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I found the problem with the .xml files.

In my downloader I use the workaround for bad CDN caching that was discussed in this thread (see this message and the following discussion) by default.

GOG must have changed something on the CDN servers because the workaround no longer works and only produces 404s.

@Kalanyr: If gogrepoc also still uses that workaround it would be a good idea to remove it.
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Geralt_of_Rivia: I found the problem with the .xml files.

In my downloader I use the workaround for bad CDN caching that was discussed in this thread (see this message and the following discussion) by default.

GOG must have changed something on the CDN servers because the workaround no longer works and only produces 404s.

@Kalanyr: If gogrepoc also still uses that workaround it would be a good idea to remove it.
I didn't use it, since they fixed the problem before I came up with a way I was happy with to generate URLs with a random number of /s .
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coffeecup: Traceback (most recent call last):
File "/home/user/bin/gog/gogrepoc/./gogrepoc.py", line 1244, in filter_extras
fetch_file_info(d, False,save_md5_xml,updateSession)
File "/home/user/bin/gog/gogrepoc/./gogrepoc.py", line 1088, in fetch_file_info
d.raw_updated = d.gog_data.headers["Last-Modified"]
~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^
KeyError: 'Last-Modified'
19:15:32 | End exception report.
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SargonAelther: I am now experiencing the same exact thing for random games, but slightly different lines.

Traceback (most recent call last):
File "C:\gogrepoc-master\gogrepoc.py", line 1243, in filter_extras
fetch_file_info(d, False,save_md5_xml,updateSession)
File "C:\gogrepoc-master\gogrepoc.py", line 1087, in fetch_file_info
d.raw_updated = d.gog_data.headers["Last-Modified"]
KeyError: 'Last-Modified'
01:39:31 | End exception report.

Did GOG change something? What the heck is going on?
I've pushed the fix from Dev to Master now, let me know if you're still having this issue when you update. I didn't have any issues just now but I only had 3 games to update so it's possible none of them were on whatever server is giving you issues.
Post edited January 23, 2025 by Kalanyr
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Kalanyr: I've pushed the fix from Dev to Master now, let me know if you're still having this issue when you update. I didn't have any issues just now but I only had 3 games to update so it's possible none of them were on whatever server is giving you issues.
Thank you! It's working well now. I wrote down all the IDs of problematic games and ran a manual re-scan of them. Everything scanned fine, except for Wingspan. That one still generates like 3 pages worth of errors, but that's on GOG, not you / GOGRepoC.

Edit 01:
While the scan seems to be successful, actual downloading is kinda problematic.
01:46:11 | request failed: 404 Client Error: Not Found for url: https://gog-cdn-fastly.gog.com/token=[Redacted]/setup_broken_sword_-_shadow_of_the_templars_reforged_1.1.7_%2864bit%29_%2879312%29-1.bin. will not retry.
01:46:11 | failed to download setup_broken_sword_-_shadow_of_the_templars_reforged_1.1.7_(64bit)_(79312)(1)-1.bin, byte_range=(817889280, 828375039)

01:47:53 | failed to download setup_hellish_quart_0.4361_(64bit)_(79457)-2.bin, byte_range=(0, 10485759) (4 retries left) -- will retry in 5s...
01:47:54 | failed to download setup_hellish_quart_0.4361_(64bit)_(79457)-2.bin, byte_range=(0, 10485759) (3 retries left) -- will retry in 5s...
01:50:31 | failed to download setup_roboquest_1.6.0-353_(64bit)_(79241)-1.bin, byte_range=(1027604480, 1038090239) (4 retries left) -- will retry in 5s...

etc

Normally I would blame this on GOG, but when I check the website, these downloads appear to be working. If I manually rescan and retry, it still fails to download some of these games.

Edit 02:
Ok all the download problems are definitely on GOG. All the problematic bins fail to download on a browser too.
Post edited January 24, 2025 by SargonAelther
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Kalanyr: I've pushed the fix from Dev to Master now, let me know if you're still having this issue when you update. I didn't have any issues just now but I only had 3 games to update so it's possible none of them were on whatever server is giving you issues.
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SargonAelther: Thank you! It's working well now. I wrote down all the IDs of problematic games and ran a manual re-scan of them. Everything scanned fine, except for Wingspan. That one still generates like 3 pages worth of errors, but that's on GOG, not you / GOGRepoC.

Edit 01:
While the scan seems to be successful, actual downloading is kinda problematic.
01:46:11 | request failed: 404 Client Error: Not Found for url: https://gog-cdn-fastly.gog.com/token=[Redacted]/setup_broken_sword_-_shadow_of_the_templars_reforged_1.1.7_%2864bit%29_%2879312%29-1.bin. will not retry.
01:46:11 | failed to download setup_broken_sword_-_shadow_of_the_templars_reforged_1.1.7_(64bit)_(79312)(1)-1.bin, byte_range=(817889280, 828375039)

01:47:53 | failed to download setup_hellish_quart_0.4361_(64bit)_(79457)-2.bin, byte_range=(0, 10485759) (4 retries left) -- will retry in 5s...
01:47:54 | failed to download setup_hellish_quart_0.4361_(64bit)_(79457)-2.bin, byte_range=(0, 10485759) (3 retries left) -- will retry in 5s...
01:50:31 | failed to download setup_roboquest_1.6.0-353_(64bit)_(79241)-1.bin, byte_range=(1027604480, 1038090239) (4 retries left) -- will retry in 5s...

etc

Normally I would blame this on GOG, but when I check the website, these downloads appear to be working. If I manually rescan and retry, it still fails to download some of these games.

Edit 02:
Ok all the download problems are definitely on GOG. All the problematic bins fail to download on a browser too.
It seems like some servers in the CDN aren't getting the correct files, I had this problem with 1 download too but it resolved on a second download.

This isn't an unusual error if GOG does a silent update though, so updating the specific game with this error before trying to re-download is often a good idea, it just doesn't seem to be the case this time.
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Kalanyr: This isn't an unusual error if GOG does a silent update though, so updating the specific game with this error before trying to re-download is often a good idea, it just doesn't seem to be the case this time.
Yeah, I always do that, but in this case it wasn't helping. Anyway, they sorted this after a few of us moaned on Discord.
Quick question on the log files...

So I decided that I wanted to split up the log file. Nothing fancy, in my shell script (batch file for you Win users) all I did was between each step (update, download, verify) I just renamed the existing log. So now I have 3 shorter log files to check.

Anyway, as I was going through things I saw the following:

11:36:21 | {tie_fighter_cdrom_placeholder}
11:36:21 | pass gog_star_wars_tie_fighter_special_edition_2.1.0.3.sh

What does "pass" refer to? I did a quick scan through the code (obviously it's in there somewhere...) and didn't see it.
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UrsaCorvalis: What does "pass" refer to? I did a quick scan through the code (obviously it's in there somewhere...) and didn't see it.
"pass" means that your local file has passed the check and so it's ok, thus its unnecessary (re)download will be skipped.
Post edited January 28, 2025 by phaolo
Here's a question. When scanning multiple manually-selected games via the "-id" parameter (and also when running a full scan IIRC), GOGREPOC saves to manifest every 5 games.

When running a basic scan (Scanning blue dots via "update"), it saves after every single game.

Is there a way to adjust the frequency of manifest saving when running the "update" command? When you have a large manifest with 5k+ games, it takes about 32 seconds to save, REALLY dragging out the whole process.
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SargonAelther: Here's a question. When scanning multiple manually-selected games via the "-id" parameter (and also when running a full scan IIRC), GOGREPOC saves to manifest every 5 games.

When running a basic scan (Scanning blue dots via "update"), it saves after every single game.

Is there a way to adjust the frequency of manifest saving when running the "update" command? When you have a large manifest with 5k+ games, it takes about 32 seconds to save, REALLY dragging out the whole process.
This is a deliberate choice because update clears the flag on GOG marking the game as updated, so if you don't save after every game then you no longer know what GOG says has been updated. id assuems you know what your'e doing and full update is a trade off where I assume getting set back 50 games on the resume is better than waiting after each game.
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SargonAelther: Here's a question. When scanning multiple manually-selected games via the "-id" parameter (and also when running a full scan IIRC), GOGREPOC saves to manifest every 5 games.

When running a basic scan (Scanning blue dots via "update"), it saves after every single game.

Is there a way to adjust the frequency of manifest saving when running the "update" command? When you have a large manifest with 5k+ games, it takes about 32 seconds to save, REALLY dragging out the whole process.
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Kalanyr: This is a deliberate choice because update clears the flag on GOG marking the game as updated, so if you don't save after every game then you no longer know what GOG says has been updated.
So you mean the act of saving to a local manifest is somehow tied to clearing a blue dot on GOG's side? Can they not be detached somehow? Like say, gather the data of flagged games one by one, clearing their flags, but rather than saving to manifest, you hold the data in memory or some temporary storage, THEN save to manifest once 5/10/20/whatever games are accumulated?

Anyway, I understand that this is an extremely minor problem, but I thought I'd ask anyway,
Post edited February 01, 2025 by SargonAelther
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SargonAelther: So you mean the act of saving to a local manifest is somehow tied to clearing a blue dot on GOG's side? Can they not be detached somehow? Like say, gather the data of flagged games one by one, clearing their flags, but rather than saving to manifest, you hold the data in memory or some temporary storage, THEN save to manifest once 5/10/20/whatever games are accumulated?

Anyway, I understand that this is an extremely minor problem, but I thought I'd ask anyway,
I don't presume to speak for Kalanyr, but it appears the API call (manifest query) clears the update flag (blue dot). It does this with gogcli.exe and probably lgogdownloader as well. When I update my list of games, I record all the updated games to a text file, for when the indicator gets lost in the wash. I then have processes to deal with the entries in that text file, clearing them as I download the updates.

It is imperfect of course, because GOG don't notify on every update, The Long Dark being one game example of that. I will eventually get around to coding something that will check all games I've never downloaded an update for, or for quite some time.
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Kalanyr: This is a deliberate choice because update clears the flag on GOG marking the game as updated, so if you don't save after every game then you no longer know what GOG says has been updated.
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SargonAelther: So you mean the act of saving to a local manifest is somehow tied to clearing a blue dot on GOG's side? Can they not be detached somehow? Like say, gather the data of flagged games one by one, clearing their flags, but rather than saving to manifest, you hold the data in memory or some temporary storage, THEN save to manifest once 5/10/20/whatever games are accumulated?

Anyway, I understand that this is an extremely minor problem, but I thought I'd ask anyway,
Storing it in memory isn't a solution here because the problem being addressed here by saving after each game on update is "What happens if this is unexpectedly interrupted? " ( eg by a power outage ) given that GOG will unmark this game as updated/new at ~the time the game name is displayed, I can probably make this configurable though.
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Timboli: It is imperfect of course, because GOG don't notify on every update
That is something that I have been investigating and complaining about on every front, giving them detailed explanations, etc. for a year. The long story short & simplified - games that were not being sold directly (only through packages or delisted) would not get blue dots.

They have actually fixed that over 2 months ago. Now you can see package-only games, like Cyberpunk and pathfinder, and delisted games, like Hellish Quart, finally receiving blue dots.
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Timboli: It is imperfect of course, because GOG don't notify on every update
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SargonAelther: That is something that I have been investigating and complaining about on every front, giving them detailed explanations, etc. for a year. The long story short & simplified - games that were not being sold directly (only through packages or delisted) would not get blue dots.

They have actually fixed that over 2 months ago. Now you can see package-only games, like Cyberpunk and pathfinder, and delisted games, like Hellish Quart, finally receiving blue dots.
If it was 2 months ago I don't think that's the entire issue because I definitely got new games from the full update I did early January after a partial.
Thanks for the info.