itchio-opengamepadui-artpro.../core/boxart_itch.gd
Jose Falanga 658e8552cb
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Stop returning GIF URLs from _best_portrait_url
When all available cover URLs are GIFs (coverUrl, stillCoverUrl, and
screenshots), return empty instead of a GIF URL. HTTPImageFetcher cannot
decode GIFs, so attempting to fetch one always returns null. Returning
empty early avoids unnecessary network requests and confusing log noise.
2026-08-19 18:29:34 -03:00

327 lines
12 KiB
GDScript

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 CONNECT_POLL_DELAY_MS := 50
const READ_POLL_DELAY_MS := 10
const LOG_URL_MAX_LEN := 80
@export var use_caching: bool = true
var http_image := HTTPImageFetcher.new()
var _meta_cache_dir := "itch_art"
var _enriched_meta: Dictionary = {}
var layout_map: Dictionary = {
LAYOUT.GRID_PORTRAIT: "-portrait",
LAYOUT.GRID_LANDSCAPE: "-landscape",
LAYOUT.BANNER: "-banner",
LAYOUT.LOGO: "-logo",
}
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()
logger.info("itch.io Art Provider loaded")
add_child(http_image)
## 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## These cause HTTPImageFetcher to fail because the URL is no longer valid.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)
# Filter out GIF screenshots — Godot can't decode them.
var non_gif_screenshots: Array = screenshots.filter(
func(url): return not _is_gif_url(url)
)
if screenshots.size() != non_gif_screenshots.size():
logger.info("Filtered %d GIF screenshots for: %s" % [screenshots.size() - non_gif_screenshots.size(), title])
var cover_url := _sanitize_url(_best_portrait_url(game, non_gif_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 non_gif_screenshots.size() >= 2:
logger.info("Fetching itch.io banner (2 screenshots) for: " + item.name)
var tex_a := await http_image.fetch(non_gif_screenshots[0], cache_flags)
var tex_b := await http_image.fetch(non_gif_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, non_gif_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 http_image.fetch(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:
# Prefer a non-GIF screenshot
for url in screenshots:
if not _is_gif_url(url):
return url
# cover_url is already sanitized and non-GIF by the time it reaches here
return cover_url
LAYOUT.BANNER:
# Single screenshot fallback (two-screenshot case handled in get_boxart).
# Prefer a non-GIF screenshot.
for url in screenshots:
if not _is_gif_url(url):
return url
return cover_url
return ""
## Returns a non-GIF URL suitable for portrait/logo from the game data.
## Falls back through: stillCoverUrl → coverUrl (non-GIF) → first non-GIF
## screenshot. Returns empty if only GIFs are available, since
## HTTPImageFetcher cannot decode GIF images.
func _best_portrait_url(game: Dictionary, screenshots: Array) -> String:
# Prefer stillCoverUrl if it's not a GIF
var still: String = game.get("stillCoverUrl", "")
if not still.is_empty() and not _is_gif_url(still):
return still
# Try coverUrl if it's not a GIF
var cover: String = game.get("coverUrl", "")
if not cover.is_empty() and not _is_gif_url(cover):
return cover
# Try the first non-GIF screenshot
for url in screenshots:
if not _is_gif_url(url):
return url
# All available URLs are GIFs — return empty so the caller gets null
# instead of attempting a doomed fetch.
return ""
## 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))
if _is_gif_url(url):
logger.debug("Skipping GIF screenshot: " + url)
continue
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)