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#!/usr/bin/env python
# -*- coding: utf-8 -*-
""" MapTransfer (Client) -- upload/download maps to/from a VALVe game server
Copyright © 2009-2010, Michael "Svedrin" Ziegler <diese-addy@funzt-halt.net>
"""
import sys
from urllib import urlopen
from os import listdir
from os.path import join, isdir, exists
from ConfigParser import ConfigParser
from PyQt4 import Qt
from PyQt4.Qt import QLocale, QTranslator
from PyQt4 import QtCore
from PyQt4 import QtGui
from client_ui import Ui_MainWindow
from MapList import ServerMapList, ClientMapList
from TransferHandler import TransferHandler
class Gui(Ui_MainWindow, QtCore.QObject):
""" The main class that handles the GUI and controls background processes. """
def __init__( self, conf, steampath ):
QtCore.QObject.__init__( self )
Ui_MainWindow.__init__( self )
self.conf = conf
self.steampath = steampath
self.baseurl = conf.get( "server", "baseurl" )
self.main_window = QtGui.QMainWindow()
self.setupUi( self.main_window )
self.client_maplist = ClientMapList( self.lstClientList )
self.server_maplist = ServerMapList( self.lstServerList )
self.transfer_handler = TransferHandler(
conf.get( "auth", "username" ),
conf.get( "auth", "password" )
)
self.lblDownloadStatus = QtGui.QLabel( self.tr( "No downloads are running." ) )
self.statusbar.addPermanentWidget( self.lblDownloadStatus )
self.lblUploadStatus = QtGui.QLabel( self.tr( "No uploads are running." ) )
self.statusbar.addPermanentWidget( self.lblUploadStatus )
# Scan for maps directories and store them in a dict.
# account_paths = {
# account_name: {
# game_name: game maps directory
# }
# }
self.account_paths = {}
for accountdir in listdir( join( self.steampath, "steamapps" ) ):
if not isdir( join( self.steampath, "steamapps", accountdir ) ) or \
accountdir in ( "common", "SourceMods" ):
continue
appspath = join( self.steampath, "steamapps", accountdir )
print "Found Steam account: '%s'" % appspath
for gamedir in listdir( appspath ):
if self.conf.has_option( "gametags", gamedir ) and \
self.conf.has_option( "mapdirs", gamedir ):
mapsdir = join( appspath, gamedir, self.conf.get( "mapdirs", gamedir ) )
if exists( mapsdir ):
if accountdir not in self.account_paths:
self.account_paths[accountdir] = { None: appspath }
print "Map directory for '%s' is:\n %s" % ( gamedir, mapsdir )
self.account_paths[accountdir][ self.conf.get( "gametags", gamedir ) ] = mapsdir
else:
print "Map directory for '%s' does not exist" % gamedir
else:
print "Map directory for '%s' is unknown" % gamedir
self.setup_accounts()
self.account_changed(0)
self.main_window.connect( self.cmbAccount, QtCore.SIGNAL("currentIndexChanged (int)"), self.account_changed )
self.main_window.connect( self.cmbGameServer, QtCore.SIGNAL("currentIndexChanged (int)"), self.server_changed )
self.main_window.connect( self.btnStart, QtCore.SIGNAL("clicked(bool)"), self.perform_transfers )
self.main_window.connect( self.btnSelectAllClient, QtCore.SIGNAL("clicked(bool)"), self.choose_all_client )
self.main_window.connect( self.btnSelectAllServer, QtCore.SIGNAL("clicked(bool)"), self.choose_all_server )
self.main_window.connect( self.transfer_handler, TransferHandler.sig_download_start, self.status_download_start )
self.main_window.connect( self.transfer_handler, TransferHandler.sig_download_success, self.status_download_success )
self.main_window.connect( self.transfer_handler, TransferHandler.sig_download_fail, self.status_download_fail )
self.main_window.connect( self.transfer_handler, TransferHandler.sig_download_finished, self.status_download_finished)
self.main_window.connect( self.transfer_handler, TransferHandler.sig_upload_start, self.status_upload_start )
self.main_window.connect( self.transfer_handler, TransferHandler.sig_upload_success, self.status_upload_success )
self.main_window.connect( self.transfer_handler, TransferHandler.sig_upload_fail, self.status_upload_fail )
self.main_window.connect( self.transfer_handler, TransferHandler.sig_upload_finished, self.status_upload_finished )
def show( self ):
""" Show the main Window. """
self.main_window.show()
def setup_accounts( self ):
""" Search the steamapps directory for usable Steam accounts. """
self.cmbAccount.clear()
for accountdir in self.account_paths:
self.cmbAccount.addItem( accountdir, QtCore.QVariant( self.account_paths[accountdir][None] ) )
current_account = property(
lambda self: str( self.cmbAccount.itemText( self.cmbAccount.currentIndex() ) ),
doc="The name of the currently selected Steam account."
)
apps_path = property(
lambda self: self.account_paths[self.current_account][None],
doc="The SteamApps subdirectory of the currently selected Steam account."
)
def account_changed( self, accid ):
""" A different account has been selected, reload the server list. """
print "Selected Steam account: '%s'" % self.apps_path
self.setup_servers()
self.server_changed(0)
def setup_servers( self ):
""" Retrieve a server list and check for which game servers we have games
in the selected account.
"""
self.cmbGameServer.clear()
# Fetch the BaseURL - it returns something like this:
# pub:cssource:Publicserver
# war:cssource:Warserver
# emp:Empires:EmpiresMod v3.1.3.3.7
index = urlopen( self.baseurl ).fp
while True:
line = index.readline().strip()
if not line:
break
srv, game, desc = line.split( ':', 2 )
if game in self.account_paths[self.current_account]:
self.cmbGameServer.addItem(
"%s (%s)" % ( desc, game ),
QtCore.QVariant( "%s:%s" % ( srv, game ) )
)
server_info = property(
lambda self: str( self.cmbGameServer.itemData( self.cmbGameServer.currentIndex() ).toString() ).split(':'),
doc="The server ID and game name for the currently selected Game server."
)
server_id = property(
lambda self: self.server_info[0],
doc="The Server ID for the currently selected Game server."
)
server_game = property(
lambda self: self.server_info[1],
doc="The game directory name for the currently selected Game server."
)
def server_changed( self, srvid ):
""" A different game server has been selected, reload map lists. """
self.server_maplist.fetch( self.baseurl + self.server_id )
maps_dir = self.account_paths[self.current_account][ self.server_game ]
self.lblPath.setText( self.tr("Maps are being saved to:\n%1").arg(maps_dir) )
self.client_maplist.fetch( maps_dir )
# now compare the maps and highlight those that should be transferred
self.client_maplist.mark_missing( self.server_maplist )
self.server_maplist.mark_missing( self.client_maplist )
def choose_all_client( self, checked ):
""" Select all maps in the client view that don't exist on the server. """
self.client_maplist.choose_missing( self.server_maplist )
def choose_all_server( self, checked ):
""" Select all maps in the server view that don't exist on the client. """
self.server_maplist.choose_missing( self.client_maplist )
def status_download_start( self, mapname ):
""" Slot to react on a starting download. """
self.lblDownloadStatus.setText( self.tr("Downloading %1").arg(mapname) )
def status_download_success( self, mapname ):
""" Slot to react on a successfully finished download. """
item = self.server_maplist.get_map_item( mapname )
if item:
item.setBackgroundColor( Qt.Qt.green )
def status_download_fail( self, mapname, errcode, errmsg, errdesc ):
""" Slot to react on a failed download. """
item = self.server_maplist.get_map_item( mapname )
if item:
item.setBackgroundColor( Qt.Qt.red )
QtGui.QMessageBox.information(
self.main_window, self.main_window.windowTitle(), self.tr(
"Map %1 cannot be downloaded. The server said:\n%2: %3\n\n%4"
).arg(mapname).arg(errcode).arg(errmsg).arg(errdesc)
)
def status_download_finished( self ):
""" Slot to react when all downloads have finished. """
self.lblDownloadStatus.setText( self.tr("All downloads finished") )
self.server_changed(0)
def status_upload_start( self, mapname ):
""" Slot to react on a starting upload. """
self.lblUploadStatus.setText( self.tr("Uploading %1").arg(mapname) )
def status_upload_success( self, mapname ):
""" Slot to react on a successfully finished upload. """
item = self.server_maplist.get_map_item( mapname )
if item:
item.setBackgroundColor( Qt.Qt.green )
def status_upload_fail( self, mapname, errcode, errmsg, errdesc ):
""" Slot to react on a failed upload. """
item = self.server_maplist.get_map_item( mapname )
if item:
item.setBackgroundColor( Qt.Qt.red )
QtGui.QMessageBox.information(
self.main_window, self.main_window.windowTitle(), self.tr(
"Map %1 cannot be uploaded. The server said:\n%2: %3\n\n%4"
).arg(mapname).arg(errcode).arg(errmsg).arg(errdesc)
)
def status_upload_finished( self ):
""" Slot to react when all uploads have finished. """
self.lblUploadStatus.setText( self.tr("All uploads finished") )
self.server_changed(0)
def perform_transfers( self, checked ):
""" Start the background thread to transfer the selected files.
Before doing so, check if the user ordered to download files
we already have, and ask them what to do with these downloads.
"""
yes_to_all = False
no_to_all = False
download = []
upload = []
for i in range( self.server_maplist.widget.count() ):
listitem = self.server_maplist.widget.item(i)
if not listitem or not listitem.checked:
continue
mapname = listitem.map_name
bspath = "%s/%s.bsp" % ( self.account_paths[self.current_account][self.server_game], mapname )
if exists( bspath ):
if yes_to_all == no_to_all == False:
choice = QtGui.QMessageBox.question(
self.main_window, self.main_window.windowTitle(),
self.tr("Map %1 exists - overwrite it?").arg(mapname),
( QtGui.QMessageBox.Yes | QtGui.QMessageBox.No |
QtGui.QMessageBox.YesToAll | QtGui.QMessageBox.NoToAll ),
QtGui.QMessageBox.No
)
elif yes_to_all:
choice = QtGui.QMessageBox.Yes
else:
choice = QtGui.QMessageBox.No
if choice == QtGui.QMessageBox.YesToAll:
yes_to_all = True
elif choice == QtGui.QMessageBox.NoToAll:
no_to_all = True
if choice in ( QtGui.QMessageBox.No, QtGui.QMessageBox.NoToAll ):
continue
download.append({
'mapname': mapname,
'mapexts': listitem.map_exts
})
for i in range( self.client_maplist.widget.count() ):
listitem = self.client_maplist.widget.item(i)
if not listitem or not listitem.checked:
continue
mapname = listitem.map_name
if self.server_maplist.has_map( mapname ):
QtGui.QMessageBox.information(
self.main_window, self.main_window.windowTitle(),
self.tr("Map %1 already exists on the server and will not be uploaded.").arg(mapname)
)
continue
upload.append({
'mapname': mapname,
'mapexts': listitem.map_exts
})
self.transfer_handler.perform_transfers(
self.account_paths[self.current_account][ self.server_game ],
self.baseurl + self.server_id,
download=download, upload=upload
)
if __name__ == '__main__':
from sys import argv
if len( argv ) > 1:
cfg = argv[1]
else:
cfg = "maptransfer.cfg"
if not exists( cfg ):
print "The configuration file '%s' does not exist!" % cfg
print "Hit enter to exit."
raw_input()
sys.exit(1)
config = ConfigParser()
config.read( cfg )
try:
from _winreg import OpenKey, CloseKey, QueryValueEx, HKEY_CURRENT_USER
except ImportError:
steam = config.get( "steam", "path" )
else:
print "Auto-Detecting Gamedirs..."
regkey = OpenKey( HKEY_CURRENT_USER, config.get( "registry", "keypath" ) )
steam = QueryValueEx( regkey, config.get( "registry", "keyname" ) )[0]
CloseKey( regkey )
try:
app = QtGui.QApplication( sys.argv )
locale = QLocale.system().name()
print "loading locale", locale
translator = QTranslator()
translator.load("client_" + locale)
app.installTranslator(translator)
g = Gui( config, steam )
g.show()
app.exec_()
finally:
if config.getboolean( "general", "hitEnterToExit" ):
print
print
print "Hit enter to exit."
raw_input()
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