mirror of
https://github.com/moonlight-stream/moonlight-chrome.git
synced 2025-08-17 16:46:31 +00:00
472 lines
16 KiB
JavaScript
472 lines
16 KiB
JavaScript
function guuid() {
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return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function(c) {
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var r = Math.random() * 16 | 0,
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v = c == 'x' ? r : (r & 0x3 | 0x8);
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return v.toString(16);
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});
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}
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function uniqueid() {
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return 'xxxxxxxxxxxxxxxx'.replace(/[x]/g, function(c) {
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var r = Math.random() * 16 | 0;
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return r.toString(16);
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});
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}
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function generateRemoteInputKey() {
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return 'xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx'.replace(/[x]/g, function(c) {
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var r = Math.random() * 16 | 0;
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return r.toString(16);
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});
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}
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function generateRemoteInputKeyId() {
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return ((Math.random() - 0.5) * 0x7FFFFFFF) | 0;
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}
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function getConnectedGamepadMask() {
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var count = 0;
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var mask = 0;
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var gamepads = navigator.getGamepads ? navigator.getGamepads() : [];
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for (var i = 0; i < gamepads.length; i++) {
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var gamepad = gamepads[i];
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if (gamepad) {
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// See logic in gamepad.cpp
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// These must stay in sync!
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if (!gamepad.connected) {
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// Not connected
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continue;
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}
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if (gamepad.timestamp == 0) {
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// On some platforms, Chrome returns "connected" pads that
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// really aren't, so timestamp stays at zero. To work around this,
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// we'll only count gamepads that have a non-zero timestamp in our
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// controller index.
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continue;
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}
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mask |= 1 << count++;
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}
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}
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console.log('%c[utils.js, getConnectedGamepadMask]', 'color:gray;', 'Detected ' + count + ' gamepads');
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return mask;
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}
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String.prototype.toHex = function() {
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var hex = '';
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for (var i = 0; i < this.length; i++) {
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hex += '' + this.charCodeAt(i).toString(16);
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}
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return hex;
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}
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function NvHTTP(address, clientUid, userEnteredAddress = '') {
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console.log('%c[utils.js, NvHTTP Object]', 'color: gray;', this);
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this.address = address;
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this.paired = false;
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this.currentGame = 0;
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this.serverMajorVersion = 0;
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this.appVersion = '';
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this.clientUid = clientUid;
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this._pollCount = 0;
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this._consecutivePollFailures = 0;
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this.online = false;
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this.userEnteredAddress = userEnteredAddress; // if the user entered an address, we keep it on hand to try when polling
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this.serverUid = '';
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this.GfeVersion = '';
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this.supportedDisplayModes = {}; // key: y-resolution:x-resolution, value: array of supported framerates (only ever seen 30 or 60, here)
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this.gputype = '';
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this.numofapps = 0;
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this.hostname = address;
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this.externalIP = '';
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this._pollCompletionCallbacks = [];
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_self = this;
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};
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function _arrayBufferToBase64(buffer) {
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var binary = '';
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var bytes = new Uint8Array(buffer);
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var len = bytes.byteLength;
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for (var i = 0; i < len; i++) {
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binary += String.fromCharCode(bytes[i]);
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}
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return window.btoa(binary);
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}
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function _base64ToArrayBuffer(base64) {
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var binary_string = window.atob(base64);
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var len = binary_string.length;
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var bytes = new Uint8Array(len);
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for (var i = 0; i < len; i++) {
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bytes[i] = binary_string.charCodeAt(i);
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}
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return bytes.buffer;
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}
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NvHTTP.prototype = {
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refreshServerInfo: function() {
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// try HTTPS first
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return sendMessage('openUrl', [this._baseUrlHttps + '/serverinfo?' + this._buildUidStr(), false]).then(function(ret) {
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if (!this._parseServerInfo(ret)) { // if that fails
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// try HTTP as a failover. Useful to clients who aren't paired yet
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return sendMessage('openUrl', [this._baseUrlHttp + '/serverinfo?' + this._buildUidStr(), false]).then(function(retHttp) {
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this._parseServerInfo(retHttp);
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}.bind(this));
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}
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}.bind(this));
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},
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// refreshes the server info using a given address. This is useful for testing whether we can successfully ping a host at a given address
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refreshServerInfoAtAddress: function(givenAddress) {
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// try HTTPS first
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return sendMessage('openUrl', ['https://' + givenAddress + ':47984' + '/serverinfo?' + this._buildUidStr(), false]).then(function(ret) {
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if (!this._parseServerInfo(ret)) { // if that fails
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console.log('%c[utils.js, utils.js, refreshServerInfoAtAddress]', 'color: gray;', 'Failed to parse serverinfo from HTTPS, falling back to HTTP');
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// try HTTP as a failover. Useful to clients who aren't paired yet
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return sendMessage('openUrl', ['http://' + givenAddress + ':47989' + '/serverinfo?' + this._buildUidStr(), false]).then(function(retHttp) {
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return this._parseServerInfo(retHttp);
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}.bind(this));
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}
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}.bind(this));
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},
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// called every few seconds to poll the server for updated info
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pollServer: function(onComplete) {
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// Pend this callback on completion
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this._pollCompletionCallbacks.push(onComplete);
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// Check if a poll was already in progress
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if (this._pollCompletionCallbacks.length > 1) {
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// Don't start another. The one in progress will
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// alert our caller too.
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return;
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}
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this.selectServerAddress(function(successfulAddress) {
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// Successfully determined server address. Update base URL.
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this.address = successfulAddress;
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this._baseUrlHttps = 'https://' + successfulAddress + ':47984';
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this._baseUrlHttp = 'http://' + successfulAddress + ':47989';
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// Poll for the app list every 10 successful serverinfo polls.
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// Not including the first one to avoid PCs taking a while to show
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// as online initially
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if (this._pollCount++ % 10 == 1) {
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this.getAppListWithCacheFlush();
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}
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this._consecutivePollFailures = 0;
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this.online = true;
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// Call all pending completion callbacks
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var completion;
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while ((completion = this._pollCompletionCallbacks.pop())) {
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completion(this);
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}
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}.bind(this), function() {
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if (++this._consecutivePollFailures >= 2) {
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this.online = false;
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}
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// Call all pending completion callbacks
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var completion;
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while ((completion = this._pollCompletionCallbacks.pop())) {
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completion(this);
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}
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}.bind(this));
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},
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// initially pings the server to try and figure out if it's routable by any means.
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selectServerAddress: function(onSuccess, onFailure) {
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// TODO: Deduplicate the addresses
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this.refreshServerInfoAtAddress(this.address).then(function(successPrevAddr) {
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onSuccess(this.address);
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}.bind(this), function(successPrevAddr) {
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this.refreshServerInfoAtAddress(this.hostname + '.local').then(function(successLocal) {
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onSuccess(this.hostname + '.local');
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}.bind(this), function(failureLocal) {
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this.refreshServerInfoAtAddress(this.externalIP).then(function(successExternal) {
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onSuccess(this.externalIP);
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}.bind(this), function(failureExternal) {
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this.refreshServerInfoAtAddress(this.userEnteredAddress).then(function(successUserEntered) {
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onSuccess(this.userEnteredAddress);
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}.bind(this), function(failureUserEntered) {
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console.warn('%c[utils.js, utils.js, selectServerAddress]', 'color: gray;', 'Failed to contact host ' + this.hostname, this);
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onFailure();
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}.bind(this));
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}.bind(this));
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}.bind(this));
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}.bind(this));
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},
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toString: function() {
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var string = '';
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string += 'server address: ' + this.address + '\r\n';
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string += 'server UID: ' + this.serverUid + '\r\n';
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string += 'is paired: ' + this.paired + '\r\n';
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string += 'current game: ' + this.currentGame + '\r\n';
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string += 'server major version: ' + this.serverMajorVersion + '\r\n';
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string += 'appversion: ' + this.appVersion + '\r\n';
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string += 'GFE version: ' + this.GfeVersion + '\r\n';
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string += 'gpu type: ' + this.gputype + '\r\n';
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string += 'number of apps: ' + this.numofapps + '\r\n';
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string += 'supported display modes: ' + '\r\n';
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for (var displayMode in this.supportedDisplayModes) {
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string += '\t' + displayMode + ': ' + this.supportedDisplayModes[displayMode] + '\r\n';
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}
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return string;
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},
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_parseServerInfo: function(xmlStr) {
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$xml = this._parseXML(xmlStr);
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$root = $xml.find('root');
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if ($root.attr("status_code") != 200) {
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return false;
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}
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if (this.serverUid != $root.find('uniqueid').text().trim() && this.serverUid != "") {
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// if we received a UID that isn't the one we expected, fail.
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return false;
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}
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console.log('%c[utils.js, _parseServerInfo]', 'color:gray;', 'Parsing server info:', $root);
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this.paired = $root.find("PairStatus").text().trim() == 1;
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this.currentGame = parseInt($root.find("currentgame").text().trim(), 10);
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this.appVersion = $root.find("appversion").text().trim();
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this.serverMajorVersion = parseInt(this.appVersion.substring(0, 1), 10);
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this.serverUid = $root.find('uniqueid').text().trim();
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this.hostname = $root.find('hostname').text().trim();
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this.externalIP = $root.find('ExternalIP').text().trim();
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try { // these aren't critical for functionality, and don't necessarily exist in older GFE versions.
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this.GfeVersion = $root.find('GfeVersion').text().trim();
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this.gputype = $root.find('gputype').text().trim();
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this.numofapps = $root.find('numofapps').text().trim();
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// now for the hard part: parsing the supported streaming
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$root.find('DisplayMode').each(function(index, value) { // for each resolution:FPS object
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var yres = parseInt($(value).find('Height').text());
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var xres = parseInt($(value).find('Width').text());
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var fps = parseInt($(value).find('RefreshRate').text());
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if (!this.supportedDisplayModes[yres + ':' + xres]) {
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this.supportedDisplayModes[yres + ':' + xres] = [];
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}
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if (!this.supportedDisplayModes[yres + ':' + xres].includes(fps)) {
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this.supportedDisplayModes[yres + ':' + xres].push(fps);
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}
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}.bind(this));
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} catch (err) {
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// we don't need this data, so no error handling necessary
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}
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// GFE 2.8 started keeping currentgame set to the last game played. As a result, it no longer
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// has the semantics that its name would indicate. To contain the effects of this change as much
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// as possible, we'll force the current game to zero if the server isn't in a streaming session.
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if (!$root.find("state").text().trim().endsWith("_SERVER_BUSY")) {
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this.currentGame = 0;
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}
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return true;
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},
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getAppById: function(appId) {
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return this.getAppList().then(function(list) {
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var retApp = null;
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list.some(function(app) {
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if (app.id == appId) {
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retApp = app;
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return true;
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}
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return false;
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});
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return retApp;
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});
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},
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getAppByName: function(appName) {
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return this.getAppList().then(function(list) {
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var retApp = null;
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list.some(function(app) {
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if (app.title == appName) {
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retApp = app;
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return true;
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}
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return false;
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});
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return retApp;
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});
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},
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getAppListWithCacheFlush: function() {
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return sendMessage('openUrl', [this._baseUrlHttps + '/applist?' + this._buildUidStr(), false]).then(function(ret) {
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$xml = this._parseXML(ret);
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$root = $xml.find("root");
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if ($root.attr("status_code") != 200) {
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// TODO: Bubble up an error here
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console.error('%c[utils.js, utils.js, getAppListWithCacheFlush]', 'color: gray;', 'Applist request failed', $root.attr("status_code"));
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return [];
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}
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var rootElement = $xml.find("root")[0];
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var appElements = rootElement.getElementsByTagName("App");
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var appList = [];
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for (var i = 0, len = appElements.length; i < len; i++) {
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appList.push({
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title: appElements[i].getElementsByTagName("AppTitle")[0].innerHTML.trim(),
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id: parseInt(appElements[i].getElementsByTagName("ID")[0].innerHTML.trim(), 10)
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});
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}
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this._memCachedApplist = appList;
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return appList;
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}.bind(this));
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},
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getAppList: function() {
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if (this._memCachedApplist) {
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return new Promise(function(resolve, reject) {
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console.log('%c[utils.js, utils.js]', 'color: gray;', 'Returning memory-cached apps list');
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resolve(this._memCachedApplist);
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return;
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}.bind(this));
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}
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return this.getAppListWithCacheFlush();
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},
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// returns the box art of the given appID.
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// three layers of response time are possible: memory cached (in javascript), storage cached (in chrome.storage.local), and streamed (host sends binary over the network)
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getBoxArt: function(appId) {
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if (chrome.storage) {
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// This may be bad practice to push/pull this much data through local storage?
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return new Promise(function(resolve, reject) {
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chrome.storage.local.get('boxart-' + appId, function(storageData) {
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// if we already have it, load it.
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if (storageData !== undefined && Object.keys(storageData).length !== 0 && storageData['boxart-' + appId].constructor !== Object) {
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console.log('%c[utils.js, getBoxArt]', 'color: gray;', 'Returning storage-cached box art for app: ', appId);
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resolve(storageData['boxart-' + appId]);
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return;
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}
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// otherwise, put it in our cache, then return it
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sendMessage('openUrl', [
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this._baseUrlHttps +
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'/appasset?' + this._buildUidStr() +
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'&appid=' + appId +
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'&AssetType=2&AssetIdx=0',
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true
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]).then(function(boxArtBuffer) {
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var reader = new FileReader();
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reader.onloadend = function() {
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var obj = {};
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obj['boxart-' + appId] = this.result;
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chrome.storage.local.set(obj, function(onSuccess) {});
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console.log('%c[utils.js, utils.js, getBoxArt]', 'color: gray;', 'Returning network-fetched box art');
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resolve(this.result);
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}
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reader.readAsDataURL(new Blob([boxArtBuffer], {
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type: "image/png"
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}));
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}.bind(this), function(error) {
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console.error('%c[utils.js, utils.js, getBoxArt]', 'color: gray;', 'Box-art request failed!', error);
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reject(error);
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return;
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}.bind(this));
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}.bind(this));
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}.bind(this));
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} else { // shouldn't run because we always have chrome.storage, but I'm not going to antagonize other browsers
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console.warn('%c[utils.js, utils.js, getBoxArt]', 'color: gray;', 'chrome.storage not detected! Box art will not be saved!');
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return sendMessage('openUrl', [
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this._baseUrlHttps +
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'/appasset?' + this._buildUidStr() +
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'&appid=' + appId +
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'&AssetType=2&AssetIdx=0',
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true
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]);
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}
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},
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launchApp: function(appId, mode, sops, rikey, rikeyid, localAudio, surroundAudioInfo, gamepadMask) {
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return sendMessage('openUrl', [
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this._baseUrlHttps +
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'/launch?' + this._buildUidStr() +
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'&appid=' + appId +
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'&mode=' + mode +
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'&additionalStates=1&sops=' + sops +
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'&rikey=' + rikey +
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'&rikeyid=' + rikeyid +
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'&localAudioPlayMode=' + localAudio +
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'&surroundAudioInfo=' + surroundAudioInfo +
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'&remoteControllersBitmap=' + gamepadMask +
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'&gcmap=' + gamepadMask,
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false
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]).then(function(ret) {
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return true;
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});
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},
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resumeApp: function(rikey, rikeyid, surroundAudioInfo) {
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return sendMessage('openUrl', [
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this._baseUrlHttps +
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'/resume?' + this._buildUidStr() +
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'&rikey=' + rikey +
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'&rikeyid=' + rikeyid +
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'&surroundAudioInfo=' + surroundAudioInfo,
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false
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]).then(function(ret) {
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return true;
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});
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},
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quitApp: function() {
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return sendMessage('openUrl', [this._baseUrlHttps + '/cancel?' + this._buildUidStr(), false])
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// Refresh server info after quitting because it may silently fail if the
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// session belongs to a different client.
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// TODO: We should probably bubble this up to our caller.
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.then(this.refreshServerInfo());
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},
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pair: function(randomNumber) {
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return this.refreshServerInfo().then(function() {
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if (this.paired)
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return true;
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if (this.currentGame != 0)
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return false;
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return sendMessage('pair', [this.serverMajorVersion.toString(), this.address, randomNumber]).then(function(pairStatus) {
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return sendMessage('openUrl', [this._baseUrlHttps + '/pair?uniqueid=' + this.clientUid + '&devicename=roth&updateState=1&phrase=pairchallenge', false]).then(function(ret) {
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$xml = this._parseXML(ret);
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this.paired = $xml.find('paired').html() == "1";
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return this.paired;
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}.bind(this));
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}.bind(this));
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}.bind(this));
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},
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_buildUidStr: function() {
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return 'uniqueid=' + this.clientUid + '&uuid=' + guuid();
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},
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_parseXML: function(xmlData) {
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return $($.parseXML(xmlData.toString()));
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},
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};
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