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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.
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@@ -14,7 +14,7 @@ Contents
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- [event_handler interface](#event_handler-interface)
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- [Communicating with Clusterio](#communicating-with-clusterio)
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- [Clusterio Modules](#clusterio-modules)
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- [Clusterio Module API](#clusterio-module-api)
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- [Clusterio Lua API](#clusterio-lua-api)
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- [Clusterio Plugins](#clusterio-plugins)
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@@ -216,7 +216,8 @@ The following entries are supported in the module.json file:
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supported. The events for dependencies is invoked before the events
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of the dependent, and starting an instance will fail if the
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dependencies cannot be satisfied. If not specified it will default
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to depending on `clusterio`.
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to depending on `clusterio`. Make sure to add `clusterio` to your
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dependencies if you add other dependencies and depend on the Lua API.
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- `require`:
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Lua files to require in `control.lua`. This should only really be
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needed if you want to make a global function available for use in
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@@ -250,21 +251,133 @@ module.
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Because modules can be patched into an existing game you cannot rely on
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the `on_init` callback to be called in Clusterio Modules. Nor can you
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rely on the `on_configuration_changed` callback, as this is not called
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when level code changes. The `clusterio` module provides the custom
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when level code changes. The Clusterio Lua API provides the custom
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`on_server_startup` event that can be used as a substitute, see the next
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section.
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### Clusterio Module API
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Clusterio Lua API
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-----------------
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There's a builtin clusterio module that provides some tools for getting
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instance info and communicating to plugins, script events to listen for
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and a Factorio remote call API. The available interfaces is documented
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in [modules/clusterio/api.lua](../modules/clusterio/api.lua). To use
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this API from another module, require it using something along the lines
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of `local clusterio_api = require("modules/clusterio/api")`. Make sure
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to add `clusterio` as a dependency in your module.json if you use the
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dependency entry in it.
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Clusterio provides a save patched module as well as a regular Factorio
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mod for interfacing with Clusterio. This includes tools sending data to
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plugins, script events to listen for, and an item serialization module.
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### clusterio_api library
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**require path**
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From a module
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`local clusterio_api = require("modules/clusterio/api")`
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From a mod
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`local clusterio_api = require("__clusterio_lib__/api")`
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Provides the main interface to Clusterio from within the game. When
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using the mod version you must call `init` before it'll function
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properly.
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#### init
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<sub>Mod version only</sub>
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Initialize the API. This should be called from both the `on_init` and
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`on_load` events in your mod, and before this is called certain features
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will not be available, most notably the events table.
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#### clusterio_api.events
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Table of events raised by clusterio. If the game is started outside of
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Clusterio then none of these events will be raised.
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In the mod version this table does not exist before the `init` function
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is called.
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##### on_instance_updated
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Raised after the name and id of an instance has been updated. This may
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occur even if the id and name didn't change.
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Event data:
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- `instance_id`: The id of the instance.
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- `instance_name`: the name of the instance.
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##### on_server_startup
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Raised when Clusterio is starting up the server. It can be used to
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initialize clusterio related features in a mod, and as a stand-in for
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the `on_init` and `on_configuration_changed` event for modules. It is
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invoked on the first tick the server runs after the save has been
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patched, before most other events.
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Use this event to initialize and and/or migrate the data structures
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you need. Keep in mind that both mods and Clusterio modules can switch
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from any version to any version so it should be able to handle both
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forwards and backwards migrations gracefully.
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#### clusterio_api.send_json(channel, data)
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Send json data to Clusterio over the given channel. The `data` argument
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should be table that can be serialized with `game.table_to_json`.
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Clusterio plugins can listen to channels and will receive an event with
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the data sent here. See the [Communicating with Factorio
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section](writing-plugins.md#communicating-with-factorio) in the Writing
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Plugins document for more information.
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If the game is started outside of Clusterio the data will be sent, but
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since there's no code following stdout to pick it up it will be lost.
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**Note**: Payloads greater than 4 MB will cause stuttering in the game.
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**Note**: This is not a binary safe way of sending data. Strings
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embedded into the tables sent must be valid UTF-8 text.
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Parameters:
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- `channel`: string identifying which channel to send it on.
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- `data`: table that can be converted to JSON with game.table_to_json
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### serialize library
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**require path**
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From a module
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`local serialize = require("modules/clusterio/serialize")`
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From a mod
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`local serialize = require("__clusterio_lib__/serialize")`
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Serializes inventories and item stacks into a table that in turn can be
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converted into JSON with `game.table_to_json`. Properly handles the
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extra data for most items.
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#### serialize.serialize_equipment_grid(LuaEquipmentGrid)
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Returns a table containing a serialized representation of the equipment
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grid passed.
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#### serialize.deserialize_equipment_grid(LuaEquipmentGrid, serialized_grid)
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Deserialize a previously serialized equipment grid into the target
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LuaEquipmentGrid. Overwrites all content in the target.
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#### serialize.serialize_item_stack(LuaItemStack, destination_table)
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Serialize the LuaItemStack passed into the target destination_table.
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The destination_table should be a new empty table.
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#### serialize.deserialize_item_stack(LuaItemStack, serialized_stack)
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Deserialize a previously serialized item stack into the target
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LuaItemStack. Overwrites the content of the item stack.
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#### serialize.serialize_inventory(LuaInventory)
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Returns a table containing a serialized representation of the inventory
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passed.
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#### serialize.deserialize_inventory(LuaInventory, serialized_inventory)
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Deserialize a previously serialized inventory into the target
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LuaInventory. Overwrites slots that has content in the serialized
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inventory.
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Clusterio Plugins
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