DisplayMagician/HeliosPlus/GameLibraries/SteamGame.cs
terrymacdonald 85963b3417 Fixed ShortcutAdaptor errors and Saved prompt
Did a fix for the SHortcutAdaptor doing exceptions
for showing the form before loading all the graphics
but can't really do much about it without adding
background loading to the main form. This is a lot of
work considering we'll be moving from WinForms
to WPF UI in the future.

Also fixed the 'Do you want to save' prompt detection
logic so that it correctly waits until all the loading has
finished before monitoring for users making changes.
Should stop the form incorrectly suggesting you
should save unless they've really made a change.
2020-07-15 20:11:38 +12:00

504 lines
24 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Net;
using System.Reflection;
using System.Security;
using System.Drawing;
using System.Text;
using System.Text.RegularExpressions;
using System.Threading;
using System.Threading.Tasks;
using HeliosPlus.Resources;
using HeliosPlus.Shared;
using HtmlAgilityPack;
using Microsoft.Win32;
using Newtonsoft.Json;
//using VdfParser;
//using Gameloop.Vdf;
using System.Collections.ObjectModel;
using ValveKeyValue;
using System.Security.Cryptography;
using System.ServiceModel.Configuration;
using HeliosPlus.GameLibraries.SteamAppInfoParser;
using TsudaKageyu;
using System.Drawing.IconLib;
using System.Drawing.IconLib.Exceptions;
namespace HeliosPlus.GameLibraries
{
public class SteamGame
{
private static string _steamExe;
private static string _steamPath;
private static string _steamConfigVdfFile;
private static string _registrySteamKey = @"SOFTWARE\\Valve\\Steam";
private static string _registryAppsKey = $@"{_registrySteamKey}\\Apps";
private string _gameRegistryKey;
private uint _steamGameId;
private string _steamGameName;
private string _steamGamePath;
private string _steamGameExe;
private string _steamGameIconPath;
private static List<SteamGame> _allSteamGames;
private struct SteamAppInfo
{
public uint GameID;
public string GameName;
public List<string> GameExes;
public string GameInstallDir;
public string GameSteamIconPath;
}
static SteamGame()
{
ServicePointManager.ServerCertificateValidationCallback +=
(send, certificate, chain, sslPolicyErrors) => true;
}
public SteamGame(uint steamGameId, string steamGameName, string steamGamePath, string steamGameExe, string steamGameIconPath)
{
_gameRegistryKey = $@"{_registryAppsKey}\\{steamGameId}";
_steamGameId = steamGameId;
_steamGameName = steamGameName;
_steamGamePath = steamGamePath;
_steamGameExe = steamGameExe;
_steamGameIconPath = steamGameIconPath;
// Find the SteamExe location, and the SteamPath for later
using (var key = Registry.CurrentUser.OpenSubKey(_registrySteamKey, RegistryKeyPermissionCheck.ReadSubTree))
{
_steamExe = (string)key?.GetValue(@"SteamExe", string.Empty) ?? string.Empty;
_steamExe = _steamExe.Replace('/', '\\');
_steamPath = (string)key?.GetValue(@"SteamPath", string.Empty) ?? string.Empty;
_steamPath = _steamPath.Replace('/', '\\');
}
}
public uint GameId { get => _steamGameId; }
public static SupportedGameLibrary GameLibrary { get => SupportedGameLibrary.Steam; }
public string GameIconPath { get => _steamGameIconPath; }
public bool IsRunning
{
get
{
try
{
using (
var key = Registry.CurrentUser.OpenSubKey(_gameRegistryKey, RegistryKeyPermissionCheck.ReadSubTree))
{
if ((int)key?.GetValue(@"Running", 0) == 1)
{
return true;
}
return false;
}
}
catch (SecurityException ex)
{
Console.WriteLine($"SteamGame/IsRunning securityexception: {ex.Message}: {ex.InnerException}");
if (ex.Source != null)
Console.WriteLine("SecurityException source: {0} - Message: {1}", ex.Source, ex.Message);
throw;
}
catch (IOException ex)
{
// Extract some information from this exception, and then
// throw it to the parent method.
Console.WriteLine($"SteamGame/IsRunning ioexception: {ex.Message}: {ex.InnerException}");
if (ex.Source != null)
Console.WriteLine("IOException source: {0} - Message: {1}", ex.Source, ex.Message);
throw;
}
}
}
public bool IsUpdating
{
get
{
try
{
using (
var key = Registry.CurrentUser.OpenSubKey(_gameRegistryKey, RegistryKeyPermissionCheck.ReadSubTree))
{
if ((int)key?.GetValue(@"Updating", 0) == 1)
{
return true;
}
return false;
}
}
catch (SecurityException ex)
{
Console.WriteLine($"SteamGame/IsUpdating securityexception: {ex.Message}: {ex.InnerException}");
if (ex.Source != null)
Console.WriteLine("SecurityException source: {0} - Message: {1}", ex.Source, ex.Message);
throw;
}
catch (IOException ex)
{
// Extract some information from this exception, and then
// throw it to the parent method.
Console.WriteLine($"SteamGame/IsUpdating ioexception: {ex.Message}: {ex.InnerException}");
if (ex.Source != null)
Console.WriteLine("IOException source: {0} - Message: {1}", ex.Source, ex.Message);
throw;
}
}
}
public string GameName { get => _steamGameName; }
public static string SteamExe { get => _steamExe; }
public string GamePath { get => _steamGamePath; }
public static List<SteamGame> AllGames { get => _allSteamGames; }
public static bool SteamInstalled
{
get
{
if (!string.IsNullOrWhiteSpace(SteamGame._steamExe) && File.Exists(SteamGame._steamExe))
{
return true;
}
return false;
}
}
public static List<SteamGame> GetAllInstalledGames()
{
List<SteamGame> steamGameList = new List<SteamGame>();
_allSteamGames = steamGameList;
try
{
// Find the SteamExe location, and the SteamPath for later
using (var key = Registry.CurrentUser.OpenSubKey(_registrySteamKey, RegistryKeyPermissionCheck.ReadSubTree))
{
_steamExe = (string)key?.GetValue(@"SteamExe", string.Empty) ?? string.Empty;
_steamExe = _steamExe.Replace('/','\\');
_steamPath = (string)key?.GetValue(@"SteamPath", string.Empty) ?? string.Empty;
_steamPath = _steamPath.Replace('/', '\\');
}
if (_steamExe == string.Empty || !File.Exists(_steamExe))
{
// Steam isn't installed, so we return an empty list.
return steamGameList;
}
//Icon _steamIcon = Icon.ExtractAssociatedIcon(_steamExe);
//IconExtractor steamIconExtractor = new IconExtractor(_steamExe);
//Icon _steamIcon = steamIconExtractor.GetIcon(0);
MultiIcon _steamIcon = new MultiIcon();
_steamIcon.Load(_steamExe);
List<uint> steamAppIdsInstalled = new List<uint>();
// Now look for what games app id's are actually installed on this computer
using (RegistryKey steamAppsKey = Registry.CurrentUser.OpenSubKey(_registryAppsKey, RegistryKeyPermissionCheck.ReadSubTree))
{
if (steamAppsKey != null)
{
// Loop through the subKeys as they are the Steam Game IDs
foreach (string steamGameKeyName in steamAppsKey.GetSubKeyNames())
{
uint steamAppId = 0;
if (uint.TryParse(steamGameKeyName, out steamAppId))
{
string steamGameKeyFullName = $"{_registryAppsKey}\\{steamGameKeyName}";
using (RegistryKey steamGameKey = Registry.CurrentUser.OpenSubKey(steamGameKeyFullName, RegistryKeyPermissionCheck.ReadSubTree))
{
// If the Installed Value is set to 1, then the game is installed
// We want to keep track of that for later
if ((int)steamGameKey.GetValue(@"Installed", 0) == 1)
{
// Add this Steam App ID to the list we're keeping for later
steamAppIdsInstalled.Add(steamAppId);
}
}
}
}
}
}
// Now we parse the steam appinfo.vdf to get access to things like:
// - The game name
// - THe game installation dir
// - Sometimes the game icon
// - Sometimes the game executable name (from which we can get the icon)
Dictionary<uint, SteamAppInfo> steamAppInfo = new Dictionary<uint, SteamAppInfo>();
string appInfoVdfFile = Path.Combine(_steamPath, "appcache", "appinfo.vdf");
var newAppInfo = new AppInfo();
newAppInfo.Read(appInfoVdfFile);
Console.WriteLine($"{newAppInfo.Apps.Count} apps");
// Chec through all the apps we've extracted
foreach (var app in newAppInfo.Apps)
{
// We only care about the appIDs we have listed as actual games
// (The AppIds include all other DLC and Steam specific stuff too)
if ( steamAppIdsInstalled.Contains(app.AppID))
{
try
{
SteamAppInfo steamGameAppInfo = new SteamAppInfo();
steamGameAppInfo.GameID = app.AppID;
steamGameAppInfo.GameExes = new List<string>();
foreach (KVObject data in app.Data)
{
//Console.WriteLine($"App: {app.AppID} - Data.Name: {data.Name}");
if (data.Name == "common")
{
foreach (KVObject common in data.Children) {
//Console.WriteLine($"App: {app.AppID} - Common {common.Name}: {common.Value}");
if (common.Name == "name")
{
Console.WriteLine($"App: {app.AppID} - Common {common.Name}: {common.Value}");
steamGameAppInfo.GameName = common.Value.ToString();
}
else if (common.Name == "clienticon")
{
Console.WriteLine($"App: {app.AppID} - Common {common.Name}: {common.Value}");
steamGameAppInfo.GameSteamIconPath = Path.Combine(_steamPath, @"steam", @"games", String.Concat(common.Value, @".ico"));
}
else if (common.Name == "type")
{
Console.WriteLine($"App: {app.AppID} - Common {common.Name}: {common.Value}");
}
}
}
else if (data.Name == "config")
{
foreach (KVObject config in data.Children)
{
//Console.WriteLine($"App: {app.AppID} - Config {config.Name}: {config.Value}");
if (config.Name == "installdir")
{
Console.WriteLine($"App: {app.AppID} - Config {config.Name}: {config.Value}");
steamGameAppInfo.GameInstallDir = config.Value.ToString();
}
else if (config.Name == "launch")
{
foreach (KVObject launch in config.Children)
{
foreach (KVObject launch_num in launch.Children)
{
if (launch_num.Name == "executable")
{
Console.WriteLine($"App: {app.AppID} - Config - Launch {launch.Name} - {launch_num.Name}: {launch_num.Value}");
steamGameAppInfo.GameExes.Add(launch_num.Value.ToString());
}
}
}
}
}
}
}
steamAppInfo.Add(app.AppID, steamGameAppInfo);
}
catch (ArgumentException ex)
{
Console.WriteLine($"SteamGame/GetAllInstalledGames exception: {ex.Message}: {ex.InnerException}");
//we just want to ignore it if we try to add it twice....
}
Console.WriteLine($"App: {app.AppID} - Token: {app.Token}");
}
}
// Now we access the config.vdf that lives in the Steam Config file, as that lists all
// the SteamLibraries. We need to find out where they areso we can interrogate them
_steamConfigVdfFile = Path.Combine(_steamPath, "config", "config.vdf");
string steamConfigVdfText = File.ReadAllText(_steamConfigVdfFile, Encoding.UTF8);
List<string> steamLibrariesPaths = new List<string>();
// Now we have to parse the config.vdf looking for the location of the SteamLibraries
// We look for lines similar to this: "BaseInstallFolder_1" "E:\\SteamLibrary"
// There may be multiple so we need to check the whole file
Regex steamLibrariesRegex = new Regex(@"""BaseInstallFolder_\d+""\s+""(.*)""", RegexOptions.IgnoreCase);
// Try to match all lines against the Regex.
Match steamLibrariesMatches = steamLibrariesRegex.Match(steamConfigVdfText);
// If at least one of them matched!
if (steamLibrariesMatches.Success)
{
// Loop throug the results and add to an array
for (int i = 1; i < steamLibrariesMatches.Groups.Count; i++)
{
string steamLibraryPath = Regex.Unescape(steamLibrariesMatches.Groups[i].Value);
Console.WriteLine($"Found steam library: {steamLibraryPath}");
steamLibrariesPaths.Add(steamLibraryPath);
}
}
// Now we go off and find the details for the games in each Steam Library
foreach (string steamLibraryPath in steamLibrariesPaths)
{
// Work out the path to the appmanifests for this steamLibrary
string steamLibraryAppManifestPath = Path.Combine(steamLibraryPath, @"steamapps");
// Get the names of the App Manifests for the games installed in this SteamLibrary
string[] steamLibraryAppManifestFilenames = Directory.GetFiles(steamLibraryAppManifestPath, "appmanifest_*.acf");
// Go through each app and extract it's details
foreach (string steamLibraryAppManifestFilename in steamLibraryAppManifestFilenames)
{
// Read in the contents of the file
string steamLibraryAppManifestText = File.ReadAllText(steamLibraryAppManifestFilename);
// Grab the appid from the file
Regex appidRegex = new Regex(@"""appid""\s+""(\d+)""", RegexOptions.IgnoreCase);
Match appidMatches = appidRegex.Match(steamLibraryAppManifestText);
if (appidMatches.Success)
{
uint steamGameId = 0;
if (uint.TryParse(appidMatches.Groups[1].Value, out steamGameId))
{
// Check if this game is one that was installed
if (steamAppInfo.ContainsKey(steamGameId)) {
// This game is an installed game! so we start to populate it with data!
string steamGameExe = "";
string steamGameName = steamAppInfo[steamGameId].GameName;
// Construct the full path to the game dir from the appInfo and libraryAppManifest data
string steamGameInstallDir = Path.Combine(steamLibraryPath, @"steamapps", @"common", steamAppInfo[steamGameId].GameInstallDir);
// Next, we need to get the Icons we want to use, and make sure it's the latest one.
string steamGameIconPath = "";
// First of all, we attempt to use the Icon that Steam has cached, if it's available, as that will be updated to the latest
if (File.Exists(steamAppInfo[steamGameId].GameSteamIconPath))
{
steamGameIconPath = steamAppInfo[steamGameId].GameSteamIconPath;
}
// If there isn't an icon for us to use, then we need to extract one from the Game Executables
else if (steamAppInfo[steamGameId].GameExes.Count > 0)
{
foreach (string gameExe in steamAppInfo[steamGameId].GameExes)
{
steamGameExe = Path.Combine(steamGameInstallDir, gameExe);
// If the game executable exists, then we can proceed
if (File.Exists(steamGameExe))
{
// Now we need to get the Icon from the app if possible if it's not in the games folder
steamGameIconPath = steamGameExe;
}
}
}
// The absolute worst case means we don't have an icon to use. SO we use the Steam one.
else
{
// And we have to make do with a Steam Icon
steamGameIconPath = _steamPath;
}
// And finally we try to populate the 'where', to see what gets run
// And so we can extract the process name
if (steamAppInfo[steamGameId].GameExes.Count > 0)
{
foreach (string gameExe in steamAppInfo[steamGameId].GameExes)
{
steamGameExe = Path.Combine(steamGameInstallDir, gameExe);
// If the game executable exists, then we can proceed
if (File.Exists(steamGameExe))
{
break;
}
}
}
// And we add the Game to the list of games we have!
steamGameList.Add(new SteamGame(steamGameId, steamGameName, steamGameInstallDir, steamGameExe, steamGameIconPath));
}
}
}
}
}
}
catch (SecurityException ex)
{
Console.WriteLine($"SteamGame/GetAllInstalledGames securityexception: {ex.Message}: {ex.InnerException}");
if (ex.Source != null)
Console.WriteLine("SecurityException source: {0} - Message: {1}", ex.Source, ex.Message);
throw;
}
catch (UnauthorizedAccessException ex)
{
Console.WriteLine($"SteamGame/GetAllInstalledGames unauthorizedaccessexception: {ex.Message}: {ex.InnerException}");
if (ex.Source != null)
Console.WriteLine("UnauthorizedAccessException source: {0} - Message: {1}", ex.Source, ex.Message);
throw;
}
catch (ObjectDisposedException ex)
{
Console.WriteLine($"SteamGame/GetAllInstalledGames objectdisposedexceptions: {ex.Message}: {ex.InnerException}");
if (ex.Source != null)
Console.WriteLine("ObjectDisposedException source: {0} - Message: {1}", ex.Source, ex.Message);
throw;
}
catch (IOException ex)
{
Console.WriteLine($"SteamGame/GetAllInstalledGames ioexception: {ex.Message}: {ex.InnerException}");
// Extract some information from this exception, and then
// throw it to the parent method.
if (ex.Source != null)
Console.WriteLine("IOException source: {0} - Message: {1}", ex.Source, ex.Message);
throw;
}
return steamGameList;
}
public override string ToString()
{
var name = _steamGameName;
if (string.IsNullOrWhiteSpace(name))
{
name = Language.Unknown;
}
if (IsRunning)
{
return name + " " + Language.Running;
}
if (IsUpdating)
{
return name + " " + Language.Updating;
}
return name;
}
}
}