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Rare/rare/components/tabs/downloads/download_thread.py

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import os
import platform
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import queue
import subprocess
import sys
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import time
from logging import getLogger
from queue import Empty
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import psutil
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from PyQt5.QtCore import QThread, pyqtSignal
from PyQt5.QtWidgets import QMessageBox
from legendary.core import LegendaryCore
from legendary.models.downloading import UIUpdate, WriterTask
from rare.shared import LegendaryCoreSingleton, GlobalSignalsSingleton
from rare.utils.models import InstallQueueItemModel
from rare.utils.utils import create_desktop_link
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logger = getLogger("DownloadThread")
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class DownloadThread(QThread):
status = pyqtSignal(str)
statistics = pyqtSignal(UIUpdate)
def __init__(self, core: LegendaryCore, queue_item: InstallQueueItemModel):
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super(DownloadThread, self).__init__()
self.core = core
self.signals = GlobalSignalsSingleton()
self.dlm = queue_item.download.dlmanager
self.no_install = queue_item.options.no_install
self.status_q = queue_item.status_q
self.igame = queue_item.download.igame
self.repair = queue_item.download.repair
self.repair_file = queue_item.download.repair_file
self.queue_item = queue_item
self._kill = False
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def run(self):
start_time = time.time()
dl_stopped = False
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try:
self.dlm.start()
time.sleep(1)
while self.dlm.is_alive():
if self._kill:
self.status.emit("stop")
logger.info("Download stopping...")
# The code below is a temporary solution.
# It should be removed once legendary supports stopping downloads more gracefully.
self.dlm.running = False
# send conditions to unlock threads if they aren't already
for cond in self.dlm.conditions:
with cond:
cond.notify()
# make sure threads are dead.
for t in self.dlm.threads:
t.join(timeout=5.0)
if t.is_alive():
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logger.warning(f"Thread did not terminate! {repr(t)}")
# clean up all the queues, otherwise this process won't terminate properly
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for name, q in zip(
(
"Download jobs",
"Writer jobs",
"Download results",
"Writer results",
),
(
self.dlm.dl_worker_queue,
self.dlm.writer_queue,
self.dlm.dl_result_q,
self.dlm.writer_result_q,
),
):
logger.debug(f'Cleaning up queue "{name}"')
try:
while True:
_ = q.get_nowait()
except Empty:
q.close()
q.join_thread()
except AttributeError:
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logger.warning(f"Queue {name} did not close")
if self.dlm.writer_queue:
# cancel installation
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self.dlm.writer_queue.put_nowait(WriterTask("", kill=True))
# forcibly kill DL workers that are not actually dead yet
for child in self.dlm.children:
if child.exitcode is None:
child.terminate()
if self.dlm.shared_memory:
# close up shared memory
self.dlm.shared_memory.close()
self.dlm.shared_memory.unlink()
self.dlm.shared_memory = None
self.dlm.kill()
# force kill any threads that are somehow still alive
for proc in psutil.process_iter():
# check whether the process name matches
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if (
sys.platform in ["linux", "darwin"]
and proc.name() == "DownloadThread"
):
proc.kill()
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elif (
sys.platform == "win32"
and proc.name() == "python.exe"
and proc.create_time() >= start_time
):
proc.kill()
logger.info("Download stopped. It can be continued later.")
dl_stopped = True
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try:
if not dl_stopped:
self.statistics.emit(self.status_q.get(timeout=1))
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except queue.Empty:
pass
self.dlm.join()
except Exception as e:
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logger.error(
f"Installation failed after {time.time() - start_time:.02f} seconds: {e}"
)
self.status.emit(f"error {e}")
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return
else:
if dl_stopped:
return
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self.status.emit("dl_finished")
end_t = time.time()
logger.info(f"Download finished in {end_t - start_time}s")
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game = self.core.get_game(self.igame.app_name)
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if self.queue_item.options.overlay:
self.signals.overlay_installation_finished.emit()
self.core.finish_overlay_install(self.igame)
self.status.emit("finish")
return
if not self.no_install:
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postinstall = self.core.install_game(self.igame)
if postinstall:
self._handle_postinstall(postinstall, self.igame)
dlcs = self.core.get_dlc_for_game(self.igame.app_name)
if dlcs:
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print("The following DLCs are available for this game:")
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for dlc in dlcs:
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print(
f" - {dlc.app_title} (App name: {dlc.app_name}, version: {dlc.app_version})"
)
print(
"Manually installing DLCs works the same; just use the DLC app name instead."
)
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# install_dlcs = QMessageBox.question(self, "", "Do you want to install the prequisites", QMessageBox.Yes|QMessageBox.No) == QMessageBox.Yes
# TODO
if game.supports_cloud_saves and not game.is_dlc:
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logger.info(
'This game supports cloud saves, syncing is handled by the "sync-saves" command.'
)
logger.info(
f'To download saves for this game run "legendary sync-saves {game.app_name}"'
)
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old_igame = self.core.get_installed_game(game.app_name)
if old_igame and self.repair and os.path.exists(self.repair_file):
if old_igame.needs_verification:
old_igame.needs_verification = False
self.core.install_game(old_igame)
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logger.debug("Removing repair file.")
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os.remove(self.repair_file)
if old_igame and old_igame.install_tags != self.igame.install_tags:
old_igame.install_tags = self.igame.install_tags
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self.logger.info("Deleting now untagged files.")
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self.core.uninstall_tag(old_igame)
self.core.install_game(old_igame)
if not self.queue_item.options.update and self.queue_item.options.create_shortcut:
if not create_desktop_link(self.queue_item.options.app_name, self.core, "desktop"):
# maybe add it to download summary, to show in finished downloads
pass
else:
logger.info("Desktop shortcut written")
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self.status.emit("finish")
def _handle_postinstall(self, postinstall, igame):
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print("This game lists the following prequisites to be installed:")
print(
f'- {postinstall["name"]}: {" ".join((postinstall["path"], postinstall["args"]))}'
)
if platform.system() == "Windows":
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if (
QMessageBox.question(
self,
"",
"Do you want to install the prequisites",
QMessageBox.Yes | QMessageBox.No,
)
== QMessageBox.Yes
):
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self.core.prereq_installed(igame.app_name)
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req_path, req_exec = os.path.split(postinstall["path"])
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work_dir = os.path.join(igame.install_path, req_path)
fullpath = os.path.join(work_dir, req_exec)
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subprocess.call([fullpath, postinstall["args"]], cwd=work_dir)
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else:
self.core.prereq_installed(self.igame.app_name)
else:
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logger.info("Automatic installation not available on Linux.")
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def kill(self):
self._kill = True