Document the cluster research queue in the plugin README and the root
README. Review fixes: ipairs for queue order, event annotations on the new
Lua handlers, an IpcQueue type, a test for clearing the queue, and drop the
controller import from test/missing.js.
Co-Authored-By: Claude Opus 5.5 (1M context) <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>
Covers the plugin API changes between 2.0.0-alpha.27 and 2.0.0: ESM,
entrypoint functions and hooks, loadedPlugins, permissions on the
plugin declaration, the ctl renames, staticRoot and optional peer
dependencies.
Document that from 2.0 major versions contain breaking changes for end
users while minor versions may contain breaking changes for the plugin
API, and fix stale examples and names in writing-plugins.md and
managing-a-cluster.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Installing a plugin used to take two steps, npm install followed by plugin
add, and both silently did their work in whatever directory they were run
from. The new plugin install <package> subcommand runs npm install --save
and then discovers the plugin through the existing loadPluginList logic,
so the plugin list is updated in the same step.
The command refuses to run outside a Clusterio installation, detected by
the package.json the installer writes or one that depends on a Clusterio
package. plugin add with a bare package name warns in the same situation.
Reinstalling a plugin that is already listed reports it as such instead of
failing. Installing a package without the clusterio-plugin keyword fails.
Fixes#1008
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The LTS releases for v12 and v14 are already end of life and the v16 is
end of life in under two months from now on. Bump supported version up
to v18 as it does not make sense to continue to support EOL releases.
Even if we wanted to keep supporting them, our dependencies will not.
Note that Node.js v18 is currently not avaliable via the NodeSource PPA
on Ubuntu 19.10 and below or Debian 9 and below.
The role of a slave as a host for Factorio servers is not well reflected
in its name and has caused confusion among users. Rename slave to host
to better reflect its role as a host of Factorio servers.
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.
On Linux the installer offers to correctly download and install the
latest version of Factorio. Remove no longer needed instructions for
how to do it incorrectly.
I have seen multiple people have installed Clusterio as the root account
and then run it as root when tasked with setting up Clusterio on Linux.
Make this mistake harder to do by refusing to install as root by
default.
* 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
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.
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.
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.
Add detailed instructions for setting the https port the master server
runs on, setting the external_address option and how to set up a reverse
proxy to the master server.