legendary/legendary/core.py

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# coding: utf-8
import json
import logging
import os
import shlex
import shutil
from base64 import b64decode
from collections import defaultdict
from datetime import datetime, timezone
from locale import getdefaultlocale
from multiprocessing import Queue
from random import choice as randchoice
from requests import Request
from requests.exceptions import HTTPError
from typing import List, Dict
from uuid import uuid4
from legendary.api.egs import EPCAPI
from legendary.downloader.manager import DLManager
from legendary.lfs.egl import EPCLFS
from legendary.lfs.lgndry import LGDLFS
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from legendary.utils.lfs import clean_filename, delete_folder
from legendary.models.downloading import AnalysisResult, ConditionCheckResult
from legendary.models.egl import EGLManifest
from legendary.models.exceptions import *
from legendary.models.game import *
from legendary.models.json_manifest import JSONManifest
from legendary.models.manifest import Manifest, ManifestMeta
from legendary.models.chunk import Chunk
from legendary.utils.game_workarounds import is_opt_enabled
from legendary.utils.savegame_helper import SaveGameHelper
# ToDo: instead of true/false return values for success/failure actually raise an exception that the CLI/GUI
# can handle to give the user more details. (Not required yet since there's no GUI so log output is fine)
class LegendaryCore:
"""
LegendaryCore handles most of the lower level interaction with
the downloader, lfs, and api components to make writing CLI/GUI
code easier and cleaner and avoid duplication.
"""
def __init__(self):
self.log = logging.getLogger('Core')
self.egs = EPCAPI()
self.lgd = LGDLFS()
self.egl = EPCLFS()
# on non-Windows load the programdata path from config
if os.name != 'nt':
self.egl.programdata_path = self.lgd.config.get('Legendary', 'egl_programdata', fallback=None)
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if self.egl.programdata_path and not os.path.exists(self.egl.programdata_path):
self.log.error(f'Config EGL ProgramData path ("{self.egl.programdata_path}") is invalid! Please fix.')
self.egl.programdata_path = None
self.lgd.config.remove_option('Legendary', 'egl_programdata', fallback=None)
self.lgd.save_config()
self.local_timezone = datetime.now().astimezone().tzinfo
self.language_code, self.country_code = ('en', 'US')
def get_locale(self):
locale = self.lgd.config.get('Legendary', 'locale', fallback=getdefaultlocale()[0])
if locale:
try:
self.language_code, self.country_code = locale.split('-' if '-' in locale else '_')
self.log.debug(f'Set locale to {self.language_code}-{self.country_code}')
# if egs is loaded make sure to override its language setting as well
if self.egs:
self.egs.language_code, self.egs.country_code = self.language_code, self.country_code
except Exception as e:
self.log.warning(f'Getting locale failed: {e!r}, falling back to using en-US.')
else:
self.log.warning(f'Could not determine locale, falling back to en-US')
def auth(self, username, password):
"""
Attempts direct non-web login, raises CaptchaError if manual login is required
:param username:
:param password:
:return:
"""
raise NotImplementedError
def auth_code(self, code) -> bool:
"""
Handles authentication via exchange code (either retrieved manually or automatically)
"""
try:
self.lgd.userdata = self.egs.start_session(exchange_token=code)
return True
except Exception as e:
self.log.error(f'Logging in failed with {e!r}, please try again.')
return False
def auth_import(self) -> bool:
"""Import refresh token from EGL installation and use it for logging in"""
self.egl.read_config()
remember_me_data = self.egl.config.get('RememberMe', 'Data')
re_data = json.loads(b64decode(remember_me_data))[0]
if 'Token' not in re_data:
raise ValueError('No login session in config')
refresh_token = re_data['Token']
try:
self.lgd.userdata = self.egs.start_session(refresh_token=refresh_token)
return True
except Exception as e:
self.log.error(f'Logging in failed with {e!r}, please try again.')
return False
def login(self) -> bool:
"""
Attempts logging in with existing credentials.
raises ValueError if no existing credentials or InvalidCredentialsError if the API return an error
"""
if not self.lgd.userdata:
raise ValueError('No saved credentials')
if self.lgd.userdata['expires_at']:
dt_exp = datetime.fromisoformat(self.lgd.userdata['expires_at'][:-1])
dt_now = datetime.utcnow()
td = dt_now - dt_exp
# if session still has at least 10 minutes left we can re-use it.
if dt_exp > dt_now and abs(td.total_seconds()) > 600:
self.log.info('Trying to re-use existing login session...')
try:
self.egs.resume_session(self.lgd.userdata)
return True
except InvalidCredentialsError as e:
self.log.warning(f'Resuming failed due to invalid credentials: {e!r}')
except Exception as e:
self.log.warning(f'Resuming failed for unknown reason: {e!r}')
# If verify fails just continue the normal authentication process
self.log.info('Falling back to using refresh token...')
try:
self.log.info('Logging in...')
userdata = self.egs.start_session(self.lgd.userdata['refresh_token'])
except InvalidCredentialsError:
self.log.error('Stored credentials are no longer valid! Please login again.')
self.lgd.invalidate_userdata()
return False
except HTTPError as e:
self.log.error(f'HTTP request for login failed: {e!r}, please try again later.')
return False
self.lgd.userdata = userdata
return True
def get_assets(self, update_assets=False, platform_override=None) -> List[GameAsset]:
# do not save and always fetch list when platform is overriden
if platform_override:
return [GameAsset.from_egs_json(a) for a in
self.egs.get_game_assets(platform=platform_override)]
if not self.lgd.assets or update_assets:
self.lgd.assets = [GameAsset.from_egs_json(a) for a in self.egs.get_game_assets()]
return self.lgd.assets
def get_asset(self, app_name, update=False) -> GameAsset:
if update:
self.get_assets(update_assets=True)
return next(i for i in self.lgd.assets if i.app_name == app_name)
def get_game(self, app_name, update_meta=False) -> Game:
if update_meta:
self.get_game_list(True)
return self.lgd.get_game_meta(app_name)
def get_game_list(self, update_assets=True) -> List[Game]:
return self.get_game_and_dlc_list(update_assets=update_assets)[0]
def get_game_and_dlc_list(self, update_assets=True,
platform_override=None,
skip_ue=True) -> (List[Game], Dict[str, Game]):
# resolve locale
self.get_locale()
_ret = []
_dlc = defaultdict(list)
for ga in self.get_assets(update_assets=update_assets,
platform_override=platform_override):
if ga.namespace == 'ue' and skip_ue:
continue
game = self.lgd.get_game_meta(ga.app_name)
if update_assets and (not game or
(game and game.app_version != ga.build_version and not platform_override)):
if game and game.app_version != ga.build_version and not platform_override:
self.log.info(f'Updating meta for {game.app_name} due to build version mismatch')
eg_meta = self.egs.get_game_info(ga.namespace, ga.catalog_item_id)
game = Game(app_name=ga.app_name, app_version=ga.build_version,
app_title=eg_meta['title'], asset_info=ga, metadata=eg_meta)
if not platform_override:
self.lgd.set_game_meta(game.app_name, game)
# replace asset info with the platform specific one if override is used
if platform_override:
game.app_version = ga.build_version
game.asset_info = ga
if game.is_dlc:
_dlc[game.metadata['mainGameItem']['id']].append(game)
else:
_ret.append(game)
return _ret, _dlc
def get_dlc_for_game(self, app_name):
game = self.get_game(app_name)
if game.is_dlc: # dlc shouldn't have DLC
return []
_, dlcs = self.get_game_and_dlc_list(update_assets=False)
return dlcs[game.asset_info.catalog_item_id]
def get_installed_list(self) -> List[InstalledGame]:
if self.egl_sync_enabled:
self.log.debug('Running EGL sync...')
self.egl_sync()
return self._get_installed_list()
def _get_installed_list(self) -> List[InstalledGame]:
return [g for g in self.lgd.get_installed_list() if not g.is_dlc]
def get_installed_dlc_list(self) -> List[InstalledGame]:
return [g for g in self.lgd.get_installed_list() if g.is_dlc]
def get_installed_game(self, app_name) -> InstalledGame:
igame = self._get_installed_game(app_name)
if igame and self.egl_sync_enabled and igame.egl_guid:
self.egl_sync(app_name)
return self._get_installed_game(app_name)
else:
return igame
def _get_installed_game(self, app_name) -> InstalledGame:
return self.lgd.get_installed_game(app_name)
def get_launch_parameters(self, app_name: str, offline: bool = False,
user: str = None, extra_args: list = None,
wine_bin: str = None, wine_pfx: str = None,
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language: str = None, wrapper: str = None,
disable_wine: bool = False) -> (list, str, dict):
install = self.lgd.get_installed_game(app_name)
game = self.lgd.get_game_meta(app_name)
game_token = ''
if not offline:
self.log.info('Getting authentication token...')
game_token = self.egs.get_game_token()['code']
elif not install.can_run_offline:
self.log.warning('Game is not approved for offline use and may not work correctly.')
user_name = self.lgd.userdata['displayName']
account_id = self.lgd.userdata['account_id']
if user:
user_name = user
game_exe = os.path.join(install.install_path,
install.executable.replace('\\', '/').lstrip('/'))
working_dir = os.path.split(game_exe)[0]
params = []
if wrapper or (wrapper := self.lgd.config.get(app_name, 'wrapper', fallback=None)):
params.extend(shlex.split(wrapper))
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if os.name != 'nt' and not disable_wine:
if not wine_bin:
# check if there's a default override
wine_bin = self.lgd.config.get('default', 'wine_executable', fallback='wine')
# check if there's a game specific override
wine_bin = self.lgd.config.get(app_name, 'wine_executable', fallback=wine_bin)
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if not self.lgd.config.getboolean(app_name, 'no_wine', fallback=False):
params.append(wine_bin)
params.append(game_exe)
if install.launch_parameters:
params.extend(shlex.split(install.launch_parameters))
params.extend([
'-AUTH_LOGIN=unused',
f'-AUTH_PASSWORD={game_token}',
'-AUTH_TYPE=exchangecode',
f'-epicapp={app_name}',
'-epicenv=Prod'])
if install.requires_ot and not offline:
self.log.info('Getting ownership token.')
ovt = self.egs.get_ownership_token(game.asset_info.namespace,
game.asset_info.catalog_item_id)
ovt_path = os.path.join(self.lgd.get_tmp_path(),
f'{game.asset_info.namespace}{game.asset_info.catalog_item_id}.ovt')
with open(ovt_path, 'wb') as f:
f.write(ovt)
params.append(f'-epicovt={ovt_path}')
language_code = self.lgd.config.get(app_name, 'language', fallback=language)
if not language_code: # fall back to system or config language
self.get_locale()
language_code = self.language_code
params.extend([
'-EpicPortal',
f'-epicusername={user_name}',
f'-epicuserid={account_id}',
f'-epiclocale={language_code}'
])
if extra_args:
params.extend(extra_args)
if config_args := self.lgd.config.get(app_name, 'start_params', fallback=None):
params.extend(shlex.split(config_args.strip()))
# get environment overrides from config
env = os.environ.copy()
if f'{app_name}.env' in self.lgd.config:
env.update(dict(self.lgd.config[f'{app_name}.env']))
elif 'default.env' in self.lgd.config:
env.update(dict(self.lgd.config['default.env']))
if wine_pfx:
env['WINEPREFIX'] = wine_pfx
return params, working_dir, env
def get_save_games(self, app_name: str = ''):
savegames = self.egs.get_user_cloud_saves(app_name, manifests=not not app_name)
_saves = []
for fname, f in savegames['files'].items():
if '.manifest' not in fname:
continue
f_parts = fname.split('/')
_saves.append(SaveGameFile(app_name=f_parts[2], filename=fname, manifest=f_parts[4],
datetime=datetime.fromisoformat(f['lastModified'][:-1])))
return _saves
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def get_save_path(self, app_name):
game = self.lgd.get_game_meta(app_name)
save_path = game.metadata['customAttributes'].get('CloudSaveFolder', {}).get('value')
if not save_path:
raise ValueError('Game does not support cloud saves')
igame = self.lgd.get_installed_game(app_name)
if not igame:
raise ValueError('Game is not installed!')
# the following variables are known:
path_vars = {
'{appdata}': os.path.expandvars('%APPDATA%'),
'{installdir}': igame.install_path,
'{userdir}': os.path.expandvars('%userprofile%/documents'),
'{epicid}': self.lgd.userdata['account_id']
}
# the following variables are in the EGL binary but are not used by any of
# my games and I'm not sure where they actually point at:
# {UserProfile} (Probably %USERPROFILE%)
# {UserSavedGames}
# these paths should always use a forward slash
new_save_path = [path_vars.get(p.lower(), p) for p in save_path.split('/')]
return os.path.join(*new_save_path)
def check_savegame_state(self, path: str, save: SaveGameFile) -> (SaveGameStatus, (datetime, datetime)):
latest = 0
for _dir, _, _files in os.walk(path):
for _file in _files:
s = os.stat(os.path.join(_dir, _file))
latest = max(latest, s.st_mtime)
if not latest and not save:
return SaveGameStatus.NO_SAVE, (None, None)
# timezones are fun!
dt_local = datetime.fromtimestamp(latest).replace(tzinfo=self.local_timezone).astimezone(timezone.utc)
if not save:
return SaveGameStatus.LOCAL_NEWER, (dt_local, None)
dt_remote = datetime.strptime(save.manifest_name, '%Y.%m.%d-%H.%M.%S.manifest').replace(tzinfo=timezone.utc)
if not latest:
return SaveGameStatus.REMOTE_NEWER, (None, dt_remote)
self.log.debug(f'Local save date: {str(dt_local)}, Remote save date: {str(dt_remote)}')
# Ideally we check the files themselves based on manifest,
# this is mostly a guess but should be accurate enough.
if abs((dt_local - dt_remote).total_seconds()) < 60:
return SaveGameStatus.SAME_AGE, (dt_local, dt_remote)
elif dt_local > dt_remote:
return SaveGameStatus.LOCAL_NEWER, (dt_local, dt_remote)
else:
return SaveGameStatus.REMOTE_NEWER, (dt_local, dt_remote)
def upload_save(self, app_name, save_dir, local_dt: datetime = None,
disable_filtering: bool = False):
game = self.lgd.get_game_meta(app_name)
custom_attr = game.metadata['customAttributes']
save_path = custom_attr.get('CloudSaveFolder', {}).get('value')
include_f = exclude_f = None
if not disable_filtering:
# get file inclusion and exclusion filters if they exist
if (_include := custom_attr.get('CloudIncludeList', {}).get('value', None)) is not None:
include_f = _include.split(',')
if (_exclude := custom_attr.get('CloudExcludeList', {}).get('value', None)) is not None:
exclude_f = _exclude.split(',')
if not save_path:
raise ValueError('Game does not support cloud saves')
sgh = SaveGameHelper()
files = sgh.package_savegame(save_dir, app_name, self.egs.user.get('account_id'),
save_path, include_f, exclude_f, local_dt)
if not files:
self.log.info('No files to upload. If you believe this is incorrect run command with "--disable-filters"')
return
self.log.debug(f'Packed files: {str(files)}, creating cloud files...')
resp = self.egs.create_game_cloud_saves(app_name, list(files.keys()))
self.log.info('Starting upload...')
for remote_path, file_info in resp['files'].items():
self.log.debug(f'Uploading "{remote_path}"')
f = files.get(remote_path)
self.egs.unauth_session.put(file_info['writeLink'], data=f.read())
self.log.info('Finished uploading savegame.')
def download_saves(self, app_name='', manifest_name='', save_dir='', clean_dir=False):
save_path = os.path.join(self.get_default_install_dir(), '.saves')
if not os.path.exists(save_path):
os.makedirs(save_path)
savegames = self.egs.get_user_cloud_saves(app_name=app_name)
files = savegames['files']
for fname, f in files.items():
if '.manifest' not in fname:
continue
f_parts = fname.split('/')
if manifest_name and f_parts[4] != manifest_name:
continue
if not save_dir:
save_dir = os.path.join(save_path, f'{f_parts[2]}/{f_parts[4].rpartition(".")[0]}')
if not os.path.exists(save_dir):
os.makedirs(save_dir)
if clean_dir:
self.log.info('Deleting old save files...')
delete_folder(save_dir)
self.log.info(f'Downloading "{fname.split("/", 2)[2]}"...')
# download manifest
r = self.egs.unauth_session.get(f['readLink'])
if r.status_code != 200:
self.log.error(f'Download failed, status code: {r.status_code}')
continue
m = self.load_manfiest(r.content)
# download chunks required for extraction
chunks = dict()
for chunk in m.chunk_data_list.elements:
cpath_p = fname.split('/', 3)[:3]
cpath_p.append(chunk.path)
cpath = '/'.join(cpath_p)
self.log.debug(f'Downloading chunk "{cpath}"')
r = self.egs.unauth_session.get(files[cpath]['readLink'])
if r.status_code != 200:
self.log.error(f'Download failed, status code: {r.status_code}')
break
c = Chunk.read_buffer(r.content)
chunks[c.guid_num] = c.data
for fm in m.file_manifest_list.elements:
dirs, fname = os.path.split(fm.filename)
fdir = os.path.join(save_dir, dirs)
fpath = os.path.join(fdir, fname)
if not os.path.exists(fdir):
os.makedirs(fdir)
self.log.debug(f'Writing "{fpath}"...')
with open(fpath, 'wb') as fh:
for cp in fm.chunk_parts:
fh.write(chunks[cp.guid_num][cp.offset:cp.offset+cp.size])
# set modified time to savegame creation timestamp
m_date = datetime.strptime(f_parts[4], '%Y.%m.%d-%H.%M.%S.manifest')
m_date = m_date.replace(tzinfo=timezone.utc).astimezone(self.local_timezone)
os.utime(fpath, (m_date.timestamp(), m_date.timestamp()))
self.log.info('Successfully completed savegame download.')
def is_offline_game(self, app_name: str) -> bool:
return self.lgd.config.getboolean(app_name, 'offline', fallback=False)
def is_noupdate_game(self, app_name: str) -> bool:
return self.lgd.config.getboolean(app_name, 'skip_update_check', fallback=False)
def is_latest(self, app_name: str) -> bool:
installed = self.lgd.get_installed_game(app_name)
for ass in self.get_assets(True):
if ass.app_name == app_name:
if ass.build_version != installed.version:
return False
else:
return True
# if we get here something is very wrong
raise ValueError(f'Could not find {app_name} in asset list!')
def is_installed(self, app_name: str) -> bool:
return self.get_installed_game(app_name) is not None
def is_dlc(self, app_name: str) -> bool:
meta = self.lgd.get_game_meta(app_name)
if not meta:
raise ValueError('Game unknown!')
return meta.is_dlc
@staticmethod
def load_manfiest(data: bytes) -> Manifest:
if data[0:1] == b'{':
return JSONManifest.read_all(data)
else:
return Manifest.read_all(data)
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def get_installed_manifest(self, app_name):
igame = self._get_installed_game(app_name)
old_bytes = self.lgd.load_manifest(app_name, igame.version)
return old_bytes, igame.base_urls
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def get_cdn_urls(self, game, platform_override=''):
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platform = 'Windows' if not platform_override else platform_override
m_api_r = self.egs.get_game_manifest(game.asset_info.namespace,
game.asset_info.catalog_item_id,
game.app_name, platform)
# never seen this outside the launcher itself, but if it happens: PANIC!
if len(m_api_r['elements']) > 1:
raise ValueError('Manifest response has more than one element!')
base_urls = []
manifest_urls = []
for manifest in m_api_r['elements'][0]['manifests']:
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base_url = manifest['uri'].rpartition('/')[0]
if base_url not in base_urls:
base_urls.append(base_url)
params = None
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if 'queryParams' in manifest:
params = {p['name']: p['value'] for p in manifest['queryParams']}
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# build url with a prepared request
manifest_urls.append(Request('GET', manifest['uri'], params=params).prepare().url)
return manifest_urls, base_urls
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def get_cdn_manifest(self, game, platform_override=''):
manifest_urls, base_urls = self.get_cdn_urls(game, platform_override)
self.log.debug(f'Downloading manifest from {manifest_urls[0]} ...')
r = self.egs.unauth_session.get(manifest_urls[0])
r.raise_for_status()
return r.content, base_urls
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def get_uri_manfiest(self, uri):
if uri.startswith('http'):
r = self.egs.unauth_session.get(uri)
r.raise_for_status()
new_manifest_data = r.content
base_urls = [r.url.rpartition('/')[0]]
else:
base_urls = []
with open(uri, 'rb') as f:
new_manifest_data = f.read()
return new_manifest_data, base_urls
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def prepare_download(self, game: Game, base_game: Game = None, base_path: str = '',
status_q: Queue = None, max_shm: int = 0, max_workers: int = 0,
force: bool = False, disable_patching: bool = False,
game_folder: str = '', override_manifest: str = '',
override_old_manifest: str = '', override_base_url: str = '',
platform_override: str = '', file_prefix_filter: list = None,
file_exclude_filter: list = None, file_install_tag: list = None,
dl_optimizations: bool = False, dl_timeout: int = 10,
repair: bool = False) -> (DLManager, AnalysisResult, ManifestMeta):
# load old manifest
old_manifest = None
# load old manifest if we have one
if override_old_manifest:
self.log.info(f'Overriding old manifest with "{override_old_manifest}"')
old_bytes, _ = self.get_uri_manfiest(override_old_manifest)
old_manifest = self.load_manfiest(old_bytes)
elif not disable_patching and not force and self.is_installed(game.app_name):
old_bytes, _base_urls = self.get_installed_manifest(game.app_name)
if _base_urls and not game.base_urls:
game.base_urls = _base_urls
if not old_bytes:
self.log.error(f'Could not load old manifest, patching will not work!')
else:
old_manifest = self.load_manfiest(old_bytes)
base_urls = list(game.base_urls) # copy list for manipulation
if override_manifest:
self.log.info(f'Overriding manifest with "{override_manifest}"')
new_manifest_data, _base_urls = self.get_uri_manfiest(override_manifest)
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# if override manifest has a base URL use that instead
if _base_urls:
base_urls = _base_urls
else:
new_manifest_data, _base_urls = self.get_cdn_manifest(game, platform_override)
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base_urls.extend(i for i in _base_urls if i not in base_urls)
game.base_urls = base_urls
# save base urls to game metadata
self.lgd.set_game_meta(game.app_name, game)
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self.log.info('Parsing game manifest...')
new_manifest = self.load_manfiest(new_manifest_data)
self.log.debug(f'Base urls: {base_urls}')
self.lgd.save_manifest(game.app_name, new_manifest_data)
# save manifest with version name as well for testing/downgrading/etc.
self.lgd.save_manifest(game.app_name, new_manifest_data,
version=new_manifest.meta.build_version)
# reuse existing installation's directory
if igame := self.get_installed_game(base_game.app_name if base_game else game.app_name):
install_path = igame.install_path
else:
if not game_folder:
if game.is_dlc:
game_folder = base_game.metadata.get('customAttributes', {}).\
get('FolderName', {}).get('value', base_game.app_name)
else:
game_folder = game.metadata.get('customAttributes', {}).\
get('FolderName', {}).get('value', game.app_name)
if not base_path:
base_path = self.get_default_install_dir()
# make sure base directory actually exists (but do not create game dir)
if not os.path.exists(base_path):
self.log.info(f'"{base_path}" does not exist, creating...')
os.makedirs(base_path)
install_path = os.path.join(base_path, game_folder)
self.log.info(f'Install path: {install_path}')
if repair:
# use installed manifest for repairs, do not update to latest version (for now)
new_manifest = old_manifest
old_manifest = None
filename = clean_filename(f'{game.app_name}.repair')
resume_file = os.path.join(self.lgd.get_tmp_path(), filename)
force = False
elif not force:
filename = clean_filename(f'{game.app_name}.resume')
resume_file = os.path.join(self.lgd.get_tmp_path(), filename)
else:
resume_file = None
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if override_base_url:
self.log.info(f'Overriding base URL with "{override_base_url}"')
base_url = override_base_url
else:
# randomly select one CDN
base_url = randchoice(base_urls)
self.log.debug(f'Using base URL: {base_url}')
if not max_shm:
max_shm = self.lgd.config.getint('Legendary', 'max_memory', fallback=1024)
if dl_optimizations or is_opt_enabled(game.app_name):
self.log.info('Download order optimizations are enabled.')
process_opt = True
else:
process_opt = False
dlm = DLManager(install_path, base_url, resume_file=resume_file, status_q=status_q,
max_shared_memory=max_shm * 1024 * 1024, max_workers=max_workers,
dl_timeout=dl_timeout)
anlres = dlm.run_analysis(manifest=new_manifest, old_manifest=old_manifest,
patch=not disable_patching, resume=not force,
file_prefix_filter=file_prefix_filter,
file_exclude_filter=file_exclude_filter,
file_install_tag=file_install_tag,
processing_optimization=process_opt)
prereq = None
if new_manifest.meta.prereq_ids:
prereq = dict(ids=new_manifest.meta.prereq_ids, name=new_manifest.meta.prereq_name,
path=new_manifest.meta.prereq_path, args=new_manifest.meta.prereq_args)
offline = game.metadata.get('customAttributes', {}).get('CanRunOffline', {}).get('value', 'true')
ot = game.metadata.get('customAttributes', {}).get('OwnershipToken', {}).get('value', 'false')
igame = InstalledGame(app_name=game.app_name, title=game.app_title,
version=new_manifest.meta.build_version, prereq_info=prereq,
manifest_path=override_manifest, base_urls=base_urls,
install_path=install_path, executable=new_manifest.meta.launch_exe,
launch_parameters=new_manifest.meta.launch_command,
can_run_offline=offline == 'true', requires_ot=ot == 'true',
is_dlc=base_game is not None, install_size=anlres.install_size)
return dlm, anlres, igame
@staticmethod
def check_installation_conditions(analysis: AnalysisResult, install: InstalledGame) -> ConditionCheckResult:
results = ConditionCheckResult(failures=set(), warnings=set())
# if on linux, check for eac in the files
if os.name != 'nt':
for f in analysis.manifest_comparison.added:
flower = f.lower()
if 'easyanticheat' in flower:
results.warnings.add('(Linux) This game uses EasyAntiCheat and may not run on linux')
elif 'beclient' in flower:
results.warnings.add('(Linux) This game uses BattlEye and may not run on linux')
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elif 'equ8.dll' in flower:
results.warnings.add('(Linux) This game is using EQU8 anticheat and may not run on linux')
elif flower == 'fna.dll' or flower == 'xna.dll':
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results.warnings.add('(Linux) This game is using XNA/FNA and may not run in WINE')
if install.requires_ot:
results.warnings.add('This game requires an ownership verification token and likely uses Denuvo DRM.')
if not install.can_run_offline:
results.warnings.add('This game is not marked for offline use (may still work).')
# check if enough disk space is free (dl size is the approximate amount the installation will grow)
min_disk_space = analysis.uncompressed_dl_size + analysis.biggest_file_size
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_, _, free = shutil.disk_usage(os.path.split(install.install_path)[0])
if free < min_disk_space:
free_mib = free / 1024 / 1024
required_mib = min_disk_space / 1024 / 1024
results.failures.add(f'Not enough available disk space! {free_mib:.02f} MiB < {required_mib:.02f} MiB')
return results
def get_default_install_dir(self):
return os.path.expanduser(self.lgd.config.get('Legendary', 'install_dir', fallback='~/legendary'))
def install_game(self, installed_game: InstalledGame) -> dict:
if self.egl_sync_enabled:
if not installed_game.egl_guid:
installed_game.egl_guid = str(uuid4()).replace('-', '').upper()
prereq = self._install_game(installed_game)
self.egl_export(installed_game.app_name)
return prereq
else:
return self._install_game(installed_game)
def _install_game(self, installed_game: InstalledGame) -> dict:
"""Save game metadata and info to mark it "installed" and also show the user the prerequisites"""
self.lgd.set_installed_game(installed_game.app_name, installed_game)
if installed_game.prereq_info:
if not installed_game.prereq_info.get('installed', False):
return installed_game.prereq_info
return dict()
def uninstall_game(self, installed_game: InstalledGame, delete_files=True):
self.lgd.remove_installed_game(installed_game.app_name)
if installed_game.egl_guid:
self.egl_uninstall(installed_game, delete_files=delete_files)
if delete_files:
if not delete_folder(installed_game.install_path, recursive=True):
self.log.error(f'Unable to delete "{installed_game.install_path}" from disk, please remove manually.')
def prereq_installed(self, app_name):
igame = self.lgd.get_installed_game(app_name)
igame.prereq_info['installed'] = True
self.lgd.set_installed_game(app_name, igame)
def import_game(self, game: Game, app_path: str, egl_guid='') -> (Manifest, InstalledGame):
needs_verify = True
manifest_data = None
# check if the game is from an EGL installation, load manifest if possible
if os.path.exists(os.path.join(app_path, '.egstore')):
mf = None
if not egl_guid:
for f in os.listdir(os.path.join(app_path, '.egstore')):
if not f.endswith('.mancpn'):
continue
self.log.debug(f'Checking mancpn file "{f}"...')
mancpn = json.load(open(os.path.join(app_path, '.egstore', f), 'rb'))
if mancpn['AppName'] == game.app_name:
self.log.info('Found EGL install metadata, verifying...')
mf = f.replace('.mancpn', '.manifest')
break
else:
mf = f'{egl_guid}.manifest'
if mf and os.path.exists(os.path.join(app_path, '.egstore', mf)):
manifest_data = open(os.path.join(app_path, '.egstore', mf), 'rb').read()
else:
self.log.warning('.egstore folder exists but manifest file is missing, contiuing as regular import...')
# If there's no in-progress installation assume the game doesn't need to be verified
if mf and not os.path.exists(os.path.join(app_path, '.egstore', 'bps')):
needs_verify = False
if os.path.exists(os.path.join(app_path, '.egstore', 'Pending')):
if os.listdir(os.path.join(app_path, '.egstore', 'Pending')):
needs_verify = True
if not needs_verify:
self.log.debug(f'No in-progress installation found, assuming complete...')
if not manifest_data:
self.log.info(f'Downloading latest manifest for "{game.app_name}"')
manifest_data, base_urls = self.get_cdn_manifest(game)
if not game.base_urls:
game.base_urls = base_urls
self.lgd.set_game_meta(game.app_name, game)
else:
# base urls being empty isn't an issue, they'll be fetched when updating/repairing the game
base_urls = game.base_urls
# parse and save manifest to disk for verification step of import
new_manifest = self.load_manfiest(manifest_data)
self.lgd.save_manifest(game.app_name, manifest_data)
self.lgd.save_manifest(game.app_name, manifest_data,
version=new_manifest.meta.build_version)
install_size = sum(fm.file_size for fm in new_manifest.file_manifest_list.elements)
prereq = None
if new_manifest.meta.prereq_ids:
prereq = dict(ids=new_manifest.meta.prereq_ids, name=new_manifest.meta.prereq_name,
path=new_manifest.meta.prereq_path, args=new_manifest.meta.prereq_args)
offline = game.metadata.get('customAttributes', {}).get('CanRunOffline', {}).get('value', 'true')
ot = game.metadata.get('customAttributes', {}).get('OwnershipToken', {}).get('value', 'false')
igame = InstalledGame(app_name=game.app_name, title=game.app_title, prereq_info=prereq, base_urls=base_urls,
install_path=app_path, version=new_manifest.meta.build_version, is_dlc=game.is_dlc,
executable=new_manifest.meta.launch_exe, can_run_offline=offline == 'true',
launch_parameters=new_manifest.meta.launch_command, requires_ot=ot == 'true',
needs_verification=needs_verify, install_size=install_size, egl_guid=egl_guid)
return new_manifest, igame
def egl_get_importable(self):
return [g for g in self.egl.get_manifests()
if not self.is_installed(g.app_name) and g.main_game_appname == g.app_name]
def egl_get_exportable(self):
if not self.egl.manifests:
self.egl.read_manifests()
return [g for g in self.get_installed_list() if g.app_name not in self.egl.manifests]
def egl_import(self, app_name):
# load egl json file
try:
egl_game = self.egl.get_manifest(app_name=app_name)
except ValueError:
self.log.fatal(f'EGL Manifest for {app_name} could not be loaded, not importing!')
return
# convert egl json file
lgd_igame = egl_game.to_lgd_igame()
# fix path on Linux if the game is installed inside the wine prefix
if os.name != 'nt' and not lgd_igame.install_path.startswith('/'):
# todo use ${WINEPREFIX}/dosdevices to make sure this is correct
if lgd_igame.install_path.startswith('Z:'):
new_path = lgd_igame.install_path[2:]
else:
wine_pfx = self.egl.programdata_path.partition('ProgramData')[0]
new_path = os.path.join(wine_pfx,
lgd_igame.install_path.replace('\\', '/')[2:].lstrip('/'))
self.log.info(f'Adjusted game install path from "{lgd_igame.install_path}" to "{new_path}"')
lgd_igame.install_path = new_path
# check if manifest exists
manifest_filename = os.path.join(lgd_igame.install_path, '.egstore', f'{lgd_igame.egl_guid}.manifest')
if not os.path.exists(manifest_filename):
self.log.error(f'Game Manifest "{manifest_filename}" not found, cannot import!')
return
# load manifest file and copy it over
with open(manifest_filename, 'rb') as f:
manifest_data = f.read()
new_manifest = self.load_manfiest(manifest_data)
self.lgd.save_manifest(lgd_igame.app_name, manifest_data)
self.lgd.save_manifest(lgd_igame.app_name, manifest_data,
version=new_manifest.meta.build_version)
# mark game as installed
_ = self._install_game(lgd_igame)
return
def egl_export(self, app_name):
# load igame/game
lgd_game = self.get_game(app_name)
lgd_igame = self._get_installed_game(app_name)
# create guid if it's not set already
if not lgd_igame.egl_guid:
lgd_igame.egl_guid = str(uuid4()).replace('-', '').upper()
_ = self._install_game(lgd_igame)
# convert to egl manifest
egl_game = EGLManifest.from_lgd_game(lgd_game, lgd_igame)
# make sure .egstore folder exists
egstore_folder = os.path.join(lgd_igame.install_path, '.egstore')
if not os.path.exists(egstore_folder):
os.makedirs(egstore_folder)
# copy manifest and create mancpn file in .egstore folder
manifest_data, _ = self.get_installed_manifest(app_name)
with open(os.path.join(egstore_folder, f'{egl_game.installation_guid}.manifest',), 'wb') as mf:
mf.write(manifest_data)
mancpn = dict(FormatVersion=0, AppName=app_name,
CatalogItemId=lgd_game.asset_info.catalog_item_id,
CatalogNamespace=lgd_game.asset_info.namespace)
with open(os.path.join(egstore_folder, f'{egl_game.installation_guid}.mancpn',), 'w') as mcpnf:
json.dump(mancpn, mcpnf, indent=4, sort_keys=True)
# And finally, write the file for EGL
self.egl.set_manifest(egl_game)
def egl_uninstall(self, igame: InstalledGame, delete_files=True):
try:
self.egl.delete_manifest(igame.app_name)
except ValueError as e:
self.log.warning(f'Deleting EGL manifest failed: {e!r}')
if delete_files:
delete_folder(os.path.join(igame.install_path, '.egstore'))
def egl_restore_or_uninstall(self, igame):
# check if game binary is still present, if not; uninstall
if not os.path.exists(os.path.join(igame.install_path,
igame.executable.lstrip('/'))):
self.log.warning('Synced game\'s files no longer exists, assuming it has been uninstalled.')
igame.egl_guid = ''
return self.uninstall_game(igame, delete_files=False)
else:
self.log.info('Game files exist, assuming game is still installed, re-exporting to EGL...')
return self.egl_export(igame.app_name)
def egl_sync(self, app_name=''):
"""
Sync game installs between Legendary and the Epic Games Launcher
"""
# read egl json files
if app_name:
lgd_igame = self._get_installed_game(app_name)
if not self.egl.manifests:
self.egl.read_manifests()
if app_name not in self.egl.manifests:
self.log.info(f'Synced app "{app_name}" is no longer in the EGL manifest list.')
return self.egl_restore_or_uninstall(lgd_igame)
else:
egl_igame = self.egl.get_manifest(app_name)
if egl_igame.app_version_string != lgd_igame.version:
self.log.info(f'App "{egl_igame.app_name}" has been updated from EGL, syncing...')
return self.egl_import(egl_igame.app_name)
else:
# check EGL -> Legendary sync
for egl_igame in self.egl.get_manifests():
if egl_igame.main_game_appname != egl_igame.app_name: # skip DLC
continue
if not self.is_installed(egl_igame.app_name):
self.egl_import(egl_igame.app_name)
else:
lgd_igame = self._get_installed_game(egl_igame.app_name)
if lgd_igame.version != egl_igame.app_version_string:
self.log.info(f'App "{egl_igame.app_name}" has been updated from EGL, syncing...')
self.egl_import(egl_igame.app_name)
# Check for games that have been uninstalled
for lgd_igame in self._get_installed_list():
if not lgd_igame.egl_guid: # skip non-exported
continue
if lgd_igame.app_name in self.egl.manifests:
continue
self.log.info(f'Synced app "{lgd_igame.app_name}" is no longer in the EGL manifest list.')
self.egl_restore_or_uninstall(lgd_igame)
@property
def egl_sync_enabled(self):
return self.lgd.config.getboolean('Legendary', 'egl_sync', fallback=False)
def exit(self):
"""
Do cleanup, config saving, and exit.
"""
self.lgd.save_config()