Files
MusicPlayer/data/settings.gd
T
Sansan 4a45e8516d
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Send the play queue ID to the server
The server keeps a play queue per client, identified by the X-Queue-Id
header. The client sends the ID it has for the selected server with every
request and keeps the one in each response, which is new after a reset or a
sync. The IDs are saved per server in the [queues] section of settings.cfg,
so the game goes on with the same queue after a restart.

HttpTransport now passes the response headers on to the client.
2026-10-07 21:23:37 +02:00

214 lines
8.4 KiB
GDScript

extends Node
## The game settings and the players, shared by the whole game.
##
## Registered as the [code]Settings[/code] autoload.
const MAX_NUMBER_OF_PLAYERS: int = 7
## How many letters a search needs before it also finds names with the letters in order
## but apart, e.g. "lttp" for "A Link to the Past". Shorter searches only find names
## that contain the text, since a letter or two in order matches most of the library.
const LETTERS_FOR_LOOSE_SEARCH: int = 3
## The MusicServers that can always be picked in the settings.
const SERVERS: Array[String] = [
"https://music.sanplex.xyz", "https://tmusic.sanplex.xyz", "https://rmusic.sanplex.xyz",
"https://old-music.sanplex.xyz", "http://localhost:8080",
]
## The server debug mode uses.
const DEBUG_SERVER: String = "http://localhost:8080"
## The winning score debug mode starts with, so a game is quick to win while testing.
const DEBUG_WINNING_SCORE: int = 5
## The settings the game saves by itself, by section, in [method saved_settings_path].
## Count plays in statistics and Prefer less played soundtracks are left out on purpose.
const SAVED_SETTINGS: Dictionary[String, Array] = {
"quiz": [
&"auto_repeat_song", &"stop_after_current", &"hide_next_track", &"hide_beginning",
&"hide_for_seconds", &"hide_length", &"hide_ticks", &"winning_score",
&"inspiration_list_speed",
],
"window": [&"fullscreen"],
}
## When this environment variable is set, the settings files are kept in that folder
## instead of the user's config folder. The tests set it so they never touch the real files.
const CONFIG_DIR_ENV: String = "MUSICPLAYER_CONFIG_DIR"
## The file the user edits by hand. The game writes it only when it is missing, with every
## setting commented out.
const CONFIG_FILE_NAME: String = "config.ini"
const CONFIG_TEMPLATE: String = """# MusicPlayer config. The game never changes this file, so edit it as you like.
# Lines starting with # or ; are comments. Remove the # in front of a setting to use it,
# and put it back to go back to the default.
[server]
# The MusicServer to use when the game starts. Another one can still be picked in
# Settings for as long as the game runs. Debug mode uses http://localhost:8080.
#url = https://music.sanplex.xyz
# Password for getting an API token from the server.
#password =
[game]
# true or false. Debug mode uses the local server, starts with a winning score of 5 and
# shows DEBUG in the top bar. Without this setting, the game is in debug mode when run
# from the Godot editor and not when exported.
#debug = true
"""
var default_path: String = "https://music.sanplex.xyz"
## Password for getting an API token from the server. Any password works when the
## server has none set.
var api_password: String = ""
## The servers that can be picked in Settings: [constant SERVERS], plus the server from
## the config file when it is not one of them.
var servers: Array[String] = SERVERS.duplicate()
var selected_server: int = 0
var is_local: bool = false
var is_debug: bool = false
var stop_after_current: bool = true
var auto_repeat_song: bool = true
var hide_next_track: bool = true
var add_to_stats: bool = true
var use_low_played_mode: bool = false
var winning_score: int = 20
var fullscreen: bool = false
var play_local: bool = false
var inspiration_list_speed: int = 1
var hide_for_seconds: float = 5.0
var hide_beginning: bool = false
var hide_length: bool = false
var hide_ticks: bool = false
var player_array: Array[PlayerObject]
var edit_players: bool = false
var currently_syncing: bool = false
var character_select_open: bool = false
## The ID of the game's play queue on each server, by server URL, set by
## [code]MusicServerClient[/code]. Saved in the [code][queues][/code] section of
## [method saved_settings_path], so the game goes on with the same queue after a restart.
var queue_ids: Dictionary[String, String] = {}
## The game version, set in Project Settings > Application > Config > Version.
## Releases are made from it, see RELEASING.md.
var version: String = ProjectSettings.get_setting("application/config/version", "")
# Autoloads are ready before any scene, so the server and debug mode from the config file
# are used from the very first request. The saved settings come after, so the debug
# winning score is only used until another one is saved.
func _ready() -> void:
apply_config(load_config())
load_saved_settings()
if fullscreen:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
## Uses the server, password and debug mode from the hand-edited [param config]. Settings
## left out of it get their defaults.
func apply_config(config: IniFile) -> void:
is_debug = config.get_bool("game", "debug", OS.has_feature("debug"))
default_path = DEBUG_SERVER if is_debug else SERVERS[0]
if is_debug:
winning_score = DEBUG_WINNING_SCORE
var url: String = config.get_string("server", "url")
if !url.is_empty():
default_path = url.trim_suffix("/")
if !servers.has(default_path):
servers.append(default_path)
selected_server = servers.find(default_path)
api_password = config.get_string("server", "password")
## The folder with the settings files: a MusicPlayer folder in the user's config folder,
## e.g. [code]~/.config[/code] on Linux and [code]%APPDATA%[/code] on Windows.
func config_dir() -> String:
var dir: String = OS.get_environment(CONFIG_DIR_ENV)
if dir.is_empty():
dir = OS.get_config_dir().path_join("MusicPlayer")
return dir
## Where the hand-edited config file is.
func config_path() -> String:
return config_dir().path_join(CONFIG_FILE_NAME)
## Where the game saves its settings. Debug mode uses a file of its own, so testing never
## changes the real settings.
func saved_settings_path() -> String:
var file_name: String = "settings_debug.cfg" if is_debug else "settings.cfg"
return config_dir().path_join(file_name)
## Reads the hand-edited config file. When it is missing, writes one with every setting
## commented out, so there is a file to edit.
func load_config() -> IniFile:
var path: String = config_path()
if !FileAccess.file_exists(path):
DirAccess.make_dir_recursive_absolute(path.get_base_dir())
var template: FileAccess = FileAccess.open(path, FileAccess.WRITE)
if template != null:
template.store_string(CONFIG_TEMPLATE)
return IniFile.load_file(path)
## Loads the settings the game saved. Settings missing from the file, or saved with the
## wrong type, keep their current value.
func load_saved_settings() -> void:
var file: ConfigFile = ConfigFile.new()
if file.load(saved_settings_path()) != OK:
return
for section: String in SAVED_SETTINGS:
for setting: StringName in SAVED_SETTINGS[section]:
set(setting, _saved_value(file, section, setting, get(setting)))
if file.has_section("queues"):
queue_ids.clear()
for server: String in file.get_section_keys("queues"):
var id: Variant = file.get_value("queues", server)
if id is String:
queue_ids[server] = id
## Saves the settings in [constant SAVED_SETTINGS], so they are the same the next time
## the game starts.
func save_settings() -> void:
var path: String = saved_settings_path()
DirAccess.make_dir_recursive_absolute(path.get_base_dir())
var file: ConfigFile = ConfigFile.new()
for section: String in SAVED_SETTINGS:
for setting: StringName in SAVED_SETTINGS[section]:
file.set_value(section, setting, get(setting))
for server: String in queue_ids:
file.set_value("queues", server, queue_ids[server])
var error: Error = file.save(path)
if error != OK:
GameLog.warning("Could not save the settings to %s: %s" % [path, error_string(error)])
## Sets the play queue ID for [param server] and saves it.
func set_queue_id(server: String, id: String) -> void:
queue_ids[server] = id
save_settings()
## Turns fullscreen on or off and saves it.
func set_fullscreen(on: bool) -> void:
fullscreen = on
if on:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
else:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
save_settings()
# The saved value of [param key], or [param default] when it is missing or of another type
func _saved_value(file: ConfigFile, section: String, key: String, default: Variant) -> Variant:
var value: Variant = file.get_value(section, key, default)
if typeof(value) != typeof(default):
push_warning("%s in [%s] should be a %s, not %s" % [key, section,
type_string(typeof(default)), var_to_str(value)])
return default
return value
func delete_children(node: Node) -> void:
for n: Node in node.get_children():
node.remove_child(n)
n.queue_free()