Split up the action of registring an event or request data class to be
decoded by the Link class and the action of registring a handler for
those requests and events. This moves the validation work from Link
instantiation time to startup initialisation which makes logic errors
fail on startup instead of failing instantiation of the link when a
connection attempt is made.
Additionally implement a partial validation logic for messages received
using the newly refactored message registration. This unfortunately
ended up merged with the registration refactor.
Reverse the direction of the API for sending messages from
messageDefinition.send(link, { content });
to
link.send(new MessageClass(content));
and convert all message definitions to use the JSON serialisable class
pattern and explicit registration of message handlers, along with a
end-to-end based routing of messages instead of link to link.
The experience I gained from the existing way messages were defined and
sent over links was that it was difficult to understand for people
unfamiliar with the system. The automatic registration of message
handlers ment that code was being called as if by magic from nowhere
with no easy way to discover it. The manual forwarding and rules for
what can be sent where and how obscured its working.
The use of pure JSON as both input and output from message handlers made
it tedious to work with. Data had to be manually converted between the
program representation and the over the wire format, which made handler
code unplesant to write. Particularly because the over the wire format
used snake_case while the program code uses camelCase for variables.
The idea behind the decision to do it this way was to make it more clear
which data came from the wire and which from the program, and while this
worked it didn't make message handlers any nicer to write.
The direction of the API and magic registration of message handlers also
meant that a future migration to TypeScript would be troublesome. While
it may be possible to implement, the degree of TypeScript magic required
would go starkly against the principle of keep it simple stupid.
By refactoring to using the JSON serialisable class pattern most of
these issues go away. There is no longer a need to distinguish the on
wire format of messages with the program representation because the only
place that deals with the wire format of messages are the toJSON and
fromJSON methods on the classes themselves. Message handlers will work
with proper instances of classes instead of raw data, something that
makes them easier to write, and trivial to type with TypeScript.
End-to-end routing also simplifies sending messages that need to do
mulitple hops to reach the destination. And removes the need for having
all messages be specified in plugin's info module, as they can be routed
without having to be parsed completely.
The explicit registration of message handlers is something that I
thought would be tedious boilerplate code that could be automated away.
But experience now shows it to be the opposite. Allthough dull
repetition, the purpose it serves is to link together the code in a way
that humans can easily find. With explicit registration searching the
name of the message handler in the editor will show the registration that
ties it together with the type of message it handles and the kind of
registration. With implicit registration searching the name of the
message handler turns up only the handler with no clue as to what calls
it.
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.
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.
In order to import a path inside packages/lib/ in the webpack shared
module environment it has to be declared as shared in both the web_ui
webpack config and the plugin's webpack config. This is rather error
prone and easy to miss. Move the burden of specifying which entrypoints
are valid in lib to lib itself by changing all imports in the web
interface code to import from @clusterio/lib instead sub paths.
For web code this means imports is done like this from now on:
import { libConfig, libLink } from "@clusterio/lib";
For info.js which has to be loadable by both Node.js and web code the
imports are done as follows:
const { libConfig, libLink } = require("@clusterio/lib");
While the Node.js only code can either continue to import sub paths
directly or use the info.js style.