diff options
| author | isanae <14251494+isanae@users.noreply.github.com> | 2019-11-11 14:14:01 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2019-11-11 14:14:01 -0500 |
| commit | d6c3bad01a85c1a5b1a3bdd86efc85efdd4c5f29 (patch) | |
| tree | fddae0025e65bd1d5064bf8ad6fa73a23aa750e9 /src/processrunner.cpp | |
| parent | 7b3c5dcbb3b5d520d166eb5b51f669968f57302e (diff) | |
| parent | decd5c1828f495be4e230c9fc6fb79dd9bfdfb81 (diff) | |
Merge pull request #887 from isanae/spawning-and-waiting
Spawning, waiting and locking
Diffstat (limited to 'src/processrunner.cpp')
| -rw-r--r-- | src/processrunner.cpp | 791 |
1 files changed, 791 insertions, 0 deletions
diff --git a/src/processrunner.cpp b/src/processrunner.cpp new file mode 100644 index 00000000..cfddbb63 --- /dev/null +++ b/src/processrunner.cpp @@ -0,0 +1,791 @@ +#include "processrunner.h" +#include "organizercore.h" +#include "instancemanager.h" +#include "iuserinterface.h" +#include "envmodule.h" +#include <log.h> + +using namespace MOBase; + +void adjustForVirtualized( + const IPluginGame* game, spawn::SpawnParameters& sp, const Settings& settings) +{ + const QString modsPath = settings.paths().mods(); + + // Check if this a request with either an executable or a working directory + // under our mods folder then will start the process in a virtualized + // "environment" with the appropriate paths fixed: + // (i.e. mods\FNIS\path\exe => game\data\path\exe) + QString cwdPath = sp.currentDirectory.absolutePath(); + bool virtualizedCwd = cwdPath.startsWith(modsPath, Qt::CaseInsensitive); + QString binPath = sp.binary.absoluteFilePath(); + bool virtualizedBin = binPath.startsWith(modsPath, Qt::CaseInsensitive); + if (virtualizedCwd || virtualizedBin) { + if (virtualizedCwd) { + int cwdOffset = cwdPath.indexOf('/', modsPath.length() + 1); + QString adjustedCwd = cwdPath.mid(cwdOffset, -1); + cwdPath = game->dataDirectory().absolutePath(); + if (cwdOffset >= 0) + cwdPath += adjustedCwd; + + } + + if (virtualizedBin) { + int binOffset = binPath.indexOf('/', modsPath.length() + 1); + QString adjustedBin = binPath.mid(binOffset, -1); + binPath = game->dataDirectory().absolutePath(); + if (binOffset >= 0) + binPath += adjustedBin; + } + + QString cmdline + = QString("launch \"%1\" \"%2\" %3") + .arg(QDir::toNativeSeparators(cwdPath), + QDir::toNativeSeparators(binPath), sp.arguments); + + sp.binary = QFileInfo(QCoreApplication::applicationFilePath()); + sp.arguments = cmdline; + sp.currentDirectory.setPath(QCoreApplication::applicationDirPath()); + } +} + +std::optional<ProcessRunner::Results> singleWait(HANDLE handle, DWORD pid) +{ + if (handle == INVALID_HANDLE_VALUE) { + return ProcessRunner::Error; + } + + const auto res = WaitForSingleObject(handle, 50); + + switch (res) + { + case WAIT_OBJECT_0: + { + log::debug("process {} completed", pid); + return ProcessRunner::Completed; + } + + case WAIT_TIMEOUT: + { + // still running + return {}; + } + + case WAIT_FAILED: // fall-through + default: + { + // error + const auto e = ::GetLastError(); + log::error("failed waiting for {}, {}", pid, formatSystemMessage(e)); + return ProcessRunner::Error; + } + } +} + +enum class Interest +{ + None = 0, + Weak, + Strong +}; + +QString toString(Interest i) +{ + switch (i) + { + case Interest::Weak: + return "weak"; + + case Interest::Strong: + return "strong"; + + case Interest::None: // fall-through + default: + return "no"; + } +} + + +// returns a process that's in the hidden list, or the top-level process if +// they're all hidden; returns an invalid process if the list is empty +// +std::pair<env::Process, Interest> findInterestingProcessInTrees( + std::vector<env::Process>& processes) +{ + if (processes.empty()) { + return {{}, Interest::None}; + } + + // Certain process names we wish to "hide" for aesthetic reason: + const std::vector<QString> hiddenList = { + QFileInfo(QCoreApplication::applicationFilePath()).fileName() + }; + + auto isHidden = [&](auto&& p) { + for (auto h : hiddenList) { + if (p.name().contains(h, Qt::CaseInsensitive)) { + return true; + } + } + + return false; + }; + + + for (auto&& root : processes) { + if (!isHidden(root)) { + return {root, Interest::Strong}; + } + + for (auto&& child : root.children()) { + if (!isHidden(child)) { + return {child, Interest::Strong}; + } + } + } + + // everything is hidden, just pick the first one + return {processes[0], Interest::Weak}; +} + +// gets the most interesting process in the list +// +std::pair<env::Process, Interest> getInterestingProcess( + const std::vector<HANDLE>& initialProcesses) +{ + if (initialProcesses.empty()) { + log::debug("nothing to wait for"); + return {{}, Interest::None}; + } + + std::vector<env::Process> processes; + + // getting process trees for all processes + for (auto&& h : initialProcesses) { + auto tree = env::getProcessTree(h); + if (tree.isValid()) { + processes.push_back(tree); + } + } + + if (processes.empty()) { + // if the initial list wasn't empty but this one is, it means all the + // processes were already completed + log::debug("processes are already completed"); + return {{}, Interest::None}; + } + + const auto interest = findInterestingProcessInTrees(processes); + if (!interest.first.isValid()) { + // this shouldn't happen + log::debug("no interesting process to wait for"); + return {{}, Interest::None}; + } + + return interest; +} + +const std::chrono::milliseconds Infinite(-1); + +// waits for completion, times out after `wait` if not Infinite +// +std::optional<ProcessRunner::Results> timedWait( + HANDLE handle, DWORD pid, UILocker::Session& ls, + std::chrono::milliseconds wait) +{ + using namespace std::chrono; + + high_resolution_clock::time_point start; + if (wait != Infinite) { + start = high_resolution_clock::now(); + } + + for (;;) { + // wait for a very short while, allows for processing events below + const auto r = singleWait(handle, pid); + + if (r) { + // the process has either completed or an error was returned + return *r; + } + + // the process is still running + + // check the lock widget + switch (ls.result()) + { + case UILocker::StillLocked: + { + break; + } + + case UILocker::ForceUnlocked: + { + log::debug("waiting for {} force unlocked by user", pid); + return ProcessRunner::ForceUnlocked; + } + + case UILocker::Cancelled: + { + log::debug("waiting for {} cancelled by user", pid); + return ProcessRunner::Cancelled; + } + + case UILocker::NoResult: // fall-through + default: + { + // shouldn't happen + log::debug( + "unexpected result {} while waiting for {}", + static_cast<int>(ls.result()), pid); + + return ProcessRunner::Error; + } + } + + if (wait != Infinite) { + // check if enough time has elapsed + const auto now = high_resolution_clock::now(); + if (duration_cast<milliseconds>(now - start) >= wait) { + // if so, return an empty result + return {}; + } + } + } +} + +ProcessRunner::Results waitForProcessesThreadImpl( + const std::vector<HANDLE>& initialProcesses, UILocker::Session& ls) +{ + using namespace std::chrono; + + if (initialProcesses.empty()) { + // shouldn't happen + return ProcessRunner::Completed; + } + + DWORD currentPID = 0; + + // if the interesting process that was found is weak (such as ModOrganizer.exe + // when starting a program from within the Data directory), start with a short + // wait and check for more interesting children + milliseconds wait(50); + + for (;;) { + auto [p, interest] = getInterestingProcess(initialProcesses); + if (!p.isValid()) { + // nothing to wait on + return ProcessRunner::Completed; + } + + // update the lock widget + ls.setInfo(p.pid(), p.name()); + + // open the process + auto interestingHandle = p.openHandleForWait(); + if (!interestingHandle) { + return ProcessRunner::Error; + } + + if (p.pid() != currentPID) { + // log any change in the process being waited for + currentPID = p.pid(); + + log::debug( + "waiting for completion on {} ({}), {} interest", + p.name(), p.pid(), toString(interest)); + } + + if (interest == Interest::Strong) { + // don't bother with short wait, this is a good process to wait for + wait = Infinite; + } + + const auto r = timedWait(interestingHandle.get(), p.pid(), ls, wait); + if (r) { + // the process has completed or returned an error + return *r; + } + + // exponentially increase the wait time between checks for interesting + // processes + wait = std::min(wait * 2, milliseconds(2000)); + } +} + +void waitForProcessesThread( + ProcessRunner::Results& result, + const std::vector<HANDLE>& initialProcesses, UILocker::Session& ls) +{ + result = waitForProcessesThreadImpl(initialProcesses, ls); + ls.unlock(); +} + +ProcessRunner::Results waitForProcesses( + const std::vector<HANDLE>& initialProcesses, UILocker::Session& ls) +{ + auto results = ProcessRunner::Running; + + auto* t = QThread::create( + waitForProcessesThread, std::ref(results), initialProcesses, std::ref(ls)); + + QEventLoop events; + QObject::connect(t, &QThread::finished, [&]{ + events.quit(); + }); + + t->start(); + events.exec(); + + delete t; + + return results; +} + +ProcessRunner::Results waitForProcess( + HANDLE initialProcess, LPDWORD exitCode, UILocker::Session& ls) +{ + std::vector<HANDLE> processes = {initialProcess}; + + const auto r = waitForProcesses(processes, ls); + + // as long as it's not running anymore, try to get the exit code + if (exitCode && r != ProcessRunner::Running) { + if (!::GetExitCodeProcess(initialProcess, exitCode)) { + const auto e = ::GetLastError(); + log::warn( + "failed to get exit code of process, {}", + formatSystemMessage(e)); + } + } + + return r; +} + + +ProcessRunner::ProcessRunner(OrganizerCore& core, IUserInterface* ui) : + m_core(core), m_ui(ui), m_lockReason(UILocker::NoReason), + m_waitFlags(NoFlags), m_handle(INVALID_HANDLE_VALUE), m_exitCode(-1) +{ + // all processes started in ProcessRunner are hooked + m_sp.hooked = true; +} + +ProcessRunner& ProcessRunner::setBinary(const QFileInfo &binary) +{ + m_sp.binary = binary; + return *this; +} + +ProcessRunner& ProcessRunner::setArguments(const QString& arguments) +{ + m_sp.arguments = arguments; + return *this; +} + +ProcessRunner& ProcessRunner::setCurrentDirectory(const QDir& directory) +{ + m_sp.currentDirectory = directory; + return *this; +} + +ProcessRunner& ProcessRunner::setSteamID(const QString& steamID) +{ + m_sp.steamAppID = steamID; + return *this; +} + +ProcessRunner& ProcessRunner::setCustomOverwrite(const QString& customOverwrite) +{ + m_customOverwrite = customOverwrite; + return *this; +} + +ProcessRunner& ProcessRunner::setForcedLibraries(const ForcedLibraries& forcedLibraries) +{ + m_forcedLibraries = forcedLibraries; + return *this; +} + +ProcessRunner& ProcessRunner::setProfileName(const QString& profileName) +{ + m_profileName = profileName; + return *this; +} + +ProcessRunner& ProcessRunner::setWaitForCompletion( + WaitFlags flags, UILocker::Reasons reason) +{ + m_waitFlags = flags; + m_lockReason = reason; + return *this; +} + +ProcessRunner& ProcessRunner::setFromFile(QWidget* parent, const QFileInfo& targetInfo) +{ + if (!parent && m_ui) { + parent = m_ui->qtWidget(); + } + + // if the file is a .exe, start it directory; if it's anything else, ask the + // shell to start it + + const auto fec = spawn::getFileExecutionContext(parent, targetInfo); + + switch (fec.type) + { + case spawn::FileExecutionTypes::Executable: + { + setBinary(fec.binary); + setArguments(fec.arguments); + setCurrentDirectory(targetInfo.absoluteDir()); + break; + } + + case spawn::FileExecutionTypes::Other: // fall-through + default: + { + m_shellOpen = targetInfo.absoluteFilePath(); + break; + } + } + + return *this; +} + +ProcessRunner& ProcessRunner::setFromExecutable(const Executable& exe) +{ + const auto* profile = m_core.currentProfile(); + if (!profile) { + throw MyException(QObject::tr("No profile set")); + } + + const QString customOverwrite = profile->setting( + "custom_overwrites", exe.title()).toString(); + + ForcedLibraries forcedLibraries; + if (profile->forcedLibrariesEnabled(exe.title())) { + forcedLibraries = profile->determineForcedLibraries(exe.title()); + } + + QDir currentDirectory = exe.workingDirectory(); + if (currentDirectory.isEmpty()) { + currentDirectory.setPath(exe.binaryInfo().absolutePath()); + } + + setBinary(exe.binaryInfo()); + setArguments(exe.arguments()); + setCurrentDirectory(currentDirectory); + setSteamID(exe.steamAppID()); + setCustomOverwrite(customOverwrite); + setForcedLibraries(forcedLibraries); + + return *this; +} + +ProcessRunner& ProcessRunner::setFromShortcut(const MOShortcut& shortcut) +{ + const auto currentInstance = InstanceManager::instance().currentInstance(); + + if (shortcut.hasInstance() && shortcut.instance() != currentInstance) { + throw std::runtime_error( + QString("Refusing to run executable from different instance %1:%2") + .arg(shortcut.instance(),shortcut.executable()) + .toLocal8Bit().constData()); + } + + const Executable& exe = m_core.executablesList()->get(shortcut.executable()); + setFromExecutable(exe); + + return *this; +} + +ProcessRunner& ProcessRunner::setFromFileOrExecutable( + const QString &executable, + const QStringList &args, + const QString &cwd, + const QString &profileOverride, + const QString &forcedCustomOverwrite, + bool ignoreCustomOverwrite) +{ + const auto* profile = m_core.currentProfile(); + if (!profile) { + throw MyException(QObject::tr("No profile set")); + } + + setBinary(executable); + setArguments(args.join(" ")); + setCurrentDirectory(cwd); + setProfileName(profileOverride); + + if (executable.contains('\\') || executable.contains('/')) { + // file path + + if (m_sp.binary.isRelative()) { + // relative path, should be relative to game directory + setBinary(m_core.managedGame()->gameDirectory().absoluteFilePath(executable)); + } + + if (cwd == "") { + setCurrentDirectory(m_sp.binary.absolutePath()); + } + + try { + const Executable& exe = m_core.executablesList()->getByBinary(m_sp.binary); + + setSteamID(exe.steamAppID()); + setCustomOverwrite(profile->setting("custom_overwrites", exe.title()).toString()); + + if (profile->forcedLibrariesEnabled(exe.title())) { + setForcedLibraries(profile->determineForcedLibraries(exe.title())); + } + } catch (const std::runtime_error &) { + // nop + } + } else { + // only a file name, search executables list + try { + const Executable &exe = m_core.executablesList()->get(executable); + + setSteamID(exe.steamAppID()); + setCustomOverwrite(profile->setting("custom_overwrites", exe.title()).toString()); + + if (profile->forcedLibrariesEnabled(exe.title())) { + setForcedLibraries(profile->determineForcedLibraries(exe.title())); + } + + if (args.isEmpty()) { + setArguments(exe.arguments()); + } + + setBinary(exe.binaryInfo()); + + if (cwd == "") { + setCurrentDirectory(exe.workingDirectory()); + } + } catch (const std::runtime_error &) { + log::warn("\"{}\" not set up as executable", executable); + } + } + + if (ignoreCustomOverwrite) { + setCustomOverwrite(""); + } else if (!forcedCustomOverwrite.isEmpty()) { + setCustomOverwrite(forcedCustomOverwrite); + } + + return *this; +} + +ProcessRunner::Results ProcessRunner::run() +{ + std::optional<Results> r; + + if (!m_shellOpen.isEmpty()) { + r = runShell(); + } else { + r = runBinary(); + } + + if (r) { + // early result: something went wrong and the process cannot be waited for + return *r; + } + + return postRun(); +} + +std::optional<ProcessRunner::Results> ProcessRunner::runShell() +{ + log::debug("executing from shell: '{}'", m_shellOpen); + + auto r = shell::Open(m_shellOpen); + if (!r.success()) { + return Error; + } + + m_handle.reset(r.stealProcessHandle()); + + // not all files will return a valid handle even if opening them was + // successful, such as inproc handlers (like the photo viewer); in this + // case it's impossible to determine the status, so just say it's still + // running + if (m_handle.get() == INVALID_HANDLE_VALUE) { + log::debug("shell didn't report an error, but no handle is available"); + return Running; + } + + return {}; +} + +std::optional<ProcessRunner::Results> ProcessRunner::runBinary() +{ + if (m_profileName.isEmpty()) { + // get the current profile name if it wasn't overridden + const auto* profile = m_core.currentProfile(); + if (!profile) { + throw MyException(QObject::tr("No profile set")); + } + + m_profileName = profile->name(); + } + + // saves profile, sets up usvfs, notifies plugins, etc.; can return false if + // a plugin doesn't want the program to run (such as when checkFNIS fails to + // run FNIS and the user clicks cancel) + if (!m_core.beforeRun(m_sp.binary, m_profileName, m_customOverwrite, m_forcedLibraries)) { + return Error; + } + + // parent widget used for any dialog popped up while checking for things + QWidget* parent = (m_ui ? m_ui->qtWidget() : nullptr); + + const auto* game = m_core.managedGame(); + auto& settings = m_core.settings(); + + // start steam if needed + if (!checkSteam(parent, m_sp, game->gameDirectory(), m_sp.steamAppID, settings)) { + return Error; + } + + // warn if the executable is on the blacklist + if (!checkBlacklist(parent, m_sp, settings)) { + return Error; + } + + // if the executable is inside the mods folder another instance of + // ModOrganizer.exe is spawned instead to launch it + adjustForVirtualized(game, m_sp, settings); + + // run the binary + m_handle.reset(startBinary(parent, m_sp)); + if (m_handle.get() == INVALID_HANDLE_VALUE) { + return Error; + } + + return {}; +} + +ProcessRunner::Results ProcessRunner::postRun() +{ + const bool mustWait = (m_waitFlags & ForceWait); + + if (mustWait && m_lockReason == UILocker::NoReason) { + // never lock the ui without an escape hatch for the user + log::debug( + "the ForceWait flag is set but the lock reason wasn't, " + "defaulting to LockUI"); + + m_lockReason = UILocker::LockUI; + } + + if (mustWait) { + if (!m_core.settings().interface().lockGUI()) { + // at least tell the user what's going on + log::debug( + "locking is disabled, but the output of the application is required; " + "overriding this setting and locking the ui"); + } + } else { + // no force wait + + if (m_lockReason == UILocker::NoReason) { + // no locking requested + return Running; + } + + if (!m_core.settings().interface().lockGUI()) { + // disabling locking is like clicking on unlock immediately + log::debug("not waiting for process because locking is disabled"); + return ForceUnlocked; + } + } + + auto r = Error; + + withLock([&](auto& ls) { + r = waitForProcess(m_handle.get(), &m_exitCode, ls); + }); + + if (r == Completed && (m_waitFlags & Refresh)) { + // afterRun() is only called with the Refresh flag; it refreshes the + // directory structure and notifies plugins + // + // refreshing is not always required and can actually cause problems: + // + // 1) running shortcuts doesn't need refreshing because MO closes right + // after + // + // 2) the mod info dialog is not set up to deal with refreshes, so that + // it will crash because the old DirectoryEntry's are still being used + // in the list + // + m_core.afterRun(m_sp.binary, m_exitCode); + } + + return r; +} + +ProcessRunner::Results ProcessRunner::attachToProcess(HANDLE h) +{ + m_handle.reset(h); + return postRun(); +} + +DWORD ProcessRunner::exitCode() const +{ + return m_exitCode; +} + +HANDLE ProcessRunner::getProcessHandle() const +{ + return m_handle.get(); +} + +env::HandlePtr ProcessRunner::stealProcessHandle() +{ + auto h = m_handle.release(); + m_handle.reset(INVALID_HANDLE_VALUE); + return env::HandlePtr(h); +} + +ProcessRunner::Results ProcessRunner::waitForAllUSVFSProcessesWithLock( + UILocker::Reasons reason) +{ + m_lockReason = reason; + + if (!m_core.settings().interface().lockGUI()) { + // disabling locking is like clicking on unlock immediately + return ForceUnlocked; + } + + auto r = Error; + + withLock([&](auto& ls) { + for (;;) { + const auto processes = getRunningUSVFSProcesses(); + if (processes.empty()) { + break; + } + + r = waitForProcesses(processes, ls); + + if (r != Completed) { + // error, cancelled, or unlocked + return; + } + + // this process is completed, check for others + } + + r = Completed; + }); + + return r; +} + +void ProcessRunner::withLock(std::function<void (UILocker::Session&)> f) +{ + auto ls = UILocker::instance().lock(m_lockReason); + f(*ls); +} |
