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Rare/rare/models/game.py
2024-05-17 23:50:02 +03:00

686 lines
25 KiB
Python

import json
import os
import platform
from dataclasses import dataclass, field
from datetime import datetime, UTC
from logging import getLogger
from threading import Lock
from typing import List, Optional, Dict, Set
from PyQt5.QtCore import QRunnable, pyqtSlot, QProcess, QThreadPool
from PyQt5.QtGui import QPixmap, QPixmapCache
from legendary.lfs import eos
from legendary.models.game import Game, InstalledGame
from rare.lgndr.core import LegendaryCore
from rare.models.base_game import RareGameBase, RareGameSlim
from rare.models.install import InstallOptionsModel, UninstallOptionsModel
from rare.shared.game_process import GameProcess
from rare.shared.image_manager import ImageManager
from rare.utils.paths import data_dir, get_rare_executable
from rare.utils.steam_grades import get_rating
from rare.utils.config_helper import set_envvar
logger = getLogger("RareGame")
class RareGame(RareGameSlim):
@dataclass
class Metadata:
queued: bool = False
queue_pos: Optional[int] = None
last_played: datetime = datetime.min
grant_date: datetime = datetime.min
steam_appid: Optional[int] = None
steam_grade: Optional[str] = None
steam_date: datetime = datetime.min
tags: List[str] = field(default_factory=list)
@classmethod
def from_dict(cls, data: Dict):
return cls(
queued=data.get("queued", False),
queue_pos=data.get("queue_pos", None),
last_played=datetime.fromisoformat(x) if (x := data.get("last_played", "")) else datetime.min,
grant_date=datetime.fromisoformat(x) if (x := data.get("grant_date", "")) else datetime.min,
steam_appid=data.get("steam_appid", None),
steam_grade=data.get("steam_grade", None),
steam_date=datetime.fromisoformat(x) if (x := data.get("steam_date", "")) else datetime.min,
tags=data.get("tags", []),
)
@property
def __dict__(self):
return dict(
queued=self.queued,
queue_pos=self.queue_pos,
last_played=self.last_played.isoformat() if self.last_played else datetime.min,
grant_date=self.grant_date.isoformat() if self.grant_date else datetime.min,
steam_appid=self.steam_appid,
steam_grade=self.steam_grade,
steam_date=self.steam_date.isoformat() if self.steam_date else datetime.min,
tags=self.tags,
)
def __bool__(self):
return self.queued or self.queue_pos is not None or self.last_played is not None
def __init__(self, legendary_core: LegendaryCore, image_manager: ImageManager, game: Game):
super(RareGame, self).__init__(legendary_core, game)
self.__origin_install_path: Optional[str] = None
self.__origin_install_size: Optional[int] = None
self.image_manager = image_manager
# Update names for Unreal Engine
if self.game.app_title == "Unreal Engine":
self.game.app_title += f" {self.game.app_name.split('_')[-1]}"
self.pixmap: QPixmap = QPixmap()
self.metadata: RareGame.Metadata = RareGame.Metadata()
self.__load_metadata()
self.grant_date()
self.owned_dlcs: Set[RareGame] = set()
if self.has_update:
logger.info(f"Update available for game: {self.app_name} ({self.app_title})")
self.__worker: Optional[QRunnable] = None
self.progress: int = 0
self.signals.progress.start.connect(lambda: self.__on_progress_update(0))
self.signals.progress.update.connect(self.__on_progress_update)
self.game_process = GameProcess(self.game)
self.game_process.launched.connect(self.__game_launched)
self.game_process.finished.connect(self.__game_finished)
if self.is_installed and not self.is_dlc:
self.game_process.connect_to_server(on_startup=True)
def add_dlc(self, dlc) -> None:
# lk: plug dlc progress signals to the game's
dlc.signals.progress.start.connect(self.signals.progress.start)
dlc.signals.progress.update.connect(self.signals.progress.update)
dlc.signals.progress.finish.connect(self.signals.progress.finish)
self.owned_dlcs.add(dlc)
def __on_progress_update(self, progress: int):
self.progress = progress
def worker(self) -> Optional[QRunnable]:
return self.__worker
def set_worker(self, worker: Optional[QRunnable]):
self.__worker = worker
if worker is None:
self.state = RareGame.State.IDLE
@pyqtSlot(int)
def __game_launched(self, code: int):
self.state = RareGame.State.RUNNING
self.metadata.last_played = datetime.now()
if code == GameProcess.Code.ON_STARTUP:
return
self.__save_metadata()
self.signals.game.launched.emit(self.app_name)
@pyqtSlot(int)
def __game_finished(self, exit_code: int):
if exit_code == GameProcess.Code.ON_STARTUP:
return
if self.supports_cloud_saves:
self.update_saves()
self.state = RareGame.State.IDLE
self.signals.game.finished.emit(self.app_name)
__metadata_json: Optional[Dict] = None
__metadata_lock: Lock = Lock()
@staticmethod
def __load_metadata_json() -> Dict:
if RareGame.__metadata_json is None:
metadata = {}
file = os.path.join(data_dir(), "game_meta.json")
try:
with open(file, "r") as f:
metadata = json.load(f)
except FileNotFoundError:
logger.info("%s does not exist", file)
except json.JSONDecodeError:
logger.warning("%s is corrupt", file)
finally:
RareGame.__metadata_json = metadata
return RareGame.__metadata_json
def __load_metadata(self):
with RareGame.__metadata_lock:
metadata: Dict = self.__load_metadata_json()
# pylint: disable=unsupported-membership-test
if self.app_name in metadata:
# pylint: disable=unsubscriptable-object
self.metadata = RareGame.Metadata.from_dict(metadata[self.app_name])
def __save_metadata(self):
with RareGame.__metadata_lock:
metadata: Dict = self.__load_metadata_json()
# pylint: disable=unsupported-assignment-operation
metadata[self.app_name] = vars(self.metadata)
with open(os.path.join(data_dir(), "game_meta.json"), "w+") as file:
json.dump(metadata, file, indent=2)
def update_game(self):
self.game = self.core.get_game(
self.app_name, update_meta=False,
platform=self.igame.platform if self.igame else self.default_platform
)
def update_igame(self):
self.igame = self.core.get_installed_game(self.app_name)
def store_igame(self):
self.core.lgd.set_installed_game(self.app_name, self.igame)
self.update_igame()
def update_rgame(self):
self.update_game()
self.update_igame()
@property
def developer(self) -> str:
"""!
@brief Property to report the developer of a Game
@return str
"""
return self.game.metadata["developer"]
@property
def install_size(self) -> int:
"""!
@brief Property to report the installation size of an InstalledGame
@return int The size of the installation
"""
if self.is_origin:
return self.__origin_install_size if self.__origin_install_size is not None else 0
return self.igame.install_size if self.igame is not None else 0
@property
def install_path(self) -> Optional[str]:
if self.is_origin:
# TODO Linux is also C:\\...
return self.__origin_install_path
return super(RareGame, self).install_path
@install_path.setter
def install_path(self, path: str) -> None:
if self.igame:
self.igame.install_path = path
self.store_igame()
elif self.is_origin:
self.__origin_install_path = path
@property
def remote_version(self) -> str:
"""!
@brief Property to report the remote version of an InstalledGame
If the Game is installed, requests the latest version string from EGS,
otherwise it reports the already known version of the Game for Windows.
@return str The current version from EGS
"""
if self.igame is not None:
return self.game.app_version(self.igame.platform)
else:
return self.game.app_version(self.default_platform)
@property
def has_update(self) -> bool:
"""!
@brief Property to report if an InstalledGame has updates available
Games have to be installed and have assets available to have
updates
@return bool If there is an update available
"""
if self.igame is not None and self.core.lgd.assets is not None:
try:
if self.remote_version != self.igame.version:
return True
except ValueError:
logger.error(f"Asset error for {self.game.app_title}")
return False
return False
@property
def is_installed(self) -> bool:
"""!
@brief Property to report if a game is installed
This returns True if InstalledGame data have been loaded for the game
or if the game is a game without assets, for example an Origin game.
@return bool If the game should be considered installed
"""
return (self.igame is not None) \
or (self.is_origin and self.__origin_install_path is not None)
def set_installed(self, installed: bool) -> None:
"""!
@brief Sets the installation status of a game
If this is set to True the InstalledGame data is fetched
for the game, if set to False the igame attribute is cleared.
@param installed The installation status of the game
@return None
"""
if installed:
self.update_igame()
if not self.is_dlc:
self.core.egstore_delete(self.igame)
self.core.egstore_write(self.igame.app_name)
self.signals.game.installed.emit(self.app_name)
if self.has_update:
self.signals.download.enqueue.emit(self.app_name)
else:
if self.has_update:
self.signals.download.dequeue.emit(self.app_name)
self.core.egstore_delete(self.igame)
self.igame = None
self.signals.game.uninstalled.emit(self.app_name)
self.set_pixmap()
@property
def can_run_offline(self) -> bool:
"""!
@brief Property to report if a game can run offline
Checks if the game can run without connectin the internet.
It's a simple wrapper around legendary provided information,
with handling of not installed games.
@return bool If the games can run without network
"""
return self.igame.can_run_offline if self.igame is not None else False
@property
def is_foreign(self) -> bool:
"""!
@brief Property to report if a game doesn't belong to the current account
Checks if a game belongs to the currently logged in account. Games that require
a network connection or remote authentication will fail to run from another account
despite being installed. On the other hand, games that do not require network,
can be executed, facilitating a rudimentary game sharing option on the same computer.
@return bool If the game belongs to another count or not
"""
ret = True
try:
if self.is_installed:
_ = self.core.get_asset(self.game.app_name, platform=self.igame.platform).build_version
ret = False
except ValueError:
logger.warning(f"Game {self.game.app_title} has no metadata. Set offline true")
except AttributeError:
ret = False
return ret
@property
def needs_verification(self) -> bool:
"""!
@brief Property to report if a games requires to be verified
Simple wrapper around legendary's attribute with installation
status check
@return bool If the games needs to be verified
"""
if self.igame is not None:
return self.igame.needs_verification
return False
@needs_verification.setter
def needs_verification(self, needs: bool) -> None:
"""!
@brief Sets the verification status of a game.
The operation here is reversed. since the property is
named like this. After the verification, set this to 'False'
to update the InstalledGame in the widget.
@param needs If the game requires verification
@return None
"""
self.igame.needs_verification = needs
self.store_igame()
# FIXME: This might not be right to do for DLCs with actual data
for dlc in self.owned_dlcs:
if dlc.is_installed:
dlc.needs_verification = needs
if not needs:
if not self.is_dlc:
self.core.egstore_delete(self.igame)
self.core.egstore_write(self.igame.app_name)
@property
def repair_file(self) -> str:
return os.path.join(self.core.lgd.get_tmp_path(), f"{self.app_name}.repair")
@property
def needs_repair(self) -> bool:
return os.path.exists(self.repair_file)
@needs_repair.setter
def needs_repair(self, needs: bool) -> None:
if not needs and os.path.exists(self.repair_file):
os.unlink(self.repair_file)
@property
def is_unreal(self) -> bool:
"""!
@brief Property to report if a Game is an Unreal Engine bundle
@return bool
"""
return False if self.is_non_asset else self.game.asset_infos["Windows"].namespace == "ue"
@property
def is_non_asset(self) -> bool:
"""!
@brief Property to report if a Game doesn't have assets
Typically, games have assets, however some games that require
other launchers do not have them. Rare treats these games as installed
offering to execute their launcher.
@return bool If the game doesn't have assets
"""
# Asset infos are usually None, but there was a bug, that it was an empty GameAsset class
return not self.game.asset_infos or not next(iter(self.game.asset_infos.values())).app_name
@property
def is_ubisoft(self) -> bool:
return self.game.partner_link_type == "ubisoft"
@property
def folder_name(self) -> str:
return (
folder_name
if (folder_name := self.game.metadata.get("customAttributes", {}).get("FolderName", {}).get("value"))
else self.app_title
)
@property
def save_path(self) -> Optional[str]:
return super(RareGame, self).save_path
@save_path.setter
def save_path(self, path: str) -> None:
if self.igame and (self.game.supports_cloud_saves or self.game.supports_mac_cloud_saves):
self.igame.save_path = path
self.store_igame()
self.signals.widget.update.emit()
def steam_grade(self) -> str:
if platform.system() == "Windows" or self.is_unreal:
return "na"
if self.metadata.steam_grade != "pending":
elapsed_time = abs(datetime.utcnow() - self.metadata.steam_date)
if elapsed_time.days > 3:
logger.info("Refreshing ProtonDB grade for %s", self.app_title)
def _set_steam_grade():
appid, rating = get_rating(self.core, self.app_name)
self.set_steam_grade(appid, rating)
worker = QRunnable.create(_set_steam_grade)
QThreadPool.globalInstance().start(worker)
self.metadata.steam_grade = "pending"
return self.metadata.steam_grade
@property
def steam_appid(self) -> Optional[int]:
return self.metadata.steam_appid
def set_steam_appid(self, appid: int):
set_envvar(self.app_name, "SteamAppId", str(appid))
set_envvar(self.app_name, "SteamGameId", str(appid))
set_envvar(self.app_name, "STEAM_COMPAT_APP_ID", str(appid))
self.metadata.steam_appid = appid
def set_steam_grade(self, appid: int, grade: str) -> None:
if appid and self.steam_appid is None:
self.set_steam_appid(appid)
self.metadata.steam_grade = grade
self.metadata.steam_date = datetime.utcnow()
self.__save_metadata()
self.signals.widget.update.emit()
def grant_date(self, force=False) -> datetime:
if (entitlements := self.core.lgd.entitlements) is None:
return self.metadata.grant_date.replace(tzinfo=UTC)
if self.metadata.grant_date == datetime.min.replace(tzinfo=UTC) or force:
logger.debug("Grant date for %s not found in metadata, resolving", self.app_name)
matching = filter(lambda ent: ent["namespace"] == self.game.namespace, entitlements)
entitlement = next(matching, None)
grant_date = datetime.fromisoformat(
entitlement["grantDate"].replace("Z", "+00:00")
) if entitlement else datetime.min.replace(tzinfo=UTC)
self.metadata.grant_date = grant_date
self.__save_metadata()
return self.metadata.grant_date.replace(tzinfo=UTC)
def set_origin_attributes(self, path: str, size: int = 0) -> None:
self.__origin_install_path = path
self.__origin_install_size = size
if self.install_path and self.install_size:
self.signals.game.installed.emit(self.app_name)
else:
self.signals.game.uninstalled.emit(self.app_name)
self.set_pixmap()
@property
def can_launch(self) -> bool:
if self.is_idle and self.is_origin:
return True
if self.is_installed:
if (not self.is_idle) or self.needs_verification:
return False
return bool(not self.is_foreign or self.can_run_offline)
return False
def get_pixmap(self, color=True) -> QPixmap:
QPixmapCache.clear()
return self.image_manager.get_pixmap(self.app_name, color)
def set_pixmap(self):
self.pixmap = self.image_manager.get_pixmap(self.app_name, self.is_installed)
QPixmapCache.clear()
if not self.pixmap.isNull():
self.signals.widget.update.emit()
def load_pixmap(self):
""" Do not call this function, call set_pixmap instead. This is only used for startup image loading """
if self.pixmap.isNull():
self.image_manager.download_image(self.game, self.set_pixmap, 0, False)
def refresh_pixmap(self):
self.image_manager.download_image(self.game, self.set_pixmap, 0, True)
def install(self) -> bool:
if not self.is_idle:
return False
self.signals.game.install.emit(
InstallOptionsModel(app_name=self.app_name)
)
return True
def modify(self) -> bool:
if not self.is_idle:
return False
self.signals.game.install.emit(
InstallOptionsModel(
app_name=self.app_name, reset_sdl=True
)
)
return True
def repair(self, repair_and_update) -> bool:
if not self.is_idle:
return False
self.signals.game.install.emit(
InstallOptionsModel(
app_name=self.app_name, repair_mode=True, repair_and_update=repair_and_update, update=repair_and_update
)
)
return True
def uninstall(self) -> bool:
if not self.is_idle:
return False
self.signals.game.uninstall.emit(
UninstallOptionsModel(app_name=self.app_name)
)
return True
def launch(
self,
offline: bool = False,
skip_update_check: bool = False,
wine_bin: Optional[str] = None,
wine_pfx: Optional[str] = None,
) -> bool:
if not self.can_launch:
return False
cmd_line = get_rare_executable()
executable, args = cmd_line[0], cmd_line[1:]
args.extend(["launch", self.app_name])
if offline:
args.append("--offline")
if skip_update_check:
args.append("--skip-update-check")
if wine_bin:
args.extend(["--wine-bin", wine_bin])
if wine_pfx:
args.extend(["--wine-prefix", wine_pfx])
logger.info(f"Starting game process: ({executable} {' '.join(args)})")
QProcess.startDetached(executable, args)
self.game_process.connect_to_server(on_startup=False)
return True
class RareEosOverlay(RareGameBase):
def __init__(self, legendary_core: LegendaryCore, game: Game):
super(RareEosOverlay, self).__init__(legendary_core, game)
self.igame: Optional[InstalledGame] = self.core.lgd.get_overlay_install_info()
@property
def is_installed(self) -> bool:
return self.igame is not None
def set_installed(self, installed: bool) -> None:
if installed:
self.igame = self.core.lgd.get_overlay_install_info()
self.signals.game.installed.emit(self.app_name)
else:
self.igame = None
self.signals.game.uninstalled.emit(self.app_name)
@property
def has_update(self) -> bool:
# lk: Don't check for updates here to ensure fast return
# There is already a thread in the EosGroup form to update it for us asynchronously
# and legendary does it too during login
return self.core.overlay_update_available
def is_enabled(self, prefix: Optional[str] = None) -> bool:
try:
reg_paths = eos.query_registry_entries(prefix)
except ValueError as e:
logger.info("%s %s", e, prefix)
return False
return reg_paths["overlay_path"] and self.core.is_overlay_install(reg_paths["overlay_path"])
def active_path(self, prefix: Optional[str] = None) -> str:
try:
path = eos.query_registry_entries(prefix)["overlay_path"]
except ValueError as e:
logger.info("%s %s", e, prefix)
return ""
return path if path and self.core.is_overlay_install(path) else ""
def available_paths(self, prefix: Optional[str] = None) -> List[str]:
try:
installs = self.core.search_overlay_installs(prefix)
except ValueError as e:
logger.info("%s %s", e, prefix)
return []
return installs
def enable(
self, prefix: Optional[str] = None, path: Optional[str] = None
) -> bool:
if self.is_enabled(prefix):
return False
if not path:
if self.is_installed:
path = self.igame.install_path
else:
path = self.available_paths(prefix)[-1]
reg_paths = eos.query_registry_entries(prefix)
if old_path := reg_paths["overlay_path"]:
if os.path.normpath(old_path) == path:
logger.info("Overlay already enabled, nothing to do.")
return True
else:
logger.info(f'Updating overlay registry entries from "{old_path}" to "{path}"')
eos.remove_registry_entries(prefix)
try:
eos.add_registry_entries(path, prefix)
except PermissionError as e:
logger.error("Exception while writing registry to enable the overlay.")
logger.error(e)
return False
logger.info(f"Enabled overlay at: {path} for prefix: {prefix}")
return True
def disable(self, prefix: Optional[str] = None) -> bool:
if not self.is_enabled(prefix):
return False
logger.info(f"Disabling overlay (removing registry keys) for prefix: {prefix}")
try:
eos.remove_registry_entries(prefix)
except PermissionError as e:
logger.error("Exception while writing registry to disable the overlay.")
logger.error(e)
return False
return True
def install(self) -> bool:
if not self.is_idle:
return False
self.signals.game.install.emit(
InstallOptionsModel(
app_name=self.app_name,
base_path=self.core.get_default_install_dir(),
platform="Windows", update=self.is_installed, overlay=True
)
)
return True
def uninstall(self) -> bool:
if not self.is_idle or not self.is_installed:
return False
self.signals.game.uninstall.emit(
UninstallOptionsModel(app_name=self.app_name)
)
return True