Beispiel #1
0
        private void OnUGCDetailsComplete(SteamUGCQueryCompleted_t callback, bool ioError)
        {
            var result = callback.m_eResult;
            var handle = callback.m_handle;
            PublishedFileId_t id;

            if (!ioError && result == EResult.k_EResultOK)
            {
                var allResults = ListPool <SteamUGCDetails_t, SteamUGCServiceFixed> .Allocate();

                for (uint i = 0U; i < callback.m_unNumResultsReturned; i++)
                {
                    if (SteamUGC.GetQueryUGCResult(handle, i, out SteamUGCDetails_t details) &&
                        allMods.TryGetValue(id = details.m_nPublishedFileId,
                                            out ModInfo mod))
                    {
#if false
                        PUtil.LogDebug("Updated mod {0:D} ({1})".F(id.m_PublishedFileId,
                                                                   details.m_rgchTitle));
#endif
                        mod.Populate(details);
                        // Queue up the preview image
                        download.Queue(id);
                        preview.Queue(id);
                        allResults.Add(details);
                    }
                }
                ModUpdateDetails.OnInstalledUpdate(allResults);
                allResults.Recycle();
            }
            SteamUGC.ReleaseQueryUGCRequest(handle);
            onQueryComplete?.Dispose();
            onQueryComplete = null;
        }
Beispiel #2
0
 /// <summary>
 /// Applied after OnSteamUGCQueryDetailsCompleted runs.
 /// </summary>
 internal static void Postfix(HashSet <SteamUGCDetails_t> ___publishes)
 {
     if (___publishes != null)
     {
         ModUpdateDetails.OnInstalledUpdate(___publishes);
     }
 }
Beispiel #3
0
 /// <summary>
 /// Applied after Update runs.
 /// </summary>
 internal static void Postfix()
 {
     if (ModUpdateDetails.ScrubConfig())
     {
         UpdateMainMenu();
     }
 }
Beispiel #4
0
        protected override void OnComplete(PublishedFileId_t id, int _)
        {
            var    mod          = SteamUGCServiceFixed.Instance.GetInfo(id);
            string path         = ModUpdateHandler.GetDownloadPath(id.m_PublishedFileId);
            bool   ok           = false;
            string expectedPath = mod.installPath;

#if DEBUG
            PUtil.LogDebug("Downloaded mod: {0:D}".F(id.m_PublishedFileId));
#endif
            if (expectedPath == null)
            {
                mod.Summon();
                expectedPath = mod.installPath;
            }
            // Copy zip to the install_path and destroy it
            if (expectedPath != null)
            {
                if (File.Exists(path))
                {
                    try {
                        File.Copy(path, expectedPath, true);
                        ok = true;
                    } catch (IOException e) {
                        PUtil.LogWarning("Unable to copy file {0} to {1}:".F(path,
                                                                             expectedPath));
                        PUtil.LogExcWarn(e);
                    } catch (UnauthorizedAccessException) {
                        PUtil.LogWarning("Access to {0} is denied!".F(expectedPath));
                    }
                    ExtensionMethods.RemoveOldDownload(path);
                }
                mod.state = SteamUGCServiceFixed.SteamModState.Updated;
                if (ok && id.GetGlobalLastModified(out System.DateTime when))
                {
                    ModUpdateDetails.UpdateConfigFor(id.m_PublishedFileId, when);
                }
            }
            else
            {
                PUtil.LogWarning("Unable to find install path for {0:D}!".F(id.
                                                                            m_PublishedFileId));
            }
        }
Beispiel #5
0
        /// <summary>
        /// Replace the Update function of SteamUGCService with this version that actually
        /// waits for the return and uses the same API as Mod Updater's regular mode.
        /// </summary>
        public void Process()
        {
            var toQuery = ListPool <PublishedFileId_t, SteamUGCServiceFixed> .Allocate();

            var toRemove = ListPool <PublishedFileId_t, SteamUGCServiceFixed> .Allocate();

            var toAdd = HashSetPool <PublishedFileId_t, SteamUGCServiceFixed> .Allocate();

            var toUpdate = HashSetPool <PublishedFileId_t, SteamUGCServiceFixed> .Allocate();

            var loadPreviews = ListPool <SteamUGCService.Mod, SteamUGCServiceFixed> .Allocate();

            int n = clients.Count;

            // Mass request the details of all mods at once
            foreach (var pair in allMods)
            {
                var mod = pair.Value;
                var id  = pair.Key;
                switch (mod.state)
                {
                case SteamModState.NeedsDetails:
                    toQuery.Add(id);
                    break;

                case SteamModState.PendingDestroy:
                    toRemove.Add(id);
                    break;

                case SteamModState.DetailsDirty:
                    // Details were downloaded, send out a quick update of all the mod names
                    // in mass at the beginning even if some downloads are pending
                    if (mod.clientSeen)
                    {
                        toUpdate.Add(id);
                    }
                    else
                    {
                        toAdd.Add(id);
                    }
                    mod.state = SteamModState.Subscribed;
                    break;

                default:
                    break;
                }
                if (mod.previewDirty)
                {
                    loadPreviews.Add(mod.ugcMod);
                    mod.previewDirty = false;
                }
            }
            if (toQuery.Count > 0 && onQueryComplete == null)
            {
                QueryUGCDetails(toQuery.ToArray());
            }
            toQuery.Recycle();
            bool idle = download.Idle;

            if (idle)
            {
                // Avoid spamming by only notifying when all outstanding mods are downloaded
                foreach (var pair in allMods)
                {
                    var mod = pair.Value;
                    var id  = pair.Key;
                    if (mod.state == SteamModState.Updated)
                    {
                        mod.Summon();
                        if (mod.clientSeen)
                        {
                            toUpdate.Add(id);
                        }
                        else
                        {
                            toAdd.Add(id);
                        }
                        mod.state = SteamModState.Subscribed;
                    }
                }
            }
            if (toAdd.Count > 0 || toUpdate.Count > 0 || toRemove.Count > 0 || loadPreviews.
                Count > 0)
            {
                firstEvent = true;
                // Event needs to be triggered
                for (int i = 0; i < n; i++)
                {
                    clients[i].UpdateMods(toAdd, toUpdate, toRemove, loadPreviews);
                }
                if (n > 0)
                {
                    foreach (var added in toAdd)
                    {
                        // Mods that were successfully added will be updated in the future
                        if (allMods.TryGetValue(added, out ModInfo info))
                        {
                            info.clientSeen = true;
                        }
                    }
                }
            }
            // Actually destroy all pending destroy mods
            foreach (var id in toRemove)
            {
                if (allMods.TryRemove(id, out ModInfo destroyed))
                {
                    destroyed.Dispose();
                }
            }
            loadPreviews.Recycle();
            toAdd.Recycle();
            toUpdate.Recycle();
            toRemove.Recycle();
            if (wasIdle != idle || ModUpdateDetails.ScrubConfig())
            {
                // Runs on foreground thread
                wasIdle = idle;
                ModUpdateDatePatches.UpdateMainMenu();
            }
        }