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Rare/rare/models/base_game.py
loathingKernel af6d7c5055 Various WIP
* 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.
2024-02-12 21:52:07 +02:00

346 lines
11 KiB
Python

from abc import abstractmethod
from dataclasses import dataclass
from datetime import datetime
from enum import IntEnum
from logging import getLogger
from typing import Optional, List, Tuple
from PyQt5.QtCore import QObject, pyqtSignal, QRunnable, QThreadPool, QSettings
from legendary.lfs import eos
from legendary.models.game import SaveGameFile, SaveGameStatus, Game, InstalledGame
from legendary.utils.selective_dl import get_sdl_appname
from rare.models.options import options
from rare.lgndr.core import LegendaryCore
from rare.models.install import UninstallOptionsModel, InstallOptionsModel
logger = getLogger("RareGameBase")
@dataclass
class RareSaveGame:
file: SaveGameFile
status: SaveGameStatus = SaveGameStatus.NO_SAVE
dt_local: Optional[datetime] = None
dt_remote: Optional[datetime] = None
description: Optional[str] = ""
class RareGameBase(QObject):
class State(IntEnum):
IDLE = 0
RUNNING = 1
DOWNLOADING = 2
VERIFYING = 3
MOVING = 4
UNINSTALLING = 5
SYNCING = 6
class Signals:
class Progress(QObject):
start = pyqtSignal()
update = pyqtSignal(int)
finish = pyqtSignal(bool)
class Widget(QObject):
update = pyqtSignal()
class Download(QObject):
enqueue = pyqtSignal(str)
dequeue = pyqtSignal(str)
class Game(QObject):
install = pyqtSignal(InstallOptionsModel)
installed = pyqtSignal(str)
uninstall = pyqtSignal(UninstallOptionsModel)
uninstalled = pyqtSignal(str)
launched = pyqtSignal(str)
finished = pyqtSignal(str)
def __init__(self):
super(RareGameBase.Signals, self).__init__()
self.progress = RareGameBase.Signals.Progress()
self.widget = RareGameBase.Signals.Widget()
self.download = RareGameBase.Signals.Download()
self.game = RareGameBase.Signals.Game()
def __del__(self):
self.progress.deleteLater()
self.widget.deleteLater()
self.download.deleteLater()
self.game.deleteLater()
__slots__ = "igame"
def __init__(self, legendary_core: LegendaryCore, game: Game):
super(RareGameBase, self).__init__()
self.signals = RareGameBase.Signals()
self.core = legendary_core
self.game: Game = game
self._state = RareGameBase.State.IDLE
def __del__(self):
del self.signals
@property
def state(self) -> 'RareGameBase.State':
return self._state
@state.setter
def state(self, state: 'RareGameBase.State'):
if state != self._state:
self._state = state
self.signals.widget.update.emit()
@property
def is_idle(self):
return self.state == RareGameBase.State.IDLE
@property
def app_name(self) -> str:
return self.game.app_name
@property
def app_title(self) -> str:
return self.game.app_title
@property
@abstractmethod
def is_installed(self) -> bool:
pass
@abstractmethod
def set_installed(self, installed: bool) -> None:
pass
@property
def platforms(self) -> Tuple:
"""!
@brief Property that holds the platforms a game is available for
@return Tuple
"""
return tuple(self.game.asset_infos.keys())
@property
def default_platform(self) -> str:
return self.core.default_platform if self.core.default_platform in self.platforms else "Windows"
@property
def is_mac(self) -> bool:
"""!
@brief Property to report if Game has a mac version
@return bool
"""
return "Mac" in self.game.asset_infos.keys()
@property
def is_win32(self) -> bool:
"""!
@brief Property to report if Game is 32bit game
@return bool
"""
return "Win32" in self.game.asset_infos.keys()
@property
def is_origin(self) -> bool:
"""!
@brief Property to report if a Game is an Origin game
Legendary and by extenstion Rare can't launch Origin games directly,
it just launches the Origin client and thus requires a bit of a special
handling to let the user know.
@return bool If the game is an Origin game
"""
return self.game.third_party_store in {"Origin", "the EA app"}
@property
def is_overlay(self):
return self.app_name == eos.EOSOverlayApp.app_name
@property
def is_dlc(self) -> bool:
"""!
@brief Property to report if Game is a dlc
@return bool
"""
return self.game.is_dlc
@property
def is_launchable_addon(self) -> bool:
# lk: the attribute doesn't exist in the currently released version
# FIXME: remove after legendary >= 0.20.35
try:
return self.game.is_launchable_addon
except AttributeError:
return False
@property
def sdl_name(self) -> Optional[str]:
return get_sdl_appname(self.app_name)
@property
def version(self) -> str:
"""!
@brief Reports the currently installed version of the Game
If InstalledGame reports the currently installed version, which might be
different from the remote version available from EGS. For not installed Games
it reports the already known version.
@return str The current version of the game
"""
return self.igame.version if self.igame is not None else self.game.app_version(self.default_platform)
@property
def install_path(self) -> Optional[str]:
if self.igame:
return self.igame.install_path
return None
class RareGameSlim(RareGameBase):
def __init__(self, legendary_core: LegendaryCore, game: Game):
super(RareGameSlim, self).__init__(legendary_core, game)
# None if origin or not installed
self.igame: Optional[InstalledGame] = self.core.get_installed_game(game.app_name)
self.saves: List[RareSaveGame] = []
@property
def is_installed(self) -> bool:
if self.is_origin:
return True
return self.igame is not None
def set_installed(self, installed: bool) -> None:
pass
@property
def auto_sync_saves(self):
auto_sync_cloud = QSettings(self).value(
f"{self.app_name}/{options.auto_sync_cloud.key}",
options.auto_sync_cloud.default,
options.auto_sync_cloud.dtype
)
auto_sync_cloud = auto_sync_cloud or QSettings(self).value(*options.auto_sync_cloud)
return self.supports_cloud_saves and auto_sync_cloud
@property
def save_path(self) -> Optional[str]:
if self.igame is not None:
return self.igame.save_path
return None
@property
def latest_save(self) -> Optional[RareSaveGame]:
if self.saves:
saves = sorted(self.saves, key=lambda s: s.file.datetime, reverse=True)
return saves[0]
return None
@property
def save_game_state(self) -> Tuple[SaveGameStatus, Tuple[Optional[datetime], Optional[datetime]]]:
if self.saves and self.save_path:
latest = self.latest_save
# lk: if the save path wasn't known at startup, dt_local will be None
# In that case resolve the save again before returning
latest.status, (latest.dt_local, latest.dt_remote) = self.core.check_savegame_state(
self.save_path, latest.file
)
return latest.status, (latest.dt_local, latest.dt_remote)
return SaveGameStatus.NO_SAVE, (None, None)
def upload_saves(self, thread=True):
status, (dt_local, dt_remote) = self.save_game_state
def _upload():
logger.info(f"Uploading save for {self.app_title}")
self.state = RareGameSlim.State.SYNCING
self.core.upload_save(self.app_name, self.igame.save_path, dt_local)
self.state = RareGameSlim.State.IDLE
self.update_saves()
if not self.supports_cloud_saves:
return
if status == SaveGameStatus.NO_SAVE or not dt_local:
logger.warning("Can't upload non existing save")
return
if self.state == RareGameSlim.State.SYNCING:
logger.error(f"{self.app_title} is already syncing")
return
if thread:
worker = QRunnable.create(_upload)
QThreadPool.globalInstance().start(worker)
else:
_upload()
def download_saves(self, thread=True):
status, (dt_local, dt_remote) = self.save_game_state
def _download():
logger.info(f"Downloading save for {self.app_title}")
self.state = RareGameSlim.State.SYNCING
self.core.download_saves(self.app_name, self.latest_save.file.manifest_name, self.save_path)
self.state = RareGameSlim.State.IDLE
self.update_saves()
if not self.supports_cloud_saves:
return
if status == SaveGameStatus.NO_SAVE or not dt_remote:
logger.error("Can't download non existing save")
return
if self.state == RareGameSlim.State.SYNCING:
logger.error(f"{self.app_title} is already syncing")
return
if thread:
worker = QRunnable.create(_download)
QThreadPool.globalInstance().start(worker)
else:
_download()
def load_saves(self, saves: List[SaveGameFile]):
""" Use only in a thread """
self.saves.clear()
for save in saves:
if self.save_path:
status, (dt_local, dt_remote) = self.core.check_savegame_state(self.save_path, save)
rsave = RareSaveGame(save, status, dt_local, dt_remote)
else:
rsave = RareSaveGame(save, SaveGameStatus.SAME_AGE, dt_local=None, dt_remote=save.datetime)
self.saves.append(rsave)
self.signals.widget.update.emit()
def update_saves(self):
""" Use only in a thread """
saves = self.core.get_save_games(self.app_name)
self.load_saves(saves)
@property
def is_save_up_to_date(self):
status, (_, _) = self.save_game_state
return status in {SaveGameStatus.SAME_AGE, SaveGameStatus.NO_SAVE}
@property
def raw_save_path(self) -> str:
if self.game.supports_cloud_saves:
return self.game.metadata.get("customAttributes", {}).get("CloudSaveFolder", {}).get("value")
return ""
@property
def raw_save_path_mac(self) -> str:
if self.game.supports_mac_cloud_saves:
return self.game.metadata.get("customAttributes", {}).get('CloudSaveFolder_MAC', {}).get('value')
return ""
@property
def supports_cloud_saves(self):
return self.game.supports_cloud_saves or self.game.supports_mac_cloud_saves