wabbajack/Wabbajack.Downloaders.GameFile/GameLocator.cs
Luca fab17a6ae0
Wabbajack 3.3.0.0 Update (#2416)
* added more visible error messages to avoid user confusion

added hard drive free space detection, added red error message text, removed overwrite checkbox, added wiki button link

extended the error text for starting wabbajack in protected location

removed debug code

shortened error message to fit in text box

* restored warning removed in error, updated changelog, removed debug includes

* Update InstallerVM.cs

* Update InstallerVM.cs

* Update MainWindowViewModel.cs

* added json optional flag to only show version number over modlist image in installer view, if the modlist image already contains the title

removed debug code

change to pascal case and match existing code style

update changelog

* Fix manual downloads sometimes launching in browser

* Fix manual downloads from secure servers

* Remove duplicate user agent code

* Create configuration project and performance settings

* Bind new performance settings to UI

* Use performance settings to limit maximum memory per download

* Remove unused settings and related classes

* Updated CHANGELOG.md

* update CHANGELOG.md

* moved the existing files popup to an error message , heralding the return of the overwrite install checkbox

* added newline

* reverted erroneous edit

* gogID for fallout4 added

* update CHANGELOG.md

* Fix deadlock when loading new settings

* change folder/directory check logic

* update CHANGELOG.md

* revert unnecessary change

* update CHANGELOG.md

* Bump Wabbajack to .NET 7

* Bump ReactiveUI packages & deps

* Update GameFinder to 4.0.0

* Update CHANGELOG.md

* Update CHANGELOG.md

---------

Co-authored-by: JanuarySnow <bobfordiscord12@gmail.com>
Co-authored-by: JanuarySnow <85711747+JanuarySnow@users.noreply.github.com>
Co-authored-by: UrbanCMC <UrbanCMC@web.de>
Co-authored-by: trawzified <55751269+tr4wzified@users.noreply.github.com>
2023-10-12 12:33:06 -06:00

197 lines
5.5 KiB
C#

using System.Runtime.InteropServices;
using GameFinder.Common;
using GameFinder.RegistryUtils;
using GameFinder.StoreHandlers.EGS;
using GameFinder.StoreHandlers.GOG;
using GameFinder.StoreHandlers.Origin;
using GameFinder.StoreHandlers.Steam;
using GameFinder.StoreHandlers.Steam.Models;
using GameFinder.StoreHandlers.Steam.Models.ValueTypes;
using Microsoft.Extensions.Logging;
using Wabbajack.DTOs;
using Wabbajack.Paths;
using Wabbajack.Paths.IO;
namespace Wabbajack.Downloaders.GameFile;
public class GameLocator : IGameLocator
{
private readonly SteamHandler _steam;
private readonly GOGHandler? _gog;
private readonly EGSHandler? _egs;
private readonly OriginHandler? _origin;
private readonly Dictionary<AppId, AbsolutePath> _steamGames = new();
private readonly Dictionary<GOGGameId, AbsolutePath> _gogGames = new();
private readonly Dictionary<EGSGameId, AbsolutePath> _egsGames = new();
private readonly Dictionary<OriginGameId, AbsolutePath> _originGames = new();
private readonly Dictionary<Game, AbsolutePath> _locationCache;
private readonly ILogger<GameLocator> _logger;
public GameLocator(ILogger<GameLocator> logger)
{
_logger = logger;
var fileSystem = NexusMods.Paths.FileSystem.Shared;
if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
{
var windowsRegistry = new WindowsRegistry();
_steam = new SteamHandler(fileSystem, windowsRegistry);
_gog = new GOGHandler(windowsRegistry, fileSystem);
_egs = new EGSHandler(windowsRegistry, fileSystem);
_origin = new OriginHandler(fileSystem);
}
else
{
_steam = new SteamHandler(fileSystem, null);
}
_locationCache = new Dictionary<Game, AbsolutePath>();
FindAllGames();
}
private void FindAllGames()
{
try
{
FindStoreGames(_steam, _steamGames, game => (AbsolutePath)game.Path.GetFullPath());
}
catch (Exception e)
{
_logger.LogError(e, "While finding games installed with Steam");
}
try
{
FindStoreGames(_gog, _gogGames, game => (AbsolutePath)game.Path.GetFullPath());
}
catch (Exception e)
{
_logger.LogError(e, "While finding games installed with GOG Galaxy");
}
try
{
FindStoreGames(_egs, _egsGames, game => (AbsolutePath)game.InstallLocation.GetFullPath());
}
catch (Exception e)
{
_logger.LogError(e, "While finding games installed with the Epic Games Store");
}
try
{
FindStoreGames(_origin, _originGames, game => (AbsolutePath)game.InstallPath.GetFullPath());
}
catch (Exception e)
{
_logger.LogError(e, "While finding games installed with Origin");
}
}
private void FindStoreGames<TGame, TId>(
AHandler<TGame, TId>? handler,
Dictionary<TId, AbsolutePath> paths,
Func<TGame, AbsolutePath> getPath)
where TGame : class, IGame
where TId : notnull
{
if (handler is null) return;
var games = handler.FindAllGamesById(out var errors);
foreach (var (id, game) in games)
{
try
{
var path = getPath(game);
if (!path.DirectoryExists())
{
_logger.LogError("Game does not exist: {Game}", game);
continue;
}
paths[id] = path;
_logger.LogInformation("Found {Game}", game);
}
catch (Exception e)
{
_logger.LogError(e, "While locating {Game}", game);
}
}
foreach (var error in errors)
{
_logger.LogError("{Error}", error);
}
}
public AbsolutePath GameLocation(Game game)
{
if (TryFindLocation(game, out var path))
return path;
throw new Exception($"Can't find game {game}");
}
public bool IsInstalled(Game game)
{
return TryFindLocation(game, out _);
}
public bool TryFindLocation(Game game, out AbsolutePath path)
{
lock (_locationCache)
{
if (_locationCache.TryGetValue(game, out path))
return true;
if (TryFindLocationInner(game, out path))
{
_locationCache.Add(game, path);
return true;
}
}
return false;
}
private bool TryFindLocationInner(Game game, out AbsolutePath path)
{
var metaData = game.MetaData();
foreach (var id in metaData.SteamIDs)
{
if (!_steamGames.TryGetValue(AppId.From((uint)id), out var found)) continue;
path = found;
return true;
}
foreach (var id in metaData.GOGIDs)
{
if (!_gogGames.TryGetValue(GOGGameId.From(id), out var found)) continue;
path = found;
return true;
}
foreach (var id in metaData.EpicGameStoreIDs)
{
if (!_egsGames.TryGetValue(EGSGameId.From(id), out var found)) continue;
path = found;
return true;
}
foreach (var id in metaData.OriginIDs)
{
if (!_originGames.TryGetValue(OriginGameId.From(id), out var found)) continue;
path = found;
return true;
}
path = default;
return false;
}
}