Commit Graph
125 Commits
Author SHA1 Message Date
Hornwitser efc71580ea Fix Lua global leaks
Fix unintended leaked globals in the clusterio and player_auth modules.
2021-09-11 01:02:24 +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 f4635a79f9 Remove ajv from plugin webpack config
The ajv module was made shared to reduce package size, but it turned out
the package size was large because of a missunderstanding in how imports
to sub-paths works with module federation.  Since that was fixed the ajv
module was no longer shared, but plugins incorrectly still specified it.
2021-08-17 01:42:45 +02:00
Hornwitser 8a0c1e8a4b Use single entrypoint for lib in web interface
In order to import a path inside packages/lib/ in the webpack shared
module environment it has to be declared as shared in both the web_ui
webpack config and the plugin's webpack config.  This is rather error
prone and easy to miss.  Move the burden of specifying which entrypoints
are valid in lib to lib itself by changing all imports in the web
interface code to import from @clusterio/lib instead sub paths.

For web code this means imports is done like this from now on:

import { libConfig, libLink } from "@clusterio/lib";

For info.js which has to be loadable by both Node.js and web code the
imports are done as follows:

const { libConfig, libLink } = require("@clusterio/lib");

While the Node.js only code can either continue to import sub paths
directly or use the info.js style.
2021-08-17 01:42:45 +02:00
Hornwitser e3b662717b Merge pull request #391 from Danielv123/inventory_sync
Inventory sync
2021-08-14 19:23:08 +02:00
Hornwitser cbfc0adf3d Remove extra whitespace in inventory_sync plugin 2021-08-13 06:22:45 +02:00
Hornwitser 4a29c13acb Fix bad reference in inventory_sync stat request 2021-08-13 06:21:32 +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 f72995ec8b Remove control plugin 2021-08-01 21:54:46 +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
Hornwitser dbe623c9a7 Replace spaces with tabs for Lua, and more (#399)
Convert code indents to tabs to be consistent with the rest of the
JavaScript code.  This commits covers all of the lua code, some of the
hand written JSON code and the lone HTML and CSS files that were not
using tabs.
2021-07-13 17:18:44 +02:00
Hornwitser dbe01c6c23 Decode master secret from base64 (#398)
The jsonwebtoken accept strings as input for secrets which is
nonsensical from a cryptographic standpoint as the algorithms all
operate on byte sequences.  Worse still, strings are encoded into bytes
using UTF-8, which disallows certain sequences of bytes from appearing
and potentially weakening the cryptography.

For legacy reasons the master secret was encoded into base64 _and passed
as a string to jsonwebtoken_.  This further weakened the crypto as the
bytes that can appear in base 64 is only 1/4 of the 256 possible values
for bytes.  This could significantly weaken the cryptographic strength
of the tokens.

I have known of this issue for quite some time but has put off actually
fixing it for too long now.  Since the master secret is already
documented as being in base 64, decode it as base 64 and pass it as a
byte Buffer to jsonwebtoken.  This will ensure every byte value is
possible in the byte sequence passed to the jsonwebtoken crypto.

The impact of this change is unfortunately that all tokens will become
invalid and will have to be reissued.
2021-07-13 17:16:10 +02:00
Daniel 29917fb85a Maintain nodejs v12 support 2021-07-12 23:30:41 +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 37052e1f68 Changed inventory storage to use Map 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
Daniel f9ef2ebbe1 Microoptimizations after code review 2021-07-12 22:05:54 +02:00
Daniel a939e11641 Fixed bug with import of logistics slots
Slots were shifted 1 slot to the right every time due to off by one issue in the deserializer
2021-07-12 22:05:54 +02:00
Daniel a4a667ef06 Reimplement core method for crafting_queue sync
* New method avoids all dataloss and prefectly replicates the queue
* Made proper description in readme
* Added packages to make lerna build happy
* Added reference to main readme
2021-07-12 22:05:54 +02:00
Daniel 87218e4803 Support for transferring crafting queues 2021-07-12 22:05:54 +02:00
Daniel 40301f59b7 Transfer all misc properties as well 2021-07-12 22:05:54 +02:00
Daniel 5db9cad7e5 Removed unused settings 2021-07-12 22:05:54 +02:00
Daniel e4bdf996f7 Serialize hotbar&logistics&data, show download progess 2021-07-12 22:05:54 +02:00
Daniel c1d0404f23 Made inventories download in chunks to prevent blocking rcon 2021-07-12 22:05:54 +02:00
Daniel 6bb2c50e5c Implemented changes suggested by linter 2021-07-12 22:05:54 +02:00
Daniel 8a85cfc8da Added small web interface with the most vital stats 2021-07-12 22:05:54 +02:00
Daniel 86bd07666f First working draft of inventory sync 2021-07-12 22:05:53 +02:00
Hornwitser a578719fc5 v2.0.0-alpha.8 2021-06-28 16:29:34 +02:00
Hornwitser d79e30f9be Rename clusterio/factorioClusterio repository
Drop the factorio part of the Clusterio repository name.
2021-06-22 18:36:02 +02:00
Hornwitser 8ad518e7b6 v2.0.0-alpha.7 2021-06-16 13:08:58 +02:00
Hornwitser 1b082c6a25 Fix subspace storage sending commands during stop
Add logic to stop sending commands and wait for any pending commands to
complete during instance stop in subspace_storage.  This should fix the
RCON connection lost errors printed in the console during stop.
2021-06-09 14:47:52 +02:00
Hornwitser e730718671 Update antd 2021-06-01 11:22:22 +02:00
Hornwitser b0067eccc6 Use node plugin for Eslint
The Node.js specific rules for Eslint were deprecated in favour of the
node plugin for Eslint.  Add node plugin for eslint and switch over to
using its rules, fixing any issues detected.
2021-05-15 23:22:37 +02:00
Hornwitser a7d728c3ac v2.0.0-alpha.6 2021-05-12 23:50:26 +02:00
Hornwitser 1c4010a744 Drop support for Node.js v10
Version 10 of Node.js is no longer supported upstream, so stop
supporting running Clusterio with it.
2021-05-12 21:43:40 +02:00
Hornwitser 67219ede6b Refactor master code
Move implementation of master systems into dedicated classes for better
organization.
2021-05-12 20:42:40 +02:00
Hornwitser ef0218ddfe Move test dependencies to separate package
Move the depenedncies needed to run the tests into test/package.json and
manage it using lerna.  This should make it easier to selectively
install only what's needed to run the software.
2021-05-07 17:39:21 +02:00
Hornwitser 67002e4b71 v2.0.0-alpha.5 2021-03-23 21:23:22 +01:00
Hornwitser c16dc74ad9 Reimplement the Storage page
Reimplement the functionality of the Storage page which shows which
items are stored in the shared subspace on the master server.
2021-03-20 03:35:05 +01:00
Hornwitser 9542246414 Use a diff and author friendly markdown formatting (#370)
Simplify the the way markdown files are formatted to make them easier to
author without editors that do auto line breaking, and make the diffs
from them simpler to read.
2021-03-17 21:30:51 +01:00
Hornwitser 72d0994ca6 Add Player Auth plugin (#368)
Add authentication plugin that does a simple challenge response protocol
to verify that the player trying to log in is who they claim to be.  The
process goes as follows:

1. A player code is generated for a player that wants to log in and is
   displayed in-game.
2. The player code is input into the web interface and the master
   generates a verification code as a challenge back along with a token.
3. The player inputs the verification code in-game and is logged in to
   the web interface in doing so.

To do the actual login the web interface polls a verify endpoint every 2
seconds until the code has either been verified or expired.  The
challenge comes from being unable to control the verification code and
having to input it as a player logging into one of the servers in order
to login.

Some additional steps are taken in order to increase the difficulty for
an attacker to subvert the challenge:

- The login process must be started from in-game.
- Generated codes are only valid for a limited timespan which is
  configurable and 2 minutes by default.
- The verification code comes with a token that only works with one
  player code and verification code combo and must be provided to pass
  validation.
2021-03-17 18:48:22 +01:00
Hornwitser 941639666d Use auto publicPath deduction
Change to "auto" as the publicPath to have webpack deduce the correct
path at runtime.  This fixes an issue with plugins being unable to be
loaded due to trying to load bundles from the wrong path when the web
interface is hosted under a proxied sub-path.
2021-03-17 18:00:12 +01:00
Hornwitser 78ce6fc382 Move /plugin/name/ to /plugins/name/
The web files for plugins were hosted at /plugin/plugin_name/ while the
view page for a plugin is hosted at /plugins/plugin_name/view.  Reduce
confusion by making both urls use the plural version.
2021-03-13 21:01:53 +01:00
Hornwitser 71804df3e0 Add --dev-plugin to compile plugins on the fly
Add hidden development option to run the webpack compiller for the given
plugin(s) similar to the --dev option for the built-in web interface.

This requires publicPath to be set in the webpack config and an updated
version of webpack-dev-middleware to function correctly.
2021-03-13 21:01:53 +01:00
Hornwitser f007dd640d Fix statistics exporter name and description 2021-03-07 15:32:32 +01:00
Hornwitser b814d8a400 Share each individual lib import webpack config
The module sharing in Webpack works on a per import basis and therefore
doesn't trigger when the value in the config is @clusterio/lib while the
module imported is @clusterio/lib/config.  This in turn caused a copy of
lib to be bundled with each plugin.  Fix by making sure each lib import
is shared and specified in the configs.
2021-03-07 15:12:23 +01:00