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Rare/rare/shared/workers/fetch.py
2023-12-15 23:30:13 +02:00

107 lines
4.6 KiB
Python

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)