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Patches after manual testing
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@@ -23,8 +23,8 @@ end
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-- Create player record for bookkeeping
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local function create_player(player, dirty)
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local inventory_sync = get_script_data(true) -- no early return to support loading from single player
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inventory_sync.players[player.name] = {
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local script_data = get_script_data(true) -- no early return to support loading from single player
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script_data.players[player.name] = {
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dirty = dirty, -- Player inventory has changes that should be persisted
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sync = false, -- Player inventory is synced from the controller
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generation = 0,
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@@ -33,13 +33,13 @@ end
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-- Remove all stored player data by this module
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local function remove_player(player)
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local inventory_sync = get_script_data()
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inventory_sync.players_waiting_for_acquire[player.name] = nil
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inventory_sync.players_in_cutscene_to_sync[player.name] = nil
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inventory_sync.active_downloads[player.name] = nil
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inventory_sync.finished_downloads[player.name] = nil
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inventory_sync.active_uploads[player.name] = nil
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inventory_sync.players[player.name] = nil
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local script_data = get_script_data()
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script_data.players_waiting_for_acquire[player.name] = nil
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script_data.players_in_cutscene_to_sync[player.name] = nil
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script_data.active_downloads[player.name] = nil
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script_data.finished_downloads[player.name] = nil
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script_data.active_uploads[player.name] = nil
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script_data.players[player.name] = nil
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end
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@@ -92,8 +92,8 @@ function inventory_sync.deserialize_player(player, finished_record)
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-- Stash temporary inventory if it exists
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local stashed_corpse
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local inventory_sync = get_script_data()
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local player_record = inventory_sync.players[player.name]
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local script_data = get_script_data()
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local player_record = script_data.players[player.name]
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if player_record.dirty and player.character then
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local character = player.character
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local surface = character.surface
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@@ -142,12 +142,12 @@ end
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inventory_sync.events = {}
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inventory_sync.events[clusterio_api.events.on_server_startup] = function(event)
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local inventory_sync = get_script_data(true)
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inventory_sync.players_waiting_for_acquire = {}
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inventory_sync.players_in_cutscene_to_sync = {}
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local script_data = get_script_data(true)
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script_data.players_waiting_for_acquire = {}
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script_data.players_in_cutscene_to_sync = {}
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for _, player in pairs(game.players) do
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if not inventory_sync.players[player.name] then
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if not script_data.players[player.name] then
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create_player(player, true)
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end
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end
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@@ -163,8 +163,8 @@ inventory_sync.events[defines.events.on_player_created] = function(event)
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end
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function inventory_sync.acquire(player)
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local inventory_sync = get_script_data()
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inventory_sync.players_waiting_for_acquire[player.name] = {
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local script_data = get_script_data()
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script_data.players_waiting_for_acquire[player.name] = {
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start_tick = game.ticks_played,
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}
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clusterio_api.send_json("inventory_sync_acquire", {
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@@ -173,8 +173,8 @@ function inventory_sync.acquire(player)
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end
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function inventory_sync.check_players_waiting_for_acquire()
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local inventory_sync = get_script_data()
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for player_name, record in pairs(inventory_sync.players_waiting_for_acquire) do
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local script_data = get_script_data()
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for player_name, record in pairs(script_data.players_waiting_for_acquire) do
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-- Check if the acquire player request timed out
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if game.ticks_played > record.start_tick + 600 then
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inventory_sync.acquire_response(compat.table_to_json({
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@@ -186,28 +186,28 @@ function inventory_sync.check_players_waiting_for_acquire()
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end
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function inventory_sync.acquire_response(data)
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local inventory_sync = get_script_data()
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local script_data = get_script_data()
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local response = assert(compat.json_to_table(data))
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if not inventory_sync.players_waiting_for_acquire[response.player_name] then
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if not script_data.players_waiting_for_acquire[response.player_name] then
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clusterio_api.send_json("inventory_sync_release", { player_name = response.player_name })
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return
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end
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inventory_sync.players_waiting_for_acquire[response.player_name] = nil
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script_data.players_waiting_for_acquire[response.player_name] = nil
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local player = game.get_player(response.player_name)
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if is_in_cutscene(player) then
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response.player = player
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inventory_sync.players_in_cutscene_to_sync[response.player_name] = response
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script_data.players_in_cutscene_to_sync[response.player_name] = response
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else
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inventory_sync.sync_player(response)
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end
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end
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function inventory_sync.check_players_in_cutscene()
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local inventory_sync = get_script_data()
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for player_name, response in pairs(inventory_sync.players_in_cutscene_to_sync) do
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local script_data = get_script_data()
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for player_name, response in pairs(script_data.players_in_cutscene_to_sync) do
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if not is_in_cutscene(response.player) then
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inventory_sync.players_in_cutscene_to_sync[player_name] = nil
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script_data.players_in_cutscene_to_sync[player_name] = nil
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inventory_sync.sync_player(response)
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end
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end
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@@ -227,8 +227,8 @@ function inventory_sync.sync_player(acquire_response)
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return
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end
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local inventory_sync = get_script_data()
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local finished_record = inventory_sync.finished_downloads[acquire_response.player_name]
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local script_data = get_script_data()
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local finished_record = script_data.finished_downloads[acquire_response.player_name]
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if finished_record then
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if acquire_response.status == "acquired" and finished_record.generation == acquire_response.generation then
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inventory_sync.finish_download(player, finished_record)
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@@ -237,10 +237,10 @@ function inventory_sync.sync_player(acquire_response)
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-- The acquisition either failed or the current finished download is
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-- stale, delete it and try downloading it again.
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inventory_sync.finished_downloads[acquire_response.player_name] = nil
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script_data.finished_downloads[acquire_response.player_name] = nil
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end
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local download_record = inventory_sync.active_downloads[acquire_response.player_name]
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local download_record = script_data.active_downloads[acquire_response.player_name]
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if download_record then
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-- Ignore the response if it affirms the current active download
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if acquire_response.status == "acquired" and download_record.generation == acquire_response.generation then
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@@ -270,11 +270,11 @@ function inventory_sync.sync_player(acquire_response)
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if acquire_response.status == "busy" then
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-- Somehow another instance has claimed the player while we're
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-- downloading it. Abort it and send failure to the player.
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inventory_sync.active_downloads[acquire_response.player_name] = nil
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script_data.active_downloads[acquire_response.player_name] = nil
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end
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end
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local player_record = inventory_sync.players[acquire_response.player_name]
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local player_record = script_data.players[acquire_response.player_name]
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if acquire_response.status ~= "acquired" then
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if player_record.sync and not player_record.dirty then
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if player.controller_type == defines.controllers.character then
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@@ -314,10 +314,10 @@ function inventory_sync.finish_download(player, finished_record)
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log("ERROR: Deserializing player " .. player.name .. " failed: " .. result)
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player.print("ERROR: Deserializing player data failed: " .. result)
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end
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local inventory_sync = get_script_data()
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inventory_sync.finished_downloads[player.name] = nil
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local script_data = get_script_data()
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script_data.finished_downloads[player.name] = nil
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local player_record = inventory_sync.players[player.name]
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local player_record = script_data.players[player.name]
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player_record.dirty = true
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player_record.sync = true
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player_record.generation = finished_record.generation
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@@ -326,18 +326,18 @@ end
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-- Download inventory from controller
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inventory_sync.events[defines.events.on_player_joined_game] = function(event)
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local player = assert(game.get_player(event.player_index))
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local inventory_sync = get_script_data()
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local script_data = get_script_data()
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-- It's possible Factorio doesn't invoke the on_player_created event when loading a save in single player
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if not inventory_sync.players[player.name] then
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if not script_data.players[player.name] then
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create_player(player, false)
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end
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-- Send acquire request even if an active download is currently in progress
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inventory_sync.acquire(player, false)
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inventory_sync.acquire(player)
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-- Clear active upload if it exists
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inventory_sync.active_uploads[player.name] = nil
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script_data.active_uploads[player.name] = nil
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end
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inventory_sync.on_nth_tick = {}
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@@ -365,12 +365,12 @@ inventory_sync.events[defines.events.on_pre_player_left_game] = function(event)
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return
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end
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local inventory_sync = get_script_data()
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local script_data = get_script_data()
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local player = assert(game.get_player(event.player_index))
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local player_record = inventory_sync.players[player.name]
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local player_record = script_data.players[player.name]
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-- If player has an active download release our acquisition but let the download continue
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if inventory_sync.active_downloads[player.name] then
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if script_data.active_downloads[player.name] then
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clusterio_api.send_json("inventory_sync_release", { player_name = player.name })
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return
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end
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@@ -386,7 +386,7 @@ inventory_sync.events[defines.events.on_pre_player_left_game] = function(event)
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player.print("ERROR: Serializing player data failed: " .. result)
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return
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end
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inventory_sync.active_uploads[player.name] = {
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script_data.active_uploads[player.name] = {
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serialized = result,
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last_attempt = game.ticks_played,
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timeout = math.random(600, 1200), -- Start with 10-20 seconds for the timeout
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@@ -402,8 +402,8 @@ function inventory_sync.confirm_upload(player_name, generation)
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log("no player, or player connected")
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return
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end
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local inventory_sync = get_script_data()
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local player_record = inventory_sync.players[player.name]
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local script_data = get_script_data()
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local player_record = script_data.players[player.name]
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if not player_record or player_record.generation ~= generation then
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return
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end
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@@ -415,7 +415,7 @@ function inventory_sync.confirm_upload(player_name, generation)
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log("ERROR: Received upload confirmation for " .. player_name .. " without the sync flag")
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end
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log("Confirmed upload of " .. player_name)
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inventory_sync.active_uploads[player_name] = nil
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script_data.active_uploads[player_name] = nil
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player_record.dirty = false
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end
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@@ -427,8 +427,8 @@ function inventory_sync.initiate_inventory_download(player, player_record, gener
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generation = generation,
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data = ""
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}
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local inventory_sync = get_script_data()
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inventory_sync.active_downloads[player.name] = record
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local script_data = get_script_data()
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script_data.active_downloads[player.name] = record
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clusterio_api.send_json("inventory_sync_download", {
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player_name = player.name
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@@ -458,10 +458,10 @@ end
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function inventory_sync.check_active_downloads()
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-- Used for detecting the inventory download failing, like when the map is saved and
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-- re-loaded in the middle of a download. The player will be returned to a playable state.
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local inventory_sync = get_script_data()
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for player_name, record in pairs(inventory_sync.active_downloads) do
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local script_data = get_script_data()
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for player_name, record in pairs(script_data.active_downloads) do
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if record.last_active <= game.ticks_played - 600 then
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inventory_sync.active_downloads[player_name] = nil
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script_data.active_downloads[player_name] = nil
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local player = game.get_player(player_name)
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if player then
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log("ERROR: Inventory download failed for " .. player_name)
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@@ -480,13 +480,13 @@ function inventory_sync.check_active_downloads()
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end
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function inventory_sync.check_active_uploads()
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local inventory_sync = get_script_data()
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for player_name, record in pairs(inventory_sync.active_uploads) do
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local script_data = get_script_data()
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for player_name, record in pairs(script_data.active_uploads) do
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if record.last_attempt + record.timeout < game.ticks_played then
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local player_record = inventory_sync.players[player_name]
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local player_record = script_data.players[player_name]
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local player = game.get_player(player_name)
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if not player_record or not player then
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inventory_sync.active_uploads[player_name] = nil
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script_data.active_uploads[player_name] = nil
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else
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log("Retrying upload for " .. player_name)
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record.last_attempt = game.ticks_played
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