Commit Graph
58 Commits
Author SHA1 Message Date
bbassieandClaude Fable 5.1 9aeb23e5da Sync roboport, movement bonus, and game view settings in inventory_sync
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>
2026-09-07 23:16:33 +00:00
bbassieandClaude Fable 5.1 d9bce1e39e Sync every toggleable shortcut instead of a fixed list
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 01:10:43 +00:00
bbassieandClaude Fable 5.1 75ac8bb491 Sync personal roboport and movement bonus toggles in inventory_sync
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>
2026-09-05 22:13:12 +00:00
bbassieandClaude Fable 5 a25f8c8611 Fix lua lint warnings reported by emmylua
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>
2026-08-27 22:25:24 +00:00
BastiaanandClaude Fable 5 1c5210c210 Handle create_character failures in inventory sync (#975)
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>
2026-08-19 15:12:30 +01:00
Cooldude2606 2559c0478c Use item name only for better size usage 2026-07-10 20:59:06 +01:00
Cooldude2606 46ebb13fda Update quick bar to support 2.1 and quality 2026-06-29 02:17:03 +01:00
Cooldude2606 1af672aa1d Always exit remote view on sync 2026-04-23 17:25:13 +01:00
Cooldude2606 41f8f493aa Fix nil table key error in factorio 1.1 2026-04-23 00:19:20 +01:00
Cooldude2606 8be95c140a Fix edge cases with physical location and controller 2026-04-22 22:37:42 +01:00
Cooldude2606 add0088704 Switch to xpcall for better trace backs 2026-04-22 00:49:45 +01:00
Cooldude2606 037f06808e Support remote controller type within deserialize 2026-04-22 00:45:31 +01:00
Cooldude2606 2219b58000 Fix two missed cases of get_main_inventory 2026-04-14 21:31:26 +01:00
Cooldude2606 255cc4c325 Fix accessing main inventory when in map view 2026-04-12 22:15:24 +01:00
Cooldude2606 5d9a6cdff6 Moved nil failed_deserialization to remove_player 2026-03-06 17:17:15 +00:00
Cooldude2606 f2833eec33 Add script data to allow persistence of unknown recipes 2026-03-06 16:05:57 +00:00
Cooldude2606 4badc2e9c1 Fix sync when joining a new server 2026-03-06 15:35:49 +00:00
Cooldude2606 3f6203f125 Add valid recipe check and remove empty table check 2026-03-06 13:27:45 +00:00
Cooldude2606 3e7b65264e Invert notifications array to prevent loss of new notifications 2026-03-02 17:58:45 +00:00
Cooldude2606 54557a79c5 Do not add empty array for recipe notifications 2026-03-02 16:39:20 +00:00
Cooldude2606 412c291193 Add recipe notification sync to inventory sync 2026-03-01 23:58:57 +00:00
Cooldude2606 02c407ef9f Don't attempt to inc sync in single player 2026-02-10 21:54:28 +00:00
CopilotandDanielv123 9018397b09 Fix logistics data on servers without logistic researched (#809)
* Initial plan

* Add logistics technology validation to prevent load failures

Co-authored-by: Danielv123 <6792749+Danielv123@users.noreply.github.com>

---------

Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
Co-authored-by: Danielv123 <6792749+Danielv123@users.noreply.github.com>
2026-01-28 15:03:47 +00:00
Daniel 97e25eb885 Handle missing logistic requester point (#731) 2025-01-20 11:11:47 +00:00
Cooldude2606 ff9ba0271f Expand compat to 0.17 (#711) 2024-12-13 13:48:52 +00:00
Danielv123 45ae20051f Fix specifying default quality for 1.1 migration 2024-11-28 20:18:22 +00:00
Danielv123 d1baab5e7f Synchronize space age logistics slots
Requests of the v1 format is automatically upgraded and placed in a new section. Filters in named sections are not synchronized to avoid messing with non-player entities on servers you join. Synchronizing logistics groups falls under the scope of another plugin.
2024-11-28 20:18:22 +00:00
Danielv123 2fb33c9648 Support synchronizing crafting queue in 2.0 with new storage api 2024-11-27 17:28:59 +00:00
Cooldude2606 ebf8504507 Patches after manual testing 2024-11-23 14:27:06 +00:00
Cooldude2606 ba3d74388d Update changelog 2024-11-23 14:27:03 +00:00
Cooldude2606 4ee508d1b2 Add 2.0 support to inventory_sync 2024-11-23 14:26:10 +00:00
Danielv123 c8e54cd563 Fix crash loading mutiplayer map in singleplayer
Caused by on_player_created not being called when
loading a multiplayer map in singleplayer. For
further discussion see $622 and
https://forums.factorio.com/viewtopic.php?f=7&t=113497
2024-05-18 10:59:19 +02:00
Hornwitser a0807b22a4 Fix inventory wipe on SE remote view (#530)
Exit the Space Exploration remote view if its active to prevent the
empty remote view "character" being serialized as the inventory instead
of the real character for the player.

Original-patch-by: @Reavershark
Fixes: #513
2023-11-30 01:32:13 +01:00
Hornwitser b1a6628bfa Remove left over load entries from 7b8127f
Remove save_crafts.lua and restore_crafts.lua entries in the module.json
for inventory_sync which was left over from the removal in 7b8127f.
2023-08-25 15:26:44 +02:00
Hornwitser 70ad295a89 Rename Master to Controller
The role of the master server as the party controlling every part of the
cluster is not well reflected in its name and has caused confusion among
users on several occasions.  Rename master to controller to better
reflects its role.
2023-02-22 15:30:51 +01:00
Hornwitser 7b8127fef8 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.
2022-07-19 21:24:12 +02:00
Hornwitser 105f99ced3 Preserve entered vehicle on inventory sync
Save vehicle the player is driving before downloading the inventory and
restore the player position to this vehicle if possible.
2022-06-19 19:51:22 +02:00
Hornwitser 430a64722e Use empty slots as end for logistics requests
Count up to 100 empty slots past the last seen slot with data in it
before stopping to look for personal logistics slots in inventory_sync.
Allows unlimeted amount of logistics request slots to be used for
heavily modded games.
2022-06-19 17:03:08 +02:00
Hornwitser bad86a5ff2 Fix inventory_sync uploading editor mode
The serialization and deserialization of editor mode is not supported by
the current code, and while the download correctly checked for the
player being in editor mode, the upload did not check for the player
being in editor mode causing players in editor mode to break. Fix by
adding check in upload_inventory.
2021-10-01 01:52:18 +02:00
Hornwitser 1035389c9e Hotfix new player sync logic
Fix has_data not being checked by sync_player, dialog being stuck open if
no data is received by the master and master server refusing to server
empty data.
2021-09-12 00:27:46 +02:00
Hornwitser 90dacd98b2 Rework inventory_sync (#411)
Complete rework of the inventory synchronization to reduce the number of
times the inventory has to be downloaded and the possibilities for item
loss/duplication.

The basic concept is to acquire exclusive access to the player data
before downloading the data.  This prevents the player from logging in
to two servers at the same time and getting the synced inventory twice.
The acquisition will in most cases execute faster than the player can
provide input to the game on login, and if the player data on the master
isn't what was previously uploaded then the player inventory is deleted
and the player is turned into a spectator while the updated inventory is
being transferred into the game.  This model allows for the downloading
of the synced inventory to be skipped in the case the player joins the
same server they left from.

The synced data is expanded to include more than just the character and
inventory to properly handle sync of dead players.  If the player leaves
dead on one server this state will be saved and when the player joins
another server they continue off as dead.  The ghost, god, and spectator
controllers are supported, while the cutscene and editor controllers are
not.  For players in a cutscene when joining the acquisition will be
attempted immediately, but the scenario waits until the player is out of
the cutscene before acting upon the response to the acquisition.  For
players in the editor mode the scenario toggles them out of the mode
before syncing data.

Since uploads to the master can fail handling of this is also added.
The scenario will retry uploading the player data at exponentially
increasing intervals until it gets the message back that the upload
succeeded.  Since it's possible for servers to go down and stay down for
a long time the exclusive access held by these servers are released after
a timeout.  This means that a player could be playing and or have
uploaded newer data by the time the instance comes back online and tries
to upload the inventory, in this case the master will report the upload
succeeded but discard the data.  Instances may also upload old data if
they load back to an earlier save, which will also be discarded by the
master.

Other small improvements made by this rework:
- Add a retry button to the failed download dialog
- Update the existing progress dialog instead of destroying and
  recreating it every time.
- Automatically stuff the items from the temporary inventory into the
  synced inventory if they fit.
- Move player back to the position they started the download from if
  they were turned into a spectator for the download.
- Ensure the player has a character if the stored data is wiped.
- Add error checking of the RCON commands sent by the instance.
2021-09-07 15:49:53 +02:00
Hornwitser cbfc0adf3d Remove extra whitespace in inventory_sync plugin 2021-08-13 06:22:45 +02:00
Hornwitser 60e434e4ac Fix inventory_sync player created/removed
Create entries for players that are present in the save on server
startup to preserving their inventory and fix attempting to reference the
player object after it had been removed in on_player_removed.
2021-08-13 06:17:59 +02:00
Hornwitser d126e7f25a Validate GUI element in on_gui_click
Make sure the GUI element in the on_gui_click event is valid before
attempting to access this, as another module may have destroyed it
during its event handler.
2021-08-10 18:19:18 +02:00
Hornwitser ecbce16c99 Be more defensive with global table initialization
When upgrading or downgrading the inventory_sync plugin it's possible
an different structure of the global.inventory_sync table is left behind
which could cause the code to crash when certain sub tables are not
present.

Be more defensive in the initialization of the table to make sure all
sub-tables are present on startup.
2021-08-10 17:41:40 +02:00
Daniel 2ffb848fe6 Replace spaces with tabs 2021-07-29 23:59:37 +02:00
Daniel e63f1246da Offer the player a temporary inventory while waiting for master 2021-07-29 23:55:48 +02:00
Daniel 1a1b4fb0d2 Fix invincible ghost character creation on first join
Inventory sync will now wait intil the player has a character.
This means sync won't happen ex during respawn animations
or freeplay intro cutscenes.
2021-07-12 23:28:16 +02:00
danielv 4027a4f310 Cleanup, sync more player properties 2021-07-12 22:05:54 +02:00
danielv 98f801e244 Changed usage of globals, worked around edge cases 2021-07-12 22:05:54 +02:00