Add updater script using the HTTP API (#27)

Check for core feature `httpfetch_binary_data` to run the updater properly.
This requires Minetest cb00632 or newer.
README.md: Add documentation for the updater
This commit is contained in:
SmallJoker 2019-06-06 21:47:49 +02:00 committed by bell07
parent a2470f06fb
commit 428fea2eb4
4 changed files with 157 additions and 4 deletions

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@ -15,6 +15,29 @@ This Minetest mod offers changeable player skins with a graphical interface for
- Full [3d_armor](https://forum.minetest.net/viewtopic.php?t=4654) support - Full [3d_armor](https://forum.minetest.net/viewtopic.php?t=4654) support
- Compatible to 1.0 and 1.8 Minecraft skins format - Compatible to 1.0 and 1.8 Minecraft skins format
## Installing skins
### Download from the database
1) Get Minetest 5.1.0-dev-cb00632 or newer
2) Uncomment the lines in `init.lua` mentioning `skins_updater.lua`
3) Start your world and wait until it reports that the skins were downloaded.
4) Let the Minetest server shut down
5) Comment the lines in `init.lua` again
6) Start the server again
You might want to run `minetest` in a Terminal/Console window to check the log output instantly.
### Manual addition
1) Copy your skin textures to `textures` as documented in `textures/readme.txt`
2) Create `meta/character_<name>.txt` with the following fields (separated by new lines):
* Skin name
* Author
* Skin license
## License: ## License:
- GPLv3 - GPLv3

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@ -30,6 +30,13 @@ if minetest.get_modpath("sfinv") then
dofile(skins.modpath.."/sfinv_page.lua") dofile(skins.modpath.."/sfinv_page.lua")
end end
-- ie.loadfile does not exist?
--[[skins.ie = minetest.request_insecure_environment()
skins.http = minetest.request_http_api()
dofile(skins.modpath.."/skins_updater.lua")
skins.ie = nil
skins.http = nil]]
-- 3d_armor compatibility -- 3d_armor compatibility
if minetest.global_exists("armor") then if minetest.global_exists("armor") then
skins.armor_loaded = true skins.armor_loaded = true

115
skins_updater.lua Normal file
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@ -0,0 +1,115 @@
-- Skins update script
-- Load it in init.lua or write a frontend GUI/chatcommand for it. Good luck.
local _ID_ = "Lua Skins Updater"
local _SKIN_PAGE_START_ = 1 -- Starting page to fetch the skins
local _SKIN_PAGE_END_ = nil -- End page number (nil = all skins)
if not core.features.httpfetch_binary_data then
error(_ID_ .. " requires the feature 'httpfetch_binary_data'. Update Minetest.")
end
local ie, http = skins.ie, skins.http
if not ie or not http then
error(_ID_ .. " requires the insecure environment. " ..
"Please add skinsdb to `secure.trusted_mods` in minetest.conf")
end
-- http://minetest.fensta.bplaced.net/api/apidoku.md
local root_url = "http://minetest.fensta.bplaced.net"
local page_url = root_url .. "/api/v2/get.json.php?getlist&page=%i&outformat=base64" -- [1] = Page#
local preview_url = root_url .. "/skins/1/%i.png" -- [1] = ID
local mod_path = skins.modpath
local meta_path = mod_path .. "/meta/"
local skins_path = mod_path .. "/textures/"
-- Fancy debug wrapper to download an URL
local function fetch_url(url, callback)
http.fetch({
url = url,
user_agent = _ID_
}, function(result)
if result.succeeded then
if result.code ~= 200 then
core.log("warning", ("%s: STATUS=%i URL=%s"):format(
_ID_, result.code, url))
end
return callback(result.data)
end
core.log("warning", ("%s: Failed to download URL=%s"):format(
_ID_, url))
end)
end
-- Insecure workaround since meta/ and textures/ cannot be written to
local function unsafe_file_write(path, contents)
local f = ie.io.open(path, "w")
f:write(contents)
f:close()
end
-- Takes a valid skin table from the Skins Database and saves it
local function safe_single_skin(skin)
local meta = {
skin.name,
skin.author,
skin.license
}
local name = "character_" .. skin.id
-- core.safe_file_write does not work here
unsafe_file_write(
meta_path .. name .. ".txt",
table.concat(meta, "\n")
)
unsafe_file_write(
skins_path .. name .. ".png",
core.decode_base64(skin.img)
)
fetch_url(preview_url:format(skin.id), function(preview)
unsafe_file_write(skins_path .. name .. "_preview.png", preview)
end)
core.log("action", ("%s: Completed skin %s"):format(_ID_, name))
end
-- Get total pages since it'll just return the last page all over again
local function get_pages_count(callback)
fetch_url(page_url:format(1) .. "&per_page=5", function(data)
local list = core.parse_json(data)
print(dump(list))
callback(list.pages)
end)
end
-- Just fetch them all. YOLO
get_pages_count(function(pages_total)
local start_page = _SKIN_PAGE_START_ or 1
local end_page = math.min(pages_total, _SKIN_PAGE_END_ or pages_total)
for page_n = 1, end_page do
local page_cpy = page_n
fetch_url(page_url:format(page_n), function(data)
core.log("action", ("%s: Page %i"):format(_ID_, page_cpy))
local list = core.parse_json(data)
for i, skin in pairs(list.skins) do
assert(skin.type == "image/png")
assert(skin.id ~= "")
if skin.id ~= 1 then -- Skin 1 is bundled with skinsdb
safe_single_skin(skin)
end
end
if page_cpy == end_page then
core.log("action", _ID_ .. " finished downloading all skins. " ..
"Please comment out this script to reduce server traffic.")
core.request_shutdown("Reloading skinsdb media cache after download",
true, 3 --[[give some time for pending requests]])
end
end)
end
end)

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@ -1,4 +1,12 @@
In this folder the skin files could be placed according the next file naming convention In this folder the skin files could be placed according the following file naming convention.
character_[number-or-name].png - Public skin, available for all users
player_[nick].png or player_[nick]_[number-or-name].png - one or multiple private skins for player "nick" Public skin available for all users:
*_preview.png - Preview files for public and private skins character_[number-or-name].png
One or multiple private skins for player "nick":
player_[nick].png or
player_[nick]_[number-or-name].png
Preview files for public and private skins:
character_*_preview.png or
player_*_*_preview.png