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 # Reflec Beat has no profile succession supports_expired_profiles: bool = False @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