class App: """A class for high level app functionality and state. Category: App Classes Use ba.app to access the single shared instance of this class. Note that properties not documented here should be considered internal and subject to change without warning. """ # pylint: disable=too-many-public-methods class State(Enum): """High level state the app can be in.""" LAUNCHING = 0 RUNNING = 1 PAUSED = 2 SHUTTING_DOWN = 3 @property def build_number(self) -> int: """Integer build number. This value increases by at least 1 with each release of the game. It is independent of the human readable ba.App.version string. """ assert isinstance(self._env['build_number'], int) return self._env['build_number'] @property def config_file_path(self) -> str: """Where the game's config file is stored on disk.""" assert isinstance(self._env['config_file_path'], str) return self._env['config_file_path'] @property def user_agent_string(self) -> str: """String containing various bits of info about OS/device/etc.""" assert isinstance(self._env['user_agent_string'], str) return self._env['user_agent_string'] @property def version(self) -> str: """Human-readable version string; something like '1.3.24'. This should not be interpreted as a number; it may contain string elements such as 'alpha', 'beta', 'test', etc. If a numeric version is needed, use 'ba.App.build_number'. """ assert isinstance(self._env['version'], str) return self._env['version'] @property def debug_build(self) -> bool: """Whether the game was compiled in debug mode. Debug builds generally run substantially slower than non-debug builds due to compiler optimizations being disabled and extra checks being run. """ assert isinstance(self._env['debug_build'], bool) return self._env['debug_build'] @property def test_build(self) -> bool: """Whether the game was compiled in test mode. Test mode enables extra checks and features that are useful for release testing but which do not slow the game down significantly. """ assert isinstance(self._env['test_build'], bool) return self._env['test_build'] @property def python_directory_user(self) -> str: """Path where the app looks for custom user scripts.""" assert isinstance(self._env['python_directory_user'], str) return self._env['python_directory_user'] @property def python_directory_app(self) -> str: """Path where the app looks for its bundled scripts.""" assert isinstance(self._env['python_directory_app'], str) return self._env['python_directory_app'] @property def python_directory_app_site(self) -> str: """Path containing pip packages bundled with the app.""" assert isinstance(self._env['python_directory_app_site'], str) return self._env['python_directory_app_site'] @property def config(self) -> ba.AppConfig: """The ba.AppConfig instance representing the app's config state.""" assert self._config is not None return self._config @property def platform(self) -> str: """Name of the current platform. Examples are: 'mac', 'windows', android'. """ assert isinstance(self._env['platform'], str) return self._env['platform'] @property def subplatform(self) -> str: """String for subplatform. Can be empty. For the 'android' platform, subplatform may be 'google', 'amazon', etc. """ assert isinstance(self._env['subplatform'], str) return self._env['subplatform'] @property def api_version(self) -> int: """The game's api version. Only Python modules and packages associated with the current API version number will be detected by the game (see the ba_meta tag). This value will change whenever backward-incompatible changes are introduced to game APIs. When that happens, scripts should be updated accordingly and set to target the new API version number. """ from ba._meta import CURRENT_API_VERSION return CURRENT_API_VERSION @property def on_tv(self) -> bool: """Whether the game is currently running on a TV.""" assert isinstance(self._env['on_tv'], bool) return self._env['on_tv'] @property def vr_mode(self) -> bool: """Whether the game is currently running in VR.""" assert isinstance(self._env['vr_mode'], bool) return self._env['vr_mode'] @property def ui_bounds(self) -> Tuple[float, float, float, float]: """Bounds of the 'safe' screen area in ui space. This tuple contains: (x-min, x-max, y-min, y-max) """ return _ba.uibounds() def __init__(self) -> None: """(internal) Do not instantiate this class; use ba.app to access the single shared instance. """ # pylint: disable=too-many-statements self.state = self.State.LAUNCHING # Config. self.config_file_healthy = False # This is incremented any time the app is backgrounded/foregrounded; # can be a simple way to determine if network data should be # refreshed/etc. self.fg_state = 0 self._env = _ba.env() self.protocol_version: int = self._env['protocol_version'] assert isinstance(self.protocol_version, int) self.toolbar_test: bool = self._env['toolbar_test'] assert isinstance(self.toolbar_test, bool) self.demo_mode: bool = self._env['demo_mode'] assert isinstance(self.demo_mode, bool) self.arcade_mode: bool = self._env['arcade_mode'] assert isinstance(self.arcade_mode, bool) self.headless_mode: bool = self._env['headless_mode'] assert isinstance(self.headless_mode, bool) self.iircade_mode: bool = self._env['iircade_mode'] assert isinstance(self.iircade_mode, bool) self.allow_ticket_purchases: bool = not self.iircade_mode # Misc. self.tips: List[str] = [] self.stress_test_reset_timer: Optional[ba.Timer] = None self.did_weak_call_warning = False self.log_have_new = False self.log_upload_timer_started = False self._config: Optional[ba.AppConfig] = None self.printed_live_object_warning = False # We include this extra hash with shared input-mapping names so # that we don't share mappings between differently-configured # systems. For instance, different android devices may give different # key values for the same controller type so we keep their mappings # distinct. self.input_map_hash: Optional[str] = None # Co-op Campaigns. self.campaigns: Dict[str, ba.Campaign] = {} # Server Mode. self.server: Optional[ba.ServerController] = None self.meta = MetadataSubsystem() self.accounts = AccountSubsystem() self.plugins = PluginSubsystem() self.music = MusicSubsystem() self.lang = LanguageSubsystem() self.ach = AchievementSubsystem() self.ui = UISubsystem() self.ads = AdsSubsystem() self.net = NetworkSubsystem() # Lobby. self.lobby_random_profile_index: int = 1 self.lobby_random_char_index_offset = random.randrange(1000) self.lobby_account_profile_device_id: Optional[int] = None # Main Menu. self.main_menu_did_initial_transition = False self.main_menu_last_news_fetch_time: Optional[float] = None # Spaz. self.spaz_appearances: Dict[str, spazappearance.Appearance] = {} self.last_spaz_turbo_warn_time: float = -99999.0 # Maps. self.maps: Dict[str, Type[ba.Map]] = {} # Gameplay. self.teams_series_length = 7 self.ffa_series_length = 24 self.coop_session_args: Dict = {} self.value_test_defaults: dict = {} self.first_main_menu = True # FIXME: Move to mainmenu class. self.did_menu_intro = False # FIXME: Move to mainmenu class. self.main_menu_window_refresh_check_count = 0 # FIXME: Mv to mainmenu. self.main_menu_resume_callbacks: list = [] # Can probably go away. self.special_offer: Optional[Dict] = None self.ping_thread_count = 0 self.invite_confirm_windows: List[Any] = [] # FIXME: Don't use Any. self.store_layout: Optional[Dict[str, List[Dict[str, Any]]]] = None self.store_items: Optional[Dict[str, Dict]] = None self.pro_sale_start_time: Optional[int] = None self.pro_sale_start_val: Optional[int] = None self.delegate: Optional[ba.AppDelegate] = None def on_app_launch(self) -> None: """Runs after the app finishes bootstrapping. (internal)""" # pylint: disable=too-many-locals # pylint: disable=cyclic-import from ba import _apputils from ba import _appconfig from ba import _achievement from ba import _map from ba import _campaign from bastd import appdelegate from bastd import maps as stdmaps from bastd.actor import spazappearance from ba._enums import TimeType cfg = self.config self.delegate = appdelegate.AppDelegate() self.ui.on_app_launch() spazappearance.register_appearances() _campaign.init_campaigns() # FIXME: This should not be hard-coded. for maptype in [ stdmaps.HockeyStadium, stdmaps.FootballStadium, stdmaps.Bridgit, stdmaps.BigG, stdmaps.Roundabout, stdmaps.MonkeyFace, stdmaps.ZigZag, stdmaps.ThePad, stdmaps.DoomShroom, stdmaps.LakeFrigid, stdmaps.TipTop, stdmaps.CragCastle, stdmaps.TowerD, stdmaps.HappyThoughts, stdmaps.StepRightUp, stdmaps.Courtyard, stdmaps.Rampage ]: _map.register_map(maptype) # Non-test, non-debug builds should generally be blessed; warn if not. # (so I don't accidentally release a build that can't play tourneys) if (not self.debug_build and not self.test_build and not _ba.is_blessed()): _ba.screenmessage('WARNING: NON-BLESSED BUILD', color=(1, 0, 0)) # If there's a leftover log file, attempt to upload it to the # master-server and/or get rid of it. _apputils.handle_leftover_log_file() # Only do this stuff if our config file is healthy so we don't # overwrite a broken one or whatnot and wipe out data. if not self.config_file_healthy: if self.platform in ('mac', 'linux', 'windows'): from bastd.ui import configerror configerror.ConfigErrorWindow() return # For now on other systems we just overwrite the bum config. # At this point settings are already set; lets just commit them # to disk. _appconfig.commit_app_config(force=True) self.music.on_app_launch() launch_count = cfg.get('launchCount', 0) launch_count += 1 # So we know how many times we've run the game at various # version milestones. for key in ('lc14173', 'lc14292'): cfg.setdefault(key, launch_count) # Debugging - make note if we're using the local test server so we # don't accidentally leave it on in a release. # FIXME - should move this to the native layer. server_addr = _ba.get_master_server_address() if 'localhost' in server_addr: _ba.timer(2.0, lambda: _ba.screenmessage( 'Note: using local server', (1, 1, 0), log=True, ), timetype=TimeType.REAL) elif 'test' in server_addr: _ba.timer(2.0, lambda: _ba.screenmessage( 'Note: using test server-module', (1, 1, 0), log=True, ), timetype=TimeType.REAL) cfg['launchCount'] = launch_count cfg.commit() # Run a test in a few seconds to see if we should pop up an existing # pending special offer. def check_special_offer() -> None: from bastd.ui.specialoffer import show_offer config = self.config if ('pendingSpecialOffer' in config and _ba.get_public_login_id() == config['pendingSpecialOffer']['a']): self.special_offer = config['pendingSpecialOffer']['o'] show_offer() if not self.headless_mode: _ba.timer(3.0, check_special_offer, timetype=TimeType.REAL) self.meta.on_app_launch() self.accounts.on_app_launch() self.plugins.on_app_launch() self.state = self.State.RUNNING # from ba._dependency import test_depset # test_depset() def on_app_pause(self) -> None: """Called when the app goes to a suspended state.""" self.state = self.State.PAUSED self.plugins.on_app_pause() def on_app_resume(self) -> None: """Run when the app resumes from a suspended state.""" self.state = self.State.RUNNING self.fg_state += 1 self.accounts.on_app_resume() self.music.on_app_resume() self.plugins.on_app_resume() def on_app_shutdown(self) -> None: """(internal)""" self.state = self.State.SHUTTING_DOWN self.music.on_app_shutdown() self.plugins.on_app_shutdown() def read_config(self) -> None: """(internal)""" from ba._appconfig import read_config self._config, self.config_file_healthy = read_config() def pause(self) -> None: """Pause the game due to a user request or menu popping up. If there's a foreground host-activity that says it's pausable, tell it to pause ..we now no longer pause if there are connected clients. """ activity: Optional[ba.Activity] = _ba.get_foreground_host_activity() if (activity is not None and activity.allow_pausing and not _ba.have_connected_clients()): from ba import _gameutils from ba._language import Lstr from ba._nodeactor import NodeActor # FIXME: Shouldn't be touching scene stuff here; # should just pass the request on to the host-session. with _ba.Context(activity): globs = activity.globalsnode if not globs.paused: _ba.playsound(_ba.getsound('refWhistle')) globs.paused = True # FIXME: This should not be an attr on Actor. activity.paused_text = NodeActor( _ba.newnode('text', attrs={ 'text': Lstr(resource='pausedByHostText'), 'client_only': True, 'flatness': 1.0, 'h_align': 'center' })) def resume(self) -> None: """Resume the game due to a user request or menu closing. If there's a foreground host-activity that's currently paused, tell it to resume. """ # FIXME: Shouldn't be touching scene stuff here; # should just pass the request on to the host-session. activity = _ba.get_foreground_host_activity() if activity is not None: with _ba.Context(activity): globs = activity.globalsnode if globs.paused: _ba.playsound(_ba.getsound('refWhistle')) globs.paused = False # FIXME: This should not be an actor attr. activity.paused_text = None def return_to_main_menu_session_gracefully(self, reset_ui: bool = True) -> None: """Attempt to cleanly get back to the main menu.""" # pylint: disable=cyclic-import from ba import _benchmark from ba._general import Call from bastd.mainmenu import MainMenuSession if reset_ui: _ba.app.ui.clear_main_menu_window() if isinstance(_ba.get_foreground_host_session(), MainMenuSession): # It may be possible we're on the main menu but the screen is faded # so fade back in. _ba.fade_screen(True) return _benchmark.stop_stress_test() # Stop stress-test if in progress. # If we're in a host-session, tell them to end. # This lets them tear themselves down gracefully. host_session: Optional[ba.Session] = _ba.get_foreground_host_session() if host_session is not None: # Kick off a little transaction so we'll hopefully have all the # latest account state when we get back to the menu. _ba.add_transaction({ 'type': 'END_SESSION', 'sType': str(type(host_session)) }) _ba.run_transactions() host_session.end() # Otherwise just force the issue. else: _ba.pushcall(Call(_ba.new_host_session, MainMenuSession)) def add_main_menu_close_callback(self, call: Callable[[], Any]) -> None: """(internal)""" # If there's no main menu up, just call immediately. if not self.ui.has_main_menu_window(): with _ba.Context('ui'): call() else: self.main_menu_resume_callbacks.append(call) def launch_coop_game(self, game: str, force: bool = False, args: Dict = None) -> bool: """High level way to launch a local co-op session.""" # pylint: disable=cyclic-import from ba._campaign import getcampaign from bastd.ui.coop.level import CoopLevelLockedWindow if args is None: args = {} if game == '': raise ValueError('empty game name') campaignname, levelname = game.split(':') campaign = getcampaign(campaignname) # If this campaign is sequential, make sure we've completed the # one before this. if campaign.sequential and not force: for level in campaign.levels: if level.name == levelname: break if not level.complete: CoopLevelLockedWindow( campaign.getlevel(levelname).displayname, campaign.getlevel(level.name).displayname) return False # Ok, we're good to go. self.coop_session_args = { 'campaign': campaignname, 'level': levelname, } for arg_name, arg_val in list(args.items()): self.coop_session_args[arg_name] = arg_val def _fade_end() -> None: from ba import _coopsession try: _ba.new_host_session(_coopsession.CoopSession) except Exception: from ba import _error _error.print_exception() from bastd.mainmenu import MainMenuSession _ba.new_host_session(MainMenuSession) _ba.fade_screen(False, endcall=_fade_end) return True def handle_deep_link(self, url: str) -> None: """Handle a deep link URL.""" from ba._language import Lstr appname = _ba.appname() if url.startswith(f'{appname}://code/'): code = url.replace(f'{appname}://code/', '') self.accounts.add_pending_promo_code(code) else: _ba.screenmessage(Lstr(resource='errorText'), color=(1, 0, 0)) _ba.playsound(_ba.getsound('error')) def _test_https(self) -> None: """Testing https support. (would be nice to get this working on our custom Python builds; need to wrangle certificates somehow). """ import urllib.request try: val = urllib.request.urlopen('https://example.com').read() print('HTTPS TEST SUCCESS', len(val)) except Exception as exc: print('HTTPS TEST FAIL:', exc)
class App: """A class for high level app functionality and state. Category: App Classes Use ba.app to access the single shared instance of this class. Note that properties not documented here should be considered internal and subject to change without warning. """ # pylint: disable=too-many-public-methods # Note: many values here are simple method attrs and thus don't show # up in docs. If there's any that'd be useful to expose publicly, they # should be converted to properties so its possible to validate values # and provide docs. @property def build_number(self) -> int: """Integer build number. This value increases by at least 1 with each release of the game. It is independent of the human readable ba.App.version string. """ assert isinstance(self._env['build_number'], int) return self._env['build_number'] @property def config_file_path(self) -> str: """Where the game's config file is stored on disk.""" assert isinstance(self._env['config_file_path'], str) return self._env['config_file_path'] @property def locale(self) -> str: """Raw country/language code detected by the game (such as 'en_US'). Generally for language-specific code you should look at ba.App.language, which is the language the game is using (which may differ from locale if the user sets a language, etc.) """ assert isinstance(self._env['locale'], str) return self._env['locale'] def can_display_language(self, language: str) -> bool: """Tell whether we can display a particular language. (internal) On some platforms we don't have unicode rendering yet which limits the languages we can draw. """ # We don't yet support full unicode display on windows or linux :-(. if (language in { 'Chinese', 'ChineseTraditional', 'Persian', 'Korean', 'Arabic', 'Hindi', 'Vietnamese' } and not _ba.can_display_full_unicode()): return False return True def _get_default_language(self) -> str: languages = { 'de': 'German', 'es': 'Spanish', 'sk': 'Slovak', 'it': 'Italian', 'nl': 'Dutch', 'da': 'Danish', 'pt': 'Portuguese', 'fr': 'French', 'el': 'Greek', 'ru': 'Russian', 'pl': 'Polish', 'sv': 'Swedish', 'eo': 'Esperanto', 'cs': 'Czech', 'hr': 'Croatian', 'hu': 'Hungarian', 'be': 'Belarussian', 'ro': 'Romanian', 'ko': 'Korean', 'fa': 'Persian', 'ar': 'Arabic', 'zh': 'Chinese', 'tr': 'Turkish', 'id': 'Indonesian', 'sr': 'Serbian', 'uk': 'Ukrainian', 'vi': 'Vietnamese', 'vec': 'Venetian', 'hi': 'Hindi' } # Special case for Chinese: map specific variations to traditional. # (otherwise will map to 'Chinese' which is simplified) if self.locale in ('zh_HANT', 'zh_TW'): language = 'ChineseTraditional' else: language = languages.get(self.locale[:2], 'English') if not self.can_display_language(language): language = 'English' return language @property def language(self) -> str: """The name of the language the game is running in. This can be selected explicitly by the user or may be set automatically based on ba.App.locale or other factors. """ assert isinstance(self.config, dict) return self.config.get('Lang', self.default_language) @property def user_agent_string(self) -> str: """String containing various bits of info about OS/device/etc.""" # return self._user_agent_string assert isinstance(self._env['user_agent_string'], str) return self._env['user_agent_string'] @property def version(self) -> str: """Human-readable version string; something like '1.3.24'. This should not be interpreted as a number; it may contain string elements such as 'alpha', 'beta', 'test', etc. If a numeric version is needed, use 'ba.App.build_number'. """ assert isinstance(self._env['version'], str) return self._env['version'] @property def debug_build(self) -> bool: """Whether the game was compiled in debug mode. Debug builds generally run substantially slower than non-debug builds due to compiler optimizations being disabled and extra checks being run. """ assert isinstance(self._env['debug_build'], bool) return self._env['debug_build'] @property def test_build(self) -> bool: """Whether the game was compiled in test mode. Test mode enables extra checks and features that are useful for release testing but which do not slow the game down significantly. """ assert isinstance(self._env['test_build'], bool) return self._env['test_build'] @property def python_directory_user(self) -> str: """Path where the app looks for custom user scripts.""" assert isinstance(self._env['python_directory_user'], str) return self._env['python_directory_user'] @property def python_directory_app(self) -> str: """Path where the app looks for its bundled scripts.""" assert isinstance(self._env['python_directory_app'], str) return self._env['python_directory_app'] # return self._python_directory_app @property def python_directory_app_site(self) -> str: """Path containing pip packages bundled with the app.""" assert isinstance(self._env['python_directory_app_site'], str) return self._env['python_directory_app_site'] @property def config(self) -> ba.AppConfig: """The ba.AppConfig instance representing the app's config state.""" assert self._config is not None return self._config @property def platform(self) -> str: """Name of the current platform. Examples are: 'mac', 'windows', android'. """ assert isinstance(self._env['platform'], str) return self._env['platform'] @property def subplatform(self) -> str: """String for subplatform. Can be empty. For the 'android' platform, subplatform may be 'google', 'amazon', etc. """ assert isinstance(self._env['subplatform'], str) return self._env['subplatform'] @property def api_version(self) -> int: """The game's api version. Only Python modules and packages associated with the current API version number will be detected by the game (see the ba_meta tag). This value will change whenever backward-incompatible changes are introduced to game APIs. When that happens, scripts should be updated accordingly and set to target the new API version number. """ from ba._meta import CURRENT_API_VERSION return CURRENT_API_VERSION @property def on_tv(self) -> bool: """Whether the game is currently running on a TV.""" assert isinstance(self._env['on_tv'], bool) return self._env['on_tv'] @property def vr_mode(self) -> bool: """Whether the game is currently running in VR.""" assert isinstance(self._env['vr_mode'], bool) return self._env['vr_mode'] @property def ui_bounds(self) -> Tuple[float, float, float, float]: """Bounds of the 'safe' screen area in ui space. This tuple contains: (x-min, x-max, y-min, y-max) """ return _ba.uibounds() def __init__(self) -> None: """(internal) Do not instantiate this class; use ba.app to access the single shared instance. """ # pylint: disable=too-many-statements from ba._music import MusicSubsystem from ba._ui import UI # Config. self.config_file_healthy = False # This is incremented any time the app is backgrounded/foregrounded; # can be a simple way to determine if network data should be # refreshed/etc. self.fg_state = 0 self._env = _ba.env() self.protocol_version: int = self._env['protocol_version'] assert isinstance(self.protocol_version, int) self.toolbar_test: bool = self._env['toolbar_test'] assert isinstance(self.toolbar_test, bool) self.demo_mode: bool = self._env['demo_mode'] assert isinstance(self.demo_mode, bool) self.arcade_mode: bool = self._env['arcade_mode'] assert isinstance(self.arcade_mode, bool) self.headless_build: bool = self._env['headless_build'] assert isinstance(self.headless_build, bool) # Plugins. self.potential_plugins: List[ba.PotentialPlugin] = [] self.active_plugins: Dict[str, ba.Plugin] = {} # Misc. self.default_language = self._get_default_language() self.metascan: Optional[_meta.ScanResults] = None self.tips: List[str] = [] self.stress_test_reset_timer: Optional[ba.Timer] = None self.last_ad_completion_time: Optional[float] = None self.last_ad_was_short = False self.did_weak_call_warning = False self.ran_on_app_launch = False # If we try to run promo-codes due to launch-args/etc we might # not be signed in yet; go ahead and queue them up in that case. self.pending_promo_codes: List[str] = [] self.last_in_game_ad_remove_message_show_time: Optional[float] = None self.log_have_new = False self.log_upload_timer_started = False self._config: Optional[ba.AppConfig] = None self.printed_live_object_warning = False self.last_post_purchase_message_time: Optional[float] = None # We include this extra hash with shared input-mapping names so # that we don't share mappings between differently-configured # systems. For instance, different android devices may give different # key values for the same controller type so we keep their mappings # distinct. self.input_map_hash: Optional[str] = None # Co-op Campaigns. self.campaigns: Dict[str, ba.Campaign] = {} # Server Mode. self.server: Optional[ba.ServerController] = None # Ads. self.last_ad_network = 'unknown' self.last_ad_network_set_time = time.time() self.ad_amt: Optional[float] = None self.last_ad_purpose = 'invalid' self.attempted_first_ad = False # Music. self.music = MusicSubsystem() # Language. self.language_target: Optional[_lang.AttrDict] = None self.language_merged: Optional[_lang.AttrDict] = None # Achievements. self.achievements: List[ba.Achievement] = [] self.achievements_to_display: (List[Tuple[ba.Achievement, bool]]) = [] self.achievement_display_timer: Optional[_ba.Timer] = None self.last_achievement_display_time: float = 0.0 self.achievement_completion_banner_slots: Set[int] = set() # Lobby. self.lobby_random_profile_index: int = 1 self.lobby_random_char_index_offset = random.randrange(1000) self.lobby_account_profile_device_id: Optional[int] = None # Main Menu. self.main_menu_did_initial_transition = False self.main_menu_last_news_fetch_time: Optional[float] = None # Spaz. self.spaz_appearances: Dict[str, spazappearance.Appearance] = {} self.last_spaz_turbo_warn_time: float = -99999.0 # Maps. self.maps: Dict[str, Type[ba.Map]] = {} # Gameplay. self.teams_series_length = 7 self.ffa_series_length = 24 self.coop_session_args: Dict = {} # UI. self.ui = UI() self.value_test_defaults: dict = {} self.first_main_menu = True # FIXME: Move to mainmenu class. self.did_menu_intro = False # FIXME: Move to mainmenu class. self.main_menu_window_refresh_check_count = 0 # FIXME: Mv to mainmenu. self.main_menu_resume_callbacks: list = [] # Can probably go away. self.special_offer: Optional[Dict] = None self.league_rank_cache: Dict = {} self.tournament_info: Dict = {} self.account_tournament_list: Optional[Tuple[int, List[str]]] = None self.ping_thread_count = 0 self.invite_confirm_windows: List[Any] = [] # FIXME: Don't use Any. self.store_layout: Optional[Dict[str, List[Dict[str, Any]]]] = None self.store_items: Optional[Dict[str, Dict]] = None self.pro_sale_start_time: Optional[int] = None self.pro_sale_start_val: Optional[int] = None self.delegate: Optional[ba.AppDelegate] = None def on_app_launch(self) -> None: """Runs after the app finishes bootstrapping. (internal)""" # pylint: disable=too-many-locals # pylint: disable=cyclic-import # pylint: disable=too-many-statements from ba import _apputils from ba import _appconfig from ba import _achievement from ba import _map from ba import _meta from ba import _campaign from bastd import appdelegate from bastd import maps as stdmaps from bastd.actor import spazappearance from ba._enums import TimeType cfg = self.config self.delegate = appdelegate.AppDelegate() self.ui.on_app_launch() _achievement.init_achievements() spazappearance.register_appearances() _campaign.init_campaigns() # FIXME: This should not be hard-coded. for maptype in [ stdmaps.HockeyStadium, stdmaps.FootballStadium, stdmaps.Bridgit, stdmaps.BigG, stdmaps.Roundabout, stdmaps.MonkeyFace, stdmaps.ZigZag, stdmaps.ThePad, stdmaps.DoomShroom, stdmaps.LakeFrigid, stdmaps.TipTop, stdmaps.CragCastle, stdmaps.TowerD, stdmaps.HappyThoughts, stdmaps.StepRightUp, stdmaps.Courtyard, stdmaps.Rampage ]: _map.register_map(maptype) # Non-test, non-debug builds should generally be blessed; warn if not. # (so I don't accidentally release a build that can't play tourneys) if (not self.debug_build and not self.test_build and not _ba.is_blessed()): _ba.screenmessage('WARNING: NON-BLESSED BUILD', color=(1, 0, 0)) # If there's a leftover log file, attempt to upload it to the # master-server and/or get rid of it. _apputils.handle_leftover_log_file() # Only do this stuff if our config file is healthy so we don't # overwrite a broken one or whatnot and wipe out data. if not self.config_file_healthy: if self.platform in ('mac', 'linux', 'windows'): from bastd.ui import configerror configerror.ConfigErrorWindow() return # For now on other systems we just overwrite the bum config. # At this point settings are already set; lets just commit them # to disk. _appconfig.commit_app_config(force=True) self.music.on_app_launch() launch_count = cfg.get('launchCount', 0) launch_count += 1 # So we know how many times we've run the game at various # version milestones. for key in ('lc14173', 'lc14292'): cfg.setdefault(key, launch_count) # Debugging - make note if we're using the local test server so we # don't accidentally leave it on in a release. # FIXME - should move this to the native layer. server_addr = _ba.get_master_server_address() if 'localhost' in server_addr: _ba.timer(2.0, lambda: _ba.screenmessage('Note: using local server', (1, 1, 0), log=True), timetype=TimeType.REAL) elif 'test' in server_addr: _ba.timer( 2.0, lambda: _ba.screenmessage('Note: using test server-module', (1, 1, 0), log=True), timetype=TimeType.REAL) cfg['launchCount'] = launch_count cfg.commit() # Run a test in a few seconds to see if we should pop up an existing # pending special offer. def check_special_offer() -> None: from bastd.ui import specialoffer config = self.config if ('pendingSpecialOffer' in config and _ba.get_public_login_id() == config['pendingSpecialOffer']['a']): self.special_offer = config['pendingSpecialOffer']['o'] specialoffer.show_offer() if not self.headless_build: _ba.timer(3.0, check_special_offer, timetype=TimeType.REAL) # Start scanning for things exposed via ba_meta. _meta.start_scan() # Auto-sign-in to a local account in a moment if we're set to. def do_auto_sign_in() -> None: if self.headless_build or cfg.get('Auto Account State') == 'Local': _ba.sign_in('Local') _ba.pushcall(do_auto_sign_in) # Load up our plugins and go ahead and call their on_app_launch calls. self.load_plugins() for plugin in self.active_plugins.values(): try: plugin.on_app_launch() except Exception: from ba import _error _error.print_exception('Error in plugin on_app_launch()') self.ran_on_app_launch = True # from ba._dependency import test_depset # test_depset() def load_plugins(self) -> None: """(internal)""" from ba._general import getclass from ba._plugin import Plugin # Note: the plugins we load is purely based on what's enabled # in the app config. Our meta-scan gives us a list of available # plugins, but that is only used to give the user a list of plugins # that they can enable. (we wouldn't want to look at meta-scan here # anyway because it may not be done yet at this point in the launch) plugstates: Dict[str, Dict] = self.config.get('Plugins', {}) assert isinstance(plugstates, dict) plugkeys: List[str] = sorted(key for key, val in plugstates.items() if val.get('enabled', False)) for plugkey in plugkeys: try: cls = getclass(plugkey, Plugin) except Exception as exc: _ba.log(f"Error loading plugin class '{plugkey}': {exc}", to_server=False) continue try: plugin = cls() assert plugkey not in self.active_plugins self.active_plugins[plugkey] = plugin except Exception: from ba import _error _error.print_exception(f'Error loading plugin: {plugkey}') def read_config(self) -> None: """(internal)""" from ba import _appconfig self._config, self.config_file_healthy = _appconfig.read_config() def pause(self) -> None: """Pause the game due to a user request or menu popping up. If there's a foreground host-activity that says it's pausable, tell it to pause ..we now no longer pause if there are connected clients. """ activity: Optional[ba.Activity] = _ba.get_foreground_host_activity() if (activity is not None and activity.allow_pausing and not _ba.have_connected_clients()): from ba import _gameutils, _lang from ba._nodeactor import NodeActor # FIXME: Shouldn't be touching scene stuff here; # should just pass the request on to the host-session. with _ba.Context(activity): globs = activity.globalsnode if not globs.paused: _ba.playsound(_ba.getsound('refWhistle')) globs.paused = True # FIXME: This should not be an attr on Actor. activity.paused_text = NodeActor( _ba.newnode('text', attrs={ 'text': _lang.Lstr(resource='pausedByHostText'), 'client_only': True, 'flatness': 1.0, 'h_align': 'center' })) def resume(self) -> None: """Resume the game due to a user request or menu closing. If there's a foreground host-activity that's currently paused, tell it to resume. """ # FIXME: Shouldn't be touching scene stuff here; # should just pass the request on to the host-session. activity = _ba.get_foreground_host_activity() if activity is not None: with _ba.Context(activity): globs = activity.globalsnode if globs.paused: _ba.playsound(_ba.getsound('refWhistle')) globs.paused = False # FIXME: This should not be an actor attr. activity.paused_text = None def return_to_main_menu_session_gracefully(self, reset_ui: bool = True) -> None: """Attempt to cleanly get back to the main menu.""" # pylint: disable=cyclic-import from ba import _benchmark from ba._general import Call from bastd.mainmenu import MainMenuSession if reset_ui: _ba.app.ui.clear_main_menu_window() if isinstance(_ba.get_foreground_host_session(), MainMenuSession): # It may be possible we're on the main menu but the screen is faded # so fade back in. _ba.fade_screen(True) return _benchmark.stop_stress_test() # Stop stress-test if in progress. # If we're in a host-session, tell them to end. # This lets them tear themselves down gracefully. host_session: Optional[ba.Session] = _ba.get_foreground_host_session() if host_session is not None: # Kick off a little transaction so we'll hopefully have all the # latest account state when we get back to the menu. _ba.add_transaction({ 'type': 'END_SESSION', 'sType': str(type(host_session)) }) _ba.run_transactions() host_session.end() # Otherwise just force the issue. else: _ba.pushcall(Call(_ba.new_host_session, MainMenuSession)) def add_main_menu_close_callback(self, call: Callable[[], Any]) -> None: """(internal)""" # If there's no main menu up, just call immediately. if not self.ui.has_main_menu_window(): with _ba.Context('ui'): call() else: self.main_menu_resume_callbacks.append(call) def on_app_pause(self) -> None: """Called when the app goes to a suspended state.""" def on_app_resume(self) -> None: """Run when the app resumes from a suspended state.""" self.music.on_app_resume() self.fg_state += 1 # Mark our cached tourneys as invalid so anyone using them knows # they might be out of date. for entry in list(self.tournament_info.values()): entry['valid'] = False def launch_coop_game(self, game: str, force: bool = False, args: Dict = None) -> bool: """High level way to launch a local co-op session.""" # pylint: disable=cyclic-import from ba._campaign import getcampaign from bastd.ui.coop.level import CoopLevelLockedWindow if args is None: args = {} if game == '': raise ValueError('empty game name') campaignname, levelname = game.split(':') campaign = getcampaign(campaignname) # If this campaign is sequential, make sure we've completed the # one before this. if campaign.sequential and not force: for level in campaign.levels: if level.name == levelname: break if not level.complete: CoopLevelLockedWindow( campaign.getlevel(levelname).displayname, campaign.getlevel(level.name).displayname) return False # Ok, we're good to go. self.coop_session_args = { 'campaign': campaignname, 'level': levelname, } for arg_name, arg_val in list(args.items()): self.coop_session_args[arg_name] = arg_val def _fade_end() -> None: from ba import _coopsession try: _ba.new_host_session(_coopsession.CoopSession) except Exception: from ba import _error _error.print_exception() from bastd.mainmenu import MainMenuSession _ba.new_host_session(MainMenuSession) _ba.fade_screen(False, endcall=_fade_end) return True def do_remove_in_game_ads_message(self) -> None: """(internal)""" from ba._lang import Lstr from ba._enums import TimeType # Print this message once every 10 minutes at most. tval = _ba.time(TimeType.REAL) if (self.last_in_game_ad_remove_message_show_time is None or (tval - self.last_in_game_ad_remove_message_show_time > 60 * 10)): self.last_in_game_ad_remove_message_show_time = tval with _ba.Context('ui'): _ba.timer( 1.0, lambda: _ba.screenmessage(Lstr( resource='removeInGameAdsText', subs=[('${PRO}', Lstr(resource='store.bombSquadProNameText')), ('${APP_NAME}', Lstr(resource='titleText'))]), color=(1, 1, 0)), timetype=TimeType.REAL) def on_app_shutdown(self) -> None: """(internal)""" self.music.on_app_shutdown() def handle_deep_link(self, url: str) -> None: """Handle a deep link URL.""" from ba._lang import Lstr from ba._enums import TimeType appname = _ba.appname() if url.startswith(f'{appname}://code/'): code = url.replace(f'{appname}://code/', '') # If we're not signed in, queue up the code to run the next time we # are and issue a warning if we haven't signed in within the next # few seconds. if _ba.get_account_state() != 'signed_in': def check_pending_codes() -> None: """(internal)""" # If we're still not signed in and have pending codes, # inform the user that they need to sign in to use them. if _ba.app.pending_promo_codes: _ba.screenmessage( Lstr(resource='signInForPromoCodeText'), color=(1, 0, 0)) _ba.playsound(_ba.getsound('error')) _ba.app.pending_promo_codes.append(code) _ba.timer(6.0, check_pending_codes, timetype=TimeType.REAL) return _ba.screenmessage(Lstr(resource='submittingPromoCodeText'), color=(0, 1, 0)) _ba.add_transaction({ 'type': 'PROMO_CODE', 'expire_time': time.time() + 5, 'code': code }) _ba.run_transactions() else: _ba.screenmessage(Lstr(resource='errorText'), color=(1, 0, 0)) _ba.playsound(_ba.getsound('error')) def _test_https(self) -> None: """Testing https support. (would be nice to get this working on our custom python builds; need to wrangle certificates somehow). """ import urllib.request try: val = urllib.request.urlopen('https://example.com').read() print('HTTPS TEST SUCCESS', len(val)) except Exception as exc: print('HTTPS TEST FAIL:', exc)