9b856e5f8e
There are DLCs (for example KingletAztec) which are essentially entitlements, a single file the allows access to already downloaded content. Updates for such DLCs only change the metadata version number without any actual new data. These DLCs are handled correctly by the DLM, but our dialog would refuse to allow installing them due to 0 download size. This change allows them to pass through the InstallDialog. The other issue, which I don't know if it was only a result of our faulty validation at startup or could occur in legendary too, is that a DLC might be marked with needing verification. Currently we don't have a way of verifying DLCs, so when verifying the game, we will also set the same state for any installed DLCs. In effect verifying the game successfully will also mark any DLCs as correct.
626 lines
31 KiB
Python
626 lines
31 KiB
Python
import logging
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import os
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import queue
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import subprocess
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import time
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from typing import Optional, Union, Tuple
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from legendary.cli import LegendaryCLI as LegendaryCLIReal
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from legendary.models.downloading import AnalysisResult, ConditionCheckResult
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from legendary.models.game import Game, InstalledGame, VerifyResult
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from legendary.lfs.utils import validate_files
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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.lgndr.downloader.mp.manager import DLManager
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from rare.lgndr.glue.arguments import (
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LgndrInstallGameArgs,
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LgndrImportGameArgs,
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LgndrVerifyGameArgs,
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LgndrUninstallGameArgs,
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LgndrInstallGameRealArgs,
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LgndrInstallGameRealRet,
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)
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from rare.lgndr.glue.monkeys import LgndrIndirectStatus, LgndrIndirectLogger
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# fmt: off
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class LegendaryCLI(LegendaryCLIReal):
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# noinspection PyMissingConstructor
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def __init__(self, core: LegendaryCore):
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self.core = core
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self.logger = logging.getLogger('Cli')
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self.logging_queue = None
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self.ql = self.setup_threaded_logging()
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def __del__(self):
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self.ql.stop()
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def resolve_aliases(self, name):
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return super(LegendaryCLI, self)._resolve_aliases(name)
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def install_game(self, args: LgndrInstallGameArgs) -> Optional[Tuple[DLManager, AnalysisResult, InstalledGame, Game, bool, Optional[str], ConditionCheckResult]]:
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# Override logger for the local context to use message as part of the indirect return value
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logger = LgndrIndirectLogger(args.indirect_status, self.logger)
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get_boolean_choice = args.get_boolean_choice
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sdl_prompt = args.sdl_prompt
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args.app_name = self._resolve_aliases(args.app_name)
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if self.core.is_installed(args.app_name):
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igame = self.core.get_installed_game(args.app_name)
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args.platform = igame.platform
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if igame.needs_verification and not args.repair_mode:
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logger.info('Game needs to be verified before updating, switching to repair mode...')
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args.repair_mode = True
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repair_file = None
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# Rare: The 'args.no_install' flags is set externally from the InstallDialog
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if args.repair_mode:
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args.repair_mode = True
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args.no_install = args.repair_and_update is False
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repair_file = os.path.join(self.core.lgd.get_tmp_path(), f'{args.app_name}.repair')
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# Rare: Rare is already logged in
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if args.file_prefix or args.file_exclude_prefix:
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args.no_install = True
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# Rare: Rare runs updates on already installed games only
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game = self.core.get_game(args.app_name, update_meta=True, platform=args.platform)
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if not game:
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logger.error(f'Could not find "{args.app_name}" in list of available games, '
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f'did you type the name correctly?')
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return
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# Rare: Rare checks this before calling 'install_game'
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if args.platform not in game.asset_infos:
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if not args.no_install:
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if self.core.lgd.config.getboolean('Legendary', 'install_platform_fallback', fallback=True):
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logger.warning(f'App has no asset for platform "{args.platform}", falling back to "Windows".')
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args.platform = 'Windows'
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else:
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logger.error(f'No app asset found for platform "{args.platform}", run '
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f'"legendary info --platform {args.platform}" and make '
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f'sure the app is available for the specified platform.')
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return
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else:
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logger.warning(f'No asset found for platform "{args.platform}", '
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f'trying anyway since --no-install is set.')
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if game.is_dlc:
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logger.info('Install candidate is DLC')
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app_name = game.metadata['mainGameItem']['releaseInfo'][0]['appId']
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base_game = self.core.get_game(app_name)
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# check if base_game is actually installed
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if not self.core.is_installed(app_name):
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# download mode doesn't care about whether something's installed
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if not args.no_install:
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logger.fatal(f'Base game "{app_name}" is not installed!')
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return
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else:
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base_game = None
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if args.repair_mode:
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if not self.core.is_installed(game.app_name):
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logger.error(f'Game "{game.app_title}" ({game.app_name}) is not installed!')
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return
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if not os.path.exists(repair_file):
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logger.info('Game has not been verified yet.')
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# Rare: we do not want to verify while preparing the download in the InstallDialog
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# Rare: we handle it differently through the GameInfo tab
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logger.error('Game has not been verified yet.')
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return
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else:
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logger.info(f'Using existing repair file: {repair_file}')
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# check if SDL should be disabled
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sdl_enabled = not args.install_tag and not game.is_dlc
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config_tags = self.core.lgd.config.get(game.app_name, 'install_tags', fallback=None)
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config_disable_sdl = self.core.lgd.config.getboolean(game.app_name, 'disable_sdl', fallback=False)
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# remove config flag if SDL is reset
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if config_disable_sdl and args.reset_sdl and not args.disable_sdl:
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self.core.lgd.config.remove_option(game.app_name, 'disable_sdl')
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# if config flag is not yet set, set it and remove previous install tags
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elif not config_disable_sdl and args.disable_sdl:
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logger.info('Clearing install tags from config and disabling SDL for title.')
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if config_tags:
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self.core.lgd.config.remove_option(game.app_name, 'install_tags')
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config_tags = None
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self.core.lgd.config.set(game.app_name, 'disable_sdl', True)
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sdl_enabled = False
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# just disable SDL, but keep config tags that have been manually specified
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elif config_disable_sdl or args.disable_sdl:
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sdl_enabled = False
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if sdl_enabled and ((sdl_name := get_sdl_appname(game.app_name)) is not None):
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if not self.core.is_installed(game.app_name) or config_tags is None or args.reset_sdl:
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sdl_data = self.core.get_sdl_data(sdl_name, platform=args.platform)
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if sdl_data:
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if args.skip_sdl:
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args.install_tag = ['']
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if '__required' in sdl_data:
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args.install_tag.extend(sdl_data['__required']['tags'])
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else:
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args.install_tag = sdl_prompt(sdl_data, game.app_title)
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self.core.lgd.config.set(game.app_name, 'install_tags', ','.join(args.install_tag))
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else:
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logger.error(f'Unable to get SDL data for {sdl_name}')
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else:
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args.install_tag = config_tags.split(',')
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elif args.install_tag and not game.is_dlc and not args.no_install:
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config_tags = ','.join(args.install_tag)
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logger.info(f'Saving install tags for "{game.app_name}" to config: {config_tags}')
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self.core.lgd.config.set(game.app_name, 'install_tags', config_tags)
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elif not game.is_dlc:
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if config_tags and args.reset_sdl:
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logger.info('Clearing install tags from config.')
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self.core.lgd.config.remove_option(game.app_name, 'install_tags')
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elif config_tags:
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logger.info(f'Using install tags from config: {config_tags}')
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args.install_tag = config_tags.split(',')
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logger.info(f'Preparing download for "{game.app_title}" ({game.app_name})...')
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# todo use status queue to print progress from CLI
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# This has become a little ridiculous hasn't it?
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dlm, analysis, igame = self.core.prepare_download(game=game, base_game=base_game, base_path=args.base_path,
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force=args.force, max_shm=args.shared_memory,
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max_workers=args.max_workers, game_folder=args.game_folder,
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disable_patching=args.disable_patching,
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override_manifest=args.override_manifest,
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override_old_manifest=args.override_old_manifest,
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override_base_url=args.override_base_url,
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platform=args.platform,
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file_prefix_filter=args.file_prefix,
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file_exclude_filter=args.file_exclude_prefix,
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file_install_tag=args.install_tag,
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dl_optimizations=args.order_opt,
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dl_timeout=args.dl_timeout,
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repair=args.repair_mode,
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repair_use_latest=args.repair_and_update,
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disable_delta=args.disable_delta,
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override_delta_manifest=args.override_delta_manifest,
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preferred_cdn=args.preferred_cdn,
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disable_https=args.disable_https)
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# game is either up-to-date or hasn't changed, so we have nothing to do
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if not analysis.dl_size and not game.is_dlc:
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logger.info('Download size is 0, the game is either already up to date or has not changed. Exiting...')
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self.install_game_cleanup(game, igame, args.repair_mode, repair_file)
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return
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# Rare: Return what we know about the download to queue a 0 size DLC
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# return dlm, analysis, igame, game, args.repair_mode, repair_file, ConditionCheckResult()
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res = self.core.check_installation_conditions(analysis=analysis, install=igame, game=game,
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updating=self.core.is_installed(args.app_name),
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ignore_space_req=args.ignore_space)
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return dlm, analysis, igame, game, args.repair_mode, repair_file, res
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# Rare: This is currently handled in DownloadThread, this is a trial
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def install_game_real(self, args: LgndrInstallGameRealArgs, dlm: DLManager, game: Game, igame: InstalledGame) -> LgndrInstallGameRealRet:
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# Override logger for the local context to use message as part of the indirect return value
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logger = LgndrIndirectLogger(args.indirect_status, self.logger)
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ret = LgndrInstallGameRealRet(game.app_name)
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start_t = time.time()
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try:
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# set up logging stuff (should be moved somewhere else later)
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dlm.logging_queue = self.logging_queue
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dlm.proc_debug = args.dlm_debug
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dlm.start()
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while dlm.is_alive():
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try:
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args.ui_update(dlm.status_queue.get(timeout=1.0))
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except queue.Empty:
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pass
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if args.dlm_signals.update:
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try:
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dlm.signals_queue.put(args.dlm_signals, block=False, timeout=1.0)
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except queue.Full:
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pass
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time.sleep(dlm.update_interval / 10)
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dlm.join()
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except Exception as e:
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end_t = time.time()
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logger.info(f'Installation failed after {end_t - start_t:.02f} seconds.')
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logger.warning(f'The following exception occurred while waiting for the downloader to finish: {e!r}. '
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f'Try restarting the process, the resume file will be used to start where it failed. '
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f'If it continues to fail please open an issue on GitHub.')
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ret.ret_code = ret.ReturnCode.ERROR
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ret.message = f"{e!r}"
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return ret
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else:
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end_t = time.time()
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if args.dlm_signals.kill is True:
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logger.info(f"Download stopped after {end_t - start_t:.02f} seconds.")
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ret.exit_code = ret.ReturnCode.STOPPED
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return ret
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logger.info(f"Download finished in {end_t - start_t:.02f} seconds.")
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if not args.no_install:
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# Allow setting savegame directory at install time so sync-saves will work immediately
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if (game.supports_cloud_saves or game.supports_mac_cloud_saves) and args.save_path:
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igame.save_path = args.save_path
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postinstall = self.core.install_game(igame)
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if postinstall:
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self._handle_postinstall(postinstall, igame, skip_prereqs=args.yes, choice=args.install_prereqs)
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dlcs = self.core.get_dlc_for_game(game.app_name)
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if dlcs and not args.skip_dlcs:
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for dlc in dlcs:
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ret.dlcs.append(
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{
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"app_name": dlc.app_name,
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"app_title": dlc.app_title,
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"app_version": dlc.app_version(args.platform)
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}
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)
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# Rare: We do not install DLCs automatically, we offer to do so through our downloads tab
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if (game.supports_cloud_saves or game.supports_mac_cloud_saves) and not game.is_dlc:
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# todo option to automatically download saves after the installation
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# args does not have the required attributes for sync_saves in here,
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# not sure how to solve that elegantly.
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logger.info(f'This game supports cloud saves, syncing is handled by the "sync-saves" command. '
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f'To download saves for this game run "legendary sync-saves {args.app_name}"')
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ret.sync_saves = True
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# show tip again after installation finishes so users hopefully actually see it
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if tip_url := self.core.get_game_tip(igame.app_name):
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ret.tip_url = tip_url
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self.install_game_cleanup(game, igame, args.repair_mode, args.repair_file)
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logger.info(f'Finished installation process in {end_t - start_t:.02f} seconds.')
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return ret
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def install_game_cleanup(self, game: Game, igame: InstalledGame, repair_mode: bool = False, repair_file: str = '') -> None:
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# Override logger for the local context to use message as part of the indirect return value
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logger = LgndrIndirectLogger(LgndrIndirectStatus(), self.logger)
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old_igame = self.core.get_installed_game(game.app_name)
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if old_igame and repair_mode and os.path.exists(repair_file):
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if old_igame.needs_verification:
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old_igame.needs_verification = False
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self.core.install_game(old_igame)
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logger.debug('Removing repair file.')
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os.remove(repair_file)
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# check if install tags have changed, if they did; try deleting files that are no longer required.
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if old_igame and old_igame.install_tags != igame.install_tags:
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old_igame.install_tags = igame.install_tags
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logger.info('Deleting now untagged files.')
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self.core.uninstall_tag(old_igame)
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self.core.install_game(old_igame)
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def _handle_postinstall(self, postinstall, igame, skip_prereqs=False, choice=True):
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# Override logger for the local context to use message as part of the indirect return value
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logger = LgndrIndirectLogger(LgndrIndirectStatus(), self.logger)
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# noinspection PyShadowingBuiltins
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def print(x): self.logger.info(x) if x else None
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# noinspection PyShadowingBuiltins
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def input(x): return 'y' if choice else 'n'
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print('\nThis game lists the following prerequisites to be installed:')
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print(f'- {postinstall["name"]}: {" ".join((postinstall["path"], postinstall["args"]))}')
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print('')
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if os.name == 'nt':
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if skip_prereqs:
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c = 'n' # we don't want to launch anything, just silent install.
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else:
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choice = input('Do you wish to install the prerequisites? ([y]es, [n]o, [i]gnore): ')
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c = choice.lower()[0]
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print('')
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if c == 'i': # just set it to installed
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logger.info('Marking prerequisites as installed...')
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self.core.prereq_installed(igame.app_name)
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elif c == 'y': # set to installed and launch installation
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logger.info('Launching prerequisite executable..')
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self.core.prereq_installed(igame.app_name)
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req_path, req_exec = os.path.split(postinstall['path'])
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work_dir = os.path.join(igame.install_path, req_path)
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fullpath = os.path.join(work_dir, req_exec)
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try:
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p = subprocess.Popen([fullpath, postinstall['args']], cwd=work_dir, shell=True)
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p.wait()
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except Exception as e:
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logger.error(f'Failed to run prereq executable with: {e!r}')
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else:
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logger.info('Automatic installation not available on Linux.')
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def uninstall_game(self, args: LgndrUninstallGameArgs) -> None:
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# Override logger for the local context to use message as part of the indirect return value
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logger = LgndrIndirectLogger(args.indirect_status, self.logger, logging.WARNING)
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get_boolean_choice = args.get_boolean_choice
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args.app_name = self._resolve_aliases(args.app_name)
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igame = self.core.get_installed_game(args.app_name)
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if not igame:
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logger.error(f'Game {args.app_name} not installed, cannot uninstall!')
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return
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if not args.yes:
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if not get_boolean_choice(f'Do you wish to uninstall "{igame.title}"?', default=False):
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return
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try:
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if not igame.is_dlc:
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# Remove DLC first so directory is empty when game uninstall runs
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dlcs = self.core.get_dlc_for_game(igame.app_name)
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for dlc in dlcs:
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if (idlc := self.core.get_installed_game(dlc.app_name)) is not None:
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logger.info(f'Uninstalling DLC "{dlc.app_name}"...')
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self.core.uninstall_game(idlc, delete_files=not args.keep_files)
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logger.info(f'Removing "{igame.title}" from "{igame.install_path}"...')
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self.core.uninstall_game(igame, delete_files=not args.keep_files,
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delete_root_directory=not igame.is_dlc)
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logger.info('Game has been uninstalled.')
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return
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except Exception as e:
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logger.warning(f'Removing game failed: {e!r}, please remove {igame.install_path} manually.')
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return
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def verify_game(self, args: Union[LgndrVerifyGameArgs, LgndrInstallGameArgs], print_command=True, repair_mode=False, repair_online=False) -> Optional[Tuple[int, int]]:
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# Override logger for the local context to use message as part of the indirect return value
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logger = LgndrIndirectLogger(args.indirect_status, self.logger)
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args.app_name = self._resolve_aliases(args.app_name)
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if not self.core.is_installed(args.app_name):
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logger.error(f'Game "{args.app_name}" is not installed')
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return
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logger.info(f'Loading installed manifest for "{args.app_name}"')
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igame = self.core.get_installed_game(args.app_name)
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if not os.path.exists(igame.install_path):
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logger.error(f'Install path "{igame.install_path}" does not exist, make sure all necessary mounts '
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f'are available. If you previously deleted the game folder without uninstalling, run '
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f'"legendary uninstall -y {igame.app_name}" and reinstall from scratch.')
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return
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manifest_data, _ = self.core.get_installed_manifest(args.app_name)
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if manifest_data is None:
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if repair_mode:
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if not repair_online:
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logger.critical('No manifest could be loaded, the manifest file may be missing!')
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raise ValueError('Local manifest is missing')
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logger.warning('No manifest could be loaded, the file may be missing. Downloading the latest manifest.')
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game = self.core.get_game(args.app_name, platform=igame.platform)
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manifest_data, _ = self.core.get_cdn_manifest(game, igame.platform)
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# Rare: Save the manifest if we downloaded it because it was missing
|
|
self.core.lgd.save_manifest(game.app_name, manifest_data,
|
|
version=self.core.load_manifest(manifest_data).meta.build_version,
|
|
platform=igame.platform)
|
|
else:
|
|
logger.critical(f'Manifest appears to be missing! To repair, run "legendary repair '
|
|
f'{args.app_name} --repair-and-update", this will however redownload all files '
|
|
f'that do not match the latest manifest in their entirety.')
|
|
return
|
|
|
|
manifest = self.core.load_manifest(manifest_data)
|
|
|
|
files = sorted(manifest.file_manifest_list.elements,
|
|
key=lambda a: a.filename.lower())
|
|
|
|
# build list of hashes
|
|
if config_tags := self.core.lgd.config.get(args.app_name, 'install_tags', fallback=None):
|
|
install_tags = set(i.strip() for i in config_tags.split(','))
|
|
file_list = [
|
|
(f.filename, f.sha_hash.hex())
|
|
for f in files
|
|
if any(it in install_tags for it in f.install_tags) or not f.install_tags
|
|
]
|
|
else:
|
|
file_list = [(f.filename, f.sha_hash.hex()) for f in files]
|
|
|
|
total = len(file_list)
|
|
total_size = sum(manifest.file_manifest_list.get_file_by_path(fm[0]).file_size
|
|
for fm in file_list)
|
|
num = processed = last_processed = 0
|
|
speed = 0.0
|
|
percentage = 0.0
|
|
failed = []
|
|
missing = []
|
|
|
|
last_update = time.time()
|
|
|
|
logger.info(f'Verifying "{igame.title}" version "{manifest.meta.build_version}"')
|
|
repair_file = []
|
|
for result, path, result_hash, bytes_read in validate_files(igame.install_path, file_list):
|
|
processed += bytes_read
|
|
percentage = (processed / total_size) * 100.0
|
|
num += 1
|
|
|
|
if (delta := ((current_time := time.time()) - last_update)) > 1:
|
|
last_update = current_time
|
|
speed = (processed - last_processed) / 1024 / 1024 / delta
|
|
last_processed = processed
|
|
|
|
if args.verify_stdout:
|
|
args.verify_stdout(num, total, percentage, speed)
|
|
|
|
if result == VerifyResult.HASH_MATCH:
|
|
repair_file.append(f'{result_hash}:{path}')
|
|
continue
|
|
elif result == VerifyResult.HASH_MISMATCH:
|
|
logger.error(f'File does not match hash: "{path}"')
|
|
repair_file.append(f'{result_hash}:{path}')
|
|
failed.append(path)
|
|
elif result == VerifyResult.FILE_MISSING:
|
|
logger.error(f'File is missing: "{path}"')
|
|
missing.append(path)
|
|
else:
|
|
logger.error(f'Other failure (see log), treating file as missing: "{path}"')
|
|
missing.append(path)
|
|
|
|
if args.verify_stdout:
|
|
args.verify_stdout(num, total, percentage, speed)
|
|
|
|
# always write repair file, even if all match
|
|
if repair_file:
|
|
repair_filename = os.path.join(self.core.lgd.get_tmp_path(), f'{args.app_name}.repair')
|
|
with open(repair_filename, 'w', encoding='utf-8') as f:
|
|
f.write('\n'.join(repair_file))
|
|
logger.debug(f'Written repair file to "{repair_filename}"')
|
|
|
|
if not missing and not failed:
|
|
logger.info('Verification finished successfully.')
|
|
return 0, 0
|
|
else:
|
|
logger.error(f'Verification failed, {len(failed)} file(s) corrupted, {len(missing)} file(s) are missing.')
|
|
if print_command:
|
|
logger.info(f'Run "legendary repair {args.app_name}" to repair your game installation.')
|
|
return len(failed), len(missing)
|
|
|
|
def import_game(self, args: LgndrImportGameArgs) -> None:
|
|
# Override logger for the local context to use message as part of the indirect return value
|
|
logger = LgndrIndirectLogger(args.indirect_status, self.logger)
|
|
get_boolean_choice = args.get_boolean_choice
|
|
|
|
# make sure path is absolute
|
|
args.app_path = os.path.abspath(args.app_path)
|
|
args.app_name = self._resolve_aliases(args.app_name)
|
|
|
|
if not os.path.exists(args.app_path):
|
|
logger.error(f'Specified path "{args.app_path}" does not exist!')
|
|
return
|
|
|
|
if self.core.is_installed(args.app_name):
|
|
logger.error('Game is already installed!')
|
|
return
|
|
|
|
if not self.core.login():
|
|
logger.error('Log in failed!')
|
|
return
|
|
|
|
# do some basic checks
|
|
game = self.core.get_game(args.app_name, update_meta=True, platform=args.platform)
|
|
if not game:
|
|
logger.fatal(f'Did not find game "{args.app_name}" on account.')
|
|
return
|
|
|
|
if game.is_dlc:
|
|
release_info = game.metadata.get('mainGameItem', {}).get('releaseInfo')
|
|
if release_info:
|
|
main_game_appname = release_info[0]['appId']
|
|
main_game_title = game.metadata['mainGameItem']['title']
|
|
if not self.core.is_installed(main_game_appname):
|
|
logger.error(f'Import candidate is DLC but base game "{main_game_title}" '
|
|
f'(App name: "{main_game_appname}") is not installed!')
|
|
return
|
|
else:
|
|
logger.fatal(f'Unable to get base game information for DLC, cannot continue.')
|
|
return
|
|
|
|
# get everything needed for import from core, then run additional checks.
|
|
manifest, igame = self.core.import_game(game, args.app_path, platform=args.platform)
|
|
exe_path = os.path.join(args.app_path, manifest.meta.launch_exe.lstrip('/'))
|
|
# check if most files at least exist or if user might have specified the wrong directory
|
|
total = len(manifest.file_manifest_list.elements)
|
|
found = sum(os.path.exists(os.path.join(args.app_path, f.filename))
|
|
for f in manifest.file_manifest_list.elements)
|
|
ratio = found / total
|
|
|
|
if not found:
|
|
logger.error(f'No files belonging to {"DLC" if game.is_dlc else "Game"} "{game.app_title}" '
|
|
f'({game.app_name}) found in the specified location, please verify that the path is correct.')
|
|
if not game.is_dlc:
|
|
# check if game folder is in path, suggest alternative
|
|
folder = game.metadata.get('customAttributes', {}).get('FolderName', {}).get('value', game.app_name)
|
|
if folder and folder not in args.app_path:
|
|
new_path = os.path.join(args.app_path, folder)
|
|
logger.info(f'Did you mean "{new_path}"?')
|
|
return
|
|
|
|
if not game.is_dlc and not os.path.exists(exe_path) and not args.disable_check:
|
|
logger.error(f'Game executable could not be found at "{exe_path}", '
|
|
f'please verify that the specified path is correct.')
|
|
return
|
|
|
|
if ratio < 0.95:
|
|
logger.warning('Some files are missing from the game installation, install may not '
|
|
'match latest Epic Games Store version or might be corrupted.')
|
|
else:
|
|
logger.info(f'{"DLC" if game.is_dlc else "Game"} install appears to be complete.')
|
|
|
|
self.core.install_game(igame)
|
|
if igame.needs_verification:
|
|
logger.info(f'NOTE: The {"DLC" if game.is_dlc else "Game"} installation will have to be '
|
|
f'verified before it can be updated with legendary.')
|
|
logger.info(f'Run "legendary repair {args.app_name}" to do so.')
|
|
else:
|
|
logger.info(f'Installation had Epic Games Launcher metadata for version "{igame.version}", '
|
|
f'verification will not be required.')
|
|
|
|
# check for importable DLC
|
|
if not args.skip_dlcs:
|
|
dlcs = self.core.get_dlc_for_game(game.app_name)
|
|
if dlcs:
|
|
logger.info(f'Found {len(dlcs)} items of DLC that could be imported.')
|
|
import_dlc = True
|
|
if not args.yes and not args.with_dlcs:
|
|
if not get_boolean_choice(f'Do you wish to automatically attempt to import all DLCs?'):
|
|
import_dlc = False
|
|
|
|
if import_dlc:
|
|
for dlc in dlcs:
|
|
args.app_name = dlc.app_name
|
|
self.import_game(args)
|
|
|
|
logger.info(f'{"DLC" if game.is_dlc else "Game"} "{game.app_title}" has been imported.')
|
|
return
|
|
|
|
def move(self, args):
|
|
# Override logger for the local context to use message as part of the indirect return value
|
|
logger = LgndrIndirectLogger(args.indirect_status, self.logger)
|
|
|
|
app_name = self._resolve_aliases(args.app_name)
|
|
igame = self.core.get_installed_game(app_name, skip_sync=True)
|
|
if not igame:
|
|
logger.error(f'No installed game found for "{app_name}"')
|
|
return
|
|
|
|
old_base, game_folder = os.path.split(igame.install_path.replace('\\', '/'))
|
|
new_path = os.path.join(args.new_path, game_folder)
|
|
logger.info(f'Moving "{game_folder}" from "{old_base}" to "{args.new_path}"')
|
|
|
|
if not args.skip_move:
|
|
try:
|
|
if not os.path.exists(args.new_path):
|
|
os.makedirs(args.new_path)
|
|
|
|
os.rename(igame.install_path, new_path)
|
|
except Exception as e:
|
|
# pylint: disable=E1101
|
|
if isinstance(e, OSError) and e.errno == 18:
|
|
logger.error(f'Moving to a different drive is not supported. Move the folder manually to '
|
|
f'"{new_path}" and run "legendary move {app_name} "{args.new_path}" --skip-move"')
|
|
elif isinstance(e, FileExistsError):
|
|
logger.error(f'The target path already contains a folder called "{game_folder}", '
|
|
f'please remove or rename it first.')
|
|
else:
|
|
logger.error(f'Moving failed with unknown error {e!r}.')
|
|
logger.info(f'Try moving the folder manually to "{new_path}" and running '
|
|
f'"legendary move {app_name} "{args.new_path}" --skip-move"')
|
|
return
|
|
else:
|
|
logger.info(f'Not moving, just rewriting legendary metadata...')
|
|
|
|
igame.install_path = new_path
|
|
self.core.install_game(igame)
|
|
logger.info('Finished.')
|
|
|
|
# fmt: on
|