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extends Node
var ap_server = ""
var ap_user = ""
var ap_pass = ""
const ap_version = {"major": 0, "minor": 4, "build": 0, "class": "Version"}
var _client = WebSocketClient.new()
var _last_state = WebSocketPeer.STATE_CLOSED
var _should_process = false
var _datapackage_checksum = ""
var _item_name_to_id = {}
var _location_name_to_id = {}
const uuid_util = preload("user://maps/Archipelago/vendor/uuid.gd")
# TODO: caching per MW/slot, reset between connections
var _authenticated = false
var _team = 0
var _slot = 0
var _players = []
var _checked_locations = []
var _slot_data = {}
var _door_ids_by_item = {}
var _mentioned_doors = []
var _painting_ids_by_item = {}
var _mentioned_paintings = []
var _panel_ids_by_location = {}
var _map_loaded = false
var _held_items = []
var _held_locations = []
signal client_connected
func _init():
global._print("Instantiated APClient")
# Read AP settings from file, if there are any
var file = File.new()
if file.file_exists("user://settings/archipelago"):
file.open("user://settings/archipelago", File.READ)
var data = file.get_var(true)
file.close()
if data.size() > 0:
ap_server = data[0]
if data.size() > 1:
ap_user = data[1]
if data.size() > 2:
ap_pass = data[2]
if data.size() > 3:
_datapackage_checksum = data[3]
if data.size() > 4:
_item_name_to_id = data[4]
if data.size() > 5:
_location_name_to_id = data[5]
func _ready():
_client.connect("connection_closed", self, "_closed")
_client.connect("connection_error", self, "_closed")
_client.connect("connection_established", self, "_connected")
_client.connect("data_received", self, "_on_data")
func _closed(was_clean = false):
global._print("Closed, clean: " + was_clean)
_should_process = false
_authenticated = false
func _connected(_proto = ""):
global._print("Connected!")
func _on_data():
var packet = _client.get_peer(1).get_packet()
global._print("Got data from server: " + packet.get_string_from_utf8())
var data = JSON.parse(packet.get_string_from_utf8())
if data.error != OK:
global._print("Error parsing packet from AP: " + data.error_string)
return
for message in data.result:
var cmd = message["cmd"]
global._print("Received command: " + cmd)
if cmd == "RoomInfo":
if message["datapackage_checksums"].has("Lingo"):
if _datapackage_checksum != message["datapackage_checksums"]["Lingo"]:
requestDatapackage()
else:
connectToRoom()
elif cmd == "DataPackage":
if message["data"]["games"].has("Lingo"):
var lingo_pkg = message["data"]["games"]["Lingo"]
_datapackage_checksum = lingo_pkg["checksum"]
_item_name_to_id = lingo_pkg["item_name_to_id"]
_location_name_to_id = lingo_pkg["location_name_to_id"]
saveSettings()
connectToRoom()
elif cmd == "Connected":
_authenticated = true
_team = message["team"]
_slot = message["slot"]
_players = message["players"]
_checked_locations = message["checked_locations"]
_slot_data = message["slot_data"]
if _slot_data.has("door_ids_by_item_id"):
_door_ids_by_item = _slot_data["door_ids_by_item_id"]
_mentioned_doors = []
for item in _door_ids_by_item.values():
for door in item:
_mentioned_doors.append(door)
if _slot_data.has("painting_ids_by_item_id"):
_painting_ids_by_item = _slot_data["painting_ids_by_item_id"]
_mentioned_paintings = []
for item in _painting_ids_by_item.values():
for painting in item:
_mentioned_paintings.append(painting)
if _slot_data.has("panel_ids_by_location_id"):
_panel_ids_by_location = _slot_data["panel_ids_by_location_id"]
requestSync()
emit_signal("client_connected")
elif cmd == "ConnectionRefused":
global._print("Connection to AP refused")
global._print(message)
elif cmd == "ReceivedItems":
for item in message["items"]:
if _map_loaded:
processItem(item["item"])
else:
_held_items.append(item["item"])
func _process(_delta):
if _should_process:
_client.poll()
func saveSettings():
# Save the AP settings to disk.
var dir = Directory.new()
var path = "user://settings"
if dir.dir_exists(path):
pass
else:
dir.make_dir(path)
var file = File.new()
file.open("user://settings/archipelago", File.WRITE)
var data = [
ap_server, ap_user, ap_pass, _datapackage_checksum, _item_name_to_id, _location_name_to_id
]
file.store_var(data, true)
file.close()
func connectToServer():
var url = "ws://" + ap_server
var err = _client.connect_to_url(url)
if err != OK:
global._print("Could not connect to AP: " + err)
return
_should_process = true
func sendMessage(msg):
var payload = JSON.print(msg)
_client.get_peer(1).set_write_mode(WebSocketPeer.WRITE_MODE_TEXT)
_client.get_peer(1).put_packet(payload.to_utf8())
func requestDatapackage():
sendMessage([{"cmd": "GetDataPackage", "games": ["Lingo"]}])
func connectToRoom():
sendMessage(
[
{
"cmd": "Connect",
"password": ap_pass,
"game": "Lingo",
"name": ap_user,
"uuid": uuid_util.v4(),
"version": ap_version,
"items_handling": 0b111, # always receive our items
"tags": [],
"slot_data": true
}
]
)
func requestSync():
sendMessage([{"cmd": "Sync"}])
func sendLocation(loc_id):
if _map_loaded:
sendMessage([{"cmd": "LocationChecks", "locations": [loc_id]}])
else:
_held_locations.append(loc_id)
func mapFinishedLoading():
if !_map_loaded:
for item in _held_items:
processItem(item)
sendMessage([{"cmd": "LocationChecks", "locations": _held_locations}])
_map_loaded = true
_held_items = []
_held_locations = []
func processItem(item):
global._print(item)
var stringified = String(item)
if _door_ids_by_item.has(stringified):
var doorsNode = get_tree().get_root().get_node("Spatial/Doors")
for door_id in _door_ids_by_item[stringified]:
doorsNode.get_node(door_id).openDoor()
if _painting_ids_by_item.has(stringified):
var paintingsNode = get_tree().get_root().get_node("Spatial/Decorations/Paintings")
for painting_id in _painting_ids_by_item[stringified]:
paintingsNode.get_node(painting_id).movePainting()
func doorIsVanilla(door):
return !_mentioned_doors.has(door)
func paintingIsVanilla(painting):
return !_mentioned_paintings.has(painting)
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