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mirror of synced 2024-11-24 06:20:12 +01:00

Set up an asset concept, use it to display emblem previews on Jubeat settings. Huge thanks to Subject38 for lots of this code!

This commit is contained in:
Jennifer Taylor 2022-11-13 16:56:59 +00:00
parent 7c84b1f27d
commit c61d08a554
12 changed files with 340 additions and 1 deletions

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@ -59,6 +59,14 @@ A utility for unpacking `.arc` files. This does not currently repack files. Howe
the format is so trivial that adding such a feature would be fairly easy. Run it
like `./arcutils --help` to see help output and determine how to use this.
## assetparse
A utility which takes a particular game's asset directory and converts files for use
on the frontend. This optionally enables things such as customization previews on the
frontend. Much like "read", this requires a properly setup config file which points
the frontend as well as this utility at the correct location to store converted
assets. See `config/server.yaml` for an example file that you can modify.
## bemanishark
A wire sniffer that can decode eAmuse packets and print them. Run it on a computer
@ -463,6 +471,16 @@ will not work properly. An example is as follows:
--xml data/emblem-info/emblem-info.xml
```
If you wish to display emblem graphics on the frontend, you will also need to convert the
emblem assets. Failing to do so will disable the emblem graphics rendering feature for the
frontend. Note that this only applies to versions where you have also imported the emblem
DB. An example is as follows:
```
./assetparse --config config/server.yaml --series jubeat --version prop \
--xml data/emblem-info/emblem-info.xml --assets data/emblem-textures/
```
### IIDX
For IIDX, you will need the data directory of the mix you wish to support. The import
@ -735,7 +753,9 @@ can set up a nginx directory to serve the static resources directly by pointing
static directory inside your virtualenv.
For example configurations, an example install script, and an example script to back
up your MySQL instance, see the `examples/` directory.
up your MySQL instance, see the `examples/` directory. Note that several files have
sections where you are expected to substitute your own values so please read over them
carefully.
# Contributing

11
assetparse Executable file
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@ -0,0 +1,11 @@
#! /usr/bin/env python3
if __name__ == "__main__":
import os
path = os.path.abspath(os.path.dirname(__file__))
name = os.path.basename(__file__)
import sys
sys.path.append(path)
import runpy
runpy.run_module(f"bemani.utils.{name}", run_name="__main__")

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@ -160,6 +160,21 @@ class DiscordWebHooks:
return str(uri) if uri else None
class Assets:
def __init__(self, parent_config: "Config") -> None:
self.jubeat = JubeatAssets(parent_config)
class JubeatAssets:
def __init__(self, parent_config: "Config") -> None:
self.__config = parent_config
@property
def emblems(self) -> Optional[str]:
directory = self.__config.get("assets", {}).get("jubeat", {}).get("emblems")
return str(directory) if directory else None
class Config(dict):
def __init__(self, existing_contents: Dict[str, Any] = {}) -> None:
super().__init__(existing_contents or {})
@ -169,6 +184,7 @@ class Config(dict):
self.client = Client(self)
self.paseli = PASELI(self)
self.webhooks = WebHooks(self)
self.assets = Assets(self)
self.machine = Machine(self)
def clone(self) -> "Config":

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@ -1,3 +1,4 @@
import mimetypes
import os
import re
import traceback
@ -10,6 +11,7 @@ from flask import (
redirect,
Response,
url_for,
abort,
render_template,
got_request_exception,
jsonify as flask_jsonify,
@ -152,6 +154,10 @@ def cacheable(max_age: int) -> Callable:
return __cache
# Note that this should really only be used for debug builds. In production, you should use
# the "jsx" utility to bulk convert your JSX files and put them in a directory where your
# actual webserver (nginx, apache, etc) can find them and serve them without going through
# this endpoint.
@app.route("/jsx/<path:filename>")
@cacheable(86400)
def jsx(filename: str) -> Response:
@ -200,6 +206,36 @@ def jsx(filename: str) -> Response:
raise
# Note that this should really only be used for debug builds. In production, you should use
# the "assetparse" utility to bulk convert your game asset files and put them in directories
# where your actual webserver (nginx, apache, etc) can find them and serve them without
# going through this endpoint.
@app.route("/assets/<path:filename>")
@cacheable(86400)
def assets(filename: str) -> Response:
# Map of all assets. We could walk the config using reflection, but meh.
assetdirs: Dict[str, str] = {
"jubeat/emblems/": config.assets.jubeat.emblems,
}
# Figure out what asset pack this is from.
for prefix, directory in assetdirs.items():
if filename.startswith(prefix):
filename = filename[len(prefix) :]
normalized_path = os.path.join(directory, filename)
# Check for path traversal exploit
if not normalized_path.startswith(directory):
raise IOError("Path traversal exploit detected!")
mimetype, _ = mimetypes.guess_type(normalized_path)
with open(normalized_path, "rb") as f:
return Response(f.read(), mimetype=mimetype)
else:
# No asset for this.
abort(404)
def polyfill_fragments(jsx: str) -> str:
jsx = jsx.replace("<>", "<React.Fragment>")
jsx = jsx.replace("</>", "</React.Fragment>")

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@ -363,6 +363,7 @@ def viewsettings() -> Response:
version: name for (game, version, name) in frontend.all_games()
},
"emblems": all_emblems,
"assets_available": g.config.assets.jubeat.emblems is not None,
},
{
"updatename": url_for("jubeat_pages.updatename"),

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@ -154,10 +154,46 @@ var settings_view = createReactClass({
);
},
getDefaultEmblem: function() {
// A hack for displaying defaults when they aren't set.
var items = window.emblems[this.state.version].filter(function (emblem) {
return emblem.rarity == 1 && emblem.layer == 2;
}.bind(this));
if (items.length > 0) {
return items[0].index;
}
return 0;
},
renderEmblem: function(player) {
return (
<div className="section">
<h3>Emblem</h3>
{
window.assets_available ?
<div className="emblem">
{
valid_emblem_options.map(function(emblem_option) {
var player = this.state.player[this.state.version];
var emblem = player.emblem[emblem_option];
if (emblem_option == "main" && emblem == 0) {
emblem = this.getDefaultEmblem();
}
if (emblem == 0) {
// Emblem part isn't set.
return null;
}
var player = this.state.player[this.state.version]
var src = `/assets/jubeat/emblems/${this.state.version}/${emblem}.png`
return <div><img src={src}/></div>;
}.bind(this))
}
</div> : null
}
{
valid_emblem_options.map(function(emblem_option) {
var player = this.state.player[this.state.version]

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@ -62,6 +62,10 @@ div.labelledsection.iidx.qprooption select {
width: 300px;
}
div.labelledsection.jubeat.emblemoption select {
width: 300px;
}
div.labelledsection.ddr.option select {
width: 200px;
}
@ -197,3 +201,19 @@ span.slider-label {
margin-top: 1px;
margin-bottom: -1px;
}
div.emblem {
position: relative;
width: 256px;
height: 256px;
padding-bottom: 10px;
}
div.emblem div {
position: absolute;
}
div.emblem div img {
width: 256px;
height: 256px;
}

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@ -62,6 +62,10 @@ div.labelledsection.iidx.qprooption select {
width: 300px;
}
div.labelledsection.jubeat.emblemoption select {
width: 300px;
}
div.labelledsection.ddr.option select {
width: 200px;
}
@ -197,3 +201,19 @@ span.slider-label {
margin-top: 1px;
margin-bottom: -1px;
}
div.emblem {
position: relative;
width: 256px;
height: 256px;
padding-bottom: 10px;
}
div.emblem div {
position: absolute;
}
div.emblem div img {
width: 256px;
height: 256px;
}

163
bemani/utils/assetparse.py Normal file
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@ -0,0 +1,163 @@
# vim: set fileencoding=utf-8
import argparse
import os
import xml.etree.ElementTree as ET
from PIL import Image # type: ignore
from typing import Dict, Optional
from bemani.common import GameConstants, VersionConstants
from bemani.data import Config
from bemani.utils.config import load_config
class ImportJubeat:
def __init__(self, config: Config, version: str, update: bool) -> None:
actual_version = {
"saucer": VersionConstants.JUBEAT_SAUCER,
"saucer-fulfill": VersionConstants.JUBEAT_SAUCER_FULFILL,
"prop": VersionConstants.JUBEAT_PROP,
"qubell": VersionConstants.JUBEAT_QUBELL,
"clan": VersionConstants.JUBEAT_CLAN,
"festo": VersionConstants.JUBEAT_FESTO,
}.get(version, -1)
if actual_version in {
VersionConstants.JUBEAT_PROP,
VersionConstants.JUBEAT_QUBELL,
VersionConstants.JUBEAT_CLAN,
VersionConstants.JUBEAT_FESTO,
}:
self.version = actual_version
else:
raise Exception(
"Unsupported Jubeat version, expected one of the following: prop, qubell, clan, festo!"
)
self.config = config
self.update = update
def import_assets(self, xml: str, assets: Optional[str]) -> None:
if assets is None:
raise Exception("Expect a valid asset directory when importing emblems!")
with open(args.xml, "rb") as xmlhandle:
xmldata = xmlhandle.read().decode("shift_jisx0213")
root = ET.fromstring(xmldata)
file_mapping: Dict[str, str] = {}
for emblem in root.find("emblem_list"):
emblem.find("texname").text = emblem.find("texname").text.replace(
".tex", ".png"
)
file_mapping[
emblem.find("texname").text
] = f'{emblem.find("index").text}.png'
if not file_mapping:
# This isn't an emblem XML!
raise Exception("Expect a valid emblem-info.xml file!")
if not self.config.assets.jubeat.emblems:
# We don't have the output set!
raise Exception("Expect a valid directory for emblems in config file!")
# First, make the root directory structure.
actual_output = os.path.join(
self.config.assets.jubeat.emblems, f"{self.version}"
)
os.makedirs(actual_output, exist_ok=True)
for fileroot, _, files in os.walk(assets):
for filename in files:
filepath = os.path.join(fileroot, filename)
outname = os.path.splitext(filename)[0]
renamed = file_mapping.get(f"{outname}.png")
if renamed is None:
print(f"No mapping for {filepath}, skipping!")
continue
full_renamed = os.path.join(actual_output, renamed)
if os.path.exists(full_renamed) and not self.update:
print(f"Skipping existing {full_renamed}!")
continue
print(f"Converting {filepath} to {full_renamed}...")
# This is the image parsing section. Basically raw pixel data starting on byte 34 of the tex file.
rawData = open(filepath, "rb").read()
imgSize = (512, 512) # the image size
img = Image.frombytes("RGBA", imgSize, rawData[0x34:])
img.save(full_renamed)
if __name__ == "__main__":
parser = argparse.ArgumentParser(
description="Import game assets from various game files"
)
parser.add_argument(
"--series",
action="store",
type=str,
required=True,
help="The game series we are importing.",
)
parser.add_argument(
"--version",
dest="version",
action="store",
type=str,
required=True,
help="The game version we are importing.",
)
parser.add_argument(
"--config",
type=str,
default="config.yaml",
help="Core configuration for determining the output location. Defaults to 'config.yaml'.",
)
parser.add_argument(
"--update",
dest="update",
action="store_true",
default=False,
help="Overwrite data with updated values when it already exists.",
)
parser.add_argument(
"--xml",
dest="xml",
action="store",
type=str,
help="The game XML file to read, for applicable games.",
)
parser.add_argument(
"--assets",
dest="assets",
action="store",
type=str,
help="The game assets directory, for applicable games.",
)
args = parser.parse_args()
# Load the config so we can put assets in the right directory.
config = Config()
load_config(args.config, config)
series = None
try:
series = GameConstants(args.series)
except ValueError:
pass
if series == GameConstants.JUBEAT:
jubeat = ImportJubeat(config, args.version, args.update)
if args.xml:
jubeat.import_assets(args.xml, args.assets)
else:
raise Exception(
"No emblem-info.xml provided! Please provide a --xml option!"
)
else:
raise Exception("Unsupported game series!")

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@ -54,6 +54,11 @@ webhooks:
pnm:
- "https://discord.com/api/webhooks/1232122131321321321/eauihfafaewfhjaveuijaewuivhjawueihoi"
# Assets URLs. These allow for in-game asset rendering on the front end. Delete this to disable asset rendering.
assets:
jubeat:
emblems: "/directory/where/you/output/emblem/assets"
# Global PASESLI settings, which can be overridden on a per-arcade basis. These form the default settings.
paseli:
# Whether PASELI is enabled on the network.

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@ -19,4 +19,14 @@ server {
include /etc/nginx/mime.types;
root /path/to/your/virtualenv/lib/python3.6/site-packages/bemani/frontend/;
}
location ^~ /jsx/ {
include /etc/nginx/mime.types;
root /path/to/your/converted/jsx/files/;
}
location ^~ /assets/ {
include /etc/nginx/mime.types;
root /path/to/your/converted/asset/files/;
}
}

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@ -4,6 +4,7 @@ declare -a arr=(
"api"
"afputils"
"arcutils"
"assetparse"
"bemanishark"
"binutils"
"cardconvert"