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Daniel committed 2021-07-29 23:59:37 +02:00
1 parent e63f1246da
commit 2ffb848fe6
15 files changed
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@@ -29,124 +29,124 @@ inventory_sync.upload_inventory = upload_inventory
inventory_sync.add_commands = add_commands
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 = {
download_start_tick = {},
saved_crafting_queue = {},
download_cache = {},
players_waiting_for_download = {},
players = {},
}
end
-- set up global table
if not global.inventory_sync then
global.inventory_sync = {
download_start_tick = {},
saved_crafting_queue = {},
download_cache = {},
players_waiting_for_download = {},
players = {},
}
end
end
-- Cleanup
inventory_sync.events[defines.events.on_player_removed] = function(event)
local player = game.get_player(event.player_index)
local player = game.get_player(event.player_index)
-- Remove inventory download performance counter
global.inventory_sync.download_start_tick[player.name] = nil
-- Remove stored crafting queue
global.inventory_sync.saved_crafting_queue[player.name] = nil
-- Remove other player data
global.inventory_sync.players[player.name] = nil
-- Remove inventory download performance counter
global.inventory_sync.download_start_tick[player.name] = nil
-- Remove stored crafting queue
global.inventory_sync.saved_crafting_queue[player.name] = nil
-- Remove other player data
global.inventory_sync.players[player.name] = nil
end
inventory_sync.events[defines.events.on_player_created] = function(event)
local player = game.get_player(event.player_index)
global.inventory_sync.players[player.name] = {
dirty_inventory = false, -- Player has a temporary non-synced inventory that should be persisted
sync_start_tick = 0, -- To track download failure timeout
}
local player = game.get_player(event.player_index)
global.inventory_sync.players[player.name] = {
dirty_inventory = false, -- Player has a temporary non-synced inventory that should be persisted
sync_start_tick = 0, -- To track download failure timeout
}
end
inventory_sync.events[defines.events.on_gui_click] = handle_gui_events
-- Download inventory from master
inventory_sync.events[defines.events.on_player_joined_game] = function(event)
-- Add player to download queue. Inventory won't be downloaded before the player has a character
global.inventory_sync.players_waiting_for_download[game.get_player(event.player_index).name] = true
-- Don't wait for on_nth_tick if not required
inventory_sync.check_player_character_before_download()
-- Add player to download queue. Inventory won't be downloaded before the player has a character
global.inventory_sync.players_waiting_for_download[game.get_player(event.player_index).name] = true
-- Don't wait for on_nth_tick if not required
inventory_sync.check_player_character_before_download()
end
inventory_sync.on_nth_tick = {}
inventory_sync.on_nth_tick[33] = function(event)
-- Periodically check if player has a character to download to. False in cutscenes.
inventory_sync.check_player_character_before_download()
-- Periodically check if player has a character to download to. False in cutscenes.
inventory_sync.check_player_character_before_download()
-- Check if download has failed and we should create a dirty inventory
inventory_sync.check_inventory_download_failed()
-- Check if download has failed and we should create a dirty inventory
inventory_sync.check_inventory_download_failed()
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")
return
end
-- 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")
return
end
local player_index = event.player_index
local player = game.get_player(player_index)
-- Avoid uploading for unsynced players (due to not having a character, ex during freeplay cutscene)
if global.inventory_sync.players_waiting_for_download[player.name] == nil then
inventory_sync.upload_inventory(player_index)
global.inventory_sync.download_cache[player_index] = "" -- Clear cache to avoid leaking memory to people quitting during download
end
global.inventory_sync.players_waiting_for_download[player.name] = nil
local player_index = event.player_index
local player = game.get_player(player_index)
-- Avoid uploading for unsynced players (due to not having a character, ex during freeplay cutscene)
if global.inventory_sync.players_waiting_for_download[player.name] == nil then
inventory_sync.upload_inventory(player_index)
global.inventory_sync.download_cache[player_index] = "" -- Clear cache to avoid leaking memory to people quitting during download
end
global.inventory_sync.players_waiting_for_download[player.name] = nil
end
function inventory_sync.check_player_character_before_download()
-- Check if players waiting for download have a valid character
-- Check if players waiting for download have a valid character
for name in pairs(global.inventory_sync.players_waiting_for_download) do
local player = game.get_player(name)
if player.character ~= nil then
global.inventory_sync.players_waiting_for_download[name] = nil
inventory_sync.initiate_inventory_download(player)
end
end
local player = game.get_player(name)
if player.character ~= nil then
global.inventory_sync.players_waiting_for_download[name] = nil
inventory_sync.initiate_inventory_download(player)
end
end
end
function inventory_sync.initiate_inventory_download(player)
player.print("Initiating inventory download...")
global.inventory_sync.download_start_tick[player.name] = game.tick
global.inventory_sync.download_cache[player.name] = ""
clusterio_api.send_json("inventory_sync_download", {
player_name = player.name
})
player.print("Initiating inventory download...")
global.inventory_sync.download_start_tick[player.name] = game.tick
global.inventory_sync.download_cache[player.name] = ""
clusterio_api.send_json("inventory_sync_download", {
player_name = player.name
})
-- Handle dirty inventories. A dirty inventory is a temporary inventory that has been used while waiting
-- for sync. It should be taken care of in some way, like putting it in a corpse or a chest.
if global.inventory_sync.players[player.name].dirty_inventory then
clean_dirty_inventory(player)
end
-- Handle dirty inventories. A dirty inventory is a temporary inventory that has been used while waiting
-- for sync. It should be taken care of in some way, like putting it in a corpse or a chest.
if global.inventory_sync.players[player.name].dirty_inventory then
clean_dirty_inventory(player)
end
-- Set player into ghost mode for duration of download
local character = player.character
player.set_controller {
type = defines.controllers.ghost,
}
if character ~= nil then character.destroy() end
-- Set player into ghost mode for duration of download
local character = player.character
player.set_controller {
type = defines.controllers.ghost,
}
if character ~= nil then character.destroy() end
-- Start timeout for detecting master connection failure
global.inventory_sync.players[player.name].sync_start_tick = game.tick
-- Start timeout for detecting master connection failure
global.inventory_sync.players[player.name].sync_start_tick = game.tick
end
function inventory_sync.check_inventory_download_failed()
-- Used for letting the master report the inventory download failing, like when the master is offline or an
-- error occurs somewhere in the server code. The player will be returned to a playable state.
for name, data in pairs(global.inventory_sync.players) do
if data.sync_start_tick ~= 0 and data.sync_start_tick <= game.tick - 600 then
-- Stop refreshing timer
data.sync_start_tick = 0
-- Used for letting the master report the inventory download failing, like when the master is offline or an
-- error occurs somewhere in the server code. The player will be returned to a playable state.
for name, data in pairs(global.inventory_sync.players) do
if data.sync_start_tick ~= 0 and data.sync_start_tick <= game.tick - 600 then
-- Stop refreshing timer
data.sync_start_tick = 0
local player = game.get_player(name)
player.print("Inventory download failed due to master connection")
-- Show GUI with option to retry or abort download
dialog_failed_download(player)
end
end
local player = game.get_player(name)
player.print("Inventory download failed due to master connection")
-- Show GUI with option to retry or abort download
dialog_failed_download(player)
end
end
end
return inventory_sync