Files
VRCX/src/coordinators/gameCoordinator.js

271 lines
9.2 KiB
JavaScript

import { toast } from 'vue-sonner';
import {
deleteVRChatCache as _deleteVRChatCache,
isRealInstance
} from '../shared/utils';
import { database } from '../services/database';
import { useAdvancedSettingsStore } from '../stores/settings/advanced';
import { useAvatarStore } from '../stores/avatar';
import { addAvatarWearTime } from './avatarCoordinator';
import { useGameLogStore } from '../stores/gameLog';
import { useGameStore } from '../stores/game';
import { useInstanceStore } from '../stores/instance';
import { useLaunchStore } from '../stores/launch';
import { useLocationStore } from '../stores/location';
import { runLastLocationResetFlow } from './locationCoordinator';
import { useModalStore } from '../stores/modal';
import { useNotificationStore } from '../stores/notification';
import { useUpdateLoopStore } from '../stores/updateLoop';
import { useUserStore } from '../stores/user';
import { useVrStore } from '../stores/vr';
import { useWorldStore } from '../stores/world';
import configRepository from '../services/config';
import * as workerTimers from 'worker-timers';
/**
* Runs shared side effects when game running state changes.
* @param {boolean} isGameRunning Whether VRChat is running.
*/
export async function runGameRunningChangedFlow(isGameRunning) {
const userStore = useUserStore();
const instanceStore = useInstanceStore();
const updateLoopStore = useUpdateLoopStore();
const gameLogStore = useGameLogStore();
const vrStore = useVrStore();
const gameStore = useGameStore();
if (isGameRunning) {
userStore.markCurrentUserGameStarted();
} else {
await configRepository.setBool('isGameNoVR', gameStore.isGameNoVR);
// persist last session data before markCurrentUserGameStopped resets $online_for
const sessionStart = userStore.currentUser.$online_for;
const offlineAt = Date.now();
if (sessionStart && sessionStart > 0) {
const sessionDuration = offlineAt - sessionStart;
// set store state synchronously so UI reads it immediately
gameStore.setLastSession(sessionDuration, offlineAt);
await Promise.all([
configRepository.setString('VRCX_lastGameSessionMs', String(sessionDuration)),
configRepository.setString('VRCX_lastGameOfflineAt', String(offlineAt))
]);
}
userStore.markCurrentUserGameStopped();
instanceStore.removeAllQueuedInstances();
runAutoVRChatCacheManagementFlow();
runCheckIfGameCrashedFlow();
updateLoopStore.setIpcTimeout(0);
addAvatarWearTime(userStore.currentUser.currentAvatar);
}
runLastLocationResetFlow();
gameLogStore.clearNowPlaying();
vrStore.updateVRLastLocation();
workerTimers.setTimeout(() => runCheckVRChatDebugLoggingFlow(), 60000);
updateLoopStore.setNextDiscordUpdate(0);
}
/**
* Orchestrates the game running state update from IPC.
* @param {boolean} isGameRunningArg Game running flag from IPC.
* @param {boolean} isSteamVRRunningArg SteamVR running flag from IPC.
*/
export async function runUpdateIsGameRunningFlow(
isGameRunningArg,
isSteamVRRunningArg
) {
const gameStore = useGameStore();
const advancedSettingsStore = useAdvancedSettingsStore();
const vrStore = useVrStore();
if (advancedSettingsStore.gameLogDisabled) {
return;
}
if (isGameRunningArg !== gameStore.isGameRunning) {
gameStore.setIsGameRunning(isGameRunningArg);
await runGameRunningChangedFlow(isGameRunningArg);
console.log(new Date(), 'isGameRunning', isGameRunningArg);
}
if (isSteamVRRunningArg !== gameStore.isSteamVRRunning) {
gameStore.setIsSteamVRRunning(isSteamVRRunningArg);
console.log('isSteamVRRunning:', isSteamVRRunningArg);
}
vrStore.updateOpenVR();
}
/**
* Orchestrates the HMD AFK state update from IPC.
* @param {boolean} isHmdAfkArg HMD AFK flag from VR polling.
*/
export function runUpdateIsHmdAfkFlow(isHmdAfkArg) {
const gameStore = useGameStore();
if (isHmdAfkArg !== gameStore.isHmdAfk) {
gameStore.setIsHmdAfk(isHmdAfkArg);
console.log('isHmdAfk', isHmdAfkArg);
}
}
/**
* Runs auto cache management if enabled.
*/
function runAutoVRChatCacheManagementFlow() {
const advancedSettingsStore = useAdvancedSettingsStore();
if (advancedSettingsStore.autoSweepVRChatCache) {
runSweepVRChatCacheFlow();
}
}
/**
* Sweeps VRChat cache and refreshes cache size display if config dialog visible.
*/
export async function runSweepVRChatCacheFlow() {
const gameStore = useGameStore();
const advancedSettingsStore = useAdvancedSettingsStore();
try {
const output = await AssetBundleManager.SweepCache();
console.log('SweepCache', output);
} catch (e) {
console.error('SweepCache failed', e);
}
if (advancedSettingsStore.isVRChatConfigDialogVisible) {
gameStore.getVRChatCacheSize();
}
}
/**
* Deletes VRChat cache for a given ref and refreshes related stores.
* @param {object} ref Avatar or world reference payload.
*/
export async function runDeleteVRChatCacheFlow(ref) {
const gameStore = useGameStore();
const worldStore = useWorldStore();
const avatarStore = useAvatarStore();
await _deleteVRChatCache(ref);
gameStore.getVRChatCacheSize();
worldStore.updateVRChatWorldCache();
avatarStore.updateVRChatAvatarCache();
}
/**
* Checks if VRChat crashed and attempts to relaunch.
*/
export function runCheckIfGameCrashedFlow() {
const advancedSettingsStore = useAdvancedSettingsStore();
const locationStore = useLocationStore();
const gameStore = useGameStore();
if (!advancedSettingsStore.relaunchVRChatAfterCrash) {
return;
}
const { location } = locationStore.lastLocation;
AppApi.VrcClosedGracefully().then((result) => {
if (result || !isRealInstance(location)) {
return;
}
// check if relaunched less than 2mins ago (prevent crash loop)
if (
gameStore.state.lastCrashedTime &&
new Date().getTime() - gameStore.state.lastCrashedTime.getTime() <
120_000
) {
console.log('VRChat was recently crashed, not relaunching');
return;
}
gameStore.setLastCrashedTime(new Date());
// wait a bit for SteamVR to potentially close before deciding to relaunch
let restartDelay = 8000;
if (gameStore.isGameNoVR) {
// wait for game to close before relaunching
restartDelay = 2000;
}
workerTimers.setTimeout(
() => runRestartCrashedGameFlow(location),
restartDelay
);
});
}
/**
* Restarts VRChat after a crash.
* @param {string} location Last known location to relaunch.
*/
function runRestartCrashedGameFlow(location) {
const gameStore = useGameStore();
const notificationStore = useNotificationStore();
const gameLogStore = useGameLogStore();
const launchStore = useLaunchStore();
if (!gameStore.isGameNoVR && !gameStore.isSteamVRRunning) {
console.log("SteamVR isn't running, not relaunching VRChat");
return;
}
AppApi.FocusWindow();
const message = 'VRChat crashed, attempting to rejoin last instance';
toast(message);
const entry = {
created_at: new Date().toJSON(),
type: 'Event',
data: message
};
database.addGamelogEventToDatabase(entry);
notificationStore.queueGameLogNoty(entry);
gameLogStore.addGameLog(entry);
launchStore.launchGame(location, '', gameStore.isGameNoVR);
}
/**
* Checks and re-enables VRChat debug logging if disabled.
*/
export async function runCheckVRChatDebugLoggingFlow() {
const gameStore = useGameStore();
const advancedSettingsStore = useAdvancedSettingsStore();
const modalStore = useModalStore();
if (advancedSettingsStore.gameLogDisabled) {
return;
}
try {
const loggingEnabled =
await gameStore.getVRChatRegistryKey('LOGGING_ENABLED');
if (loggingEnabled === null || typeof loggingEnabled === 'undefined') {
// key not found
return;
}
if (parseInt(loggingEnabled, 10) === 1) {
// already enabled
return;
}
const result = await AppApi.SetVRChatRegistryKey(
'LOGGING_ENABLED',
'1',
4
);
if (!result) {
// failed to set key
modalStore.alert({
description:
'VRCX has noticed VRChat debug logging is disabled. VRCX requires debug logging in order to function correctly. Please enable debug logging in VRChat quick menu settings > debug > enable debug logging, then rejoin the instance or restart VRChat.',
title: 'Enable debug logging'
});
console.error('Failed to enable debug logging', result);
return;
}
modalStore.alert({
description:
'VRCX has noticed VRChat debug logging is disabled and automatically re-enabled it. VRCX requires debug logging in order to function correctly.',
title: 'Enabled debug logging'
});
console.log('Enabled debug logging');
} catch (e) {
console.error(e);
}
}