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
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from datetime import timezone
from locale import getdefaultlocale
from multiprocessing import Queue
from platform import system
from requests import session
from requests.exceptions import HTTPError
from sys import platform as sys_platform
from uuid import uuid4
from urllib.parse import urlencode, parse_qsl
from legendary import __version__
from legendary.api.egs import EPCAPI
from legendary.api.lgd import LGDAPI
from legendary.downloader.mp.manager import DLManager
from legendary.lfs.egl import EPCLFS
from legendary.lfs.lgndry import LGDLFS
from legendary.utils.lfs import clean_filename, delete_folder, delete_filelist, get_dir_size
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.egl_crypt import decrypt_epic_data
from legendary.utils.env import is_windows_mac_or_pyi
from legendary.utils.game_workarounds import is_opt_enabled, update_workarounds
from legendary.utils.savegame_helper import SaveGameHelper
from legendary.utils.selective_dl import games as sdl_games
from legendary.utils.manifests import combine_manifests
from legendary.utils.wine_helpers import read_registry, get_shell_folders, case_insensitive_path_search
# 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.
"""
_egl_version = '11.0.1-14907503+++Portal+Release-Live'
def __init__(self, override_config=None):
self.log = logging.getLogger('Core')
self.egs = EPCAPI()
self.lgd = LGDLFS(config_file=override_config)
self.egl = EPCLFS()
self.lgdapi = LGDAPI()
# 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 path ("{self.egl.programdata_path}") is invalid! Disabling sync...')
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self.egl.programdata_path = None
self.lgd.config.remove_option('Legendary', 'egl_programdata')
self.lgd.config.remove_option('Legendary', 'egl_sync')
self.lgd.save_config()
self.local_timezone = datetime.now().astimezone().tzinfo
self.language_code, self.country_code = ('en', 'US')
if locale := self.lgd.config.get('Legendary', 'locale', fallback=getdefaultlocale()[0]):
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}')
# adjust egs api language as well
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.')
elif system() != 'Darwin': # macOS doesn't have a default locale we can query
self.log.warning(f'Could not determine locale, falling back to en-US')
self.update_available = False
self.force_show_update = False
self.webview_killswitch = False
self.logged_in = False
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_sid(self, sid) -> str:
"""
Handles getting an exchange code from a session id
:param sid: session id
:return: exchange code
"""
s = session()
s.headers.update({
'X-Epic-Event-Action': 'login',
'X-Epic-Event-Category': 'login',
'X-Epic-Strategy-Flags': '',
'X-Requested-With': 'XMLHttpRequest',
'User-Agent': 'Mozilla/5.0 (Windows NT 10.0; Win64; x64) '
'AppleWebKit/537.36 (KHTML, like Gecko) '
f'EpicGamesLauncher/{self._egl_version} '
'UnrealEngine/4.23.0-14907503+++Portal+Release-Live '
'Chrome/84.0.4147.38 Safari/537.36'
})
s.cookies['EPIC_COUNTRY'] = self.country_code.upper()
# get first set of cookies (EPIC_BEARER_TOKEN etc.)
_ = s.get('https://www.epicgames.com/id/api/set-sid', params=dict(sid=sid))
# get XSRF-TOKEN and EPIC_SESSION_AP cookie
_ = s.get('https://www.epicgames.com/id/api/csrf')
# finally, get the exchange code
r = s.post('https://www.epicgames.com/id/api/exchange/generate',
headers={'X-XSRF-TOKEN': s.cookies['XSRF-TOKEN']})
if r.status_code == 200:
return r.json()['code']
else:
self.log.error(f'Getting exchange code failed: {r.json()}')
return ''
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')
raw_data = b64decode(remember_me_data)
# data is encrypted
if raw_data[0] != '{':
for data_key in self.egl.data_keys:
try:
decrypted_data = decrypt_epic_data(data_key, raw_data)
re_data = json.loads(decrypted_data)[0]
break
except Exception as e:
self.log.debug(f'Decryption with key {data_key} failed with {e!r}')
else:
raise ValueError('Decryption of EPIC launcher user information failed.')
else:
re_data = json.loads(raw_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')
elif self.logged_in and 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:
return True
else:
self.logged_in = False
# run update check
if self.update_check_enabled():
try:
self.check_for_updates()
except Exception as e:
self.log.warning(f'Checking for Legendary updates failed: {e!r}')
else:
self.apply_lgd_config()
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)
self.logged_in = True
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
self.logged_in = True
return True
def update_check_enabled(self):
return not self.lgd.config.getboolean('Legendary', 'disable_update_check', fallback=False)
def update_notice_enabled(self):
if self.force_show_update:
return True
return not self.lgd.config.getboolean('Legendary', 'disable_update_notice',
fallback=not is_windows_mac_or_pyi())
def check_for_updates(self, force=False):
def version_tuple(v):
return tuple(map(int, (v.split('.'))))
cached = self.lgd.get_cached_version()
version_info = cached['data']
if force or not version_info or (datetime.now().timestamp() - cached['last_update']) > 24*3600:
version_info = self.lgdapi.get_version_information()
self.lgd.set_cached_version(version_info)
web_version = version_info['release_info']['version']
self.update_available = version_tuple(web_version) > version_tuple(__version__)
self.apply_lgd_config(version_info)
def apply_lgd_config(self, version_info=None):
"""Applies configuration options returned by update API"""
if not version_info:
version_info = self.lgd.get_cached_version()['data']
# if cached data is invalid
if not version_info:
self.log.debug('No cached legendary config to apply.')
return
if 'egl_config' in version_info:
self.egs.update_egs_params(version_info['egl_config'])
self._egl_version = version_info['egl_config'].get('version', self._egl_version)
for data_key in version_info['egl_config'].get('data_keys', []):
if data_key not in self.egl.data_keys:
self.egl.data_keys.append(data_key)
if game_overrides := version_info.get('game_overrides'):
update_workarounds(game_overrides)
if sdl_config := game_overrides.get('sdl_config'):
# add placeholder for games to fetch from API that aren't hardcoded
for app_name in sdl_config.keys():
if app_name not in sdl_games:
sdl_games[app_name] = None
if lgd_config := version_info.get('legendary_config'):
self.webview_killswitch = lgd_config.get('webview_killswitch', False)
def get_update_info(self):
return self.lgd.get_cached_version()['data'].get('release_info')
def get_sdl_data(self, app_name):
if app_name not in sdl_games:
return None
# load hardcoded data as fallback
sdl_data = sdl_games[app_name]
# get cached data
cached = self.lgd.get_cached_sdl_data(app_name)
# check if newer version is available and/or download if necessary
version_info = self.lgd.get_cached_version()['data']
latest = version_info.get('game_overrides', {}).get('sdl_config', {}).get(app_name)
if (not cached and latest) or (cached and latest and latest > cached['version']):
try:
sdl_data = self.lgdapi.get_sdl_config(app_name)
self.log.debug(f'Downloaded SDL data for "{app_name}", version: {latest}')
self.lgd.set_cached_sdl_data(app_name, latest, sdl_data)
except Exception as e:
self.log.warning(f'Downloading SDL data failed with {e!r}')
elif cached:
sdl_data = cached['data']
# return data if available
return sdl_data
def update_aliases(self, force=False):
_aliases_enabled = not self.lgd.config.getboolean('Legendary', 'disable_auto_aliasing', fallback=False)
if _aliases_enabled and (force or not self.lgd.aliases):
self.lgd.generate_aliases()
def get_assets(self, update_assets=False, platform='Windows') -> List[GameAsset]:
# do not save and always fetch list when platform is overridden
if not self.lgd.assets or update_assets or platform not in self.lgd.assets:
# if not logged in, return empty list
if not self.egs.user:
return []
if self.lgd.assets:
assets = self.lgd.assets.copy()
else:
assets = dict()
assets.update({
platform: [
GameAsset.from_egs_json(a) for a in
self.egs.get_game_assets(platform=platform)
]
})
self.lgd.assets = assets
return self.lgd.assets[platform]
def get_asset(self, app_name, platform='Windows', update=False) -> GameAsset:
if update or platform not in self.lgd.assets:
self.get_assets(update_assets=True, platform=platform)
try:
return next(i for i in self.lgd.assets[platform] if i.app_name == app_name)
except StopIteration:
raise ValueError
def asset_valid(self, app_name) -> bool:
# EGL sync is only supported for Windows titles so this is fine
return any(i.app_name == app_name for i in self.lgd.assets['Windows'])
def asset_available(self, game: Game, platform='Windows') -> bool:
# Just say yes for Origin titles
if game.third_party_store:
return True
try:
asset = self.get_asset(game.app_name, platform=platform)
return asset is not None
except ValueError:
return False
def get_game(self, app_name, update_meta=False, platform='Windows') -> Game:
if update_meta:
self.get_game_list(True, platform=platform)
return self.lgd.get_game_meta(app_name)
def get_game_list(self, update_assets=True, platform='Windows') -> List[Game]:
return self.get_game_and_dlc_list(update_assets=update_assets, platform=platform)[0]
def get_game_and_dlc_list(self, update_assets=True, platform='Windows',
force_refresh=False, skip_ue=True) -> (List[Game], Dict[str, List[Game]]):
_ret = []
_dlc = defaultdict(list)
assets = {}
meta_updated = False
# fetch asset information for Windows, all installed platforms, and the specified one
platforms = {'Windows'}
platforms |= {platform}
platforms |= self.get_installed_platforms()
for _platform in platforms:
for ga in self.get_assets(update_assets=update_assets, platform=_platform):
if ga.app_name not in assets:
assets[ga.app_name] = {_platform: ga}
else:
assets[ga.app_name][_platform] = ga
for app_name, app_assets in sorted(assets.items()):
if skip_ue and any(v.namespace == 'ue' for v in app_assets.values()):
continue
game = self.lgd.get_game_meta(app_name)
asset_updated = False
if game:
asset_updated = any(game.app_version(_p) != app_assets[_p].build_version for _p in app_assets.keys())
if update_assets and (not game or force_refresh or (game and asset_updated)):
if game and asset_updated:
self.log.info(f'Updating meta for {game.app_name} due to build version mismatch')
# namespace/catalog item are the same for all platforms, so we can just use the first one
_ga = next(iter(app_assets.values()))
eg_meta = self.egs.get_game_info(_ga.namespace, _ga.catalog_item_id)
game = Game(app_name=app_name, app_title=eg_meta['title'], metadata=eg_meta,
asset_infos=app_assets)
meta_updated = True
self.lgd.set_game_meta(game.app_name, game)
if game.is_dlc:
_dlc[game.metadata['mainGameItem']['id']].append(game)
elif not any(i['path'] == 'mods' for i in game.metadata.get('categories', [])) and platform in app_assets:
_ret.append(game)
self.update_aliases(force=meta_updated)
if meta_updated:
self._prune_metadata()
return _ret, _dlc
def _prune_metadata(self):
# compile list of games without assets, then delete their metadata
available_assets = set()
for platform in self.get_installed_platforms() | {'Windows'}:
available_assets |= {i.app_name for i in self.get_assets(platform=platform)}
for app_name in self.lgd.get_game_app_names():
if app_name in available_assets:
continue
# if metadata is still used by an install hold-off on deleting it
if self.is_installed(app_name):
continue
game = self.get_game(app_name)
# Origin games etc.
if game.third_party_store:
continue
self.log.debug(f'Removing old/unused metadata for "{app_name}"')
self.lgd.delete_game_meta(app_name)
def get_non_asset_library_items(self, force_refresh=False,
skip_ue=True) -> (List[Game], Dict[str, List[Game]]):
"""
Gets a list of Games without assets for installation, for instance Games delivered via
third-party stores that do not have assets for installation
:param force_refresh: Force a metadata refresh
:param skip_ue: Ingore Unreal Marketplace entries
:return: List of Games and DLC that do not have assets
"""
_ret = []
_dlc = defaultdict(list)
# get all the appnames we have to ignore
ignore = set(i.app_name for i in self.get_assets())
for libitem in self.egs.get_library_items():
if libitem['namespace'] == 'ue' and skip_ue:
continue
if libitem['appName'] in ignore:
continue
game = self.lgd.get_game_meta(libitem['appName'])
if not game or force_refresh:
eg_meta = self.egs.get_game_info(libitem['namespace'], libitem['catalogItemId'])
game = Game(app_name=libitem['appName'], app_title=eg_meta['title'], metadata=eg_meta)
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self.lgd.set_game_meta(game.app_name, game)
if game.is_dlc:
_dlc[game.metadata['mainGameItem']['id']].append(game)
elif not any(i['path'] == 'mods' for i in game.metadata.get('categories', [])):
_ret.append(game)
# Force refresh to make sure these titles are included in aliasing
self.update_aliases(force=True)
return _ret, _dlc
def get_dlc_for_game(self, app_name, platform='Windows'):
game = self.get_game(app_name)
if not game:
self.log.warning(f'Metadata for {app_name} is missing!')
return []
if game.is_dlc: # dlc shouldn't have DLC
return []
_, dlcs = self.get_game_and_dlc_list(update_assets=False, platform=platform)
return dlcs[game.catalog_item_id]
def get_installed_platforms(self):
return {i.platform for i in self._get_installed_list(False)}
def get_installed_list(self, include_dlc=False) -> List[InstalledGame]:
if self.egl_sync_enabled:
self.log.debug('Running EGL sync...')
self.egl_sync()
return self._get_installed_list(include_dlc)
def _get_installed_list(self, include_dlc=False) -> List[InstalledGame]:
if include_dlc:
return self.lgd.get_installed_list()
else:
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, skip_sync=False) -> InstalledGame:
igame = self._get_installed_game(app_name)
if not skip_sync and igame and self.egl_sync_enabled and igame.egl_guid and not igame.is_dlc:
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_app_environment(self, app_name, wine_pfx=None) -> dict:
# get environment overrides from config
env = dict()
if 'default.env' in self.lgd.config:
env.update({k: v for k, v in self.lgd.config[f'default.env'].items() if v and not k.startswith(';')})
if f'{app_name}.env' in self.lgd.config:
env.update({k: v for k, v in self.lgd.config[f'{app_name}.env'].items() if v and not k.startswith(';')})
# override wine prefix if necessary
if wine_pfx:
env['WINEPREFIX'] = wine_pfx
elif 'WINEPREFIX' not in os.environ:
# only use config variable if not already set in environment
if wine_pfx := self.lgd.config.get(app_name, 'wine_prefix', fallback=None):
env['WINEPREFIX'] = wine_pfx
return env
def get_app_launch_command(self, app_name, wrapper=None, wine_binary=None, disable_wine=False):
_cmd = []
if wrapper or (wrapper := self.lgd.config.get(app_name, 'wrapper',
fallback=self.lgd.config.get('default', 'wrapper',
fallback=None))):
_cmd.extend(shlex.split(wrapper))
if os.name != 'nt' and not disable_wine:
if not wine_binary:
# check if there's a default override
wine_binary = self.lgd.config.get('default', 'wine_executable', fallback='wine')
# check if there's a game specific override
wine_binary = self.lgd.config.get(app_name, 'wine_executable', fallback=wine_binary)
if not self.lgd.config.getboolean(app_name, 'no_wine',
fallback=self.lgd.config.get('default', 'no_wine', fallback=False)):
_cmd.append(wine_binary)
return _cmd
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,
executable_override: str = None) -> LaunchParameters:
install = self.lgd.get_installed_game(app_name)
game = self.lgd.get_game_meta(app_name)
# Disable wine for non-Windows executables (e.g. native macOS)
if not install.platform.startswith('Win'):
disable_wine = True
wine_pfx = wine_bin = None
if executable_override or (executable_override := self.lgd.config.get(app_name, 'override_exe', fallback=None)):
game_exe = executable_override.replace('\\', '/')
exe_path = os.path.join(install.install_path, game_exe)
if not os.path.exists(exe_path):
raise ValueError(f'Executable path is invalid: {exe_path}')
else:
game_exe = install.executable.replace('\\', '/').lstrip('/')
exe_path = os.path.join(install.install_path, game_exe)
working_dir = os.path.split(exe_path)[0]
params = LaunchParameters(
game_executable=game_exe, game_directory=install.install_path, working_directory=working_dir,
launch_command=self.get_app_launch_command(app_name, wrapper, wine_bin, disable_wine),
environment=self.get_app_environment(app_name, wine_pfx=wine_pfx)
)
if install.launch_parameters:
try:
params.game_parameters.extend(shlex.split(install.launch_parameters, posix=False))
except ValueError as e:
self.log.warning(f'Parsing predefined launch parameters failed with: {e!r}, '
f'input: {install.launch_parameters}')
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
params.egl_parameters.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.namespace, game.catalog_item_id)
ovt_path = os.path.join(self.lgd.get_tmp_path(), f'{game.namespace}{game.catalog_item_id}.ovt')
with open(ovt_path, 'wb') as f:
f.write(ovt)
params.egl_parameters.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
language_code = self.language_code
params.egl_parameters.extend([
'-EpicPortal',
f'-epicusername={user_name}',
f'-epicuserid={account_id}',
f'-epiclocale={language_code}'
])
if extra_args:
params.user_parameters.extend(extra_args)
if config_args := self.lgd.config.get(app_name, 'start_params', fallback=None):
params.user_parameters.extend(shlex.split(config_args.strip()))
return params
def get_origin_uri(self, app_name: str, offline: bool = False) -> str:
if offline:
token = '0'
else:
token = self.egs.get_game_token()['code']
user_name = self.lgd.userdata['displayName']
account_id = self.lgd.userdata['account_id']
parameters = [
('AUTH_PASSWORD', token),
('AUTH_TYPE', 'exchangecode'),
('epicusername', user_name),
('epicuserid', account_id),
('epiclocale', self.language_code),
]
game = self.get_game(app_name)
extra_args = game.metadata.get('customAttributes', {}).get('AdditionalCommandline', {}).get('value')
if extra_args:
parameters.extend(parse_qsl(extra_args))
return f'link2ea://launchgame/{app_name}?{urlencode(parameters)}'
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_name=f_parts[4],
datetime=datetime.fromisoformat(f['lastModified'][:-1])))
return _saves
def get_save_path(self, app_name, platform='Windows'):
game = self.lgd.get_game_meta(app_name)
if platform == 'Mac':
save_path = game.metadata['customAttributes'].get('CloudSaveFolder_MAC', {}).get('value')
else:
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 = {
'{installdir}': igame.install_path,
'{epicid}': self.lgd.userdata['account_id']
}
if sys_platform == 'win32':
path_vars.update({
'{appdata}': os.path.expandvars('%LOCALAPPDATA%'),
'{userdir}': os.path.expandvars('%userprofile%/documents'),
'{userprofile}': os.path.expandvars('%userprofile%'),
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'{usersavedgames}': os.path.expandvars('%userprofile%/Saved Games')
})
elif sys_platform == 'darwin' and platform == 'Mac':
path_vars.update({
'{appdata}': os.path.expandvars('~/Library/Application Support'),
'{userdir}': os.path.expandvars('~/Documents'),
'{userlibrary}': os.path.expandvars('~/Library')
})
else:
# attempt to get WINE prefix from config
wine_pfx = self.lgd.config.get(app_name, 'wine_prefix', fallback=None)
if not wine_pfx:
wine_pfx = self.lgd.config.get(f'{app_name}.env', 'WINEPREFIX', fallback=None)
if not wine_pfx:
proton_pfx = self.lgd.config.get(f'{app_name}.env', 'STEAM_COMPAT_DATA_PATH', fallback=None)
if proton_pfx:
wine_pfx = f'{proton_pfx}/pfx'
if not wine_pfx:
wine_pfx = os.path.expanduser('~/.wine')
# if we have a prefix, read the `user.reg` file and get the proper paths.
if os.path.isdir(wine_pfx):
wine_reg = read_registry(wine_pfx)
wine_folders = get_shell_folders(wine_reg, wine_pfx)
# path_vars['{userprofile}'] = user_path
path_vars['{appdata}'] = wine_folders['Local AppData']
# this maps to ~/Documents, but the name is locale-dependent so just resolve the symlink from WINE
path_vars['{userdir}'] = os.path.realpath(wine_folders['Personal'])
path_vars['{usersavedgames}'] = wine_folders['{4C5C32FF-BB9D-43B0-B5B4-2D72E54EAAA4}']
# replace backslashes
save_path = save_path.replace('\\', '/')
# these paths should always use a forward slash
new_save_path = [path_vars.get(p.lower(), p) for p in save_path.split('/')]
absolute_path = os.path.realpath(os.path.join(*new_save_path))
# attempt to resolve as much as possible on case-sensitive file-systems
if os.name != 'nt' and platform != 'Mac':
absolute_path = case_insensitive_path_search(absolute_path)
return absolute_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')
save_path_mac = custom_attr.get('CloudSaveFolder_MAC', {}).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 and not save_path_mac:
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, save_path_mac, 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)
_save_dir = save_dir
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
if not r.content:
self.log.error('Manifest is empty! Skipping...')
continue
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m = self.load_manifest(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)
if cpath not in files:
self.log.warning(f'Chunk {cpath} not in file list, save data may be incomplete!')
continue
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
if not chunks:
if manifest_name:
self.log.fatal(f'No chunks were available, aborting. Try running '
f'"legendary clean-saves {app_name}" and try again.')
return
else:
self.log.error(f'No chunks were available, skipping. You can run "legendary clean-saves" '
f'to remove this broken save from your account.')
continue
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:
if cp.guid_num not in chunks:
self.log.error(f'Chunk part for {fname} is missing, file may be corrupted!')
else:
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 clean_saves(self, app_name='', delete_incomplete=False):
savegames = self.egs.get_user_cloud_saves(app_name=app_name)
files = savegames['files']
deletion_list = []
used_chunks = set()
do_not_delete = set()
# check if all chunks for manifests are there
for fname, f in files.items():
if '.manifest' not in fname:
continue
app_name = fname.split('/', 3)[2]
self.log.info(f'Checking {app_name} "{fname.split("/", 2)[2]}"...')
# download manifest
r = self.egs.unauth_session.get(f['readLink'])
if r.status_code == 404:
self.log.error('Manifest is missing! Marking for deletion.')
deletion_list.append(fname)
continue
elif r.status_code != 200:
self.log.warning(f'Download failed, status code: {r.status_code}. Skipping...')
do_not_delete.add(app_name)
continue
if not r.content:
self.log.error('Manifest is empty! Marking for deletion.')
deletion_list.append(fname)
continue
m = self.load_manifest(r.content)
# check if all required chunks are present
chunk_fnames = set()
missing_chunks = 0
total_chunks = m.chunk_data_list.count
for chunk in m.chunk_data_list.elements:
cpath_p = fname.split('/', 3)[:3]
cpath_p.append(chunk.path)
cpath = '/'.join(cpath_p)
chunk_fnames.add(cpath)
if cpath not in files:
missing_chunks += 1
if (0 < missing_chunks < total_chunks and delete_incomplete) or missing_chunks == total_chunks:
self.log.error(f'Chunk(s) missing, marking manifest for deletion.')
deletion_list.append(fname)
continue
elif 0 < missing_chunks < total_chunks:
self.log.error(f'Some chunk(s) missing, optionally run "legendary download-saves" to obtain a backup '
f'of the corrupted save, then re-run this command with "--delete-incomplete" to remove '
f'it from the cloud save service.')
used_chunks |= chunk_fnames
# check for orphaned chunks (not used in any manifests)
for fname, f in files.items():
if fname in used_chunks or '.manifest' in fname:
continue
# skip chunks where orphan status could not be reliably determined
if fname.split('/', 3)[2] in do_not_delete:
continue
self.log.debug(f'Marking orphaned chunk {fname} for deletion.')
deletion_list.append(fname)
if deletion_list:
self.log.info('Deleting unused/broken files...')
for fname in deletion_list:
self.log.debug(f'Deleting {fname}')
self.egs.delete_game_cloud_save_file(fname)
self.log.info(f'Deleted {len(deletion_list)} files.')
else:
self.log.info('Nothing to delete.')
self.log.info('Successfully completed savegame cleanup.')
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
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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
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def load_manifest(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, igame.platform)
return old_bytes, igame.base_urls
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def get_cdn_urls(self, game, platform='Windows'):
m_api_r = self.egs.get_game_manifest(game.namespace, game.catalog_item_id,
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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)
if 'queryParams' in manifest:
params = '&'.join(f'{p["name"]}={p["value"]}' for p in manifest['queryParams'])
manifest_urls.append(f'{manifest["uri"]}?{params}')
else:
manifest_urls.append(manifest['uri'])
return manifest_urls, base_urls
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def get_cdn_manifest(self, game, platform='Windows'):
manifest_urls, base_urls = self.get_cdn_urls(game, platform)
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_manifest(self, uri):
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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 get_delta_manifest(self, base_url, old_build_id, new_build_id):
"""Get optimized delta manifest (doesn't seem to exist for most games)"""
if old_build_id == new_build_id:
return None
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r = self.egs.unauth_session.get(f'{base_url}/Deltas/{new_build_id}/{old_build_id}.delta')
if r.status_code == 200:
return r.content
else:
return None
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: str = 'Windows', 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, repair_use_latest: bool = False,
disable_delta: bool = False, override_delta_manifest: str = '',
egl_guid: str = '', preferred_cdn: str = None,
disable_https: 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}"')
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old_bytes, _ = self.get_uri_manifest(override_old_manifest)
old_manifest = self.load_manifest(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:
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old_manifest = self.load_manifest(old_bytes)
base_urls = game.base_urls
if override_manifest:
self.log.info(f'Overriding manifest with "{override_manifest}"')
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new_manifest_data, _base_urls = self.get_uri_manifest(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)
# overwrite base urls in metadata with current ones to avoid using old/dead CDNs
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...')
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new_manifest = self.load_manifest(new_manifest_data)
self.log.debug(f'Base urls: {base_urls}')
# 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,
platform=platform)
# check if we should use a delta manifest or not
disable_delta = disable_delta or ((override_old_manifest or override_manifest) and not override_delta_manifest)
if old_manifest and new_manifest:
disable_delta = disable_delta or (old_manifest.meta.build_id == new_manifest.meta.build_id)
if old_manifest and new_manifest and not disable_delta:
if override_delta_manifest:
self.log.info(f'Overriding delta manifest with "{override_delta_manifest}"')
delta_manifest_data, _ = self.get_uri_manifest(override_delta_manifest)
else:
delta_manifest_data = self.get_delta_manifest(base_urls[0],
old_manifest.meta.build_id,
new_manifest.meta.build_id)
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if delta_manifest_data:
delta_manifest = self.load_manifest(delta_manifest_data)
self.log.info(f'Using optimized delta manifest to upgrade from build '
f'"{old_manifest.meta.build_id}" to '
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f'"{new_manifest.meta.build_id}"...')
combine_manifests(new_manifest, delta_manifest)
else:
self.log.debug(f'No Delta manifest received from CDN.')
# 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
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# make sure to re-use the epic guid we assigned on first install
if not game.is_dlc and igame.egl_guid:
egl_guid = igame.egl_guid
else:
if not game_folder:
if game.is_dlc:
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game_folder = base_game.metadata.get('customAttributes', {}). \
get('FolderName', {}).get('value', base_game.app_name)
else:
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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:
if not repair_use_latest:
# use installed manifest for repairs instead of updating
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
# Use user-specified base URL or preferred CDN first, otherwise fall back to
# EGS's behaviour of just selecting the first CDN in the list.
base_url = 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
elif preferred_cdn or (preferred_cdn := self.lgd.config.get('Legendary', 'preferred_cdn', fallback=None)):
for url in base_urls:
if preferred_cdn in url:
base_url = url
break
else:
self.log.warning(f'Preferred CDN "{preferred_cdn}" unavailable, using default selection.')
# Use first, fail if none known
if not base_url:
if not base_urls:
raise ValueError('No base URLs found, please try again.')
base_url = base_urls[0]
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# The EGS client uses plaintext HTTP by default for the purposes of enabling simple DNS based
# CDN redirection to a (local) cache. In Legendary this will be a config option.
if disable_https or self.lgd.config.getboolean('Legendary', 'disable_https', fallback=False):
base_url = base_url.replace('https://', 'http://')
self.log.debug(f'Using base URL: {base_url}')
scheme, cdn_host = base_url.split('/')[0:3:2]
self.log.info(f'Selected CDN: {cdn_host} ({scheme.strip(":")})')
if not max_shm:
max_shm = self.lgd.config.getint('Legendary', 'max_memory', fallback=2048)
if dl_optimizations or is_opt_enabled(game.app_name, new_manifest.meta.build_version):
self.log.info('Download order optimizations are enabled.')
process_opt = True
else:
process_opt = False
if not max_workers:
max_workers = self.lgd.config.getint('Legendary', 'max_workers', fallback=0)
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')
if file_install_tag is None:
file_install_tag = []
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',
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is_dlc=base_game is not None, install_size=anlres.install_size,
egl_guid=egl_guid, install_tags=file_install_tag,
platform=platform)
return dlm, anlres, igame
@staticmethod
def check_installation_conditions(analysis: AnalysisResult,
install: InstalledGame,
game: Game,
updating: bool = False,
ignore_space_req: bool = False) -> 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).')
base_path = os.path.split(install.install_path)[0]
if os.path.exists(base_path):
# check if enough disk space is free (dl size is the approximate amount the installation will grow)
min_disk_space = analysis.install_size
if updating:
current_size = get_dir_size(install.install_path)
delta = max(0, analysis.install_size - current_size)
min_disk_space = delta + analysis.biggest_file_size
elif analysis.reuse_size:
min_disk_space -= analysis.reuse_size
_, _, free = shutil.disk_usage(base_path)
if free < min_disk_space:
free_mib = free / 1024 / 1024
required_mib = min_disk_space / 1024 / 1024
if ignore_space_req:
results.warnings.add(f'Potentially not enough available disk space! '
f'{free_mib:.02f} MiB < {required_mib:.02f} MiB')
else:
results.failures.add(f'Not enough available disk space! '
f'{free_mib:.02f} MiB < {required_mib:.02f} MiB')
else:
results.failures.add(f'Install path "{base_path}" does not exist, make sure all necessary mounts are '
f'available. If you previously deleted the game folder without uninstalling, run '
f'"legendary uninstall -y {game.app_name}" first.')
# check if the game actually ships the files or just a uplay installer + packed game files
executables = [f for f in analysis.manifest_comparison.added if
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f.lower().endswith('.exe') and not f.startswith('Installer/')]
if not updating and not any('uplay' not in e.lower() for e in executables) and \
any('uplay' in e.lower() for e in executables):
results.failures.add('This game requires installation via Uplay and does not ship executable game files.')
# check if the game launches via uplay
if install.executable == 'UplayLaunch.exe':
results.warnings.add('This game requires launching via Uplay, it is recommended to install the game '
'via Uplay instead.')
# check if the game requires linking to an external account first
partner_link = game.metadata.get('customAttributes', {}).get('partnerLinkType', {}).get('value', None)
if partner_link == 'ubisoft':
results.warnings.add('This game requires linking to and activating on a Ubisoft account first, '
'this is not currently supported.')
elif partner_link:
results.warnings.add(f'This game requires linking to "{partner_link}", '
f'this is currently unsupported and the game may not work.')
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 and not installed_game.is_dlc and installed_game.platform.startswith('Win'):
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, delete_root_directory=False):
if installed_game.egl_guid:
self.egl_uninstall(installed_game, delete_files=delete_files)
if delete_files:
try:
manifest = self.load_manifest(self.get_installed_manifest(installed_game.app_name)[0])
filelist = [
fm.filename for fm in manifest.file_manifest_list.elements if
not fm.install_tags or any(t in installed_game.install_tags for t in fm.install_tags)
]
if not delete_filelist(installed_game.install_path, filelist, delete_root_directory):
self.log.error(f'Deleting "{installed_game.install_path}" failed, please remove manually.')
except Exception as e:
self.log.error(f'Deleting failed with {e!r}, please remove {installed_game.install_path} manually.')
self.lgd.remove_installed_game(installed_game.app_name)
def uninstall_tag(self, installed_game: InstalledGame):
manifest = self.load_manifest(self.get_installed_manifest(installed_game.app_name)[0])
tags = installed_game.install_tags
if '' not in tags:
tags.append('')
# Create list of files that are now no longer needed *and* actually exist on disk
filelist = [
fm.filename for fm in manifest.file_manifest_list.elements if
not any(((fit in fm.install_tags) or (not fit and not fm.install_tags)) for fit in tags)
and os.path.exists(os.path.join(installed_game.install_path, fm.filename))
]
if not delete_filelist(installed_game.install_path, filelist):
self.log.warning(f'Deleting some deselected files failed, please check/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='', platform='Windows') -> (Manifest, InstalledGame):
needs_verify = True
manifest_data = None
# check if the game is from an EGL installation, load manifest if possible
if not game.is_dlc and 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, continuing 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
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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
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new_manifest = self.load_manifest(manifest_data)
self.lgd.save_manifest(game.app_name, manifest_data,
version=new_manifest.meta.build_version, platform=platform)
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,
platform=platform)
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 and
self.asset_valid(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 and g.platform.startswith('Win')]
def egl_import(self, app_name):
if not self.asset_valid(app_name):
raise ValueError(f'To-be-imported game {app_name} not in game asset database!')
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self.log.debug(f'Importing "{app_name}" from EGL')
# 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 to a Windows drive mapping
if os.name != 'nt' and not lgd_igame.install_path.startswith('/'):
drive_letter = lgd_igame.install_path[:2].lower()
drive_c_path = self.egl.programdata_path.partition('ProgramData')[0]
wine_pfx = os.path.realpath(os.path.join(drive_c_path, '..'))
mapped_path = os.path.realpath(os.path.join(wine_pfx, 'dosdevices', drive_letter))
if 'dosdevices' in mapped_path:
self.log.error(f'Unable to resolve path for mapped drive "{drive_letter}" '
f'for WINE prefix at "{wine_pfx}"')
return
game_path = lgd_igame.install_path[2:].replace('\\', '/').lstrip('/')
new_path = os.path.realpath(os.path.join(mapped_path, game_path))
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.warning(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()
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new_manifest = self.load_manifest(manifest_data)
self.lgd.save_manifest(lgd_igame.app_name, manifest_data,
version=new_manifest.meta.build_version,
platform='Windows')
# transfer install tag choices to config
if lgd_igame.install_tags:
self.lgd.config.set(app_name, 'install_tags', ','.join(lgd_igame.install_tags))
# mark game as installed
_ = self._install_game(lgd_igame)
return
def egl_export(self, app_name):
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self.log.debug(f'Exporting "{app_name}" to EGL')
# load igame/game
lgd_game = self.get_game(app_name)
lgd_igame = self._get_installed_game(app_name)
manifest_data, _ = self.get_installed_manifest(app_name)
if not manifest_data:
self.log.error(f'Game Manifest for "{app_name}" not found, cannot export!')
return
# 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
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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.catalog_item_id,
CatalogNamespace=lgd_game.namespace)
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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) or \
(egl_igame.install_tags != lgd_igame.install_tags):
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.asset_valid(egl_igame.app_name): # skip non-owned games
continue
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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 (egl_igame.app_version_string != lgd_igame.version) or \
(egl_igame.install_tags != lgd_igame.install_tags):
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()