* Use `vars()` instead of directly accessing `__dict__`
* Remove `auto_update` from RareGame's metadata
* Correct check for updating the Steam App ID (We want to keep any changes from the user)
* Collect both Wine and Proton prefixes when removing overlay registry keys.
* Add few convenience functions in config_helper and paths.
This allows compatibility tools that use the SteamAppId environment
variable to make decisions or apply fixes do their job more accurately.
Also use the stored variable to provide a link to protondb through
the grade label in GameInfo.
The steam grades now use the orjson library to load Steam's ~6MB
database faster.
* Uninstalling the Overlay now goes through the same procedure as
uninstalling any other game.
* The available prefixes are now listed instead of hiding them inside
a combo box.
* Each listing works indepedently to enable/disable the Overlay for the prefix
The new methods are the following
* `has_update`: to check for updates
* `is_enabled`: checks if the overlay is enabled (on wine platform, on prefix)
* `enable`: enables the overlay (on wine platforms, on prefix, for app_name)
* `disable`: disables the overlay (on wine platforms, on prefix, for app_name)
* `install`: Install using Rare's existing facilities
* `uninstall`: Uninstall using Rare's existing facilities
These properties or methods were moved to RareGameBase
* `version`: For RareEosOverlay and maybe RareGameSlim
* `is_origin`: For RareGameSlim
* `install_path`: A partial Origin-unaware version
* `is_mac/is_win32`: For completeness
New methods
* `is_overlay`: For the download manager
Signed-off-by: loathingKernel <142770+loathingKernel@users.noreply.github.com>
By making the attribute into a set, we avoid adding already existing dlcs
back into it when refreshing the library. Fixes duplicated entries in
the DLC page.
Fortnite specifically doesn't provide `FolderName` in `customAttributes`, meaning we can't create the shortcut. If the attribute is not provided, assume that it is safe to use the application title.
Fixes: #283
`egl_unintall` and `egl_export` try to access EGL's programdata folder which raises an exception if the folder doesn't exist (Windows) or it isn't specified (Linux). Copy the relevant bits from LegendaryCore to LgndrCore and create two new methods that only manipulate the `.egstore` folder.
If the save path wasn't known at startup, dt_local will be None. This led
to the UI displaying wrong information about the local save. Detect that
case and resolve the save's status again.
When importing a game, the first thing being checked for import information
is `<install_dir>/.egstore`. Due to erroneous handling, that directory can
contain multiples of `.mancpn` and `.manifest` files. This could lead to
importing an older version as legendary expects only one pair of these
files to exist in that directory.
The `.egstore` folder is normally updated/created as part of synchronizing
with EGL. To aid with importing games in the future, we always export this
data for Rare to be able to import games between different OSes
We don't need to know if Origin is installed before launching the window,
so we can save on startup time by executing the worker after the window
has become visible.
To save time and requests, bulk get saves for all games and
load them into each respective RareGame.
Co-authored-by: Dummerle <44114474+dummerle@users.noreply.github.com>
Seems like Epic are changing their API again, and some image types have been renamed. This made the list of updates to be empty after filtering it for image types we could handle. This also had the side effect of an infinite recursion when downloading images, as the resulting pixmap would be null.
To fix this situation, the new image type has been added, and the image loading in RareGame has become two methods, one for loading and one for setting it.
Signed-off-by: loathingKernel <142770+loathingKernel@users.noreply.github.com>