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Rare/rare/shared/workers/fetch.py
loathingKernel 7ae06ff5d8 RareCore: Move entitlements request into an independent worker
Yes, we are back at this. Entitlements are important to have early
as Ubisoft redemption requires them, and they don't depend on anything
else.

* Move config helper initialization into RareCore to make it available
earlier.
2024-01-19 01:28:10 +02:00

133 lines
5.8 KiB
Python

import platform
from argparse import Namespace
from enum import IntEnum
from logging import getLogger
from PyQt5.QtCore import QObject, pyqtSignal, QSettings
from requests.exceptions import HTTPError, ConnectionError
from rare.lgndr.core import LegendaryCore
from rare.utils.metrics import timelogger
from .worker import Worker
logger = getLogger("FetchWorker")
class FetchWorker(Worker):
class Result(IntEnum):
ERROR = 0
GAMESDLCS = 1
ENTITLEMENTS = 2
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()
class EntitlementsWorker(FetchWorker):
def __init__(self, core: LegendaryCore, args: Namespace):
super(EntitlementsWorker, self).__init__(core, args)
def run_real(self):
entitlements = ()
want_entitlements = not self.settings.value("exclude_entitlements", False, bool)
if want_entitlements:
# Get entitlements, Ubisoft integration also uses them
self.signals.progress.emit(0, self.signals.tr("Updating entitlements"))
with timelogger(logger, "Request entitlements"):
entitlements = self.core.egs.get_user_entitlements()
self.core.lgd.entitlements = entitlements
logger.info(f"Entitlements: %s", len(list(entitlements)))
self.signals.result.emit(entitlements, FetchWorker.Result.ENTITLEMENTS)
return
class GamesDlcsWorker(FetchWorker):
def __init__(self, core: LegendaryCore, args: Namespace):
super(GamesDlcsWorker, self).__init__(core, args)
self.exclude_non_asset = QSettings().value("exclude_non_asset", False, bool)
def run_real(self):
# Fetch regular EGL games with assets
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]) and not self.args.offline
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"))
with timelogger(logger, "Request Win32 games"):
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"))
with timelogger(logger, "Request macOS games"):
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"
)
with timelogger(logger, "Request Windows games"):
games, dlc_dict = self.core.get_game_and_dlc_list(
update_assets=need_windows, platform="Windows", skip_ue=not want_unreal
)
logger.info(f"Games: %s. Games with DLCs: %s", len(games), len(dlc_dict))
# Fetch non-asset games
want_non_asset = not self.settings.value("exclude_non_asset", False, bool)
if want_non_asset:
self.signals.progress.emit(30, self.signals.tr("Updating non-asset game metadata"))
try:
with timelogger(logger, "Request non-asset"):
na_games, na_dlc_dict = self.core.get_non_asset_library_items(force_refresh=False, skip_ue=False)
except (HTTPError, ConnectionError) as e:
logger.error(f"Network error while fetching non asset games")
logger.error(e)
na_games, na_dlc_dict = ([], {})
# NOTE: This is here because of broken appIds from Epic
# https://discord.com/channels/826881530310819914/884510635642216499/1111321692703305729
except Exception as e:
logger.error("General exception while fetching non asset games from EGS.")
logger.error(e)
na_games, na_dlc_dict = ([], {})
logger.info("Non-asset: %s. Non-asset with DLCs: %s", len(na_games), len(na_dlc_dict))
# 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.info(f"Games: {len(games)}. Games with DLCs: {len(dlc_dict)}")
self.signals.progress.emit(40, self.signals.tr("Preparing library"))
self.signals.result.emit((games, dlc_dict), FetchWorker.Result.GAMESDLCS)