Browser like Chrome doesn't use the application/zip mime type when
uploading .zip files. Add support for application/x-zip-compressed to
the save upload endpoint.
Add a generate slave token button to the web interface and modify the
generateSlaveToken message and corresponding ctl command to have the
slave id be optional. The random id is the desired behavior when adding
a slave with the installer, as it'll ask for the token for the new slave
and deduce the id from the token.
When factorio starts up with with the require_user_verification setting
turn on it tries to obtain a server padlock from the matchmaking server
and will fail if this does not succeed. Turn off user verification and
public visibility which require user verification both of which are on
by default for the integration tests so that they work without internet.
Prevent potential data loss when starting an autosave by copying it
first. This avoids overwriting a random autosave slot when the server
shuts down after having loaded an autosave.
Add /api/upload-save endpoint that streams the data via the slave
assigned to the target instance to the instance saves directory, along
with a ctl command and web interface button to do the upload.
Add link messages for listing saves and listening for changes to the
list of saves for instances along with a table in the instance view page
showing the save list for the instance and a list-saves command to ctl.
Add options to pass map seed, map exchange string, map gen settings
and/or map settings when creating a save either through the create save
request or the load scenario request.
Provide the control link with the ability to subscribe to updates when
instance status and properties changes. This allows the web interface
to respond in real time to instance starts and stops that are triggered
from somewhere else.
Add readMapExchangeString to lib/factorio which parses and decodes the
data in Map Exchange into a format suitable for giving to the Factorio
server command line.
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.
During Travis integration tests a BrokenPipeError is emitted on stderr
after the Factorio server has quit. I have no idea what's going on here
so for now just log it and ignore it.
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.
Fix ServerConnector reaching an invalid state if a continue operation is
performed on an active connection. The continue would cause the
connection established logic to be runned before the connection lost
logic of the pervious connection is perfomed, resulting in a leaked
heartbeat interval and the connection lost logic being performed on the
new connection instead of the old. Prevent this by closing both the new
and the old connection in this case.
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.
When setting up the tests there were issues with code that didn't
properly clean up after itself and left lingering connections, intervals
or timers that kept the event loop running after the tests where done.
To fix this the --exit flag was passed as a temporary measure but then
subsequently forgotten about. The issues with keeping the event loop
alive have long since been fixed on Linux, but on Windows there was a
problem with the control connector not exiting because the master server
was killed instead of shutten down properly.
With that issue fixed there are no longer any connections or timers
keeping the event loop alive and --exit can thus be removed.
If the connect close method is called while the connection is waiting
for a reconnection attempt then the attempt is cancelled but the close
method then erroneously waited for a close event that would never
happen. Fix by resetting the connector and rasing the close event in
the close method if it's in the waiting for reconnect state.
Add a per field access parameter to the config class which specifies
which of master, slave and control can access the given field. A
location is added to the config class to specify which party owns it and
fields which do not have an access parameter are not present in the
config and will throw if attempted to be read from or writen to.
The serialize, load, update, get, set and setProp are ammended with a
location parameter which specifiy where the data is from or destined to
and the access checks are performed to ensure remote access to the
config is still limited by the access parameter of field.
With this system in place the master config can be shared with control
and slave connections without compromising secrets that should stay
private. This is primarily the master authentication secret, but other
plugins may define secrets it does not want to have shared with slave
and/or control connections.
Raise "resume" instead of "connect" when a connection is re-established
after a connection drop. This prevents logic meant to resynchronize
state after a full reconnection from being invoked whenever the
connection was temporarily dropped.
Implement --add-perms and --remove-perms to add and remove permissions
from the role without having to list up all of the permissions in the
role again.
Rename --permissions to --set-perms to be consistent with the two new
options added.
Remove the pluginInfo parameter from lib/plugin attachPluginMessages as
the plugin info object is available in the `.info` property of the
plugin. While a plugin instance doesn't exist for the slave side and
was the reason for these to be separate arguments, I expect slave
plugins to be implemented eventually.
Add optional arguments to Request and Event to control which properties
are required to be present in the payload. This allows gracefully
extending the protocol, reducing overhead for optional data, and leaving
properties out for additional behaviour.
The automatic creation of a self-signed certificate while nice presents
several problems. To make connections not reject the self-signed
certificate the validation of TLS certificates are wholesale disabled,
decreasing the security even when properly set up and trusted
certificates are used.
To make the created self-signed certificate pass validation it is
necessary for it to list the host names it's valid for and to copy it to
each machine that intends to connect to the server. These two steps
complicate automating the process in a reliable way and will likely lead
to confused users seeking to disable TLS certificate validation as the
easy way out to problems.
For these reasons, remove the automating creation of a broke self-signed
certificate, fix validation of certificates and document how to set up
TLS properly. This makes HTTPS recommended when accessing over the
internet, but still something which must be explicitly configured.
If the server decides to exit on its own during the stop operation to
the FactorioServer class after the operation has started but before the
signal is sent to the process then the exit handler will have wiped the
server child process and cause the kill call to fail. This in turn
would let the hang timer running which would bring down the Node.js
process due to an unhandled error for the same reason.
Fix by making sure the stop operation watches for the server exiting and
returning early if the server already quit before getting to the send
stop signal part.
When closing down the HTTP and HTTPS servers existing connections are
not closed by Node.js, and may live on forever if they are actively in
use. A common case where this happens is if Prometheus is set up with a
short interval for collections.
To close down the active connections they need to be tracked and closed
when the server is closed, add the HttpCloser class which encapsulates
the tracking and closure process behind a simple interface and use this
to close down the HTTP and HTTPS server on the master.
Fix the validation loging for sending responses to requests not
functioning due to the message data property being passed incorrectly to
the validator.
When reducing the collection interval in Prometheus it may be necessary
to to reduce the metrics gathering timeout to ensure it's less than the
interval. Add config options to adjust the timeouts used for metrics
gathering so that these can be set accordingly.