DisplayMagician/HeliosDisplayManagement/GameLibraries/SteamGame.cs
temacdonald 205dcdf2c7 Fixed SteamGame.ToString()
Also removed some unusued code from ShortcutForm.
2020-05-02 14:51:28 +12:00

495 lines
23 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 e)
{
if (e.Source != null)
Console.WriteLine("SecurityException source: {0} - Message: {1}", e.Source, e.Message);
throw;
}
catch (IOException e)
{
// Extract some information from this exception, and then
// throw it to the parent method.
if (e.Source != null)
Console.WriteLine("IOException source: {0} - Message: {1}", e.Source, e.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 e)
{
if (e.Source != null)
Console.WriteLine("SecurityException source: {0} - Message: {1}", e.Source, e.Message);
throw;
}
catch (IOException e)
{
// Extract some information from this exception, and then
// throw it to the parent method.
if (e.Source != null)
Console.WriteLine("IOException source: {0} - Message: {1}", e.Source, e.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 e)
{
//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 e)
{
if (e.Source != null)
Console.WriteLine("SecurityException source: {0} - Message: {1}", e.Source, e.Message);
throw;
}
catch (UnauthorizedAccessException e)
{
if (e.Source != null)
Console.WriteLine("UnauthorizedAccessException source: {0} - Message: {1}", e.Source, e.Message);
throw;
}
catch (ObjectDisposedException e)
{
if (e.Source != null)
Console.WriteLine("ObjectDisposedException source: {0} - Message: {1}", e.Source, e.Message);
throw;
}
catch (IOException e)
{
// Extract some information from this exception, and then
// throw it to the parent method.
if (e.Source != null)
Console.WriteLine("IOException source: {0} - Message: {1}", e.Source, e.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;
}
}
}