public static void GenerateUplayLibraryList() { try { // If we don't have any SLM libraries available if (Properties.Settings.Default.UplayLibraries == null) { return; } if (Properties.Settings.Default.UplayLibraries.Count == 0) { return; } // for each backup library we have, do a loop foreach (var backupPath in Properties.Settings.Default.UplayLibraries) { Uplay.AddNewLibraryAsync(backupPath); } } catch (Exception ex) { Logger.Fatal(ex); MessageBox.Show(ex.ToString()); } }
public static async Task <bool> LoadUplayAsync() { try { if (Definitions.Global.Uplay.IsStateChanging || Definitions.Global.Uplay.Loaded) { return(false); } Definitions.Global.Uplay.IsStateChanging = true; Uplay.PopulateLibraryCMenuItems(); Uplay.PopulateAppCMenuItems(); Uplay.UpdateInstallationPath(); await Uplay.InitializeUplayDb(); Uplay.GenerateLibraryList(); Library.GenerateUplayLibraryList(); Definitions.Global.Uplay.IsStateChanging = false; Definitions.Global.Uplay.Loaded = true; return(true); } catch (Exception ex) { MessageBox.Show(ex.ToString()); Logger.Fatal(ex); Definitions.Global.Uplay.IsStateChanging = false; return(false); } }