[core/egs] Use thread pool for fetching metadata

This commit is contained in:
derrod 2021-12-03 15:48:48 +01:00
parent 5671448264
commit d737ca57a7
2 changed files with 45 additions and 12 deletions

View file

@ -2,6 +2,7 @@
# coding: utf-8
import requests
import requests.adapters
import logging
from requests.auth import HTTPBasicAuth
@ -28,11 +29,16 @@ class EPCAPI:
_store_gql_host = 'store-launcher.epicgames.com'
def __init__(self, lc='en', cc='US'):
self.session = requests.session()
self.log = logging.getLogger('EPCAPI')
self.unauth_session = requests.session()
self.session = requests.session()
self.session.headers['User-Agent'] = self._user_agent
# increase maximum pool size for multithreaded metadata requests
self.session.mount('https://', requests.adapters.HTTPAdapter(pool_maxsize=16))
self.unauth_session = requests.session()
self.unauth_session.headers['User-Agent'] = self._user_agent
self._oauth_basic = HTTPBasicAuth(self._user_basic, self._pw_basic)
self.access_token = None
@ -149,10 +155,11 @@ class EPCAPI:
r.raise_for_status()
return r.json()
def get_game_info(self, namespace, catalog_item_id):
def get_game_info(self, namespace, catalog_item_id, timeout=None):
r = self.session.get(f'https://{self._catalog_host}/catalog/api/shared/namespace/{namespace}/bulk/items',
params=dict(id=catalog_item_id, includeDLCDetails=True, includeMainGameDetails=True,
country=self.country_code, locale=self.language_code))
country=self.country_code, locale=self.language_code),
timeout=timeout)
r.raise_for_status()
return r.json().get(catalog_item_id, None)

View file

@ -8,6 +8,7 @@ import shutil
from base64 import b64decode
from collections import defaultdict
from concurrent.futures import ThreadPoolExecutor
from datetime import timezone
from locale import getdefaultlocale
from multiprocessing import Queue
@ -387,6 +388,9 @@ class LegendaryCore:
else:
assets[ga.app_name][_platform] = ga
fetch_list = []
games = {}
for app_name, app_assets in sorted(assets.items()):
if skip_ue and any(v.namespace == 'ue' for v in app_assets.values()):
continue
@ -395,19 +399,41 @@ class LegendaryCore:
asset_updated = False
if game:
asset_updated = any(game.app_version(_p) != app_assets[_p].build_version for _p in app_assets.keys())
games[app_name] = game
if update_assets and (not game or force_refresh or (game and asset_updated)):
if game and asset_updated:
self.log.info(f'Updating meta for {game.app_name} due to build version mismatch')
self.log.debug(f'Scheduling metadata update for {app_name}')
# namespace/catalog item are the same for all platforms, so we can just use the first one
_ga = next(iter(app_assets.values()))
eg_meta = self.egs.get_game_info(_ga.namespace, _ga.catalog_item_id)
game = Game(app_name=app_name, app_title=eg_meta['title'], metadata=eg_meta,
asset_infos=app_assets)
fetch_list.append((app_name, _ga.namespace, _ga.catalog_item_id))
meta_updated = True
def fetch_game_meta(args):
app_name, namespace, catalog_item_id = args
eg_meta = self.egs.get_game_info(namespace, catalog_item_id, timeout=10.0)
game = Game(app_name=app_name, app_title=eg_meta['title'], metadata=eg_meta, asset_infos=assets[app_name])
self.lgd.set_game_meta(game.app_name, game)
games[app_name] = game
# setup and teardown of thread pool takes some time, so only do it when it makes sense.
use_threads = len(fetch_list) > 5
self.log.info(f'Fetching metadata for {len(fetch_list)} apps.')
if use_threads:
with ThreadPoolExecutor(max_workers=16) as executor:
executor.map(fetch_game_meta, fetch_list, timeout=60.0)
for app_name, app_assets in sorted(assets.items()):
if skip_ue and any(v.namespace == 'ue' for v in app_assets.values()):
continue
game = games.get(app_name)
# retry if metadata is still missing/threaded loading wasn't used
if not game:
if use_threads:
self.log.warning(f'Fetching metadata for {app_name} failed, retrying')
_ga = next(iter(app_assets.values()))
fetch_game_meta((app_name, _ga.namespace, _ga.catalog_item_id))
game = games[app_name]
if game.is_dlc:
_dlc[game.metadata['mainGameItem']['id']].append(game)