Generic error handlers such as FactorioServer.handle() and the event
handler catch in Link only log err.stack, so the ajv errors attached to
an InvalidMessage were lost unless the catch site checked for the class
explicitly. Appending the errors to the stack in the constructor makes
every stack-logging handler show which field failed validation without
special casing each one.
Fixes#986
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The built-in shortcuts are not toggleable in their prototypes and
set_shortcut_toggled only affects custom Lua shortcuts, so the state
behind them is synced instead: allow_dispatching_robots on the
character, inhibit_movement_bonus on the armor grid, and every field of
game_view_settings. map_view_settings is write-only and cannot be read.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The toggle state of the personal roboport and equipment movement bonus
shortcuts lives on the player and was not part of the serialized player
data, so it reset when switching instances.
Closes#898
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Add option in the controller config to set where static assets are
loaded from in order to support deployments where the static assets are
server via a CDN while the API is directly accessed.
This is useful because some CDNs put low limits on how large requests
bodies can be, which causes issues with uploading large mods and saves.
The codecov/patch check flagged the new routes code as uncovered. The
unit tests never hit /api/plugins, so cover the static/ stripping and the
manifest error paths directly.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
staticRoot was set to the same value as webRoot, so the static/ prefix
ended up scattered across consumers: index.html relied on the manifest
path containing it, the export stores hardcoded `${staticRoot}static/`,
and bootstrap loaded plugin bundles from webRoot instead. Now staticRoot
is `${webRoot}static/` and the controller strips the static/ prefix from
bundle paths before handing them to the page and to /api/plugins.
Plugins that fetch assets with `${staticRoot}static/...` need to drop the
static/ part.
Fixes#980
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Same setup as established in ExpCluster, emmylua_check with factorio
typedefs generated by fmtk luals-addon. The moduleMap resolves
modules/clusterio and modules/<plugin> requires to their source under
packages/host and plugins, and the mod scaffolding under
packages/host/lua to bare sibling requires.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The largest source was compat.lua returning the setmetatable call
directly, which made emmylua infer the module type from the metatable
rather than the LibCompat class, hiding every field from consumers.
The remaining fixes are nil guards on gui element and character
accesses, type annotations for research_sync's script data and
player_auth's rcon arguments, casts where the api's read/write union
types are wider than the values at runtime, and scoped diagnostic
disables for the vendored json.lua and the version fallback code that
touches apis removed from the current typedefs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The smoke test only proves the handshake and a few core requests still
work, while compat most often breaks because the serialization of a
link message changed. Dump the registered link messages of the local
and published lib in separate processes (the lib forbids loading two
copies in one) and diff their src, dst and json schemas. A changed
message fails the test, added and removed messages only produce a
warning annotation since breaking compat is unavoidable there.
Requested by Cooldude2606 in review of #978.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Runs a smoke test in both directions between the current code and the
latest release published to npm: the host connects to the controller and
gets an instance assigned. Testing only against the latest release relies
on each release being compatible with the previous one.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* Support enemy_expansion.build_base_unit_dispatch_cooldown in exchange strings
Factorio 2.1.13 added build_base_unit_dispatch_cooldown as the last
field of enemy_expansion in the map exchange string, and rejects map
settings without it. Track the full version in the reader state and
read the field for 2.1.13 and later. Adds a fixture string generated
with 2.1.14 and uses it in the load-scenario integration test.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* Replace version flags with versionAtLeast in exchange string reader
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
useTableQueryState returns pagination=false unless a pagination config
is passed, and SavesList did not pass one after #930, so the saves table
rendered all saves on one page.
Fixes#967
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
* Filter dependency resolution by the mod pack's Factorio version
The dependency resolver picked the newest release satisfying the version
range regardless of which Factorio version it targeted, so a 2.0 mod pack
could end up with 2.1 dependencies. Only consider portal releases and
local mods whose factorio_version matches the mod pack.
Fixes#965
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* Move dependency resolver tests to test/messages/mod.test.js
Also update the existing local mod fixtures to carry a factorio_version
and drop enable-all-feature-flags from the live expectations: the 2.0
releases of pyalternativeenergy only list it as optional, it was only
pulled in before because 2.1 releases were being selected.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
ensure_character asserted on player.create_character() returning false
without any context (#912). The most likely trigger is the player being
physically inside a space platform hub (or otherwise stuck in remote view)
on the destination server: the character in the hub is destroyed while
downloading and the god controller ends up on the platform surface where
a character can not be created.
- Explicitly exit remote view and move the god controller off platform
surfaces before create_character; restore_position re-enters the platform
- Include controller/surface/connection state in the error message
- On deserialization failure treat the player as a temporary inventory
(sync = false) so the incomplete state is not uploaded over synced data
- Release the acquisition on leave when nothing is uploaded so the player
is not left "busy" on other instances
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
* Add NO_EXTERNAL_TEST flag to skip tests using external APIs
Adds an externalTest(this) helper alongside slowTest that skips the test
when NO_EXTERNAL_TEST is set and raises the timeout to 60s, plus a
no-external-test script. Marks the tests hitting factorio.com, the mod
portal and GitHub with it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* Disable user verification in start-all and auto_start tests
Factorio contacts auth.factorio.com on startup when
require_user_verification is enabled, which made these tests fail
offline. Match the other integration tests by turning it off.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
* Ignore Factorio download directory created by host tests
The live-API download test in test/host/server.js writes a full headless
Factorio install (~140 MB) to test/file/factorioDownload and does not
remove it, which then shows up as untracked files.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* Download Factorio in host tests to temp/test instead of test/file
The live-API download test wrote a full headless install (~140 MB) into
test/file/factorioDownload, which is tracked test fixture territory and
showed up as untracked files. temp/ is already gitignored and is where
the other tests put generated data.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
Factorio 2.1.13 added build_base_unit_dispatch_cooldown as the last
field of enemy_expansion in the map exchange string, and rejects map
settings without it. Track the full version in the reader state and
read the field for 2.1.13 and later. Adds a fixture string generated
with 2.1.14 and uses it in the load-scenario integration test.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Factorio contacts auth.factorio.com on startup when
require_user_verification is enabled, which made these tests fail
offline. Match the other integration tests by turning it off.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Adds an externalTest(this) helper alongside slowTest that skips the test
when NO_EXTERNAL_TEST is set and raises the timeout to 60s, plus a
no-external-test script. Marks the tests hitting factorio.com, the mod
portal and GitHub with it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Also update the existing local mod fixtures to carry a factorio_version
and drop enable-all-feature-flags from the live expectations: the 2.0
releases of pyalternativeenergy only list it as optional, it was only
pulled in before because 2.1 releases were being selected.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The dependency resolver picked the newest release satisfying the version
range regardless of which Factorio version it targeted, so a 2.0 mod pack
could end up with 2.1 dependencies. Only consider portal releases and
local mods whose factorio_version matches the mod pack.
Fixes#965
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Web UI console rendered server level entries as bare parsed Factorio
output, while every other level was prefixed with its name. Nothing in a
line distinguished what the game wrote from what Clusterio wrote about it,
which matters more now that both modes of the filter carry a mix of the
two.
Emit the [server] prefix for those entries as well, matching what
TerminalFormat already does for the host and controller logs, and style the
level the same bold the terminal colourises it with.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The filter was a Switch showing only the label of the mode it was already
in, so with the default of chat mode it read as a button labelled "Chat"
with no hint that a Log mode existed or that anything was being hidden.
Swap it for a Segmented control listing both Chat and Log, so the mode that
is not active is always visible, and add a tooltip describing what each one
covers.
Fixes#853
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The console's chat filter kept only Factorio output parsed as an action,
which dropped the server's replies to those actions. Running a console
command with a typo in it echoed the command and then appeared to print
nothing, because "Cannot execute command. Error: ..." is a plain message
rather than an [ACTION] line. Factorio's engine level errors were dropped
the same way, so a failed multiplayer connection left no trace either.
Filter by where a line came from instead. Factorio interleaves two streams
on stdout: the date stamped console log, which carries what was done to the
server and the replies to it, and the seconds stamped engine log, which is
verbose diagnostic output. Keep the console log whole and take only
warnings and errors from the engine log.
Apply the same rule to Clusterio's own entries, which were previously kept
in full and drowned the Factorio output they were mixed with. Keep those at
warn or worse and drop the routine bookkeeping. Replayed over a development
cluster's history this drops 415 informational lines and surfaces engine
errors that were never visible in either mode.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The plugin list reported "Error loading module" for anything without a
loaded package, which includes plugins the controller has picked up since
the page was opened. Nothing had been tried for those, so reporting a
failure was both wrong and unhelpful: the fix is to reload, not to
investigate.
Report those as needing a reload instead. Plugins the controller cannot
serve at all are excluded during startup before they reach the loaded
plugin map, so those are checked for first and still count as an error.
Fixes#729
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The web interface loads plugin bundles, registers their messages and
adds their config fields once in bootstrap, and has no way to undo any
of it. A controller restarted to pick up a plugin being installed,
enabled or disabled comes back running a different set, and a controller
started in recovery mode runs none of them while still accepting control
connections, so open pages carry on sending messages it no longer
handles.
The controller already states the plugins it is running in the handshake
it sends on every connection, which is what hosts track as serverPlugins
and use to decide what to forward and which instance plugins to load.
Compare that against the set the page loaded and stop rendering on a
mismatch, asking to be reloaded instead.
The comparison is against loaded rather than enabled because loaded is
what the handshake reports and what the controller is actually running;
enabled also takes load_plugin into account, which only applies from the
next restart and would otherwise latch a permanent mismatch.
Closes#804