#include "processrunner.h" #include "organizercore.h" #include "instancemanager.h" #include "iuserinterface.h" #include "envmodule.h" #include 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 singleWait(HANDLE handle, DWORD pid) { if (handle == INVALID_HANDLE_VALUE) { return ProcessRunner::Error; } const DWORD WAIT_EVENT = WAIT_OBJECT_0 + 1; // Wait for a an event on the handle, a key press, mouse click or timeout const auto res = MsgWaitForMultipleObjects( 1, &handle, FALSE, 50, QS_KEY | QS_MOUSEBUTTON); switch (res) { case WAIT_OBJECT_0: { log::debug("process {} completed", pid); return ProcessRunner::Completed; } case WAIT_TIMEOUT: case WAIT_EVENT: { // 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 findInterestingProcessInTrees( std::vector& processes) { if (processes.empty()) { return {{}, Interest::None}; } // Certain process names we wish to "hide" for aesthetic reason: const std::vector 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 getInterestingProcess( const std::vector& initialProcesses) { if (initialProcesses.empty()) { log::debug("nothing to wait for"); return {{}, Interest::None}; } std::vector 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 timedWait( HANDLE handle, DWORD pid, LockWidget& lock, 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 // keep processing events so the app doesn't appear dead QCoreApplication::sendPostedEvents(); QCoreApplication::processEvents(); // check the lock widget switch (lock.result()) { case LockWidget::StillLocked: { break; } case LockWidget::ForceUnlocked: { log::debug("waiting for {} force unlocked by user", pid); return ProcessRunner::ForceUnlocked; } case LockWidget::Cancelled: { log::debug("waiting for {} cancelled by user", pid); return ProcessRunner::Cancelled; } case LockWidget::NoResult: // fall-through default: { // shouldn't happen log::debug( "unexpected result {} while waiting for {}", static_cast(lock.result()), pid); return ProcessRunner::Error; } } if (wait != Infinite) { // check if enough time has elapsed const auto now = high_resolution_clock::now(); if (duration_cast(now - start) >= wait) { // if so, return an empty result return {}; } } } } ProcessRunner::Results waitForProcesses( const std::vector& initialProcesses, LockWidget& lock) { 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 lock.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(), lock, 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)); } } ProcessRunner::Results waitForProcess( HANDLE initialProcess, LPDWORD exitCode, LockWidget& lock) { std::vector processes = {initialProcess}; const auto r = waitForProcesses(processes, lock); // 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(LockWidget::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, LockWidget::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 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::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::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 == LockWidget::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 = LockWidget::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 == LockWidget::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& lock) { r = waitForProcess(m_handle.get(), &m_exitCode, lock); }); 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( LockWidget::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& lock) { for (;;) { const auto processes = getRunningUSVFSProcesses(); if (processes.empty()) { break; } r = waitForProcesses(processes, lock); if (r != Completed) { // error, cancelled, or unlocked return; } // this process is completed, check for others } r = Completed; }); return r; } void ProcessRunner::withLock(std::function f) { auto lk = std::make_unique( m_ui ? m_ui->qtWidget() : nullptr, m_lockReason); f(*lk); }