `${destAbs}.bak-${backupSuffix()}`;
await fs.rename(destAbs, bak);
}
} catch (e) {
if (e.code !== 'ENOENT') throw e;
}
} else {
try {
await fs.unlink(destAbs);
} catch (e) {
if (e.code !== 'ENOENT') throw e;
}
}
const tmp = destAbs + '.new';
if (entry.from_release) {
await downloadReleaseAsset(cfg, entry.source, tmp);
} else {
await downloadGitHubRepoFile(cfg, entry.source, tmp);
}
await fs.rename(tmp, destAbs);
}
async function applyRealmlist(cfg) {
if (!cfg.realmlist || !cfg.realmlist.enabled) return;
let line = String(cfg.realmlist.line || '').trim();
if (!line) throw new Error('realmlist.line empty');
if (!line.toLowerCase().startsWith('set realmlist ')) {
line = `set realmlist ${line}`;
}
const content = line + '\n';
let paths = cfg.realmlist.paths;
if (!paths || !paths.length) paths = ['Data/enUS/realmlist.wtf'];
for (const rel of paths) {
const r = String(rel).trim().replace(/\\/g, '/');
if (!r) continue;
const segs = r.split('/').filter(Boolean);
const abs = path.join(cfg.game_dir, ...segs);
await fs.mkdir(path.dirname(abs), { recursive: true });
await fs.writeFile(abs, content, 'utf8');
}
}
async function applyPatches(cfg, onStatus) {
for (const f of cfg.files || []) {
if (onStatus) onStatus(`Updating ${f.dest}`);
try {
await installFile(cfg, f);
} catch (e) {
throw new Error(`sync ${f.dest}: ${e.message || e}`);
}
}
if (cfg.realmlist && cfg.realmlist.enabled) {
if (onStatus) onStatus('Applying realmlist …');
await applyRealmlist(cfg);
}
if (onStatus) onStatus('All patches applied.');
}
async function doAuth(cfg, username, password) {
if (!cfg.auth || !cfg.auth.enabled) return;
const u = String(username || '').trim();
const p = String(password || '');
if (!u || !p) throw new Error('username and password required');
const body = {
[cfg.auth.username_field || 'username']: u,
[cfg.auth.password_field || 'password']: p,
};
const res = await fetch(cfg.auth.url, {
method: cfg.auth.method || 'POST',
headers: { 'Content-Type': 'application/json', Accept: 'application/json' },
body: JSON.stringify(body),
});
const t = await res.text();
if (res.status < 200 || res.status >= 300) {
throw new Error(`login failed ${res.status}: ${t.slice(0, 400)}`);
}
}
module.exports = {
applyPatches,
applyRealmlist,
wowExePath,
wowInstallValid,
doAuth,
};
+142
View File
@@ -0,0 +1,142 @@
'use strict';
const { app, BrowserWindow, ipcMain, dialog, Menu } = require('electron');
const path = require('path');
const { spawn } = require('child_process');
const { loadConfig, saveGameDir, resolveGameDir } = require('./lib/config-store');
const { applyPatches, wowExePath, wowInstallValid, doAuth } = require('./lib/patch');
const { setupAutoUpdater } = require('./lib/auto-update');
let mainWindow;
let autoUpdateApi = {
checkNow: async () => ({ skipped: true, reason: 'not initialized' }),
};
function createWindow() {
mainWindow = new BrowserWindow({
width: 720,
height: 640,
show: false,
autoHideMenuBar: true,
webPreferences: {
preload: path.join(__dirname, 'preload.cjs'),
contextIsolation: true,
nodeIntegration: false,
sandbox: false,
},
});
Menu.setApplicationMenu(null);
mainWindow.loadFile(path.join(__dirname, 'index.html'));
mainWindow.once('ready-to-show', () => mainWindow.show());
}
function sendProgress(msg) {
if (mainWindow && !mainWindow.isDestroyed()) {
mainWindow.webContents.send('launcher:progress', msg);
}
}
async function readMergedConfig() {
const { configPath, config } = await loadConfig(app);
const gameDir = resolveGameDir(config, configPath);
const merged = { ...config, game_dir: gameDir };
return { configPath, config: merged };
}
app.whenReady().then(async () => {
createWindow();
const { config } = await loadConfig(app);
const tokenEnv = config.github && config.github.token_env;
const token =
(tokenEnv && String(process.env[tokenEnv] || '').trim()) ||
String(process.env.GH_TOKEN || process.env.GITHUB_TOKEN || '').trim();
const updateFeedUrl = String(process.env.LAUNCHER_UPDATE_URL || config.update_feed_url || '').trim();
autoUpdateApi = setupAutoUpdater(app, () => mainWindow, {
updateFeedUrl,
githubOwner: config.github && config.github.owner,
githubRepo: config.github && config.github.repo,
token,
});
app.on('activate', () => {
if (BrowserWindow.getAllWindows().length === 0) createWindow();
});
});
app.on('window-all-closed', () => {
if (process.platform !== 'darwin') app.quit();
});
ipcMain.handle('launcher:load', async () => {
const { configPath, config } = await readMergedConfig();
return {
configPath,
gameDir: config.game_dir || '',
authEnabled: !!(config.auth && config.auth.enabled),
wowExe: (config.launch && config.launch.exe) || 'Wow.exe',
wowOk: wowInstallValid(config),
};
});
ipcMain.handle('launcher:saveGameDir', async (_e, dir) => {
const trimmed = String(dir || '').trim();
if (!trimmed) throw new Error('folder path is empty');
const { configPath } = await loadConfig(app);
const norm = path.normalize(trimmed);
const probe = { ...(await readMergedConfig()).config, game_dir: norm };
if (!wowInstallValid(probe)) {
throw new Error(`That folder does not contain ${(probe.launch && probe.launch.exe) || 'Wow.exe'}`);
}
const c = await saveGameDir(configPath, norm);
const merged = { ...c, game_dir: resolveGameDir(c, configPath) };
return { ok: true, gameDir: merged.game_dir, wowOk: wowInstallValid(merged) };
});
ipcMain.handle('launcher:pickFolder', async (_e, startDir) => {
const win = BrowserWindow.getFocusedWindow() || mainWindow;
const r = await dialog.showOpenDialog(win, {
title: 'Select World of Warcraft 3.3.5a folder',
properties: ['openDirectory', 'createDirectory'],
defaultPath: startDir && String(startDir).trim() ? String(startDir).trim() : undefined,
});
if (r.canceled || !r.filePaths || !r.filePaths[0]) return { canceled: true, path: '' };
return { canceled: false, path: r.filePaths[0] };
});
ipcMain.handle('launcher:auth', async (_e, { user, pass }) => {
const { config } = await readMergedConfig();
await doAuth(config, user, pass);
return { ok: true };
});
ipcMain.handle('launcher:sync', async () => {
const { config } = await readMergedConfig();
if (!wowInstallValid(config)) {
throw new Error('Set a valid WoW folder (must contain Wow.exe) first.');
}
await applyPatches(config, sendProgress);
return { ok: true };
});
ipcMain.handle('launcher:checkUpdates', async () => {
try {
return await autoUpdateApi.checkNow();
} catch (e) {
const msg = e && (e.message || String(e));
return { ok: false, error: msg };
}
});
ipcMain.handle('launcher:play', async () => {
const { config } = await readMergedConfig();
const exe = wowExePath(config);
const args = (config.launch && config.launch.args) || [];
const child = spawn(exe, args, {
cwd: config.game_dir,
detached: true,
stdio: 'ignore',
windowsHide: true,
shell: false,
});
child.unref();
return { ok: true };
});
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,67 @@
{
"name": "fractured-launcher-electron",
"version": "1.0.1",
"description": "Fractured WoW launcher (Electron) — no console window, native folder picker, auto-update",
"main": "main.js",
"repository": {
"type": "git",
"url": "https://github.com/Dawnforger/Fractured.git"
},
"scripts": {
"start": "electron .",
"pack:win": "electron-builder --win nsis portable --x64",
"publish:win": "electron-builder --win nsis portable --x64 --publish always"
},
"author": "",
"license": "GPL-3.0",
"devDependencies": {
"electron": "^33.2.1",
"electron-builder": "^25.1.8"
},
"dependencies": {
"electron-updater": "^6.3.9"
},
"build": {
"appId": "net.fractured.launcher",
"productName": "Fractured Launcher",
"directories": {
"output": "dist"
},
"publish": [
{
"provider": "github",
"owner": "Dawnforger",
"repo": "Fractured-Distro"
}
],
"files": [
"main.js",
"preload.cjs",
"index.html",
"renderer.js",
"styles.css",
"default-launcher.json",
"lib/**/*"
],
"win": {
"target": [
{
"target": "nsis",
"arch": ["x64"]
},
{
"target": "portable",
"arch": ["x64"]
}
]
},
"nsis": {
"oneClick": false,
"allowToChangeInstallationDirectory": true,
"artifactName": "Fractured-Launcher-${version}-Setup.${ext}"
},
"portable": {
"artifactName": "Fractured-Launcher-${version}-Windows-Portable.${ext}"
}
}
}
@@ -0,0 +1,16 @@
'use strict';
const { contextBridge, ipcRenderer } = require('electron');
contextBridge.exposeInMainWorld('launcher', {
load: () => ipcRenderer.invoke('launcher:load'),
saveGameDir: (dir) => ipcRenderer.invoke('launcher:saveGameDir', dir),
pickFolder: (startDir) => ipcRenderer.invoke('launcher:pickFolder', startDir),
auth: (user, pass) => ipcRenderer.invoke('launcher:auth', { user, pass }),
sync: () => ipcRenderer.invoke('launcher:sync'),
checkUpdates: () => ipcRenderer.invoke('launcher:checkUpdates'),
play: () => ipcRenderer.invoke('launcher:play'),
onProgress: (cb) => {
ipcRenderer.on('launcher:progress', (_e, msg) => cb(msg));
},
});
@@ -0,0 +1,130 @@
'use strict';
const logEl = document.getElementById('log');
const gameDirEl = document.getElementById('gameDir');
const btnBrowse = document.getElementById('btnBrowse');
const btnSave = document.getElementById('btnSaveFolder');
const btnSync = document.getElementById('btnSync');
const btnPlay = document.getElementById('btnPlay');
const btnCheckLauncher = document.getElementById('btnCheckLauncher');
const authCard = document.getElementById('authCard');
const btnAuth = document.getElementById('btnAuth');
const wowExeName = document.getElementById('wowExeName');
function log(msg) {
logEl.textContent += (logEl.textContent ? '\n' : '') + msg;
logEl.scrollTop = logEl.scrollHeight;
}
function setError(e) {
const m = e && (e.message || String(e));
log('Error: ' + m);
}
let authEnabled = false;
let signedIn = false;
async function refresh() {
try {
const s = await window.launcher.load();
authEnabled = s.authEnabled;
signedIn = !s.authEnabled;
wowExeName.textContent = s.wowExe || 'Wow.exe';
gameDirEl.value = s.gameDir || '';
authCard.classList.toggle('hidden', !authEnabled);
btnSync.disabled = !s.wowOk || (authEnabled && !signedIn);
btnPlay.classList.add('hidden');
btnPlay.disabled = true;
logEl.textContent = '';
if (!s.gameDir) log('Choose your WoW installation folder.');
else if (!s.wowOk) log('Folder does not look valid yet — pick the directory that contains ' + (s.wowExe || 'Wow.exe') + ', then Save folder.');
else if (authEnabled && !signedIn) log('Sign in, then download updates.');
else log('Ready — tap Download updates to sync from GitHub.');
} catch (e) {
setError(e);
}
}
window.launcher.onProgress((msg) => log(msg));
btnBrowse.addEventListener('click', async () => {
try {
const start = gameDirEl.value.trim();
const r = await window.launcher.pickFolder(start);
if (!r.canceled && r.path) {
gameDirEl.value = r.path;
log('Selected: ' + r.path);
}
} catch (e) {
setError(e);
}
});
btnSave.addEventListener('click', async () => {
try {
const dir = gameDirEl.value.trim();
if (!dir) {
log('Pick a folder with Browse… first.');
return;
}
const r = await window.launcher.saveGameDir(dir);
gameDirEl.value = r.gameDir;
btnSync.disabled = !r.wowOk || (authEnabled && !signedIn);
log('Saved installation folder.');
} catch (e) {
setError(e);
}
});
btnAuth.addEventListener('click', async () => {
try {
const u = document.getElementById('username').value;
const p = document.getElementById('password').value;
await window.launcher.auth(u, p);
signedIn = true;
log('Signed in.');
btnSync.disabled = !gameDirEl.value.trim() || (authEnabled && !signedIn);
const s = await window.launcher.load();
btnSync.disabled = !s.wowOk;
} catch (e) {
setError(e);
}
});
btnSync.addEventListener('click', async () => {
btnSync.disabled = true;
log('—');
try {
await window.launcher.sync();
btnPlay.classList.remove('hidden');
btnPlay.disabled = false;
log('Done. You can launch the game.');
} catch (e) {
setError(e);
} finally {
const s = await window.launcher.load().catch(() => null);
btnSync.disabled = !s || !s.wowOk || (authEnabled && !signedIn);
}
});
btnPlay.addEventListener('click', async () => {
try {
await window.launcher.play();
window.close();
} catch (e) {
setError(e);
}
});
btnCheckLauncher.addEventListener('click', async () => {
try {
log('Checking for launcher updates…');
const r = await window.launcher.checkUpdates();
if (r && r.skipped) log('Launcher auto-update: ' + (r.reason || 'skipped (use a packaged build).'));
else if (r && r.ok === false && r.error) setError(new Error(r.error));
} catch (e) {
setError(e);
}
});
refresh();
@@ -0,0 +1,73 @@
#!/usr/bin/env bash
# Upload local files to a GitHub release on the public distro repo (default: Dawnforger/Fractured-Distro).
#
# Usage (from repo root or this directory):
# export GH_TOKEN=ghp_... # PAT with repo/releases on the distro repo
# ./tools/fractured-launcher-electron/scripts/publish-to-distro.sh v1.0.0 patch-Z.MPQ Wow-patched.exe
#
# Optional:
# DISTRO_REPO=YourOrg/Fratured-Distro # if your GitHub slug differs
# SRC_TAG=v1.0.0 ./publish-to-distro.sh v1.0.0 # copy all assets from SOURCE_REPO release SRC_TAG
#
set -euo pipefail
DISTRO_REPO="${DISTRO_REPO:-Dawnforger/Fractured-Distro}"
SOURCE_REPO="${SOURCE_REPO:-Dawnforger/Fractured}"
if ! command -v gh >/dev/null 2>&1; then
echo "Install GitHub CLI: https://cli.github.com/"
exit 1
fi
if [ -z "${GH_TOKEN:-}" ]; then
echo "Set GH_TOKEN to a PAT with releases write access to ${DISTRO_REPO}."
exit 1
fi
if [ "$#" -lt 1 ]; then
echo "Usage: $0 <release-tag> [files...]"
echo " or: SRC_TAG=v1.0.0 $0 <release-tag> # copies all assets from ${SOURCE_REPO} release SRC_TAG"
exit 1
fi
TAG="$1"
shift
if [ "$#" -eq 0 ] && [ -z "${SRC_TAG:-}" ]; then
echo "After the tag, list files to upload, or set SRC_TAG=... to copy all assets from ${SOURCE_REPO}."
exit 1
fi
tmpdir=$(mktemp -d)
cleanup() { rm -rf "$tmpdir"; }
trap cleanup EXIT
if [ "$#" -eq 0 ] && [ -n "${SRC_TAG:-}" ]; then
echo "Downloading assets from ${SOURCE_REPO}@${SRC_TAG}"
gh release download "$SRC_TAG" -R "$SOURCE_REPO" -D "$tmpdir"
else
for f in "$@"; do
if [ ! -f "$f" ]; then
echo "Not a file: $f"
exit 1
fi
cp -a "$f" "$tmpdir/"
done
fi
shopt -s nullglob
files=("$tmpdir"/*)
if [ "${#files[@]}" -eq 0 ]; then
echo "No files to upload."
exit 1
fi
if gh release view "$TAG" -R "$DISTRO_REPO" &>/dev/null; then
gh release upload "$TAG" -R "$DISTRO_REPO" "${files[@]}" --clobber
echo "Uploaded to https://github.com/${DISTRO_REPO}/releases/tag/${TAG}"
else
gh release create "$TAG" -R "$DISTRO_REPO" \
--title "Fractured ${TAG}" \
--notes "Published from ${SOURCE_REPO} (local script)." \
"${files[@]}"
echo "Created https://github.com/${DISTRO_REPO}/releases/tag/${TAG}"
fi
@@ -0,0 +1,126 @@
* {
box-sizing: border-box;
}
body {
margin: 0;
font-family: system-ui, Segoe UI, Roboto, sans-serif;
background: #121018;
color: #e8e4f0;
padding: 20px 24px 28px;
min-height: 100vh;
}
header h1 {
margin: 0 0 6px;
font-size: 1.35rem;
font-weight: 600;
}
.sub {
margin: 0 0 18px;
color: #9a92b0;
font-size: 0.9rem;
}
.card {
background: #1c1828;
border: 1px solid #2e2840;
border-radius: 10px;
padding: 14px 16px;
margin-bottom: 14px;
}
.lbl {
display: block;
font-size: 0.8rem;
color: #b8b0d0;
margin-bottom: 8px;
}
.row {
display: flex;
gap: 8px;
align-items: center;
flex-wrap: wrap;
}
.row.stack {
flex-direction: column;
align-items: stretch;
}
#gameDir {
flex: 1;
min-width: 200px;
padding: 10px 12px;
border-radius: 8px;
border: 1px solid #3d3558;
background: #0e0c14;
color: #f0ecff;
font-size: 0.85rem;
}
input[type='text'],
input[type='password'] {
padding: 10px 12px;
border-radius: 8px;
border: 1px solid #3d3558;
background: #0e0c14;
color: #f0ecff;
font-size: 0.9rem;
}
button {
padding: 10px 16px;
border-radius: 8px;
border: 1px solid #4a4268;
background: #2a243c;
color: #e8e4f0;
cursor: pointer;
font-size: 0.88rem;
}
button:hover:not(:disabled) {
background: #352d4c;
}
button:disabled {
opacity: 0.45;
cursor: not-allowed;
}
button.primary {
background: #4c3d8a;
border-color: #5c4d9a;
}
button.primary:hover:not(:disabled) {
background: #5a4a9e;
}
button.success {
background: #1d6b45;
border-color: #2a8a5a;
margin-top: 10px;
}
button.success:hover:not(:disabled) {
background: #258055;
}
button.ghost {
background: transparent;
border-color: #4a4268;
color: #b0a8d0;
font-size: 0.82rem;
}
button.ghost:hover:not(:disabled) {
background: #241f34;
}
.row-actions {
padding: 10px 16px;
}
button.wide {
width: 100%;
}
.log {
margin: 12px 0 0;
padding: 12px;
background: #0a090e;
border-radius: 8px;
border: 1px solid #2a2438;
min-height: 120px;
max-height: 200px;
overflow: auto;
font-size: 0.78rem;
color: #c4bdd8;
white-space: pre-wrap;
word-break: break-word;
}
.hidden {
display: none !important;
}