import platform import time from argparse import Namespace from enum import IntEnum from logging import getLogger from PyQt5.QtCore import QObject, pyqtSignal, QSettings from requests.exceptions import ConnectionError, HTTPError from rare.lgndr.core import LegendaryCore from .worker import Worker logger = getLogger("FetchWorker") class FetchWorker(Worker): class Result(IntEnum): GAMES = 1 NON_ASSET = 2 COMBINED = 3 class Signals(QObject): progress = pyqtSignal(int, str) result = pyqtSignal(object, int) def __init__(self, core: LegendaryCore, args: Namespace): super(Worker, self).__init__() self.signals = FetchWorker.Signals() self.core = core self.args = args self.settings = QSettings() def run_real(self): # Fetch regular EGL games with assets start_time = time.time() want_unreal = self.settings.value("unreal_meta", False, bool) or self.args.debug want_win32 = self.settings.value("win32_meta", False, bool) want_macos = self.settings.value("macos_meta", False, bool) need_macos = platform.system() == "Darwin" need_windows = not any([want_win32, want_macos, need_macos, self.args.debug]) if want_win32 or self.args.debug: logger.info( "Requesting Win32 metadata due to %s, %s Unreal engine", "settings" if want_win32 else "debug", "with" if want_unreal else "without" ) self.signals.progress.emit(00, self.signals.tr("Updating game metadata for Windows")) self.core.get_game_and_dlc_list( update_assets=not self.args.offline, platform="Win32", skip_ue=not want_unreal ) if need_macos or want_macos or self.args.debug: logger.info( "Requesting macOS metadata due to %s, %s Unreal engine", "platform" if need_macos else "settings" if want_macos else "debug", "with" if want_unreal else "without" ) self.signals.progress.emit(15, self.signals.tr("Updating game metadata for macOS")) self.core.get_game_and_dlc_list( update_assets=not self.args.offline, platform="Mac", skip_ue=not want_unreal ) if need_windows: self.signals.progress.emit(00, self.signals.tr("Updating game metadata for Windows")) logger.info( "Requesting Windows metadata, %s Unreal engine", "with" if want_unreal else "without" ) games, dlc_dict = self.core.get_game_and_dlc_list( update_assets=need_windows, platform="Windows", skip_ue=not want_unreal ) logger.debug(f"Games {len(games)}, games with DLCs {len(dlc_dict)}") logger.debug(f"Request games: {time.time() - start_time} seconds") # Fetch non-asset games self.signals.progress.emit(30, self.signals.tr("Updating non-asset game metadata")) start_time = time.time() try: na_games, na_dlc_dict = self.core.get_non_asset_library_items(force_refresh=False, skip_ue=False) except (HTTPError, ConnectionError) as e: logger.warning(f"Exception while fetching non asset games from EGS: {e}") na_games, na_dlc_dict = ([], {}) # FIXME: # This is here because of broken appIds from Epic: # https://discord.com/channels/826881530310819914/884510635642216499/1111321692703305729 # There is a tab character in the appId of Fallout New Vegas: Honest Hearts DLC, this breaks metadata storage # on Windows as they can't handle tabs at the end of the filename (?) # Legendary and Heroic are also affected, but it completely breaks Rare, so dodge it for now pending a fix. except Exception as e: logger.error(f"Exception while fetching non asset games from EGS: {e}") na_games, na_dlc_dict = ([], {}) logger.debug(f"Non-asset {len(na_games)}, games with non-asset DLCs {len(na_dlc_dict)}") logger.debug(f"Request non-asset: {time.time() - start_time} seconds") # Combine the two games lists and the two dlc dictionaries between regular and non-asset results games += na_games for catalog_id, dlcs in na_dlc_dict.items(): if catalog_id in dlc_dict.keys(): dlc_dict[catalog_id] += dlcs else: dlc_dict[catalog_id] = dlcs logger.debug(f"Games {len(games)}, games with DLCs {len(dlc_dict)}") self.signals.result.emit((games, dlc_dict), FetchWorker.Result.COMBINED)