1
0
mirror of synced 2024-11-12 01:00:46 +01:00

Prototype matching support for MGA, seems to at least make the game happy but unsure if it works with multiple clients.

This commit is contained in:
Jennifer Taylor 2023-08-05 17:55:27 +00:00
parent cff4da2dfa
commit 820acdc244
2 changed files with 114 additions and 2 deletions

View File

@ -4,7 +4,7 @@ from typing import List
from bemani.backend.mga.base import MetalGearArcadeBase
from bemani.backend.ess import EventLogHandler
from bemani.common import Profile, VersionConstants, Time
from bemani.common import ID, Profile, VersionConstants, Time
from bemani.data import UserID
from bemani.protocol import Node
@ -121,6 +121,118 @@ class MetalGearArcade(
) # Unclear if this is the right thing to do here.
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 guest mode so matching doesn't happen.
return root
# Create a lobby with this player as the "host".
shop_id = ID.parse_machine_id(request.child_value("data/locationid"))
self.data.local.lobby.put_lobby(
self.game,
self.version,
userid,
{
"matchgrp": request.child_value("data/matchgrp"),
"joinip": request.child_value("data/joinip"),
"joinport": request.child_value("data/joinport"),
"localip": request.child_value("data/localip"),
"localport": request.child_value("data/localport"),
"waituser": request.child_value("data/waituser"),
"waittime": request.child_value("data/waittime"),
"pcbid": self.config.machine.pcbid,
"lid": shop_id,
},
)
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 1 makes the game think we're a guest instead of host.
root.add_child(Node.s64("hostid", lobby.get_int("id")))
root.add_child(Node.string("hostip_g", lobby.get_str("joinip")))
root.add_child(Node.s32("hostport_g", lobby.get_int("joinport")))
root.add_child(Node.string("hostip_l", lobby.get_str("localip")))
root.add_child(Node.s32("hostport_l", lobby.get_int("localport")))
return root
def handle_matching_wait_request(self, request: Node) -> Node:
# Tell the client about up to 8 additional hosts that could be paired to us.
# If we want to only match against hosts in this shop, this is what we'd use to do it.
host_id = request.child_value("data/hostid")
shop_id = ID.parse_machine_id(request.child_value("data/locationid"))
# List all lobbies out, up to 8 of them. It's unclear whether the game wants to know
# about it's own lobby or not.
lobbies = self.data.local.lobby.get_all_lobbies(self.game, self.version)
lobbycount = 0
root = Node.void("matching")
root.add_child(Node.s32("result", 0))
root.add_child(Node.s32("prwtime", 60))
matchlist = Node.void("matchlist")
root.add_child(matchlist)
for _, lobby in lobbies:
# TODO: Possibly filter by only locationid matching, if this is enabled
# in server operator settings.
record = Node.void("record")
record.add_child(Node.string("pcbid", lobby.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", host_id))
record.add_child(Node.u64("jointime", lobby.get_int("time") * 1000))
record.add_child(Node.string("connip_g", lobby.get_str("joinip")))
record.add_child(Node.s32("connport_g", lobby.get_int("joinport")))
record.add_child(Node.string("connip_l", lobby.get_str("localip")))
record.add_child(Node.s32("connport_l", lobby.get_int("localport")))
matchlist.add_child(record)
lobbycount += 1
if lobbycount >= 8:
break
matchlist.add_child(Node.u32("record_num", lobbycount))
return root
def format_profile(
self, userid: UserID, profiletypes: List[str], profile: Profile
) -> Node:

View File

@ -244,7 +244,7 @@ class LobbyData(BaseData):
A list of dictionaries representing lobby info stored by a game class.
"""
sql = """
SELECT userid, id, data FROM lobby
SELECT userid, id, time, data FROM lobby
WHERE game = :game AND version = :version AND time > :time
"""
cursor = self.execute(