536 lines
22 KiB
Python
536 lines
22 KiB
Python
from typing import Any, Dict, Tuple
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from typing_extensions import Final
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from bemani.backend.reflec.base import ReflecBeatBase
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from bemani.common import Profile, VersionConstants, ID, Time
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from bemani.data import UserID
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from bemani.protocol import Node
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class ReflecBeat(ReflecBeatBase):
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name: str = "REFLEC BEAT"
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version: int = VersionConstants.REFLEC_BEAT
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# Clear types according to the game
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GAME_CLEAR_TYPE_NO_PLAY: Final[int] = 0
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GAME_CLEAR_TYPE_PLAYED: Final[int] = 2
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GAME_CLEAR_TYPE_FULL_COMBO: Final[int] = 3
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# Reflec Beat has no profile succession
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supports_expired_profiles: bool = False
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@classmethod
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def get_settings(cls) -> Dict[str, Any]:
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"""
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Return all of our front-end modifiably settings.
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"""
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return {
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'bools': [
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{
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'name': 'Force Song Unlock',
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'tip': 'Force unlock all songs.',
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'category': 'game_config',
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'setting': 'force_unlock_songs',
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},
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],
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'ints': [],
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}
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def __db_to_game_clear_type(self, db_clear_type: int, db_combo_type: int) -> int:
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if db_clear_type == self.CLEAR_TYPE_NO_PLAY:
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return self.GAME_CLEAR_TYPE_NO_PLAY
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if db_clear_type == self.CLEAR_TYPE_FAILED:
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return self.GAME_CLEAR_TYPE_PLAYED
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if db_clear_type in [
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self.CLEAR_TYPE_CLEARED,
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self.CLEAR_TYPE_HARD_CLEARED,
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self.CLEAR_TYPE_S_HARD_CLEARED,
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]:
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if db_combo_type in [
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self.COMBO_TYPE_NONE,
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self.COMBO_TYPE_ALMOST_COMBO,
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]:
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return self.GAME_CLEAR_TYPE_PLAYED
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if db_combo_type in [
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self.COMBO_TYPE_FULL_COMBO,
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self.COMBO_TYPE_FULL_COMBO_ALL_JUST,
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]:
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return self.GAME_CLEAR_TYPE_FULL_COMBO
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raise Exception(f'Invalid db_combo_type {db_combo_type}')
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raise Exception(f'Invalid db_clear_type {db_clear_type}')
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def __game_to_db_clear_type(self, game_clear_type: int, game_achievement_rate: int) -> Tuple[int, int]:
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if game_clear_type == self.GAME_CLEAR_TYPE_NO_PLAY:
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return (self.CLEAR_TYPE_NO_PLAY, self.COMBO_TYPE_NONE)
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if game_clear_type == self.GAME_CLEAR_TYPE_PLAYED:
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if game_achievement_rate >= 7000:
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return (self.CLEAR_TYPE_CLEARED, self.COMBO_TYPE_NONE)
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else:
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return (self.CLEAR_TYPE_FAILED, self.COMBO_TYPE_NONE)
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if game_clear_type == self.GAME_CLEAR_TYPE_FULL_COMBO:
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return (self.CLEAR_TYPE_CLEARED, self.COMBO_TYPE_FULL_COMBO)
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raise Exception(f'Invalid game_clear_type {game_clear_type}')
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def handle_log_pcb_status_request(self, request: Node) -> Node:
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return Node.void('log')
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def handle_log_opsetting_request(self, request: Node) -> Node:
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return Node.void('log')
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def handle_log_play_request(self, request: Node) -> Node:
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return Node.void('log')
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def handle_pcbinfo_get_request(self, request: Node) -> Node:
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shop_id = ID.parse_machine_id(request.child_value('lid'))
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machine = self.get_machine_by_id(shop_id)
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if machine is not None:
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machine_name = machine.name
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close = machine.data.get_bool('close')
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hour = machine.data.get_int('hour')
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minute = machine.data.get_int('minute')
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pref = machine.data.get_int('pref', self.get_machine_region())
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else:
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machine_name = ''
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close = False
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hour = 0
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minute = 0
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pref = self.get_machine_region()
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root = Node.void('pcbinfo')
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info = Node.void('info')
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root.add_child(info)
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info.add_child(Node.string('name', machine_name))
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info.add_child(Node.s16('pref', pref))
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info.add_child(Node.bool('close', close))
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info.add_child(Node.u8('hour', hour))
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info.add_child(Node.u8('min', minute))
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return root
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def handle_pcbinfo_set_request(self, request: Node) -> Node:
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self.update_machine_name(request.child_value('info/name'))
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self.update_machine_data({
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'close': request.child_value('info/close'),
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'hour': request.child_value('info/hour'),
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'minute': request.child_value('info/min'),
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'pref': request.child_value('info/pref'),
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})
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return Node.void('pcbinfo')
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def __add_event_info(self, request: Node) -> None:
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events: Dict[int, int] = {}
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for (_eventid, _phase) in events.items():
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data = Node.void('data')
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request.add_child(data)
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data.add_child(Node.s32('type', -1))
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data.add_child(Node.s32('value', -1))
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def handle_sysinfo_get_request(self, request: Node) -> Node:
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root = Node.void('sysinfo')
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trd = Node.void('trd')
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root.add_child(trd)
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# Add event info
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self.__add_event_info(trd)
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return root
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def handle_sysinfo_fan_request(self, request: Node) -> Node:
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sysinfo = Node.void('sysinfo')
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sysinfo.add_child(Node.u8('pref', self.get_machine_region()))
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sysinfo.add_child(Node.string('lid', request.child_value('lid')))
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return sysinfo
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def handle_lobby_entry_request(self, request: Node) -> Node:
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root = Node.void('lobby')
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# Create a lobby entry for this user
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extid = request.child_value('e/uid')
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userid = self.data.remote.user.from_extid(self.game, self.version, extid)
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if userid is not None:
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profile = self.get_profile(userid)
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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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'mid': request.child_value('e/mid'),
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'ng': request.child_value('e/ng'),
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'lid': request.child_value('e/lid'),
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'sn': request.child_value('e/sn'),
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'pref': request.child_value('e/pref'),
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'ga': request.child_value('e/ga'),
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'gp': request.child_value('e/gp'),
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'la': request.child_value('e/la'),
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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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root.add_child(Node.s32('eid', lobby.get_int('id')))
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e = Node.void('e')
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root.add_child(e)
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e.add_child(Node.s32('eid', lobby.get_int('id')))
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e.add_child(Node.u16('mid', lobby.get_int('mid')))
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e.add_child(Node.u8('ng', lobby.get_int('ng')))
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e.add_child(Node.s32('uid', profile.extid))
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e.add_child(Node.string('pn', profile.get_str('name')))
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e.add_child(Node.s32('exp', profile.get_int('exp')))
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e.add_child(Node.u8('mg', profile.get_int('mg')))
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e.add_child(Node.s32('tid', lobby.get_int('tid')))
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e.add_child(Node.string('tn', lobby.get_str('tn')))
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e.add_child(Node.string('lid', lobby.get_str('lid')))
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e.add_child(Node.string('sn', lobby.get_str('sn')))
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e.add_child(Node.u8('pref', lobby.get_int('pref')))
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e.add_child(Node.u8_array('ga', lobby.get_int_array('ga', 4)))
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e.add_child(Node.u16('gp', lobby.get_int('gp')))
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e.add_child(Node.u8_array('la', lobby.get_int_array('la', 4)))
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return root
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def handle_lobby_read_request(self, request: Node) -> Node:
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root = Node.void('lobby')
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# Look up all lobbies matching the criteria specified
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mg = request.child_value('m_grade') # noqa: F841
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extid = request.child_value('uid')
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limit = request.child_value('max')
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userid = self.data.remote.user.from_extid(self.game, self.version, extid)
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if userid is not None:
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lobbies = self.data.local.lobby.get_all_lobbies(self.game, self.version)
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for (user, lobby) in lobbies:
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if limit <= 0:
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break
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if user == userid:
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# If we have our own lobby, don't return it
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continue
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profile = self.get_profile(user)
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if profile is None:
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# No profile info, don't return this lobby
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continue
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e = Node.void('e')
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root.add_child(e)
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e.add_child(Node.s32('eid', lobby.get_int('id')))
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e.add_child(Node.u16('mid', lobby.get_int('mid')))
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e.add_child(Node.u8('ng', lobby.get_int('ng')))
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e.add_child(Node.s32('uid', profile.extid))
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e.add_child(Node.string('pn', profile.get_str('name')))
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e.add_child(Node.s32('exp', profile.get_int('exp')))
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e.add_child(Node.u8('mg', profile.get_int('mg')))
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e.add_child(Node.s32('tid', lobby.get_int('tid')))
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e.add_child(Node.string('tn', lobby.get_str('tn')))
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e.add_child(Node.string('lid', lobby.get_str('lid')))
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e.add_child(Node.string('sn', lobby.get_str('sn')))
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e.add_child(Node.u8('pref', lobby.get_int('pref')))
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e.add_child(Node.u8_array('ga', lobby.get_int_array('ga', 4)))
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e.add_child(Node.u16('gp', lobby.get_int('gp')))
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e.add_child(Node.u8_array('la', lobby.get_int_array('la', 4)))
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limit = limit - 1
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return root
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def handle_lobby_delete_request(self, request: Node) -> Node:
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eid = request.child_value('eid')
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self.data.local.lobby.destroy_lobby(eid)
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return Node.void('lobby')
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def handle_player_start_request(self, request: Node) -> Node:
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# Add a dummy entry into the lobby setup so we can clean up on end play
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refid = request.child_value('rid')
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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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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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)
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root = Node.void('player')
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root.add_child(Node.bool('is_suc', True))
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# Add event info
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self.__add_event_info(root)
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return root
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def handle_player_delete_request(self, request: Node) -> Node:
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return Node.void('player')
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def handle_player_end_request(self, request: Node) -> Node:
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# Destroy play session based on info from the request
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refid = request.child_value('rid')
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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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# Kill any lingering lobbies by this user
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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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if lobby is not None:
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self.data.local.lobby.destroy_lobby(lobby.get_int('id'))
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self.data.local.lobby.destroy_play_session_info(self.game, self.version, userid)
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return Node.void('player')
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def handle_player_read_request(self, request: Node) -> Node:
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refid = request.child_value('rid')
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profile = self.get_profile_by_refid(refid)
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if profile:
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return profile
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return Node.void('player')
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def handle_player_write_request(self, request: Node) -> Node:
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refid = request.child_value('rid')
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profile = self.put_profile_by_refid(refid, request)
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root = Node.void('player')
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if profile is None:
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root.add_child(Node.s32('uid', 0))
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else:
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root.add_child(Node.s32('uid', profile.extid))
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root.add_child(Node.s32('time', Time.now()))
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return root
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def format_profile(self, userid: UserID, profile: Profile) -> Node:
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statistics = self.get_play_statistics(userid)
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game_config = self.get_game_config()
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achievements = self.data.local.user.get_achievements(self.game, self.version, userid)
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scores = self.data.remote.music.get_scores(self.game, self.version, userid)
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root = Node.void('player')
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pdata = Node.void('pdata')
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root.add_child(pdata)
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base = Node.void('base')
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pdata.add_child(base)
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base.add_child(Node.s32('uid', profile.extid))
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base.add_child(Node.string('name', profile.get_str('name')))
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base.add_child(Node.s16('lv', profile.get_int('lvl')))
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base.add_child(Node.s32('exp', profile.get_int('exp')))
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base.add_child(Node.s16('mg', profile.get_int('mg')))
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base.add_child(Node.s16('ap', profile.get_int('ap')))
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base.add_child(Node.s32('flag', profile.get_int('flag')))
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con = Node.void('con')
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pdata.add_child(con)
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con.add_child(Node.s32('day', statistics.today_plays))
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con.add_child(Node.s32('cnt', statistics.total_plays))
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con.add_child(Node.s32('last', statistics.last_play_timestamp))
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con.add_child(Node.s32('now', Time.now()))
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team = Node.void('team')
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pdata.add_child(team)
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team.add_child(Node.s32('id', -1))
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team.add_child(Node.string('name', ''))
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custom = Node.void('custom')
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customdict = profile.get_dict('custom')
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pdata.add_child(custom)
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custom.add_child(Node.u8('bgm_m', customdict.get_int('bgm_m')))
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custom.add_child(Node.u8('st_f', customdict.get_int('st_f')))
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custom.add_child(Node.u8('st_bg', customdict.get_int('st_bg')))
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custom.add_child(Node.u8('st_bg_b', customdict.get_int('st_bg_b')))
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custom.add_child(Node.u8('eff_e', customdict.get_int('eff_e')))
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custom.add_child(Node.u8('se_s', customdict.get_int('se_s')))
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custom.add_child(Node.u8('se_s_v', customdict.get_int('se_s_v')))
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released = Node.void('released')
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pdata.add_child(released)
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for item in achievements:
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if item.type[:5] != 'item_':
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continue
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itemtype = int(item.type[5:])
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if game_config.get_bool('force_unlock_songs') and itemtype == 0:
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# Don't echo unlocks when we're force unlocking, we'll do it later
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continue
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info = Node.void('info')
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released.add_child(info)
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info.add_child(Node.u8('type', itemtype))
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info.add_child(Node.u16('id', item.id))
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if game_config.get_bool('force_unlock_songs'):
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songs = {song.id for song in self.data.local.music.get_all_songs(self.game, self.version)}
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for songid in songs:
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info = Node.void('info')
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released.add_child(info)
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info.add_child(Node.u8('type', 0))
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info.add_child(Node.u16('id', songid))
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# Scores
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record = Node.void('record')
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pdata.add_child(record)
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for score in scores:
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rec = Node.void('rec')
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record.add_child(rec)
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rec.add_child(Node.u16('mid', score.id))
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rec.add_child(Node.u8('ng', score.chart))
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rec.add_child(Node.s32('win', score.data.get_dict('stats').get_int('win')))
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rec.add_child(Node.s32('lose', score.data.get_dict('stats').get_int('lose')))
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rec.add_child(Node.s32('draw', score.data.get_dict('stats').get_int('draw')))
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rec.add_child(Node.u8('ct', self.__db_to_game_clear_type(score.data.get_int('clear_type'), score.data.get_int('combo_type'))))
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rec.add_child(Node.s16('ar', int(score.data.get_int('achievement_rate') / 10)))
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rec.add_child(Node.s16('bs', score.points))
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rec.add_child(Node.s16('mc', score.data.get_int('combo')))
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rec.add_child(Node.s16('bmc', score.data.get_int('miss_count')))
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# In original ReflecBeat, the entire battle log was returned for each battle.
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# We don't support storing all of that info, so don't return anything here.
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blog = Node.void('blog')
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pdata.add_child(blog)
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# Comment (seems unused?)
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pdata.add_child(Node.string('cmnt', ''))
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return root
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def unformat_profile(self, userid: UserID, request: Node, oldprofile: Profile) -> Profile:
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game_config = self.get_game_config()
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newprofile = oldprofile.clone()
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newprofile.replace_int('lid', ID.parse_machine_id(request.child_value('lid')))
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newprofile.replace_str('name', request.child_value('pdata/base/name'))
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newprofile.replace_int('lvl', request.child_value('pdata/base/lv'))
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newprofile.replace_int('exp', request.child_value('pdata/base/exp'))
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newprofile.replace_int('mg', request.child_value('pdata/base/mg'))
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newprofile.replace_int('ap', request.child_value('pdata/base/ap'))
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newprofile.replace_int('flag', request.child_value('pdata/base/flag'))
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customdict = newprofile.get_dict('custom')
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custom = request.child('pdata/custom')
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if custom:
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customdict.replace_int('bgm_m', custom.child_value('bgm_m'))
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customdict.replace_int('st_f', custom.child_value('st_f'))
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customdict.replace_int('st_bg', custom.child_value('st_bg'))
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customdict.replace_int('st_bg_b', custom.child_value('st_bg_b'))
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customdict.replace_int('eff_e', custom.child_value('eff_e'))
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customdict.replace_int('se_s', custom.child_value('se_s'))
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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
|