Add Clusterio Library mod

Add a library mod for wrapping the Clusterio remote API and providing
related utilities.  This eases development of Clusterio related Lua code
by providing the same interface for both mods and modules and also makes
the serialize library available without having to duplicate it.

It is not possible to implement this through save patching as mods
cannot load Lua code from the level code like they can with code from
other mods.
This commit is contained in:
Hornwitser committed 2020-03-12 15:39:25 +01:00
1 parent 5ef6d02054
commit 1e6b807ae3
8 files changed
+328 -59

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+92
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@@ -0,0 +1,92 @@
"use strict";
const events = require("events");
const fs = require("fs-extra");
const JSZip = require("jszip");
const klaw = require("klaw");
const path = require("path");
const yargs = require("yargs");
// Location of mod source files
const sourceDir = "mod";
// Paths to additional files to put into the mod's folder.
const additionalFiles = [
path.join("modules", "clusterio", "serialize.lua"),
];
async function main() {
const args = yargs
.scriptName("build")
.options({
'clean': { describe: "Remove previous builds", type: 'boolean', default: false },
'build': { describe: "Build mod", type: 'boolean', default: true },
'pack': { describe: "Pack into zip file", type: 'boolean', default: true },
'output-dir': { describe: "Path to output built mod", nargs: 1, type: 'string', default: "dist" },
})
.argv
;
let info = JSON.parse(await fs.readFile(path.join(sourceDir, "info.json")));
if (args.clean) {
let splitter = /^(.*)_(\d+\.\d+\.\d+)(\.zip)?$/
for (let entry of await fs.readdir(args.outputDir)) {
let match = splitter.exec(entry);
if (match) {
let [, name, version] = match;
if (name === info.name) {
let modPath = path.join(args.outputDir, entry);
console.log(`Removing ${modPath}`);
await fs.remove(modPath);
}
}
}
}
if (args.build) {
await fs.ensureDir(args.outputDir);
let modName = `${info.name}_${info.version}`;
if (args.pack) {
let zip = new JSZip();
let walker = klaw(sourceDir)
.on('data', item => {
if (item.stats.isFile()) {
// On Windows the path created uses backslashes as the directory sepparator
// but the zip file needs to use forward slashes. We can't use the posix
// version of relative here as it doesn't work with Windows style paths.
let basePath = path.relative(sourceDir, item.path).replace(/\\/g, "/");
zip.file(path.posix.join(modName, basePath), fs.createReadStream(item.path));
}
})
;
await events.once(walker, 'end');
for (let filePath of additionalFiles) {
zip.file(path.posix.join(modName, path.basename(filePath)), fs.createReadStream(filePath));
}
let modPath = path.join(args.outputDir, `${modName}.zip`);
console.log(`Writing ${modPath}`);
let writeStream = zip.generateNodeStream().pipe(fs.createWriteStream(modPath));
await events.once(writeStream, 'finish');
} else {
let modDir = path.join(args.outputDir, modName);
if (await fs.exists(modDir)) {
console.log(`Removing existing build ${modDir}`);
await fs.remove(modDir);
}
console.log(`Building ${modDir}`);
await fs.copy(sourceDir, modDir);
for (let filePath of additionalFiles) {
await fs.copy(filePath, path.join(modDir, path.basename(filePath)));
}
}
}
}
if (module === require.main) {
main().catch(err => { console.log(err) });
}
+125 -12
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@@ -14,7 +14,7 @@ Contents
- [event_handler interface](#event_handler-interface)
- [Communicating with Clusterio](#communicating-with-clusterio)
- [Clusterio Modules](#clusterio-modules)
- [Clusterio Module API](#clusterio-module-api)
- [Clusterio Lua API](#clusterio-lua-api)
- [Clusterio Plugins](#clusterio-plugins)
@@ -216,7 +216,8 @@ The following entries are supported in the module.json file:
supported. The events for dependencies is invoked before the events
of the dependent, and starting an instance will fail if the
dependencies cannot be satisfied. If not specified it will default
to depending on `clusterio`.
to depending on `clusterio`. Make sure to add `clusterio` to your
dependencies if you add other dependencies and depend on the Lua API.
- `require`:
Lua files to require in `control.lua`. This should only really be
needed if you want to make a global function available for use in
@@ -250,21 +251,133 @@ module.
Because modules can be patched into an existing game you cannot rely on
the `on_init` callback to be called in Clusterio Modules. Nor can you
rely on the `on_configuration_changed` callback, as this is not called
when level code changes. The `clusterio` module provides the custom
when level code changes. The Clusterio Lua API provides the custom
`on_server_startup` event that can be used as a substitute, see the next
section.
### Clusterio Module API
Clusterio Lua API
-----------------
There's a builtin clusterio module that provides some tools for getting
instance info and communicating to plugins, script events to listen for
and a Factorio remote call API. The available interfaces is documented
in [modules/clusterio/api.lua](../modules/clusterio/api.lua). To use
this API from another module, require it using something along the lines
of `local clusterio_api = require("modules/clusterio/api")`. Make sure
to add `clusterio` as a dependency in your module.json if you use the
dependency entry in it.
Clusterio provides a save patched module as well as a regular Factorio
mod for interfacing with Clusterio. This includes tools sending data to
plugins, script events to listen for, and an item serialization module.
### clusterio_api library
**require path**
From a module
`local clusterio_api = require("modules/clusterio/api")`
From a mod
`local clusterio_api = require("__clusterio_lib__/api")`
Provides the main interface to Clusterio from within the game. When
using the mod version you must call `init` before it'll function
properly.
#### init
<sub>Mod version only</sub>
Initialize the API. This should be called from both the `on_init` and
`on_load` events in your mod, and before this is called certain features
will not be available, most notably the events table.
#### clusterio_api.events
Table of events raised by clusterio. If the game is started outside of
Clusterio then none of these events will be raised.
In the mod version this table does not exist before the `init` function
is called.
##### on_instance_updated
Raised after the name and id of an instance has been updated. This may
occur even if the id and name didn't change.
Event data:
- `instance_id`: The id of the instance.
- `instance_name`: the name of the instance.
##### on_server_startup
Raised when Clusterio is starting up the server. It can be used to
initialize clusterio related features in a mod, and as a stand-in for
the `on_init` and `on_configuration_changed` event for modules. It is
invoked on the first tick the server runs after the save has been
patched, before most other events.
Use this event to initialize and and/or migrate the data structures
you need. Keep in mind that both mods and Clusterio modules can switch
from any version to any version so it should be able to handle both
forwards and backwards migrations gracefully.
#### clusterio_api.send_json(channel, data)
Send json data to Clusterio over the given channel. The `data` argument
should be table that can be serialized with `game.table_to_json`.
Clusterio plugins can listen to channels and will receive an event with
the data sent here. See the [Communicating with Factorio
section](writing-plugins.md#communicating-with-factorio) in the Writing
Plugins document for more information.
If the game is started outside of Clusterio the data will be sent, but
since there's no code following stdout to pick it up it will be lost.
**Note**: Payloads greater than 4 MB will cause stuttering in the game.
**Note**: This is not a binary safe way of sending data. Strings
embedded into the tables sent must be valid UTF-8 text.
Parameters:
- `channel`: string identifying which channel to send it on.
- `data`: table that can be converted to JSON with game.table_to_json
### serialize library
**require path**
From a module
`local serialize = require("modules/clusterio/serialize")`
From a mod
`local serialize = require("__clusterio_lib__/serialize")`
Serializes inventories and item stacks into a table that in turn can be
converted into JSON with `game.table_to_json`. Properly handles the
extra data for most items.
#### serialize.serialize_equipment_grid(LuaEquipmentGrid)
Returns a table containing a serialized representation of the equipment
grid passed.
#### serialize.deserialize_equipment_grid(LuaEquipmentGrid, serialized_grid)
Deserialize a previously serialized equipment grid into the target
LuaEquipmentGrid. Overwrites all content in the target.
#### serialize.serialize_item_stack(LuaItemStack, destination_table)
Serialize the LuaItemStack passed into the target destination_table.
The destination_table should be a new empty table.
#### serialize.deserialize_item_stack(LuaItemStack, serialized_stack)
Deserialize a previously serialized item stack into the target
LuaItemStack. Overwrites the content of the item stack.
#### serialize.serialize_inventory(LuaInventory)
Returns a table containing a serialized representation of the inventory
passed.
#### serialize.deserialize_inventory(LuaInventory, serialized_inventory)
Deserialize a previously serialized inventory into the target
LuaInventory. Overwrites slots that has content in the serialized
inventory.
Clusterio Plugins
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@@ -0,0 +1,67 @@
-- Important: Keep this API in sync with modules/clusterio/api.lua
local api = {}
local initialized = false
function api.init()
if initialized then
return
end
initialized = true
if remote.interfaces.clusterio_api then
api.events = remote.call("clusterio_api", "get_events")
else
local null_event = script.generate_event_name()
api.events = {
on_instance_updated = null_event,
on_server_startup = null_event,
}
end
end
local function call_api(fn, ...)
if remote.interfaces.clusterio_api and remote.interfaces.clusterio_api[fn] then
return remote.call("clusterio_api", fn, ...)
else
return nil
end
end
function api.get_instance_name()
return call_api("get_instance_name")
end
function api.get_instance_id()
return call_api("get_instance_id")
end
function api.send_json(channel, data)
if not remote.interfaces.clusterio_api then
return
end
-- Escape bad characters. The question mark is used for separating the
-- channel name from the payload.
channel = channel:gsub("([\x00-\x1f?\\])", function(match)
return "\\x" .. string.format("%02x", match:byte())
end)
data = game.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
-- output about 1 MB of data at a time through stdout.
if #data < 4000 then
print("\f$ipc:" .. channel .. "?j" .. 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)
print("\f$ipc:" .. channel .. "?f" .. file_name)
end
end
return api
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@@ -0,0 +1,5 @@
---------------------------------------------------------------------------------------------------
Version: 0.1.0
Major Features:
- API for mods to interact with Clusterio
- Serialization library for converting items to JSON compatible tables.
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@@ -0,0 +1,9 @@
{
"name": "clusterio_lib",
"version": "0.1.0",
"title": "Clusterio Library",
"author": "Clusterio Team",
"homepage": "https://github.com/clusterio/factorioClusterio",
"description": "Library for interfacing with Clusterio.",
"factorio_version": "0.17"
}
+7 -29
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@@ -1,42 +1,20 @@
-- Important: Keep this API in sync with mod/api.lua
local api = {}
-- Table of events raised by clusterio
api.events = {
-- Raised after the name and id of an instance has been updated
-- This may occur even if the id and name didn't change.
-- Event data:
-- instance_id: The id of the instance.
-- instance_name: the name of the instance.
on_instance_updated = script.generate_event_name(),
-- Raised when the server is starting up
-- This event serves as the stand-in for the on_init and
-- on_configuration_changed events for modules. It is invoked as early
-- as possible, before most but not all other events, every time the
-- server is started up.
-- Use this event to initialize and and/or migrate the data structures
-- you need. Keep in mind that Clusterio can switch from any version of
-- your module to any version of your module so it should be able to
-- handle both forwards and backwards migrations.
on_server_startup = script.generate_event_name(),
}
-- Send a table as json to Clusterio
-- Send data to Clusterio over the given channel. Clusterio plugins can
-- listen to channels and will receive an event with the data sent here.
-- See docs/writing-plugins.md for more information.
function api.get_instance_name()
return global.clusterio.instance_name
end
-- Note: Payloads greater than 4 MB will cause stuttering.
function api.get_instance_id()
return global.clusterio.instance_id
end
-- Note: This is not a binary safe way of sending data. Strings embedded
-- into the tables sent must be valid UTF-8 text.
-- Parameters:
-- channel: string identifying which channel to send it on.
-- data: table that can be converted to json with game.table_to_json
function api.send_json(channel, data)
-- Escape bad characters. The question mark is used for separating the
+22 -18
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@@ -32,26 +32,30 @@ function clusterio_private.update_instance(new_id, new_name)
end
function impl.add_remote_interface()
remote.add_interface('clusterio_api', {
-- Returns a table of events raised by clusterio
get_events = function()
return api.events
end,
-- This is not part of the add_remote_interface callback to ensure it is
-- available when the clusterio_lib mod is loaded. The reason this is
-- neccessary is that on_init for newly added mods happen before on_load
-- for existing mods, and the add_remote_interface callback is done in
-- on_load. See https://forums.factorio.com/viewtopic.php?f=25&t=81552 for
-- more details.
remote.add_interface('clusterio_api', {
get_events = function()
return api.events
end,
-- Returns the instance id the game is run under
-- This may change over time and/or be nil.
get_instance_id = function()
return global.clusterio.instance_id
end,
get_instance_id = function()
return global.clusterio.instance_id
end,
-- Returns the name of the instance the game runs under.
-- This may change over time and/or be nil.
get_instance_name = function()
return global.clusterio.instance_name
end,
})
end
get_instance_name = function()
return global.clusterio.instance_name
end,
get_file_no = function()
global.clusterio_file_no = (global.clusterio_file_no or 0) + 1
return global.clusterio_file_no
end,
})
return impl
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@@ -69,6 +69,7 @@
},
"devDependencies": {
"html5-validator": "^1.2.1",
"klaw": "^3.0.0",
"mocha": "^6.2.0",
"mocha-sinon": "^2.1.0",
"mocha.parallel": "^0.15.5",