def connect(self): """ Connects to the Slippi server (dolphin or wii). Returns boolean of success """ self.slippstream = SlippstreamClient(self.slippi_address, self.slippi_port) return self.slippstream.connect()
def __init__(self, path=None, is_dolphin=True, dolphin_home_path=None, tmp_home_directory=True, slippi_address="127.0.0.1", slippi_port=51441, online_delay=2, blocking_input=False, polling_mode=False, allow_old_version=False, logger=None): """Create a Console object Args: path (str): Path to the directory where your dolphin executable is located. If None, will assume the dolphin is remote and won't try to configure it. dolphin_home_path (str): Path to dolphin user directory. Optional. is_dolphin (bool): Is this console a dophin instance, or SLP file? tmp_home_directory (bool): Use a temporary directory for the dolphin User path This is useful so instances don't interfere with each other. slippi_address (str): IP address of the Dolphin / Wii to connect to. slippi_port (int): UDP port that slippi will listen on online_delay (int): How many frames of delay to apply in online matches blocking_input (bool): Should dolphin block waiting for bot input This is only really useful if you're doing ML training. polling_mode (bool): Polls input to console rather than blocking for it When set, step() will always return immediately, but may be None if no gamestate is available yet. allow_old_version (bool): Allow SLP versions older than 3.0.0 (rollback era) Only enable if you know what you're doing. You probably don't want this. Gamestates will be missing key information, come in really late, or possibly not work at all logger (logger.Logger): Logger instance to use. None for no logger. """ self.logger = logger self.is_dolphin = is_dolphin self.path = path self.dolphin_home_path = dolphin_home_path if tmp_home_directory and self.is_dolphin: temp_dir = tempfile.mkdtemp(prefix='libmelee_') temp_dir += "/User/" _copytree_safe(self._get_dolphin_home_path(), temp_dir) self.dolphin_home_path = temp_dir self.processingtime = 0 self._frametimestamp = time.time() self.slippi_address = slippi_address """(str): IP address of the Dolphin / Wii to connect to.""" self.slippi_port = slippi_port """(int): UDP port of slippi server. Default 51441""" self.eventsize = [0] * 0x100 self.connected = False self.nick = "" """(str): The nickname the console has given itself.""" self.version = "" """(str): The Slippi version of the console""" self.cursor = 0 self.controllers = [] self._current_stage = enums.Stage.NO_STAGE self._frame = 0 self._polling_mode = polling_mode self.slp_version = "unknown" """(str): The SLP version this stream/file currently is.""" self._allow_old_version = allow_old_version self._use_manual_bookends = False self._costumes = {0:0, 1:0, 2:0, 3:0} self._cpu_level = {0:0, 1:0, 2:0, 3:0} self._invuln_start = {1:(0,0), 2:(0,0), 3:(0,0), 4:(0,0)} # Keep a running copy of the last gamestate produced self._prev_gamestate = GameState() # Half-completed gamestate not yet ready to add to the list self._temp_gamestate = None self._process = None if self.is_dolphin: self._slippstream = SlippstreamClient(self.slippi_address, self.slippi_port) if self.path: # Setup some dolphin config options dolphin_ini_path = self._get_dolphin_config_path() + "Dolphin.ini" if not os.path.isfile(dolphin_ini_path): raise InvalidDolphinPath(self._get_dolphin_config_path()) config = configparser.ConfigParser() config.read(dolphin_ini_path) config.set("Core", 'slippienablespectator', "True") config.set("Core", 'slippispectatorlocalport', str(self.slippi_port)) # Set online delay config.set("Core", 'slippionlinedelay', str(online_delay)) # Turn on background input so we don't need to have window focus on dolphin config.set("Input", 'backgroundinput', "True") config.set("Core", 'BlockingPipes', str(blocking_input)) with open(dolphin_ini_path, 'w') as dolphinfile: config.write(dolphinfile) else: self._slippstream = SLPFileStreamer(self.path) # Prepare some structures for fixing melee data path = os.path.dirname(os.path.realpath(__file__)) with open(path + "/actiondata.csv") as csvfile: #A list of dicts containing the frame data actiondata = list(csv.DictReader(csvfile)) #Dict of sets self.zero_indices = defaultdict(set) for line in actiondata: if line["zeroindex"] == "True": self.zero_indices[int(line["character"])].add(int(line["action"])) # Read the character data csv self.characterdata = dict() with open(path + "/characterdata.csv") as csvfile: reader = csv.DictReader(csvfile) for line in reader: del line["Character"] #Convert all fields to numbers for key, value in line.items(): line[key] = float(value) self.characterdata[enums.Character(line["CharacterIndex"])] = line
def __init__(self, is_dolphin, ai_port, opponent_port, opponent_type, dolphin_executable_path=None, slippi_address="", logger=None): """Create a Console object Args: is_dolphin (boolean): Is this console a dolphin? (Or a Wii) ai_port (int): 1-4 for the controller port your bot will take opponent_port (int): 1-4 for the controller port your opponent will take opponent_type (:obj:`enums.ControllerType`): Enum of your opponent's controller type dolphin_executable_path (str): Path to the directory where your dolphin executable is located. (if applicable) None tells console to use the installed copy of the emulator slippi_address (str): IP address of the Dolphin / Wii to connect to. Empty string will try to autodiscover a nearby SlippiComm server """ self.logger = logger self.ai_port = ai_port self.opponent_port = opponent_port self.is_dolphin = is_dolphin self.dolphin_executable_path = dolphin_executable_path self.processingtime = 0 self._frametimestamp = time.time() self.slippi_address = slippi_address self.slippi_port = 51441 self.eventsize = [0] * 0x100 self.render = True # Keep a running copy of the last gamestate produced self._prev_gamestate = GameState(ai_port, opponent_port) self._process = None if self.is_dolphin: pipes_path = self._get_dolphin_home_path() + "Pipes/" path = os.path.dirname(os.path.realpath(__file__)) if platform.system() != "Windows": #Create the Pipes directory if it doesn't already exist if not os.path.exists(pipes_path): os.makedirs(pipes_path) print("WARNING: Had to create a Pipes directory in Dolphin just now. " \ "You may need to restart Dolphin and this program in order for this to work. " \ "(You should only see this warning once)") pipes_path += "slippibot" + str(ai_port) if not os.path.exists(pipes_path): os.mkfifo(pipes_path) #setup the controllers specified self.setup_dolphin_controller(ai_port) self.setup_dolphin_controller(opponent_port, opponent_type) self._slippstream = SlippstreamClient(self.slippi_address, self.slippi_port) # Prepare some structures for fixing melee data path = os.path.dirname(os.path.realpath(__file__)) with open(path + "/actiondata.csv") as csvfile: #A list of dicts containing the frame data actiondata = list(csv.DictReader(csvfile)) #Dict of sets self.zero_indices = defaultdict(set) for line in actiondata: if line["zeroindex"] == "True": self.zero_indices[int(line["character"])].add(int(line["action"])) # Read the character data csv self.characterdata = dict() with open(path + "/characterdata.csv") as csvfile: reader = csv.DictReader(csvfile) for line in reader: del line["Character"] #Convert all fields to numbers for key, value in line.items(): line[key] = float(value) self.characterdata[enums.Character(line["CharacterIndex"])] = line
class Console: """The console object that represents your Dolphin / Wii / SLP file Attributes: slippi_address (str): IP address of the Dolphin / Wii to connect to. Empty string will try to autodiscover a nearby SlippiComm server slippi_port (int): TCP port of slippi server. Default 51441 """ def __init__(self, is_dolphin, ai_port, opponent_port, opponent_type, dolphin_executable_path=None, slippi_address="", logger=None): """Create a Console object Args: is_dolphin (boolean): Is this console a dolphin? (Or a Wii) ai_port (int): 1-4 for the controller port your bot will take opponent_port (int): 1-4 for the controller port your opponent will take opponent_type (:obj:`enums.ControllerType`): Enum of your opponent's controller type dolphin_executable_path (str): Path to the directory where your dolphin executable is located. (if applicable) None tells console to use the installed copy of the emulator slippi_address (str): IP address of the Dolphin / Wii to connect to. Empty string will try to autodiscover a nearby SlippiComm server """ self.logger = logger self.ai_port = ai_port self.opponent_port = opponent_port self.is_dolphin = is_dolphin self.dolphin_executable_path = dolphin_executable_path self.processingtime = 0 self._frametimestamp = time.time() self.slippi_address = slippi_address self.slippi_port = 51441 self.eventsize = [0] * 0x100 self.render = True # Keep a running copy of the last gamestate produced self._prev_gamestate = GameState(ai_port, opponent_port) self._process = None if self.is_dolphin: pipes_path = self._get_dolphin_home_path() + "Pipes/" path = os.path.dirname(os.path.realpath(__file__)) if platform.system() != "Windows": #Create the Pipes directory if it doesn't already exist if not os.path.exists(pipes_path): os.makedirs(pipes_path) print("WARNING: Had to create a Pipes directory in Dolphin just now. " \ "You may need to restart Dolphin and this program in order for this to work. " \ "(You should only see this warning once)") pipes_path += "slippibot" + str(ai_port) if not os.path.exists(pipes_path): os.mkfifo(pipes_path) #setup the controllers specified self.setup_dolphin_controller(ai_port) self.setup_dolphin_controller(opponent_port, opponent_type) self._slippstream = SlippstreamClient(self.slippi_address, self.slippi_port) # Prepare some structures for fixing melee data path = os.path.dirname(os.path.realpath(__file__)) with open(path + "/actiondata.csv") as csvfile: #A list of dicts containing the frame data actiondata = list(csv.DictReader(csvfile)) #Dict of sets self.zero_indices = defaultdict(set) for line in actiondata: if line["zeroindex"] == "True": self.zero_indices[int(line["character"])].add(int(line["action"])) # Read the character data csv self.characterdata = dict() with open(path + "/characterdata.csv") as csvfile: reader = csv.DictReader(csvfile) for line in reader: del line["Character"] #Convert all fields to numbers for key, value in line.items(): line[key] = float(value) self.characterdata[enums.Character(line["CharacterIndex"])] = line def connect(self): """ Connects to the Slippi server (dolphin or wii). Returns: True is successful, False otherwise """ # It can take a short amount of time after starting the emulator # for the actual server to start. So try a few times before giving up. for _ in range(4): if self._slippstream.connect(): return True return False def run(self, iso_path=None, movie_path=None, dolphin_config_path=None): """Run dolphin-emu Args: iso_path (str, optional): Path to Melee ISO for dolphin to read dolphin_config_path (str, optional): Alternative config path for dolphin if not using the default """ if self.is_dolphin: exe_name = "dolphin-emu" if platform.system() == "Windows": exe_name = "Dolphin.exe" exe_path = "" if self.dolphin_executable_path: exe_path = self.dolphin_executable_path command = [exe_path + exe_name] if not self.render: #Use the "Null" renderer command.append("-v") command.append("Null") if movie_path is not None: command.append("-m") command.append(movie_path) if iso_path is not None: command.append("-e") command.append(iso_path) if dolphin_config_path is not None: command.append("-u") command.append(dolphin_config_path) self._process = subprocess.Popen(command) def stop(self): """ Stop the console. For Dolphin instances, this will kill the dolphin process. For Wiis and SLP files, it just shuts down our connection """ self._slippstream.shutdown() # If dolphin, kill the process if self._process is not None: self._process.terminate() def setup_dolphin_controller(self, port, controllertype=enums.ControllerType.STANDARD): """Setup the necessary files for dolphin to recognize the player at the given controller port and type""" #Read in dolphin's controller config file controller_config_path = self._get_dolphin_config_path() + "GCPadNew.ini" config = configparser.SafeConfigParser() config.read(controller_config_path) #Add a bot standard controller config to the given port section = "GCPad" + str(port) if not config.has_section(section): config.add_section(section) if controllertype == enums.ControllerType.STANDARD: config.set(section, 'Device', 'Pipe/0/slippibot' + str(port)) config.set(section, 'Buttons/A', 'Button A') config.set(section, 'Buttons/B', 'Button B') config.set(section, 'Buttons/X', 'Button X') config.set(section, 'Buttons/Y', 'Button Y') config.set(section, 'Buttons/Z', 'Button Z') config.set(section, 'Buttons/L', 'Button L') config.set(section, 'Buttons/R', 'Button R') config.set(section, 'Main Stick/Up', 'Axis MAIN Y +') config.set(section, 'Main Stick/Down', 'Axis MAIN Y -') config.set(section, 'Main Stick/Left', 'Axis MAIN X -') config.set(section, 'Main Stick/Right', 'Axis MAIN X +') config.set(section, 'Triggers/L', 'Button L') config.set(section, 'Triggers/R', 'Button R') config.set(section, 'Main Stick/Modifier', 'Shift_L') config.set(section, 'Main Stick/Modifier/Range', '50.000000000000000') config.set(section, 'D-Pad/Up', 'Button D_UP') config.set(section, 'D-Pad/Down', 'Button D_DOWN') config.set(section, 'D-Pad/Left', 'Button D_LEFT') config.set(section, 'D-Pad/Right', 'Button D_RIGHT') config.set(section, 'Buttons/Start', 'Button START') config.set(section, 'Buttons/A', 'Button A') config.set(section, 'C-Stick/Up', 'Axis C Y +') config.set(section, 'C-Stick/Down', 'Axis C Y -') config.set(section, 'C-Stick/Left', 'Axis C X -') config.set(section, 'C-Stick/Right', 'Axis C X +') config.set(section, 'Triggers/L-Analog', 'Axis L -+') config.set(section, 'Triggers/R-Analog', 'Axis R -+') #This section is unused if it's not a standard input (I think...) else: config.set(section, 'Device', 'XInput2/0/Virtual core pointer') with open(controller_config_path, 'w') as configfile: config.write(configfile) #Change the bot's controller port to use "standard" input dolphin_config_path = self._get_dolphin_config_path() + "Dolphin.ini" config = configparser.SafeConfigParser() config.read(dolphin_config_path) #Indexed at 0. "6" means standard controller, "12" means GCN Adapter # The enum is scoped to the proper value, here config.set("Core", 'SIDevice'+str(port-1), controllertype.value) # Enable networking config.set("General", 'EnableSlippiNetworkingOutput', "True") #Enable Cheats config.set("Core", 'enablecheats', "True") #Turn on background input so we don't need to have window focus on dolphin config.set("Input", 'backgroundinput', "True") with open(dolphin_config_path, 'w') as dolphinfile: config.write(dolphinfile) # #Enable the specific cheats we need (Netplay community settings) # melee_config_path = self._get_dolphin_home_path() + "/GameSettings/GALE01.ini" # config = configparser.SafeConfigParser(allow_no_value=True) # config.optionxform = str # config.read(melee_config_path) # if not config.has_section("Gecko_Enabled"): # config.add_section("Gecko_Enabled") # config.set("Gecko_Enabled", "$Netplay Community Settings") # with open(melee_config_path, 'w') as dolphinfile: # config.write(dolphinfile) def step(self): """ 'step' to the next state of the game Returns a new gamestate object that represents current state of the game""" # Keep looping until we get a REPLAY message self.processingtime = time.time() - self._frametimestamp gamestate = GameState(self.ai_port, self.opponent_port) frame_ended = False while not frame_ended: msg = self._slippstream.read_message() if msg: if CommType(msg['type']) == CommType.REPLAY: events = msg['payload']['data'] frame_ended = self.__handle_slippstream_events(events, gamestate) # We can basically just ignore keepalives elif CommType(msg['type']) == CommType.KEEPALIVE: pass elif CommType(msg['type']) == CommType.HANDSHAKE: handshake = msg['payload'] print("Connected to console '{}' (Slippi Nintendont {})".format( handshake['nick'], handshake['nintendontVersion'], )) # Handle menu-state event elif CommType(msg['type']) == CommType.MENU: events = msg['payload']['data'] self.__handle_slippstream_menu_event(events, gamestate) frame_ended = True self.__fixframeindexing(gamestate) self.__fixiasa(gamestate) # Start the processing timer now that we're done reading messages self._frametimestamp = time.time() return gamestate def __handle_slippstream_events(self, event_bytes, gamestate): """ Handle a series of events, provided sequentially in a byte array """ gamestate.menu_state = enums.Menu.IN_GAME while len(event_bytes) > 0: event_size = self.eventsize[event_bytes[0]] if len(event_bytes) < event_size: print("WARNING: Something went wrong unpacking events. Data is probably missing") print("\tDidn't have enough data for event") return False if EventType(event_bytes[0]) == EventType.PAYLOADS: cursor = 0x2 payload_size = event_bytes[1] num_commands = (payload_size - 1) // 3 for i in range(0, num_commands): command, command_len = unpack(">bH", event_bytes[cursor:cursor+3]) self.eventsize[command] = command_len+1 cursor += 3 event_bytes = event_bytes[payload_size + 1:] elif EventType(event_bytes[0]) == EventType.FRAME_START: event_bytes = event_bytes[event_size:] elif EventType(event_bytes[0]) == EventType.GAME_START: event_bytes = event_bytes[event_size:] elif EventType(event_bytes[0]) == EventType.GAME_END: event_bytes = event_bytes[event_size:] elif EventType(event_bytes[0]) == EventType.PRE_FRAME: event_bytes = event_bytes[event_size:] elif EventType(event_bytes[0]) == EventType.POST_FRAME: gamestate.frame = unpack(">i", event_bytes[0x1:0x1+4])[0] controller_port = unpack(">B", event_bytes[0x5:0x5+1])[0] + 1 gamestate.player[controller_port].x = unpack(">f", event_bytes[0xa:0xa+4])[0] gamestate.player[controller_port].y = unpack(">f", event_bytes[0xe:0xe+4])[0] gamestate.player[controller_port].character = enums.Character(unpack(">B", event_bytes[0x7:0x7+1])[0]) try: gamestate.player[controller_port].action = enums.Action(unpack(">H", event_bytes[0x8:0x8+2])[0]) except ValueError: gamestate.player[controller_port].action = enums.Action.UNKNOWN_ANIMATION # Melee stores this in a float for no good reason. So we have to convert facing_float = unpack(">f", event_bytes[0x12:0x12+4])[0] gamestate.player[controller_port].facing = facing_float > 0 gamestate.player[controller_port].percent = int(unpack(">f", event_bytes[0x16:0x16+4])[0]) gamestate.player[controller_port].stock = unpack(">B", event_bytes[0x21:0x21+1])[0] gamestate.player[controller_port].action_frame = int(unpack(">f", event_bytes[0x22:0x22+4])[0]) # Extract the bit at mask 0x20 bitflags2 = unpack(">B", event_bytes[0x27:0x27+1])[0] gamestate.player[controller_port].hitlag = bool(bitflags2 & 0x20) try: gamestate.player[controller_port].hitstun_frames_left = int(unpack(">f", event_bytes[0x2b:0x2b+4])[0]) except ValueError: gamestate.player[controller_port].hitstun_frames_left = 0 gamestate.player[controller_port].on_ground = not bool(unpack(">B", event_bytes[0x2f:0x2f+1])[0]) gamestate.player[controller_port].jumps_left = unpack(">B", event_bytes[0x32:0x32+1])[0] gamestate.player[controller_port].invulnerable = int(unpack(">B", event_bytes[0x34:0x34+1])[0]) != 0 try: gamestate.player[controller_port].speed_air_x_self = unpack(">f", event_bytes[0x35:0x35+4])[0] except error: gamestate.player[controller_port].speed_air_x_self = 0 try: gamestate.player[controller_port].speed_y_self = unpack(">f", event_bytes[0x39:0x39+4])[0] except error: gamestate.player[controller_port].speed_y_self = 0 try: gamestate.player[controller_port].speed_x_attack = unpack(">f", event_bytes[0x3d:0x3d+4])[0] except error: gamestate.player[controller_port].speed_x_attack = 0 try: gamestate.player[controller_port].speed_y_attack = unpack(">f", event_bytes[0x41:0x41+4])[0] except error: gamestate.player[controller_port].speed_y_attack = 0 try: gamestate.player[controller_port].speed_ground_x_self = unpack(">f", event_bytes[0x45:0x45+4])[0] except error: gamestate.player[controller_port].speed_ground_x_self = 0 # Keep track of a player's invulnerability due to respawn or ledge grab gamestate.player[controller_port].invulnerability_left = max(0, self._prev_gamestate.player[controller_port].invulnerability_left - 1) if gamestate.player[controller_port].action == Action.ON_HALO_WAIT: gamestate.player[controller_port].invulnerability_left = 120 # Don't give invulnerability to the first descent if gamestate.player[controller_port].action == Action.ON_HALO_DESCENT and gamestate.frame > 150: gamestate.player[controller_port].invulnerability_left = 120 if gamestate.player[controller_port].action == Action.EDGE_CATCHING and gamestate.player[controller_port].action_frame == 1: gamestate.player[controller_port].invulnerability_left = 36 # The pre-warning occurs when we first start a dash dance. if gamestate.player[controller_port].action == Action.DASHING and \ self._prev_gamestate.player[controller_port].action not in [Action.DASHING, Action.TURNING]: gamestate.player[controller_port].moonwalkwarning = True # Take off the warning if the player does an action other than dashing if gamestate.player[controller_port].action != Action.DASHING: gamestate.player[controller_port].moonwalkwarning = False # "off_stage" helper if (abs(gamestate.player[controller_port].x) > stages.EDGE_GROUND_POSITION[gamestate.stage] or \ gamestate.player[controller_port].y < -6) and not gamestate.player[controller_port].on_ground: gamestate.player[controller_port].off_stage = True else: gamestate.player[controller_port].off_stage = False event_bytes = event_bytes[event_size:] elif EventType(event_bytes[0]) == EventType.GECKO_CODES: event_bytes = event_bytes[event_size:] elif EventType(event_bytes[0]) == EventType.FRAME_BOOKEND: self._prev_gamestate = gamestate # Calculate helper distance variable # This is a bit kludgey.... :/ i = 0 player_one_x, player_one_y, player_two_x, player_two_y = 0, 0, 0, 0 for _, player_state in gamestate.player.items(): if i == 0: player_one_x, player_one_y = player_state.x, player_state.y if i == 1: player_two_x, player_two_y = player_state.x, player_state.y i += 1 xdist = player_one_x - player_two_x ydist = player_one_y - player_two_y gamestate.distance = math.sqrt((xdist**2) + (ydist**2)) event_bytes = event_bytes[event_size:] return True elif EventType(event_bytes[0]) == EventType.ITEM_UPDATE: projectile = Projectile() projectile.x = unpack(">f", event_bytes[0x14:0x14+4])[0] projectile.y = unpack(">f", event_bytes[0x18:0x18+4])[0] projectile.x_speed = unpack(">f", event_bytes[0x0c:0x0c+4])[0] projectile.y_speed = unpack(">f", event_bytes[0x10:0x10+4])[0] try: projectile.owner = unpack(">B", event_bytes[0x2A:0x2A+1])[0] + 1 if projectile.owner > 4: projectile.owner = -1 except error: projectile.owner = -1 try: projectile.subtype = enums.ProjectileSubtype(unpack(">H", event_bytes[0x05:0x05+2])[0]) except ValueError: projectile.subtype = enums.ProjectileSubtype.UNKNOWN_PROJECTILE # Add the projectile to the gamestate list gamestate.projectiles.append(projectile) event_bytes = event_bytes[event_size:] else: print("WARNING: Something went wrong unpacking events. " + \ "Data is probably missing") print("\tGot invalid event type: ", event_bytes[0]) return False return False def __handle_slippstream_menu_event(self, event_bytes, gamestate): """ Internal handler for slippstream menu events Modifies specified gamestate based on the event bytes """ scene = unpack(">H", event_bytes[0x1:0x1+2])[0] if scene == 0x02: gamestate.menu_state = enums.Menu.CHARACTER_SELECT elif scene == 0x0102: gamestate.menu_state = enums.Menu.STAGE_SELECT elif scene == 0x0202: gamestate.menu_state = enums.Menu.IN_GAME else: gamestate.menu_state = enums.Menu.UNKNOWN_MENU # CSS Cursors gamestate.player[1].cursor_x = unpack(">f", event_bytes[0x3:0x3+4])[0] gamestate.player[1].cursor_y = unpack(">f", event_bytes[0x7:0x7+4])[0] gamestate.player[2].cursor_x = unpack(">f", event_bytes[0xB:0xB+4])[0] gamestate.player[2].cursor_y = unpack(">f", event_bytes[0xF:0xF+4])[0] gamestate.player[3].cursor_x = unpack(">f", event_bytes[0x13:0x13+4])[0] gamestate.player[3].cursor_y = unpack(">f", event_bytes[0x17:0x17+4])[0] gamestate.player[4].cursor_x = unpack(">f", event_bytes[0x1B:0x1B+4])[0] gamestate.player[4].cursor_y = unpack(">f", event_bytes[0x1F:0x1F+4])[0] # Ready to fight banner gamestate.ready_to_start = unpack(">B", event_bytes[0x23:0x23+1])[0] == 0 # Stage try: gamestate.stage = enums.Stage(unpack(">B", event_bytes[0x24:0x24+1])[0]) except ValueError: gamestate.stage = enums.Stage.NO_STAGE # controller port statuses at CSS try: gamestate.player[1].controller_status = enums.ControllerStatus(unpack(">B", event_bytes[0x25:0x25+1])[0]) except error: gamestate.player[1].controller_status = enums.ControllerStatus.CONTROLLER_UNPLUGGED try: gamestate.player[2].controller_status = enums.ControllerStatus(unpack(">B", event_bytes[0x26:0x26+1])[0]) except error: gamestate.player[2].controller_status = enums.ControllerStatus.CONTROLLER_UNPLUGGED try: gamestate.player[3].controller_status = enums.ControllerStatus(unpack(">B", event_bytes[0x27:0x27+1])[0]) except error: gamestate.player[3].controller_status = enums.ControllerStatus.CONTROLLER_UNPLUGGED try: gamestate.player[4].controller_status = enums.ControllerStatus(unpack(">B", event_bytes[0x28:0x28+1])[0]) except error: gamestate.player[4].controller_status = enums.ControllerStatus.CONTROLLER_UNPLUGGED # Character selected try: tmp = unpack(">B", event_bytes[0x29:0x29+1])[0] gamestate.player[1].character_selected = enums.to_internal(tmp) except error: gamestate.player[1].character_selected = enums.Character.UNKNOWN_CHARACTER try: tmp = unpack(">B", event_bytes[0x2A:0x2A+1])[0] gamestate.player[2].character_selected = enums.to_internal(tmp) except error: gamestate.player[2].character_selected = enums.Character.UNKNOWN_CHARACTER try: tmp = unpack(">B", event_bytes[0x2B:0x2B+1])[0] gamestate.player[3].character_selected = enums.to_internal(tmp) except error: gamestate.player[3].character_selected = enums.Character.UNKNOWN_CHARACTER try: tmp = unpack(">B", event_bytes[0x2C:0x2C+1])[0] gamestate.player[4].character_selected = enums.to_internal(tmp) except error: gamestate.player[4].character_selected = enums.Character.UNKNOWN_CHARACTER # Coin down try: gamestate.player[1].coin_down = unpack(">B", event_bytes[0x2D:0x2D+1])[0] == 2 except error: gamestate.player[1].coin_down = False try: gamestate.player[2].coin_down = unpack(">B", event_bytes[0x2E:0x2E+1])[0] == 2 except error: gamestate.player[2].coin_down = False try: gamestate.player[3].coin_down = unpack(">B", event_bytes[0x2F:0x2F+1])[0] == 2 except error: gamestate.player[3].coin_down = False try: gamestate.player[4].coin_down = unpack(">B", event_bytes[0x30:0x30+1])[0] == 2 except error: gamestate.player[4].coin_down = False # Stage Select Cursor X, Y gamestate.stage_select_cursor_x = unpack(">f", event_bytes[0x31:0x31+4])[0] gamestate.stage_select_cursor_y = unpack(">f", event_bytes[0x35:0x35+4])[0] # Frame count gamestate.frame = unpack(">i", event_bytes[0x39:0x39+4])[0] def _get_dolphin_home_path(self): """Return the path to dolphin's home directory""" if self.dolphin_executable_path: return self.dolphin_executable_path + "/User/" home_path = str(Path.home()) legacy_config_path = home_path + "/.dolphin-emu/" #Are we using a legacy Linux home path directory? if os.path.isdir(legacy_config_path): return legacy_config_path #Are we on OSX? osx_path = home_path + "/Library/Application Support/Dolphin/" if os.path.isdir(osx_path): return osx_path #Are we on a new Linux distro? linux_path = home_path + "/.local/share/dolphin-emu/" if os.path.isdir(linux_path): return linux_path print("ERROR: Are you sure Dolphin is installed? Make sure it is, and then run again.") return "" def _get_dolphin_config_path(self): """ Return the path to dolphin's config directory (which is not necessarily the same as the home path)""" if self.dolphin_executable_path: return self.dolphin_executable_path + "/User/Config/" home_path = str(Path.home()) if platform.system() == "Windows": return home_path + "\\Dolphin Emulator\\Config\\" legacy_config_path = home_path + "/.dolphin-emu/" #Are we using a legacy Linux home path directory? if os.path.isdir(legacy_config_path): return legacy_config_path #Are we on a new Linux distro? linux_path = home_path + "/.config/dolphin-emu/" if os.path.isdir(linux_path): return linux_path #Are we on OSX? osx_path = home_path + "/Library/Application Support/Dolphin/Config/" if os.path.isdir(osx_path): return osx_path print("ERROR: Are you sure Dolphin is installed? Make sure it is, and then run again.") return "" def get_dolphin_pipes_path(self, port): """Get the path of the named pipe input file for the given controller port """ if platform.system() == "Windows": return '\\\\.\\pipe\\slippibot' + str(port) return self._get_dolphin_home_path() + "/Pipes/slippibot" + str(port) def __fixframeindexing(self, gamestate): """ Melee's indexing of action frames is wildly inconsistent. Here we adjust all of the frames to be indexed at 1 (so math is easier)""" for _, player in gamestate.player.items(): if player.action.value in self.zero_indices[player.character.value]: player.action_frame = player.action_frame + 1 def __fixiasa(self, gamestate): """ The IASA flag doesn't set or reset for special attacks. So let's just set IASA to False for all non-A attacks. """ for _, player in gamestate.player.items(): # Luckily for us, all the A-attacks are in a contiguous place in the enums! # So we don't need to call them out one by one if player.action.value < Action.NEUTRAL_ATTACK_1.value or player.action.value > Action.DAIR.value: player.iasa = False
def __init__(self, path=None, is_dolphin=True, slippi_address="127.0.0.1", logger=None): """Create a Console object Args: path (str): Path to the directory where your dolphin executable is located. (if applicable) None tells console to use the installed copy of the emulator slippi_address (str): IP address of the Dolphin / Wii to connect to. Empty string will try to autodiscover a nearby SlippiComm server logger (logger.Logger): Logger instance to use. None for no logger. """ self.logger = logger self.is_dolphin = is_dolphin self.path = path self.processingtime = 0 self._frametimestamp = time.time() self.slippi_address = slippi_address """(str): IP address of the Dolphin / Wii to connect to.""" self.slippi_port = 51441 """(int): TCP port of slippi server. Default 51441""" self.eventsize = [0] * 0x100 self.render = True self.connected = False self.nick = "" """(str): The nickname the console has given itself.""" self.version = "" """(str): The Slippi version of the console""" self.cursor = 0 self.controllers = [] self._current_stage = enums.Stage.NO_STAGE self._frame = 0 self.slp_version = "unknown" """(str): The SLP version this stream/file currently is.""" # Keep a running copy of the last gamestate produced self._prev_gamestate = GameState() self._process = None if self.is_dolphin: self._slippstream = SlippstreamClient(self.slippi_address, self.slippi_port) else: self._slippstream = SLPFileStreamer(self.path) # Prepare some structures for fixing melee data path = os.path.dirname(os.path.realpath(__file__)) with open(path + "/actiondata.csv") as csvfile: #A list of dicts containing the frame data actiondata = list(csv.DictReader(csvfile)) #Dict of sets self.zero_indices = defaultdict(set) for line in actiondata: if line["zeroindex"] == "True": self.zero_indices[int(line["character"])].add( int(line["action"])) # Read the character data csv self.characterdata = dict() with open(path + "/characterdata.csv") as csvfile: reader = csv.DictReader(csvfile) for line in reader: del line["Character"] #Convert all fields to numbers for key, value in line.items(): line[key] = float(value) self.characterdata[enums.Character( line["CharacterIndex"])] = line
class Console: def __init__(self, is_dolphin, ai_port, opponent_port, opponent_type, config_path="", home_path="", logger=None): self.logger = logger self.ai_port = ai_port self.opponent_port = opponent_port self.is_dolphin = is_dolphin self.config_path = config_path self.home_path = home_path self.processingtime = 0 self._frametimestamp = time.time() self.slippi_address = "" self.slippi_port = 51441 self.eventsize = [0] * 0x100 # Keep a running copy of the last gamestate produced # game info is only produced as diffs, not whole snapshots # so if nothing changes, we need to know what the last value was self.render = True self._prev_gamestate = GameState(ai_port, opponent_port) self.process = None if self.is_dolphin: config_path = self.get_dolphin_home_path() pipes_path = config_path + "Pipes/" path = os.path.dirname(os.path.realpath(__file__)) #Create the Pipes directory if it doesn't already exist if not os.path.exists(pipes_path): os.makedirs(pipes_path) print("WARNING: Had to create a Pipes directory in Dolphin just now. " \ "You may need to restart Dolphin and this program in order for this to work. " \ "(You should only see this warning once)") pipes_path += "Bot" + str(ai_port) if not os.path.exists(pipes_path): os.mkfifo(pipes_path) #setup the controllers specified self.setup_dolphin_controller(ai_port) self.setup_dolphin_controller(opponent_port, opponent_type) # Prepare some structures for fixing melee data path = os.path.dirname(os.path.realpath(__file__)) with open(path + "/actiondata.csv") as csvfile: #A list of dicts containing the frame data actiondata = list(csv.DictReader(csvfile)) #Dict of sets self.zero_indices = defaultdict(set) for line in actiondata: if line["zeroindex"] == "True": self.zero_indices[int(line["character"])].add( int(line["action"])) # Read the character data csv self.characterdata = dict() with open(path + "/characterdata.csv") as csvfile: reader = csv.DictReader(csvfile) for line in reader: del line["Character"] #Convert all fields to numbers for key, value in line.items(): line[key] = float(value) self.characterdata[enums.Character( line["CharacterIndex"])] = line def connect(self): """ Connects to the Slippi server (dolphin or wii). Returns boolean of success """ self.slippstream = SlippstreamClient(self.slippi_address, self.slippi_port) return self.slippstream.connect() def run(self, iso_path=None, movie_path=None, dolphin_executable_path=None, dolphin_config_path=None): """Run dolphin-emu""" if self.is_dolphin: if dolphin_executable_path is not None: command = [dolphin_executable_path] else: command = ["dolphin-emu"] if not self.render: #Use the "Null" renderer command.append("-v") command.append("Null") if movie_path is not None: command.append("-m") command.append(movie_path) if iso_path is not None: command.append("-e") command.append(iso_path) if dolphin_config_path is not None: command.append("-u") command.append(dolphin_config_path) self.process = subprocess.Popen(command) # TODO proper error tracking here return True def stop(self): self.slippstream.shutdown() # If dolphin, kill the process if self.process != None: self.process.terminate() pass """Setup the necessary files for dolphin to recognize the player at the given controller port and type""" def setup_dolphin_controller(self, port, controllertype=enums.ControllerType.STANDARD): #Read in dolphin's controller config file controller_config_path = self.get_dolphin_config_path( ) + "GCPadNew.ini" config = configparser.SafeConfigParser() config.read(controller_config_path) #Add a bot standard controller config to the given port section = "GCPad" + str(port) if not config.has_section(section): config.add_section(section) if controllertype == enums.ControllerType.STANDARD: config.set(section, 'Device', 'Pipe/0/Bot' + str(port)) config.set(section, 'Buttons/A', 'Button A') config.set(section, 'Buttons/B', 'Button B') config.set(section, 'Buttons/X', 'Button X') config.set(section, 'Buttons/Y', 'Button Y') config.set(section, 'Buttons/Z', 'Button Z') config.set(section, 'Buttons/L', 'Button L') config.set(section, 'Buttons/R', 'Button R') config.set(section, 'Main Stick/Up', 'Axis MAIN Y +') config.set(section, 'Main Stick/Down', 'Axis MAIN Y -') config.set(section, 'Main Stick/Left', 'Axis MAIN X -') config.set(section, 'Main Stick/Right', 'Axis MAIN X +') config.set(section, 'Triggers/L', 'Button L') config.set(section, 'Triggers/R', 'Button R') config.set(section, 'Main Stick/Modifier', 'Shift_L') config.set(section, 'Main Stick/Modifier/Range', '50.000000000000000') config.set(section, 'D-Pad/Up', 'T') config.set(section, 'D-Pad/Down', 'G') config.set(section, 'D-Pad/Left', 'F') config.set(section, 'D-Pad/Right', 'H') config.set(section, 'Buttons/Start', 'Button START') config.set(section, 'Buttons/A', 'Button A') config.set(section, 'C-Stick/Up', 'Axis C Y +') config.set(section, 'C-Stick/Down', 'Axis C Y -') config.set(section, 'C-Stick/Left', 'Axis C X -') config.set(section, 'C-Stick/Right', 'Axis C X +') config.set(section, 'Triggers/L-Analog', 'Axis L -+') config.set(section, 'Triggers/R-Analog', 'Axis R -+') #This section is unused if it's not a standard input (I think...) else: config.set(section, 'Device', 'XInput2/0/Virtual core pointer') with open(controller_config_path, 'w') as configfile: config.write(configfile) #Change the bot's controller port to use "standard" input dolphin_config_path = self.get_dolphin_config_path() + "Dolphin.ini" config = configparser.SafeConfigParser() config.read(dolphin_config_path) #Indexed at 0. "6" means standard controller, "12" means GCN Adapter # The enum is scoped to the proper value, here config.set("Core", 'SIDevice' + str(port - 1), controllertype.value) #Enable Cheats config.set("Core", 'enablecheats', "True") #Turn on background input so we don't need to have window focus on dolphin config.set("Input", 'backgroundinput', "True") with open(dolphin_config_path, 'w') as dolphinfile: config.write(dolphinfile) # #Enable the specific cheats we need (Netplay community settings) # melee_config_path = self.get_dolphin_home_path() + "/GameSettings/GALE01.ini" # config = configparser.SafeConfigParser(allow_no_value=True) # config.optionxform = str # config.read(melee_config_path) # if not config.has_section("Gecko_Enabled"): # config.add_section("Gecko_Enabled") # config.set("Gecko_Enabled", "$Netplay Community Settings") # with open(melee_config_path, 'w') as dolphinfile: # config.write(dolphinfile) def step(self): # Keep looping until we get a REPLAY message self.processingtime = time.time() - self._frametimestamp gamestate = GameState(self.ai_port, self.opponent_port) frame_ended = False while not frame_ended: msg = self.slippstream.read_message() if msg: if (CommType(msg['type']) == CommType.REPLAY): events = msg['payload']['data'] frame_ended = self.__handle_slippstream_events( events, gamestate) # Start the processing timer now that we're done reading messages self._frametimestamp = time.time() continue # We can basically just ignore keepalives elif (CommType(msg['type']) == CommType.KEEPALIVE): print("Keepalive") continue elif (CommType(msg['type']) == CommType.HANDSHAKE): p = msg['payload'] print("Connected to console '{}' (Slippi Nintendont {})". format( p['nick'], p['nintendontVersion'], )) continue self.__fixframeindexing(gamestate) self.__fixiasa(gamestate) return gamestate def __handle_slippstream_events(self, event_bytes, gamestate): """ Handle a series of events, provided sequentially in a byte array """ lastmessage = EventType.GAME_START while len(event_bytes) > 0: lastmessage = EventType(event_bytes[0]) event_size = self.eventsize[event_bytes[0]] if len(event_bytes) < event_size: print( "WARNING: Something went wrong unpacking events. Data is probably missing" ) print("\tDidn't have enough data for event") return False if (EventType(event_bytes[0]) == EventType.PAYLOADS): cursor = 0x2 payload_size = event_bytes[1] num_commands = (payload_size - 1) // 3 for i in range(0, num_commands): command, command_len = unpack( ">bH", event_bytes[cursor:cursor + 3]) self.eventsize[command] = command_len + 1 cursor += 3 event_bytes = event_bytes[payload_size + 1:] continue elif (EventType(event_bytes[0]) == EventType.FRAME_START): self.frame_num = unpack(">i", event_bytes[1:5])[0] event_bytes = event_bytes[event_size:] continue elif (EventType(event_bytes[0]) == EventType.GAME_START): event_bytes = event_bytes[event_size:] continue elif (EventType(event_bytes[0]) == EventType.GAME_END): event_bytes = event_bytes[event_size:] continue elif (EventType(event_bytes[0]) == EventType.PRE_FRAME): event_bytes = event_bytes[event_size:] continue elif (EventType(event_bytes[0]) == EventType.POST_FRAME): gamestate.frame = unpack(">i", event_bytes[0x1:0x1 + 4])[0] controller_port = unpack(">B", event_bytes[0x5:0x5 + 1])[0] + 1 gamestate.player[controller_port].x = unpack( ">f", event_bytes[0xa:0xa + 4])[0] gamestate.player[controller_port].y = unpack( ">f", event_bytes[0xe:0xe + 4])[0] gamestate.player[controller_port].character = enums.Character( unpack(">B", event_bytes[0x7:0x7 + 1])[0]) try: gamestate.player[controller_port].action = enums.Action( unpack(">H", event_bytes[0x8:0x8 + 2])[0]) except ValueError: gamestate.player[ controller_port].action = enums.Action.UNKNOWN_ANIMATION # Melee stores this in a float for no good reason. So we have to convert facing_float = unpack(">f", event_bytes[0x12:0x12 + 4])[0] gamestate.player[controller_port].facing = facing_float > 0 gamestate.player[controller_port].percent = int( unpack(">f", event_bytes[0x16:0x16 + 4])[0]) gamestate.player[controller_port].stock = unpack( ">B", event_bytes[0x21:0x21 + 1])[0] gamestate.player[controller_port].action_frame = int( unpack(">f", event_bytes[0x22:0x22 + 4])[0]) # Extract the bit at mask 0x20 bitflags2 = unpack(">B", event_bytes[0x27:0x27 + 1])[0] gamestate.player[controller_port].hitlag = bool(bitflags2 & 0x20) gamestate.player[controller_port].hitstun_frames_left = int( unpack(">f", event_bytes[0x2b:0x2b + 4])[0]) gamestate.player[controller_port].on_ground = not bool( unpack(">B", event_bytes[0x2f:0x2f + 1])[0]) gamestate.player[controller_port].jumps_left = unpack( ">B", event_bytes[0x32:0x32 + 1])[0] event_bytes = event_bytes[event_size:] continue elif (EventType(event_bytes[0]) == EventType.GECKO_CODES): event_bytes = event_bytes[event_size:] continue elif (EventType(event_bytes[0]) == EventType.FRAME_BOOKEND): event_bytes = event_bytes[event_size:] return True elif (EventType(event_bytes[0]) == EventType.ITEM_UPDATE): # TODO projectiles projectile = Projectile() projectile.x = unpack(">f", event_bytes[0x14:0x14 + 4])[0] projectile.y = unpack(">f", event_bytes[0x18:0x18 + 4])[0] projectile.x_speed = unpack(">f", event_bytes[0x0c:0x0c + 4])[0] projectile.y_speed = unpack(">f", event_bytes[0x10:0x10 + 4])[0] try: projectile.subtype = enums.ProjectileSubtype( unpack(">H", event_bytes[0x05:0x05 + 2])[0]) except ValueError: projectile.subtype = enums.UNKNOWN_PROJECTILE # Add the projectile to the gamestate list gamestate.projectiles.append(projectile) event_bytes = event_bytes[event_size:] continue else: print("WARNING: Something went wrong unpacking events. " + \ "Data is probably missing") print("\tGot invalid event type: ", event_bytes[0]) return False return False def get_dolphin_home_path(self): """Return the path to dolphin's home directory""" # If a home path is set manually, use that if self.home_path: return self.home_path home_path = pwd.getpwuid(os.getuid()).pw_dir legacy_config_path = home_path + "/.dolphin-emu/" #Are we using a legacy Linux home path directory? if os.path.isdir(legacy_config_path): return legacy_config_path #Are we on OSX? osx_path = home_path + "/Library/Application Support/Dolphin/" if os.path.isdir(osx_path): return osx_path #Are we on a new Linux distro? linux_path = home_path + "/.local/share/dolphin-emu/" if os.path.isdir(linux_path): return linux_path print("ERROR: Are you sure Dolphin is installed? Make sure it is,\ and then run again.") sys.exit(1) return "" def get_dolphin_config_path(self): """ Return the path to dolphin's config directory (which is not necessarily the same as the home path)""" # If a config path is set manually, use that if self.config_path: return self.config_path home_path = pwd.getpwuid(os.getuid()).pw_dir legacy_config_path = home_path + "/.dolphin-emu/" #Are we using a legacy Linux home path directory? if os.path.isdir(legacy_config_path): return legacy_config_path #Are we on a new Linux distro? linux_path = home_path + "/.config/dolphin-emu/" if os.path.isdir(linux_path): return linux_path #Are we on OSX? osx_path = home_path + "/Library/Application Support/Dolphin/Config/" if os.path.isdir(osx_path): return osx_path print("ERROR: Are you sure Dolphin is installed? Make sure it is,\ and then run again.") sys.exit(1) return "" def get_dolphin_pipes_path(self, port): """Get the path of the named pipe input file for the given controller port""" return self.get_dolphin_home_path() + "/Pipes/Bot" + str(port) # Melee's indexing of action frames is wildly inconsistent. # Here we adjust all of the frames to be indexed at 1 (so math is easier) def __fixframeindexing(self, gamestate): for _, player in gamestate.player.items(): if player.action.value in self.zero_indices[ player.character.value]: player.action_frame = player.action_frame + 1 # The IASA flag doesn't set or reset for special attacks. # So let's just set IASA to False for all non-A attacks. def __fixiasa(self, gamestate): for index, player in gamestate.player.items(): # Luckily for us, all the A-attacks are in a contiguous place in the enums! # So we don't need to call them out one by one if player.action.value < Action.NEUTRAL_ATTACK_1.value or player.action.value > Action.DAIR.value: player.iasa = False
def __init__(self, path=None, slippi_address="127.0.0.1", slippi_port=51441, volume=70, menu=False): """Create a Console object Args: path (str): Path to your dolphin executable. If None, will assume the dolphin is remote and won't try to configure it. slippi_address (str): IP address of the Dolphin / Wii to connect to. slippi_port (int): UDP port that slippi will listen on volume (int) the volume music should play at, between 0 and 100 menu (boolean) True if you want menu music to play, false otherwise. """ self.path = path self.slippi_address = slippi_address """(str): IP address of the Dolphin / Wii to connect to.""" self.slippi_port = slippi_port """(int): UDP port of slippi server. Default 51441""" self.eventsize = [0] * 0x100 self.cursor = 0 self._frame = 0 self._process = None self._stocks = [-1] * 4 self._current_loop = None try: mixer.init() except pg_error: print( "Failed to initialize the mixer! Check that your audio devices are working properly" ) else: mixer.music.set_volume(volume / 100.0) self.menu = menu self.fileNames = [None] * 33 configPath = os.path.normpath( os.path.join(os.path.dirname(__file__), 'music/musicConfig.txt')) try: configFile = open(configPath) except FileNotFoundError: input("No music config file found at " + configPath + "! Press enter to exit...") sys.exit(1) else: for line in configFile: split = line.split(":") if (len(split) < 2): continue for i in range(len(split)): split[i] = split[i].strip() try: stageID = int(split[0]) except ValueError: if (split[0].lower() == "menu"): stageID = MENU else: continue if (stageID > 32): continue #skip invalid if (self.fileNames[stageID] is None): self.fileNames[stageID] = [] self.fileNames[stageID].append(split[1:]) #self._slippstream = SlippstreamClient(self.slippi_address, self.slippi_port) if self.path: # Setup some dolphin config options dolphin_config_path = self._get_dolphin_config_path() config = configparser.SafeConfigParser() config.read(dolphin_config_path) try: self.slippi_port = int( config["Core"]["SlippiSpectatorLocalPort"]) if ( config["Core"]["SlippiEnableSpectator"] != "True" ): #this needs to be true in order for this to connect to slippi user_input = input( "SlippiEnableSpectator is set to false in your config file! SlippiMusic requires this to be true. Set it to true now? y/n" ) if (str(user_input).strip().lower()[0] == 'y'): config.set("Core", 'SlippiEnableSpectator', "True") try: with open(dolphin_config_path, 'w') as dolphinfile: config.write(dolphinfile) except PermissionError: print( "Access denied to your Dolphin.ini file at " + dolphin_config_path + "! Means I can't automatically configure Dolphin. Run as administrator or make open that config file and make sure that \"SlippiEnableSpectator\" is set to True." ) except (configparser.NoSectionError, KeyError): print( "Invalid Dolphin.ini file! Usually means your Dolphin path is wrong." ) self._slippstream = SlippstreamClient(self.slippi_address, self.slippi_port)
class Console: """The console object that represents your Dolphin / Wii / SLP file """ def __init__(self, path=None, slippi_address="127.0.0.1", slippi_port=51441, volume=70, menu=False): """Create a Console object Args: path (str): Path to your dolphin executable. If None, will assume the dolphin is remote and won't try to configure it. slippi_address (str): IP address of the Dolphin / Wii to connect to. slippi_port (int): UDP port that slippi will listen on volume (int) the volume music should play at, between 0 and 100 menu (boolean) True if you want menu music to play, false otherwise. """ self.path = path self.slippi_address = slippi_address """(str): IP address of the Dolphin / Wii to connect to.""" self.slippi_port = slippi_port """(int): UDP port of slippi server. Default 51441""" self.eventsize = [0] * 0x100 self.cursor = 0 self._frame = 0 self._process = None self._stocks = [-1] * 4 self._current_loop = None try: mixer.init() except pg_error: print( "Failed to initialize the mixer! Check that your audio devices are working properly" ) else: mixer.music.set_volume(volume / 100.0) self.menu = menu self.fileNames = [None] * 33 configPath = os.path.normpath( os.path.join(os.path.dirname(__file__), 'music/musicConfig.txt')) try: configFile = open(configPath) except FileNotFoundError: input("No music config file found at " + configPath + "! Press enter to exit...") sys.exit(1) else: for line in configFile: split = line.split(":") if (len(split) < 2): continue for i in range(len(split)): split[i] = split[i].strip() try: stageID = int(split[0]) except ValueError: if (split[0].lower() == "menu"): stageID = MENU else: continue if (stageID > 32): continue #skip invalid if (self.fileNames[stageID] is None): self.fileNames[stageID] = [] self.fileNames[stageID].append(split[1:]) #self._slippstream = SlippstreamClient(self.slippi_address, self.slippi_port) if self.path: # Setup some dolphin config options dolphin_config_path = self._get_dolphin_config_path() config = configparser.SafeConfigParser() config.read(dolphin_config_path) try: self.slippi_port = int( config["Core"]["SlippiSpectatorLocalPort"]) if ( config["Core"]["SlippiEnableSpectator"] != "True" ): #this needs to be true in order for this to connect to slippi user_input = input( "SlippiEnableSpectator is set to false in your config file! SlippiMusic requires this to be true. Set it to true now? y/n" ) if (str(user_input).strip().lower()[0] == 'y'): config.set("Core", 'SlippiEnableSpectator', "True") try: with open(dolphin_config_path, 'w') as dolphinfile: config.write(dolphinfile) except PermissionError: print( "Access denied to your Dolphin.ini file at " + dolphin_config_path + "! Means I can't automatically configure Dolphin. Run as administrator or make open that config file and make sure that \"SlippiEnableSpectator\" is set to True." ) except (configparser.NoSectionError, KeyError): print( "Invalid Dolphin.ini file! Usually means your Dolphin path is wrong." ) self._slippstream = SlippstreamClient(self.slippi_address, self.slippi_port) #else: #self._slippstream = SLPFileStreamer(self.path) def connect(self): """ Connects to the Slippi server (dolphin or wii). Returns: True if successful, False otherwise """ to_return = self._slippstream.connect() if (to_return): if (self.menu): stageFiles = self.fileNames[MENU] self.playMusic(stageFiles[random.randrange(len(stageFiles))]) return to_return def run(self, iso_path=None, dolphin_config_path=None, environment_vars=None): """Run the Dolphin emulator. This starts the Dolphin process, so don't run this if you're connecting to an already running Dolphin instance. Args: iso_path (str, optional): Path to Melee ISO for dolphin to read dolphin_config_path (str, optional): Alternative config path for dolphin if not using the default environment_vars (dict, optional): Dict (string->string) of environment variables to set """ if self.path: command = [os.path.normpath(self.path)] if platform.system() == "Darwin": #mac command.insert( 0, "open") #can't run directly on mac, gotta call open on it command.append("-W") #tells thread to wait until program exits if iso_path is not None: if platform.system() == "Darwin": command.append("--args") command.append("-e") command.append(iso_path) if dolphin_config_path is not None: command.append("-u") command.append(dolphin_config_path) env = os.environ.copy() if environment_vars is not None: for var, value in environment_vars.items(): env[var] = value #print(command) try: self._process = subprocess.Popen(command, env=env) except PermissionError: print( "Access denied to your Dolphin executable! Can't open Dolphin automatically" ) except FileNotFoundError: print( "Path to your Dolphin executable is incorrect! Can't open Dolphin automatically" ) def stop(self): """ Stop the console. For Dolphin instances, this will kill the dolphin process. For Wiis and SLP files, it just shuts down our connection """ if self.path: self._slippstream.shutdown() # If dolphin, kill the process if self._process is not None: self._process.terminate() def step(self): """ 'step' to the next state of the game and flushes all controllers Returns: GameState object that represents new current state of the game""" frame_ended = False while not frame_ended: if (self._current_loop is not None): mixer.music.queue(self._current_loop) if (self._process is not None and self._process.poll() is not None): print("Dolphin closed! Exiting...") sys.exit(0) message = self._slippstream.dispatch() if (message and message["type"] == "connect_reply"): self.cursor = message["cursor"] if message and message["type"] == "game_event" and len( message["payload"]) > 0: frame_ended = self.__handle_slippstream_events( base64.b64decode(message["payload"])) else: continue return None """gamestate = self._temp_gamestate self._temp_gamestate = None self.__fixframeindexing(gamestate) self.__fixiasa(gamestate) # Start the processing timer now that we're done reading messages self._frametimestamp = time.time() return gamestate""" def __handle_slippstream_events(self, event_bytes): """ Handle a series of events, provided sequentially in a byte array """ #gamestate.menu_state = enums.Menu.IN_GAME while len(event_bytes) > 0: event_size = self.eventsize[event_bytes[0]] if len(event_bytes) < event_size: print( "WARNING: Something went wrong unpacking events. Data is probably missing" ) print("\tDidn't have enough data for event") return False if EventType(event_bytes[0]) == EventType.PAYLOADS: cursor = 0x2 payload_size = event_bytes[1] num_commands = (payload_size - 1) // 3 for i in range(0, num_commands): command = int(event_bytes[cursor]) command_len = (int(event_bytes[cursor + 0x1]) << 8) + int( event_bytes[cursor + 0x2]) self.eventsize[command] = command_len + 1 cursor += 3 event_bytes = event_bytes[payload_size + 1:] elif EventType(event_bytes[0]) == EventType.FRAME_START: event_bytes = event_bytes[event_size:] elif EventType(event_bytes[0]) == EventType.GAME_START: #self.__game_start(gamestate, event_bytes) print("Game start") self._stocks = [-1] * 4 stage = (int(event_bytes[0x13]) << 8) + int(event_bytes[0x14]) print(stage) if (self.fileNames[stage] != None): stageFiles = self.fileNames[stage] self.playMusic(stageFiles[random.randrange( len(stageFiles))]) else: self.stop_music() event_bytes = event_bytes[event_size:] elif EventType(event_bytes[0]) == EventType.GAME_END: event_bytes = event_bytes[event_size:] print("Game end") self.stop_music() if (self.menu and self.fileNames[MENU] != None): if (self._stocks.count(0) >= int( (4 - self._stocks.count(-1)) / 2)): #Check if game ended in not LRAS time.sleep( 2 ) #magic, time that the "GAME" message is on screen in melee stageFiles = self.fileNames[MENU] self.playMusic(stageFiles[random.randrange( len(stageFiles))]) return False elif (EventType(event_bytes[0]) in [ EventType.PRE_FRAME, EventType.GECKO_CODES, EventType.ITEM_UPDATE ]): event_bytes = event_bytes[event_size:] elif EventType(event_bytes[0]) == EventType.POST_FRAME: self._stocks[event_bytes[0x5]] = event_bytes[0x21] event_bytes = event_bytes[event_size:] elif EventType(event_bytes[0]) == EventType.FRAME_BOOKEND: #self.__frame_bookend(gamestate, event_bytes) event_bytes = event_bytes[event_size:] # If this is an old frame, then don't return it. #if gamestate.frame <= self._frame: #return False #self._frame = gamestate.frame return True else: print("WARNING: Something went wrong unpacking events. " + \ "Data is probably missing") print("\tGot invalid event type: ", event_bytes[0]) return False return False def playMusic(self, fileName): try: #print(os.path.dirname(__file__)) dirname = os.path.dirname(__file__) musicPath = os.path.normpath( os.path.join(dirname, 'music/' + fileName[0])) print(musicPath) mixer.music.stop() mixer.music.load(musicPath) if (len(fileName) == 1): self._current_loop = None mixer.music.play(-1) else: self._current_loop = os.path.normpath( os.path.join(dirname, 'music/' + fileName[1])) print(self._current_loop) mixer.music.queue(self._current_loop) mixer.music.play() except pg_error: print( "Couldn't play the media. Usually means the filename is wrong." ) def stop_music(self): mixer.music.stop() def _get_dolphin_config_path(self): """ Return the path to dolphin's config directory (which is not necessarily the same as the home path)""" if self.path: dirname = os.path.dirname(self.path) normpath = os.path.normpath( os.path.join(dirname, "User/Config/Dolphin.ini")) if platform.system() == "Linux": # First check if the config path is here in the same directory if os.path.isdir(normpath): return normpath # Otherwise, this must be an appimage install. Use the .config return os.path.join(str(Path.home()), ".config/SlippiOnline/Config/Dolphin.ini") elif platform.system() == "Darwin": #mac return os.path.join( self.path, "Contents/Resources/User/Config/Dolphin.ini") return normpath