Archipelago/LttPClient.py

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Python
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import argparse
import atexit
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exit_func = atexit.register(input, "Press enter to close.")
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import threading
import time
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
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import multiprocessing
import os
import subprocess
import base64
import shutil
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import logging
import asyncio
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from json import loads, dumps
from Utils import get_item_name_from_id
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import ModuleUpdate
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ModuleUpdate.update()
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import colorama
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from NetUtils import *
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from worlds.alttp import Regions, Shops
from worlds.alttp import Items
import Utils
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from CommonClient import CommonContext, server_loop, console_loop, ClientCommandProcessor, gui_enabled
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snes_logger = logging.getLogger("SNES")
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from MultiServer import mark_raw
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log_folder = Utils.local_path("logs")
os.makedirs(log_folder, exist_ok=True)
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# Log to file in gui case
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if gui_enabled:
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logging.basicConfig(format='[%(name)s]: %(message)s', level=logging.INFO,
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filename=os.path.join(log_folder, "LttPClient.txt"), filemode="w", force=True)
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else:
logging.basicConfig(format='[%(name)s]: %(message)s', level=logging.INFO, force=True)
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logging.getLogger().addHandler(logging.FileHandler(os.path.join(log_folder, "LttPClient.txt"), "w"))
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class LttPCommandProcessor(ClientCommandProcessor):
def _cmd_slow_mode(self, toggle: str = ""):
"""Toggle slow mode, which limits how fast you send / receive items."""
if toggle:
self.ctx.slow_mode = toggle.lower() in {"1", "true", "on"}
else:
self.ctx.slow_mode = not self.ctx.slow_mode
self.output(f"Setting slow mode to {self.ctx.slow_mode}")
@mark_raw
def _cmd_snes(self, snes_options: str = "") -> bool:
"""Connect to a snes. Optionally include network address of a snes to connect to, otherwise show available devices; and a SNES device number if more than one SNES is detected"""
snes_address = self.ctx.snes_address
snes_device_number = -1
options = snes_options.split()
num_options = len(options)
if num_options > 0:
snes_address = options[0]
if num_options > 1:
try:
snes_device_number = int(options[1])
except:
pass
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self.ctx.snes_reconnect_address = None
asyncio.create_task(snes_connect(self.ctx, snes_address, snes_device_number))
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return True
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def _cmd_snes_close(self) -> bool:
"""Close connection to a currently connected snes"""
self.ctx.snes_reconnect_address = None
if self.ctx.snes_socket is not None and not self.ctx.snes_socket.closed:
asyncio.create_task(self.ctx.snes_socket.close())
return True
else:
return False
class Context(CommonContext):
command_processor = LttPCommandProcessor
game = "A Link to the Past"
def __init__(self, snes_address, server_address, password):
super(Context, self).__init__(server_address, password)
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# snes stuff
self.snes_address = snes_address
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self.snes_socket = None
self.snes_state = SNESState.SNES_DISCONNECTED
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self.snes_attached_device = None
self.snes_reconnect_address = None
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self.snes_recv_queue = asyncio.Queue()
self.snes_request_lock = asyncio.Lock()
self.snes_write_buffer = []
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self.snes_connector_lock = threading.Lock()
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self.awaiting_rom = False
self.rom = None
self.prev_rom = None
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
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async def connection_closed(self):
await super(Context, self).connection_closed()
self.awaiting_rom = False
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
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def event_invalid_slot(self):
if self.snes_socket is not None and not self.snes_socket.closed:
asyncio.create_task(self.snes_socket.close())
raise Exception('Invalid ROM detected, '
'please verify that you have loaded the correct rom and reconnect your snes (/snes)')
async def server_auth(self, password_requested):
if password_requested and not self.password:
await super(Context, self).server_auth(password_requested)
if self.rom is None:
self.awaiting_rom = True
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snes_logger.info(
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'No ROM detected, awaiting snes connection to authenticate to the multiworld server (/snes)')
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
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return
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self.awaiting_rom = False
self.auth = self.rom
auth = base64.b64encode(self.rom).decode()
await self.send_msgs([{"cmd": 'Connect',
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'password': self.password, 'name': auth, 'version': Utils.version_tuple,
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'tags': get_tags(self),
'uuid': Utils.get_unique_identifier(), 'game': "A Link to the Past"
}])
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def color_item(item_id: int, green: bool = False) -> str:
item_name = get_item_name_from_id(item_id)
item_colors = ['green' if green else 'cyan']
if item_name in Items.progression_items:
item_colors.append("white_bg")
return color(item_name, *item_colors)
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SNES_RECONNECT_DELAY = 5
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ROM_START = 0x000000
WRAM_START = 0xF50000
WRAM_SIZE = 0x20000
SRAM_START = 0xE00000
ROMNAME_START = SRAM_START + 0x2000
ROMNAME_SIZE = 0x15
INGAME_MODES = {0x07, 0x09, 0x0b}
ENDGAME_MODES = {0x19, 0x1a}
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SAVEDATA_START = WRAM_START + 0xF000
SAVEDATA_SIZE = 0x500
RECV_PROGRESS_ADDR = SAVEDATA_START + 0x4D0 # 2 bytes
RECV_ITEM_ADDR = SAVEDATA_START + 0x4D2 # 1 byte
RECV_ITEM_PLAYER_ADDR = SAVEDATA_START + 0x4D3 # 1 byte
ROOMID_ADDR = SAVEDATA_START + 0x4D4 # 2 bytes
ROOMDATA_ADDR = SAVEDATA_START + 0x4D6 # 1 byte
SCOUT_LOCATION_ADDR = SAVEDATA_START + 0x4D7 # 1 byte
SCOUTREPLY_LOCATION_ADDR = SAVEDATA_START + 0x4D8 # 1 byte
SCOUTREPLY_ITEM_ADDR = SAVEDATA_START + 0x4D9 # 1 byte
SCOUTREPLY_PLAYER_ADDR = SAVEDATA_START + 0x4DA # 1 byte
SHOP_ADDR = SAVEDATA_START + 0x302 # 2 bytes
location_shop_ids = set([info[0] for name, info in Shops.shop_table.items()])
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location_table_uw = {"Blind's Hideout - Top": (0x11d, 0x10),
"Blind's Hideout - Left": (0x11d, 0x20),
"Blind's Hideout - Right": (0x11d, 0x40),
"Blind's Hideout - Far Left": (0x11d, 0x80),
"Blind's Hideout - Far Right": (0x11d, 0x100),
'Secret Passage': (0x55, 0x10),
'Waterfall Fairy - Left': (0x114, 0x10),
'Waterfall Fairy - Right': (0x114, 0x20),
"King's Tomb": (0x113, 0x10),
'Floodgate Chest': (0x10b, 0x10),
"Link's House": (0x104, 0x10),
'Kakariko Tavern': (0x103, 0x10),
'Chicken House': (0x108, 0x10),
"Aginah's Cave": (0x10a, 0x10),
"Sahasrahla's Hut - Left": (0x105, 0x10),
"Sahasrahla's Hut - Middle": (0x105, 0x20),
"Sahasrahla's Hut - Right": (0x105, 0x40),
'Kakariko Well - Top': (0x2f, 0x10),
'Kakariko Well - Left': (0x2f, 0x20),
'Kakariko Well - Middle': (0x2f, 0x40),
'Kakariko Well - Right': (0x2f, 0x80),
'Kakariko Well - Bottom': (0x2f, 0x100),
'Lost Woods Hideout': (0xe1, 0x200),
'Lumberjack Tree': (0xe2, 0x200),
'Cave 45': (0x11b, 0x400),
'Graveyard Cave': (0x11b, 0x200),
'Checkerboard Cave': (0x126, 0x200),
'Mini Moldorm Cave - Far Left': (0x123, 0x10),
'Mini Moldorm Cave - Left': (0x123, 0x20),
'Mini Moldorm Cave - Right': (0x123, 0x40),
'Mini Moldorm Cave - Far Right': (0x123, 0x80),
'Mini Moldorm Cave - Generous Guy': (0x123, 0x400),
'Ice Rod Cave': (0x120, 0x10),
'Bonk Rock Cave': (0x124, 0x10),
'Desert Palace - Big Chest': (0x73, 0x10),
'Desert Palace - Torch': (0x73, 0x400),
'Desert Palace - Map Chest': (0x74, 0x10),
'Desert Palace - Compass Chest': (0x85, 0x10),
'Desert Palace - Big Key Chest': (0x75, 0x10),
'Desert Palace - Desert Tiles 1 Pot Key': (0x63, 0x400),
'Desert Palace - Beamos Hall Pot Key': (0x53, 0x400),
'Desert Palace - Desert Tiles 2 Pot Key': (0x43, 0x400),
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'Desert Palace - Boss': (0x33, 0x800),
'Eastern Palace - Compass Chest': (0xa8, 0x10),
'Eastern Palace - Big Chest': (0xa9, 0x10),
'Eastern Palace - Dark Square Pot Key': (0xba, 0x400),
'Eastern Palace - Dark Eyegore Key Drop': (0x99, 0x400),
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'Eastern Palace - Cannonball Chest': (0xb9, 0x10),
'Eastern Palace - Big Key Chest': (0xb8, 0x10),
'Eastern Palace - Map Chest': (0xaa, 0x10),
'Eastern Palace - Boss': (0xc8, 0x800),
'Hyrule Castle - Boomerang Chest': (0x71, 0x10),
'Hyrule Castle - Boomerang Guard Key Drop': (0x71, 0x400),
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'Hyrule Castle - Map Chest': (0x72, 0x10),
'Hyrule Castle - Map Guard Key Drop': (0x72, 0x400),
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"Hyrule Castle - Zelda's Chest": (0x80, 0x10),
'Hyrule Castle - Big Key Drop': (0x80, 0x400),
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'Sewers - Dark Cross': (0x32, 0x10),
'Hyrule Castle - Key Rat Key Drop': (0x21, 0x400),
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'Sewers - Secret Room - Left': (0x11, 0x10),
'Sewers - Secret Room - Middle': (0x11, 0x20),
'Sewers - Secret Room - Right': (0x11, 0x40),
'Sanctuary': (0x12, 0x10),
'Castle Tower - Room 03': (0xe0, 0x10),
'Castle Tower - Dark Maze': (0xd0, 0x10),
'Castle Tower - Dark Archer Key Drop': (0xc0, 0x400),
'Castle Tower - Circle of Pots Key Drop': (0xb0, 0x400),
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'Spectacle Rock Cave': (0xea, 0x400),
'Paradox Cave Lower - Far Left': (0xef, 0x10),
'Paradox Cave Lower - Left': (0xef, 0x20),
'Paradox Cave Lower - Right': (0xef, 0x40),
'Paradox Cave Lower - Far Right': (0xef, 0x80),
'Paradox Cave Lower - Middle': (0xef, 0x100),
'Paradox Cave Upper - Left': (0xff, 0x10),
'Paradox Cave Upper - Right': (0xff, 0x20),
'Spiral Cave': (0xfe, 0x10),
'Tower of Hera - Basement Cage': (0x87, 0x400),
'Tower of Hera - Map Chest': (0x77, 0x10),
'Tower of Hera - Big Key Chest': (0x87, 0x10),
'Tower of Hera - Compass Chest': (0x27, 0x20),
'Tower of Hera - Big Chest': (0x27, 0x10),
'Tower of Hera - Boss': (0x7, 0x800),
'Hype Cave - Top': (0x11e, 0x10),
'Hype Cave - Middle Right': (0x11e, 0x20),
'Hype Cave - Middle Left': (0x11e, 0x40),
'Hype Cave - Bottom': (0x11e, 0x80),
'Hype Cave - Generous Guy': (0x11e, 0x400),
'Peg Cave': (0x127, 0x400),
'Pyramid Fairy - Left': (0x116, 0x10),
'Pyramid Fairy - Right': (0x116, 0x20),
'Brewery': (0x106, 0x10),
'C-Shaped House': (0x11c, 0x10),
'Chest Game': (0x106, 0x400),
'Mire Shed - Left': (0x10d, 0x10),
'Mire Shed - Right': (0x10d, 0x20),
'Superbunny Cave - Top': (0xf8, 0x10),
'Superbunny Cave - Bottom': (0xf8, 0x20),
'Spike Cave': (0x117, 0x10),
'Hookshot Cave - Top Right': (0x3c, 0x10),
'Hookshot Cave - Top Left': (0x3c, 0x20),
'Hookshot Cave - Bottom Right': (0x3c, 0x80),
'Hookshot Cave - Bottom Left': (0x3c, 0x40),
'Mimic Cave': (0x10c, 0x10),
'Swamp Palace - Entrance': (0x28, 0x10),
'Swamp Palace - Map Chest': (0x37, 0x10),
'Swamp Palace - Pot Row Pot Key': (0x38, 0x400),
'Swamp Palace - Trench 1 Pot Key': (0x37, 0x400),
'Swamp Palace - Hookshot Pot Key': (0x36, 0x400),
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'Swamp Palace - Big Chest': (0x36, 0x10),
'Swamp Palace - Compass Chest': (0x46, 0x10),
'Swamp Palace - Trench 2 Pot Key': (0x35, 0x400),
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'Swamp Palace - Big Key Chest': (0x35, 0x10),
'Swamp Palace - West Chest': (0x34, 0x10),
'Swamp Palace - Flooded Room - Left': (0x76, 0x10),
'Swamp Palace - Flooded Room - Right': (0x76, 0x20),
'Swamp Palace - Waterfall Room': (0x66, 0x10),
'Swamp Palace - Waterway Pot Key': (0x16, 0x400),
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'Swamp Palace - Boss': (0x6, 0x800),
"Thieves' Town - Big Key Chest": (0xdb, 0x20),
"Thieves' Town - Map Chest": (0xdb, 0x10),
"Thieves' Town - Compass Chest": (0xdc, 0x10),
"Thieves' Town - Ambush Chest": (0xcb, 0x10),
"Thieves' Town - Hallway Pot Key": (0xbc, 0x400),
"Thieves' Town - Spike Switch Pot Key": (0xab, 0x400),
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"Thieves' Town - Attic": (0x65, 0x10),
"Thieves' Town - Big Chest": (0x44, 0x10),
"Thieves' Town - Blind's Cell": (0x45, 0x10),
"Thieves' Town - Boss": (0xac, 0x800),
'Skull Woods - Compass Chest': (0x67, 0x10),
'Skull Woods - Map Chest': (0x58, 0x20),
'Skull Woods - Big Chest': (0x58, 0x10),
'Skull Woods - Pot Prison': (0x57, 0x20),
'Skull Woods - Pinball Room': (0x68, 0x10),
'Skull Woods - Big Key Chest': (0x57, 0x10),
'Skull Woods - West Lobby Pot Key': (0x56, 0x400),
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'Skull Woods - Bridge Room': (0x59, 0x10),
'Skull Woods - Spike Corner Key Drop': (0x39, 0x400),
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'Skull Woods - Boss': (0x29, 0x800),
'Ice Palace - Jelly Key Drop': (0x0e, 0x400),
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'Ice Palace - Compass Chest': (0x2e, 0x10),
'Ice Palace - Conveyor Key Drop': (0x3e, 0x400),
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'Ice Palace - Freezor Chest': (0x7e, 0x10),
'Ice Palace - Big Chest': (0x9e, 0x10),
'Ice Palace - Iced T Room': (0xae, 0x10),
'Ice Palace - Many Pots Pot Key': (0x9f, 0x400),
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'Ice Palace - Spike Room': (0x5f, 0x10),
'Ice Palace - Big Key Chest': (0x1f, 0x10),
'Ice Palace - Hammer Block Key Drop': (0x3f, 0x400),
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'Ice Palace - Map Chest': (0x3f, 0x10),
'Ice Palace - Boss': (0xde, 0x800),
'Misery Mire - Big Chest': (0xc3, 0x10),
'Misery Mire - Map Chest': (0xc3, 0x20),
'Misery Mire - Main Lobby': (0xc2, 0x10),
'Misery Mire - Bridge Chest': (0xa2, 0x10),
'Misery Mire - Spikes Pot Key': (0xb3, 0x400),
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'Misery Mire - Spike Chest': (0xb3, 0x10),
'Misery Mire - Fishbone Pot Key': (0xa1, 0x400),
'Misery Mire - Conveyor Crystal Key Drop': (0xc1, 0x400),
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'Misery Mire - Compass Chest': (0xc1, 0x10),
'Misery Mire - Big Key Chest': (0xd1, 0x10),
'Misery Mire - Boss': (0x90, 0x800),
'Turtle Rock - Compass Chest': (0xd6, 0x10),
'Turtle Rock - Roller Room - Left': (0xb7, 0x10),
'Turtle Rock - Roller Room - Right': (0xb7, 0x20),
'Turtle Rock - Pokey 1 Key Drop': (0xb6, 0x400),
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'Turtle Rock - Chain Chomps': (0xb6, 0x10),
'Turtle Rock - Pokey 2 Key Drop': (0x13, 0x400),
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'Turtle Rock - Big Key Chest': (0x14, 0x10),
'Turtle Rock - Big Chest': (0x24, 0x10),
'Turtle Rock - Crystaroller Room': (0x4, 0x10),
'Turtle Rock - Eye Bridge - Bottom Left': (0xd5, 0x80),
'Turtle Rock - Eye Bridge - Bottom Right': (0xd5, 0x40),
'Turtle Rock - Eye Bridge - Top Left': (0xd5, 0x20),
'Turtle Rock - Eye Bridge - Top Right': (0xd5, 0x10),
'Turtle Rock - Boss': (0xa4, 0x800),
'Palace of Darkness - Shooter Room': (0x9, 0x10),
'Palace of Darkness - The Arena - Bridge': (0x2a, 0x20),
'Palace of Darkness - Stalfos Basement': (0xa, 0x10),
'Palace of Darkness - Big Key Chest': (0x3a, 0x10),
'Palace of Darkness - The Arena - Ledge': (0x2a, 0x10),
'Palace of Darkness - Map Chest': (0x2b, 0x10),
'Palace of Darkness - Compass Chest': (0x1a, 0x20),
'Palace of Darkness - Dark Basement - Left': (0x6a, 0x10),
'Palace of Darkness - Dark Basement - Right': (0x6a, 0x20),
'Palace of Darkness - Dark Maze - Top': (0x19, 0x10),
'Palace of Darkness - Dark Maze - Bottom': (0x19, 0x20),
'Palace of Darkness - Big Chest': (0x1a, 0x10),
'Palace of Darkness - Harmless Hellway': (0x1a, 0x40),
'Palace of Darkness - Boss': (0x5a, 0x800),
'Ganons Tower - Conveyor Cross Pot Key': (0x8b, 0x400),
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"Ganons Tower - Bob's Torch": (0x8c, 0x400),
'Ganons Tower - Hope Room - Left': (0x8c, 0x20),
'Ganons Tower - Hope Room - Right': (0x8c, 0x40),
'Ganons Tower - Tile Room': (0x8d, 0x10),
'Ganons Tower - Compass Room - Top Left': (0x9d, 0x10),
'Ganons Tower - Compass Room - Top Right': (0x9d, 0x20),
'Ganons Tower - Compass Room - Bottom Left': (0x9d, 0x40),
'Ganons Tower - Compass Room - Bottom Right': (0x9d, 0x80),
'Ganons Tower - Conveyor Star Pits Pot Key': (0x7b, 0x400),
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'Ganons Tower - DMs Room - Top Left': (0x7b, 0x10),
'Ganons Tower - DMs Room - Top Right': (0x7b, 0x20),
'Ganons Tower - DMs Room - Bottom Left': (0x7b, 0x40),
'Ganons Tower - DMs Room - Bottom Right': (0x7b, 0x80),
'Ganons Tower - Map Chest': (0x8b, 0x10),
'Ganons Tower - Double Switch Pot Key': (0x9b, 0x400),
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'Ganons Tower - Firesnake Room': (0x7d, 0x10),
'Ganons Tower - Randomizer Room - Top Left': (0x7c, 0x10),
'Ganons Tower - Randomizer Room - Top Right': (0x7c, 0x20),
'Ganons Tower - Randomizer Room - Bottom Left': (0x7c, 0x40),
'Ganons Tower - Randomizer Room - Bottom Right': (0x7c, 0x80),
"Ganons Tower - Bob's Chest": (0x8c, 0x80),
'Ganons Tower - Big Chest': (0x8c, 0x10),
'Ganons Tower - Big Key Room - Left': (0x1c, 0x20),
'Ganons Tower - Big Key Room - Right': (0x1c, 0x40),
'Ganons Tower - Big Key Chest': (0x1c, 0x10),
'Ganons Tower - Mini Helmasaur Room - Left': (0x3d, 0x10),
'Ganons Tower - Mini Helmasaur Room - Right': (0x3d, 0x20),
'Ganons Tower - Mini Helmasaur Key Drop': (0x3d, 0x400),
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'Ganons Tower - Pre-Moldorm Chest': (0x3d, 0x40),
'Ganons Tower - Validation Chest': (0x4d, 0x10)}
location_table_uw_id = {Regions.lookup_name_to_id[name] : data for name, data in location_table_uw.items()}
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location_table_npc = {'Mushroom': 0x1000,
'King Zora': 0x2,
'Sahasrahla': 0x10,
'Blacksmith': 0x400,
'Magic Bat': 0x8000,
'Sick Kid': 0x4,
'Library': 0x80,
'Potion Shop': 0x2000,
'Old Man': 0x1,
'Ether Tablet': 0x100,
'Catfish': 0x20,
'Stumpy': 0x8,
'Bombos Tablet': 0x200}
location_table_npc_id = {Regions.lookup_name_to_id[name] : data for name, data in location_table_npc.items()}
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location_table_ow = {'Flute Spot': 0x2a,
'Sunken Treasure': 0x3b,
"Zora's Ledge": 0x81,
'Lake Hylia Island': 0x35,
'Maze Race': 0x28,
'Desert Ledge': 0x30,
'Master Sword Pedestal': 0x80,
'Spectacle Rock': 0x3,
'Pyramid': 0x5b,
'Digging Game': 0x68,
'Bumper Cave Ledge': 0x4a,
'Floating Island': 0x5}
location_table_ow_id = {Regions.lookup_name_to_id[name] : data for name, data in location_table_ow.items()}
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location_table_misc = {'Bottle Merchant': (0x3c9, 0x2),
'Purple Chest': (0x3c9, 0x10),
"Link's Uncle": (0x3c6, 0x1),
'Hobo': (0x3c9, 0x1)}
location_table_misc_id = {Regions.lookup_name_to_id[name] : data for name, data in location_table_misc.items()}
class SNESState(enum.IntEnum):
SNES_DISCONNECTED = 0
SNES_CONNECTING = 1
SNES_CONNECTED = 2
SNES_ATTACHED = 3
2019-12-09 18:27:56 +00:00
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
2021-07-07 01:45:27 +00:00
def launch_sni(ctx: Context):
sni_path = Utils.get_options()["lttp_options"]["sni"]
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if not os.path.isdir(sni_path):
sni_path = Utils.local_path(sni_path)
if os.path.isdir(sni_path):
for file in os.listdir(sni_path):
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if file.startswith("sni.") and not file.endswith(".proto"):
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sni_path = os.path.join(sni_path, file)
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if os.path.isfile(sni_path):
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snes_logger.info(f"Attempting to start {sni_path}")
import subprocess
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if Utils.is_frozen(): # if it spawns a visible console, may as well populate it
subprocess.Popen(sni_path, cwd=os.path.dirname(sni_path))
else:
subprocess.Popen(sni_path, cwd=os.path.dirname(sni_path), stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
else:
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snes_logger.info(
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f"Attempt to start SNI was aborted as path {sni_path} was not found, "
f"please start it yourself if it is not running")
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async def _snes_connect(ctx: Context, address: str):
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address = f"ws://{address}" if "://" not in address else address
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snes_logger.info("Connecting to SNI at %s ..." % address)
seen_problems = set()
succesful = False
while not succesful:
try:
snes_socket = await websockets.connect(address, ping_timeout=None, ping_interval=None)
succesful = True
except Exception as e:
problem = "%s" % e
# only tell the user about new problems, otherwise silently lay in wait for a working connection
if problem not in seen_problems:
seen_problems.add(problem)
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snes_logger.error(f"Error connecting to SNI ({problem})")
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
2020-04-07 02:18:26 +00:00
if len(seen_problems) == 1:
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# this is the first problem. Let's try launching SNI if it isn't already running
launch_sni(ctx)
await asyncio.sleep(1)
else:
return snes_socket
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async def get_snes_devices(ctx: Context):
socket = await _snes_connect(ctx, ctx.snes_address) # establish new connection to poll
DeviceList_Request = {
"Opcode": "DeviceList",
"Space": "SNES"
}
await socket.send(dumps(DeviceList_Request))
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reply = loads(await socket.recv())
devices = reply['Results'] if 'Results' in reply and len(reply['Results']) > 0 else None
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if not devices:
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snes_logger.info('No SNES device found. Please connect a SNES device to SNI.')
while not devices:
await asyncio.sleep(1)
await socket.send(dumps(DeviceList_Request))
reply = loads(await socket.recv())
devices = reply['Results'] if 'Results' in reply and len(reply['Results']) > 0 else None
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await socket.close()
return devices
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async def snes_connect(ctx: Context, address, deviceIndex = -1):
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global SNES_RECONNECT_DELAY
if ctx.snes_socket is not None and ctx.snes_state == SNESState.SNES_CONNECTED:
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if ctx.rom:
snes_logger.error('Already connected to SNES, with rom loaded.')
else:
snes_logger.error('Already connected to SNI, likely awaiting a device.')
return
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
device = None
recv_task = None
ctx.snes_state = SNESState.SNES_CONNECTING
socket = await _snes_connect(ctx, address)
ctx.snes_socket = socket
ctx.snes_state = SNESState.SNES_CONNECTED
try:
devices = await get_snes_devices(ctx)
numDevices = len(devices)
2019-12-09 18:27:56 +00:00
if numDevices == 1:
2020-01-13 02:55:33 +00:00
device = devices[0]
elif ctx.snes_reconnect_address:
if ctx.snes_attached_device[1] in devices:
device = ctx.snes_attached_device[1]
else:
device = devices[ctx.snes_attached_device[0]]
elif numDevices > 1:
if deviceIndex == -1:
2021-08-29 02:47:19 +00:00
snes_logger.info("Found " + str(numDevices) + " SNES devices; connect to one with /snes <address> <device number>:")
for idx, availableDevice in enumerate(devices):
2021-08-29 02:47:19 +00:00
snes_logger.info(str(idx + 1) + ": " + availableDevice)
elif (deviceIndex < 0) or (deviceIndex - 1) > numDevices:
2021-08-29 02:47:19 +00:00
snes_logger.warning("SNES device number out of range")
else:
device = devices[deviceIndex - 1]
if device is None:
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
await snes_disconnect(ctx)
return
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snes_logger.info("Attaching to " + device)
2019-12-09 18:27:56 +00:00
Attach_Request = {
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
"Opcode": "Attach",
"Space": "SNES",
"Operands": [device]
2019-12-09 18:27:56 +00:00
}
await ctx.snes_socket.send(dumps(Attach_Request))
ctx.snes_state = SNESState.SNES_ATTACHED
2020-01-13 02:55:33 +00:00
ctx.snes_attached_device = (devices.index(device), device)
ctx.snes_reconnect_address = address
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recv_task = asyncio.create_task(snes_recv_loop(ctx))
2021-04-01 09:40:58 +00:00
SNES_RECONNECT_DELAY = ctx.starting_reconnect_delay
2021-07-30 23:40:27 +00:00
snes_logger.info(f"Attached to {device}")
2019-12-09 18:27:56 +00:00
except Exception as e:
if recv_task is not None:
if not ctx.snes_socket.closed:
await ctx.snes_socket.close()
else:
if ctx.snes_socket is not None:
if not ctx.snes_socket.closed:
await ctx.snes_socket.close()
ctx.snes_socket = None
ctx.snes_state = SNESState.SNES_DISCONNECTED
2020-01-13 02:55:33 +00:00
if not ctx.snes_reconnect_address:
2021-07-30 22:03:48 +00:00
snes_logger.error("Error connecting to snes (%s)" % e)
2020-01-13 02:55:33 +00:00
else:
2021-07-30 22:03:48 +00:00
snes_logger.error(f"Error connecting to snes, attempt again in {SNES_RECONNECT_DELAY}s")
asyncio.create_task(snes_autoreconnect(ctx))
2020-09-01 19:45:01 +00:00
SNES_RECONNECT_DELAY *= 2
2020-01-13 02:55:33 +00:00
2020-03-13 02:53:20 +00:00
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
async def snes_disconnect(ctx: Context):
if ctx.snes_socket:
if not ctx.snes_socket.closed:
await ctx.snes_socket.close()
ctx.snes_socket = None
async def snes_autoreconnect(ctx: Context):
2020-03-13 02:53:20 +00:00
# unfortunately currently broken. See: https://github.com/prompt-toolkit/python-prompt-toolkit/issues/1033
# with prompt_toolkit.shortcuts.ProgressBar() as pb:
# for _ in pb(range(100)):
# await asyncio.sleep(RECONNECT_DELAY/100)
2020-09-01 19:45:01 +00:00
await asyncio.sleep(SNES_RECONNECT_DELAY)
2020-01-13 02:55:33 +00:00
if ctx.snes_reconnect_address and ctx.snes_socket is None:
await snes_connect(ctx, ctx.snes_reconnect_address)
2019-12-09 18:27:56 +00:00
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
async def snes_recv_loop(ctx: Context):
2019-12-09 18:27:56 +00:00
try:
async for msg in ctx.snes_socket:
ctx.snes_recv_queue.put_nowait(msg)
2021-07-30 22:03:48 +00:00
snes_logger.warning("Snes disconnected")
2019-12-09 18:27:56 +00:00
except Exception as e:
if not isinstance(e, websockets.WebSocketException):
2021-07-30 22:03:48 +00:00
snes_logger.exception(e)
snes_logger.error("Lost connection to the snes, type /snes to reconnect")
2019-12-09 18:27:56 +00:00
finally:
socket, ctx.snes_socket = ctx.snes_socket, None
if socket is not None and not socket.closed:
await socket.close()
ctx.snes_state = SNESState.SNES_DISCONNECTED
2019-12-09 18:27:56 +00:00
ctx.snes_recv_queue = asyncio.Queue()
ctx.hud_message_queue = []
ctx.rom = None
2019-12-09 18:27:56 +00:00
2020-01-13 02:55:33 +00:00
if ctx.snes_reconnect_address:
2021-07-30 22:03:48 +00:00
snes_logger.info(f"...reconnecting in {SNES_RECONNECT_DELAY}s")
asyncio.create_task(snes_autoreconnect(ctx))
2020-01-13 02:55:33 +00:00
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
async def snes_read(ctx: Context, address, size):
2019-12-09 18:27:56 +00:00
try:
await ctx.snes_request_lock.acquire()
if ctx.snes_state != SNESState.SNES_ATTACHED or ctx.snes_socket is None or not ctx.snes_socket.open or ctx.snes_socket.closed:
2019-12-09 18:27:56 +00:00
return None
GetAddress_Request = {
"Opcode": "GetAddress",
"Space": "SNES",
"Operands": [hex(address)[2:], hex(size)[2:]]
2019-12-09 18:27:56 +00:00
}
try:
await ctx.snes_socket.send(dumps(GetAddress_Request))
2019-12-09 18:27:56 +00:00
except websockets.ConnectionClosed:
return None
data = bytes()
while len(data) < size:
try:
data += await asyncio.wait_for(ctx.snes_recv_queue.get(), 5)
except asyncio.TimeoutError:
break
if len(data) != size:
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snes_logger.error('Error reading %s, requested %d bytes, received %d' % (hex(address), size, len(data)))
2019-12-09 18:27:56 +00:00
if len(data):
2021-07-30 22:03:48 +00:00
snes_logger.error(str(data))
snes_logger.warning('Communication Failure with SNI')
2019-12-09 18:27:56 +00:00
if ctx.snes_socket is not None and not ctx.snes_socket.closed:
await ctx.snes_socket.close()
return None
return data
finally:
ctx.snes_request_lock.release()
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
async def snes_write(ctx: Context, write_list):
2019-12-09 18:27:56 +00:00
try:
await ctx.snes_request_lock.acquire()
if ctx.snes_state != SNESState.SNES_ATTACHED or ctx.snes_socket is None or \
not ctx.snes_socket.open or ctx.snes_socket.closed:
2019-12-09 18:27:56 +00:00
return False
PutAddress_Request = {"Opcode": "PutAddress", "Operands": [], 'Space': 'SNES'}
2021-07-07 01:45:27 +00:00
try:
2019-12-09 18:27:56 +00:00
for address, data in write_list:
2021-07-07 01:45:27 +00:00
PutAddress_Request['Operands'] = [hex(address)[2:], hex(len(data))[2:]]
2019-12-09 18:27:56 +00:00
if ctx.snes_socket is not None:
await ctx.snes_socket.send(dumps(PutAddress_Request))
2021-07-07 01:45:27 +00:00
await ctx.snes_socket.send(data)
else:
2021-07-30 22:03:48 +00:00
snes_logger.warning(f"Could not send data to SNES: {data}")
2021-07-07 01:45:27 +00:00
except websockets.ConnectionClosed:
return False
2019-12-09 18:27:56 +00:00
return True
finally:
ctx.snes_request_lock.release()
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
def snes_buffered_write(ctx: Context, address, data):
if ctx.snes_write_buffer and (ctx.snes_write_buffer[-1][0] + len(ctx.snes_write_buffer[-1][1])) == address:
# append to existing write command, bundling them
2019-12-09 18:27:56 +00:00
ctx.snes_write_buffer[-1] = (ctx.snes_write_buffer[-1][0], ctx.snes_write_buffer[-1][1] + data)
else:
ctx.snes_write_buffer.append((address, data))
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
async def snes_flush_writes(ctx: Context):
2019-12-09 18:27:56 +00:00
if not ctx.snes_write_buffer:
return
# swap buffers
ctx.snes_write_buffer, writes = [], ctx.snes_write_buffer
await snes_write(ctx, writes)
2019-12-09 18:27:56 +00:00
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
2021-03-03 00:57:12 +00:00
# kept as function for easier wrapping by plugins
def get_tags(ctx: Context):
2020-10-18 21:07:48 +00:00
tags = ['AP']
return tags
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
async def track_locations(ctx: Context, roomid, roomdata):
2019-12-09 18:27:56 +00:00
new_locations = []
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
def new_check(location_id):
new_locations.append(location_id)
ctx.locations_checked.add(location_id)
location = ctx.location_name_getter(location_id)
2021-07-30 22:03:48 +00:00
snes_logger.info(f'New Check: {location} ({len(ctx.locations_checked)}/{len(ctx.missing_locations) + len(ctx.checked_locations)})')
try:
if roomid in location_shop_ids:
misc_data = await snes_read(ctx, SHOP_ADDR, (len(Shops.shop_table) * 3) + 5)
for cnt, b in enumerate(misc_data):
if int(b) and (Shops.SHOP_ID_START + cnt) not in ctx.locations_checked:
new_check(Shops.SHOP_ID_START + cnt)
except Exception as e:
2021-07-30 22:03:48 +00:00
snes_logger.info(f"Exception: {e}")
for location_id, (loc_roomid, loc_mask) in location_table_uw_id.items():
try:
if location_id not in ctx.locations_checked and loc_roomid == roomid and (
roomdata << 4) & loc_mask != 0:
new_check(location_id)
except Exception as e:
2021-07-30 22:03:48 +00:00
snes_logger.exception(f"Exception: {e}")
2019-12-09 18:27:56 +00:00
uw_begin = 0x129
ow_end = uw_end = 0
2019-12-09 18:27:56 +00:00
uw_unchecked = {}
for location, (roomid, mask) in location_table_uw.items():
location_id = Regions.lookup_name_to_id[location]
if location_id not in ctx.locations_checked:
uw_unchecked[location_id] = (roomid, mask)
2019-12-09 18:27:56 +00:00
uw_begin = min(uw_begin, roomid)
uw_end = max(uw_end, roomid + 1)
2019-12-09 18:27:56 +00:00
if uw_begin < uw_end:
uw_data = await snes_read(ctx, SAVEDATA_START + (uw_begin * 2), (uw_end - uw_begin) * 2)
if uw_data is not None:
for location_id, (roomid, mask) in uw_unchecked.items():
2019-12-09 18:27:56 +00:00
offset = (roomid - uw_begin) * 2
roomdata = uw_data[offset] | (uw_data[offset + 1] << 8)
if roomdata & mask != 0:
new_check(location_id)
2019-12-09 18:27:56 +00:00
ow_begin = 0x82
ow_unchecked = {}
for location_id, screenid in location_table_ow_id.items():
if location_id not in ctx.locations_checked:
ow_unchecked[location_id] = screenid
2019-12-09 18:27:56 +00:00
ow_begin = min(ow_begin, screenid)
ow_end = max(ow_end, screenid + 1)
2019-12-09 18:27:56 +00:00
if ow_begin < ow_end:
ow_data = await snes_read(ctx, SAVEDATA_START + 0x280 + ow_begin, ow_end - ow_begin)
if ow_data is not None:
for location_id, screenid in ow_unchecked.items():
2019-12-09 18:27:56 +00:00
if ow_data[screenid - ow_begin] & 0x40 != 0:
new_check(location_id)
2019-12-09 18:27:56 +00:00
if not ctx.locations_checked.issuperset(location_table_npc_id):
2019-12-09 18:27:56 +00:00
npc_data = await snes_read(ctx, SAVEDATA_START + 0x410, 2)
if npc_data is not None:
npc_value = npc_data[0] | (npc_data[1] << 8)
for location_id, mask in location_table_npc_id.items():
if npc_value & mask != 0 and location_id not in ctx.locations_checked:
new_check(location_id)
2019-12-09 18:27:56 +00:00
if not ctx.locations_checked.issuperset(location_table_misc_id):
2019-12-09 18:27:56 +00:00
misc_data = await snes_read(ctx, SAVEDATA_START + 0x3c6, 4)
if misc_data is not None:
for location_id, (offset, mask) in location_table_misc_id.items():
assert (0x3c6 <= offset <= 0x3c9)
if misc_data[offset - 0x3c6] & mask != 0 and location_id not in ctx.locations_checked:
new_check(location_id)
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if new_locations:
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await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": new_locations}])
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
2019-12-09 18:27:56 +00:00
async def game_watcher(ctx: Context):
prev_game_timer = 0
perf_counter = time.perf_counter()
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while not ctx.exit_event.is_set():
try:
await asyncio.wait_for(ctx.watcher_event.wait(), 0.125)
except asyncio.TimeoutError:
pass
ctx.watcher_event.clear()
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if not ctx.rom:
ctx.finished_game = False
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rom = await snes_read(ctx, ROMNAME_START, ROMNAME_SIZE)
if rom is None or rom == bytes([0] * ROMNAME_SIZE):
continue
ctx.rom = rom
if not ctx.prev_rom or ctx.prev_rom != ctx.rom:
ctx.locations_checked = set()
ctx.locations_scouted = set()
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ctx.prev_rom = ctx.rom
if ctx.awaiting_rom:
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await ctx.server_auth(False)
if ctx.auth and ctx.auth != ctx.rom:
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snes_logger.warning("ROM change detected, please reconnect to the multiworld server")
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
await ctx.disconnect()
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gamemode = await snes_read(ctx, WRAM_START + 0x10, 1)
gameend = await snes_read(ctx, SAVEDATA_START + 0x443, 1)
game_timer = await snes_read(ctx, SAVEDATA_START + 0x42E, 4)
if gamemode is None or gameend is None or game_timer is None or \
(gamemode[0] not in INGAME_MODES and gamemode[0] not in ENDGAME_MODES):
continue
delay = 7 if ctx.slow_mode else 2
if gameend[0]:
if not ctx.finished_game:
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await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
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ctx.finished_game = True
if time.perf_counter() - perf_counter < delay:
continue
else:
perf_counter = time.perf_counter()
else:
game_timer = game_timer[0] | (game_timer[1] << 8) | (game_timer[2] << 16) | (game_timer[3] << 24)
if abs(game_timer - prev_game_timer) < (delay * 60):
continue
else:
prev_game_timer = game_timer
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if gamemode in ENDGAME_MODES: # triforce room and credits
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continue
data = await snes_read(ctx, RECV_PROGRESS_ADDR, 8)
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if data is None:
continue
recv_index = data[0] | (data[1] << 8)
recv_item = data[2]
roomid = data[4] | (data[5] << 8)
roomdata = data[6]
scout_location = data[7]
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if recv_index < len(ctx.items_received) and recv_item == 0:
item = ctx.items_received[recv_index]
recv_index += 1
logging.info('Received %s from %s (%s) (%d/%d in list)' % (
color(ctx.item_name_getter(item.item), 'red', 'bold'), color(ctx.player_names[item.player], 'yellow'),
ctx.location_name_getter(item.location), recv_index, len(ctx.items_received)))
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snes_buffered_write(ctx, RECV_PROGRESS_ADDR, bytes([recv_index & 0xFF, (recv_index >> 8) & 0xFF]))
snes_buffered_write(ctx, RECV_ITEM_ADDR, bytes([item.item]))
snes_buffered_write(ctx, RECV_ITEM_PLAYER_ADDR, bytes([item.player if item.player != ctx.slot else 0]))
if scout_location > 0 and scout_location in ctx.locations_info:
snes_buffered_write(ctx, SCOUTREPLY_LOCATION_ADDR, bytes([scout_location]))
snes_buffered_write(ctx, SCOUTREPLY_ITEM_ADDR, bytes([ctx.locations_info[scout_location][0]]))
snes_buffered_write(ctx, SCOUTREPLY_PLAYER_ADDR, bytes([ctx.locations_info[scout_location][1]]))
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await snes_flush_writes(ctx)
if scout_location > 0 and scout_location not in ctx.locations_scouted:
ctx.locations_scouted.add(scout_location)
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await ctx.send_msgs([{"cmd": "LocationScouts", "locations": [scout_location]}])
await track_locations(ctx, roomid, roomdata)
async def run_game(romfile):
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auto_start = Utils.get_options()["lttp_options"].get("rom_start", True)
if auto_start is True:
import webbrowser
webbrowser.open(romfile)
elif os.path.isfile(auto_start):
subprocess.Popen([auto_start, romfile],
stdin=subprocess.DEVNULL, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
2019-12-09 18:27:56 +00:00
async def main():
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
multiprocessing.freeze_support()
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parser = argparse.ArgumentParser()
parser.add_argument('diff_file', default="", type=str, nargs="?",
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help='Path to a Archipelago Binary Patch file')
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parser.add_argument('--snes', default='localhost:8080', help='Address of the SNI server.')
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parser.add_argument('--connect', default=None, help='Address of the multiworld host.')
parser.add_argument('--password', default=None, help='Password of the multiworld host.')
parser.add_argument('--loglevel', default='info', choices=['debug', 'info', 'warning', 'error', 'critical'])
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
parser.add_argument('--founditems', default=False, action='store_true',
help='Show items found by other players for themselves.')
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if not Utils.is_frozen(): # Frozen state has no cmd window in the first place
parser.add_argument('--nogui', default=False, action='store_true', help="Turns off Client GUI.")
2019-12-09 18:27:56 +00:00
args = parser.parse_args()
logging.basicConfig(format='%(message)s', level=getattr(logging, args.loglevel.upper(), logging.INFO))
if args.diff_file:
import Patch
logging.info("Patch file was supplied. Creating sfc rom..")
meta, romfile = Patch.create_rom_file(args.diff_file)
args.connect = meta["server"]
logging.info(f"Wrote rom file to {romfile}")
adjustedromfile, adjusted = Utils.get_adjuster_settings(romfile)
if adjusted:
try:
shutil.move(adjustedromfile, romfile)
adjustedromfile = romfile
except Exception as e:
logging.exception(e)
asyncio.create_task(run_game(adjustedromfile if adjusted else romfile))
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ctx = Context(args.snes, args.connect, args.password)
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if ctx.server_task is None:
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ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
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2021-08-20 20:31:17 +00:00
if gui_enabled:
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input_task = None
from kvui import LttPManager
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ctx.ui = LttPManager(ctx)
ui_task = asyncio.create_task(ctx.ui.async_run(), name="UI")
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else:
input_task = asyncio.create_task(console_loop(ctx), name="Input")
ui_task = None
snes_connect_task = asyncio.create_task(snes_connect(ctx, ctx.snes_address))
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watcher_task = asyncio.create_task(game_watcher(ctx), name="GameWatcher")
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await ctx.exit_event.wait()
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if snes_connect_task:
snes_connect_task.cancel()
ctx.server_address = None
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ctx.snes_reconnect_address = None
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await watcher_task
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if ctx.server and not ctx.server.socket.closed:
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
await ctx.server.socket.close()
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if ctx.server_task:
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await ctx.server_task
if ctx.snes_socket is not None and not ctx.snes_socket.closed:
await ctx.snes_socket.close()
while ctx.input_requests > 0:
ctx.input_queue.put_nowait(None)
ctx.input_requests -= 1
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if ui_task:
await ui_task
if input_task:
input_task.cancel()
2019-12-09 18:27:56 +00:00
2019-12-09 18:27:56 +00:00
if __name__ == '__main__':
colorama.init()
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loop = asyncio.get_event_loop()
loop.run_until_complete(main())
loop.close()
colorama.deinit()
atexit.unregister(exit_func)