* Add settings API ("auto settings") for host.yaml
* settings: no BOM when saving
* settings: fix saving / groups resetting themselves
* settings: fix AutoWorldRegister import
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
* Lufia2: settings: clean up imports
* settings: more consistent class naming
* Docs: update world api for settings api refactor
* settings: fix access from World instance
* settings: update migration timeline
* Docs: Apply suggestions from code review
Co-authored-by: Zach Parks <zach@alliware.com>
* Settings: correctly resolve .exe in UserPath and LocalPath
---------
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
Co-authored-by: Zach Parks <zach@alliware.com>
		
	
		
			
				
	
	
		
			353 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			353 lines
		
	
	
		
			13 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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import zipfile
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from asyncio import StreamReader, StreamWriter
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# CommonClient import first to trigger ModuleUpdater
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from CommonClient import CommonContext, server_loop, gui_enabled, \
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    ClientCommandProcessor, logger, get_base_parser
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import Utils
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from Utils import async_start
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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 connector_oot.lua"
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CONNECTION_REFUSED_STATUS = "Connection refused. Please start your emulator and make sure connector_oot.lua is running"
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CONNECTION_RESET_STATUS = "Connection was reset. Please restart your emulator, then restart connector_oot.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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script_version: int = 3
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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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    def _cmd_deathlink(self):
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        """Toggle deathlink from client. Overrides default setting."""
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        if isinstance(self.ctx, OoTContext):
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            self.ctx.deathlink_client_override = True
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            self.ctx.deathlink_enabled = not self.ctx.deathlink_enabled
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            async_start(self.ctx.update_death_link(self.ctx.deathlink_enabled), name="Update Deathlink")
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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.collectible_table = {}
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        self.collectible_override_flags_address = 0
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        self.collectible_offsets = {}
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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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        self.deathlink_client_override = False
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        self.version_warning = 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 EmuHawk 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 run_gui(self):
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        from kvui import GameManager
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        class OoTManager(GameManager):
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            logging_pairs = [
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                ("Client", "Archipelago")
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            ]
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            base_title = "Archipelago Ocarina of Time Client"
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        self.ui = OoTManager(self)
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        self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
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    def on_package(self, cmd, args):
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        if cmd == 'Connected':
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            slot_data = args.get('slot_data', None)
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            if slot_data:
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                self.collectible_override_flags_address = slot_data.get('collectible_override_flags', 0)
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                self.collectible_offsets = slot_data.get('collectible_flag_offsets', {})
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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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    payload = 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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            "collectibleOverrides": ctx.collectible_override_flags_address,
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            "collectibleOffsets": ctx.collectible_offsets
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        })
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    return payload
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async def parse_payload(payload: dict, ctx: OoTContext, force: bool):
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    # Refuse to do anything if ROM is detected as changed
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    if ctx.auth and payload['playerName'] != ctx.auth:
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        logger.warning("ROM change detected. Disconnecting and reconnecting...")
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        ctx.deathlink_enabled = False
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        ctx.deathlink_client_override = False
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        ctx.finished_game = False
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        ctx.location_table = {}
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        ctx.collectible_table = {}
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        ctx.deathlink_pending = False
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        ctx.deathlink_sent_this_death = False
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        ctx.auth = payload['playerName']
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        await ctx.send_connect()
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        return
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    # Turn on deathlink if it is on, and if the client hasn't overriden it
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    if payload['deathlinkActive'] and not ctx.deathlink_enabled and not ctx.deathlink_client_override:
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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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    locations = payload['locations']
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    collectibles = payload['collectibles']
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    # The Lua JSON library serializes an empty table into a list instead of a dict. Verify types for safety:
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    if isinstance(locations, list):
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        locations = {}
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    if isinstance(collectibles, list):
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        collectibles = {}
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    if ctx.location_table != locations or ctx.collectible_table != collectibles:
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        ctx.location_table = locations
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        ctx.collectible_table = collectibles
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        locs1 = [oot_loc_name_to_id[loc] for loc, b in ctx.location_table.items() if b]
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        locs2 = [int(loc) for loc, b in ctx.collectible_table.items() if b]
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        await ctx.send_msgs([{
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            "cmd": "LocationChecks",
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            "locations": locs1 + locs2
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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 = await asyncio.wait_for(reader.readline(), timeout=10)
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                    data_decoded = json.loads(data.decode())
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                    reported_version = data_decoded.get('scriptVersion', 0)
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                    if reported_version >= script_version:
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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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                            async_start(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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                    else:
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                        if not ctx.version_warning:
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                            logger.warning(f"Your Lua script is version {reported_version}, expected {script_version}. "
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                                "Please update to the latest version. "
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                                "Your connection to the Archipelago server will not be accepted.")
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                            ctx.version_warning = True
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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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    apz5_file = os.path.abspath(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_file_name = Utils.get_options()["oot_options"]["rom_file"]
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    rom = Rom(rom_file_name)
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    sub_file = None
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    if zipfile.is_zipfile(apz5_file):
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        for name in zipfile.ZipFile(apz5_file).namelist():
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            if name.endswith('.zpf'):
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                sub_file = name
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                break
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    apply_patch_file(rom, apz5_file, sub_file=sub_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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    async_start(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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            async_start(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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            ctx.run_gui()
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        ctx.run_cli()
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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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    import colorama
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    colorama.init()
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    asyncio.run(main())
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    colorama.deinit()
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