The scenario no longer sends its components with the download request. The instance strips the download by its own config and sends the components it used with the first chunk. If they differ from the ones the scenario started the download with, because the config changed in between, the scenario restarts the download.
A pending download is now marked with sync_in_progress instead of clearing dirty while spectating, and it is set for every download rather than only when inventories are synced. Uploads are skipped while it is set, so a player who leaves during a download with inventories off no longer uploads their stale state.
SyncComponent names the components in the Lua annotations.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The instance read its config when the controller answered, so a sync_
field changed during the download could strip a component the scenario
still expected, and the scenario treated it as empty.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The controller merged uploads using the uploading instance's current config. An upload serialized under different settings, for example one sent from the save right after an admin turned on sync_inventories and restarted the instance, was then merged as if it held a character and wiped the stored one. Uploads now carry the components they were serialized with, the controller merges by those and drops the key before storing.
The scenario keeps the components a player's synced session started with and serializes their upload with them, so changing the options while a player is online takes effect the next time they join. A player whose session lacks a component that is now synced downloads again even if the generation matches. Downloads snapshot the components when they start, so a change during a download can't mix two sets.
A failed acquire unsyncs the player again regardless of the inventories setting, as before this branch.
The god and dead player inventories move from the inventories component to the controller one, matching what the scenario syncs, which removes the special case in mergePlayerData.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Adds an inventory_sync.sync_<component> instance config field for the
controller, force, appearance, inventories, logistics, quick bar,
settings and recipe notifications. All default to on, which keeps the
current behaviour.
A component which is off on an instance is left alone there and its
fields are not stored from that instance. The controller merges each
upload with the stored data using the uploading instance's config, the
instance strips the fields from downloads before sending them over RCON,
and the scenario is told the enabled set on start and when it changes so
it can skip serializing them and skip the steps which replace the
character.
The controller is only synced together with the inventories, as switching
controller can destroy the character holding them. Without the controller
synced the player gets back the controller they had on the instance, only
character inventories move between instances, and a player without a
character keeps their inventory.
Closes#968
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The plugin syncs more than inventories now (settings, appearance, recipe
notifications), so name it for what it does. The package becomes
@clusterio/plugin-player_sync and every inventory_sync identifier follows.
A migration entrypoint renames the inventory_sync config fields, including
load_plugin, and the inventory view permission. The plugin moves
inventories.json in the database directory to player_sync.json and
storage.inventory_sync in saves to storage.player_sync itself, and closes
dialogs left open under the old GUI names on startup.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>