mirror of
https://github.com/hyb-oyqq/FRAISEMOE-Addons-Installer-NEXT.git
synced 2026-01-05 00:20:09 +00:00
feat(core): 重构核心模块并添加新功能
- 重构 __init__.py,引入新模块:WindowManager, GameDetector, PatchManager, ConfigManager - 更新 DebugManager,添加 set_ui_manager 方法 - 改进 DownloadManager,优化下载流程和错误处理 - 重构 MainWindow 类,移除冗余代码,委托部分功能给新模块 - 更新 UI 组件,简化界面逻辑 - 优化导入结构,提高代码可维护性
This commit is contained in:
@@ -2,10 +2,18 @@ from .animations import MultiStageAnimations
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from .ui_manager import UIManager
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from .download_manager import DownloadManager
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from .debug_manager import DebugManager
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from .window_manager import WindowManager
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from .game_detector import GameDetector
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from .patch_manager import PatchManager
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from .config_manager import ConfigManager
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__all__ = [
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'MultiStageAnimations',
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'UIManager',
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'DownloadManager',
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'DebugManager'
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'DebugManager',
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'WindowManager',
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'GameDetector',
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'PatchManager',
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'ConfigManager'
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]
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169
source/core/config_manager.py
Normal file
169
source/core/config_manager.py
Normal file
@@ -0,0 +1,169 @@
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import json
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import webbrowser
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from PySide6.QtWidgets import QMessageBox
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from utils import load_config, save_config, msgbox_frame
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class ConfigManager:
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"""配置管理器,用于处理配置的加载、保存和获取云端配置"""
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def __init__(self, app_name, config_url, ua, debug_manager=None):
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"""初始化配置管理器
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Args:
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app_name: 应用程序名称,用于显示消息框标题
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config_url: 云端配置URL
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ua: User-Agent字符串
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debug_manager: 调试管理器实例,用于输出调试信息
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"""
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self.app_name = app_name
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self.config_url = config_url
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self.ua = ua
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self.debug_manager = debug_manager
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self.cloud_config = None
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self.config_valid = False
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self.last_error_message = ""
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def _is_debug_mode(self):
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"""检查是否处于调试模式
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Returns:
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bool: 是否处于调试模式
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"""
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if hasattr(self.debug_manager, 'ui_manager') and hasattr(self.debug_manager.ui_manager, 'debug_action'):
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return self.debug_manager.ui_manager.debug_action.isChecked()
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return False
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def load_config(self):
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"""加载本地配置
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Returns:
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dict: 加载的配置
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"""
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return load_config()
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def save_config(self, config):
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"""保存配置
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Args:
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config: 要保存的配置
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"""
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save_config(config)
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def fetch_cloud_config(self, config_fetch_thread_class, callback=None):
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"""获取云端配置
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Args:
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config_fetch_thread_class: 用于获取云端配置的线程类
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callback: 获取完成后的回调函数,接受两个参数(data, error_message)
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"""
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headers = {"User-Agent": self.ua}
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debug_mode = self._is_debug_mode()
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self.config_fetch_thread = config_fetch_thread_class(self.config_url, headers, debug_mode)
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# 如果提供了回调,使用它;否则使用内部的on_config_fetched方法
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if callback:
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self.config_fetch_thread.finished.connect(callback)
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else:
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self.config_fetch_thread.finished.connect(self.on_config_fetched)
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self.config_fetch_thread.start()
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def on_config_fetched(self, data, error_message):
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"""云端配置获取完成的回调处理
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Args:
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data: 获取到的配置数据
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error_message: 错误信息,如果有
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"""
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debug_mode = self._is_debug_mode()
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if error_message:
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# 标记配置无效
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self.config_valid = False
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# 记录错误信息,用于按钮点击时显示
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if error_message == "update_required":
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self.last_error_message = "update_required"
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msg_box = msgbox_frame(
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f"更新提示 - {self.app_name}",
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"\n当前版本过低,请及时更新。\n",
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QMessageBox.StandardButton.Ok,
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)
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msg_box.exec()
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# 在浏览器中打开项目主页
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webbrowser.open("https://github.com/hyb-oyqq/FRAISEMOE-Addons-Installer-NEXT/")
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# 版本过低,应当显示"无法安装"
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return {"action": "disable_button", "then": "exit"}
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elif "missing_keys" in error_message:
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self.last_error_message = "missing_keys"
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missing_versions = error_message.split(":")[1]
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msg_box = msgbox_frame(
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f"配置缺失 - {self.app_name}",
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f'\n云端缺失下载链接,可能云服务器正在维护,不影响其他版本下载。\n当前缺失版本:"{missing_versions}"\n',
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QMessageBox.StandardButton.Ok,
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)
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msg_box.exec()
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# 对于部分缺失,仍然允许使用,因为可能只影响部分游戏版本
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self.config_valid = True
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return {"action": "enable_button"}
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else:
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# 设置网络错误标记
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self.last_error_message = "network_error"
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# 显示通用错误消息,只在debug模式下显示详细错误
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error_msg = "访问云端配置失败,请检查网络状况或稍后再试。"
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if debug_mode and "详细错误:" in error_message:
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msg_box = msgbox_frame(
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f"错误 - {self.app_name}",
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f"\n{error_message}\n",
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QMessageBox.StandardButton.Ok,
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)
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else:
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msg_box = msgbox_frame(
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f"错误 - {self.app_name}",
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f"\n{error_msg}\n",
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QMessageBox.StandardButton.Ok,
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)
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msg_box.exec()
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# 网络错误时应当显示"无法安装"
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return {"action": "disable_button"}
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else:
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self.cloud_config = data
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# 标记配置有效
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self.config_valid = True
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# 清除错误信息
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self.last_error_message = ""
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if debug_mode:
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print("--- Cloud config fetched successfully ---")
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print(json.dumps(data, indent=2))
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# 获取配置成功,允许安装
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return {"action": "enable_button"}
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def is_config_valid(self):
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"""检查配置是否有效
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Returns:
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bool: 配置是否有效
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"""
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return self.config_valid
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def get_cloud_config(self):
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"""获取云端配置
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Returns:
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dict: 云端配置
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"""
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return self.cloud_config
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def get_last_error(self):
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"""获取最后一次错误信息
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Returns:
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str: 错误信息
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"""
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return self.last_error_message
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@@ -15,6 +15,25 @@ class DebugManager:
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self.logger = None
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self.original_stdout = None
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self.original_stderr = None
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self.ui_manager = None # 添加ui_manager属性
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def set_ui_manager(self, ui_manager):
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"""设置UI管理器引用
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Args:
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ui_manager: UI管理器实例
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"""
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self.ui_manager = ui_manager
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def _is_debug_mode(self):
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"""检查是否处于调试模式
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Returns:
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bool: 是否处于调试模式
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"""
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if hasattr(self, 'ui_manager') and hasattr(self.ui_manager, 'debug_action'):
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return self.ui_manager.debug_action.isChecked()
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return False
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def toggle_debug_mode(self, checked):
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"""切换调试模式
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@@ -39,12 +39,14 @@ class DownloadManager:
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self.main_window, f"通知 - {APP_NAME}", "\n未选择任何目录,请重新选择\n"
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)
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return
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# 将按钮设置为"正在安装"状态
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self.main_window.set_start_button_enabled(False, installing=True)
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self.download_action()
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def get_install_paths(self):
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"""获取所有游戏版本的安装路径"""
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# 使用改进的目录识别功能
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game_dirs = self.main_window.identify_game_directories_improved(self.selected_folder)
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game_dirs = self.main_window.game_detector.identify_game_directories_improved(self.selected_folder)
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install_paths = {}
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debug_mode = self.is_debug_mode()
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@@ -159,14 +161,13 @@ class DownloadManager:
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def download_action(self):
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"""开始下载流程"""
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# 禁用开始安装按钮
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self.main_window.set_start_button_enabled(False)
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# 按钮在file_dialog中已设置为"正在安装"状态
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# 清空下载历史记录
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self.main_window.download_queue_history = []
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# 使用改进的目录识别功能
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game_dirs = self.main_window.identify_game_directories_improved(self.selected_folder)
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game_dirs = self.main_window.game_detector.identify_game_directories_improved(self.selected_folder)
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debug_mode = self.is_debug_mode()
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if debug_mode:
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@@ -183,6 +184,8 @@ class DownloadManager:
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f"目录错误 - {APP_NAME}",
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"\n未能识别到任何游戏目录。\n\n请确认您选择的是游戏的上级目录,并且该目录中包含NEKOPARA系列游戏文件夹。\n"
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)
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# 恢复按钮为"无法安装"状态
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self.main_window.set_start_button_enabled(False)
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return
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# 显示哈希检查窗口
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@@ -212,8 +215,8 @@ class DownloadManager:
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QtWidgets.QMessageBox.critical(
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self.main_window, f"错误 - {APP_NAME}", "\n网络状态异常或服务器故障,请重试\n"
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)
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# 重新启用开始安装按钮
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self.main_window.set_start_button_enabled(True)
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# 网络故障时,使用"无法安装"状态
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self.main_window.set_start_button_enabled(False)
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return
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# 填充下载队列
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@@ -269,7 +272,7 @@ class DownloadManager:
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self.main_window.download_queue_history = []
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# 获取所有识别到的游戏目录
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game_dirs = self.main_window.identify_game_directories_improved(self.selected_folder)
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game_dirs = self.main_window.game_detector.identify_game_directories_improved(self.selected_folder)
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debug_mode = self.is_debug_mode()
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if debug_mode:
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@@ -478,7 +481,7 @@ class DownloadManager:
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print(f"DEBUG: 游戏文件夹: {game_folder}")
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# 获取游戏可执行文件路径
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game_dirs = self.main_window.identify_game_directories_improved(self.selected_folder)
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game_dirs = self.main_window.game_detector.identify_game_directories_improved(self.selected_folder)
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game_exe_exists = False
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if game_version in game_dirs:
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311
source/core/game_detector.py
Normal file
311
source/core/game_detector.py
Normal file
@@ -0,0 +1,311 @@
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import os
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import re
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class GameDetector:
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"""游戏检测器,用于识别游戏目录和版本"""
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def __init__(self, game_info, debug_manager=None):
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"""初始化游戏检测器
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Args:
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game_info: 游戏信息字典,包含各版本的安装路径和可执行文件名
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debug_manager: 调试管理器实例,用于输出调试信息
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"""
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self.game_info = game_info
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self.debug_manager = debug_manager
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def _is_debug_mode(self):
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"""检查是否处于调试模式
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Returns:
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bool: 是否处于调试模式
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"""
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if hasattr(self.debug_manager, 'ui_manager') and hasattr(self.debug_manager.ui_manager, 'debug_action'):
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return self.debug_manager.ui_manager.debug_action.isChecked()
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return False
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def identify_game_version(self, game_dir):
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"""识别游戏版本
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Args:
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game_dir: 游戏目录路径
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Returns:
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str: 游戏版本名称,如果不是有效的游戏目录则返回None
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"""
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debug_mode = self._is_debug_mode()
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if debug_mode:
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print(f"DEBUG: 尝试识别游戏版本: {game_dir}")
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# 先通过目录名称进行初步推测(这将作为递归搜索的提示)
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dir_name = os.path.basename(game_dir).lower()
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potential_version = None
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vol_num = None
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# 提取卷号或判断是否是After
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if "vol" in dir_name or "vol." in dir_name:
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vol_match = re.search(r"vol(?:\.|\s*)?(\d+)", dir_name)
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if vol_match:
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vol_num = vol_match.group(1)
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potential_version = f"NEKOPARA Vol.{vol_num}"
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if debug_mode:
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print(f"DEBUG: 从目录名推测游戏版本: {potential_version}, 卷号: {vol_num}")
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elif "after" in dir_name:
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potential_version = "NEKOPARA After"
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if debug_mode:
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print(f"DEBUG: 从目录名推测游戏版本: NEKOPARA After")
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# 检查是否为NEKOPARA游戏目录
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# 通过检查游戏可执行文件来识别游戏版本
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for game_version, info in self.game_info.items():
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# 尝试多种可能的可执行文件名变体
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exe_variants = [
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info["exe"], # 标准文件名
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info["exe"] + ".nocrack", # Steam加密版本
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info["exe"].replace(".exe", ""), # 无扩展名版本
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info["exe"].replace("NEKOPARA", "nekopara").lower(), # 全小写变体
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info["exe"].lower(), # 小写变体
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info["exe"].lower() + ".nocrack", # 小写变体的Steam加密版本
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]
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# 对于Vol.3可能有特殊名称
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if "Vol.3" in game_version:
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# 增加可能的卷3特定的变体
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exe_variants.extend([
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"NEKOPARAVol3.exe",
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"NEKOPARAVol3.exe.nocrack",
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"nekoparavol3.exe",
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"nekoparavol3.exe.nocrack",
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"nekopara_vol3.exe",
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"nekopara_vol3.exe.nocrack",
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"vol3.exe",
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"vol3.exe.nocrack"
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])
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for exe_variant in exe_variants:
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exe_path = os.path.join(game_dir, exe_variant)
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if os.path.exists(exe_path):
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if debug_mode:
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print(f"DEBUG: 通过可执行文件确认游戏版本: {game_version}, 文件: {exe_variant}")
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return game_version
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# 如果没有直接匹配,尝试递归搜索
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if potential_version:
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# 从预测的版本中获取卷号或确认是否是After
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is_after = "After" in potential_version
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if not vol_num and not is_after:
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vol_match = re.search(r"Vol\.(\d+)", potential_version)
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if vol_match:
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vol_num = vol_match.group(1)
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# 递归搜索可执行文件
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for root, dirs, files in os.walk(game_dir):
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for file in files:
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file_lower = file.lower()
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if file.endswith('.exe') or file.endswith('.exe.nocrack'):
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# 检查文件名中是否包含卷号或关键词
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if ((vol_num and (f"vol{vol_num}" in file_lower or
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f"vol.{vol_num}" in file_lower or
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f"vol {vol_num}" in file_lower)) or
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(is_after and "after" in file_lower)):
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if debug_mode:
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print(f"DEBUG: 通过递归搜索确认游戏版本: {potential_version}, 文件: {file}")
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return potential_version
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# 如果仍然没有找到,基于目录名的推测返回结果
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if potential_version:
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 基于目录名返回推测的游戏版本: {potential_version}")
|
||||
return potential_version
|
||||
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 无法识别游戏版本: {game_dir}")
|
||||
|
||||
return None
|
||||
|
||||
def identify_game_directories_improved(self, selected_folder):
|
||||
"""改进的游戏目录识别,支持大小写不敏感和特殊字符处理
|
||||
|
||||
Args:
|
||||
selected_folder: 选择的上级目录
|
||||
|
||||
Returns:
|
||||
dict: 游戏版本到游戏目录的映射
|
||||
"""
|
||||
debug_mode = self._is_debug_mode()
|
||||
|
||||
if debug_mode:
|
||||
print(f"--- 开始识别目录: {selected_folder} ---")
|
||||
|
||||
game_paths = {}
|
||||
|
||||
# 获取上级目录中的所有文件夹
|
||||
try:
|
||||
all_dirs = [d for d in os.listdir(selected_folder) if os.path.isdir(os.path.join(selected_folder, d))]
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 找到以下子目录: {all_dirs}")
|
||||
except Exception as e:
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 无法读取目录 {selected_folder}: {str(e)}")
|
||||
return {}
|
||||
|
||||
for game, info in self.game_info.items():
|
||||
expected_dir = info["install_path"].split("/")[0] # 例如 "NEKOPARA Vol. 1"
|
||||
expected_exe = info["exe"] # 标准可执行文件名
|
||||
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 搜索游戏 {game}, 预期目录: {expected_dir}, 预期可执行文件: {expected_exe}")
|
||||
|
||||
# 尝试不同的匹配方法
|
||||
found_dir = None
|
||||
|
||||
# 1. 精确匹配
|
||||
if expected_dir in all_dirs:
|
||||
found_dir = expected_dir
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 精确匹配成功: {expected_dir}")
|
||||
|
||||
# 2. 大小写不敏感匹配
|
||||
if not found_dir:
|
||||
for dir_name in all_dirs:
|
||||
if expected_dir.lower() == dir_name.lower():
|
||||
found_dir = dir_name
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 大小写不敏感匹配成功: {dir_name}")
|
||||
break
|
||||
|
||||
# 3. 更模糊的匹配(允许特殊字符差异)
|
||||
if not found_dir:
|
||||
# 准备用于模糊匹配的正则表达式模式
|
||||
# 替换空格为可选空格或连字符,替换点为可选点
|
||||
pattern_text = expected_dir.replace(" ", "[ -]?").replace(".", "\\.?")
|
||||
pattern = re.compile(f"^{pattern_text}$", re.IGNORECASE)
|
||||
|
||||
for dir_name in all_dirs:
|
||||
if pattern.match(dir_name):
|
||||
found_dir = dir_name
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 模糊匹配成功: {dir_name} 匹配模式 {pattern_text}")
|
||||
break
|
||||
|
||||
# 4. 如果还是没找到,尝试更宽松的匹配
|
||||
if not found_dir:
|
||||
vol_match = re.search(r"vol(?:\.|\s*)?(\d+)", expected_dir, re.IGNORECASE)
|
||||
vol_num = None
|
||||
if vol_match:
|
||||
vol_num = vol_match.group(1)
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 提取卷号: {vol_num}")
|
||||
|
||||
is_after = "after" in expected_dir.lower()
|
||||
|
||||
for dir_name in all_dirs:
|
||||
dir_lower = dir_name.lower()
|
||||
|
||||
# 对于After特殊处理
|
||||
if is_after and "after" in dir_lower:
|
||||
found_dir = dir_name
|
||||
if debug_mode:
|
||||
print(f"DEBUG: After特殊匹配成功: {dir_name}")
|
||||
break
|
||||
|
||||
# 对于Vol特殊处理
|
||||
if vol_num:
|
||||
# 查找目录名中的卷号
|
||||
dir_vol_match = re.search(r"vol(?:\.|\s*)?(\d+)", dir_lower)
|
||||
if dir_vol_match and dir_vol_match.group(1) == vol_num:
|
||||
found_dir = dir_name
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 卷号匹配成功: {dir_name} 卷号 {vol_num}")
|
||||
break
|
||||
|
||||
# 如果找到匹配的目录,验证exe文件是否存在
|
||||
if found_dir:
|
||||
potential_path = os.path.join(selected_folder, found_dir)
|
||||
|
||||
# 尝试多种可能的可执行文件名变体
|
||||
# 包括Steam加密版本和其他可能的变体
|
||||
exe_variants = [
|
||||
expected_exe, # 标准文件名
|
||||
expected_exe + ".nocrack", # Steam加密版本
|
||||
expected_exe.replace(".exe", ""),# 无扩展名版本
|
||||
# Vol.3的特殊变体,因为它的文件名可能不一样
|
||||
expected_exe.replace("NEKOPARA", "nekopara").lower(), # 全小写变体
|
||||
expected_exe.lower(), # 小写变体
|
||||
expected_exe.lower() + ".nocrack", # 小写变体的Steam加密版本
|
||||
]
|
||||
|
||||
# 对于Vol.3可能有特殊名称
|
||||
if "Vol.3" in game:
|
||||
# 增加可能的卷3特定的变体
|
||||
exe_variants.extend([
|
||||
"NEKOPARAVol3.exe",
|
||||
"NEKOPARAVol3.exe.nocrack",
|
||||
"nekoparavol3.exe",
|
||||
"nekoparavol3.exe.nocrack",
|
||||
"nekopara_vol3.exe",
|
||||
"nekopara_vol3.exe.nocrack",
|
||||
"vol3.exe",
|
||||
"vol3.exe.nocrack"
|
||||
])
|
||||
|
||||
exe_exists = False
|
||||
found_exe = None
|
||||
|
||||
# 尝试所有可能的变体
|
||||
for exe_variant in exe_variants:
|
||||
exe_path = os.path.join(potential_path, exe_variant)
|
||||
if os.path.exists(exe_path):
|
||||
exe_exists = True
|
||||
found_exe = exe_variant
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 验证成功,找到游戏可执行文件: {exe_variant}")
|
||||
break
|
||||
|
||||
# 如果没有直接找到,尝试递归搜索当前目录下的所有可执行文件
|
||||
if not exe_exists:
|
||||
# 遍历当前目录下的所有文件和文件夹
|
||||
for root, dirs, files in os.walk(potential_path):
|
||||
for file in files:
|
||||
file_lower = file.lower()
|
||||
# 检查是否是游戏可执行文件(根据关键字)
|
||||
if file.endswith('.exe') or file.endswith('.exe.nocrack'):
|
||||
# 检查文件名中是否包含卷号或关键词
|
||||
if "Vol." in game:
|
||||
vol_match = re.search(r"Vol\.(\d+)", game)
|
||||
if vol_match:
|
||||
vol_num = vol_match.group(1)
|
||||
if (f"vol{vol_num}" in file_lower or
|
||||
f"vol.{vol_num}" in file_lower or
|
||||
f"vol {vol_num}" in file_lower):
|
||||
exe_path = os.path.join(root, file)
|
||||
exe_exists = True
|
||||
found_exe = os.path.relpath(exe_path, potential_path)
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 通过递归搜索找到游戏可执行文件: {found_exe}")
|
||||
break
|
||||
elif "After" in game and "after" in file_lower:
|
||||
exe_path = os.path.join(root, file)
|
||||
exe_exists = True
|
||||
found_exe = os.path.relpath(exe_path, potential_path)
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 通过递归搜索找到After游戏可执行文件: {found_exe}")
|
||||
break
|
||||
if exe_exists:
|
||||
break
|
||||
|
||||
# 如果找到了可执行文件,将该目录添加到游戏目录列表
|
||||
if exe_exists:
|
||||
game_paths[game] = potential_path
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 验证成功,将 {potential_path} 添加为 {game} 的目录")
|
||||
else:
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 未找到任何可执行文件变体,游戏 {game} 在 {potential_path} 未找到")
|
||||
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 最终识别的游戏目录: {game_paths}")
|
||||
print(f"--- 目录识别结束 ---")
|
||||
|
||||
return game_paths
|
||||
253
source/core/patch_manager.py
Normal file
253
source/core/patch_manager.py
Normal file
@@ -0,0 +1,253 @@
|
||||
import os
|
||||
import shutil
|
||||
from PySide6.QtWidgets import QMessageBox
|
||||
|
||||
class PatchManager:
|
||||
"""补丁管理器,用于处理补丁的安装和卸载"""
|
||||
|
||||
def __init__(self, app_name, game_info, debug_manager=None):
|
||||
"""初始化补丁管理器
|
||||
|
||||
Args:
|
||||
app_name: 应用程序名称,用于显示消息框标题
|
||||
game_info: 游戏信息字典,包含各版本的安装路径和可执行文件名
|
||||
debug_manager: 调试管理器实例,用于输出调试信息
|
||||
"""
|
||||
self.app_name = app_name
|
||||
self.game_info = game_info
|
||||
self.debug_manager = debug_manager
|
||||
self.installed_status = {} # 游戏版本的安装状态
|
||||
|
||||
def _is_debug_mode(self):
|
||||
"""检查是否处于调试模式
|
||||
|
||||
Returns:
|
||||
bool: 是否处于调试模式
|
||||
"""
|
||||
if hasattr(self.debug_manager, 'ui_manager') and hasattr(self.debug_manager.ui_manager, 'debug_action'):
|
||||
return self.debug_manager.ui_manager.debug_action.isChecked()
|
||||
return False
|
||||
|
||||
def initialize_status(self):
|
||||
"""初始化所有游戏版本的安装状态"""
|
||||
self.installed_status = {f"NEKOPARA Vol.{i}": False for i in range(1, 5)}
|
||||
self.installed_status["NEKOPARA After"] = False
|
||||
|
||||
def update_status(self, game_version, is_installed):
|
||||
"""更新游戏版本的安装状态
|
||||
|
||||
Args:
|
||||
game_version: 游戏版本
|
||||
is_installed: 是否已安装
|
||||
"""
|
||||
self.installed_status[game_version] = is_installed
|
||||
|
||||
def get_status(self, game_version=None):
|
||||
"""获取游戏版本的安装状态
|
||||
|
||||
Args:
|
||||
game_version: 游戏版本,如果为None则返回所有状态
|
||||
|
||||
Returns:
|
||||
bool或dict: 指定版本的安装状态或所有版本的安装状态
|
||||
"""
|
||||
if game_version:
|
||||
return self.installed_status.get(game_version, False)
|
||||
return self.installed_status
|
||||
|
||||
def uninstall_patch(self, game_dir, game_version):
|
||||
"""卸载补丁
|
||||
|
||||
Args:
|
||||
game_dir: 游戏目录路径
|
||||
game_version: 游戏版本
|
||||
|
||||
Returns:
|
||||
bool: 卸载成功返回True,失败返回False
|
||||
"""
|
||||
debug_mode = self._is_debug_mode()
|
||||
|
||||
if game_version not in self.game_info:
|
||||
QMessageBox.critical(
|
||||
None,
|
||||
f"错误 - {self.app_name}",
|
||||
f"\n无法识别游戏版本: {game_version}\n",
|
||||
QMessageBox.StandardButton.Ok,
|
||||
)
|
||||
return False
|
||||
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 开始卸载 {game_version} 补丁,目录: {game_dir}")
|
||||
|
||||
try:
|
||||
files_removed = 0
|
||||
|
||||
# 获取可能的补丁文件路径
|
||||
install_path_base = os.path.basename(self.game_info[game_version]["install_path"])
|
||||
patch_file_path = os.path.join(game_dir, install_path_base)
|
||||
|
||||
# 尝试查找补丁文件,支持不同大小写
|
||||
patch_files_to_check = [
|
||||
patch_file_path,
|
||||
patch_file_path.lower(),
|
||||
patch_file_path.upper(),
|
||||
patch_file_path.replace("_", ""),
|
||||
patch_file_path.replace("_", "-"),
|
||||
]
|
||||
|
||||
# 查找并删除补丁文件
|
||||
patch_file_found = False
|
||||
for patch_path in patch_files_to_check:
|
||||
if os.path.exists(patch_path):
|
||||
patch_file_found = True
|
||||
os.remove(patch_path)
|
||||
files_removed += 1
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 已删除补丁文件: {patch_path}")
|
||||
|
||||
if not patch_file_found and debug_mode:
|
||||
print(f"DEBUG: 未找到补丁文件,检查了以下路径: {patch_files_to_check}")
|
||||
|
||||
# 检查是否有额外的签名文件 (.sig)
|
||||
if game_version == "NEKOPARA After":
|
||||
for patch_path in patch_files_to_check:
|
||||
sig_file_path = f"{patch_path}.sig"
|
||||
if os.path.exists(sig_file_path):
|
||||
os.remove(sig_file_path)
|
||||
files_removed += 1
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 已删除签名文件: {sig_file_path}")
|
||||
|
||||
# 删除patch文件夹
|
||||
patch_folders_to_check = [
|
||||
os.path.join(game_dir, "patch"),
|
||||
os.path.join(game_dir, "Patch"),
|
||||
os.path.join(game_dir, "PATCH"),
|
||||
]
|
||||
|
||||
for patch_folder in patch_folders_to_check:
|
||||
if os.path.exists(patch_folder):
|
||||
shutil.rmtree(patch_folder)
|
||||
files_removed += 1
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 已删除补丁文件夹: {patch_folder}")
|
||||
|
||||
# 删除game/patch文件夹
|
||||
game_folders = ["game", "Game", "GAME"]
|
||||
patch_folders = ["patch", "Patch", "PATCH"]
|
||||
|
||||
for game_folder in game_folders:
|
||||
for patch_folder in patch_folders:
|
||||
game_patch_folder = os.path.join(game_dir, game_folder, patch_folder)
|
||||
if os.path.exists(game_patch_folder):
|
||||
shutil.rmtree(game_patch_folder)
|
||||
files_removed += 1
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 已删除game/patch文件夹: {game_patch_folder}")
|
||||
|
||||
# 删除配置文件
|
||||
config_files = ["config.json", "Config.json", "CONFIG.JSON"]
|
||||
script_files = ["scripts.json", "Scripts.json", "SCRIPTS.JSON"]
|
||||
|
||||
for game_folder in game_folders:
|
||||
game_path = os.path.join(game_dir, game_folder)
|
||||
if os.path.exists(game_path):
|
||||
# 删除配置文件
|
||||
for config_file in config_files:
|
||||
config_path = os.path.join(game_path, config_file)
|
||||
if os.path.exists(config_path):
|
||||
os.remove(config_path)
|
||||
files_removed += 1
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 已删除配置文件: {config_path}")
|
||||
|
||||
# 删除脚本文件
|
||||
for script_file in script_files:
|
||||
script_path = os.path.join(game_path, script_file)
|
||||
if os.path.exists(script_path):
|
||||
os.remove(script_path)
|
||||
files_removed += 1
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 已删除脚本文件: {script_path}")
|
||||
|
||||
# 更新安装状态
|
||||
self.installed_status[game_version] = False
|
||||
|
||||
# 在非批量卸载模式下显示卸载成功消息
|
||||
if game_version != "all":
|
||||
# 显示卸载成功消息
|
||||
if files_removed > 0:
|
||||
QMessageBox.information(
|
||||
None,
|
||||
f"卸载完成 - {self.app_name}",
|
||||
f"\n{game_version} 补丁卸载成功!\n共删除 {files_removed} 个文件/文件夹。\n",
|
||||
QMessageBox.StandardButton.Ok,
|
||||
)
|
||||
else:
|
||||
QMessageBox.warning(
|
||||
None,
|
||||
f"警告 - {self.app_name}",
|
||||
f"\n未找到 {game_version} 的补丁文件,可能未安装补丁或已被移除。\n",
|
||||
QMessageBox.StandardButton.Ok,
|
||||
)
|
||||
|
||||
# 卸载成功
|
||||
return True
|
||||
|
||||
except Exception as e:
|
||||
# 在非批量卸载模式下显示卸载失败消息
|
||||
if game_version != "all":
|
||||
# 显示卸载失败消息
|
||||
error_message = f"\n卸载 {game_version} 补丁时出错:\n\n{str(e)}\n"
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 卸载错误 - {str(e)}")
|
||||
|
||||
QMessageBox.critical(
|
||||
None,
|
||||
f"卸载失败 - {self.app_name}",
|
||||
error_message,
|
||||
QMessageBox.StandardButton.Ok,
|
||||
)
|
||||
|
||||
# 卸载失败
|
||||
return False
|
||||
|
||||
def batch_uninstall_patches(self, game_dirs):
|
||||
"""批量卸载多个游戏的补丁
|
||||
|
||||
Args:
|
||||
game_dirs: 游戏版本到游戏目录的映射字典
|
||||
|
||||
Returns:
|
||||
tuple: (成功数量, 失败数量)
|
||||
"""
|
||||
success_count = 0
|
||||
fail_count = 0
|
||||
debug_mode = self._is_debug_mode()
|
||||
|
||||
for version, path in game_dirs.items():
|
||||
try:
|
||||
if self.uninstall_patch(path, version):
|
||||
success_count += 1
|
||||
else:
|
||||
fail_count += 1
|
||||
except Exception as e:
|
||||
if debug_mode:
|
||||
print(f"DEBUG: 卸载 {version} 时出错: {str(e)}")
|
||||
fail_count += 1
|
||||
|
||||
return success_count, fail_count
|
||||
|
||||
def show_uninstall_result(self, success_count, fail_count):
|
||||
"""显示批量卸载结果
|
||||
|
||||
Args:
|
||||
success_count: 成功卸载的数量
|
||||
fail_count: 卸载失败的数量
|
||||
"""
|
||||
QMessageBox.information(
|
||||
None,
|
||||
f"批量卸载完成 - {self.app_name}",
|
||||
f"\n批量卸载完成!\n成功: {success_count} 个\n失败: {fail_count} 个\n",
|
||||
QMessageBox.StandardButton.Ok,
|
||||
)
|
||||
@@ -101,6 +101,11 @@ class UIManager:
|
||||
<p><b>{APP_NAME} v{APP_VERSION}</b></p>
|
||||
<p>原作: <a href="https://github.com/Yanam1Anna">Yanam1Anna</a></p>
|
||||
<p>此应用根据 <a href="https://github.com/hyb-oyqq/FRAISEMOE2-Installer/blob/master/LICENSE">GPL-3.0 许可证</a> 授权。</p>
|
||||
<br>
|
||||
<p><b>感谢:</b></p>
|
||||
<p>- <a href="https://github.com/HTony03">HTony03</a>:对原项目部分源码的重构、逻辑优化和功能实现提供了支持。</p>
|
||||
<p>- <a href="https://github.com/ABSIDIA">钨鸮</a>:对于云端资源存储提供了支持。</p>
|
||||
<p>- <a href="https://github.com/XIU2/CloudflareSpeedTest">XIU2/CloudflareSpeedTest</a>:提供了 IP 优选功能的核心支持。</p>
|
||||
"""
|
||||
msg_box = msgbox_frame(
|
||||
f"关于 - {APP_NAME}",
|
||||
|
||||
141
source/core/window_manager.py
Normal file
141
source/core/window_manager.py
Normal file
@@ -0,0 +1,141 @@
|
||||
from PySide6.QtCore import Qt, QPoint, QRect, QSize
|
||||
from PySide6.QtGui import QPainterPath, QRegion
|
||||
|
||||
class WindowManager:
|
||||
"""窗口管理器类,用于处理窗口的基本行为,如拖拽、调整大小和圆角设置"""
|
||||
|
||||
def __init__(self, parent_window):
|
||||
"""初始化窗口管理器
|
||||
|
||||
Args:
|
||||
parent_window: 父窗口实例
|
||||
"""
|
||||
self.window = parent_window
|
||||
self.ui = parent_window.ui
|
||||
|
||||
# 拖动窗口相关变量
|
||||
self._drag_position = QPoint()
|
||||
self._is_dragging = False
|
||||
|
||||
# 窗口比例
|
||||
self.aspect_ratio = 16 / 9
|
||||
self.updateRoundedCorners = True
|
||||
|
||||
# 设置圆角窗口
|
||||
self.setRoundedCorners()
|
||||
|
||||
def setRoundedCorners(self):
|
||||
"""设置窗口圆角"""
|
||||
# 实现圆角窗口
|
||||
path = QPainterPath()
|
||||
path.addRoundedRect(self.window.rect(), 20, 20)
|
||||
mask = QRegion(path.toFillPolygon().toPolygon())
|
||||
self.window.setMask(mask)
|
||||
|
||||
# 更新resize事件时更新圆角
|
||||
self.updateRoundedCorners = True
|
||||
|
||||
def handle_mouse_press(self, event):
|
||||
"""处理鼠标按下事件
|
||||
|
||||
Args:
|
||||
event: 鼠标事件
|
||||
"""
|
||||
if event.button() == Qt.MouseButton.LeftButton:
|
||||
# 只有当鼠标在标题栏区域时才可以拖动
|
||||
if hasattr(self.ui, 'title_bar') and self.ui.title_bar.geometry().contains(event.position().toPoint()):
|
||||
self._is_dragging = True
|
||||
self._drag_position = event.globalPosition().toPoint() - self.window.frameGeometry().topLeft()
|
||||
event.accept()
|
||||
|
||||
def handle_mouse_move(self, event):
|
||||
"""处理鼠标移动事件
|
||||
|
||||
Args:
|
||||
event: 鼠标事件
|
||||
"""
|
||||
if event.buttons() & Qt.MouseButton.LeftButton and self._is_dragging:
|
||||
self.window.move(event.globalPosition().toPoint() - self._drag_position)
|
||||
event.accept()
|
||||
|
||||
def handle_mouse_release(self, event):
|
||||
"""处理鼠标释放事件
|
||||
|
||||
Args:
|
||||
event: 鼠标事件
|
||||
"""
|
||||
if event.button() == Qt.MouseButton.LeftButton:
|
||||
self._is_dragging = False
|
||||
event.accept()
|
||||
|
||||
def handle_resize(self, event):
|
||||
"""当窗口大小改变时更新圆角和维持纵横比
|
||||
|
||||
Args:
|
||||
event: 窗口大小改变事件
|
||||
"""
|
||||
# 计算基于当前宽度的合适高度,以维持16:9比例
|
||||
new_width = event.size().width()
|
||||
new_height = int(new_width / self.aspect_ratio)
|
||||
|
||||
if new_height != event.size().height():
|
||||
# 阻止变形,保持比例
|
||||
self.window.resize(new_width, new_height)
|
||||
|
||||
# 更新主容器大小
|
||||
if hasattr(self.ui, 'main_container'):
|
||||
self.ui.main_container.setGeometry(0, 0, new_width, new_height)
|
||||
|
||||
# 更新内容容器大小
|
||||
if hasattr(self.ui, 'content_container'):
|
||||
self.ui.content_container.setGeometry(0, 0, new_width, new_height)
|
||||
|
||||
# 更新标题栏宽度和高度
|
||||
if hasattr(self.ui, 'title_bar'):
|
||||
self.ui.title_bar.setGeometry(0, 0, new_width, 35)
|
||||
|
||||
# 更新菜单区域
|
||||
if hasattr(self.ui, 'menu_area'):
|
||||
self.ui.menu_area.setGeometry(0, 35, new_width, 30)
|
||||
|
||||
# 更新内容区域大小
|
||||
if hasattr(self.ui, 'inner_content'):
|
||||
self.ui.inner_content.setGeometry(0, 65, new_width, new_height - 65)
|
||||
|
||||
# 更新背景图大小
|
||||
if hasattr(self.ui, 'Mainbg'):
|
||||
self.ui.Mainbg.setGeometry(0, 0, new_width, new_height - 65)
|
||||
|
||||
if hasattr(self.ui, 'loadbg'):
|
||||
self.ui.loadbg.setGeometry(0, 0, new_width, new_height - 65)
|
||||
|
||||
# 调整按钮位置 - 固定在右侧
|
||||
right_margin = 20 # 减小右边距,使按钮更靠右
|
||||
if hasattr(self.ui, 'button_container'):
|
||||
btn_width = 211 # 扩大后的容器宽度
|
||||
btn_height = 111 # 扩大后的容器高度
|
||||
x_pos = new_width - btn_width - right_margin
|
||||
y_pos = int((new_height - 65) * 0.28) - 10 # 调整为更靠上的位置
|
||||
self.ui.button_container.setGeometry(x_pos, y_pos, btn_width, btn_height)
|
||||
|
||||
# 添加卸载补丁按钮容器的位置调整
|
||||
if hasattr(self.ui, 'uninstall_container'):
|
||||
btn_width = 211 # 扩大后的容器宽度
|
||||
btn_height = 111 # 扩大后的容器高度
|
||||
x_pos = new_width - btn_width - right_margin
|
||||
y_pos = int((new_height - 65) * 0.46) - 10 # 调整为中间位置
|
||||
self.ui.uninstall_container.setGeometry(x_pos, y_pos, btn_width, btn_height)
|
||||
|
||||
if hasattr(self.ui, 'exit_container'):
|
||||
btn_width = 211 # 扩大后的容器宽度
|
||||
btn_height = 111 # 扩大后的容器高度
|
||||
x_pos = new_width - btn_width - right_margin
|
||||
y_pos = int((new_height - 65) * 0.64) - 10 # 调整为更靠下的位置
|
||||
self.ui.exit_container.setGeometry(x_pos, y_pos, btn_width, btn_height)
|
||||
|
||||
# 更新圆角
|
||||
if hasattr(self, 'updateRoundedCorners') and self.updateRoundedCorners:
|
||||
path = QPainterPath()
|
||||
path.addRoundedRect(self.window.rect(), 20, 20)
|
||||
mask = QRegion(path.toFillPolygon().toPolygon())
|
||||
self.window.setMask(mask)
|
||||
Reference in New Issue
Block a user