"""Engine detection and fail-closed import diagnostics. Never runs game executables.""" import os from dataclasses import asdict, dataclass from pathlib import Path, PurePosixPath @dataclass(frozen=True) class Issue: code: str message: str location: str = "" count: int = 1 class CompatibilityError(RuntimeError): def __init__(self, engine: str, issues: list[Issue]): self.engine, self.issues = engine, issues super().__init__("Импорт остановлен: " + "; ".join( i.message + (f" ({i.location})" if i.location else "") for i in issues[:5])) def report(self) -> dict: return {"error": str(self), "engine": self.engine, "compatible": False, "issues": [asdict(i) for i in self.issues]} @dataclass(frozen=True) class Detection: engine: str root: Path # Development copies and installed patches must not be mistaken for additional games. IGNORED = {".git", ".godot", ".local-translator", "migration-staging", "migration-tools", "node_modules", "__macosx"} def detect(root: Path) -> Detection: candidates: dict[tuple[str, Path], Detection] = {} for directory, dirs, files in os.walk(root, followlinks=False): dirs[:] = sorted(d for d in dirs if d.lower() not in IGNORED and not Path(directory, d).is_symlink()) path = Path(directory) names = {f.lower() for f in files} lower = {d.lower() for d in dirs} engine = None if path.name.lower().endswith("_data") and ("managed" in lower or "il2cpp_data" in lower): managed = path / next((d for d in dirs if d.lower() == "managed"), "Managed") dlls = {p.name.lower() for p in managed.glob("*.dll")} engine = "naninovel" if any("naninovel" in n for n in dlls) else "unity" elif "data.win" in names: engine = "gamemaker" elif "project.godot" in names or any(n.endswith(".pck") for n in names): engine = "godot" elif "game.rgss3a" in names or "game.rgss2a" in names or "game.rgssad" in names: engine = "rpgmaker" elif "rpg_core.js" in names or "rmmz_core.js" in names: engine = "rpgmaker" elif path.name.lower() == "game" and any( PurePosixPath(n).suffix in {".rpy", ".rpyc", ".rpa"} for n in names): engine = "renpy" if engine: game_root = path.parent if engine in {"naninovel", "unity", "renpy"} else path candidates[(engine, game_root)] = Detection(engine, game_root) # Engine internals are not independent games. dirs.clear() if not candidates: # Unpacked Ren'Py script-only archives do not always have a game/ wrapper. from app.converter.archive import ArchiveError, find_game_dir try: game = find_game_dir(root) return Detection("renpy", game) except ArchiveError: raise CompatibilityError("unknown", [Issue("unknown_engine", "Движок не распознан; нужен полный дистрибутив игры, а не отдельный EXE или патч")]) from None if len(candidates) != 1: raise CompatibilityError("ambiguous", [Issue("multiple_games", "В одном импорте обнаружено несколько игр; загрузите каждую отдельно", ", ".join(f"{c.engine}: {c.root.relative_to(root)}" for c in candidates.values()))]) result = next(iter(candidates.values())) from app.games.registry import all_profiles if result.engine not in {profile.engine for profile in all_profiles()}: raise CompatibilityError(result.engine, [Issue("unsupported_engine", f"Движок {result.engine} распознан, но его исполнение в PGames не поддерживается")]) return result def require_supported_scripts(data, engine: str = "renpy") -> None: issues = [Issue("unsupported_script", message, data.blocker_examples.get(message, ""), count) for message, count in data.blockers.items()] if issues: raise CompatibilityError(engine, issues) CALLS = set("len str int float bool abs round min max sum any all range list tuple set dict sorted reversed enumerate zip isinstance _ __".split()) CALLS |= {prefix + method for prefix in ("random.", "renpy.random.") for method in ("randint", "random", "choice", "shuffle", "uniform")} CALLS |= {"math." + method for method in ("floor", "ceil", "sqrt", "pow")} CALLS |= {"renpy." + method for method in ("play", "notify", "jump", "call", "input", "has_label", "seen_label", "showing", "get_attributes", "full_restart", "quit", "version")} CALLS |= {f"renpy.{channel}.{method}" for channel in ("music", "sound") for method in ("play", "queue", "stop", "get_playing", "is_playing")} # Presentation-only calls the player accepts and ignores (volume/pan/pause tweaks, replay and # rollback bookkeeping). They never change the story state. CALLS |= {f"renpy.{channel}.{method}" for channel in ("music", "sound") for method in ("set_volume", "set_pause", "set_pan")} CALLS |= {"renpy.end_replay", "renpy.block_rollback", "renpy.transition"} CALLS |= {"map", "filter", "hasattr", "getattr", "setattr", "callable", "super"} # Screen actions and values the player implements (see frontend/src/player/screens.ts) SCREEN_CALLS = set("""Jump Call Return SetVariable ToggleVariable SetDict SetField ToggleField SetScreenVariable ToggleScreenVariable Show Hide ShowTransient Function NullAction Play Stop Notify Quit MainMenu If GetTooltip StaticValue VariableValue AnimatedValue FieldValue SelectedIf SensitiveIf Queue ToggleScreen Language ShowMenu OpenURL Crop LiveCrop Solid Frame Null Transform DynamicDisplayable Color Dissolve Fade ImageDissolve MoveTransition CropMove PushMove Pixellate ComposeTransition With Text SetLocalVariable QuickSave QuickLoad AlphaMask Fixed At TintMatrix BrightnessMatrix SaturationMatrix ContrastMatrix InvertMatrix OpacityMatrix HueMatrix ColorizeMatrix IdentityMatrix print Exception BaseException Character""".split()) SCREEN_CALLS |= {"im." + name for name in ( "MatrixColor Scale FactorScale Flip Crop Grayscale Sepia Alpha Blur Composite Tile Rotozoom " "matrix.brightness matrix.contrast matrix.saturation matrix.tint matrix.identity matrix.invert " "matrix.opacity matrix.hue matrix.colorize").split()} SCREEN_CALLS |= {"Image", "re.sub", "re.match", "re.search", "re.findall", "re.split", "re.escape", "copy.copy", "copy.deepcopy", "time.time", "time.strftime", "time.sleep", "datetime.now", "datetime.datetime.now", "datetime.today", "datetime.date.today", "collections.defaultdict", "collections.OrderedDict", "renpy.partial", "renpy.loadable", "renpy.is_init_phase", "renpy.call_stack_depth", "renpy.const", "renpy.screenshot", "renpy.Keymap", "renpy.register_shader", "renpy.register_statement", "renpy.redraw", "renpy.stop_predict", "renpy.map_event", "renpy.count_displayables_in_layer", "renpy.displayable", "renpy.game.context", "renpy.unlink_save", "json.dumps", "json.loads", "_window_hide", "_window_show", "functools.partial"} CALLS |= SCREEN_CALLS CALLS |= SCREEN_CALLS | {"globals", "renpy.variant", "renpy.change_language", "renpy.seen_image", "renpy.show_screen", "renpy.hide_screen", "renpy.restart_interaction", "renpy.get_screen", "renpy.call_screen"} METHODS = set("append extend insert pop remove index count reverse sort clear copy add discard get keys values items setdefault update lower upper capitalize title strip lstrip rstrip startswith endswith replace split join format find isdigit isalpha zfill ljust rjust center partition rpartition rsplit splitlines isupper islower isspace isalnum swapcase rfind has_key iteritems iterkeys itervalues strftime isoformat weekday group groups groupdict start end".split()) def _bound_names(root) -> tuple[set[str], set[str]]: """Names the game binds itself and the method names of its classes. Calling any of them is the game's own code, which the player interprets. """ names: set[str] = set() methods: set[str] = set() def target(value): if isinstance(value, dict): if value.get("k") == "name": names.add(value["id"]) elif value.get("k") == "tuple": for item in value["v"]: target(item) def visit(value, in_class=False): if isinstance(value, list): for item in value: visit(item, in_class) elif isinstance(value, dict): op, kind = value.get("op"), value.get("k") if op == "def": (methods if in_class else names).add(value["name"]) names.update(p["n"] for p in value["params"]) elif op == "class": names.add(value["name"]) elif op in ("set", "aug", "for"): target(value.get("t")) elif kind == "lambda": names.update(p["n"] for p in value["params"]) elif value.get("c") == "for": target(value.get("t")) elif "params" in value and "defaults" in value and "body" in value: # a screen names.update(p["n"] for p in value["params"]) names.update(name for name, _ in value["defaults"]) elif kind == "comp": target(value.get("t")) for gen in value.get("gens", []): target(gen.get("t")) elif op == "try": names.update(h["name"] for h in value.get("handlers", []) if h.get("name")) for key, child in value.items(): visit(child, op == "class" and key == "body") visit(root) return names, methods SCREEN_OPENERS = {"renpy.show_screen", "renpy.call_screen", "renpy.hide_screen", "Show", "ShowTransient", "Hide"} def mark_screen_calls(data) -> None: """`renpy.show_screen("x")` in game code uses screen x, just like `show screen x`.""" def visit(value): if isinstance(value, list): for item in value: visit(item) elif isinstance(value, dict): if value.get("k") == "call" and value.get("a"): name = value["f"]["id"] if value["f"].get("k") == "name" else ( "renpy." + value["f"]["a"] if value["f"].get("k") == "attr" and value["f"]["o"].get("k") == "name" and value["f"]["o"]["id"] == "renpy" else "") first = value["a"][0] if name in SCREEN_OPENERS and first.get("k") == "const" and isinstance(first["v"], str): if first["v"] in data.screens and first["v"] not in data.screen_used: data.use_screen(first["v"]) changed.append(first["v"]) for child in value.values(): visit(child) changed = [True] while changed: changed.clear() visit([data.modules, data.init_code, data.defaults, [data.screens[n] for n in data.screen_used if n in data.screens]]) IMPLICIT_METHODS = {"__init__", "__str__", "__repr__"} # Calls that make the player wait; Python containing them runs on the player's generator interpreter BLOCKING_BUILTINS = {"renpy.input", "renpy.say", "renpy.pause", "renpy.display_menu", "renpy.with_statement", "renpy.call_screen"} CALLS |= BLOCKING_BUILTINS | {"renpy.show", "renpy.hide", "renpy.scene", "Borders", "renpy.set_tag_attributes"} def blocking_names(data) -> list[str]: """Names of game functions and methods that may wait for the player, directly or through each other.""" definitions: dict[str, list] = {} def collect(statements: list) -> None: for statement in statements: if statement.get("op") == "def": definitions.setdefault(statement["name"], []).append(statement) elif statement.get("op") == "class": collect([m for m in statement["body"] if m.get("op") == "def"]) collect(data.init_code) waiting = BLOCKING_BUILTINS | set(data.characters) | {"narrator"} found: set[str] = set() def waits(node, known: set[str]) -> bool: stack = [node] while stack: value = stack.pop() if isinstance(value, list): stack.extend(value) elif isinstance(value, dict): if value.get("k") == "call": function = value["f"] last = function.get("id") if function.get("k") == "name" else function.get("a") dotted = ("renpy." + function["a"]) if (function.get("k") == "attr" and function["o"].get("k") == "name" and function["o"]["id"] == "renpy") else last if dotted in waiting or last in known or last in waiting: return True stack.extend(value.values()) return False changed = True while changed: changed = False for name, nodes in definitions.items(): if name not in found and any(waits(n["body"], found) for n in nodes): found.add(name) changed = True return sorted(found) def reachable_init_code(data, used_screens) -> list: """The part of `init python` that can run: startup statements plus every function, class and method that something reachable refers to (by name or as an attribute). Definitions nobody refers to - lexers of custom statements, helpers of unused tools - are left out of the audit; if the game ever calls one, the player stops with an explicit error. """ roots: list = [] definitions: dict[str, list] = {} def collect(statements: list) -> None: for statement in statements: op = statement.get("op") if op == "def": definitions.setdefault(statement["name"], []).append(statement) elif op == "class": definitions.setdefault(statement["name"], []).append(statement) collect([m for m in statement["body"] if m.get("op") == "def"]) else: roots.append(statement) collect(data.init_code) result: list = list(roots) taken: set[int] = set() queue: list = [roots, list(data.modules.values()), data.defaults, data.images, list(used_screens.values())] while queue: fragment = queue.pop() stack = [fragment] while stack: value = stack.pop() if isinstance(value, list): stack.extend(value) elif isinstance(value, dict): name = value.get("id") if value.get("k") == "name" else value.get("a") if value.get("k") == "attr" else None for node in definitions.get(name, ()) if name else (): if id(node) in taken: continue taken.add(id(node)) if node["op"] == "class": # class-level assignments and the methods Python calls implicitly own = [m for m in node["body"] if m.get("op") != "def" or m["name"] in IMPLICIT_METHODS] result.extend(own) queue.append(own) else: result.append(node) queue.append(node) stack.extend(value.values()) return result def audit_ir(data) -> None: """Reject calls which the browser would otherwise silently replace by None.""" mark_screen_calls(data) used_screens = {n: data.screens[n] for n in data.screen_used if n in data.screens} user_names, user_methods = _bound_names([data.modules, data.init_code, data.defaults, data.images, list(used_screens.values())]) user_names |= {name for name, _ in data.defaults} user_names |= set(data.characters) | {"narrator"} def dotted(value): if value.get("k") == "name": return value["id"] if value.get("k") == "attr": return dotted(value["o"]) + "." + value["a"] return "" def visit(value, location): if isinstance(value, list): for item in value: visit(item, location) elif isinstance(value, dict): if value.get("k") == "call": function = value.get("f", {}) name = dotted(function) is_method = (function.get("k") == "attr" and not name.startswith(("renpy.", "math.", "random.")) and (function.get("a") in METHODS or function.get("a") in user_methods or function.get("a") in user_names)) if name not in CALLS and name not in user_names and not is_method: data.warn(f"Вызов не поддерживается плеером: {name or 'динамическая функция'}", location) if value.get("op") in {"jump", "call"} and value.get("target"): if value["target"] not in labels: data.warn(f"Не найдена цель перехода: {value['target']}", location) for child in value.values(): visit(child, location) from app.converter.pipeline import anchors labels = {label["name"] for module in data.modules.values() for label in module} labels |= {name for module in data.modules.values() for name in anchors(module)} for path, module in data.modules.items(): visit(module, path) visit(data.defaults, "default") for name, definition in used_screens.items(): visit(definition, f"screen {name}") for name in sorted(data.screen_used - set(data.screens)): data.warn("Не найден screen", name) visit(reachable_init_code(data, used_screens), "init") visit(data.images, "image")