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# Conflicts:
#	README.md
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# Overcooked! 2
/worlds/overcooked2/ @toasterparty
# Paint
/worlds/paint/ @MarioManTAW
# Pokemon Emerald
/worlds/pokemon_emerald/ @Zunawe

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# Deploy Using Containers
If you just want to play and there is a compiled version available on the [Archipelago releases page](https://github.com/ArchipelagoMW/Archipelago/releases), use that version.
To build the full Archipelago software stack, refer to [Running From Source](running%20from%20source.md).
Follow these steps to build and deploy a containerized instance of the web host software, optionally integrating [Gunicorn](https://gunicorn.org/) WSGI HTTP Server running behind the [nginx](https://nginx.org/) reverse proxy.
## Building the Container Image
What you'll need:
* A container runtime engine such as:
* [Docker](https://www.docker.com/)
* [Podman](https://podman.io/)
* For running with rootless podman, you need to ensure all ports used are usable rootless, by default ports less than 1024 are root only. See [the official tutorial](https://github.com/containers/podman/blob/main/docs/tutorials/rootless_tutorial.md) for details.
Starting from the root repository directory, the standalone Archipelago image can be built and run with the command:
`docker build -t archipelago .`
Or:
`podman build -t archipelago .`
It is recommended to tag the image using `-t` to more easily identify the image and run it.
## Running the Container
Running the container can be performed using:
`docker run --network host archipelago`
Or:
`podman run --network host archipelago`
The Archipelago web host requires access to multiple ports in order to host game servers simultaneously. To simplify configuration for this purpose, specify `--network host`.
Given the default configuration, the website will be accessible at the hostname/IP address (localhost if run locally) of the machine being deployed to, at port 80. It can be configured by creating a YAML file and mapping a volume to the container when running initially:
`docker run archipelago --network host -v /path/to/config.yaml:/app/config.yaml`
See `docs/webhost configuration sample.yaml` for example.
## Using Docker Compose
An example [docker compose](../deploy/docker-compose.yml) file can be found in [deploy](../deploy), along with example configuration files used by the services it orchestrates. Using these files as-is will spin up two separate archipelago containers with special modifications to their runtime arguments, in addition to deploying an `nginx` reverse proxy container.
To deploy in this manner, from the ["deploy"](../deploy) directory, run:
`docker compose up -d`
### Services
The `docker-compose.yaml` file defines three services:
* multiworld:
* Executes the main `WebHost` process, using the [example config](../deploy/example_config.yaml), and overriding with a secondary [selflaunch example config](../deploy/example_selflaunch.yaml). This is because we do not want to launch the website through this service.
* web:
* Executes `gunicorn` using its [example config](../deploy/example_gunicorn.conf.py), which will bind it to the `WebHost` application, in effect launching it.
* We mount the main [config](../deploy/example_config.yaml) without an override to specify that we are launching the website through this service.
* No ports are exposed through to the host.
* nginx:
* Serves as a reverse proxy with `web` as its upstream.
* Directs all HTTP traffic from port 80 to the upstream service.
* Exposed to the host on port 8080. This is where we can reach the website.
### Configuration
As these are examples, they can be copied and modified. For instance setting the value of `HOST_ADDRESS` in [example config](../deploy/example_config.yaml) to host machines local IP address, will expose the service to its local area network.
The configuration files may be modified to handle for machine-specific optimizations, such as:
* Web pages responding too slowly
* Edit [the gunicorn config](../deploy/example_gunicorn.conf.py) to increase thread and/or worker count.
* Game generation stalls
* Increase the generator count in [selflaunch config](../deploy/example_selflaunch.yaml)
* Gameplay lags
* Increase the hoster count in [selflaunch config](../deploy/example_selflaunch.yaml)
Changes made to `docker-compose.yaml` can be applied by running `docker compose up -d`, while those made to other files are applied by running `docker compose restart`.
## Windows
It is possible to carry out these deployment steps on Windows under [Windows Subsystem for Linux](https://learn.microsoft.com/en-us/windows/wsl/install).
## Optional: A Link to the Past Enemizer
Only required to generate seeds that include A Link to the Past with certain options enabled. You will receive an
error if it is required.
Enemizer can be enabled on `x86_64` platform architecture, and is included in the image build process. Enemizer requires a version 1.0 Japanese "Zelda no Densetsu" `.sfc` rom file to be placed in the application directory:
`docker run archipelago -v "/path/to/zelda.sfc:/app/Zelda no Densetsu - Kamigami no Triforce (Japan).sfc"`.
Enemizer is not currently available for `aarch64`.
## Optional: Git
Building the image requires a local copy of the ArchipelagoMW source code.
Refer to [Running From Source](running%20from%20source.md#optional-git).

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@@ -276,6 +276,7 @@ These packets are sent purely from client to server. They are not accepted by cl
* [Sync](#Sync)
* [LocationChecks](#LocationChecks)
* [LocationScouts](#LocationScouts)
* [CreateHints](#CreateHints)
* [UpdateHint](#UpdateHint)
* [StatusUpdate](#StatusUpdate)
* [Say](#Say)
@@ -294,7 +295,7 @@ Sent by the client to initiate a connection to an Archipelago game session.
| password | str | If the game session requires a password, it should be passed here. |
| game | str | The name of the game the client is playing. Example: `A Link to the Past` |
| name | str | The player name for this client. |
| uuid | str | Unique identifier for player client. |
| uuid | str | Unique identifier for player. Cached in the user cache \Archipelago\Cache\common.json |
| version | [NetworkVersion](#NetworkVersion) | An object representing the Archipelago version this client supports. |
| items_handling | int | Flags configuring which items should be sent by the server. Read below for individual flags. |
| tags | list\[str\] | Denotes special features or capabilities that the sender is capable of. [Tags](#Tags) |
@@ -347,6 +348,21 @@ This is useful in cases where an item appears in the game world, such as 'ledge
| locations | list\[int\] | The ids of the locations seen by the client. May contain any number of locations, even ones sent before; duplicates do not cause issues with the Archipelago server. |
| create_as_hint | int | If non-zero, the scouted locations get created and broadcasted as a player-visible hint. <br/>If 2 only new hints are broadcast, however this does not remove them from the LocationInfo reply. |
### CreateHints
Sent to the server to create hints for a specified list of locations.
Hints that already exist will be silently skipped and their status will not be updated.
When creating hints for another slot's locations, the packet will fail if any of those locations don't contain items for the requesting slot.
When creating hints for your own slot's locations, non-existing locations will silently be skipped.
#### Arguments
| Name | Type | Notes |
| ---- | ---- | ----- |
| locations | list\[int\] | The ids of the locations to create hints for. |
| player | int | The ID of the player whose locations are being hinted for. Defaults to the requesting slot. |
| status | [HintStatus](#HintStatus) | If included, sets the status of the hint to this status. Defaults to `HINT_UNSPECIFIED`. Cannot set `HINT_FOUND`. |
### UpdateHint
Sent to the server to update the status of a Hint. The client must be the 'receiving_player' of the Hint, or the update fails.

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# API Guide
Archipelago has a rudimentary API that can be queried by endpoints. The API is a work-in-progress and should be improved over time.
The following API requests are formatted as: `https://<Archipelago URL>/api/<endpoint>`
The returned data will be formated in a combination of JSON lists or dicts, with their keys or values being notated in `blocks` (if applicable)
Current endpoints:
- Datapackage API
- [`/datapackage`](#datapackage)
- [`/datapackage/<string:checksum>`](#datapackagestringchecksum)
- [`/datapackage_checksum`](#datapackagechecksum)
- Generation API
- [`/generate`](#generate)
- [`/status/<suuid:seed>`](#status)
- Room API
- [`/room_status/<suuid:room_id>`](#roomstatus)
- User API
- [`/get_rooms`](#getrooms)
- [`/get_seeds`](#getseeds)
## Datapackage Endpoints
These endpoints are used by applications to acquire a room's datapackage, and validate that they have the correct datapackage for use. Datapackages normally include, item IDs, location IDs, and name groupings, for a given room, and are essential for mapping IDs received from Archipelago to their correct items or locations.
### `/datapackage`
<a name="datapackage"></a>
Fetches the current datapackage from the WebHost.
You'll receive a dict named `games` that contains a named dict of every game and its data currently supported by Archipelago.
Each game will have:
- A checksum `checksum`
- A dict of item groups `item_name_groups`
- Item name to AP ID dict `item_name_to_id`
- A dict of location groups `location_name_groups`
- Location name to AP ID dict `location_name_to_id`
Example:
```
{
"games": {
...
"Clique": {
"checksum": "0271f7a80b44ba72187f92815c2bc8669cb464c7",
"item_name_groups": {
"Everything": [
"A Cool Filler Item (No Satisfaction Guaranteed)",
"Button Activation",
"Feeling of Satisfaction"
]
},
"item_name_to_id": {
"A Cool Filler Item (No Satisfaction Guaranteed)": 69696967,
"Button Activation": 69696968,
"Feeling of Satisfaction": 69696969
},
"location_name_groups": {
"Everywhere": [
"The Big Red Button",
"The Item on the Desk"
]
},
"location_name_to_id": {
"The Big Red Button": 69696969,
"The Item on the Desk": 69696968
}
},
...
}
}
```
### `/datapackage/<string:checksum>`
<a name="datapackagestringchecksum"></a>
Fetches a single datapackage by checksum.
Returns a dict of the game's data with:
- A checksum `checksum`
- A dict of item groups `item_name_groups`
- Item name to AP ID dict `item_name_to_id`
- A dict of location groups `location_name_groups`
- Location name to AP ID dict `location_name_to_id`
Its format will be identical to the whole-datapackage endpoint (`/datapackage`), except you'll only be returned the single game's data in a dict.
### `/datapackage_checksum`
<a name="datapackagechecksum"></a>
Fetches the checksums of the current static datapackages on the WebHost.
You'll receive a dict with `game:checksum` key-value pairs for all the current officially supported games.
Example:
```
{
...
"Donkey Kong Country 3":"f90acedcd958213f483a6a4c238e2a3faf92165e",
"Factorio":"a699194a9589db3ebc0d821915864b422c782f44",
...
}
```
## Generation Endpoint
These endpoints are used internally for the WebHost to generate games and validate their generation. They are also used by external applications to generate games automatically.
### `/generate`
<a name="generate"></a>
Submits a game to the WebHost for generation.
**This endpoint only accepts a POST HTTP request.**
There are two ways to submit data for generation: With a file and with JSON.
#### With a file:
Have your ZIP of yaml(s) or a single yaml, and submit a POST request to the `/generate` endpoint.
If the options are valid, you'll be returned a successful generation response. (see [Generation Response](#generation-response))
Example using the python requests library:
```
file = {'file': open('Games.zip', 'rb')}
req = requests.post("https://archipelago.gg/api/generate", files=file)
```
#### With JSON:
Compile your weights/yaml data into a dict. Then insert that into a dict with the key `"weights"`.
Finally, submit a POST request to the `/generate` endpoint.
If the weighted options are valid, you'll be returned a successful generation response (see [Generation Response](#generation-response))
Example using the python requests library:
```
data = {"Test":{"game": "Factorio","name": "Test","Factorio": {}},}
weights={"weights": data}
req = requests.post("https://archipelago.gg/api/generate", json=weights)
```
#### Generation Response:
##### Successful Generation:
Upon successful generation, you'll be sent a JSON dict response detailing the generation:
- The UUID of the generation `detail`
- The SUUID of the generation `encoded`
- The response text `text`
- The page that will resolve to the seed/room generation page once generation has completed `url`
- The API status page of the generation `wait_api_url` (see [Status Endpoint](#status))
Example:
```
{
"detail": "19878f16-5a58-4b76-aab7-d6bf38be9463",
"encoded": "GYePFlpYS3aqt9a_OL6UYw",
"text": "Generation of seed 19878f16-5a58-4b76-aab7-d6bf38be9463 started successfully.",
"url": "http://archipelago.gg/wait/GYePFlpYS3aqt9a_OL6UYw",
"wait_api_url": "http://archipelago.gg/api/status/GYePFlpYS3aqt9a_OL6UYw"
}
```
##### Failed Generation:
Upon failed generation, you'll be returned a single key-value pair. The key will always be `text`
The value will give you a hint as to what may have gone wrong.
- Options without tags, and a 400 status code
- Options in a string, and a 400 status code
- Invalid file/weight string, `No options found. Expected file attachment or json weights.` with a 400 status code
- Too many slots for the server to process, `Max size of multiworld exceeded` with a 409 status code
If the generation detects a issue in generation, you'll be sent a dict with two key-value pairs (`text` and `detail`) and a 400 status code. The values will be:
- Summary of issue in `text`
- Detailed issue in `detail`
In the event of an unhandled server exception, you'll be provided a dict with a single key `text`:
- Exception, `Uncought Exception: <error>` with a 500 status code
### `/status/<suuid:seed>`
<a name="status"></a>
Retrieves the status of the seed's generation.
This endpoint will return a dict with a single key-vlaue pair. The key will always be `text`
The value will tell you the status of the generation:
- Generation was completed: `Generation done` with a 201 status code
- Generation request was not found: `Generation not found` with a 404 status code
- Generation of the seed failed: `Generation failed` with a 500 status code
- Generation is in progress still: `Generation running` with a 202 status code
## Room Endpoints
Endpoints to fetch information of the active WebHost room with the supplied room_ID.
### `/room_status/<suuid:room_id>`
<a name="roomstatus"></a>
Will provide a dict of room data with the following keys:
- Tracker SUUID (`tracker`)
- A list of players (`players`)
- Each item containing a list with the Slot name and Game
- Last known hosted port (`last_port`)
- Last activity timestamp (`last_activity`)
- The room timeout counter (`timeout`)
- A list of downloads for files required for gameplay (`downloads`)
- Each item is a dict containings the download URL and slot (`slot`, `download`)
Example:
```
{
"downloads": [
{
"download": "/slot_file/kK5fmxd8TfisU5Yp_eg/1",
"slot": 1
},
{
"download": "/slot_file/kK5fmxd8TfisU5Yp_eg/2",
"slot": 2
},
{
"download": "/slot_file/kK5fmxd8TfisU5Yp_eg/3",
"slot": 3
},
{
"download": "/slot_file/kK5fmxd8TfisU5Yp_eg/4",
"slot": 4
},
{
"download": "/slot_file/kK5fmxd8TfisU5Yp_eg/5",
"slot": 5
}
],
"last_activity": "Fri, 18 Apr 2025 20:35:45 GMT",
"last_port": 52122,
"players": [
[
"Slot_Name_1",
"Ocarina of Time"
],
[
"Slot_Name_2",
"Ocarina of Time"
],
[
"Slot_Name_3",
"Ocarina of Time"
],
[
"Slot_Name_4",
"Ocarina of Time"
],
[
"Slot_Name_5",
"Ocarina of Time"
]
],
"timeout": 7200,
"tracker": "cf6989c0-4703-45d7-a317-2e5158431171"
}
```
## User Endpoints
User endpoints can get room and seed details from the current session tokens (cookies)
### `/get_rooms`
<a name="getrooms"></a>
Retreives a list of all rooms currently owned by the session token.
Each list item will contain a dict with the room's details:
- Room SUUID (`room_id`)
- Seed SUUID (`seed_id`)
- Creation timestamp (`creation_time`)
- Last activity timestamp (`last_activity`)
- Last known AP port (`last_port`)
- Room timeout counter in seconds (`timeout`)
- Room tracker SUUID (`tracker`)
Example:
```
[
{
"creation_time": "Fri, 18 Apr 2025 19:46:53 GMT",
"last_activity": "Fri, 18 Apr 2025 21:16:02 GMT",
"last_port": 52122,
"room_id": "90ae5f9b-177c-4df8-ac53-9629fc3bff7a",
"seed_id": "efbd62c2-aaeb-4dda-88c3-f461c029cef6",
"timeout": 7200,
"tracker": "cf6989c0-4703-45d7-a317-2e5158431171"
},
{
"creation_time": "Fri, 18 Apr 2025 20:36:42 GMT",
"last_activity": "Fri, 18 Apr 2025 20:36:46 GMT",
"last_port": 56884,
"room_id": "14465c05-d08e-4d28-96bd-916f994609d8",
"seed_id": "a528e34c-3b4f-42a9-9f8f-00a4fd40bacb",
"timeout": 7200,
"tracker": "4e624bd8-32b6-42e4-9178-aa407f72751c"
}
]
```
### `/get_seeds`
<a name="getseeds"></a>
Retreives a list of all seeds currently owned by the session token.
Each item in the list will contain a dict with the seed's details:
- Seed SUUID (`seed_id`)
- Creation timestamp (`creation_time`)
- A list of player slots (`players`)
- Each item in the list will contain a list of the slot name and game
Example:
```
[
{
"creation_time": "Fri, 18 Apr 2025 19:46:52 GMT",
"players": [
[
"Slot_Name_1",
"Ocarina of Time"
],
[
"Slot_Name_2",
"Ocarina of Time"
],
[
"Slot_Name_3",
"Ocarina of Time"
],
[
"Slot_Name_4",
"Ocarina of Time"
],
[
"Slot_Name_5",
"Ocarina of Time"
]
],
"seed_id": "efbd62c2-aaeb-4dda-88c3-f461c029cef6"
},
{
"creation_time": "Fri, 18 Apr 2025 20:36:39 GMT",
"players": [
[
"Slot_Name_1",
"Clique"
],
[
"Slot_Name_2",
"Clique"
],
[
"Slot_Name_3",
"Clique"
],
[
"Slot_Name_4",
"Archipelago"
]
],
"seed_id": "a528e34c-3b4f-42a9-9f8f-00a4fd40bacb"
}
]
```