itchio-opengamepadui-plugin/core/itch_client.gd

1039 lines
38 KiB
GDScript3
Raw Normal View History

2026-08-05 17:27:43 -03:00
extends NodeThread
## Godot interface for butlerd
##
## Provides a Godot interface to butlerd, itch.io's official JSON-RPC 2.0
## launcher daemon (`butler daemon --json ...`). This class relies on
## [InteractiveProcess] (same mechanism the Steam plugin uses for steamcmd)
## purely to spawn butlerd and read its single-line startup handshake off
## stdout. All *actual* communication after that happens over a raw TCP
## socket, per butlerd's wire protocol:
## https://itch.io/docs/butler/launcher-integration.html
##
## NOTE ON FIELD NAMES: the JSON field names used below follow butlerd's
## documented camelCase convention (mirroring the Go struct field names in
## https://pkg.go.dev/github.com/itchio/butler/butlerd). If itch.io ships a
## butler update that changes a field, diff against that spec.
const broth_base := "https://broth.itch.zone/butler"
## Persistent storage for the downloaded butler binary + butler.db. Kept OUT
## of user://plugins/<id>/ because OGPU wipes that directory (and everything
## inside it) whenever the plugin is updated or re-extracted.
const butler_dir := "user://butler"
## Where installed games live. This is intentionally NOT user://plugins/itch:
## OGPU moves the entire extracted plugin directory (plugins/<id>/) to the
## trash on every plugin update, so any install kept under it silently loses
## its files on update while butler.db keeps the (now orphaned) cave, which
## used to break both fresh installs ("That upload is already installed!")
## and launches. Keeping games next to butler.db (user://butler) means they
## survive plugin updates untouched.
const games_dir := "user://butler/games"
2026-08-05 17:27:43 -03:00
const CACHE_DIR := "itch"
enum STATE {
BOOT,
WAITING_HANDSHAKE,
CONNECTED,
}
enum LOGIN_STATUS {
OK,
FAILED,
INVALID_KEY,
}
# butlerd process/socket signals
signal rpc_response(id: int, result: Variant, error: Variant)
signal rpc_notification(method: String, params: Variant)
# Main thread signals
signal bootstrap_finished
signal client_ready
signal logged_in(status: LOGIN_STATUS, profile: Dictionary)
signal install_progressed(cave_or_game_id: String, current: int, total: int)
signal install_failed(cave_or_game_id: String, game_title: String, message: String)
2026-08-05 17:27:43 -03:00
signal app_installed(cave_id: String, success: bool)
signal app_updated(cave_id: String, success: bool)
signal app_uninstalled(cave_id: String, success: bool)
signal launch_exited(cave_id: String)
signal login_cookies_saved(username: String, cookie: String)
2026-08-05 17:27:43 -03:00
var proc: InteractiveProcess
var socket: StreamPeerTCP
var state: STATE = STATE.BOOT
var client_started := false
var is_logged_in := false
var profile: Dictionary = {}
var _proc_buffer := ""
var _recv_buffer := ""
var _next_id := 1
var _install_location_id := ""
var logger := Log.get_logger("ItchClient", Log.LEVEL.INFO)
func _ready() -> void:
add_to_group("itch_client")
thread_group = SharedThread.new()
thread_group.name = "ItchClient"
bootstrap()
## Bootstraps the butler binary if it isn't present, then spawns butlerd.
func bootstrap() -> void:
var butler_dir_global := ProjectSettings.globalize_path(butler_dir)
_migrate_butler(butler_dir_global)
var butler_bin := "/".join([butler_dir_global, "butler"])
2026-08-05 17:27:43 -03:00
if not FileAccess.file_exists(butler_bin):
logger.info("The butler binary wasn't found. Trying to install it.")
var success := await _install_butler()
if not success:
logger.error("Unable to install butler")
bootstrap_finished.emit()
return
logger.info("Successfully installed butler")
var dbpath := "/".join([butler_dir_global, "butler.db"])
2026-08-05 17:27:43 -03:00
var args := [
"daemon",
"--json",
"--transport", "tcp",
"--keep-alive",
"--dbpath", dbpath,
"--address", "https://itch.io",
"--user-agent", "OpenGamepadUI-itch/0.1.0",
"--destiny-pid", str(OS.get_process_id()),
]
proc = InteractiveProcess.new(butler_bin, args)
if proc.start() != OK:
logger.error("Unable to spawn butlerd")
return
client_started = true
state = STATE.WAITING_HANDSHAKE
bootstrap_finished.emit()
## Moves a butler install left over in the plugin directory (OGPU wipes
## plugins/<id>/ on every plugin update, which is why older builds kept
## losing butler) to the persistent user://butler location.
func _migrate_butler(dest_dir: String) -> void:
var old_dir := ProjectSettings.globalize_path("user://plugins/itch/assets/butler")
if old_dir == dest_dir:
return
if not DirAccess.dir_exists_absolute(old_dir):
return
if not FileAccess.file_exists("/".join([old_dir, "butler"])):
return
if FileAccess.file_exists("/".join([dest_dir, "butler"])):
return
DirAccess.make_dir_recursive_absolute(dest_dir)
for file in ["butler", "7z.so", "libc7zip.so"]:
var src := "/".join([old_dir, file])
if FileAccess.file_exists(src):
DirAccess.copy_absolute(src, "/".join([dest_dir, file]))
logger.info("Migrated butler from " + old_dir + " to " + dest_dir)
2026-08-05 17:27:43 -03:00
## Downloads a butler binary for this platform from itch's broth distribution
## channel (the same one the official itch.io app uses to self-update).
func _install_butler() -> bool:
var goos := "linux"
var goarch := "amd64"
if OS.get_name() == "Windows":
goos = "windows"
if OS.get_name() == "macOS":
goos = "darwin"
# Engine.get_architecture_name() is only available on newer Godot 4.x
# builds; guard it so this still works if OpenGamepadUI is running on an
# older engine version.
if Engine.has_method("get_architecture_name"):
var arch: String = Engine.get_architecture_name()
if "arm64" in arch or "aarch64" in arch:
goarch = "arm64"
var platform_slug := goos + "-" + goarch
var latest_url := "/".join([broth_base, platform_slug, "LATEST"])
var http := HTTPRequest.new()
add_child.call_deferred(http)
await http.ready
if http.request(latest_url) != OK:
logger.error("Error fetching latest butler version: " + latest_url)
remove_child(http)
http.queue_free()
return false
var args: Array = await http.request_completed
var result: int = args[0]
var response_code: int = args[1]
var body: PackedByteArray = args[3]
if result != HTTPRequest.RESULT_SUCCESS or response_code != 200:
logger.error("Unable to determine latest butler version for " + platform_slug)
remove_child(http)
http.queue_free()
return false
var version := body.get_string_from_utf8().strip_edges()
var archive_url := "/".join([broth_base, platform_slug, version, "archive", "default"])
if http.request(archive_url) != OK:
logger.error("Error downloading butler: " + archive_url)
remove_child(http)
http.queue_free()
return false
args = await http.request_completed
result = args[0]
response_code = args[1]
body = args[3]
remove_child(http)
http.queue_free()
if result != HTTPRequest.RESULT_SUCCESS or response_code != 200:
logger.error("butler couldn't be downloaded: " + archive_url)
return false
var globalized_dir := ProjectSettings.globalize_path(butler_dir)
DirAccess.make_dir_recursive_absolute(globalized_dir)
var zip_path := "/tmp/butler-" + version + ".zip"
var file := FileAccess.open(zip_path, FileAccess.WRITE_READ)
file.store_buffer(body)
file.close()
var out := []
OS.execute("unzip", ["-o", zip_path, "-d", globalized_dir], out)
OS.execute("chmod", ["+x", "/".join([globalized_dir, "butler"])], out)
return true
# ---------------------------------------------------------------------------
# Wire protocol: spawn -> read handshake off stdout -> connect TCP -> auth
# ---------------------------------------------------------------------------
func _thread_process(_delta: float) -> void:
if state == STATE.WAITING_HANDSHAKE and proc:
_proc_buffer += proc.read()
if not _proc_buffer.contains("\n"):
return
var lines := _proc_buffer.split("\n")
_proc_buffer = lines[-1]
for i in range(lines.size() - 1):
var line: String = lines[i].strip_edges()
if line == "":
continue
var parsed: Variant = _normalize_json(JSON.parse_string(line))
2026-08-05 17:27:43 -03:00
if typeof(parsed) != TYPE_DICTIONARY:
continue
var msg: Dictionary = parsed
if msg.get("type", "") != "butlerd/listen-notification":
continue
var secret: String = msg.get("secret", "")
var address: String = msg.get("tcp", {}).get("address", "")
_connect_and_authenticate.call_deferred(address, secret)
return
if state == STATE.CONNECTED and socket:
socket.poll()
var available := socket.get_available_bytes()
if available <= 0:
return
var chunk := socket.get_partial_data(available)
if chunk[0] != OK:
return
_recv_buffer += (chunk[1] as PackedByteArray).get_string_from_utf8()
while _recv_buffer.contains("\n"):
var idx := _recv_buffer.find("\n")
var line := _recv_buffer.substr(0, idx)
_recv_buffer = _recv_buffer.substr(idx + 1)
if line.strip_edges() == "":
continue
var parsed: Variant = _normalize_json(JSON.parse_string(line))
2026-08-05 17:27:43 -03:00
if typeof(parsed) != TYPE_DICTIONARY:
continue
var msg: Dictionary = parsed
if "id" in msg:
rpc_response.emit.call_deferred(int(msg["id"]), msg.get("result"), msg.get("error"))
elif "method" in msg:
rpc_notification.emit.call_deferred(msg["method"], msg.get("params", {}))
func _connect_and_authenticate(address: String, secret: String) -> void:
var parts := address.split(":")
var host: String = parts[0]
var port: int = int(parts[1])
socket = StreamPeerTCP.new()
if socket.connect_to_host(host, port) != OK:
logger.error("Unable to connect to butlerd at " + address)
return
# Wait for the connection to establish
var timeout := 50
while socket.get_status() == StreamPeerTCP.STATUS_CONNECTING and timeout > 0:
socket.poll()
OS.delay_msec(20)
timeout -= 1
if socket.get_status() != StreamPeerTCP.STATUS_CONNECTED:
logger.error("Timed out connecting to butlerd")
return
state = STATE.CONNECTED
var res := await _rpc_call("Meta.Authenticate", {"secret": secret})
if "error" in res:
logger.error("butlerd authentication failed: " + str(res["error"]))
return
logger.info("Connected and authenticated with butlerd")
client_ready.emit.call_deferred()
# ---------------------------------------------------------------------------
# Low-level JSON-RPC helpers
# ---------------------------------------------------------------------------
func _send_line(text: String) -> void:
if not socket:
return
socket.put_data((text + "\n").to_utf8_buffer())
## Godot's JSON.parse decodes every JSON number as a float (so 7670 becomes
## 7670.0), and JSON.stringify then re-serializes it as "7670.0". butlerd's Go
## structs use int64 for ids, and Go's encoding/json rejects "7670.0" for an
## int64 field (RPC error -32700). Normalizing integral floats back to ints at
## the parse boundary keeps every id (profileId, game.id, upload.id, ...)
## typed correctly so downstream RPC params serialize without the trailing
## ".0".
func _normalize_json(value: Variant) -> Variant:
match typeof(value):
TYPE_DICTIONARY:
var out := {}
for key in value:
out[key] = _normalize_json(value[key])
return out
TYPE_ARRAY:
var out := []
for item in value:
out.append(_normalize_json(item))
return out
TYPE_FLOAT:
if is_finite(value) and value == floor(value):
return int(value)
return value
_:
return value
2026-08-05 17:27:43 -03:00
## Sends a JSON-RPC request and waits (via signal await, not a busy loop, so
## [method _thread_process] keeps ticking and can deliver the response) for
## the matching response. Mirrors the `_wait_for_command` pattern used by the
## Steam plugin's steamcmd wrapper, adapted for id-based JSON-RPC instead of
## line-scraping a REPL.
func _rpc_call(method: String, params: Dictionary = {}) -> Dictionary:
var id := _next_id
_next_id += 1
var req := {"jsonrpc": "2.0", "id": id, "method": method, "params": params}
# Params can carry game dicts that went through a JSON cache roundtrip
# (Godot's JSON.parse_string decodes every number as a float), so an id
# like 936521 comes back as 936521.0 and butlerd's int64 fields reject it
# with RPC error -32700. Normalizing before serializing guarantees every
# integral number is sent as an int, mirroring the inbound normalization.
_send_line(JSON.stringify(_normalize_json(req)))
2026-08-05 17:27:43 -03:00
var out: Array = [-1, null, null]
while out[0] != id:
out = await rpc_response
if out[2] != null:
return {"error": out[2]}
var result: Variant = out[1]
if typeof(result) == TYPE_DICTIONARY:
return result
return {}
# ---------------------------------------------------------------------------
# Public, high-level API. Each of these hops onto the SharedThread via
# thread_group.exec(), same convention the Steam/Epic plugins use.
# ---------------------------------------------------------------------------
func login_with_api_key(api_key: String) -> void:
await thread_group.exec(_login_with_api_key.bind(api_key))
func _login_with_api_key(api_key: String) -> void:
var res := await _rpc_call("Profile.LoginWithAPIKey", {"apiKey": api_key})
if "error" in res:
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
profile = res.get("profile", {})
is_logged_in = true
emit_signal.call_deferred("logged_in", LOGIN_STATUS.OK, profile)
func login_with_password(username: String, password: String) -> void:
await thread_group.exec(_login_with_password.bind(username, password))
func _login_with_password(username: String, password: String) -> void:
var params := {"username": username, "password": password}
var res := await _rpc_call("Profile.LoginWithPassword", params)
if "error" in res:
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
profile = res.get("profile", {})
is_logged_in = true
# Persist the cookie so we can re-authenticate on restart. Butlerd
# stores tokens in its own DB, but we re-send the cookie on subsequent
# startups so butlerd can refresh the session if needed.
var cookie_dict: Dictionary = res.get("cookie", {})
if not cookie_dict.is_empty():
var cookie_json := JSON.stringify(cookie_dict)
emit_signal.call_deferred("login_cookies_saved", username, cookie_json)
emit_signal.call_deferred("logged_in", LOGIN_STATUS.OK, profile)
## Re-authenticates using a previously saved cookie. The cookie is a JSON
## dict of name-value pairs from Profile.LoginWithPassword. We send it to
## itch.io's API directly to verify the session — butlerd doesn't expose a
## "login with cookie" method, but it stores the credentials internally so
## subsequent butlerd calls will work once we've verified the session.
func login_with_cookie(cookie_json: String) -> void:
await thread_group.exec(_login_with_cookie.bind(cookie_json))
func _login_with_cookie(cookie_json: String) -> void:
var cookie_dict: Dictionary = {}
var json := JSON.new()
if json.parse(cookie_json) == OK and typeof(json.data) == TYPE_DICTIONARY:
cookie_dict = json.data
if cookie_dict.is_empty():
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
# Build Cookie header from the dict: "name1=value1; name2=value2"
var pairs: PackedStringArray = []
for key in cookie_dict:
pairs.append(str(key) + "=" + str(cookie_dict[key]))
var cookie_header := "; ".join(pairs)
var http := HTTPClient.new()
var err := http.connect_to_host("api.itch.io", 443, TLSOptions.client())
if err != OK:
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
var deadline := Time.get_ticks_msec() + 15000
while http.get_status() == HTTPClient.STATUS_CONNECTING or http.get_status() == HTTPClient.STATUS_RESOLVING:
http.poll()
if Time.get_ticks_msec() > deadline:
http.close()
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
OS.delay_msec(50)
if http.get_status() != HTTPClient.STATUS_CONNECTED:
http.close()
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
var headers := PackedStringArray([
"Cookie: " + cookie_header,
"User-Agent: opencode-itch-plugin/1.0",
])
http.request(HTTPClient.METHOD_GET, "/profile", headers)
deadline = Time.get_ticks_msec() + 15000
while http.get_status() == HTTPClient.STATUS_REQUESTING:
http.poll()
if Time.get_ticks_msec() > deadline:
http.close()
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
OS.delay_msec(10)
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()
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
OS.delay_msec(10)
continue
body.append_array(chunk)
http.close()
var response_code := http.get_response_code()
var response_text := body.get_string_from_utf8()
if response_code != 200 or response_text.is_empty():
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
var resp_json := JSON.new()
if resp_json.parse(response_text) != OK:
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
var data: Dictionary = resp_json.data
profile = data.get("user", data)
is_logged_in = true
emit_signal.call_deferred("logged_in", LOGIN_STATUS.OK, profile)
2026-08-05 17:27:43 -03:00
## Returns every game the logged-in profile owns a download key for.
## Each item looks like: {"downloadKey": {...}, "game": {...}}
func get_owned_games() -> Array:
return await thread_group.exec(_get_owned_games)
2026-08-05 17:27:43 -03:00
func _get_owned_games() -> Array:
2026-08-05 17:27:43 -03:00
if not is_logged_in:
return []
var params := {
2026-08-05 17:27:43 -03:00
"profileId": profile.get("user", {}).get("id", profile.get("id", 0)),
}
var res := await _rpc_call("Fetch.ProfileOwnedKeys", params)
2026-08-05 17:27:43 -03:00
if "error" in res:
logger.warn("Fetch.ProfileOwnedKeys failed: " + str(res["error"]))
return []
# butlerd serves Fetch.* results from its local cache by default and only
# sets `stale` when the data hasn't been pulled from itch.io recently. On
# a fresh database that cache is empty, so without this refresh the
# library would stay empty until the daemon happens to refresh on its own.
if res.get("stale", false):
logger.info("Owned keys are stale. Refreshing from itch.io.")
params["fresh"] = true
res = await _rpc_call("Fetch.ProfileOwnedKeys", params)
if "error" in res:
logger.warn("Fetch.ProfileOwnedKeys (fresh) failed: " + str(res["error"]))
return []
2026-08-05 17:27:43 -03:00
return res.get("items", [])
## Returns every game present in any of the profile's collections, as full
## Game dicts (CollectionGame embeds the whole game object). These aren't
## necessarily owned: the user may have bookmarked free games in a collection.
func get_collection_games() -> Array:
return await thread_group.exec(_get_collection_games)
func _get_collection_games() -> Array:
if not is_logged_in:
return []
var params := {"profileId": profile.get("user", {}).get("id", profile.get("id", 0))}
var res := await _rpc_call("Fetch.ProfileCollections", params)
if "error" in res:
logger.warn("Fetch.ProfileCollections failed: " + str(res["error"]))
return []
if res.get("stale", false):
logger.info("Collections are stale. Refreshing from itch.io.")
params["fresh"] = true
res = await _rpc_call("Fetch.ProfileCollections", params)
if "error" in res:
logger.warn("Fetch.ProfileCollections (fresh) failed: " + str(res["error"]))
return []
return await _fetch_collection_games(
profile.get("user", {}).get("id", profile.get("id", 0)),
res.get("items", [])
)
## Like get_collection_games, but returns {id, title, games} per collection
## so the library can filter by collection visibility settings.
func get_collection_groups() -> Array:
return await thread_group.exec(_get_collection_groups)
func _get_collection_groups() -> Array:
if not is_logged_in:
return []
var params := {"profileId": profile.get("user", {}).get("id", profile.get("id", 0))}
var res := await _rpc_call("Fetch.ProfileCollections", params)
if "error" in res:
return []
if res.get("stale", false):
params["fresh"] = true
res = await _rpc_call("Fetch.ProfileCollections", params)
if "error" in res:
return []
var collections: Array = res.get("items", [])
var groups := []
for c in collections:
var collection: Dictionary = c
var col_id: int = collection.get("id", 0)
var col_title: String = collection.get("title", "")
var games := await _fetch_collection_games(
profile.get("user", {}).get("id", profile.get("id", 0)),
[collection]
)
groups.append({"id": col_id, "title": col_title, "games": games})
return groups
## Paginates through Fetch.Collection.Games for every collection, collecting the
## embedded game objects. Each collection can span multiple pages (cursor), and
## a page served from butlerd's local cache is re-issued fresh.
func _fetch_collection_games(profile_id: int, collections: Array) -> Array:
var games := []
for c in collections:
var collection: Dictionary = c
var collection_id: int = collection.get("id", 0)
var cursor: Variant = null
while true:
var params := {"profileId": profile_id, "collectionId": collection_id}
if cursor != null:
params["cursor"] = cursor
var res := await _rpc_call("Fetch.Collection.Games", params)
if "error" in res:
logger.warn("Fetch.Collection.Games failed for collection " + str(collection_id) + ": " + str(res["error"]))
break
if res.get("stale", false):
params["fresh"] = true
res = await _rpc_call("Fetch.Collection.Games", params)
if "error" in res:
logger.warn("Fetch.Collection.Games (fresh) failed for collection " + str(collection_id) + ": " + str(res["error"]))
break
for cg in res.get("items", []):
var collection_game: Dictionary = cg
var game: Dictionary = collection_game.get("game", {})
if not game.is_empty():
games.append(game)
cursor = res.get("nextCursor", null)
if cursor == null:
break
return games
2026-08-05 17:27:43 -03:00
## Returns every installed game (a "cave" in butlerd terminology).
## Returns `null` when butlerd is unreachable or the call errored, so callers
## can tell a genuine "no games installed" (`[]`) apart from a transient
## failure.
func get_caves() -> Variant:
2026-08-05 17:27:43 -03:00
return await thread_group.exec(_get_caves)
func _get_caves() -> Variant:
var params := {}
var res := await _rpc_call("Fetch.Caves", params)
2026-08-05 17:27:43 -03:00
if "error" in res:
logger.warn("Fetch.Caves failed: " + str(res["error"]))
return null
if res.get("stale", false):
logger.info("Caves are stale. Refreshing from itch.io.")
params["fresh"] = true
res = await _rpc_call("Fetch.Caves", params)
if "error" in res:
logger.warn("Fetch.Caves (fresh) failed: " + str(res["error"]))
return null
2026-08-05 17:27:43 -03:00
return res.get("items", [])
## Ensures at least one install location exists and returns its ID, creating
## one at the persistent user://butler/games path on first run. Older builds
## created the location under user://plugins/itch/games, which OGPU trashes on
## every plugin update; existing locations pointing there are left alone (their
## orphaned caves are cleaned up by [method _resolve_cave]) but never reused.
2026-08-05 17:27:43 -03:00
func _ensure_install_location() -> String:
if _install_location_id != "":
return _install_location_id
var target_path := ProjectSettings.globalize_path(games_dir)
2026-08-05 17:27:43 -03:00
var res := await _rpc_call("Install.Locations.List", {})
var locations: Array = res.get("installLocations", [])
for loc in locations:
var location: Dictionary = loc
if location.get("path", "") == target_path:
_install_location_id = location.get("id", "")
return _install_location_id
DirAccess.make_dir_recursive_absolute(target_path)
# Let butlerd generate the id so we never collide with a stale location
# that happens to carry the same id under a different path.
var add_res := await _rpc_call("Install.Locations.Add", {"path": target_path})
if "error" in add_res:
logger.error("Install.Locations.Add failed: " + str(add_res["error"]))
return ""
_install_location_id = add_res.get("installLocation", {}).get("id", "")
2026-08-05 17:27:43 -03:00
return _install_location_id
## Returns every configured install location, each as:
## {"id": "...", "path": "...", "sizeInfo": {"installedSize", "freeSize", "totalSize"}}
## The preferred location (user://butler/games) is always listed first, so it
## becomes the default choice in OGPU's install-location picker (the picker
## focuses the first card). Locations pointing inside the plugin's own
## directory are dropped: games installed there get wiped on every plugin
## update (the plugin dir is moved to trash by OGPU when a new zip is loaded).
func get_install_locations() -> Array:
return await thread_group.exec(_get_install_locations)
func _get_install_locations() -> Array:
var res := await _rpc_call("Install.Locations.List", {})
if "error" in res:
logger.warn("Install.Locations.List failed: " + str(res["error"]))
return []
var locations: Array = res.get("installLocations", [])
var preferred_path := ProjectSettings.globalize_path(games_dir)
var plugin_dir := ProjectSettings.globalize_path("user://plugins/itch")
var preferred: Array = []
var others: Array = []
for raw in locations:
var location: Dictionary = raw
var path: String = location.get("path", "")
if path.begins_with(plugin_dir):
logger.info("Ignoring install location inside the plugin directory: " + path)
continue
if path == preferred_path:
preferred.append(location)
else:
others.append(location)
return preferred + others
## Returns the uploads butlerd considers compatible with this machine for the
## given game. Each entry is a full Upload dict (id, filename, displayName,
## size, type, platforms, ...).
func get_compatible_uploads(game_id: int) -> Array:
return await thread_group.exec(_get_compatible_uploads.bind(game_id))
func _get_compatible_uploads(game_id: int) -> Array:
var params := {"gameId": game_id, "compatible": true}
var res := await _rpc_call("Fetch.GameUploads", params)
if "error" in res:
logger.warn("Fetch.GameUploads failed for game " + str(game_id) + ": " + str(res["error"]))
return []
# Uploads are cached by butlerd just like owned keys, so retry fresh when
# the cached result is stale, otherwise a cold database would report every
# game as having no compatible upload.
if res.get("stale", false):
logger.info("Uploads are stale. Refreshing from itch.io.")
params["fresh"] = true
res = await _rpc_call("Fetch.GameUploads", params)
if "error" in res:
logger.warn("Fetch.GameUploads (fresh) failed for game " + str(game_id) + ": " + str(res["error"]))
return []
return res.get("uploads", [])
## Looks for updates to installed caves. When cave_ids is empty, butlerd checks
## every cave and respects per-cave snooze (matching the official itch.io app).
## Returns the list of GameUpdate dicts (each with a `caveId`).
func check_updates(cave_ids: Array = []) -> Array:
return await thread_group.exec(_check_updates.bind(cave_ids))
func _check_updates(cave_ids: Array) -> Array:
var params := {}
if not cave_ids.is_empty():
params["caveIds"] = cave_ids
var res := await _rpc_call("CheckUpdate", params)
if "error" in res:
logger.warn("CheckUpdate failed: " + str(res["error"]))
return []
return res.get("updates", [])
2026-08-05 17:27:43 -03:00
## Installs (or updates, if a caveId is given) the given game.
## `options` may carry:
## - "install_location_id": the InstallLocation id to install into (fresh installs)
## - "upload": the upload filename/displayName chosen by the user (defaults to
## butlerd's first compatible upload otherwise)
## Returns true when the operation finished without errors.
func install(game: Dictionary, cave_id: String = "", options: Dictionary = {}) -> bool:
return await thread_group.exec(_install.bind(game, cave_id, options))
2026-08-05 17:27:43 -03:00
## Reconciles an install/update request against what butlerd actually has
## installed. OGPU moves the entire extracted plugin directory (including any
## games previously installed under user://plugins/itch/games) to the trash
## whenever the plugin is updated, leaving "orphan" caves in butler.db that
## point at folders which no longer exist. Those caves make a fresh install
## fail with butlerd's "That upload is already installed!" error while the
## game can't actually be launched, so we detect them here and uninstall them
## first (the folder is already gone, so nothing is lost).
##
## Returns the cave id to pass to Install.Queue: a valid existing cave when
## one is found (so the request becomes an update), or an empty string when
## the game needs a fresh install.
func _resolve_cave(game: Dictionary, cave_id: String) -> String:
var game_id: int = game.get("id", 0)
var res := await _rpc_call("Fetch.Caves", {"filters": {"gameId": game_id}})
if "error" in res:
logger.warn("Fetch.Caves failed while reconciling game " + str(game_id) + ": " + str(res["error"]))
return cave_id
var matched: Array = []
for c in res.get("items", []):
var cave: Dictionary = c
if cave_id == "" or cave.get("id", "") == cave_id:
matched.append(cave)
if matched.is_empty():
return cave_id
for cave in matched:
var install_folder: String = cave.get("installInfo", {}).get("installFolder", "")
if DirAccess.dir_exists_absolute(install_folder):
return cave.get("id", cave_id)
for cave in matched:
var orphan_id: String = cave.get("id", "")
logger.info("Uninstalling orphaned cave " + orphan_id + " for game " + str(game_id) + " (install folder is missing)")
await _rpc_call("Uninstall.Perform", {"caveId": orphan_id})
return ""
func _install(game: Dictionary, cave_id: String, options: Dictionary) -> bool:
2026-08-05 17:27:43 -03:00
var game_id: int = game.get("id", 0)
cave_id = await _resolve_cave(game, cave_id)
2026-08-05 17:27:43 -03:00
var reason := "update" if cave_id != "" else "install"
var uploads := await _get_compatible_uploads(game_id)
2026-08-05 17:27:43 -03:00
if uploads.is_empty():
logger.error("No compatible uploads found for game id " + str(game_id))
emit_signal.call_deferred("app_installed", cave_id, false)
emit_signal.call_deferred(
"install_failed",
cave_id if cave_id != "" else str(game_id),
game.get("title", "Unknown itch.io game"),
"No compatible upload found for this game."
)
return false
2026-08-05 17:27:43 -03:00
var upload: Dictionary = uploads[0]
# Respect the upload the user picked in the install-options dialog, when
# one was offered (the game has more than one compatible upload).
var chosen_upload: Variant = options.get("upload", null)
if chosen_upload != null:
var picked := _pick_upload(uploads, str(chosen_upload))
if picked.is_empty():
logger.warn("Selected upload '" + str(chosen_upload) + "' not found. Using default upload.")
else:
upload = picked
var location_id: String = options.get("install_location_id", "") as String
if location_id == "":
location_id = await _ensure_install_location()
2026-08-05 17:27:43 -03:00
var queue_params := {
"game": game,
"upload": upload,
"installLocationId": location_id,
"reason": reason,
"queueDownload": true,
}
if cave_id != "":
queue_params["caveId"] = cave_id
var queue_res := await _rpc_call("Install.Queue", queue_params)
if "error" in queue_res:
var queue_error: String = _rpc_error_message(queue_res)
2026-08-05 17:27:43 -03:00
logger.error("Install.Queue failed: " + str(queue_res["error"]))
logger.error("Install.Queue failed (message): " + queue_error)
2026-08-05 17:27:43 -03:00
emit_signal.call_deferred("app_installed", cave_id, false)
emit_signal.call_deferred(
"install_failed",
cave_id if cave_id != "" else str(game_id),
game.get("title", "Unknown itch.io game"),
queue_error
)
return false
2026-08-05 17:27:43 -03:00
var task_id: String = queue_res.get("id", "")
var staging_folder: String = queue_res.get("stagingFolder", "")
var on_notification := func(method: String, params: Variant) -> void:
if method != "Progress":
return
var p: Dictionary = params
var progress: float = p.get("progress", 0.0)
install_progressed.emit.call_deferred(
cave_id if cave_id != "" else str(game_id),
int(progress * 100),
100
)
rpc_notification.connect(on_notification)
var perform_res := await _rpc_call("Install.Perform", {"id": task_id, "stagingFolder": staging_folder})
# butler can panic ("runtime error: slice bounds out of range") when
# resuming a download whose checkpoint recorded an invalid offset (a
# stale/corrupt partial download in the staging folder). Clear just the
# download checkpoint and partial copy and retry once so the download
# starts from scratch. The rest of the staging folder (the queue metadata
# that holds the game/upload) must be left intact, or butler fails the
# retry with "Corrupted download info (missing game)".
if "error" in perform_res and staging_folder != "" and _is_download_resume_panic(perform_res.get("error")):
logger.warn("butler panicked resuming download; clearing download state and retrying once")
_clear_download_state(staging_folder)
perform_res = await _rpc_call("Install.Perform", {"id": task_id, "stagingFolder": staging_folder})
if "error" in perform_res:
logger.error("Install.Perform retry after clearing download state also failed: " + str(perform_res.get("error")))
else:
logger.info("Install.Perform recovered after clearing corrupt download state")
2026-08-05 17:27:43 -03:00
rpc_notification.disconnect(on_notification)
var success := not ("error" in perform_res)
if not success:
var error_msg: String = _rpc_error_message(perform_res)
2026-08-05 17:27:43 -03:00
logger.error("Install.Perform failed: " + str(perform_res.get("error")))
logger.error("Install.Perform failed (message): " + error_msg)
emit_signal.call_deferred(
"install_failed",
cave_id if cave_id != "" else str(game_id),
game.get("title", "Unknown itch.io game"),
error_msg
)
2026-08-05 17:27:43 -03:00
if reason == "update":
emit_signal.call_deferred("app_updated", cave_id, success)
else:
emit_signal.call_deferred("app_installed", cave_id, success)
return success
2026-08-05 17:27:43 -03:00
## Extracts a concise, human-readable message from a butlerd RPC error dict
## (the "message" field, falling back to the whole error when absent).
func _rpc_error_message(res: Dictionary) -> String:
var error: Variant = res.get("error", null)
if error == null:
return "Unknown error"
if error is Dictionary:
var msg: String = error.get("message", "")
if msg != "":
return msg
return str(error)
## True when butler panicked resuming a partially-downloaded game. The panic
## message ("runtime error: slice bounds out of range") comes from savior's
## seekSource when a corrupt checkpoint leaves the read offset beyond the
## section size, so the only reliable way forward is a fresh download.
func _is_download_resume_panic(error: Variant) -> bool:
return str(error).contains("slice bounds out of range")
## Removes butler's download checkpoint file(s) and the partially-downloaded
## install source from the staging folder, so the next Install.Perform attempt
## downloads from scratch. Only the *download* state is cleared: the queue
## metadata butler persisted alongside it (which holds the game/upload the
## install was queued with) must survive, or the retry fails with "Corrupted
## download info (missing game)".
func _clear_download_state(staging_folder: String) -> void:
if staging_folder == "" or not DirAccess.dir_exists_absolute(staging_folder):
return
var dir := DirAccess.open(staging_folder)
if dir == null:
logger.warn("Could not open staging folder to clear download state: " + staging_folder)
return
dir.list_dir_begin()
var fname := dir.get_next()
while fname != "":
if fname.begins_with("downsource-") and fname.ends_with("-state.dat"):
DirAccess.remove_absolute(staging_folder + "/" + fname)
logger.info("Removed corrupt download checkpoint: " + fname)
fname = dir.get_next()
dir.list_dir_end()
# The partially-downloaded copy butler was resuming from also has to go.
if DirAccess.dir_exists_absolute(staging_folder + "/install-source"):
_wipe_dir(staging_folder + "/install-source")
logger.info("Cleared partial download copy in staging install-source")
## Recursively removes the contents of a directory, leaving the directory
## itself in place.
func _wipe_dir(path: String) -> void:
if path == "" or not DirAccess.dir_exists_absolute(path):
return
var dir := DirAccess.open(path)
if dir == null:
logger.warn("Could not open staging folder to clear: " + path)
return
dir.list_dir_begin()
var fname := dir.get_next()
while fname != "":
if fname != "." and fname != "..":
var full: String = path + "/" + fname
if dir.current_is_dir():
_wipe_dir(full)
DirAccess.remove_absolute(full)
else:
DirAccess.remove_absolute(full)
fname = dir.get_next()
dir.list_dir_end()
## Returns the upload whose displayName or filename matches the user's pick
## from the install-options dropdown, or {} when nothing matches.
func _pick_upload(uploads: Array, chosen: String) -> Dictionary:
for u in uploads:
var upload: Dictionary = u
if upload.get("displayName", "") == chosen or upload.get("filename", "") == chosen:
return upload
return {}
## Uninstalls the given cave. Returns true on success.
func uninstall(cave_id: String) -> bool:
return await thread_group.exec(_uninstall.bind(cave_id))
2026-08-05 17:27:43 -03:00
func _uninstall(cave_id: String) -> bool:
2026-08-05 17:27:43 -03:00
var res := await _rpc_call("Uninstall.Perform", {"caveId": cave_id})
var success := not ("error" in res)
if not success:
logger.error("Uninstall.Perform failed: " + str(res.get("error")))
emit_signal.call_deferred("app_uninstalled", cave_id, success)
return success
2026-08-05 17:27:43 -03:00
## Launches the given cave. This call blocks (on the background thread) for
## the entire lifetime of the game, so callers should not await it directly
## from a UI-facing context; connect to `launch_exited` instead if needed.
func launch(cave_id: String) -> void:
await thread_group.exec(_launch.bind(cave_id))
func _launch(cave_id: String) -> void:
var prereqs_dir := ProjectSettings.globalize_path("user://butler/prereqs")
2026-08-05 17:27:43 -03:00
DirAccess.make_dir_recursive_absolute(prereqs_dir)
# `Launch` may send interactive requests mid-call (PickManifestAction,
# AcceptLicense, ShellLaunch, HTMLLaunch). This client answers the common
# ones with sane non-interactive defaults; anything fancier (HTML5
# games, EULAs) is a good next step but out of scope for a first pass.
var on_notification := func(method: String, params: Variant) -> void:
match method:
"PrereqsStarted":
logger.info("Installing prerequisites for cave " + cave_id)
"LaunchRunning":
logger.info("Game running: " + cave_id)
rpc_notification.connect(on_notification)
var res := await _rpc_call("Launch", {"caveId": cave_id, "prereqsDir": prereqs_dir})
rpc_notification.disconnect(on_notification)
if "error" in res:
logger.error("Launch failed: " + str(res["error"]))
launch_exited.emit.call_deferred(cave_id)
func _exit_tree() -> void:
if socket:
socket.disconnect_from_host()
if not proc:
return
proc.stop()