5f5e471169
This property reports the default platform to use for a game based on legendary's configuration and if they platform is available in the game's assets. Using that property we can make better choices on what platform to operate on without user intervention. Currently we use it to infer the platform in when installing, importing, and calculating game versions.
585 lines
21 KiB
Python
585 lines
21 KiB
Python
import json
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import os
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import platform
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from dataclasses import dataclass, field
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from datetime import datetime
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from logging import getLogger
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from threading import Lock
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from typing import List, Optional, Dict, Set
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from PyQt5.QtCore import QRunnable, pyqtSlot, QProcess, QThreadPool
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from PyQt5.QtGui import QPixmap
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from legendary.models.game import Game, InstalledGame
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from legendary.utils.selective_dl import get_sdl_appname
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from rare.lgndr.core import LegendaryCore
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from rare.models.install import InstallOptionsModel, UninstallOptionsModel
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from rare.models.base_game import RareGameBase, RareGameSlim
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from rare.shared.game_process import GameProcess
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from rare.shared.image_manager import ImageManager
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from rare.utils.paths import data_dir, get_rare_executable
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from rare.utils.steam_grades import get_rating
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logger = getLogger("RareGame")
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class RareGame(RareGameSlim):
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@dataclass
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class Metadata:
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auto_update: bool = False
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queued: bool = False
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queue_pos: Optional[int] = None
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last_played: datetime = datetime.min
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grant_date: Optional[datetime] = None
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steam_grade: Optional[str] = None
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steam_date: datetime = datetime.min
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tags: List[str] = field(default_factory=list)
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@classmethod
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def from_dict(cls, data: Dict):
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return cls(
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auto_update=data.get("auto_update", False),
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queued=data.get("queued", False),
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queue_pos=data.get("queue_pos", None),
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last_played=datetime.fromisoformat(data["last_played"]) if data.get("last_played", None) else datetime.min,
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grant_date=datetime.fromisoformat(data["grant_date"]) if data.get("grant_date", None) else None,
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steam_grade=data.get("steam_grade", None),
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steam_date=datetime.fromisoformat(data["steam_date"]) if data.get("steam_date", None) else datetime.min,
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tags=data.get("tags", []),
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)
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def as_dict(self):
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return dict(
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auto_update=self.auto_update,
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queued=self.queued,
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queue_pos=self.queue_pos,
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last_played=self.last_played.isoformat() if self.last_played else datetime.min,
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grant_date=self.grant_date.isoformat() if self.grant_date else None,
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steam_grade=self.steam_grade,
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steam_date=self.steam_date.isoformat() if self.steam_date else datetime.min,
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tags=self.tags,
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)
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def __bool__(self):
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return self.queued or self.queue_pos is not None or self.last_played is not None
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def __init__(self, legendary_core: LegendaryCore, image_manager: ImageManager, game: Game):
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super(RareGame, self).__init__(legendary_core, game)
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self.__origin_install_path: Optional[str] = None
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self.__origin_install_size: Optional[int] = None
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self.image_manager = image_manager
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# Update names for Unreal Engine
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if self.game.app_title == "Unreal Engine":
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self.game.app_title += f" {self.game.app_name.split('_')[-1]}"
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self.pixmap: QPixmap = QPixmap()
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self.metadata: RareGame.Metadata = RareGame.Metadata()
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self.__load_metadata()
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self.owned_dlcs: Set[RareGame] = set()
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if self.has_update:
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logger.info(f"Update available for game: {self.app_name} ({self.app_title})")
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self.__worker: Optional[QRunnable] = None
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self.progress: int = 0
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self.signals.progress.start.connect(lambda: self.__on_progress_update(0))
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self.signals.progress.update.connect(self.__on_progress_update)
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self.game_process = GameProcess(self.game)
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self.game_process.launched.connect(self.__game_launched)
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self.game_process.finished.connect(self.__game_finished)
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if self.is_installed and not self.is_dlc:
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self.game_process.connect_to_server(on_startup=True)
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def add_dlc(self, dlc) -> None:
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# lk: plug dlc progress signals to the game's
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dlc.signals.progress.start.connect(self.signals.progress.start)
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dlc.signals.progress.update.connect(self.signals.progress.update)
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dlc.signals.progress.finish.connect(self.signals.progress.finish)
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self.owned_dlcs.add(dlc)
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def __on_progress_update(self, progress: int):
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self.progress = progress
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def worker(self) -> Optional[QRunnable]:
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return self.__worker
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def set_worker(self, worker: Optional[QRunnable]):
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self.__worker = worker
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if worker is None:
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self.state = RareGame.State.IDLE
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@pyqtSlot(int)
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def __game_launched(self, code: int):
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self.state = RareGame.State.RUNNING
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self.metadata.last_played = datetime.now()
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if code == GameProcess.Code.ON_STARTUP:
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return
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self.__save_metadata()
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self.signals.game.launched.emit(self.app_name)
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@pyqtSlot(int)
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def __game_finished(self, exit_code: int):
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if exit_code == GameProcess.Code.ON_STARTUP:
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return
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if self.supports_cloud_saves:
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self.update_saves()
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self.state = RareGame.State.IDLE
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self.signals.game.finished.emit(self.app_name)
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__metadata_json: Optional[Dict] = None
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__metadata_lock: Lock = Lock()
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@staticmethod
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def __load_metadata_json() -> Dict:
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if RareGame.__metadata_json is None:
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metadata = {}
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try:
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with open(os.path.join(data_dir(), "game_meta.json"), "r") as metadata_fh:
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metadata = json.load(metadata_fh)
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except FileNotFoundError:
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logger.info("Game metadata json file does not exist.")
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except json.JSONDecodeError:
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logger.warning("Game metadata json file is corrupt.")
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finally:
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RareGame.__metadata_json = metadata
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return RareGame.__metadata_json
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def __load_metadata(self):
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with RareGame.__metadata_lock:
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metadata: Dict = self.__load_metadata_json()
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# pylint: disable=unsupported-membership-test
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if self.app_name in metadata:
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# pylint: disable=unsubscriptable-object
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self.metadata = RareGame.Metadata.from_dict(metadata[self.app_name])
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def __save_metadata(self):
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with RareGame.__metadata_lock:
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metadata: Dict = self.__load_metadata_json()
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# pylint: disable=unsupported-assignment-operation
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metadata[self.app_name] = self.metadata.as_dict()
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with open(os.path.join(data_dir(), "game_meta.json"), "w") as metadata_json:
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json.dump(metadata, metadata_json, indent=2)
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def update_game(self):
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self.game = self.core.get_game(
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self.app_name, update_meta=False,
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platform=self.igame.platform if self.igame else self.default_platform
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)
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def update_igame(self):
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self.igame = self.core.get_installed_game(self.app_name)
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def store_igame(self):
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self.core.lgd.set_installed_game(self.app_name, self.igame)
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self.update_igame()
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def update_rgame(self):
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self.update_game()
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self.update_igame()
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@property
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def developer(self) -> str:
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"""!
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@brief Property to report the developer of a Game
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@return str
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"""
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return self.game.metadata["developer"]
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@property
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def install_size(self) -> int:
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"""!
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@brief Property to report the installation size of an InstalledGame
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@return int The size of the installation
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"""
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if self.is_origin:
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return self.__origin_install_size if self.__origin_install_size is not None else 0
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return self.igame.install_size if self.igame is not None else 0
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@property
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def install_path(self) -> Optional[str]:
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if self.is_origin:
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# TODO Linux is also C:\\...
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return self.__origin_install_path
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return super(RareGame, self).install_path
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@install_path.setter
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def install_path(self, path: str) -> None:
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if self.igame:
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self.igame.install_path = path
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self.store_igame()
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elif self.is_origin:
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self.__origin_install_path = path
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@property
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def remote_version(self) -> str:
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"""!
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@brief Property to report the remote version of an InstalledGame
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If the Game is installed, requests the latest version string from EGS,
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otherwise it reports the already known version of the Game for Windows.
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@return str The current version from EGS
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"""
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if self.igame is not None:
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return self.game.app_version(self.igame.platform)
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else:
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return self.game.app_version(self.default_platform)
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@property
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def has_update(self) -> bool:
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"""!
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@brief Property to report if an InstalledGame has updates available
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Games have to be installed and have assets available to have
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updates
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@return bool If there is an update available
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"""
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if self.igame is not None and self.core.lgd.assets is not None:
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try:
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if self.remote_version != self.igame.version:
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return True
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except ValueError:
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logger.error(f"Asset error for {self.game.app_title}")
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return False
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return False
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@property
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def is_installed(self) -> bool:
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"""!
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@brief Property to report if a game is installed
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This returns True if InstalledGame data have been loaded for the game
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or if the game is a game without assets, for example an Origin game.
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@return bool If the game should be considered installed
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"""
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return (self.igame is not None) \
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or (self.is_origin and self.__origin_install_path is not None)
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def set_installed(self, installed: bool) -> None:
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"""!
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@brief Sets the installation status of a game
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If this is set to True the InstalledGame data is fetched
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for the game, if set to False the igame attribute is cleared.
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@param installed The installation status of the game
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@return None
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"""
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if installed:
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self.update_igame()
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if not self.is_dlc:
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self.core.egstore_delete(self.igame)
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self.core.egstore_write(self.igame.app_name)
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self.signals.game.installed.emit(self.app_name)
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if self.has_update:
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self.signals.download.enqueue.emit(self.app_name)
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else:
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if self.has_update:
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self.signals.download.dequeue.emit(self.app_name)
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self.core.egstore_delete(self.igame)
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self.igame = None
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self.signals.game.uninstalled.emit(self.app_name)
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self.set_pixmap()
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@property
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def can_run_offline(self) -> bool:
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"""!
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@brief Property to report if a game can run offline
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Checks if the game can run without connectin the internet.
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It's a simple wrapper around legendary provided information,
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with handling of not installed games.
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@return bool If the games can run without network
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"""
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return self.igame.can_run_offline if self.igame is not None else False
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@property
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def is_foreign(self) -> bool:
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"""!
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@brief Property to report if a game doesn't belong to the current account
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Checks if a game belongs to the currently logged in account. Games that require
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a network connection or remote authentication will fail to run from another account
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despite being installed. On the other hand, games that do not require network,
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can be executed, facilitating a rudimentary game sharing option on the same computer.
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@return bool If the game belongs to another count or not
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"""
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ret = True
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try:
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if self.is_installed:
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_ = self.core.get_asset(self.game.app_name, platform=self.igame.platform).build_version
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ret = False
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except ValueError:
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logger.warning(f"Game {self.game.app_title} has no metadata. Set offline true")
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except AttributeError:
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ret = False
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return ret
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@property
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def needs_verification(self) -> bool:
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"""!
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@brief Property to report if a games requires to be verified
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Simple wrapper around legendary's attribute with installation
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status check
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@return bool If the games needs to be verified
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"""
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if self.igame is not None:
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return self.igame.needs_verification
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else:
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return False
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@needs_verification.setter
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def needs_verification(self, needs: bool) -> None:
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"""!
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@brief Sets the verification status of a game.
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The operation here is reversed. since the property is
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named like this. After the verification, set this to 'False'
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to update the InstalledGame in the widget.
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@param needs If the game requires verification
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@return None
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"""
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self.igame.needs_verification = needs
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self.store_igame()
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# FIXME: This might not be right to do for DLCs with actual data
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for dlc in self.owned_dlcs:
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if dlc.is_installed:
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dlc.needs_verification = needs
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if not needs:
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if not self.is_dlc:
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self.core.egstore_delete(self.igame)
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self.core.egstore_write(self.igame.app_name)
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@property
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def repair_file(self) -> str:
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return os.path.join(self.core.lgd.get_tmp_path(), f"{self.app_name}.repair")
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@property
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def needs_repair(self) -> bool:
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return os.path.exists(self.repair_file)
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@needs_repair.setter
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def needs_repair(self, needs: bool) -> None:
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if not needs and os.path.exists(self.repair_file):
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os.unlink(self.repair_file)
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@property
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def is_dlc(self) -> bool:
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"""!
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@brief Property to report if Game is a dlc
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@return bool
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"""
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return self.game.is_dlc
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@property
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def is_unreal(self) -> bool:
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"""!
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@brief Property to report if a Game is an Unreal Engine bundle
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@return bool
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"""
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return False if self.is_non_asset else self.game.asset_infos["Windows"].namespace == "ue"
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@property
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def is_non_asset(self) -> bool:
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"""!
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@brief Property to report if a Game doesn't have assets
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Typically, games have assets, however some games that require
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other launchers do not have them. Rare treats these games as installed
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offering to execute their launcher.
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@return bool If the game doesn't have assets
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"""
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# Asset infos are usually None, but there was a bug, that it was an empty GameAsset class
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return not self.game.asset_infos or not next(iter(self.game.asset_infos.values())).app_name
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@property
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def is_ubisoft(self) -> bool:
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return (
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self.game.metadata.get("customAttributes", {}).get("partnerLinkType", {}).get("value") == "ubisoft"
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)
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@property
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def folder_name(self) -> str:
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return (
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folder_name
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if (folder_name := self.game.metadata.get("customAttributes", {}).get("FolderName", {}).get("value"))
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else self.app_title
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)
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@property
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def sdl_name(self) -> Optional[str]:
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return get_sdl_appname(self.app_name)
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@property
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def save_path(self) -> Optional[str]:
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return super(RareGame, self).save_path
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@save_path.setter
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def save_path(self, path: str) -> None:
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if self.igame and (self.game.supports_cloud_saves or self.game.supports_mac_cloud_saves):
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self.igame.save_path = path
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self.store_igame()
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self.signals.widget.update.emit()
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def steam_grade(self) -> str:
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if platform.system() == "Windows" or self.is_unreal:
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return "na"
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elapsed_time = abs(datetime.utcnow() - self.metadata.steam_date)
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if self.metadata.steam_grade is not None and elapsed_time.days < 3:
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return self.metadata.steam_grade
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worker = QRunnable.create(
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lambda: self.set_steam_grade(get_rating(self.core, self.app_name))
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)
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QThreadPool.globalInstance().start(worker)
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return "pending"
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def set_steam_grade(self, grade: str) -> None:
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self.metadata.steam_grade = grade
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self.metadata.steam_date = datetime.utcnow()
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self.__save_metadata()
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self.signals.widget.update.emit()
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def grant_date(self, force=False) -> datetime:
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if self.metadata.grant_date is None or force:
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logger.debug("Grant date for %s not found in metadata, resolving", self.app_name)
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entitlements = self.core.lgd.entitlements
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matching = filter(lambda ent: ent["namespace"] == self.game.namespace, entitlements)
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entitlement = next(matching, None)
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grant_date = datetime.fromisoformat(
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entitlement["grantDate"].replace("Z", "+00:00")
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) if entitlement else None
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self.metadata.grant_date = grant_date
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self.__save_metadata()
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return self.metadata.grant_date
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def set_origin_attributes(self, path: str, size: int = 0) -> None:
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self.__origin_install_path = path
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self.__origin_install_size = size
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if self.install_path and self.install_size:
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self.signals.game.installed.emit(self.app_name)
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else:
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self.signals.game.uninstalled.emit(self.app_name)
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self.set_pixmap()
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@property
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def can_launch(self) -> bool:
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if self.is_idle and self.is_origin:
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return True
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if self.is_installed:
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if (not self.is_idle) or self.needs_verification:
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return False
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if self.is_foreign and not self.can_run_offline:
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return False
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return True
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return False
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def set_pixmap(self):
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self.pixmap = self.image_manager.get_pixmap(self.app_name, self.is_installed)
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if not self.pixmap.isNull():
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self.signals.widget.update.emit()
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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])
|
|
|
|
QProcess.startDetached(executable, args)
|
|
logger.info(f"Start new Process: ({executable} {' '.join(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)
|