itchio-opengamepadui-plugin/core/library_itch.gd

287 lines
10 KiB
GDScript

extends Library
const ItchClient := preload("res://plugins/itch/core/itch_client.gd")
const _apps_cache_file: String = "apps.json"
@onready var itch: ItchClient = get_tree().get_first_node_in_group("itch_client")
func _ready() -> void:
super()
library_id = "itch"
logger_name = "itch"
logger = Log.get_logger(logger_name, log_level)
logger.info("itch.io library loaded")
itch.logged_in.connect(_on_logged_in)
itch.install_progressed.connect(_on_install_progressed)
func get_library_launch_items() -> Array[LibraryLaunchItem]:
return await _load_library(Cache.FLAGS.LOAD | Cache.FLAGS.SAVE)
func install_to(item: LibraryLaunchItem, _location: InstallLocation = null, _options: Dictionary = {}) -> void:
var game := (item.metadata.get("game", {}) as Dictionary)
itch.install(game)
func update(item: LibraryLaunchItem) -> void:
var game := (item.metadata.get("game", {}) as Dictionary)
itch.install(game, item.provider_app_id)
func uninstall(item: LibraryLaunchItem) -> void:
itch.uninstall(item.provider_app_id)
## itch.io's CheckUpdate call is async (and rate-limited), so we don't poll it
## synchronously here. LibraryManager is expected to periodically call
## get_library_launch_items() again, which re-fetches from butlerd's cache.
func has_update(_item: LibraryLaunchItem) -> bool:
return false
func _on_logged_in(status: ItchClient.LOGIN_STATUS, _profile: Dictionary) -> void:
if status != ItchClient.LOGIN_STATUS.OK:
return
logger.info("Logged in. Refreshing itch.io library.")
var items: Array = await _load_library(Cache.FLAGS.SAVE)
for i in items:
var item: LibraryLaunchItem = i
if not library_manager.has_app(item.name):
logger.debug("App '" + item.name + "' was not loaded. Reloading library.")
library_manager.reload_library()
return
## Re-emits itch.io's raw (id, current, total) install progress under the
## base [Library] signal contract (item, percent_completed) so the UI's
## generic install-progress widgets pick it up regardless of provider.
## TODO: verify the exact LibraryManager lookup method/key for resolving a
## provider_app_id back to its LibraryLaunchItem (this plugin was written
## against the public Library/LibraryLaunchItem API, but LibraryManager's
## internals weren't available while writing this) and wire the emit below
## through it instead of dropping the notification.
func _on_install_progressed(_id: String, _current: int, _total: int) -> void:
pass
## Builds the full itch.io library: owned games merged with install state
## from Fetch.Caves. Uses the standard Cache system so we don't hammer
## butlerd (and, transitively, the itch.io API) on every library refresh.
func _load_library(caching_flags: int = Cache.FLAGS.LOAD | Cache.FLAGS.SAVE) -> Array[LibraryLaunchItem]:
if caching_flags & Cache.FLAGS.LOAD and Cache.is_cached(_cache_dir, _apps_cache_file):
var json_items = Cache.get_json(_cache_dir, _apps_cache_file)
if json_items != null:
logger.info("itch.io apps found in cache. Using cache.")
var items := [] as Array[LibraryLaunchItem]
for i in json_items:
items.append(LibraryLaunchItem.from_dict(i))
_queue_boxart(items)
return items
if not itch.is_logged_in:
logger.info("itch.io client is not logged in yet.")
return []
logger.info("Fetching itch.io library...")
var owned: Array = await itch.get_owned_games()
var caves: Array = await itch.get_caves()
var caves_by_game_id := {}
for c in caves:
var cave: Dictionary = c
var game_id: int = cave.get("game", {}).get("id", 0)
caves_by_game_id[game_id] = cave
var items := [] as Array[LibraryLaunchItem]
for o in owned:
var owned_entry: Dictionary = o
var game: Dictionary = owned_entry.get("game", {})
if game.is_empty():
continue
# Only surface actual games (itch.io also hosts tools, assets,
# soundtracks, comics, etc. under the same ownership API).
if game.get("classification", "game") != "game":
continue
var game_id: int = game.get("id", 0)
var cave: Dictionary = caves_by_game_id.get(game_id, {})
var item := LibraryLaunchItem.new()
item.provider_app_id = cave.get("id", "")
item.name = game.get("title", "Unknown itch.io game")
item.tags = ["itch"]
item.categories = ["Game"]
item.installed = not cave.is_empty()
item.metadata = {"game": game}
if not cave.is_empty():
var install_folder: String = cave.get("installInfo", {}).get("installFolder", "")
var exe := _find_executable(install_folder)
item.command = exe
item.args = []
item.cwd = install_folder
items.append(item)
if caching_flags & Cache.FLAGS.SAVE:
logger.debug("Saving itch.io apps to cache.")
var json_items := []
for i in items:
var item: LibraryLaunchItem = i
json_items.append(item.to_dict())
if Cache.save_json(_cache_dir, _apps_cache_file, json_items) != OK:
logger.warn("Unable to save itch.io apps cache")
_queue_boxart(items)
return items
## Queues background downloads of each game's cover art into OGPU's local
## boxart directory (user://boxart/local/). The built-in "local" BoxArtProvider
## picks those files up by <game name>-<layout>.png, so games show their real
## cover instead of the placeholder. Covers are only downloaded once (the task
## bails out if a layout file already exists). For games with an animated GIF
## cover, itch.io provides a stillCoverUrl (a static frame, served as PNG) which
## we prefer, since Godot has no GIF decoder.
func _queue_boxart(items: Array) -> void:
for i in items:
var item: LibraryLaunchItem = i
var game: Dictionary = item.metadata.get("game", {})
var title: String = game.get("title", "")
var cover_url := _cover_url(game)
if title.is_empty() or cover_url.is_empty():
continue
if FileAccess.file_exists("/".join([_boxart_dir(), title + "-portrait.png"])):
continue
itch.thread_group.scheduled_exec(_ensure_boxart.bind(game), 0)
## Downloads the given game's cover (blocking, runs on the shared thread) and
## writes it to every boxart layout. itch.zone only serves one fixed landscape
## image per game, and OGPU's boxart slots all keep-aspect (scale + crop), so a
## single image is reused for portrait, landscape, banner and logo.
func _ensure_boxart(game: Dictionary) -> void:
var title: String = game.get("title", "")
var cover_url := _cover_url(game)
if title.is_empty() or cover_url.is_empty():
return
var dir := _boxart_dir()
if FileAccess.file_exists("/".join([dir, title + "-portrait.png"])):
return
var body := _download_cover(cover_url)
if body.is_empty():
logger.warn("Unable to download cover art for '" + title + "'")
return
if not _is_raster_image(body):
# OGPU's local provider only loads png/jpg. If itch.io didn't give us a
# still for an animated cover, skip rather than write an unloadable file.
logger.warn("Skipping unsupported cover format for '" + title + "'")
return
DirAccess.make_dir_recursive_absolute(dir)
for layout in ["portrait", "landscape", "banner", "logo"]:
var path := "/".join([dir, title + "-" + layout + ".png"])
var file := FileAccess.open(path, FileAccess.WRITE)
if file:
file.store_buffer(body)
file.close()
logger.info("Downloaded boxart for '" + title + "'")
func _boxart_dir() -> String:
return ProjectSettings.globalize_path("user://boxart/local")
## itch.io exposes stillCoverUrl for games whose cover is an animated GIF: a
## static frame that the CDN serves as PNG. Prefer it over coverUrl so those
## games still get art (Godot can't decode GIFs at runtime).
func _cover_url(game: Dictionary) -> String:
var still: String = game.get("stillCoverUrl", "")
if not still.is_empty():
return still
return game.get("coverUrl", "")
## Blocking HTTPS GET of a single cover image, for use on a background thread.
func _download_cover(url: String) -> PackedByteArray:
var parts := url.split("/")
var use_tls := parts[0] == "https:"
var http := HTTPClient.new()
var err: int = http.connect_to_host(parts[2], 443 if use_tls else 80, TLSOptions.client() if use_tls else null)
if err != OK:
return PackedByteArray()
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()
return PackedByteArray()
OS.delay_msec(50)
if http.get_status() != HTTPClient.STATUS_CONNECTED:
http.close()
return PackedByteArray()
http.request(HTTPClient.METHOD_GET, "/" + "/".join(parts.slice(3)), PackedStringArray())
deadline = Time.get_ticks_msec() + 15000
while http.get_status() == HTTPClient.STATUS_REQUESTING:
http.poll()
if Time.get_ticks_msec() > deadline:
http.close()
return PackedByteArray()
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()
return PackedByteArray()
OS.delay_msec(10)
continue
body.append_array(chunk)
var code: int = http.get_response_code()
http.close()
if code != 200:
return PackedByteArray()
return body
## Returns true if the bytes look like a PNG or JPEG (the only formats OGPU's
## local boxart provider can load).
func _is_raster_image(body: PackedByteArray) -> bool:
if body.size() < 12:
return false
var png_magic := [0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a]
var is_png := true
for i in png_magic.size():
if body[i] != png_magic[i]:
is_png = false
break
if is_png:
return true
return body[0] == 0xff and body[1] == 0xd8 and body[2] == 0xff
## Best-effort discovery of the game's launch executable inside its install
## folder. butlerd doesn't hand back a ready-to-exec command the way a
## "gog://" or "steam://" URI does, so we look at what's actually on disk.
## TODO: parse .itch/receipt.json.gz for the authoritative launch target
## and any declared manifest Actions instead of guessing.
func _find_executable(install_folder: String) -> String:
if install_folder == "":
return ""
var out := []
OS.execute("bash", [
"-c",
"find " + install_folder.c_escape() + " -maxdepth 2 -type f -executable | head -n 1"
], out)
if out.is_empty():
return ""
return (out[0] as String).strip_edges()