Send raw payloads over UDP and emit them as udp events

Review feedback from Cooldude2606: UDP is most useful for arbitrary
blobs, so send_udp now takes any string and the packet is just
"channel?payload".  Plugins get it as a udp-<channel> event with the
payload as a Buffer, or through handleUdp which logs handler errors
like handle does for ipc events.

The host socket is now opened when the RCON client is started and
closed where the RCON client is ended, matching how the RCON client is
handled, instead of being bound in start() and closed by _resetState.

The integration round trip moved to the FactorioServer tests, where it
sends a packet each way through a real server without the module.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
bbassieandClaude Fable 5.1 committed 2026-10-15 16:38:34 +00:00
1 parent 4b0238b64b
commit 7a64706c82
8 files changed
+222 -134

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+4 -5
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@@ -253,17 +253,16 @@ Parameters:
#### clusterio_api.send_udp(channel, data)
Send JSON data to Clusterio over the given channel using UDP instead of stdout.
Clusterio plugins receive it the same way as data sent with `send_json`.
Send data to Clusterio over the given channel using UDP instead of stdout.
Clusterio plugins receive it as `udp-channel_name` events, see the [Communicating over UDP section](writing-plugins.md#communicating-over-udp) in the Writing Plugins document.
Requires `factorio.enable_lua_udp` to be enabled on the instance and Factorio 2.0.59 or later, otherwise the data is silently dropped.
The port to send to is passed to the module with a script command on startup, so `factorio.enable_script_commands` must be enabled as well.
See the [Communicating over UDP section](writing-plugins.md#communicating-over-udp) in the Writing Plugins document for more information.
**Note**: Delivery is not guaranteed and payloads must be less than 64 kB.
**Note**: Delivery is not guaranteed and payloads should be kept well below 32 kB.
Parameters:
- `channel`: string identifying which channel to send it on.
- `data`: table that can be converted to JSON with game.table_to_json
- `data`: string with the payload to send, any bytes are allowed.
### serialize library
+15 -3
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@@ -488,14 +488,26 @@ Instances can optionally exchange UDP packets with the Factorio server for low l
This is disabled by default and enabled by setting `factorio.enable_lua_udp` on the instance.
Sending data out of Factorio also needs `factorio.enable_script_commands`, as the port to send to is passed to the module with a script command on startup.
Plugins requiring it should declare the `LuaUdp` feature.
Note that UDP does not guarantee delivery or ordering, and packets should be kept well below 64 kB.
Note that UDP does not guarantee delivery or ordering, and packets should be kept well below 32 kB.
Data out from Factorio is sent with the `send_udp` API of the Clusterio module and is delivered to plugins as the same `ipc-channel_name` events as `send_json` uses:
Data out from Factorio is sent with the `send_udp` API of the Clusterio module.
Unlike `send_json` the payload is an arbitrary string, and it is delivered to plugins as a `udp-channel_name` event with the payload as a Buffer:
```lua
clusterio_api.send_udp("my_plugin_foo", { data = 123 })
clusterio_api.send_udp("my_plugin_foo", "123")
```
```js
async init() {
this.instance.server.handleUdp("my_plugin_foo", async data => {
this.logger.info(`got ${data.toString()}`);
});
}
```
Like `handle` for `send_json`, `handleUdp` logs errors thrown by the handler.
Use `this.instance.server.on("udp-my_plugin_foo", ...)` for custom error handling.
Data into Factorio is sent with the `sendUdp` method on the plugin object and delivered in-game as `defines.events.on_udp_packet_received` events with the packet in `event.payload`.
The Clusterio module polls for received packets every tick, all modules and mods receive every packet so make sure the payload identifies your plugin.
+1 -3
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@@ -73,9 +73,7 @@ function api.send_udp(channel, data)
return -- Lua UDP is not enabled for this instance
end
channel = escape_channel(channel)
data = compat.table_to_json(data)
helpers.send_udp(port, "\f$ipc:" .. channel .. "?j" .. data, 0)
helpers.send_udp(port, escape_channel(channel) .. "?" .. data, 0)
end
+1 -3
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@@ -49,9 +49,7 @@ function api.send_udp(channel, data)
return -- Lua UDP is not enabled for this instance
end
channel = escape_channel(channel)
data = compat.table_to_json(data)
helpers.send_udp(port, "\f$ipc:" .. channel .. "?j" .. data, 0)
helpers.send_udp(port, escape_channel(channel) .. "?" .. data, 0)
end
+45 -25
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@@ -290,6 +290,15 @@ async function generatePassword(length: number) {
}
}
function unescapeChannel(channel: Buffer) {
return channel
.toString("utf-8")
.replace(/\\x([0-9a-f]{2})/g, (match, p1) => (
String.fromCharCode(parseInt(p1, 16))
))
;
}
/**
* Interpret lines of output from Factorio
*
@@ -412,6 +421,9 @@ const outputHeuristics: Heuristic[] = [
filter: { type: "log", message: /^Starting RCON interface/ },
action: function() {
this._startRcon().catch((err) => { this.emit("error", err); });
if (this.enableLuaUdp) {
this._startUdp().catch((err) => { this.emit("error", err); });
}
},
},
@@ -591,8 +603,9 @@ type FactorioServerEvents = {
"_saving": [],
"_saved": [],
// IPS events
// IPC events
[ipcEvent: `ipc-${string}`]: [ event: any ],
[udpEvent: `udp-${string}`]: [ data: Buffer ],
};
/**
@@ -612,8 +625,8 @@ type FactorioServerEvents = {
* - autosave-fnished - invoked when the autosave finished
* - save-finished - invoked when the server has finished a manual save
* - exit - invoked when the sterver has exited
* - ipc-<channel> - invoked with data sent by the clusterio module in-game,
* either via stdout or via UDP when Lua UDP is enabled
* - ipc-<channel> - invoked with data sent with send_json in-game
* - udp-<channel> - invoked with data sent with send_udp in-game
* @extends events.EventEmitter
*/
export class FactorioServer extends events.EventEmitter<FactorioServerEvents> {
@@ -757,19 +770,19 @@ export class FactorioServer extends events.EventEmitter<FactorioServerEvents> {
}));
}
handleUdp(channel: string, handler: (data: Buffer) => Promise<void>) {
this.on(`udp-${channel}`, (data) => handler(data).catch((err: Error) => {
this._logger.error(`Error handling udp event:\n${err.stack ?? err.message}`);
}));
}
async _handleIpc(line: Buffer) {
let channelEnd = line.indexOf("?");
if (channelEnd === -1) {
throw new Error(`Malformed IPC line "${line.toString()}"`);
}
let channel = line
.subarray(6, channelEnd)
.toString("utf-8")
.replace(/\\x([0-9a-f]{2})/g, (match, p1) => (
String.fromCharCode(parseInt(p1, 16))
))
;
let channel = unescapeChannel(line.subarray(6, channelEnd));
let type = line.subarray(channelEnd + 1, channelEnd + 2).toString("utf-8");
let content;
@@ -815,15 +828,24 @@ export class FactorioServer extends events.EventEmitter<FactorioServerEvents> {
return;
}
if (message.subarray(0, 6).equals(Buffer.from("\f$ipc:"))) {
this._handleIpc(message).catch(err => this.emit("error", err));
let channelEnd = message.indexOf("?");
if (channelEnd === -1) {
this._logger.warn(`Ignoring malformed UDP packet "${message.subarray(0, 100).toString("utf-8")}"`);
return;
}
this._logger.warn(`Ignoring UDP packet not in IPC format: ${message.subarray(0, 100).toString("utf-8")}`);
let channel = unescapeChannel(message.subarray(0, channelEnd));
let data = message.subarray(channelEnd + 1);
if (!this.emit(`udp-${channel}`, data)) {
this._logger.warn(`Warning: Unhandled udp-${channel}`);
}
}
async _bindUdpSocket() {
async _startUdp() {
if (this._udpSocket !== null) {
throw Error("UDP socket is already open");
}
const socket = dgram.createSocket("udp4");
socket.on("message", (message, rinfo) => this._handleUdpMessage(message, rinfo));
try {
@@ -834,15 +856,16 @@ export class FactorioServer extends events.EventEmitter<FactorioServerEvents> {
resolve();
});
});
} catch (err) {
} catch (err: any) {
this._logger.error(`Failed to open UDP socket:\n${err?.stack ?? err?.message ?? err}`);
socket.close();
throw err;
return;
}
socket.on("error", err => this.emit("error", err));
this._udpSocket = socket;
}
_closeUdpSocket() {
_stopUdp() {
if (this._udpSocket) {
this._udpSocket.close();
this._udpSocket = null;
@@ -1130,7 +1153,7 @@ export class FactorioServer extends events.EventEmitter<FactorioServerEvents> {
this._server = null;
this._rconClient = null;
this._rconReady = false;
this._closeUdpSocket();
this._udpSocket = null;
this._gameReady = false;
this._unexpected = [];
this._killed = false;
@@ -1176,6 +1199,7 @@ export class FactorioServer extends events.EventEmitter<FactorioServerEvents> {
if (this._rconClient) {
this._rconClient.end().catch(() => {});
}
this._stopUdp();
if (this._whitelistWatcher) {
this._whitelistWatcher.close();
@@ -1194,6 +1218,7 @@ export class FactorioServer extends events.EventEmitter<FactorioServerEvents> {
if (this._rconClient) {
this._rconClient.end().catch(() => {});
}
this._stopUdp();
if (this._whitelistWatcher) {
this._whitelistWatcher.close();
@@ -1292,9 +1317,6 @@ export class FactorioServer extends events.EventEmitter<FactorioServerEvents> {
*/
async start(save: string) {
this._check(["init"]);
if (this.enableLuaUdp) {
await this._bindUdpSocket();
}
this._state = "running";
try {
@@ -1348,9 +1370,6 @@ export class FactorioServer extends events.EventEmitter<FactorioServerEvents> {
*/
async startScenario(scenario: string, seed?: number, mapGenSettings?: object, mapSettings?: object) {
this._check(["init"]);
if (this.enableLuaUdp) {
await this._bindUdpSocket();
}
this._state = "running";
try {
@@ -1465,7 +1484,7 @@ export class FactorioServer extends events.EventEmitter<FactorioServerEvents> {
async sendUdp(message: string | Buffer) {
this._check(["running", "stopping"]);
if (!this._udpSocket) {
throw new Error("Lua UDP is not enabled");
throw new Error("UDP socket is not open");
}
const socket = this._udpSocket;
@@ -1509,6 +1528,7 @@ export class FactorioServer extends events.EventEmitter<FactorioServerEvents> {
if (this._rconClient) {
this._rconClient.end().catch(() => {});
}
this._stopUdp();
if (this._whitelistWatcher) {
this._whitelistWatcher.close();
}
+107 -74
View File
@@ -346,123 +346,156 @@ describe("host/server", function() {
received = [];
udpServer.on("message", (msg, rinfo) => received.push([msg, rinfo]));
await events.once(udpServer.bind(0, "127.0.0.1"), "listening");
server.luaUdpPort = udpServer.address().port;
});
after(function() {
udpServer.close();
});
afterEach(function() {
server._stopUdp();
server._state = "init";
});
function sendFromGame(message) {
udpServer.send(Buffer.from(message), server.hostUdpPort, "127.0.0.1");
}
function captureLogger(level) {
const logger = server._logger;
const lines = [];
server._logger = { [level]: msg => lines.push(msg) };
return { lines, restore: () => { server._logger = logger; } };
}
it("should not have a host port when not running", function() {
assert.equal(server.hostUdpPort, undefined);
});
it("should reject sendUdp when not enabled", async function() {
it("should reject sendUdp when the socket is not open", async function() {
server._state = "running";
try {
await assert.rejects(server.sendUdp("data"), new Error("Lua UDP is not enabled"));
} finally {
server._state = "init";
}
await assert.rejects(server.sendUdp("data"), new Error("UDP socket is not open"));
});
it("should bind a socket, send and receive ipc over UDP", async function() {
server.enableLuaUdp = true;
server.luaUdpPort = udpServer.address().port;
await server._bindUdpSocket();
it("should send packets to the Lua UDP port", async function() {
await server._startUdp();
server._state = "running";
assert(server.hostUdpPort > 0, "hostUdpPort not set");
await server.sendUdp("hello");
await server.sendUdp(Buffer.from("world"));
while (received.length < 2) {
await wait(1);
}
assert.equal(received[0][0].toString(), "hello");
assert.equal(received[1][0].toString(), "world");
assert.equal(received[0][1].port, server.hostUdpPort);
});
it("should emit udp events for packets from the game", async function() {
await server._startUdp();
let udpReceived = [];
let onUdp = data => udpReceived.push(data);
// Escaped characters in the channel name are unescaped
server.on("udp-udp?channel", onUdp);
let waiter = events.once(server, "udp-udp?channel");
// Packets not from the Factorio server's port are ignored
let other = dgram.createSocket("udp4");
try {
assert(server.hostUdpPort > 0, "hostUdpPort not set");
await server.sendUdp("hello");
await server.sendUdp(Buffer.from("world"));
while (received.length < 2) {
await wait(1);
}
assert.equal(received[0][0].toString(), "hello");
assert.equal(received[1][0].toString(), "world");
assert.equal(received[0][1].port, server.hostUdpPort);
let ipcReceived = [];
let onIpc = content => ipcReceived.push(content);
server.on("ipc-udp_channel", onIpc);
let waiter = events.once(server, "ipc-udp_channel");
// Packets not from the Factorio server's port are ignored
let other = dgram.createSocket("udp4");
await events.once(other.bind(0, "127.0.0.1"), "listening");
other.send(Buffer.from('\f$ipc:udp_channel?j{"data":"bad"}'), server.hostUdpPort, "127.0.0.1");
udpServer.send(Buffer.from('\f$ipc:udp_channel?j{"data":"spam"}'), server.hostUdpPort, "127.0.0.1");
other.send(Buffer.from("udp\\x3fchannel?bad"), server.hostUdpPort, "127.0.0.1");
sendFromGame("udp\\x3fchannel?spam?eggs");
await waiter;
server.off("ipc-udp_channel", onIpc);
other.close();
assert.deepEqual(ipcReceived, [{ data: "spam" }]);
} finally {
server._resetState();
server.enableLuaUdp = false;
other.close();
server.off("udp-udp?channel", onUdp);
}
assert.equal(server._udpSocket, null);
assert.equal(server.hostUdpPort, undefined);
assert(Buffer.isBuffer(udpReceived[0]), "data is not a Buffer");
assert.deepEqual(udpReceived.map(String), ["spam?eggs"]);
});
it("should warn on packets not in IPC format", async function() {
server.luaUdpPort = udpServer.address().port;
await server._bindUdpSocket();
const logger = server._logger;
let warnings = [];
server._logger = { warn: msg => warnings.push(msg) };
it("should warn on malformed packets and unhandled channels", async function() {
await server._startUdp();
const { lines, restore } = captureLogger("warn");
try {
udpServer.send(Buffer.from("not ipc"), server.hostUdpPort, "127.0.0.1");
while (warnings.length < 1) {
sendFromGame("no separator");
sendFromGame("unhandled?data");
while (lines.length < 2) {
await wait(1);
}
assert.equal(warnings[0], "Ignoring UDP packet not in IPC format: not ipc");
} finally {
server._logger = logger;
server._resetState();
restore();
}
assert.deepEqual(lines, [
'Ignoring malformed UDP packet "no separator"',
"Warning: Unhandled udp-unhandled",
]);
});
it("should emit error on malformed IPC packets", async function() {
server.luaUdpPort = udpServer.address().port;
await server._bindUdpSocket();
it("should invoke handlers registered with handleUdp", async function() {
let handled = [];
server.handleUdp("handled", async data => { handled.push(data.toString()); });
server.handleUdp("failing", async () => { throw new Error("boom"); });
const { lines, restore } = captureLogger("error");
try {
let waiter = events.once(server, "error");
udpServer.send(Buffer.from("\f$ipc:no_separator"), server.hostUdpPort, "127.0.0.1");
let [err] = await waiter;
assert.equal(err.message, 'Malformed IPC line "\f$ipc:no_separator"');
server.emit("udp-handled", Buffer.from("data"));
server.emit("udp-failing", Buffer.from("data"));
await new Promise(resolve => setImmediate(resolve));
} finally {
server._resetState();
restore();
}
assert.deepEqual(handled, ["data"]);
assert.equal(lines.length, 1);
assert(lines[0].startsWith("Error handling udp event:\nError: boom"), lines[0]);
});
it("should forward socket errors", async function() {
await server._bindUdpSocket();
try {
let waiter = events.once(server, "error");
server._udpSocket.emit("error", new Error("socket failed"));
let [err] = await waiter;
assert.equal(err.message, "socket failed");
} finally {
server._resetState();
}
await server._startUdp();
let waiter = events.once(server, "error");
server._udpSocket.emit("error", new Error("socket failed"));
let [err] = await waiter;
assert.equal(err.message, "socket failed");
});
it("should reject sendUdp when sending fails", async function() {
server.luaUdpPort = udpServer.address().port;
await server._bindUdpSocket();
await server._startUdp();
server._state = "running";
try {
// Larger than the maximum size of a UDP datagram
await assert.rejects(server.sendUdp(Buffer.alloc(70000)), { code: "EMSGSIZE" });
} finally {
server._resetState();
}
// Larger than the maximum size of a UDP datagram
await assert.rejects(server.sendUdp(Buffer.alloc(70000)), { code: "EMSGSIZE" });
});
it("should close the socket if binding fails", async function() {
it("should throw if the socket is already open", async function() {
await server._startUdp();
await assert.rejects(server._startUdp(), new Error("UDP socket is already open"));
});
it("should log an error if opening the socket fails", async function() {
const createSocket = dgram.createSocket;
dgram.createSocket = (...args) => {
const socket = createSocket(...args);
socket.bind = () => process.nextTick(() => socket.emit("error", new Error("bind failed")));
return socket;
};
const { lines, restore } = captureLogger("error");
try {
await assert.rejects(server._bindUdpSocket(), new Error("bind failed"));
await server._startUdp();
} finally {
dgram.createSocket = createSocket;
restore();
}
assert.equal(server._udpSocket, null);
assert(lines[0].startsWith("Failed to open UDP socket:\nError: bind failed"), lines[0]);
});
it("should close the socket when the server exits", async function() {
await server._startUdp();
server._server = new events.EventEmitter();
server._state = "stopping";
server._watchExit();
server._server.emit("exit", 0, null);
assert.equal(server._udpSocket, null);
assert.equal(server._state, "init");
});
it("should close the socket when the server is killed for hanging", async function() {
await server._startUdp();
let killed = false;
server._server = { kill: () => { killed = true; } };
const { restore } = captureLogger("error");
try {
server.onStopTimeout();
} finally {
restore();
server._server = null;
}
assert(killed, "server was not killed");
assert.equal(server._udpSocket, null);
});
});
-18
View File
@@ -158,24 +158,6 @@ describe("Clusterio Instance", function() {
const userLeave = await getUser("JoiningPlayer");
assert(!userLeave.instances.has(instId), "Player is not shown as offline");
});
it("should respond to a player join and leave event sent over UDP", async function() {
// The host port is passed to the module by updateInstanceData on startup
if (!hasLuaUdp() || !scriptCommandsEnabled) {
this.skip();
}
await sendRcon(instId,
`/sc ${requireApi} api.send_udp("player_event",` +
"{ type='join', name='UdpPlayer' })"
);
const userJoin = await getUser("UdpPlayer");
assert(userJoin.instances.has(instId), "Player is not shown as online");
await sendRcon(instId,
`/sc ${requireApi} api.send_udp("player_event",` +
"{ type='leave', name='UdpPlayer', reason='quit' })"
);
const userLeave = await getUser("UdpPlayer");
assert(!userLeave.instances.has(instId), "Player is not shown as offline");
});
}
it("should respond to a player ban and unban event", async function() {
await execCtl(`${instSetConfig} factorio.sync_banlist bidirectional`);
+49 -3
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@@ -125,6 +125,8 @@ describe("Integration of host/src/server", function() {
let mapPath = server.writePath("saves", "test.zip");
await assert.doesNotReject(fs.access(mapPath), "save is missing");
// --enable-lua-udp was added in Factorio 2.0.59
server.enableLuaUdp = lib.integerFullVersion(server.version) >= lib.integerFullVersion("2.0.59");
await server.start("test.zip");
});
});
@@ -159,6 +161,53 @@ describe("Integration of host/src/server", function() {
});
});
describe("Lua UDP", function() {
it("emits udp events for packets sent from the game", async function() {
slowTest(this);
if (!server.enableLuaUdp) {
this.skip();
}
log("Lua UDP from game");
assert(server.hostUdpPort > 0, "host UDP socket is not open");
let waiter = events.once(server, "udp-test_channel");
await server.sendRcon(`/sc helpers.send_udp(${server.hostUdpPort}, "test_channel?hello", 0)`);
let [data] = await waiter;
assert.equal(data.toString(), "hello");
});
it("delivers packets sent with sendUdp to the game", async function() {
slowTest(this);
if (!server.enableLuaUdp) {
this.skip();
}
log("Lua UDP to game");
await server.sendRcon(
"/sc script.on_event(defines.events.on_udp_packet_received, " +
"function(event) print('udp:' .. event.payload) end)"
);
let pass = false;
function filter(output) {
if (output.message === "udp:hello") {
pass = true;
}
}
server.on("output", filter);
await server.sendUdp("hello");
for (let i = 0; i < 10; i++) {
await server.sendRcon("/sc helpers.recv_udp(0)");
await lib.wait(10);
if (pass) {
break;
}
}
server.off("output", filter);
assert(pass, "server did not output the packet payload");
});
});
describe(".stop()", function() {
it("stops the server", async function() {
slowTest(this);
@@ -179,8 +228,6 @@ describe("Integration of host/src/server", function() {
slowTest(this);
log(".startScenario()");
// --enable-lua-udp was added in Factorio 2.0.59
server.enableLuaUdp = lib.integerFullVersion(server.version) >= lib.integerFullVersion("2.0.59");
let pass = false;
function filter(output) {
if (output.message === "test_scenario init") {
@@ -193,7 +240,6 @@ describe("Integration of host/src/server", function() {
log(".stop()");
await server.stop();
server.enableLuaUdp = false;
server.off("output", filter);
assert(pass, "server did not output line from test scenario");