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bemaniutils/bemani/backend/reflec/reflecbeat.py
2023-02-17 03:40:07 +00:00

561 lines
22 KiB
Python

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