Allow inventory sync components to be turned off per instance

Adds an inventory_sync.sync_<component> instance config field for the
controller, force, appearance, inventories, logistics, quick bar,
settings and recipe notifications. All default to on, which keeps the
current behaviour.

A component which is off on an instance is left alone there and its
fields are not stored from that instance. The controller merges each
upload with the stored data using the uploading instance's config, the
instance strips the fields from downloads before sending them over RCON,
and the scenario is told the enabled set on start and when it changes so
it can skip serializing them and skip the steps which replace the
character.

The controller is only synced together with the inventories, as switching
controller can destroy the character holding them. Without the controller
synced the player gets back the controller they had on the instance, only
character inventories move between instances, and a player without a
character keeps their inventory.

Closes #968

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
bbassieandClaude Opus 5.5 committed 2026-10-17 15:25:06 +00:00
1 parent e810020db5
commit 0e559cf000
11 files changed
+571 -81

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+53
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@@ -53,6 +53,9 @@ The greatly simplified data flow is as follows:
When the player leaves the inventory is uploaded if it's a synced inventory and the exclusive access the scenario script holds is released.
Should an error occur during this process the player is given the option to use a temporary inventory instead, which will be merged back into the synced inventory the next time the sync succeeds on that instance.
Instances can leave parts of the player out of the sync with the `player_sync.sync_*` options below.
A part which is not synced is left as it is when the player joins, and the instance's copy of it is not uploaded, so the stored copy from other instances stays as it was.
Communication between the server and instance goes over stdout or rcon, depending on the size of the data.
Communication between the instance and the controller goes over websockets.
Overall, we are able to achieve a latency between 3 and infinite ticks from server join, depending on the size of the inventory. The major limiter is rcon transfer speeds with larger inventories, especially if they contain blueprints.
@@ -77,3 +80,53 @@ Size in characters of the chunks the serialized inventory is split into when sen
Smaller chunks take more commands to transfer an inventory but hold up the RCON command pipe for less time each.
Defaults to `1000`.
### player_sync.sync_controller
Sync whether the player is a character, god or spectator, their respawn timer and cheat mode.
Switching controller can destroy the character holding the inventory, so this only takes effect while `player_sync.sync_inventories` is also enabled.
Defaults to `true`.
### player_sync.sync_force
Sync the force the player is on.
Defaults to `true`.
### player_sync.sync_appearance
Sync the player colour, chat colour and tag.
Defaults to `true`.
### player_sync.sync_inventories
Sync the character and god inventories, the character bonuses and the crafting queue.
While the controller is not synced only the inventory of a character is synced, a player without a character keeps the inventory they have on the instance and does not change the stored one.
Defaults to `true`.
### player_sync.sync_logistics
Sync the personal logistic requests.
Defaults to `true`.
### player_sync.sync_quick_bar
Sync the quick bar.
Defaults to `true`.
### player_sync.sync_settings
Sync the shortcut toggles, game view settings and flashlight.
Defaults to `true`.
### player_sync.sync_recipe_notifications
Sync which new recipe notifications have been seen.
Defaults to `true`.
+86
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@@ -0,0 +1,86 @@
import type * as lib from "@clusterio/lib";
import type { IpcPlayerData } from "./messages.js";
/** Parts of the player data an instance can choose to sync, and the fields of the player data holding them. */
export const components = {
controller: ["controller", "ticks_to_respawn", "cheat_mode"],
force: ["force"],
appearance: ["color", "chat_color", "tag"],
inventories: ["character", "inventories", "crafting_queue"],
logistics: ["personal_logistic_slots"],
quick_bar: ["quick_bar", "hotbar"],
settings: ["flashlight", "shortcuts", "game_view_settings"],
recipe_notifications: ["recipe_notifications"],
} as const;
export type Component = keyof typeof components;
// Fields only a player with a character has
const characterFields = ["character", "crafting_queue", "personal_logistic_slots"] as const;
/**
* Components synced on an instance.
*
* The controller is only synced together with the inventories, as
* switching controller can destroy the character holding them.
*/
export function enabledComponents(config: lib.InstanceConfig) {
const enabled = new Set<Component>();
for (const component of Object.keys(components) as Component[]) {
if (config.get(`player_sync.sync_${component}`)) {
enabled.add(component);
}
}
if (!enabled.has("inventories")) {
enabled.delete("controller");
}
return enabled;
}
/** Remove the fields of components which are not synced. */
export function stripPlayerData(playerData: IpcPlayerData, enabled: Set<Component>) {
const fields = playerData as Record<string, unknown>;
for (const [component, keys] of Object.entries(components)) {
if (!enabled.has(component as Component)) {
for (const key of keys) {
delete fields[key];
}
}
}
return playerData;
}
/**
* Combine data uploaded by an instance with the stored data.
*
* Components the instance does not sync keep the stored fields. Without
* the controller synced the god and ghost inventories are left as the
* synced controller had them, and character fields are only taken from a
* player which has a character.
*/
export function mergePlayerData(stored: IpcPlayerData | undefined, uploaded: IpcPlayerData, enabled: Set<Component>) {
const merged: Record<string, unknown> = { ...uploaded };
function keep(keys: readonly string[]) {
for (const key of keys) {
const value = (stored as Record<string, unknown> | undefined)?.[key];
if (value !== undefined) {
merged[key] = value;
} else {
delete merged[key];
}
}
}
for (const [component, keys] of Object.entries(components)) {
if (!enabled.has(component as Component)) {
keep(keys);
}
}
if (!enabled.has("controller")) {
keep(["inventories"]);
if (!uploaded.character) {
keep(characterFields);
}
}
return merged as IpcPlayerData;
}
+6 -2
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@@ -1,5 +1,6 @@
import type { ControllerPluginContext, InstanceRecord } from "@clusterio/controller";
import type { IpcPlayerData } from "./messages.js";
import { enabledComponents, mergePlayerData } from "./components.js";
import fs from "node:fs/promises";
import path from "path";
@@ -137,7 +138,8 @@ export default async function(context: ControllerPluginContext) {
controller.handle(msg.UploadRequest, async (request: msg.UploadRequest) => {
let { instanceId, playerName, playerData } = request;
let instanceName = controller.instances.get(instanceId)!.config.get("instance.name");
let instanceConfig = controller.instances.get(instanceId)!.config;
let instanceName = instanceConfig.get("instance.name");
let store = true;
let acquisitionRecord = acquiredPlayers.get(playerName);
if (!acquisitionRecord) {
@@ -165,7 +167,9 @@ export default async function(context: ControllerPluginContext) {
if (store) {
logger.verbose(`Received player data for ${playerName} from ${instanceName}`);
playerDatastore.set(playerName, playerData);
playerDatastore.set(
playerName, mergePlayerData(oldPlayerData, playerData, enabledComponents(instanceConfig))
);
playerDatastoreDirty = true;
}
});
+60
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@@ -4,6 +4,14 @@ import * as messages from "./messages.js";
declare module "@clusterio/lib" {
export interface InstanceConfigFields {
"player_sync.rcon_chunk_size": number;
"player_sync.sync_controller": boolean;
"player_sync.sync_force": boolean;
"player_sync.sync_appearance": boolean;
"player_sync.sync_inventories": boolean;
"player_sync.sync_logistics": boolean;
"player_sync.sync_quick_bar": boolean;
"player_sync.sync_settings": boolean;
"player_sync.sync_recipe_notifications": boolean;
}
export interface ControllerConfigFields {
"player_sync.player_lock_timeout": number;
@@ -28,6 +36,58 @@ export const plugin: lib.PluginDeclaration = {
type: "number",
initialValue: 1000,
},
"player_sync.sync_controller": {
title: "Sync controller",
description:
"Sync whether the player is a character, god or spectator, their respawn timer and cheat " +
"mode. Only synced while inventories are synced too.",
type: "boolean",
initialValue: true,
},
"player_sync.sync_force": {
title: "Sync force",
description: "Sync the force the player is on.",
type: "boolean",
initialValue: true,
},
"player_sync.sync_appearance": {
title: "Sync appearance",
description: "Sync the player colour, chat colour and tag.",
type: "boolean",
initialValue: true,
},
"player_sync.sync_inventories": {
title: "Sync inventories",
description:
"Sync the character and god inventories, character bonuses and crafting queue. Without the " +
"controller synced only the inventory of a character is synced.",
type: "boolean",
initialValue: true,
},
"player_sync.sync_logistics": {
title: "Sync logistics",
description: "Sync the personal logistic requests.",
type: "boolean",
initialValue: true,
},
"player_sync.sync_quick_bar": {
title: "Sync quick bar",
description: "Sync the quick bar.",
type: "boolean",
initialValue: true,
},
"player_sync.sync_settings": {
title: "Sync settings",
description: "Sync the shortcut toggles, game view settings and flashlight.",
type: "boolean",
initialValue: true,
},
"player_sync.sync_recipe_notifications": {
title: "Sync recipe notifications",
description: "Sync which new recipe notifications have been seen.",
type: "boolean",
initialValue: true,
},
},
controllerEntrypoint: "dist/node/controller.js",
+17
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@@ -5,6 +5,7 @@ import type { InstancePluginContext } from "@clusterio/host";
import {
AcquireRequest, AcquireResponse, ReleaseRequest, UploadRequest, DownloadRequest, DownloadResponse, IpcPlayerData,
} from "./messages.js";
import { enabledComponents, stripPlayerData } from "./components.js";
type IpcPlayerName = {
player_name: string
@@ -198,6 +199,7 @@ export default async function(context: InstancePluginContext) {
return;
}
stripPlayerData(response.playerData, enabledComponents(instance.config));
await applyRecipeNotificationDelta(response.playerData, request.recipe_notifications, logger);
const chunkSize = instance.config.get("player_sync.rcon_chunk_size");
@@ -239,6 +241,21 @@ export default async function(context: InstancePluginContext) {
),
);
/** Tell the scenario which components are synced. */
async function sendComponents() {
const enabled = Object.fromEntries([...enabledComponents(instance.config)].map(name => [name, true]));
const json = lib.escapeString(JSON.stringify(enabled));
await instance.sendRcon(`/sc player_sync.set_components("${json}")`, true, plugin.name);
}
instance.hooks.start.attach(plugin.name, sendComponents);
instance.hooks.instanceConfigFieldChanged.attach(plugin.name, async (field) => {
if (field.startsWith("player_sync.sync_") && instance.status === "running") {
await sendComponents();
}
});
instance.hooks.prepareControllerDisconnect.attach(plugin.name, async () => {
disconnecting = true;
});
+8 -7
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@@ -4,19 +4,20 @@ import { StringEnum } from "@clusterio/lib";
// .\module\serialize.lua:serialize.serialize_player()
export type IpcPlayerData = {
generation: number,
controller: string,
name: string,
color: number[],
chat_color: number[],
tag: string,
force: string,
cheat_mode: boolean,
flashlight: boolean,
controller?: string,
color?: number[],
chat_color?: number[],
tag?: string,
force?: string,
cheat_mode?: boolean,
flashlight?: boolean,
shortcuts?: Record<string, boolean>,
game_view_settings?: Record<string, boolean>,
ticks_to_respawn?: number,
character?: any,
inventories?: any,
quick_bar?: any,
hotbar?: string[],
personal_logistic_slots?: {name:string, min:number, max:number}[],
crafting_queue?: any,
@@ -2,6 +2,7 @@ local progress_dialog = require("modules/player_sync/gui/progress_dialog")
local ensure_character = require("modules/player_sync/ensure_character")
local restore_position = require("modules/player_sync/restore_position")
local get_script_data = require("modules/player_sync/get_script_data")
local serialize = require("modules/player_sync/serialize")
local function download_inventory(player_name, data, number, total)
@@ -33,7 +34,10 @@ local function download_inventory(player_name, data, number, total)
progress_dialog.remove(player)
-- Give the player a character and pretend that's the synced player data
ensure_character(player)
if serialize.syncs(script_data.components, "inventories") then
ensure_character(player)
end
player_record.local_controller = nil
-- Restore player position and driving state
restore_position(player, record)
+31 -8
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@@ -24,6 +24,18 @@ local function is_in_cutscene(player)
return player.controller_type == defines.controllers.cutscene
end
-- Returns true if the component is synced on this instance
local function syncs(name)
return serialize.syncs(get_script_data().components, name)
end
-- Remember the controller the player had before sync code replaced it, restored when the controller is not synced
local function save_local_controller(player, player_record)
if not player_record.local_controller then
player_record.local_controller = serialize.serialize_local_controller(player)
end
end
-- Create player record for bookkeeping
local function create_player(player, dirty)
local script_data = get_script_data(true) -- no early return to support loading from single player
@@ -51,6 +63,11 @@ player_sync = {}
-- This function is called by instance.js as /sc player_sync.download_inventory("danielv", Escaped JSON string, package_number, total_packages_count) with data from the controller
player_sync.download_inventory = download_inventory
-- This function is called by instance.js with the components synced on this instance
function player_sync.set_components(data)
get_script_data().components = assert(compat.json_to_table(data))
end
-- This function is called internally when a player leaves the game to
-- serialize the player for upload.
function player_sync.serialize_player(player, player_record)
@@ -78,7 +95,7 @@ function player_sync.serialize_player(player, player_record)
end
local failed_deserialization = get_script_data().failed_deserialization[player.name] or {}
local serialized_player = serialize.serialize_player(player, failed_deserialization)
local serialized_player = serialize.serialize_player(player, failed_deserialization, get_script_data().components)
serialized_player.generation = player_record.generation
return serialized_player
@@ -95,11 +112,13 @@ function player_sync.deserialize_player(player, finished_record)
return
end
-- Stash temporary inventory if it exists
local stashed_corpse
local script_data = get_script_data()
local player_record = script_data.players[player.name]
if player_record.dirty and player.character then
local local_controller = player_record.local_controller or serialize.serialize_local_controller(player)
-- Stash temporary inventory if it exists, without inventory sync the current inventory is the one to keep
local stashed_corpse
if syncs("inventories") and player_record.dirty and player.character then
local character = player.character
local surface = character.surface
local position = character.position
@@ -112,7 +131,9 @@ function player_sync.deserialize_player(player, finished_record)
-- Deserialize downloaded player data
local serialized_player = compat.json_to_table(finished_record.data)
assert(type(serialized_player) == "table", "wrong type for serialized_player")
script_data.failed_deserialization[player.name] = serialize.deserialize_player(player, serialized_player)
script_data.failed_deserialization[player.name] =
serialize.deserialize_player(player, serialized_player, script_data.components, local_controller)
player_record.local_controller = nil
-- Restore player position and driving state
restore_position(player, finished_record)
@@ -291,8 +312,9 @@ function player_sync.sync_player(acquire_response)
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_record.sync and not player_record.dirty and syncs("inventories") then
if player.controller_type == defines.controllers.character then
save_local_controller(player, player_record)
local character = player.character
player.set_controller({ type = defines.controllers.spectator })
if character then character.destroy() end
@@ -454,7 +476,7 @@ function player_sync.initiate_inventory_download(player, player_record, generati
-- The plugin only sends back what differs from the current notification state
local recipe_notifications
if recipe_notifications_api then
if recipe_notifications_api and syncs("recipe_notifications") then
recipe_notifications = serialize.serialize_crafting_notifications(player)
end
@@ -465,7 +487,7 @@ function player_sync.initiate_inventory_download(player, player_record, generati
-- If this is a synced player turn them into a spectator while the
-- player data is downloading
if player_record.sync then
if player_record.sync and syncs("inventories") then
-- Store original position to teleport back to
if v2_remote_controller then
record.surface = player.physical_surface
@@ -478,6 +500,7 @@ function player_sync.initiate_inventory_download(player, player_record, generati
record.vehicle = player.vehicle
end
save_local_controller(player, player_record)
local character = player.character
player.set_controller({ type = defines.controllers.spectator })
if character ~= nil then character.destroy() end
+149 -63
View File
@@ -720,16 +720,16 @@ end
--- @class SerializedPlayerData
--- @field generation number
--- @field name string
--- @field controller string
--- @field color Color
--- @field chat_color Color
--- @field tag string
--- @field force string
--- @field cheat_mode boolean
--- @field flashlight boolean
--- @field controller string?
--- @field color Color?
--- @field chat_color Color?
--- @field tag string?
--- @field force string?
--- @field cheat_mode boolean?
--- @field flashlight boolean?
--- @field shortcuts table<string, boolean>?
--- @field game_view_settings table<string, boolean>?
--- @field ticks_to_respawn number
--- @field ticks_to_respawn number?
--- @field character table<string, any>?
--- @field inventories table<string, table>?
--- @field hotbar table<string, string>?
@@ -784,37 +784,71 @@ function serialize.deserialize_game_view_settings(player, serialized)
end
end
--- Components which are synced, nil when all of them are
--- @alias SyncComponents table<string, boolean>?
--- @param components SyncComponents
--- @param name string
--- @return boolean
local function syncs(components, name)
return components == nil or components[name] == true
end
serialize.syncs = syncs
--- @param player LuaPlayer
--- @param failed_deserialization FailedDeserializationPlayerData
--- @param components SyncComponents
--- @return SerializedPlayerData
function serialize.serialize_player(player, failed_deserialization)
function serialize.serialize_player(player, failed_deserialization, components)
local sync_controller = syncs(components, "controller")
local sync_inventories = syncs(components, "inventories")
local sync_logistics = syncs(components, "logistics")
--- @type SerializedPlayerData
local serialized = {
generation = 0, -- Gets replaced later
controller = controller_to_name[player.controller_type],
name = player.name,
color = player.color,
chat_color = player.chat_color,
tag = player.tag,
force = player.force.name,
cheat_mode = player.cheat_mode,
flashlight = player.is_flashlight_enabled(),
shortcuts = serialize.serialize_shortcuts(player),
game_view_settings = serialize.serialize_game_view_settings(player),
ticks_to_respawn = player.ticks_to_respawn,
}
-- In 2.0 we want to sync the physical controller to ignore remote view
if v2_remote_controller then
serialized.controller = controller_to_name[player.physical_controller_type]
if sync_controller then
serialized.controller = controller_to_name[player.controller_type]
serialized.cheat_mode = player.cheat_mode
serialized.ticks_to_respawn = player.ticks_to_respawn
-- In 2.0 we want to sync the physical controller to ignore remote view
if v2_remote_controller then
serialized.controller = controller_to_name[player.physical_controller_type]
end
end
if syncs(components, "appearance") then
serialized.color = player.color
serialized.chat_color = player.chat_color
serialized.tag = player.tag
end
if syncs(components, "force") then
serialized.force = player.force.name
end
if syncs(components, "settings") then
serialized.flashlight = player.is_flashlight_enabled()
serialized.shortcuts = serialize.serialize_shortcuts(player)
serialized.game_view_settings = serialize.serialize_game_view_settings(player)
end
-- For the waiting to respawn state the inventory logistic requests and filters are hidden on the player
if player.controller_type == defines.controllers.ghost and player.ticks_to_respawn then
if sync_controller and (sync_inventories or sync_logistics)
and player.controller_type == defines.controllers.ghost and player.ticks_to_respawn
then
player.ticks_to_respawn = nil -- Respawn now
serialized.personal_logistic_slots = serialize.serialize_personal_logistic_slots(player)
serialized.inventories = serialize.serialize_inventories(player, character_inventories)
if sync_logistics then
serialized.personal_logistic_slots = serialize.serialize_personal_logistic_slots(player)
end
if sync_inventories then
serialized.inventories = serialize.serialize_inventories(player, character_inventories)
end
-- Go back to waiting for respawn
local character = player.character
@@ -826,33 +860,55 @@ function serialize.serialize_player(player, failed_deserialization)
-- Serialize character
if player.character then
serialized.character = serialize.serialize_character(player.character)
serialized.personal_logistic_slots = serialize.serialize_personal_logistic_slots(player)
if sync_inventories then
serialized.character = serialize.serialize_character(player.character)
end
if sync_logistics then
serialized.personal_logistic_slots = serialize.serialize_personal_logistic_slots(player)
end
end
-- Serialize non-character inventories
if player.controller_type == defines.controllers.god
or v2_remote_controller and player.physical_controller_type == defines.controllers.god
then
if sync_controller and sync_inventories and (
player.controller_type == defines.controllers.god
or v2_remote_controller and player.physical_controller_type == defines.controllers.god
) then
serialized.inventories = serialize.serialize_inventories(player, { main = defines.inventory.god_main })
end
-- Serialize quick bar
serialized.quick_bar = serialize.serialize_quick_bar(player)
if syncs(components, "quick_bar") then
serialized.quick_bar = serialize.serialize_quick_bar(player)
end
-- Serialize crafting queue
if player.character then
if sync_inventories and player.character then
serialized.crafting_queue = serialize.serialize_crafting_queue(player)
end
-- Serialize recipe notifications
if recipe_notifications_api then
if recipe_notifications_api and syncs(components, "recipe_notifications") then
serialized.recipe_notifications = serialize.serialize_crafting_notifications(player, failed_deserialization.recipe_notifications)
end
return serialized
end
--- The controller a player has on this instance, restored in place of the synced one when it is not synced
--- @class LocalControllerState
--- @field controller string?
--- @field ticks_to_respawn number?
--- @param player LuaPlayer
--- @return LocalControllerState
function serialize.serialize_local_controller(player)
local controller_type = v2_remote_controller and player.physical_controller_type or player.controller_type
return {
controller = controller_to_name[controller_type],
ticks_to_respawn = player.ticks_to_respawn,
}
end
--- Find a surface characters can exist on, used when the player is on a space platform surface
--- @param platform LuaSpacePlatform
--- @return LuaSurface
@@ -915,32 +971,46 @@ end
--- @param player LuaPlayer
--- @param serialized SerializedPlayerData
--- @param components SyncComponents
--- @param local_controller LocalControllerState? Controller to restore when the controller is not synced
--- @return FailedDeserializationPlayerData?
function serialize.deserialize_player(player, serialized)
function serialize.deserialize_player(player, serialized, components, local_controller)
local failed_deserialization = {}
local sync_controller = syncs(components, "controller")
local sync_inventories = syncs(components, "inventories")
local sync_logistics = syncs(components, "logistics")
local target_controller = defines.controllers[serialized.controller]
if player.controller_type ~= target_controller or serialized.controller == "ghost" then
if serialized.controller == "character" then
-- Stored data from instances which do not sync a component lacks its fields
local restore_controller = sync_controller and serialized.controller ~= nil
--- @type LocalControllerState?
local state = local_controller
if restore_controller then
state = { controller = serialized.controller, ticks_to_respawn = serialized.ticks_to_respawn }
end
local target_controller = state and defines.controllers[state.controller]
if state and (player.controller_type ~= target_controller or state.controller == "ghost") then
if state.controller == "character" then
-- Create a character but do not destroy an existing one
ensure_character(player)
if player.controller_type ~= target_controller then
player.set_controller{ type = target_controller }
end
elseif serialized.controller == "ghost" then
elseif state.controller == "ghost" then
-- Ghost state stores hidden logistic and filters which are only accessible in the character controller
-- The force first, so the character and the logistic groups are on the restored player's force
player.force = serialized.force
local character = ensure_character(player)
if serialized.personal_logistic_slots then
if restore_controller and sync_logistics and serialized.personal_logistic_slots then
serialize.deserialize_personal_logistic_slots(player, serialized.personal_logistic_slots)
end
if serialized.inventories then
if restore_controller and sync_inventories and serialized.inventories then
serialize.deserialize_inventories(player, serialized.inventories, character_inventories)
end
if serialized.ticks_to_respawn then
player.ticks_to_respawn = serialized.ticks_to_respawn
if state.ticks_to_respawn then
player.ticks_to_respawn = state.ticks_to_respawn
else
-- 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.
@@ -952,7 +1022,7 @@ function serialize.deserialize_player(player, serialized)
character.destroy()
end
elseif serialized.controller ~= "remote" then
elseif state.controller ~= "remote" then
-- All other controllers should not have a character
local character = player.character
if character and character.valid then
@@ -967,44 +1037,60 @@ function serialize.deserialize_player(player, serialized)
end
end
player.color = serialized.color
player.chat_color = serialized.chat_color
player.tag = serialized.tag
player.force = serialized.force
player.cheat_mode = serialized.cheat_mode
if serialized.flashlight then
player.enable_flashlight()
else
player.disable_flashlight()
if syncs(components, "appearance") and serialized.color then
player.color = serialized.color
player.chat_color = serialized.chat_color
player.tag = serialized.tag
end
if serialized.shortcuts then
serialize.deserialize_shortcuts(player, serialized.shortcuts)
if syncs(components, "force") and serialized.force then
player.force = serialized.force
end
if serialized.game_view_settings then
serialize.deserialize_game_view_settings(player, serialized.game_view_settings)
if restore_controller and serialized.cheat_mode ~= nil then
player.cheat_mode = serialized.cheat_mode
end
if syncs(components, "settings") then
if serialized.flashlight == true then
player.enable_flashlight()
elseif serialized.flashlight == false then
player.disable_flashlight()
end
if serialized.shortcuts then
serialize.deserialize_shortcuts(player, serialized.shortcuts)
end
if serialized.game_view_settings then
serialize.deserialize_game_view_settings(player, serialized.game_view_settings)
end
end
-- Deserialize character
-- Deserialize character, the stored player may not have had one when the controller is not synced
if player.character then
serialize.deserialize_character(player.character, serialized.character)
serialize.deserialize_personal_logistic_slots(player, serialized.personal_logistic_slots)
if sync_inventories and serialized.character then
serialize.deserialize_character(player.character, serialized.character)
end
if sync_logistics then
serialize.deserialize_personal_logistic_slots(player, serialized.personal_logistic_slots)
end
end
-- Deserialize non-character inventories
if player.controller_type == defines.controllers.god then
if restore_controller and sync_inventories and serialized.inventories
and player.controller_type == defines.controllers.god
then
serialize.deserialize_inventories(player, serialized.inventories, { main = defines.inventory.god_main })
end
-- Deserialize quick bar (named hotbar in old data)
serialize.deserialize_quick_bar(player, serialized.quick_bar or serialized.hotbar)
if syncs(components, "quick_bar") then
serialize.deserialize_quick_bar(player, serialized.quick_bar or serialized.hotbar)
end
-- Deserialize crafting queue
if player.character and serialized.crafting_queue then
if sync_inventories and player.character and serialized.crafting_queue then
serialize.deserialize_crafting_queue(player, serialized.crafting_queue)
end
-- Deserialize recipe notifications
if recipe_notifications_api and serialized.recipe_notifications then
if recipe_notifications_api and syncs(components, "recipe_notifications") and serialized.recipe_notifications then
failed_deserialization.recipe_notifications =
serialize.deserialize_crafting_notifications(player, serialized.recipe_notifications)
end
+112
View File
@@ -0,0 +1,112 @@
import assert from "node:assert/strict";
import { components, enabledComponents, mergePlayerData, stripPlayerData } from "../dist/node/components.js";
const allComponents = Object.keys(components);
function configWith(disabled = []) {
return { get: name => !disabled.includes(name.replace("player_sync.sync_", "")) };
}
const character = { inventories: { main: [] } };
const stored = {
generation: 1,
name: "test",
controller: "god",
cheat_mode: true,
force: "player",
color: [1, 0, 0],
chat_color: [1, 0, 0],
tag: "stored",
inventories: { main: ["stored god item"] },
quick_bar: ["stored-item"],
recipe_notifications: "stored",
};
const uploaded = {
generation: 2,
name: "test",
controller: "character",
cheat_mode: false,
force: "enemy",
color: [0, 1, 0],
chat_color: [0, 1, 0],
tag: "uploaded",
character,
crafting_queue: [],
personal_logistic_slots: [],
quick_bar: ["uploaded-item"],
recipe_notifications: "uploaded",
};
describe("player_sync components", function() {
describe("enabledComponents()", function() {
it("should enable every component by default", function() {
assert.deepEqual([...enabledComponents(configWith())], allComponents);
});
it("should leave out disabled components", function() {
const enabled = enabledComponents(configWith(["force", "quick_bar"]));
assert.equal(enabled.has("force"), false);
assert.equal(enabled.has("quick_bar"), false);
assert.equal(enabled.size, allComponents.length - 2);
});
it("should not sync the controller without the inventories", function() {
const enabled = enabledComponents(configWith(["inventories"]));
assert.equal(enabled.has("controller"), false);
});
});
describe("stripPlayerData()", function() {
it("should keep everything when all components are synced", function() {
const playerData = structuredClone(uploaded);
stripPlayerData(playerData, new Set(allComponents));
assert.deepEqual(playerData, uploaded);
});
it("should remove the fields of disabled components", function() {
const playerData = structuredClone(uploaded);
stripPlayerData(playerData, new Set(allComponents.filter(c => !["appearance", "inventories"].includes(c))));
for (const key of ["color", "chat_color", "tag", "character", "crafting_queue"]) {
assert.equal(key in playerData, false, key);
}
assert.equal(playerData.force, "enemy");
});
});
describe("mergePlayerData()", function() {
it("should store the upload as is when all components are synced", function() {
assert.deepEqual(mergePlayerData(stored, uploaded, new Set(allComponents)), uploaded);
});
it("should keep the stored fields of disabled components", function() {
const enabled = new Set(allComponents.filter(c => !["force", "appearance"].includes(c)));
const merged = mergePlayerData(stored, uploaded, enabled);
assert.equal(merged.force, "player");
assert.deepEqual(merged.color, [1, 0, 0]);
assert.equal(merged.tag, "stored");
assert.deepEqual(merged.quick_bar, ["uploaded-item"]);
assert.equal(merged.generation, 2);
});
it("should drop disabled components without stored data", function() {
const merged = mergePlayerData(undefined, uploaded, new Set(allComponents.filter(c => c !== "force")));
assert.equal("force" in merged, false);
assert.equal(merged.tag, "uploaded");
});
it("should take the character but not the controller when the controller is not synced", function() {
const merged = mergePlayerData(stored, uploaded, new Set(allComponents.filter(c => c !== "controller")));
assert.equal(merged.controller, "god");
assert.equal(merged.cheat_mode, true);
assert.equal(merged.character, character);
assert.deepEqual(merged.inventories, { main: ["stored god item"] }, "god inventory is kept");
});
it("should keep the character data for a player without one when the controller is not synced", function() {
const storedCharacter = { ...stored, character, crafting_queue: ["stored"], personal_logistic_slots: [] };
const god = { ...uploaded, controller: "god", inventories: { main: ["new god item"] } };
delete god.character;
delete god.crafting_queue;
delete god.personal_logistic_slots;
const enabled = new Set(allComponents.filter(c => c !== "controller"));
const merged = mergePlayerData(storedCharacter, god, enabled);
assert.equal(merged.character, character);
assert.deepEqual(merged.crafting_queue, ["stored"]);
assert.deepEqual(merged.inventories, { main: ["stored god item"] });
});
});
});
+44
View File
@@ -6,6 +6,7 @@ import * as lib from "@clusterio/lib";
import * as mock from "../../../test/mock.js";
import loadInstancePlugin, { recipeNotificationDelta, applyRecipeNotificationDelta } from "../dist/node/instance.js";
import { DownloadResponse } from "../dist/node/messages.js";
import { components } from "../dist/node/components.js";
import { plugin as info } from "../dist/node/index.js";
const inflate = util.promisify(zlib.inflate);
@@ -84,6 +85,9 @@ describe("player_sync", function() {
});
beforeEach(function() {
instance.server.reset();
for (const component of Object.keys(components)) {
instance.mockConfigEntries.set(`player_sync.sync_${component}`, true);
}
});
function respondWith(playerData) {
@@ -125,5 +129,45 @@ describe("player_sync", function() {
const expected = { generation: 1, name: "test", recipe_notifications: await encode({ add: ["a"] }) };
assert.deepEqual(instance.server.rconCommands, [downloadCommand(expected)]);
});
it("should leave out components the instance does not sync", async function() {
instance.mockConfigEntries.set("player_sync.sync_force", false);
instance.mockConfigEntries.set("player_sync.sync_recipe_notifications", false);
respondWith({ generation: 1, name: "test", force: "enemy", tag: "tag", recipe_notifications: "x" });
await download({ player_name: "test" });
const expected = { generation: 1, name: "test", tag: "tag" };
assert.deepEqual(instance.server.rconCommands, [downloadCommand(expected)]);
});
});
describe("set_components", function() {
let instance;
before(async function() {
({ instance } = await mock.loadInstancePlugin(loadInstancePlugin, info));
});
beforeEach(function() {
instance.server.reset();
for (const component of Object.keys(components)) {
instance.mockConfigEntries.set(`player_sync.sync_${component}`, true);
}
});
it("should send the synced components on start", async function() {
instance.mockConfigEntries.set("player_sync.sync_quick_bar", false);
await instance.hooks.start.invoke();
const enabled = Object.fromEntries(
Object.keys(components).filter(c => c !== "quick_bar").map(c => [c, true])
);
const json = lib.escapeString(JSON.stringify(enabled));
assert.deepEqual(
instance.server.rconCommands,
[`/sc player_sync.set_components("${json}")`]
);
});
it("should send the synced components when one is changed", async function() {
await instance.hooks.instanceConfigFieldChanged.invoke("player_sync.rcon_chunk_size", 1, 2);
assert.equal(instance.server.rconCommands.length, 0);
await instance.hooks.instanceConfigFieldChanged.invoke("player_sync.sync_force", false, true);
assert.equal(instance.server.rconCommands.length, 1);
});
});
});