Commit Graph
56 Commits
Author SHA1 Message Date
ILLISISandClaude Opus 5.5 cb450690ba Restore the body's place on the download forced by a dropped copy
The download a join forces after dropping a copy that took the body found the
player already a spectator, so it kept the spectator's place and restored the
character there. It now takes the surface, position and vehicle the dropped
copy kept.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 13:19:49 +11:00
ILLISISandClaude Opus 5.5 0149c72639 Upload on leave while an unconfirmed prefetched copy is held
The leave handler skipped the upload for any active download, including a
prefetched copy no join had confirmed, which has replaced nothing here. Newer
local data, such as after a failed upload whose retry the join cleared, was then
never uploaded. Only a real download skips it now; a copy whose join took the
body still uploads nothing through sync_in_progress.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 13:19:29 +11:00
ILLISISandClaude Opus 5.5 3f79cdb1a6 Download when a dropped prefetched copy already took the body
A copy confirmed at an earlier join has replaced the body with a spectator.
If a later join drops it (another controller run) while the generations match,
the join kept the local state: a spectator with no body, uploaded on the next
leave. Download instead. A newer copy replacing a held one keeps where the
body stood, so the replacement still counts as having taken it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 12:37:00 +11:00
ILLISISandClaude Opus 5.5 9c4e354738 Check the epoch on prefetched copies
An admin import or delete bumps the stored data's epoch and can start the
generations over, so a copy held from before it must not apply. The prefetch
carries the epoch like the token, and a held copy is used only when it matches
the acquire reply's.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 12:27:34 +11:00
ILLISISandClaude Opus 5.5 0bd7fccdf3 Keep newer local player data over a prefetched copy
An instance with older data can upload the generation a save already holds, and a prefetch of it then overwrote that
save's newer state. A join now drops a prefetched copy unless the ordinary download check says the data is needed.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 12:24:44 +11:00
ILLISISandClaude Opus 5.5 fdec6bc249 Explain why a prefetched copy needs the run token as well as the generation
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 12:24:24 +11:00
ILLISISandClaude Opus 5.5 17f029e39e Check the run token on every prefetched chunk
Chunks of an earlier controller run's copy still in flight could land in a newer run's copy of the same generation. Every chunk now carries the token, and the scenario ignores a chunk whose token differs from its record's.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 12:24:24 +11:00
ILLISISandClaude Opus 5.5 5e4dcada50 Tag prefetched copies with the controller's run token
If the controller crashes after sending generation N but before saving it, the destination keeps that prefetch while the controller restarts at N-1, and another instance can then upload different data as generation N. The controller now picks a random token per run, sends it with every prefetch and acquire reply, and the scenario applies a held copy only when its generation and token both match, and lets a new run's copy replace one with another token.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 12:24:24 +11:00
ILLISISandClaude Opus 5.5 ca7caedfbe Restore recipe notifications a prefetched copy would leave cleared
A prefetched copy is sent without the save's list of cleared recipes, so
its delta had only add, and a recipe cleared on the destination but not
in the stored list stayed cleared where a download would give it its
notification back. Without a current list the instance now sends the
whole stored list marked full, and the save gives the recipes it has
cleared that aren't in it their notification back, as a download's
remove does.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 12:23:38 +11:00
ILLISISandClaude Opus 5.5 fe416da26c Apply a prefetched copy on join without downloading
player_sync.prefetch_inventory holds a copy sent ahead in active_downloads
and finished_downloads, for a player who is offline or doesn't exist on
the destination, with the components its first chunk names. Chunk 1
refuses a player who is online, a download in progress, a stream of the
same or a newer generation and a finished copy of a newer one; a finished
copy of the same generation is replaced. At the acquire reply a copy is
used only when the reply is acquired with its generation and its
components are the ones the scenario syncs now. The player is then
switched to spectator as a download does and the copy is applied, at once
or at its last chunk. Otherwise the copy is dropped and the join
continues as before.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 12:23:38 +11:00
ILLISISandClaude Opus 5.5 18afae4686 Add set_destination remote interface to player_sync
A plugin that moves a player calls remote.call("player_sync",
"set_destination", player_name, instance_id) before connect_to_server.
It only records the destination. Every leave clears it, and a leave
that uploads with reason switching_servers adds it to the upload as
destination_instance_id. The README describes it for plugin authors.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 12:23:13 +11:00
ILLISISandClaude Opus 5.5 240180d847 Stream prefetched player data into the destination save
The instance passes destination_instance_id from a leave upload on as
destinationInstanceId, and sends a PrefetchEvent's data to
player_sync.prefetch_inventory in RCON chunks, using the download's
chunk loop. As for a download, the data is stripped by the instance's
own player_sync.sync_* options and the components go with the first
chunk. A non-empty reply means the save refused or ignored the copy and
stops the transfer.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 12:23:13 +11:00
ILLISISandClaude Opus 5.5 b8c1e89dff Forward player data to the instance a player is switching to
An upload can carry destinationInstanceId. Once the upload is stored,
the controller sends the stored data, the upload merged with its copy,
in a PrefetchEvent to that instance, if it is another running instance
with player_sync enabled. No lock is taken or released. A failed send is
logged and doesn't fail the upload.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 12:23:13 +11:00
Cooldude2606 4128f75328 Merge pull request #1012 from bbassie/feature/inventory-sync-tools
Add inspect and modify tools for inventory sync
2026-10-20 00:43:33 +01:00
bbassieandClaude Opus 5.5 ec7b5f2db8 Rework the player sync web page after UX review
The drawer actions move to its header as Export, Import and a trash
icon for Delete. Import and Delete are disabled while an instance
holds the player, since the stored data is out of date until it
uploads. The drawer also shows color and cheat mode.

Inventory tables get title case names, pagination at 10 rows, item
search, sorting and quality icons. The player list shows force with
a filter instead of generation, and the database stats use
Descriptions without the largest entry.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 23:24:02 +00:00
bbassieandClaude Opus 5.5 39df22be65 Close the remaining ways an accepted import fails to restore
Imports no longer accept the cutscene controller, which needs waypoints
to restore. Logistic filters and the basic item stack fields now have the
types and limits Factorio enforces, and the inventory summary skips
malformed items and counts repeated exported items once instead of
expanding them.

Lua's JSON loses precision past 2^50, so a generation there could no
longer be counted up and uploads were discarded. Imports now start over
from generation 1 when the stored or imported generation is at that limit.
Instances holding a copy from another epoch take the stored generation
instead of keeping their own higher one when there is no data to download.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 19:50:37 +00:00
bbassieandClaude Opus 5.5 9ecd497f1e Reserve the deleted marker for tombstones
Imports and uploads could carry deleted: false, which the loader took for
a tombstone on the next restart. The schemas now reject the property, and
the loader only treats deleted: true as a tombstone and strips the key from
entries already saved with it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 19:53:36 +00:00
bbassieandClaude Opus 5.5 feb3253bec Restore each imported appearance field on its own
An import with color but no chat_color or tag assigned nil to the missing
LuaPlayer properties and failed restoration.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 19:53:36 +00:00
ILLISISandClaude Opus 5.5 916b57b37c Raise the main inventory only by the armor equipment's bonus
The raise covered the whole gap between the serialized main inventory
and the main inventory with the armor restored, but only the bonus of
the armor's equipment arrives at the end of the tick. When the
destination force has a smaller character_inventory_slots_bonus than
the source, the rest of the gap never arrived and removing the raise on
the armor event dropped those slots on the ground. The raise is now the
equipment's inventory bonus minus what the grid already applies, at
most the gap, and the slots past it overflow into a corpse as without
the raise. Factorio 1.1 has no inventory bonus equipment and gets no
raise.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 23:19:20 +11:00
ILLISISandClaude Opus 5.5 4228b40562 Remove the inventory bonus raise on the armor inventory event
on_player_armor_inventory_changed for the restored armor is raised at
the end of the download's tick, after the inventory bonus of the armor's
equipment applied, so the raise is removed there instead of in the next
tick's on_tick. The raise is only made for armor with a grid, as the
event needs the armor to be restored.

A player leaving on the tick of a download no longer has the raise
removed from the character first, which shrank the main inventory
before the bonus applied and spilled the extra slots. The raise is
taken off the uploaded inventory bonus instead.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 22:34:34 +11:00
ILLISISandClaude Opus 5.5 b32f5416a1 Keep main inventory slots from armor equipment when restoring a character
The inventory bonus of equipment in the armor's grid (toolbelts) is
applied by the engine on the tick after the armor is inserted. The main
inventory was restored in the same tick, so the items of every slot past
80 plus research plus the armor's own bonus did not fit and were put in
a corpse: legendary mech armor with legendary toolbelts left 2125 of
2330 slots in the corpse.

The armor is now restored first, the character's inventory bonus is
raised to fit the saved main inventory, and the raise is removed again
on the next tick, or before an upload if the player leaves first.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 22:34:05 +11:00
bbassieandClaude Opus 5.5 41dc294542 Reject negative distance bonuses in imported player data
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 20:26:50 +00:00
bbassieandClaude Opus 5.5 5ca10d579d Restore pre-2.0 logistic slots and bound imported stats
Logistic slots saved before 2.0 are keyed by index strings, which
json_to_table keeps as strings, so the migration branch never ran and
the 2.0 branch failed on the missing sections. Detect the old format by
the missing sections and convert the keys to numbers.

The import schema now uses the minimums Factorio enforces for character
stats, checks the filter value type and the quick bar comparator, and
allows filters without quality or comparator.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 20:25:29 +00:00
bbassieandClaude Opus 5.5 c06555c5da Validate supplied components in imported player data
An import with `crafting_queue: {}` passed the schema and broke the
next restore in deserialize_crafting_queue. The import schema now
checks the members module/serialize.lua reads from the crafting queue,
quick bar, personal logistic slots and character stats, while still
allowing a component to be left out.

Character stats missing from the data are left as they are instead of
being set to nil.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 20:18:51 +00:00
bbassieandClaude Opus 5.5 5634651de1 Keep accepting uploads from instances without epochs
A host running the plugin from before epochs never sends one, so after
an import or delete every upload it made was discarded while the
instance believed it succeeded. The Lua now always sends its epoch, and
an upload without one is compared by generation against the stored
data the way it was before, taking over the stored epoch. Those hosts
can still overwrite an import with a copy they failed to upload, which
the README now says.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 19:12:46 +00:00
bbassieandClaude Opus 5.5 2529683c2b Save deleted players in the same file as player data
The tombstones lived in player_sync_deleted.json, written after
player_sync.json. A stop between the two writes lost the tombstone of a
fresh delete, and the next upload from an old copy brought the deleted
data back. Deleted players are now entries with deleted: true in
player_sync.json, so both are written in one safeOutputFile call.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 19:12:39 +00:00
bbassieandClaude Opus 5.5 c260baaf03 Validate imported player data before storing it
An import with an unknown controller or malformed inventories replaced
the stored snapshot and bumped its epoch, then broke the player's next
join. SetPlayerDataRequest now checks the fields the scenario restores,
leaving item stacks to the Lua deserializer and allowing the partial
snapshots instances with disabled components upload.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 19:12:12 +00:00
bbassieandClaude Opus 5.5 1ad5be0ff6 Keep each player's drawer state separate
An import, delete or release for one player that finished after another
player was selected reloaded the drawer with the first player's data
under the second player's name. The drawer body is now keyed by player,
so a late completion can only update the view it was started from.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 19:12:12 +00:00
bbassieandClaude Opus 5.5 f12b016cec Invalidate instance copies when player data is imported or deleted
Generations alone could not order a repair against copies held by
instances. Deleting dropped the watermark, so a stale instance could
skip downloading the new baseline. An import could land on the same
generation as an upload that never reached the controller, and the
instance would then keep its own copy.

Imports and deletes now bump a per-player epoch, which the controller
returns on acquire and checks on upload. Instances throw away a copy
from an earlier epoch, and deleted players keep their generation and
epoch in player_sync_deleted.json. A restarted download also takes the
new generation instead of the outdated one.

Generations in player data must now be non-negative integers, so an
invalid import is refused before it reaches the datastore.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 18:52:54 +00:00
bbassieandClaude Opus 5.5 1d14148606 Show the instance ID when its details can't be fetched
InstanceDetailsGetRequest needs core.instance.get, which the
player-sync list and show commands are not documented to require.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 18:52:29 +00:00
bbassieandClaude Opus 5.5 004fb13f1c Handle empty inventories serialized as objects
Factorio's table_to_json writes an empty inventory as {"i":{}}, which
made the summary throw for show and the web drawer.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 18:52:29 +00:00
bbassieandClaude Opus 5.5 f67097257b Ignore player data responses for an earlier selection
A request for one player could resolve after the drawer switched to
another and show its inventory, and export it, under the wrong name.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 18:52:29 +00:00
bbassieandClaude Fable 5.1 9cc5c64852 Cover the player-sync ctl commands in tests
Codecov flagged ctl.ts at 21% patch coverage. Run each command
through a fake control link with canned responses and check what it
prints and sends.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-17 18:52:29 +00:00
bbassieandClaude Fable 5.1 a81d98e981 Add inspect and modify tools for player sync
Admins had no way to look at or fix the player data the controller
stores when a sync went wrong. The web page now lists every stored
entry with its generation, size and the instance holding the lock, and
opens a drawer per player with an inventory summary, JSON export and
import, delete and lock release. The same operations are exposed as
clusterioctl player-sync commands.

Import bumps the generation past the stored one so instances holding an
older copy download the new data on the next join. Import and delete
are refused while an instance holds the lock, since its upload on leave
would undo the change. A new player_sync.inventory.modify permission
gates the write operations.

Closes #1003

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-17 18:52:29 +00:00
bbassieandClaude Opus 5.5 0504fe15ed Let the instance decide the components of a download
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>
2026-10-17 15:36:40 +00:00
bbassieandClaude Opus 5.5 ad779a8799 Keep a ghost's local requests and a remote view character's crafts
serialize_local_controller now respawns a player waiting to respawn for a moment to read the logistic requests hidden in the ghost, when logistics are not synced. Without this the requests were lost when the download turned the ghost into a spectator.

deserialize_player compares the physical controller with the one it restores. A player in remote view with a character was seen as changing controller, so with inventories off their crafting queue was serialized and queued a second time on the same character.

The ghost branch only sets the force when the force is synced, it errored on the stripped field otherwise.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 15:36:33 +00:00
bbassieandClaude Opus 5.5 a1a57b8c97 Place synced items from a list of stacks instead of script inventories
place_items no longer creates script inventories for what does not fit. Each serialized inventory is split at the size of its destination: the slots that fit are restored slot for slot and the rest become serialized stacks, which are inserted into the free space of the same inventory and then main, guns, ammo and armor. What is still left over is returned as a list and spill_items puts it into a corpse sized to hold it. This keeps 1.0 out of reach of game.create_inventory.

The armor-first fill order is gone, as the bonus slots from armor equipment only apply on the next tick anyway (#1106). Filters are no longer stripped for destinations, they are the same inventory type the data came from.

deserialize_inventory concatenated the filter table in its error print on 2.0, which errored out the whole restore when an inventory did not support filters.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 15:36:22 +00:00
bbassieandClaude Opus 5.5 923ba10d2a Test the download race and cleared requests without inventories
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 15:25:06 +00:00
bbassieandClaude Opus 5.5 905560d17b Keep local items and character state when replacing the character
With sync_controller on and sync_inventories off, switching to a synced
god, ghost or spectator destroyed the local character and its items.
Serialize the local items first and place them in the new controller.

Logistic requests and the flashlight live on the character, which the
download replaces when inventories are synced. Save them with the local
controller and restore them when their component is not synced.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 15:25:06 +00:00
bbassieandClaude Opus 5.5 93ead85e5d Upload cleared logistic requests on Factorio 1.1
A character without requests serialized to nil, which the controller
reads as a player with nowhere to hold them, so with inventories off
the stored requests came back. Serialize an empty table instead, clear
old slots before restoring on 1.1, and fix the set_personal_logistic_slot
typo that made any 1.1 restore fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 15:25:06 +00:00
bbassieandClaude Opus 5.5 45fedf28a0 Strip downloads by the components the scenario started them with
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>
2026-10-17 15:25:06 +00:00
bbassieandClaude Opus 5.5 aa06b9afe3 Move items to whatever controller the player ends up with
Syncing the controller required syncing the inventories, and with the controller off a god or ghost kept its local items while the stored character was left alone. Cooldude pointed out there is no reason the items can't follow the player to a different controller.

The controller and inventories components are now independent. The god inventory and the hidden ghost inventory belong to the inventories component. On download the scenario first settles the controller, synced or local, and then places the stored items into whatever that controller holds. An inventory goes slot for slot into the inventory of the same name when it fits, otherwise its items are inserted into the main, guns, ammo and armor inventories, and anything left goes into a corpse below the player. A spectator holds nothing, so everything goes into the corpse. A player without a character gets the crafting queue ingredients as items.

This removes the early respawn of a ghost with a stored character and the upload of the respawned character, a ghost now gets and uploads its hidden inventory. Download spectates every synced player when the inventories are synced, as a god or ghost now holds synced items too. The controller keeps the stored logistic requests when the upload came from a player with nowhere to hold them.

Slot filters are dropped when the destination does not support them, such as a script inventory.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 15:25:06 +00:00
bbassieandClaude Opus 5.5 f3d67ed7d9 Spell color the American way in the appearance option
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 15:25:06 +00:00
bbassieandClaude Opus 5.5 5adbb0283b Sync a death on instances that don't sync the controller
A player who died on an instance syncing inventories but not the controller uploaded no character, so the controller kept the stored one and the player got their items back on the next join while the corpse still held them. The scenario now respawns the ghost for a moment, as the controller synced path already does to read the hidden inventory, and uploads that character.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 15:25:06 +00:00
bbassieandClaude Opus 5.5 b0e07ea73b Merge uploads by the components they were serialized with
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>
2026-10-17 15:25:06 +00:00
bbassieandClaude Opus 5.5 8487c6d923 Test that uploads merge with the uploading instance's components
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 15:25:06 +00:00
bbassieandClaude Opus 5.5 c798b2a33f Keep the local controller intact when it is not synced
With the controller off, a god or ghost player was still turned into a spectator while downloading, which threw away the local state the sync is meant to leave alone. Only spectate a player without a character when the controller is synced, and skip the ghost round trip when the ghost is the local state.

A ghost on an instance that syncs inventories but not the controller never received the stored character, so after respawning it uploaded an empty one over it. Respawn such a ghost straight away when there is a stored character to give it.

Clear the saved local controller when the player picks a temporary inventory after a failed download, otherwise a later download restores the stale controller over the temporary character. An empty download only gives a character when the controller is synced or the player was spectated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 15:25:06 +00:00
bbassieandClaude Opus 5.5 0e559cf000 Allow inventory sync components to be turned off per instance
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>
2026-10-17 15:25:06 +00:00
ILLISIS d5d4eb7fef Sync quick bar slots that hold a specific item (#1098)
* Sync quick bar slots that hold a specific item

Quick bar slots of type item (a specific blueprint or blueprint book) were
dropped with a warning. Store the player inventory and slot that holds the item,
and after the inventories are restored point the quick bar slot at the stack in
that slot. Slots whose item is not in the inventories are dropped as before.
2026-10-16 20:40:59 +03:00
a75354f9bb Restore logistic group filters when the group is missing or empty (#1097)
* Restore logistic group filters when the group is missing or empty

Named personal logistic groups were restored by name only, so a force
without a group of that name got an empty one, and the empty filters were
uploaded again on leave. Keep assigning the name only when the force's group
already has filters, otherwise also write the stored filters.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>

* Restore ghost player force before logistic slots

A player waiting to respawn had its personal logistic slots restored
before its force was set. The group lookup and the filter write then
used the force the player had on this server, which could write the
incoming requests into a group shared with other players.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: ILLISIS <jayson.harris01@gmail.com>
Co-authored-by: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-16 15:29:37 +03:00