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

556 lines
21 KiB
Python

# vim: set fileencoding=utf-8
from typing import Any, Dict, Optional, Tuple
from typing_extensions import Final
from bemani.backend.ess import EventLogHandler
from bemani.backend.sdvx.base import SoundVoltexBase
from bemani.common import Profile, VersionConstants, ID, intish
from bemani.data import Score, UserID
from bemani.protocol import Node
class SoundVoltexBooth(
EventLogHandler,
SoundVoltexBase,
):
name: str = "SOUND VOLTEX BOOTH"
version: int = VersionConstants.SDVX_BOOTH
GAME_LIMITED_LOCKED: Final[int] = 1
GAME_LIMITED_UNLOCKED: Final[int] = 2
GAME_CURRENCY_PACKETS: Final[int] = 0
GAME_CURRENCY_BLOCKS: Final[int] = 1
GAME_CLEAR_TYPE_NO_CLEAR: Final[int] = 1
GAME_CLEAR_TYPE_CLEAR: Final[int] = 2
GAME_CLEAR_TYPE_ULTIMATE_CHAIN: Final[int] = 3
GAME_CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN: Final[int] = 4
GAME_GRADE_NO_PLAY: Final[int] = 0
GAME_GRADE_D: Final[int] = 1
GAME_GRADE_C: Final[int] = 2
GAME_GRADE_B: Final[int] = 3
GAME_GRADE_A: Final[int] = 4
GAME_GRADE_AA: Final[int] = 5
GAME_GRADE_AAA: Final[int] = 6
@classmethod
def get_settings(cls) -> Dict[str, Any]:
"""
Return all of our front-end modifiably settings.
"""
return {
"bools": [
{
"name": "Disable Online Matching",
"tip": "Disable online matching between games.",
"category": "game_config",
"setting": "disable_matching",
},
{
"name": "Force Song Unlock",
"tip": "Force unlock all songs.",
"category": "game_config",
"setting": "force_unlock_songs",
},
{
"name": "Force Appeal Card Unlock",
"tip": "Force unlock all appeal cards.",
"category": "game_config",
"setting": "force_unlock_cards",
},
],
}
def previous_version(self) -> Optional[SoundVoltexBase]:
return None
def __game_to_db_clear_type(self, clear_type: int) -> int:
return {
self.GAME_CLEAR_TYPE_NO_CLEAR: self.CLEAR_TYPE_FAILED,
self.GAME_CLEAR_TYPE_CLEAR: self.CLEAR_TYPE_CLEAR,
self.GAME_CLEAR_TYPE_ULTIMATE_CHAIN: self.CLEAR_TYPE_ULTIMATE_CHAIN,
self.GAME_CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN: self.CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN,
}[clear_type]
def __db_to_game_clear_type(self, clear_type: int) -> int:
return {
self.CLEAR_TYPE_NO_PLAY: self.GAME_CLEAR_TYPE_NO_CLEAR,
self.CLEAR_TYPE_FAILED: self.GAME_CLEAR_TYPE_NO_CLEAR,
self.CLEAR_TYPE_CLEAR: self.GAME_CLEAR_TYPE_CLEAR,
self.CLEAR_TYPE_HARD_CLEAR: self.GAME_CLEAR_TYPE_CLEAR,
self.CLEAR_TYPE_ULTIMATE_CHAIN: self.GAME_CLEAR_TYPE_ULTIMATE_CHAIN,
self.CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN: self.GAME_CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN,
}[clear_type]
def __game_to_db_grade(self, grade: int) -> int:
return {
self.GAME_GRADE_NO_PLAY: self.GRADE_NO_PLAY,
self.GAME_GRADE_D: self.GRADE_D,
self.GAME_GRADE_C: self.GRADE_C,
self.GAME_GRADE_B: self.GRADE_B,
self.GAME_GRADE_A: self.GRADE_A,
self.GAME_GRADE_AA: self.GRADE_AA,
self.GAME_GRADE_AAA: self.GRADE_AAA,
}[grade]
def __db_to_game_grade(self, grade: int) -> int:
return {
self.GRADE_NO_PLAY: self.GAME_GRADE_NO_PLAY,
self.GRADE_D: self.GAME_GRADE_D,
self.GRADE_C: self.GAME_GRADE_C,
self.GRADE_B: self.GAME_GRADE_B,
self.GRADE_A: self.GAME_GRADE_A,
self.GRADE_A_PLUS: self.GAME_GRADE_A,
self.GRADE_AA: self.GAME_GRADE_AA,
self.GRADE_AA_PLUS: self.GAME_GRADE_AA,
self.GRADE_AAA: self.GAME_GRADE_AAA,
self.GRADE_AAA_PLUS: self.GAME_GRADE_AAA,
self.GRADE_S: self.GAME_GRADE_AAA,
}[grade]
def handle_game_exception_request(self, request: Node) -> Node:
return Node.void("game")
def handle_game_entry_s_request(self, request: Node) -> Node:
game = Node.void("game")
# This should be created on the fly for a lobby that we're in.
game.add_child(Node.u32("entry_id", 1))
return game
def handle_game_lounge_request(self, request: Node) -> Node:
game = Node.void("game")
# Refresh interval in seconds.
game.add_child(Node.u32("interval", 10))
return game
def handle_game_entry_e_request(self, request: Node) -> Node:
# Lobby destroy method, eid attribute (u32) should be used
# to destroy any open lobbies.
return Node.void("game")
def handle_game_frozen_request(self, request: Node) -> Node:
game = Node.void("game")
game.set_attribute("result", "0")
return game
def handle_game_shop_request(self, request: Node) -> Node:
self.update_machine_name(request.child_value("shopname"))
# Respond with number of milliseconds until next request
game = Node.void("game")
game.add_child(Node.u32("nxt_time", 1000 * 5 * 60))
return game
def handle_game_common_request(self, request: Node) -> Node:
game = Node.void("game")
limited = Node.void("limited")
game.add_child(limited)
game_config = self.get_game_config()
if game_config.get_bool("force_unlock_songs"):
ids = set()
songs = self.data.local.music.get_all_songs(self.game, self.version)
for song in songs:
if song.data.get_int("limited") == self.GAME_LIMITED_LOCKED:
ids.add(song.id)
for songid in ids:
music = Node.void("music")
limited.add_child(music)
music.set_attribute("id", str(songid))
music.set_attribute("flag", str(self.GAME_LIMITED_UNLOCKED))
event = Node.void("event")
game.add_child(event)
def enable_event(eid: int) -> None:
evt = Node.void("info")
event.add_child(evt)
evt.set_attribute("id", str(eid))
if not game_config.get_bool("disable_matching"):
enable_event(3) # Matching enabled
enable_event(9) # Rank Soukuu
enable_event(13) # Year-end bonus
catalog = Node.void("catalog")
game.add_child(catalog)
songunlocks = self.data.local.game.get_items(self.game, self.version)
for unlock in songunlocks:
if unlock.type != "song_unlock":
continue
info = Node.void("info")
catalog.add_child(info)
info.set_attribute("id", str(unlock.id))
info.set_attribute("currency", str(self.GAME_CURRENCY_BLOCKS))
info.set_attribute("price", str(unlock.data.get_int("blocks")))
kacinfo = Node.void("kacinfo")
game.add_child(kacinfo)
kacinfo.add_child(Node.u32("note00", 0))
kacinfo.add_child(Node.u32("note01", 0))
kacinfo.add_child(Node.u32("note02", 0))
kacinfo.add_child(Node.u32("note10", 0))
kacinfo.add_child(Node.u32("note11", 0))
kacinfo.add_child(Node.u32("note12", 0))
kacinfo.add_child(Node.u32("rabbeat0", 0))
kacinfo.add_child(Node.u32("rabbeat1", 0))
return game
def handle_game_hiscore_request(self, request: Node) -> Node:
game = Node.void("game")
# Ranking system I think?
for i in range(1, 21):
ranking = Node.void("ranking")
game.add_child(ranking)
ranking.set_attribute("id", str(i))
hiscore = Node.void("hiscore")
game.add_child(hiscore)
hiscore.set_attribute("type", "1")
records = self.data.remote.music.get_all_records(self.game, self.version)
# Organize by song->chart
records_by_id: Dict[int, Dict[int, Tuple[UserID, Score]]] = {}
missing_users = []
for record in records:
userid, score = record
if score.id not in records_by_id:
records_by_id[score.id] = {}
records_by_id[score.id][score.chart] = record
missing_users.append(userid)
users = {
userid: profile
for (userid, profile) in self.get_any_profiles(missing_users)
}
# Output records
for songid in records_by_id:
music = Node.void("music")
hiscore.add_child(music)
music.set_attribute("id", str(songid))
for chart in records_by_id[songid]:
note = Node.void("note")
music.add_child(note)
note.set_attribute("type", str(chart))
userid, score = records_by_id[songid][chart]
note.set_attribute("score", str(score.points))
note.set_attribute("name", users[userid].get_str("name"))
return game
def handle_game_new_request(self, request: Node) -> Node:
refid = request.attribute("refid")
name = request.attribute("name")
loc = ID.parse_machine_id(request.attribute("locid"))
self.new_profile_by_refid(refid, name, loc)
root = Node.void("game")
return root
def handle_game_load_request(self, request: Node) -> Node:
refid = request.attribute("dataid")
root = self.get_profile_by_refid(refid)
if root is None:
root = Node.void("game")
root.set_attribute("none", "1")
return root
def handle_game_save_request(self, request: Node) -> Node:
refid = request.attribute("refid")
if refid is not None:
userid = self.data.remote.user.from_refid(self.game, self.version, refid)
else:
userid = None
if userid is not None:
oldprofile = self.get_profile(userid)
newprofile = self.unformat_profile(userid, request, oldprofile)
else:
newprofile = None
if userid is not None and newprofile is not None:
self.put_profile(userid, newprofile)
return Node.void("game")
def handle_game_load_m_request(self, request: Node) -> Node:
refid = request.attribute("dataid")
if refid is not None:
userid = self.data.remote.user.from_refid(self.game, self.version, refid)
else:
userid = None
if userid is not None:
scores = self.data.remote.music.get_scores(self.game, self.version, userid)
else:
scores = []
# Organize by song->chart
scores_by_id: Dict[int, Dict[int, Score]] = {}
for score in scores:
if score.id not in scores_by_id:
scores_by_id[score.id] = {}
scores_by_id[score.id][score.chart] = score
# Output to the game
game = Node.void("game")
for songid in scores_by_id:
music = Node.void("music")
game.add_child(music)
music.set_attribute("music_id", str(songid))
for chart in scores_by_id[songid]:
typenode = Node.void("type")
music.add_child(typenode)
typenode.set_attribute("type_id", str(chart))
score = scores_by_id[songid][chart]
typenode.set_attribute("score", str(score.points))
typenode.set_attribute("cnt", str(score.plays))
typenode.set_attribute(
"clear_type",
str(self.__db_to_game_clear_type(score.data.get_int("clear_type"))),
)
typenode.set_attribute(
"score_grade",
str(self.__db_to_game_grade(score.data.get_int("grade"))),
)
return game
def handle_game_save_m_request(self, request: Node) -> Node:
refid = request.attribute("dataid")
if refid is not None:
userid = self.data.remote.user.from_refid(self.game, self.version, refid)
else:
userid = None
if userid is None:
return Node.void("game")
musicid = int(request.attribute("music_id"))
chart = int(request.attribute("music_type"))
score = int(request.attribute("score"))
combo = int(request.attribute("max_chain"))
grade = self.__game_to_db_grade(int(request.attribute("score_grade")))
clear_type = self.__game_to_db_clear_type(int(request.attribute("clear_type")))
# Save the score
self.update_score(
userid,
musicid,
chart,
score,
clear_type,
grade,
combo,
)
# No response necessary
return Node.void("game")
def handle_game_buy_request(self, request: Node) -> Node:
refid = request.attribute("refid")
if refid is not None:
userid = self.data.remote.user.from_refid(self.game, self.version, refid)
else:
userid = None
if userid is not None:
profile = self.get_profile(userid)
else:
profile = None
if userid is not None and profile is not None:
# Look up packets and blocks
packet = profile.get_int("packet")
block = profile.get_int("block")
# Add on any additional we earned this round
packet = packet + (request.child_value("earned_gamecoin_packet") or 0)
block = block + (request.child_value("earned_gamecoin_block") or 0)
# Look up the item to get the actual price and currency used
item = self.data.local.game.get_item(
self.game,
self.version,
request.child_value("catalog_id"),
"song_unlock",
)
if item is not None:
currency_type = request.child_value("currency_type")
if currency_type == self.GAME_CURRENCY_PACKETS:
if "packets" in item:
# This is a valid purchase
newpacket = packet - item.get_int("packets")
if newpacket < 0:
result = 1
else:
packet = newpacket
result = 0
else:
# Bad transaction
result = 1
elif currency_type == self.GAME_CURRENCY_BLOCKS:
if "blocks" in item:
# This is a valid purchase
newblock = block - item.get_int("blocks")
if newblock < 0:
result = 1
else:
block = newblock
result = 0
else:
# Bad transaction
result = 1
else:
# Bad currency type
result = 1
if result == 0:
# Transaction is valid, update the profile with new packets and blocks
profile.replace_int("packet", packet)
profile.replace_int("block", block)
self.put_profile(userid, profile)
else:
# Bad catalog ID
result = 1
else:
# Unclear what to do here, return a bad response
packet = 0
block = 0
result = 1
game = Node.void("game")
game.add_child(Node.u32("gamecoin_packet", packet))
game.add_child(Node.u32("gamecoin_block", block))
game.add_child(Node.s8("result", result))
return game
def format_profile(self, userid: UserID, profile: Profile) -> Node:
game = Node.void("game")
# Generic profile stuff
game.add_child(Node.string("name", profile.get_str("name")))
game.add_child(Node.string("code", ID.format_extid(profile.extid)))
game.add_child(Node.u32("gamecoin_packet", profile.get_int("packet")))
game.add_child(Node.u32("gamecoin_block", profile.get_int("block")))
game.add_child(Node.u32("exp_point", profile.get_int("exp")))
game.add_child(Node.u32("m_user_cnt", profile.get_int("m_user_cnt")))
game_config = self.get_game_config()
if game_config.get_bool("force_unlock_cards"):
game.add_child(Node.bool_array("have_item", [True] * 512))
else:
game.add_child(
Node.bool_array(
"have_item",
[x > 0 for x in profile.get_int_array("have_item", 512)],
)
)
if game_config.get_bool("force_unlock_songs"):
game.add_child(Node.bool_array("have_note", [True] * 512))
else:
game.add_child(
Node.bool_array(
"have_note",
[x > 0 for x in profile.get_int_array("have_note", 512)],
)
)
# Last played stuff
lastdict = profile.get_dict("last")
last = Node.void("last")
game.add_child(last)
last.set_attribute("music_id", str(lastdict.get_int("music_id")))
last.set_attribute("music_type", str(lastdict.get_int("music_type")))
last.set_attribute("sort_type", str(lastdict.get_int("sort_type")))
last.set_attribute("headphone", str(lastdict.get_int("headphone")))
last.set_attribute("hispeed", str(lastdict.get_int("hispeed")))
last.set_attribute("appeal_id", str(lastdict.get_int("appeal_id")))
last.set_attribute("frame0", str(lastdict.get_int("frame0")))
last.set_attribute("frame1", str(lastdict.get_int("frame1")))
last.set_attribute("frame2", str(lastdict.get_int("frame2")))
last.set_attribute("frame3", str(lastdict.get_int("frame3")))
last.set_attribute("frame4", str(lastdict.get_int("frame4")))
return game
def unformat_profile(
self, userid: UserID, request: Node, oldprofile: Profile
) -> Profile:
newprofile = oldprofile.clone()
# Update experience and in-game currencies
earned_gamecoin_packet = request.child_value("earned_gamecoin_packet")
if earned_gamecoin_packet is not None:
newprofile.replace_int(
"packet", newprofile.get_int("packet") + earned_gamecoin_packet
)
earned_gamecoin_block = request.child_value("earned_gamecoin_block")
if earned_gamecoin_block is not None:
newprofile.replace_int(
"block", newprofile.get_int("block") + earned_gamecoin_block
)
gain_exp = request.child_value("gain_exp")
if gain_exp is not None:
newprofile.replace_int("exp", newprofile.get_int("exp") + gain_exp)
# Miscelaneous stuff
newprofile.replace_int("m_user_cnt", request.child_value("m_user_cnt"))
# Update user's unlock status if we aren't force unlocked
game_config = self.get_game_config()
if not game_config.get_bool("force_unlock_cards"):
have_item = request.child_value("have_item")
if have_item is not None:
newprofile.replace_int_array(
"have_item", 512, [1 if x else 0 for x in have_item]
)
if not game_config.get_bool("force_unlock_songs"):
have_note = request.child_value("have_note")
if have_note is not None:
newprofile.replace_int_array(
"have_note", 512, [1 if x else 0 for x in have_note]
)
# Grab last information.
lastdict = newprofile.get_dict("last")
lastdict.replace_int("headphone", request.child_value("headphone"))
lastdict.replace_int("hispeed", request.child_value("hispeed"))
lastdict.replace_int("appeal_id", request.child_value("appeal_id"))
lastdict.replace_int("frame0", request.child_value("frame0"))
lastdict.replace_int("frame1", request.child_value("frame1"))
lastdict.replace_int("frame2", request.child_value("frame2"))
lastdict.replace_int("frame3", request.child_value("frame3"))
lastdict.replace_int("frame4", request.child_value("frame4"))
last = request.child("last")
if last is not None:
lastdict.replace_int("music_id", intish(last.attribute("music_id")))
lastdict.replace_int("music_type", intish(last.attribute("music_type")))
lastdict.replace_int("sort_type", intish(last.attribute("sort_type")))
# Save back last information gleaned from results
newprofile.replace_dict("last", lastdict)
# Keep track of play statistics
self.update_play_statistics(userid)
return newprofile