greatly simplify blocked status by removing temporary failure state
This commit is contained in:
@@ -8,9 +8,7 @@ use crate::{
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use std::{
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error::Error,
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path::{Path, PathBuf},
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time::{Duration, Instant},
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};
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use strum::{Display, EnumIter};
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use windows::{
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Win32::{
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NetworkManagement::WindowsFirewall::{
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@@ -28,44 +26,21 @@ use windows::{
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const FILTER_NAME_EXE: &str = "[GTA Tools] Block outbound traffic for all of GTA V";
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const FILTER_NAME_SAVE_SERVER: &str = "[GTA Tools] Block outbound traffic to Rockstar save server";
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const INTERVAL: Duration = Duration::from_secs(3);
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#[derive(Clone, Copy, Debug, Display, PartialEq, Eq, EnumIter)]
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pub enum BlockedStatus {
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Blocked,
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Failed,
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Unblocked,
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}
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impl From<bool> for BlockedStatus {
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fn from(value: bool) -> Self {
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if value {
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Self::Blocked
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} else {
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Self::Unblocked
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}
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}
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}
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#[derive(Debug)]
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pub struct GameNetworking {
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com_initialized: bool,
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pub blocked_status: BlockedStatus,
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timer: Instant,
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counting: bool,
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pub blocked: bool,
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}
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impl Default for GameNetworking {
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fn default() -> Self {
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Self {
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blocked_status: if Self::is_save_server_blocked().unwrap() {
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Self::is_save_server_blocked().unwrap().into()
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blocked: if Self::is_save_server_blocked().unwrap() {
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Self::is_save_server_blocked().unwrap()
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} else {
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Self::is_exe_blocked().unwrap().into()
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Self::is_exe_blocked().unwrap()
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},
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com_initialized: unsafe { CoInitializeEx(None, COINIT_MULTITHREADED) }.is_ok(),
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timer: Instant::now(),
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counting: false,
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}
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}
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}
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@@ -130,17 +105,16 @@ impl GameNetworking {
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pub fn block_exe(&mut self, system_info: &mut SystemInfo) -> Result<(), Box<dyn Error>> {
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let Some(exe_path) = get_game_exe_path(system_info) else {
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self.blocked_status = BlockedStatus::Failed;
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return Ok(());
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};
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self.block_generic(Mode::EntireGame(exe_path.to_path_buf()))?;
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self.blocked_status = Self::is_exe_blocked()?.into();
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self.blocked = Self::is_exe_blocked()?;
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Ok(())
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}
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pub fn unblock_exe(&mut self) -> Result<(), Box<dyn Error>> {
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self.unblock_generic(FILTER_NAME_EXE)?;
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self.blocked_status = Self::is_exe_blocked()?.into();
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self.blocked = Self::is_exe_blocked()?;
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Ok(())
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}
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@@ -150,13 +124,13 @@ impl GameNetworking {
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pub fn block_save_server(&mut self, save_server_ip: &str) -> Result<(), Box<dyn Error>> {
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self.block_generic(Mode::SaveServer(save_server_ip.to_owned()))?;
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self.blocked_status = Self::is_save_server_blocked()?.into();
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self.blocked = Self::is_save_server_blocked()?;
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Ok(())
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}
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pub fn unblock_save_server(&mut self) -> Result<(), Box<dyn Error>> {
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self.unblock_generic(FILTER_NAME_SAVE_SERVER)?;
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self.blocked_status = Self::is_save_server_blocked()?.into();
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self.blocked = Self::is_save_server_blocked()?;
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Ok(())
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}
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@@ -164,34 +138,20 @@ impl GameNetworking {
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Self::is_blocked_generic(FILTER_NAME_SAVE_SERVER)
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}
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pub fn reset_indicator_if_failed(&mut self) {
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if self.blocked_status == BlockedStatus::Failed && !self.counting {
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self.counting = true;
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self.timer = Instant::now();
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}
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if self.blocked_status == BlockedStatus::Failed
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&& self.counting
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&& self.timer.elapsed() >= INTERVAL
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{
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self.counting = false;
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self.blocked_status = Self::is_exe_blocked().unwrap().into();
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}
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}
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pub fn ensure_not_both_blocked_simultaneously(&mut self, block_method: BlockMethod) {
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match block_method {
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BlockMethod::EntireGame => {
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if Self::is_save_server_blocked().unwrap() {
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// ignoring the return because if this is an error the user can just thug it out at that point
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let _ = self.unblock_save_server();
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self.blocked_status = Self::is_exe_blocked().unwrap().into();
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self.blocked = Self::is_exe_blocked().unwrap();
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}
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}
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BlockMethod::SaveServer => {
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if Self::is_exe_blocked().unwrap() {
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// ignoring the return because if this is an error the user can just thug it out at that point
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let _ = self.unblock_exe();
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self.blocked_status = Self::is_save_server_blocked().unwrap().into();
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self.blocked = Self::is_save_server_blocked().unwrap();
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}
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}
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}
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+5
-2
@@ -164,8 +164,11 @@ impl App {
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BlockMethod::SaveServer => ui.label("Rockstar save server access"),
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};
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ui.add_space(1.0);
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ui.create_indicator_dot(self.game_networking.blocked_status);
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self.game_networking.reset_indicator_if_failed();
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ui.create_indicator_dot(if self.game_networking.blocked {
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colours::RED
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} else {
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colours::GREEN
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});
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label
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});
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ui.allocate_ui_with_layout(
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+5
-5
@@ -2,7 +2,6 @@ use crate::{
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gui::{
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app::{App, WINDOW_SIZE},
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tools,
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ui_ext::UiExt,
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},
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util::consts::{
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game::{EXE_ENHANCED, EXE_LEGACY},
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@@ -30,11 +29,12 @@ impl App {
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ui.label(format!("focused: \"{current_title}\""));
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});
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ui.horizontal(|ui| {
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ui.label("blocked_status");
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egui::ComboBox::from_id_salt("blocked_status")
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.selected_text(self.game_networking.blocked_status.to_string())
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ui.label("blocked");
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egui::ComboBox::from_id_salt("blocked")
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.selected_text(self.game_networking.blocked.to_string())
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.show_ui(ui, |ui| {
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ui.build_menu(&mut self.game_networking.blocked_status);
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ui.selectable_value(&mut self.game_networking.blocked, true, "true");
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ui.selectable_value(&mut self.game_networking.blocked, false, "false");
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});
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});
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if ui.add(egui::Button::new("force refresh theme")).clicked() {
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@@ -15,20 +15,8 @@ pub mod game {
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}
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pub mod colours {
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use crate::features::game_networking::BlockedStatus;
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use eframe::egui;
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pub const RED: egui::Color32 = egui::Color32::from_rgb(255, 96, 96);
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pub const YELLOW: egui::Color32 = egui::Color32::from_rgb(255, 255, 96);
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pub const GREEN: egui::Color32 = egui::Color32::from_rgb(96, 255, 96);
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impl From<BlockedStatus> for egui::Color32 {
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fn from(value: BlockedStatus) -> Self {
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match value {
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BlockedStatus::Blocked => RED,
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BlockedStatus::Failed => YELLOW,
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BlockedStatus::Unblocked => GREEN,
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}
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}
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}
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}
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