The current state sent with the download request no longer includes the failed names from the previous deserialization. Stored names unknown on this instance always end up in the add list, so the deserializer recomputes the failed list from that on every download and needs no previous state.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Review feedback: the download field now always carries the delta and the deserializer applies it against the current state instead of rebuilding the full list first. The previous failed recipe names are passed in so they survive the round trip. The version check moved to the call site.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Lua includes its current cleared recipe list in the download request. The instance plugin diffs it against the stored list and sends back the names to add and remove instead of the full list. Lua rebuilds the full list from the snapshot kept in the download record and runs the existing deserializer, so the end state is unchanged.
Also stop the serializer from appending to the stored failed recipe list in place, which grew the list on every upload without a download in between.
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>
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>
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>
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.