627 lines
22 KiB
GDScript
627 lines
22 KiB
GDScript
extends NodeThread
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## Godot interface for butlerd
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##
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## Provides a Godot interface to butlerd, itch.io's official JSON-RPC 2.0
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## launcher daemon (`butler daemon --json ...`). This class relies on
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## [InteractiveProcess] (same mechanism the Steam plugin uses for steamcmd)
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## purely to spawn butlerd and read its single-line startup handshake off
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## stdout. All *actual* communication after that happens over a raw TCP
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## socket, per butlerd's wire protocol:
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## https://itch.io/docs/butler/launcher-integration.html
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##
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## NOTE ON FIELD NAMES: the JSON field names used below follow butlerd's
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## documented camelCase convention (mirroring the Go struct field names in
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## https://pkg.go.dev/github.com/itchio/butler/butlerd). If itch.io ships a
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## butler update that changes a field, diff against that spec.
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const broth_base := "https://broth.itch.zone/butler"
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## Persistent storage for the downloaded butler binary + butler.db. Kept OUT
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## of user://plugins/<id>/ because OGPU wipes that directory (and everything
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## inside it) whenever the plugin is updated or re-extracted.
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const butler_dir := "user://butler"
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const CACHE_DIR := "itch"
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enum STATE {
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BOOT,
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WAITING_HANDSHAKE,
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CONNECTED,
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}
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enum LOGIN_STATUS {
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OK,
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FAILED,
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INVALID_KEY,
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}
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# butlerd process/socket signals
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signal rpc_response(id: int, result: Variant, error: Variant)
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signal rpc_notification(method: String, params: Variant)
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# Main thread signals
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signal bootstrap_finished
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signal client_ready
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signal logged_in(status: LOGIN_STATUS, profile: Dictionary)
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signal install_progressed(cave_or_game_id: String, current: int, total: int)
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signal app_installed(cave_id: String, success: bool)
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signal app_updated(cave_id: String, success: bool)
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signal app_uninstalled(cave_id: String, success: bool)
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signal launch_exited(cave_id: String)
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var proc: InteractiveProcess
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var socket: StreamPeerTCP
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var state: STATE = STATE.BOOT
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var client_started := false
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var is_logged_in := false
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var profile: Dictionary = {}
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var _proc_buffer := ""
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var _recv_buffer := ""
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var _next_id := 1
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var _install_location_id := ""
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var logger := Log.get_logger("ItchClient", Log.LEVEL.INFO)
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func _ready() -> void:
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add_to_group("itch_client")
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thread_group = SharedThread.new()
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thread_group.name = "ItchClient"
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bootstrap()
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## Bootstraps the butler binary if it isn't present, then spawns butlerd.
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func bootstrap() -> void:
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var butler_dir_global := ProjectSettings.globalize_path(butler_dir)
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_migrate_butler(butler_dir_global)
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var butler_bin := "/".join([butler_dir_global, "butler"])
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if not FileAccess.file_exists(butler_bin):
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logger.info("The butler binary wasn't found. Trying to install it.")
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var success := await _install_butler()
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if not success:
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logger.error("Unable to install butler")
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bootstrap_finished.emit()
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return
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logger.info("Successfully installed butler")
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var dbpath := "/".join([butler_dir_global, "butler.db"])
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var args := [
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"daemon",
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"--json",
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"--transport", "tcp",
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"--keep-alive",
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"--dbpath", dbpath,
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"--address", "https://itch.io",
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"--user-agent", "OpenGamepadUI-itch/0.1.0",
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"--destiny-pid", str(OS.get_process_id()),
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]
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proc = InteractiveProcess.new(butler_bin, args)
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if proc.start() != OK:
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logger.error("Unable to spawn butlerd")
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return
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client_started = true
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state = STATE.WAITING_HANDSHAKE
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bootstrap_finished.emit()
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## Moves a butler install left over in the plugin directory (OGPU wipes
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## plugins/<id>/ on every plugin update, which is why older builds kept
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## losing butler) to the persistent user://butler location.
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func _migrate_butler(dest_dir: String) -> void:
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var old_dir := ProjectSettings.globalize_path("user://plugins/itch/assets/butler")
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if old_dir == dest_dir:
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return
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if not DirAccess.dir_exists_absolute(old_dir):
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return
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if not FileAccess.file_exists("/".join([old_dir, "butler"])):
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return
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if FileAccess.file_exists("/".join([dest_dir, "butler"])):
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return
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DirAccess.make_dir_recursive_absolute(dest_dir)
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for file in ["butler", "7z.so", "libc7zip.so"]:
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var src := "/".join([old_dir, file])
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if FileAccess.file_exists(src):
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DirAccess.copy_absolute(src, "/".join([dest_dir, file]))
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logger.info("Migrated butler from " + old_dir + " to " + dest_dir)
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## Downloads a butler binary for this platform from itch's broth distribution
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## channel (the same one the official itch.io app uses to self-update).
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func _install_butler() -> bool:
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var goos := "linux"
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var goarch := "amd64"
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if OS.get_name() == "Windows":
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goos = "windows"
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if OS.get_name() == "macOS":
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goos = "darwin"
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# Engine.get_architecture_name() is only available on newer Godot 4.x
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# builds; guard it so this still works if OpenGamepadUI is running on an
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# older engine version.
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if Engine.has_method("get_architecture_name"):
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var arch: String = Engine.get_architecture_name()
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if "arm64" in arch or "aarch64" in arch:
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goarch = "arm64"
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var platform_slug := goos + "-" + goarch
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var latest_url := "/".join([broth_base, platform_slug, "LATEST"])
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var http := HTTPRequest.new()
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add_child.call_deferred(http)
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await http.ready
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if http.request(latest_url) != OK:
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logger.error("Error fetching latest butler version: " + latest_url)
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remove_child(http)
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http.queue_free()
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return false
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var args: Array = await http.request_completed
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var result: int = args[0]
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var response_code: int = args[1]
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var body: PackedByteArray = args[3]
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if result != HTTPRequest.RESULT_SUCCESS or response_code != 200:
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logger.error("Unable to determine latest butler version for " + platform_slug)
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remove_child(http)
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http.queue_free()
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return false
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var version := body.get_string_from_utf8().strip_edges()
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var archive_url := "/".join([broth_base, platform_slug, version, "archive", "default"])
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if http.request(archive_url) != OK:
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logger.error("Error downloading butler: " + archive_url)
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remove_child(http)
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http.queue_free()
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return false
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args = await http.request_completed
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result = args[0]
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response_code = args[1]
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body = args[3]
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remove_child(http)
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http.queue_free()
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if result != HTTPRequest.RESULT_SUCCESS or response_code != 200:
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logger.error("butler couldn't be downloaded: " + archive_url)
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return false
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var globalized_dir := ProjectSettings.globalize_path(butler_dir)
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DirAccess.make_dir_recursive_absolute(globalized_dir)
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var zip_path := "/tmp/butler-" + version + ".zip"
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var file := FileAccess.open(zip_path, FileAccess.WRITE_READ)
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file.store_buffer(body)
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file.close()
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var out := []
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OS.execute("unzip", ["-o", zip_path, "-d", globalized_dir], out)
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OS.execute("chmod", ["+x", "/".join([globalized_dir, "butler"])], out)
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return true
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# ---------------------------------------------------------------------------
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# Wire protocol: spawn -> read handshake off stdout -> connect TCP -> auth
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# ---------------------------------------------------------------------------
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func _thread_process(_delta: float) -> void:
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if state == STATE.WAITING_HANDSHAKE and proc:
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_proc_buffer += proc.read()
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if not _proc_buffer.contains("\n"):
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return
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var lines := _proc_buffer.split("\n")
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_proc_buffer = lines[-1]
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for i in range(lines.size() - 1):
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var line: String = lines[i].strip_edges()
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if line == "":
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continue
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var parsed: Variant = _normalize_json(JSON.parse_string(line))
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if typeof(parsed) != TYPE_DICTIONARY:
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continue
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var msg: Dictionary = parsed
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if msg.get("type", "") != "butlerd/listen-notification":
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continue
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var secret: String = msg.get("secret", "")
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var address: String = msg.get("tcp", {}).get("address", "")
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_connect_and_authenticate.call_deferred(address, secret)
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return
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if state == STATE.CONNECTED and socket:
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socket.poll()
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var available := socket.get_available_bytes()
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if available <= 0:
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return
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var chunk := socket.get_partial_data(available)
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if chunk[0] != OK:
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return
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_recv_buffer += (chunk[1] as PackedByteArray).get_string_from_utf8()
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while _recv_buffer.contains("\n"):
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var idx := _recv_buffer.find("\n")
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var line := _recv_buffer.substr(0, idx)
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_recv_buffer = _recv_buffer.substr(idx + 1)
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if line.strip_edges() == "":
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continue
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var parsed: Variant = _normalize_json(JSON.parse_string(line))
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if typeof(parsed) != TYPE_DICTIONARY:
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continue
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var msg: Dictionary = parsed
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if "id" in msg:
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rpc_response.emit.call_deferred(int(msg["id"]), msg.get("result"), msg.get("error"))
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elif "method" in msg:
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rpc_notification.emit.call_deferred(msg["method"], msg.get("params", {}))
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func _connect_and_authenticate(address: String, secret: String) -> void:
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var parts := address.split(":")
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var host: String = parts[0]
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var port: int = int(parts[1])
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socket = StreamPeerTCP.new()
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if socket.connect_to_host(host, port) != OK:
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logger.error("Unable to connect to butlerd at " + address)
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return
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# Wait for the connection to establish
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var timeout := 50
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while socket.get_status() == StreamPeerTCP.STATUS_CONNECTING and timeout > 0:
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socket.poll()
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OS.delay_msec(20)
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timeout -= 1
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if socket.get_status() != StreamPeerTCP.STATUS_CONNECTED:
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logger.error("Timed out connecting to butlerd")
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return
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state = STATE.CONNECTED
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var res := await _rpc_call("Meta.Authenticate", {"secret": secret})
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if "error" in res:
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logger.error("butlerd authentication failed: " + str(res["error"]))
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return
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logger.info("Connected and authenticated with butlerd")
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client_ready.emit.call_deferred()
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# ---------------------------------------------------------------------------
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# Low-level JSON-RPC helpers
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# ---------------------------------------------------------------------------
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func _send_line(text: String) -> void:
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if not socket:
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return
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socket.put_data((text + "\n").to_utf8_buffer())
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## Godot's JSON.parse decodes every JSON number as a float (so 7670 becomes
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## 7670.0), and JSON.stringify then re-serializes it as "7670.0". butlerd's Go
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## structs use int64 for ids, and Go's encoding/json rejects "7670.0" for an
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## int64 field (RPC error -32700). Normalizing integral floats back to ints at
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## the parse boundary keeps every id (profileId, game.id, upload.id, ...)
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## typed correctly so downstream RPC params serialize without the trailing
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## ".0".
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func _normalize_json(value: Variant) -> Variant:
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match typeof(value):
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TYPE_DICTIONARY:
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var out := {}
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for key in value:
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out[key] = _normalize_json(value[key])
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return out
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TYPE_ARRAY:
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var out := []
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for item in value:
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out.append(_normalize_json(item))
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return out
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TYPE_FLOAT:
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if is_finite(value) and value == floor(value):
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return int(value)
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return value
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_:
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return value
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## Sends a JSON-RPC request and waits (via signal await, not a busy loop, so
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## [method _thread_process] keeps ticking and can deliver the response) for
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## the matching response. Mirrors the `_wait_for_command` pattern used by the
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## Steam plugin's steamcmd wrapper, adapted for id-based JSON-RPC instead of
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## line-scraping a REPL.
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func _rpc_call(method: String, params: Dictionary = {}) -> Dictionary:
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var id := _next_id
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_next_id += 1
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var req := {"jsonrpc": "2.0", "id": id, "method": method, "params": params}
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# Params can carry game dicts that went through a JSON cache roundtrip
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# (Godot's JSON.parse_string decodes every number as a float), so an id
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# like 936521 comes back as 936521.0 and butlerd's int64 fields reject it
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# with RPC error -32700. Normalizing before serializing guarantees every
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# integral number is sent as an int, mirroring the inbound normalization.
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_send_line(JSON.stringify(_normalize_json(req)))
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var out: Array = [-1, null, null]
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while out[0] != id:
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out = await rpc_response
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if out[2] != null:
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return {"error": out[2]}
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var result: Variant = out[1]
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if typeof(result) == TYPE_DICTIONARY:
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return result
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return {}
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# ---------------------------------------------------------------------------
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# Public, high-level API. Each of these hops onto the SharedThread via
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# thread_group.exec(), same convention the Steam/Epic plugins use.
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# ---------------------------------------------------------------------------
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func login_with_api_key(api_key: String) -> void:
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await thread_group.exec(_login_with_api_key.bind(api_key))
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func _login_with_api_key(api_key: String) -> void:
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var res := await _rpc_call("Profile.LoginWithAPIKey", {"apiKey": api_key})
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if "error" in res:
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is_logged_in = false
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emit_signal.call_deferred("logged_in", LOGIN_STATUS.INVALID_KEY, {})
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return
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profile = res.get("profile", {})
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is_logged_in = true
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emit_signal.call_deferred("logged_in", LOGIN_STATUS.OK, profile)
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## Returns every game the logged-in profile owns a download key for.
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## Each item looks like: {"downloadKey": {...}, "game": {...}}
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func get_owned_games() -> Array:
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return await thread_group.exec(_get_owned_games)
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func _get_owned_games() -> Array:
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if not is_logged_in:
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return []
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var params := {
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"profileId": profile.get("user", {}).get("id", profile.get("id", 0)),
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}
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var res := await _rpc_call("Fetch.ProfileOwnedKeys", params)
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if "error" in res:
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logger.warn("Fetch.ProfileOwnedKeys failed: " + str(res["error"]))
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return []
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# butlerd serves Fetch.* results from its local cache by default and only
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# sets `stale` when the data hasn't been pulled from itch.io recently. On
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# a fresh database that cache is empty, so without this refresh the
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# library would stay empty until the daemon happens to refresh on its own.
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if res.get("stale", false):
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logger.info("Owned keys are stale. Refreshing from itch.io.")
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params["fresh"] = true
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res = await _rpc_call("Fetch.ProfileOwnedKeys", params)
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if "error" in res:
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logger.warn("Fetch.ProfileOwnedKeys (fresh) failed: " + str(res["error"]))
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return []
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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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func _get_caves() -> Array:
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var params := {}
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var res := await _rpc_call("Fetch.Caves", params)
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if "error" in res:
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logger.warn("Fetch.Caves failed: " + str(res["error"]))
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return []
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if res.get("stale", false):
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logger.info("Caves are stale. Refreshing from itch.io.")
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params["fresh"] = true
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res = await _rpc_call("Fetch.Caves", params)
|
|
if "error" in res:
|
|
logger.warn("Fetch.Caves (fresh) failed: " + str(res["error"]))
|
|
return []
|
|
return res.get("items", [])
|
|
|
|
|
|
## Ensures at least one install location exists and returns its ID, creating
|
|
## a default one under the plugin's data directory on first run.
|
|
func _ensure_install_location() -> String:
|
|
if _install_location_id != "":
|
|
return _install_location_id
|
|
|
|
var res := await _rpc_call("Install.Locations.List", {})
|
|
var locations: Array = res.get("installLocations", [])
|
|
if locations.size() > 0:
|
|
_install_location_id = locations[0].get("id", "")
|
|
return _install_location_id
|
|
|
|
var path := ProjectSettings.globalize_path("user://plugins/itch/games")
|
|
DirAccess.make_dir_recursive_absolute(path)
|
|
var add_res := await _rpc_call("Install.Locations.Add", {"id": "default", "path": path})
|
|
_install_location_id = add_res.get("installLocation", {}).get("id", "default")
|
|
return _install_location_id
|
|
|
|
|
|
## Installs (or updates, if a caveId is given) the given game.
|
|
func install(game: Dictionary, cave_id: String = "") -> void:
|
|
await thread_group.exec(_install.bind(game, cave_id))
|
|
|
|
|
|
func _install(game: Dictionary, cave_id: String) -> void:
|
|
var game_id: int = game.get("id", 0)
|
|
var reason := "update" if cave_id != "" else "install"
|
|
|
|
var uploads_params := {"gameId": game_id, "compatible": true}
|
|
var uploads_res := await _rpc_call("Fetch.GameUploads", uploads_params)
|
|
if "error" in uploads_res:
|
|
logger.warn("Fetch.GameUploads failed: " + str(uploads_res["error"]))
|
|
emit_signal.call_deferred("app_installed", cave_id, false)
|
|
return
|
|
# Uploads are cached by butlerd just like owned keys, so retry fresh when
|
|
# the cached result is stale, otherwise a cold database would report every
|
|
# game as having no compatible upload.
|
|
if uploads_res.get("stale", false):
|
|
logger.info("Uploads are stale. Refreshing from itch.io.")
|
|
uploads_params["fresh"] = true
|
|
uploads_res = await _rpc_call("Fetch.GameUploads", uploads_params)
|
|
if "error" in uploads_res:
|
|
logger.warn("Fetch.GameUploads (fresh) failed: " + str(uploads_res["error"]))
|
|
emit_signal.call_deferred("app_installed", cave_id, false)
|
|
return
|
|
var uploads: Array = uploads_res.get("uploads", [])
|
|
if uploads.is_empty():
|
|
logger.error("No compatible uploads found for game id " + str(game_id))
|
|
emit_signal.call_deferred("app_installed", cave_id, false)
|
|
return
|
|
var upload: Dictionary = uploads[0]
|
|
|
|
var location_id := await _ensure_install_location()
|
|
|
|
var queue_params := {
|
|
"game": game,
|
|
"upload": upload,
|
|
"installLocationId": location_id,
|
|
"reason": reason,
|
|
"queueDownload": true,
|
|
}
|
|
if cave_id != "":
|
|
queue_params["caveId"] = cave_id
|
|
|
|
var queue_res := await _rpc_call("Install.Queue", queue_params)
|
|
if "error" in queue_res:
|
|
logger.error("Install.Queue failed: " + str(queue_res["error"]))
|
|
emit_signal.call_deferred("app_installed", cave_id, false)
|
|
return
|
|
|
|
var task_id: String = queue_res.get("id", "")
|
|
var staging_folder: String = queue_res.get("stagingFolder", "")
|
|
|
|
var on_notification := func(method: String, params: Variant) -> void:
|
|
if method != "Progress":
|
|
return
|
|
var p: Dictionary = params
|
|
var progress: float = p.get("progress", 0.0)
|
|
install_progressed.emit.call_deferred(
|
|
cave_id if cave_id != "" else str(game_id),
|
|
int(progress * 100),
|
|
100
|
|
)
|
|
rpc_notification.connect(on_notification)
|
|
|
|
var perform_res := await _rpc_call("Install.Perform", {"id": task_id, "stagingFolder": staging_folder})
|
|
|
|
rpc_notification.disconnect(on_notification)
|
|
|
|
var success := not ("error" in perform_res)
|
|
if not success:
|
|
logger.error("Install.Perform failed: " + str(perform_res.get("error")))
|
|
|
|
if reason == "update":
|
|
emit_signal.call_deferred("app_updated", cave_id, success)
|
|
else:
|
|
emit_signal.call_deferred("app_installed", cave_id, success)
|
|
|
|
|
|
## Uninstalls the given cave.
|
|
func uninstall(cave_id: String) -> void:
|
|
await thread_group.exec(_uninstall.bind(cave_id))
|
|
|
|
|
|
func _uninstall(cave_id: String) -> void:
|
|
var res := await _rpc_call("Uninstall.Perform", {"caveId": cave_id})
|
|
var success := not ("error" in res)
|
|
if not success:
|
|
logger.error("Uninstall.Perform failed: " + str(res.get("error")))
|
|
emit_signal.call_deferred("app_uninstalled", cave_id, success)
|
|
|
|
|
|
## Launches the given cave. This call blocks (on the background thread) for
|
|
## the entire lifetime of the game, so callers should not await it directly
|
|
## from a UI-facing context; connect to `launch_exited` instead if needed.
|
|
func launch(cave_id: String) -> void:
|
|
await thread_group.exec(_launch.bind(cave_id))
|
|
|
|
|
|
func _launch(cave_id: String) -> void:
|
|
var prereqs_dir := ProjectSettings.globalize_path("user://plugins/itch/prereqs")
|
|
DirAccess.make_dir_recursive_absolute(prereqs_dir)
|
|
|
|
# `Launch` may send interactive requests mid-call (PickManifestAction,
|
|
# AcceptLicense, ShellLaunch, HTMLLaunch). This client answers the common
|
|
# ones with sane non-interactive defaults; anything fancier (HTML5
|
|
# games, EULAs) is a good next step but out of scope for a first pass.
|
|
var on_notification := func(method: String, params: Variant) -> void:
|
|
match method:
|
|
"PrereqsStarted":
|
|
logger.info("Installing prerequisites for cave " + cave_id)
|
|
"LaunchRunning":
|
|
logger.info("Game running: " + cave_id)
|
|
rpc_notification.connect(on_notification)
|
|
|
|
var res := await _rpc_call("Launch", {"caveId": cave_id, "prereqsDir": prereqs_dir})
|
|
|
|
rpc_notification.disconnect(on_notification)
|
|
|
|
if "error" in res:
|
|
logger.error("Launch failed: " + str(res["error"]))
|
|
launch_exited.emit.call_deferred(cave_id)
|
|
|
|
|
|
func _exit_tree() -> void:
|
|
if socket:
|
|
socket.disconnect_from_host()
|
|
if not proc:
|
|
return
|
|
proc.stop()
|