Merge pull request #686 from Cooldude2606/feature/2.0-compat

Add 2.0 support for clusterio api and 1st party plugins
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Cooldude2606 authored and GitHub committed 2024-11-23 22:39:47 +00:00
commit 05ca4eb25e
22 files changed
+510 -224

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+1
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@@ -28,6 +28,7 @@ Many thanks to the following for contributing to this release:
### Major Features
- Added support for 2.0 builtin mods during mod pack creation. [#684](https://github.com/clusterio/clusterio/pull/684).
- Added basic 2.0 support to clusterio lua api and 1st party plugins [#685](https://github.com/clusterio/clusterio/pull/685).
### Features
@@ -1,19 +1,20 @@
local clusterio_api = require("modules/clusterio/api")
local compat = require("modules/clusterio/compat")
--- Top level module table, contains event handlers and public methods
--- @class __plugin_name__
local MyModule = {
events = {},
on_nth_tick = {},
}
--- global is 'synced' between players, you should use your plugin name to avoid name conflicts
--- script_data is 'synced' between players, you should use your plugin name to avoid name conflicts
-- The following helper function is desync safe and avoids name conflicts after being called during on_server_startup
-- There are edge cases in the following events: pre player left, player left, console command, and config changed
-- If you use any of these events and access globalData then make sure to call this function first
local globalData = {}
local function setupGlobalData()
if global["__plugin_name__"] == nil then
global["__plugin_name__"] = {
local script_data = {}
local function setup_script_data()
local _script_data = compat.script_data()
if _script_data["__plugin_name__"] == nil then
_script_data["__plugin_name__"] = {
-- starting values go here
}
end
@@ -23,7 +24,8 @@ end
--- The on_load function is called independently for each client when they first load the map
-- It should be used to restore global aliases and metatables not registered with script.register_metatable
function MyModule.on_load()
globalData = global["__plugin_name__"]
local _script_data = compat.script_data()
script_data = _script_data["__plugin_name__"]
end
--- Public methods should be available though your top level module table
@@ -37,26 +39,43 @@ local function bar()
end
--- Clusterio provides a few custom events, on_server_startup is the most useful and should be used in place of on_init
MyModule.events[clusterio_api.events.on_server_startup] = function(event)
setupGlobalData()
game.print(game.table_to_json(event))
--- @param event EventData.on_server_startup
local function on_server_startup(event)
setup_script_data()
game.print(compat.table_to_json(event))
end
--- Factorio events are accessible through defines.events, you can have one handler per event per module
MyModule.events[defines.events.on_player_crafted_item] = function(event)
game.print(game.table_to_json(event))
--- Triggered every time a player crafts an item, see below for how handlers are registered
--- @param event EventData.on_player_crafted_item
local function on_player_crafted_item(event)
game.print(compat.table_to_json(event))
//%if instance
local player = assert(game.get_player(event.player_index))
clusterio_api.send_json("__plugin_name__-plugin_example_ipc", {
tick = game.tick, player_name = game.get_player(event.player_index).name
tick = game.tick, player_name = player.name
})
//%endif
end
--- Nth tick is a special case that requires its own table, the index represents the time period between calls in ticks
MyModule.on_nth_tick[300] = function()
--- Run bar every 5 seconds, see below for how handlers are registered
local function on_nth_tick_300()
game.print(game.tick)
bar()
end
--- Factorio events are accessible through defines.events, you can have one handler per event per module
local e = defines.events
local events = {
[clusterio_api.events.on_server_startup] = on_server_startup,
[e.on_player_crafted_item] = on_player_crafted_item,
}
--- Nth tick is a special case that requires its own table, the index represents the time period between calls in ticks
local on_nth_tick = {
[300] = on_nth_tick_300,
}
--- Always return the top level module table from control, this is how clusterio will access your event handlers
MyModule.events = events --- @package
MyModule.on_nth_tick = on_nth_tick --- @package
return MyModule
@@ -1,3 +1,4 @@
--- Can contain anything you want to allow other plugins to have access to, this example exposes the control file
--- If you only export a single file then it may be better to rename that file to module_exports and save the redirection
-- Access the exports from other modules using require("modules/__plugin_name__")
return require("modules/__plugin_name__/control")
+3 -2
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@@ -1,4 +1,5 @@
-- Important: Keep this API in sync with modules/clusterio/api.lua
local compat = require("compat")
local api = {}
@@ -48,7 +49,7 @@ function api.send_json(channel, data)
return "\\x" .. string.format("%02x", match:byte())
end)
data = game.table_to_json(data)
data = compat.table_to_json(data)
-- If there's more than about 4kB of data users running with the Windows
-- console open will start to experience stuttering, otherwise we could
@@ -58,7 +59,7 @@ function api.send_json(channel, data)
else
local file_no = remote.call("clusterio_api", "get_file_no")
local file_name = "clst_" .. file_no .. ".json"
game.write_file(file_name, data, false, 0)
compat.write_file(file_name, data, false, 0)
print("\f$ipc:" .. channel .. "?f" .. file_name)
end
end
@@ -12,6 +12,10 @@
{
"version": "0.1.2",
"factorio_version": "1.1"
},
{
"version": "0.1.3",
"factorio_version": "2.0"
}
],
"title": "Clusterio Library (Alpha)",
@@ -19,6 +23,7 @@
"homepage": "https://github.com/clusterio/clusterio",
"description": "Library for interfacing with Clusterio. Warning: work in progress alpha.",
"additional_files": {
"compat.lua": ["..", "..", "modules", "clusterio", "compat.lua"],
"serialize.lua": ["..", "..", "modules", "clusterio", "serialize.lua"]
}
}
+4 -3
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@@ -1,11 +1,12 @@
local function send_json(channel, data)
data = game.table_to_json(data)
data = helpers and helpers.table_to_json(data) or game.table_to_json(data)
print("\f$ipc:" .. channel .. "?j" .. data)
end
script.on_init(function()
send_json("mod_list", game.active_mods)
for name, mod_setting in pairs(game.mod_setting_prototypes) do
send_json("mod_list", script.active_mods)
local mod_settings = prototypes and prototypes.mod_setting or game.mod_setting_prototypes
for name, mod_setting in pairs(mod_settings) do
send_json("mod_setting_mod", { name = name, mod = mod_setting.mod })
end
end)
+9 -6
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@@ -1,6 +1,8 @@
-- Important: Keep this API in sync with mod/api.lua
local compat = require("modules/clusterio/compat")
local api = {}
clusterio_patch_number = clusterio_patch_number or 0 --- @type number
api.events = {
on_instance_updated = script.generate_event_name(),
@@ -8,11 +10,11 @@ api.events = {
}
function api.get_instance_name()
return global.clusterio.instance_name
return compat.script_data().clusterio.instance_name
end
function api.get_instance_id()
return global.clusterio.instance_id
return compat.script_data().clusterio.instance_id
end
function api.send_json(channel, data)
@@ -23,7 +25,7 @@ function api.send_json(channel, data)
return "\\x" .. string.format("%02x", match:byte())
end)
data = game.table_to_json(data)
data = compat.table_to_json(data)
-- If there's more than about 4kB of data users running with the Windows
-- console open will start to experience stuttering, otherwise we could
@@ -31,9 +33,10 @@ function api.send_json(channel, data)
if #data < 4000 then
print("\f$ipc:" .. channel .. "?j" .. data)
else
global.clusterio_file_no = (global.clusterio_file_no or 0) + 1
local file_name = "clst_" .. global.clusterio_file_no .. ".json"
game.write_file(file_name, data, false, 0)
local script_data = compat.script_data()
script_data.clusterio_file_no = (script_data.clusterio_file_no or 0) + 1
local file_name = "clst_" .. script_data.clusterio_file_no .. ".json"
compat.write_file(file_name, data, false, 0)
print("\f$ipc:" .. channel .. "?f" .. file_name)
end
end
+160
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@@ -0,0 +1,160 @@
--[[
Adds various functions used to ensure compatibly between version including some polyfills
]]
--- @diagnostic disable: deprecated
--- @class LibCompat
local compat = {}
--- @alias VersionTable { [1]: number, [2]: number, [3]: number }
--- Concert a version string into a version table
--- @param version string
--- @return VersionTable
local function version_to_table(version)
local index = 0
local rtn = { 0, 0, 0 }
for part in version:gmatch("%d+") do
index = index + 1
rtn[index] = tonumber(part)
end
return rtn
end
--- The current version of factorio, the earliest supported is 0.17.69
local current_version_str = "0.17.69"
local current_version = version_to_table(current_version_str)
do
local success, base_version = pcall(function()
return script.active_mods.base
end)
if success then
current_version_str = base_version
current_version = version_to_table(current_version_str)
end
end
--- Raise an error because the current version is unsupported
--- @return any
local function unsupported_version()
error("Unsupported version: " .. current_version_str, 3)
end
--- Returns true if the current version is equal to the provided version
--- @param version string Version to compare against
--- @return boolean # True if versions are equal
function compat.version_eq(version)
local version_tbl = version_to_table(version)
for i = 1, 3 do
if version_tbl[i] ~= current_version[i] then
return false
end
end
return true
end
--- Returns true if the current version is greater than or equal to the the provided version
--- @param version string Version to compare against
--- @return boolean # True if the version is greater or equal to provided
function compat.version_ge(version)
local version_tbl = version_to_table(version)
for i = 1, 3 do
if version_tbl[i] > current_version[i] then
return false
elseif version_tbl[i] < current_version[i] then
return true
end
end
return true
end
--- Returns true if the current version is less than or equal to the the provided version
--- @param version string Version to compare against
--- @return boolean # True if the version is less or equal to provided
function compat.version_le(version)
local version_tbl = version_to_table(version)
for i = 1, 3 do
if version_tbl[i] < current_version[i] then
return false
elseif version_tbl[i] > current_version[i] then
return true
end
end
return true
end
--- The major versions of factorio we support
local major_v2 = compat.version_ge("2.0.0")
local major_v1_1 = not major_v2 and compat.version_ge("1.1.0")
-- local major_v1 = not major_v1_1 and compat.version_ge("1.0.0")
--- Returns the table reference used to store script data
--- @return table script_data
function compat.script_data()
if major_v1_1 then
--- @diagnostic disable-next-line
return global
elseif major_v2 then
return storage
end
return unsupported_version()
end
--- Returns the table reference used to store prototypes
--- @param category string Category of prototype to access, eg "item", "fluid", "recipe"
--- @return table # Table of prototype data
function compat.prototype_data(category)
if major_v1_1 then
return game[category .. "_prototypes"]
elseif major_v2 then
return prototypes[category]
end
return unsupported_version()
end
--- Returns the table reference used to list active mods
--- @return table # Table of active mods
function compat.active_mods()
if major_v1_1 or major_v2 then
return script.active_mods
end
return unsupported_version()
end
--- @param tbl table
--- @return string
function compat.table_to_json(tbl)
return unsupported_version()
end
--- @param json string
--- @return table
function compat.json_to_table(json)
return unsupported_version()
end
--- @param filename string
--- @param data LocalisedString
--- @param append boolean?
--- @param for_player uint?
function compat.write_file(filename, data, append, for_player)
unsupported_version()
end
--- Select the appropriate polyfill implementation
if major_v1_1 then
-- Game is not always available so it needs to be called within another function
-- Can not use ... here because of luals type suggestion breaking when it is used
-- TODO maybe include a version that does not require game?
compat.table_to_json = function(tbl) return game.table_to_json(tbl) end
compat.json_to_table = function(json) return game.json_to_table(json) end
compat.write_file = function(filename, data, append, for_player) return game.write_file(filename, data, append, for_player) end
elseif major_v2 then
compat.table_to_json = helpers.table_to_json
compat.json_to_table = helpers.json_to_table
compat.write_file = helpers.write_file
end
return compat
+19 -11
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@@ -1,10 +1,15 @@
local api = require('modules/clusterio/api')
local compat = require("modules/clusterio/compat")
--- @class (exact) EventData.on_server_startup:EventData
local function check_patch()
if global.clusterio_patch_number ~= clusterio_patch_number then
global.clusterio_patch_number = clusterio_patch_number
script.raise_event(api.events.on_server_startup, {})
local script_data = compat.script_data()
if script_data.clusterio_patch_number ~= clusterio_patch_number then
script_data.clusterio_patch_number = clusterio_patch_number
script.raise_event(api.events.on_server_startup, {
name = api.events.on_server_startup, tick = game.tick
})
end
end
@@ -14,8 +19,9 @@ impl.events = {}
impl.events[defines.events.on_tick] = check_patch
impl.events[api.events.on_server_startup] = function()
if not global.clusterio then
global.clusterio = {
local script_data = compat.script_data()
if not script_data.clusterio then
script_data.clusterio = {
instance_id = nil,
instance_name = nil,
}
@@ -49,9 +55,10 @@ end
-- Internal API
clusterio_private = {}
function clusterio_private.update_instance(new_id, new_name)
local script_data = compat.script_data()
check_patch()
global.clusterio.instance_id = new_id
global.clusterio.instance_name = new_name
script_data.clusterio.instance_id = new_id
script_data.clusterio.instance_name = new_name
script.raise_event(api.events.on_instance_updated, {
instance_id = new_id,
instance_name = new_name,
@@ -71,16 +78,17 @@ remote.add_interface('clusterio_api', {
end,
get_instance_id = function()
return global.clusterio.instance_id
return compat.script_data().clusterio.instance_id
end,
get_instance_name = function()
return global.clusterio.instance_name
return compat.script_data().clusterio.instance_name
end,
get_file_no = function()
global.clusterio_file_no = (global.clusterio_file_no or 0) + 1
return global.clusterio_file_no
local script_data = compat.script_data()
script_data.clusterio_file_no = (script_data.clusterio_file_no or 0) + 1
return script_data.clusterio_file_no
end,
})
+10 -30
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@@ -1,44 +1,22 @@
-- Library for serializing items in Factorio
-- Based on code from playerManager and trainTeleports
local compat = require("modules/clusterio/compat")
local serialize = {}
local function version_to_table(version)
local t = {}
for p in string.gmatch(version, "%d+") do
t[#t + 1] = tonumber(p)
end
return t
end
-- 0.17 compatibility
local supports_bar, get_bar, set_bar, version
if (pcall(function() local mods = script.active_mods end)) then
local supports_bar, get_bar, set_bar
if compat.version_ge("1.0.0") then
supports_bar = "supports_bar"
get_bar = "get_bar"
set_bar = "set_bar"
version = version_to_table(script.active_mods.base)
else
supports_bar = "hasbar"
get_bar = "getbar"
set_bar = "setbar"
version = version_to_table("0.17.69")
end
-- returns true if the game version is greater than or equal to the given version
local function version_ge(comp)
comp = version_to_table(comp)
for i=1, 3 do
if comp[i] > version[i] then
return false
elseif comp[i] < version[i] then
return true
end
end
return true
end
local has_create_grid = version_ge("1.1.7")
local has_create_grid = compat.version_ge("1.1.7")
local has_quality = compat.version_ge("2.0.0")
-- Equipment Grids are serialized into an array of equipment entries
-- where ench entry is a table with the following fields:
@@ -109,6 +87,7 @@ end
-- Item stacks are serialized into a table with the following fields:
-- n: name
-- c: count
-- q: quality (optional)
-- h: health (optional)
-- d: durability (optional)
-- a: ammo count (optional)
@@ -141,8 +120,9 @@ function serialize.serialize_item_stack(slot, entry)
entry.n = slot.name
entry.c = slot.count
if has_quality and slot.quality.level ~= 0 then entry.q = slot.quality.name end
if slot.health < 1 then entry.h = slot.health end
if slot.durability then entry.d = slot.durability end
if slot.type == "tool" and slot.durability then entry.d = slot.durability end
if slot.type == "ammo" then entry.a = slot.ammo end
if slot.is_item_with_label then
local label = {}
@@ -178,6 +158,7 @@ function serialize.deserialize_item_stack(slot, entry)
name = entry.n,
count = entry.c,
}
if entry.q then item_stack.quality = entry.q end
if entry.h then item_stack.health = entry.h end
if entry.d then item_stack.durability = entry.d end
if entry.a then item_stack.ammo = entry.a end
@@ -244,7 +225,7 @@ function serialize.serialize_inventory(inventory)
end
if item.n or item.f or item.e then
local item_serialized = game.table_to_json(item)
local item_serialized = compat.table_to_json(item)
if item_serialized == previous_serialized then
local previous_item = serialized.i[#serialized.i]
previous_item.r = (previous_item.r or 0) + 1
@@ -305,5 +286,4 @@ function serialize.deserialize_inventory(inventory, serialized)
end
end
return serialize
+2 -3
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@@ -346,9 +346,8 @@ function reorderDependencies(modules: SaveModule[]) {
const knownScenarios: Record<string, lib.ModuleInfo> = {
// First seen in 0.17.63
"4e866186ebe297f1038fd325b09df1a1f5e2fdd1": new lib.ModuleInfo("freeplay", "0.17.63", [], ["scenario"]),
// First seen in 2.0 TODO Uncomment once clusterio lib supports 2.0
// The rest of the code has already been updated to support the new control.lua file for 2.0
// "bcbdde18ce4ec16ebfd93bd694cd9b12ef969c9a": new lib.ModuleInfo("freeplay", "2.0.0", [], ["scenario"]),
// First seen in 2.0
"bcbdde18ce4ec16ebfd93bd694cd9b12ef969c9a": new lib.ModuleInfo("freeplay", "2.0.0", [], ["scenario"]),
};
/**
@@ -1,4 +1,6 @@
return {
local compat = require("modules/clusterio/compat")
local keys = {
"character_crafting_speed_modifier",
"character_mining_speed_modifier",
"character_additional_mining_categories",
@@ -13,5 +15,10 @@ return {
"character_trash_slot_count_bonus",
"character_maximum_following_robot_count_bonus",
"character_health_bonus",
"character_personal_logistic_requests_enabled",
}
if compat.version_le("1.1.110") then
keys[#keys + 1] = "character_personal_logistic_requests_enabled"
end
return keys
@@ -1,6 +1,7 @@
local progress_dialog = require("modules/inventory_sync/gui/progress_dialog")
local ensure_character = require("modules/inventory_sync/ensure_character")
local serialize = require("modules/inventory_sync/serialize")
local restore_position = require("modules/inventory_sync/restore_position")
local get_script_data = require("modules/inventory_sync/get_script_data")
local function download_inventory(player_name, data, number, total)
@@ -10,13 +11,14 @@ local function download_inventory(player_name, data, number, total)
return
end
local record = global.inventory_sync.active_downloads[player_name]
local script_data = get_script_data()
local record = script_data.active_downloads[player_name]
if record == nil then
rcon.print("No active download is in progress for " .. player_name)
return
end
local player_record = global.inventory_sync.players[player_name]
local player_record = script_data.players[player_name]
if record.restart then
rcon.print("Restarting outdated download")
inventory_sync.initiate_inventory_download(player, player_record, record.generation)
@@ -36,7 +38,7 @@ local function download_inventory(player_name, data, number, total)
-- Restore player position and driving state
restore_position(record, player)
global.inventory_sync.active_downloads[player_name] = nil
script_data.active_downloads[player_name] = nil
player_record.dirty = player.connected
player_record.sync = true
player_record.generation = record.generation
@@ -60,8 +62,8 @@ local function download_inventory(player_name, data, number, total)
progress_dialog.remove(player)
-- Remove download session and store finished download
global.inventory_sync.active_downloads[player_name] = nil
global.inventory_sync.finished_downloads[player_name] = record
script_data.active_downloads[player_name] = nil
script_data.finished_downloads[player_name] = record
local ticks = game.ticks_played - record.started
player.print("Imported player data in " .. ticks .. " ticks")
@@ -0,0 +1,22 @@
local compat = require("modules/clusterio/compat")
--- @param no_early_return boolean? True to always setup data
return function(no_early_return)
local script_data = compat.script_data()
local inventory_sync = script_data.inventory_sync
if inventory_sync and not no_early_return then
return inventory_sync
end
inventory_sync = inventory_sync or {}
inventory_sync.players = inventory_sync.players or {}
inventory_sync.players_waiting_for_acquire = inventory_sync.players_waiting_for_acquire or {}
inventory_sync.players_in_cutscene_to_sync = inventory_sync.players_in_cutscene_to_sync or {}
inventory_sync.active_downloads = inventory_sync.active_downloads or {}
inventory_sync.finished_downloads = inventory_sync.finished_downloads or {}
inventory_sync.active_uploads = inventory_sync.active_uploads or {}
script_data.inventory_sync = inventory_sync
return inventory_sync
end
@@ -1,7 +1,10 @@
local ensure_character = require("modules/inventory_sync/ensure_character")
local get_script_data = require("modules/inventory_sync/get_script_data")
local dialog_failed_download = {}
--- @param player LuaPlayer
--- @param acquire_response table
function dialog_failed_download.create(player, acquire_response)
if player.gui.screen.dialog_failed_download then
player.gui.screen.dialog_failed_download.destroy()
@@ -34,7 +37,7 @@ function dialog_failed_download.create(player, acquire_response)
type = "empty-widget",
style = "draggable_space_header",
}
filler.style.horizontally_stretchable = "on"
filler.style.horizontally_stretchable = true
filler.style.right_margin = 4
filler.style.height = 24
filler.drag_target = frame
@@ -98,7 +101,7 @@ function dialog_failed_download.create(player, acquire_response)
type = "empty-widget",
style = "draggable_space_header",
}
dialog_filler.style.horizontally_stretchable = "on"
dialog_filler.style.horizontally_stretchable = true
dialog_filler.style.right_margin = 4
dialog_filler.style.height = 28
dialog_filler.drag_target = frame
@@ -121,23 +124,24 @@ dialog_failed_download.events = {
end
if event.element.name == "inventory_sync_failed_download_abort" then
-- Give the player a charatcer and let them play with that
local player = game.get_player(event.player_index)
-- Give the player a character and let them play with that
local player = assert(game.get_player(event.player_index))
ensure_character(player)
local inventory_sync = get_script_data()
player.gui.screen.dialog_failed_download.destroy()
global.inventory_sync.players[player.name].dirty = true
global.inventory_sync.players[player.name].sync = false
inventory_sync.players[player.name].dirty = true
inventory_sync.players[player.name].sync = false
elseif event.element.name == "inventory_sync_failed_download_retry" then
-- Retry acquiring the player from the controller
local player = game.get_player(event.player_index)
local player = assert(game.get_player(event.player_index))
inventory_sync.acquire(player)
player.gui.screen.dialog_failed_download.destroy()
end
end,
[defines.events.on_player_left_game] = function(event)
local player = game.get_player(event.player_index)
local player = assert(game.get_player(event.player_index))
if player.gui.screen.dialog_failed_download then
player.gui.screen.dialog_failed_download.destroy()
end
@@ -1,6 +1,9 @@
-- Show inventory download progressbar
local progress_dialog = {}
--- @param player LuaPlayer
--- @param progress number
--- @param total number
function progress_dialog.create(player, progress, total)
local frame = player.gui.screen.add {
name = "inventory_sync_progress",
@@ -24,7 +27,7 @@ function progress_dialog.create(player, progress, total)
type = "empty-widget",
style = "draggable_space_header",
}
filler.style.horizontally_stretchable = "on"
filler.style.horizontally_stretchable = true
filler.style.right_margin = 4
filler.style.height = 24
filler.drag_target = frame
@@ -54,12 +57,16 @@ function progress_dialog.create(player, progress, total)
player.opened = frame
end
--- @param player LuaPlayer
function progress_dialog.remove(player)
if player.gui.screen.inventory_sync_progress then
player.gui.screen.inventory_sync_progress.destroy()
end
end
--- @param player LuaPlayer
--- @param progress number
--- @param total number
function progress_dialog.update(player, progress, total)
-- Be defensive here in case an old GUI is present
local frame = player.gui.screen.inventory_sync_progress
@@ -88,6 +95,9 @@ function progress_dialog.update(player, progress, total)
return true
end
--- @param player LuaPlayer
--- @param progress number
--- @param total number
function progress_dialog.display(player, progress, total)
if not progress_dialog.update(player, progress, total) then
progress_dialog.remove(player)
+74 -100
View File
@@ -7,21 +7,24 @@ When a player joins the game, request the player data from controller and deseri
]]
local compat = require("modules/clusterio/compat")
local clusterio_api = require("modules/clusterio/api")
local download_inventory = require("modules/inventory_sync/download_inventory")
local serialize = require("modules/inventory_sync/serialize")
local restore_position = require("modules/inventory_sync/restore_position")
local get_script_data = require("modules/inventory_sync/get_script_data")
local progress_dialog = require("modules/inventory_sync/gui/progress_dialog")
local dialog_failed_download = require("modules/inventory_sync/gui/dialog_failed_download")
-- Returns true if the player is currently in a cutscene
local function is_in_cutscene(player)
return player.controller_type == defines.controllers.cutscene
end
-- Create player record for bookeeping
-- Create player record for bookkeeping
local function create_player(player, dirty)
global.inventory_sync.players[player.name] = {
local script_data = get_script_data(true) -- no early return to support loading from single player
script_data.players[player.name] = {
dirty = dirty, -- Player inventory has changes that should be persisted
sync = false, -- Player inventory is synced from the controller
generation = 0,
@@ -30,12 +33,13 @@ end
-- Remove all stored player data by this module
local function remove_player(player)
global.inventory_sync.players_waiting_for_acquire[player.name] = nil
global.inventory_sync.players_in_cutscene_to_sync[player.name] = nil
global.inventory_sync.active_downloads[player.name] = nil
global.inventory_sync.finished_downloads[player.name] = nil
global.inventory_sync.active_uploads[player.name] = nil
global.inventory_sync.players[player.name] = nil
local script_data = get_script_data()
script_data.players_waiting_for_acquire[player.name] = nil
script_data.players_in_cutscene_to_sync[player.name] = nil
script_data.active_downloads[player.name] = nil
script_data.finished_downloads[player.name] = nil
script_data.active_uploads[player.name] = nil
script_data.players[player.name] = nil
end
@@ -56,7 +60,7 @@ function inventory_sync.serialize_player(player, player_record)
return
end
-- mod-compat: Exit Space Exploration satelite view to restore the real character
-- mod-compat: Exit Space Exploration satellite view to restore the real character
if remote.interfaces["space-exploration"] then
local status, result = pcall(function()
if remote.call("space-exploration", "remote_view_is_active", { player = player }) then
@@ -75,31 +79,6 @@ function inventory_sync.serialize_player(player, player_record)
return serialized_player
end
local can_enter_vehicle = {
[defines.controllers.character] = true,
[defines.controllers.god] = true,
[defines.controllers.editor] = true,
}
local function restore_position(player, record)
if record.vehicle and record.vehicle.valid and can_enter_vehicle[player.controller_type] then
player.teleport(record.vehicle.position, record.vehicle.surface)
player.driving = true
-- Teleport to safe location if unable to enter vehicle
if not player.driving and player.controller_type == defines.controllers.character then
local safe_position = record.vehicle.surface.find_non_colliding_position(
player.character.name, player.position, 32, 1/8
)
if safe_position then
player.teleport(safe_position, player.surface)
end
end
elseif record.surface and record.position then
player.teleport(record.position, record.surface)
end
end
function inventory_sync.deserialize_player(player, finished_record)
-- Editor mode is not supported.
if player.controller_type == defines.controllers.editor then
@@ -113,7 +92,8 @@ function inventory_sync.deserialize_player(player, finished_record)
-- Stash temporary inventory if it exists
local stashed_corpse
local player_record = global.inventory_sync.players[player.name]
local script_data = get_script_data()
local player_record = script_data.players[player.name]
if player_record.dirty and player.character then
local character = player.character
local surface = character.surface
@@ -125,7 +105,7 @@ function inventory_sync.deserialize_player(player, finished_record)
end
-- Deserialize downloaded player data
local serialized_player = game.json_to_table(finished_record.data)
local serialized_player = compat.json_to_table(finished_record.data)
serialize.deserialize_player(player, serialized_player)
-- Restore player position and driving state
@@ -137,7 +117,7 @@ function inventory_sync.deserialize_player(player, finished_record)
local stash = stashed_corpse.get_inventory(defines.inventory.character_corpse)
if main then
for i = 1, #stash do
-- Try transfering a stack
-- Try transferring a stack
local source = stash[i]
if source and source.valid_for_read then
local target = main.find_empty_stack()
@@ -153,7 +133,7 @@ function inventory_sync.deserialize_player(player, finished_record)
stashed_corpse.destroy()
else
player.print(
"Your temprorary inventory did not fit into your synced one and the remaining items have " ..
"Your temporary inventory did not fit into your synced one and the remaining items have " ..
"been placed in a corpse below you."
)
end
@@ -162,30 +142,12 @@ end
inventory_sync.events = {}
inventory_sync.events[clusterio_api.events.on_server_startup] = function(event)
-- Set up global table
if not global.inventory_sync then
global.inventory_sync = {}
end
if not global.inventory_sync.players then
global.inventory_sync.players = {}
end
global.inventory_sync.players_waiting_for_acquire = {}
global.inventory_sync.players_in_cutscene_to_sync = {}
if not global.inventory_sync.active_downloads then
global.inventory_sync.active_downloads = {}
end
if not global.inventory_sync.finished_downloads then
global.inventory_sync.finished_downloads = {}
end
if not global.inventory_sync.active_uploads then
global.inventory_sync.active_uploads = {}
end
local script_data = get_script_data(true)
script_data.players_waiting_for_acquire = {}
script_data.players_in_cutscene_to_sync = {}
for _, player in pairs(game.players) do
if not global.inventory_sync.players[player.name] then
if not script_data.players[player.name] then
create_player(player, true)
end
end
@@ -201,7 +163,8 @@ inventory_sync.events[defines.events.on_player_created] = function(event)
end
function inventory_sync.acquire(player)
global.inventory_sync.players_waiting_for_acquire[player.name] = {
local script_data = get_script_data()
script_data.players_waiting_for_acquire[player.name] = {
start_tick = game.ticks_played,
}
clusterio_api.send_json("inventory_sync_acquire", {
@@ -210,10 +173,11 @@ function inventory_sync.acquire(player)
end
function inventory_sync.check_players_waiting_for_acquire()
for player_name, record in pairs(global.inventory_sync.players_waiting_for_acquire) do
local script_data = get_script_data()
for player_name, record in pairs(script_data.players_waiting_for_acquire) do
-- Check if the acquire player request timed out
if game.ticks_played > record.start_tick + 600 then
inventory_sync.acquire_response(game.table_to_json({
inventory_sync.acquire_response(compat.table_to_json({
status = "timeout",
player_name = player_name,
}))
@@ -222,33 +186,35 @@ function inventory_sync.check_players_waiting_for_acquire()
end
function inventory_sync.acquire_response(data)
local response = game.json_to_table(data)
if not global.inventory_sync.players_waiting_for_acquire[response.player_name] then
local script_data = get_script_data()
local response = assert(compat.json_to_table(data))
if not script_data.players_waiting_for_acquire[response.player_name] then
clusterio_api.send_json("inventory_sync_release", { player_name = response.player_name })
return
end
global.inventory_sync.players_waiting_for_acquire[response.player_name] = nil
script_data.players_waiting_for_acquire[response.player_name] = nil
local player = game.get_player(response.player_name)
if is_in_cutscene(player) then
response.player = player
global.inventory_sync.players_in_cutscene_to_sync[response.player_name] = response
script_data.players_in_cutscene_to_sync[response.player_name] = response
else
inventory_sync.sync_player(response)
end
end
function inventory_sync.check_players_in_cutscene()
for player_name, response in pairs(global.inventory_sync.players_in_cutscene_to_sync) do
local script_data = get_script_data()
for player_name, response in pairs(script_data.players_in_cutscene_to_sync) do
if not is_in_cutscene(response.player) then
global.inventory_sync.players_in_cutscene_to_sync[player_name] = nil
script_data.players_in_cutscene_to_sync[player_name] = nil
inventory_sync.sync_player(response)
end
end
end
function inventory_sync.sync_player(acquire_response)
local player = game.get_player(acquire_response.player_name)
local player = assert(game.get_player(acquire_response.player_name))
-- Editor mode is not supported.
if player.controller_type == defines.controllers.editor then
@@ -261,7 +227,8 @@ function inventory_sync.sync_player(acquire_response)
return
end
local finished_record = global.inventory_sync.finished_downloads[acquire_response.player_name]
local script_data = get_script_data()
local finished_record = script_data.finished_downloads[acquire_response.player_name]
if finished_record then
if acquire_response.status == "acquired" and finished_record.generation == acquire_response.generation then
inventory_sync.finish_download(player, finished_record)
@@ -270,10 +237,10 @@ function inventory_sync.sync_player(acquire_response)
-- The acquisition either failed or the current finished download is
-- stale, delete it and try downloading it again.
global.inventory_sync.finished_downloads[acquire_response.player_name] = nil
script_data.finished_downloads[acquire_response.player_name] = nil
end
local download_record = global.inventory_sync.active_downloads[acquire_response.player_name]
local download_record = script_data.active_downloads[acquire_response.player_name]
if download_record then
-- Ignore the response if it affirms the current active download
if acquire_response.status == "acquired" and download_record.generation == acquire_response.generation then
@@ -303,17 +270,17 @@ function inventory_sync.sync_player(acquire_response)
if acquire_response.status == "busy" then
-- Somehow another instance has claimed the player while we're
-- downloading it. Abort it and send failure to the player.
global.inventory_sync.active_downloads[acquire_response.player_name] = nil
script_data.active_downloads[acquire_response.player_name] = nil
end
end
local player_record = global.inventory_sync.players[acquire_response.player_name]
local player_record = script_data.players[acquire_response.player_name]
if acquire_response.status ~= "acquired" then
if player_record.sync and not player_record.dirty then
if player.controller_type == defines.controllers.character then
local character = player.character
player.set_controller({ type = defines.controllers.spectator })
character.destroy()
if character then character.destroy() end
end
player_record.sync = false
end
@@ -347,9 +314,10 @@ function inventory_sync.finish_download(player, finished_record)
log("ERROR: Deserializing player " .. player.name .. " failed: " .. result)
player.print("ERROR: Deserializing player data failed: " .. result)
end
global.inventory_sync.finished_downloads[player.name] = nil
local script_data = get_script_data()
script_data.finished_downloads[player.name] = nil
local player_record = global.inventory_sync.players[player.name]
local player_record = script_data.players[player.name]
player_record.dirty = true
player_record.sync = true
player_record.generation = finished_record.generation
@@ -357,18 +325,19 @@ end
-- Download inventory from controller
inventory_sync.events[defines.events.on_player_joined_game] = function(event)
local player = game.get_player(event.player_index)
local player = assert(game.get_player(event.player_index))
local script_data = get_script_data()
-- It's possible Factorio doesn't invoke the on_player_created event when loading a save in single player
if not global.inventory_sync.players[player.name] then
if not script_data.players[player.name] then
create_player(player, false)
end
-- Send acquire request even if an active download is currently in plogress
inventory_sync.acquire(player, false)
-- Send acquire request even if an active download is currently in progress
inventory_sync.acquire(player)
-- Clear active upload if it existsi
global.inventory_sync.active_uploads[player.name] = nil
-- Clear active upload if it exists
script_data.active_uploads[player.name] = nil
end
inventory_sync.on_nth_tick = {}
@@ -390,17 +359,18 @@ end
-- Upload inventory when a player leaves the game. Triggers on restart after crash if player was online during crash.
inventory_sync.events[defines.events.on_pre_player_left_game] = function(event)
-- for some reason, on_pre_player_left_game gets called before on_server_startup so global isn't ready yet
if not global.inventory_sync then
log("ERROR: Global inventory sync not defined")
-- for some reason, on_pre_player_left_game gets called before on_server_startup so script_data isn't ready yet
if not compat.script_data().inventory_sync then
log("ERROR: script data for inventory sync is not defined")
return
end
local player = game.get_player(event.player_index)
local player_record = global.inventory_sync.players[player.name]
local script_data = get_script_data()
local player = assert(game.get_player(event.player_index))
local player_record = script_data.players[player.name]
-- If player has an active download release our acquisition but let the download continue
if global.inventory_sync.active_downloads[player.name] then
if script_data.active_downloads[player.name] then
clusterio_api.send_json("inventory_sync_release", { player_name = player.name })
return
end
@@ -416,7 +386,7 @@ inventory_sync.events[defines.events.on_pre_player_left_game] = function(event)
player.print("ERROR: Serializing player data failed: " .. result)
return
end
global.inventory_sync.active_uploads[player.name] = {
script_data.active_uploads[player.name] = {
serialized = result,
last_attempt = game.ticks_played,
timeout = math.random(600, 1200), -- Start with 10-20 seconds for the timeout
@@ -432,7 +402,8 @@ function inventory_sync.confirm_upload(player_name, generation)
log("no player, or player connected")
return
end
local player_record = global.inventory_sync.players[player.name]
local script_data = get_script_data()
local player_record = script_data.players[player.name]
if not player_record or player_record.generation ~= generation then
return
end
@@ -444,7 +415,7 @@ function inventory_sync.confirm_upload(player_name, generation)
log("ERROR: Received upload confirmation for " .. player_name .. " without the sync flag")
end
log("Confirmed upload of " .. player_name)
global.inventory_sync.active_uploads[player_name] = nil
script_data.active_uploads[player_name] = nil
player_record.dirty = false
end
@@ -456,7 +427,8 @@ function inventory_sync.initiate_inventory_download(player, player_record, gener
generation = generation,
data = ""
}
global.inventory_sync.active_downloads[player.name] = record
local script_data = get_script_data()
script_data.active_downloads[player.name] = record
clusterio_api.send_json("inventory_sync_download", {
player_name = player.name
@@ -486,9 +458,10 @@ end
function inventory_sync.check_active_downloads()
-- Used for detecting the inventory download failing, like when the map is saved and
-- re-loaded in the middle of a download. The player will be returned to a playable state.
for player_name, record in pairs(global.inventory_sync.active_downloads) do
local script_data = get_script_data()
for player_name, record in pairs(script_data.active_downloads) do
if record.last_active <= game.ticks_played - 600 then
global.inventory_sync.active_downloads[player_name] = nil
script_data.active_downloads[player_name] = nil
local player = game.get_player(player_name)
if player then
log("ERROR: Inventory download failed for " .. player_name)
@@ -507,12 +480,13 @@ function inventory_sync.check_active_downloads()
end
function inventory_sync.check_active_uploads()
for player_name, record in pairs(global.inventory_sync.active_uploads) do
local script_data = get_script_data()
for player_name, record in pairs(script_data.active_uploads) do
if record.last_attempt + record.timeout < game.ticks_played then
local player_record = global.inventory_sync.players[player_name]
local player_record = script_data.players[player_name]
local player = game.get_player(player_name)
if not player_record or not player then
global.inventory_sync.active_uploads[player_name] = nil
script_data.active_uploads[player_name] = nil
else
log("Retrying upload for " .. player_name)
record.last_attempt = game.ticks_played
@@ -0,0 +1,26 @@
local can_enter_vehicle = {
[defines.controllers.character] = true,
[defines.controllers.god] = true,
[defines.controllers.editor] = true,
}
--- @param player LuaPlayer
--- @param record table
return function(player, record)
if record.vehicle and record.vehicle.valid and can_enter_vehicle[player.controller_type] then
player.teleport(record.vehicle.position, record.vehicle.surface)
player.driving = true
-- Teleport to safe location if unable to enter vehicle
if not player.driving and player.controller_type == defines.controllers.character then
local safe_position = record.vehicle.surface.find_non_colliding_position(
player.character.name, player.position, 32, 1/8
)
if safe_position then
player.teleport(safe_position, player.surface)
end
end
elseif record.surface and record.position then
player.teleport(record.position, record.surface)
end
end
+12 -4
View File
@@ -1,8 +1,12 @@
local compat = require("modules/clusterio/compat")
local clusterio_serialize = require("modules/clusterio/serialize")
local character_inventories = require("modules/inventory_sync/define_player_inventories")
local character_stat_keys = require("modules/inventory_sync/define_player_stat_keys")
local serialize = {}
local v2_logistic_api = compat.version_ge("2.0.0")
local v2_storage_api = compat.version_ge("2.0.0")
function serialize.serialize_inventories(source, inventories)
local serialized = {}
@@ -72,6 +76,10 @@ end
-- min
-- max
function serialize.serialize_personal_logistic_slots(player)
if v2_logistic_api then
return nil -- TODO implement v2_logistic_api
end
local serialized = nil
-- Serialize personal logistic slots
@@ -298,8 +306,8 @@ function serialize.serialize_player(player)
end
end
-- Serialize crafting queue
if player.character then
-- Serialize crafting queue, TODO implement v2_storage_api
if player.character and not v2_storage_api then
serialized.crafting_queue = serialize.serialize_crafting_queue(player)
end
@@ -328,8 +336,8 @@ function serialize.deserialize_player(player, serialized)
-- We have to set ticks to respawn to save the hidden state into the player but we
-- can't unset tick_to_respawn by setting it back to nil as that triggers a respawn.
player.ticks_to_respawn = 0
player.set_controller({ type = defines.controller.god })
player.set_controller({ type = defines.controller.ghost })
player.set_controller({ type = defines.controllers.god })
player.set_controller({ type = defines.controllers.ghost })
end
character.destroy()
end
+11 -2
View File
@@ -1,6 +1,12 @@
local clusterio_api = require("modules/clusterio/api")
local compat = require("modules/clusterio/compat")
local auth = {}
local v2_styles = compat.version_ge("2.0.0")
--- @param player LuaPlayer
--- @param url string
--- @param code string
local function open_dialog(player, url, code)
if player.gui.screen.player_auth_dialog then
player.gui.screen.player_auth_dialog.destroy()
@@ -28,7 +34,7 @@ local function open_dialog(player, url, code)
type = "empty-widget",
style = "draggable_space_header",
}
filler.style.horizontally_stretchable = "on"
filler.style.horizontally_stretchable = true
filler.style.right_margin = 4
filler.style.height = 24
filler.drag_target = frame
@@ -36,7 +42,7 @@ local function open_dialog(player, url, code)
titlebar.add {
name = "player_auth_dialog_close_button",
type = "sprite-button",
sprite = "utility/close_white",
sprite = v2_styles and "utility/close" or "utility/close_white",
hovered_sprite = "utility/close_black",
clicked_sprite = "utility/close_black",
style = "frame_action_button",
@@ -178,6 +184,8 @@ function auth.add_commands()
end
auth.events = {}
--- @param event EventData.on_gui_click
auth.events[defines.events.on_gui_click] = function(event)
if not event.element or not event.element.valid then
return
@@ -197,6 +205,7 @@ auth.events[defines.events.on_gui_click] = function(event)
end
end
--- @param event EventData.on_gui_closed
auth.events[defines.events.on_gui_closed] = function(event)
if
event.element
+62 -24
View File
@@ -1,53 +1,79 @@
local clusterio_api = require("modules/clusterio/api")
local compat = require("modules/clusterio/compat")
local v2_tech_progress = compat.version_ge("2.0.0")
local sync = {}
--- @param tech LuaTechnology
local function get_technology_progress(tech)
if tech == tech.force.current_research then
return tech.force.research_progress
elseif v2_tech_progress then
return tech.saved_progress
else
--- @diagnostic disable-next-line
return tech.force.get_saved_technology_progress(tech.name)
end
end
--- @param tech LuaTechnology
--- @param progress number
local function set_technology_progress(tech, progress)
if tech == tech.force.current_research then
tech.force.research_progress = progress
elseif v2_tech_progress then
tech.saved_progress = progress
else
--- @diagnostic disable-next-line
tech.force.set_saved_technology_progress(tech.name, progress)
end
end
sync.events = {}
sync.events[clusterio_api.events.on_server_startup] = function(event)
if not global.research_sync then
global.research_sync = {
technologies = {},
}
--- @param no_early_return boolean?
--- @return table
local function get_script_data(no_early_return)
local script_data = compat.script_data()
local research_sync = script_data.research_sync
if research_sync and not no_early_return then
return research_sync
end
-- Used when syncing completed technologies from the controller
global.research_sync.ignore_research_finished = false
research_sync = research_sync or {}
research_sync.technologies = research_sync.technologies or {}
if research_sync.ignore_research_finished == nil then
research_sync.ignore_research_finished = false
end
local force = game.forces["player"]
for _, tech in pairs(force.technologies) do
local progress = get_technology_progress(tech)
global.research_sync.technologies[tech.name] = {
research_sync.technologies[tech.name] = {
level = tech.level,
researched = tech.researched,
progress = progress,
}
end
script_data.research_sync = research_sync
return research_sync
end
sync.events = {}
sync.events[clusterio_api.events.on_server_startup] = function(event)
get_script_data(true)
end
--- @param tech LuaTechnology
local function get_contribution(tech)
local progress = get_technology_progress(tech)
if not progress then
return 0, nil
end
local prev_tech = global.research_sync.technologies[tech.name]
local script_data = get_script_data()
local prev_tech = script_data.technologies[tech.name]
if prev_tech.progress and prev_tech.level == tech.level then
return progress - prev_tech.progress, progress
else
@@ -55,6 +81,7 @@ local function get_contribution(tech)
end
end
--- @param tech LuaTechnology
local function send_contribution(tech)
local contribution, progress = get_contribution(tech)
if contribution ~= 0 then
@@ -63,10 +90,12 @@ local function send_contribution(tech)
level = tech.level,
contribution = contribution,
})
global.research_sync.technologies[tech.name].progress = progress
local script_data = get_script_data()
script_data.technologies[tech.name].progress = progress
end
end
--- @param event EventData.on_research_started
sync.events[defines.events.on_research_started] = function(event)
local tech = event.last_research
if tech then
@@ -74,13 +103,15 @@ sync.events[defines.events.on_research_started] = function(event)
end
end
--- @param event EventData.on_research_finished
sync.events[defines.events.on_research_finished] = function(event)
if global.research_sync.ignore_research_finished then
local script_data = get_script_data()
if research_sync.ignore_research_finished then
return
end
local tech = event.research
global.research_sync.technologies[tech.name] = {
script_data.technologies[tech.name] = {
level = tech.level,
researched = tech.researched,
}
@@ -121,10 +152,11 @@ function research_sync.dump_technologies()
if #techs == 0 then
rcon.print("[]")
else
rcon.print(game.table_to_json(techs))
rcon.print(compat.table_to_json(techs))
end
end
--- @param data string
function research_sync.sync_technologies(data)
local force = game.forces["player"]
@@ -133,8 +165,9 @@ function research_sync.sync_technologies(data)
local progressIndex = 3
local researchedIndex = 4
global.research_sync.ignore_research_finished = true
for _, tech_data in pairs(game.json_to_table(data)) do
local script_data = get_script_data()
script_data.ignore_research_finished = true
for _, tech_data in pairs(compat.json_to_table(data) --[[@as table]]) do
local tech = force.technologies[tech_data[nameIndex]]
if tech and tech.level <= tech_data[levelIndex] then
local new_level = math.min(tech_data[levelIndex], tech.prototype.max_level)
@@ -162,18 +195,20 @@ function research_sync.sync_technologies(data)
progress = get_technology_progress(tech)
end
global.research_sync.technologies[tech.name] = {
script_data.technologies[tech.name] = {
level = tech.level,
researched = tech.researched,
progress = progress,
}
end
end
global.research_sync.ignore_research_finished = false
script_data.ignore_research_finished = false
end
--- @param data string
function research_sync.update_progress(data)
local techs = game.json_to_table(data)
local script_data = get_script_data()
local techs = compat.json_to_table(data) --[[@as table]]
local force = game.forces["player"]
for _, controllerTech in ipairs(techs) do
@@ -181,7 +216,7 @@ function research_sync.update_progress(data)
if tech and tech.level == controllerTech.level then
send_contribution(tech)
set_technology_progress(tech, controllerTech.progress)
global.research_sync.technologies[tech.name] = {
script_data.technologies[tech.name] = {
level = tech.level,
progress = controllerTech.progress
}
@@ -189,6 +224,8 @@ function research_sync.update_progress(data)
end
end
--- @param name string
--- @param level number
function research_sync.research_technology(name, level)
local force = game.forces["player"]
local tech = force.technologies[name]
@@ -200,7 +237,8 @@ function research_sync.research_technology(name, level)
level = tech.prototype.max_level
end
global.research_sync.ignore_research_finished = true
local script_data = get_script_data()
script_data.ignore_research_finished = true
if tech == force.current_research and tech.level == level then
force.research_progress = 1
@@ -215,9 +253,9 @@ function research_sync.research_technology(name, level)
end
game.play_sound { path = "utility/research_completed" }
end
global.research_sync.ignore_research_finished = false
script_data.ignore_research_finished = false
global.research_sync.technologies[tech.name] = {
script_data.technologies[tech.name] = {
level = tech.level,
researched = tech.researched,
}
+13 -5
View File
@@ -1,3 +1,7 @@
local compat = require("modules/clusterio/compat")
local v2_stats = compat.version_ge("2.0.0")
local statistics = {
"item_production_statistics",
"fluid_production_statistics",
@@ -7,13 +11,16 @@ local statistics = {
statistics_exporter = {}
function statistics_exporter.export()
--- @diagnostic disable-next-line undefined-field
local pollution = v2_stats and game.get_pollution_statistics(1) or game.pollution_statistics
local stats = {
game_tick = game.tick,
player_count = #game.connected_players,
game_flow_statistics = {
pollution_statistics = {
input = game.pollution_statistics.input_counts,
output = game.pollution_statistics.output_counts,
--- TODO support multi surface pollution statistics
input = pollution.input_counts,
output = pollution.output_counts,
},
},
force_flow_statistics = {}
@@ -21,14 +28,15 @@ function statistics_exporter.export()
for _, force in pairs(game.forces) do
local flow_statistics = {}
for _, statName in pairs(statistics) do
local stat = v2_stats and force["get_" .. statName](1) or force[statName]
flow_statistics[statName] = {
input = force[statName].input_counts,
output = force[statName].output_counts,
input = stat.input_counts,
output = stat.output_counts,
}
end
stats.force_flow_statistics[force.name] = flow_statistics
end
rcon.print(game.table_to_json(stats))
rcon.print(compat.table_to_json(stats))
end