extends Node const ap_version = {"major": 0, "minor": 6, "build": 3, "class": "Version"} var SCRIPT_uuid var _ws = WebSocketPeer.new() var _should_process = false var _initiated_disconnect = false var _try_wss = false var _has_connected = false var _datapackages = {} var _pending_packages = [] var _item_id_to_name = {} # All games var _location_id_to_name = {} # All games var _item_name_to_id = {} # Lingo 2 only var _location_name_to_id = {} # Lingo 2 only var _remote_version = {"major": 0, "minor": 0, "build": 0} var _gen_version = {"major": 0, "minor": 0, "build": 0} var ap_server = "" var ap_user = "" var ap_pass = "" var _authenticated = false var _seed = "" var _team = 0 var _slot = 0 var _players = [] var _player_name_by_slot = {} var _game_by_player = {} var _checked_locations = [] var _received_indexes = [] var _received_items = {} var _slot_data = {} signal could_not_connect signal connect_status signal client_connected(slot_data) signal item_received(item_id, index, player, flags, amount) signal message_received(message) signal location_scout_received(item_id, location_id, player, flags) func _init(): set_process_mode(Node.PROCESS_MODE_ALWAYS) global._print("Instantiated APClient") # Read AP datapackages from file, if there are any if FileAccess.file_exists("user://ap_datapackages"): var file = FileAccess.open("user://ap_datapackages", FileAccess.READ) var data = file.get_var(true) file.close() if typeof(data) != TYPE_DICTIONARY: global._print("AP datapackages file is corrupted") data = {} _datapackages = data processDatapackages() func _ready(): pass #_ws.connect("connection_closed", _closed) #_ws.connect("connection_failed", _closed) #_ws.connect("server_disconnected", _closed) #_ws.connect("connection_error", _errored) #_ws.connect("connection_established", _connected) func _reset_state(): _should_process = false _authenticated = false _try_wss = false _has_connected = false _received_items = {} _received_indexes = [] func _errored(): if _try_wss: global._print("Could not connect to AP with ws://, now trying wss://") connectToServer(ap_server, ap_user, ap_pass) else: global._print("AP connection failed") _reset_state() emit_signal( "could_not_connect", "Could not connect to Archipelago. Check that your server and port are correct. See the error log for more information." ) func _closed(_was_clean = true): global._print("Connection closed") _reset_state() if not _initiated_disconnect: emit_signal("could_not_connect", "Disconnected from Archipelago") _initiated_disconnect = false func _connected(_proto = ""): global._print("Connected!") _try_wss = false func disconnect_from_ap(): _initiated_disconnect = true _ws.close() func _process(_delta): if _should_process: _ws.poll() var state = _ws.get_ready_state() if state == WebSocketPeer.STATE_OPEN: if not _has_connected: _has_connected = true _connected() while _ws.get_available_packet_count(): var packet = _ws.get_packet() global._print("Got data from server: " + packet.get_string_from_utf8()) var json = JSON.new() var jserror = json.parse(packet.get_string_from_utf8()) if jserror != OK: global._print("Error parsing packet from AP: " + jserror.error_string) return for message in json.data: var cmd = message["cmd"] global._print("Received command: " + cmd) if cmd == "RoomInfo": _seed = message["seed_name"] _remote_version = message["version"] _gen_version = message["generator_version"] var needed_games = [] for game in message["datapackage_checksums"].keys(): if ( !_datapackages.has(game) or ( _datapackages[game]["checksum"] != message["datapackage_checksums"][game] ) ): needed_games.append(game) if !needed_games.is_empty(): _pending_packages = needed_games var cur_needed = _pending_packages.pop_front() requestDatapackages([cur_needed]) else: connectToRoom() elif cmd == "DataPackage": for game in message["data"]["games"].keys(): _datapackages[game] = message["data"]["games"][game] saveDatapackages() if !_pending_packages.is_empty(): var cur_needed = _pending_packages.pop_front() requestDatapackages([cur_needed]) else: processDatapackages() 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"] for player in _players: _player_name_by_slot[player["slot"]] = player["alias"] _game_by_player[player["slot"]] = message["slot_info"][str( player["slot"] )]["game"] emit_signal("client_connected", _slot_data) elif cmd == "ConnectionRefused": var error_message = "" for error in message["errors"]: var submsg = "" if error == "InvalidSlot": submsg = "Invalid player name." elif error == "InvalidGame": submsg = "The specified player is not playing Lingo." elif error == "IncompatibleVersion": submsg = ( "The Archipelago server is not the correct version for this client. Expected v%d.%d.%d. Found v%d.%d.%d." % [ ap_version["major"], ap_version["minor"], ap_version["build"], _remote_version["major"], _remote_version["minor"], _remote_version["build"] ] ) elif error == "InvalidPassword": submsg = "Incorrect password." elif error == "InvalidItemsHandling": submsg = "Invalid item handling flag. This is a bug with the client." if submsg != "": if error_message != "": error_message += " " error_message += submsg if error_message == "": error_message = "Unknown error." _initiated_disconnect = true _ws.disconnect_from_host() emit_signal("could_not_connect", error_message) global._print("Connection to AP refused") global._print(message) elif cmd == "ReceivedItems": var i = 0 for item in message["items"]: var index = int(message["index"] + i) i += 1 if _received_indexes.has(index): # Do not re-process items. continue _received_indexes.append(index) var item_id = int(item["item"]) _received_items[item_id] = _received_items.get(item_id, 0) + 1 emit_signal( "item_received", item_id, index, int(item["player"]), int(item["flags"]), _received_items[item_id] ) elif cmd == "PrintJSON": emit_signal("message_received", message) elif cmd == "LocationInfo": for loc in message["locations"]: emit_signal( "location_scout_received", int(loc["item"]), int(loc["location"]), int(loc["player"]), int(loc["flags"]) ) elif state == WebSocketPeer.STATE_CLOSED: if _has_connected: _closed() else: _errored() func saveDatapackages(): # Save the AP datapackages to disk. var file = FileAccess.open("user://ap_datapackages", FileAccess.WRITE) file.store_var(_datapackages, true) file.close() func connectToServer(server, un, pw): ap_server = server ap_user = un ap_pass = pw _initiated_disconnect = false var url = "" if ap_server.begins_with("ws://") or ap_server.begins_with("wss://"): url = ap_server _try_wss = false elif _try_wss: url = "wss://" + ap_server _try_wss = false else: url = "ws://" + ap_server _try_wss = true var err = _ws.connect_to_url(url) if err != OK: emit_signal( "could_not_connect", ( "Could not connect to Archipelago. Check that your server and port are correct. See the error log for more information. Error code: %d." % err ) ) global._print("Could not connect to AP: " + err) return _should_process = true emit_signal("connect_status", "Connecting...") func sendMessage(msg): var payload = JSON.stringify(msg) _ws.send_text(payload) func requestDatapackages(games): emit_signal("connect_status", "Downloading %s data package..." % games[0]) sendMessage([{"cmd": "GetDataPackage", "games": games}]) func processDatapackages(): _item_id_to_name = {} _location_id_to_name = {} for game in _datapackages.keys(): var package = _datapackages[game] _item_id_to_name[game] = {} for item_name in package["item_name_to_id"].keys(): _item_id_to_name[game][int(package["item_name_to_id"][item_name])] = item_name _location_id_to_name[game] = {} for location_name in package["location_name_to_id"].keys(): _location_id_to_name[game][int(package["location_name_to_id"][location_name])] = location_name if _datapackages.has("Lingo 2"): _item_name_to_id = _datapackages["Lingo 2"]["item_name_to_id"] _location_name_to_id = _datapackages["Lingo 2"]["location_name_to_id"] func connectToRoom(): emit_signal("connect_status", "Authenticating...") sendMessage( [ { "cmd": "Connect", "password": ap_pass, "game": "Lingo 2", "name": ap_user, "uuid": SCRIPT_uuid.v4(), "version": ap_version, "items_handling": 0b111, # always receive our items "tags": [], "slot_data": true } ] ) func sendConnectUpdate(tags): sendMessage([{"cmd": "ConnectUpdate", "tags": tags}]) func requestSync(): sendMessage([{"cmd": "Sync"}]) func sendLocation(loc_id): sendMessage([{"cmd": "LocationChecks", "locations": [loc_id]}]) func sendLocations(loc_ids): sendMessage([{"cmd": "LocationChecks", "locations": loc_ids}]) func setValue(key, value, operation = "replace"): sendMessage( [ { "cmd": "Set", "key": "Lingo2_%d_%s" % [_slot, key], "want_reply": false, "operations": [{"operation": operation, "value": value}] } ] ) func say(textdata): sendMessage([{"cmd": "Say", "text": textdata}]) func completedGoal(): sendMessage([{"cmd": "StatusUpdate", "status": 30}]) # CLIENT_GOAL func scoutLocations(loc_ids): sendMessage([{"cmd": "LocationScouts", "locations": loc_ids}]) func hasItem(item_id): return _received_items.has(item_id) func getItemAmount(item_id): return _received_items.get(item_id, 0) >211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417