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- Add ffmpeg download and installation (mirrors butler pattern) - Add _fetch_gif_first_frame() that downloads GIF and extracts first frame - Add _ensure_ffmpeg() that checks system PATH, bundled location, or downloads - Add _fetch_image() that routes GIF URLs through ffmpeg, non-GIF through HTTPImageFetcher - Remove GIF filtering from screenshots and cover URLs - Simplify _url_for_layout since _fetch_image handles GIFs transparently - Bump to v0.1.12
497 lines
18 KiB
GDScript
497 lines
18 KiB
GDScript
extends BoxArtProvider
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## itch.io box art provider for OpenGamepadUI
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##
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## Fetches cover art and screenshots from itch.io game pages. Works alongside
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## the itch.io library plugin to provide per-layout artwork: the cover for
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## portrait/logo, full-res screenshots for landscape/banner.
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##
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## Enriches game metadata by scraping the itch.io page HTML for screenshots
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## (the itch.io API does not expose them), caches the result in
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## itch_art_meta.json, and uses HTTPImageFetcher for async image downloads.
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const BOXART_DIR := "user://boxart/itch"
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const META_CACHE_FILE := "itch_art_meta.json"
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const HTTP_TIMEOUT_MS := 15000
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const SCREENSHOT_REGEX_PATTERN := "https://img\\.itch\\.zone/aW1hZ2Uv[\\w+/=]*/original/[\\w+/=]*\\.[a-z]+"
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const IMAGE_EXTS := ["png", "jpg", "jpeg", "gif", "webp", "bmp"]
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const FFMPEG_BUILDS_URL := "https://github.com/BtbN/FFmpeg-Builds/releases/download/latest"
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const CONNECT_POLL_DELAY_MS := 50
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const READ_POLL_DELAY_MS := 10
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const LOG_URL_MAX_LEN := 80
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@export var use_caching: bool = true
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var http_image := HTTPImageFetcher.new()
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var _meta_cache_dir := "itch_art"
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var _enriched_meta: Dictionary = {}
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var layout_map: Dictionary = {
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LAYOUT.GRID_PORTRAIT: "-portrait",
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LAYOUT.GRID_LANDSCAPE: "-landscape",
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LAYOUT.BANNER: "-banner",
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LAYOUT.LOGO: "-logo",
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}
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## Resolved path to the ffmpeg binary (system or bundled). Populated lazily.
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var _ffmpeg_bin: String = ""
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func _init() -> void:
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super()
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DirAccess.make_dir_recursive_absolute(ProjectSettings.globalize_path(BOXART_DIR))
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provider_id = "itch"
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logger_name = "BoxArtItch"
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func _ready() -> void:
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super()
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_enriched_meta = _load_enriched_meta()
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logger.info("itch.io Art Provider loaded")
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add_child(http_image)
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## Strips HTML srcset artifacts from a URL. Butlerd sometimes passes through
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## itch.io cover URLs with trailing srcset descriptors like " 1x, h" or " 2x".
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## These cause HTTPImageFetcher to fail because the URL is no longer valid.
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func _sanitize_url(url: String) -> String:
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if url.is_empty():
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return url
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# Srcset descriptors are separated by spaces — take only the URL portion.
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var clean: String = url.split(" ")[0]
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# Validate that the cleaned URL ends with a known image extension.
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var ext: String = clean.get_extension().to_lower()
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if ext not in IMAGE_EXTS:
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logger.warn("Sanitized URL has unexpected extension '%s': %s" % [ext, clean.left(LOG_URL_MAX_LEN)])
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return clean
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## Returns whether a URL points to a GIF image. Handles both clean URLs and
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## URLs contaminated with srcset artifacts (e.g. "image.gif 1x, h").
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func _is_gif_url(url: String) -> bool:
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return _sanitize_url(url).to_lower().ends_with(".gif")
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func get_boxart(item: LibraryItem, kind: LAYOUT) -> Texture2D:
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if not kind in layout_map:
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logger.error("Unsupported boxart layout: {0}".format([kind]))
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return null
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var game := _find_game_dict(item)
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if game.is_empty():
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logger.warn("No itch.io game metadata found for: " + item.name)
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return null
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var game_id := int(game.get("id", 0))
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var title: String = game.get("title", "")
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logger.info("get_boxart: title=%s id=%d layout=%s" % [title, game_id, str(kind)])
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if title.is_empty():
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logger.warn("Game title is empty for id %d" % game_id)
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return null
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# Enrich on first access: scrape the itch.io page for screenshots.
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# Cached failures (empty screenshots) are stored to avoid repeated
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# requests against Cloudflare-protected pages.
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var meta: Dictionary = _enriched_meta.get(game_id, {})
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if meta.is_empty() and game.has("url"):
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logger.info("Enriching metadata for: %s (url=%s)" % [title, game.get("url", "")])
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meta = _fetch_game_page_metadata(game)
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# Cache both successes and failures to avoid repeated requests.
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_enriched_meta[game_id] = meta
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_save_enriched_meta(game_id, meta)
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if meta.is_empty():
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logger.info("No screenshots available for: %s — will use cover art" % title)
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else:
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logger.info("Scraped %d screenshots for: %s" % [meta.get("screenshots", []).size(), title])
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elif not meta.is_empty():
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logger.info("Using cached metadata for: %s (%d screenshots)" % [title, meta.get("screenshots", []).size()])
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else:
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logger.warn("No URL in game dict for: %s" % title)
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var screenshots: Array = meta.get("screenshots", []).map(_sanitize_url)
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var cover_url := _sanitize_url(_best_portrait_url(game, screenshots))
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if cover_url.is_empty():
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logger.warn("No cover URL for: %s (id=%d)" % [title, game_id])
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return null
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logger.info("cover_url=%s" % cover_url.left(LOG_URL_MAX_LEN))
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var cache_flags := Cache.FLAGS.NONE
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if use_caching:
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cache_flags = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE
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# Banner: combine two screenshots side-by-side when available.
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if kind == LAYOUT.BANNER and screenshots.size() >= 2:
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logger.info("Fetching itch.io banner (2 screenshots) for: " + item.name)
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var tex_a := await _fetch_image(screenshots[0], cache_flags)
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var tex_b := await _fetch_image(screenshots[1], cache_flags)
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if tex_a != null and tex_b != null:
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return _combine_side_by_side(tex_a, tex_b)
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# Banner combine failed — fall back to single-image path.
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logger.warn("Banner screenshot fetch failed: tex_a=%s tex_b=%s" % [str(tex_a != null), str(tex_b != null)])
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if tex_a != null:
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return tex_a
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if tex_b != null:
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return tex_b
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var url := _url_for_layout(kind, cover_url, screenshots)
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if url.is_empty():
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logger.warn("URL for layout %s is empty (cover=%s)" % [str(kind), cover_url])
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return null
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logger.info("Fetching itch.io box art for: %s layout=%s url=%s" % [item.name, str(kind), url.left(LOG_URL_MAX_LEN)])
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var texture: Texture2D = await _fetch_image(url, cache_flags)
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if texture == null:
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logger.warn("Image download returned null for: %s url=%s" % [item.name, url.left(LOG_URL_MAX_LEN)])
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return texture
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## Finds the itch.io game dict from the library item's launch items.
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func _find_game_dict(item: LibraryItem) -> Dictionary:
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if item.launch_items.is_empty():
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logger.warn("Item has no launch items: " + item.name)
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return {}
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for launch_item in item.launch_items:
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if launch_item._provider_id != "itch":
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continue
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var game: Dictionary = launch_item.metadata.get("game", {})
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if not game.is_empty():
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return game
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logger.warn("No itch.io launch item found for: %s (providers: %s)" % [
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item.name,
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PackedStringArray(item.launch_items.map(func(l): return l._provider_id))
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])
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return {}
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func _url_for_layout(kind: LAYOUT, cover_url: String, screenshots: Array) -> String:
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match kind:
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LAYOUT.GRID_PORTRAIT, LAYOUT.LOGO:
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return cover_url
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LAYOUT.GRID_LANDSCAPE:
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return screenshots[0] if not screenshots.is_empty() else cover_url
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LAYOUT.BANNER:
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# Single screenshot fallback (two-screenshot case handled in get_boxart).
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return screenshots[0] if not screenshots.is_empty() else cover_url
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return ""
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## Returns the best portrait/logo URL from the game data.
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## Prefers stillCoverUrl (the still/non-animated version of the cover),
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## then coverUrl. Screenshots are never used as capsule art.
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func _best_portrait_url(game: Dictionary, _screenshots: Array) -> String:
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var still: String = game.get("stillCoverUrl", "")
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if not still.is_empty():
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return still
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return game.get("coverUrl", "")
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## Ensures an ffmpeg binary is available. Checks the system PATH first,
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## then falls back to a bundled copy under user://boxart/itch/. Downloads
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## the static build on first use if neither is found.
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func _ensure_ffmpeg() -> String:
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if not _ffmpeg_bin.is_empty():
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return _ffmpeg_bin
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# 1. Check system PATH by probing directly.
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var probe: Array = []
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OS.execute("ffmpeg", ["-version"], probe, true)
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if probe.size() > 0 and probe[0].find("ffmpeg version") != -1:
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_ffmpeg_bin = "ffmpeg"
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logger.info("Using system ffmpeg")
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return _ffmpeg_bin
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# 2. Check bundled location.
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var bundled: String = ProjectSettings.globalize_path(BOXART_DIR) + "/ffmpeg"
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if FileAccess.file_exists(bundled):
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_ffmpeg_bin = bundled
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logger.info("Using bundled ffmpeg: " + _ffmpeg_bin)
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return _ffmpeg_bin
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# 3. Download.
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logger.info("ffmpeg not found — downloading static build")
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if await _install_ffmpeg():
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_ffmpeg_bin = ProjectSettings.globalize_path(BOXART_DIR) + "/ffmpeg"
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return _ffmpeg_bin
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logger.warn("ffmpeg unavailable — GIF covers will not load")
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return ""
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## Downloads a static ffmpeg build. Detects the platform and architecture
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## the same way the itch plugin's butler installer does, then fetches
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## the matching BtbN pre-built binary.
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func _install_ffmpeg() -> bool:
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var goos := "linux"
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var goarch := "64"
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if OS.get_name() == "Windows":
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goos = "win"
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if OS.get_name() == "macOS":
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goos = "macos"
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if Engine.has_method("get_architecture_name"):
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var arch: String = Engine.get_architecture_name()
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if "arm64" in arch or "aarch64" in arch:
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goarch = "arm64"
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var platform_slug := goos + goarch
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var archive_name := "ffmpeg-master-latest-%s-gpl" % platform_slug
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var is_win: bool = goos == "win"
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var archive_url := "%s/%s.%s" % [FFMPEG_BUILDS_URL, archive_name,
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"zip" if is_win else "tar.xz"]
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var http := HTTPRequest.new()
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add_child.call_deferred(http)
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await http.ready
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if http.request(archive_url) != OK:
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logger.error("Error requesting ffmpeg archive: " + archive_url)
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remove_child(http)
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http.queue_free()
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return false
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var args: Array = await http.request_completed
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var result: int = args[0]
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var response_code: int = args[1]
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var body: PackedByteArray = args[3]
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remove_child(http)
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http.queue_free()
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if result != HTTPRequest.RESULT_SUCCESS or response_code != 200:
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logger.error("ffmpeg download failed: HTTP %d for %s" % [response_code, archive_url])
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return false
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var globalized_dir := ProjectSettings.globalize_path(BOXART_DIR)
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DirAccess.make_dir_recursive_absolute(globalized_dir)
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var ext := "zip" if is_win else "tar.xz"
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var archive_path := globalized_dir + "/ffmpeg." + ext
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var file := FileAccess.open(archive_path, FileAccess.WRITE)
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if file == null:
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logger.error("Cannot write ffmpeg archive to " + archive_path)
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return false
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file.store_buffer(body)
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file.close()
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var out := []
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if is_win:
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OS.execute("unzip", ["-o", archive_path, "-d", globalized_dir], out)
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OS.execute("chmod", ["+x", globalized_dir + "/ffmpeg.exe"], out)
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else:
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OS.execute("tar", ["xf", archive_path, "-C", globalized_dir,
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"--strip-components=1", "--wildcards", "*/ffmpeg"], out)
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OS.execute("chmod", ["+x", globalized_dir + "/ffmpeg"], out)
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DirAccess.remove_absolute(archive_path)
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logger.info("ffmpeg installed to " + globalized_dir)
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return true
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## Unified image fetch that routes GIF URLs through ffmpeg first-frame
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## extraction and non-GIF URLs through the normal HTTPImageFetcher path.
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func _fetch_image(url: String, cache_flags: int) -> Texture2D:
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if _is_gif_url(url):
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return await _fetch_gif_first_frame(url, cache_flags)
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return await http_image.fetch(url, cache_flags)
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## Downloads a GIF and extracts the first frame using ffmpeg.
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## Returns an ImageTexture, or null on failure.
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func _fetch_gif_first_frame(url: String, cache_flags: int) -> Texture2D:
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var ffmpeg_bin := await _ensure_ffmpeg()
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if ffmpeg_bin.is_empty():
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return null
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var globalized_dir := ProjectSettings.globalize_path(BOXART_DIR)
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var gif_path := globalized_dir + "/_tmp.gif"
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var png_path := globalized_dir + "/_tmp.png"
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# Download the GIF bytes via HTTPClient (same pattern as _fetch_game_page_metadata).
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var http := HTTPClient.new()
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var parts := url.split("/")
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var use_tls := parts[0] == "https:"
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var err := http.connect_to_host(parts[2], 443 if use_tls else 80, TLSOptions.client() if use_tls else null)
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if err != OK:
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logger.warn("GIF fetch: HTTP connect failed for %s: %d" % [url.left(LOG_URL_MAX_LEN), err])
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return null
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var deadline := Time.get_ticks_msec() + HTTP_TIMEOUT_MS
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while http.get_status() == HTTPClient.STATUS_CONNECTING or http.get_status() == HTTPClient.STATUS_RESOLVING:
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http.poll()
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if Time.get_ticks_msec() > deadline:
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http.close()
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logger.warn("GIF fetch: connect timed out")
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return null
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OS.delay_msec(CONNECT_POLL_DELAY_MS)
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if http.get_status() != HTTPClient.STATUS_CONNECTED:
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logger.warn("GIF fetch: not connected (status=%d)" % http.get_status())
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http.close()
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return null
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http.request(HTTPClient.METHOD_GET, "/" + "/".join(parts.slice(3)), PackedStringArray())
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deadline = Time.get_ticks_msec() + HTTP_TIMEOUT_MS
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while http.get_status() == HTTPClient.STATUS_REQUESTING:
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http.poll()
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if Time.get_ticks_msec() > deadline:
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http.close()
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logger.warn("GIF fetch: request timed out")
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return null
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OS.delay_msec(READ_POLL_DELAY_MS)
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var body := PackedByteArray()
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while http.get_status() == HTTPClient.STATUS_BODY:
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http.poll()
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var chunk: PackedByteArray = http.read_response_body_chunk()
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if chunk.is_empty():
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if Time.get_ticks_msec() > deadline:
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http.close()
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logger.warn("GIF fetch: body read timed out")
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return null
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OS.delay_msec(READ_POLL_DELAY_MS)
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continue
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body.append_array(chunk)
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http.close()
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if body.is_empty():
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logger.warn("GIF fetch: empty response for %s" % url.left(LOG_URL_MAX_LEN))
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return null
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# Write GIF to temp file.
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var gif_file := FileAccess.open(gif_path, FileAccess.WRITE)
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if gif_file == null:
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logger.warn("GIF fetch: cannot write temp gif")
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return null
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gif_file.store_buffer(body)
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gif_file.close()
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# Extract first frame with ffmpeg.
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var ffmpeg_args: PackedStringArray = [
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"-y", "-i", gif_path,
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"-frames:v", "1",
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"-f", "image2", png_path,
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]
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var ret: Array = []
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OS.execute(ffmpeg_bin, ffmpeg_args, ret)
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if not FileAccess.file_exists(png_path):
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logger.warn("GIF fetch: ffmpeg did not produce output for %s" % url.left(LOG_URL_MAX_LEN))
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DirAccess.remove_absolute(gif_path)
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return null
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var image := Image.load_from_file(png_path)
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# Clean up temp files.
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DirAccess.remove_absolute(gif_path)
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DirAccess.remove_absolute(png_path)
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if image == null:
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logger.warn("GIF fetch: failed to load extracted PNG")
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return null
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logger.info("GIF fetch: extracted first frame from %s" % url.left(LOG_URL_MAX_LEN))
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return ImageTexture.create_from_image(image)
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## Combines two textures side-by-side into a single banner image.
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## Both images are scaled to the same height, then placed left and right.
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func _combine_side_by_side(left: Texture2D, right: Texture2D) -> Texture2D:
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var img_a := left.get_image()
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var img_b := right.get_image()
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if img_a == null or img_b == null:
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return left
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# Scale both to the same height (use the taller one).
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var target_h: int = max(img_a.get_height(), img_b.get_height())
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if img_a.get_height() != target_h:
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var scale: float = float(target_h) / float(img_a.get_height())
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img_a.resize(int(img_a.get_width() * scale), target_h, Image.INTERPOLATE_BILINEAR)
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if img_b.get_height() != target_h:
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var scale: float = float(target_h) / float(img_b.get_height())
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img_b.resize(int(img_b.get_width() * scale), target_h, Image.INTERPOLATE_BILINEAR)
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var combined := Image.create(img_a.get_width() + img_b.get_width(), target_h, false, img_a.get_format())
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combined.blit_rect(img_a, Rect2i(0, 0, img_a.get_width(), target_h), Vector2i.ZERO)
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combined.blit_rect(img_b, Rect2i(0, 0, img_b.get_width(), target_h), Vector2i(img_a.get_width(), 0))
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return ImageTexture.create_from_image(combined)
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## Scrapes the itch.io game page for screenshots. The itch.io API does not
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## expose screenshots, so the page HTML is the only source.
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func _fetch_game_page_metadata(game: Dictionary) -> Dictionary:
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var page_url: String = game.get("url", "")
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if page_url.is_empty():
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logger.warn("No page URL in game dict")
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return {}
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logger.info("Scraping page for screenshots: " + page_url)
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var http := HTTPClient.new()
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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)
|