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.godot
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dist
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LICENSE
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LICENSE
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GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
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|
||||
avoid the special danger that patents applied to a free program could
|
||||
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|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
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||||
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|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
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|
||||
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|
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|
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|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
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|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
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|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
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|
||||
To "convey" a work means any kind of propagation that enables other
|
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|
||||
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||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
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||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
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|
||||
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|
||||
|
||||
The "System Libraries" of an executable work include anything, other
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||||
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|
||||
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|
||||
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|
||||
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|
||||
"Major Component", in this context, means a major essential component
|
||||
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|
||||
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||||
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|
||||
The "Corresponding Source" for a work in object code form means all
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
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|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
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|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
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|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
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|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
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|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
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|
||||
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|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
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|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
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|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
|
||||
69
Makefile
Normal file
69
Makefile
Normal file
|
|
@ -0,0 +1,69 @@
|
|||
PLUGIN_ID ?= $(shell grep 'plugin\.id' plugin.json | grep -o ':.*' | grep -o '"[^"]\+"' | sed 's/"//g')
|
||||
PLUGIN_NAME ?= $(shell grep 'plugin\.name' plugin.json | grep -o ':.*' | grep -o '"[^"]\+"' | sed 's/"//g')
|
||||
|
||||
GODOT ?= /usr/bin/godot
|
||||
OPENGAMEPAD_UI_REPO ?= https://github.com/ShadowBlip/OpenGamepadUI.git
|
||||
OPENGAMEPAD_UI_BASE ?= ../OpenGamepadUI
|
||||
EXPORT_PRESETS ?= $(OPENGAMEPAD_UI_BASE)/export_presets.cfg
|
||||
PLUGINS_DIR := $(OPENGAMEPAD_UI_BASE)/plugins
|
||||
BUILD_DIR := $(OPENGAMEPAD_UI_BASE)/build
|
||||
INSTALL_DIR := $(HOME)/.local/share/opengamepadui/plugins
|
||||
|
||||
##@ General
|
||||
|
||||
# The help target prints out all targets with their descriptions organized
|
||||
# beneath their categories. The categories are represented by '##@' and the
|
||||
# target descriptions by '##'. The awk commands is responsible for reading the
|
||||
# entire set of makefiles included in this invocation, looking for lines of the
|
||||
# file as xyz: ## something, and then pretty-format the target and help. Then,
|
||||
# if there's a line with ##@ something, that gets pretty-printed as a category.
|
||||
# More info on the usage of ANSI control characters for terminal formatting:
|
||||
# https://en.wikipedia.org/wiki/ANSI_escape_code#SGR_parameters
|
||||
# More info on the awk command:
|
||||
# http://linuxcommand.org/lc3_adv_awk.php
|
||||
|
||||
.PHONY: help
|
||||
help: ## Display this help.
|
||||
@awk 'BEGIN {FS = ":.*##"; printf "\nUsage:\n make \033[36m<target>\033[0m\n"} /^[a-zA-Z_0-9-]+:.*?##/ { printf " \033[36m%-15s\033[0m %s\n", $$1, $$2 } /^##@/ { printf "\n\033[1m%s\033[0m\n", substr($$0, 5) } ' $(MAKEFILE_LIST)
|
||||
|
||||
##@ Development
|
||||
|
||||
.PHONY: dist
|
||||
dist: build ## Build and package plugin
|
||||
|
||||
.PHONY: build
|
||||
build: $(PLUGINS_DIR)/$(PLUGIN_ID) export_preset ## Build the plugin
|
||||
@echo "Exporting plugin package"
|
||||
cd $(OPENGAMEPAD_UI_BASE) && $(MAKE) addons
|
||||
mkdir -p dist
|
||||
touch dist/.gdignore
|
||||
$(GODOT) --headless \
|
||||
--path $(OPENGAMEPAD_UI_BASE) \
|
||||
--export-pack "$(PLUGIN_NAME)" \
|
||||
plugins/$(PLUGIN_ID)/dist/$(PLUGIN_ID).zip
|
||||
cd dist && sha256sum $(PLUGIN_ID).zip > $(PLUGIN_ID).zip.sha256.txt
|
||||
|
||||
.PHONY: install
|
||||
install: dist ## Installs the plugin
|
||||
mkdir -p "$(INSTALL_DIR)"
|
||||
cp -r dist/* "$(INSTALL_DIR)"
|
||||
rm -rf $(INSTALL_DIR)/$(PLUGIN_ID)
|
||||
@echo "Installed plugin to $(INSTALL_DIR)"
|
||||
|
||||
$(OPENGAMEPAD_UI_BASE):
|
||||
git clone $(OPENGAMEPAD_UI_REPO) $@
|
||||
|
||||
$(PLUGINS_DIR)/$(PLUGIN_ID): $(OPENGAMEPAD_UI_BASE)
|
||||
if ! [ -L $(PLUGINS_DIR)/$(PLUGIN_ID) ]; then ln -s $(PWD) $(PLUGINS_DIR)/$(PLUGIN_ID); fi
|
||||
|
||||
.PHONY: export_preset
|
||||
export_preset: $(OPENGAMEPAD_UI_BASE) ## Configure plugin export preset
|
||||
$(eval LAST_PRESET=$(shell grep -oEi '^\[preset\.([0-9]+)]' $(EXPORT_PRESETS) | tail -n 1))
|
||||
$(eval LAST_PRESET_NUM=$(shell echo "$(LAST_PRESET)" | grep -oE '([0-9]+)'))
|
||||
$(eval PRESET_NUM=$(shell echo "$(LAST_PRESET_NUM)+1" | bc))
|
||||
@if grep 'name="$(PLUGIN_NAME)"' $(EXPORT_PRESETS) > /dev/null; then \
|
||||
echo "Export preset already configured"; \
|
||||
else \
|
||||
echo "Preset not configured"; \
|
||||
sed 's/PRESET_NUM/$(PRESET_NUM)/g; s/PLUGIN_NAME/$(PLUGIN_NAME)/g; s/PLUGIN_ID/$(PLUGIN_ID)/g' export_presets.cfg >> $(EXPORT_PRESETS); \
|
||||
fi
|
||||
89
README.md
Normal file
89
README.md
Normal file
|
|
@ -0,0 +1,89 @@
|
|||
# OpenGamepadUI-itch
|
||||
|
||||
An itch.io library plugin for [OpenGamepadUI](https://github.com/ShadowBlip/OpenGamepadUI),
|
||||
built against itch's official [butlerd](https://itch.io/docs/butler/launcher-integration.html)
|
||||
JSON-RPC launcher daemon (the same integration path the official itch.io app
|
||||
uses under the hood) rather than screen-scraping the itch desktop app.
|
||||
|
||||
Owned games, install state, install/update/uninstall, and launching are all
|
||||
driven through butlerd. This plugin spawns `butler daemon --json ...` itself,
|
||||
so the itch.io desktop app doesn't need to be installed at all — only a
|
||||
`butler` binary, which this plugin downloads automatically on first run from
|
||||
itch's own [broth](https://broth.itch.zone/) distribution channel.
|
||||
|
||||
## Setup
|
||||
|
||||
1. Build and install the plugin (see below).
|
||||
2. Generate an API key at <https://itch.io/user/settings/api-keys>.
|
||||
3. Open the plugin's settings screen in OpenGamepadUI and paste it in.
|
||||
|
||||
API key login was chosen over the OAuth + PKCE flow butlerd also supports,
|
||||
because OAuth requires registering a redirect URI / custom URL scheme with
|
||||
itch.io for a specific app, which doesn't make sense for a self-built,
|
||||
unpublished plugin. If you're distributing this plugin publicly, switching
|
||||
to OAuth is worth doing — see `Profile.LoginWithOAuthCode` in the
|
||||
[butlerd launcher guide](https://itch.io/docs/butler/launcher-integration.html).
|
||||
|
||||
## Requirements
|
||||
|
||||
See the [OpenGamepadUI requirements](https://github.com/ShadowBlip/OpenGamepadUI#requirements).
|
||||
This plugin additionally needs `unzip` on the host (used to unpack the
|
||||
downloaded `butler` binary).
|
||||
|
||||
## Building
|
||||
|
||||
Same as any other OpenGamepadUI plugin:
|
||||
|
||||
```bash
|
||||
make help
|
||||
make build
|
||||
make install
|
||||
```
|
||||
|
||||
## Known limitations / good next steps
|
||||
|
||||
This was put together from butlerd's public spec rather than against a
|
||||
running instance, so a few corners are simplifications rather than the
|
||||
"real" solution. If you pick this up:
|
||||
|
||||
- **Launch target discovery.** butlerd's `Launch` call is the "correct" way
|
||||
to start a game (it handles prerequisites, manifest actions, sandboxing,
|
||||
etc.), but OpenGamepadUI's library items launch via a plain
|
||||
`command` + `args` OS exec, not an RPC call. This plugin currently
|
||||
side-steps that by scanning each installed game's folder for an
|
||||
executable file and pointing `command` directly at it
|
||||
(`library_itch.gd::_find_executable`). That works for straightforward
|
||||
native builds but skips prerequisite installation and manifest-declared
|
||||
launch actions. Parsing `.itch/receipt.json.gz` in the install folder
|
||||
would give the authoritative answer.
|
||||
- **Field names.** The JSON-RPC field names used in `itch_client.gd` follow
|
||||
butlerd's documented camelCase convention, cross-checked against the
|
||||
[butlerd Go package docs](https://pkg.go.dev/github.com/itchio/butler/butlerd)
|
||||
for the calls that matter most (`Install.Queue`/`Install.Perform`,
|
||||
`Uninstall.Perform`). A couple of the less-central ones (`Launch`,
|
||||
`Profile.LoginWithAPIKey`, `Fetch.ProfileOwnedKeys`) were written from the
|
||||
documented naming convention rather than a byte-for-byte spec check —
|
||||
worth diffing against your `butler`'s actual behavior (run with `--log`
|
||||
to see the raw JSON-RPC traffic) if a call comes back with an unexpected
|
||||
error shape.
|
||||
- **Install location picker.** `_ensure_install_location()` silently picks
|
||||
the first existing install location, or creates one under the plugin's
|
||||
own data directory. No UI for choosing/managing install locations yet.
|
||||
- **Settings screen.** Uses plain Godot `Control` nodes rather than
|
||||
OpenGamepadUI's themed widget set (the one the built-in Steam plugin's
|
||||
settings scene uses), since this was written without editor access to
|
||||
those theme resources.
|
||||
- **`has_update()`** always returns `false` — wiring up `CheckUpdate` (and
|
||||
periodic background polling) is a natural next step.
|
||||
- **No progress→UI wiring.** `install_progressed` is re-emitted from raw
|
||||
butlerd notifications but not yet mapped back to a `LibraryLaunchItem`
|
||||
through `LibraryManager` (see the TODO in `library_itch.gd`).
|
||||
|
||||
## How it fits together
|
||||
|
||||
```
|
||||
plugin.gd entrypoint; wires client + library + settings menu
|
||||
core/itch_client.gd spawns butlerd, speaks JSON-RPC 2.0 over TCP to it
|
||||
core/library_itch.gd extends Library; turns butlerd data into LibraryLaunchItems
|
||||
core/itch_settings.* API key entry screen
|
||||
```
|
||||
4
assets/itch.svg
Normal file
4
assets/itch.svg
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 128 128">
|
||||
<rect width="128" height="128" rx="16" fill="#fa5c5c"/>
|
||||
<path fill="#ffffff" d="M64 100c-4-3-34-24-34-48a24 24 0 0 1 46-9 24 24 0 0 1 46 9c0 24-30 45-34 48a10 10 0 0 1-12 0 10 10 0 0 1-12 0z" transform="scale(0.72) translate(21,10)"/>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 309 B |
472
core/itch_client.gd
Normal file
472
core/itch_client.gd
Normal file
|
|
@ -0,0 +1,472 @@
|
|||
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"
|
||||
const butler_dir := "user://plugins/itch/assets/butler"
|
||||
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 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)
|
||||
|
||||
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_bin := "/".join([ProjectSettings.globalize_path(butler_dir), "butler"])
|
||||
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([ProjectSettings.globalize_path("user://plugins/itch/assets"), "butler.db"])
|
||||
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()
|
||||
|
||||
|
||||
## 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 = JSON.parse_string(line)
|
||||
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 = JSON.parse_string(line)
|
||||
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())
|
||||
|
||||
|
||||
## 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}
|
||||
_send_line(JSON.stringify(req))
|
||||
|
||||
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)
|
||||
|
||||
|
||||
## Returns every game the logged-in profile owns a download key for.
|
||||
## Each item looks like: {"downloadKey": {...}, "game": {...}}
|
||||
func get_owned_games(fresh: bool = false) -> Array:
|
||||
return await thread_group.exec(_get_owned_games.bind(fresh))
|
||||
|
||||
|
||||
func _get_owned_games(fresh: bool) -> Array:
|
||||
if not is_logged_in:
|
||||
return []
|
||||
var res := await _rpc_call("Fetch.ProfileOwnedKeys", {
|
||||
"profileId": profile.get("user", {}).get("id", profile.get("id", 0)),
|
||||
"fresh": fresh,
|
||||
})
|
||||
if "error" in res:
|
||||
logger.warn("Fetch.ProfileOwnedKeys failed: " + str(res["error"]))
|
||||
return []
|
||||
return res.get("items", [])
|
||||
|
||||
|
||||
## Returns every installed game (a "cave" in butlerd terminology).
|
||||
func get_caves() -> Array:
|
||||
return await thread_group.exec(_get_caves)
|
||||
|
||||
|
||||
func _get_caves() -> Array:
|
||||
var res := await _rpc_call("Fetch.Caves", {})
|
||||
if "error" in res:
|
||||
logger.warn("Fetch.Caves failed: " + str(res["error"]))
|
||||
return []
|
||||
return res.get("items", [])
|
||||
|
||||
|
||||
## Ensures at least one install location exists and returns its ID, creating
|
||||
## a default one under the plugin's data directory on first run.
|
||||
func _ensure_install_location() -> String:
|
||||
if _install_location_id != "":
|
||||
return _install_location_id
|
||||
|
||||
var res := await _rpc_call("Install.Locations.List", {})
|
||||
var locations: Array = res.get("installLocations", [])
|
||||
if locations.size() > 0:
|
||||
_install_location_id = locations[0].get("id", "")
|
||||
return _install_location_id
|
||||
|
||||
var path := ProjectSettings.globalize_path("user://plugins/itch/games")
|
||||
DirAccess.make_dir_recursive_absolute(path)
|
||||
var add_res := await _rpc_call("Install.Locations.Add", {"id": "default", "path": path})
|
||||
_install_location_id = add_res.get("installLocation", {}).get("id", "default")
|
||||
return _install_location_id
|
||||
|
||||
|
||||
## Installs (or updates, if a caveId is given) the given game.
|
||||
func install(game: Dictionary, cave_id: String = "") -> void:
|
||||
await thread_group.exec(_install.bind(game, cave_id))
|
||||
|
||||
|
||||
func _install(game: Dictionary, cave_id: String) -> void:
|
||||
var game_id: int = game.get("id", 0)
|
||||
var reason := "update" if cave_id != "" else "install"
|
||||
|
||||
var uploads_res := await _rpc_call("Fetch.GameUploads", {"gameId": game_id, "compatible": true})
|
||||
var uploads: Array = uploads_res.get("uploads", [])
|
||||
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)
|
||||
return
|
||||
var upload: Dictionary = uploads[0]
|
||||
|
||||
var location_id := await _ensure_install_location()
|
||||
|
||||
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:
|
||||
logger.error("Install.Queue failed: " + str(queue_res["error"]))
|
||||
emit_signal.call_deferred("app_installed", cave_id, false)
|
||||
return
|
||||
|
||||
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})
|
||||
|
||||
rpc_notification.disconnect(on_notification)
|
||||
|
||||
var success := not ("error" in perform_res)
|
||||
if not success:
|
||||
logger.error("Install.Perform failed: " + str(perform_res.get("error")))
|
||||
|
||||
if reason == "update":
|
||||
emit_signal.call_deferred("app_updated", cave_id, success)
|
||||
else:
|
||||
emit_signal.call_deferred("app_installed", cave_id, success)
|
||||
|
||||
|
||||
## Uninstalls the given cave.
|
||||
func uninstall(cave_id: String) -> void:
|
||||
await thread_group.exec(_uninstall.bind(cave_id))
|
||||
|
||||
|
||||
func _uninstall(cave_id: String) -> void:
|
||||
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)
|
||||
|
||||
|
||||
## 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://plugins/itch/prereqs")
|
||||
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()
|
||||
6
core/itch_client.tscn
Normal file
6
core/itch_client.tscn
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://itch_client_scene"]
|
||||
|
||||
[ext_resource type="Script" path="res://plugins/itch/core/itch_client.gd" id="1"]
|
||||
|
||||
[node name="ItchClient" type="Node"]
|
||||
script = ExtResource("1")
|
||||
70
core/itch_settings.gd
Normal file
70
core/itch_settings.gd
Normal file
|
|
@ -0,0 +1,70 @@
|
|||
extends Control
|
||||
|
||||
## itch.io plugin settings screen
|
||||
##
|
||||
## NOTE: this uses plain Godot Controls rather than OpenGamepadUI's themed
|
||||
## widget set (the ones used by the built-in Steam plugin's settings scene,
|
||||
## e.g. its custom StatusIndicator/TextInput components), since this plugin
|
||||
## was written without editor access to those scene resources. Swap the
|
||||
## nodes below for the themed equivalents if you want it to match the rest
|
||||
## of the settings UI pixel-for-pixel.
|
||||
|
||||
const ItchClient := preload("res://plugins/itch/core/itch_client.gd")
|
||||
var settings_manager := load("res://core/global/settings_manager.tres") as SettingsManager
|
||||
var notification_manager := load("res://core/global/notification_manager.tres") as NotificationManager
|
||||
const icon := preload("res://plugins/itch/assets/itch.svg")
|
||||
|
||||
@onready var status_label: Label = $%StatusLabel
|
||||
@onready var api_key_box: LineEdit = $%ApiKeyInput
|
||||
@onready var save_button: Button = $%SaveButton
|
||||
@onready var help_label: Label = $%HelpLabel
|
||||
|
||||
@onready var itch: ItchClient = get_tree().get_first_node_in_group("itch_client")
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var api_key := settings_manager.get_value("plugin.itch", "api_key", "") as String
|
||||
api_key_box.text = api_key
|
||||
api_key_box.secret = true
|
||||
|
||||
help_label.text = "Get an API key from https://itch.io/user/settings/api-keys"
|
||||
|
||||
_update_status()
|
||||
itch.client_ready.connect(_update_status)
|
||||
itch.logged_in.connect(_on_login)
|
||||
|
||||
save_button.pressed.connect(_on_save_button)
|
||||
|
||||
|
||||
func _update_status() -> void:
|
||||
if not itch:
|
||||
status_label.text = "Status: itch client not found"
|
||||
return
|
||||
if itch.state == itch.STATE.BOOT:
|
||||
status_label.text = "Status: starting butlerd..."
|
||||
return
|
||||
if not itch.is_logged_in:
|
||||
status_label.text = "Status: connected, not logged in"
|
||||
return
|
||||
var username: String = itch.profile.get("user", {}).get("username", "")
|
||||
status_label.text = "Status: logged in as " + username
|
||||
|
||||
|
||||
func _on_login(status: ItchClient.LOGIN_STATUS, _profile: Dictionary) -> void:
|
||||
_update_status()
|
||||
|
||||
var notify := Notification.new("")
|
||||
notify.icon = icon
|
||||
if status == ItchClient.LOGIN_STATUS.OK:
|
||||
notify.text = "Successfully logged in to itch.io"
|
||||
else:
|
||||
notify.text = "itch.io login failed. Double check your API key."
|
||||
notification_manager.show(notify)
|
||||
|
||||
|
||||
func _on_save_button() -> void:
|
||||
var api_key: String = api_key_box.text.strip_edges()
|
||||
settings_manager.set_value("plugin.itch", "api_key", api_key)
|
||||
if api_key == "":
|
||||
return
|
||||
itch.login_with_api_key(api_key)
|
||||
48
core/itch_settings.tscn
Normal file
48
core/itch_settings.tscn
Normal file
|
|
@ -0,0 +1,48 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://itch_settings_scene"]
|
||||
|
||||
[ext_resource type="Script" path="res://plugins/itch/core/itch_settings.gd" id="1"]
|
||||
|
||||
[node name="ItchSettings" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
script = ExtResource("1")
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 8
|
||||
anchor_left = 0.5
|
||||
anchor_top = 0.5
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 0.5
|
||||
offset_left = -200.0
|
||||
offset_top = -60.0
|
||||
offset_right = 200.0
|
||||
offset_bottom = 60.0
|
||||
|
||||
[node name="TitleLabel" type="Label" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "itch.io"
|
||||
horizontal_alignment = 1
|
||||
|
||||
[node name="StatusLabel" type="Label" parent="VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
text = "Status: starting butlerd..."
|
||||
|
||||
[node name="ApiKeyInput" type="LineEdit" parent="VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
placeholder_text = "itch.io API key"
|
||||
|
||||
[node name="HelpLabel" type="Label" parent="VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
autowrap_mode = 2
|
||||
text = "Get an API key from https://itch.io/user/settings/api-keys"
|
||||
|
||||
[node name="SaveButton" type="Button" parent="VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
text = "Save and Log In"
|
||||
154
core/library_itch.gd
Normal file
154
core/library_itch.gd
Normal file
|
|
@ -0,0 +1,154 @@
|
|||
extends Library
|
||||
|
||||
const ItchClient := preload("res://plugins/itch/core/itch_client.gd")
|
||||
const _apps_cache_file: String = "apps.json"
|
||||
|
||||
@onready var itch: ItchClient = get_tree().get_first_node_in_group("itch_client")
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
super()
|
||||
library_id = "itch"
|
||||
logger_name = "itch"
|
||||
logger = Log.get_logger(logger_name, log_level)
|
||||
logger.info("itch.io library loaded")
|
||||
itch.logged_in.connect(_on_logged_in)
|
||||
itch.install_progressed.connect(_on_install_progressed)
|
||||
|
||||
|
||||
func get_library_launch_items() -> Array[LibraryLaunchItem]:
|
||||
return await _load_library(Cache.FLAGS.LOAD | Cache.FLAGS.SAVE)
|
||||
|
||||
|
||||
func install_to(item: LibraryLaunchItem, _location: InstallLocation = null, _options: Dictionary = {}) -> void:
|
||||
var game := (item.metadata.get("game", {}) as Dictionary)
|
||||
itch.install(game)
|
||||
|
||||
|
||||
func update(item: LibraryLaunchItem) -> void:
|
||||
var game := (item.metadata.get("game", {}) as Dictionary)
|
||||
itch.install(game, item.provider_app_id)
|
||||
|
||||
|
||||
func uninstall(item: LibraryLaunchItem) -> void:
|
||||
itch.uninstall(item.provider_app_id)
|
||||
|
||||
|
||||
## itch.io's CheckUpdate call is async (and rate-limited), so we don't poll it
|
||||
## synchronously here. LibraryManager is expected to periodically call
|
||||
## get_library_launch_items() again, which re-fetches from butlerd's cache.
|
||||
func has_update(_item: LibraryLaunchItem) -> bool:
|
||||
return false
|
||||
|
||||
|
||||
func _on_logged_in(status: ItchClient.LOGIN_STATUS, _profile: Dictionary) -> void:
|
||||
if status != ItchClient.LOGIN_STATUS.OK:
|
||||
return
|
||||
logger.info("Logged in. Refreshing itch.io library.")
|
||||
var items: Array = await _load_library(Cache.FLAGS.SAVE)
|
||||
for i in items:
|
||||
var item: LibraryLaunchItem = i
|
||||
if not library_manager.has_app(item.name):
|
||||
logger.debug("App '" + item.name + "' was not loaded. Reloading library.")
|
||||
library_manager.reload_library()
|
||||
return
|
||||
|
||||
|
||||
## Re-emits itch.io's raw (id, current, total) install progress under the
|
||||
## base [Library] signal contract (item, percent_completed) so the UI's
|
||||
## generic install-progress widgets pick it up regardless of provider.
|
||||
## TODO: verify the exact LibraryManager lookup method/key for resolving a
|
||||
## provider_app_id back to its LibraryLaunchItem (this plugin was written
|
||||
## against the public Library/LibraryLaunchItem API, but LibraryManager's
|
||||
## internals weren't available while writing this) and wire the emit below
|
||||
## through it instead of dropping the notification.
|
||||
func _on_install_progressed(_id: String, _current: int, _total: int) -> void:
|
||||
pass
|
||||
|
||||
|
||||
## Builds the full itch.io library: owned games merged with install state
|
||||
## from Fetch.Caves. Uses the standard Cache system so we don't hammer
|
||||
## butlerd (and, transitively, the itch.io API) on every library refresh.
|
||||
func _load_library(caching_flags: int = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE) -> Array[LibraryLaunchItem]:
|
||||
if caching_flags & Cache.FLAGS.LOAD and Cache.is_cached(_cache_dir, _apps_cache_file):
|
||||
var json_items = Cache.get_json(_cache_dir, _apps_cache_file)
|
||||
if json_items != null:
|
||||
logger.info("itch.io apps found in cache. Using cache.")
|
||||
var items := [] as Array[LibraryLaunchItem]
|
||||
for i in json_items:
|
||||
items.append(LibraryLaunchItem.from_dict(i))
|
||||
return items
|
||||
|
||||
if not itch.is_logged_in:
|
||||
logger.info("itch.io client is not logged in yet.")
|
||||
return []
|
||||
|
||||
logger.info("Fetching itch.io library...")
|
||||
var owned: Array = await itch.get_owned_games(false)
|
||||
var caves: Array = await itch.get_caves()
|
||||
|
||||
var caves_by_game_id := {}
|
||||
for c in caves:
|
||||
var cave: Dictionary = c
|
||||
var game_id: int = cave.get("game", {}).get("id", 0)
|
||||
caves_by_game_id[game_id] = cave
|
||||
|
||||
var items := [] as Array[LibraryLaunchItem]
|
||||
for o in owned:
|
||||
var owned_entry: Dictionary = o
|
||||
var game: Dictionary = owned_entry.get("game", {})
|
||||
if game.is_empty():
|
||||
continue
|
||||
# Only surface actual games (itch.io also hosts tools, assets,
|
||||
# soundtracks, comics, etc. under the same ownership API).
|
||||
if game.get("classification", "game") != "game":
|
||||
continue
|
||||
|
||||
var game_id: int = game.get("id", 0)
|
||||
var cave: Dictionary = caves_by_game_id.get(game_id, {})
|
||||
|
||||
var item := LibraryLaunchItem.new()
|
||||
item.provider_app_id = cave.get("id", "")
|
||||
item.name = game.get("title", "Unknown itch.io game")
|
||||
item.tags = ["itch"]
|
||||
item.categories = ["Game"]
|
||||
item.installed = not cave.is_empty()
|
||||
item.metadata = {"game": game}
|
||||
|
||||
if not cave.is_empty():
|
||||
var install_folder: String = cave.get("installInfo", {}).get("installFolder", "")
|
||||
var exe := _find_executable(install_folder)
|
||||
item.command = exe
|
||||
item.args = []
|
||||
item.cwd = install_folder
|
||||
|
||||
items.append(item)
|
||||
|
||||
if caching_flags & Cache.FLAGS.SAVE:
|
||||
logger.debug("Saving itch.io apps to cache.")
|
||||
var json_items := []
|
||||
for i in items:
|
||||
var item: LibraryLaunchItem = i
|
||||
json_items.append(item.to_dict())
|
||||
if Cache.save_json(_cache_dir, _apps_cache_file, json_items) != OK:
|
||||
logger.warn("Unable to save itch.io apps cache")
|
||||
|
||||
return items
|
||||
|
||||
|
||||
## Best-effort discovery of the game's launch executable inside its install
|
||||
## folder. butlerd doesn't hand back a ready-to-exec command the way a
|
||||
## "gog://" or "steam://" URI does, so we look at what's actually on disk.
|
||||
## TODO: parse .itch/receipt.json.gz for the authoritative launch target
|
||||
## and any declared manifest Actions instead of guessing.
|
||||
func _find_executable(install_folder: String) -> String:
|
||||
if install_folder == "":
|
||||
return ""
|
||||
var out := []
|
||||
OS.execute("bash", [
|
||||
"-c",
|
||||
"find " + install_folder.c_escape() + " -maxdepth 2 -type f -executable | head -n 1"
|
||||
], out)
|
||||
if out.is_empty():
|
||||
return ""
|
||||
return (out[0] as String).strip_edges()
|
||||
6
core/library_itch.tscn
Normal file
6
core/library_itch.tscn
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://library_itch_scene"]
|
||||
|
||||
[ext_resource type="Script" path="res://plugins/itch/core/library_itch.gd" id="1"]
|
||||
|
||||
[node name="LibraryItch" type="Node"]
|
||||
script = ExtResource("1")
|
||||
42
export_presets.cfg
Normal file
42
export_presets.cfg
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
|
||||
[preset.PRESET_NUM]
|
||||
|
||||
name="PLUGIN_NAME"
|
||||
platform="Linux/X11"
|
||||
runnable=false
|
||||
dedicated_server=false
|
||||
custom_features=""
|
||||
export_filter="resources"
|
||||
export_files=PackedStringArray()
|
||||
include_filter="plugins/PLUGIN_ID/*"
|
||||
exclude_filter="addons/*"
|
||||
export_path="build/PLUGIN_ID.x86_64"
|
||||
encryption_include_filters=""
|
||||
encryption_exclude_filters=""
|
||||
encrypt_pck=false
|
||||
encrypt_directory=false
|
||||
script_encryption_key=""
|
||||
|
||||
[preset.PRESET_NUM.options]
|
||||
|
||||
custom_template/debug=""
|
||||
custom_template/release=""
|
||||
debug/export_console_script=1
|
||||
binary_format/embed_pck=false
|
||||
texture_format/bptc=true
|
||||
texture_format/s3tc=true
|
||||
texture_format/etc=false
|
||||
texture_format/etc2=false
|
||||
binary_format/architecture="x86_64"
|
||||
ssh_remote_deploy/enabled=false
|
||||
ssh_remote_deploy/host="user@host_ip"
|
||||
ssh_remote_deploy/port="22"
|
||||
ssh_remote_deploy/extra_args_ssh=""
|
||||
ssh_remote_deploy/extra_args_scp=""
|
||||
ssh_remote_deploy/run_script="#!/usr/bin/env bash
|
||||
export DISPLAY=:0
|
||||
unzip -o -q \"{temp_dir}/{archive_name}\" -d \"{temp_dir}\"
|
||||
\"{temp_dir}/{exe_name}\" {cmd_args}"
|
||||
ssh_remote_deploy/cleanup_script="#!/usr/bin/env bash
|
||||
kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\")
|
||||
rm -rf \"{temp_dir}\""
|
||||
79
plugin.gd
Normal file
79
plugin.gd
Normal file
|
|
@ -0,0 +1,79 @@
|
|||
extends Plugin
|
||||
|
||||
## itch.io plugin entrypoint
|
||||
##
|
||||
## Boots the ItchClient (which spawns and speaks to butlerd, itch's official
|
||||
## JSON-RPC launcher daemon) and registers the Library implementation so
|
||||
## installed itch.io games show up alongside everything else in the user's
|
||||
## OpenGamepadUI library.
|
||||
|
||||
const ItchClient := preload("res://plugins/itch/core/itch_client.gd")
|
||||
|
||||
var settings_manager := load("res://core/global/settings_manager.tres") as SettingsManager
|
||||
var notification_manager := load("res://core/global/notification_manager.tres") as NotificationManager
|
||||
var settings_menu := load("res://plugins/itch/core/itch_settings.tscn") as PackedScene
|
||||
var icon := preload("res://plugins/itch/assets/itch.svg")
|
||||
|
||||
var itch: ItchClient
|
||||
var api_key := settings_manager.get_value("plugin.itch", "api_key", "") as String
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
logger = Log.get_logger("Itch", Log.LEVEL.INFO)
|
||||
|
||||
# Load the itch client. This spawns butlerd in the background and
|
||||
# manages the JSON-RPC connection to it.
|
||||
itch = load("res://plugins/itch/core/itch_client.tscn").instantiate()
|
||||
itch.bootstrap_finished.connect(_on_client_start)
|
||||
itch.client_ready.connect(_on_client_ready)
|
||||
itch.logged_in.connect(_on_client_logged_in)
|
||||
add_child(itch)
|
||||
|
||||
# Load the Library implementation
|
||||
var library: Library = load("res://plugins/itch/core/library_itch.tscn").instantiate()
|
||||
add_child(library)
|
||||
|
||||
|
||||
# Triggers when butlerd has been spawned
|
||||
func _on_client_start() -> void:
|
||||
if not itch.client_started:
|
||||
var notify := Notification.new("Unable to start the itch.io (butlerd) client")
|
||||
notify.icon = icon
|
||||
logger.error(notify.text)
|
||||
notification_manager.show(notify)
|
||||
return
|
||||
|
||||
|
||||
# Triggers when butlerd has completed its handshake and is ready for calls
|
||||
func _on_client_ready() -> void:
|
||||
if api_key == "":
|
||||
var notify := Notification.new("itch.io API key required")
|
||||
notify.icon = icon
|
||||
logger.info(notify.text)
|
||||
notification_manager.show(notify)
|
||||
return
|
||||
|
||||
# If we have a saved API key, try logging in with it automatically
|
||||
itch.login_with_api_key(api_key)
|
||||
|
||||
|
||||
# Triggers when the itch client finishes a login attempt
|
||||
func _on_client_logged_in(status: ItchClient.LOGIN_STATUS, profile: Dictionary) -> void:
|
||||
var notify := Notification.new("")
|
||||
notify.icon = icon
|
||||
|
||||
if status == ItchClient.LOGIN_STATUS.OK:
|
||||
var username: String = profile.get("user", {}).get("username", "")
|
||||
notify.text = "Successfully logged in to itch.io as " + username
|
||||
logger.info(notify.text)
|
||||
notification_manager.show(notify)
|
||||
return
|
||||
|
||||
notify.text = "Failed to log in to itch.io. Check your API key in plugin settings."
|
||||
logger.warn(notify.text)
|
||||
notification_manager.show(notify)
|
||||
|
||||
|
||||
# Return the settings menu scene
|
||||
func get_settings_menu() -> Control:
|
||||
return settings_menu.instantiate()
|
||||
14
plugin.json
Normal file
14
plugin.json
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
{
|
||||
"plugin.id": "itch",
|
||||
"plugin.name": "itch.io",
|
||||
"plugin.version": "0.1.0",
|
||||
"plugin.min-api-version": "2.0.0",
|
||||
"plugin.link": "https://github.com/YOUR_USERNAME/OpenGamepadUI-itch",
|
||||
"plugin.source": "https://github.com/YOUR_USERNAME/OpenGamepadUI-itch",
|
||||
"plugin.description": "itch.io library for OpenGamepadUI. Browse, install, update, and launch your itch.io games using butlerd, itch's official JSON-RPC launcher daemon.",
|
||||
"store.tags": ["library", "itch.io", "indie"],
|
||||
"store.images": [],
|
||||
"author.name": "First Last",
|
||||
"author.email": "person@example.com",
|
||||
"entrypoint": "plugin.gd"
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue