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.
* 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