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Bumped: Launcher Version & Added Changelog
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207 changes: 200 additions & 7 deletions changelog-template.hbs
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## Changelog (1.25.11)
## Changelog (1.26.0)

Fixes booting with Steam DRM and local install of Special K <= 24.3.1.6
Special K >= 24.3.2 is unaffected.
1.26.0 is a small feature update, bringing small features and bugfixes intended to make Reloaded-II
better work 'out of the box' for various different kinds of users. (i.e. Reliability)

You can find a [technical writeup about the issue here](https://github.com/Reloaded-Project/Reloaded-II/issues/308#issuecomment-1974231147).
Through most of its life, Reloaded-II has been a 'solo' project, so this update focuses on making R2
last just a little bit longer while I spend the next ~2 years working on Reloaded3.

On Reloaded's end there's a workaround to fix errors with `Special K <= 24.3.1.6`, and `Special K >= 24.3.2`
contains a fix for the core issue in Special K itself.
Below is a small 'Progress Report'.
Community contributions are always welcome, and as usual, thanks for using this software.

## Complete Changes
### Win32 Microsoft Store (i.e. GamePass) Games should now work 'Out of the Box'

In short: They should be as simple to set up as games on other launchers.
(If you're interested in the details, read on, otherwise skip.)

For a very long time, GamePass games have been a pain to set up.

Due to Copy Protection (DRM) that Microsoft employs at the Operating System level,
you're not allowed to read all of the game files, even if you 'own' the game.

This is problematic, because:
- We can't inject code into game directly, as it needs to be started via `gamelaunchhelper.exe`.
- So you can have working cloud saves, etc.
- We can't install a shim (e.g. ASI Loader), because we can't read the EXE files.
- They're encrypted on disk, and only decrypted when the game is ran.
- So we can't figure out how to install a shim.

Unfortunately, as a result, this meant that we just had to say 'figure it out yourself' for a while.
As Reloaded-II has historically mostly been a solo effort, and I don't use Windows outside of debugging mods,
I've never really had opportunities to investigate further.

That was until @Aemony gave me a hint by linking the [following post](https://github.com/ianpatt/sfse/issues/10#issuecomment-1732552638).

So I bought GamePass from my own pocket, and started investigating.
Turns out that if you spawn a process in the 'AppX' context of the game via [Invoke-CommandInDesktopPackage](https://learn.microsoft.com/en-us/powershell/module/appx/invoke-commandindesktoppackage?view=windowsserver2022-ps),
or via `IDesktopAppxActivator` COM interface, you can read the normally encrypted files just fine.

With that in mind, I've written some code to dump unencrypted game files, and then replace the originals
with them, so Reloaded-II can work as expected. The process is multi step, and error prone to some
degree, however all games on GamePass that are frequently used with Reloaded seem to work just fine for now.
[Source Code](https://github.com/Reloaded-Project/Reloaded-II/blob/master/source/Reloaded.Mod.Launcher.Lib/Utility/TryUnprotectGamePassGame.cs). The code I wrote should work on Win10 21H2 and above, no guarantees for older
Windows builds.

An additional set of patches were made to ensure:
- GamePass games survive 'Verify Game Files' functionality.
- GamePass games survive updates (hopefully).
- Note: GamePass games can change their *real* EXE location (not the fake one in your game folder) after an update.
- If this happens Reloaded-II should still work now.

When finding a GamePass game, Reloaded-II will now auto-unprotect it for you, and install ASI Loader.
When you launch from the launcher, it'll boot `gamelaunchhelper.exe`, to ensure your cloud saves work,
and the ASI Loader shim will handle loading Reloaded itself when the actual game boots.

Things should hopefully work 'just fine', for now.

PS. If you're unfortunate enough to have a Denuvo game on GamePass, your game start times should
now be ~3 seconds faster on a typical PC. You're welcome. Unfortunately, this is just another
case of how anti-piracy tech unfortunately always hurts the paying customer the most.

### Mod Subfolders

(Originally contributed by @ItsKaa, thanks!)

You can now store mods in subfolders of Mods folder.

Example `Reloaded-II/Mods` folder:
```
Mods
├── FlatOut
│ ├── flatout2.packs.goofyahhmod
│ ├── flatout2.utils.modloader
│ ├── flatout2.utils.mpnamechange
│ ├── flatout2.utils.richpresence
│ └── flatout2.utils.zpatch
├── <other unrelated mod 1>
├── <other unrelated mod 2>
└── <other unrelated mod 3>
```

![Image](./Subfolders.png)

If you're a fan of manual mod organization, say in the style of Stardew Valley, this is for you.
Should make you feel more at home.

### Preserve Mod Order

(Contributed by @ItsKaa, thanks!)

The order of mods in the launcher is now fully preserved across restarts.
Previously, the enabled mods would show first in load order, and disabled ones would show after
in alphabetical order.

For newly added games, this is now the default (may change depending on feedback). For games
people previously added before this update, this is opt-in.

![Image](./PreserveModOrder.png)

In either case, you can change this setting at any time according to your preference.

### Reloaded-II now defaults to DLL Hijacking as opposed to DLL Injection

i.e. Reloaded-II now uses ASI Loader by default, instead of DLL Injection for newly added games.

Many Steam users have been reporting that ***their Steam clients render their controllers absolutely
unusable for anything that wasn't launched by Steam***. Unfortunately, I don't think this will be
fixed any time soon either.

In order to reduce tech support requests of `I launched via Reloaded and my controller doesn't work`,
I decided to (unfortunately) bend over to Valve and make using a shim for launching Reloaded's
Loader the default.

Although I ***really, really, really*** don't like modifying game folders (they should be untouched!!),
I'm unfortunately forced to make this change to avoid end user issues.

### Improving 'Missing Dependencies' Experience

![Image](./RequiredMod.png)

In some rare cases, mods which depend on other mods don't have the required update information to
download the other mod.

As Reloaded doesn't have a central package server, we copy the update info of each dependency into
each mod that depends on it. That update info is then used to download the needed dependencies in
lieu of a lack of a central package server. Reloaded updates this info on every reboot of the launcher.

In some cases, a modder may for example, forget to add update info to their mod, and some other mod
may set a dependency on it. Or the author of the mod that depends on it may have added the dependency
with a text editor, before hitting 'Publish'. In both these cases, the update info may be missing,
and dependency cannot be auto downloaded.

In this Release, 2 changes have been made to improve this experience:
- Hitting 'Publish' triggers the action to copy dependency info.
- Missing Dependency Dialog shows which mod's dependency is missing.

With these two changes, the likelyhood of a missing dependency error is reduced. And if it occurs,
it's easy to figure out which package was incorrectly uploaded/packaged or is missing update info.

### Automatic Language Selection on First Boot

![Image](./DefaultLanguage.png)

Bing Chilling!

This is very long overdue, and a simple change. When you first boot Reloaded-II, it'll
auto select the language for you. So if your system display language is 中文(简体), Reloaded
will auto select `zh-CN.xaml` on first boot.

### Drag & Drop Mod Installation

![Image](./DragDrop.png)

Mods can now be installed by dragging them over the Reloaded-II window.

This is intended to make mod installation easier in the cases where you're downloading a mod from
a place that doesn't provide you a '1 click install' button. (e.g. GitHub, Nexus, that certain
kinky mod site etc.)

### Loader Logging Change

A small change to how the loader logs mods that are about to be loaded.

Old logs:
```
[Reloaded] Loaded: FlatOut2.Utils.ModLoader in 118ms
[Reloaded] Loaded: FlatOut2.Utils.RichPresence in 9ms
[Reloaded] Loaded: FlatOut2.Utils.ZPatch in 3ms
```

New logs:
```
[Reloaded] Loading 3 Mod(s).
[Reloaded]
[Reloaded] Loading: FlatOut 2 Mod Loader
[Reloaded] - AppId : FlatOut2.Utils.ModLoader
[Reloaded] - LoadTime: 112ms
[Reloaded]
[Reloaded] Loading: FlatOut 2 Discord Rich Presence
[Reloaded] - AppId : FlatOut2.Utils.RichPresence
[Reloaded] - LoadTime: 9ms
[Reloaded]
[Reloaded] Loading: ZPatch
[Reloaded] - AppId : FlatOut2.Utils.ZPatch
[Reloaded] - LoadTime: 3ms
```
Although more verbose, this change should make it easier for troubleshooting.
You can identify if a mod is stuck/deadlocked by the fact `LoadTime` doesn't appear.
And you can more easily match up mod IDs to user friendly mod names.

### Miscellaneous Changes
- Loader and Launcher now filter out duplicate mods (in a predictable manner).
- Updated translations.
- Loader saves ~150KB of RAM again, with trimming re-enabled.

### Bug Fixes
- Added a minimum height in mod update dialog.
- Fixed a bug where updating multiple outdated copies of the same mod at once would cause the launcher to crash.
- Added an explicit full config refresh during dependency resolution.
- Should make the 'Download Loop' issue less common on networked drives, maybe even OneDrive.

End of human written changelog.
------------------------------------
## Complete Changes (Autogenerated)
{{#each releases}}
{{#if href}}
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2 changes: 1 addition & 1 deletion source/Reloaded.Mod.Launcher/Reloaded.Mod.Launcher.csproj
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<UseWPF>true</UseWPF>
<AssemblyName>Reloaded-II</AssemblyName>
<RootNamespace>Reloaded.Mod.Launcher</RootNamespace>
<Version>1.25.11</Version>
<Version>1.26.0</Version>
<Copyright>Sewer56 ~ $([System.DateTime]::UtcNow.ToString("s")) | $(Version)</Copyright>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<ApplicationIcon>appicon.ico</ApplicationIcon>
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2 changes: 1 addition & 1 deletion source/Reloaded.Mod.Loader/Reloaded.Mod.Loader.csproj
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<TreatWarningsAsErrors>false</TreatWarningsAsErrors>
<NoWarn>$(NoWarn);NU1605;NU1701</NoWarn>
<Version>1.25.11</Version>
<Version>1.26.0</Version>
<Platforms>x86;x64</Platforms>
<GenerateDepsJson>false</GenerateDepsJson>
<DebugType>portable</DebugType>
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