Add install locations, upload picker, update flags, move, and launch hooks (v0.1.24)
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a024907696
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3 changed files with 252 additions and 29 deletions
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@ -515,10 +515,72 @@ func _ensure_install_location() -> String:
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return _install_location_id
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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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func get_install_locations() -> Array:
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return await thread_group.exec(_get_install_locations)
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func _get_install_locations() -> Array:
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var res := await _rpc_call("Install.Locations.List", {})
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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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## Returns the uploads butlerd considers compatible with this machine for the
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## given game. Each entry is a full Upload dict (id, filename, displayName,
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## size, type, platforms, ...).
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func get_compatible_uploads(game_id: int) -> Array:
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return await thread_group.exec(_get_compatible_uploads.bind(game_id))
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func _get_compatible_uploads(game_id: int) -> Array:
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var params := {"gameId": game_id, "compatible": true}
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var res := await _rpc_call("Fetch.GameUploads", params)
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if "error" in res:
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logger.warn("Fetch.GameUploads failed for game " + str(game_id) + ": " + str(res["error"]))
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return []
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# Uploads are cached by butlerd just like owned keys, so retry fresh when
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# the cached result is stale, otherwise a cold database would report every
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# game as having no compatible upload.
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if res.get("stale", false):
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logger.info("Uploads are stale. Refreshing from itch.io.")
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params["fresh"] = true
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res = await _rpc_call("Fetch.GameUploads", params)
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if "error" in res:
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logger.warn("Fetch.GameUploads (fresh) failed for game " + str(game_id) + ": " + str(res["error"]))
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return []
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return res.get("uploads", [])
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## Looks for updates to installed caves. When cave_ids is empty, butlerd checks
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## every cave and respects per-cave snooze (matching the official itch.io app).
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## Returns the list of GameUpdate dicts (each with a `caveId`).
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func check_updates(cave_ids: Array = []) -> Array:
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return await thread_group.exec(_check_updates.bind(cave_ids))
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func _check_updates(cave_ids: Array) -> Array:
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var params := {}
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if not cave_ids.is_empty():
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params["caveIds"] = cave_ids
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var res := await _rpc_call("CheckUpdate", params)
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if "error" in res:
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logger.warn("CheckUpdate failed: " + str(res["error"]))
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return []
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return res.get("updates", [])
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## Installs (or updates, if a caveId is given) the given game.
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## `options` may carry:
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## - "install_location_id": the InstallLocation id to install into (fresh installs)
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## - "upload": the upload filename/displayName chosen by the user (defaults to
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## butlerd's first compatible upload otherwise)
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## Returns true when the operation finished without errors.
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func install(game: Dictionary, cave_id: String = "") -> bool:
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return await thread_group.exec(_install.bind(game, cave_id))
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func install(game: Dictionary, cave_id: String = "", options: Dictionary = {}) -> bool:
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return await thread_group.exec(_install.bind(game, cave_id, options))
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## Reconciles an install/update request against what butlerd actually has
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@ -560,36 +622,30 @@ func _resolve_cave(game: Dictionary, cave_id: String) -> String:
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return ""
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func _install(game: Dictionary, cave_id: String) -> bool:
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func _install(game: Dictionary, cave_id: String, options: Dictionary) -> bool:
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var game_id: int = game.get("id", 0)
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cave_id = await _resolve_cave(game, cave_id)
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var reason := "update" if cave_id != "" else "install"
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var uploads_params := {"gameId": game_id, "compatible": true}
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var uploads_res := await _rpc_call("Fetch.GameUploads", uploads_params)
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if "error" in uploads_res:
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logger.warn("Fetch.GameUploads failed: " + str(uploads_res["error"]))
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emit_signal.call_deferred("app_installed", cave_id, false)
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return false
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# Uploads are cached by butlerd just like owned keys, so retry fresh when
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# the cached result is stale, otherwise a cold database would report every
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# game as having no compatible upload.
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if uploads_res.get("stale", false):
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logger.info("Uploads are stale. Refreshing from itch.io.")
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uploads_params["fresh"] = true
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uploads_res = await _rpc_call("Fetch.GameUploads", uploads_params)
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if "error" in uploads_res:
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logger.warn("Fetch.GameUploads (fresh) failed: " + str(uploads_res["error"]))
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emit_signal.call_deferred("app_installed", cave_id, false)
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return false
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var uploads: Array = uploads_res.get("uploads", [])
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var uploads := await _get_compatible_uploads(game_id)
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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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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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# one was offered (the game has more than one compatible upload).
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var chosen_upload: Variant = options.get("upload", null)
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if chosen_upload != null:
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var picked := _pick_upload(uploads, str(chosen_upload))
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if picked.is_empty():
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logger.warn("Selected upload '" + str(chosen_upload) + "' not found. Using default upload.")
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else:
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upload = picked
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var location_id := await _ensure_install_location()
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var location_id: String = options.get("install_location_id", "") as String
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if location_id == "":
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location_id = await _ensure_install_location()
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var queue_params := {
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"game": game,
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@ -637,6 +693,16 @@ func _install(game: Dictionary, cave_id: String) -> bool:
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return success
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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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for u in uploads:
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var upload: Dictionary = u
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if upload.get("displayName", "") == chosen or upload.get("filename", "") == chosen:
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return upload
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return {}
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## Uninstalls the given cave. Returns true on success.
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func uninstall(cave_id: String) -> bool:
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return await thread_group.exec(_uninstall.bind(cave_id))
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@ -16,6 +16,9 @@ var _active_item: LibraryLaunchItem
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var _launch_watch := {}
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## pids already diagnosed, so a failed game is only reported once.
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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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func _ready() -> void:
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@ -35,16 +38,121 @@ func _ready() -> void:
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watch_timer.autostart = true
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watch_timer.timeout.connect(_check_failed_launches)
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add_child(watch_timer)
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# Keep the has_update() flags fresh in the background (CheckUpdate hits the
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# itch.io API, so it must never run on the UI thread or per-library-load).
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var update_timer := Timer.new()
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update_timer.wait_time = 600.0
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update_timer.autostart = true
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update_timer.timeout.connect(_refresh_update_flags)
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add_child(update_timer)
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_refresh_update_flags.call_deferred()
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func get_library_launch_items() -> Array[LibraryLaunchItem]:
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return await _load_library(Cache.FLAGS.LOAD | Cache.FLAGS.SAVE)
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func install_to(item: LibraryLaunchItem, _location = null, _options: Dictionary = {}) -> void:
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## Every butlerd install location, surfaced as OGPU InstallLocation objects.
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## OGPU opens the install-location picker (game_launch_menu.gd) whenever this
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## returns at least one entry, so installs let the user pick where the game
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## goes. Size info comes from butlerd's Install.Locations.List (bytes).
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func get_available_install_locations(_item: LibraryLaunchItem = null) -> Array[Library.InstallLocation]:
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var raw := await itch.get_install_locations()
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var out: Array[Library.InstallLocation] = []
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for loc in raw:
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var entry: Dictionary = loc
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var location := Library.InstallLocation.new()
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location.id = entry.get("id", "")
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location.name = entry.get("path", "")
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location.description = "itch.io install folder"
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var size_info: Dictionary = entry.get("sizeInfo", {})
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var total: int = int(size_info.get("totalSize", 0))
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var free: int = int(size_info.get("freeSize", 0))
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if total > 0:
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location.total_space_mb = total / (1024 * 1024)
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if free > 0:
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location.free_space_mb = free / (1024 * 1024)
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out.append(location)
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return out
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## Surfaces an upload picker when the game has more than one compatible upload
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## (different platform builds, demo vs full version, ...), so the user can
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## choose which one to install. The picked upload's display name comes back
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## through the options dict and is matched against Fetch.GameUploads in the
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## client's install() call.
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func get_install_options(item: LibraryLaunchItem) -> Array[Library.InstallOption]:
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if item.installed:
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return []
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var game: Dictionary = item.metadata.get("game", {})
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var game_id: int = int(game.get("id", 0))
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if game_id == 0:
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return []
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var uploads: Array = await itch.get_compatible_uploads(game_id)
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if uploads.size() <= 1:
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return []
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var option := Library.InstallOption.new()
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option.id = "upload"
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option.name = "Version"
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option.description = "Which upload of this game to install"
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option.value_type = TYPE_STRING
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var values := []
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for u in uploads:
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var upload: Dictionary = u
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var label: String = upload.get("displayName", "")
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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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if values.size() <= 1:
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return []
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option.values = values
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return [option]
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## Lifecycle hooks OGPU's LaunchManager invokes around a game's lifetime. This
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## build of OGPU never calls get_app_lifecycle_hooks() (the AppLifecycleHook API
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## is dead code in core), so the PRE_LAUNCH hook here is defensive: it re-applies
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## the user-library path to cached items that predate it, in case launch time is
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## ever wired up to the hook API.
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func get_app_lifecycle_hooks() -> Array[AppLifecycleHook]:
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var hooks: Array[AppLifecycleHook] = []
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hooks.append(LaunchHook.new(AppLifecycleHook.TYPE.PRE_LAUNCH, _on_pre_launch))
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return hooks
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## Defensive pre-launch cleanup: cached LibraryLaunchItems built before the
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## user-library path existed won't carry LD_LIBRARY_PATH. Re-apply it so games
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## that need it (e.g. Friday Night Funkin' + libvlc) always launch, whatever
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## path the item took into the launch manager.
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func _on_pre_launch(item: LibraryLaunchItem) -> void:
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_apply_user_library_path(item)
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## Wraps a callback into OGPU's AppLifecycleHook contract.
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class LaunchHook extends AppLifecycleHook:
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var _callback: Callable
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func _init(hook_type: AppLifecycleHook.TYPE, callback: Callable) -> void:
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super(hook_type)
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_callback = callback
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func execute(item: LibraryLaunchItem) -> void:
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_callback.call(item)
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func install_to(item: LibraryLaunchItem, location = null, options: Dictionary = {}) -> void:
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var game := (item.metadata.get("game", {}) as Dictionary)
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_active_item = item
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var success: bool = await itch.install(game)
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# Forward the user's install-location and install-option choices (upload,
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# ...) to butlerd. Install.Location objects come from the picker OGPU opens
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# when get_available_install_locations() returns more than one entry.
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var opts := {}
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if location != null and not (location.id as String).is_empty():
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opts["install_location_id"] = location.id
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for key in options:
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opts[key] = options[key]
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var success: bool = await itch.install(game, "", opts)
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if success:
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await _refresh_installed_item(item, game)
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_active_item = null
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@ -52,6 +160,7 @@ func install_to(item: LibraryLaunchItem, _location = null, _options: Dictionary
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logger.info("Install of '" + item.name + "' completed with status: " + str(success))
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if success:
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_refresh_library_menu(item)
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_refresh_update_flags.call_deferred()
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func update(item: LibraryLaunchItem) -> void:
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@ -65,6 +174,7 @@ func update(item: LibraryLaunchItem) -> void:
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logger.info("Update of '" + item.name + "' completed with status: " + str(success))
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if success:
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_refresh_library_menu(item)
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_refresh_update_flags.call_deferred()
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## OpenGamepadUI's library menu doesn't re-render after an install or
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@ -191,21 +301,68 @@ 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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_refresh_library_menu(item)
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_restore_launch_focus()
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## itch.io's CheckUpdate call is async (and rate-limited), so we don't poll it
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## synchronously here. LibraryManager is expected to periodically call
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## get_library_launch_items() again, which re-fetches from butlerd's cache.
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## itch.io's update availability comes from butlerd's CheckUpdate call, which
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## is async and hits the itch.io API, so it runs in the background and results
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## are cached per cave id. LibraryManager/OGPU's core doesn't poll this today,
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## but implementations that do will get a cheap, synchronous answer.
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func has_update(_item: LibraryLaunchItem) -> bool:
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return false
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var cave_id: String = _item.provider_app_id
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if cave_id == "":
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return false
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return _update_flags.get(cave_id, false) as bool
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## Moves an install to another location. butlerd has no move RPC (the official
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## itch app does exactly this too), so it's uninstall + reinstall into the
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## target location. Save files live outside the install folder, so nothing is
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## lost in the move.
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func move(item: LibraryLaunchItem, to_location: Library.InstallLocation) -> void:
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var game := (item.metadata.get("game", {}) as Dictionary)
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_active_item = item
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var uninstall_ok: bool = await itch.uninstall(item.provider_app_id)
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if not uninstall_ok:
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_active_item = null
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move_completed.emit(item, false)
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return
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item.provider_app_id = ""
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item.installed = false
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var install_ok: bool = await itch.install(game, "", {"install_location_id": to_location.id})
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if install_ok:
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await _refresh_installed_item(item, game)
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_active_item = null
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move_completed.emit(item, install_ok)
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if install_ok:
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_refresh_library_menu(item)
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_refresh_update_flags.call_deferred()
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## Refresh the caveId -> update-available map from butlerd's CheckUpdate. Runs
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## on the background thread (network + rate limits); pass no cave ids so it
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## respects each cave's snooze setting, like the official itch.io app.
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func _refresh_update_flags() -> void:
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if not itch.is_logged_in:
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return
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var updates: Array = await itch.check_updates()
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var flags := {}
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for u in updates:
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var update: Dictionary = u
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var cave_id: String = update.get("caveId", "")
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if cave_id != "":
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flags[cave_id] = true
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_update_flags = flags
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logger.debug("Refreshed update flags for " + str(flags.size()) + " game(s)")
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func _on_logged_in(status: ItchClient.LOGIN_STATUS, _profile: Dictionary) -> void:
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if status != ItchClient.LOGIN_STATUS.OK:
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return
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logger.info("Logged in. Refreshing itch.io library.")
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_refresh_update_flags.call_deferred()
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var items: Array = await _load_library(Cache.FLAGS.SAVE)
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for i in items:
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var item: LibraryLaunchItem = i
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