extends BoxArtProvider ## itch.io box art provider for OpenGamepadUI ## ## Fetches cover art and screenshots from itch.io game pages. Works alongside ## the itch.io library plugin to provide per-layout artwork: the cover for ## portrait/logo, full-res screenshots for landscape/banner. ## ## Enriches game metadata by scraping the itch.io page HTML for screenshots ## (the itch.io API does not expose them), caches the result in ## itch_art_meta.json, and uses HTTPImageFetcher for async image downloads. const BOXART_DIR := "user://boxart/itch" const META_CACHE_FILE := "itch_art_meta.json" const HTTP_TIMEOUT_MS := 15000 const SCREENSHOT_REGEX_PATTERN := "https://img\\.itch\\.zone/aW1hZ2Uv[\\w+/=]*/original/[\\w+/=]*\\.[a-z]+" const IMAGE_EXTS := ["png", "jpg", "jpeg", "gif", "webp", "bmp"] const FFMPEG_BUILDS_URL := "https://github.com/BtbN/FFmpeg-Builds/releases/download/latest" const CONNECT_POLL_DELAY_MS := 50 const READ_POLL_DELAY_MS := 10 const LOG_URL_MAX_LEN := 80 const SETTING_SECTION := "plugin.artprovider" const SETTING_ANIMATED_GIFS := "animated_gifs" const GIF_DEFAULT_FRAME_DELAY_MS := 100 @export var use_caching: bool = true var http_image := HTTPImageFetcher.new() var _meta_cache_dir := "itch_art" var _enriched_meta: Dictionary = {} var settings_manager := load("res://core/global/settings_manager.tres") as SettingsManager var _animated_texture_cache: Dictionary = {} var _last_animated_setting: bool = false var _focused_animated_texture: AnimatedTexture = null var layout_map: Dictionary = { LAYOUT.GRID_PORTRAIT: "-portrait", LAYOUT.GRID_LANDSCAPE: "-landscape", LAYOUT.BANNER: "-banner", LAYOUT.LOGO: "-logo", } ## Resolved path to the ffmpeg binary (system or bundled). Populated lazily. var _ffmpeg_bin: String = "" func _init() -> void: super() DirAccess.make_dir_recursive_absolute(ProjectSettings.globalize_path(BOXART_DIR)) provider_id = "itch" logger_name = "BoxArtItch" func _ready() -> void: super() _enriched_meta = _load_enriched_meta() _last_animated_setting = _is_animated_gifs_enabled() logger.info("itch.io Art Provider loaded (animated_gifs=%s)" % str(_last_animated_setting)) add_child(http_image) get_viewport().gui_focus_changed.connect(_on_focus_changed) ## Returns whether animated GIF covers are enabled in settings. func _is_animated_gifs_enabled() -> bool: return settings_manager.get_value(SETTING_SECTION, SETTING_ANIMATED_GIFS, false) as bool ## Handles focus changes across the UI. Pauses the previously focused ## card's AnimatedTexture and unpauses the newly focused one. func _on_focus_changed(control: Control) -> void: # Pause the previously focused animation. if _focused_animated_texture != null: _focused_animated_texture.pause = true _focused_animated_texture = null if control == null: return # Walk up the tree to find the GameCard parent. var card: Control = control while card != null: if card is GameCard: break card = card.get_parent() if card == null: return # Check if the card's TextureRect has an AnimatedTexture. var texture_rect := card.get_node_or_null("%TextureRect") as TextureRect if texture_rect == null: return if texture_rect.texture is AnimatedTexture: _focused_animated_texture = texture_rect.texture as AnimatedTexture _focused_animated_texture.pause = false ## Strips HTML srcset artifacts from a URL. Butlerd sometimes passes through ## itch.io cover URLs with trailing srcset descriptors like " 1x, h" or " 2x". ## These cause HTTPImageFetcher to fail because the URL is no longer valid. func _sanitize_url(url: String) -> String: if url.is_empty(): return url # Srcset descriptors are separated by spaces — take only the URL portion. var clean: String = url.split(" ")[0] # Validate that the cleaned URL ends with a known image extension. var ext: String = clean.get_extension().to_lower() if ext not in IMAGE_EXTS: logger.warn("Sanitized URL has unexpected extension '%s': %s" % [ext, clean.left(LOG_URL_MAX_LEN)]) return clean ## Returns whether a URL points to a GIF image. Handles both clean URLs and ## URLs contaminated with srcset artifacts (e.g. "image.gif 1x, h"). func _is_gif_url(url: String) -> bool: return _sanitize_url(url).to_lower().ends_with(".gif") func get_boxart(item: LibraryItem, kind: LAYOUT) -> Texture2D: if not kind in layout_map: logger.error("Unsupported boxart layout: {0}".format([kind])) return null var game := _find_game_dict(item) if game.is_empty(): logger.warn("No itch.io game metadata found for: " + item.name) return null var game_id := int(game.get("id", 0)) var title: String = game.get("title", "") logger.info("get_boxart: title=%s id=%d layout=%s" % [title, game_id, str(kind)]) if title.is_empty(): logger.warn("Game title is empty for id %d" % game_id) return null # Enrich on first access: scrape the itch.io page for screenshots. # Cached failures (empty screenshots) are stored to avoid repeated # requests against Cloudflare-protected pages. var meta: Dictionary = _enriched_meta.get(game_id, {}) if meta.is_empty() and game.has("url"): logger.info("Enriching metadata for: %s (url=%s)" % [title, game.get("url", "")]) meta = _fetch_game_page_metadata(game) # Cache both successes and failures to avoid repeated requests. _enriched_meta[game_id] = meta _save_enriched_meta(game_id, meta) if meta.is_empty(): logger.info("No screenshots available for: %s — will use cover art" % title) else: logger.info("Scraped %d screenshots for: %s" % [meta.get("screenshots", []).size(), title]) elif not meta.is_empty(): logger.info("Using cached metadata for: %s (%d screenshots)" % [title, meta.get("screenshots", []).size()]) else: logger.warn("No URL in game dict for: %s" % title) var screenshots: Array = meta.get("screenshots", []).map(_sanitize_url) var cover_url := _sanitize_url(_best_portrait_url(game, screenshots)) if cover_url.is_empty(): logger.warn("No cover URL for: %s (id=%d)" % [title, game_id]) return null logger.info("cover_url=%s" % cover_url.left(LOG_URL_MAX_LEN)) var cache_flags := Cache.FLAGS.NONE if use_caching: cache_flags = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE # Banner: combine two screenshots side-by-side when available. if kind == LAYOUT.BANNER and screenshots.size() >= 2: logger.info("Fetching itch.io banner (2 screenshots) for: " + item.name) var tex_a := await _fetch_image(screenshots[0], cache_flags) var tex_b := await _fetch_image(screenshots[1], cache_flags) if tex_a != null and tex_b != null: return _combine_side_by_side(tex_a, tex_b) # Banner combine failed — fall back to single-image path. logger.warn("Banner screenshot fetch failed: tex_a=%s tex_b=%s" % [str(tex_a != null), str(tex_b != null)]) if tex_a != null: return tex_a if tex_b != null: return tex_b var url := _url_for_layout(kind, cover_url, screenshots) if url.is_empty(): logger.warn("URL for layout %s is empty (cover=%s)" % [str(kind), cover_url]) return null logger.info("Fetching itch.io box art for: %s layout=%s url=%s" % [item.name, str(kind), url.left(LOG_URL_MAX_LEN)]) var texture: Texture2D = await _fetch_image(url, cache_flags) if texture == null: logger.warn("Image download returned null for: %s url=%s" % [item.name, url.left(LOG_URL_MAX_LEN)]) return texture ## Finds the itch.io game dict from the library item's launch items. func _find_game_dict(item: LibraryItem) -> Dictionary: if item.launch_items.is_empty(): logger.warn("Item has no launch items: " + item.name) return {} for launch_item in item.launch_items: if launch_item._provider_id != "itch": continue var game: Dictionary = launch_item.metadata.get("game", {}) if not game.is_empty(): return game logger.warn("No itch.io launch item found for: %s (providers: %s)" % [ item.name, PackedStringArray(item.launch_items.map(func(l): return l._provider_id)) ]) return {} func _url_for_layout(kind: LAYOUT, cover_url: String, screenshots: Array) -> String: match kind: LAYOUT.GRID_PORTRAIT, LAYOUT.LOGO: return cover_url LAYOUT.GRID_LANDSCAPE: return screenshots[0] if not screenshots.is_empty() else cover_url LAYOUT.BANNER: # Single screenshot fallback (two-screenshot case handled in get_boxart). return screenshots[0] if not screenshots.is_empty() else cover_url return "" ## Returns the best portrait/logo URL from the game data. ## Prefers stillCoverUrl (the still/non-animated version of the cover), ## then coverUrl. Screenshots are never used as capsule art. func _best_portrait_url(game: Dictionary, _screenshots: Array) -> String: var still: String = game.get("stillCoverUrl", "") if not still.is_empty(): return still return game.get("coverUrl", "") ## Ensures an ffmpeg binary is available. Checks the system PATH first, ## then falls back to a bundled copy under user://boxart/itch/. Downloads ## the static build on first use if neither is found. func _ensure_ffmpeg() -> String: if not _ffmpeg_bin.is_empty(): return _ffmpeg_bin # 1. Check system PATH by probing directly. var probe: Array = [] OS.execute("ffmpeg", ["-version"], probe, true) if probe.size() > 0 and probe[0].find("ffmpeg version") != -1: _ffmpeg_bin = "ffmpeg" logger.info("Using system ffmpeg") return _ffmpeg_bin # 2. Check bundled location. var bundled: String = ProjectSettings.globalize_path(BOXART_DIR) + "/ffmpeg" if FileAccess.file_exists(bundled): _ffmpeg_bin = bundled logger.info("Using bundled ffmpeg: " + _ffmpeg_bin) return _ffmpeg_bin # 3. Download. logger.info("ffmpeg not found — downloading static build") if await _install_ffmpeg(): _ffmpeg_bin = ProjectSettings.globalize_path(BOXART_DIR) + "/ffmpeg" return _ffmpeg_bin logger.warn("ffmpeg unavailable — GIF covers will not load") return "" ## Downloads a static ffmpeg build. Detects the platform and architecture ## the same way the itch plugin's butler installer does, then fetches ## the matching BtbN pre-built binary. func _install_ffmpeg() -> bool: var os_name := _detect_os() var arch_name := _detect_arch() var archive_url := _build_ffmpeg_url(os_name, arch_name) var body := await _download_url_bytes(archive_url) if body.is_empty(): return false return _extract_ffmpeg(body, os_name) ## Detects the current OS as a short name for ffmpeg builds. func _detect_os() -> String: if OS.get_name() == "Windows": return "win" if OS.get_name() == "macOS": return "macos" return "linux" ## Detects the CPU architecture as a short name for ffmpeg builds. func _detect_arch() -> String: if Engine.has_method("get_architecture_name"): var arch: String = Engine.get_architecture_name() if "arm64" in arch or "aarch64" in arch: return "arm64" return "64" ## Builds the download URL for the ffmpeg archive matching the given platform. func _build_ffmpeg_url(os_name: String, arch_name: String) -> String: var platform_slug := os_name + arch_name var archive_name := "ffmpeg-master-latest-%s-gpl" % platform_slug var ext := "zip" if os_name == "win" else "tar.xz" return "%s/%s.%s" % [FFMPEG_BUILDS_URL, archive_name, ext] ## Downloads bytes from a URL. Returns empty PackedByteArray on failure. func _download_url_bytes(url: String) -> PackedByteArray: var http := HTTPRequest.new() add_child.call_deferred(http) await http.ready if http.request(url) != OK: logger.error("Error requesting: " + url) remove_child(http) http.queue_free() return PackedByteArray() var args: Array = await http.request_completed var result: int = args[0] var response_code: int = args[1] var body: PackedByteArray = args[3] remove_child(http) http.queue_free() if result != HTTPRequest.RESULT_SUCCESS or response_code != 200: logger.error("Download failed: HTTP %d for %s" % [response_code, url]) return PackedByteArray() return body ## Extracts the ffmpeg binary from the downloaded archive. func _extract_ffmpeg(body: PackedByteArray, os_name: String) -> bool: var globalized_dir := ProjectSettings.globalize_path(BOXART_DIR) DirAccess.make_dir_recursive_absolute(globalized_dir) var is_win: bool = os_name == "win" var ext := "zip" if is_win else "tar.xz" var archive_path := globalized_dir + "/ffmpeg." + ext var file := FileAccess.open(archive_path, FileAccess.WRITE) if file == null: logger.error("Cannot write ffmpeg archive to " + archive_path) return false file.store_buffer(body) file.close() var out := [] if is_win: OS.execute("unzip", ["-o", archive_path, "-d", globalized_dir], out) OS.execute("chmod", ["+x", globalized_dir + "/ffmpeg.exe"], out) else: OS.execute("tar", ["xf", archive_path, "-C", globalized_dir, "--strip-components=1", "--wildcards", "*/ffmpeg"], out) OS.execute("chmod", ["+x", globalized_dir + "/ffmpeg"], out) DirAccess.remove_absolute(archive_path) logger.info("ffmpeg installed to " + globalized_dir) return true ## Unified image fetch that routes GIF URLs through ffmpeg and non-GIF URLs ## through the normal HTTPImageFetcher path. Checks the animated GIF setting ## on each call so toggling takes effect immediately. func _fetch_image(url: String, cache_flags: int) -> Texture2D: if _is_gif_url(url): # Invalidate cache when the animated setting changes. var animated: bool = _is_animated_gifs_enabled() if animated != _last_animated_setting: _animated_texture_cache.clear() _last_animated_setting = animated logger.info("Animated GIF setting changed to %s — cache cleared" % str(animated)) return await _fetch_gif_as_texture(url, cache_flags) return await http_image.fetch(url, cache_flags) ## Downloads a GIF and converts it to a Godot texture. When animated GIFs ## are enabled, extracts all frames and returns an AnimatedTexture (paused ## by default — the focus handler unpauses it). Otherwise extracts only ## the first frame and returns a static ImageTexture. ## Results are cached in _animated_texture_cache keyed by URL. func _fetch_gif_as_texture(url: String, cache_flags: int) -> Texture2D: # Return cached result if available. if _animated_texture_cache.has(url): return _animated_texture_cache[url] var animated: bool = _is_animated_gifs_enabled() var ffmpeg_bin := await _ensure_ffmpeg() if ffmpeg_bin.is_empty(): return null var globalized_dir := ProjectSettings.globalize_path(BOXART_DIR) var gif_path := globalized_dir + "/_tmp.gif" var frames_dir := globalized_dir + "/_tmp_frames" # Download the GIF bytes via HTTPClient. var body := await _download_gif_bytes(url) if body.is_empty(): return null # Write GIF to temp file. var gif_file := FileAccess.open(gif_path, FileAccess.WRITE) if gif_file == null: logger.warn("GIF fetch: cannot write temp gif") return null gif_file.store_buffer(body) gif_file.close() var result: Texture2D if animated: result = await _build_animated_gif_texture(ffmpeg_bin, gif_path, frames_dir, body, url) else: result = await _build_static_gif_texture(ffmpeg_bin, gif_path, globalized_dir + "/_tmp.png", url) # Clean up. DirAccess.remove_absolute(gif_path) # Cache the result. if result != null: _animated_texture_cache[url] = result return result ## Downloads GIF bytes from the given URL. Returns empty PackedByteArray on failure. func _download_gif_bytes(url: String) -> PackedByteArray: return await _download_url_bytes(url) ## Extracts the first frame of a GIF using ffmpeg. Returns a static ImageTexture. func _build_static_gif_texture(ffmpeg_bin: String, gif_path: String, png_path: String, url: String) -> Texture2D: var ffmpeg_args: PackedStringArray = [ "-y", "-i", gif_path, "-frames:v", "1", "-f", "image2", png_path, ] var ret: Array = [] OS.execute(ffmpeg_bin, ffmpeg_args, ret) if not FileAccess.file_exists(png_path): logger.warn("GIF fetch: ffmpeg did not produce output for %s" % url.left(LOG_URL_MAX_LEN)) return null var image := Image.load_from_file(png_path) DirAccess.remove_absolute(png_path) if image == null: logger.warn("GIF fetch: failed to load extracted PNG") return null logger.info("GIF fetch: extracted first frame from %s" % url.left(LOG_URL_MAX_LEN)) return ImageTexture.create_from_image(image) ## Extracts all frames from a GIF using ffmpeg and builds an AnimatedTexture. ## The animation is paused by default — the focus handler unpauses it. func _build_animated_gif_texture(ffmpeg_bin: String, gif_path: String, frames_dir: String, gif_bytes: PackedByteArray, url: String) -> AnimatedTexture: var delays: Array = _parse_gif_frame_delays(gif_bytes) var frame_files: PackedStringArray = _extract_gif_frames(ffmpeg_bin, gif_path, frames_dir) if frame_files.is_empty(): return null return _assemble_animated_texture(frame_files, frames_dir, delays, url) ## Extracts all frames from a GIF file using ffmpeg. Returns sorted frame filenames. func _extract_gif_frames(ffmpeg_bin: String, gif_path: String, frames_dir: String) -> PackedStringArray: DirAccess.make_dir_recursive_absolute(frames_dir) var ffmpeg_args: PackedStringArray = [ "-y", "-i", gif_path, "-vsync", "0", frames_dir + "/frame_%04d.png", ] var ret: Array = [] OS.execute(ffmpeg_bin, ffmpeg_args, ret) var dir := DirAccess.open(frames_dir) if dir == null: logger.warn("GIF fetch: cannot open frames dir") return PackedStringArray() dir.list_dir_begin() var frame_files: PackedStringArray = [] var fname := dir.get_next() while fname != "": if fname.begins_with("frame_") and fname.ends_with(".png"): frame_files.append(fname) fname = dir.get_next() dir.list_dir_end() frame_files.sort() return frame_files ## Loads extracted frame images and assembles them into an AnimatedTexture. func _assemble_animated_texture(frame_files: PackedStringArray, frames_dir: String, delays: Array, url: String) -> AnimatedTexture: var anim_tex := AnimatedTexture.new() anim_tex.frames_count = frame_files.size() anim_tex.pause = true # Start paused — focus handler unpauses. for i in frame_files.size(): var frame_path := frames_dir + "/" + frame_files[i] var image := Image.load_from_file(frame_path) DirAccess.remove_absolute(frame_path) if image == null: logger.warn("GIF fetch: failed to load frame %d" % i) continue anim_tex.set_frame_texture(i, ImageTexture.create_from_image(image)) var delay_ms: int = delays[i] if i < delays.size() else GIF_DEFAULT_FRAME_DELAY_MS anim_tex.set_frame_delay(i, delay_ms / 1000.0) # AnimatedTexture uses seconds. DirAccess.remove_absolute(frames_dir) logger.info("GIF fetch: built AnimatedTexture with %d frames from %s" % [frame_files.size(), url.left(LOG_URL_MAX_LEN)]) return anim_tex ## Parses frame delays from a GIF89a binary. Returns an array of delays ## in milliseconds, one per frame. Falls back to GIF_DEFAULT_FRAME_DELAY_MS ## for frames without a Graphics Control Extension. func _parse_gif_frame_delays(data: PackedByteArray) -> Array: var delays: Array = [] if data.size() < 13: return delays var pos := _skip_gif_header(data) while pos < data.size() - 1: var byte: int = data[pos] if byte == 0x21: var result: Array = _parse_gif_extension(data, pos) if result[0] >= 0: delays.append(result[0]) pos = result[1] elif byte == 0x2C: pos = _skip_gif_image_descriptor(data, pos) elif byte == 0x3B: break else: pos += 1 return delays ## Skips the GIF header, Logical Screen Descriptor, and Global Color Table. ## Returns the byte offset past all header data. func _skip_gif_header(data: PackedByteArray) -> int: var pos := 13 # Header (6) + Logical Screen Descriptor (7). var packed_byte: int = data[10] if packed_byte & 0x80 != 0: var gct_size := 3 * (1 << ((packed_byte & 0x07) + 1)) pos += gct_size return pos ## Parses an extension block starting at `pos`. Returns [delay_ms, new_pos]. ## If the extension is not a Graphics Control Extension, returns [-1, new_pos]. func _parse_gif_extension(data: PackedByteArray, pos: int) -> Array: var label: int = data[pos + 1] var delay_ms := -1 if label == 0xF9: var delay_cs: int = data[pos + 4] | (data[pos + 5] << 8) delay_ms = delay_cs * 10 if delay_cs > 0 else GIF_DEFAULT_FRAME_DELAY_MS pos += 2 while pos < data.size(): var block_size: int = data[pos] pos += 1 if block_size == 0: break pos += block_size return [delay_ms, pos] ## Skips an image descriptor and its associated data at `pos`. func _skip_gif_image_descriptor(data: PackedByteArray, pos: int) -> int: pos += 10 var img_packed: int = data[pos - 1] if img_packed & 0x80 != 0: var lct_size := 3 * (1 << ((img_packed & 0x07) + 1)) pos += lct_size pos += 1 # LZW Minimum Code Size. while pos < data.size(): var block_size: int = data[pos] pos += 1 if block_size == 0: break pos += block_size return pos ## Combines two textures side-by-side into a single banner image. ## Both images are scaled to the same height, then placed left and right. func _combine_side_by_side(left: Texture2D, right: Texture2D) -> Texture2D: var img_a := left.get_image() var img_b := right.get_image() if img_a == null or img_b == null: return left # Scale both to the same height (use the taller one). var target_h: int = max(img_a.get_height(), img_b.get_height()) if img_a.get_height() != target_h: var scale: float = float(target_h) / float(img_a.get_height()) img_a.resize(int(img_a.get_width() * scale), target_h, Image.INTERPOLATE_BILINEAR) if img_b.get_height() != target_h: var scale: float = float(target_h) / float(img_b.get_height()) img_b.resize(int(img_b.get_width() * scale), target_h, Image.INTERPOLATE_BILINEAR) var combined := Image.create(img_a.get_width() + img_b.get_width(), target_h, false, img_a.get_format()) combined.blit_rect(img_a, Rect2i(0, 0, img_a.get_width(), target_h), Vector2i.ZERO) combined.blit_rect(img_b, Rect2i(0, 0, img_b.get_width(), target_h), Vector2i(img_a.get_width(), 0)) return ImageTexture.create_from_image(combined) ## Scrapes the itch.io game page for screenshots. The itch.io API does not ## expose screenshots, so the page HTML is the only source. func _fetch_game_page_metadata(game: Dictionary) -> Dictionary: var page_url: String = game.get("url", "") if page_url.is_empty(): logger.warn("No page URL in game dict") return {} logger.info("Scraping page for screenshots: " + page_url) var http := HTTPClient.new() var parts := page_url.split("/") var use_tls := parts[0] == "https:" var err := http.connect_to_host(parts[2], 443 if use_tls else 80, TLSOptions.client() if use_tls else null) if err != OK: logger.warn("HTTP connect failed for %s: %d" % [page_url, err]) return {} var deadline := Time.get_ticks_msec() + HTTP_TIMEOUT_MS while http.get_status() == HTTPClient.STATUS_CONNECTING or http.get_status() == HTTPClient.STATUS_RESOLVING: http.poll() if Time.get_ticks_msec() > deadline: http.close() logger.warn("HTTP connect timed out for: " + page_url) return {} OS.delay_msec(CONNECT_POLL_DELAY_MS) if http.get_status() != HTTPClient.STATUS_CONNECTED: logger.warn("HTTP not connected for %s: status=%d" % [page_url, http.get_status()]) http.close() return {} http.request(HTTPClient.METHOD_GET, "/" + "/".join(parts.slice(3)), PackedStringArray()) deadline = Time.get_ticks_msec() + HTTP_TIMEOUT_MS while http.get_status() == HTTPClient.STATUS_REQUESTING: http.poll() if Time.get_ticks_msec() > deadline: http.close() logger.warn("HTTP request timed out for: " + page_url) return {} OS.delay_msec(READ_POLL_DELAY_MS) var body := PackedByteArray() while http.get_status() == HTTPClient.STATUS_BODY: http.poll() var chunk: PackedByteArray = http.read_response_body_chunk() if chunk.is_empty(): if Time.get_ticks_msec() > deadline: http.close() logger.warn("HTTP body read timed out for: " + page_url) return {} OS.delay_msec(READ_POLL_DELAY_MS) continue body.append_array(chunk) http.close() var html := body.get_string_from_utf8() if html.is_empty(): logger.warn("Empty HTML response for: " + page_url) return {} # Detect Cloudflare challenge pages — no point extracting screenshots. if html.find("challenge-platform") != -1 or html.find("cf-browser-verification") != -1: logger.warn("Cloudflare challenge detected for: %s — falling back to cover art" % page_url) return {} var shot_re := RegEx.new() shot_re.compile(SCREENSHOT_REGEX_PATTERN) var screenshots: Array = [] for m in shot_re.search_all(html): var url: String = _sanitize_url(m.get_string(0)) screenshots.append(url) logger.info("Found %d screenshots for page %s" % [screenshots.size(), page_url]) return {"screenshots": screenshots} func _load_enriched_meta() -> Dictionary: var raw: Variant = Cache.get_json(_meta_cache_dir, META_CACHE_FILE) if typeof(raw) != TYPE_DICTIONARY: return {} var out := {} for key in raw: out[int(key)] = raw[key] return out func _save_enriched_meta(game_id: int, meta: Dictionary) -> void: var raw: Variant = Cache.get_json(_meta_cache_dir, META_CACHE_FILE) if typeof(raw) != TYPE_DICTIONARY: raw = {} raw[str(game_id)] = meta Cache.save_json(_meta_cache_dir, META_CACHE_FILE, raw)