Emit install/update/uninstall completion and forward install progress to the base Library contract so OGPU's InstallManager and launch menu stop hanging at 0%

This commit is contained in:
Jose Falanga 2026-08-06 19:13:34 -03:00
parent b19903e682
commit e48a0b501d
3 changed files with 46 additions and 25 deletions

View file

@ -495,11 +495,12 @@ func _ensure_install_location() -> String:
## Installs (or updates, if a caveId is given) the given game.
func install(game: Dictionary, cave_id: String = "") -> void:
await thread_group.exec(_install.bind(game, cave_id))
## Returns true when the operation finished without errors.
func install(game: Dictionary, cave_id: String = "") -> bool:
return await thread_group.exec(_install.bind(game, cave_id))
func _install(game: Dictionary, cave_id: String) -> void:
func _install(game: Dictionary, cave_id: String) -> bool:
var game_id: int = game.get("id", 0)
var reason := "update" if cave_id != "" else "install"
@ -508,7 +509,7 @@ func _install(game: Dictionary, cave_id: String) -> void:
if "error" in uploads_res:
logger.warn("Fetch.GameUploads failed: " + str(uploads_res["error"]))
emit_signal.call_deferred("app_installed", cave_id, false)
return
return false
# Uploads are cached by butlerd just like owned keys, so retry fresh when
# the cached result is stale, otherwise a cold database would report every
# game as having no compatible upload.
@ -519,12 +520,12 @@ func _install(game: Dictionary, cave_id: String) -> void:
if "error" in uploads_res:
logger.warn("Fetch.GameUploads (fresh) failed: " + str(uploads_res["error"]))
emit_signal.call_deferred("app_installed", cave_id, false)
return
return false
var uploads: Array = uploads_res.get("uploads", [])
if uploads.is_empty():
logger.error("No compatible uploads found for game id " + str(game_id))
emit_signal.call_deferred("app_installed", cave_id, false)
return
return false
var upload: Dictionary = uploads[0]
var location_id := await _ensure_install_location()
@ -543,7 +544,7 @@ func _install(game: Dictionary, cave_id: String) -> void:
if "error" in queue_res:
logger.error("Install.Queue failed: " + str(queue_res["error"]))
emit_signal.call_deferred("app_installed", cave_id, false)
return
return false
var task_id: String = queue_res.get("id", "")
var staging_folder: String = queue_res.get("stagingFolder", "")
@ -572,19 +573,21 @@ func _install(game: Dictionary, cave_id: String) -> void:
emit_signal.call_deferred("app_updated", cave_id, success)
else:
emit_signal.call_deferred("app_installed", cave_id, success)
return success
## Uninstalls the given cave.
func uninstall(cave_id: String) -> void:
await thread_group.exec(_uninstall.bind(cave_id))
## Uninstalls the given cave. Returns true on success.
func uninstall(cave_id: String) -> bool:
return await thread_group.exec(_uninstall.bind(cave_id))
func _uninstall(cave_id: String) -> void:
func _uninstall(cave_id: String) -> bool:
var res := await _rpc_call("Uninstall.Perform", {"caveId": cave_id})
var success := not ("error" in res)
if not success:
logger.error("Uninstall.Perform failed: " + str(res.get("error")))
emit_signal.call_deferred("app_uninstalled", cave_id, success)
return success
## Launches the given cave. This call blocks (on the background thread) for

View file

@ -5,6 +5,11 @@ const _apps_cache_file: String = "apps.json"
@onready var itch: ItchClient = get_tree().get_first_node_in_group("itch_client")
## The item currently being installed/updated/uninstalled. OGPU's InstallManager
## only runs one install at a time, so a single slot is enough to map butlerd's
## install_progressed/app_* signals back to the LibraryLaunchItem.
var _active_item: LibraryLaunchItem
func _ready() -> void:
super()
@ -22,16 +27,28 @@ func get_library_launch_items() -> Array[LibraryLaunchItem]:
func install_to(item: LibraryLaunchItem, _location: InstallLocation = null, _options: Dictionary = {}) -> void:
var game := (item.metadata.get("game", {}) as Dictionary)
itch.install(game)
_active_item = item
var success: bool = await itch.install(game)
_active_item = null
install_completed.emit(item, success)
logger.info("Install of '" + item.name + "' completed with status: " + str(success))
func update(item: LibraryLaunchItem) -> void:
var game := (item.metadata.get("game", {}) as Dictionary)
itch.install(game, item.provider_app_id)
_active_item = item
var success: bool = await itch.install(game, item.provider_app_id)
_active_item = null
update_completed.emit(item, success)
logger.info("Update of '" + item.name + "' completed with status: " + str(success))
func uninstall(item: LibraryLaunchItem) -> void:
itch.uninstall(item.provider_app_id)
_active_item = item
var success: bool = await itch.uninstall(item.provider_app_id)
_active_item = null
uninstall_completed.emit(item, success)
logger.info("Uninstall of '" + item.name + "' completed with status: " + str(success))
## itch.io's CheckUpdate call is async (and rate-limited), so we don't poll it
@ -54,16 +71,17 @@ func _on_logged_in(status: ItchClient.LOGIN_STATUS, _profile: Dictionary) -> voi
return
## Re-emits itch.io's raw (id, current, total) install progress under the
## base [Library] signal contract (item, percent_completed) so the UI's
## generic install-progress widgets pick it up regardless of provider.
## TODO: verify the exact LibraryManager lookup method/key for resolving a
## provider_app_id back to its LibraryLaunchItem (this plugin was written
## against the public Library/LibraryLaunchItem API, but LibraryManager's
## internals weren't available while writing this) and wire the emit below
## through it instead of dropping the notification.
func _on_install_progressed(_id: String, _current: int, _total: int) -> void:
pass
## Forwards butlerd's install progress (current/total are percentage points,
## 0-100) to the base [Library] install_progressed contract (a fraction,
## 0.0-1.0) that OGPU's InstallManager and launch menu render as a progress
## bar.
func _on_install_progressed(_id: String, current: int, total: int) -> void:
if _active_item == null:
return
if total <= 0:
return
logger.info("Install progressing: " + str(current) + "/" + str(total))
install_progressed.emit(_active_item, float(current) / float(total))
## Builds a LibraryLaunchItem for a game, or null when the entry isn't an