mirror of
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* Added `capi.request.<endpoint>` killswitches at appropriate call points. * Added `eddn.capi_export.<type>` killswitches. This allows for killing just the EDDN export of such CAPI-derived data, without stopping the actual queries, as other plugins/functionality might still have harmless use of the data. * PLUGINS.md: Actually describe the contents of `data` passed to plugins, and point out it might not always contain market or shipyard data. This is not only because of the new killswitches, but could already have happened if the station/port docked at didn't have the services. * Some misc typing cleanups.
1326 lines
58 KiB
Markdown
1326 lines
58 KiB
Markdown
# Developer Plugin Documentation
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Plugins allow you to customise and extend the behavior of EDMarketConnector.
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## Installing a Plugin
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See [Plugins](https://github.com/EDCD/EDMarketConnector/wiki/Plugins) on the
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wiki.
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## Writing a Plugin
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Check [Releasing.md](docs/Releasing.md#environment) to be sure of the current
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version of Python that we've tested against.
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Plugins are loaded when EDMarketConnector starts up.
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Each plugin has it's own folder in the `plugins` directory:
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- Windows: `%LOCALAPPDATA%\EDMarketConnector\plugins`
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- Mac: `~/Library/Application Support/EDMarketConnector/plugins`
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- Linux: `$XDG_DATA_HOME/EDMarketConnector/plugins`, or
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`~/.local/share/EDMarketConnector/plugins` if `$XDG_DATA_HOME` is unset.
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Plugins are python files. The plugin folder must have a file named `load.py`
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that must provide one module level function and optionally provide a few
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others.
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If you're running from source (which allows for debugging with e.g.
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[PyCharm](https://www.jetbrains.com/pycharm/features/))
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then you'll need to be using an appropriate version of Python. The current
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version is listed in the
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[Environment section of Releasing.md](https://github.com/EDCD/EDMarketConnector/blob/main/docs/Releasing.md#environment).
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If you're developing your plugin simply against an install of EDMarketConnector
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then you'll be relying on the bundled version of Python (it's baked
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into the .exe via the py2exe build process).
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Please be sure to read the [Avoiding potential pitfalls](#avoiding-potential-pitfalls)
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section, else you might inadvertently cause issues for the core
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EDMarketConnector code including whole application crashes.
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## Being aware of core application changes
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It is highly advisable to ensure you are aware of all EDMarketConnector
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releases, including the pre-releases. The -beta and -rc changelogs will
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contain valuable information about any forthcoming changes that affect plugins.
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The easiest way is:
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1. Login to [GitHub](https://github.com).
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2. Navigate to [EDMarketConnector](https://github.com/EDCD/EDMarketConnector).
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3. Click the 'Watch' (or 'Unwatch' if you previously set up any watches on
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us). It's currently (2021-05-13) the left-most button of 3 near the
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top-right of the page.
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4. Click 'Custom'.
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5. Ensure 'Releases' is selected.
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6. Click 'Apply'.
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And, of course, either ensure you check your GitHub messages regularly, or
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have it set up to email you such notifications.
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You should also keep an eye on [our GitHub Discussions](https://github.com/EDCD/EDMarketConnector/discussions)
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in case there are any proposed changes to EDMC plugin functionality. You can
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do this by ensuring 'Discussions' is also ticked when following the steps
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above to set up a 'Custom' watch on this repository.
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---
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## Examples
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We have some example plugins available in the docs/examples directory. See the
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readme in each folder for more info.
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---
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## Available imports
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**`import`ing anything from the core EDMarketConnector code that is not
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explicitly mentioned here is unsupported and may lead to your plugin
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breaking with future code changes.**
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`import L10n` - for plugin localisation support.
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`from theme import theme` - So plugins can theme their own UI elements to
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match the main UI.
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`from config import appname, applongname, appcmdname, appversion
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, copyright, config` - to access config. *Intended use of config classes
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and functions is **only** for managing a plugin's own configuration*.
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Explicitly you can expect to use:
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- `config.set()` - to store a plugin configuration value.
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- `config.get_list()`, `config.get_str()`, `config.get_bool()`,
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`config.get_int()` - To retrieve a plugin configuration value.
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- `config.delete()` - To remove a plugin configuration value.
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- `config.shutting_down` (NB: a property, not a function!) to detect if the application
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is currently shutting down.
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Anything else from `import config` is not part of the stable plugin API and
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liable to change without notice.
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`from prefs import prefsVersion` - to allow for versioned preferences.
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`from companion import CAPIData, SERVER_LIVE, SERVER_LEGACY, SERVER_BETA` -
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`CAPIData` is the actual type of `data` as passed into `cmdr_data()` and
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`cmdr_data_legacy()`.
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See [Commander Data from Frontier CAPI](#commander-data-from-frontier-capi))
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for further information.
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`import edmc_data` (or specific 'from' imports) - This contains various static
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data that used to be in other files. You should **not** now import anything
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from the original files unless specified as allowed in this section.
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`import plug` - For using `plug.show_error()` only.
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Use `monitor.game_running()` as follows in case a plugin needs to know if we
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think the game is running. *NB: This is a function, and should be called as
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such. Using the bare word `game_running` will always be `True`.*
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```
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from monitor import monitor
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...
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if monitor.game_running():
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...
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```
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`import timeout_session` - provides a method called `new_session` that creates
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a requests.session with a default timeout on all requests. Recommended to
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reduce noise in HTTP requests
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`from ttkHyperlinkLabel import HyperlinkLabel` and `import myNotebook as nb` -
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For creating UI elements.
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In addition to the above we also explicitly package the following python
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modules for plugin use:
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- shutil
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- sqlite3
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- zipfile
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Unfortunately we cannot promise to include every part of the
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[Python Standard Library](https://docs.python.org/3/library/) due to issues
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with correctly detecting all the modules, and if they're single file or a
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package, and perhaps have sub-modules. For now, if you find something is
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missing that you need for your plugin, ask us to add it in, and we'll do so on
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a 'best efforts' basis.
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See [#1327 - ModuleNotFound when creating a new plugin.](https://github.com/EDCD/EDMarketConnector/issues/1327)
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for some discussion.
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---
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## Logging
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In the past the only way to provide any logged output from a
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plugin was to use `print(...)` statements. When running the application from
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the packaged executeable all output is redirected to a log file. See
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[Reporting a problem](https://github.com/EDCD/EDMarketConnector/wiki/Troubleshooting#reporting-a-problem)
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for the location of this log file.
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EDMarketConnector now implements proper logging using the Python `logging`
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module. Plugin developers should now use the following code instead of simple
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`print(...)` statements.
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Insert this at the top-level of your load.py file (so not inside
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`plugin_start3()`):
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```python
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import logging
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import os
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from config import appname
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# This could also be returned from plugin_start3()
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plugin_name = os.path.basename(os.path.dirname(__file__))
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# A Logger is used per 'found' plugin to make it easy to include the plugin's
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# folder name in the logging output format.
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# NB: plugin_name here *must* be the plugin's folder name as per the preceding
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# code, else the logger won't be properly set up.
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logger = logging.getLogger(f'{appname}.{plugin_name}')
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# If the Logger has handlers then it was already set up by the core code, else
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# it needs setting up here.
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if not logger.hasHandlers():
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level = logging.INFO # So logger.info(...) is equivalent to print()
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logger.setLevel(level)
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logger_channel = logging.StreamHandler()
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logger_formatter = logging.Formatter(f'%(asctime)s - %(name)s - %(levelname)s - %(module)s:%(lineno)d:%(funcName)s: %(message)s')
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logger_formatter.default_time_format = '%Y-%m-%d %H:%M:%S'
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logger_formatter.default_msec_format = '%s.%03d'
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logger_channel.setFormatter(logger_formatter)
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logger.addHandler(logger_channel)
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```
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Note the admonishment about `plugin_name` being the folder name of your plugin.
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It can't be anything else (such as a different string returned from
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`plugin_start3()`) because the code in plug.py that sets up the logger uses
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exactly the folder name. Our custom `qualname` and `class` formatters won't
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work with a 'bare' logger, and will cause your code to throw exceptions if
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you're not using our supplied logger.
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If running with 4.1.0-beta1 or later of EDMarketConnector the logging setup
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happens in the core code and will include the extra logfile destinations. If
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your plugin is run under a pre-4.1.0 version of EDMarketConnector then the
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above will set up basic logging only to the console (and thus redirected to
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the log file).
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If you're certain your plugin will only be run under EDMarketConnector 4.1.0
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or newer then you can remove the `if` clause.
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Replace all `print(...)` statements with one of the following:
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```python
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logger.info('some info message') # instead of print(...)
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logger.debug('something only for debug')
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logger.warning('Something needs warning about')
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logger.error('Some error happened')
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logger.critical('Something went wrong in a critical manner')
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try:
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...
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except Exception:
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# This logs at 'ERROR' level.
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# Also automatically includes exception information.
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logger.exception('An exception occurred')
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try:
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...
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except Exception as e:
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logger.debug('Exception we only note in debug output', exc_info=e)
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```
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Remember you can use [fstrings](https://www.python.org/dev/peps/pep-0498/) to
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include variables, and even the returns of functions, in the output.
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```python
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logger.debug(f"Couldn't frob the {thing} with the {wotsit()}")
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```
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---
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## Checking core EDMC version
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If you have code that needs to act differently under different versions of
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this application then you can check utilise `config.appversion`.
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Prior to version 5.0.0 this was a simple string. From 5.0.0 onwards it is,
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instead, a function which returns an instance of `semantic_version.Version`.
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```python
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import semantic_version
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from config import appversion
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...
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# Up until 5.0.0-beta1 config.appversion is a string
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if isinstance(appversion, str):
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core_version = semantic_version.Version(appversion)
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elif callable(appversion):
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# From 5.0.0-beta1 it's a function, returning semantic_version.Version
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core_version = appversion()
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# Yes, just blow up if config.appverison is neither str or callable
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logger.info(f'Core EDMarketConnector version: {core_version}')
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# And then compare like this
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if core_version < semantic_version.Version('5.0.0-beta1'):
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logger.info('EDMarketConnector core version is before 5.0.0-beta1')
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else:
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logger.info('EDMarketConnector core version is at least 5.0.0-beta1')
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```
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---
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## Startup
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EDMarketConnector will import the `load.py` file as a module and then call the
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`plugin_start3()` function.
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```python
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def plugin_start3(plugin_dir: str) -> str:
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"""
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Load this plugin into EDMarketConnector
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"""
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print(f"I am loaded! My plugin folder is {plugin_dir}")
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return "Test"
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```
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The string you return is used as the internal name of the plugin.
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Any errors or print statements from your plugin will appear in
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`%TMP%\EDMarketConnector.log` on Windows, `$TMPDIR/EDMarketConnector.log` on
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Mac, and `$TMP/EDMarketConnector.log` on Linux.
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| Parameter | Type | Description |
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| :----------- | :---: | :------------------------------------------------------ |
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| `plugin_dir` | `str` | The directory that your plugin is located in. |
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| `RETURN` | `str` | The name you want to be used for your plugin internally |
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---
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## Avoiding potential pitfalls
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There are a number of things that your code should either do or avoiding
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doing so as to play nicely with the core EDMarketConnector code and not risk
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causing application crashes or hangs.
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### Be careful about the name of your plugin directory
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You might want your plugin directory name to be usable in import statements.
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See the section on [packaging extra modules](#your-plugin-directory-name-must-be-importable).
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### Use a thread for long-running code
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By default, your plugin code will be running in the main thread. So, if you
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perform some operation that takes significant time (more than a second) you
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will be blocking both the core code from continuing *and* any other plugins
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from running their main-thread code.
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This includes any connections to remote services, such as a website or
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remote database. So please place such code within its own thread.
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See the [EDSM plugin](https://github.com/EDCD/EDMarketConnector/blob/main/plugins/edsm.py)
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code for an example of using a thread worker, along
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with a queue to send data, and telling the sub-thread to stop during shutdown.
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### All tkinter calls in main thread
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The only tkinter calls that should ever be made from a sub-thread are
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`event_generate()` calls to send data back to the main thread.
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Any attempt to manipulate tkinter UI elements directly from a sub-thread
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will most likely crash the whole program.
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See the [EDSM plugin](https://github.com/EDCD/EDMarketConnector/blob/main/plugins/edsm.py)
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code for an example of using `event_generate()` to cause the plugin main
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thread code to update a UI element. Start from the `plugin_app()`
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implementation.
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### Do not call tkinter `event_generate` during shutdown.
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However, you must **not** make *any* tkinter `event_generate()` call whilst
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the application is shutting down.
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The application shutdown sequence is itself triggered from the `<<Quit>>` event
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handler, and generating another event from any code in, or called from,
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there causes the application to hang somewhere in the tk libraries.
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You can detect if the application is shutting down with the boolean
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`config.shutting_down`. Note that although this is technically a function
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its implementation is of a property on `config.AbstractConfig` and thus you
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should treat it as a variable.
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**Do NOT use**:
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```python
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from config import config
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if config.shutting_down():
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# During shutdown
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```
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as this will cause the 'During shutdown' branch to *always* be taken, as in
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this context you're testing if the function exists, and that is always True.
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So instead use:
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```python
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from config import config
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if config.shutting_down:
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# During shutdown
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```
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---
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## Plugin Hooks
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### Configuration
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If you want your plugin to be configurable via the GUI you can define a frame
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(panel) to be displayed on its own tab in EDMarketConnector's settings dialog.
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The tab title will be the value that you returned from `plugin_start3`. Use
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widgets from EDMarketConnector's myNotebook.py for the correct look-and-feel.
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You can be notified when the settings dialog is closed, so you can save your
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settings.
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You can use `set()` and `get_$type()` (where type is one of: `int`, `bool`,
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`str`, `list`) from EDMarketConnector's `config.config` object to retrieve
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your plugin's settings in a platform-independent way. Previously this was done
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with a single set and two get methods, the new methods provide better type
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safety.
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If you want to maintain compatibility with pre-5.0.0 versions of this
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application (please encourage plugin users to update!) then you'll need to
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include this code in at least once in your plugin (no harm in putting it in
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all modules/files):
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```python
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from config import config
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# For compatibility with pre-5.0.0
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if not hasattr(config, 'get_int'):
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config.get_int = config.getint
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if not hasattr(config, 'get_str'):
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config.get_str = config.get
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if not hasattr(config, 'get_bool'):
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config.get_bool = lambda key: bool(config.getint(key))
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if not hasattr(config, 'get_list'):
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config.get_list = config.get
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```
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**Be sure to use a unique prefix for any settings you save so as not to clash
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with core EDMarketConnector or other plugins.**
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Use `number_from_string()` from EDMarketConnector's `l10n.Locale` object to
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parse input numbers in a locale-independent way. NB: the old CamelCase
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versions of `number_from_string` and `string_from_number` do still exist, but
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are deprecated. They will continue to work, but will throw warnings.
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Note that in the following example the function signature defines that it
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returns `Optional[tk.Frame]` only because we need to allow for `None` if
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something goes wrong with the creation of the frame (the calling code checks
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this). You absolutely need to return the `nb.Frame()` instance that you get
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as in the code below.
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```python
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import tkinter as tk
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import myNotebook as nb
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from config import config
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from typing import Optional
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my_setting: Optional[tk.IntVar] = None
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def plugin_prefs(parent: nb.Notebook, cmdr: str, is_beta: bool) -> Optional[tk.Frame]:
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"""
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Return a TK Frame for adding to the EDMarketConnector settings dialog.
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"""
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global my_setting
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my_setting = tk.IntVar(value=config.get_int("MyPluginSetting")) # Retrieve saved value from config
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frame = nb.Frame(parent)
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nb.Label(frame, text="Hello").grid()
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nb.Label(frame, text="Commander").grid()
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nb.Checkbutton(frame, text="My Setting", variable=my_setting).grid()
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return frame
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```
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| Parameter | Type | Description |
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| :-------- | :-----------: | :----------------------------------------------- |
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| `parent` | `nb.Notebook` | Root Notebook object the preferences window uses |
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| `cmdr` | `str` | The current commander |
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| `is_beta` | `bool` | If the game is currently a beta version |
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This gets called when the user dismisses the settings dialog:
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```python
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def prefs_changed(cmdr: str, is_beta: bool) -> None:
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"""
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Save settings.
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"""
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config.set('MyPluginSetting', my_setting.get()) # Store new value in config
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```
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| Parameter | Type | Description |
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| :-------- | :----: | :-------------------------------------- |
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| `cmdr` | `str` | The current commander |
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| `is_beta` | `bool` | If the game is currently a beta version |
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---
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### Display
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You can also have your plugin add an item to the EDMarketConnector main window
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and update from your event hooks. This works in the same way as
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`plugin_prefs()`. For a simple one-line item return a `tk.Label` widget or a 2
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tuple of widgets. For a more complicated item create a tk.Frame widget and
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populate it with other ttk widgets. Return `None` if you just want to use this
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as a callback after the main window and all other plugins are initialised.
|
|
|
|
You can use `string_from_number()` from EDMarketConnector's `l10n.Locale`
|
|
object to format numbers in your widgets in a locale-independent way.
|
|
|
|
```python
|
|
from typing import Optional, Tuple
|
|
import tkinter as tk
|
|
|
|
status: Optional[tk.Label]
|
|
|
|
|
|
def plugin_app(parent: tk.Frame) -> Tuple[tk.Label, tk.Label]:
|
|
"""
|
|
Create a pair of TK widgets for the EDMarketConnector main window
|
|
"""
|
|
global status
|
|
label = tk.Label(parent, text="Status:") # By default widgets inherit the current theme's colors
|
|
status = tk.Label(parent, text="", foreground="yellow") # Override theme's foreground color
|
|
return label, status
|
|
|
|
# later on your event functions can update the contents of these widgets
|
|
def some_other_function() -> None:
|
|
global status
|
|
status["text"] = "Happy!"
|
|
status["foreground"] = "green"
|
|
```
|
|
|
|
| Parameter | Type | Description |
|
|
| :-------- | :---------------------------------------------: | :---------------------------------------------------------- |
|
|
| `parent` | `tk.Frame` | The root EDMarketConnector window |
|
|
| `RETURN` | `Union[tk.Widget, Tuple[tk.Widget, tk.Widget]]` | A widget to add to the main window. See below for more info |
|
|
|
|
The return from `plugin_app()` can either be any widget (`Frame`, `Label`,
|
|
`Notebook`, etc.), or a 2-tuple of widgets. In the case of a 2-tuple, indices
|
|
0 and 1 are placed automatically in the outer grid on column indices 0 and 1.
|
|
Otherwise, the only thing done to your return widget is it is set to use a
|
|
columnspan of 2, and placed on the grid.
|
|
|
|
You can dynamically add and remove widgets on the main window by returning a
|
|
`tk.Frame` from `plugin_app()` and later creating and destroying child widgets
|
|
of that frame.
|
|
|
|
```python
|
|
from typing import Optional
|
|
import tkinter as tk
|
|
|
|
from theme import theme
|
|
|
|
frame: Optional[tk.Frame] = None
|
|
|
|
def plugin_app(parent: tk.Frame) -> tk.Frame:
|
|
"""
|
|
Create a frame for the EDMarketConnector main window
|
|
"""
|
|
global frame
|
|
frame = tk.Frame(parent)
|
|
return frame
|
|
|
|
def some_other_function_called_later() -> None:
|
|
# later on your event functions can add or remove widgets
|
|
row = frame.grid_size()[1]
|
|
new_widget_1 = tk.Label(frame, text="Status:")
|
|
new_widget_1.grid(row=row, column=0, sticky=tk.W)
|
|
new_widget_2 = tk.Label(frame, text="Unhappy!", foreground="red") # Override theme's foreground color
|
|
new_widget_2.grid(row=row, column=1, sticky=tk.W)
|
|
theme.update(this.frame) # Apply theme colours to the frame and its children, including the new widgets
|
|
```
|
|
|
|
Remember, you must **NOT** manipulate any tkinter elements from a sub-thread!
|
|
See [Avoiding potential pitfalls](#avoiding-potential-pitfalls).
|
|
|
|
---
|
|
|
|
### Events
|
|
|
|
Once you have created your plugin and EDMarketConnector has loaded it there
|
|
are four other functions you can define to be notified by EDMarketConnector
|
|
when something happens: `journal_entry()`, `journal_entry_cqc()`,
|
|
`dashboard_entry()` and `cmdr_data()`.
|
|
|
|
Your events all get called on the main Tkinter loop so be sure not to block for
|
|
very long or the app will appear to freeze. If you have a long running
|
|
operation such as sending or receiving data from an external server then you
|
|
should do this in a separate worker Thread. You can send work items to the
|
|
worker thread over a Queue. Tkinter is not thread-safe so you should not
|
|
access any Tkinter resources (including widgets and variables) from worker
|
|
threads - doing so may cause the app to crash intermittently. You can signal
|
|
back to the main thread using Tkinter's `event_generate()` widget method,
|
|
generating a user-defined event that you have previously registered with the
|
|
[`bind_all()`](http://effbot.org/tkinterbook/tkinter-events-and-bindings.htm)
|
|
widget method. See the [EDSM plugin](https://github.com/Marginal/EDMarketConnector/blob/main/plugins/edsm.py)
|
|
for an example of these techniques.
|
|
|
|
#### Journal Entry
|
|
|
|
```python
|
|
def journal_entry(
|
|
cmdr: str, is_beta: bool, system: str, station: str, entry: Dict[str, Any], state: Dict[str, Any]
|
|
) -> Optional[str]:
|
|
if entry['event'] == 'FSDJump':
|
|
# We arrived at a new system!
|
|
if 'StarPos' in entry:
|
|
logger.info(f'Arrived at {entry["StarSystem"]} {entry["StarPos"]}')
|
|
|
|
else:
|
|
logger.info(f'Arrived at {entry["StarSystem"]}')
|
|
```
|
|
|
|
This gets called when EDMarketConnector sees a new entry in the game's journal.
|
|
|
|
| Parameter | Type | Description |
|
|
| :-------- | :--------------: | :--------------------------------------------------------------------- |
|
|
| `cmdr` | `str` | Current commander name |
|
|
| `is_beta` | `bool` | Is the game currently in beta |
|
|
| `system` | `Optional[str]` | Current system, if known |
|
|
| `station` | `Optional[str]` | Current station, if any |
|
|
| `entry` | `Dict[str, Any]` | The journal event |
|
|
| `state` | `Dict[str, Any]` | More info about the commander, their ship, and their cargo (see below) |
|
|
|
|
Content of `state` (updated to the current journal entry):
|
|
|
|
| Field | Type | Description |
|
|
| :------------------- | :-------------------------: |:----------------------------------------------------------------------------------------------------------------|
|
|
| `GameLanguage` | `Optional[str]` | `language` value from `Fileheader` event. |
|
|
| `GameVersion` | `Optional[str]` | `version` value from `Fileheader` event. |
|
|
| `GameBuild` | `Optional[str]` | `build` value from `Fileheader` event. |
|
|
| `Captain` | `Optional[str]` | Name of the commander who's crew you're on, if any |
|
|
| `Cargo` | `dict` | Current cargo. Note that this will be totals, and any mission specific duplicates will be counted together |
|
|
| `CargoJSON` | `dict` | content of cargo.json as of last read. |
|
|
| `Credits` | `int` | Current credits balance |
|
|
| `FID` | `str` | Frontier commander ID |
|
|
| `Horizons` | `bool` | From `LoadGame` event. |
|
|
| `Odyssey` | `bool` | From `LoadGame` event. `False` if not present, else the event value. |
|
|
| `Loan` | `Optional[int]` | Current loan amount, if any |
|
|
| `Raw` | `dict` | Current raw engineering materials |
|
|
| `Manufactured` | `dict` | Current manufactured engineering materials |
|
|
| `Encoded` | `dict` | Current encoded engineering materials |
|
|
| `Component` | `dict` | Current component materials |
|
|
| `Engineers` | `dict` | Current Raw engineering materials |
|
|
| `Rank` | `Dict[str, Tuple[int, int]` | Current ranks, each entry is a tuple of the current rank, and age |
|
|
| `Statistics` | `dict` | Contents of a Journal Statistics event, ie, data shown in the stats panel. See the Journal manual for more info |
|
|
| `Role` | `Optional[str]` | Current role if in multi-crew, one of `Idle`, `FireCon`, `FighterCon` |
|
|
| `Friends` | `set` | Currently online friend |
|
|
| `ShipID` | `int` | Frontier ID of current ship |
|
|
| `ShipIdent` | `str` | Current user-set ship ID |
|
|
| `ShipName` | `str` | Current user-set ship name |
|
|
| `ShipType` | `str` | Internal name for the current ship type |
|
|
| `HullValue` | `int` | Current ship value, excluding modules |
|
|
| `ModulesValue` | `int` | Value of the current ship's modules |
|
|
| `Rebuy` | `int` | Current ship's rebuy cost |
|
|
| `Modules` | `dict` | Currently fitted modules |
|
|
| `NavRoute` | `dict` | Last plotted multi-hop route[1] |
|
|
| `ModuleInfo` | `dict` | Last loaded ModulesInfo.json data |
|
|
| `IsDocked` | `bool` | Whether the Cmdr is currently docked *in their own ship*. |
|
|
| `OnFoot` | `bool` | Whether the Cmdr is on foot |
|
|
| `Component` | `dict` | 'Component' MicroResources in Odyssey, `int` count each. |
|
|
| `Item` | `dict` | 'Item' MicroResources in Odyssey, `int` count each. |
|
|
| `Consumable` | `dict` | 'Consumable' MicroResources in Odyssey, `int` count each. |
|
|
| `Data` | `dict` | 'Data' MicroResources in Odyssey, `int` count each. |
|
|
| `BackPack` | `dict` | `dict` of Odyssey MicroResources in backpack. |
|
|
| `BackpackJSON` | `dict` | Content of Backpack.json as of last read. |
|
|
| `ShipLockerJSON` | `dict` | Content of ShipLocker.json as of last read. |
|
|
| `SuitCurrent` | `dict` | CAPI-returned data of currently worn suit. NB: May be `None` if no data. |
|
|
| `Suits` | `dict`[2] | CAPI-returned data of owned suits. NB: May be `None` if no data. |
|
|
| `SuitLoadoutCurrent` | `dict` | CAPI-returned data of current Suit Loadout. NB: May be `None` if no data. |
|
|
| `SuitLoadouts` | `dict`[2] | CAPI-returned data of all Suit Loadouts. NB: May be `None` if no data. |
|
|
| `Taxi` | `Optional[bool]` | Whether or not we're currently in a taxi. NB: This is best effort with what the journals provide. |
|
|
| `Dropship` | `Optional[bool]` | Whether or not the above taxi is a Dropship |
|
|
| `Body` | `Optional[str]` | The body we're currently on / in the SOI of |
|
|
| `BodyType` | `Optional[str]` | The type of body that `Body` refers to |
|
|
|
|
[1] - Contents of `NavRoute` not changed if a `NavRouteClear` event is seen,
|
|
but plugins will see the `NavRouteClear` event.
|
|
|
|
If EDMarketConnector is restarted whilst the game is running then
|
|
`NavRoute` will be populated with current 'NavRoute.json' contents (assuming
|
|
that the file exists). Thus `NavRoute` will have the data when the
|
|
synthetic `StartUp` event is sent to plugins. NB: If the contents of the file
|
|
indicate a `NavRouteClear` then that's what will be passed.
|
|
|
|
If the *game* is restarted then `Fileheader` in the new Journal file will
|
|
cause `state['NavRoute'] = None`, but if you open the galaxy map in-game and
|
|
cause an automatic re-plot of last route, then a new `NavRoute` event will
|
|
also be generated and passed to plugins.
|
|
|
|
[2] - Some data from the CAPI is sometimes returned as a `list` (when all
|
|
members are present) and other times as an integer-keyed `dict` (when at
|
|
least one member is missing, so the indices are not contiguous). We choose to
|
|
always convert to the integer-keyed `dict` form so that code utilising the data
|
|
is simpler.
|
|
|
|
New in version 4.1.6:
|
|
|
|
`CargoJSON` contains the raw data from the last read of `Cargo.json` passed
|
|
through json.load. It contains more information about the cargo contents, such
|
|
as the mission ID for mission specific cargo
|
|
|
|
**NB: Because this is only the data loaded from the `Cargo.json` file, and that
|
|
is not written at Commander login (instead the in-Journal `Cargo` event
|
|
contains all the data), this will not be populated at login.**
|
|
|
|
New in version 5.0.0:
|
|
|
|
`NavRoute` contains the `json.load()` of `NavRoute.json` as indicated by a
|
|
journal `NavRoute` event.
|
|
|
|
`ModuleInfo` contains the `json.load()` of `ModulesInfo.json` as indicated by a
|
|
Journal `ModuleInfo` event.
|
|
|
|
`OnFoot` is an indication as to if the player is on-foot, rather than in a
|
|
vehicle.
|
|
|
|
`Component`, `Item`, `Consumable` & `Data` are `dict`s tracking your
|
|
Odyssey MicroResources in your Ship Locker. `BacKPack` contains `dict`s for
|
|
the same when you're on-foot.
|
|
|
|
`SuitCurrent`, `Suits`, `SuitLoadoutCurrent` & `SuitLoadouts` hold CAPI data
|
|
relating to suits and their loadouts.
|
|
|
|
New in version 5.0.1:
|
|
|
|
`Odyssey` boolean based on the presence of such a flag in the `LoadGame`
|
|
event. Defaults to `False`, i.e. if no such key in the event.
|
|
|
|
The previously undocumented `Horizons` boolean is similarly from `LoadGame`,
|
|
but blindly retrieves the value rather than having a strict default. There'd
|
|
be an exception if it wasn't there, and the value would be `None`. Note that
|
|
this is **NOT** the same as the return from
|
|
[plugins/eddn.py:capi_is_horizons()](./plugins/eddn.py). That function is
|
|
necessary because CAPI data doesn't have a simple indication of Horizons-ness.
|
|
|
|
New in version 5.0.3:
|
|
|
|
The `Suits` members have an additional key:value pair `edmcName` which is our
|
|
preferred name for display on the UI, for the in-use game language.
|
|
|
|
The "language", "gameversion" and "build" values from the "Fileheader" event
|
|
are all now stored in `state[]` fields; "GameLanguage", "GameVersion" and
|
|
"GameBuild".
|
|
|
|
New in version 5.1.0:
|
|
|
|
`state` entries added for Taxi, Dropship, Body and BodyType.
|
|
|
|
New in version 5.1.1:
|
|
|
|
`state` now has a `ShipLockerJSON` member containing the un-changed, loaded,
|
|
JSON from the `ShipLockerJSON.json` file.
|
|
|
|
New in version 5.4.2+:
|
|
|
|
We now handle the 'Update 13' `NavRouteClear` event by detecting if that's what
|
|
is in the `NavRoute.json` file. If this is the case then we log that, **but
|
|
do NOT clear `state['NavRoute']`**. Plugins will get sent the Journal
|
|
`NavRouteClear` event anyway, and there might be some value to them retaining
|
|
access to the prior plotted route.
|
|
|
|
NB: It *is* possible, if a player is quick enough, to plot and clear a route
|
|
before we load it, in which case we'd be retaining the *previous* plotted
|
|
route.
|
|
|
|
New in version 5.6.0:
|
|
|
|
`IsDocked` boolean added to `state`. This is set True for a `Location` event
|
|
having `"Docked":true"`, or the `Docked` event. It is set back to False (its
|
|
default value) for an `Undocked` event. Being on-foot in a station at login
|
|
time does *not* count as docked for this.
|
|
|
|
In general on-foot, including being in a taxi, might not set this 100%
|
|
correctly. Its main use in core code is to detect being docked so as to send
|
|
any stored EDDN messages due to "Delay sending until docked" option.
|
|
|
|
|
|
New in version 5.7.0:
|
|
|
|
`state['NavRoute']` will be populated from the file, if present, if you
|
|
re-start EDMarketConnector. That will be present when plugins are invoked
|
|
with the synthetic `StartUp` event. NB: Might just be a `NavRouteClear` event
|
|
if that's what was in the file.
|
|
|
|
___
|
|
|
|
##### Synthetic Events
|
|
|
|
A special "StartUp" entry is sent if EDMarketConnector is started while the
|
|
game is already running. In this case you won't receive initial events such as
|
|
"LoadGame", "Rank", "Location", etc. However the `state` dictionary will
|
|
reflect the cumulative effect of these missed events.
|
|
|
|
**NB: Any of the values in this might be `None` if the Cmdr has loaded into
|
|
Arena (CQC) from the Main Menu.**
|
|
|
|
Similarly, a special "ShutDown" entry is sent when the game stops writing
|
|
to the Journal without writing a "Shutdown" event.
|
|
This might happen, for example, when the game client crashes.
|
|
Note that this is distinct in (letter) case from the "Shutdown" event that
|
|
the game itself writes to the Journal when you exit normally. If you want to
|
|
react to either in your plugin code then either compare in a case insensitive
|
|
manner or check for both. The difference in case allows you to differentiate
|
|
between the two scenarios.
|
|
|
|
**NB: Any of these events are passing to `journal_entry_cqc` rather than to
|
|
`journal_entry` if player has loaded into Arena (CQC).**
|
|
|
|
This event is not sent when EDMarketConnector is running on a different
|
|
machine so you should not *rely* on receiving this event.
|
|
|
|
---
|
|
|
|
##### Augmented Events
|
|
|
|
In some cases we augment the events, as seen in the Journal, with extra data.
|
|
Examples of this are:
|
|
|
|
1. Every `Cargo` event passed to plugins contains the data from
|
|
`Cargo.json` (but see above for caveats).
|
|
|
|
1. Every `NavRoute` event contains the full `Route` array as loaded from
|
|
`NavRoute.json`.
|
|
|
|
*NB: There is no indication available when a player cancels a route.* The
|
|
game itself does not provide any such, not in a Journal event, not in a
|
|
`Status.json` flag.
|
|
|
|
The Journal documentation v28 is incorrect about the event
|
|
and file being `Route(.json)` the word is `NavRoute`. Also the format of
|
|
the data is, e.g.
|
|
|
|
```json
|
|
{ "timestamp":"2021-03-10T11:31:37Z",
|
|
"event":"NavRoute",
|
|
"Route": [
|
|
{ "StarSystem": "Esuvit", "SystemAddress": 2869709317505, "StarPos": [-13.18750,-1.15625,-92.68750], "StarClass": "M" },
|
|
{ "StarSystem": "Ndozins", "SystemAddress": 3446451210595, "StarPos": [-14.31250,-10.68750,-60.56250], "StarClass": "M" },
|
|
{ "StarSystem": "Tascheter Sector MN-T b3-6", "SystemAddress": 13864825529753, "StarPos": [-11.87500,-21.96875,-29.03125], "StarClass": "M" },
|
|
{ "StarSystem": "LP 823-4", "SystemAddress": 9466778953129, "StarPos": [-8.62500,-27.84375,3.93750], "StarClass": "M" }
|
|
]
|
|
}
|
|
```
|
|
|
|
1. Every `ModuleInfo` event contains the full data as loaded from the
|
|
`ModulesInfo.json` file. Note that we use the singular form here to
|
|
stay consistent with the Journal event name.
|
|
|
|
---
|
|
|
|
### Journal entry in CQC
|
|
New in version 5.2.0
|
|
```python
|
|
def journal_entry_cqc(cmdr: str, is_beta: bool, entry: Dict[str, Any], state: Dict[str, Any]) -> Optional[str]:
|
|
if entry['event'] == 'Location':
|
|
# We loaded to CQC match, lets detect map!
|
|
cqc_maps = { # dict to map systems names to CQC maps, ref: https://forums.frontier.co.uk/threads/cqc-systems.234394/
|
|
'Bleae Aewsy GA-Y d1-14': 'Asteria Point',
|
|
'Eta Cephei': 'Cluster Compound',
|
|
'Theta Ursae Majoris': 'Elevate',
|
|
'Boepp SU-E d12-818': 'Ice Field',
|
|
}
|
|
cqc_map = cqc_maps.get(entry['StarSystem'])
|
|
logger.info(f'Loaded to CQC map {cqc_map}')
|
|
```
|
|
|
|
This is called for new journal entries, instead of `journal_entry()`, when the
|
|
player is in Arena (CQC).
|
|
|
|
| Parameter | Type | Description |
|
|
| :-------- | :--------------: | :--------------------------------------------------------------------- |
|
|
| `cmdr` | `str` | Current commander name |
|
|
| `is_beta` | `bool` | Is the game currently in beta |
|
|
| `entry` | `Dict[str, Any]` | The journal event |
|
|
| `state` | `Dict[str, Any]` | More info about the commander, their ship, and their cargo (see below) |
|
|
|
|
The content of `state` will be the same as for [`journal_entry`](#journal-entry),
|
|
so check there for documentation.
|
|
|
|
---
|
|
|
|
### Shutdown
|
|
|
|
This gets called when the user closes the program:
|
|
|
|
```python
|
|
def plugin_stop() -> None:
|
|
"""
|
|
EDMarketConnector is closing
|
|
"""
|
|
print("Farewell cruel world!")
|
|
```
|
|
|
|
If your plugin uses one or more threads to handle Events then `stop()` and
|
|
`join()` (to wait for their exit -- Recommended, not required) the threads
|
|
before returning from this function.
|
|
|
|
---
|
|
|
|
### Player Dashboard
|
|
|
|
```python
|
|
def dashboard_entry(cmdr: str, is_beta: bool, entry: Dict[str, Any]):
|
|
is_deployed = entry['Flags'] & edmc_data.FlagsHardpointsDeployed
|
|
sys.stderr.write("Hardpoints {}\n".format(is_deployed and "deployed" or "stowed"))
|
|
```
|
|
|
|
`dashboard_entry()` is called with the latest data from the `Status.json`
|
|
file when an update to that file is detected.
|
|
|
|
This will be when something on the player's cockpit display changes -
|
|
typically about once a second when in orbital flight.
|
|
|
|
| Parameter | Type | Description |
|
|
| :-------- | :----: | :-------------------------------- |
|
|
| `cmdr` | `str` | Current command name |
|
|
| `is_beta` | `bool` | if the game is currently in beta |
|
|
| `entry` | `dict` | Data from status.json (see below) |
|
|
|
|
For more info on `Status.json`, See the "Status File" section in the Frontier
|
|
[Journal documentation](https://forums.frontier.co.uk/showthread.php/401661).
|
|
That includes the available `entry` properties and the list of `"Flags"`.
|
|
Refer to [edmc_data.py](./edmc_data.py) for the list of available
|
|
constants.
|
|
|
|
---
|
|
|
|
### Commander Data from Frontier CAPI
|
|
If a plugin has a `cmdr_data()` function it gets called when the application
|
|
has just fetched fresh Cmdr and station data from Frontier's CAPI servers,
|
|
**but not for the Legacy galaxy**. See `cmdr_data_legacy()` below for Legacy
|
|
data handling.
|
|
```python
|
|
from companion import CAPIData, SERVER_LIVE, SERVER_LEGACY, SERVER_BETA
|
|
|
|
def cmdr_data(data, is_beta):
|
|
"""
|
|
We have new data on our commander
|
|
"""
|
|
if data.get('commander') is None or data['commander'].get('name') is None:
|
|
raise ValueError("this isn't possible")
|
|
|
|
logger.info(data['commander']['name'])
|
|
|
|
# Determining source galaxy for the data
|
|
if data.source_host == SERVER_LIVE:
|
|
...
|
|
|
|
elif data.source_host == SERVER_BETA:
|
|
...
|
|
|
|
elif data.source_host == SERVER_LEGACY:
|
|
...
|
|
```
|
|
|
|
| Parameter | Type | Description |
|
|
| :-------- | :--------------: | :------------------------------------------------------------------------------------------------------- |
|
|
| `data` | `CAPIData` | `/profile` API response, with `/market` and `/shipyard` added under the keys `marketdata` and `shipdata` |
|
|
| `is_beta` | `bool` | If the game is currently in beta |
|
|
`CAPIData` is a class, which you can `from companion import CAPIDATA`, and is
|
|
based on `UserDict`. The actual data from CAPI queries is thus accessible
|
|
via python's normal `data['key']` syntax. However, being a class, it can also
|
|
have extra properties, such as `source_host`, as shown above. Plugin authors
|
|
are free to use *that* property, **but MUST NOT rely on any other extra
|
|
properties present in `CAPIData`, they are for internal use only.**
|
|
|
|
The contents of `data` will always have at least the data returned by a CAPI
|
|
`/profile` query. If the player is docked at a station, and the relevant
|
|
services are available then the `lastStarport` key's value will have been
|
|
augmented with `/market` and/or `/shipyard` data. **But do not assume this
|
|
will always be the case**.
|
|
|
|
If there is a killswitch in effect for some of the CAPI endpoints, then the
|
|
data passed to this function might not be as complete as you expect. Code
|
|
defensively.
|
|
|
|
|
|
#### CAPI data for Legacy
|
|
When CAPI data has been retrieved from the separate CAPI host for the Legacy
|
|
galaxy, because the Journal gameversion indicated the player is playing/last
|
|
played in that galaxy, a different function will be called,
|
|
`cmdr_data_legacy()`.
|
|
|
|
```python
|
|
def cmdr_data_legacy(data, is_beta):
|
|
"""
|
|
We have new data on our commander
|
|
"""
|
|
if data.get('commander') is None or data['commander'].get('name') is None:
|
|
raise ValueError("this isn't possible")
|
|
|
|
logger.info(data['commander']['name'])
|
|
```
|
|
|
|
**IF AND ONLY IF** your code definitely handles the Live/Legacy split itself
|
|
then you *may* simply:
|
|
|
|
```python
|
|
from companion import SERVER_BETA, SERVER_LEGACY, SERVER_LIVE
|
|
|
|
def cmdr_data_legacy(data, is_beta):
|
|
return cmdr_data(data, is_beta)
|
|
|
|
def cmdr_data(data, is_beta):
|
|
if data.source_host == SERVER_LEGACY:
|
|
...
|
|
elif data.source_host == SERVER_LIVE:
|
|
...
|
|
elif data.source_host == SERVER_BETA:
|
|
# Would also be indicated by `is_beta == True`
|
|
...
|
|
else:
|
|
# Unknown source galaxy !
|
|
...
|
|
```
|
|
|
|
The core 'eddn' plugin might contain some useful hints about how to handle the
|
|
split **but do not rely on any extra properties on `data` unless they are
|
|
documented in [Available imports](#available-imports) in this document**.
|
|
|
|
---
|
|
|
|
### Plugin-specific events
|
|
|
|
#### EDSM Notify System
|
|
```python
|
|
def edsm_notify_system(reply):
|
|
"""
|
|
`reply` holds the response from a call to https://www.edsm.net/en/api-journal-v1
|
|
"""
|
|
if not reply:
|
|
logger.info("Error: Can't connect to EDSM")
|
|
|
|
elif reply['msgnum'] // 100 not in (1,4):
|
|
logger.info(f'Error: EDSM {reply["msg"]}')
|
|
|
|
elif reply.get('systemCreated'):
|
|
logger.info('New EDSM system!')
|
|
|
|
else:
|
|
logger.info('Known EDSM system')
|
|
```
|
|
|
|
If the player has chosen to "Send flight log and Cmdr status to EDSM" this gets
|
|
called when the player starts the game or enters a new system. It is called
|
|
some time after the corresponding `journal_entry()` event.
|
|
|
|
| Parameter | Type | Description |
|
|
| :-------- | :--------------: | :--------------------------------------------------------------------------------------------- |
|
|
| `reply` | `Dict[str, Any]` | Response to an API call to [EDSM's journal API target](https://www.edsm.net/en/api-journal-v1) |
|
|
|
|
#### Inara Notify Location
|
|
```python
|
|
def inara_notify_location(event_data):
|
|
"""
|
|
`event_data` holds the response to one of the "Commander's Flight Log" events https://inara.cz/inara-api-docs/#event-29
|
|
"""
|
|
if event_data.get('starsystemInaraID'):
|
|
logging.info(f'Now in Inara system {event_data["starsystemInaraID"]} at {event_data["starsystemInaraURL"]}')
|
|
else:
|
|
logger.info('System not known to Inara')
|
|
|
|
if event_data.get('stationInaraID'):
|
|
logger.info(f'Docked at Inara station {event_data["stationInaraID"]} at {event_data["stationInaraURL"]}')
|
|
|
|
else:
|
|
logger.info('Undocked or station unknown to Inara')
|
|
```
|
|
|
|
If the player has chosen to "Send flight log and Cmdr status to Inara" this
|
|
gets called when the player starts the game, enters a new system, docks or
|
|
undocks. It is called some time after the corresponding `journal_entry()`
|
|
event.
|
|
|
|
| Parameter | Type | Description |
|
|
| :----------- | :--------------: | :----------------------------------------------------------------------------------------------------------- |
|
|
| `event_data` | `Dict[str, Any]` | Response to an API call to [INARA's `Commander Flight Log` event](https://inara.cz/inara-api-docs/#event-29) |
|
|
|
|
#### Inara Notify Ship
|
|
```python
|
|
def inara_notify_ship(event_data):
|
|
"""
|
|
`event_data` holds the response to an addCommanderShip or setCommanderShip event https://inara.cz/inara-api-docs/#event-11
|
|
"""
|
|
if event_data.get('shipInaraID'):
|
|
logger.info(f'Now in Inara ship {event_data["shipInaraID"],} at {event_data["shipInaraURL"]}')
|
|
```
|
|
|
|
If the player has chosen to "Send flight log and Cmdr status to Inara" this
|
|
gets called when the player starts the game or switches ship. It is called some
|
|
time after the corresponding `journal_entry()` event.
|
|
|
|
| Parameter | Type | Description |
|
|
| :----------- | :--------------: | :----------------------------------------------------------------------------------------------------------------------------- |
|
|
| `event_data` | `Dict[str, Any]` | Response to an API call to [INARA's `addCommanderShip` or `setCommanderShip` event](https://inara.cz/inara-api-docs/#event-11) |
|
|
|
|
---
|
|
|
|
## Error messages
|
|
|
|
You can display an error in EDMarketConnector's status area by returning a
|
|
string from your `journal_entry()`, `dashboard_entry()` or `cmdr_data()`
|
|
function, or asynchronously (e.g. from a "worker" thread that is performing a
|
|
long-running operation) by calling `plug.show_error()`. Either method will
|
|
cause the "bad" sound to be played (unless the user has muted sound).
|
|
|
|
The status area is shared between EDMarketConnector itself and all other
|
|
plugins, so your message won't be displayed for very long. Create a dedicated
|
|
widget if you need to display routine status information.
|
|
|
|
---
|
|
|
|
## Localisation
|
|
|
|
You can localise your plugin to one of the languages that EDMarketConnector
|
|
itself supports. Add the following boilerplate near the top of each source
|
|
file that contains strings that needs translating:
|
|
|
|
```python
|
|
import l10n
|
|
import functools
|
|
_ = functools.partial(l10n.Translations.translate, context=__file__)
|
|
```
|
|
|
|
Wrap each string that needs translating with the `_()` function, e.g.:
|
|
|
|
```python
|
|
status["text"] = _('Happy!') # Main window status
|
|
```
|
|
|
|
If you display localized strings in EDMarketConnector's main window you should
|
|
refresh them in your `prefs_changed` function in case the user has changed
|
|
their preferred language.
|
|
|
|
Translation files should reside in folder named `L10n` inside your plugin's
|
|
folder. Files must be in macOS/iOS ".strings" format, encoded as UTF-8. You can
|
|
generate a starting template file for your translations by invoking `l10n.py`
|
|
in your plugin's folder. This extracts all the translatable strings from Python
|
|
files in your plugin's folder and places them in a file named `en.template` in
|
|
the `L10n` folder. Rename this file as `<language_code>.strings` and edit it.
|
|
|
|
See EDMarketConnector's own [`L10n`](https://github.com/EDCD/EDMarketConnector/tree/main/L10n)
|
|
folder for the list of supported language codes and for example translation
|
|
files.
|
|
|
|
---
|
|
|
|
## Python Package Plugins
|
|
|
|
A _Package Plugin_ is both a standard Python package (i.e. contains an
|
|
`__init__.py` file) and an EDMarketConnector plugin (i.e. contains a `load.py`
|
|
file providing at minimum a `plugin_start3()` function). These plugins are
|
|
loaded before any non-Package plugins.
|
|
|
|
Other plugins can access features in a Package Plugin by `import`ing the
|
|
package by name in the usual way.
|
|
|
|
---
|
|
|
|
## Distributing a Plugin
|
|
|
|
To package your plugin for distribution simply create a `.zip` archive of your
|
|
plugin's folder:
|
|
|
|
- Windows: In Explorer right click on your plugin's folder and choose Send to
|
|
→ Compressed (zipped) folder.
|
|
- Mac: In Finder right click on your plugin's folder and choose Compress.
|
|
|
|
If there are any external dependencies then
|
|
[include them](#packaging-extra-modules) in the plugin's folder.
|
|
|
|
Optionally, for tidiness delete any `.pyc` and `.pyo` files in the archive, as
|
|
well as the `__pycache__` directory.
|
|
|
|
|
|
---
|
|
|
|
## Packaging extra modules
|
|
EDMarketConnector's Windows installs only package a minimal set of modules.
|
|
|
|
Any modules the core application code uses will naturally be packaged, and
|
|
we explicitly include a small number of additional modules for the use of
|
|
plugins.
|
|
|
|
Whilst we would like to make all of the `stdlib` of Python available it is
|
|
not automatically packaged into our releases by py2exe. We hope to address
|
|
this in the 5.3 release series. In the meantime, if there's anything
|
|
missing that you'd like to use, please ask. Yes, this very much means you
|
|
need to test your plugins against a Windows installation of the application
|
|
to be sure it will work.
|
|
|
|
See
|
|
[Plugins:Available imports](https://github.com/EDCD/EDMarketConnector/blob/main/PLUGINS.md#available-imports)
|
|
for a list.
|
|
|
|
As such if your plugin requires additional modules you will need to package
|
|
them with your plugin. There is no general Python interpreter in which to
|
|
rely on [pip](https://pypi.org/project/pip/) to install them.
|
|
|
|
### Environment
|
|
|
|
It will be easier of you are using a Python
|
|
[virtual environment](https://docs.python.org/3/library/venv.html) for
|
|
actually testing the plugin. This is so that you can be sure it is working
|
|
*because* you have copied all the correct Python modules inside your
|
|
plugin, and not because they are installed within the Python site-packages
|
|
in some applicable location (system level or user level).
|
|
|
|
So, setup a virtual environment to use when running EDMarketConnector
|
|
code to test your plugin, and use the 'system' non-virtual Python to
|
|
install modules in order to have somewhere to copy them from.
|
|
|
|
NB: If you use PyCharm it's possible to have it do the work of
|
|
[creating a virtual environment](https://www.jetbrains.com/help/pycharm/creating-virtual-environment.html)
|
|
for your project.
|
|
|
|
### Install the modules for the system Python
|
|
Technically you could also do this within an additional virtual environment.
|
|
If they were in your plugin testing virtual environment then you can't be
|
|
sure you have all the necessary files copied into your plugin so it will
|
|
work within a vanilla Windows EDMarketConnector install.
|
|
|
|
We'll use `xml_dataclasses` for this example.
|
|
|
|
pip install xml_dataclasses
|
|
|
|
### Copy the module files into your plugin directory
|
|
|
|
1. Assuming it's a 'simple' module with no caveats, now we copy:
|
|
1. `pip show xml_dataclasses` - `Location` is where it was installed.
|
|
1. If you have a POSIX-compliant command-line environment:
|
|
|
|
cp -pr <Location> <plugin_dir>
|
|
|
|
or just use Windows File Explorer, or other GUI means, to copy.
|
|
|
|
### Your plugin directory name **must** be importable
|
|
You're going to have to refer to your plugin directory in order to import
|
|
anything within it. This means it should be compatible with such.
|
|
|
|
1. Do **not** use hyphens (`-`) as word separators, or full-stops (`.`).
|
|
1. You can use underscore (`_`) as a word separator.
|
|
|
|
So:
|
|
|
|
- `EDMC-My-Plugin` **BAD**.
|
|
- `EDMC.My.Plugin` **BAD**.
|
|
- `EDMC_My_Plugin` **GOOD**.
|
|
|
|
NB: No, you can't use `from . import xml_dataclasses` because the way
|
|
EDMarketConnector:plug.py loads 'found' plugins prevents this from working.
|
|
|
|
### Test the module import
|
|
|
|
Add an import of this module to your plugin code:
|
|
|
|
from EDMC_My_Plugin import xml_dataclasses
|
|
|
|
If you're lucky you won't have the "surprise!" of learning your chosen
|
|
extra module itself requires other modules. If you are gifted such a surprise
|
|
then you will need to repeat the [Copy](#copy-the-module-files-into-your-plugin-directory)
|
|
step for the extra module(s) until it works.
|
|
|
|
---
|
|
|
|
## Debug HTTP POST requests
|
|
|
|
You can debug your http post requests using the builtin debug webserver.
|
|
|
|
To add support for said debug webserver to your plugin, you need to check
|
|
`config.debug_senders` (`list[str]`) for some indicator string for your
|
|
plugin. `debug_senders` is generated from args to `--debug-sender` on the
|
|
invocation command line.
|
|
|
|
If said string exists, `DEBUG_WEBSERVER_HOST` and `DEBUG_WEBSERVER_PORT` in
|
|
`edmc_data` will contain the host and port for the currently running local
|
|
webserver. Simply redirect your requests there, and your requests will be
|
|
logged to disk. For organisation, rewrite your request path to simply be
|
|
`/pluginname`.
|
|
|
|
Logs exist in `$TEMP/EDMarketConnector/http_debug/$path.log`. If somehow you
|
|
manage to cause a directory traversal, your data will not be saved to disk at
|
|
all. You will see this in EDMarketConnectors log.
|
|
|
|
The simplest way to go about adding support is:
|
|
|
|
```py
|
|
from edmc_data import DEBUG_WEBSERVER_HOST, DEBUG_WEBSERVER_PORT
|
|
from config import debug_senders
|
|
|
|
TARGET_URL = "https://host.tld/path/to/api/magic"
|
|
if 'my_plugin' in debug_senders:
|
|
TARGET_URL = f'http://{DEBUG_WEBSERVER_HOST}:{DEBUG_WEBSERVER_PORT}/my_plugin'
|
|
|
|
# Code that uses TARGET_URL to post info from your plugin below.
|
|
|
|
```
|
|
|
|
For returned data, you can modify `debug_webserver.DEFAULT_RESPONSES`
|
|
(`dict[str, Union[Callable[[str], str]], str])` with either a function that
|
|
accepts a single string (the raw post data) and returns a single string (the
|
|
response to send), or with a string if your required response is simple.
|
|
|
|
## Disable a plugin
|
|
|
|
EDMarketConnector now lets you disable a plugin without deleting it, simply
|
|
rename the plugin folder to append ".disabled". Eg, "SuperSpaceHelper" ->
|
|
"SuperSpaceHelper.disabled"
|
|
|
|
Disabled and enabled plugins are listed on the "Plugins" Settings tab
|
|
|
|
---
|
|
|
|
## Migration from Python 2.7
|
|
|
|
Starting with pre-release 3.5 EDMarketConnector used Python 3.7. The first
|
|
full release under Python 3.7 was 4.0.0.0. The 4.2.x series was the last to
|
|
use Python 3.7, with releases moving on to the latest Python 3.9.x after that.
|
|
|
|
This is a brief outline of the steps required to migrate a plugin from earlier
|
|
versions of EDMarketConnector:
|
|
|
|
- Rename the function `plugin_start` to `plugin_start3(plugin_dir)`.
|
|
Plugins without a `plugin_start3` function are listed as disabled on
|
|
EDMarketConnector's "Plugins" tab and a message like "plugin
|
|
SuperSpaceHelper needs migrating" appears in the log. Such plugins are
|
|
also listed in a section "Plugins Without Python 3.x Support:" on the
|
|
`Settings` > `Plugins` tab.
|
|
|
|
- Check that callback functions `plugin_prefs`, `prefs_changed`,
|
|
`journal_entry`, `dashboard_entry` and `cmdr_data`, if used, are declared
|
|
with the correct number of arguments. Older versions of this app were
|
|
tolerant of missing arguments in these function declarations.
|
|
|
|
- Port the code to Python 3.9+. The
|
|
[2to3](https://docs.python.org/3/library/2to3.html)
|
|
tool can automate much of this work.
|
|
|
|
We advise *against* making any attempt to have a plugin's code work under
|
|
both Python 2.7 and 3.x. We no longer maintain the Python 2.7-based
|
|
versions of this application, and you shouldn't support use of them with
|
|
your plugin.
|