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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_items = []
var _slot_data = {}

signal could_not_connect
signal connect_status
signal client_connected
signal item_received(item_id, index, player, flags)
signal message_received(message)


func _init():
	global._print("Instantiated APClient")

	# Read AP settings 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


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")

					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"]:
							if not _received_items.has(int(item["item"])):
								_received_items.append(int(item["item"]))

							emit_signal(
								"item_received",
								int(item["item"]),
								int(message["index"]) + i,
								int(item["player"]),
								int(item["flags"])
							)
							i += 1

					elif cmd == "PrintJSON":
						emit_signal("message_received", message)

		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 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 hasItem(item_id):
	return _received_items.has(item_id)