# vim: set fileencoding=utf-8 import base64 from typing import List from bemani.backend.mga.base import MetalGearArcadeBase from bemani.backend.ess import EventLogHandler from bemani.common import ID, Profile, VersionConstants, Time from bemani.data import UserID from bemani.protocol import Node class MetalGearArcade( EventLogHandler, MetalGearArcadeBase, ): name: str = "Metal Gear Arcade" version: int = VersionConstants.MGA def __update_shop_name(self, profiledata: bytes) -> None: # Figure out the profile type csvs = profiledata.split(b",") if len(csvs) < 2: # Not long enough to care about return datatype = csvs[1].decode("ascii") if datatype != "PLAYDATA": # Not the right profile type requested return # Grab the shop name try: shopname = csvs[30].decode("shift-jis") 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") if not data: root = Node.void("system") root.add_child(Node.s32("result", 0)) return root # Figure out what type of messsage this is reqtype = data.child_value("datatype") reqkey = data.child_value("datakey") # System message root = Node.void("system") 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)) else: # Unknown message. root.add_child(Node.s32("result", 0)) return root def handle_playerdata_usergamedata_send_request(self, request: Node) -> Node: # Look up user by refid 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("playerdata") root.add_child( Node.s32("result", 1) ) # Unclear if this is the right thing to do here. 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)) 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(",") 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. 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: # # # # I36 # # HISTATTR # -1 # # 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: root = Node.void("playerdata") root.add_child(Node.s32("result", 0)) player = Node.void("player") root.add_child(player) records = 0 record = Node.void("record") 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] # Figure out the profile type csvs = strdata.split(b",") if len(csvs) < 2: # Not long enough to care about continue datatype = csvs[1].decode("ascii") 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")) record.add_child(d) d.add_child( Node.string("bin1", base64.b64encode(bindata).decode("ascii")) ) # Remember that we had this record records = records + 1 player.add_child(Node.u32("record_num", records)) return root def unformat_profile( self, userid: UserID, request: Node, oldprofile: Profile, is_new: bool ) -> Profile: # Profile save request, data values are base64 encoded. # d is a CSV, and bin1 is binary data. newprofile = oldprofile.clone() strdatas: List[bytes] = [] bindatas: List[bytes] = [] record = request.child("data/record") for node in record.children: if node.name != "d": 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"))) newprofile["strdatas"] = strdatas newprofile["bindatas"] = bindatas # Keep track of play statistics across all versions self.update_play_statistics(userid) return newprofile