288 lines
10 KiB
Python
288 lines
10 KiB
Python
import asyncio
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import json
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import os
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import multiprocessing
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import subprocess
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from asyncio import StreamReader, StreamWriter
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from CommonClient import CommonContext, server_loop, gui_enabled, console_loop, \
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ClientCommandProcessor, logger, get_base_parser
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import Utils
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from worlds import network_data_package
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from worlds.oot.Rom import Rom, compress_rom_file
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from worlds.oot.N64Patch import apply_patch_file
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from worlds.oot.Utils import data_path
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CONNECTION_TIMING_OUT_STATUS = "Connection timing out. Please restart your emulator, then restart oot_connector.lua"
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CONNECTION_REFUSED_STATUS = "Connection refused. Please start your emulator and make sure oot_connector.lua is running"
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CONNECTION_RESET_STATUS = "Connection was reset. Please restart your emulator, then restart oot_connector.lua"
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CONNECTION_TENTATIVE_STATUS = "Initial Connection Made"
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CONNECTION_CONNECTED_STATUS = "Connected"
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CONNECTION_INITIAL_STATUS = "Connection has not been initiated"
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"""
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Payload: lua -> client
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{
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playerName: string,
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locations: dict,
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deathlinkActive: bool,
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isDead: bool,
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gameComplete: bool
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}
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Payload: client -> lua
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{
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items: list,
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playerNames: list,
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triggerDeath: bool
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}
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Deathlink logic:
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"Dead" is true <-> Link is at 0 hp.
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deathlink_pending: we need to kill the player
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deathlink_sent_this_death: we interacted with the multiworld on this death, waiting to reset with living link
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"""
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oot_loc_name_to_id = network_data_package["games"]["Ocarina of Time"]["location_name_to_id"]
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def get_item_value(ap_id):
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return ap_id - 66000
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class OoTCommandProcessor(ClientCommandProcessor):
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def __init__(self, ctx):
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super().__init__(ctx)
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def _cmd_n64(self):
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"""Check N64 Connection State"""
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if isinstance(self.ctx, OoTContext):
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logger.info(f"N64 Status: {self.ctx.n64_status}")
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class OoTContext(CommonContext):
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command_processor = OoTCommandProcessor
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items_handling = 0b001 # full local
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def __init__(self, server_address, password):
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super().__init__(server_address, password)
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self.game = 'Ocarina of Time'
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self.n64_streams: (StreamReader, StreamWriter) = None
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self.n64_sync_task = None
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self.n64_status = CONNECTION_INITIAL_STATUS
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self.awaiting_rom = False
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self.location_table = {}
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self.deathlink_enabled = False
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self.deathlink_pending = False
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self.deathlink_sent_this_death = False
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async def server_auth(self, password_requested: bool = False):
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if password_requested and not self.password:
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await super(OoTContext, self).server_auth(password_requested)
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if not self.auth:
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self.awaiting_rom = True
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logger.info('Awaiting connection to Bizhawk to get player information')
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return
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await self.send_connect()
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def on_deathlink(self, data: dict):
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self.deathlink_pending = True
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super().on_deathlink(data)
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def get_payload(ctx: OoTContext):
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if ctx.deathlink_enabled and ctx.deathlink_pending:
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trigger_death = True
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ctx.deathlink_sent_this_death = True
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else:
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trigger_death = False
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return json.dumps({
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"items": [get_item_value(item.item) for item in ctx.items_received],
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"playerNames": [name for (i, name) in ctx.player_names.items() if i != 0],
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"triggerDeath": trigger_death
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})
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async def parse_payload(payload: dict, ctx: OoTContext, force: bool):
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# Turn on deathlink if it is on
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if payload['deathlinkActive'] and not ctx.deathlink_enabled:
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await ctx.update_death_link(True)
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ctx.deathlink_enabled = True
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# Game completion handling
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if payload['gameComplete'] and not ctx.finished_game:
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await ctx.send_msgs([{
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"cmd": "StatusUpdate",
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"status": 30
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}])
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ctx.finished_game = True
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# Locations handling
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if ctx.location_table != payload['locations']:
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ctx.location_table = payload['locations']
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await ctx.send_msgs([{
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"cmd": "LocationChecks",
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"locations": [oot_loc_name_to_id[loc] for loc in ctx.location_table if ctx.location_table[loc]]
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}])
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# Deathlink handling
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if ctx.deathlink_enabled:
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if payload['isDead']: # link is dead
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ctx.deathlink_pending = False
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if not ctx.deathlink_sent_this_death:
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ctx.deathlink_sent_this_death = True
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await ctx.send_death()
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else: # link is alive
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ctx.deathlink_sent_this_death = False
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async def n64_sync_task(ctx: OoTContext):
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logger.info("Starting n64 connector. Use /n64 for status information.")
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while not ctx.exit_event.is_set():
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error_status = None
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if ctx.n64_streams:
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(reader, writer) = ctx.n64_streams
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msg = get_payload(ctx).encode()
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writer.write(msg)
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writer.write(b'\n')
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try:
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await asyncio.wait_for(writer.drain(), timeout=1.5)
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try:
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# Data will return a dict with up to five fields:
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# 1. str: player name (always)
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# 2. bool: deathlink active (always)
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# 3. dict[str, bool]: checked locations
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# 4. bool: whether Link is currently at 0 HP
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# 5. bool: whether the game currently registers as complete
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data = await asyncio.wait_for(reader.readline(), timeout=10)
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data_decoded = json.loads(data.decode())
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if ctx.game is not None and 'locations' in data_decoded:
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# Not just a keep alive ping, parse
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asyncio.create_task(parse_payload(data_decoded, ctx, False))
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if not ctx.auth:
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ctx.auth = data_decoded['playerName']
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if ctx.awaiting_rom:
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await ctx.server_auth(False)
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except asyncio.TimeoutError:
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logger.debug("Read Timed Out, Reconnecting")
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error_status = CONNECTION_TIMING_OUT_STATUS
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writer.close()
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ctx.n64_streams = None
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except ConnectionResetError as e:
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logger.debug("Read failed due to Connection Lost, Reconnecting")
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error_status = CONNECTION_RESET_STATUS
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writer.close()
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ctx.n64_streams = None
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except TimeoutError:
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logger.debug("Connection Timed Out, Reconnecting")
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error_status = CONNECTION_TIMING_OUT_STATUS
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writer.close()
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ctx.n64_streams = None
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except ConnectionResetError:
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logger.debug("Connection Lost, Reconnecting")
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error_status = CONNECTION_RESET_STATUS
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writer.close()
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ctx.n64_streams = None
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if ctx.n64_status == CONNECTION_TENTATIVE_STATUS:
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if not error_status:
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logger.info("Successfully Connected to N64")
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ctx.n64_status = CONNECTION_CONNECTED_STATUS
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else:
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ctx.n64_status = f"Was tentatively connected but error occured: {error_status}"
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elif error_status:
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ctx.n64_status = error_status
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logger.info("Lost connection to N64 and attempting to reconnect. Use /n64 for status updates")
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else:
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try:
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logger.debug("Attempting to connect to N64")
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ctx.n64_streams = await asyncio.wait_for(asyncio.open_connection("localhost", 28921), timeout=10)
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ctx.n64_status = CONNECTION_TENTATIVE_STATUS
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except TimeoutError:
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logger.debug("Connection Timed Out, Trying Again")
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ctx.n64_status = CONNECTION_TIMING_OUT_STATUS
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continue
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except ConnectionRefusedError:
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logger.debug("Connection Refused, Trying Again")
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ctx.n64_status = CONNECTION_REFUSED_STATUS
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continue
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async def run_game(romfile):
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auto_start = Utils.get_options()["oot_options"].get("rom_start", True)
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if auto_start is True:
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import webbrowser
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webbrowser.open(romfile)
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elif os.path.isfile(auto_start):
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subprocess.Popen([auto_start, romfile],
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stdin=subprocess.DEVNULL, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
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async def patch_and_run_game(apz5_file):
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base_name = os.path.splitext(apz5_file)[0]
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decomp_path = base_name + '-decomp.z64'
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comp_path = base_name + '.z64'
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# Load vanilla ROM, patch file, compress ROM
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rom = Rom(Utils.get_options()["oot_options"]["rom_file"])
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apply_patch_file(rom, apz5_file)
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rom.write_to_file(decomp_path)
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os.chdir(data_path("Compress"))
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compress_rom_file(decomp_path, comp_path)
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os.remove(decomp_path)
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asyncio.create_task(run_game(comp_path))
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if __name__ == '__main__':
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Utils.init_logging("OoTClient")
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async def main():
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multiprocessing.freeze_support()
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parser = get_base_parser()
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parser.add_argument('apz5_file', default="", type=str, nargs="?",
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help='Path to an APZ5 file')
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args = parser.parse_args()
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if args.apz5_file:
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logger.info("APZ5 file supplied, beginning patching process...")
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asyncio.create_task(patch_and_run_game(args.apz5_file))
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ctx = OoTContext(args.connect, args.password)
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ctx.server_task = asyncio.create_task(server_loop(ctx), name="Server Loop")
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if gui_enabled:
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input_task = None
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from kvui import OoTManager
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ctx.ui = OoTManager(ctx)
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ui_task = asyncio.create_task(ctx.ui.async_run(), name="UI")
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else:
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input_task = asyncio.create_task(console_loop(ctx), name="Input")
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ui_task = None
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ctx.n64_sync_task = asyncio.create_task(n64_sync_task(ctx), name="N64 Sync")
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await ctx.exit_event.wait()
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ctx.server_address = None
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await ctx.shutdown()
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if ctx.n64_sync_task:
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await ctx.n64_sync_task
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if ui_task:
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await ui_task
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if input_task:
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input_task.cancel()
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import colorama
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colorama.init()
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loop = asyncio.get_event_loop()
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loop.run_until_complete(main())
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loop.close()
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colorama.deinit()
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