mirror of
https://github.com/derrod/legendary.git
synced 2024-06-27 02:30:30 +12:00
1836 lines
84 KiB
Python
1836 lines
84 KiB
Python
# coding: utf-8
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import json
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import logging
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import os
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import shlex
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import shutil
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from base64 import b64decode
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from collections import defaultdict
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from concurrent.futures import ThreadPoolExecutor
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from datetime import timezone
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from locale import getdefaultlocale
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from multiprocessing import Queue
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from platform import system
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from requests import session
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from requests.exceptions import HTTPError
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from sys import platform as sys_platform
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from uuid import uuid4
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from urllib.parse import urlencode, parse_qsl
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from legendary import __version__
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from legendary.api.egs import EPCAPI
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from legendary.api.lgd import LGDAPI
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from legendary.downloader.mp.manager import DLManager
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from legendary.lfs.egl import EPCLFS
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from legendary.lfs.lgndry import LGDLFS
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from legendary.utils.lfs import clean_filename, delete_folder, delete_filelist, get_dir_size
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from legendary.models.downloading import AnalysisResult, ConditionCheckResult
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from legendary.models.egl import EGLManifest
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from legendary.models.exceptions import *
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from legendary.models.game import *
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from legendary.models.json_manifest import JSONManifest
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from legendary.models.manifest import Manifest, ManifestMeta
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from legendary.models.chunk import Chunk
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from legendary.utils.crossover import mac_find_crossover_apps, mac_get_crossover_version
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from legendary.utils.egl_crypt import decrypt_epic_data
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from legendary.utils.env import is_windows_mac_or_pyi
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from legendary.utils.eos import EOSOverlayApp, query_registry_entries
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from legendary.utils.game_workarounds import is_opt_enabled, update_workarounds
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from legendary.utils.savegame_helper import SaveGameHelper
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from legendary.utils.selective_dl import games as sdl_games
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from legendary.utils.manifests import combine_manifests
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from legendary.utils.wine_helpers import read_registry, get_shell_folders, case_insensitive_path_search
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# ToDo: instead of true/false return values for success/failure actually raise an exception that the CLI/GUI
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# can handle to give the user more details. (Not required yet since there's no GUI so log output is fine)
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class LegendaryCore:
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"""
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LegendaryCore handles most of the lower level interaction with
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the downloader, lfs, and api components to make writing CLI/GUI
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code easier and cleaner and avoid duplication.
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"""
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_egl_version = '11.0.1-14907503+++Portal+Release-Live'
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def __init__(self, override_config=None, timeout=10.0):
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self.log = logging.getLogger('Core')
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self.egs = EPCAPI(timeout=timeout)
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self.lgd = LGDLFS(config_file=override_config)
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self.egl = EPCLFS()
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self.lgdapi = LGDAPI()
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# on non-Windows load the programdata path from config
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if os.name != 'nt':
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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):
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self.log.error(f'Config EGL path ("{self.egl.programdata_path}") is invalid! Disabling sync...')
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self.egl.programdata_path = None
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self.lgd.config.remove_option('Legendary', 'egl_programdata')
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self.lgd.config.remove_option('Legendary', 'egl_sync')
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self.lgd.save_config()
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self.local_timezone = datetime.now().astimezone().tzinfo
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self.language_code, self.country_code = ('en', 'US')
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if locale := self.lgd.config.get('Legendary', 'locale', fallback=getdefaultlocale()[0]):
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try:
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self.language_code, self.country_code = locale.split('-' if '-' in locale else '_')
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self.log.debug(f'Set locale to {self.language_code}-{self.country_code}')
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# adjust egs api language as well
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self.egs.language_code, self.egs.country_code = self.language_code, self.country_code
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except Exception as e:
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self.log.warning(f'Getting locale failed: {e!r}, falling back to using en-US.')
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elif system() != 'Darwin': # macOS doesn't have a default locale we can query
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self.log.warning(f'Could not determine locale, falling back to en-US')
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self.update_available = False
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self.force_show_update = False
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self.webview_killswitch = False
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self.overlay_update_available = False
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self.logged_in = False
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def auth(self, username, password):
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"""
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Attempts direct non-web login, raises CaptchaError if manual login is required
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:param username:
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:param password:
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:return:
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"""
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raise NotImplementedError
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def auth_sid(self, sid) -> str:
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"""
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Handles getting an exchange code from a session id
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:param sid: session id
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:return: exchange code
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"""
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s = session()
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s.headers.update({
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'X-Epic-Event-Action': 'login',
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'X-Epic-Event-Category': 'login',
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'X-Epic-Strategy-Flags': '',
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'X-Requested-With': 'XMLHttpRequest',
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'User-Agent': 'Mozilla/5.0 (Windows NT 10.0; Win64; x64) '
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'AppleWebKit/537.36 (KHTML, like Gecko) '
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f'EpicGamesLauncher/{self._egl_version} '
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'UnrealEngine/4.23.0-14907503+++Portal+Release-Live '
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'Chrome/84.0.4147.38 Safari/537.36'
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})
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s.cookies['EPIC_COUNTRY'] = self.country_code.upper()
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# get first set of cookies (EPIC_BEARER_TOKEN etc.)
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_ = s.get('https://www.epicgames.com/id/api/set-sid', params=dict(sid=sid))
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# get XSRF-TOKEN and EPIC_SESSION_AP cookie
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_ = s.get('https://www.epicgames.com/id/api/csrf')
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# finally, get the exchange code
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r = s.post('https://www.epicgames.com/id/api/exchange/generate',
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headers={'X-XSRF-TOKEN': s.cookies['XSRF-TOKEN']})
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if r.status_code == 200:
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return r.json()['code']
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else:
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self.log.error(f'Getting exchange code failed: {r.json()}')
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return ''
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def auth_code(self, code) -> bool:
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"""
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Handles authentication via exchange code (either retrieved manually or automatically)
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"""
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try:
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self.lgd.userdata = self.egs.start_session(exchange_token=code)
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return True
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except Exception as e:
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self.log.error(f'Logging in failed with {e!r}, please try again.')
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return False
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def auth_import(self) -> bool:
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"""Import refresh token from EGL installation and use it for logging in"""
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self.egl.read_config()
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remember_me_data = self.egl.config.get('RememberMe', 'Data')
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raw_data = b64decode(remember_me_data)
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# data is encrypted
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if raw_data[0] != '{':
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for data_key in self.egl.data_keys:
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try:
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decrypted_data = decrypt_epic_data(data_key, raw_data)
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re_data = json.loads(decrypted_data)[0]
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break
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except Exception as e:
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self.log.debug(f'Decryption with key {data_key} failed with {e!r}')
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else:
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raise ValueError('Decryption of EPIC launcher user information failed.')
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else:
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re_data = json.loads(raw_data)[0]
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if 'Token' not in re_data:
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raise ValueError('No login session in config')
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refresh_token = re_data['Token']
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try:
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self.lgd.userdata = self.egs.start_session(refresh_token=refresh_token)
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return True
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except Exception as e:
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self.log.error(f'Logging in failed with {e!r}, please try again.')
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return False
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def login(self, force_refresh=False) -> bool:
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"""
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Attempts logging in with existing credentials.
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raises ValueError if no existing credentials or InvalidCredentialsError if the API return an error
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"""
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if not self.lgd.userdata:
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raise ValueError('No saved credentials')
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elif self.logged_in and self.lgd.userdata['expires_at']:
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dt_exp = datetime.fromisoformat(self.lgd.userdata['expires_at'][:-1])
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dt_now = datetime.utcnow()
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td = dt_now - dt_exp
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# if session still has at least 10 minutes left we can re-use it.
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if dt_exp > dt_now and abs(td.total_seconds()) > 600:
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return True
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else:
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self.logged_in = False
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# run update check
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if self.update_check_enabled():
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try:
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self.check_for_updates()
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except Exception as e:
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self.log.warning(f'Checking for Legendary updates failed: {e!r}')
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else:
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self.apply_lgd_config()
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# check for overlay updates
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if self.is_overlay_installed():
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try:
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self.check_for_overlay_updates()
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except Exception as e:
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self.log.warning(f'Checking for EOS Overlay updates failed: {e!r}')
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if self.lgd.userdata['expires_at'] and not force_refresh:
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dt_exp = datetime.fromisoformat(self.lgd.userdata['expires_at'][:-1])
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dt_now = datetime.utcnow()
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td = dt_now - dt_exp
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# if session still has at least 10 minutes left we can re-use it.
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if dt_exp > dt_now and abs(td.total_seconds()) > 600:
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self.log.info('Trying to re-use existing login session...')
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try:
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self.egs.resume_session(self.lgd.userdata)
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self.logged_in = True
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return True
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except InvalidCredentialsError as e:
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self.log.warning(f'Resuming failed due to invalid credentials: {e!r}')
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except Exception as e:
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self.log.warning(f'Resuming failed for unknown reason: {e!r}')
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# If verify fails just continue the normal authentication process
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self.log.info('Falling back to using refresh token...')
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try:
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self.log.info('Logging in...')
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userdata = self.egs.start_session(self.lgd.userdata['refresh_token'])
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except InvalidCredentialsError:
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self.log.error('Stored credentials are no longer valid! Please login again.')
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self.lgd.invalidate_userdata()
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return False
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except HTTPError as e:
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self.log.error(f'HTTP request for login failed: {e!r}, please try again later.')
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return False
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self.lgd.userdata = userdata
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self.logged_in = True
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return True
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def update_check_enabled(self):
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return not self.lgd.config.getboolean('Legendary', 'disable_update_check', fallback=False)
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def update_notice_enabled(self):
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if self.force_show_update:
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return True
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return not self.lgd.config.getboolean('Legendary', 'disable_update_notice',
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fallback=not is_windows_mac_or_pyi())
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def check_for_updates(self, force=False):
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def version_tuple(v):
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return tuple(map(int, (v.split('.'))))
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cached = self.lgd.get_cached_version()
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version_info = cached['data']
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if force or not version_info or (datetime.now().timestamp() - cached['last_update']) > 24*3600:
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version_info = self.lgdapi.get_version_information()
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self.lgd.set_cached_version(version_info)
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web_version = version_info['release_info']['version']
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self.update_available = version_tuple(web_version) > version_tuple(__version__)
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self.apply_lgd_config(version_info)
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def apply_lgd_config(self, version_info=None):
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"""Applies configuration options returned by update API"""
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if not version_info:
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version_info = self.lgd.get_cached_version()['data']
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# if cached data is invalid
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if not version_info:
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self.log.debug('No cached legendary config to apply.')
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return
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if 'egl_config' in version_info:
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self.egs.update_egs_params(version_info['egl_config'])
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self._egl_version = version_info['egl_config'].get('version', self._egl_version)
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for data_key in version_info['egl_config'].get('data_keys', []):
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if data_key not in self.egl.data_keys:
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self.egl.data_keys.append(data_key)
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if game_overrides := version_info.get('game_overrides'):
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update_workarounds(game_overrides)
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if sdl_config := game_overrides.get('sdl_config'):
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# add placeholder for games to fetch from API that aren't hardcoded
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for app_name in sdl_config.keys():
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if app_name not in sdl_games:
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sdl_games[app_name] = None
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if lgd_config := version_info.get('legendary_config'):
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self.webview_killswitch = lgd_config.get('webview_killswitch', False)
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def get_update_info(self):
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return self.lgd.get_cached_version()['data'].get('release_info')
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def get_sdl_data(self, app_name, platform='Windows'):
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if platform not in ('Win32', 'Windows'):
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app_name = f'{app_name}_{platform}'
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if app_name not in sdl_games:
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return None
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# load hardcoded data as fallback
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sdl_data = sdl_games[app_name]
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# get cached data
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cached = self.lgd.get_cached_sdl_data(app_name)
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# check if newer version is available and/or download if necessary
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version_info = self.lgd.get_cached_version()['data']
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latest = version_info.get('game_overrides', {}).get('sdl_config', {}).get(app_name)
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if (not cached and latest) or (cached and latest and latest > cached['version']):
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try:
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sdl_data = self.lgdapi.get_sdl_config(app_name)
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self.log.debug(f'Downloaded SDL data for "{app_name}", version: {latest}')
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self.lgd.set_cached_sdl_data(app_name, latest, sdl_data)
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except Exception as e:
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self.log.warning(f'Downloading SDL data failed with {e!r}')
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elif cached:
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sdl_data = cached['data']
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# return data if available
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return sdl_data
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def update_aliases(self, force=False):
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_aliases_enabled = not self.lgd.config.getboolean('Legendary', 'disable_auto_aliasing', fallback=False)
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if _aliases_enabled and (force or not self.lgd.aliases):
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self.lgd.generate_aliases()
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def get_assets(self, update_assets=False, platform='Windows') -> List[GameAsset]:
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# do not save and always fetch list when platform is overridden
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if not self.lgd.assets or update_assets or platform not in self.lgd.assets:
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# if not logged in, return empty list
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if not self.egs.user:
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return []
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if self.lgd.assets:
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assets = self.lgd.assets.copy()
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else:
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assets = dict()
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assets.update({
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platform: [
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GameAsset.from_egs_json(a) for a in
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self.egs.get_game_assets(platform=platform)
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]
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})
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# only save (and write to disk) if there were changes
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if self.lgd.assets != assets:
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self.lgd.assets = assets
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return self.lgd.assets[platform]
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def get_asset(self, app_name, platform='Windows', update=False) -> GameAsset:
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if update or platform not in self.lgd.assets:
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self.get_assets(update_assets=True, platform=platform)
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try:
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return next(i for i in self.lgd.assets[platform] if i.app_name == app_name)
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except StopIteration:
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raise ValueError
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def asset_valid(self, app_name) -> bool:
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# EGL sync is only supported for Windows titles so this is fine
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return any(i.app_name == app_name for i in self.lgd.assets['Windows'])
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def asset_available(self, game: Game, platform='Windows') -> bool:
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# Just say yes for Origin titles
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if game.third_party_store:
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return True
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try:
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asset = self.get_asset(game.app_name, platform=platform)
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return asset is not None
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except ValueError:
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return False
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def get_game(self, app_name, update_meta=False, platform='Windows') -> Game:
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if update_meta:
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self.get_game_list(True, platform=platform)
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return self.lgd.get_game_meta(app_name)
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def get_game_list(self, update_assets=True, platform='Windows') -> List[Game]:
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return self.get_game_and_dlc_list(update_assets=update_assets, platform=platform)[0]
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def get_game_and_dlc_list(self, update_assets=True, platform='Windows',
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force_refresh=False, skip_ue=True) -> (List[Game], Dict[str, List[Game]]):
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_ret = []
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_dlc = defaultdict(list)
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meta_updated = False
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# fetch asset information for Windows, all installed platforms, and the specified one
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platforms = {'Windows'}
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platforms |= {platform}
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platforms |= self.get_installed_platforms()
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for _platform in platforms:
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self.get_assets(update_assets=update_assets, platform=_platform)
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assets = {}
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for _platform, _assets in self.lgd.assets.items():
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for _asset in _assets:
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if _asset.app_name in assets:
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assets[_asset.app_name][_platform] = _asset
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else:
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assets[_asset.app_name] = {_platform: _asset}
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fetch_list = []
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games = {}
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for app_name, app_assets in sorted(assets.items()):
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if skip_ue and any(v.namespace == 'ue' for v in app_assets.values()):
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continue
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game = self.lgd.get_game_meta(app_name)
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asset_updated = False
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if game:
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asset_updated = any(game.app_version(_p) != app_assets[_p].build_version for _p in app_assets.keys())
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games[app_name] = game
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if update_assets and (not game or force_refresh or (game and asset_updated)):
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self.log.debug(f'Scheduling metadata update for {app_name}')
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# namespace/catalog item are the same for all platforms, so we can just use the first one
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_ga = next(iter(app_assets.values()))
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fetch_list.append((app_name, _ga.namespace, _ga.catalog_item_id))
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meta_updated = True
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def fetch_game_meta(args):
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app_name, namespace, catalog_item_id = args
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eg_meta = self.egs.get_game_info(namespace, catalog_item_id, timeout=10.0)
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game = Game(app_name=app_name, app_title=eg_meta['title'], metadata=eg_meta, asset_infos=assets[app_name])
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self.lgd.set_game_meta(game.app_name, game)
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games[app_name] = game
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still_needs_update.remove(app_name)
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# setup and teardown of thread pool takes some time, so only do it when it makes sense.
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still_needs_update = {e[0] for e in fetch_list}
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use_threads = len(fetch_list) > 5
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if fetch_list:
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self.log.info(f'Fetching metadata for {len(fetch_list)} app(s).')
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if use_threads:
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with ThreadPoolExecutor(max_workers=16) as executor:
|
|
executor.map(fetch_game_meta, fetch_list, timeout=60.0)
|
|
|
|
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 = games.get(app_name)
|
|
# retry if metadata is still missing/threaded loading wasn't used
|
|
if not game or app_name in still_needs_update:
|
|
if use_threads:
|
|
self.log.warning(f'Fetching metadata for {app_name} failed, retrying')
|
|
_ga = next(iter(app_assets.values()))
|
|
fetch_game_meta((app_name, _ga.namespace, _ga.catalog_item_id))
|
|
game = games[app_name]
|
|
|
|
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)
|
|
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, cx_bottle=None, disable_wine=False) -> 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(';')})
|
|
|
|
if disable_wine:
|
|
return env
|
|
|
|
# override wine prefix if necessary
|
|
if sys_platform == 'darwin':
|
|
if cx_bottle:
|
|
env['CX_BOTTLE'] = cx_bottle
|
|
elif 'CX_BOTTLE' not in os.environ: # Only fall back to config is not already set in env
|
|
cx_bottle = self.lgd.config.get('default', 'crossover_bottle', fallback='Legendary')
|
|
cx_bottle = self.lgd.config.get(app_name, 'crossover_bottle', fallback=cx_bottle)
|
|
if cx_bottle:
|
|
env['CX_BOTTLE'] = cx_bottle
|
|
else:
|
|
cx_bottle = os.environ['CX_BOTTLE']
|
|
self.log.info(f'Using CrossOver Bottle "{cx_bottle}"')
|
|
|
|
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,
|
|
crossover_app=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 sys_platform == 'darwin' and not crossover_app and not wine_binary:
|
|
crossover_app = self.lgd.config.get('default', 'crossover_app', fallback=None)
|
|
crossover_app = self.lgd.config.get(app_name, 'crossover_app', fallback=crossover_app)
|
|
# on Mac we use CrossOver by default if we can
|
|
if not crossover_app and not self.lgd.config.getboolean('Legendary', 'disable_auto_crossover',
|
|
fallback=False):
|
|
cx_apps = mac_find_crossover_apps()
|
|
cx_version, crossover_app = cx_apps[0]
|
|
self.log.debug(f'Default CrossOver found: {crossover_app} ({cx_version})')
|
|
|
|
if sys_platform == 'darwin' and crossover_app:
|
|
wine_path = os.path.join(crossover_app, 'Contents', 'SharedSupport', 'CrossOver', 'bin', 'wine')
|
|
if os.path.exists(wine_path):
|
|
wine_binary = wine_path
|
|
cx_version = mac_get_crossover_version(crossover_app)
|
|
self.log.info(f'Using CrossOver {cx_version} ({crossover_app})')
|
|
else:
|
|
self.log.warning(f'Specified CrossOver app not valid (no wine binary): {crossover_app}')
|
|
|
|
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)
|
|
|
|
_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,
|
|
language: str = None, wrapper: str = None,
|
|
disable_wine: bool = False,
|
|
executable_override: str = None,
|
|
crossover_app: str = None,
|
|
crossover_bottle: 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
|
|
|
|
disable_wine = disable_wine or self.lgd.config.getboolean(
|
|
app_name, 'no_wine', fallback=self.lgd.config.get('default', 'no_wine', fallback=False)
|
|
)
|
|
|
|
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=app_name, wrapper=wrapper, wine_binary=wine_bin,
|
|
crossover_app=crossover_app, disable_wine=disable_wine),
|
|
environment=self.get_app_environment(app_name=app_name, wine_pfx=wine_pfx,
|
|
cx_bottle=crossover_bottle, disable_wine=disable_wine)
|
|
)
|
|
|
|
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%'),
|
|
'{usersavedgames}': os.path.expandvars('%userprofile%/Saved Games')
|
|
})
|
|
elif sys_platform == 'darwin' and platform == 'Mac':
|
|
path_vars.update({
|
|
'{appdata}': os.path.expanduser('~/Library/Application Support'),
|
|
'{userdir}': os.path.expanduser('~/Documents'),
|
|
'{userlibrary}': os.path.expanduser('~/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
|
|
|
|
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
|
|
|
|
def _is_installed(self, app_name: str) -> bool:
|
|
return self._get_installed_game(app_name) is not None
|
|
|
|
def is_dlc(self, app_name: str) -> bool:
|
|
meta = self.lgd.get_game_meta(app_name)
|
|
if not meta:
|
|
raise ValueError('Game unknown!')
|
|
return meta.is_dlc
|
|
|
|
@staticmethod
|
|
def load_manifest(data: bytes) -> Manifest:
|
|
if data[0:1] == b'{':
|
|
return JSONManifest.read_all(data)
|
|
else:
|
|
return Manifest.read_all(data)
|
|
|
|
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
|
|
|
|
def get_cdn_urls(self, game, platform='Windows'):
|
|
m_api_r = self.egs.get_game_manifest(game.namespace, game.catalog_item_id,
|
|
game.app_name, platform)
|
|
|
|
# never seen this outside the launcher itself, but if it happens: PANIC!
|
|
if len(m_api_r['elements']) > 1:
|
|
raise ValueError('Manifest response has more than one element!')
|
|
|
|
base_urls = []
|
|
manifest_urls = []
|
|
for manifest in m_api_r['elements'][0]['manifests']:
|
|
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
|
|
|
|
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
|
|
|
|
def get_uri_manifest(self, uri):
|
|
if uri.startswith('http'):
|
|
r = self.egs.unauth_session.get(uri)
|
|
r.raise_for_status()
|
|
new_manifest_data = r.content
|
|
base_urls = [r.url.rpartition('/')[0]]
|
|
else:
|
|
base_urls = []
|
|
with open(uri, 'rb') as f:
|
|
new_manifest_data = f.read()
|
|
|
|
return new_manifest_data, base_urls
|
|
|
|
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
|
|
|
|
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}"')
|
|
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:
|
|
old_manifest = self.load_manifest(old_bytes)
|
|
|
|
base_urls = game.base_urls
|
|
if override_manifest:
|
|
self.log.info(f'Overriding manifest with "{override_manifest}"')
|
|
new_manifest_data, _base_urls = self.get_uri_manifest(override_manifest)
|
|
# 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)
|
|
|
|
self.log.info('Parsing game manifest...')
|
|
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)
|
|
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 '
|
|
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
|
|
# 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:
|
|
game_folder = base_game.metadata.get('customAttributes', {}). \
|
|
get('FolderName', {}).get('value', base_game.app_name)
|
|
else:
|
|
game_folder = game.metadata.get('customAttributes', {}). \
|
|
get('FolderName', {}).get('value', game.app_name)
|
|
|
|
if not base_path:
|
|
base_path = self.get_default_install_dir()
|
|
|
|
# make sure base directory actually exists (but do not create game dir)
|
|
if not os.path.exists(base_path):
|
|
self.log.info(f'"{base_path}" does not exist, creating...')
|
|
os.makedirs(base_path)
|
|
|
|
install_path = os.path.join(base_path, game_folder)
|
|
|
|
self.log.info(f'Install path: {install_path}')
|
|
|
|
if repair:
|
|
if not repair_use_latest and old_manifest:
|
|
# 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
|
|
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]
|
|
|
|
# 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',
|
|
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')
|
|
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':
|
|
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
|
|
uplay_required = False
|
|
executables = [f for f in analysis.manifest_comparison.added if
|
|
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):
|
|
uplay_required = True
|
|
results.failures.add('This game requires installation via Uplay and does not ship executable game files.')
|
|
|
|
if install.prereq_info:
|
|
prereq_path = install.prereq_info['path'].lower()
|
|
if 'uplay' in prereq_path or 'ubisoft' in prereq_path:
|
|
uplay_required = True
|
|
|
|
# check if the game launches via uplay
|
|
if install.executable == 'UplayLaunch.exe':
|
|
uplay_required = True
|
|
|
|
# check if the game requires linking to an external account first
|
|
if game.partner_link_type and game.partner_link_type != 'ubisoft':
|
|
results.warnings.add(f'This game requires linking to "{game.partner_link_type}", '
|
|
f'this is currently unsupported and the game may not work.')
|
|
|
|
if uplay_required or game.partner_link_type == 'ubisoft':
|
|
if os.name == 'nt':
|
|
results.warnings.add('This game requires installation of Uplay/Ubisoft Connect, direct '
|
|
'installation via Uplay is recommended. '
|
|
'Use "legendary activate --uplay" and follow the instructions.')
|
|
else:
|
|
results.warnings.add('This game requires installation of Uplay/Ubisoft Connect, direct '
|
|
'installation via Uplay running in WINE (e.g. using Lutris) is recommended. '
|
|
'Use "legendary activate --uplay" and follow the instructions.')
|
|
|
|
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
|
|
if os.path.exists(os.path.join(app_path, '.egstore', 'Pending')):
|
|
if os.listdir(os.path.join(app_path, '.egstore', 'Pending')):
|
|
needs_verify = True
|
|
|
|
if not needs_verify:
|
|
self.log.debug(f'No in-progress installation found, assuming complete...')
|
|
|
|
if not manifest_data:
|
|
self.log.info(f'Downloading latest manifest for "{game.app_name}"')
|
|
manifest_data, base_urls = self.get_cdn_manifest(game)
|
|
if not game.base_urls:
|
|
game.base_urls = base_urls
|
|
self.lgd.set_game_meta(game.app_name, game)
|
|
else:
|
|
# base urls being empty isn't an issue, they'll be fetched when updating/repairing the game
|
|
base_urls = game.base_urls
|
|
|
|
# parse and save manifest to disk for verification step of import
|
|
new_manifest = self.load_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!')
|
|
|
|
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()
|
|
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):
|
|
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
|
|
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)
|
|
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
|
|
|
|
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 check_for_overlay_updates(self):
|
|
cached = self.lgd.get_cached_overlay_version()
|
|
version_info = cached['data']
|
|
if not version_info or (datetime.now().timestamp() - cached['last_update']) > 24*3600:
|
|
# start anoymous session for update check if we're not logged in yet
|
|
if not self.logged_in:
|
|
self.egs.start_session(client_credentials=True)
|
|
|
|
manifest_response = self.egs.get_game_manifest(EOSOverlayApp.namespace,
|
|
EOSOverlayApp.catalog_item_id,
|
|
EOSOverlayApp.app_name)
|
|
version_info = manifest_response['elements'][0]
|
|
self.lgd.set_cached_overlay_version(version_info)
|
|
|
|
installed = self.lgd.get_overlay_install_info()
|
|
self.overlay_update_available = version_info['buildVersion'] != installed.version
|
|
|
|
def is_overlay_installed(self):
|
|
if os.name != 'nt':
|
|
return False
|
|
return self.lgd.get_overlay_install_info() is not None
|
|
|
|
@staticmethod
|
|
def is_overlay_install(path):
|
|
return os.path.exists(os.path.join(path, 'EOSOVH-Win64-Shipping.dll'))
|
|
|
|
def search_overlay_installs(self):
|
|
locations = []
|
|
install_info = self.lgd.get_overlay_install_info()
|
|
if install_info:
|
|
locations.append(install_info.install_path)
|
|
|
|
# Launcher path
|
|
locations.append(os.path.expandvars(r'%programfiles(x86)%\Epic Games\Launcher\Portal\Extras\Overlay'))
|
|
# EOSH path
|
|
locations.append(os.path.expandvars(f'%programfiles(x86)%\\Epic Games\\Epic Online Services'
|
|
f'\\managedArtifacts\\{EOSOverlayApp.app_name}'))
|
|
|
|
# normalise all paths
|
|
locations = [os.path.normpath(x) for x in locations]
|
|
|
|
paths = query_registry_entries()
|
|
if paths['overlay_path']:
|
|
reg_path = os.path.normpath(paths['overlay_path'])
|
|
if reg_path not in locations:
|
|
locations.append(paths['overlay_path'])
|
|
|
|
found = []
|
|
for location in locations:
|
|
if self.is_overlay_install(location):
|
|
found.append(location)
|
|
|
|
return found
|
|
|
|
def prepare_overlay_install(self, path=None):
|
|
# start anoymous session for update check if we're not logged in yet
|
|
if not self.logged_in:
|
|
self.egs.start_session(client_credentials=True)
|
|
|
|
_manifest, base_urls = self.get_cdn_manifest(EOSOverlayApp)
|
|
manifest = self.load_manifest(_manifest)
|
|
|
|
if igame := self.lgd.get_overlay_install_info():
|
|
path = igame.install_path
|
|
else:
|
|
path = path or os.path.join(self.get_default_install_dir(), '.overlay')
|
|
|
|
dlm = DLManager(path, base_urls[0])
|
|
analysis_result = dlm.run_analysis(manifest=manifest)
|
|
|
|
install_size = analysis_result.install_size
|
|
if os.path.exists(path):
|
|
current_size = get_dir_size(path)
|
|
install_size = min(0, install_size - current_size)
|
|
|
|
parent_dir = path
|
|
while not os.path.exists(parent_dir):
|
|
parent_dir, _ = os.path.split(parent_dir)
|
|
|
|
_, _, free = shutil.disk_usage(parent_dir)
|
|
if free < install_size:
|
|
raise ValueError(f'Not enough space to install overlay: {free / 1024 / 1024:.02f} '
|
|
f'MiB < {install_size / 1024 / 1024:.02f} MiB')
|
|
|
|
igame = InstalledGame(app_name=EOSOverlayApp.app_name, title=EOSOverlayApp.app_title,
|
|
version=manifest.meta.build_version, base_urls=base_urls,
|
|
install_path=path, install_size=analysis_result.install_size)
|
|
|
|
return dlm, analysis_result, igame
|
|
|
|
def finish_overlay_install(self, igame):
|
|
self.lgd.set_overlay_install_info(igame)
|
|
|
|
def remove_overlay_install(self):
|
|
igame = self.lgd.get_overlay_install_info()
|
|
if os.path.exists(igame.install_path):
|
|
delete_folder(igame.install_path, recursive=True)
|
|
self.lgd.remove_overlay_install_info()
|
|
|
|
def exit(self):
|
|
"""
|
|
Do cleanup, config saving, and exit.
|
|
"""
|
|
self.lgd.save_config()
|