from typing import Any, Dict, Tuple from typing_extensions import Final from bemani.backend.reflec.base import ReflecBeatBase from bemani.common import Profile, VersionConstants, ID, Time from bemani.data import UserID from bemani.protocol import Node class ReflecBeat(ReflecBeatBase): name: str = "REFLEC BEAT" version: int = VersionConstants.REFLEC_BEAT # Clear types according to the game GAME_CLEAR_TYPE_NO_PLAY: Final[int] = 0 GAME_CLEAR_TYPE_PLAYED: Final[int] = 2 GAME_CLEAR_TYPE_FULL_COMBO: Final[int] = 3 @classmethod def get_settings(cls) -> Dict[str, Any]: """ Return all of our front-end modifiably settings. """ return { 'bools': [ { 'name': 'Force Song Unlock', 'tip': 'Force unlock all songs.', 'category': 'game_config', 'setting': 'force_unlock_songs', }, ], 'ints': [], } def __db_to_game_clear_type(self, db_clear_type: int, db_combo_type: int) -> int: if db_clear_type == self.CLEAR_TYPE_NO_PLAY: return self.GAME_CLEAR_TYPE_NO_PLAY if db_clear_type == self.CLEAR_TYPE_FAILED: return self.GAME_CLEAR_TYPE_PLAYED if db_clear_type in [ self.CLEAR_TYPE_CLEARED, self.CLEAR_TYPE_HARD_CLEARED, self.CLEAR_TYPE_S_HARD_CLEARED, ]: if db_combo_type in [ self.COMBO_TYPE_NONE, self.COMBO_TYPE_ALMOST_COMBO, ]: return self.GAME_CLEAR_TYPE_PLAYED if db_combo_type in [ self.COMBO_TYPE_FULL_COMBO, self.COMBO_TYPE_FULL_COMBO_ALL_JUST, ]: return self.GAME_CLEAR_TYPE_FULL_COMBO raise Exception(f'Invalid db_combo_type {db_combo_type}') raise Exception(f'Invalid db_clear_type {db_clear_type}') def __game_to_db_clear_type(self, game_clear_type: int, game_achievement_rate: int) -> Tuple[int, int]: if game_clear_type == self.GAME_CLEAR_TYPE_NO_PLAY: return (self.CLEAR_TYPE_NO_PLAY, self.COMBO_TYPE_NONE) if game_clear_type == self.GAME_CLEAR_TYPE_PLAYED: if game_achievement_rate >= 7000: return (self.CLEAR_TYPE_CLEARED, self.COMBO_TYPE_NONE) else: return (self.CLEAR_TYPE_FAILED, self.COMBO_TYPE_NONE) if game_clear_type == self.GAME_CLEAR_TYPE_FULL_COMBO: return (self.CLEAR_TYPE_CLEARED, self.COMBO_TYPE_FULL_COMBO) raise Exception(f'Invalid game_clear_type {game_clear_type}') def handle_log_pcb_status_request(self, request: Node) -> Node: return Node.void('log') def handle_log_opsetting_request(self, request: Node) -> Node: return Node.void('log') def handle_log_play_request(self, request: Node) -> Node: return Node.void('log') def handle_pcbinfo_get_request(self, request: Node) -> Node: shop_id = ID.parse_machine_id(request.child_value('lid')) machine = self.get_machine_by_id(shop_id) if machine is not None: machine_name = machine.name close = machine.data.get_bool('close') hour = machine.data.get_int('hour') minute = machine.data.get_int('minute') pref = machine.data.get_int('pref', self.get_machine_region()) else: machine_name = '' close = False hour = 0 minute = 0 pref = self.get_machine_region() root = Node.void('pcbinfo') info = Node.void('info') root.add_child(info) info.add_child(Node.string('name', machine_name)) info.add_child(Node.s16('pref', pref)) info.add_child(Node.bool('close', close)) info.add_child(Node.u8('hour', hour)) info.add_child(Node.u8('min', minute)) return root def handle_pcbinfo_set_request(self, request: Node) -> Node: self.update_machine_name(request.child_value('info/name')) self.update_machine_data({ 'close': request.child_value('info/close'), 'hour': request.child_value('info/hour'), 'minute': request.child_value('info/min'), 'pref': request.child_value('info/pref'), }) return Node.void('pcbinfo') def __add_event_info(self, request: Node) -> None: events: Dict[int, int] = {} for (_eventid, _phase) in events.items(): data = Node.void('data') request.add_child(data) data.add_child(Node.s32('type', -1)) data.add_child(Node.s32('value', -1)) def handle_sysinfo_get_request(self, request: Node) -> Node: root = Node.void('sysinfo') trd = Node.void('trd') root.add_child(trd) # Add event info self.__add_event_info(trd) return root def handle_sysinfo_fan_request(self, request: Node) -> Node: sysinfo = Node.void('sysinfo') sysinfo.add_child(Node.u8('pref', self.get_machine_region())) sysinfo.add_child(Node.string('lid', request.child_value('lid'))) return sysinfo def handle_lobby_entry_request(self, request: Node) -> Node: root = Node.void('lobby') # Create a lobby entry for this user extid = request.child_value('e/uid') userid = self.data.remote.user.from_extid(self.game, self.version, extid) if userid is not None: profile = self.get_profile(userid) self.data.local.lobby.put_lobby( self.game, self.version, userid, { 'mid': request.child_value('e/mid'), 'ng': request.child_value('e/ng'), 'lid': request.child_value('e/lid'), 'sn': request.child_value('e/sn'), 'pref': request.child_value('e/pref'), 'ga': request.child_value('e/ga'), 'gp': request.child_value('e/gp'), 'la': request.child_value('e/la'), } ) lobby = self.data.local.lobby.get_lobby( self.game, self.version, userid, ) root.add_child(Node.s32('eid', lobby.get_int('id'))) e = Node.void('e') root.add_child(e) e.add_child(Node.s32('eid', lobby.get_int('id'))) e.add_child(Node.u16('mid', lobby.get_int('mid'))) e.add_child(Node.u8('ng', lobby.get_int('ng'))) e.add_child(Node.s32('uid', profile.extid)) e.add_child(Node.string('pn', profile.get_str('name'))) e.add_child(Node.s32('exp', profile.get_int('exp'))) e.add_child(Node.u8('mg', profile.get_int('mg'))) e.add_child(Node.s32('tid', lobby.get_int('tid'))) e.add_child(Node.string('tn', lobby.get_str('tn'))) e.add_child(Node.string('lid', lobby.get_str('lid'))) e.add_child(Node.string('sn', lobby.get_str('sn'))) e.add_child(Node.u8('pref', lobby.get_int('pref'))) e.add_child(Node.u8_array('ga', lobby.get_int_array('ga', 4))) e.add_child(Node.u16('gp', lobby.get_int('gp'))) e.add_child(Node.u8_array('la', lobby.get_int_array('la', 4))) return root def handle_lobby_read_request(self, request: Node) -> Node: root = Node.void('lobby') # Look up all lobbies matching the criteria specified mg = request.child_value('m_grade') # noqa: F841 extid = request.child_value('uid') limit = request.child_value('max') userid = self.data.remote.user.from_extid(self.game, self.version, extid) if userid is not None: lobbies = self.data.local.lobby.get_all_lobbies(self.game, self.version) for (user, lobby) in lobbies: if limit <= 0: break if user == userid: # If we have our own lobby, don't return it continue profile = self.get_profile(user) if profile is None: # No profile info, don't return this lobby continue e = Node.void('e') root.add_child(e) e.add_child(Node.s32('eid', lobby.get_int('id'))) e.add_child(Node.u16('mid', lobby.get_int('mid'))) e.add_child(Node.u8('ng', lobby.get_int('ng'))) e.add_child(Node.s32('uid', profile.extid)) e.add_child(Node.string('pn', profile.get_str('name'))) e.add_child(Node.s32('exp', profile.get_int('exp'))) e.add_child(Node.u8('mg', profile.get_int('mg'))) e.add_child(Node.s32('tid', lobby.get_int('tid'))) e.add_child(Node.string('tn', lobby.get_str('tn'))) e.add_child(Node.string('lid', lobby.get_str('lid'))) e.add_child(Node.string('sn', lobby.get_str('sn'))) e.add_child(Node.u8('pref', lobby.get_int('pref'))) e.add_child(Node.u8_array('ga', lobby.get_int_array('ga', 4))) e.add_child(Node.u16('gp', lobby.get_int('gp'))) e.add_child(Node.u8_array('la', lobby.get_int_array('la', 4))) limit = limit - 1 return root def handle_lobby_delete_request(self, request: Node) -> Node: eid = request.child_value('eid') self.data.local.lobby.destroy_lobby(eid) return Node.void('lobby') def handle_player_start_request(self, request: Node) -> Node: # Add a dummy entry into the lobby setup so we can clean up on end play refid = request.child_value('rid') userid = self.data.remote.user.from_refid(self.game, self.version, refid) if userid is not None: self.data.local.lobby.put_play_session_info( self.game, self.version, userid, {} ) root = Node.void('player') root.add_child(Node.bool('is_suc', True)) # Add event info self.__add_event_info(root) return root def handle_player_delete_request(self, request: Node) -> Node: return Node.void('player') def handle_player_end_request(self, request: Node) -> Node: # Destroy play session based on info from the request refid = request.child_value('rid') userid = self.data.remote.user.from_refid(self.game, self.version, refid) if userid is not None: # Kill any lingering lobbies by this user lobby = self.data.local.lobby.get_lobby( self.game, self.version, userid, ) if lobby is not None: self.data.local.lobby.destroy_lobby(lobby.get_int('id')) self.data.local.lobby.destroy_play_session_info(self.game, self.version, userid) return Node.void('player') def handle_player_read_request(self, request: Node) -> Node: refid = request.child_value('rid') profile = self.get_profile_by_refid(refid) if profile: return profile return Node.void('player') def handle_player_write_request(self, request: Node) -> Node: refid = request.child_value('rid') profile = self.put_profile_by_refid(refid, request) root = Node.void('player') if profile is None: root.add_child(Node.s32('uid', 0)) else: root.add_child(Node.s32('uid', profile.extid)) root.add_child(Node.s32('time', Time.now())) return root def format_profile(self, userid: UserID, profile: Profile) -> Node: statistics = self.get_play_statistics(userid) game_config = self.get_game_config() achievements = self.data.local.user.get_achievements(self.game, self.version, userid) scores = self.data.remote.music.get_scores(self.game, self.version, userid) root = Node.void('player') pdata = Node.void('pdata') root.add_child(pdata) base = Node.void('base') pdata.add_child(base) base.add_child(Node.s32('uid', profile.extid)) base.add_child(Node.string('name', profile.get_str('name'))) base.add_child(Node.s16('lv', profile.get_int('lvl'))) base.add_child(Node.s32('exp', profile.get_int('exp'))) base.add_child(Node.s16('mg', profile.get_int('mg'))) base.add_child(Node.s16('ap', profile.get_int('ap'))) base.add_child(Node.s32('flag', profile.get_int('flag'))) con = Node.void('con') pdata.add_child(con) con.add_child(Node.s32('day', statistics.today_plays)) con.add_child(Node.s32('cnt', statistics.total_plays)) con.add_child(Node.s32('last', statistics.last_play_timestamp)) con.add_child(Node.s32('now', Time.now())) team = Node.void('team') pdata.add_child(team) team.add_child(Node.s32('id', -1)) team.add_child(Node.string('name', '')) custom = Node.void('custom') customdict = profile.get_dict('custom') pdata.add_child(custom) custom.add_child(Node.u8('bgm_m', customdict.get_int('bgm_m'))) custom.add_child(Node.u8('st_f', customdict.get_int('st_f'))) custom.add_child(Node.u8('st_bg', customdict.get_int('st_bg'))) custom.add_child(Node.u8('st_bg_b', customdict.get_int('st_bg_b'))) custom.add_child(Node.u8('eff_e', customdict.get_int('eff_e'))) custom.add_child(Node.u8('se_s', customdict.get_int('se_s'))) custom.add_child(Node.u8('se_s_v', customdict.get_int('se_s_v'))) released = Node.void('released') pdata.add_child(released) for item in achievements: if item.type[:5] != 'item_': continue itemtype = int(item.type[5:]) if game_config.get_bool('force_unlock_songs') and itemtype == 0: # Don't echo unlocks when we're force unlocking, we'll do it later continue info = Node.void('info') released.add_child(info) info.add_child(Node.u8('type', itemtype)) info.add_child(Node.u16('id', item.id)) if game_config.get_bool('force_unlock_songs'): songs = {song.id for song in self.data.local.music.get_all_songs(self.game, self.version)} for songid in songs: info = Node.void('info') released.add_child(info) info.add_child(Node.u8('type', 0)) info.add_child(Node.u16('id', songid)) # Scores record = Node.void('record') pdata.add_child(record) for score in scores: rec = Node.void('rec') record.add_child(rec) rec.add_child(Node.u16('mid', score.id)) rec.add_child(Node.u8('ng', score.chart)) rec.add_child(Node.s32('win', score.data.get_dict('stats').get_int('win'))) rec.add_child(Node.s32('lose', score.data.get_dict('stats').get_int('lose'))) rec.add_child(Node.s32('draw', score.data.get_dict('stats').get_int('draw'))) rec.add_child(Node.u8('ct', self.__db_to_game_clear_type(score.data.get_int('clear_type'), score.data.get_int('combo_type')))) rec.add_child(Node.s16('ar', int(score.data.get_int('achievement_rate') / 10))) rec.add_child(Node.s16('bs', score.points)) rec.add_child(Node.s16('mc', score.data.get_int('combo'))) rec.add_child(Node.s16('bmc', score.data.get_int('miss_count'))) # In original ReflecBeat, the entire battle log was returned for each battle. # We don't support storing all of that info, so don't return anything here. blog = Node.void('blog') pdata.add_child(blog) # Comment (seems unused?) pdata.add_child(Node.string('cmnt', '')) return root def unformat_profile(self, userid: UserID, request: Node, oldprofile: Profile) -> Profile: game_config = self.get_game_config() newprofile = oldprofile.clone() newprofile.replace_int('lid', ID.parse_machine_id(request.child_value('lid'))) newprofile.replace_str('name', request.child_value('pdata/base/name')) newprofile.replace_int('lvl', request.child_value('pdata/base/lv')) newprofile.replace_int('exp', request.child_value('pdata/base/exp')) newprofile.replace_int('mg', request.child_value('pdata/base/mg')) newprofile.replace_int('ap', request.child_value('pdata/base/ap')) newprofile.replace_int('flag', request.child_value('pdata/base/flag')) customdict = newprofile.get_dict('custom') custom = request.child('pdata/custom') if custom: customdict.replace_int('bgm_m', custom.child_value('bgm_m')) customdict.replace_int('st_f', custom.child_value('st_f')) customdict.replace_int('st_bg', custom.child_value('st_bg')) customdict.replace_int('st_bg_b', custom.child_value('st_bg_b')) customdict.replace_int('eff_e', custom.child_value('eff_e')) customdict.replace_int('se_s', custom.child_value('se_s')) customdict.replace_int('se_s_v', custom.child_value('se_s_v')) newprofile.replace_dict('custom', customdict) # Music unlocks and other stuff released = request.child('pdata/released') if released: for child in released.children: if child.name != 'info': continue item_id = child.child_value('id') item_type = child.child_value('type') if game_config.get_bool('force_unlock_songs') and item_type == 0: # Don't save unlocks when we're force unlocking continue self.data.local.user.put_achievement( self.game, self.version, userid, item_id, f'item_{item_type}', {}, ) # Grab any new records set during this play session. Reflec Beat original only sends # the top record back for songs that were played at least once during the session. # Note that it sends the top record, so if you play the song twice, it will return # only one record. Also, if you get a lower score than a previous try, it will return # the previous try. So, we must also look at the battle log for the actual play scores, # and combine the data if we can. savedrecords: Dict[int, Dict[int, Dict[str, int]]] = {} songplays = request.child('pdata/record') if songplays: for child in songplays.children: if child.name != 'rec': continue songid = child.child_value('mid') chart = child.child_value('ng') # These don't get sent with the battle logs, so we try to construct # the values here. if songid not in savedrecords: savedrecords[songid] = {} savedrecords[songid][chart] = { 'achievement_rate': child.child_value('ar') * 10, 'points': child.child_value('bs'), 'combo': child.child_value('mc'), 'miss_count': child.child_value('bmc'), 'win': child.child_value('win'), 'lose': child.child_value('lose'), 'draw': child.child_value('draw'), } # Now, see the actual battles that were played. If we can, unify the data with a record. # We only do that when the record achievement rate and score matches the battle achievement # rate and score, so we know for a fact that that record was generated by this battle. battlelogs = request.child('pdata/blog') if battlelogs: for child in battlelogs.children: if child.name != 'log': continue songid = child.child_value('mid') chart = child.child_value('ng') clear_type = child.child_value('myself/ct') achievement_rate = child.child_value('myself/ar') * 10 points = child.child_value('myself/s') clear_type, combo_type = self.__game_to_db_clear_type(clear_type, achievement_rate) combo = None miss_count = -1 stats = None if songid in savedrecords: if chart in savedrecords[songid]: data = savedrecords[songid][chart] if ( data['achievement_rate'] == achievement_rate and data['points'] == points ): # This is the same record! Use the stats from it to update our # internal representation. combo = data['combo'] miss_count = data['miss_count'] stats = { 'win': data['win'], 'lose': data['lose'], 'draw': data['draw'], } self.update_score( userid, songid, chart, points, achievement_rate, clear_type, combo_type, miss_count, combo=combo, stats=stats, ) # Keep track of play statistics self.update_play_statistics(userid) return newprofile