Enriched metadata, per-layout boxart, install failure UI, and modal focus fix (v0.1.31)
This commit is contained in:
parent
ff2ae68d9e
commit
404ee87a64
4 changed files with 377 additions and 47 deletions
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@ -51,6 +51,7 @@ signal bootstrap_finished
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signal client_ready
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signal logged_in(status: LOGIN_STATUS, profile: Dictionary)
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signal install_progressed(cave_or_game_id: String, current: int, total: int)
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signal install_failed(cave_or_game_id: String, game_title: String, message: String)
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signal app_installed(cave_id: String, success: bool)
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signal app_updated(cave_id: String, success: bool)
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signal app_uninstalled(cave_id: String, success: bool)
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@ -517,6 +518,11 @@ func _ensure_install_location() -> String:
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## Returns every configured install location, each as:
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## {"id": "...", "path": "...", "sizeInfo": {"installedSize", "freeSize", "totalSize"}}
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## The preferred location (user://butler/games) is always listed first, so it
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## becomes the default choice in OGPU's install-location picker (the picker
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## focuses the first card). Locations pointing inside the plugin's own
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## directory are dropped: games installed there get wiped on every plugin
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## update (the plugin dir is moved to trash by OGPU when a new zip is loaded).
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func get_install_locations() -> Array:
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return await thread_group.exec(_get_install_locations)
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@ -526,7 +532,22 @@ func _get_install_locations() -> Array:
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if "error" in res:
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logger.warn("Install.Locations.List failed: " + str(res["error"]))
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return []
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return res.get("installLocations", [])
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var locations: Array = res.get("installLocations", [])
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var preferred_path := ProjectSettings.globalize_path(games_dir)
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var plugin_dir := ProjectSettings.globalize_path("user://plugins/itch")
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var preferred: Array = []
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var others: Array = []
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for raw in locations:
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var location: Dictionary = raw
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var path: String = location.get("path", "")
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if path.begins_with(plugin_dir):
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logger.info("Ignoring install location inside the plugin directory: " + path)
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continue
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if path == preferred_path:
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preferred.append(location)
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else:
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others.append(location)
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return preferred + others
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## Returns the uploads butlerd considers compatible with this machine for the
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@ -631,6 +652,12 @@ func _install(game: Dictionary, cave_id: String, options: Dictionary) -> bool:
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if uploads.is_empty():
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logger.error("No compatible uploads found for game id " + str(game_id))
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emit_signal.call_deferred("app_installed", cave_id, false)
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emit_signal.call_deferred(
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"install_failed",
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cave_id if cave_id != "" else str(game_id),
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game.get("title", "Unknown itch.io game"),
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"No compatible upload found for this game."
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)
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return false
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var upload: Dictionary = uploads[0]
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# Respect the upload the user picked in the install-options dialog, when
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@ -659,8 +686,16 @@ func _install(game: Dictionary, cave_id: String, options: Dictionary) -> bool:
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var queue_res := await _rpc_call("Install.Queue", queue_params)
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if "error" in queue_res:
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var queue_error: String = _rpc_error_message(queue_res)
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logger.error("Install.Queue failed: " + str(queue_res["error"]))
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logger.error("Install.Queue failed (message): " + queue_error)
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emit_signal.call_deferred("app_installed", cave_id, false)
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emit_signal.call_deferred(
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"install_failed",
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cave_id if cave_id != "" else str(game_id),
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game.get("title", "Unknown itch.io game"),
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queue_error
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)
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return false
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var task_id: String = queue_res.get("id", "")
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@ -680,11 +715,35 @@ func _install(game: Dictionary, cave_id: String, options: Dictionary) -> bool:
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var perform_res := await _rpc_call("Install.Perform", {"id": task_id, "stagingFolder": staging_folder})
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# butler can panic ("runtime error: slice bounds out of range") when
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# resuming a download whose checkpoint recorded an invalid offset (a
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# stale/corrupt partial download in the staging folder). Clear just the
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# download checkpoint and partial copy and retry once so the download
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# starts from scratch. The rest of the staging folder (the queue metadata
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# that holds the game/upload) must be left intact, or butler fails the
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# retry with "Corrupted download info (missing game)".
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if "error" in perform_res and staging_folder != "" and _is_download_resume_panic(perform_res.get("error")):
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logger.warn("butler panicked resuming download; clearing download state and retrying once")
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_clear_download_state(staging_folder)
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perform_res = await _rpc_call("Install.Perform", {"id": task_id, "stagingFolder": staging_folder})
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if "error" in perform_res:
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logger.error("Install.Perform retry after clearing download state also failed: " + str(perform_res.get("error")))
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else:
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logger.info("Install.Perform recovered after clearing corrupt download state")
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rpc_notification.disconnect(on_notification)
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var success := not ("error" in perform_res)
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if not success:
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var error_msg: String = _rpc_error_message(perform_res)
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logger.error("Install.Perform failed: " + str(perform_res.get("error")))
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logger.error("Install.Perform failed (message): " + error_msg)
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emit_signal.call_deferred(
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"install_failed",
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cave_id if cave_id != "" else str(game_id),
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game.get("title", "Unknown itch.io game"),
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error_msg
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)
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if reason == "update":
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emit_signal.call_deferred("app_updated", cave_id, success)
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@ -693,6 +752,77 @@ func _install(game: Dictionary, cave_id: String, options: Dictionary) -> bool:
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return success
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## Extracts a concise, human-readable message from a butlerd RPC error dict
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## (the "message" field, falling back to the whole error when absent).
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func _rpc_error_message(res: Dictionary) -> String:
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var error: Variant = res.get("error", null)
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if error == null:
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return "Unknown error"
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if error is Dictionary:
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var msg: String = error.get("message", "")
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if msg != "":
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return msg
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return str(error)
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## True when butler panicked resuming a partially-downloaded game. The panic
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## message ("runtime error: slice bounds out of range") comes from savior's
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## seekSource when a corrupt checkpoint leaves the read offset beyond the
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## section size, so the only reliable way forward is a fresh download.
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func _is_download_resume_panic(error: Variant) -> bool:
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return str(error).contains("slice bounds out of range")
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## Removes butler's download checkpoint file(s) and the partially-downloaded
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## install source from the staging folder, so the next Install.Perform attempt
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## downloads from scratch. Only the *download* state is cleared: the queue
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## metadata butler persisted alongside it (which holds the game/upload the
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## install was queued with) must survive, or the retry fails with "Corrupted
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## download info (missing game)".
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func _clear_download_state(staging_folder: String) -> void:
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if staging_folder == "" or not DirAccess.dir_exists_absolute(staging_folder):
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return
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var dir := DirAccess.open(staging_folder)
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if dir == null:
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logger.warn("Could not open staging folder to clear download state: " + staging_folder)
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return
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dir.list_dir_begin()
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var fname := dir.get_next()
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while fname != "":
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if fname.begins_with("downsource-") and fname.ends_with("-state.dat"):
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DirAccess.remove_absolute(staging_folder + "/" + fname)
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logger.info("Removed corrupt download checkpoint: " + fname)
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fname = dir.get_next()
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dir.list_dir_end()
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# The partially-downloaded copy butler was resuming from also has to go.
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if DirAccess.dir_exists_absolute(staging_folder + "/install-source"):
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_wipe_dir(staging_folder + "/install-source")
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logger.info("Cleared partial download copy in staging install-source")
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## Recursively removes the contents of a directory, leaving the directory
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## itself in place.
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func _wipe_dir(path: String) -> void:
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if path == "" or not DirAccess.dir_exists_absolute(path):
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return
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var dir := DirAccess.open(path)
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if dir == null:
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logger.warn("Could not open staging folder to clear: " + path)
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return
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dir.list_dir_begin()
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var fname := dir.get_next()
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while fname != "":
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if fname != "." and fname != "..":
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var full: String = path + "/" + fname
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if dir.current_is_dir():
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_wipe_dir(full)
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DirAccess.remove_absolute(full)
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else:
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DirAccess.remove_absolute(full)
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fname = dir.get_next()
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dir.list_dir_end()
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## Returns the upload whose displayName or filename matches the user's pick
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## from the install-options dropdown, or {} when nothing matches.
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func _pick_upload(uploads: Array, chosen: String) -> Dictionary:
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@ -19,6 +19,13 @@ var _diagnosed_pids := {}
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## caveId -> true when butlerd reports an update for that cave. Refreshed in the
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## background by CheckUpdate so has_update() stays cheap and synchronous.
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var _update_flags := {}
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## gameId -> {genre, inputs, screenshots} parsed from each game's itch.io page.
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## butlerd's Game struct has none of these fields, so they're cached here and
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## merged into the game dict on every library load, powering per-layout boxart
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## (and, potentially, gamepad/genre filters).
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var _enriched: Dictionary = {}
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const _meta_cache_file: String = "itch_meta.json"
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func _ready() -> void:
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@ -29,6 +36,7 @@ func _ready() -> void:
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logger.info("itch.io library loaded")
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itch.logged_in.connect(_on_logged_in)
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itch.install_progressed.connect(_on_install_progressed)
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itch.install_failed.connect(_on_install_failed)
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# Detect itch.io games that die before creating a window (a missing shared
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# library, a broken install, ...) and surface a clear, actionable error
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# instead of leaving the user stuck on a black in-game screen.
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@ -103,7 +111,8 @@ func get_install_options(item: LibraryLaunchItem) -> Array[Library.InstallOption
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if label == "":
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label = upload.get("filename", "")
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if label != "":
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values.append(label)
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var size: int = int(upload.get("size", 0))
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values.append(label + " (" + _format_bytes(size) + ")")
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if values.size() <= 1:
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return []
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option.values = values
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@ -179,16 +188,29 @@ func update(item: LibraryLaunchItem) -> void:
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## OpenGamepadUI's library menu doesn't re-render after an install or
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## uninstall (the core install handler is a no-op upstream), so the tabs end
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## up showing stale install state. Drop and re-add this app through the
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## LibraryManager, which fires the library_item_removed/library_item_added
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## signals the menu uses to queue a refresh.
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## up showing stale install state. Signal the menu to queue a refresh.
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##
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## The app must NOT be dropped and re-added here: remove_library_launch_item()
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## erases the launch item from the existing LibraryItem and (when empty) the
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## whole app from the manager, so the next add builds a brand new LibraryItem.
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## The launch page and game settings hold a reference to the *old* item in
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## their state data, and once its launch_items is emptied the provider dropdown
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## in game_launch_settings.gd ends up with zero entries and segfaults on
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## select(). Patching the same instance in place keeps those references valid.
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func _refresh_library_menu(item: LibraryLaunchItem) -> void:
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var library_manager := load("res://core/global/library_manager.tres") as LibraryManager
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if library_manager == null:
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return
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if library_manager.has_app(item.name):
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library_manager.remove_library_launch_item("itch", item.name)
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library_manager.add_library_launch_item("itch", item)
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if not library_manager.has_app(item.name):
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library_manager.add_library_launch_item("itch", item)
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return
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var app := library_manager.get_app_by_name(item.name)
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if app.get_launch_item("itch") == null:
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item._provider_id = "itch"
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app.launch_items.push_back(item)
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# library_item_added/library_item_removed both just queue a menu refresh, so
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# a single emit re-renders the grids with the item's current install state.
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library_manager.library_item_added.emit(app)
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## OpenGamepadUI hides the Uninstall button once the item is no longer
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@ -289,6 +311,7 @@ func _refresh_installed_item(item: LibraryLaunchItem, game: Dictionary) -> void:
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func uninstall(item: LibraryLaunchItem) -> void:
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var cave_id := item.provider_app_id
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_active_item = item
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var success: bool = await itch.uninstall(item.provider_app_id)
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if success:
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@ -301,7 +324,7 @@ func uninstall(item: LibraryLaunchItem) -> void:
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uninstall_completed.emit(item, success)
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logger.info("Uninstall of '" + item.name + "' completed with status: " + str(success))
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if success:
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_update_flags.erase(item.provider_app_id)
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_update_flags.erase(cave_id)
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_refresh_library_menu(item)
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_restore_launch_focus()
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@ -433,6 +456,7 @@ func _cave_has_files(cave: Dictionary) -> bool:
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func _make_item(game: Dictionary, caves_by_game_id: Dictionary) -> Variant:
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if game.is_empty():
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return null
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game = _apply_enriched(game)
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if game.get("classification", "game") != "game":
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return null
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var game_id: int = int(game.get("id", 0))
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@ -463,6 +487,7 @@ func _make_item(game: Dictionary, caves_by_game_id: Dictionary) -> Variant:
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## from Fetch.Caves. Uses the standard Cache system so we don't hammer
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## butlerd (and, transitively, the itch.io API) on every library refresh.
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func _load_library(caching_flags: int = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE) -> Array[LibraryLaunchItem]:
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_enriched = _load_enriched_meta()
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if caching_flags & Cache.FLAGS.LOAD and Cache.is_cached(_cache_dir, _apps_cache_file):
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var json_items = Cache.get_json(_cache_dir, _apps_cache_file)
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if json_items != null:
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@ -501,6 +526,10 @@ func _load_library(caching_flags: int = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE) ->
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var items := [] as Array[LibraryLaunchItem]
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for i in json_items:
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var item := LibraryLaunchItem.from_dict(i)
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# Re-apply enriched page metadata (genre/inputs/screenshots) from
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# the itch_meta cache so a cached library still writes per-layout
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# boxart (and could filter by gamepad/genre) on cold loads.
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item.metadata["game"] = _apply_enriched(item.metadata.get("game", {}))
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var game: Dictionary = item.metadata.get("game", {})
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var cave: Dictionary = caves_by_game_id.get(int(game.get("id", 0)), {})
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if not cave.is_empty() and _cave_has_files(cave):
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@ -613,57 +642,191 @@ func _cleanup_orphan_caves(cave_ids: Array) -> void:
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await itch.uninstall(cave_id)
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## Queues background downloads of each game's cover art into OGPU's local
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## boxart directory (user://boxart/local/). The built-in "local" BoxArtProvider
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## picks those files up by <game name>-<layout>.png, so games show their real
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## cover instead of the placeholder. Covers are only downloaded once (the task
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## bails out if a layout file already exists). For games with an animated GIF
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## cover, itch.io provides a stillCoverUrl (a static frame, served as PNG) which
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## we prefer, since Godot has no GIF decoder.
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## Queues background downloads of each game's art into OGPU's local boxart
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## directory (user://boxart/local/). The built-in "local" BoxArtProvider picks
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## those files up by <game name>-<layout>.png, so games show their real cover
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## instead of the placeholder. Each task enriches the game from its itch.io page
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## first (genre/inputs/screenshots, cached in itch_meta.json) and then writes
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## per-layout art: the cover for portrait/logo, full-res screenshots for
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## landscape/banner. For games with an animated GIF cover, itch.io provides a
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## stillCoverUrl (a static frame, served as PNG) which we prefer, since Godot
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## has no GIF decoder.
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func _queue_boxart(items: Array) -> void:
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for i in items:
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var item: LibraryLaunchItem = i
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var game: Dictionary = item.metadata.get("game", {})
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var title: String = game.get("title", "")
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var cover_url := _cover_url(game)
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if title.is_empty() or cover_url.is_empty():
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if int(game.get("id", 0)) == 0:
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continue
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if FileAccess.file_exists("/".join([_boxart_dir(), title + "-portrait.png"])):
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continue
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itch.thread_group.scheduled_exec(_ensure_boxart.bind(game), 0)
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itch.thread_group.scheduled_exec(_enrich_and_boxart.bind(game), 0)
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## Downloads the given game's cover (blocking, runs on the shared thread) and
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## writes it to every boxart layout. itch.zone only serves one fixed landscape
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## image per game, and OGPU's boxart slots all keep-aspect (scale + crop), so a
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## single image is reused for portrait, landscape, banner and logo.
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func _ensure_boxart(game: Dictionary) -> void:
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## Downloads the given game's art (blocking, runs on the shared thread) and
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## writes it to the boxart layouts. The cover (or a full-res screenshot when
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## enriched metadata is available) fills every slot itch.io can serve: OGPU's
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## boxart slots all keep-aspect (scale + crop), so the 315x250 cover works for
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## portrait/logo while screenshots give landscape/banner real resolution.
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## When force is set (right after a fresh page fetch), landscape/banner get
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## overwritten so installs that only ever had the cover upgraded with art.
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func _ensure_boxart(game: Dictionary, meta: Dictionary = {}, force := false) -> void:
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var title: String = game.get("title", "")
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var cover_url := _cover_url(game)
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if title.is_empty() or cover_url.is_empty():
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return
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var dir := _boxart_dir()
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if FileAccess.file_exists("/".join([dir, title + "-portrait.png"])):
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return
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var body := _download_cover(cover_url)
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if body.is_empty():
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logger.warn("Unable to download cover art for '" + title + "'")
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return
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if not _is_raster_image(body):
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# OGPU's local provider only loads png/jpg. If itch.io didn't give us a
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# still for an animated cover, skip rather than write an unloadable file.
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logger.warn("Skipping unsupported cover format for '" + title + "'")
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return
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# Screenshots are full-res originals from the game page; the cover is only
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# reused for landscape/banner when a game has no screenshots at all.
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var screenshots: Array = meta.get("screenshots", [])
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var sources := {
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"portrait": cover_url,
|
||||
"landscape": screenshots[0] if not screenshots.is_empty() else cover_url,
|
||||
"banner": screenshots[1] if screenshots.size() > 1 else (screenshots[0] if not screenshots.is_empty() else cover_url),
|
||||
"logo": cover_url,
|
||||
}
|
||||
# portrait/logo keep the cover forever; landscape/banner are replaced by
|
||||
# screenshot art on the first enrichment after an upgrade.
|
||||
var fixed := {"portrait": true, "logo": true}
|
||||
var bodies := {}
|
||||
DirAccess.make_dir_recursive_absolute(dir)
|
||||
for layout in ["portrait", "landscape", "banner", "logo"]:
|
||||
var path := "/".join([dir, title + "-" + layout + ".png"])
|
||||
if FileAccess.file_exists(path):
|
||||
if fixed.has(layout) or not force:
|
||||
continue
|
||||
var url: String = sources[layout]
|
||||
if url.is_empty():
|
||||
continue
|
||||
var body: PackedByteArray
|
||||
if bodies.has(url):
|
||||
body = bodies[url]
|
||||
else:
|
||||
body = _http_get(url)
|
||||
bodies[url] = body
|
||||
if body.is_empty() or not _is_raster_image(body):
|
||||
# OGPU's local provider only loads png/jpg. If itch.io didn't give us a
|
||||
# still for an animated cover, skip rather than write an unloadable file.
|
||||
logger.warn("Skipping unsupported art for '" + title + "' layout " + layout)
|
||||
continue
|
||||
var file := FileAccess.open(path, FileAccess.WRITE)
|
||||
if file:
|
||||
file.store_buffer(body)
|
||||
file.close()
|
||||
logger.info("Downloaded boxart for '" + title + "'")
|
||||
logger.info("Downloaded " + layout + " boxart for '" + title + "'")
|
||||
|
||||
|
||||
## Runs on the shared thread: enrich the game from its itch.io page (once per
|
||||
## game, cached in itch_meta.json) and write per-layout boxart. A fresh fetch
|
||||
## force-refreshes landscape/banner so installs that only ever had the cover
|
||||
## copied into every slot get upgraded to full-res screenshots.
|
||||
func _enrich_and_boxart(game: Dictionary) -> void:
|
||||
var game_id := int(game.get("id", 0))
|
||||
if game_id == 0:
|
||||
return
|
||||
var meta := {}
|
||||
var force := false
|
||||
if _enriched.has(game_id):
|
||||
meta = _enriched[game_id]
|
||||
else:
|
||||
var fetched := _fetch_game_page_metadata(game)
|
||||
if not fetched.is_empty():
|
||||
meta = fetched
|
||||
force = true
|
||||
_save_enriched_meta(game_id, meta)
|
||||
logger.info("Enriched page metadata for '" + game.get("title", "") + "': genre='" + str(meta.get("genre", "")) + "' inputs=" + str(meta.get("inputs", [])))
|
||||
_ensure_boxart(game, meta, force)
|
||||
|
||||
|
||||
## Fetches a game's itch.io page and parses the Details table (genre, inputs)
|
||||
## plus the screenshot gallery. Returns {} on failure, otherwise
|
||||
## {genre: String, inputs: Array[String], screenshots: Array[String]}. None of
|
||||
## these fields exist in butlerd's Game struct; data.json exposes only freeform
|
||||
## tags and a price, so the page HTML is the only keyless source.
|
||||
func _fetch_game_page_metadata(game: Dictionary) -> Dictionary:
|
||||
var page_url: String = game.get("url", "")
|
||||
if page_url.is_empty():
|
||||
return {}
|
||||
var body := _http_get(page_url)
|
||||
if body.is_empty():
|
||||
return {}
|
||||
var html := body.get_string_from_utf8()
|
||||
if html.is_empty():
|
||||
return {}
|
||||
|
||||
# RegEx instances are created here (background thread) to avoid sharing
|
||||
# RegEx objects across threads.
|
||||
var genre_re := RegEx.new()
|
||||
genre_re.compile('<tr><td>Genre</td><td><a[^>]*>([^<]+)</a>')
|
||||
var inputs_row_re := RegEx.new()
|
||||
inputs_row_re.compile('(?s)<tr><td>Inputs</td><td>(.*?)</td></tr>')
|
||||
var input_slug_re := RegEx.new()
|
||||
input_slug_re.compile('input-([a-z0-9-]+)')
|
||||
var shot_re := RegEx.new()
|
||||
shot_re.compile('https://img\\.itch\\.zone/aW1hZ2Uv[^"]*/original/[^"]*')
|
||||
|
||||
var genre := ""
|
||||
var genre_match := genre_re.search(html)
|
||||
if genre_match != null:
|
||||
genre = _decode_html(genre_match.get_string(1).strip_edges())
|
||||
|
||||
var inputs: Array = []
|
||||
var inputs_match := inputs_row_re.search(html)
|
||||
if inputs_match != null:
|
||||
for m in input_slug_re.search_all(inputs_match.get_string(1)):
|
||||
inputs.append(m.get_string(1))
|
||||
|
||||
var screenshots: Array = []
|
||||
for m in shot_re.search_all(html):
|
||||
screenshots.append(m.get_string(0))
|
||||
|
||||
return {"genre": genre, "inputs": inputs, "screenshots": screenshots}
|
||||
|
||||
|
||||
## Decodes the HTML entities itch.io's Details table can contain.
|
||||
func _decode_html(value: String) -> String:
|
||||
value = value.replace("&", "&")
|
||||
value = value.replace("<", "<")
|
||||
value = value.replace(">", ">")
|
||||
value = value.replace(""", "\"")
|
||||
value = value.replace("'", "'")
|
||||
return value
|
||||
|
||||
|
||||
## Loads the itch_meta.json cache: gameId -> {genre, inputs, screenshots}.
|
||||
## JSON round-trips integer keys as strings, so they are normalized to int.
|
||||
func _load_enriched_meta() -> Dictionary:
|
||||
var raw: Variant = Cache.get_json(_cache_dir, _meta_cache_file)
|
||||
if typeof(raw) != TYPE_DICTIONARY:
|
||||
return {}
|
||||
var out := {}
|
||||
for key in raw:
|
||||
out[int(key)] = raw[key]
|
||||
return out
|
||||
|
||||
|
||||
## Merges one game's enriched metadata into the shared itch_meta.json cache.
|
||||
func _save_enriched_meta(game_id: int, meta: Dictionary) -> void:
|
||||
var raw: Variant = Cache.get_json(_cache_dir, _meta_cache_file)
|
||||
if typeof(raw) != TYPE_DICTIONARY:
|
||||
raw = {}
|
||||
raw[str(game_id)] = meta
|
||||
Cache.save_json(_cache_dir, _meta_cache_file, raw)
|
||||
|
||||
|
||||
## Merges the enriched metadata (genre/inputs/screenshots) into a game dict so
|
||||
## it survives and is available during _make_item and boxart setup.
|
||||
func _apply_enriched(game: Dictionary) -> Dictionary:
|
||||
if game.is_empty():
|
||||
return game
|
||||
var meta: Dictionary = _enriched.get(int(game.get("id", 0)), {})
|
||||
if meta.is_empty():
|
||||
return game
|
||||
if not game.has("genre"):
|
||||
game["genre"] = meta.get("genre", "")
|
||||
if not game.has("inputs"):
|
||||
game["inputs"] = meta.get("inputs", [])
|
||||
if not game.has("screenshots"):
|
||||
game["screenshots"] = meta.get("screenshots", [])
|
||||
return game
|
||||
|
||||
|
||||
func _boxart_dir() -> String:
|
||||
|
|
@ -680,8 +843,9 @@ func _cover_url(game: Dictionary) -> String:
|
|||
return game.get("coverUrl", "")
|
||||
|
||||
|
||||
## Blocking HTTPS GET of a single cover image, for use on a background thread.
|
||||
func _download_cover(url: String) -> PackedByteArray:
|
||||
## Blocking HTTPS GET of a single URL (cover image or game page HTML), for use
|
||||
## on a background thread.
|
||||
func _http_get(url: String) -> PackedByteArray:
|
||||
var parts := url.split("/")
|
||||
var use_tls := parts[0] == "https:"
|
||||
var http := HTTPClient.new()
|
||||
|
|
@ -976,23 +1140,41 @@ func _handle_launch_failure(app: RunningApp) -> void:
|
|||
## Shows the launch failure as a modal popup (OGPU's Dialog component) instead
|
||||
## of a transient toast, so the user has time to read and act on the message.
|
||||
func _show_failure_dialog(game_name: String, message: String) -> void:
|
||||
_show_modal_dialog("Failed to start: " + game_name + "\n\n" + message)
|
||||
|
||||
|
||||
## Surfaces an install/update failure (butlerd RPC error, corrupt download,
|
||||
## ...) in the same modal Dialog component the launch failure uses. Before
|
||||
## this, install errors were only written to the log, so a failed install
|
||||
## looked like a silent no-op.
|
||||
func _on_install_failed(_cave_or_game_id: String, game_title: String, message: String) -> void:
|
||||
logger.warn("Install of '" + game_title + "' failed: " + message)
|
||||
_show_modal_dialog("Failed to install: " + game_title + "\n\n" + message)
|
||||
|
||||
|
||||
## Shows a message in OGPU's modal Dialog component. The Dialog scene is
|
||||
## authored with zero-size anchors; make it (and its Spacer) fill the screen
|
||||
## so the panel is centered over whatever UI is currently up.
|
||||
func _show_modal_dialog(body: String) -> void:
|
||||
var dialog_scene := load("res://core/ui/components/dialog.tscn") as PackedScene
|
||||
if dialog_scene == null:
|
||||
logger.warn("Dialog component unavailable; launch failure not shown to user.")
|
||||
logger.warn("Dialog component unavailable; message not shown to user.")
|
||||
return
|
||||
var ui: Node = get_tree().get_first_node_in_group("main")
|
||||
if ui == null:
|
||||
ui = get_tree().root
|
||||
var dialog: Control = dialog_scene.instantiate()
|
||||
ui.add_child(dialog)
|
||||
# The Dialog scene is authored with zero-size anchors; make it (and its
|
||||
# Spacer) fill the screen so the panel is centered over the UI.
|
||||
dialog.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
dialog.size = (ui as Control).size if ui is Control else Vector2(1920, 1080)
|
||||
(dialog.get_node("Spacer") as Control).set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
dialog.cancel_visible = false
|
||||
dialog.closed.connect(func() -> void: dialog.queue_free())
|
||||
dialog.open(null, "Failed to start: " + game_name + "\n\n" + message, "OK")
|
||||
# Hand focus back to whatever had it before the modal opened. Without a
|
||||
# return node the Dialog leaves the UI unfocused on close, so gamepad
|
||||
# navigation goes dead until the user presses the guide button.
|
||||
var return_node: Control = get_tree().root.gui_get_focus_owner()
|
||||
dialog.open(return_node, body, "OK")
|
||||
|
||||
|
||||
## Figures out why a game failed to start and returns a human-readable,
|
||||
|
|
@ -1033,3 +1215,20 @@ func _missing_shared_libs(binary: String) -> String:
|
|||
if name != "":
|
||||
missing.append(name)
|
||||
return ", ".join(missing)
|
||||
|
||||
|
||||
## Formats a byte count for display, e.g. 53712463 -> "51.2 MB". A zero-byte
|
||||
## upload (like a "latest" external redirect placeholder) shows as "0 B" so
|
||||
## the user can spot it before picking it.
|
||||
func _format_bytes(bytes: int) -> String:
|
||||
if bytes <= 0:
|
||||
return "0 B"
|
||||
var units := ["B", "KB", "MB", "GB", "TB"]
|
||||
var value: float = float(bytes)
|
||||
var i := 0
|
||||
while value >= 1024.0 and i < units.size() - 1:
|
||||
value /= 1024.0
|
||||
i += 1
|
||||
if i == 0:
|
||||
return str(int(value)) + " B"
|
||||
return str(snapped(value, 0.1)) + " " + units[i]
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue