readability: rename constants, variables, extract enums across plugins

- itch: UPPER_CASE constants, CACHE_NAMESPACE, butler_process/rpc_socket/connection_state, LOGIN_METHOD enum, SETTINGS_SECTION, signal handler renames
- artprovider: UPPER_CASE constants, _enriched_meta, _find_game_dict, dead code removal, named poll intervals
- session-switch: MAX_POLL_FRAMES, _poll_for_power_menu, BUTTON_LABEL const
This commit is contained in:
Jose Falanga 2026-08-19 16:41:31 -03:00
parent 7ee08ac571
commit 97c1519833
4 changed files with 61 additions and 56 deletions

View file

@ -15,11 +15,11 @@ extends NodeThread
## 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 BROTH_BASE := "https://broth.itch.zone/butler"
## Persistent storage for the downloaded butler binary + butler.db. Kept OUT
## of user://plugins/<id>/ because OGPU wipes that directory (and everything
## inside it) whenever the plugin is updated or re-extracted.
const butler_dir := "user://butler"
const BUTLER_DIR := "user://butler"
## Where installed games live. This is intentionally NOT user://plugins/itch:
## OGPU moves the entire extracted plugin directory (plugins/<id>/) to the
## trash on every plugin update, so any install kept under it silently loses
@ -27,8 +27,8 @@ const butler_dir := "user://butler"
## used to break both fresh installs ("That upload is already installed!")
## and launches. Keeping games next to butler.db (user://butler) means they
## survive plugin updates untouched.
const games_dir := "user://butler/games"
const CACHE_DIR := "itch"
const GAMES_DIR := "user://butler/games"
const CACHE_NAMESPACE := "itch"
const CONNECTION_TIMEOUT_ITERATIONS := 50
const CONNECTION_POLL_DELAY_MS := 20
const PERCENTAGE_SCALE := 100
@ -60,9 +60,9 @@ 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 butler_process: InteractiveProcess
var rpc_socket: StreamPeerTCP
var connection_state: STATE = STATE.BOOT
var client_started := false
var is_logged_in := false
var profile: Dictionary = {}
@ -70,7 +70,7 @@ var profile: Dictionary = {}
var _proc_buffer := ""
var _recv_buffer := ""
var _next_id := 1
var _install_location_id := ""
var _cached_install_location_id := ""
var logger := Log.get_logger("ItchClient", Log.LEVEL.INFO)
@ -84,7 +84,7 @@ func _ready() -> void:
## Bootstraps the butler binary if it isn't present, then spawns butlerd.
func bootstrap() -> void:
var butler_dir_global := ProjectSettings.globalize_path(butler_dir)
var butler_dir_global := ProjectSettings.globalize_path(BUTLER_DIR)
_migrate_butler(butler_dir_global)
var butler_bin := "/".join([butler_dir_global, "butler"])
if not FileAccess.file_exists(butler_bin):
@ -108,12 +108,12 @@ func bootstrap() -> void:
"--destiny-pid", str(OS.get_process_id()),
]
proc = InteractiveProcess.new(butler_bin, args)
if proc.start() != OK:
butler_process = InteractiveProcess.new(butler_bin, args)
if butler_process.start() != OK:
logger.error("Unable to spawn butlerd")
return
client_started = true
state = STATE.WAITING_HANDSHAKE
connection_state = STATE.WAITING_HANDSHAKE
bootstrap_finished.emit()
@ -156,7 +156,7 @@ func _install_butler() -> bool:
arch_name = "arm64"
var platform_slug := os_name + "-" + arch_name
var latest_url := "/".join([broth_base, platform_slug, "LATEST"])
var latest_url := "/".join([BROTH_BASE, platform_slug, "LATEST"])
var http := HTTPRequest.new()
add_child.call_deferred(http)
@ -177,7 +177,7 @@ func _install_butler() -> bool:
return false
var version := body.get_string_from_utf8().strip_edges()
var archive_url := "/".join([broth_base, platform_slug, version, "archive", "default"])
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)
@ -193,7 +193,7 @@ func _install_butler() -> bool:
logger.error("butler couldn't be downloaded: " + archive_url)
return false
var globalized_dir := ProjectSettings.globalize_path(butler_dir)
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)
@ -223,8 +223,8 @@ func _get_user_agent() -> String:
# ---------------------------------------------------------------------------
func _thread_process(_delta: float) -> void:
if state == STATE.WAITING_HANDSHAKE and proc:
_proc_buffer += proc.read()
if connection_state == STATE.WAITING_HANDSHAKE and butler_process:
_proc_buffer += butler_process.read()
if not _proc_buffer.contains("\n"):
return
var lines := _proc_buffer.split("\n")
@ -244,12 +244,12 @@ func _thread_process(_delta: float) -> void:
_connect_and_authenticate.call_deferred(address, secret)
return
if state == STATE.CONNECTED and socket:
socket.poll()
var available := socket.get_available_bytes()
if connection_state == STATE.CONNECTED and rpc_socket:
rpc_socket.poll()
var available := rpc_socket.get_available_bytes()
if available <= 0:
return
var chunk := socket.get_partial_data(available)
var chunk := rpc_socket.get_partial_data(available)
if chunk[0] != OK:
return
_recv_buffer += (chunk[1] as PackedByteArray).get_string_from_utf8()
@ -274,22 +274,22 @@ func _connect_and_authenticate(address: String, secret: String) -> void:
var host: String = parts[0]
var port: int = int(parts[1])
socket = StreamPeerTCP.new()
if socket.connect_to_host(host, port) != OK:
rpc_socket = StreamPeerTCP.new()
if rpc_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 := CONNECTION_TIMEOUT_ITERATIONS
while socket.get_status() == StreamPeerTCP.STATUS_CONNECTING and timeout > 0:
socket.poll()
while rpc_socket.get_status() == StreamPeerTCP.STATUS_CONNECTING and timeout > 0:
rpc_socket.poll()
OS.delay_msec(CONNECTION_POLL_DELAY_MS)
timeout -= 1
if socket.get_status() != StreamPeerTCP.STATUS_CONNECTED:
if rpc_socket.get_status() != StreamPeerTCP.STATUS_CONNECTED:
logger.error("Timed out connecting to butlerd")
return
state = STATE.CONNECTED
connection_state = STATE.CONNECTED
var res := await _rpc_call("Meta.Authenticate", {"secret": secret})
if "error" in res:
@ -305,9 +305,9 @@ func _connect_and_authenticate(address: String, secret: String) -> void:
# ---------------------------------------------------------------------------
func _send_line(text: String) -> void:
if not socket:
if not rpc_socket:
return
socket.put_data((text + "\n").to_utf8_buffer())
rpc_socket.put_data((text + "\n").to_utf8_buffer())
## Godot's JSON.parse decodes every JSON number as a float (so 7670 becomes
@ -589,17 +589,17 @@ func _get_caves() -> Variant:
## every plugin update; existing locations pointing there are left alone (their
## orphaned caves are cleaned up by [method _resolve_cave]) but never reused.
func _ensure_install_location() -> String:
if _install_location_id != "":
return _install_location_id
if _cached_install_location_id != "":
return _cached_install_location_id
var target_path := ProjectSettings.globalize_path(games_dir)
var target_path := ProjectSettings.globalize_path(GAMES_DIR)
var res := await _rpc_call("Install.Locations.List", {})
var locations: Array = res.get("installLocations", [])
for loc in locations:
var location: Dictionary = loc
if location.get("path", "") == target_path:
_install_location_id = location.get("id", "")
return _install_location_id
_cached_install_location_id = location.get("id", "")
return _cached_install_location_id
DirAccess.make_dir_recursive_absolute(target_path)
# Let butlerd generate the id so we never collide with a stale location
@ -608,8 +608,8 @@ func _ensure_install_location() -> String:
if "error" in add_res:
logger.error("Install.Locations.Add failed: " + str(add_res["error"]))
return ""
_install_location_id = add_res.get("installLocation", {}).get("id", "")
return _install_location_id
_cached_install_location_id = add_res.get("installLocation", {}).get("id", "")
return _cached_install_location_id
## Returns every configured install location, each as:
@ -629,7 +629,7 @@ func _get_install_locations() -> Array:
logger.warn("Install.Locations.List failed: " + str(res["error"]))
return []
var locations: Array = res.get("installLocations", [])
var preferred_path := ProjectSettings.globalize_path(games_dir)
var preferred_path := ProjectSettings.globalize_path(GAMES_DIR)
var plugin_dir := ProjectSettings.globalize_path("user://plugins/itch")
var preferred: Array = []
var others: Array = []
@ -998,8 +998,8 @@ func _logout() -> void:
func _exit_tree() -> void:
if socket:
socket.disconnect_from_host()
if not proc:
if rpc_socket:
rpc_socket.disconnect_from_host()
if not butler_process:
return
proc.stop()
butler_process.stop()

View file

@ -11,6 +11,8 @@ var settings_manager := load("res://core/global/settings_manager.tres") as Setti
var notification_manager := load("res://core/global/notification_manager.tres") as NotificationManager
const icon := preload("res://plugins/itch/assets/itch.svg")
enum LOGIN_METHOD { API_KEY = 0, PASSWORD = 1 }
@onready var status := $%Status as StatusPanel
@onready var connected_status := $%ConnectedStatus as StatusPanel
@onready var logged_in_status := $%LoggedInStatus as StatusPanel
@ -44,7 +46,7 @@ func _ready() -> void:
# Configure connected status
connected_status.status = connected_status.STATUS.ACTIVE
if itch.state != itch.STATE.BOOT:
if itch.connection_state != itch.STATE.BOOT:
connected_status.color = "green"
itch.client_ready.connect(func():
connected_status.color = "green"
@ -82,8 +84,8 @@ func _ready() -> void:
show_purchases_check.button_pressed = settings_manager.get_value("plugin.itch", "show_purchases", true) as bool
# Connect signals
save_button.pressed.connect(_on_save_button)
logout_button.pressed.connect(_on_logout_button)
save_button.pressed.connect(_on_save_pressed)
logout_button.pressed.connect(_on_logout_pressed)
login_method.item_selected.connect(_on_login_method_changed)
filter_check.toggled.connect(_on_filter_toggled)
show_purchases_check.toggled.connect(_on_show_purchases_toggled)
@ -105,17 +107,17 @@ func _on_login(login_status: ItchClient.LOGIN_STATUS, _profile: Dictionary) -> v
func _on_login_method_changed(idx: int) -> void:
# API key mode: show API key input, hide user/pass.
# Password mode: show user/pass, hide API key.
var is_api := idx == 0
var is_api := idx == LOGIN_METHOD.API_KEY
api_key_box.visible = is_api
username_box.visible = not is_api
password_box.visible = not is_api
func _on_save_button() -> void:
func _on_save_pressed() -> void:
var method: int = login_method.selected
settings_manager.set_value("plugin.itch", "login_method", method)
if method == 0:
if method == LOGIN_METHOD.API_KEY:
# API key login
settings_manager.set_value("plugin.itch", "username", "")
var api_key: String = api_key_box.text.strip_edges()
@ -133,11 +135,11 @@ func _on_save_button() -> void:
itch.login_with_password(uname, password)
func _on_logout_button() -> void:
func _on_logout_pressed() -> void:
var method: int = login_method.selected
# Clear saved credentials
if method == 0:
if method == LOGIN_METHOD.API_KEY:
settings_manager.set_value("plugin.itch", "api_key", "")
api_key_box.text = ""
else:

View file

@ -509,7 +509,7 @@ func _load_library(caching_flags: int = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE) ->
cached_installed = true
break
var attempts := 0
while cached_installed and attempts < BUTLERD_BOOT_MAX_ATTEMPTS and (caves == null or (caves.is_empty() and itch.state != ItchClient.STATE.CONNECTED)):
while cached_installed and attempts < BUTLERD_BOOT_MAX_ATTEMPTS and (caves == null or (caves.is_empty() and itch.connection_state != ItchClient.STATE.CONNECTED)):
await get_tree().create_timer(BUTLERD_BOOT_RETRY_DELAY_SEC).timeout
caves = await itch.get_caves()
attempts += 1