Esempio n. 1
0
class UplayPlugin(Plugin):
    def __init__(self, reader, writer, token):
        super().__init__(Platform.Uplay, __version__, reader, writer, token)
        self.client = BackendClient(self)
        self.local_client = LocalClient()
        self.cached_game_statuses = {}
        self.games_collection = GamesCollection()
        self.process_watcher = ProcessWatcher()
        self.game_status_notifier = GameStatusNotifier(self.process_watcher)
        self.tick_count = 0
        self.updating_games = False
        self.owned_games_sent = False
        self.parsing_club_games = False
        self.parsed_local_games = False

    def auth_lost(self):
        self.lost_authentication()

    async def authenticate(self, stored_credentials=None):
        if not stored_credentials:
            return NextStep("web_session", AUTH_PARAMS, cookies=COOKIES)
        else:
            try:
                user_data = await self.client.authorise_with_stored_credentials(
                    stored_credentials)
            except (AccessDenied, AuthenticationRequired) as e:
                log.exception(repr(e))
                raise InvalidCredentials()
            except Exception as e:
                log.exception(repr(e))
                raise e
            else:
                self.local_client.initialize(user_data['userId'])
                self.client.set_auth_lost_callback(self.auth_lost)
                return Authentication(user_data['userId'],
                                      user_data['username'])

    async def pass_login_credentials(self, step, credentials, cookies):
        """Called just after CEF authentication (called as NextStep by authenticate)"""
        user_data = await self.client.authorise_with_cookies(cookies)
        self.local_client.initialize(user_data['userId'])
        self.client.set_auth_lost_callback(self.auth_lost)
        return Authentication(user_data['userId'], user_data['username'])

    async def get_owned_games(self):
        if not self.client.is_authenticated():
            raise AuthenticationRequired()

        if SYSTEM == System.WINDOWS:
            self._parse_local_games()
            self._parse_local_game_ownership()

        await self._parse_club_games()
        try:
            await self._parse_subscription_games()
        except Exception as e:
            log.warning(
                f"Parsing subscriptions failed, most likely account without subscription {repr(e)}"
            )

        self.owned_games_sent = True

        for game in self.games_collection:
            game.considered_for_sending = True

        return [
            game.as_galaxy_game() for game in self.games_collection
            if game.owned
        ]

    async def _parse_subscription_games(self):
        subscription_games = []
        sub_response = await self.client.get_subscription()
        if not sub_response:
            return
        for game in sub_response['games']:
            subscription_games.append(
                UbisoftGame(space_id='',
                            launch_id=str(game['uplayGameId']),
                            install_id=str(game['uplayGameId']),
                            third_party_id='',
                            name=game['name'],
                            path='',
                            type=GameType.New,
                            special_registry_path='',
                            exe='',
                            status=GameStatus.Unknown,
                            owned=game['ownership'],
                            activation_id=str(game['id'])))
        self.games_collection.extend(subscription_games)

    async def _parse_club_games(self):
        if not self.parsing_club_games:
            try:
                self.parsing_club_games = True
                games = await self.client.get_club_titles()
                club_games = []
                for game in games:
                    if "platform" in game:
                        if game["platform"] == "PC":
                            log.info(
                                f"Parsed game from Club Request {game['title']}"
                            )
                            club_games.append(
                                UbisoftGame(space_id=game['spaceId'],
                                            launch_id='',
                                            install_id='',
                                            third_party_id='',
                                            name=game['title'],
                                            path='',
                                            type=GameType.New,
                                            special_registry_path='',
                                            exe='',
                                            status=GameStatus.Unknown,
                                            owned=True))
                        else:
                            log.debug(
                                f"Skipped game from Club Request for {game['platform']}: {game['spaceId']}, {game['title']}"
                            )

                self.games_collection.extend(club_games)
            except ApplicationError as e:
                log.error(
                    f"Encountered exception while parsing club games {repr(e)}"
                )
                raise e
            except Exception as e:
                log.error(
                    f"Encountered exception while parsing club games {repr(e)}"
                )
            finally:
                self.parsing_club_games = False
        else:
            # Wait until club games get parsed if parsing is already in progress
            while self.parsing_club_games:
                await asyncio.sleep(0.2)

    def _parse_local_games(self):
        """Parsing local files should lead to every game having a launch id.
        A game in the games_collection which doesn't have a launch id probably
        means that a game was added through the get_club_titles request but its space id
        was not present in configuration file and we couldn't find a matching launch id for it."""
        if self.local_client.configurations_accessible():
            try:
                configuration_data = self.local_client.read_config()
                p = LocalParser()
                games = []
                for game in p.parse_games(configuration_data):
                    games.append(game)
                self.games_collection.extend(games)
            except scanner.ScannerError as e:
                log.error(
                    f"Scanner error while parsing configuration, yaml is probably corrupted {repr(e)}"
                )

    def _parse_local_game_ownership(self):
        if self.local_client.ownership_accessible():
            ownership_data = self.local_client.read_ownership()
            p = LocalParser()
            ownership_records = p.get_owned_local_games(ownership_data)
            log.info(f"Ownership Records {ownership_records}")
            for game in self.games_collection:
                if game.install_id:
                    if int(game.install_id) in ownership_records:
                        game.owned = True
                if game.launch_id:
                    if int(game.launch_id) in ownership_records:
                        game.owned = True

    def _update_games(self):
        self.updating_games = True
        self._parse_local_games()
        self._parse_local_game_ownership()
        self.updating_games = False

    def _update_local_games_status(self):
        cached_statuses = self.cached_game_statuses
        if cached_statuses is None:
            return

        for game in self.games_collection:
            try:
                self.game_status_notifier.update_game(game)
                if game.status != cached_statuses[game.install_id]:
                    log.info(
                        f"Game {game.name} path changed: updating status from {cached_statuses[game.install_id]} to {game.status}"
                    )
                    self.update_local_game_status(game.as_local_game())
                    self.cached_game_statuses[game.install_id] = game.status
            except KeyError:
                self.game_status_notifier.update_game(game)
                ''' If a game wasn't previously in a cache then and it appears with an installed or running status
                 it most likely means that client was just installed '''
                if game.status in [GameStatus.Installed, GameStatus.Running]:
                    self.update_local_game_status(game.as_local_game())
                self.cached_game_statuses[game.install_id] = game.status

    if SYSTEM == System.WINDOWS:

        async def get_local_games(self):
            self._parse_local_games()

            local_games = []

            for game in self.games_collection:
                self.cached_game_statuses[game.launch_id] = game.status
                if game.status == GameStatus.Installed or game.status == GameStatus.Running:
                    local_games.append(game.as_local_game())
            self._update_local_games_status()
            self.parsed_local_games = True
            return local_games

    async def _add_new_games(self, games):
        await self._parse_club_games()
        self._parse_local_game_ownership()
        for game in games:
            if game.owned:
                self.add_game(game.as_galaxy_game())

    async def prepare_game_times_context(self, game_ids):
        return await self.get_playtime(game_ids)

    async def get_game_time(self, game_id, context):
        game_time = context.get(game_id)
        if game_time is None:
            raise UnknownError("Game {} not owned".format(game_id))
        return game_time

    async def get_playtime(self, game_ids):
        if not self.client.is_authenticated():
            raise AuthenticationRequired()

        games_playtime = {}
        blacklist = json.loads(
            self.persistent_cache.get('games_without_stats', '{}'))
        current_time = int(time.time())

        for game_id in game_ids:
            if not self.games_collection.get(game_id):
                await self.get_owned_games()
                break

        for game_id in game_ids:
            try:
                expire_in = blacklist.get(game_id, 0) - current_time
                if expire_in > 0:
                    log.debug(
                        f'Cache: No game stats for {game_id}. Recheck in {expire_in}s'
                    )
                    games_playtime[game_id] = GameTime(game_id, None, None)
                    continue

                game = self.games_collection[game_id]
                if not game.space_id:
                    games_playtime[game_id] = GameTime(game_id, None, None)
                    continue

                try:
                    response = await self.client.get_game_stats(game.space_id)
                except ApplicationError as err:
                    self._game_time_import_failure(game_id, err)
                    continue

                statscards = response.get('Statscards', None)
                if statscards is None:
                    blacklist[
                        game_id] = current_time + 3600 * 24 * 14  # two weeks
                    games_playtime[game_id] = GameTime(game_id, None, None)
                    continue

                playtime, last_played = find_times(statscards, game_id)
                if playtime == 0:
                    playtime = None
                if last_played == 0:
                    last_played = None
                log.info(
                    f'Stats for {game.name}: playtime: {playtime}, last_played: {last_played}'
                )
                games_playtime[game_id] = GameTime(game_id, playtime,
                                                   last_played)

            except Exception as e:
                log.error(
                    f"Getting game times for game {game_id} has crashed: " +
                    repr(e))
                self._game_time_import_failure(game_id, UnknownError())

        self.persistent_cache['games_without_stats'] = json.dumps(blacklist)
        self.push_cache()
        return games_playtime

    async def get_unlocked_challenges(self, game_id):
        """Challenges are a unique uplay club feature and don't directly translate to achievements"""
        if not self.client.is_authenticated():
            raise AuthenticationRequired()
        for game in self.games_collection:
            if game.space_id == game_id or game.launch_id == game_id:
                if not game.space_id:
                    return []
                challenges = await self.client.get_challenges(game.space_id)
                return [
                    Achievement(achievement_id=challenge["id"],
                                achievement_name=challenge["name"],
                                unlock_time=int(
                                    datetime.datetime.timestamp(
                                        dateutil.parser.parse(
                                            challenge["completionDate"]))))
                    for challenge in challenges["actions"]
                    if challenge["isCompleted"] and not challenge["isBadge"]
                ]

    if SYSTEM == System.WINDOWS:

        async def launch_game(self, game_id):
            if not self.parsed_local_games:
                await self.get_local_games()
            elif not self.user_can_perform_actions():
                return

            for game in self.games_collection.get_local_games():
                if (game.space_id == game_id or game.install_id == game_id
                        or game.launch_id
                        == game_id) and game.status == GameStatus.Installed:
                    if game.type == GameType.Steam:
                        if is_steam_installed():
                            url = f"start steam://rungameid/{game.third_party_id}"
                        else:
                            url = f"start uplay://open/game/{game.launch_id}"
                    elif game.type == GameType.New or game.type == GameType.Legacy:
                        log.debug('Launching game')
                        self.game_status_notifier._legacy_game_launched = True
                        url = f"start uplay://launch/{game.launch_id}"
                    else:
                        log.error(f"Unsupported game type {game.name}")
                        self.open_uplay_client()
                        return

                    log.info(
                        f"Launching game '{game.name}' by protocol: [{url}]")

                    subprocess.Popen(url, shell=True)
                    self.reset_tick_count()
                    return

            for game in self.games_collection:
                if (game.space_id == game_id
                        or game.install_id == game_id) and game.status in [
                            GameStatus.NotInstalled, GameStatus.Unknown
                        ]:
                    log.warning("Game is not installed, installing")
                    return await self.install_game(game_id)

            log.info("Failed to launch game, launching client instead.")
            self.open_uplay_client()

    async def activate_game(self, activation_id):
        if not await self.client.activate_game(activation_id):
            log.info(f"Couldnt activate game with id {activation_id}")
            return
        log.info(f"Activated game with id {activation_id}")
        timeout = time.time() + 3
        while timeout >= time.time():
            if self.local_client.ownership_changed():
                # Will refresh informations in collection about the game
                await self.get_owned_games()
            await asyncio.sleep(0.1)

    if SYSTEM == System.WINDOWS:

        async def install_game(self, game_id, retry=False):
            log.debug(self.games_collection)
            if not self.user_can_perform_actions():
                return

            for game in self.games_collection:
                game_ids = [game.space_id, game.install_id, game.launch_id]
                if (game_id in game_ids) and game.owned and game.status in [
                        GameStatus.NotInstalled, GameStatus.Unknown
                ]:
                    if game.install_id:
                        log.info(f"Installing game: {game_id}, {game}")
                        subprocess.Popen(
                            f"start uplay://install/{game.install_id}",
                            shell=True)
                        return
                if (game_id
                        in game_ids) and game.status == GameStatus.Installed:
                    log.warning("Game already installed, launching")
                    return await self.launch_game(game_id)

                if (game_id in game_ids
                    ) and not game.owned and game.activation_id and not retry:
                    log.warning("Activating game from subscription")
                    if not self.local_client.is_running():
                        self.open_uplay_client()
                        timeout = time.time() + 10
                        while not self.local_client.is_running(
                        ) and time.time() <= timeout:
                            await asyncio.sleep(0.1)
                    await self.activate_game(game.activation_id)
                    asyncio.create_task(
                        self.install_game(game_id=game_id, retry=True))

            # if launch_id is not known, try to launch local client instead
            self.open_uplay_client()
            log.info(
                f"Did not found game with game_id: {game_id}, proper launch_id and NotInstalled status, launching client."
            )

    if SYSTEM == System.WINDOWS:

        async def uninstall_game(self, game_id):
            if not self.user_can_perform_actions():
                return

            for game in self.games_collection.get_local_games():
                if (game.space_id == game_id or game.launch_id
                        == game_id) and game.status == GameStatus.Installed:
                    subprocess.Popen(
                        f"start uplay://uninstall/{game.launch_id}",
                        shell=True)
                    return

            self.open_uplay_client()
            log.info(
                f"Did not found game with game_id: {game_id}, proper launch_id and Installed status, launching client."
            )

    def user_can_perform_actions(self):
        if not self.local_client.is_installed:
            self.open_uplay_browser()
            return False
        if not self.local_client.was_user_logged_in:
            self.open_uplay_client()
            return False
        return True

    def open_uplay_client(self):
        subprocess.Popen("start uplay://", shell=True)

    def open_uplay_browser(self):
        url = 'https://uplay.ubisoft.com'
        log.info(f"Opening uplay website: {url}")
        webbrowser.open(url, autoraise=True)

    def refresh_game_statuses(self):
        if not self.local_client.was_user_logged_in:
            return
        statuses = self.game_status_notifier.statuses
        new_games = []
        for game in self.games_collection:
            try:
                if statuses[
                        game.
                        install_id] == GameStatus.Installed and game.status in [
                            GameStatus.NotInstalled, GameStatus.Unknown
                        ]:
                    log.info(
                        f"updating status for {game.name} to installed from not installed"
                    )
                    game.status = GameStatus.Installed
                    self.update_local_game_status(game.as_local_game())
                elif statuses[
                        game.
                        install_id] == GameStatus.Installed and game.status == GameStatus.Running:
                    log.info(
                        f"updating status for {game.name} to installed from running"
                    )
                    game.status = GameStatus.Installed
                    self.update_local_game_status(game.as_local_game())
                    asyncio.create_task(self.prevent_uplay_from_showing())
                elif statuses[
                        game.
                        install_id] == GameStatus.Running and game.status != GameStatus.Running:
                    log.info(f"updating status for {game.name} to running")
                    game.status = GameStatus.Running
                    self.update_local_game_status(game.as_local_game())
                elif statuses[game.install_id] in [
                        GameStatus.NotInstalled, GameStatus.Unknown
                ] and game.status not in [
                        GameStatus.NotInstalled, GameStatus.Unknown
                ]:
                    log.info(
                        f"updating status for {game.name} to not installed")
                    game.status = GameStatus.NotInstalled
                    self.update_local_game_status(game.as_local_game())
            except KeyError:
                continue

            if self.owned_games_sent and not game.considered_for_sending:
                game.considered_for_sending = True
                new_games.append(game)

        if new_games:
            asyncio.create_task(self._add_new_games(new_games))

    async def get_friends(self):
        friends = await self.client.get_friends()
        return [
            FriendInfo(user_id=friend["pid"],
                       user_name=friend["nameOnPlatform"])
            for friend in friends["friends"]
        ]

    async def get_subscriptions(self) -> List[Subscription]:
        sub_status = await self.client.get_subscription()
        sub_status = True if sub_status else False
        return [
            Subscription(
                subscription_name="Uplay+",
                end_time=None,
                owned=sub_status,
                subscription_discovery=SubscriptionDiscovery.AUTOMATIC)
        ]

    async def prepare_subscription_games_context(
            self, subscription_names: List[str]) -> Any:
        sub_games_response = await self.client.get_subscription()
        if sub_games_response:
            return [
                SubscriptionGame(game_title=game['name'],
                                 game_id=str(game['uplayGameId']))
                for game in sub_games_response["games"]
            ]
        return None

    async def get_subscription_games(
            self, subscription_name: str,
            context: Any) -> AsyncGenerator[List[SubscriptionGame], None]:
        yield context

    if SYSTEM == System.WINDOWS:

        async def launch_platform_client(self):
            if self.local_client.is_running():
                log.info(
                    "Launch platform client called but Uplay is already running"
                )
                return
            url = "start uplay://"
            subprocess.Popen(url, shell=True)
            # Uplay tries to get focus a couple of times when being launched
            end_time = time.time() + 15
            while time.time() <= end_time:
                await self.prevent_uplay_from_showing(kill_attempt=False)
                await asyncio.sleep(0.05)

    if SYSTEM == System.WINDOWS:

        async def shutdown_platform_client(self):
            if self.local_client.is_installed:
                subprocess.Popen("taskkill.exe /im \"upc.exe\"", shell=True)

    if SYSTEM == System.WINDOWS:

        async def prevent_uplay_from_showing(self, kill_attempt=True):
            if not self.local_client.is_installed:
                log.info("Local client not installed")
                return
            client_popup_wait_time = 5
            check_frequency_delay = 0.02

            end_time = time.time() + client_popup_wait_time
            hwnd = ctypes.windll.user32.FindWindowW(None, "Uplay")
            while not ctypes.windll.user32.IsWindowVisible(hwnd):
                if time.time() >= end_time:
                    log.info("Timed out post close game uplay popup")
                    break
                hwnd = ctypes.windll.user32.FindWindowW(None, "Uplay")
                await asyncio.sleep(check_frequency_delay)
            if kill_attempt:
                await self.shutdown_platform_client()
            else:
                ctypes.windll.user32.SetForegroundWindow(hwnd)
                ctypes.windll.user32.CloseWindow(hwnd)

    if SYSTEM == System.WINDOWS:

        async def prepare_game_library_settings_context(self, game_ids):
            if self.local_client.settings_accessible():
                library_context = {}
                settings_data = self.local_client.read_settings()
                parser = LocalParser()
                favorite_games, hidden_games = parser.get_game_tags(
                    settings_data)
                for game_id in game_ids:
                    try:
                        game = self.games_collection[game_id]
                    except KeyError:
                        continue
                    library_context[game_id] = {
                        'favorite': game.launch_id in favorite_games,
                        'hidden': game.launch_id in hidden_games
                    }
                return library_context
            return None

        async def get_game_library_settings(self, game_id, context):
            log.debug(f"Context {context}")
            if not context:
                # Unable to retrieve context
                return GameLibrarySettings(game_id, None, None)
            game_library_settings = context.get(game_id)
            if game_library_settings is None:
                # Able to retrieve context but game is not in its values -> It doesnt have any tags or hidden status set
                return GameLibrarySettings(game_id, [], False)
            return GameLibrarySettings(
                game_id,
                ['favorite'] if game_library_settings['favorite'] else [],
                game_library_settings['hidden'])

    def reset_tick_count(self):
        # Resetting tick count ensures that certain operations performed on tick will be made with a known delay.
        self.tick_count = 0

    def tick(self):
        loop = asyncio.get_event_loop()
        if SYSTEM == System.WINDOWS:
            self.tick_count += 1
            if self.tick_count % 1 == 0:
                self.refresh_game_statuses()
            if self.tick_count % 5 == 0:
                self.game_status_notifier.launcher_log_path = self.local_client.launcher_log_path
            if self.tick_count % 9 == 0:
                self._update_local_games_status()
                if self.local_client.ownership_changed():
                    if not self.updating_games:
                        log.info(
                            'Ownership file has been changed or created. Reparsing.'
                        )
                        loop.run_in_executor(None, self._update_games)
        return

    async def shutdown(self):
        log.info("Plugin shutdown.")
        await self.client.close()
Esempio n. 2
0
class UplayPlugin(Plugin):
    def __init__(self, reader, writer, token):
        super().__init__(Platform.Uplay, __version__, reader, writer, token)
        self.client = BackendClient(self)
        self.local_client = LocalClient()
        self.cached_game_statuses = {}
        self.games_collection = GamesCollection()
        self.process_watcher = ProcessWatcher()
        self.game_status_notifier = GameStatusNotifier(self.process_watcher)
        self.tick_count = 0
        self.updating_games = False
        self.owned_games_sent = False
        self.parsing_club_games = False

    def auth_lost(self):
        self.lost_authentication()

    async def authenticate(self, stored_credentials=None):
        if not stored_credentials:
            return NextStep("web_session", AUTH_PARAMS, cookies=COOKIES)
        else:
            try:
                user_data = await self.client.authorise_with_stored_credentials(
                    stored_credentials)
            except (AccessDenied, AuthenticationRequired) as e:
                log.exception(repr(e))
                raise InvalidCredentials()
            except Exception as e:
                log.exception(repr(e))
                raise e
            else:
                self.local_client.initialize(user_data['userId'])
                self.client.set_auth_lost_callback(self.auth_lost)
                return Authentication(user_data['userId'],
                                      user_data['username'])

    async def pass_login_credentials(self, step, credentials, cookies):
        """Called just after CEF authentication (called as NextStep by authenticate)"""
        user_data = await self.client.authorise_with_cookies(cookies)
        self.local_client.initialize(user_data['userId'])
        self.client.set_auth_lost_callback(self.auth_lost)
        return Authentication(user_data['userId'], user_data['username'])

    async def get_owned_games(self):
        if not self.client.is_authenticated():
            raise AuthenticationRequired()

        self._parse_local_games()
        self._parse_local_game_ownership()

        await self._parse_club_games()

        self.owned_games_sent = True

        for game in self.games_collection:
            game.considered_for_sending = True

        return [
            game.as_galaxy_game() for game in self.games_collection
            if game.owned
        ]

    async def _parse_club_games(self):
        if not self.parsing_club_games:
            try:
                self.parsing_club_games = True
                games = await self.client.get_club_titles()
                club_games = []

                for game in games:
                    if "platform" in game:
                        if game["platform"] == "PC":
                            log.info(
                                f"Parsed game from Club Request {game['title']}"
                            )
                            club_games.append(
                                UbisoftGame(space_id=game['spaceId'],
                                            launch_id='',
                                            third_party_id='',
                                            name=game['title'],
                                            path='',
                                            type=GameType.New,
                                            special_registry_path='',
                                            exe='',
                                            status=GameStatus.Unknown,
                                            owned=True))

                self.games_collection.append(club_games)
            except ApplicationError as e:
                log.error(
                    f"Encountered exception while parsing club games {repr(e)}"
                )
                raise e
            except Exception as e:
                log.error(
                    f"Encountered exception while parsing club games {repr(e)}"
                )
            finally:
                self.parsing_club_games = False
        else:
            # Wait until club games get parsed if parsing is already in progress
            while self.parsing_club_games:
                await asyncio.sleep(0.2)

    def _parse_local_games(self):
        """Parsing local files should lead to every game having a launch id.
        A game in the games_collection which doesn't have a launch id probably
        means that a game was added through the get_club_titles request but its space id
        was not present in configuration file and we couldn't find a matching launch id for it."""
        if self.local_client.configurations_accessible():
            configuration_data = self.local_client.read_config()
            p = LocalParser()
            games = []
            for game in p.parse_games(configuration_data):
                games.append(game)
            self.games_collection.append(games)

    def _parse_local_game_ownership(self):
        if self.local_client.ownership_accesible():
            ownership_data = self.local_client.read_ownership()
            p = LocalParser()
            ownership_records = p.get_owned_local_games(ownership_data)
            log.info(f" Ownership Records {ownership_records}")
            for game in self.games_collection:
                if game.launch_id:
                    if int(game.launch_id) in ownership_records:
                        game.owned = True

    def _update_games(self):
        self.updating_games = True
        self._parse_local_games()
        self.updating_games = False

    def _update_local_games_status(self):
        cached_statuses = self.cached_game_statuses
        if cached_statuses is None:
            return

        for game in self.games_collection:
            if game.launch_id in cached_statuses:
                self.game_status_notifier.update_game(game)
                if game.status != cached_statuses[game.launch_id]:
                    log.info(
                        f"Game {game.name} path changed: updating status from {cached_statuses[game.launch_id]} to {game.status}"
                    )
                    self.update_local_game_status(game.as_local_game())
                    self.cached_game_statuses[game.launch_id] = game.status
            else:
                self.game_status_notifier.update_game(game)
                ''' If a game wasn't previously in a cache then and it appears with an installed or running status
                 it most likely means that client was just installed '''
                if game.status in [GameStatus.Installed, GameStatus.Running]:
                    self.update_local_game_status(game.as_local_game())
                self.cached_game_statuses[game.launch_id] = game.status

    async def get_local_games(self):
        self._parse_local_games()

        local_games = []

        for game in self.games_collection:
            self.cached_game_statuses[game.launch_id] = game.status
            if game.status == GameStatus.Installed or game.status == GameStatus.Running:
                local_games.append(game.as_local_game())
        self._update_local_games_status()
        return local_games

    async def _add_new_games(self, games):
        await self._parse_club_games()
        self._parse_local_game_ownership()
        for game in games:
            if game.owned:
                self.add_game(game.as_galaxy_game())

    async def get_game_times(self):
        if not self.client.is_authenticated():
            raise AuthenticationRequired()
        game_times = []
        games_with_space = [
            game for game in self.games_collection if game.space_id
        ]
        try:
            tasks = [
                self.client.get_game_stats(game.space_id)
                for game in games_with_space
            ]
            stats = await asyncio.gather(*tasks)
            for st, game in zip(stats, games_with_space):
                statscards = st.get('Statscards', None)
                if statscards is None:
                    continue
                playtime, last_played = find_playtime(statscards,
                                                      default_total_time=0,
                                                      default_last_played=0)
                log.info(
                    f'Stats for {game.name}: playtime: {playtime}, last_played: {last_played}'
                )
                if playtime is not None and last_played is not None:
                    game_times.append(
                        GameTime(game.space_id, playtime, last_played))
        except ApplicationError as e:
            log.exception("Game times:" + repr(e))
            raise e
        except Exception as e:
            log.exception("Game times:" + repr(e))
        finally:
            return game_times

    async def get_unlocked_challenges(self, game_id):
        """Challenges are a unique uplay club feature and don't directly translate to achievements"""
        if not self.client.is_authenticated():
            raise AuthenticationRequired()
        for game in self.games_collection:
            if game.space_id == game_id or game.launch_id == game_id:
                if not game.space_id:
                    return []
                challenges = await self.client.get_challenges(game.space_id)
                return [
                    Achievement(achievement_id=challenge["id"],
                                achievement_name=challenge["name"],
                                unlock_time=int(
                                    datetime.datetime.timestamp(
                                        dateutil.parser.parse(
                                            challenge["completionDate"]))))
                    for challenge in challenges["actions"]
                    if challenge["isCompleted"] and not challenge["isBadge"]
                ]

    async def launch_game(self, game_id):
        if not self.user_can_perform_actions():
            return

        for game in self.games_collection.get_local_games():
            if (game.space_id == game_id or game.launch_id
                    == game_id) and game.status == GameStatus.Installed:
                if game.type == GameType.Steam:
                    if is_steam_installed():
                        url = f"start steam://rungameid/{game.third_party_id}"
                    else:
                        url = f"start uplay://open/game/{game.launch_id}"
                elif game.type == GameType.New or game.type == GameType.Legacy:
                    url = f"start uplay://launch/{game.launch_id}"
                else:
                    log.error(f"Unsupported game type {game.name}")
                    self.open_uplay_client()
                    return

                log.info(f"Launching game '{game.name}' by protocol: [{url}]")
                subprocess.Popen(url, shell=True)
                return

        log.info("Failed to launch game, launching client instead.")
        self.open_uplay_client()

    async def install_game(self, game_id):
        if not self.user_can_perform_actions():
            return

        for game in self.games_collection:
            if (game.space_id == game_id
                    or game.launch_id == game_id) and game.status in [
                        GameStatus.NotInstalled, GameStatus.Unknown
                    ]:
                if game.launch_id:
                    log.info(
                        f"Found game with game_id: {game_id}, {game.launch_id}"
                    )
                    subprocess.Popen(f"start uplay://install/{game.launch_id}",
                                     shell=True)
                    return
        # if launch_id is not known, try to launch local client instead
        self.open_uplay_client()
        log.info(
            f"Did not found game with game_id: {game_id}, proper launch_id and NotInstalled status, launching client."
        )

    async def uninstall_game(self, game_id):
        if not self.user_can_perform_actions():
            return

        for game in self.games_collection.get_local_games():
            if (game.space_id == game_id or game.launch_id
                    == game_id) and game.status == GameStatus.Installed:
                subprocess.Popen(f"start uplay://uninstall/{game.launch_id}",
                                 shell=True)
                return
        self.open_uplay_client()
        log.info(
            f"Did not found game with game_id: {game_id}, proper launch_id and Installed status, launching client."
        )

    def user_can_perform_actions(self):
        if not self.local_client.is_installed:
            self.open_uplay_browser()
            return False
        if not self.local_client.was_user_logged_in:
            self.open_uplay_client()
            return False
        return True

    def open_uplay_client(self):
        subprocess.Popen(f"start uplay://", shell=True)

    def open_uplay_browser(self):
        url = f'https://uplay.ubisoft.com'
        log.info(f"Opening uplay website: {url}")
        webbrowser.open(url, autoraise=True)

    def refresh_game_statuses(self):
        if not self.local_client.was_user_logged_in:
            return
        statuses = self.game_status_notifier.statuses

        new_games = []

        for game in self.games_collection:
            if game.launch_id in statuses:
                if statuses[
                        game.
                        launch_id] == GameStatus.Installed and game.status != GameStatus.Installed:
                    log.info(f"updating status for {game.name} to installed")
                    game.status = GameStatus.Installed
                    self.update_local_game_status(game.as_local_game())
                elif statuses[
                        game.
                        launch_id] == GameStatus.Running and game.status != GameStatus.Running:
                    log.info(f"updating status for {game.name} to running")
                    game.status = GameStatus.Running
                    self.update_local_game_status(game.as_local_game())
                elif statuses[game.launch_id] in [
                        GameStatus.NotInstalled, GameStatus.Unknown
                ] and game.status not in [
                        GameStatus.NotInstalled, GameStatus.Unknown
                ]:
                    log.info(
                        f"updating status for {game.name} to not installed")
                    game.status = GameStatus.NotInstalled
                    self.update_local_game_status(game.as_local_game())

            if self.owned_games_sent and not game.considered_for_sending:
                game.considered_for_sending = True
                new_games.append(game)

        if new_games:
            asyncio.create_task(self._add_new_games(new_games))

    async def get_friends(self):
        friends = await self.client.get_friends()
        return [
            FriendInfo(user_id=friend["pid"],
                       user_name=friend["nameOnPlatform"])
            for friend in friends["friends"]
        ]

    def tick(self):
        loop = asyncio.get_event_loop()
        if SYSTEM == System.WINDOWS:
            self.tick_count += 1
            if self.tick_count % 1 == 0:
                self.refresh_game_statuses()
            if self.tick_count % 5 == 0:
                self.game_status_notifier.launcher_log_path = self.local_client.launcher_log_path
            if self.tick_count % 9 == 0:
                self._update_local_games_status()
                if self.local_client.ownership_changed():
                    if not self.updating_games:
                        log.info(
                            'Ownership file has been changed or created. Reparsing.'
                        )
                        loop.run_in_executor(None, self._update_games)
        return

    def shutdown(self):
        log.info("Plugin shutdown.")
        asyncio.create_task(self.client.close())