3adabda1ba
Seems like Epic are changing their API again, and some image types have been renamed. This made the list of updates to be empty after filtering it for image types we could handle. This also had the side effect of an infinite recursion when downloading images, as the resulting pixmap would be null. To fix this situation, the new image type has been added, and the image loading in RareGame has become two methods, one for loading and one for setting it. Signed-off-by: loathingKernel <142770+loathingKernel@users.noreply.github.com>
444 lines
18 KiB
Python
444 lines
18 KiB
Python
import configparser
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import os
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import time
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from argparse import Namespace
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from itertools import chain
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from logging import getLogger
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from typing import Dict, Iterator, Callable, Tuple, Optional, List, Union
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from PyQt5.QtCore import QObject, pyqtSignal, QSettings, pyqtSlot, QThreadPool
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from legendary.lfs.eos import EOSOverlayApp
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from legendary.models.game import Game, SaveGameFile
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from rare.lgndr.core import LegendaryCore
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from rare.models.game import RareGame, RareEosOverlay
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from rare.models.signals import GlobalSignals
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from .image_manager import ImageManager
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from .workers import (
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QueueWorker,
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VerifyWorker,
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MoveWorker,
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FetchWorker,
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GamesWorker,
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NonAssetWorker,
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OriginWineWorker,
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SavesWorker,
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EntitlementsWorker,
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)
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from .workers.uninstall import uninstall_game
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from .workers.worker import QueueWorkerInfo, QueueWorkerState
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from rare.models.base_game import RareGameBase
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logger = getLogger("RareCore")
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class RareCore(QObject):
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progress = pyqtSignal(int, str)
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completed = pyqtSignal()
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# lk: special case class attribute, this has to be here
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__instance: Optional['RareCore'] = None
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def __init__(self, args: Namespace):
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if self.__instance is not None:
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raise RuntimeError("RareCore already initialized")
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super(RareCore, self).__init__()
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self.__args: Optional[Namespace] = None
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self.__signals: Optional[GlobalSignals] = None
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self.__core: Optional[LegendaryCore] = None
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self.__image_manager: Optional[ImageManager] = None
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self.__games_fetched: bool = False
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self.__non_asset_fetched: bool = False
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self.__origin_resolved: bool = False
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self.__saves_fetched: bool = False
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self.__entitlements_fetched: bool = False
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self.args(args)
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self.signals(init=True)
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self.core(init=True)
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self.image_manager(init=True)
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self.settings = QSettings()
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self.queue_workers: List[QueueWorker] = []
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self.queue_threadpool = QThreadPool()
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self.queue_threadpool.setMaxThreadCount(2)
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self.__games: Dict[str, RareGame] = {}
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self.__eos_overlay_rgame = RareEosOverlay(self.__core, EOSOverlayApp)
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RareCore.__instance = self
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def enqueue_worker(self, rgame: RareGame, worker: QueueWorker):
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if isinstance(worker, VerifyWorker):
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rgame.state = RareGame.State.VERIFYING
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if isinstance(worker, MoveWorker):
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rgame.state = RareGame.State.MOVING
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rgame.set_worker(worker)
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worker.feedback.started.connect(self.__signals.application.update_statusbar)
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worker.feedback.finished.connect(lambda: rgame.set_worker(None))
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worker.feedback.finished.connect(lambda: self.queue_workers.remove(worker))
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worker.feedback.finished.connect(self.__signals.application.update_statusbar)
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self.queue_workers.append(worker)
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self.queue_threadpool.start(worker, priority=0)
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self.__signals.application.update_statusbar.emit()
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def dequeue_worker(self, worker: QueueWorker):
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rgame = self.__games[worker.worker_info().app_name]
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rgame.set_worker(None)
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self.queue_workers.remove(worker)
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self.__signals.application.update_statusbar.emit()
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def active_workers(self) -> Iterator[QueueWorker]:
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return list(filter(lambda w: w.state == QueueWorkerState.ACTIVE, self.queue_workers))
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def queued_workers(self) -> Iterator[QueueWorker]:
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return list(filter(lambda w: w.state == QueueWorkerState.QUEUED, self.queue_workers))
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def queue_info(self) -> List[QueueWorkerInfo]:
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return [w.worker_info() for w in self.queue_workers]
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@staticmethod
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def instance() -> 'RareCore':
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if RareCore.__instance is None:
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raise RuntimeError("Uninitialized use of RareCore")
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return RareCore.__instance
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def signals(self, init: bool = False) -> GlobalSignals:
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if self.__signals is None and not init:
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raise RuntimeError("Uninitialized use of GlobalSignalsSingleton")
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if self.__signals is not None and init:
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raise RuntimeError("GlobalSignals already initialized")
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if init:
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self.__signals = GlobalSignals()
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return self.__signals
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def args(self, args: Namespace = None) -> Optional[Namespace]:
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if self.__args is None and args is None:
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raise RuntimeError("Uninitialized use of ArgumentsSingleton")
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if self.__args is not None and args is not None:
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raise RuntimeError("Arguments already initialized")
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if args is not None:
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self.__args = args
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return self.__args
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def core(self, init: bool = False) -> LegendaryCore:
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if self.__core is None and not init:
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raise RuntimeError("Uninitialized use of LegendaryCoreSingleton")
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if self.__core is not None and init:
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raise RuntimeError("LegendaryCore already initialized")
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if init:
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try:
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self.__core = LegendaryCore()
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except configparser.MissingSectionHeaderError as e:
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logger.warning(f"Config is corrupt: {e}")
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if config_path := os.environ.get("XDG_CONFIG_HOME"):
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path = os.path.join(config_path, "legendary")
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else:
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path = os.path.expanduser("~/.config/legendary")
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with open(os.path.join(path, "config.ini"), "w") as config_file:
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config_file.write("[Legendary]")
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self.__core = LegendaryCore()
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if "Legendary" not in self.__core.lgd.config.sections():
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self.__core.lgd.config.add_section("Legendary")
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self.__core.lgd.save_config()
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# workaround if egl sync enabled, but no programdata_path
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# programdata_path might be unset if logging in through the browser
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if self.__core.egl_sync_enabled:
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if self.__core.egl.programdata_path is None:
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self.__core.lgd.config.remove_option("Legendary", "egl_sync")
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self.__core.lgd.save_config()
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else:
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if not os.path.exists(self.__core.egl.programdata_path):
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self.__core.lgd.config.remove_option("Legendary", "egl_sync")
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self.__core.lgd.save_config()
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return self.__core
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def image_manager(self, init: bool = False) -> ImageManager:
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if self.__image_manager is None and not init:
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raise RuntimeError("Uninitialized use of ImageManagerSingleton")
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if self.__image_manager is not None and init:
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raise RuntimeError("ImageManager already initialized")
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if self.__image_manager is None:
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self.__image_manager = ImageManager(self.signals(), self.core())
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return self.__image_manager
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def deleteLater(self) -> None:
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self.__image_manager.deleteLater()
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del self.__image_manager
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self.__image_manager = None
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self.__core.exit()
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del self.__core
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self.__core = None
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self.__signals.deleteLater()
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del self.__signals
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self.__signals = None
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del self.__args
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self.__args = None
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RareCore.__instance = None
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super(RareCore, self).deleteLater()
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def __validate_installed(self):
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filter_lambda = lambda rg: rg.is_installed and not (rg.is_dlc or rg.is_non_asset)
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length = len(list(self.__filter_games(filter_lambda)))
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for i, rgame in enumerate(self.__filter_games(filter_lambda)):
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self.progress.emit(
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int(i / length * 25) + 75,
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self.tr("Validating install for <b>{}</b>").format(rgame.app_title)
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)
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if not os.path.exists(rgame.igame.install_path):
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# lk: since install_path is lost anyway, set keep_files to True
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# lk: to avoid spamming the log with "file not found" errors
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for dlc in rgame.owned_dlcs:
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if dlc.is_installed:
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logger.info(f'Uninstalling DLC "{dlc.app_name}" ({dlc.app_title})...')
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uninstall_game(self.__core, dlc.app_name, keep_files=True)
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dlc.igame = None
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logger.info(
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f'Removing "{rgame.app_title}" because "{rgame.igame.install_path}" does not exist...'
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)
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uninstall_game(self.__core, rgame.app_name, keep_files=True)
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logger.info(f"Uninstalled {rgame.app_title}, because no game files exist")
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rgame.igame = None
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continue
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# lk: games that don't have an override and can't find their executable due to case sensitivity
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# lk: will still erroneously require verification. This might need to be removed completely
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# lk: or be decoupled from the verification requirement
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if override_exe := self.__core.lgd.config.get(rgame.app_name, "override_exe", fallback=""):
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igame_executable = override_exe
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else:
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igame_executable = rgame.igame.executable
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# lk: Case-insensitive search for the game's executable (example: Brothers - A Tale of two Sons)
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executable_path = os.path.join(rgame.igame.install_path, igame_executable.replace("\\", "/").lstrip("/"))
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file_list = map(str.lower, os.listdir(os.path.dirname(executable_path)))
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if not os.path.basename(executable_path).lower() in file_list:
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rgame.igame.needs_verification = True
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self.__core.lgd.set_installed_game(rgame.app_name, rgame.igame)
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rgame.update_igame()
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logger.info(f"{rgame.app_title} needs verification")
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def get_game(self, app_name: str) -> Union[RareEosOverlay, RareGame]:
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if app_name == EOSOverlayApp.app_name:
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return self.__eos_overlay_rgame
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return self.__games[app_name]
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def __add_game(self, rgame: RareGame) -> None:
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rgame.signals.download.enqueue.connect(self.__signals.download.enqueue)
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rgame.signals.download.dequeue.connect(self.__signals.download.dequeue)
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rgame.signals.game.install.connect(self.__signals.game.install)
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rgame.signals.game.installed.connect(self.__signals.game.installed)
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rgame.signals.game.uninstall.connect(self.__signals.game.uninstall)
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rgame.signals.game.uninstalled.connect(self.__signals.game.uninstalled)
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rgame.signals.game.finished.connect(self.__signals.application.update_tray)
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rgame.signals.game.finished.connect(lambda: self.__signals.discord_rpc.set_title.emit(""))
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self.__games[rgame.app_name] = rgame
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def __filter_games(self, condition: Callable[[RareGame], bool]) -> Iterator[RareGame]:
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return filter(condition, self.__games.values())
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def __create_or_update_rgame(self, game: Game) -> RareGame:
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if rgame := self.__games.get(game.app_name, False):
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logger.warning(f"{rgame.app_name} already present in {type(self).__name__}")
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logger.info(f"Updating Game for {rgame.app_name}")
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rgame.update_rgame()
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else:
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rgame = RareGame(self.__core, self.__image_manager, game)
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return rgame
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def __add_games_and_dlcs(self, games: List[Game], dlcs_dict: Dict[str, List]) -> None:
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for game in games:
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rgame = self.__create_or_update_rgame(game)
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if game_dlcs := dlcs_dict.get(rgame.game.catalog_item_id, False):
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for dlc in game_dlcs:
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rdlc = self.__create_or_update_rgame(dlc)
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# lk: plug dlc progress signals to the game's
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rdlc.signals.progress.start.connect(rgame.signals.progress.start)
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rdlc.signals.progress.update.connect(rgame.signals.progress.update)
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rdlc.signals.progress.finish.connect(rgame.signals.progress.finish)
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rgame.owned_dlcs.append(rdlc)
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self.__add_game(rdlc)
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self.__add_game(rgame)
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@pyqtSlot(object, int)
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def handle_result(self, result: Tuple, res_type: int):
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status = ""
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if res_type == FetchWorker.Result.GAMES:
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games, dlc_dict = result
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self.__add_games_and_dlcs(games, dlc_dict)
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self.__games_fetched = True
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status = "Loaded games for Windows"
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if res_type == FetchWorker.Result.NON_ASSET:
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games, dlc_dict = result
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self.__add_games_and_dlcs(games, dlc_dict)
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self.__non_asset_fetched = True
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status = "Loaded games without assets"
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if res_type == FetchWorker.Result.ORIGIN:
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self.__origin_resolved = True
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status = "Resolved Origin installation status"
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if res_type == FetchWorker.Result.SAVES:
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saves, _ = result
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for save in saves:
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self.__games[save.app_name].saves.append(save)
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self.__saves_fetched = True
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status = "Loaded save games"
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if res_type == FetchWorker.Result.ENTITLEMENTS:
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self.__core.lgd.entitlements = result
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self.__entitlements_fetched = True
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status = "Loaded game entitlements"
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logger.debug(f"Got API results for {FetchWorker.Result(res_type).name}")
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fetched = [
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self.__games_fetched,
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self.__non_asset_fetched,
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self.__origin_resolved,
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self.__saves_fetched,
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self.__entitlements_fetched,
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]
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self.progress.emit(sum(fetched) * 10, status)
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if all(fetched):
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self.progress.emit(75, self.tr("Validating game installations"))
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self.__validate_installed()
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self.progress.emit(100, self.tr("Launching Rare"))
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logger.debug(f"Fetch time {time.time() - self.start_time} seconds")
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self.completed.emit()
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def fetch(self):
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self.__games_fetched: bool = False
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self.__non_asset_fetched: bool = False
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self.__origin_resolved: bool = False
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self.__saves_fetched: bool = False
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self.__entitlements_fetched: bool = False
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self.start_time = time.time()
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games_worker = GamesWorker(self.__core, self.__args)
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games_worker.signals.result.connect(self.handle_result)
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games_worker.signals.finished.connect(self.fetch_saves)
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games_worker.signals.finished.connect(self.fetch_extra)
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QThreadPool.globalInstance().start(games_worker)
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def fetch_saves(self):
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if not self.__args.offline:
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saves_worker = SavesWorker(self.__core, self.__args)
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saves_worker.signals.result.connect(self.handle_result)
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QThreadPool.globalInstance().start(saves_worker)
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else:
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self.__saves_fetched = True
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def resolve_origin(self):
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origin_worker = OriginWineWorker(self.__core, self.__args, self.origin_games)
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origin_worker.signals.result.connect(self.handle_result)
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QThreadPool.globalInstance().start(origin_worker)
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def fetch_extra(self):
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non_asset_worker = NonAssetWorker(self.__core, self.__args)
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non_asset_worker.signals.result.connect(self.handle_result)
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non_asset_worker.signals.finished.connect(self.resolve_origin)
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QThreadPool.globalInstance().start(non_asset_worker)
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entitlements_worker = EntitlementsWorker(self.__core, self.__args)
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entitlements_worker.signals.result.connect(self.handle_result)
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QThreadPool.globalInstance().start(entitlements_worker)
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def load_pixmaps(self) -> None:
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"""
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Load pixmaps for all games
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This exists here solely to fight signal and possibly threading issues.
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The initial image loading at startup should not be done in the RareGame class
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for two reasons. It will delay startup due to widget updates and the image
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might become availabe before the UI is brought up. In case of the second, we
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will get both a long queue of signals to be serviced and some of them might
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be not connected yet so the widget won't be updated. So do the loading here
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by calling this after the MainWindow has finished initializing.
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@return: None
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"""
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QThreadPool.globalInstance().start(self.__load_pixmaps)
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def __load_pixmaps(self) -> None:
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# time.sleep(0.1)
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for rgame in self.__games.values():
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rgame.load_pixmap()
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# time.sleep(0.0001)
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@property
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def games_and_dlcs(self) -> Iterator[RareGame]:
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for app_name in self.__games:
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yield self.__games[app_name]
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@property
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def games(self) -> Iterator[RareGame]:
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return self.__filter_games(lambda game: not game.is_dlc)
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@property
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def installed_games(self) -> Iterator[RareGame]:
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return self.__filter_games(lambda game: game.is_installed and not game.is_dlc)
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@property
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def origin_games(self) -> Iterator[RareGame]:
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return self.__filter_games(lambda game: game.is_origin and not game.is_dlc)
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@property
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def game_list(self) -> Iterator[Game]:
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for game in self.games:
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yield game.game
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@property
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def dlcs(self) -> Dict[str, Game]:
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"""!
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RareGames that ARE DLCs themselves
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"""
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return {game.game.catalog_item_id: game.owned_dlcs for game in self.has_dlcs}
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# return self.__filter_games(lambda game: game.is_dlc)
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@property
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def has_dlcs(self) -> Iterator[RareGame]:
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"""!
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RareGames that HAVE DLCs associated with them
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"""
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return self.__filter_games(lambda game: bool(game.owned_dlcs))
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@property
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def bit32_games(self) -> Iterator[RareGame]:
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return self.__filter_games(lambda game: game.is_win32)
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@property
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def mac_games(self) -> Iterator[RareGame]:
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return self.__filter_games(lambda game: game.is_mac)
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@property
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def non_asset_games(self) -> Iterator[RareGame]:
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return self.__filter_games(lambda game: game.is_non_asset)
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@property
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def unreal_engine(self) -> Iterator[RareGame]:
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return self.__filter_games(lambda game: game.is_unreal)
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@property
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def updates(self) -> Iterator[RareGame]:
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return self.__filter_games(lambda game: game.has_update)
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@property
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def saves(self) -> Iterator[SaveGameFile]:
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"""!
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SaveGameFiles across games
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"""
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return chain.from_iterable([game.saves for game in self.has_saves])
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@property
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def has_saves(self) -> Iterator[RareGame]:
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"""!
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RareGames that have SaveGameFiles associated with them
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"""
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return self.__filter_games(lambda game: bool(game.saves))
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