legendary/legendary/cli.py

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#!/usr/bin/env python
# coding: utf-8
import argparse
import csv
import json
import logging
import os
import shlex
import subprocess
import time
import webbrowser
from collections import defaultdict
from distutils.util import strtobool
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from logging.handlers import QueueListener
from multiprocessing import freeze_support, Queue as MPQueue
from sys import exit, stdout
from legendary import __version__, __codename__
from legendary.core import LegendaryCore
from legendary.models.exceptions import InvalidCredentialsError
from legendary.models.game import SaveGameStatus, VerifyResult
from legendary.utils.cli import get_boolean_choice, sdl_prompt
from legendary.utils.custom_parser import AliasedSubParsersAction
from legendary.utils.env import is_windows_or_pyi
from legendary.utils.lfs import validate_files
from legendary.utils.selective_dl import get_sdl_appname
from legendary.utils.wine_helpers import read_registry, get_shell_folders
# todo custom formatter for cli logger (clean info, highlighted error/warning)
logging.basicConfig(
format='[%(name)s] %(levelname)s: %(message)s',
level=logging.INFO
)
logger = logging.getLogger('cli')
class LegendaryCLI:
def __init__(self):
self.core = LegendaryCore()
self.logger = logging.getLogger('cli')
self.logging_queue = None
def setup_threaded_logging(self):
self.logging_queue = MPQueue(-1)
shandler = logging.StreamHandler()
sformatter = logging.Formatter('[%(name)s] %(levelname)s: %(message)s')
shandler.setFormatter(sformatter)
ql = QueueListener(self.logging_queue, shandler)
ql.start()
return ql
def auth(self, args):
if args.auth_delete:
self.core.lgd.invalidate_userdata()
return
try:
logger.info('Testing existing login data if present...')
if self.core.login():
logger.info('Stored credentials are still valid, if you wish to switch to a different '
'account, run "legendary auth --delete" and try again.')
return
except ValueError:
pass
except InvalidCredentialsError:
logger.error('Stored credentials were found but were no longer valid. Continuing with login...')
self.core.lgd.invalidate_userdata()
if args.import_egs_auth:
# get appdata path on Linux
if not self.core.egl.appdata_path:
egl_wine_pfx = None
lutris_wine_pfx = os.path.expanduser('~/Games/epic-games-store')
if os.path.exists(lutris_wine_pfx):
logger.info(f'Found Lutris EGL WINE prefix at "{lutris_wine_pfx}"')
if args.yes or get_boolean_choice('Do you want to use the Lutris install?'):
egl_wine_pfx = lutris_wine_pfx
if not egl_wine_pfx:
logger.info('Please enter the path to the Wine prefix that has EGL installed')
wine_pfx = input('Path [empty input to quit]: ').strip()
if not wine_pfx:
print('Empty input, quitting...')
exit(0)
if not os.path.exists(wine_pfx) and os.path.isdir(wine_pfx):
print('Path is invalid (does not exist)!')
exit(1)
try:
wine_folders = get_shell_folders(read_registry(egl_wine_pfx), egl_wine_pfx)
egl_appdata = os.path.realpath(os.path.join(wine_folders['Local AppData'],
'EpicGamesLauncher', 'Saved',
'Config', 'Windows'))
except Exception as e:
logger.error(f'Got exception when trying to read WINE registry: {e!r}')
logger.error('Make sure you are specifying a valid wine prefix.')
exit(1)
if not os.path.exists(egl_appdata):
logger.error(f'Wine prefix does not have EGL appdata path at "{egl_appdata}"')
exit(0)
else:
logger.info(f'Using EGL appdata path at "{egl_appdata}"')
self.core.egl.appdata_path = egl_appdata
logger.info('Importing login session from the Epic Launcher...')
try:
if self.core.auth_import():
logger.info('Successfully imported login session from EGS!')
logger.info(f'Now logged in as user "{self.core.lgd.userdata["displayName"]}"')
return
else:
logger.warning('Login session from EGS seems to no longer be valid.')
exit(1)
except Exception as e:
logger.error(f'No EGS login session found, please login manually. (Exception: {e!r})')
exit(1)
# Force an update check and notice in case there are API changes
self.core.check_for_updates(force=True)
self.core.force_show_update = True
exchange_token = ''
if not args.auth_code and not args.session_id:
# unfortunately the captcha stuff makes a complete CLI login flow kinda impossible right now...
print('Please login via the epic web login!')
webbrowser.open(
'https://www.epicgames.com/id/login?redirectUrl=https%3A%2F%2Fwww.epicgames.com%2Fid%2Fapi%2Fredirect'
)
print('If web page did not open automatically, please manually open the following URL: '
'https://www.epicgames.com/id/login?redirectUrl=https://www.epicgames.com/id/api/redirect')
sid = input('Please enter the "sid" value from the JSON response: ')
sid = sid.strip().strip('"')
exchange_token = self.core.auth_sid(sid)
elif args.session_id:
exchange_token = self.core.auth_sid(args.session_id)
elif args.auth_code:
exchange_token = args.auth_code
if not exchange_token:
logger.fatal('No exchange token, cannot login.')
return
if self.core.auth_code(exchange_token):
logger.info(f'Successfully logged in as "{self.core.lgd.userdata["displayName"]}"')
else:
logger.error('Login attempt failed, please see log for details.')
def list_games(self, args):
logger.info('Logging in...')
if not self.core.login():
logger.error('Login failed, cannot continue!')
exit(1)
logger.info('Getting game list... (this may take a while)')
games, dlc_list = self.core.get_game_and_dlc_list(
platform_override=args.platform_override, skip_ue=not args.include_ue
)
# Get information for games that cannot be installed through legendary (yet), such
# as games that have to be activated on and launched through Origin.
if args.include_noasset:
na_games, na_dlcs = self.core.get_non_asset_library_items(skip_ue=not args.include_ue)
games.extend(na_games)
else:
na_dlcs = []
# sort games and dlc by name
games = sorted(games, key=lambda x: x.app_title.lower())
for citem_id in dlc_list.keys():
if citem_id in na_dlcs:
dlc_list[citem_id].extend(na_dlcs[citem_id])
dlc_list[citem_id] = sorted(dlc_list[citem_id], key=lambda d: d.app_title.lower())
if args.csv or args.tsv:
writer = csv.writer(stdout, dialect='excel-tab' if args.tsv else 'excel')
writer.writerow(['App name', 'App title', 'Version', 'Is DLC'])
for game in games:
writer.writerow((game.app_name, game.app_title, game.app_version, False))
for dlc in dlc_list[game.asset_info.catalog_item_id]:
writer.writerow((dlc.app_name, dlc.app_title, dlc.app_version, True))
return
if args.json:
_out = []
for game in games:
_j = vars(game)
_j['dlcs'] = [vars(dlc) for dlc in dlc_list[game.asset_info.catalog_item_id]]
_out.append(_j)
print(json.dumps(_out, sort_keys=True, indent=2))
return
print('\nAvailable games:')
for game in games:
print(f' * {game.app_title.strip()} (App name: {game.app_name} | Version: {game.app_version})')
if not game.app_version:
_custom_attribs = game.metadata.get('customAttributes', {})
_store = _custom_attribs.get('ThirdPartyManagedApp', {}).get('value', 'Unknown')
if _store == 'Origin':
print(f' - This game has to be activated, installed, and launched via Origin, use '
f'"legendary launch --origin {game.app_name}" to activate and/or run the game.')
else:
print(f' ! This game has to be installed through third-party store ({_store}, not supported)')
for dlc in dlc_list[game.asset_info.catalog_item_id]:
print(f' + {dlc.app_title} (App name: {dlc.app_name} | Version: {dlc.app_version})')
if not dlc.app_version:
print(' ! This DLC is included in the game does not have to be downloaded separately')
print(f'\nTotal: {len(games)}')
def list_installed(self, args):
if args.check_updates:
logger.info('Logging in to check for updates...')
if not self.core.login():
logger.error('Login failed! Not checking for updates.')
else:
self.core.get_assets(True)
games = sorted(self.core.get_installed_list(include_dlc=True),
key=lambda x: x.title.lower())
versions = dict()
for game in games:
try:
versions[game.app_name] = self.core.get_asset(game.app_name).build_version
except ValueError:
logger.warning(f'Metadata for "{game.app_name}" is missing, the game may have been removed from '
f'your account or not be in legendary\'s database yet, try rerunning the command '
f'with "--check-updates".')
if args.csv or args.tsv:
writer = csv.writer(stdout, dialect='excel-tab' if args.tsv else 'excel')
writer.writerow(['App name', 'App title', 'Installed version', 'Available version',
'Update available', 'Install size', 'Install path'])
writer.writerows((game.app_name, game.title, game.version, versions[game.app_name],
versions[game.app_name] != game.version, game.install_size, game.install_path)
for game in games if game.app_name in versions)
return
if args.json:
print(json.dumps([vars(g) for g in games], indent=2, sort_keys=True))
return
installed_dlcs = defaultdict(list)
for game in games.copy():
if not game.is_dlc:
continue
games.remove(game)
dlc = self.core.get_game(game.app_name)
main_app_name = dlc.metadata['mainGameItem']['releaseInfo'][0]['appId']
installed_dlcs[main_app_name].append(game)
print('\nInstalled games:')
for game in games:
if game.install_size == 0:
logger.debug(f'Updating missing size for {game.app_name}')
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m = self.core.load_manifest(self.core.get_installed_manifest(game.app_name)[0])
game.install_size = sum(fm.file_size for fm in m.file_manifest_list.elements)
self.core.install_game(game)
print(f' * {game.title} (App name: {game.app_name} | Version: {game.version} | '
f'{game.install_size / (1024*1024*1024):.02f} GiB)')
if args.include_dir:
print(f' + Location: {game.install_path}')
if not os.path.exists(game.install_path):
print(f' ! Game does no longer appear to be installed (directory "{game.install_path}" missing)!')
elif game.app_name in versions and versions[game.app_name] != game.version:
print(f' -> Update available! Installed: {game.version}, Latest: {versions[game.app_name]}')
for dlc in installed_dlcs[game.app_name]:
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print(f' + {dlc.title} (App name: {dlc.app_name} | Version: {dlc.version}) | '
f'{dlc.install_size / (1024*1024*1024):.02f} GiB)')
if dlc.app_name in versions and versions[dlc.app_name] != dlc.version:
print(f' -> Update available! Installed: {dlc.version}, Latest: {versions[dlc.app_name]}')
print(f'\nTotal: {len(games)}')
def list_files(self, args):
if args.platform_override:
args.force_download = True
if not args.override_manifest and not args.app_name:
print('You must provide either a manifest url/path or app name!')
return
# check if we even need to log in
if args.override_manifest:
logger.info(f'Loading manifest from "{args.override_manifest}"')
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manifest_data, _ = self.core.get_uri_manifest(args.override_manifest)
elif self.core.is_installed(args.app_name) and not args.force_download:
logger.info(f'Loading installed manifest for "{args.app_name}"')
manifest_data, _ = self.core.get_installed_manifest(args.app_name)
else:
logger.info(f'Logging in and downloading manifest for {args.app_name}')
if not self.core.login():
logger.error('Login failed! Cannot continue with download process.')
exit(1)
game = self.core.get_game(args.app_name, update_meta=True)
if not game:
logger.fatal(f'Could not fetch metadata for "{args.app_name}" (check spelling/account ownership)')
exit(1)
manifest_data, _ = self.core.get_cdn_manifest(game, platform_override=args.platform_override)
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manifest = self.core.load_manifest(manifest_data)
files = sorted(manifest.file_manifest_list.elements,
key=lambda a: a.filename.lower())
if args.install_tag:
files = [fm for fm in files if args.install_tag in fm.install_tags]
if args.hashlist:
for fm in files:
print(f'{fm.hash.hex()} *{fm.filename}')
elif args.csv or args.tsv:
writer = csv.writer(stdout, dialect='excel-tab' if args.tsv else 'excel')
writer.writerow(['path', 'hash', 'size', 'install_tags'])
writer.writerows((fm.filename, fm.hash.hex(), fm.file_size, '|'.join(fm.install_tags)) for fm in files)
elif args.json:
_files = []
for fm in files:
_files.append(dict(
filename=fm.filename,
sha_hash=fm.hash.hex(),
install_tags=fm.install_tags,
file_size=fm.file_size,
flags=fm.flags,
))
print(json.dumps(_files, sort_keys=True, indent=2))
else:
install_tags = set()
for fm in files:
print(fm.filename)
for t in fm.install_tags:
install_tags.add(t)
if install_tags:
# use the log output so this isn't included when piping file list into file
logger.info(f'Install tags: {", ".join(sorted(install_tags))}')
def list_saves(self, args):
if not self.core.login():
logger.error('Login failed! Cannot continue with download process.')
exit(1)
# update game metadata
logger.debug('Refreshing games list...')
_ = self.core.get_game_and_dlc_list(update_assets=True)
# then get the saves
logger.info('Getting list of saves...')
saves = self.core.get_save_games(args.app_name)
last_app = ''
print('Save games:')
for save in sorted(saves, key=lambda a: a.app_name + a.manifest_name):
if save.app_name != last_app:
game_title = self.core.get_game(save.app_name).app_title
last_app = save.app_name
print(f'- {game_title} ("{save.app_name}")')
print(' +', save.manifest_name)
def download_saves(self, args):
if not self.core.login():
logger.error('Login failed! Cannot continue with download process.')
exit(1)
logger.info(f'Downloading saves to "{self.core.get_default_install_dir()}"')
self.core.download_saves(args.app_name)
def sync_saves(self, args):
if not self.core.login():
logger.error('Login failed! Cannot continue with download process.')
exit(1)
igames = self.core.get_installed_list()
if args.app_name:
igame = self.core.get_installed_game(args.app_name)
if not igame:
logger.fatal(f'Game not installed: {args.app_name}')
exit(1)
igames = [igame]
# check available saves
saves = self.core.get_save_games()
latest_save = dict()
for save in sorted(saves, key=lambda a: a.datetime):
latest_save[save.app_name] = save
logger.info(f'Got {len(latest_save)} remote save game(s)')
# evaluate current save state for each game.
for igame in igames:
game = self.core.get_game(igame.app_name)
if not game or not game.supports_cloud_saves:
if igame.app_name in latest_save:
# this should never happen unless cloud save support was removed from a game
logger.warning(f'{igame.app_name} has remote save(s) but does not support cloud saves?!')
continue
logger.info(f'Checking "{igame.title}" ({igame.app_name})')
# override save path only if app name is specified
if args.app_name and args.save_path:
logger.info(f'Overriding save path with "{args.save_path}"...')
igame.save_path = args.save_path
self.core.lgd.set_installed_game(igame.app_name, igame)
# if there is no saved save path, try to get one
if not igame.save_path:
save_path = self.core.get_save_path(igame.app_name)
# ask user if path is correct if computing for the first time
logger.info(f'Computed save path: "{save_path}"')
if '%' in save_path or '{' in save_path:
logger.warning('Path contains unprocessed variables, please enter the correct path manually.')
yn = False
else:
yn = get_boolean_choice('Is this correct?')
if not yn:
save_path = input('Please enter the correct path (leave empty to skip): ')
if not save_path:
logger.info('Empty input, skipping...')
continue
if not os.path.exists(save_path):
os.makedirs(save_path)
igame.save_path = save_path
self.core.lgd.set_installed_game(igame.app_name, igame)
res, (dt_l, dt_r) = self.core.check_savegame_state(igame.save_path, latest_save.get(igame.app_name))
if res == SaveGameStatus.NO_SAVE:
logger.info('No cloud or local savegame found.')
continue
if res == SaveGameStatus.SAME_AGE and not (args.force_upload or args.force_download):
logger.info(f'Save game for "{igame.title}" is up to date, skipping...')
continue
if (res == SaveGameStatus.REMOTE_NEWER and not args.force_upload) or args.force_download:
if res == SaveGameStatus.REMOTE_NEWER: # only print this info if not forced
logger.info(f'Cloud save for "{igame.title}" is newer:')
logger.info(f'- Cloud save date: {dt_r.strftime("%Y-%m-%d %H:%M:%S")}')
if dt_l:
logger.info(f'- Local save date: {dt_l.strftime("%Y-%m-%d %H:%M:%S")}')
else:
logger.info('- Local save date: N/A')
if args.upload_only:
logger.info('Save game downloading is disabled, skipping...')
continue
if not args.yes and not args.force_download:
if not get_boolean_choice(f'Download cloud save?'):
logger.info('Not downloading...')
continue
logger.info('Downloading remote savegame...')
self.core.download_saves(igame.app_name, save_dir=igame.save_path, clean_dir=True,
manifest_name=latest_save[igame.app_name].manifest_name)
elif res == SaveGameStatus.LOCAL_NEWER or args.force_upload:
if res == SaveGameStatus.LOCAL_NEWER:
logger.info(f'Local save for "{igame.title}" is newer')
if dt_r:
logger.info(f'- Cloud save date: {dt_r.strftime("%Y-%m-%d %H:%M:%S")}')
else:
logger.info('- Cloud save date: N/A')
logger.info(f'- Local save date: {dt_l.strftime("%Y-%m-%d %H:%M:%S")}')
if args.download_only:
logger.info('Save game uploading is disabled, skipping...')
continue
if not args.yes and not args.force_upload:
if not get_boolean_choice(f'Upload local save?'):
logger.info('Not uploading...')
continue
logger.info('Uploading local savegame...')
self.core.upload_save(igame.app_name, igame.save_path, dt_l, args.disable_filters)
def launch_game(self, args, extra):
app_name = args.app_name
if args.origin:
return self.launch_origin(args)
igame = self.core.get_installed_game(app_name)
if not igame:
logger.error(f'Game {app_name} is not currently installed!')
exit(1)
if igame.is_dlc:
logger.error(f'{app_name} is DLC; please launch the base game instead!')
exit(1)
if not os.path.exists(igame.install_path):
logger.fatal(f'Install directory "{igame.install_path}" appears to be deleted, cannot launch {app_name}!')
exit(1)
if args.reset_defaults:
logger.info(f'Removing configuration section for "{app_name}"...')
self.core.lgd.config.remove_section(app_name)
return
# override with config value
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args.offline = self.core.is_offline_game(app_name) or args.offline
if not args.offline:
logger.info('Logging in...')
if not self.core.login():
logger.error('Login failed, cannot continue!')
exit(1)
if not args.skip_version_check and not self.core.is_noupdate_game(app_name):
logger.info('Checking for updates...')
try:
latest = self.core.get_asset(app_name, update=True)
except ValueError:
logger.fatal(f'Metadata for "{app_name}" does not exist, cannot launch!')
exit(1)
if latest.build_version != igame.version:
logger.error('Game is out of date, please update or launch with update check skipping!')
exit(1)
params, cwd, env = self.core.get_launch_parameters(app_name=app_name, offline=args.offline,
extra_args=extra, user=args.user_name_override,
wine_bin=args.wine_bin, wine_pfx=args.wine_pfx,
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language=args.language, wrapper=args.wrapper,
disable_wine=args.no_wine,
executable_override=args.executable_override)
if args.set_defaults:
self.core.lgd.config[app_name] = dict()
# we have to do this if-cacophony here because an empty value is still
# valid and could cause issues when relying on config.get()'s fallback
if args.offline:
self.core.lgd.config[app_name]['offline'] = 'true'
if args.skip_version_check:
self.core.lgd.config[app_name]['skip_update_check'] = 'true'
if extra:
self.core.lgd.config[app_name]['start_params'] = shlex.join(extra)
if args.wine_bin:
self.core.lgd.config[app_name]['wine_executable'] = args.wine_bin
if args.wine_pfx:
self.core.lgd.config[app_name]['wine_prefix'] = args.wine_pfx
if args.no_wine:
self.core.lgd.config[app_name]['no_wine'] = 'true'
if args.language:
self.core.lgd.config[app_name]['language'] = args.language
if args.wrapper:
self.core.lgd.config[app_name]['wrapper'] = args.wrapper
if args.dry_run:
logger.info(f'Not Launching {app_name} (dry run)')
logger.info(f'Launch parameters: {shlex.join(params)}')
logger.info(f'Working directory: {cwd}')
if env:
logger.info('Environment overrides:', env)
else:
logger.info(f'Launching {app_name}...')
logger.debug(f'Launch parameters: {shlex.join(params)}')
logger.debug(f'Working directory: {cwd}')
if env:
logger.debug('Environment overrides:', env)
subprocess.Popen(params, cwd=cwd, env=env)
def launch_origin(self, args):
# login is not required to launch the game, but linking does require it.
if not args.offline:
logger.info('Logging in...')
if not self.core.login():
logger.error('Login failed, cannot continue!')
exit(1)
origin_uri = self.core.get_origin_uri(args.app_name, args.offline)
logger.debug(f'Opening Origin URI: {origin_uri}')
if os.name == 'nt':
return webbrowser.open(origin_uri)
# on linux, require users to specify at least the wine binary and prefix in config or command line
wine_pfx, wine_binary = args.wine_pfx, args.wine_bin
if not wine_pfx:
wine_pfx = self.core.lgd.config.get(args.app_name, 'wine_prefix', fallback=None)
if not wine_binary:
wine_binary = self.core.lgd.config.get(args.app_name, 'wine_executable', fallback=args.wine_bin)
env = self.core.get_app_environment(args.app_name, wine_pfx=wine_pfx)
if not wine_binary or not env.get('WINEPREFIX'):
logger.error(f'In order to launch Origin correctly you must specify the wine binary and prefix '
f'to use in the configuration file or command line. See the README for details.')
return
subprocess.Popen([wine_binary, origin_uri], env=env)
def install_game(self, args):
if self.core.is_installed(args.app_name):
igame = self.core.get_installed_game(args.app_name)
if igame.needs_verification and not args.repair_mode:
logger.info('Game needs to be verified before updating, switching to repair mode...')
args.repair_mode = True
repair_file = None
if args.subparser_name == 'download':
logger.info('Setting --no-install flag since "download" command was used')
args.no_install = True
elif args.subparser_name == 'repair' or args.repair_mode:
args.repair_mode = True
args.no_install = args.repair_and_update is False
repair_file = os.path.join(self.core.lgd.get_tmp_path(), f'{args.app_name}.repair')
if not self.core.login():
logger.error('Login failed! Cannot continue with download process.')
exit(1)
if args.file_prefix or args.file_exclude_prefix:
args.no_install = True
if args.update_only:
if not self.core.is_installed(args.app_name):
logger.error(f'Update requested for "{args.app_name}", but app not installed!')
exit(1)
if args.platform_override:
args.no_install = True
game = self.core.get_game(args.app_name, update_meta=True)
if not game:
logger.error(f'Could not find "{args.app_name}" in list of available games,'
f'did you type the name correctly?')
exit(1)
if game.is_dlc:
logger.info('Install candidate is DLC')
app_name = game.metadata['mainGameItem']['releaseInfo'][0]['appId']
base_game = self.core.get_game(app_name)
# check if base_game is actually installed
if not self.core.is_installed(app_name):
# download mode doesn't care about whether or not something's installed
if not args.no_install:
logger.fatal(f'Base game "{app_name}" is not installed!')
exit(1)
else:
base_game = None
if args.repair_mode:
if not self.core.is_installed(game.app_name):
logger.error(f'Game "{game.app_title}" ({game.app_name}) is not installed!')
exit(0)
if not os.path.exists(repair_file):
logger.info('Game has not been verified yet.')
if not args.yes:
if not get_boolean_choice(f'Verify "{game.app_name}" now ("no" will abort repair)?'):
print('Aborting...')
exit(0)
self.verify_game(args, print_command=False)
else:
logger.info(f'Using existing repair file: {repair_file}')
# Workaround for Cyberpunk 2077 preload
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if not args.install_tag and not game.is_dlc and ((sdl_name := get_sdl_appname(game.app_name)) is not None):
config_tags = self.core.lgd.config.get(game.app_name, 'install_tags', fallback=None)
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if not self.core.is_installed(game.app_name) or config_tags is None or args.reset_sdl:
sdl_data = self.core.get_sdl_data(sdl_name)
if sdl_data:
args.install_tag = sdl_prompt(sdl_data, game.app_title)
self.core.lgd.config.set(game.app_name, 'install_tags', ','.join(args.install_tag))
else:
logger.error(f'Unable to get SDL data for {sdl_name}')
else:
args.install_tag = config_tags.split(',')
elif args.install_tag and not game.is_dlc and not args.no_install:
config_tags = ','.join(args.install_tag)
logger.info(f'Saving install tags for "{game.app_name}" to config: {config_tags}')
self.core.lgd.config.set(game.app_name, 'install_tags', config_tags)
elif not game.is_dlc:
config_tags = self.core.lgd.config.get(game.app_name, 'install_tags', fallback=None)
if config_tags and args.reset_sdl:
logger.info('Clearing install tags from config.')
self.core.lgd.config.remove_option(game.app_name, 'install_tags')
elif config_tags:
logger.info(f'Using install tags from config: {config_tags}')
args.install_tag = config_tags.split(',')
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logger.info('Preparing download...')
# todo use status queue to print progress from CLI
# This has become a little ridiculous hasn't it?
dlm, analysis, igame = self.core.prepare_download(game=game, base_game=base_game, base_path=args.base_path,
force=args.force, max_shm=args.shared_memory,
max_workers=args.max_workers, game_folder=args.game_folder,
disable_patching=args.disable_patching,
override_manifest=args.override_manifest,
override_old_manifest=args.override_old_manifest,
override_base_url=args.override_base_url,
platform_override=args.platform_override,
file_prefix_filter=args.file_prefix,
file_exclude_filter=args.file_exclude_prefix,
file_install_tag=args.install_tag,
dl_optimizations=args.order_opt,
dl_timeout=args.dl_timeout,
repair=args.repair_mode,
repair_use_latest=args.repair_and_update,
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disable_delta=args.disable_delta,
override_delta_manifest=args.override_delta_manifest,
preferred_cdn=args.preferred_cdn,
disable_https=args.disable_https)
# game is either up to date or hasn't changed, so we have nothing to do
if not analysis.dl_size:
old_igame = self.core.get_installed_game(game.app_name)
logger.info('Download size is 0, the game is either already up to date or has not changed. Exiting...')
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if old_igame and args.repair_mode and os.path.exists(repair_file):
if old_igame.needs_verification:
old_igame.needs_verification = False
self.core.install_game(old_igame)
logger.debug('Removing repair file.')
os.remove(repair_file)
# check if install tags have changed, if they did; try deleting files that are no longer required.
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if old_igame and old_igame.install_tags != igame.install_tags:
old_igame.install_tags = igame.install_tags
self.logger.info('Deleting now untagged files.')
self.core.uninstall_tag(old_igame)
self.core.install_game(old_igame)
exit(0)
logger.info(f'Install size: {analysis.install_size / 1024 / 1024:.02f} MiB')
compression = (1 - (analysis.dl_size / analysis.uncompressed_dl_size)) * 100
logger.info(f'Download size: {analysis.dl_size / 1024 / 1024:.02f} MiB '
f'(Compression savings: {compression:.01f}%)')
logger.info(f'Reusable size: {analysis.reuse_size / 1024 / 1024:.02f} MiB (chunks) / '
f'{analysis.unchanged / 1024 / 1024:.02f} MiB (unchanged / skipped)')
res = self.core.check_installation_conditions(analysis=analysis, install=igame, game=game,
updating=self.core.is_installed(args.app_name),
ignore_space_req=args.ignore_space)
if res.warnings or res.failures:
logger.info('Installation requirements check returned the following results:')
if res.warnings:
for warn in sorted(res.warnings):
logger.warning(warn)
if res.failures:
for msg in sorted(res.failures):
logger.fatal(msg)
logger.error('Installation cannot proceed, exiting.')
exit(1)
logger.info('Downloads are resumable, you can interrupt the download with '
'CTRL-C and resume it using the same command later on.')
if not args.yes:
if not get_boolean_choice(f'Do you wish to install "{igame.title}"?'):
print('Aborting...')
exit(0)
start_t = time.time()
try:
# set up logging stuff (should be moved somewhere else later)
dlm.logging_queue = self.logging_queue
dlm.proc_debug = args.dlm_debug
dlm.start()
dlm.join()
except Exception as e:
end_t = time.time()
logger.info(f'Installation failed after {end_t - start_t:.02f} seconds.')
logger.warning(f'The following exception occurred while waiting for the downloader to finish: {e!r}. '
f'Try restarting the process, the resume file will be used to start where it failed. '
f'If it continues to fail please open an issue on GitHub.')
else:
end_t = time.time()
if not args.no_install:
# Allow setting savegame directory at install time so sync-saves will work immediately
if game.supports_cloud_saves and args.save_path:
igame.save_path = args.save_path
postinstall = self.core.install_game(igame)
if postinstall:
self._handle_postinstall(postinstall, igame, yes=args.yes)
dlcs = self.core.get_dlc_for_game(game.app_name)
if dlcs:
print('The following DLCs are available for this game:')
for dlc in dlcs:
print(f' - {dlc.app_title} (App name: {dlc.app_name}, version: {dlc.app_version})')
print('Manually installing DLCs works the same; just use the DLC app name instead.')
install_dlcs = True
if not args.yes:
if not get_boolean_choice(f'Do you wish to automatically install DLCs?'):
install_dlcs = False
if install_dlcs:
_yes, _app_name = args.yes, args.app_name
args.yes = True
for dlc in dlcs:
args.app_name = dlc.app_name
self.install_game(args)
args.yes, args.app_name = _yes, _app_name
if game.supports_cloud_saves and not game.is_dlc:
# todo option to automatically download saves after the installation
# args does not have the required attributes for sync_saves in here,
# not sure how to solve that elegantly.
logger.info('This game supports cloud saves, syncing is handled by the "sync-saves" command.')
logger.info(f'To download saves for this game run "legendary sync-saves {args.app_name}"')
old_igame = self.core.get_installed_game(game.app_name)
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if old_igame and args.repair_mode and os.path.exists(repair_file):
if old_igame.needs_verification:
old_igame.needs_verification = False
self.core.install_game(old_igame)
logger.debug('Removing repair file.')
os.remove(repair_file)
# check if install tags have changed, if they did; try deleting files that are no longer required.
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if old_igame and old_igame.install_tags != igame.install_tags:
old_igame.install_tags = igame.install_tags
self.logger.info('Deleting now untagged files.')
self.core.uninstall_tag(old_igame)
self.core.install_game(old_igame)
logger.info(f'Finished installation process in {end_t - start_t:.02f} seconds.')
def _handle_postinstall(self, postinstall, igame, yes=False):
print('This game lists the following prequisites to be installed:')
print(f'- {postinstall["name"]}: {" ".join((postinstall["path"], postinstall["args"]))}')
if os.name == 'nt':
if yes:
c = 'n' # we don't want to launch anything, just silent install.
else:
choice = input('Do you wish to install the prerequisites? ([y]es, [n]o, [i]gnore): ')
c = choice.lower()[0]
if c == 'i': # just set it to installed
print('Marking prerequisites as installed...')
self.core.prereq_installed(igame.app_name)
elif c == 'y': # set to installed and launch installation
print('Launching prerequisite executable..')
self.core.prereq_installed(igame.app_name)
req_path, req_exec = os.path.split(postinstall['path'])
work_dir = os.path.join(igame.install_path, req_path)
fullpath = os.path.join(work_dir, req_exec)
subprocess.Popen([fullpath, postinstall['args']], cwd=work_dir)
else:
logger.info('Automatic installation not available on Linux.')
def uninstall_game(self, args):
igame = self.core.get_installed_game(args.app_name)
if not igame:
logger.error(f'Game {args.app_name} not installed, cannot uninstall!')
exit(0)
if igame.is_dlc:
logger.error('Uninstalling DLC is not supported.')
exit(1)
if not args.yes:
if not get_boolean_choice(f'Do you wish to uninstall "{igame.title}"?', default=False):
print('Aborting...')
exit(0)
try:
# Remove DLC first so directory is empty when game uninstall runs
dlcs = self.core.get_dlc_for_game(igame.app_name)
for dlc in dlcs:
if (idlc := self.core.get_installed_game(dlc.app_name)) is not None:
logger.info(f'Uninstalling DLC "{dlc.app_name}"...')
self.core.uninstall_game(idlc, delete_files=not args.keep_files)
logger.info(f'Removing "{igame.title}" from "{igame.install_path}"...')
self.core.uninstall_game(igame, delete_files=not args.keep_files, delete_root_directory=True)
logger.info('Game has been uninstalled.')
except Exception as e:
logger.warning(f'Removing game failed: {e!r}, please remove {igame.install_path} manually.')
def verify_game(self, args, print_command=True):
if not self.core.is_installed(args.app_name):
logger.error(f'Game "{args.app_name}" is not installed')
return
logger.info(f'Loading installed manifest for "{args.app_name}"')
igame = self.core.get_installed_game(args.app_name)
manifest_data, _ = self.core.get_installed_manifest(args.app_name)
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manifest = self.core.load_manifest(manifest_data)
files = sorted(manifest.file_manifest_list.elements,
key=lambda a: a.filename.lower())
# build list of hashes
if config_tags := self.core.lgd.config.get(args.app_name, 'install_tags', fallback=None):
install_tags = set(i.strip() for i in config_tags.split(','))
file_list = [
(f.filename, f.sha_hash.hex())
for f in files
if any(it in install_tags for it in f.install_tags) or not f.install_tags
]
else:
file_list = [(f.filename, f.sha_hash.hex()) for f in files]
total = len(file_list)
num = 0
failed = []
missing = []
logger.info(f'Verifying "{igame.title}" version "{manifest.meta.build_version}"')
repair_file = []
for result, path, result_hash in validate_files(igame.install_path, file_list):
stdout.write(f'Verification progress: {num}/{total} ({num * 100 / total:.01f}%)\t\r')
stdout.flush()
num += 1
if result == VerifyResult.HASH_MATCH:
repair_file.append(f'{result_hash}:{path}')
continue
elif result == VerifyResult.HASH_MISMATCH:
logger.error(f'File does not match hash: "{path}"')
repair_file.append(f'{result_hash}:{path}')
failed.append(path)
elif result == VerifyResult.FILE_MISSING:
logger.error(f'File is missing: "{path}"')
missing.append(path)
else:
logger.error(f'Other failure (see log), treating file as missing: "{path}"')
missing.append(path)
stdout.write(f'Verification progress: {num}/{total} ({num * 100 / total:.01f}%)\t\n')
# always write repair file, even if all match
if repair_file:
repair_filename = os.path.join(self.core.lgd.get_tmp_path(), f'{args.app_name}.repair')
with open(repair_filename, 'w') as f:
f.write('\n'.join(repair_file))
logger.debug(f'Written repair file to "{repair_filename}"')
if not missing and not failed:
logger.info('Verification finished successfully.')
else:
logger.error(f'Verification failed, {len(failed)} file(s) corrupted, {len(missing)} file(s) are missing.')
if print_command:
logger.info(f'Run "legendary repair {args.app_name}" to repair your game installation.')
def import_game(self, args):
# make sure path is absolute
args.app_path = os.path.abspath(args.app_path)
if not os.path.exists(args.app_path):
logger.error(f'Specified path "{args.app_path}" does not exist!')
exit(1)
if self.core.is_installed(args.app_name):
logger.error('Game is already installed!')
exit(0)
if not self.core.login():
logger.error('Log in failed!')
exit(1)
# do some basic checks
game = self.core.get_game(args.app_name, update_meta=True)
if not game:
logger.fatal(f'Did not find game "{args.app_name}" on account.')
exit(1)
# get everything needed for import from core, then run additional checks.
manifest, igame = self.core.import_game(game, args.app_path)
exe_path = os.path.join(args.app_path, manifest.meta.launch_exe.lstrip('/'))
# check if most files at least exist or if user might have specified the wrong directory
total = len(manifest.file_manifest_list.elements)
found = sum(os.path.exists(os.path.join(args.app_path, f.filename))
for f in manifest.file_manifest_list.elements)
ratio = found / total
if not os.path.exists(exe_path and not args.disable_check):
logger.error(f'Game executable could not be found at "{exe_path}", '
f'please verify that the specified path is correct.')
exit(1)
if ratio < 0.95:
logger.warning('Some files are missing from the game installation, install may not '
'match latest Epic Games Store version or might be corrupted.')
else:
logger.info('Game install appears to be complete.')
self.core.install_game(igame)
if igame.needs_verification:
logger.info(f'NOTE: The game installation will have to be verified before it can be updated '
f'with legendary. Run "legendary repair {args.app_name}" to do so.')
else:
logger.info(f'Installation had Epic Games Launcher metadata for version "{igame.version}", '
f'verification will not be required.')
logger.info('Game has been imported.')
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def egs_sync(self, args):
if args.unlink:
logger.info('Unlinking and resetting EGS and LGD sync...')
self.core.lgd.config.remove_option('Legendary', 'egl_programdata')
self.core.lgd.config.remove_option('Legendary', 'egl_sync')
# remove EGL GUIDs from all games, DO NOT remove .egstore folders because that would fuck things up.
for igame in self.core.get_installed_list():
igame.egl_guid = ''
self.core.install_game(igame)
# todo track which games were imported, remove those from LGD and exported ones from EGL
logger.info('NOTE: Games have not been removed from the Epic Games Launcher or Legendary.')
logger.info('Games will not be removed from EGL or Legendary if it was removed from the other launcher.')
return
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elif args.disable_sync:
logger.info('Disabling EGS/LGD sync...')
self.core.lgd.config.remove_option('Legendary', 'egl_sync')
return
if not self.core.lgd.assets:
logger.error('Legendary is missing game metadata, please login (if not already) and use the '
'"status" command to fetch necessary information to set-up syncing.')
return
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if not self.core.egl.programdata_path:
if not args.egl_manifest_path and not args.egl_wine_prefix:
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# search default Lutris install path
lutris_data_path = os.path.expanduser('~/Games/epic-games-store/drive_c/ProgramData'
'/Epic/EpicGamesLauncher/Data')
egl_path = None
if os.path.exists(lutris_data_path):
logger.info(f'Found Lutris EGL install at "{lutris_data_path}"')
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if args.yes or get_boolean_choice('Do you want to use the Lutris install?'):
egl_path = os.path.join(lutris_data_path, 'Manifests')
if not os.path.exists(egl_path):
print('EGL Data path exists but Manifests directory is missing, creating...')
os.makedirs(egl_path)
if not egl_path:
print('EGL path not found, please manually provide the path to the WINE prefix it is installed in')
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egl_path = input('Path [empty input to quit]: ').strip()
if not egl_path:
print('Empty input, quitting...')
exit(0)
if not os.path.exists(egl_path):
print('Path is invalid (does not exist)!')
exit(1)
egl_data_path = os.path.join(egl_path, 'drive_c/ProgramData/Epic/EpicGamesLauncher/Data')
egl_path = os.path.join(egl_data_path, 'Manifests')
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if not os.path.exists(egl_path):
if not os.path.exists(egl_data_path):
print('Invalid path (wrong directory, WINE prefix, or EGL not installed/launched)')
exit(1)
print('EGL Data path exists but Manifests directory is missing, creating...')
os.makedirs(egl_path)
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if not os.listdir(egl_path):
logger.warning('Folder is empty, this may be fine if nothing has been installed yet.')
self.core.egl.programdata_path = egl_path
self.core.lgd.config.set('Legendary', 'egl_programdata', egl_path)
elif args.egl_wine_prefix:
egl_data_path = os.path.join(args.egl_wine_prefix,
'drive_c/ProgramData/Epic/EpicGamesLauncher/Data')
egl_path = os.path.join(egl_data_path, 'Manifests')
if not os.path.exists(egl_path):
if not os.path.exists(egl_data_path):
print('Invalid path (wrong directory, WINE prefix, or EGL not installed/launched)')
exit(1)
print('EGL Data path exists but Manifests directory is missing, creating...')
os.makedirs(egl_path)
if not os.listdir(egl_path):
logger.warning('Folder is empty, this may be fine if nothing has been installed yet.')
self.core.egl.programdata_path = egl_path
self.core.lgd.config.set('Legendary', 'egl_programdata', egl_path)
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else:
if not os.path.exists(args.egl_manifest_path):
logger.fatal('Path specified via --egl-manifest-path does not exist')
exit(1)
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self.core.egl.programdata_path = args.egl_manifest_path
self.core.lgd.config.set('Legendary', 'egl_programdata', args.egl_manifest_path)
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logger.debug(f'Using EGL ProgramData path "{self.core.egl.programdata_path}"...')
logger.info('Reading EGL game manifests...')
if not args.export_only:
print('\nChecking for importable games...')
importable = self.core.egl_get_importable()
if importable:
print('The following games are importable (EGL -> Legendary):')
for egl_game in importable:
print(' *', egl_game.app_name, '-', egl_game.display_name)
print('\nNote: Only games that are also in Legendary\'s database are listed, '
'if anything is missing run "list-games" first to update it.')
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if args.yes or get_boolean_choice('Do you want to import the games from EGL?'):
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for egl_game in importable:
logger.info(f'Importing "{egl_game.display_name}"...')
self.core.egl_import(egl_game.app_name)
else:
print('Nothing to import.')
if not args.import_only:
print('\nChecking for exportable games...')
exportable = self.core.egl_get_exportable()
if exportable:
print('The following games are exportable (Legendary -> EGL)')
for lgd_game in exportable:
print(' *', lgd_game.app_name, '-', lgd_game.title)
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if args.yes or get_boolean_choice('Do you want to export the games to EGL?'):
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for lgd_game in exportable:
logger.info(f'Exporting "{lgd_game.title}"...')
self.core.egl_export(lgd_game.app_name)
else:
print('Nothing to export.')
print('\nChecking automatic sync...')
if not self.core.egl_sync_enabled and not args.one_shot:
if not args.enable_sync:
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args.enable_sync = args.yes or get_boolean_choice('Enable automatic synchronization?')
if not args.enable_sync: # if user chooses no, still run the sync once
self.core.egl_sync()
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self.core.lgd.config.set('Legendary', 'egl_sync', str(args.enable_sync))
else:
self.core.egl_sync()
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def status(self, args):
if not args.offline:
try:
if not self.core.login():
logger.error('Log in failed!')
exit(1)
except ValueError:
pass
# if automatic checks are off force an update here
self.core.check_for_updates(force=True)
if not self.core.lgd.userdata:
user_name = '<not logged in>'
args.offline = True
else:
user_name = self.core.lgd.userdata['displayName']
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games_available = len(self.core.get_game_list(update_assets=not args.offline))
games_installed = len(self.core.get_installed_list())
if args.json:
print(json.dumps(dict(
account=user_name,
games_available=games_available,
games_installed=games_installed,
egl_sync_enabled=self.core.egl_sync_enabled,
config_directory=self.core.lgd.path
), indent=2, sort_keys=True))
return
print(f'Epic account: {user_name}')
print(f'Games available: {games_available}')
print(f'Games installed: {games_installed}')
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print(f'EGL Sync enabled: {self.core.egl_sync_enabled}')
print(f'Config directory: {self.core.lgd.path}')
print(f'\nLegendary version: {__version__} - "{__codename__}"')
print(f'Update available: {"yes" if self.core.update_available else "no"}')
if self.core.update_available:
if update_info := self.core.get_update_info():
print(f'- New version: {update_info["version"]} - "{update_info["name"]}"')
print(f'- Release summary:\n{update_info["summary"]}\n- Release URL: {update_info["gh_url"]}')
if update_info['critical']:
print('! This update is recommended as it fixes major issues.')
# prevent update message on close
self.core.update_available = False
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def cleanup(self, args):
before = self.core.lgd.get_dir_size()
# delete metadata
logger.debug('Removing app metadata...')
app_names = set(g.app_name for g in self.core.get_assets(update_assets=False))
self.core.lgd.clean_metadata(app_names)
if not args.keep_manifests:
logger.debug('Removing manifests...')
installed = [(ig.app_name, ig.version) for ig in self.core.get_installed_list()]
installed.extend((ig.app_name, ig.version) for ig in self.core.get_installed_dlc_list())
self.core.lgd.clean_manifests(installed)
logger.debug('Removing tmp data')
self.core.lgd.clean_tmp_data()
after = self.core.lgd.get_dir_size()
logger.info(f'Cleanup complete! Removed {(before - after)/1024/1024:.02f} MiB.')
def main():
parser = argparse.ArgumentParser(description=f'Legendary v{__version__} - "{__codename__}"')
parser.register('action', 'parsers', AliasedSubParsersAction)
# general arguments
parser.add_argument('-v', '--debug', dest='debug', action='store_true', help='Set loglevel to debug')
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parser.add_argument('-y', '--yes', dest='yes', action='store_true', help='Default to yes for all prompts')
parser.add_argument('-V', '--version', dest='version', action='store_true', help='Print version and exit')
# all the commands
subparsers = parser.add_subparsers(title='Commands', dest='subparser_name')
auth_parser = subparsers.add_parser('auth', help='Authenticate with EPIC')
install_parser = subparsers.add_parser('install', help='Download a game',
aliases=('download', 'update', 'repair'),
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usage='%(prog)s <App Name> [options]',
description='Aliases: download, update')
uninstall_parser = subparsers.add_parser('uninstall', help='Uninstall (delete) a game')
launch_parser = subparsers.add_parser('launch', help='Launch a game', usage='%(prog)s <App Name> [options]',
description='Note: additional arguments are passed to the game')
list_parser = subparsers.add_parser('list-games', help='List available (installable) games')
list_installed_parser = subparsers.add_parser('list-installed', help='List installed games')
list_files_parser = subparsers.add_parser('list-files', help='List files in manifest')
list_saves_parser = subparsers.add_parser('list-saves', help='List available cloud saves')
download_saves_parser = subparsers.add_parser('download-saves', help='Download all cloud saves')
sync_saves_parser = subparsers.add_parser('sync-saves', help='Sync cloud saves')
verify_parser = subparsers.add_parser('verify-game', help='Verify a game\'s local files')
import_parser = subparsers.add_parser('import-game', help='Import an already installed game')
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egl_sync_parser = subparsers.add_parser('egl-sync', help='Setup or run Epic Games Launcher sync')
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status_parser = subparsers.add_parser('status', help='Show legendary status information')
clean_parser = subparsers.add_parser('cleanup', help='Remove old temporary, metadata, and manifest files')
install_parser.add_argument('app_name', help='Name of the app', metavar='<App Name>')
uninstall_parser.add_argument('app_name', help='Name of the app', metavar='<App Name>')
launch_parser.add_argument('app_name', help='Name of the app', metavar='<App Name>')
list_files_parser.add_argument('app_name', nargs='?', metavar='<App Name>',
help='Name of the app (optional)')
list_saves_parser.add_argument('app_name', nargs='?', metavar='<App Name>', default='',
help='Name of the app (optional)')
download_saves_parser.add_argument('app_name', nargs='?', metavar='<App Name>', default='',
help='Name of the app (optional)')
sync_saves_parser.add_argument('app_name', nargs='?', metavar='<App Name>', default='',
help='Name of the app (optional)')
verify_parser.add_argument('app_name', help='Name of the app', metavar='<App Name>')
import_parser.add_argument('app_name', help='Name of the app', metavar='<App Name>')
import_parser.add_argument('app_path', help='Path where the game is installed',
metavar='<Installation directory>')
auth_parser.add_argument('--import', dest='import_egs_auth', action='store_true',
help='Import Epic Games Launcher authentication data (logs out of EGL)')
auth_parser.add_argument('--code', dest='auth_code', action='store', metavar='<exchange code>',
help='Use specified exchange code instead of interactive authentication')
auth_parser.add_argument('--sid', dest='session_id', action='store', metavar='<session id>',
help='Use specified session id instead of interactive authentication')
auth_parser.add_argument('--delete', dest='auth_delete', action='store_true',
help='Remove existing authentication (log out)')
install_parser.add_argument('--base-path', dest='base_path', action='store', metavar='<path>',
help='Path for game installations (defaults to ~/legendary)')
install_parser.add_argument('--game-folder', dest='game_folder', action='store', metavar='<path>',
help='Folder for game installation (defaults to folder specified in metadata)')
install_parser.add_argument('--max-shared-memory', dest='shared_memory', action='store', metavar='<size>',
type=int, help='Maximum amount of shared memory to use (in MiB), default: 1 GiB')
install_parser.add_argument('--max-workers', dest='max_workers', action='store', metavar='<num>',
type=int, help='Maximum amount of download workers, default: min(2 * CPUs, 16)')
install_parser.add_argument('--manifest', dest='override_manifest', action='store', metavar='<uri>',
help='Manifest URL or path to use instead of the CDN one (e.g. for downgrading)')
install_parser.add_argument('--old-manifest', dest='override_old_manifest', action='store', metavar='<uri>',
help='Manifest URL or path to use as the old one (e.g. for testing patching)')
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install_parser.add_argument('--delta-manifest', dest='override_delta_manifest', action='store', metavar='<uri>',
help='Manifest URL or path to use as the delta one (e.g. for testing)')
install_parser.add_argument('--base-url', dest='override_base_url', action='store', metavar='<url>',
help='Base URL to download from (e.g. to test or switch to a different CDNs)')
install_parser.add_argument('--force', dest='force', action='store_true',
help='Download all files / ignore existing (overwrite)')
install_parser.add_argument('--disable-patching', dest='disable_patching', action='store_true',
help='Do not attempt to patch existing installation (download entire changed files)')
install_parser.add_argument('--download-only', '--no-install', dest='no_install', action='store_true',
help='Do not install app and do not run prerequisite installers after download')
install_parser.add_argument('--update-only', dest='update_only', action='store_true',
help='Only update, do not do anything if specified app is not installed')
install_parser.add_argument('--dlm-debug', dest='dlm_debug', action='store_true',
help='Set download manager and worker processes\' loglevel to debug')
install_parser.add_argument('--platform', dest='platform_override', action='store', metavar='<Platform>',
type=str, help='Platform override for download (also sets --no-install)')
install_parser.add_argument('--prefix', dest='file_prefix', action='append', metavar='<prefix>',
help='Only fetch files whose path starts with <prefix> (case insensitive)')
install_parser.add_argument('--exclude', dest='file_exclude_prefix', action='append', metavar='<prefix>',
type=str, help='Exclude files starting with <prefix> (case insensitive)')
install_parser.add_argument('--install-tag', dest='install_tag', action='append', metavar='<tag>',
type=str, help='Only download files with the specified install tag')
install_parser.add_argument('--enable-reordering', dest='order_opt', action='store_true',
help='Enable reordering optimization to reduce RAM requirements '
'during download (may have adverse results for some titles)')
install_parser.add_argument('--dl-timeout', dest='dl_timeout', action='store', metavar='<sec>', type=int,
help='Connection timeout for downloader (default: 10 seconds)')
install_parser.add_argument('--save-path', dest='save_path', action='store', metavar='<path>',
help='Set save game path to be used for sync-saves')
install_parser.add_argument('--repair', dest='repair_mode', action='store_true',
help='Repair installed game by checking and redownloading corrupted/missing files')
install_parser.add_argument('--repair-and-update', dest='repair_and_update', action='store_true',
help='Update game to the latest version when repairing')
install_parser.add_argument('--ignore-free-space', dest='ignore_space', action='store_true',
help='Do not abort if not enough free space is available')
install_parser.add_argument('--disable-delta-manifests', dest='disable_delta', action='store_true',
help='Do not use delta manifests when updating (may increase download size)')
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install_parser.add_argument('--reset-sdl', dest='reset_sdl', action='store_true',
help='Reset selective downloading choices (requires repair to download new components)')
install_parser.add_argument('--preferred-cdn', dest='preferred_cdn', action='store', metavar='<hostname>',
help='Set the hostname of the preferred CDN to use when available')
install_parser.add_argument('--no-https', dest='disable_https', action='store_true',
help='Download games via plaintext HTTP (like EGS), e.g. for use with a lan cache')
uninstall_parser.add_argument('--keep-files', dest='keep_files', action='store_true',
help='Keep files but remove game from Legendary database')
launch_parser.add_argument('--offline', dest='offline', action='store_true',
default=False, help='Skip login and launch game without online authentication')
launch_parser.add_argument('--skip-version-check', dest='skip_version_check', action='store_true',
default=False, help='Skip version check when launching game in online mode')
launch_parser.add_argument('--override-username', dest='user_name_override', action='store', metavar='<username>',
help='Override username used when launching the game (only works with some titles)')
launch_parser.add_argument('--dry-run', dest='dry_run', action='store_true',
help='Print the command line that would have been used to launch the game and exit')
launch_parser.add_argument('--language', dest='language', action='store', metavar='<two letter language code>',
help='Override language for game launch (defaults to system locale)')
launch_parser.add_argument('--wrapper', dest='wrapper', action='store', metavar='<wrapper command>',
default=os.environ.get('LGDRY_WRAPPER', None),
help='Wrapper command to launch game with')
launch_parser.add_argument('--set-defaults', dest='set_defaults', action='store_true',
help='Save parameters used to launch to config (does not include env vars)')
launch_parser.add_argument('--reset-defaults', dest='reset_defaults', action='store_true',
help='Reset config settings for app and exit')
launch_parser.add_argument('--override-exe', dest='executable_override', action='store', metavar='<exe path>',
help='Override executable to launch (relative path)')
launch_parser.add_argument('--origin', dest='origin', action='store_true',
help='Launch Origin to activate or run the game.')
if os.name != 'nt':
launch_parser.add_argument('--wine', dest='wine_bin', action='store', metavar='<wine binary>',
default=os.environ.get('LGDRY_WINE_BINARY', None),
help='Set WINE binary to use to launch the app')
launch_parser.add_argument('--wine-prefix', dest='wine_pfx', action='store', metavar='<wine pfx path>',
default=os.environ.get('LGDRY_WINE_PREFIX', None),
help='Set WINE prefix to use')
launch_parser.add_argument('--no-wine', dest='no_wine', action='store_true',
default=strtobool(os.environ.get('LGDRY_NO_WINE', 'False')),
help='Do not run game with WINE (e.g. if a wrapper is used)')
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else:
# hidden arguments to not break this on Windows
launch_parser.add_argument('--wine', help=argparse.SUPPRESS, dest='wine_bin')
launch_parser.add_argument('--wine-prefix', help=argparse.SUPPRESS, dest='wine_pfx')
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launch_parser.add_argument('--no-wine', dest='no_wine', help=argparse.SUPPRESS,
action='store_true', default=True)
list_parser.add_argument('--platform', dest='platform_override', action='store', metavar='<Platform>',
type=str, help='Override platform that games are shown for (e.g. Win32/Mac)')
list_parser.add_argument('--include-ue', dest='include_ue', action='store_true',
help='Also include Unreal Engine content (Engine/Marketplace) in list')
list_parser.add_argument('--include-non-installable', dest='include_noasset', action='store_true',
help='Include apps that are not installable (e.g. that have to be activated on Origin)')
list_parser.add_argument('--csv', dest='csv', action='store_true', help='List games in CSV format')
list_parser.add_argument('--tsv', dest='tsv', action='store_true', help='List games in TSV format')
list_parser.add_argument('--json', dest='json', action='store_true', help='List games in JSON format')
list_installed_parser.add_argument('--check-updates', dest='check_updates', action='store_true',
help='Check for updates for installed games')
list_installed_parser.add_argument('--csv', dest='csv', action='store_true',
help='List games in CSV format')
list_installed_parser.add_argument('--tsv', dest='tsv', action='store_true',
help='List games in TSV format')
list_installed_parser.add_argument('--json', dest='json', action='store_true',
help='List games in JSON format')
list_installed_parser.add_argument('--show-dirs', dest='include_dir', action='store_true',
help='Print installation directory in output')
list_files_parser.add_argument('--force-download', dest='force_download', action='store_true',
help='Always download instead of using on-disk manifest')
list_files_parser.add_argument('--platform', dest='platform_override', action='store', metavar='<Platform>',
type=str, help='Platform override for download (disables install)')
list_files_parser.add_argument('--manifest', dest='override_manifest', action='store', metavar='<uri>',
help='Manifest URL or path to use instead of the CDN one')
list_files_parser.add_argument('--csv', dest='csv', action='store_true', help='Output in CSV format')
list_files_parser.add_argument('--tsv', dest='tsv', action='store_true', help='Output in TSV format')
list_files_parser.add_argument('--json', dest='json', action='store_true', help='Output in JSON format')
list_files_parser.add_argument('--hashlist', dest='hashlist', action='store_true',
help='Output file hash list in hashcheck/sha1sum -c compatible format')
list_files_parser.add_argument('--install-tag', dest='install_tag', action='store', metavar='<tag>',
type=str, help='Show only files with specified install tag')
sync_saves_parser.add_argument('--skip-upload', dest='download_only', action='store_true',
help='Only download new saves from cloud, don\'t upload')
sync_saves_parser.add_argument('--skip-download', dest='upload_only', action='store_true',
help='Only upload new saves from cloud, don\'t download')
sync_saves_parser.add_argument('--force-upload', dest='force_upload', action='store_true',
help='Force upload even if local saves are older')
sync_saves_parser.add_argument('--force-download', dest='force_download', action='store_true',
help='Force download even if local saves are newer')
sync_saves_parser.add_argument('--save-path', dest='save_path', action='store', metavar='<path>',
help='Override savegame path (requires single app name to be specified)')
sync_saves_parser.add_argument('--disable-filters', dest='disable_filters', action='store_true',
help='Disable save game file filtering')
import_parser.add_argument('--disable-check', dest='disable_check', action='store_true',
help='Disables completeness check of the to-be-imported game installation '
'(useful if the imported game is a much older version or missing files)')
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egl_sync_parser.add_argument('--egl-manifest-path', dest='egl_manifest_path', action='store',
help='Path to the Epic Games Launcher\'s Manifests folder, should '
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'point to /ProgramData/Epic/EpicGamesLauncher/Data/Manifests')
egl_sync_parser.add_argument('--egl-wine-prefix', dest='egl_wine_prefix', action='store',
help='Path to the WINE prefix the Epic Games Launcher is installed in')
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egl_sync_parser.add_argument('--enable-sync', dest='enable_sync', action='store_true',
help='Enable automatic EGL <-> Legendary sync')
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egl_sync_parser.add_argument('--disable-sync', dest='disable_sync', action='store_true',
help='Disable automatic sync and exit')
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egl_sync_parser.add_argument('--one-shot', dest='one_shot', action='store_true',
help='Sync once, do not ask to setup automatic sync')
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egl_sync_parser.add_argument('--import-only', dest='import_only', action='store_true',
help='Only import games from EGL (no export)')
egl_sync_parser.add_argument('--export-only', dest='export_only', action='store_true',
help='Only export games to EGL (no import)')
egl_sync_parser.add_argument('--unlink', dest='unlink', action='store_true',
help='Disable sync and remove EGL metadata from installed games')
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status_parser.add_argument('--offline', dest='offline', action='store_true',
help='Only print offline status information, do not login')
status_parser.add_argument('--json', dest='json', action='store_true',
help='Show status in JSON format')
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clean_parser.add_argument('--keep-manifests', dest='keep_manifests', action='store_true',
help='Do not delete old manifests')
args, extra = parser.parse_known_args()
if args.version:
print(f'legendary version "{__version__}", codename "{__codename__}"')
exit(0)
if args.subparser_name not in ('auth', 'list-games', 'list-installed', 'list-files',
'launch', 'download', 'uninstall', 'install', 'update',
'repair', 'list-saves', 'download-saves', 'sync-saves',
'verify-game', 'import-game', 'egl-sync', 'status', 'cleanup'):
print(parser.format_help())
# Print the main help *and* the help for all of the subcommands. Thanks stackoverflow!
print('Individual command help:')
subparsers = next(a for a in parser._actions if isinstance(a, argparse._SubParsersAction))
for choice, subparser in subparsers.choices.items():
if choice in ('download', 'update', 'repair'):
continue
print(f'\nCommand: {choice}')
print(subparser.format_help())
return
cli = LegendaryCLI()
ql = cli.setup_threaded_logging()
config_ll = cli.core.lgd.config.get('Legendary', 'log_level', fallback='info')
if config_ll == 'debug' or args.debug:
logging.getLogger().setLevel(level=logging.DEBUG)
# keep requests quiet
logging.getLogger('requests').setLevel(logging.WARNING)
logging.getLogger('urllib3').setLevel(logging.WARNING)
# if --yes is used as part of the subparsers arguments manually set the flag in the main parser.
if '-y' in extra or '--yes' in extra:
args.yes = True
extra = [i for i in extra if i not in ('--yes', '-y')]
# technically args.func() with setdefaults could work (see docs on subparsers)
# but that would require all funcs to accept args and extra...
try:
if args.subparser_name == 'auth':
cli.auth(args)
elif args.subparser_name == 'list-games':
cli.list_games(args)
elif args.subparser_name == 'list-installed':
cli.list_installed(args)
elif args.subparser_name == 'launch':
cli.launch_game(args, extra)
elif args.subparser_name in ('download', 'install', 'update', 'repair'):
cli.install_game(args)
elif args.subparser_name == 'uninstall':
cli.uninstall_game(args)
elif args.subparser_name == 'list-files':
cli.list_files(args)
elif args.subparser_name == 'list-saves':
cli.list_saves(args)
elif args.subparser_name == 'download-saves':
cli.download_saves(args)
elif args.subparser_name == 'sync-saves':
cli.sync_saves(args)
elif args.subparser_name == 'verify-game':
cli.verify_game(args)
elif args.subparser_name == 'import-game':
cli.import_game(args)
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elif args.subparser_name == 'egl-sync':
cli.egs_sync(args)
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elif args.subparser_name == 'status':
cli.status(args)
elif args.subparser_name == 'cleanup':
cli.cleanup(args)
except KeyboardInterrupt:
logger.info('Command was aborted via KeyboardInterrupt, cleaning up...')
# Disable the update message if JSON/TSV/CSV outputs are used
disable_update_message = False
if hasattr(args, 'json'):
disable_update_message = args.json
if not disable_update_message and hasattr(args, 'tsv'):
disable_update_message = args.tsv
if not disable_update_message and hasattr(args, 'csv'):
disable_update_message = args.csv
# show note if update is available
if not disable_update_message and cli.core.update_available and cli.core.update_notice_enabled():
if update_info := cli.core.get_update_info():
print(f'\nLegendary update available!')
print(f'- New version: {update_info["version"]} - "{update_info["name"]}"')
print(f'- Release summary:\n{update_info["summary"]}\n- Release URL: {update_info["gh_url"]}')
if update_info['critical']:
print('! This update is recommended as it fixes major issues.')
if not is_windows_or_pyi():
print('If you installed legendary via a package manager it may '
'take some time for the update to become available.')
cli.core.exit()
ql.stop()
exit(0)
if __name__ == '__main__':
# required for pyinstaller on Windows, does nothing on other platforms.
freeze_support()
main()