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https://github.com/MarioSpore/Grinch-AP.git
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255
FF1Client.py
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255
FF1Client.py
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import asyncio
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import json
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import time
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from asyncio import StreamReader, StreamWriter
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from typing import List
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import Utils
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from CommonClient import CommonContext, server_loop, gui_enabled, console_loop, ClientCommandProcessor, logger, \
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get_base_parser
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SYSTEM_MESSAGE_ID = 0
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CONNECTION_TIMING_OUT_STATUS = "Connection timing out. Please restart your emulator then restart ff1_connector.lua"
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CONNECTION_REFUSED_STATUS = "Connection Refused. Please start your emulator make sure ff1_connector.lua is running"
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CONNECTION_RESET_STATUS = "Connection was reset. Please restart your emulator then restart ff1_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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class FF1CommandProcessor(ClientCommandProcessor):
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def __init__(self, ctx: CommonContext):
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super().__init__(ctx)
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def _cmd_nes(self):
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"""Check NES Connection State"""
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if isinstance(self.ctx, FF1Context):
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logger.info(f"NES Status: {self.ctx.nes_status}")
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class FF1Context(CommonContext):
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def __init__(self, server_address, password):
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super().__init__(server_address, password)
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self.nes_streams: (StreamReader, StreamWriter) = None
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self.nes_sync_task = None
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self.messages = {}
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self.locations_array = None
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self.nes_status = CONNECTION_INITIAL_STATUS
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self.game = 'Final Fantasy'
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self.awaiting_rom = False
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command_processor = FF1CommandProcessor
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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(FF1Context, 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 NES to get Player information')
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return
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await self.send_connect()
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def _set_message(self, msg: str, msg_id: int):
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self.messages[(time.time(), msg_id)] = msg
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def on_package(self, cmd: str, args: dict):
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if cmd == 'Connected':
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self.game = self.games.get(self.slot, None)
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asyncio.create_task(parse_locations(self.locations_array, self, True))
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elif cmd == 'Print':
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msg = args['text']
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if ': !' not in msg:
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self._set_message(msg, SYSTEM_MESSAGE_ID)
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elif cmd == "ReceivedItems":
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msg = f"Received {', '.join([self.item_name_getter(item.item) for item in args['items']])}"
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self._set_message(msg, SYSTEM_MESSAGE_ID)
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elif cmd == 'PrintJSON':
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print_type = args['type']
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item = args['item']
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receiving_player_id = args['receiving']
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receiving_player_name = self.player_names[receiving_player_id]
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sending_player_id = item.player
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sending_player_name = self.player_names[item.player]
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if print_type == 'Hint':
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msg = f"Hint: Your {self.item_name_getter(item.item)} is at" \
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f" {self.player_names[item.player]}'s {self.location_name_getter(item.location)}"
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self._set_message(msg, item.item)
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elif print_type == 'ItemSend' and receiving_player_id != self.slot:
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if sending_player_id == self.slot:
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if receiving_player_id == self.slot:
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msg = f"You found your own {self.item_name_getter(item.item)}"
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else:
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msg = f"You sent {self.item_name_getter(item.item)} to {receiving_player_name}"
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else:
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if receiving_player_id == sending_player_id:
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msg = f"{sending_player_name} found their {self.item_name_getter(item.item)}"
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else:
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msg = f"{sending_player_name} sent {self.item_name_getter(item.item)} to " \
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f"{receiving_player_name}"
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self._set_message(msg, item.item)
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def get_payload(ctx: FF1Context):
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current_time = time.time()
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return json.dumps(
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{
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"items": [item.item for item in ctx.items_received],
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"messages": {f'{key[0]}:{key[1]}': value for key, value in ctx.messages.items()
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if key[0] > current_time - 10}
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}
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)
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async def parse_locations(locations_array: List[int], ctx: FF1Context, force: bool):
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if locations_array == ctx.locations_array and not force:
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return
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else:
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# print("New values")
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ctx.locations_array = locations_array
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locations_checked = []
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if len(locations_array) > 0xFE and locations_array[0xFE] & 0x02 != 0 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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for location in ctx.missing_locations:
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# index will be - 0x100 or 0x200
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index = location
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if location < 0x200:
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# Location is a chest
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index -= 0x100
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flag = 0x04
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else:
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# Location is an NPC
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index -= 0x200
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flag = 0x02
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# print(f"Location: {ctx.location_name_getter(location)}")
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# print(f"Index: {str(hex(index))}")
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# print(f"value: {locations_array[index] & flag != 0}")
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if locations_array[index] & flag != 0:
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locations_checked.append(location)
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if locations_checked:
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# print([ctx.location_name_getter(location) for location in locations_checked])
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await ctx.send_msgs([
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{"cmd": "LocationChecks",
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"locations": locations_checked}
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])
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async def nes_sync_task(ctx: FF1Context):
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logger.info("Starting nes connector. Use /nes 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.nes_streams:
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(reader, writer) = ctx.nes_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 two fields:
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# 1. A keepalive response of the Players Name (always)
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# 2. An array representing the memory values of the locations area (if in game)
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data = await asyncio.wait_for(reader.readline(), timeout=5)
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data_decoded = json.loads(data.decode())
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# print(data_decoded)
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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_locations(data_decoded['locations'], ctx, False))
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if not ctx.auth:
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ctx.auth = ''.join([chr(i) for i in data_decoded['playerName'] if i != 0])
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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.nes_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.nes_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.nes_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.nes_streams = None
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if ctx.nes_status == CONNECTION_TENTATIVE_STATUS:
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if not error_status:
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logger.info("Successfully Connected to NES")
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ctx.nes_status = CONNECTION_CONNECTED_STATUS
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else:
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ctx.nes_status = f"Was tentatively connected but error occured: {error_status}"
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elif error_status:
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ctx.nes_status = error_status
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logger.info("Lost connection to nes and attempting to reconnect. Use /nes for status updates")
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else:
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try:
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logger.debug("Attempting to connect to NES")
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ctx.nes_streams = await asyncio.wait_for(asyncio.open_connection("localhost", 52980), timeout=10)
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ctx.nes_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.nes_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.nes_status = CONNECTION_REFUSED_STATUS
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continue
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if __name__ == '__main__':
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# Text Mode to use !hint and such with games that have no text entry
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Utils.init_logging("FF1Client")
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async def main(args):
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ctx = FF1Context(args.connect, args.password)
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ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
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if gui_enabled:
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input_task = None
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from kvui import TextManager
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ctx.ui = TextManager(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.nes_sync_task = asyncio.create_task(nes_sync_task(ctx), name="NES 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.nes_sync_task:
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await ctx.nes_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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parser = get_base_parser()
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args, rest = parser.parse_known_args()
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colorama.init()
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loop = asyncio.get_event_loop()
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loop.run_until_complete(main(args))
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loop.close()
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colorama.deinit()
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