commit 3132a5015afc9dc389421e17d8ce6e13a376f98e Author: Jose Falanga Date: Wed Aug 5 17:27:43 2026 -0300 Initial commit diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..69a1846 --- /dev/null +++ b/.gitignore @@ -0,0 +1,2 @@ +.godot +dist diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..53d1f3d --- /dev/null +++ b/LICENSE @@ -0,0 +1,675 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + 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. 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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 +. + diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..52acd14 --- /dev/null +++ b/Makefile @@ -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\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 diff --git a/README.md b/README.md new file mode 100644 index 0000000..22d654b --- /dev/null +++ b/README.md @@ -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 . +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 +``` diff --git a/assets/itch.svg b/assets/itch.svg new file mode 100644 index 0000000..691bbdb --- /dev/null +++ b/assets/itch.svg @@ -0,0 +1,4 @@ + + + + diff --git a/core/itch_client.gd b/core/itch_client.gd new file mode 100644 index 0000000..b67a2c5 --- /dev/null +++ b/core/itch_client.gd @@ -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() diff --git a/core/itch_client.tscn b/core/itch_client.tscn new file mode 100644 index 0000000..a3ad4cd --- /dev/null +++ b/core/itch_client.tscn @@ -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") diff --git a/core/itch_settings.gd b/core/itch_settings.gd new file mode 100644 index 0000000..8c72918 --- /dev/null +++ b/core/itch_settings.gd @@ -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) diff --git a/core/itch_settings.tscn b/core/itch_settings.tscn new file mode 100644 index 0000000..aacea83 --- /dev/null +++ b/core/itch_settings.tscn @@ -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" diff --git a/core/library_itch.gd b/core/library_itch.gd new file mode 100644 index 0000000..f55ca06 --- /dev/null +++ b/core/library_itch.gd @@ -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() diff --git a/core/library_itch.tscn b/core/library_itch.tscn new file mode 100644 index 0000000..254c7f8 --- /dev/null +++ b/core/library_itch.tscn @@ -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") diff --git a/export_presets.cfg b/export_presets.cfg new file mode 100644 index 0000000..148a142 --- /dev/null +++ b/export_presets.cfg @@ -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}\"" diff --git a/plugin.gd b/plugin.gd new file mode 100644 index 0000000..9d366aa --- /dev/null +++ b/plugin.gd @@ -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() diff --git a/plugin.json b/plugin.json new file mode 100644 index 0000000..779725c --- /dev/null +++ b/plugin.json @@ -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" +}