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bemaniutils/bemani/backend/mga/mga.py

410 lines
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Python
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2021-09-04 17:17:22 +02:00
# vim: set fileencoding=utf-8
import base64
import random
from typing import List
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from bemani.backend.mga.base import MetalGearArcadeBase
from bemani.backend.ess import EventLogHandler
from bemani.common import Profile, VersionConstants, Time
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from bemani.data import UserID
from bemani.protocol import Node
class MetalGearArcade(
EventLogHandler,
MetalGearArcadeBase,
):
name: str = "Metal Gear Arcade"
version: int = VersionConstants.MGA
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def __update_shop_name(self, profiledata: bytes) -> None:
# Figure out the profile type
csvs = profiledata.split(b",")
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if len(csvs) < 2:
# Not long enough to care about
return
datatype = csvs[1].decode("ascii")
if datatype != "PLAYDATA":
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# Not the right profile type requested
return
# Grab the shop name
try:
shopname = csvs[30].decode("shift-jis")
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except Exception:
return
self.update_machine_name(shopname)
def handle_system_getmaster_request(self, request: Node) -> Node:
# See if we can grab the request
data = request.child("data")
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if not data:
root = Node.void("system")
root.add_child(Node.s32("result", 0))
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return root
# Figure out what type of messsage this is
reqtype = data.child_value("datatype")
reqkey = data.child_value("datakey")
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# System message
root = Node.void("system")
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if reqtype == "S_SRVMSG" and reqkey == "INFO":
# Generate system message
settings1_str = "2011081000:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1:1"
settings2_str = "1,1,1,1,1,1,1,1,1,1,1,1,1,1"
# Send it to the client, making sure to inform the client that it was valid.
root.add_child(
Node.string(
"strdata1",
base64.b64encode(settings1_str.encode("ascii")).decode("ascii"),
)
)
root.add_child(
Node.string(
"strdata2",
base64.b64encode(settings2_str.encode("ascii")).decode("ascii"),
)
)
root.add_child(Node.u64("updatedate", Time.now() * 1000))
root.add_child(Node.s32("result", 1))
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else:
# Unknown message.
root.add_child(Node.s32("result", 0))
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return root
def handle_playerdata_usergamedata_send_request(self, request: Node) -> Node:
# Look up user by refid
refid = request.child_value("data/eaid")
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userid = self.data.remote.user.from_refid(self.game, self.version, refid)
if userid is None:
root = Node.void("playerdata")
root.add_child(
Node.s32("result", 1)
) # Unclear if this is the right thing to do here.
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return root
# Extract new profile info from old profile
oldprofile = self.get_profile(userid)
is_new = False
if oldprofile is None:
oldprofile = Profile(self.game, self.version, refid, 0)
is_new = True
newprofile = self.unformat_profile(userid, request, oldprofile, is_new)
# Write new profile
self.put_profile(userid, newprofile)
# Return success!
root = Node.void("playerdata")
root.add_child(Node.s32("result", 0))
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return root
def handle_playerdata_usergamedata_recv_request(self, request: Node) -> Node:
# Look up user by refid
refid = request.child_value("data/eaid")
profiletypes = request.child_value("data/recv_csv").split(",")
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profile = None
userid = None
if refid is not None:
userid = self.data.remote.user.from_refid(self.game, self.version, refid)
if userid is not None:
profile = self.get_profile(userid)
if profile is not None:
return self.format_profile(userid, profiletypes, profile)
else:
root = Node.void("playerdata")
root.add_child(
Node.s32("result", 1)
) # Unclear if this is the right thing to do here.
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return root
def handle_playerdata_usergamedata_scorerank_request(self, request: Node) -> Node:
# Not sure what this should do, looked like a thing to look up global rank
# but it doesn't always send the player's ID, so possibly useless?
#
# The request looks like this:
# <playerdata method="usergamedata_scorerank">
# <data>
# <eaid __type="str"></eaid>
# <gamekind __type="str">I36</gamekind>
# <vkey __type="str"></vkey>
# <conditionkey __type="str">HISTATTR</conditionkey>
# <score __type="s64">-1</score>
# </data>
# </playerdata>
root = Node.void("playerdata")
root.add_child(Node.s32("result", 1))
rank = Node.void("rank")
root.add_child(rank)
rank.add_child(Node.s32("rank", -1))
rank.add_child(Node.u64("updatetime", Time.now() * 1000))
return root
def handle_matching_request_request(self, request: Node) -> Node:
# Stand up this client as a possible matching host in the future.
refid = request.child_value("data/eaid")
userid = self.data.remote.user.from_refid(self.game, self.version, refid)
if userid is None:
root = Node.void("matching")
root.add_child(
Node.s32("result", -1)
) # Set to error so matching doesn't happen.
return root
# Game sends how long it intends to wait, so we should use that.
wait_time = request.child_value("data/waittime")
# Look up active lobbies, see if there was a previous one for us.
# Matchmaking takes at most 60 seconds, so assume any lobbies older
# than this are dead.
lobbies = self.data.local.lobby.get_all_lobbies(
self.game, self.version, max_age=wait_time
)
previous_hosted_lobbies = [True for uid, _ in lobbies if uid == userid]
previous_joined_lobbies = [
(uid, lobby) for uid, lobby in lobbies if userid in lobby["participants"]
]
# See if there's a random lobby we can be slotted into. Don't choose potentially
# our old one, since it will be overwritten by a new entry, if we were ever a host.
nonfull_lobbies = [
(uid, lobby) for uid, lobby in lobbies if len(lobby["participants"]) < 8
]
# Make sure to put our session information somewhere that we can find again.
self.data.local.lobby.put_play_session_info(
self.game,
self.version,
userid,
{
"joinip": request.child_value("data/joinip"),
"joinport": request.child_value("data/joinport"),
"localip": request.child_value("data/localip"),
"localport": request.child_value("data/localport"),
"pcbid": self.config.machine.pcbid,
},
)
play_session_info = self.data.local.lobby.get_play_session_info(
self.game,
self.version,
userid,
)
if (nonfull_lobbies or previous_joined_lobbies) and not previous_hosted_lobbies:
if previous_joined_lobbies:
# If we're already "in" a lobby, we should go back to that one.
uid, lobby = previous_joined_lobbies[0]
else:
# Pick a random one, assign ourselves to it.
uid, lobby = random.choice(nonfull_lobbies)
# Look up the host's information.
host_play_session_info = self.data.local.lobby.get_play_session_info(
self.game,
self.version,
uid,
)
# Join this lobby.
participants = set(lobby["participants"])
participants.add(userid)
lobby["participants"] = list(participants)
self.data.local.lobby.put_lobby(self.game, self.version, uid, lobby)
# Now that we've joined the lobby, tell the game about our host ID.
root = Node.void("matching")
root.add_child(
Node.s32("result", 1)
) # Setting this to 1 makes the client consider itself a guest and join a host.
root.add_child(Node.s64("hostid", lobby.get_int("id")))
root.add_child(
Node.string("hostip_g", host_play_session_info.get_str("joinip"))
)
root.add_child(
Node.s32("hostport_g", host_play_session_info.get_int("joinport"))
)
root.add_child(
Node.string("hostip_l", host_play_session_info.get_str("localip"))
)
root.add_child(
Node.s32("hostport_l", host_play_session_info.get_int("localport"))
)
return root
# The game does weird things if you let it wait as long as its own countdown,
# so subtract a bit of wiggle-room from the wait time as reported by the game.
wait_time -= 1
# Create a lobby with this player as the "host", since there are no non-full lobbies
# or we were previously a host and want to be one again.
self.data.local.lobby.put_lobby(
self.game,
self.version,
userid,
{
"matchgrp": request.child_value("data/matchgrp"),
"waittime": wait_time,
"createtime": Time.now(),
"participants": [userid],
},
)
lobby = self.data.local.lobby.get_lobby(
self.game,
self.version,
userid,
)
# Now that we've created a lobby for ourselves, tell the game about our host ID.
root = Node.void("matching")
root.add_child(
Node.s32("result", 0)
) # Setting this to 0 makes the client consider itself a host and listen for guests.
root.add_child(Node.s64("hostid", lobby.get_int("id")))
root.add_child(Node.string("hostip_g", play_session_info.get_str("joinip")))
root.add_child(Node.s32("hostport_g", play_session_info.get_int("joinport")))
root.add_child(Node.string("hostip_l", play_session_info.get_str("localip")))
root.add_child(Node.s32("hostport_l", play_session_info.get_int("localport")))
return root
def handle_matching_wait_request(self, request: Node) -> Node:
host_id = request.child_value("data/hostid")
# List all lobbies out, find the one that we're either a host or a guest of.
lobbies = self.data.local.lobby.get_all_lobbies(self.game, self.version)
info_by_uid = {
uid: data
for uid, data in self.data.local.lobby.get_all_play_session_infos(
self.game, self.version
)
}
# We should be able to filter by host_id that the game gave us.
joined_lobby = [
(uid, lobby) for uid, lobby in lobbies if lobby.get_int("id") == host_id
]
if len(joined_lobby) != 1:
# This shouldn't happen.
root = Node.void("matching")
root.add_child(Node.s32("result", -1))
return root
# Calculate creation time, figure out when to join the match after that.
host_uid, lobby = joined_lobby[0]
time_left = max(
lobby.get_int("waittime") - (Time.now() - lobby.get_int("createtime")), 0
)
root = Node.void("matching")
root.add_child(
Node.s32("result", 0 if time_left > 0 else 1)
) # We send 1 to start the match.
root.add_child(Node.s32("prwtime", time_left))
matchlist = Node.void("matchlist")
root.add_child(matchlist)
playercount = 0
for uid in lobby["participants"]:
# Grab player-specific IPs and stuff.
if uid not in info_by_uid:
continue
uinfo = info_by_uid[uid]
record = Node.void("record")
record.add_child(Node.string("pcbid", uinfo.get_str("pcbid")))
record.add_child(Node.string("statusflg", ""))
record.add_child(Node.s32("matchgrp", lobby.get_int("matchgrp")))
record.add_child(Node.s64("hostid", lobby.get_int("id")))
record.add_child(Node.u64("jointime", uinfo.get_int("time") * 1000))
record.add_child(Node.string("connip_g", uinfo.get_str("joinip")))
record.add_child(Node.s32("connport_g", uinfo.get_int("joinport")))
record.add_child(Node.string("connip_l", uinfo.get_str("localip")))
record.add_child(Node.s32("connport_l", uinfo.get_int("localport")))
matchlist.add_child(record)
playercount += 1
if playercount >= 8:
break
matchlist.add_child(Node.u32("record_num", playercount))
return root
def format_profile(
self, userid: UserID, profiletypes: List[str], profile: Profile
) -> Node:
root = Node.void("playerdata")
root.add_child(Node.s32("result", 0))
player = Node.void("player")
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root.add_child(player)
records = 0
record = Node.void("record")
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player.add_child(record)
for profiletype in profiletypes:
if profiletype == "3fffffffff":
continue
for j in range(len(profile["strdatas"])):
strdata = profile["strdatas"][j]
bindata = profile["bindatas"][j]
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# Figure out the profile type
csvs = strdata.split(b",")
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if len(csvs) < 2:
# Not long enough to care about
continue
datatype = csvs[1].decode("ascii")
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if datatype != profiletype:
# Not the right profile type requested
continue
# This is a valid profile node for this type, lets return only the profile values
strdata = b",".join(csvs[2:])
d = Node.string("d", base64.b64encode(strdata).decode("ascii"))
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record.add_child(d)
d.add_child(
Node.string("bin1", base64.b64encode(bindata).decode("ascii"))
)
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# Remember that we had this record
records = records + 1
player.add_child(Node.u32("record_num", records))
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return root
def unformat_profile(
self, userid: UserID, request: Node, oldprofile: Profile, is_new: bool
) -> Profile:
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# Profile save request, data values are base64 encoded.
# d is a CSV, and bin1 is binary data.
newprofile = oldprofile.clone()
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strdatas: List[bytes] = []
bindatas: List[bytes] = []
record = request.child("data/record")
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for node in record.children:
if node.name != "d":
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continue
profile = base64.b64decode(node.value)
# Update the shop name if this is a new profile, since we know it came
# from this cabinet. This is the only source of truth for what the
# cabinet shop name is set to.
if is_new:
self.__update_shop_name(profile)
strdatas.append(profile)
bindatas.append(base64.b64decode(node.child_value("bin1")))
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newprofile["strdatas"] = strdatas
newprofile["bindatas"] = bindatas
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# Keep track of play statistics across all versions
self.update_play_statistics(userid)
return newprofile