414 lines
16 KiB
Python
414 lines
16 KiB
Python
# vim: set fileencoding=utf-8
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import base64
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import random
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from typing import List
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from bemani.backend.mga.base import MetalGearArcadeBase
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from bemani.backend.ess import EventLogHandler
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from bemani.common import Profile, VersionConstants, Time
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from bemani.data import UserID
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from bemani.protocol import Node
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class MetalGearArcade(
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EventLogHandler,
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MetalGearArcadeBase,
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):
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name: str = "Metal Gear Arcade"
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version: int = VersionConstants.MGA
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def __update_shop_name(self, profiledata: bytes) -> None:
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# Figure out the profile type
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csvs = profiledata.split(b",")
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if len(csvs) < 2:
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# Not long enough to care about
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return
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datatype = csvs[1].decode("ascii")
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if datatype != "PLAYDATA":
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# Not the right profile type requested
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return
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# Grab the shop name
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try:
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shopname = csvs[30].decode("shift-jis")
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except Exception:
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return
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self.update_machine_name(shopname)
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def handle_system_getmaster_request(self, request: Node) -> Node:
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# See if we can grab the request
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data = request.child("data")
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if not data:
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root = Node.void("system")
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root.add_child(Node.s32("result", 0))
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return root
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# Figure out what type of messsage this is
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reqtype = data.child_value("datatype")
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reqkey = data.child_value("datakey")
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# System message
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root = Node.void("system")
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if reqtype == "S_SRVMSG" and reqkey == "INFO":
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# Generate system message
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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"
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settings2_str = "1,1,1,1,1,1,1,1,1,1,1,1,1,1"
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# Send it to the client, making sure to inform the client that it was valid.
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root.add_child(
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Node.string(
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"strdata1",
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base64.b64encode(settings1_str.encode("ascii")).decode("ascii"),
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)
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)
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root.add_child(
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Node.string(
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"strdata2",
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base64.b64encode(settings2_str.encode("ascii")).decode("ascii"),
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)
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)
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root.add_child(Node.u64("updatedate", Time.now() * 1000))
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root.add_child(Node.s32("result", 1))
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else:
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# Unknown message.
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root.add_child(Node.s32("result", 0))
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return root
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def handle_playerdata_usergamedata_send_request(self, request: Node) -> Node:
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# Look up user by refid
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refid = request.child_value("data/eaid")
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userid = self.data.remote.user.from_refid(self.game, self.version, refid)
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if userid is None:
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root = Node.void("playerdata")
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root.add_child(
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Node.s32("result", 1)
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) # Unclear if this is the right thing to do here.
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return root
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# Extract new profile info from old profile
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oldprofile = self.get_profile(userid)
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is_new = False
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if oldprofile is None:
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oldprofile = Profile(self.game, self.version, refid, 0)
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is_new = True
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newprofile = self.unformat_profile(userid, request, oldprofile, is_new)
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# Write new profile
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self.put_profile(userid, newprofile)
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# Return success!
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root = Node.void("playerdata")
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root.add_child(Node.s32("result", 0))
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return root
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def handle_playerdata_usergamedata_recv_request(self, request: Node) -> Node:
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# Look up user by refid
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refid = request.child_value("data/eaid")
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profiletypes = request.child_value("data/recv_csv").split(",")
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profile = None
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userid = None
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if refid is not None:
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userid = self.data.remote.user.from_refid(self.game, self.version, refid)
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if userid is not None:
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profile = self.get_profile(userid)
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if profile is not None:
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return self.format_profile(userid, profiletypes, profile)
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else:
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root = Node.void("playerdata")
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root.add_child(
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Node.s32("result", 1)
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) # Unclear if this is the right thing to do here.
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return root
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def handle_playerdata_usergamedata_scorerank_request(self, request: Node) -> Node:
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# Not sure what this should do, looked like a thing to look up global rank
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# but it doesn't always send the player's ID, so possibly useless?
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#
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# The request looks like this:
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# <playerdata method="usergamedata_scorerank">
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# <data>
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# <eaid __type="str"></eaid>
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# <gamekind __type="str">I36</gamekind>
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# <vkey __type="str"></vkey>
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# <conditionkey __type="str">HISTATTR</conditionkey>
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# <score __type="s64">-1</score>
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# </data>
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# </playerdata>
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root = Node.void("playerdata")
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root.add_child(Node.s32("result", 1))
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rank = Node.void("rank")
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root.add_child(rank)
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rank.add_child(Node.s32("rank", -1))
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rank.add_child(Node.u64("updatetime", Time.now() * 1000))
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return root
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def handle_matching_request_request(self, request: Node) -> Node:
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# Stand up this client as a possible matching host in the future.
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refid = request.child_value("data/eaid")
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userid = self.data.remote.user.from_refid(self.game, self.version, refid)
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if userid is None:
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root = Node.void("matching")
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root.add_child(
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Node.s32("result", -1)
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) # Set to error so matching doesn't happen.
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return root
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# Game sends how long it intends to wait, so we should use that.
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wait_time = request.child_value("data/waittime")
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# Look up active lobbies, see if there was a previous one for us.
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# Matchmaking takes at most 60 seconds, so assume any lobbies older
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# than this are dead.
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lobbies = self.data.local.lobby.get_all_lobbies(
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self.game, self.version, max_age=wait_time
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)
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previous_hosted_lobbies = [True for uid, _ in lobbies if uid == userid]
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previous_joined_lobbies = [
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(uid, lobby) for uid, lobby in lobbies if userid in lobby["participants"]
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]
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# See if there's a random lobby we can be slotted into. Don't choose potentially
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# our old one, since it will be overwritten by a new entry, if we were ever a host.
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nonfull_lobbies = [
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(uid, lobby)
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for uid, lobby in lobbies
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if len(lobby["participants"]) < lobby["lobbysize"]
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]
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# Make sure to put our session information somewhere that we can find again.
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self.data.local.lobby.put_play_session_info(
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self.game,
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self.version,
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userid,
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{
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"joinip": request.child_value("data/joinip"),
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"joinport": request.child_value("data/joinport"),
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"localip": request.child_value("data/localip"),
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"localport": request.child_value("data/localport"),
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"pcbid": self.config.machine.pcbid,
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},
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)
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play_session_info = self.data.local.lobby.get_play_session_info(
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self.game,
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self.version,
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userid,
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)
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if (nonfull_lobbies or previous_joined_lobbies) and not previous_hosted_lobbies:
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if previous_joined_lobbies:
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# If we're already "in" a lobby, we should go back to that one.
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uid, lobby = previous_joined_lobbies[0]
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else:
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# Pick a random one, assign ourselves to it.
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uid, lobby = random.choice(nonfull_lobbies)
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# Look up the host's information.
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host_play_session_info = self.data.local.lobby.get_play_session_info(
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self.game,
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self.version,
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uid,
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)
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# Join this lobby.
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participants = set(lobby["participants"])
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participants.add(userid)
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lobby["participants"] = list(participants)
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self.data.local.lobby.put_lobby(self.game, self.version, uid, lobby)
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# Now that we've joined the lobby, tell the game about our host ID.
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root = Node.void("matching")
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root.add_child(
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Node.s32("result", 1)
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) # Setting this to 1 makes the client consider itself a guest and join a host.
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root.add_child(Node.s64("hostid", lobby.get_int("id")))
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root.add_child(
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Node.string("hostip_g", host_play_session_info.get_str("joinip"))
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)
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root.add_child(
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Node.s32("hostport_g", host_play_session_info.get_int("joinport"))
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)
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root.add_child(
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Node.string("hostip_l", host_play_session_info.get_str("localip"))
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)
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root.add_child(
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Node.s32("hostport_l", host_play_session_info.get_int("localport"))
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)
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return root
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# The game does weird things if you let it wait as long as its own countdown,
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# so subtract a bit of wiggle-room from the wait time as reported by the game.
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wait_time -= 1
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# Create a lobby with this player as the "host", since there are no non-full lobbies
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# or we were previously a host and want to be one again.
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self.data.local.lobby.put_lobby(
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self.game,
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self.version,
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userid,
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{
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"matchgrp": request.child_value("data/matchgrp"),
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"lobbysize": request.child_value("data/waituser"),
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"waittime": wait_time,
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"createtime": Time.now(),
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"participants": [userid],
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},
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)
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lobby = self.data.local.lobby.get_lobby(
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self.game,
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self.version,
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userid,
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)
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# Now that we've created a lobby for ourselves, tell the game about our host ID.
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root = Node.void("matching")
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root.add_child(
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Node.s32("result", 0)
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) # Setting this to 0 makes the client consider itself a host and listen for guests.
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root.add_child(Node.s64("hostid", lobby.get_int("id")))
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root.add_child(Node.string("hostip_g", play_session_info.get_str("joinip")))
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root.add_child(Node.s32("hostport_g", play_session_info.get_int("joinport")))
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root.add_child(Node.string("hostip_l", play_session_info.get_str("localip")))
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root.add_child(Node.s32("hostport_l", play_session_info.get_int("localport")))
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return root
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def handle_matching_wait_request(self, request: Node) -> Node:
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host_id = request.child_value("data/hostid")
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# List all lobbies out, find the one that we're either a host or a guest of.
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lobbies = self.data.local.lobby.get_all_lobbies(self.game, self.version)
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info_by_uid = {
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uid: data
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for uid, data in self.data.local.lobby.get_all_play_session_infos(
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self.game, self.version
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)
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}
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# We should be able to filter by host_id that the game gave us.
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joined_lobby = [
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(uid, lobby) for uid, lobby in lobbies if lobby.get_int("id") == host_id
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]
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if len(joined_lobby) != 1:
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# This shouldn't happen.
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root = Node.void("matching")
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root.add_child(Node.s32("result", -1))
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return root
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# Calculate creation time, figure out when to join the match after that.
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host_uid, lobby = joined_lobby[0]
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time_left = max(
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lobby.get_int("waittime") - (Time.now() - lobby.get_int("createtime")), 0
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)
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root = Node.void("matching")
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root.add_child(
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Node.s32("result", 0 if time_left > 0 else 1)
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) # We send 1 to start the match.
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root.add_child(Node.s32("prwtime", time_left))
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matchlist = Node.void("matchlist")
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root.add_child(matchlist)
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playercount = 0
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for uid in lobby["participants"]:
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# Grab player-specific IPs and stuff.
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if uid not in info_by_uid:
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continue
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uinfo = info_by_uid[uid]
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# Technically, the game only takes up to 8 of these records, but we only
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# let users join the lobbies based on the size that the game requests. So,
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# we don't need to worry about that.
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playercount += 1
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record = Node.void("record")
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record.add_child(Node.string("pcbid", uinfo.get_str("pcbid")))
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record.add_child(Node.string("statusflg", ""))
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record.add_child(Node.s32("matchgrp", lobby.get_int("matchgrp")))
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record.add_child(Node.s64("hostid", lobby.get_int("id")))
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record.add_child(Node.u64("jointime", uinfo.get_int("time") * 1000))
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record.add_child(Node.string("connip_g", uinfo.get_str("joinip")))
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record.add_child(Node.s32("connport_g", uinfo.get_int("joinport")))
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record.add_child(Node.string("connip_l", uinfo.get_str("localip")))
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record.add_child(Node.s32("connport_l", uinfo.get_int("localport")))
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matchlist.add_child(record)
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matchlist.add_child(Node.u32("record_num", playercount))
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return root
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def format_profile(
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self, userid: UserID, profiletypes: List[str], profile: Profile
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) -> Node:
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root = Node.void("playerdata")
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root.add_child(Node.s32("result", 0))
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player = Node.void("player")
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root.add_child(player)
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records = 0
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record = Node.void("record")
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player.add_child(record)
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for profiletype in profiletypes:
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if profiletype == "3fffffffff":
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continue
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for j in range(len(profile["strdatas"])):
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strdata = profile["strdatas"][j]
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bindata = profile["bindatas"][j]
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# Figure out the profile type
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csvs = strdata.split(b",")
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if len(csvs) < 2:
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# Not long enough to care about
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continue
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datatype = csvs[1].decode("ascii")
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if datatype != profiletype:
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# Not the right profile type requested
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continue
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# This is a valid profile node for this type, lets return only the profile values
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strdata = b",".join(csvs[2:])
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d = Node.string("d", base64.b64encode(strdata).decode("ascii"))
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record.add_child(d)
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d.add_child(
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Node.string("bin1", base64.b64encode(bindata).decode("ascii"))
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)
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# Remember that we had this record
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records = records + 1
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player.add_child(Node.u32("record_num", records))
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return root
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def unformat_profile(
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self, userid: UserID, request: Node, oldprofile: Profile, is_new: bool
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) -> Profile:
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# Profile save request, data values are base64 encoded.
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# d is a CSV, and bin1 is binary data.
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newprofile = oldprofile.clone()
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strdatas: List[bytes] = []
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bindatas: List[bytes] = []
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record = request.child("data/record")
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for node in record.children:
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if node.name != "d":
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continue
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profile = base64.b64decode(node.value)
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# Update the shop name if this is a new profile, since we know it came
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# from this cabinet. This is the only source of truth for what the
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# cabinet shop name is set to.
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if is_new:
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self.__update_shop_name(profile)
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strdatas.append(profile)
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bindatas.append(base64.b64decode(node.child_value("bin1")))
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newprofile["strdatas"] = strdatas
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newprofile["bindatas"] = bindatas
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# Keep track of play statistics across all versions
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self.update_play_statistics(userid)
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return newprofile
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