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Rare/rare/components/dialogs/launch_dialog.py

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import os
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import platform
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from logging import getLogger
from PyQt5.QtCore import Qt, pyqtSignal, QRunnable, QObject, QThreadPool, QSettings, pyqtSlot
from PyQt5.QtWidgets import QDialog, QApplication
from legendary.models.game import Game
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from requests.exceptions import ConnectionError, HTTPError
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from rare.components.dialogs.login import LoginDialog
from rare.models.apiresults import ApiResults
from rare.shared import LegendaryCoreSingleton, ArgumentsSingleton, ApiResultsSingleton, ImageManagerSingleton
from rare.shared.workers.uninstall import uninstall_game
from rare.ui.components.dialogs.launch_dialog import Ui_LaunchDialog
from rare.utils.misc import CloudWorker
from rare.widgets.elide_label import ElideLabel
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logger = getLogger("LaunchDialog")
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class LaunchWorker(QRunnable):
class Signals(QObject):
progress = pyqtSignal(int, str)
result = pyqtSignal(object, str)
finished = pyqtSignal()
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def __init__(self):
super(LaunchWorker, self).__init__()
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self.setAutoDelete(True)
self.signals = LaunchWorker.Signals()
self.core = LegendaryCoreSingleton()
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def run_real(self):
pass
def run(self):
self.run_real()
self.signals.deleteLater()
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class ImageWorker(LaunchWorker):
# FIXME: this is a middle-ground solution for concurrent downloads
class DownloadSlot(QObject):
def __init__(self, signals: LaunchWorker.Signals):
super(ImageWorker.DownloadSlot, self).__init__()
self.signals = signals
self.counter = 0
self.length = 0
@pyqtSlot(object)
def counter_inc(self, game: Game):
self.signals.progress.emit(
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int(self.counter / self.length * 75),
self.tr("Downloading image for <b>{}</b>").format(game.app_title)
)
self.counter += 1
def __init__(self):
super(ImageWorker, self).__init__()
# FIXME: this is a middle-ground solution for concurrent downloads
self.dl_slot = ImageWorker.DownloadSlot(self.signals)
self.image_manager = ImageManagerSingleton()
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def tr(self, t) -> str:
return QApplication.instance().translate(self.__class__.__name__, t)
def run_real(self):
# Download Images
games, dlcs = self.core.get_game_and_dlc_list(update_assets=True, skip_ue=False)
self.signals.result.emit((games, dlcs), "gamelist")
dlc_list = [dlc[0] for dlc in dlcs.values()]
na_games, na_dlcs = self.core.get_non_asset_library_items(force_refresh=False, skip_ue=False)
self.signals.result.emit(na_games, "no_assets")
na_dlc_list = [dlc[0] for dlc in na_dlcs.values()]
game_list = games + dlc_list + na_games + na_dlc_list
self.dl_slot.length = len(game_list)
for i, game in enumerate(game_list):
if game.app_title == "Unreal Engine":
game.app_title += f" {game.app_name.split('_')[-1]}"
self.core.lgd.set_game_meta(game.app_name, game)
# self.image_manager.download_image_blocking(game)
self.image_manager.download_image(game, self.dl_slot.counter_inc, priority=0)
# FIXME: this is a middle-ground solution for concurrent downloads
while self.dl_slot.counter < len(game_list):
QApplication.instance().processEvents()
self.dl_slot.deleteLater()
igame_list = self.core.get_installed_list(include_dlc=True)
# FIXME: incorporate installed game status checking here for now, still slow
for i, igame in enumerate(igame_list):
# lk: do not check dlcs, they do not specify an executable
if igame.is_dlc:
continue
self.signals.progress.emit(
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int(i / len(igame_list) * 25) + 75,
self.tr("Validating install for <b>{}</b>").format(igame.title)
)
if not os.path.exists(igame.install_path):
# lk; since install_path is lost anyway, set keep_files to True
# lk: to avoid spamming the log with "file not found" errors
uninstall_game(self.core, igame.app_name, keep_files=True)
logger.info(f"Uninstalled {igame.title}, because no game files exist")
continue
# lk: games that don't have an override and can't find their executable due to case sensitivity
# lk: will still erroneously require verification. This might need to be removed completely
# lk: or be decoupled from the verification requirement
if override_exe := self.core.lgd.config.get(igame.app_name, "override_exe", fallback=""):
igame_executable = override_exe
else:
igame_executable = igame.executable
# lk: Case-insensitive search for the game's executable (example: Brothers - A Tale of two Sons)
executable_path = os.path.join(igame.install_path, igame_executable.replace("\\", "/").lstrip("/"))
file_list = map(str.lower, os.listdir(os.path.dirname(executable_path)))
if not os.path.basename(executable_path).lower() in file_list:
igame.needs_verification = True
self.core.lgd.set_installed_game(igame.app_name, igame)
logger.info(f"{igame.title} needs verification")
# FIXME: end
self.signals.progress.emit(100, self.tr("Launching Rare"))
self.signals.finished.emit()
class ApiRequestWorker(LaunchWorker):
def __init__(self):
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super(ApiRequestWorker, self).__init__()
self.settings = QSettings()
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def run_real(self) -> None:
if self.settings.value("mac_meta", platform.system() == "Darwin", bool):
try:
result = self.core.get_game_and_dlc_list(update_assets=False, platform="Mac")
except HTTPError:
result = [], {}
else:
result = [], {}
self.signals.result.emit(result, "mac")
if self.settings.value("win32_meta", False, bool):
try:
result = self.core.get_game_and_dlc_list(update_assets=False, platform="Win32")
except HTTPError:
result = [], {}
else:
result = [], {}
self.signals.result.emit(result, "32bit")
class LaunchDialog(QDialog):
quit_app = pyqtSignal(int)
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start_app = pyqtSignal()
completed = 0
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def __init__(self, parent=None):
super(LaunchDialog, self).__init__(parent=parent)
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self.setAttribute(Qt.WA_DeleteOnClose, True)
self.setWindowFlags(
Qt.Window
| Qt.Dialog
| Qt.CustomizeWindowHint
| Qt.WindowSystemMenuHint
| Qt.WindowTitleHint
| Qt.WindowMinimizeButtonHint
| Qt.MSWindowsFixedSizeDialogHint
)
self.setWindowModality(Qt.WindowModal)
self.ui = Ui_LaunchDialog()
self.ui.setupUi(self)
self.progress_info = ElideLabel(parent=self)
self.layout().addWidget(self.progress_info)
self.core = LegendaryCoreSingleton()
self.args = ArgumentsSingleton()
self.thread_pool = QThreadPool().globalInstance()
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self.api_results = ApiResults()
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self.login_dialog = LoginDialog(core=self.core, parent=parent)
def login(self):
do_launch = True
try:
if self.args.offline:
pass
else:
QApplication.instance().processEvents()
# Force an update check and notice in case there are API changes
self.core.check_for_updates(force=True)
self.core.force_show_update = True
if self.core.login():
logger.info("You are logged in")
else:
raise ValueError("You are not logged in. Open Login Window")
except ValueError as e:
logger.info(str(e))
# Do not set parent, because it won't show a task bar icon
# Update: Inherit the same parent as LaunchDialog
do_launch = self.login_dialog.login()
except (HTTPError, ConnectionError) as e:
logger.warning(e)
self.args.offline = True
finally:
if do_launch:
if not self.args.silent:
self.show()
self.launch()
else:
self.quit_app.emit(0)
def start_api_requests(self):
# gamelist and no_asset games are from Image worker
api_worker = ApiRequestWorker()
api_worker.signals.result.connect(self.handle_api_worker_result)
self.thread_pool.start(api_worker)
def launch(self):
self.progress_info.setText(self.tr("Preparing Rare"))
if not self.args.offline:
image_worker = ImageWorker()
image_worker.signals.result.connect(self.handle_api_worker_result)
image_worker.signals.progress.connect(self.update_progress)
# lk: start the api requests worker after the manifests have been downloaded
# lk: to avoid force updating the assets twice and causing inconsistencies
image_worker.signals.finished.connect(self.start_api_requests)
image_worker.signals.finished.connect(self.finish)
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self.thread_pool.start(image_worker)
# cloud save from another worker, because it is used in cloud_save_utils too
cloud_worker = CloudWorker(self.core)
cloud_worker.signals.result_ready.connect(lambda x: self.handle_api_worker_result(x, "saves"))
self.thread_pool.start(cloud_worker)
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else:
self.completed = 2
if self.core.lgd.assets:
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(
self.api_results.game_list,
self.api_results.dlcs,
) = self.core.get_game_and_dlc_list(False)
self.api_results.bit32_games = list(
map(lambda i: i.app_name, self.core.get_game_list(False, "Win32"))
)
self.api_results.mac_games = list(
map(lambda i: i.app_name, self.core.get_game_list(False, "Mac"))
)
else:
logger.warning("No assets found. Falling back to empty game lists")
self.api_results.game_list, self.api_results.dlcs = [], {}
self.api_results.mac_games = self.api_results.bit32_games = []
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self.finish()
def handle_api_worker_result(self, result, text):
logger.debug(f"Api Request got from {text}")
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if text == "gamelist":
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if result:
self.api_results.game_list, self.api_results.dlcs = result
else:
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(
self.api_results.game_list,
self.api_results.dlcs,
) = self.core.get_game_and_dlc_list(False)
elif text == "no_assets":
self.api_results.no_asset_games = result if result else []
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elif text == "32bit":
self.api_results.bit32_games = [i.app_name for i in result[0]] if result else []
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elif text == "mac":
self.api_results.mac_games = [i.app_name for i in result[0]] if result else []
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elif text == "saves":
self.api_results.saves = result
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if self.api_results:
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self.finish()
@pyqtSlot(int, str)
def update_progress(self, i: int, m: str):
self.ui.progress_bar.setValue(i)
self.progress_info.setText(m)
def finish(self):
self.completed += 1
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if self.completed >= 2:
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logger.info("App starting")
ApiResultsSingleton(self.api_results)
DownloadsTab: Refactor downloads tab When updates are queued, they are removed from the update's list. An exceptions is made when the queued item comes from repairing (without updating), in which case the update is disabled for the runtime. A queued item can be either removed (if it is an update it will be added back to the updates groups) or forced to be updated now. If a queued item is forced, the currently running item will be added to the front of the queue. Downloads will be queued if there is no active download but there is a queue already. The download thread is now responsible for emitting the progress to `RareGame` InstallDialog: Pass `RareGame` and `InstallOptionsModel` only as arguments. The `update`, `repair` and `silent` arguments are already part of `InstallOptionsModel` `RareGame` is used to query information about the game. InstallInfoWorker: Pass only `InstallOptionsModel` as argument Emit `InstallQueueItemModel` as result, to re-use the worker when queuing stopped games RareGame: Query and store metadata property about entitlement grant date RareGame: Add `RareEosOverlay` class that imitates `RareGame` to handle the overlay LibraryWidgetController: Remove dead signal routing code, these signals are handled by `RareGame` Directly parent library widgets instead of reparenting them GameWidgets: Remove unused signals EOSGroup: Set install location based on preferences and use EOSOverlayApp from legendary GamesTab: Connect the `progress` signals of dlcs to the base game's signals GamesTab: Remove dead code GlobalSignals: Remove `ProgresSignals` RareCore: Mangle internal signleton's names Signed-off-by: loathingKernel <142770+loathingKernel@users.noreply.github.com>
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# FIXME: Add this to RareCore
self.core.lgd.entitlements = self.core.egs.get_user_entitlements()
self.completed += 1
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self.start_app.emit()
def reject(self) -> None:
if self.completed >= 3:
super(LaunchDialog, self).reject()
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else:
pass