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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@ -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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