Patches after manual testing

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Cooldude2606 committed 2024-11-23 14:27:06 +00:00
1 parent ba3d74388d
commit ebf8504507
6 files changed
+114 -87

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@@ -73,7 +73,15 @@ end
--- @param version string Version to compare against
--- @return boolean # True if the version is less or equal to provided
function compat.version_le(version)
return not compat.version_ge(version)
local version_tbl = version_to_table(version)
for i = 1, 3 do
if version_tbl[i] < current_version[i] then
return false
elseif version_tbl[i] > current_version[i] then
return true
end
end
return true
end
--- The major versions of factorio we support
@@ -15,10 +15,9 @@ local keys = {
"character_trash_slot_count_bonus",
"character_maximum_following_robot_count_bonus",
"character_health_bonus",
"character_personal_logistic_requests_enabled",
}
if compat.version_ge("2.0.0") then
if compat.version_le("1.1.110") then
keys[#keys + 1] = "character_personal_logistic_requests_enabled"
end
@@ -11,14 +11,14 @@ local function download_inventory(player_name, data, number, total)
return
end
local inventory_sync = get_script_data()
local record = inventory_sync.active_downloads[player_name]
local script_data = get_script_data()
local record = script_data.active_downloads[player_name]
if record == nil then
rcon.print("No active download is in progress for " .. player_name)
return
end
local player_record = inventory_sync.players[player_name]
local player_record = script_data.players[player_name]
if record.restart then
rcon.print("Restarting outdated download")
inventory_sync.initiate_inventory_download(player, player_record, record.generation)
@@ -38,7 +38,7 @@ local function download_inventory(player_name, data, number, total)
-- Restore player position and driving state
restore_position(record, player)
inventory_sync.active_downloads[player_name] = nil
script_data.active_downloads[player_name] = nil
player_record.dirty = player.connected
player_record.sync = true
player_record.generation = record.generation
@@ -62,8 +62,8 @@ local function download_inventory(player_name, data, number, total)
progress_dialog.remove(player)
-- Remove download session and store finished download
inventory_sync.active_downloads[player_name] = nil
inventory_sync.finished_downloads[player_name] = record
script_data.active_downloads[player_name] = nil
script_data.finished_downloads[player_name] = record
local ticks = game.ticks_played - record.started
player.print("Imported player data in " .. ticks .. " ticks")
@@ -23,8 +23,8 @@ end
-- Create player record for bookkeeping
local function create_player(player, dirty)
local inventory_sync = get_script_data(true) -- no early return to support loading from single player
inventory_sync.players[player.name] = {
local script_data = get_script_data(true) -- no early return to support loading from single player
script_data.players[player.name] = {
dirty = dirty, -- Player inventory has changes that should be persisted
sync = false, -- Player inventory is synced from the controller
generation = 0,
@@ -33,13 +33,13 @@ end
-- Remove all stored player data by this module
local function remove_player(player)
local inventory_sync = get_script_data()
inventory_sync.players_waiting_for_acquire[player.name] = nil
inventory_sync.players_in_cutscene_to_sync[player.name] = nil
inventory_sync.active_downloads[player.name] = nil
inventory_sync.finished_downloads[player.name] = nil
inventory_sync.active_uploads[player.name] = nil
inventory_sync.players[player.name] = nil
local script_data = get_script_data()
script_data.players_waiting_for_acquire[player.name] = nil
script_data.players_in_cutscene_to_sync[player.name] = nil
script_data.active_downloads[player.name] = nil
script_data.finished_downloads[player.name] = nil
script_data.active_uploads[player.name] = nil
script_data.players[player.name] = nil
end
@@ -92,8 +92,8 @@ function inventory_sync.deserialize_player(player, finished_record)
-- Stash temporary inventory if it exists
local stashed_corpse
local inventory_sync = get_script_data()
local player_record = inventory_sync.players[player.name]
local script_data = get_script_data()
local player_record = script_data.players[player.name]
if player_record.dirty and player.character then
local character = player.character
local surface = character.surface
@@ -142,12 +142,12 @@ end
inventory_sync.events = {}
inventory_sync.events[clusterio_api.events.on_server_startup] = function(event)
local inventory_sync = get_script_data(true)
inventory_sync.players_waiting_for_acquire = {}
inventory_sync.players_in_cutscene_to_sync = {}
local script_data = get_script_data(true)
script_data.players_waiting_for_acquire = {}
script_data.players_in_cutscene_to_sync = {}
for _, player in pairs(game.players) do
if not inventory_sync.players[player.name] then
if not script_data.players[player.name] then
create_player(player, true)
end
end
@@ -163,8 +163,8 @@ inventory_sync.events[defines.events.on_player_created] = function(event)
end
function inventory_sync.acquire(player)
local inventory_sync = get_script_data()
inventory_sync.players_waiting_for_acquire[player.name] = {
local script_data = get_script_data()
script_data.players_waiting_for_acquire[player.name] = {
start_tick = game.ticks_played,
}
clusterio_api.send_json("inventory_sync_acquire", {
@@ -173,8 +173,8 @@ function inventory_sync.acquire(player)
end
function inventory_sync.check_players_waiting_for_acquire()
local inventory_sync = get_script_data()
for player_name, record in pairs(inventory_sync.players_waiting_for_acquire) do
local script_data = get_script_data()
for player_name, record in pairs(script_data.players_waiting_for_acquire) do
-- Check if the acquire player request timed out
if game.ticks_played > record.start_tick + 600 then
inventory_sync.acquire_response(compat.table_to_json({
@@ -186,28 +186,28 @@ function inventory_sync.check_players_waiting_for_acquire()
end
function inventory_sync.acquire_response(data)
local inventory_sync = get_script_data()
local script_data = get_script_data()
local response = assert(compat.json_to_table(data))
if not inventory_sync.players_waiting_for_acquire[response.player_name] then
if not script_data.players_waiting_for_acquire[response.player_name] then
clusterio_api.send_json("inventory_sync_release", { player_name = response.player_name })
return
end
inventory_sync.players_waiting_for_acquire[response.player_name] = nil
script_data.players_waiting_for_acquire[response.player_name] = nil
local player = game.get_player(response.player_name)
if is_in_cutscene(player) then
response.player = player
inventory_sync.players_in_cutscene_to_sync[response.player_name] = response
script_data.players_in_cutscene_to_sync[response.player_name] = response
else
inventory_sync.sync_player(response)
end
end
function inventory_sync.check_players_in_cutscene()
local inventory_sync = get_script_data()
for player_name, response in pairs(inventory_sync.players_in_cutscene_to_sync) do
local script_data = get_script_data()
for player_name, response in pairs(script_data.players_in_cutscene_to_sync) do
if not is_in_cutscene(response.player) then
inventory_sync.players_in_cutscene_to_sync[player_name] = nil
script_data.players_in_cutscene_to_sync[player_name] = nil
inventory_sync.sync_player(response)
end
end
@@ -227,8 +227,8 @@ function inventory_sync.sync_player(acquire_response)
return
end
local inventory_sync = get_script_data()
local finished_record = inventory_sync.finished_downloads[acquire_response.player_name]
local script_data = get_script_data()
local finished_record = script_data.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)
@@ -237,10 +237,10 @@ function inventory_sync.sync_player(acquire_response)
-- The acquisition either failed or the current finished download is
-- stale, delete it and try downloading it again.
inventory_sync.finished_downloads[acquire_response.player_name] = nil
script_data.finished_downloads[acquire_response.player_name] = nil
end
local download_record = inventory_sync.active_downloads[acquire_response.player_name]
local download_record = script_data.active_downloads[acquire_response.player_name]
if download_record then
-- Ignore the response if it affirms the current active download
if acquire_response.status == "acquired" and download_record.generation == acquire_response.generation then
@@ -270,11 +270,11 @@ function inventory_sync.sync_player(acquire_response)
if acquire_response.status == "busy" then
-- Somehow another instance has claimed the player while we're
-- downloading it. Abort it and send failure to the player.
inventory_sync.active_downloads[acquire_response.player_name] = nil
script_data.active_downloads[acquire_response.player_name] = nil
end
end
local player_record = inventory_sync.players[acquire_response.player_name]
local player_record = script_data.players[acquire_response.player_name]
if acquire_response.status ~= "acquired" then
if player_record.sync and not player_record.dirty then
if player.controller_type == defines.controllers.character then
@@ -314,10 +314,10 @@ function inventory_sync.finish_download(player, finished_record)
log("ERROR: Deserializing player " .. player.name .. " failed: " .. result)
player.print("ERROR: Deserializing player data failed: " .. result)
end
local inventory_sync = get_script_data()
inventory_sync.finished_downloads[player.name] = nil
local script_data = get_script_data()
script_data.finished_downloads[player.name] = nil
local player_record = inventory_sync.players[player.name]
local player_record = script_data.players[player.name]
player_record.dirty = true
player_record.sync = true
player_record.generation = finished_record.generation
@@ -326,18 +326,18 @@ end
-- Download inventory from controller
inventory_sync.events[defines.events.on_player_joined_game] = function(event)
local player = assert(game.get_player(event.player_index))
local inventory_sync = get_script_data()
local script_data = get_script_data()
-- It's possible Factorio doesn't invoke the on_player_created event when loading a save in single player
if not inventory_sync.players[player.name] then
if not script_data.players[player.name] then
create_player(player, false)
end
-- Send acquire request even if an active download is currently in progress
inventory_sync.acquire(player, false)
inventory_sync.acquire(player)
-- Clear active upload if it exists
inventory_sync.active_uploads[player.name] = nil
script_data.active_uploads[player.name] = nil
end
inventory_sync.on_nth_tick = {}
@@ -365,12 +365,12 @@ inventory_sync.events[defines.events.on_pre_player_left_game] = function(event)
return
end
local inventory_sync = get_script_data()
local script_data = get_script_data()
local player = assert(game.get_player(event.player_index))
local player_record = inventory_sync.players[player.name]
local player_record = script_data.players[player.name]
-- If player has an active download release our acquisition but let the download continue
if inventory_sync.active_downloads[player.name] then
if script_data.active_downloads[player.name] then
clusterio_api.send_json("inventory_sync_release", { player_name = player.name })
return
end
@@ -386,7 +386,7 @@ inventory_sync.events[defines.events.on_pre_player_left_game] = function(event)
player.print("ERROR: Serializing player data failed: " .. result)
return
end
inventory_sync.active_uploads[player.name] = {
script_data.active_uploads[player.name] = {
serialized = result,
last_attempt = game.ticks_played,
timeout = math.random(600, 1200), -- Start with 10-20 seconds for the timeout
@@ -402,8 +402,8 @@ function inventory_sync.confirm_upload(player_name, generation)
log("no player, or player connected")
return
end
local inventory_sync = get_script_data()
local player_record = inventory_sync.players[player.name]
local script_data = get_script_data()
local player_record = script_data.players[player.name]
if not player_record or player_record.generation ~= generation then
return
end
@@ -415,7 +415,7 @@ function inventory_sync.confirm_upload(player_name, generation)
log("ERROR: Received upload confirmation for " .. player_name .. " without the sync flag")
end
log("Confirmed upload of " .. player_name)
inventory_sync.active_uploads[player_name] = nil
script_data.active_uploads[player_name] = nil
player_record.dirty = false
end
@@ -427,8 +427,8 @@ function inventory_sync.initiate_inventory_download(player, player_record, gener
generation = generation,
data = ""
}
local inventory_sync = get_script_data()
inventory_sync.active_downloads[player.name] = record
local script_data = get_script_data()
script_data.active_downloads[player.name] = record
clusterio_api.send_json("inventory_sync_download", {
player_name = player.name
@@ -458,10 +458,10 @@ end
function inventory_sync.check_active_downloads()
-- Used for detecting the inventory download failing, like when the map is saved and
-- re-loaded in the middle of a download. The player will be returned to a playable state.
local inventory_sync = get_script_data()
for player_name, record in pairs(inventory_sync.active_downloads) do
local script_data = get_script_data()
for player_name, record in pairs(script_data.active_downloads) do
if record.last_active <= game.ticks_played - 600 then
inventory_sync.active_downloads[player_name] = nil
script_data.active_downloads[player_name] = nil
local player = game.get_player(player_name)
if player then
log("ERROR: Inventory download failed for " .. player_name)
@@ -480,13 +480,13 @@ function inventory_sync.check_active_downloads()
end
function inventory_sync.check_active_uploads()
local inventory_sync = get_script_data()
for player_name, record in pairs(inventory_sync.active_uploads) do
local script_data = get_script_data()
for player_name, record in pairs(script_data.active_uploads) do
if record.last_attempt + record.timeout < game.ticks_played then
local player_record = inventory_sync.players[player_name]
local player_record = script_data.players[player_name]
local player = game.get_player(player_name)
if not player_record or not player then
inventory_sync.active_uploads[player_name] = nil
script_data.active_uploads[player_name] = nil
else
log("Retrying upload for " .. player_name)
record.last_attempt = game.ticks_played
+35 -16
View File
@@ -1,20 +1,31 @@
local clusterio_api = require("modules/clusterio/api")
local compat = require("modules/clusterio/compat")
local v2_tech_progress = compat.version_ge("2.0.0")
local sync = {}
--- @param tech LuaTechnology
local function get_technology_progress(tech)
if tech == tech.force.current_research then
return tech.force.research_progress
elseif v2_tech_progress then
return tech.saved_progress
else
--- @diagnostic disable-next-line
return tech.force.get_saved_technology_progress(tech.name)
end
end
--- @param tech LuaTechnology
--- @param progress number
local function set_technology_progress(tech, progress)
if tech == tech.force.current_research then
tech.force.research_progress = progress
elseif v2_tech_progress then
tech.saved_progress = progress
else
--- @diagnostic disable-next-line
tech.force.set_saved_technology_progress(tech.name, progress)
end
end
@@ -54,14 +65,15 @@ sync.events[clusterio_api.events.on_server_startup] = function(event)
get_script_data(true)
end
--- @param tech LuaTechnology
local function get_contribution(tech)
local progress = get_technology_progress(tech)
if not progress then
return 0, nil
end
local research_sync = get_script_data()
local prev_tech = research_sync.technologies[tech.name]
local script_data = get_script_data()
local prev_tech = script_data.technologies[tech.name]
if prev_tech.progress and prev_tech.level == tech.level then
return progress - prev_tech.progress, progress
else
@@ -69,6 +81,7 @@ local function get_contribution(tech)
end
end
--- @param tech LuaTechnology
local function send_contribution(tech)
local contribution, progress = get_contribution(tech)
if contribution ~= 0 then
@@ -77,11 +90,12 @@ local function send_contribution(tech)
level = tech.level,
contribution = contribution,
})
local research_sync = get_script_data()
research_sync.technologies[tech.name].progress = progress
local script_data = get_script_data()
script_data.technologies[tech.name].progress = progress
end
end
--- @param event EventData.on_research_started
sync.events[defines.events.on_research_started] = function(event)
local tech = event.last_research
if tech then
@@ -89,14 +103,15 @@ sync.events[defines.events.on_research_started] = function(event)
end
end
--- @param event EventData.on_research_finished
sync.events[defines.events.on_research_finished] = function(event)
local research_sync = get_script_data()
local script_data = get_script_data()
if research_sync.ignore_research_finished then
return
end
local tech = event.research
research_sync.technologies[tech.name] = {
script_data.technologies[tech.name] = {
level = tech.level,
researched = tech.researched,
}
@@ -141,6 +156,7 @@ function research_sync.dump_technologies()
end
end
--- @param data string
function research_sync.sync_technologies(data)
local force = game.forces["player"]
@@ -149,8 +165,8 @@ function research_sync.sync_technologies(data)
local progressIndex = 3
local researchedIndex = 4
local research_sync = get_script_data()
research_sync.ignore_research_finished = true
local script_data = get_script_data()
script_data.ignore_research_finished = true
for _, tech_data in pairs(compat.json_to_table(data) --[[@as table]]) do
local tech = force.technologies[tech_data[nameIndex]]
if tech and tech.level <= tech_data[levelIndex] then
@@ -179,18 +195,19 @@ function research_sync.sync_technologies(data)
progress = get_technology_progress(tech)
end
research_sync.technologies[tech.name] = {
script_data.technologies[tech.name] = {
level = tech.level,
researched = tech.researched,
progress = progress,
}
end
end
research_sync.ignore_research_finished = false
script_data.ignore_research_finished = false
end
--- @param data string
function research_sync.update_progress(data)
local research_sync = get_script_data()
local script_data = get_script_data()
local techs = compat.json_to_table(data) --[[@as table]]
local force = game.forces["player"]
@@ -199,7 +216,7 @@ function research_sync.update_progress(data)
if tech and tech.level == controllerTech.level then
send_contribution(tech)
set_technology_progress(tech, controllerTech.progress)
research_sync.technologies[tech.name] = {
script_data.technologies[tech.name] = {
level = tech.level,
progress = controllerTech.progress
}
@@ -207,6 +224,8 @@ function research_sync.update_progress(data)
end
end
--- @param name string
--- @param level number
function research_sync.research_technology(name, level)
local force = game.forces["player"]
local tech = force.technologies[name]
@@ -218,8 +237,8 @@ function research_sync.research_technology(name, level)
level = tech.prototype.max_level
end
local research_sync = get_script_data()
research_sync.ignore_research_finished = true
local script_data = get_script_data()
script_data.ignore_research_finished = true
if tech == force.current_research and tech.level == level then
force.research_progress = 1
@@ -234,9 +253,9 @@ function research_sync.research_technology(name, level)
end
game.play_sound { path = "utility/research_completed" }
end
research_sync.ignore_research_finished = false
script_data.ignore_research_finished = false
research_sync.technologies[tech.name] = {
script_data.technologies[tech.name] = {
level = tech.level,
researched = tech.researched,
}
@@ -1,6 +1,6 @@
local compat = require("modules/clusterio/compat")
local v2_pollution = compat.version_ge("2.0.0")
local v2_stats = compat.version_ge("2.0.0")
local statistics = {
"item_production_statistics",
@@ -11,16 +11,16 @@ local statistics = {
statistics_exporter = {}
function statistics_exporter.export()
--- @diagnostic disable-next-line undefined-field
local pollution = v2_stats and game.get_pollution_statistics(1) or game.pollution_statistics
local stats = {
game_tick = game.tick,
player_count = #game.connected_players,
game_flow_statistics = {
pollution_statistics = {
--- TODO support multi surface pollution statistics
--- @diagnostic disable undefined-field
input = v2_pollution and game.get_pollution_statistics(1).input_counts or game.pollution_statistics.input_counts,
output = v2_pollution and game.get_pollution_statistics(1).output_counts or game.pollution_statistics.output_counts,
--- @diagnostic enable undefined-field
input = pollution.input_counts,
output = pollution.output_counts,
},
},
force_flow_statistics = {}
@@ -28,9 +28,10 @@ function statistics_exporter.export()
for _, force in pairs(game.forces) do
local flow_statistics = {}
for _, statName in pairs(statistics) do
local stat = v2_stats and force["get_" .. statName](1) or force[statName]
flow_statistics[statName] = {
input = force[statName].input_counts,
output = force[statName].output_counts,
input = stat.input_counts,
output = stat.output_counts,
}
end
stats.force_flow_statistics[force.name] = flow_statistics