2016-11-18 00:40:14 +00:00
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/*
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Copyright 2016 Peter Repukat - FlatspotSoftware
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http ://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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2016-11-18 00:22:07 +00:00
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#include "GloSC_GameLauncher.h"
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GloSC_GameLauncher::GloSC_GameLauncher(QWidget *parent)
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: QMainWindow(parent)
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{
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ui.setupUi(this);
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//SetDebugPrivilege();
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QTimer::singleShot(0, this, SLOT(hide()));
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sharedMemInstance.setKey("GloSC_GameLauncher");
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sharedMemInstance.create(1024);
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if (!sharedMemInstance.create(1024) && sharedMemInstance.error() == QSharedMemory::AlreadyExists)
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{
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exit(1);
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}
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sharedMemInstance.attach();
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sharedMemInstance.lock();
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memset(sharedMemInstance.data(), NULL, 1024);
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sharedMemInstance.unlock();
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//connect(&qApp, SIGNAL(aboutToQuit()), this SLOT(isAboutToBeKilled()));
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connect(&updateTimer, SIGNAL(timeout()), this, SLOT(checkSharedMem()));
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updateTimer.setInterval(1000);
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updateTimer.start();
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}
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void GloSC_GameLauncher::isAboutToBeKilled()
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{
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sharedMemInstance.detach();
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}
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void GloSC_GameLauncher::checkSharedMem()
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{
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QBuffer buffer;
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QDataStream in(&buffer);
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QStringList stringList;
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sharedMemInstance.lock();
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buffer.setData((char*)sharedMemInstance.constData(), sharedMemInstance.size());
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buffer.open(QBuffer::ReadOnly);
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in >> stringList;
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stringListFromShared = stringList;
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memset(sharedMemInstance.data(), NULL, 1024);
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sharedMemInstance.unlock();
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launchGameIfRequired();
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}
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void GloSC_GameLauncher::launchGameIfRequired()
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{
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if (stringListFromShared.size() > 1)
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{
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if (stringListFromShared.at(0) == "LaunchWin32Game")
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{
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//At this point, we start detached
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//Listening while an app is alive and the reporting back? Naah, too much work.
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QProcess app;
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if (stringListFromShared.at(1).contains("\\"))
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{
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app.startDetached(stringListFromShared.at(1), QStringList(), stringListFromShared.at(1).mid(0, stringListFromShared.at(1).lastIndexOf("\\")));
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}
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else
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{
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app.startDetached(stringListFromShared.at(1), QStringList(), stringListFromShared.at(1).mid(0, stringListFromShared.at(1).lastIndexOf("/")));
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}
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} else if (stringListFromShared.at(0) == "LaunchUWPGame") {
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//UWP Games cannot be opened twice. No further checking at this point
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DWORD pid = 0;
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HRESULT hr = CoInitialize(nullptr);
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std::wstring appUMId = stringListFromShared.at(1).toStdWString();
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if (SUCCEEDED(hr)) {
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HRESULT result = LaunchUWPApp(appUMId.c_str(), &pid);
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}
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CoUninitialize();
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}
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}
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}
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HRESULT GloSC_GameLauncher::LaunchUWPApp(LPCWSTR packageFullName, PDWORD pdwProcessId)
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{
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CComPtr<IApplicationActivationManager> spAppActivationManager;
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HRESULT result = E_INVALIDARG;
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// Initialize IApplicationActivationManager
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result = CoCreateInstance(CLSID_ApplicationActivationManager, NULL, CLSCTX_LOCAL_SERVER, IID_IApplicationActivationManager, (LPVOID*)&spAppActivationManager);
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if (!SUCCEEDED(result))
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return result;
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//This call causes troubles; especially with our always in foreground overlay-window
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//I was way to lazy to patch the Steamtarget... Ouh well...
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/*
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// This call ensures that the app is launched as the foreground window
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result = CoAllowSetForegroundWindow(spAppActivationManager, NULL);
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if (!SUCCEEDED(result))
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return result;
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*/
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// Launch the app
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result = spAppActivationManager->ActivateApplication(packageFullName, NULL, AO_NONE, pdwProcessId);
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return result;
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}
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