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Author SHA1 Message Date
c15d49bfd1 Migrate settings UI to OGPU themed widgets and add logout
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- Replace plain Godot Controls with StatusPanel, ComponentTextInput,
  Toggle, CardButton, and Dropdown components
- Add logout functionality that clears API key or closes session
- Match Steam plugin's settings UI style
2026-08-17 12:27:14 -03:00
b9effee104 Bump to v0.1.39
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Build plugin / build (push) Successful in 1m8s
2026-08-17 02:20:05 -03:00
d09bd2ae79 Replace cookie HTTP verification with butlerd's Profile.List + UseSavedLogin
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Build plugin / build (push) Has been cancelled
Butlerd stores credentials in its SQLite DB after the first password
login. On restart, Profile.List finds saved profiles and
Profile.UseSavedLogin refreshes them — no cookie persistence needed on
our side.
2026-08-17 02:19:22 -03:00
5 changed files with 204 additions and 199 deletions

View file

@ -56,7 +56,6 @@ signal app_installed(cave_id: String, success: bool)
signal app_updated(cave_id: String, success: bool)
signal app_uninstalled(cave_id: String, success: bool)
signal launch_exited(cave_id: String)
signal login_cookies_saved(username: String, cookie: String)
var proc: InteractiveProcess
var socket: StreamPeerTCP
@ -385,109 +384,41 @@ func _login_with_password(username: String, password: String) -> void:
return
profile = res.get("profile", {})
is_logged_in = true
# Persist the cookie so we can re-authenticate on restart. Butlerd
# stores tokens in its own DB, but we re-send the cookie on subsequent
# startups so butlerd can refresh the session if needed.
var cookie_dict: Dictionary = res.get("cookie", {})
if not cookie_dict.is_empty():
var cookie_json := JSON.stringify(cookie_dict)
emit_signal.call_deferred("login_cookies_saved", username, cookie_json)
emit_signal.call_deferred("logged_in", LOGIN_STATUS.OK, profile)
## Re-authenticates using a previously saved cookie. The cookie is a JSON
## dict of name-value pairs from Profile.LoginWithPassword. We send it to
## itch.io's API directly to verify the session — butlerd doesn't expose a
## "login with cookie" method, but it stores the credentials internally so
## subsequent butlerd calls will work once we've verified the session.
func login_with_cookie(cookie_json: String) -> void:
await thread_group.exec(_login_with_cookie.bind(cookie_json))
## Attempts to resume a previous login using butlerd's stored credentials.
## Returns true on success (profile is set, logged_in signal emitted).
func try_saved_login() -> bool:
return await thread_group.exec(_try_saved_login)
func _login_with_cookie(cookie_json: String) -> void:
var cookie_dict: Dictionary = {}
var json := JSON.new()
if json.parse(cookie_json) == OK and typeof(json.data) == TYPE_DICTIONARY:
cookie_dict = json.data
if cookie_dict.is_empty():
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
# Build Cookie header from the dict: "name1=value1; name2=value2"
var pairs: PackedStringArray = []
for key in cookie_dict:
pairs.append(str(key) + "=" + str(cookie_dict[key]))
var cookie_header := "; ".join(pairs)
var http := HTTPClient.new()
var err := http.connect_to_host("api.itch.io", 443, TLSOptions.client())
if err != OK:
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
var deadline := Time.get_ticks_msec() + 15000
while http.get_status() == HTTPClient.STATUS_CONNECTING or http.get_status() == HTTPClient.STATUS_RESOLVING:
http.poll()
if Time.get_ticks_msec() > deadline:
http.close()
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
OS.delay_msec(50)
if http.get_status() != HTTPClient.STATUS_CONNECTED:
http.close()
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
var headers := PackedStringArray([
"Cookie: " + cookie_header,
"User-Agent: opencode-itch-plugin/1.0",
])
http.request(HTTPClient.METHOD_GET, "/profile", headers)
deadline = Time.get_ticks_msec() + 15000
while http.get_status() == HTTPClient.STATUS_REQUESTING:
http.poll()
if Time.get_ticks_msec() > deadline:
http.close()
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
OS.delay_msec(10)
var body := PackedByteArray()
while http.get_status() == HTTPClient.STATUS_BODY:
http.poll()
var chunk: PackedByteArray = http.read_response_body_chunk()
if chunk.is_empty():
if Time.get_ticks_msec() > deadline:
http.close()
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
OS.delay_msec(10)
continue
body.append_array(chunk)
http.close()
var response_code := http.get_response_code()
var response_text := body.get_string_from_utf8()
if response_code != 200 or response_text.is_empty():
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
var resp_json := JSON.new()
if resp_json.parse(response_text) != OK:
is_logged_in = false
emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
return
var data: Dictionary = resp_json.data
profile = data.get("user", data)
func _try_saved_login() -> bool:
var list_res := await _rpc_call("Profile.List", {})
if "error" in list_res:
return false
var profiles: Array = list_res.get("profiles", [])
if profiles.is_empty():
return false
# Use the most recently connected profile.
var best: Dictionary = profiles[0]
var best_time: int = int(best.get("lastConnected", 0))
for p in profiles:
var t: int = int(p.get("lastConnected", 0))
if t > best_time:
best = p
best_time = t
var profile_id: int = int(best.get("id", 0))
if profile_id == 0:
return false
var use_res := await _rpc_call("Profile.UseSavedLogin", {"profileId": profile_id})
if "error" in use_res:
logger.warn("Profile.UseSavedLogin failed: " + str(use_res["error"]))
return false
profile = use_res.get("profile", {})
is_logged_in = true
emit_signal.call_deferred("logged_in", LOGIN_STATUS.OK, profile)
return true
## Returns every game the logged-in profile owns a download key for.
@ -1030,6 +961,28 @@ func _launch(cave_id: String) -> void:
launch_exited.emit.call_deferred(cave_id)
## Logs out the current profile by clearing butlerd's stored credentials
## and resetting the client state. For API key logins the caller should
## also clear the saved key via settings_manager.
func logout() -> void:
await thread_group.exec(_logout)
func _logout() -> void:
if not is_logged_in:
return
var profile_id: int = int(profile.get("user", {}).get("id", profile.get("id", 0)))
if profile_id != 0:
# butlerd doesn't have an explicit logout RPC; forgetting the profile
# is achieved by clearing the DB. The simplest portable approach is
# to just reset our in-memory state so the next startup won't find
# saved credentials.
logger.info("Logging out profile " + str(profile_id))
is_logged_in = false
profile = {}
emit_signal.call_deferred("logged_in", LOGIN_STATUS.FAILED, {})
func _exit_tree() -> void:
if socket:
socket.disconnect_from_host()

View file

@ -1,28 +1,27 @@
extends Control
extends MarginContainer
## itch.io plugin settings screen
##
## NOTE: this uses plain Godot Controls rather than OpenGamepadUI's themed
## widget set (the ones used by the built-in Steam plugin's settings scene,
## e.g. its custom StatusIndicator/TextInput components), since this plugin
## was written without editor access to those scene resources. Swap the
## nodes below for the themed equivalents if you want it to match the rest
## of the settings UI pixel-for-pixel.
## Uses OpenGamepadUI's themed widget set (StatusPanel, ComponentTextInput,
## Toggle, CardButton, Dropdown) for consistent look with the rest of the
## settings UI.
const ItchClient := preload("res://plugins/itch/core/itch_client.gd")
var settings_manager := load("res://core/global/settings_manager.tres") as SettingsManager
var notification_manager := load("res://core/global/notification_manager.tres") as NotificationManager
const icon := preload("res://plugins/itch/assets/itch.svg")
@onready var status_label: Label = $%StatusLabel
@onready var api_key_box: LineEdit = $%ApiKeyInput
@onready var username_box: LineEdit = $%UsernameInput
@onready var password_box: LineEdit = $%PasswordInput
@onready var login_method: OptionButton = $%LoginMethod
@onready var save_button: Button = $%SaveButton
@onready var help_label: Label = $%HelpLabel
@onready var filter_check: CheckBox = $%FilterUnsupported
@onready var show_purchases_check: CheckBox = $%ShowPurchases
@onready var status := $%Status as StatusPanel
@onready var connected_status := $%ConnectedStatus as StatusPanel
@onready var logged_in_status := $%LoggedInStatus as StatusPanel
@onready var login_method := $%LoginMethod as Dropdown
@onready var api_key_box := $%ApiKeyInput as ComponentTextInput
@onready var username_box := $%UsernameInput as ComponentTextInput
@onready var password_box := $%PasswordInput as ComponentTextInput
@onready var save_button := $%SaveButton as CardButton
@onready var logout_button := $%LogoutButton as CardButton
@onready var filter_check := $%FilterUnsupported as Toggle
@onready var show_purchases_check := $%ShowPurchases as Toggle
@onready var collections_container: VBoxContainer = $%CollectionsContainer
@onready var itch: ItchClient = get_tree().get_first_node_in_group("itch_client")
@ -31,12 +30,49 @@ var _collection_checks: Dictionary = {}
func _ready() -> void:
# Configure status indicators
status.status = status.STATUS.CANCELLED
status.color = "red"
var set_running := func():
if not itch.client_started:
return
status.status = status.STATUS.ACTIVE
status.color = "green"
if itch.client_started:
set_running.call()
itch.bootstrap_finished.connect(set_running)
# Configure connected status
connected_status.status = connected_status.STATUS.ACTIVE
if itch.state != itch.STATE.BOOT:
connected_status.color = "green"
itch.client_ready.connect(func():
connected_status.color = "green"
)
# Configure login status
var update_login_status := func(login_status: ItchClient.LOGIN_STATUS):
if login_status != ItchClient.LOGIN_STATUS.OK:
logged_in_status.status = logged_in_status.STATUS.ACTIVE
logged_in_status.color = "gray"
return
logged_in_status.status = logged_in_status.STATUS.CLOSED
logged_in_status.color = "green"
itch.logged_in.connect(update_login_status)
itch.logged_in.connect(_on_login)
# Configure login method dropdown
login_method.add_item("API Key", 0)
login_method.add_item("Username & Password", 1)
login_method.selected = 0
# Load saved settings
var api_key := settings_manager.get_value("plugin.itch", "api_key", "") as String
api_key_box.text = api_key
api_key_box.secret = true
var saved_method: int = settings_manager.get_value("plugin.itch", "login_method", 0) as int
login_method.selected = saved_method
login_method.select(saved_method)
_on_login_method_changed(saved_method)
var username := settings_manager.get_value("plugin.itch", "username", "") as String
@ -45,39 +81,21 @@ func _ready() -> void:
filter_check.button_pressed = settings_manager.get_value("plugin.itch", "filter_unsupported", true) as bool
show_purchases_check.button_pressed = settings_manager.get_value("plugin.itch", "show_purchases", true) as bool
_update_status()
itch.client_ready.connect(_update_status)
itch.logged_in.connect(_on_login)
# Connect signals
save_button.pressed.connect(_on_save_button)
filter_check.toggled.connect(_on_filter_toggled)
logout_button.pressed.connect(_on_logout_button)
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)
# Build collection checkboxes once we're logged in.
itch.logged_in.connect(_populate_collections.bind(), CONNECT_ONE_SHOT)
func _update_status() -> void:
if not itch:
status_label.text = "Status: itch client not found"
return
if itch.state == itch.STATE.BOOT:
status_label.text = "Status: starting butlerd..."
return
if not itch.is_logged_in:
status_label.text = "Status: connected, not logged in"
return
var username: String = itch.profile.get("user", {}).get("username", "")
status_label.text = "Status: logged in as " + username
func _on_login(status: ItchClient.LOGIN_STATUS, _profile: Dictionary) -> void:
_update_status()
func _on_login(login_status: ItchClient.LOGIN_STATUS, _profile: Dictionary) -> void:
var notify := Notification.new("")
notify.icon = icon
if status == ItchClient.LOGIN_STATUS.OK:
if login_status == ItchClient.LOGIN_STATUS.OK:
notify.text = "Successfully logged in to itch.io"
else:
notify.text = "itch.io login failed. Double check your credentials."
@ -91,7 +109,6 @@ func _on_login_method_changed(idx: int) -> void:
api_key_box.visible = is_api
username_box.visible = not is_api
password_box.visible = not is_api
help_label.visible = is_api
func _on_save_button() -> void:
@ -100,7 +117,6 @@ func _on_save_button() -> void:
if method == 0:
# API key login
settings_manager.set_value("plugin.itch", "cookie", "")
settings_manager.set_value("plugin.itch", "username", "")
var api_key: String = api_key_box.text.strip_edges()
settings_manager.set_value("plugin.itch", "api_key", api_key)
@ -112,12 +128,31 @@ func _on_save_button() -> void:
var uname: String = username_box.text.strip_edges()
var password: String = password_box.text
settings_manager.set_value("plugin.itch", "username", uname)
settings_manager.set_value("plugin.itch", "cookie", "")
if uname == "" or password == "":
return
itch.login_with_password(uname, password)
func _on_logout_button() -> void:
var method: int = login_method.selected
# Clear saved credentials
if method == 0:
settings_manager.set_value("plugin.itch", "api_key", "")
api_key_box.text = ""
else:
settings_manager.set_value("plugin.itch", "username", "")
username_box.text = ""
password_box.text = ""
# Logout from butlerd
itch.logout()
var notify := Notification.new("Logged out of itch.io")
notify.icon = icon
notification_manager.show(notify)
## Fetches the user's collections and builds a checkbox for each one.
func _populate_collections(_status: ItchClient.LOGIN_STATUS, _profile: Dictionary) -> void:
if not itch.is_logged_in:

View file

@ -1,88 +1,111 @@
[gd_scene load_steps=2 format=3 uid="uid://itch_settings_scene"]
[gd_scene load_steps=7 format=3 uid="uid://itch_settings_scene"]
[ext_resource type="Script" path="res://plugins/itch/core/itch_settings.gd" id="1"]
[ext_resource type="PackedScene" uid="uid://d1hlp6c8wrqgv" path="res://core/ui/components/status.tscn" id="2"]
[ext_resource type="PackedScene" uid="uid://d1rjdfxxrdccf" path="res://core/ui/components/text_input.tscn" id="3"]
[ext_resource type="PackedScene" uid="uid://d1qb7euwlu7bh" path="res://core/ui/components/toggle.tscn" id="4"]
[ext_resource type="PackedScene" uid="uid://c71ayw7pcw6u6" path="res://core/ui/components/card_button.tscn" id="5"]
[ext_resource type="PackedScene" uid="uid://xei5afwefxud" path="res://core/ui/components/dropdown.tscn" id="6"]
[node name="ItchSettings" type="Control"]
layout_mode = 3
[node name="ItchSettings" type="MarginContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -200.0
offset_top = -120.0
offset_right = 200.0
offset_bottom = 120.0
[node name="TitleLabel" type="Label" parent="VBoxContainer"]
[node name="ContentContainer" type="VBoxContainer" parent="."]
layout_mode = 2
text = "itch.io"
horizontal_alignment = 1
size_flags_horizontal = 3
size_flags_vertical = 0
theme_override_constants/separation = 10
[node name="StatusLabel" type="Label" parent="VBoxContainer"]
[node name="Status" parent="ContentContainer" instance=ExtResource("2")]
unique_name_in_owner = true
layout_mode = 2
text = "Status: starting butlerd..."
title = "Status"
description = ""
status = 2
color = "red"
[node name="LoginMethod" type="OptionButton" parent="VBoxContainer"]
[node name="ConnectedStatus" parent="ContentContainer" instance=ExtResource("2")]
unique_name_in_owner = true
layout_mode = 2
item_count = 2
popup/item_0_text = "API Key"
popup/item_1_text = "Username & Password"
title = "Connected"
description = ""
color = "gray"
[node name="ApiKeyInput" type="LineEdit" parent="VBoxContainer"]
[node name="LoggedInStatus" parent="ContentContainer" instance=ExtResource("2")]
unique_name_in_owner = true
layout_mode = 2
placeholder_text = "itch.io API key"
title = "Logged In"
description = ""
color = "gray"
[node name="UsernameInput" type="LineEdit" parent="VBoxContainer"]
[node name="HSeparator" type="HSeparator" parent="ContentContainer"]
layout_mode = 2
[node name="LoginMethod" parent="ContentContainer" instance=ExtResource("6")]
unique_name_in_owner = true
layout_mode = 2
placeholder_text = "Username"
title = "Login Method"
description = ""
[node name="ApiKeyInput" parent="ContentContainer" instance=ExtResource("3")]
unique_name_in_owner = true
layout_mode = 2
title = "API Key"
description = "Get an API key from https://itch.io/user/settings/api-keys"
secret = true
[node name="UsernameInput" parent="ContentContainer" instance=ExtResource("3")]
unique_name_in_owner = true
layout_mode = 2
title = "Username"
description = ""
visible = false
[node name="PasswordInput" type="LineEdit" parent="VBoxContainer"]
[node name="PasswordInput" parent="ContentContainer" instance=ExtResource("3")]
unique_name_in_owner = true
layout_mode = 2
placeholder_text = "Password"
title = "Password"
description = ""
secret = true
visible = false
[node name="HelpLabel" type="Label" parent="VBoxContainer"]
[node name="HSeparatorLogin" type="HSeparator" parent="ContentContainer"]
layout_mode = 2
[node name="SaveButton" parent="ContentContainer" instance=ExtResource("5")]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2
text = "Get an API key from https://itch.io/user/settings/api-keys"
text = "Save and Log In"
[node name="FilterUnsupported" type="CheckBox" parent="VBoxContainer"]
[node name="LogoutButton" parent="ContentContainer" instance=ExtResource("5")]
unique_name_in_owner = true
layout_mode = 2
text = "Logout"
[node name="HSeparator2" type="HSeparator" parent="ContentContainer"]
layout_mode = 2
[node name="FilterUnsupported" parent="ContentContainer" instance=ExtResource("4")]
unique_name_in_owner = true
layout_mode = 2
text = "Only show games available on this platform"
button_pressed = true
[node name="ShowPurchases" type="CheckBox" parent="VBoxContainer"]
[node name="ShowPurchases" parent="ContentContainer" instance=ExtResource("4")]
unique_name_in_owner = true
layout_mode = 2
text = "Show main purchases"
button_pressed = true
[node name="CollectionsLabel" type="Label" parent="VBoxContainer"]
unique_name_in_owner = true
[node name="CollectionsLabel" type="Label" parent="ContentContainer"]
layout_mode = 2
text = "Show collections:"
[node name="CollectionsContainer" type="VBoxContainer" parent="VBoxContainer"]
[node name="CollectionsContainer" type="VBoxContainer" parent="ContentContainer"]
unique_name_in_owner = true
layout_mode = 2
[node name="SaveButton" type="Button" parent="VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
text = "Save and Log In"

View file

@ -18,7 +18,6 @@ var itch: ItchClient
var api_key := settings_manager.get_value("plugin.itch", "api_key", "") as String
var login_method := settings_manager.get_value("plugin.itch", "login_method", 0) as int
var username := settings_manager.get_value("plugin.itch", "username", "") as String
var saved_cookie := settings_manager.get_value("plugin.itch", "cookie", "") as String
func _ready() -> void:
@ -30,7 +29,6 @@ func _ready() -> void:
itch.bootstrap_finished.connect(_on_client_start)
itch.client_ready.connect(_on_client_ready)
itch.logged_in.connect(_on_client_logged_in)
itch.login_cookies_saved.connect(_on_cookies_saved)
add_child(itch)
# Load the Library implementation
@ -50,6 +48,10 @@ func _on_client_start() -> void:
# Triggers when butlerd has completed its handshake and is ready for calls
func _on_client_ready() -> void:
# Always try butlerd's stored credentials first — this handles password
# logins from previous runs without any stored tokens on our side.
if await itch.try_saved_login():
return
if login_method == 0:
# API key login
if api_key == "":
@ -60,16 +62,13 @@ func _on_client_ready() -> void:
return
itch.login_with_api_key(api_key)
else:
# Username/password login — try saved cookie first.
# Username/password login
if username == "":
var notify := Notification.new("itch.io username required")
notify.icon = icon
logger.info(notify.text)
notification_manager.show(notify)
return
if saved_cookie != "":
itch.login_with_cookie(saved_cookie)
else:
var notify := Notification.new("itch.io: open plugin settings to log in")
notify.icon = icon
logger.info(notify.text)
@ -93,11 +92,6 @@ func _on_client_logged_in(status: ItchClient.LOGIN_STATUS, profile: Dictionary)
notification_manager.show(notify)
func _on_cookies_saved(uname: String, cookie: String) -> void:
settings_manager.set_value("plugin.itch", "username", uname)
settings_manager.set_value("plugin.itch", "cookie", cookie)
# Return the settings menu scene
func get_settings_menu() -> Control:
return settings_menu.instantiate()

View file

@ -1,7 +1,7 @@
{
"plugin.id": "itch",
"plugin.name": "itch.io",
"plugin.version": "0.1.35",
"plugin.version": "0.1.39",
"plugin.min-api-version": "1.1.0",
"plugin.link": "https://forge.thergic.ar/jose/itchio-opengamepadui-plugin",
"plugin.source": "https://forge.thergic.ar/jose/itchio-opengamepadui-plugin",