[WIP] Moving Shortcut run logic to repo

Moved the shortcut running logic from the
main Program into the ShortcutRepository
so that it can be used from the
Shortcut Library UI as well as from the
commandline.

It's marked as WIP because I also moved
the ApplyingChangesForm and accompanying
ApplyTopos/ApplyProfiles logic and I broke
it. It needs refactoring and hopefully
simplifying but I need to work on that next!
This commit is contained in:
terrymacdonald
2020-07-23 18:31:00 +12:00
parent add7d0ff14
commit c358bc9087
8 changed files with 392 additions and 351 deletions

View File

@ -1,7 +1,12 @@
using HeliosPlus.Shared;
using HeliosPlus.GameLibraries;
using HeliosPlus.InterProcess;
using HeliosPlus.Resources;
using HeliosPlus.Shared;
using HeliosPlus.UIForms;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Drawing.IconLib;
using System.Globalization;
using System.IO;
@ -9,6 +14,7 @@ using System.Linq;
using System.Security.Cryptography;
using System.Text;
using System.Text.RegularExpressions;
using System.Threading;
using System.Threading.Tasks;
using System.Windows.Forms;
@ -434,6 +440,278 @@ namespace HeliosPlus
}
}
// ReSharper disable once CyclomaticComplexity
public static void RunShortcut(ShortcutItem shortcutToUse)
{
// Do some validation to make sure the shortcut is sensible
// And that we have enough to try and action within the shortcut
// (in other words check everything in the shortcut is still valid)
(bool valid, string reason) = shortcutToUse.IsValid();
if (!valid)
{
throw new Exception(string.Format("Unable to run the shortcut '{0}': {1}", shortcutToUse.Name, reason));
}
// Remember the profile we are on now
ProfileItem rollbackProfile = ProfileRepository.CurrentProfile;
// Try to change to the wanted profile
if (!ProfileRepository.ApplyProfile(shortcutToUse.ProfileToUse))
{
throw new Exception(Language.Cannot_change_active_profile);
}
// Now run the pre-start applications
// TODO: Add the prestart applications
// Now start the main game, and wait if we have to
if (shortcutToUse.Category.Equals(ShortcutCategory.Application))
{
// Start the executable
Process process = null;
if (shortcutToUse.ExecutableArgumentsRequired)
process = System.Diagnostics.Process.Start(shortcutToUse.ExecutableNameAndPath, shortcutToUse.ExecutableArguments);
else
process = System.Diagnostics.Process.Start(shortcutToUse.ExecutableNameAndPath);
// Create a list of processes to monitor
Process[] processesToMonitor = Array.Empty<Process>();
// Work out if we are monitoring another process other than the main executable
if (shortcutToUse.ProcessNameToMonitorUsesExecutable)
{
// If we are monitoring the same executable we started, then lets do that
processesToMonitor = new[] { process };
}
else
{
// Now wait a little while for all the processes we want to monitor to start up
var ticks = 0;
while (ticks < shortcutToUse.ExecutableTimeout * 1000)
{
// Look for the processes with the ProcessName we want (which in Windows is the filename without the extension)
processesToMonitor = System.Diagnostics.Process.GetProcessesByName(Path.GetFileNameWithoutExtension(shortcutToUse.DifferentExecutableToMonitor));
// TODO: Fix this logic error that will only ever wait for the first process....
if (processesToMonitor.Length > 0)
{
break;
}
Thread.Sleep(300);
ticks += 300;
}
// If none started up before the timeout, then ignore the
if (processesToMonitor.Length == 0)
{
processesToMonitor = new[] { process };
}
}
// Store the process to monitor for later
IPCService.GetInstance().HoldProcessId = processesToMonitor.FirstOrDefault()?.Id ?? 0;
IPCService.GetInstance().Status = InstanceStatus.OnHold;
// Add a status notification icon in the status area
NotifyIcon notify = null;
try
{
notify = new NotifyIcon
{
Icon = Properties.Resources.HeliosPlus,
Text = string.Format(
Language.Waiting_for_the_0_to_terminate,
processesToMonitor[0].ProcessName),
Visible = true
};
Application.DoEvents();
}
catch (Exception ex)
{
Console.WriteLine($"ShortcutItem/Run exception: {ex.Message}: {ex.InnerException}");
// ignored
}
// Wait for the monitored process to exit
foreach (var p in processesToMonitor)
{
try
{
p.WaitForExit();
}
catch (Exception ex)
{
Console.WriteLine($"ShortcutItem/Run exception 2: {ex.Message}: {ex.InnerException}");
// ignored
}
}
// Remove the status notification icon from the status area
// once we've existed the game
if (notify != null)
{
notify.Visible = false;
notify.Dispose();
Application.DoEvents();
}
}
else if (shortcutToUse.Category.Equals(ShortcutCategory.Game))
{
// If the game is a Steam Game we check for that
if (shortcutToUse.GameLibrary.Equals(SupportedGameLibrary.Steam))
{
// We now need to get the SteamGame info
SteamGame steamGameToRun = SteamLibrary.GetSteamGame(shortcutToUse.GameAppId);
// If the GameAppID matches a Steam game, then lets run it
if (steamGameToRun is SteamGame)
{
// Prepare to start the steam game using the URI interface
// as used by Steam for it's own desktop shortcuts.
var address = $"steam://rungameid/{steamGameToRun.GameId}";
if (shortcutToUse.GameArgumentsRequired)
{
address += "/" + shortcutToUse.GameArguments;
}
// Start the URI Handler to run Steam
var steamProcess = System.Diagnostics.Process.Start(address);
// Wait for Steam game to update if needed
var ticks = 0;
while (ticks < shortcutToUse.GameTimeout * 1000)
{
if (steamGameToRun.IsRunning)
{
break;
}
Thread.Sleep(300);
if (!steamGameToRun.IsUpdating)
{
ticks += 300;
}
}
// Store the Steam Process ID for later
IPCService.GetInstance().HoldProcessId = steamProcess?.Id ?? 0;
IPCService.GetInstance().Status = InstanceStatus.OnHold;
// Add a status notification icon in the status area
NotifyIcon notify = null;
try
{
notify = new NotifyIcon
{
Icon = Properties.Resources.HeliosPlus,
Text = string.Format(
Language.Waiting_for_the_0_to_terminate,
steamGameToRun.GameName),
Visible = true
};
Application.DoEvents();
}
catch (Exception ex)
{
Console.WriteLine($"Program/SwitchToSteamGame exception: {ex.Message}: {ex.InnerException}");
// ignored
}
// Wait for the game to exit
if (steamGameToRun.IsRunning)
{
while (true)
{
if (!steamGameToRun.IsRunning)
{
break;
}
Thread.Sleep(300);
}
}
// Remove the status notification icon from the status area
// once we've existed the game
if (notify != null)
{
notify.Visible = false;
notify.Dispose();
Application.DoEvents();
}
}
}
// If the game is a Uplay Game we check for that
/*else if (GameLibrary.Equals(SupportedGameLibrary.Uplay))
{
// We need to look up details about the game
if (!UplayGame.IsInstalled(GameAppId))
{
return (false, string.Format("The Uplay Game with AppID '{0}' is not installed on this computer.", GameAppId));
}
}*/
}
// Change back to the original profile if it is different
if (!ProfileRepository.IsActiveProfile(rollbackProfile))
{
if (!ProfileRepository.ApplyProfile(rollbackProfile))
{
throw new Exception(Language.Cannot_change_active_profile);
}
}
}
private static bool ChangeToProfile(ProfileItem profile)
{
// If we're already on the wanted profile then no need to change!
if (ProfileRepository.IsActiveProfile(profile))
return true;
var instanceStatus = IPCService.GetInstance().Status;
try
{
IPCService.GetInstance().Status = InstanceStatus.Busy;
var failed = false;
if (new ApplyingChangesForm(() =>
{
Task.Factory.StartNew(() =>
{
if (!(ProfileRepository.ApplyProfile(profile)))
{
failed = true;
}
}, TaskCreationOptions.LongRunning);
}, 3, 30).ShowDialog() !=
DialogResult.Cancel)
{
if (failed)
{
throw new Exception(Language.Profile_is_invalid_or_not_possible_to_apply);
}
return true;
}
return false;
}
finally
{
IPCService.GetInstance().Status = instanceStatus;
}
}
#endregion
}