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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
on_pre_player_left_game runs before on_server_startup when an old autosave
with connected players is loaded, so the data is still under inventory_sync.
The guard returned before get_script_data() could move it, and the recovery
upload was never sent.
Co-Authored-By: Claude Opus 5.5 <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>