Refactor inventory_sync serialisation (#470)

Fix broken support for retrying uploads and background downloads by
making crafting queue serialisation non-destructive and only performing
the serialisation and deserialisation while the player is online.

This removes the /save-crafts and /restore-crafts commands because the
existing implementation would voids the non-saved crafting queue items
if /save-crafts is performed and then new items are added to the
crafting queue before switching server.

Fixes #419.
This commit is contained in:
Hornwitser authored and GitHub committed 2022-07-19 21:24:12 +02:00
1 parent db84b5a6ce
commit 7b8127fef8
7 files changed
+283 -291

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@@ -1,34 +1,8 @@
local progress_dialog = require("modules/inventory_sync/gui/progress_dialog")
local ensure_character = require("modules/inventory_sync/ensure_character")
local serialize = require("modules/inventory_sync/serialize")
local load_crafting_queue = require("modules/inventory_sync/load_crafting_queue")
local can_enter_vehicle = {
[defines.controllers.character] = true,
[defines.controllers.god] = true,
[defines.controllers.editor] = true,
}
local function restore_position(record, player)
if record.vehicle and record.vehicle.valid and can_enter_vehicle[player.controller_type] then
player.teleport(record.vehicle.position, record.vehicle.surface)
player.driving = true
-- Teleport to safe location if unable to enter vehicle
if not player.driving and player.controller_type == defines.controllers.character then
local safe_position = record.vehicle.surface.find_non_colliding_position(
player.character.name, player.position, 32, 1/8
)
if safe_position then
player.teleport(safe_position, player.surface)
end
end
elseif record.surface and record.position then
player.teleport(record.position, record.surface)
end
end
local function download_inventory(player_name, data, number, total)
local player = game.get_player(player_name)
if player == nil then
@@ -82,82 +56,20 @@ local function download_inventory(player_name, data, number, total)
return
end
-- Download is complete
progress_dialog.remove(player)
-- Editor mode is not supported.
if player.controller_type == defines.controllers.editor then
player.toggle_map_editor()
end
if player.controller_type == defines.controllers.editor then
log("ERROR: Inventory sync failed, unable to switch " .. player.name .. " out of editor mode")
player.print("ERROR: Inventory sync failed, unable to switch out of editor mode")
return
end
-- Stash temporary inventory if it exists
local stashed_corpse
if player_record.dirty and player.character then
local character = player.character
local surface = character.surface
local position = character.position
local corpse_name = character.prototype.character_corpse.name
player.character = nil
character.die()
stashed_corpse = surface.find_entity(corpse_name, position)
end
-- Deserialize downloaded player data
local serialized_player = game.json_to_table(record.data)
serialize.deserialize_player(player, serialized_player)
-- Restore player position and driving state
restore_position(record, player)
-- Load crafting queue
if player.character then
load_crafting_queue(serialized_player.crafting_queue, player)
end
-- Transfer items from stashed inventory
if stashed_corpse then
local main = player.get_main_inventory()
local stash = stashed_corpse.get_inventory(defines.inventory.character_corpse)
if main then
for i = 1, #stash do
-- Try transfering a stack
local source = stash[i]
if source and source.valid_for_read then
local target = main.find_empty_stack()
if not target then
break
end
target.transfer_stack(source)
end
end
end
if stash.is_empty() then
stashed_corpse.destroy()
else
player.print(
"Your temprorary inventory did not fit into your synced one and the remaining items have " ..
"been placed in a corpse below you."
)
end
end
-- Player may have left before the download completed
player_record.dirty = player.connected
player_record.sync = true
player_record.generation = serialized_player.generation
-- Remove download session and data
-- Remove download session and store finished download
global.inventory_sync.active_downloads[player_name] = nil
global.inventory_sync.finished_downloads[player_name] = record
local ticks = game.ticks_played - record.started
player.print("Imported player data in " .. ticks .. " ticks")
log("Imported player data for " .. player_name .. " in " .. ticks .. " ticks")
if player.connected then
inventory_sync.finish_download(player, record)
end
end
return download_inventory
@@ -8,8 +8,8 @@ When a player joins the game, request the player data from master and deserializ
]]
local clusterio_api = require("modules/clusterio/api")
local upload_inventory = require("modules/inventory_sync/upload_inventory")
local download_inventory = require("modules/inventory_sync/download_inventory")
local serialize = require("modules/inventory_sync/serialize")
local progress_dialog = require("modules/inventory_sync/gui/progress_dialog")
local dialog_failed_download = require("modules/inventory_sync/gui/dialog_failed_download")
@@ -30,10 +30,10 @@ end
-- Remove all stored player data by this module
local function remove_player(player)
global.inventory_sync.saved_crafting_queue[player.name] = nil
global.inventory_sync.players_waiting_for_acquire[player.name] = nil
global.inventory_sync.players_in_cutscene_to_sync[player.name] = nil
global.inventory_sync.active_downloads[player.name] = nil
global.inventory_sync.finished_downloads[player.name] = nil
global.inventory_sync.active_uploads[player.name] = nil
global.inventory_sync.players[player.name] = nil
end
@@ -42,8 +42,110 @@ end
inventory_sync = {}
-- This function is called by instance.js as /sc inventory_sync.download_inventory("danielv", Escaped JSON string, package_number, total_packages_count) with data from the master
inventory_sync.download_inventory = download_inventory
-- This function is called internally when a player leaves the game for their inventory to upload to the master
inventory_sync.upload_inventory = upload_inventory
-- This function is called internally when a player leaves the game to
-- serialize the player for upload.
function inventory_sync.serialize_player(player, player_record)
-- Editor mode is not supported.
if player.controller_type == defines.controllers.editor then
player.toggle_map_editor()
end
if player.controller_type == defines.controllers.editor then
error("Unable to switch out of editor mode")
return
end
local serialized_player = serialize.serialize_player(player)
serialized_player.generation = player_record.generation
return serialized_player
end
local can_enter_vehicle = {
[defines.controllers.character] = true,
[defines.controllers.god] = true,
[defines.controllers.editor] = true,
}
local function restore_position(player, record)
if record.vehicle and record.vehicle.valid and can_enter_vehicle[player.controller_type] then
player.teleport(record.vehicle.position, record.vehicle.surface)
player.driving = true
-- Teleport to safe location if unable to enter vehicle
if not player.driving and player.controller_type == defines.controllers.character then
local safe_position = record.vehicle.surface.find_non_colliding_position(
player.character.name, player.position, 32, 1/8
)
if safe_position then
player.teleport(safe_position, player.surface)
end
end
elseif record.surface and record.position then
player.teleport(record.position, record.surface)
end
end
function inventory_sync.deserialize_player(player, finished_record)
-- Editor mode is not supported.
if player.controller_type == defines.controllers.editor then
player.toggle_map_editor()
end
if player.controller_type == defines.controllers.editor then
error("Unable to switch out of editor mode")
return
end
-- Stash temporary inventory if it exists
local stashed_corpse
local player_record = global.inventory_sync.players[player.name]
if player_record.dirty and player.character then
local character = player.character
local surface = character.surface
local position = character.position
local corpse_name = character.prototype.character_corpse.name
player.character = nil
character.die()
stashed_corpse = surface.find_entity(corpse_name, position)
end
-- Deserialize downloaded player data
local serialized_player = game.json_to_table(finished_record.data)
serialize.deserialize_player(player, serialized_player)
-- Restore player position and driving state
restore_position(player, finished_record)
-- Transfer items from stashed inventory
if stashed_corpse then
local main = player.get_main_inventory()
local stash = stashed_corpse.get_inventory(defines.inventory.character_corpse)
if main then
for i = 1, #stash do
-- Try transfering a stack
local source = stash[i]
if source and source.valid_for_read then
local target = main.find_empty_stack()
if not target then
break
end
target.transfer_stack(source)
end
end
end
if stash.is_empty() then
stashed_corpse.destroy()
else
player.print(
"Your temprorary inventory did not fit into your synced one and the remaining items have " ..
"been placed in a corpse below you."
)
end
end
end
inventory_sync.events = {}
inventory_sync.events[clusterio_api.events.on_server_startup] = function(event)
@@ -51,9 +153,6 @@ inventory_sync.events[clusterio_api.events.on_server_startup] = function(event)
if not global.inventory_sync then
global.inventory_sync = {}
end
if not global.inventory_sync.saved_crafting_queue then
global.inventory_sync.saved_crafting_queue = {}
end
if not global.inventory_sync.players then
global.inventory_sync.players = {}
@@ -65,6 +164,9 @@ inventory_sync.events[clusterio_api.events.on_server_startup] = function(event)
if not global.inventory_sync.active_downloads then
global.inventory_sync.active_downloads = {}
end
if not global.inventory_sync.finished_downloads then
global.inventory_sync.finished_downloads = {}
end
if not global.inventory_sync.active_uploads then
global.inventory_sync.active_uploads = {}
end
@@ -146,6 +248,18 @@ function inventory_sync.sync_player(acquire_response)
return
end
local finished_record = global.inventory_sync.finished_downloads[acquire_response.player_name]
if finished_record then
if acquire_response.status == "acquired" and finished_record.generation == acquire_response.generation then
inventory_sync.finish_download(player, finished_record)
return
end
-- The acquisition either failed or the current finished download is
-- stale, delete it and try downloading it again.
global.inventory_sync.finished_downloads[acquire_response.player_name] = nil
end
local download_record = global.inventory_sync.active_downloads[acquire_response.player_name]
if download_record then
-- Ignore the response if it affirms the current active download
@@ -214,6 +328,20 @@ function inventory_sync.sync_player(acquire_response)
end
end
function inventory_sync.finish_download(player, finished_record)
local status, result = pcall(inventory_sync.deserialize_player, player, finished_record)
if not status then
log("ERROR: Deserializing player " .. player.name .. " failed: " .. result)
player.print("ERROR: Deserializing player data failed: " .. result)
end
global.inventory_sync.finished_downloads[player.name] = nil
local player_record = global.inventory_sync.players[player.name]
player_record.dirty = true
player_record.sync = true
player_record.generation = finished_record.generation
end
-- Download inventory from master
inventory_sync.events[defines.events.on_player_joined_game] = function(event)
-- Send acquire request even if an active download is currently in plogress
@@ -263,11 +391,19 @@ inventory_sync.events[defines.events.on_pre_player_left_game] = function(event)
end
player_record.generation = player_record.generation + 1
local status, result = pcall(inventory_sync.serialize_player, player, player_record)
if not status then
log("ERROR: Serializing player " .. player.name .. " failed: " .. result)
player.print("ERROR: Serializing player data failed: " .. result)
return
end
global.inventory_sync.active_uploads[player.name] = {
serialized = result,
last_attempt = game.ticks_played,
timeout = math.random(600, 1200), -- Start with 10-20 seconds for the timeout
}
inventory_sync.upload_inventory(player, player_record)
clusterio_api.send_json("inventory_sync_upload", result)
end
-- Invoked by the instance code to confirm the master has received the uploaded data
@@ -362,7 +498,7 @@ function inventory_sync.check_active_uploads()
log("Retrying upload for " .. player_name)
record.last_attempt = game.ticks_played
record.timeout = math.random(record.timeout, record.timeout * 2)
inventory_sync.upload_inventory(player, player_record)
clusterio_api.send_json("inventory_sync_upload", record.serialized)
end
end
end
@@ -1,27 +0,0 @@
-- Load crafting queue from a table
local function load_crafting_queue(crafting_queue, player)
local inventory = player.get_main_inventory()
-- Give player some more inventory space to avoid duplicating items
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus + 1000
-- Add items to inventory
for _, item in pairs(crafting_queue.ingredients) do
inventory.insert(item)
end
-- Load crafting queue
for _, queueItem in pairs(crafting_queue.crafting_queue) do
-- Start crafting (consume items)
player.begin_crafting {
count = queueItem.count,
recipe = queueItem.recipe,
-- silent = true, -- Fail silently if items are missing
}
end
-- Remove extra inventory slots
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus - 1000
end
return load_crafting_queue
@@ -1,26 +0,0 @@
local load_crafting_queue = require("modules/inventory_sync/load_crafting_queue")
local restore_crafts = {}
function restore_crafts.command(event)
if event.player_index then
local player = game.get_player(event.player_index)
local crafting_queue = global.inventory_sync.saved_crafting_queue[player.name]
if crafting_queue == nil then
player.print("No saved crafting queue")
return
end
load_crafting_queue(crafting_queue, player)
global.inventory_sync.saved_crafting_queue[player.name] = nil
end
end
function restore_crafts.add_commands()
commands.add_command("restore-crafts", "Load crafting queue from global", restore_crafts.command)
commands.add_command("crc", "Shorthand for /restore-crafts", restore_crafts.command)
end
return restore_crafts
@@ -1,103 +0,0 @@
local save_crafts = {}
function save_crafts.command(event)
if event.player_index then
local player = game.get_player(event.player_index)
local crafting_queue = {}
-- Avoid overwriting old save
if global.inventory_sync.saved_crafting_queue[player.name] ~= nil then
player.print("You already have a saved crafting queue, restore it with /restore-crafts")
return
end
-- Give player some more inventory space to avoid duplicating items
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus + 1000
-- Save current items
local inventory = player.get_main_inventory()
local old_items = inventory.get_contents()
-- Cancel old crafts to get the items back
while player.crafting_queue_size > 0 do
local old_queue = player.crafting_queue
local queueItem = player.crafting_queue[1]
-- Cancel craft
player.cancel_crafting {
index = 1,
count = 1,
}
local rightmost_right_index = 0 -- 0 indexed since it is subtractive in a 1 indexed language
local new_queue = player.crafting_queue
while
new_queue ~= nil and
new_queue[#new_queue - rightmost_right_index] ~= nil and
new_queue[#new_queue - rightmost_right_index].count >= old_queue[#old_queue - rightmost_right_index].count
do
rightmost_right_index = rightmost_right_index + 1
end
local oldItem = old_queue[#old_queue - rightmost_right_index]
local newItem = nil
if new_queue ~= nil then
newItem = new_queue[#new_queue - rightmost_right_index]
end
-- Figure out how many items to add to queue
local added = oldItem.count
if newItem ~= nil then
added = oldItem.count - newItem.count
if oldItem.recipe ~= newItem.recipe then
log("ERROR: Old item "..oldItem.recipe.." is not equal "..newItem.recipe)
end
end
-- If the last item we added was of the same type, merge them in the queue
if #crafting_queue > 0 and crafting_queue[#crafting_queue].recipe == oldItem.recipe then
crafting_queue[#crafting_queue].count = crafting_queue[#crafting_queue].count + added
else
-- If the last item was of a different type, add a new item to the queue
table.insert(crafting_queue, {
recipe = oldItem.recipe,
count = added,
})
end
-- game.print("Saved craft "..oldItem.recipe)
end
-- Find amount of items added and remove from inventory
local new_items = inventory.get_contents()
local difference = {}
for k,v in pairs(new_items) do
local old_count = old_items[k]
local diff = v
if old_count ~= nil then
diff = diff - old_count
end
if diff > 0 then
local ingredient = {
name = k,
count = diff,
}
inventory.remove(ingredient)
table.insert(difference, ingredient)
end
end
-- Remove extra inventory slots
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus - 1000
global.inventory_sync.saved_crafting_queue[player.name] = {
crafting_queue = crafting_queue,
ingredients = difference,
}
end
end
function save_crafts.add_commands()
commands.add_command("save-crafts", "Save crafting queue for transport to a different server", save_crafts.command)
commands.add_command("csc", "Shorthand for /save-crafts", save_crafts.command)
end
return save_crafts
+131
View File
@@ -111,6 +111,125 @@ function serialize.deserialize_personal_logistic_slots(player, serialized)
end
end
-- Crafting queue is a table with the following fields:
-- crafting_queue
-- ingredients
function serialize.serialize_crafting_queue(player)
local crafting_queue = {}
-- Give player some more inventory space to avoid duplicating items
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus + 1000
-- Save current items
local inventory = player.get_main_inventory()
local old_items = inventory.get_contents()
-- Cancel old crafts to get the items back
while player.crafting_queue_size > 0 do
local old_queue = player.crafting_queue
local queueItem = player.crafting_queue[1]
-- Cancel craft
player.cancel_crafting {
index = 1,
count = 1,
}
local rightmost_right_index = 0 -- 0 indexed since it is subtractive in a 1 indexed language
local new_queue = player.crafting_queue
while
new_queue ~= nil and
new_queue[#new_queue - rightmost_right_index] ~= nil and
new_queue[#new_queue - rightmost_right_index].count >= old_queue[#old_queue - rightmost_right_index].count
do
rightmost_right_index = rightmost_right_index + 1
end
local oldItem = old_queue[#old_queue - rightmost_right_index]
local newItem = nil
if new_queue ~= nil then
newItem = new_queue[#new_queue - rightmost_right_index]
end
-- Figure out how many items to add to queue
local added = oldItem.count
if newItem ~= nil then
added = oldItem.count - newItem.count
if oldItem.recipe ~= newItem.recipe then
log("ERROR: Old item "..oldItem.recipe.." is not equal "..newItem.recipe)
end
end
-- If the last item we added was of the same type, merge them in the queue
if #crafting_queue > 0 and crafting_queue[#crafting_queue].recipe == oldItem.recipe then
crafting_queue[#crafting_queue].count = crafting_queue[#crafting_queue].count + added
else
-- If the last item was of a different type, add a new item to the queue
table.insert(crafting_queue, {
recipe = oldItem.recipe,
count = added,
})
end
-- game.print("Saved craft "..oldItem.recipe)
end
-- Find amount of items added and remove from inventory
local new_items = inventory.get_contents()
local difference = {}
for k,v in pairs(new_items) do
local old_count = old_items[k]
local diff = v
if old_count ~= nil then
diff = diff - old_count
end
if diff > 0 then
local ingredient = {
name = k,
count = diff,
}
inventory.remove(ingredient)
table.insert(difference, ingredient)
end
end
-- Remove extra inventory slots
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus - 1000
local serialized = {
crafting_queue = crafting_queue,
ingredients = difference,
}
-- Restore the crafting queue that was just destructively serialized
serialize.deserialize_crafting_queue(player, serialized)
return serialized
end
function serialize.deserialize_crafting_queue(player, serialized)
local inventory = player.get_main_inventory()
-- Give player some more inventory space to avoid duplicating items
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus + 1000
-- Add items to inventory
for _, item in pairs(serialized.ingredients) do
inventory.insert(item)
end
-- Load crafting queue
for _, queueItem in pairs(serialized.crafting_queue) do
-- Start crafting (consume items)
player.begin_crafting {
count = queueItem.count,
recipe = queueItem.recipe,
-- silent = true, -- Fail silently if items are missing
}
end
-- Remove extra inventory slots
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus - 1000
end
local controller_to_name = {}
for name, value in pairs(defines.controllers) do
controller_to_name[value] = name
@@ -130,6 +249,7 @@ end
-- inventories: non-character inventories
-- hotbar: table of string indexes to names (optional)
-- personal_logistic_slots (optional)
-- crafting_queue (optional)
function serialize.serialize_player(player)
local serialized = {
controller = controller_to_name[player.controller_type],
@@ -178,6 +298,11 @@ function serialize.serialize_player(player)
end
end
-- Serialize crafting queue
if player.character then
serialized.crafting_queue = serialize.serialize_crafting_queue(player)
end
return serialized
end
@@ -253,6 +378,12 @@ function serialize.deserialize_player(player, serialized)
end
end
end
-- Deserialize crafting queue
if player.character and serialized.crafting_queue then
serialize.deserialize_crafting_queue(player, serialized.crafting_queue)
end
end
return serialize
@@ -1,31 +0,0 @@
local clusterio_api = require("modules/clusterio/api")
local serialize = require("modules/inventory_sync/serialize")
local save_crafts = require("modules/inventory_sync/save_crafts")
local function upload_inventory(player, player_record)
-- Editor mode is not supported.
if player.controller_type == defines.controllers.editor then
player.toggle_map_editor()
end
if player.controller_type == defines.controllers.editor then
log("ERROR: Inventory sync failed to upload, unable to switch " .. player.name .. " out of editor mode")
player.print("ERROR: Inventory sync failed to upload, unable to switch out of editor mode")
global.inventory_sync.active_uploads[player.name] = nil
return
end
local serialized_player = serialize.serialize_player(player)
serialized_player.generation = player_record.generation
-- Serialize crafting queue saved by /csc or /save-crafts OR automatically
if player.character then
save_crafts.command({player_index = player.name})
end
serialized_player.crafting_queue = global.inventory_sync.saved_crafting_queue[player.name]
global.inventory_sync.saved_crafting_queue[player.name] = nil
clusterio_api.send_json("inventory_sync_upload", serialized_player)
end
return upload_inventory