Merge games from the profile's itch.io collections into the library (deduped against owned games) so bookmarked free games show up
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9cd4cb32e3
commit
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3 changed files with 106 additions and 23 deletions
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@ -387,6 +387,68 @@ func _get_owned_games() -> Array:
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return res.get("items", [])
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## Returns every game present in any of the profile's collections, as full
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## Game dicts (CollectionGame embeds the whole game object). These aren't
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## necessarily owned: the user may have bookmarked free games in a collection.
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func get_collection_games() -> Array:
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return await thread_group.exec(_get_collection_games)
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func _get_collection_games() -> Array:
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if not is_logged_in:
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return []
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var params := {"profileId": profile.get("user", {}).get("id", profile.get("id", 0))}
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var res := await _rpc_call("Fetch.ProfileCollections", params)
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if "error" in res:
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logger.warn("Fetch.ProfileCollections failed: " + str(res["error"]))
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return []
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if res.get("stale", false):
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logger.info("Collections are stale. Refreshing from itch.io.")
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params["fresh"] = true
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res = await _rpc_call("Fetch.ProfileCollections", params)
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if "error" in res:
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logger.warn("Fetch.ProfileCollections (fresh) failed: " + str(res["error"]))
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return []
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return await _fetch_collection_games(
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profile.get("user", {}).get("id", profile.get("id", 0)),
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res.get("items", [])
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)
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## Paginates through Fetch.Collection.Games for every collection, collecting the
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## embedded game objects. Each collection can span multiple pages (cursor), and
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## a page served from butlerd's local cache is re-issued fresh.
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func _fetch_collection_games(profile_id: int, collections: Array) -> Array:
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var games := []
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for c in collections:
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var collection: Dictionary = c
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var collection_id: int = collection.get("id", 0)
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var cursor: Variant = null
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while true:
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var params := {"profileId": profile_id, "collectionId": collection_id}
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if cursor != null:
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params["cursor"] = cursor
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var res := await _rpc_call("Fetch.Collection.Games", params)
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if "error" in res:
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logger.warn("Fetch.Collection.Games failed for collection " + str(collection_id) + ": " + str(res["error"]))
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break
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if res.get("stale", false):
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params["fresh"] = true
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res = await _rpc_call("Fetch.Collection.Games", params)
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if "error" in res:
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logger.warn("Fetch.Collection.Games (fresh) failed for collection " + str(collection_id) + ": " + str(res["error"]))
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break
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for cg in res.get("items", []):
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var collection_game: Dictionary = cg
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var game: Dictionary = collection_game.get("game", {})
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if not game.is_empty():
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games.append(game)
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cursor = res.get("nextCursor", null)
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if cursor == null:
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break
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return games
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## Returns every installed game (a "cave" in butlerd terminology).
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func get_caves() -> Array:
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return await thread_group.exec(_get_caves)
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@ -66,6 +66,33 @@ func _on_install_progressed(_id: String, _current: int, _total: int) -> void:
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pass
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## Builds a LibraryLaunchItem for a game, or null when the entry isn't an
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## actual game (itch.io also hosts tools, assets, soundtracks, comics, ...).
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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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if game.get("classification", "game") != "game":
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return null
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var game_id: int = game.get("id", 0)
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var cave: Dictionary = caves_by_game_id.get(game_id, {})
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var item := LibraryLaunchItem.new()
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item.provider_app_id = cave.get("id", "")
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item.name = game.get("title", "Unknown itch.io game")
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item.tags = ["itch"]
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item.categories = ["Game"]
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item.installed = not cave.is_empty()
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item.metadata = {"game": game}
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if not cave.is_empty():
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var install_folder: String = cave.get("installInfo", {}).get("installFolder", "")
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var exe := _find_executable(install_folder)
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item.command = exe
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item.args = []
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item.cwd = install_folder
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return item
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## Builds the full itch.io library: owned games merged with install state
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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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@ -87,6 +114,7 @@ func _load_library(caching_flags: int = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE) ->
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logger.info("Fetching itch.io library...")
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var owned: Array = await itch.get_owned_games()
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var caves: Array = await itch.get_caves()
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var collection_games: Array = await itch.get_collection_games()
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var caves_by_game_id := {}
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for c in caves:
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@ -95,34 +123,27 @@ func _load_library(caching_flags: int = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE) ->
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caves_by_game_id[game_id] = cave
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var items := [] as Array[LibraryLaunchItem]
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var seen_game_ids := {}
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for o in owned:
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var owned_entry: Dictionary = o
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var game: Dictionary = owned_entry.get("game", {})
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if game.is_empty():
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continue
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# Only surface actual games (itch.io also hosts tools, assets,
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# soundtracks, comics, etc. under the same ownership API).
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if game.get("classification", "game") != "game":
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var item := _make_item(game, caves_by_game_id)
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if item == null:
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continue
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seen_game_ids[game.get("id", 0)] = true
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items.append(item)
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# Collection games aren't necessarily owned (e.g. a free game the user
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# bookmarked), so merge them in too, deduped against owned games.
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for g in collection_games:
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var game: Dictionary = g
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var game_id: int = game.get("id", 0)
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var cave: Dictionary = caves_by_game_id.get(game_id, {})
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var item := LibraryLaunchItem.new()
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item.provider_app_id = cave.get("id", "")
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item.name = game.get("title", "Unknown itch.io game")
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item.tags = ["itch"]
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item.categories = ["Game"]
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item.installed = not cave.is_empty()
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item.metadata = {"game": game}
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if not cave.is_empty():
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var install_folder: String = cave.get("installInfo", {}).get("installFolder", "")
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var exe := _find_executable(install_folder)
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item.command = exe
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item.args = []
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item.cwd = install_folder
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if game_id in seen_game_ids:
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continue
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var item := _make_item(game, caves_by_game_id)
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if item == null:
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continue
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seen_game_ids[game_id] = true
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items.append(item)
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if caching_flags & Cache.FLAGS.SAVE:
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