Cross reference local playlists with beatleader playlists

This commit is contained in:
pleb
2026-04-18 20:45:24 -07:00
parent 7c3bd4109e
commit abc658a4f9
8 changed files with 402 additions and 6 deletions
+23 -1
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@@ -87,4 +87,26 @@ if (result.RequestState == WebRequests.RequestState.Finished && result.Result !=
Thats all thats required on the **client** side for “fetch my playlists”: **GET + existing cookie session**. No extra headers beyond what `WebRequestFactory` already applies (`User-Agent` + cookies).
**Troubleshooting:** right after implementing, compare behavior to `UserRequest` (`GET /user/modinterface`): if one returns `Finished` with data and the other gets `401`, the issue is session/host/HTTPS, not playlist-specific logic.
**Troubleshooting:** right after implementing, compare behavior to `UserRequest` (`GET /user/modinterface`): if one returns `Finished` with data and the other gets `401`, the issue is session/host/HTTPS, not playlist-specific logic.
## Field notes (Setlist / BS 1.40.8, 2026)
These observations are from running a **second plugin** (Setlist) alongside the **shipped** BeatLeader 0.9.x DLL on a **BSManager** 1.40.8 install. Treat them as the operational replacement for the `WebRequestFactory` recipe above when targeting that build.
- **Server:** `GET ~/user/playlists` returns **401** with no authenticated user in context. See `PlaylistController.GetAllPlaylists` in beatleader-server (`CurrentUserID` then `Unauthorized()`).
- **beatleader-mod _source_** uses `WebRequestFactory` (a static `HttpClient` over a `CookieContainer`). That is what the main sections of this file describe.
- **Shipped `BeatLeader.dll` (0.9.x in 1.40.8) is _older_ than that source** and the layout is different. Verified with `ilspycmd -l class`:
- `BeatLeader.WebRequests.WebRequestFactory` does **not** exist.
- The networking stack is `BeatLeader.API.NetworkingUtils` + `BeatLeader.API.RequestDescriptors.JsonGetRequestDescriptor<T>` + `BeatLeader.API.RequestHandlers.PersistentSingletonRequestHandler<T,R>` + `BeatLeader.API.Methods.*` (e.g. `UserRequest`, `PlaylistRequest`).
- Every call funnels through `UnityWebRequest` (`UnityWebRequest.Get(url)` from `JsonGetRequestDescriptor.CreateWebRequest`).
- Sign-in is `BeatLeader.API.Authentication`: a coroutine `EnsureLoggedIn(Action onSuccess, Action<string> onFail)` that posts `BLConstants.SIGNIN_WITH_TICKET` via `UnityWebRequest.Post`. `ResetLogin()` clears with `UnityWebRequest.ClearCookieCache(...)` — confirming the session cookie lives in **Unity's cookie cache**, not in any `HttpClient`/`CookieContainer`.
- **Cookie sharing on this build _does_ work via `UnityWebRequest`.** Unity's `UnityWebRequest` cookie cache is **process-wide per host**, so a second plugin issuing `UnityWebRequest.Get("https://api.beatleader.com/user/playlists")` after BeatLeader's sign-in inherits the ASP.NET cookie automatically. (The earlier "UnityWebRequest tends to 401" observation was from racing BeatLeader's login — not from a separate cookie store.)
- **Detecting "BeatLeader is signed in" without a public hook on this build:** `BeatLeader.API.Authentication` is `internal` and its successful-login state is the private static field `_signedIn`. Reflect into `typeof(BLConstants).Assembly.GetType("BeatLeader.API.Authentication").GetField("_signedIn", BindingFlags.NonPublic | BindingFlags.Static)` and poll until `true`, then issue the `UnityWebRequest`. (Triggering `EnsureLoggedIn` ourselves is brittle: it depends on `Resources.FindObjectsOfTypeAll<PlatformLeaderboardsModel>()` having returned by the time we call it — easier to wait for BeatLeader's own login coroutine to finish.)
- **Concrete recipe used by Setlist (`Setlist/BeatLeaderPlaylistOwnership.cs`):**
1. Spawn a hidden `MonoBehaviour` via `new GameObject(...).AddComponent<>()` from `OnApplicationStart` (BSIPA's `[OnStart]` runs on the Unity main thread).
2. In a coroutine, poll `Authentication._signedIn` (with a generous timeout, e.g. 90 s; sign-in only happens once the menu scene loads and platform tickets resolve).
3. `UnityWebRequest.Get(BLConstants.BEATLEADER_API_URL + "/user/playlists")`, set a `User-Agent`, `yield return SendWebRequest()`.
4. Check `request.result == UnityWebRequest.Result.Success`, then `JsonConvert.DeserializeObject<List<UserPlaylistSummary>>(request.downloadHandler.text)`.
5. Build a `HashSet<string>` of `guid` values; per-playlist ownership is just `set.Contains(extractedGuid)`.
- **JSON shape** matches the model in §1: camelCase, only `guid` is required for ownership; `id`, `ownerId`, `isShared`, `link`, `hash`, `deleted` are optional metadata.
- **Reference reading on disk:** `~/src/beatleader/beatleader-mod/Source/2_Core/API/{WebRequestFactory,Authentication,PersistentWebRequest}.cs` (newer source); `ilspycmd -p -o /tmp/bl-dec /home/pleb/.local/share/BSManager/BSInstances/1.40.8/Plugins/BeatLeader.dll` to inspect the **shipped** types (`BeatLeader.API.{Authentication,NetworkingUtils}` + `RequestHandlers.PersistentSingletonRequestHandler`).
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@@ -17,3 +17,30 @@ tail -f Logs/_latest.log
Press `g` to release the mouse input from the game
Mouse input is broken because Wayland is not yet supported.
## Testing
To run beat saber, you can mimic the launch execution that bs-manager performs with the following:
```sh
cd "/home/pleb/.local/share/BSManager/BSInstances/1.40.8"
export SteamAppId=620980 SteamOverlayGameId=620980 SteamGameId=620980
export WINEDLLOVERRIDES='winhttp=n,b'
export STEAM_COMPAT_DATA_PATH="$HOME/.local/share/BSManager/SharedContent/compatdata"
export STEAM_COMPAT_INSTALL_PATH="$PWD"
export STEAM_COMPAT_CLIENT_INSTALL_PATH="/home/pleb/.local/share/Steam"
export STEAM_COMPAT_APP_ID=620980
export SteamEnv=1
export OXR_PARALLEL_VIEWS=1
steam-run "/home/pleb/.local/share/Steam/steamapps/common/Proton - Experimental/proton" run "$PWD/Beat Saber.exe" --no-yeet fpfc
```
Then, after a few seconds you can read the log messages after BS starts up
```
cat ~/.local/share/BSManager/BSInstances/1.40.8/Logs/_latest.log | grep Setlist
```
Thereafter, kill the process.