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241 Commits
Author SHA1 Message Date
Arvids Godjuks a9cc743106 Merge pull request #240 from Hornwitser/release-1.2.1
Release 1.2.1
2019-09-20 14:18:52 +02:00
Hornwitser 2a7758f60d Release version 1.2.1
This release incorporates some minor bugfixes and a security fix for
an unauthenticated api in the master server.  See CHANGELOG.md for
details.
2019-09-18 18:20:00 +02:00
Hornwitser 7e2ca58a59 Fix license in package.json
Correct license entry being ISC instead of MIT in package.json.
2019-09-18 18:17:38 +02:00
Arvids Godjuks 718d4ed659 Merge pull request #239 from Hornwitser/fix-sigterm
Spawn factorio server deteached in client.js
2019-09-18 18:14:13 +02:00
Hornwitser 6b090cddbe Spawn factorio server deteached in client.js
Sending ^C via the terminal on Linux may cause SIGINT to be sent twice
to the factorio process, causing it to exit without completing the
saving.  This happens because the shell sends the interupt to all
members of the process group for the job and this includes both the
node client process and the factorio server process.

Avoid this situation by passing detached to spawn when the platform is
Linux, which causes the process to be created with its own process group
and therefore not targeted by a SIGINT from the shell.

This unfortunately does not work on Windows as we can't send SIGINT or
^C to a process there.  Doing subprocces.kill on Windows terminates the
process similarly to how SIGKILL works on Linux.
2019-09-18 18:11:49 +02:00
Arvids Godjuks 56c023f643 Merge pull request #232 from Hornwitser/update-node-factroio-api
Update node-factorio-api
2019-09-12 17:19:07 +02:00
Hornwitser 78de7236c5 Update node-factorio-api to 0.3.8
Fixes #229

Note that the versions 0.3.6 and 0.3.7 had issues with an old
mod_cache.json being present.
2019-09-12 16:52:44 +02:00
Arvids Godjuks 97c7a69c7a Merge pull request #230 from Hornwitser/auth-1.2.x
Add authentication to socket.io server
2019-09-11 15:19:18 +02:00
Hornwitser 0c45e57732 Add authentication to socket.io server
Authenticate connections made to the socket.io server via a token query
parameter that's validated in a similar manner to the x-access-token for
HTTP requests.
2019-09-10 23:51:48 +02:00
Arvids Godjuks 88eff17dfd Updated README.md 2019-09-04 16:20:50 +02:00
Daniel e1374d501e Use correct version in package.json 2019-08-30 18:06:42 +02:00
Godmave 3f2bd2653e #update to new hotpatch (#203)
- fixes freeplay scenario
- fixes that clicking the admin gui border kills the server
2019-08-10 11:31:03 +02:00
Godmave 5bbd879f34 Merge pull request #199 from Hornwitser/fix-getinstances
Fix broken require in lib/getInstances.js
2019-08-09 11:36:48 +02:00
Hornwitser 81aa2141b9 Fix broken require in lib/getInstances.js
The require change in f76c84c for lib/getInstances.js accidentally left
out the lib/ prefix causing it to break.
2019-08-09 11:06:48 +02:00
Arvids Godjuks 9c108dd4dd Merge pull request #197 from Hornwitser/remove-remotemap
Remove outdated remoteMap
2019-08-07 17:55:25 +03:00
Hornwitser 6415784e8a Remove outdated remoteMap
Remove the old and outdated remoteMap plugin.  Also removes the
directory for linvodb in databases and the troubleshooting step related
to linvodb.
2019-08-07 16:03:51 +02:00
Arvids Godjuks 206f3db042 Merge pull request #195 from Hornwitser/cover-fix
Fix the coverage and test scripts
2019-08-07 16:42:00 +03:00
Hornwitser fb28693dec Disable remoteMap tests
Disable the tests for the old and outdated remoteMap plugin as it breaks
the whole testing harness due to the linvodb3 dependency being missing.
2019-08-07 15:23:25 +02:00
Hornwitser 79ff52aa20 Replace istanbul with nyc
Use nyc instead of istanbul as the later has been deprecated and is no
longer being developed.  Fix the cover and test scripts to work again
with nyc and add the output dir for nyc into .gitignore.
2019-08-07 15:21:30 +02:00
Arvids Godjuks cb4616f47c Merge pull request #194 from Hornwitser/slim
Removing unused or excessive dependencies
2019-08-07 14:20:56 +03:00
Hornwitser bc7f3804c8 Remove right-pad
Remove unused dependency right-pad.
2019-08-07 10:18:14 +02:00
Hornwitser a452749caa Remove app-root-path
Resolve the relative path using path.relative instead of some hacky
string substitutions.
2019-08-07 10:18:14 +02:00
Hornwitser 1e8fb85122 Remove bcryptjs
Remove unused dependency bcryptjs.
2019-08-07 10:18:14 +02:00
Hornwitser 66c0238a3d Remove undescore
A 50 kb library is not needed to make a function run once, especially
not when it doesn't work.  _.once does not modify the function passed to
it to only run once it returns a new function that only runs once.
Since the result of once was discarded, it had no effect.

Remove underscore and implement instanceManagement running once properly
with 3 lines of code.
2019-08-07 10:18:14 +02:00
Hornwitser ca0281ae58 Remove pointless micro-optimization
This saved 30ms of the startup on my machine.  Even if it saved a second
it's still pretty pointless as we're not depending on the master server
startup being super fast.
2019-08-07 10:18:14 +02:00
Hornwitser 200c8dbdeb Use --only=production on npm install
Add --only=production flag to Dockerfile and the README entries
describing how to install nodes.  This will avoid pulling in a lot of
dependencies that are not needed for running master/slaves.
2019-08-07 10:18:14 +02:00
Hornwitser d0afcbf0ac Move html5-validator to devDependencies
html5-validator is only used for testing the master server web interface
and does not need to be included on production installs.
2019-08-07 10:18:14 +02:00
Hornwitser 13a069a798 Reimplement hashFile locally
Replace the 10 MB of dependencies that is hash-files with a homebrew
Promise based implementation of hashFile that uses crypto and fs.  This
somehow also ends up being the same amount of code as the one using
hash-files.
2019-08-07 10:18:14 +02:00
Hornwitser 0e849488e2 Remove snyk
It's not supposed to be installed as a dependency in the first place,
and this seems like the wrong solution to there being too many stinking
dependencies to keep track the security of.
2019-08-07 10:18:14 +02:00
Hornwitser 6264bd9888 Update node-factorio-api
The 0.3.5 release of node-factorio-api removed the dependency to
documentation, which itself pulls in another 500 dependencies.  Update
to 0.3.5 to avoid having this pulled in.
2019-08-07 10:18:14 +02:00
Hornwitser cbd1939a74 Stop pretending there's documentation
Remove docs scripts, documentation.yml and the documentation dependency.
2019-08-07 10:18:14 +02:00
Godmave 7cf9319624 Merge branch 'master' into master 2019-08-06 19:52:41 +02:00
Godmave de2141ec50 make masterPlugins visible to other things again 2019-08-06 19:45:18 +02:00
Godmave 0df1b8e1fd Add tailing of files and move socketio connect after plugin load (#191)
#add tailing of files to prevent lost data between factorio and clusterio
#move socketio connect to the bottom after the plugins are loaded 
  to prevent plugins not getting the connection event
#add some more transfer compression in different places
2019-08-05 07:47:57 +02:00
Godmave ec0243d7cf #resolve merge conflict 2019-08-04 17:54:58 +02:00
Godmave f32624586b #resolve merge conflict 2019-08-04 17:51:09 +02:00
Godmave 6ea47cb6af Merge branch 'master' into master 2019-08-04 17:47:32 +02:00
Godmave a204163a6c #replace stray whitespaces with tabs again 2019-08-04 17:26:50 +02:00
Hornwitser f76c84c3f1 Move node_modules/_app/ into lib/ as a package (#190)
Move the contents of node_modules/_app into lib/ as there shouldn't be
any content in node_modules.  This directory is automatically managed
and pruned by npm.

Add lib/ as a local package in package.json, this allows scripts
everywhere to require it's content as "lib/path" instead of relying on
local paths.  This shadows the StdLib Node.js Bindings package, but I
could care less.

Change all requires with lib as a local path and _app to use just lib.
2019-08-04 15:52:36 +02:00
Godmave 6caef9bda9 #add some more compression
#add tailing of files to prevent lost data between factorio and clusterio
#move socketio connect to the bottom after the plugins are loaded to prevent plugins not getting the connection event
2019-08-04 15:45:17 +02:00
Godmave 30cda4de3b Merge pull request #11 from Danielv123/master
merge
2019-08-04 15:43:09 +02:00
Hornwitser a13d4c6805 Use published version of rcon-client-fork (#188)
Switch to a version of rcon-client-fork that's published on npm.  Avoids
having to put build files in the git repo.
2019-07-30 16:28:43 +03:00
Godmave 56b805e19b Merge pull request #187 from Zeroto/master
Switch to rcon-client git dep with dep build output in it
2019-07-30 14:06:34 +02:00
Sander Homan 5fd3a6b188 Switch to rcon-client git dep with dep build output in it 2019-07-30 14:03:56 +02:00
psihius 9d1e60aa03 Remove Doomsday scenario, should be reworked as dynamic plugin. See doomsday-save-point for scenario code 2019-07-30 11:49:24 +02:00
Godmave d819644b01 Merge pull request #186 from Zeroto/master
Fix notifying about the same research being finished
2019-07-30 08:12:21 +02:00
Sander Homan 042230dc2c Fix notifying about the same research being finished
This is just a bandaid to fix a symptom. The underlying cause is still there, but at least it shouldn't spam the players anymore.
2019-07-29 20:31:42 +02:00
Hornwitser a00183e94c Switch to rcon-client fork (#183)
Switch to using fork of rcon-client where the commands and the responses
are not converted to ASCII before being sent over the wire.  Should fix
the issue with Russian text showing up as garbled letters in the chat as
well as the issue with train schedules using >= and <= conditions.

If rcon-client upstream is updated with the utf8 patch this commit can
be reverted with the version the patch was included in.
2019-07-28 14:42:44 +02:00
Arvids Godjuks c95d9f9464 Added "Doomsday" scenario (#184)
* Added doomsday scenario
2019-07-27 22:59:23 +03:00
Danielv123 a1237d8cfd Added CLI script for deleting players from playerManager 2019-07-26 23:55:33 +02:00
Godmave 35101a7e32 Merge pull request #10 from Danielv123/master
sync
2019-07-26 18:55:46 +02:00
Godmave 95d06293f5 Merge pull request #181 from Hornwitser/patch-1
Fix wrong argument order
2019-07-26 18:53:58 +02:00
Hornwitser 2714b09e5d Fix wrong argument order
Fix compression not applying because the order of the callback and
options arguments were swapped in the call to Needle.get for the
request_cluster_data function.
2019-07-26 18:51:16 +02:00
Godmave e733cfde03 Merge pull request #180 from Godmave/master
add compression to research sync
2019-07-25 23:23:57 +02:00
Godmave 008ea139c6 #add compression 2019-07-25 23:22:46 +02:00
psihius 3338c439dd Empty meta fix for querying new slave check 2019-07-25 22:20:34 +02:00
psihius b956438d8d INVALID REQUEST is not a valid json key for a variable, end up being "undefined" 2019-07-25 22:08:33 +02:00
Godmave cdbbdd41c7 Merge pull request #9 from Danielv123/master
sync
2019-07-23 20:34:51 +02:00
Master-Guy e2775adcc3 /api/rconPasswords fix & /api/slaves security fix (#179)
Fix for /api/slaves to not send rconPasswords
Fix for /api/rconPasswords to work properly and send partial information
2019-07-20 15:52:47 +02:00
Master-Guy d909b4aa47 Fix for /issues/177 (#178)
/api/editSlaveMeta: Removed unneeded rcon check
/api/getSlaveMeta: Removed useless password check
/api/checkMod: Added authenticate.middleware
/api/slaves: Renamed to /api/rconPasswords and changed to authenticate.middleware
/api/runCommand: Changed to authenticate.middleware
2019-07-20 14:33:54 +02:00
Master-Guy 49611a2062 /api/slaves POST (optimized) (#176)
* Adds a /api/slaves POST call that requires authentication. It also returns the rconPasswords, unlike the GET call.
2019-07-19 15:37:49 +03:00
AreYouScared ee6ab6ab72 Remove GPS pings in crosschat (#172)
* Remove GPS pings in crosschat

Cross-server gps pings are annoying, lets fix that

* Lets just do it the right way <3

Should be better

* Take 2

Let's try that again
2019-07-19 12:05:03 +02:00
Arvids Godjuks de92ca96b9 Merge pull request #173 from Master-Guy/master
Add "info" field between client and master
2019-07-18 18:15:37 +03:00
Arvids Godjuks 77281d0662 Merge pull request #174 from MrRozdor/log-research-sync
Add logging to researchSync plugin
2019-07-18 16:25:27 +03:00
TechnoStrife 2831c07000 Add logging to researchSync plugin 2019-07-17 23:21:57 +03:00
Master-Guy 6ac8c0711f JSON fix
Small fix for JSON
2019-07-17 19:23:53 +02:00
Master-Guy c9cbc48d95 2/2 Add "info" field between client and master
Adds a "info" field to config.json and allows the client to send the contents of this info field to the master, so it also shows up (i.e. with /api/slaves)
2019-07-17 18:40:01 +02:00
Master-Guy 50370bf858 1/2 Add "info" field between client and master
Adds a "info" field to config.json and allows the client to send the contents of this info field to the master, so it also shows up (i.e. with /api/slaves)
2019-07-17 18:35:02 +02:00
Godmave d1fd4c3565 Merge pull request #171 from MCRcortex/patch-1
added res.sendStatus(200); to stop client errors throwing
2019-07-17 14:07:14 +02:00
MCRcortex 8672afe940 added res.sendStatus(200); to stop client errors throwing
according to the docs
"The methods on the response object (res) in the following table can send a response to the client, and terminate the request-response cycle. If none of these methods are called from a route handler, the client request will be left hanging."
Last sentence is the critical one.
Sending a status code 200 should fix the issue
2019-07-17 22:04:29 +10:00
Godmave adf6763a0d Merge pull request #170 from MrRozdor/fix-researchsync
Fix researchSync that it counts progress only from techs on same level
2019-07-17 07:16:48 +02:00
TechnoStrife d48a824a69 Fix researchSync that it counts progress only from techs on same level 2019-07-17 00:31:15 +03:00
Godmave f28b73cf31 Merge pull request #169 from MrRozdor/spread_researching
Fix for migation to new researchSync version
2019-07-15 21:50:38 +02:00
TechnoStrife fec3cf5ddf Fix for migation to new researchSync version 2019-07-15 22:49:39 +03:00
Godmave c7cfb8ce70 Merge pull request #168 from MrRozdor/spread_researching
Make any node be able to research anything
2019-07-15 21:27:49 +02:00
TechnoStrife 93c210f0c7 Merge branch 'master' into spread_researching
# Conflicts:
#	sharedPlugins/researchSync/dumpResearch.lua
#	sharedPlugins/researchSync/index.js
2019-07-15 22:14:09 +03:00
TechnoStrife 251ec696a3 Fixes && debugging 2019-07-15 18:29:53 +03:00
Godmave 773a2c412e Merge pull request #167 from veladon/pr/3
fix for stats exporter console errors
2019-07-15 15:05:21 +02:00
veladon c0499e7f27 Merge branch 'master' into pr/3 2019-07-15 13:57:27 +01:00
veladon 0a65946bf4 fix for /api/logstats 2019-07-15 13:47:53 +01:00
veladon 233410add7 fix for stats exporter console errors (#166) 2019-07-15 13:49:49 +02:00
veladon fea9fb28ca Merge branch 'master' of https://github.com/veladon/factorioClusterio 2019-07-15 12:46:45 +01:00
veladon e1b510b441 fix for stats exporter console errors 2019-07-15 12:46:38 +01:00
veladon 34301eb381 Merge pull request #2 from Danielv123/master
merge
2019-07-15 12:44:43 +01:00
TechnoStrife 4a0956d174 Fix a bug causing all slaves data gets cleared on master startup
Cherry-picked from fix-slaves-data-cleanup-on-startup
2019-07-15 11:39:11 +03:00
TechnoStrife 3b814eeea4 Fix a bug causing all slaves data gets cleared on master startup (#165) 2019-07-15 10:34:02 +02:00
TechnoStrife 98c6795f8f Make researchSync work for any research on any node 2019-07-15 00:46:21 +03:00
Godmave 21dd80df9b Merge pull request #8 from Danielv123/master
sync
2019-07-14 20:54:46 +02:00
Arvids Godjuks 0b34f07954 Dump only enabled research (#164) 2019-07-14 17:48:20 +02:00
Daniel c978e8e748 Merge pull request #163 from psihius/master
Mass sync does not spam
2019-07-14 15:58:07 +02:00
psihius 71870daaba Made so mass tech sync does not make sounds or messages, only notifies at the end 2019-07-14 15:00:55 +02:00
Daniel 5a60f317ba Merge pull request #162 from psihius/master
Update to research sync plugin
2019-07-14 14:06:24 +02:00
psihius b666a909ab Formatting and logging adjustments 2019-07-14 01:32:34 +02:00
psihius 0afe35b67c Updated research sync to handle infinite science and hopefully stop it from apply same research in a loop annoying everyone 2019-07-14 01:25:48 +02:00
veladon 096ead5bc4 Merge pull request #1 from Danielv123/master
merge
2019-07-13 18:14:51 +01:00
TechnoStrife fa4c10dce2 Code refactor 2019-07-12 18:52:47 +03:00
Daniel Vestøl 1f8ac50950 Better error message for statisticsExporter 2019-07-09 22:50:28 +02:00
Godmave 10d5b0da9b Merge pull request #7 from Danielv123/master
pull updates
2019-07-06 19:57:53 +02:00
Daniel Vestøl 6c32271c56 Fixed rcon timeout in the right place, set to 200s for 1250kB commands 2019-07-06 12:44:31 +02:00
Daniel Vestøl a122f2b09e Increased rcon timeout to 20s, increased maxPending to 5 2019-07-06 00:46:22 +02:00
Daniel Vestøl f35be2f355 Set max pending rcon requests to 1 2019-07-05 23:42:51 +02:00
Daniel Vestøl d66d22a9cd Updated rcon-client 2019-07-05 23:07:25 +02:00
Godmave 7d6a5bb6d2 Merge pull request #6 from Danielv123/master
getting up to date
2019-06-24 18:51:21 +02:00
Daniel bf2e78d530 Merge pull request #159 from veladon/master
Added cluster model js to /lib/
2019-06-10 14:11:04 -07:00
veladon bf4b7fe1b8 Added cluster model js to /lib/ 2019-06-10 21:40:31 +01:00
Daniel 66ba706c56 Use neural net dole divider by default on new installs
See "useNeuralNetDoleDivider": true,

If this causes issues, simply set it to false in config.json. If you find normal dole division to work badly as well, set disableFairItemDistribution to true.
2019-06-02 15:27:50 +02:00
Daniel 79c9ac839e Merge pull request #158 from axapaxa123/master
New NN, added debt system
2019-06-02 06:26:11 -07:00
Daniel 7f59b200b1 Merge pull request #153 from veladon/master
player to character inventory renames and extra info for EACCESS problem
2019-06-02 06:24:23 -07:00
axapaxa123 d719a73328 New NN, added debt system 2019-06-02 15:13:49 +02:00
axapaxa123 616bb9cc8f Merge pull request #1 from Danielv123/master
Merge pull request #152 from axapaxa123/master
2019-06-02 15:04:32 +02:00
veladon 3ae55cbd27 Updated defines.inventory.player_<x> to defines.inventory.character_<x> as per 0.17.35 change to rename character entity type from "player" to "character". 2019-05-13 20:41:15 +01:00
Daniel 7ae9ff6649 Merge pull request #152 from axapaxa123/master
New NN, updated required data
2019-05-13 10:42:53 -07:00
axapaxa123 0b3007d22d New NN, updated required data 2019-05-13 19:22:55 +02:00
veladon bd7a116860 Added extra instructions to readme for the EACCESS common problem 2019-05-12 18:10:44 +01:00
Daniel Vestøl 0c9ed582cc Fixed scenario_loader 2019-04-22 13:45:09 +02:00
Daniel d7bfc2193e Merge pull request #151 from axapaxa123/master
Neural Dole v2
2019-04-12 11:54:12 -07:00
axapaxa123 ce9e1d876a Updated neural network and interface 2019-04-10 01:14:39 +02:00
axapaxa123 86d4f3dba4 Longer accounting period, moved creation of gauge 2019-04-10 01:13:06 +02:00
axapaxa123 0fe5633926 Moved gauge creation, 0 items don't fail requests 2019-04-10 01:11:32 +02:00
axapaxa123 595b4e5ac9 Update master.js 2019-04-03 14:40:42 +02:00
axapaxa123 7d2ac5808f Update dole_nn_base.js 2019-04-03 14:40:11 +02:00
axapaxa123 fddafaec09 Update remove.js 2019-04-03 14:39:29 +02:00
Daniel Vestøl abf4b5d926 Updated freeplay script to 0.17 version 2019-03-31 17:56:34 +02:00
Daniel Vestøl 00dfae8bd1 Fixed another bug in scenarioLoader 2019-03-24 20:34:53 +01:00
Daniel Vestøl 2ef6c93b05 Use old doledivision as default, new NN based dole is optional 2019-03-24 20:18:03 +01:00
Daniel Vestøl 2165acb171 Merge branch 'neuralDoleDivision' 2019-03-24 20:16:32 +01:00
Daniel Vestøl 8357fa23ce Fixed bug in scenarioLoader 2019-03-24 20:14:47 +01:00
Daniel Vestøl 94d434c8ef Initial release of neural net based dole divider 2019-03-23 00:14:23 +01:00
Daniel Vestøl 56cf131c70 Moved most of /api/remove to its own file 2019-03-22 19:29:56 +01:00
Daniel Vestøl a2be560b8b Updated hotpatch 2019-03-13 20:13:03 +01:00
Daniel a3e33f6164 Merge pull request #148 from Danielv123/snyk-fix-9pjp3n
[Snyk] Fix for 7 vulnerable dependencies
2019-03-10 06:23:51 -07:00
Daniel 01e96a4dcb Merge pull request #149 from wchristian/patch-1
independant -> independent
2019-03-06 22:19:20 -08:00
Christian Walde (Mithaldu) d189a82494 independant -> independent 2019-03-07 05:03:45 +01:00
Daniel Vestøl c15709ddc1 0.17 update: Fixed hotpatch and scenario_loader 2019-02-27 11:05:39 +01:00
snyk-bot 3f29a722bb fix: .snyk & package.json to reduce vulnerabilities
The following vulnerabilities are fixed with a Snyk patch:
- https://snyk.io/vuln/npm:hawk:20160119
- https://snyk.io/vuln/npm:http-signature:20150122
- https://snyk.io/vuln/npm:mime:20170907
- https://snyk.io/vuln/npm:minimatch:20160620
- https://snyk.io/vuln/npm:request:20160119
- https://snyk.io/vuln/npm:tunnel-agent:20170305
- https://snyk.io/vuln/npm:uglify-js:20151024
2019-02-25 06:48:23 +00:00
Daniel Vestøl 103409b0cd Added setting disableFairItemDistribution to disable dole division factor 2019-02-18 19:49:49 +01:00
Daniel 7e0b131557 Merge pull request #147 from joshricker/patch-1
Remove command splitting
2019-02-18 10:27:45 +01:00
joshricker f9a9722215 Remove command length.
Remove command length for better compatible with large mod packs.
2019-02-18 03:26:11 -06:00
Daniel Vestøl 78061df0c2 Removed dead asset source from remoteMap 2.0 2019-02-04 13:02:07 +01:00
Daniel Vestøl 0024b84745 Added license note for Angels Icons 2019-02-04 12:50:20 +01:00
Daniel df7100ecba Merge pull request #146 from Teoxoy/master
Added logo
2019-02-01 07:48:53 +01:00
Daniel df1875f24d Update README.md 2019-02-01 07:48:33 +01:00
Teoxoy d9afb92ade added logo 2019-02-01 00:05:25 +01:00
Daniel Vestøl 09f476ec40 Added support for 3625 Angels item icons 2019-01-31 14:34:02 +01:00
Daniel Vestøl 846853813a Added rcon tool and better prometheus monitoring for websockets 2019-01-05 14:35:43 +01:00
Daniel Vestøl 064ee0827a Updated Hotpatch to 1.1.11, might have fixed some desync issues 2019-01-02 13:50:18 +01:00
Daniel Vestøl d859cb554a Merge branch 'search' 2018-12-17 22:15:07 +01:00
Daniel Vestøl eaa8d5373c Readded whitespaces 2018-12-17 22:14:51 +01:00
Heilig, Eric 6855923e58 formatting 2018-12-17 14:06:33 -07:00
Heilig, Eric a8fb5197fd allow searching for multiple criteria separated by space 2018-12-17 14:01:38 -07:00
Daniel abc94a16c1 Merge pull request #143 from J-Lassauw/ui_overhaul
Removed Duplicate entity draw entry
2018-12-15 18:59:15 +01:00
J-Lassauw ceaf69810b Removed Duplicate entity draw entry 2018-12-15 17:57:07 +00:00
Daniel Vestøl 2efb628884 Merge remote-tracking branch 'origin/dev' 2018-12-15 16:48:41 +01:00
Daniel d4600c960e Merge pull request #142 from J-Lassauw/ui_overhaul
Web UI Overhaul
2018-12-15 16:47:38 +01:00
J-Lassauw 81fa5abae0 Small fix to make sure old pages using the side bar go to the new nav 2018-12-14 14:30:36 +00:00
J-Lassauw dc9d8bf987 Added fetch mod meta functionality
Fixed bug in settings with new UI
Re-added mod nav options
2018-12-13 16:56:09 +00:00
J-Lassauw 1788d72f8f Updated node details and settings style
Fixed nav spacing.
Added a header to the storage table.
2018-12-11 22:31:30 +00:00
J-Lassauw 659b071eb6 Started web UI overhaul
Added bootstrap
Broke some functionality with additional mods
2018-12-09 15:05:52 +00:00
Daniel Vestøl 274c5af9f5 Added new auth function to lib/authenticate 2018-12-09 15:59:11 +01:00
Daniel Vestøl 8c0a4b1a9e . 2018-11-27 21:00:12 +01:00
Daniel Vestøl 3b9dd6dcc8 Fixed bug with serverManagers web interface 2018-11-21 07:35:51 +01:00
Daniel Vestøl 9b6f8cf652 Fixed error related to getting playerCount 2018-11-17 16:09:46 +01:00
Daniel Vestøl ce13ad50e0 Fixed desync when viewing scenario code in hotpatch 2018-11-17 11:05:10 +01:00
Daniel Vestøl 18c486855d Revamped scenario loader for cross platform compat 2018-11-15 21:37:42 +01:00
Daniel Vestøl 12a0ebf8d1 Scenario loading has big issues with paths, this is a bandaid 2018-11-14 22:17:09 +01:00
Daniel Vestøl 081d9a5bea Made scenario loading less insanely spammy 2018-11-13 21:28:13 +01:00
Daniel Vestøl 1e868b4ff4 Changed hotpatch scenario dir for visibility, made scenario loading recursive 2018-11-13 21:24:42 +01:00
Daniel Vestøl 58b609cbd0 Fixed portable instances 2018-11-10 17:29:32 +01:00
Daniel Vestøl 2c6b8becd4 Added setting disableImportsOfEverythingExceptElectricity 2018-11-07 19:24:04 +01:00
Daniel Vestøl 1676dc80db Merge branch 'dependencyRemoval' 2018-10-23 11:13:36 +02:00
Daniel Vestøl 52d35ab955 Added new plugin for reporting production/kills/construction statistics to Prometheus 2018-10-23 11:10:59 +02:00
Daniel Vestøl aaf4d8b6f1 Removed graphing functionality that utilized linvodb 2018-10-23 11:10:26 +02:00
Daniel Vestøl 8766529e5b Removed linvodb/leveldown dependency 2018-10-22 11:06:21 +02:00
Daniel Vestøl 1b518964fc Updated readme 2018-10-18 21:30:23 +02:00
Daniel Vestøl c4a2b50c08 Fixed some broken statistics 2018-10-17 21:50:32 +02:00
Daniel Vestøl 3f4309fab0 Added pushgateway for prometheus statistics 2018-10-12 23:28:10 +02:00
Daniel Vestøl 2855268e34 Attempted fix for breaking /slaves/ 2018-10-11 14:47:13 +02:00
Daniel Vestøl ffe42c523a Added trainTeleports to plugin list in readme 2018-10-04 19:33:36 +02:00
Daniel db20e9c780 Merge pull request #138 from jakedraddy/master
Add plugin list to readme (with discordchat plugin).
2018-10-01 23:39:15 +02:00
Jacob Draddy 02a401c6c3 Add plugin list to readme (with discordchat plugin). 2018-10-01 17:34:40 -04:00
Daniel Vestøl 94ac9ca624 Added scenario_loader plugin, updated hotpatch (new saves now gives the starting items) 2018-09-29 15:21:35 +02:00
Daniel Vestøl e2566d2d1c [big change] Added serverManager plugin 2018-09-27 14:35:41 +02:00
Daniel Vestøl 852311e84c Plugin loading race condition, resolves #136 2018-09-27 13:48:41 +02:00
Daniel Vestøl 810e4a27b5 Removed snyk 2018-09-27 10:35:25 +02:00
Daniel Vestøl 8a84f4087a Bugfix and usability improvements 2018-09-23 09:17:07 +02:00
Daniel Vestøl 087ba8dabe Improved docs, disabled remoteMap by default 2018-09-09 19:55:09 +02:00
Daniel Vestøl 07b9d0a0f5 Fixed getMac spam in VMs, added log rotation 2018-08-23 10:04:19 +02:00
Daniel Vestøl 857a6824fc Added analytics 2018-08-16 14:52:26 +02:00
Daniel Vestøl 765146b559 Plugin loading now respects disabled plugins 2018-08-16 14:52:09 +02:00
Daniel Vestøl ffa2d0b0fb Fixed windows crash on ctrl+c preventing factorio from saving 2018-08-16 12:19:18 +02:00
Daniel Vestøl a76e07c07b Enable and disable plugins from the commandline (non functional as of yet) 2018-08-15 23:15:01 +02:00
Daniel Vestøl e71c183b48 Collet http performance statistics for plugins as well 2018-08-14 13:05:17 +02:00
Daniel Vestøl 1faa3671e4 configManager.js - more useful return values 2018-08-11 19:59:35 +02:00
Daniel Vestøl 5630f7f7f6 Rewrote master plugin loading 2018-08-10 17:17:19 +02:00
Daniel Vestøl da268d57e7 Serverside rendering of /slaves for more plugin functionality 2018-08-10 15:51:41 +02:00
Daniel Vestøl 8518cd54c6 Introduce more tools for use by plugins 2018-08-10 15:50:46 +02:00
Daniel 3a7527f053 Merge pull request #135 from Valansch/master
Readme typo
2018-08-01 14:21:26 +02:00
Valansch cac481307e Fixed typo in README 2018-08-01 13:54:37 +02:00
Daniel Vestøl 9461978a6e Reduced log spam 2018-07-30 13:30:03 +02:00
Daniel Vestøl 4fed43bad6 [big change] Moved core clusterio Lua mod functionality into its own plugin 2018-07-28 13:45:05 +02:00
Daniel f7f2ce6897 Merge pull request #133 from Gerkiz/patch-1
Added docker support
2018-07-25 21:58:03 +02:00
Gerkiz 49124021a8 Added docker support
Docker doesn't really do anything with the  '/quit'.
However, changing from 'quit' to 'serverprocess.kill("SIGINT");' solved this issue.
The node exits with:
'[dumb-init] Child exited with status 0. Goodbye.'
2018-07-25 21:47:03 +02:00
Daniel Vestøl 329f721b11 Fixed invalid json in config.json.dist 2018-07-25 02:09:00 +02:00
Daniel Vestøl 8abeb26dce Commandline tools to install/uninstall plugins from github 2018-07-25 01:14:43 +02:00
Daniel Vestøl 958cdfa15a Fixed node client.js manage * mods * 2018-07-24 23:14:02 +02:00
Daniel Vestøl d72a45cc66 Added autosaveInterval to the config.json.dist 2018-07-24 23:01:51 +02:00
Daniel Vestøl d913d59d72 Handle instance creation failing gracefully upon lacking internet 2018-07-24 23:00:42 +02:00
Daniel Vestøl 9ce4f064ad Add favicon to master (I think, just a quick-fix) 2018-07-24 22:59:40 +02:00
Godmave d9638b58ea #add configurable items autosave (default 1 minute, config.autosaveInterval) 2018-07-23 19:16:53 +02:00
Godmave 260f8a0bb5 Merge pull request #5 from Danielv123/master
Merge pull request #131 from Godmave/master
2018-07-23 19:13:44 +02:00
Daniel b12f12a91f Merge pull request #131 from Godmave/master
Fix inventory import
2018-07-23 15:19:33 +02:00
Godmave 7784fecb12 #add inventory items up instead of overwriting them 2018-07-21 00:21:27 +02:00
Godmave 68637d78b8 Merge pull request #3 from Danielv123/master
Get current
2018-07-20 23:45:50 +02:00
Daniel dc52d64c7e Merge pull request #123 from Danielv123/snyk-fix-y7mchf
[Snyk] Fix for 1 vulnerable dependencies
2018-07-18 10:42:34 +02:00
Daniel Vestøl adbf28d6bd Made travis run against node 9 instead of 10 2018-07-18 10:33:39 +02:00
Daniel Vestøl 42037fc451 client.js now adds Hotpatch to new maps 2018-07-18 10:30:35 +02:00
Daniel Vestøl 8e9bcc6a62 Untracked package-lock.json 2018-07-18 10:20:20 +02:00
Daniel 789e9d37c8 Merge pull request #130 from Sir3lit/patch-1
This will build correctly
2018-07-18 09:56:45 +02:00
Sir3lit 5c2eb009e2 This will build correctly
The build is successful :)
2018-07-18 02:06:19 -04:00
Daniel f91ff41dff Merge pull request #129 from Godmave/master
Add hotpatch
2018-07-17 18:10:16 +02:00
Godmave 94b2bb5463 #add hotpatch to master 2018-07-16 23:10:56 +02:00
Godmave 002dae9911 Merge pull request #2 from Danielv123/master
get latest
2018-07-16 23:06:15 +02:00
Daniel Vestøl e73a6052fe Instance creation with external instance paths are now working 2018-07-15 17:43:26 +02:00
Daniel Vestøl 724248b09b Merge branch 'master' into #85 2018-07-15 16:10:28 +02:00
Daniel Vestøl 3557b2d0ad Merge remote-tracking branch 'origin/master' 2018-07-15 00:02:11 +02:00
Daniel 1d5d8abd12 Merge pull request #128 from hintss/patch-1
fix typo in log message
2018-07-14 21:44:57 +02:00
Daniel Vestøl 98131ee66e Very big changes to help custom config paths 2018-07-13 22:56:10 +02:00
Daniel Vestøl 509a13062e Merge branch '#85' 2018-07-13 22:55:38 +02:00
Daniel Vestøl 02c545c650 Small change allowing plugins to add sidebar entries 2018-07-13 22:54:58 +02:00
hintss af42b1fcd3 fix typo in log message 2018-07-13 01:36:12 -07:00
Daniel 5dcbf45487 Merge pull request #127 from chrisgbk/master
Fix race condition in node client download
2018-07-10 13:20:35 +02:00
chrisgbk 9501861285 Fix race condition in node client download
Fix race condition in node client download
2018-07-10 04:23:40 -06:00
snyk-bot f8bf979327 fix: .snyk & package.json to reduce vulnerabilities
The following vulnerabilities are fixed with a Snyk patch:
- https://snyk.io/vuln/npm:lodash:20180130
2018-07-03 06:07:59 +00:00
Daniel Vestøl 6962324a45 Tried to fix path problem in the master db 2018-06-28 15:34:31 +02:00
Daniel Vestøl cf0c3b012a Added config settings for globalChat (broadcast all messages) 2018-06-27 11:40:20 +02:00
Daniel ca49564fb7 Update README.md 2018-06-27 00:18:36 +02:00
Daniel Vestøl f13d90aa58 Merge branch '#85' 2018-06-27 00:13:27 +02:00
Daniel Vestøl 9721071ffb Merge branch 'master' into #85 2018-06-27 00:12:41 +02:00
Daniel Vestøl a77aeb9e5b Improved readme 2018-06-27 00:11:28 +02:00
Daniel Vestøl bf19001055 Fixed --config, is probably unstable on client.js 2018-06-24 16:48:08 +02:00
Daniel Vestøl 443e5dc286 Arguments: --port --masterPort --sslPort --config --rcon-port --rcon-password 2018-06-24 16:46:31 +02:00
3817 changed files with 8267 additions and 12099 deletions

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+16 -3
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@@ -11,8 +11,9 @@ pids
# Directory for instrumented libs generated by jscoverage/JSCover
lib-cov
# Coverage directory used by tools like istanbul
# Coverage directories used by tools like nyc and codecov
coverage
.nyc_output
# Grunt intermediate storage (http://gruntjs.com/creating-plugins#storing-task-files)
.grunt
@@ -22,9 +23,9 @@ coverage
# Compiled binary addons (http://nodejs.org/api/addons.html)
build/Release
dist/
node_modules/*
!node_modules/_app
Factorio*
/factorio
@@ -50,5 +51,17 @@ sharedPlugins/*
!sharedPlugins/remoteCommands/
!sharedPlugins/researchSync/
!sharedPlugins/globalChat/
!sharedPlugins/clusterioMod/
!sharedPlugins/serverManager/
sharedPlugins/serverManager/database/*
sharedPlugins/serverManager/config.json
sharedPlugins/serverManager/secret-api-token.txt
!sharedPlugins/scenario_loader/
sharedPlugins/scenario_loader/scenarios
!sharedPlugins/statisticsExporter/
\.cache-require-paths\.json
# File used for marking plugins as disabled
sharedPlugins/*/DISABLED
# IDE
.idea/
+1 -1
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@@ -1,6 +1,6 @@
language: node_js
node_js:
- "node"
- "9"
before_install:
- sudo apt-get -qq update
- sudo apt-get install -y curl git tar
+3
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@@ -0,0 +1,3 @@
{
"CurrentProjectSetting": null
}
+8
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@@ -0,0 +1,8 @@
{
"ExpandedNodes": [
"",
"\\sharedPlugins"
],
"SelectedNode": "\\.gitignore",
"PreviewInSolutionExplorer": false
}
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+18
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@@ -0,0 +1,18 @@
Changelog
=========
Version 1.2.1
-------------
- Updated node-factorio-api to v0.3.8 to fix mod downloads randomly breaking
([#229][#229].)
- Fixed SIGINT being sent twice to Factorio server when interrupted by CTRL+C
on Linux ([#217][#217].)
- Fixed package.json incorrectly reporting the license as ISC.
[#217]: https://github.com/clusterio/factorioClusterio/issues/217
[#229]: https://github.com/clusterio/factorioClusterio/issues/229
### Breaking Changes
- Added authentication to the socket.io server running on the master.
+41
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@@ -0,0 +1,41 @@
const needle = require("needle");
const cli = require("cli");
const config = require("./../config.json");
let options = cli.parse()
cli.setUsage(`node cluster_rcon.js /c game.player.force = "player"`)
if(process.argv.length < 3){
cli.getUsage()
process.exit(1)
}
const masterIP = `${config.masterIP}:${config.masterPort}`;
const token = config.masterAuthToken
let commandArray = process.argv;
commandArray.shift();
commandArray.shift();
const needleOptionsWithTokenAuthHeader = {
headers: {
'x-access-token': token,
},
};
let command = commandArray.join(" ");
let killBiters = `/silent-command local surface=game.surfaces[1] for key, entity in pairs(surface.find_entities_filtered({force="enemy"})) do entity.destroy() end`;
(async ()=>{
needle.post(masterIP+"/api/runCommand", {
broadcast:true,
command,
}, needleOptionsWithTokenAuthHeader, (err, resp) => {
console.log(resp.body)
});
// setInterval(()=>{
// needle.post(masterIP+"/api/runCommand", {
// broadcast:true,
// command: killBiters,
// }, needleOptionsWithTokenAuthHeader, (err, resp) => {
// console.log(resp.body)
// });
// }, 1000*60*5);
})();
+19
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@@ -0,0 +1,19 @@
const needle = require("needle")
const config = require("./../config.json")
const cli = require("cli")
let options = cli.parse({
name: ["n", "Name of the player to delete, case sensitive", "string"],
token: [false, "Factorio auth token", "string", config.masterAuthToken]
})
if(!options.name){
cli.getUsage()
process.exit(1)
}
needle.post(config.masterIP+":"+config.masterPort+"/api/playerManager/deletePlayer", {
name: options.name,
token: options.token
}, (err, resp) => {
console.log(resp.body)
});
+9 -7
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@@ -1,19 +1,21 @@
FROM node:latest
RUN apt-get update && apt install git -y
FROM node:9.11.2
RUN apt-get update && apt install git curl tar -y
RUN mkdir factorioClusterio
RUN git clone -b dev https://github.com/Danielv123/factorioClusterio.git && cd factorioClusterio && npm install && curl -o factorio.tar.gz -L https://www.factorio.com/get-download/latest/headless/linux64 && tar -xvzf factorio.tar.gz
RUN git clone -b master https://github.com/Danielv123/factorioClusterio.git && cd factorioClusterio && npm install --only=production
RUN cd factorioClusterio && curl -o factorio.tar.gz -L https://www.factorio.com/get-download/latest/headless/linux64 && tar -xf factorio.tar.gz
WORKDIR factorioClusterio
RUN mkdir instances sharedMods sharedPlugins
RUN mkdir instances sharedMods
RUN cp config.json.dist config.json
RUN node client.js download
LABEL maintainer "danielv@live.no"
LABEL maintainer "Sir3lit@gmail.com"
EXPOSE 8080 34167
VOLUME /factorioClusterio/instances
VOLUME /factorioClusterio/sharedMods
VOLUME /factorioClusterio/sharedPlugins
CMD RCONPORT="$RCONPORT" FACTORIOPORT="$FACTORIOPORT" MODE="$MODE" node $MODE\.js start $INSTANCE
CMD RCONPORT="$RCONPORT" FACTORIOPORT="$FACTORIOPORT" MODE="$MODE" node $MODE\.js start $INSTANCE
+6 -1
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@@ -1,4 +1,4 @@
MIT License
This product uses the MIT License
Copyright (c) 2016 Daniel Vestøl
@@ -19,3 +19,8 @@ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
The icons for angels modded items located in /static/pictures/ are licensed
by https://mods.factorio.com/user/Arch666Angel under CC BY-NC-ND 4.0
https://creativecommons.org/licenses/by-nc-nd/4.0/
+109 -30
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@@ -1,12 +1,26 @@
<img src="./logo.svg" width="100%" align="right">
<br/>
<br/>
<br/>
# Warning
Do not use master branch to run your Clusterio - master now is a development version and may not work
Use latest stable release: https://github.com/clusterio/factorioClusterio/releases/latest
Or clone latest stable branch that has name format `x.y.z`
# factorioClusterio
[![FOSSA Status](https://app.fossa.io/api/projects/git%2Bgithub.com%2FDanielv123%2FfactorioClusterio.svg?type=shield)](https://app.fossa.io/projects/git%2Bgithub.com%2FDanielv123%2FfactorioClusterio?ref=badge_shield)
| Branch | Coverage | Build |
|--------|----------| ----- |
| Master | [![codecov](https://codecov.io/gh/Danielv123/factorioClusterio/branch/master/graph/badge.svg)](https://codecov.io/gh/Danielv123/factorioClusterio) | [![Build Status](https://travis-ci.org/Danielv123/factorioClusterio.svg?branch=master)](https://travis-ci.org/Danielv123/factorioClusterio) |
| Dev | [![codecov](https://codecov.io/gh/Danielv123/factorioClusterio/branch/dev/graph/badge.svg)](https://codecov.io/gh/Danielv123/factorioClusterio) | [![Build Status](https://travis-ci.org/Danielv123/factorioClusterio.svg?branch=dev)](https://travis-ci.org/Danielv123/factorioClusterio) |
Discord for development/support/play: https://discord.gg/5XuDkje
If you want to connect to a clusterio cluster, please reffer to the [client](https://github.com/Danielv123/factorioClusterioClient)
### Ways to support me/the project:
* Contribute with code/documentation. Always nice to move the project forward
* Support me monetarily on [patreon](https://www.patreon.com/danielv123) or paypal: danielv@live.no
### Table of contents
@@ -16,6 +30,10 @@ If you want to connect to a clusterio cluster, please reffer to the [client](htt
* [Windows setup](#windows-setup)
* [Optional plugins](#Plugins)
* [Common problems](#Common-problems)
* [Command cheatsheet](#cheatsheet)
## Introduction
@@ -32,7 +50,16 @@ Features:
- Inventory combinator to display item levels in the cluster (and epoch time)
- Reporting of graphs and UPS on master interface
- Reporting of graphs and UPS on master interface (Also has extensive Prometheus reporting)
Optional extras (see [Plugins](#Plugins))
- Have your inventory synchronize across servers
- Teleport trans from the border of one world to te next
- Show in-game chat in discord
Connection diagram:
@@ -59,10 +86,9 @@ Clusterio exploits one of the games logging features, game.write_file and RCON t
7. client.js on server2: We were allowed to import x of item y, run command /c remote.call("clusterio", "importMany", "{'copper-plate':120}")
This process works the same for both items and liquids, independant on what mods are used. Yes, modded items are fully supported.
This process works the same for both items and liquids, independent on what mods are used. Yes, modded items are fully supported.
Clusterio also handles a few other neat things, such as giving you access to epoch time, transmitting combinator signals between worlds (and any other application who wants to) and
creating graphs on the master web interface.
Clusterio can also do a few other neat things, such as giving you access to epoch time, syncing player inventories between servers, keeping track of playtime (playerManager plugin), teleporting trains between servers (trainTeleports) and exporting tons of factorio related statistics to Prometheus for graphing in grafana.
## Ubuntu setup
@@ -73,28 +99,39 @@ Master and all slaves:
sudo curl -sL https://deb.nodesource.com/setup_9.x | sudo -E bash -
sudo apt install -y nodejs python-dev git wget curl tar build-essential
sudo npm install pm2 -g
git clone https://github.com/Danielv123/factorioClusterio.git
git clone -b 1.2.x https://github.com/Danielv123/factorioClusterio.git
cd factorioClusterio
curl -o factorio.tar.gz -L https://www.factorio.com/get-download/latest/headless/linux64
tar -xf factorio.tar.gz
npm install
npm install --only=production
cp config.json.dist config.json
node ./lib/npmPostinstall.js
downloads and installs nodejs, pm2, git and clusterio. To specify a version, change "latest" in the link to a version number like 0.14.21.
*Copy config.json.dist to config.json* - Otherwise it will crash, as you'd expect.
Now you need to edit the `config.json` file. If you skip this step nothing will work.
Pretty much all the blank fields should be filled in, except on the master where a few can be omitted.
* You get the `masterAuthToken` from `secret-api-token.txt` in the master install dir after running the master twice.
* You get your factorio matchmaking token from factorio.com
* The `masterAuthSecret` should never be touched unless you want to invalidate everyones authentication tokens
**Master**
pm2 start master.js --name master
OR
node master.js
**Server Host**
To download the mod for all its non vanilla features and items, (optional, but very recommended)
node client.js manage shared mods add clusterio
Add the master API key, found in the masters install directory (secret-api-token.txt) to your config.json masterAuthToken field
To create a new instance (its own save, set of mods and config files)
@@ -108,12 +145,12 @@ use `nano config.json` to change settings.
**Ubuntu with Docker**
Clusterio has limited support for using docker.
Clusterio has *very* limited support for using docker.
sudo docker build -t clusterio --no-cache --force-rm factorioClusterio
sudo docker run --name master -e MODE=master -p 1234:8080 -d -it --restart=unless-stopped danielvestol/clusterio
sudo docker run --name slave -e MODE=client -e INSTANCE=world1 -v /srv/clusterio/instances:/factorioClusterio/instances -p 1235:34167 -it --restart=unless-stopped danielvestol/clusterio
The -v flag is used to specify the instance directory. Your instances (save files etc) will be stored there.
@@ -128,10 +165,6 @@ Server host (Slave) = client.js + factorio server
Game Client = The people connecting to the server
All Server Hosts (Slaves) AND Game Clients need to be running the clusterio mod located at [github](https://github.com/Danielv123/factorioClusterioMod) Install it by dropping it into either the sharedMods folder or instances/[instanceName]/instanceMods folder.
There are no requirements for other mods, they can be ran in any configuration allowed by the base game.
**Requirements**
download and install nodeJS 8 or 9 from http://nodejs.org
@@ -147,6 +180,7 @@ reboot when you are done, then proceed to the next steps. *reboots matter*
2. Copy config.json.dist to config.json
3. Follow the instructions in the bat file
3. Some of the instructions are outdated. If you get stuck somewhere, look at the Ubuntu section.
4. Run `node client.js manage shared mods add clusterio`
@@ -158,17 +192,21 @@ reboot when you are done, then proceed to the next steps. *reboots matter*
2. Copy config.json.dist to config.json
3. Follow the instructions given
3. Follow the instructions given.
3.5 Some of the instructions are outdated. If you get stuck somewhere, look at the Ubuntu section.
4. Type `node client.js start [instancename]` to create a new instance.
To connect to a master server running on a remote machine, open config.json with your favourite text editor (notepad++). You can also set it up to use the official server browser.
Change masterIP to something like 31.152.123.14 (provided by master server owner)
e war
Change masterPort to something like 8080 (provided by master server owner)
Change `masterIP `to something like `31.152.123.14` (provided by master server owner)
Repeat step 3 for more servers on one machine. You should be able to find its port by looking at the slave section on master:8080 (the web interface)
Change `masterPort` to something like `8080` (provided by master server owner)
Change `masterAuthToken` to the value found in `secret-api-token.txt` on the master server
Repeat step 4 for more servers on one machine. You should be able to find its port by looking at the slave section on master:8080 (the web interface)
**GameClient**
@@ -180,6 +218,47 @@ Fancy game client that does the following steps automatically, but is really old
3. Run factorio and connect to slave as a normal MP game. You will find the port number to connect to at http://[masterAddress]:8080
## Plugins
Here are the known Clusterio plugins in the wild:
1. [Player Manager](https://github.com/Danielv123/playerManager) - Adds player management to the Web UI and shared inventory handling (beta)
2. [DiscordChat](https://github.com/jakedraddy/ClusterioDiscordChat) - Logs in-game chat/joins/leave messages on all instances to a Discord webhook.
3. [TrainTeleports](https://github.com/Godmave/clusterioTrainTeleports) - Allows you to teleport cargotrains between servers.
## Common problems
### Cannot find module: `/../../config`
Copy your config.json.dist to config.json and configure it.
### EACCESS [...] LISTEN 443
Some systems don't let non root processes listen to ports below 1000. Either run with `sudo` or change config.json to use higher port numbers.
According to [this link](https://askubuntu.com/questions/839520/open-port-443-for-a-node-web-app) if you manually installed node.js following the above instructions, you may need to run the following command to fix this issue:
sudo setcap 'cap_net_bind_service=+ep' $(readlink -f $(which node))
### Portforwarding doesn't work on the master server when running under WSL
If you follow the ubuntu guide on WSL (Windows Subsystem for Linux, Bash on Ubuntu on Windows specifically), you will find that the website works on localhost and on your local ip, but not on the global ip. This is also true when you correctly port-forwarded the correct ports. Even when routing this server through nginx in WSL, the issue persists. Then, on a hunch, I tried to run nginx from windows itself and found that this DID work. It came to me that the only usage difference between the 2 versions of nginx is that I got a Windows Firewall popup.
TLDR: the tested fix is:
- open your windows firewall and go to advanced settings
- click on inbound rules and click on new rule...
- select port and click next >
- select TCP and select specific local ports and type in the ports that you want to open (comma separated) and click next > 3 times
- give the rule a name (like 'web server' or something), give it a description (optionally) and click finish
### Other fixes for other potential problems:
Sometimes the install fails. Try `node ./lib/npmPostinstall.js` to complete it.
## Cheatsheet
**To create a new instance/start it**
@@ -200,7 +279,7 @@ node client.js list
```
git pull
npm install
npm install --only=production
```
3. Download the latest version of the factorioClusterioMod from its github repo
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@@ -1,7 +1,8 @@
{
"__comment": "Where factorio folder. Should be in the same folder as this config file.",
"factorioDirectory": "factorio",
"instanceDirectory": "instances",
"factorioDirectory": "./factorio",
"instanceDirectory": "./instances",
"databaseDirectory": "./database",
"__comment1": "IP players should connect to to join your servers, should be portforwarded and stuff",
"publicIP": "localhost",
@@ -9,10 +10,10 @@
"__comment2": "IP the master web server runs at, can be ignored on the master system",
"masterIP": "localhost",
"__commentMasterPort": "HTTP port for the master to listen to, set to 0 or an empty string to not listen for HTTP requests",
"__commentMasterPort": "HTTP port for the master to listen to",
"masterPort": 8080,
"__commentsslPort": "HTTPS port for the master to listen to. Set to 0 or an empty string to not use HTTPS.",
"__commentsslPort": "HTTPS port for the master to listen to. Set to 0 or an empty string to not listen for HTTPS.",
"sslPort": 443,
"sslCert": "database/certificates/cert.crt",
"sslPrivKey": "database/certificates/cert.key",
@@ -46,7 +47,17 @@
"entriesPerSecond": 0.01666666667
},
"logItemTransfers": false,
"__comment6.5": "When the master is undersupplied, we have 3 different modes to 'fairly' distribute items. First to ask gets all, dole division using weird formula or experimental neural net tries to make stuff as fair as possible. Feel free to play around.",
"disableFairItemDistribution": false,
"useNeuralNetDoleDivider": true,
"uploadModsToMaster": true,
"msBetweenCommands": 10,
"allowRemoteCommandExecution": true
"allowRemoteCommandExecution": true,
"enableCrossServerShout": true,
"mirrorAllChat": false,
"__comment7": "Autosave interval for items in the master storage in milliseconds. Defaults to one minute when set to 0 or not set.",
"autosaveInterval": 600000,
"disablePrometheusPushgateway": false,
"__comment8": "This setting only affects the master. It makes every import for things that arent 'electricity' return a maximum of 0. Effectively disables teleport chests.",
"disableImportsOfEverythingExceptElectricity": false
}
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toc:
- name: Master Server API
- clusterioMaster
- name: Type declarations
- itemStack
- name: Internal modules
description: |
Here are some helper functions for navigation.
- modManager
- getFactorioLocale
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@@ -0,0 +1,57 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
const NodeInstance_1 = require("./NodeInstance");
const Point_1 = require("./Point");
const Grid_1 = require("./Grid");
/**
* Manages all nodes within the cluster
*/
class ClusterManager {
constructor() {
this.Grid = new Grid_1.Grid();
}
/**
* Generates a x*y grid of 1x1 nodes
* @param width How wide to make the node grid
* @param height How high to make the node grid
* @param nodeNamePrefix The prefix used for the initial node names. The name will be in the format <prefix>_x_y.
*/
GenerateBasicGridOfNodes(width, height, nodeNamePrefix) {
for (let x = 0; x < width; x++) {
for (let y = 0; y < height; y++) {
let newNode = new NodeInstance_1.NodeInstance(nodeNamePrefix + "-" + (x + 1) + "-" + (y + 1), new Point_1.Point(x, y), 1, 1);
this.Grid.AddNodeToGrid(newNode);
}
}
}
/**
* Assigns all nodes that currently do not have a server assigned to the given server
* @param server Server to assign all unassigned nodes to
*/
AssignAllUnassignedNodesToServer(server) {
this.CheckServerArray(server);
this.Grid.GetNodes()
.filter(node => { node.Server === null; })
.forEach(node => {
server.AddNodeInstance(node);
node.Server = server;
});
}
/**
* Assigns a node to a server
* @param x x co-ordinate of the node
* @param y y co-ordinate of the node
* @param serverName server name
*/
AssignNodeToServer(x, y, server) {
this._nodeArray[x][y].Server = server;
}
CheckServerArray(server) {
let s = this._servers[server.Name];
if (s == null) {
this._servers[server.Name] = server;
}
}
}
exports.ClusterManager = ClusterManager;
//# sourceMappingURL=ClusterManager.js.map
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"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
const child_process = require("child_process");
const needle = require("needle");
const Helpers_1 = require("./Helpers");
const fs = require("fs");
const util = require("util");
/**
* Contains all interactions between the cluster model, the
* Clusterio master.js/client.js infrastructure and the operating system.
*/
class ClusterioMasterProxy {
constructor(masterIP, masterPort, masterAuthToken, serviceHostType) {
this._masterIP = `${masterIP}:${masterPort}`;
this._needleOptionsWithTokenAuthHeader = {
headers: {
'x-access-token': masterAuthToken,
},
};
}
async RunRconCommand(instanceId, command, logDescription) {
console.log("Running command: " + logDescription);
let request = { instanceID: instanceId, command };
let response = await needle("post", this._masterIP + "/api/runCommand", request, this._needleOptionsWithTokenAuthHeader);
}
async GetSlaves() {
let response = await needle("get", this._masterIP + "/api/slaves", this._needleOptionsWithTokenAuthHeader);
let body = response.body;
let slaves = new Array();
Object.entries(body).forEach((keyValuePair, index, array) => {
let slave = keyValuePair[1];
slave.id = keyValuePair[0];
slaves.push(slave);
});
return slaves;
}
async CreateNodeInstancesOnLocalServer(nodes) {
await Helpers_1.asyncForEach(nodes, async (node) => {
await this.CreateNodeInstanceOnLocalServer(node);
});
await Helpers_1.asyncForEach(nodes, async (node) => {
await this.CreateTeleportZonesForANodeInstance(node);
});
await this.sleep(1000);
await Helpers_1.asyncForEach(nodes, async (node) => {
await this.CreateTeleportRestrictionsForANodeInstance(node);
await this.sleep(100);
});
}
async CreateNodeInstanceOnLocalServer(node) {
console.log(`Creating instance ${node.Name}...`);
await this.CreateNodeInstanceOnLocalServerUsingPm2(node);
console.log("Waiting for node to connect to cluster master...");
while (true) {
await this.sleep(1000);
//TODO: Use /api/getSlaveMeta/
let slaves = await this.GetSlaves();
let slave = slaves.find((slave, index, array) => slave.instanceName === node.Name);
if (slave != null) {
node.ClusterioWorldId = slave.id;
break;
}
}
}
async CreateNodeInstanceOnLocalServerUsingPm2(node) {
let proc = child_process.spawn("pm2", ['start', '--name', node.Name, 'client.js', '--', 'start', node.Name]);
proc.stdout.on('data', (data) => { console.log(`stdout: ${data}`); });
proc.stderr.on('data', data => { console.log(`stderr: ${data}`); });
proc.on('error', error => { console.log(`error: ${error}`); });
}
async CreateNodeInstanceOnLocalServerUsingScreen(node) {
// first call of client.js start for a new node creates map from HotPatch scenario then exits.
let proc = child_process.spawn("screen", ['-dmS', node.Name, '-L', '-Logfile', node.Name + '.log', 'node', 'client.js', 'start', node.Name]);
proc.stdout.on('data', (data) => { console.log(`stdout: ${data}`); });
proc.stderr.on('data', data => { console.log(`stderr: ${data}`); });
proc.on('error', error => { console.log(`error: ${error}`); });
console.log("Waiting for creation of new map...");
// create awaiter for fs.readFile
const readFile = util.promisify(fs.readFile);
while (true) {
await this.sleep(1000);
let fileData = await readFile(node.Name + '.log');
if (fileData.includes('Instance created')) {
break;
}
}
// start node
proc = child_process.spawn("screen", ['-dmS', node.Name, '-L', '-Logfile', node.Name + '.log', 'node', 'client.js', 'start', node.Name]);
proc.stdout.on('data', data => { console.log(`stdout: ${data}`); });
proc.stderr.on('data', data => { console.log(`stderr: ${data}`); });
proc.on('error', error => { console.log(`error: ${error}`); });
}
async CreateTeleportZonesForANodeInstance(nodeInstance) {
await Helpers_1.asyncForEach(nodeInstance.TeleportZones.values(), async (zone) => {
let o = zone.GenerateTeleportZoneInFactorioCoordinates();
let cmd = `CreateZone('${o[0]}',${o[1]},${o[2]},${o[3]},${o[4]},${o[5]},true)`;
await this.RunRconCommand(nodeInstance.ClusterioWorldId, `/c remote.call('trainTeleports','runCode',\"${cmd}\")`, cmd);
});
}
async CreateTeleportRestrictionsForANodeInstance(nodeInstance) {
await Helpers_1.asyncForEach(nodeInstance.TeleportZones.values(), async (zone) => {
let o = zone.GenerateZoneRestriction();
let cmd = `CreateZoneRestriction(${o[0]},'${o[1]}','${o[2]}')`;
await this.RunRconCommand(nodeInstance.ClusterioWorldId, `/c remote.call('trainTeleports','runCode',\"${cmd}\")`, cmd);
});
}
sleep(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
}
exports.ClusterioMasterProxy = ClusterioMasterProxy;
//# sourceMappingURL=ClusterioMasterProxy.js.map
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"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
/** The multiplier used to convert from the grid's coordinate system to factorio's.
* 1000 means a 1x1 grid node will have a factorio map size of 1000x1000. */
exports.GridToFactorioCoordinateSystemMultiplier = 1000;
/** The width of teleport zones when they get created. */
exports.TeleportZoneWidth = 50;
//# sourceMappingURL=Config.js.map
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"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
const typescript_collections_1 = require("typescript-collections");
const Point_1 = require("./Point");
const TeleportZone_1 = require("./TeleportZone");
const TeleportZoneDirection_1 = require("./TeleportZoneDirection");
class Grid {
constructor() {
this._nodes = new typescript_collections_1.Dictionary();
this._minX = 0;
this._minY = 0;
this._maxX = 0;
this._maxY = 0;
}
GetNodes() {
return this._nodes.values();
}
/**
* Adds a node to the grid
* @param topLeftCoordinate The top left x,y coordinate of the node
* @param nodeInstance
*/
AddNodeToGrid(nodeInstance) {
let topLeftCoordinate = nodeInstance.TopLeftCoordinate;
let pointsToSave = new Array();
// check all points that make up nodeInstance for existing nodes
for (let x = topLeftCoordinate.X; x < topLeftCoordinate.X + nodeInstance.Width; x++) {
for (let y = topLeftCoordinate.Y; y < topLeftCoordinate.Y + nodeInstance.Height; y++) {
let currentPoint = new Point_1.Point(x, y);
let existingNode = this._nodes.getValue(currentPoint);
if (existingNode != null) {
throw new Error("Cannot add node to grid - collision detected with node '" + existingNode.Name + "'");
}
pointsToSave.push(currentPoint);
}
}
// no existing nodes found to assign node to these points
for (let i = 0; i < pointsToSave.length; i++) {
this._nodes.setValue(pointsToSave[i], nodeInstance);
}
//TODO: Refactor
//#region Set up teleport zones
// check surrounding points for nodes
// check north points
let y = topLeftCoordinate.Y - 1;
for (let x = topLeftCoordinate.X; x < topLeftCoordinate.X + nodeInstance.Width; x++) {
let currentPoint = new Point_1.Point(x, y);
let existingNode = this._nodes.getValue(currentPoint);
// found a node - set up teleport zone
if (existingNode != null) {
// Create/Update teleport node in existing node to new node
let teleportZoneFromExistingToNew = existingNode.TeleportZones.getValue(nodeInstance.Key);
if (teleportZoneFromExistingToNew == null) {
teleportZoneFromExistingToNew = new TeleportZone_1.TeleportZone(existingNode, TeleportZoneDirection_1.TeleportZoneDirection.South, currentPoint, currentPoint, existingNode.TeleportZones.size(), nodeInstance);
existingNode.TeleportZones.setValue(nodeInstance.Key, teleportZoneFromExistingToNew);
}
else {
teleportZoneFromExistingToNew.BottomRightCoordinate = currentPoint;
}
// Create/Update teleport node in new node to existing node
let teleportZoneFromNewToExisting = nodeInstance.TeleportZones.getValue(existingNode.Key);
let pointInNewNode = new Point_1.Point(currentPoint.X, currentPoint.Y + 1);
if (teleportZoneFromNewToExisting == null) {
teleportZoneFromNewToExisting = new TeleportZone_1.TeleportZone(nodeInstance, TeleportZoneDirection_1.TeleportZoneDirection.North, pointInNewNode, pointInNewNode, nodeInstance.TeleportZones.size(), existingNode);
nodeInstance.TeleportZones.setValue(existingNode.Key, teleportZoneFromNewToExisting);
}
else {
teleportZoneFromNewToExisting.BottomRightCoordinate = currentPoint;
}
}
}
// check south points
y = topLeftCoordinate.Y + nodeInstance.Height + 1;
for (let x = topLeftCoordinate.X; x < topLeftCoordinate.X + nodeInstance.Width; x++) {
let currentPoint = new Point_1.Point(x, y);
let existingNode = this._nodes.getValue(currentPoint);
// found a node - set up teleport zone
if (existingNode != null) {
// Create/Update teleport node in existing node to new node
let teleportZoneFromExistingToNew = existingNode.TeleportZones.getValue(nodeInstance.Key);
if (teleportZoneFromExistingToNew == null) {
teleportZoneFromExistingToNew = new TeleportZone_1.TeleportZone(existingNode, TeleportZoneDirection_1.TeleportZoneDirection.North, currentPoint, currentPoint, existingNode.TeleportZones.size(), nodeInstance);
existingNode.TeleportZones.setValue(nodeInstance.Key, teleportZoneFromExistingToNew);
}
else {
teleportZoneFromExistingToNew.BottomRightCoordinate = currentPoint;
}
// Create/Update teleport node in new node to existing node
let teleportZoneFromNewToExisting = nodeInstance.TeleportZones.getValue(existingNode.Key);
let pointInNewNode = new Point_1.Point(currentPoint.X, currentPoint.Y - 1);
if (teleportZoneFromNewToExisting == null) {
teleportZoneFromNewToExisting = new TeleportZone_1.TeleportZone(nodeInstance, TeleportZoneDirection_1.TeleportZoneDirection.South, pointInNewNode, pointInNewNode, nodeInstance.TeleportZones.size(), existingNode);
nodeInstance.TeleportZones.setValue(existingNode.Key, teleportZoneFromNewToExisting);
}
else {
teleportZoneFromNewToExisting.BottomRightCoordinate = currentPoint;
}
}
}
// check west points
let x = topLeftCoordinate.X - 1;
for (let y = topLeftCoordinate.Y; y < topLeftCoordinate.Y + nodeInstance.Height; y++) {
let currentPoint = new Point_1.Point(x, y);
let existingNode = this._nodes.getValue(currentPoint);
// found a node - set up teleport zone
if (existingNode != null) {
// Create/Update teleport node in existing node to new node
let teleportZoneFromExistingToNew = existingNode.TeleportZones.getValue(nodeInstance.Key);
if (teleportZoneFromExistingToNew == null) {
teleportZoneFromExistingToNew = new TeleportZone_1.TeleportZone(existingNode, TeleportZoneDirection_1.TeleportZoneDirection.East, currentPoint, currentPoint, existingNode.TeleportZones.size(), nodeInstance);
existingNode.TeleportZones.setValue(nodeInstance.Key, teleportZoneFromExistingToNew);
}
else {
teleportZoneFromExistingToNew.BottomRightCoordinate = currentPoint;
}
// Create/Update teleport node in new node to existing node
let teleportZoneFromNewToExisting = nodeInstance.TeleportZones.getValue(existingNode.Key);
let pointInNewNode = new Point_1.Point(currentPoint.X + 1, currentPoint.Y);
if (teleportZoneFromNewToExisting == null) {
teleportZoneFromNewToExisting = new TeleportZone_1.TeleportZone(nodeInstance, TeleportZoneDirection_1.TeleportZoneDirection.West, pointInNewNode, pointInNewNode, nodeInstance.TeleportZones.size(), existingNode);
nodeInstance.TeleportZones.setValue(existingNode.Key, teleportZoneFromNewToExisting);
}
else {
teleportZoneFromNewToExisting.BottomRightCoordinate = currentPoint;
}
}
}
// check east points
x = topLeftCoordinate.X + nodeInstance.Width + 1;
for (let y = topLeftCoordinate.Y; y < topLeftCoordinate.Y + nodeInstance.Height; y++) {
let currentPoint = new Point_1.Point(x, y);
let existingNode = this._nodes.getValue(currentPoint);
// found a node - set up teleport zone
if (existingNode != null) {
// Create/Update teleport node in existing node to new node
let teleportZoneFromExistingToNew = existingNode.TeleportZones.getValue(nodeInstance.Key);
if (teleportZoneFromExistingToNew == null) {
teleportZoneFromExistingToNew = new TeleportZone_1.TeleportZone(existingNode, TeleportZoneDirection_1.TeleportZoneDirection.West, currentPoint, currentPoint, existingNode.TeleportZones.size(), nodeInstance);
existingNode.TeleportZones.setValue(nodeInstance.Key, teleportZoneFromExistingToNew);
}
else {
teleportZoneFromExistingToNew.BottomRightCoordinate = currentPoint;
}
// Create/Update teleport node in new node to existing node
let teleportZoneFromNewToExisting = nodeInstance.TeleportZones.getValue(existingNode.Key);
let pointInNewNode = new Point_1.Point(currentPoint.X - 1, currentPoint.Y);
if (teleportZoneFromNewToExisting == null) {
teleportZoneFromNewToExisting = new TeleportZone_1.TeleportZone(nodeInstance, TeleportZoneDirection_1.TeleportZoneDirection.East, pointInNewNode, pointInNewNode, nodeInstance.TeleportZones.size(), existingNode);
nodeInstance.TeleportZones.setValue(existingNode.Key, teleportZoneFromNewToExisting);
}
else {
teleportZoneFromNewToExisting.BottomRightCoordinate = currentPoint;
}
}
}
//#endregion
this._nodes.setValue(topLeftCoordinate, nodeInstance);
this._minX = Math.min(this._minX, topLeftCoordinate.X);
this._minY = Math.min(this._minY, topLeftCoordinate.Y);
this._maxX = Math.max(this._maxX, topLeftCoordinate.X + nodeInstance.Width);
this._maxY = Math.max(this._maxY, topLeftCoordinate.Y + nodeInstance.Height);
}
get Width() {
return this._maxX - this._minX;
}
get Height() {
return this._maxY - this._minY;
}
get TopLeftCoordinate() {
return new Point_1.Point(this._minX, this._minY);
}
get BottomRightCoordinate() {
return new Point_1.Point(this._maxX, this._maxY);
}
}
exports.Grid = Grid;
//# sourceMappingURL=Grid.js.map
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"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
//TODO: Make generic
async function asyncForEach(array, callback) {
for (let index = 0; index < array.length; index++) {
await callback(array[index], index, array);
}
}
exports.asyncForEach = asyncForEach;
//# sourceMappingURL=Helpers.js.map
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"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
//# sourceMappingURL=IApiSlaves.js.map
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"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
//# sourceMappingURL=IClusterioMasterProxy.js.map
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"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
console.log("started.");
const ClusterioMasterProxy_1 = require("./ClusterioMasterProxy");
const ClusterManager_1 = require("./ClusterManager");
const argv = require('minimist')(process.argv.slice(2));
let configPath = argv['configPath'];
if (configPath === undefined || configPath === null || configPath === "") {
throw new Error("configPath is null.");
}
;
let config = require(configPath);
let proxy = new ClusterioMasterProxy_1.ClusterioMasterProxy(config.masterIP, config.masterPort, config.masterAuthToken);
let manager = new ClusterManager_1.ClusterManager();
manager.GenerateBasicGridOfNodes(2, 2, 'GridLockTest_');
function sleep(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
// async function test() {
// await asyncForEach([1,2,3], async (v, i, a) => {
// console.log("test" + i);
// await sleep(5000);
// });
// }
// test();
proxy.CreateNodeInstancesOnLocalServer(manager.Grid.GetNodes());
//# sourceMappingURL=ModelController.js.map
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"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
console.log("started.");
const ClusterioMasterProxy_1 = require("./ClusterioMasterProxy");
const ClusterManager_1 = require("./ClusterManager");
const argv = require('minimist')(process.argv.slice(2));
let configPath = argv['configPath'];
if (configPath === undefined || configPath === null || configPath === "") {
throw new Error("configPath is null.");
}
;
let config = require(configPath);
let proxy = new ClusterioMasterProxy_1.ClusterioMasterProxy(config.masterIP, config.masterPort, config.masterAuthToken);
function sleep(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
// main
(async () => {
let manager = new ClusterManager_1.ClusterManager();
manager.GenerateBasicGridOfNodes(2, 2, 'GridLockTest');
await proxy.CreateNodeInstancesOnLocalServer(manager.Grid.GetNodes());
return;
})();
//# sourceMappingURL=ModelDemo.js.map
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"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
console.log("Started.");
const ClusterioMasterProxy_1 = require("./ClusterioMasterProxy");
const ClusterManager_1 = require("./ClusterManager");
const argv = require('minimist')(process.argv.slice(2));
// arg: configPath
// description: should point to the clusterio config.json file.
let configPath = argv['configPath'];
if (configPath === undefined || configPath === null || configPath === "") {
configPath = "../../config.json";
}
;
let config = require(configPath);
// arg: mode
// description: should be GenerateBasicGridOfNodes for now. Can extend in future.
let mode = argv['mode'];
if (mode === undefined || mode === null || mode === "") {
throw new Error("mode is null. mode must be 'GenerateBasicGridOfNodes' (for now).");
}
;
// arg: serviceHostType
// description: what program to use to host the client.js instances.
let serviceHostType = argv['serviceHostType'];
if (serviceHostType === undefined || serviceHostType === null || serviceHostType === "") {
throw new Error("serviceHostType is null. serviceHostType must be either 'pm2' or 'screen'.");
}
;
if (serviceHostType != "pm2" && serviceHostType != "screen") {
throw new Error("serviceHostType must be either 'pm2' or 'screen'.");
}
// arg: width
// description: width of node grid
let width = argv['width'];
if (width === undefined || width === null || width === "") {
throw new Error("width is null. width must be an int > 0.");
}
;
// arg: height
// description: height of node grid
let height = argv['height'];
if (height === undefined || height === null || height === "") {
throw new Error("height is null. height must be an int > 0.");
}
;
// arg: namePrefix
// description: namePrefix of node grid
let namePrefix = argv['namePrefix'];
if (namePrefix === undefined || namePrefix === null || namePrefix === "") {
throw new Error("namePrefix is null.");
}
;
let proxy = new ClusterioMasterProxy_1.ClusterioMasterProxy(config.masterIP, config.masterPort, config.masterAuthToken, serviceHostType);
// main
(async () => {
let manager = new ClusterManager_1.ClusterManager();
manager.GenerateBasicGridOfNodes(width, height, namePrefix);
await proxy.CreateNodeInstancesOnLocalServer(manager.Grid.GetNodes());
return;
})();
//# sourceMappingURL=ModelRunner.js.map
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"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
const Point_1 = require("./Point");
const typescript_collections_1 = require("typescript-collections");
/**
* An instance of a Factorio server. Multiple nodes can run on the same server.
*/
class NodeInstance {
constructor(name, topLeftCoordinate, width, height) {
this.TeleportZones = new typescript_collections_1.Dictionary();
this.Name = name;
this.Width = width;
this.Height = height;
this.TopLeftCoordinate = topLeftCoordinate;
}
get BottomRightCoordinate() {
return new Point_1.Point(this.TopLeftCoordinate.X + this.Width, this.TopLeftCoordinate.Y + this.Height);
}
// public AddTeleportZone(name: string, topLeftCoordinate: Point, bottomRightCoordinate: Point) {
// this.TeleportZones.push(new TeleportZone(this, topLeftCoordinate, bottomRightCoordinate, name));
// }
AddTeleportZonePoint() {
}
get Key() {
return this.Name;
}
}
exports.NodeInstance = NodeInstance;
//# sourceMappingURL=NodeInstance.js.map
+57
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@@ -0,0 +1,57 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
class Point {
/**
* Constructs a Point. Will not accept NaNs.
* @param x A number. Cannot be NaN.
* @param y A number. Cannot be NaN.
*/
constructor(x, y) {
this.toString = () => {
return "(" + this.X + "," + this.Y + ")";
};
if (Number.isNaN(x)) {
throw new Error("x is NaN. Will not construct Point.");
}
if (Number.isNaN(y)) {
throw new Error("y is NaN. Will not construct Point.");
}
this.X = x;
this.Y = y;
}
/**
* Constructs a Point from a string representation in the format (x,y). Will not accept NaNs.
* @param vectorAsString A string in the format (x,y). Will not accept NaNs.
*/
static FromString(vectorAsString) {
this.CheckChar('(', vectorAsString[0], vectorAsString);
this.CheckChar(')', vectorAsString[vectorAsString.length - 1], vectorAsString);
if (vectorAsString.indexOf(',') === -1) {
throw new Error("vectorAsString is an invalid format. Cannot find ','. fullString: " + vectorAsString);
}
let splitStr = vectorAsString.substr(1, vectorAsString.length - 2).split(',');
if (splitStr.length != 2) {
throw new Error("vectorAsString is an invalid format. Expecting string in format (x,y). fullString: " + vectorAsString);
}
let x = parseInt(splitStr[0]);
let y = parseInt(splitStr[1]);
let v = new Point(x, y);
return v;
}
static CheckChar(expectedChar, actualChar, fullString) {
if (actualChar != expectedChar) {
throw new Error("vectorAsString is an invalid format. Expecting: '" + expectedChar + "'. Actual: '" + actualChar + "'. fullString: " + fullString);
}
}
equals(obj) {
return this.X === obj.X && this.Y === obj.Y;
}
Add(p) {
return new Point(this.X + p.X, this.Y + p.Y);
}
Subtract(p) {
return new Point(this.X - p.X, this.Y - p.Y);
}
}
exports.Point = Point;
//# sourceMappingURL=Point.js.map
+16
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@@ -0,0 +1,16 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
/**
* A server. Can contain multiple nodes (Factorio server instances).
*/
class Server {
constructor(name) {
this.Nodes = new Array();
this.Name = name;
}
AddNodeInstance(node) {
this.Nodes.push(node);
}
}
exports.Server = Server;
//# sourceMappingURL=Server.js.map
+8
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@@ -0,0 +1,8 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
var ServiceHostType;
(function (ServiceHostType) {
ServiceHostType[ServiceHostType["pm2"] = 0] = "pm2";
ServiceHostType[ServiceHostType["screen"] = 1] = "screen";
})(ServiceHostType = exports.ServiceHostType || (exports.ServiceHostType = {}));
//# sourceMappingURL=ServiceHostType.js.map
+64
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@@ -0,0 +1,64 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
const Point_1 = require("./Point");
const TeleportZoneDirection_1 = require("./TeleportZoneDirection");
const Config = require("./Config");
class TeleportZone {
constructor(parentNode, direction, topLeftCoordinate, bottomRightCoordinate, index, targetNode) {
this.TopLeftCoordinate = topLeftCoordinate;
this.BottomRightCoordinate = bottomRightCoordinate;
this.ParentNode = parentNode;
this.Direction = direction;
this.Index = index;
this.TargetNode = targetNode;
}
get Name() {
return TeleportZoneDirection_1.TeleportZoneDirection[this.Direction] + " to " + this.TargetNode.Name;
}
// public AddRestriction(restrictingTeleportZone: TeleportZone) {
// this.Restrictions.push(new TeleportZoneRestriction(this, restrictingTeleportZone));
// }
/**
* Converts this teleport zone into Factorio map co-ordinates
* @returns [name, topleft.x, topleft.y, width, height, zoneIndex]
*/
GenerateTeleportZoneInFactorioCoordinates() {
// get where this zone is relative to the node itself
let topLeftRelativeCoordinate = this.TopLeftCoordinate.Subtract(this.ParentNode.TopLeftCoordinate);
// a grid coordinate point is equivalent to a 1x1 node, so bottomright = topleft.
// add (1,1) to translate from area representation to coordinates representing actual points.
let bottomRightRelativeCoordinate = this.BottomRightCoordinate
.Subtract(this.ParentNode.TopLeftCoordinate)
.Add(new Point_1.Point(1, 1));
// Factorio map is e.g. (-500,-500) to (500, 500) for a 1000x1000 node.
// We therefore need to offset our co-ordinates so that (0,0) is the center and not (width/2, height/2)
let m = Config.GridToFactorioCoordinateSystemMultiplier;
let factorioTeleportZoneTopLeft = new Point_1.Point(topLeftRelativeCoordinate.X * m - m / 2, topLeftRelativeCoordinate.Y * m - m / 2);
let factorioTeleportZoneBottomRight = new Point_1.Point(bottomRightRelativeCoordinate.X * m - m / 2, bottomRightRelativeCoordinate.Y * m - m / 2);
let zoneWidth = factorioTeleportZoneBottomRight.X - factorioTeleportZoneTopLeft.X;
let zoneHeight = factorioTeleportZoneBottomRight.Y - factorioTeleportZoneTopLeft.Y;
let tl = factorioTeleportZoneTopLeft;
let br = factorioTeleportZoneBottomRight;
let zw = Config.TeleportZoneWidth;
switch (this.Direction) {
case TeleportZoneDirection_1.TeleportZoneDirection.North:
return [this.Name, tl.X, tl.Y, zoneWidth, zw, this.Index + 1];
case TeleportZoneDirection_1.TeleportZoneDirection.West:
return [this.Name, tl.X, tl.Y, zw, zoneHeight, this.Index + 1];
case TeleportZoneDirection_1.TeleportZoneDirection.South:
return [this.Name, tl.X, br.Y - zw, zoneWidth, zw, this.Index + 1];
case TeleportZoneDirection_1.TeleportZoneDirection.East:
return [this.Name, br.X - zw, tl.Y, zw, zoneHeight, this.Index + 1];
}
}
/**
* Generates a zone restriction from this teleport zone to target zone
* @returns [zoneIndex, targetNodeName, targetZoneName]
*/
GenerateZoneRestriction() {
let targetZone = this.TargetNode.TeleportZones.getValue(this.ParentNode.Key);
return [this.Index + 1, this.TargetNode.Name, targetZone.Name];
}
}
exports.TeleportZone = TeleportZone;
//# sourceMappingURL=TeleportZone.js.map
+10
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@@ -0,0 +1,10 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
var TeleportZoneDirection;
(function (TeleportZoneDirection) {
TeleportZoneDirection[TeleportZoneDirection["North"] = 0] = "North";
TeleportZoneDirection[TeleportZoneDirection["East"] = 1] = "East";
TeleportZoneDirection[TeleportZoneDirection["South"] = 2] = "South";
TeleportZoneDirection[TeleportZoneDirection["West"] = 3] = "West";
})(TeleportZoneDirection = exports.TeleportZoneDirection || (exports.TeleportZoneDirection = {}));
//# sourceMappingURL=TeleportZoneDirection.js.map
+10
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@@ -0,0 +1,10 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
class TeleportZoneRestriction {
constructor(parentTeleportZone, restrictingTeleportZone) {
this.ParentTeleportZone = parentTeleportZone;
this.RestrictingTeleportZone = restrictingTeleportZone;
}
}
exports.TeleportZoneRestriction = TeleportZoneRestriction;
//# sourceMappingURL=TeleportZoneRestriction.js.map
+13
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@@ -0,0 +1,13 @@
"use strict";
function __export(m) {
for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];
}
Object.defineProperty(exports, "__esModule", { value: true });
__export(require("./ClusterManager"));
__export(require("./NodeInstance"));
__export(require("./Server"));
__export(require("./TeleportZone"));
__export(require("./TeleportZoneRestriction"));
__export(require("./Point"));
__export(require("./Grid"));
//# sourceMappingURL=index.js.map
+25 -12
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@@ -1,15 +1,28 @@
const jwt = require('jsonwebtoken');
const config = require("./../config");
// const config = require("./../config");
var middleware = function (req, res, next) {
var token = req.headers['x-access-token'];
if(!token) return res.status(401).send({ auth: false, message: 'No token provided.', endpoint: req.route.path});
jwt.verify(token, config.masterAuthSecret, function(err, decoded) {
if(err) return res.status(500).send({ auth: false, message: 'Failed to authenticate token.', endpoint: req.route.path});
next();
});
}
module.exports = {middleware};
module.exports = function(config){
return {
middleware: function (req, res, next) {
var token = req.headers['x-access-token'];
if(!token) return res.status(401).send({ auth: false, message: 'No token provided.', endpoint: req.route.path});
jwt.verify(token, config.masterAuthSecret, function(err, decoded) {
if(err) return res.status(500).send({ auth: false, message: 'Failed to authenticate token.', endpoint: req.route.path});
next();
});
},
check: async function(token){
return new Promise((resolve, reject) => {
jwt.verify(token, config.masterAuthSecret, function(err, decoded) {
if(err){
resolve({ok:false, msg:err})
} else {
resolve({ok:true, msg:"Successfully authenticated"});
}
});
});
}
}
};
@@ -0,0 +1,9 @@
module.exports = async function checkHotpatchInstallation(messageInterface){
let yn = await messageInterface("/silent-command if remote.interfaces['hotpatch'] then rcon.print('true') else rcon.print('false') end");
yn = yn.replace(/(\r\n\t|\n|\r\t)/gm, "");
if(yn == "true"){
return true;
} else if(yn == "false"){
return false;
}
}
+16
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@@ -0,0 +1,16 @@
const fs = require("fs-extra");
const getLua = require("./getLua.js");
let commandCache;
module.exports = async function getCommand(file, COMPRESS = true){
commandCache = commandCache || {};
if(!commandCache[file]){
commandCache[file] = await getLua(file);
return commandCache[file];
} else if(typeof commandCache[file] == "string"){
return commandCache[file];
} else {
throw new Error("Command not found");
}
}
+40
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@@ -0,0 +1,40 @@
const needle = require("needle");
module.exports = function(config){
const instances = [];
if(config){
return function getInstanceName(instanceID){
return new Promise((resolve, reject) => {
let instance = instances[instanceID];
if(!instance){
needle.get(config.masterIP+":"+config.masterPort+ '/api/slaves', (err, response) => {
if(err || response.statusCode != 200) {
console.log("Unable to get JSON master/api/slaves, master might be unaccessible");
} else if (response && response.body) {
if(Buffer.isBuffer(response.body)) {console.log(response.body.toString("utf-8")); reject(new Error())}
try {
for (let index in response.body)
instances[index] = response.body[index].instanceName;
} catch (e){
console.log(e);
return null;
}
instance = instances[instanceID]
if (!instance) instance = instanceID; //somehow the master doesn't know the instance
resolve(instance);
}
});
} else {
resolve(instance);
}
});
}
} else {
return async function thisAintGonnaWork(){
let err = new Error("getInstanceName from lib/clusterTools needs to be called with {config} to work");
console.log(err);
throw err;
}
}
}
+40
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@@ -0,0 +1,40 @@
const fs = require("fs-extra");
module.exports = function getLua(filePath, COMPRESS_LUA = true){
return new Promise((resolve, reject) => {
fs.readFile(filePath, "utf8", (err, contents) => {
if(err){
reject(err);
} else {
// split content into lines
contents = contents.split(/\r?\n/);
// join those lines after making them safe again
contents = contents.reduce((acc, val) => {
val = val.replace(/\\/g ,'\\\\');
// remove leading and trailing spaces
val = val.trim();
// escape single quotes
val = val.replace(/'/g ,'\\\'');
// remove single line comments
let singleLineCommentPosition = val.indexOf("--");
let multiLineCommentPosition = val.indexOf("--[[");
if(multiLineCommentPosition === -1 && singleLineCommentPosition !== -1) {
val = val.substr(0, singleLineCommentPosition);
}
return acc + val + '\\n';
}, ""); // need the "" or it will not process the first row, potentially leaving a single line comment in that disables the whole code
// console.log(contents);
// this takes about 46 ms to minify train_stop_tracking.lua in my tests on an i3 6100u
if(COMPRESS_LUA) contents = require("luamin").minify(contents);
resolve(contents);
}
});
});
}
+41
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@@ -0,0 +1,41 @@
/**
Functions frequently needed from different places in the cluster. Ex:
* Loading Lua scripts
* Checking if hotpatch is installed
* Getting an instance's displayname from their ID
*/
module.exports = ({config} = {}) => ({
/**
async function to get Lua from a file, remove comments, minify and return.
arg1 is the file path
arg2 is whether or not to compress the Lua. Makes debugging harder, but reduces bandwidth when many players are online. Recommended for polling commands. Defaults to true.
Promise resolves with a string of Lua.
*/
getLua: require("./getLua.js"),
/**
async function to check whether hotpatch is installed in a server.
First argument is the servers async messageInterface for rcon return values
Promise resolves with boolean.
*/
checkHotpatchInstallation: require("./checkHotpatchInstallation.js"),
/**
async function to get an instances displayname from their instanceID
arg1 is the instanceID
Promise resolves with a string, either the displayName or instanceID if not found.
*/
getInstanceName: require("./getInstanceName.js")(config),
/**
async function same as getLua, but using an in memory cache to lower FS operations.
arg1 is the file path
arg2 is whether or not to compress, default true
Promise resolves with a string of Lua.
*/
getCommand: require("./getCommand.js"),
})
+119
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@@ -0,0 +1,119 @@
//Sigmoids...
function sigmoid0(x)
{
return x/(1+Math.abs(x));
}
function sigmoid1(x)
{
if (x>=0.0) {
return 1.0
} else {
return 0.0
}
}
function sigmoid2(x)
{
if (x>=0.0){
return x
} else {
return 0.0
}
}
function sigmoid3(x)
{
return x;
}
//DOSE - Doses items for item X slave Y
//Numreq - number of items that are requested for item X for slave Y
//Instore - number of items for item X in master gauge (currently)
//store_last_tick - Number of items for item X in master gauge at time of last tick
//dole - Current dole for item X
//carry - carry for item X slave Y
//prev_req - Numreq for previous request for item X slave Y
//* doleinfo_last - Object with 2 values for last "tick period": numreq - total number or requests for item, numslave - number of slaves requesting that item
//debt - debt for item X slave Y
//Returns: Array of 3 elements
//0.Number of items to give in that dose
//1.New dole for item X
//2.New carry for item X slave Y
//3.New debt
function Dose(numreq,instore,store_last_tick,dole,carry,prev_req,numreq_total_adj,debt)
{
numreq=Number(numreq);
instore=Number(instore);
var instore_adj=instore;
if (instore_adj==0) instore_adj=0.1;
var b=Math.trunc(prev_req/instore_adj*numreq);
var inp1=[numreq,instore_adj,store_last_tick/numreq,dole,carry];//0..4
var inp2=[prev_req/numreq,numreq/numreq_total_adj,store_last_tick/numreq_total_adj,prev_req/instore_adj,b,numreq_total_adj,store_last_tick,debt];//5..12
var inputs=inp1.concat(inp2);
var internal=new Array(20).fill(0);
var outputs=[0,0,0,0];
//NN: Please don't touch :), code is generated
outputs[0]=inputs[7]*0.8058582544;
outputs[0]=sigmoid2(outputs[0]);
outputs[1]=sigmoid0(outputs[1]);
outputs[2]=sigmoid0(outputs[2]);
outputs[3]=inputs[6]*0.2294657379;
outputs[3]=sigmoid0(outputs[3]);
debt=debt || 0;
if (outputs[0]>0.99) outputs[0]=1.0;
var res1=Number(outputs[0])*numreq+outputs[3]+debt;
var res_capped=Math.round(res1);
if (res_capped>numreq) res_capped=numreq;
if (res_capped>instore) res_capped=instore;
if (res_capped<0) res_capped=0;
res1=res1 || 0;
res_capped=res_capped || 0;//Safeguard against wrong values
debt=res1-res_capped;
debt_cap=Math.round(numreq*1.5)+5;
if (debt>debt_cap) debt=debt_cap;
carry=sigmoid0(outputs[2]*carry+outputs[0]) || 0;
return [res_capped,dole+outputs[1],carry,debt];
}
//TICK - Updates values for item X, should be called once for each item for each round of all slaves requesting that item
//Instore - number of items for item X in master gauge (currently)
//dole - Current dole for item X
//store_last_tick - Number of items for item X in master gauge at time of last tick (not this one)
//* doleinfo_last - Object with 2 values for last "tick period": numreq - total number or requests for item, numslave - number of slaves requesting that item
//* doleinfo_new - Object with 2 values for new "tick period": numreq - total number or requests for item, numslave - number of slaves requesting that item
//Returns: Array of 2 elements
//0.New dole for item X
//1.Guessed percentage average of items supplied in last 10 ticks
function Tick(instore,dole,store_last_tick,numreq_total_adj)
{
var instore_adj=instore;
if (instore_adj==0) instore_adj=0.1;
var inputs=[instore,dole,store_last_tick/instore_adj,store_last_tick/numreq_total_adj,store_last_tick,numreq_total_adj];
var internal=new Array(10).fill(0);
var outputs=[0,0];
//NN: Please don't touch :), code is generated
outputs[0]=inputs[3]*0.9364774823;
outputs[0]=outputs[0]*1.0*0.4590721726;
outputs[0]=sigmoid2(outputs[0]);
outputs[1]=outputs[0]*1.828422785;
outputs[1]=sigmoid3(outputs[1]);
avg=outputs[1];
if (numreq_total_adj<0.11) avg=1;//When no item's are requested, result is 0.1 ; In that case there is no deficit, so return 1 = 100% demand fulfilled
if (avg>1) avg=1;
if (avg<0) avg=0;
return [sigmoid0(outputs[0]),avg];
}
module.exports = {Dose,Tick}
@@ -15,9 +15,8 @@ const child_process = require("child_process");
const path = require("path");
const mkdirp = require("mkdirp");
const appRootPath = require("app-root-path");
const fileOps = require("_app/fileOps");
const fileOps = require("lib/fileOps");
module.exports = class factorioServer {
constructor({
@@ -165,4 +164,4 @@ module.exports = class factorioServer {
});
});
}
}
}
@@ -2,7 +2,6 @@ const assert = require("assert");
const fs = require("fs");
const path = require("path");
const appRootPath = require("app-root-path");
const parallel = require("mocha.parallel");
const mkdirp = require("mkdirp");
@@ -75,7 +74,7 @@ describe("class factorioServer/index.js", ()=>{
describe(".createMap(mapName.zip)", ()=>{
it("creates a map file as instanceDirectory/saves/map.zip", async function(){
this.timeout(20000); // these test often takes a lot of time in the map creation step (4500 ms on i3 dev system)
let relativePath = __dirname.replace(appRootPath, "").substr(1);
let relativePath = path.relative('.', __dirname);
let server = new factorioServer({
instanceDirectory: path.join(relativePath, "_testData_createMap"),
instanceName: "Unit testing instance",
@@ -93,7 +92,7 @@ describe("class factorioServer/index.js", ()=>{
});
it("supports custom filenames", async function(){
this.timeout(20000);
let relativePath = __dirname.replace(appRootPath, "").substr(1);
let relativePath = path.relative('.', __dirname);
let server = new factorioServer({
instanceDirectory: path.join(relativePath, "_testData_createMap_2"),
instanceName: "Unit testing instance",
File renamed without changes.
File renamed without changes.
File renamed without changes.
+1 -1
View File
@@ -1,7 +1,7 @@
var assert = require("assert");
var fs = require("fs");
var fileOps = require("_app/fileOps");
var fileOps = require("lib/fileOps");
var generateSSLcert = require("./generateSSLcert.js")
describe("generateSSLcert.js(options)", ()=>{
+14 -12
View File
@@ -1,15 +1,17 @@
const fileOps = require("_app/fileOps");
const config = require("./../config");
const fileOps = require("lib/fileOps");
// const config = require("./../config");
module.exports = {
sync: function(){
let instances;
try {
instances = fileOps.getDirectoriesSync(config.instanceDirectory);
} catch (e) {
// there are no instances created yet, probably missing the folder
instances = [];
}
return instances;
module.exports = function(config) {
return {
sync: function(){
let instances;
try {
instances = fileOps.getDirectoriesSync(config.instanceDirectory);
} catch (e) {
// there are no instances created yet, probably missing the folder
instances = [];
}
return instances;
},
}
}
+22
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@@ -0,0 +1,22 @@
const crypto = require('crypto');
const fs = require('fs');
/**
* Returns a promise that resolves to the SHA1 hash of the file given by path
*/
exports.hashFile = function(path) {
return new Promise(function(resolve, reject) {
let hasher = crypto.createHash('sha1')
hasher.setEncoding('hex')
hasher.on('finish', function() {
resolve(hasher.read());
});
let stream = fs.createReadStream(path);
stream.on('error', function(error) {
// the docs doesn't say anything about what's passed on error
reject(error);
});
stream.pipe(hasher);
});
}
File renamed without changes.
+26 -5
View File
@@ -15,6 +15,9 @@ console.log()s each entry in the config
@param {string} instance Either undefined, "shared" or the instance to show the config for.
*/
module.exports.displayConfig = function(instance){
console.log(asTable(this.getConfig(instance)));
}
module.exports.getConfig = async function(instance){
if(!instance || instance == "shared"){
let configArray = [];
Object.keys(config).forEach(key=>{
@@ -24,7 +27,7 @@ module.exports.displayConfig = function(instance){
} else configArray.push({entry: key, value: config[key]});
}
});
console.log(asTable(configArray));
return configArray;
}
}
module.exports.editConfig = function(instance, entry, newValue){
@@ -33,16 +36,34 @@ module.exports.editConfig = function(instance, entry, newValue){
if(objectOps.isJSON(newValue)){
config[entry] = JSON.parse(newValue);
console.log("Changed config entry "+entry+" from "+JSON.stringify(config[entry])+" to "+JSON.stringify(newValue));
console.log("new config file:");
console.log(JSON.stringify(config, null, " "))
// console.log("new config file:");
// console.log(JSON.stringify(config, null, " "))
fs.writeFileSync("config.json", JSON.stringify(config, null, 4));
return {
ok:true,
msg:`Changed config entry ${entry} from Object to ${JSON.stringify(newValue)}`,
}
} else {
config[entry] = newValue;
console.log("Changed config entry "+entry+" from "+config[entry]+" to '"+newValue+"'");
console.log("new config file:");
console.log(JSON.stringify(config, null, " "))
// console.log("new config file:");
// console.log(JSON.stringify(config, null, " "))
fs.writeFileSync("config.json", JSON.stringify(config, null, 4));
return {
ok:true,
msg:`Changed config entry ${entry} from ***** to '${newValue}'`,
};
}
} else {
return {
ok:false,
msg:`No such config parameter`,
}
}
} else {
return {
ok:false,
msg:`Editing config for single instances is not yet supported`,
}
}
};
+2
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@@ -0,0 +1,2 @@
const fs = require("fs-extra");
const needle = require("needle");
+230 -226
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@@ -3,20 +3,18 @@ Provides tools to manage mods in a clusterio install
@module modManager
*/
const rightpad = require("right-pad");
const asTable = require("as-table").configure({delimiter: ' | '});
const moment = require("moment");
const syncRequest = require("sync-request");
const fs = require("fs");
const fs = require("fs-extra");
const https = require('follow-redirects').https;
const factorioAPI = require("node-factorio-api");
const sLog = require("single-line-log").stdout;
const query = require('cli-interact').getYesNo;
const fileOps = require("_app/fileOps");
const config = require("./../../config");
const fileOps = require("lib/fileOps");
// const config = require("./../../config");
const instances = require("./../getInstances.js").sync();
function ellipse(str, max){
return str.length > (max - 3) ? str.substring(0,max-3) + '...' : str;
@@ -24,242 +22,248 @@ function ellipse(str, max){
// https://stackoverflow.com/questions/15900485/correct-way-to-convert-size-in-bytes-to-kb-mb-gb-in-javascript
function formatBytes(a,b){if(0==a)return"0 Bytes";var c=1024,d=b||2,e=["Bytes","KB","MB","GB","TB","PB","EB","ZB","YB"],f=Math.floor(Math.log(a)/Math.log(c));return parseFloat((a/Math.pow(c,f)).toFixed(d))+" "+e[f]};
/**
Lists mods for an instance as a table. Warning, handles printing internally.
@param {string} instance - Name of the instance or "shared"
@example
var modManager = require("modManager");
modManager.listMods("testInstance");
// console.logs table of mods installed on instance
modManager.listMods("shared");
// console.logs mods located in /sharedMods as a nice table
*/
module.exports.listMods = function(instance){
return new Promise((resolve, reject) => {
if(instance && instances.includes(instance)){
factorioAPI.init(false, config.instanceDirectory+'/'+instance+'/instanceMods', config.instanceDirectory+'/'+instance+'/saves', config.factorio_version);
factorioAPI.authenticate({
username: config.username,
token: config.token,
require_ownership: false
}).then(token => {
console.log("* Currently installed:");
factorioAPI.readModZips().then(list => {
console.log(asTable(list.map(mod => {
return {
name:(mod.title || mod.name),
version:mod.version,
date:mod.date,
factorio_ver:mod.factorio_version,
author:mod.author,
}
})));
});
// Had issues earlier due to bug in node-factorio-api, see https://github.com/Danacus/node-factorio-api/issues/2
// bug is resolved, thanks to @Danacus and @brotherpot
factorioAPI.getModsFromSaves().then(list => {
console.log("* Mods used in save:");
console.log(asTable(list[0].mods))
});
}).catch(reason => {
console.log("Failed to authenticate to factorio.com! Please check your connection and the username+token used for authentication in config.json");
resolve();
});
} else {
// list shared mods in /sharedMods/
factorioAPI.init(false, 'sharedMods/', '', config.factorio_version);
factorioAPI.authenticate({
username: config.username,
token: config.token,
require_ownership: false
}).then(() => {
console.log("\r\n")
console.log("* Mods shared by all instances:")
factorioAPI.getInstalledMods().then(mods => {
console.log(asTable(mods));
resolve();
});
}).catch(e => {
reject(new Error(e));
});
}
// get JSON data about GH releases
/*let res = syncRequest('GET', 'https://api.github.com/repos/Danielv123/factorioClusterioMod/releases', {"headers":{"User-Agent":"Fuck you for requiring user agents!"}});
let url = JSON.parse(res.getBody())[0].assets[0].browser_download_url;
let name = JSON.parse(res.getBody())[0].assets[0].name;
console.log(JSON.parse(res.getBody()))
module.exports = function(config){
if(!config) config = require("./../../config");
const instances = require("./../getInstances.js")(config).sync();
return {
/**
Lists mods for an instance as a table. Warning, handles printing internally.
@param {string} instance - Name of the instance or "shared"
@example
var modManager = require("modManager")(config);
modManager.listMods("testInstance");
// console.logs table of mods installed on instance
modManager.listMods("shared");
// console.logs mods located in /sharedMods as a nice table
*/
});
}
/**
Searches mods.factorio.com for mods matching a search term and prints
the results to console as a neat looking table
@param {string} searchTerm What to search for
*/
module.exports.findMods = function(searchTerm){
return new Promise((resolve, reject) => {
factorioAPI.init(false);
factorioAPI.authenticate({
username: config.username,
token: config.token,
require_ownership: false
}).then(token => {
factorioAPI.searchMods(searchTerm).then(mods => {
let result = asTable(mods.reverse().map(mod => {
return {
title:ellipse(mod.title, 50),
name:ellipse(mod.name, 30),
downloads:mod.downloads_count,
updated: moment(mod.updated_at).format("DD.MM.YY"),
latest_version: mod.latest_release.version,
owner:mod.owner,
//license: mod.license_name,
}
}));
resolve(result);
// console.log(result);
});
}).catch(e => {
if(e.contains("Insufficient information")) console.log("We are missing some parameters required for logging in! Make sure your factorio username and token are specified in config.json.");
reject(new Error(e));
});
});
}
module.exports.addMod = function(term, instance){
return new Promise((resolve, reject) => {
if(instance == "shared"){ // modDirectory has to end in /
var modDirectory = "sharedMods/";
} else {
var modDirectory = config.instanceDirectory+"/"+instance+"/instanceMods/";
}
if(term && term.length > 0){
if(term.includes("mods.factorio.com/mods/")){ // https://mods.factorio.com/mods/Danielv123/ChooChoo
// treat it as a link download
factorioAPI.init(false, modDirectory, "", config.factorio_version);
factorioAPI.authenticate({
username: config.username,
token: config.token,
require_ownership: false
}).then(() => {
factorioAPI.searchMods(term.split("/")[term.split("/").length-1]).then(body => {
console.log("Im gonna download: "+body[0].name + " in version: " + body[0].latest_release.version);
factorioAPI.downloadMod( {name: body[0].name, version: body[0].latest_release.version}).then(()=>{
console.log("Mod downloaded");
resolve();
listMods: function(instance){
return new Promise((resolve, reject) => {
if(instance && instances.includes(instance)){
factorioAPI.init(false, config.instanceDirectory+'/'+instance+'/instanceMods', config.instanceDirectory+'/'+instance+'/saves', config.factorio_version);
factorioAPI.authenticate({
username: config.username,
token: config.token,
require_ownership: false
}).then(token => {
console.log("* Currently installed:");
factorioAPI.readModZips().then(list => {
console.log(asTable(list.map(mod => {
return {
name:(mod.title || mod.name),
version:mod.version,
date:mod.date,
factorio_ver:mod.factorio_version,
author:mod.author,
}
})));
});
// Had issues earlier due to bug in node-factorio-api, see https://github.com/Danacus/node-factorio-api/issues/2
// bug is resolved, thanks to @Danacus and @brotherpot
factorioAPI.getModsFromSaves().then(list => {
console.log("* Mods used in save:");
console.log(asTable(list[0].mods))
});
}).catch(reason => {
console.log("Failed to authenticate to factorio.com! Please check your connection and the username+token used for authentication in config.json");
resolve();
});
});
} else if(term.includes("github.com")){ // https://github.com/Danielv123/factorioClusterioMod
// treat it as a github releases download
let apiURL = "https://api.github.com/repos/" + term.split("/")[3] + "/" + term.split("/")[4] + "/releases"; // https://api.github.com/repos/Danielv123/factorioClusterioMod/releases
let res = syncRequest('GET', apiURL, {"headers":{"User-Agent":"Fuck you for requiring user agents!"}});
let url = JSON.parse(res.getBody())[0].assets[0].browser_download_url;
let name = JSON.parse(res.getBody())[0].assets[0].name;
if(url) {
console.log("Downloading " + url);
let file = fs.createWriteStream(modDirectory + name);
let bytesDownloaded = 0;
let downloadStartTime = Date.now();
https.get(url, function(response) {
let bytesToDownload = response.headers['content-length'];
response.pipe(file);
response.on("data", chunk => {
bytesDownloaded += chunk.length;
let downloadTimeElapsed = Date.now() - downloadStartTime;
let bytesPerSecond = bytesDownloaded / (downloadTimeElapsed/1000);
let timeToComplete = Math.floor((bytesToDownload - bytesDownloaded)/bytesPerSecond);
sLog("Downloading "+name+" "+(bytesDownloaded/bytesToDownload*100).toPrecision(3)+"% ("+formatBytes(bytesDownloaded)+" / "+formatBytes(bytesToDownload)+")\r\n"+
"about "+timeToComplete+" seconds remaining ("+formatBytes(bytesPerSecond)+"/s)");
}).on("end", x => {
sLog.clear();
console.log(" Downloaded in "+moment.utc(moment.duration(Date.now()-downloadStartTime).as('milliseconds')).format('mm:ss')); // because sLog.clear() doesn't seem to do the job of ending the line properly
} else {
// list shared mods in /sharedMods/
factorioAPI.init(false, 'sharedMods/', '', config.factorio_version);
factorioAPI.authenticate({
username: config.username,
token: config.token,
require_ownership: false
}).then(() => {
console.log("\r\n")
console.log("* Mods shared by all instances:")
factorioAPI.getInstalledMods().then(mods => {
console.log(asTable(mods));
resolve();
});
}).catch(e => {
reject(new Error(e));
});
}
} else {
// treat it as a search and download the top result
factorioAPI.init(false, modDirectory, "", config.factorio_version);
// get JSON data about GH releases
/*let res = syncRequest('GET', 'https://api.github.com/repos/Danielv123/factorioClusterioMod/releases', {"headers":{"User-Agent":"Fuck you for requiring user agents!"}});
let url = JSON.parse(res.getBody())[0].assets[0].browser_download_url;
let name = JSON.parse(res.getBody())[0].assets[0].name;
console.log(JSON.parse(res.getBody()))
*/
});
},
/**
Searches mods.factorio.com for mods matching a search term and prints
the results to console as a neat looking table
@param {string} searchTerm What to search for
*/
findMods: function(searchTerm){
return new Promise((resolve, reject) => {
factorioAPI.init(false);
factorioAPI.authenticate({
username: config.username,
token: config.token,
require_ownership: false
}).then(() => {
factorioAPI.searchMods(term).then(body => {
console.log(body)
console.log("Im gonna download: "+body[0].name + " in version: " + body[0].latest_release.version);
factorioAPI.downloadMod( {name: body[0].name, version: body[0].latest_release.version}).then(()=>{
console.log("Mod downloaded");
resolve();
});
}).then(token => {
factorioAPI.searchMods(searchTerm).then(mods => {
let result = asTable(mods.reverse().map(mod => {
return {
title:ellipse(mod.title, 50),
name:ellipse(mod.name, 30),
downloads:mod.downloads_count,
updated: moment(mod.updated_at).format("DD.MM.YY"),
latest_version: mod.latest_release.version,
owner:mod.owner,
//license: mod.license_name,
}
}));
resolve(result);
// console.log(result);
});
}).catch(e => {
if(e.contains("Insufficient information")) console.log("We are missing some parameters required for logging in! Make sure your factorio username and token are specified in config.json.");
reject(new Error(e));
});
});
},
addMod: function(term, instance){
return new Promise((resolve, reject) => {
if(instance == "shared"){ // modDirectory has to end in /
var modDirectory = "sharedMods/";
} else {
var modDirectory = config.instanceDirectory+"/"+instance+"/instanceMods/";
}
if(term && term.length > 0){
if(term.includes("mods.factorio.com/mods/")){ // https://mods.factorio.com/mods/Danielv123/ChooChoo
// treat it as a link download
factorioAPI.init(false, modDirectory, "", config.factorio_version);
factorioAPI.authenticate({
username: config.username,
token: config.token,
require_ownership: false
}).then(() => {
factorioAPI.searchMods(term.split("/")[term.split("/").length-1]).then(body => {
console.log("Im gonna download: "+body[0].name + " in version: " + body[0].latest_release.version);
factorioAPI.downloadMod( {name: body[0].name, version: body[0].latest_release.version}).then(()=>{
console.log("Mod downloaded");
resolve();
});
});
});
} else if(term.includes("github.com")){ // https://github.com/Danielv123/factorioClusterioMod
// treat it as a github releases download
let apiURL = "https://api.github.com/repos/" + term.split("/")[3] + "/" + term.split("/")[4] + "/releases"; // https://api.github.com/repos/Danielv123/factorioClusterioMod/releases
let res = syncRequest('GET', apiURL, {"headers":{"User-Agent":"Fuck you for requiring user agents!"}});
let url = JSON.parse(res.getBody())[0].assets[0].browser_download_url;
let name = JSON.parse(res.getBody())[0].assets[0].name;
if(url) {
console.log("Downloading " + url);
let file = fs.createWriteStream(modDirectory + name);
let bytesDownloaded = 0;
let downloadStartTime = Date.now();
https.get(url, function(response) {
let bytesToDownload = response.headers['content-length'];
response.pipe(file);
response.on("data", chunk => {
bytesDownloaded += chunk.length;
let downloadTimeElapsed = Date.now() - downloadStartTime;
let bytesPerSecond = bytesDownloaded / (downloadTimeElapsed/1000);
let timeToComplete = Math.floor((bytesToDownload - bytesDownloaded)/bytesPerSecond);
sLog("Downloading "+name+" "+(bytesDownloaded/bytesToDownload*100).toPrecision(3)+"% ("+formatBytes(bytesDownloaded)+" / "+formatBytes(bytesToDownload)+")\r\n"+
"about "+timeToComplete+" seconds remaining ("+formatBytes(bytesPerSecond)+"/s)");
}).on("end", x => {
sLog.clear();
console.log(" Downloaded in "+moment.utc(moment.duration(Date.now()-downloadStartTime).as('milliseconds')).format('mm:ss')); // because sLog.clear() doesn't seem to do the job of ending the line properly
resolve();
});
});
}
} else {
// treat it as a search and download the top result
factorioAPI.init(false, modDirectory, "", config.factorio_version);
factorioAPI.authenticate({
username: config.username,
token: config.token,
require_ownership: false
}).then(() => {
factorioAPI.searchMods(term).then(body => {
console.log(body)
console.log("Im gonna download: "+body[0].name + " in version: " + body[0].latest_release.version);
factorioAPI.downloadMod( {name: body[0].name, version: body[0].latest_release.version}).then(()=>{
console.log("Mod downloaded");
resolve();
});
});
});
}
} else {
reject(new Error("Invalid search term"));
}
});
},
removeMod: function removeMod(term, instance, force = false){
return new Promise((resolve, reject) => {
if(instance == "shared"){ // modDirectory has to end in /
var modDirectory = "sharedMods/";
} else {
var modDirectory = config.instanceDirectory+"/"+instance+"/instanceMods/";
}
if(term && typeof term == "string" && term.length > 0){
let mods = fs.readdirSync(modDirectory);
let modsMatchingFilter = mods.filter(mod => mod.toLowerCase().includes(term.toLowerCase()));
if(modsMatchingFilter.length < 1){
console.log("No mods found matching search");
} else if(modsMatchingFilter.length == 1){
console.log("Deleting "+modsMatchingFilter[0]);
fs.unlinkSync(modDirectory+modsMatchingFilter[0]);
console.log("Deleted.");
} else if(modsMatchingFilter.length > 1){
console.log("Found multiple mods");
modsMatchingFilter.forEach(mod => console.log(mod));
if(query("Delete all mods matching filter?")){
let modsToDelete = modsMatchingFilter.length;
for(let i = 0; i < modsToDelete; i++){
fs.unlinkSync(modDirectory+modsMatchingFilter[i]);
console.log("Deleted "+modsMatchingFilter[i]);
}
} else console.log("Did not delete mods.")
}
resolve();
} else {
reject(new Error("Invalid search term"));
}
});
},
// 'https://api.github.com/repos/Danielv123/factorioClusterioMod/releases'
/**
Download mod from github repo by looking for the first binary download in
the latest release, saving it to /sharedMods
@param {string} url a github repo URL, for example https://api.github.com/repos/Danielv123/factorioClusterioMod/releases. Must link to /releases
*/
downloadFromGitURL: function(url){
console.log("Downloading mod from "+url);
// get JSON data about releases
let res = syncRequest('GET', url, {"headers":{"User-Agent":"Please don't require setting a user agent"}});
let downloadUrl = JSON.parse(res.getBody())[0].assets[0].browser_download_url;
let name = JSON.parse(res.getBody())[0].assets[0].name;
console.log(JSON.parse(res.getBody()))
if(downloadUrl) {
console.log(downloadUrl);
let file = fs.createWriteStream("sharedMods/"+name);
https.get(downloadUrl, function(response) {
response.pipe(file);
console.log("Downloaded "+name);
});
}
} else {
reject(new Error("Invalid search term"));
}
});
}
module.exports.removeMod = function removeMod(term, instance, force = false){
return new Promise((resolve, reject) => {
if(instance == "shared"){ // modDirectory has to end in /
var modDirectory = "sharedMods/";
} else {
var modDirectory = config.instanceDirectory+"/"+instance+"/instanceMods/";
}
if(term && typeof term == "string" && term.length > 0){
let mods = fs.readdirSync(modDirectory);
let modsMatchingFilter = mods.filter(mod => mod.toLowerCase().includes(term.toLowerCase()));
if(modsMatchingFilter.length < 1){
console.log("No mods found matching search");
} else if(modsMatchingFilter.length == 1){
console.log("Deleting "+modsMatchingFilter[0]);
fs.unlinkSync(modDirectory+modsMatchingFilter[0]);
console.log("Deleted.");
} else if(modsMatchingFilter.length > 1){
console.log("Found multiple mods");
modsMatchingFilter.forEach(mod => console.log(mod));
if(query("Delete all mods matching filter?")){
let modsToDelete = modsMatchingFilter.length;
for(let i = 0; i < modsToDelete; i++){
fs.unlinkSync(modDirectory+modsMatchingFilter[i]);
console.log("Deleted "+modsMatchingFilter[i]);
}
} else console.log("Did not delete mods.")
}
resolve();
} else {
reject(new Error("Invalid search term"));
}
});
}
// 'https://api.github.com/repos/Danielv123/factorioClusterioMod/releases'
/**
Download mod from github repo by looking for the first binary download in
the latest release, saving it to /sharedMods
@param {string} url a github repo URL, for example https://api.github.com/repos/Danielv123/factorioClusterioMod/releases. Must link to /releases
*/
module.exports.downloadFromGitURL = function(url){
console.log("Downloading mod from "+url);
// get JSON data about releases
let res = syncRequest('GET', url, {"headers":{"User-Agent":"Please don't require setting a user agent"}});
let downloadUrl = JSON.parse(res.getBody())[0].assets[0].browser_download_url;
let name = JSON.parse(res.getBody())[0].assets[0].name;
console.log(JSON.parse(res.getBody()))
if(downloadUrl) {
console.log(downloadUrl);
let file = fs.createWriteStream("sharedMods/"+name);
https.get(downloadUrl, function(response) {
response.pipe(file);
console.log("Downloaded "+name);
});
},
}
}
/*
+116
View File
@@ -0,0 +1,116 @@
const fs = require("fs-extra");
const path = require("path");
const git = require("simple-git")("./sharedPlugins");
module.exports = function(config){
if(!config) config = require("./../../config");
return {
listPlugins: async function(){
let plugins = await this.getPlugins();
plugins.forEach(plug => {
console.log(`${plug.name}`.padEnd(22).substr(0,22)+` - ${plug.description}`.substr(0,80-22));
});
},
getPlugins: async function(){
let directories = await fs.readdir("./sharedPlugins");
let returnArray = [];
for(let i in directories){
let dir = directories[i];
let pluginContents = await fs.readdir(path.join("./sharedPlugins", dir));
// console.log(pluginContents)
if(pluginContents.includes("config.js") || pluginContents.includes("config.json")){
try{
var pluginConfig = require(path.join("./../../sharedPlugins", dir, "config"));
pluginConfig.pluginPath = path.join("./sharedPlugins", dir);
}catch(e){
console.log(e)
}
// check if plugin is enabled
try{
await fs.stat(path.join(pluginConfig.pluginPath, "DISABLED"))
pluginConfig.enabled = false;
}catch(e){
pluginConfig.enabled = true;
}
returnArray.push(pluginConfig);
}
}
return returnArray;
},
addPlugin: function(path){
return new Promise((resolve, reject) => {
if(path.includes("git")){ // we are decently sure this is a git repo
git.clone(path, data => resolve(data))
}
});
},
removePlugin: async function(name){
let plugins = await this.getPlugins();
for(let i in plugins){
let plug = plugins[i];
if(plug.name.includes(name)){
// console.log(`Removing plugin ${plug.name}`);
await fs.remove(plug.pluginPath);
return {
ok:true,
msg:`Deleted plugin ${plug.name}`
}
}
}
return {
ok:false,
msg:`Plugin matching "${name}" not found`,
}
},
enablePlugin: async function(name, instance){
let plugins = await this.getPlugins();
let plugin = plugins[findInArray("name", name, plugins)[0]];
if(plugin){
let files = await fs.readdir(plugin.pluginPath);
if(files.includes("DISABLED")){
await fs.unlink(path.join(plugin.pluginPath, "DISABLED"));
return {
ok:true,
msg:`Globally enabled plugin ${name}`,
}
} else {
return {
ok:true,
msg:`Plugin ${name} already enabled`,
}
}
} else {
return {
ok:false,
msg:`Found no excact match for plugin ${name}`,
}
}
},
disablePlugin: async function(name, instance){
let plugins = await this.getPlugins();
let plugin = plugins[findInArray("name", name, plugins)[0]];
if(plugin){
await fs.writeFile(path.join(plugin.pluginPath, "DISABLED"), "");
return {
ok:true,
msg:`Plugin ${name} is now disabled on this host`,
}
} else {
return {
ok:false,
msg:`Found no excact match for plugin ${name}`,
}
}
}
}
}
function findInArray(key, value, array){
let indexes = [];
for(let i in array){
if(array[i][key] && array[i][key] === value) indexes.push(i);
}
return indexes;
}
+11 -12
View File
@@ -56,22 +56,21 @@ function download(url, file, callback){
}
var directories = [
"database/linvodb",
"sharedMods",
"instances",
];
let downloadList = [
{
url: "http://fbpviewer.trakos.pl/images/spritesheet.json",
file: "static/pictures/spritesheet.js",
callback: function(file){
fs.writeFileSync("static/pictures/spritesheet.js", "export default\n"+fs.readFileSync("static/pictures/spritesheet.js"));
},
},
{
url: "http://fbpviewer.trakos.pl/images/spritesheet.png",
file: "static/pictures/spritesheet.png",
},
// {
// url: "http://fbpviewer.trakos.pl/images/spritesheet.json",
// file: "static/pictures/spritesheet.js",
// callback: function(file){
// fs.writeFileSync("static/pictures/spritesheet.js", "export default\n"+fs.readFileSync("static/pictures/spritesheet.js"));
// },
// },
// {
// url: "http://fbpviewer.trakos.pl/images/spritesheet.png",
// file: "static/pictures/spritesheet.png",
// },
{
url: "https://code.jquery.com/jquery.js",
file: "static/external/jquery.js",
+5
View File
@@ -0,0 +1,5 @@
{
"name": "lib",
"description": "Internal library for factorioClusterio"
}
+154
View File
@@ -0,0 +1,154 @@
--[[
Copyright 2018 Chrisgbk
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
-- MIT License, https://opensource.org/licenses/MIT
-- Hotpatchable control.lua for scenarios
-- Supports multiple simultaneously loaded softmods
-- This is a WIP
-- Version 1.1 alpha
-- probably some performance improvements to be made
_ENV.debug_settings = {
level = 'info',
log_to_console_only = false,
log_to_RCON = false,
log_on_tick = false,
}
local hotpatch_tools = require 'hotpatch.mod-tools'
require 'hotpatch.remote-interface'
require 'hotpatch.commands'
require 'hotpatch.gui'
-- mod code goes here
-- This is the Factorio Freeplay scenario
-- This code, and the freeplay locale files in the zip file, is the property of Wube
-- As this is part of the base mod, the developers have given permission for modders to use/adapt the assets therein, for modding Factorio
-- Any other use would require licensing/permission from Wube
-- If you don't want to run this, either comment this out before creating your scenario, OR uninstall freeplay at runtime
hotpatch_tools.static_mod('freeplay', '0.17.50', [===[
local util = require("util")
local silo_script = require("silo-script")
local created_items = function()
return
{
["iron-plate"] = 8,
["wood"] = 1,
["pistol"] = 1,
["firearm-magazine"] = 10,
["burner-mining-drill"] = 1,
["stone-furnace"] = 1
}
end
local respawn_items = function()
return
{
["pistol"] = 1,
["firearm-magazine"] = 10
}
end
for k,v in pairs(silo_script.get_events()) do
script.on_event(k, v)
end
script.on_event(defines.events.on_player_created, function(event)
local player = game.players[event.player_index]
util.insert_safe(player, global.created_items)
local r = global.chart_distance or 200
player.force.chart(player.surface, {{player.position.x - r, player.position.y - r}, {player.position.x + r, player.position.y + r}})
if not global.skip_intro then
if game.is_multiplayer() then
player.print({"msg-intro"})
else
game.show_message_dialog{text = {"msg-intro"}}
end
end
silo_script.on_event(event)
end)
script.on_event(defines.events.on_player_respawned, function(event)
local player = game.players[event.player_index]
util.insert_safe(player, global.respawn_items)
silo_script.on_event(event)
end)
script.on_configuration_changed(function(event)
global.created_items = global.created_items or created_items()
global.respawn_items = global.respawn_items or respawn_items()
silo_script.on_configuration_changed(event)
end)
script.on_load(function()
silo_script.on_load()
end)
script.on_init(function()
global.created_items = created_items()
global.respawn_items = respawn_items()
silo_script.on_init()
end)
silo_script.add_remote_interface()
silo_script.add_commands()
remote.add_interface("freeplay",
{
get_created_items = function()
return global.created_items
end,
set_created_items = function(map)
global.created_items = map
end,
get_respawn_items = function()
return global.respawn_items
end,
set_respawn_items = function(map)
global.respawn_items = map
end,
set_skip_intro = function(bool)
global.skip_intro = bool
end,
set_chart_distance = function(value)
global.chart_distance = tonumber(value)
end
})
]===])
-- Multi-file test
--[[
local files = {}
files['testfolder.anothertest.test'] = [===[
script.on_event(defines.events.on_player_changed_position, function(e) game.print('position changed') end)
]===]
files['testfolder.test'] = [===[
require 'anothertest.test'
]===]
files['test'] = [===[
require 'testfolder.test'
]===]
hotpatch_tools.static_mod('require-test', '1.0.0', [===[
require 'test'
]===], files)
--]]
-- end of mod code
@@ -0,0 +1,135 @@
local hotpatch_tools = require 'hotpatch.mod-tools'
hotpatch_tools.static_mod('hotpatch-commands', '1.0.2', [===[
--[[
Copyright 2018 Chrisgbk
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
-- MIT License, https://opensource.org/licenses/MIT
local hotpatch_tools = require 'hotpatch.mod-tools'
--load private API
-- mod installation/uninstallation support functions
-- These take a mod NAME as a first argument
local install_mod = hotpatch_tools.install_mod
local find_installed_mod = hotpatch_tools.find_installed_mod
local install_mod_file = hotpatch_tools.install_mod_file
local uninstall_mod = hotpatch_tools.uninstall_mod
-- mod interaction functions
-- These take a LOADED INDEX as a first argument, except load_mod, which takes an INSTALLED INDEX
local load_mod = hotpatch_tools.load_mod
local find_loaded_mod = hotpatch_tools.find_loaded_mod
local run_mod = hotpatch_tools.run_mod
local reset_mod = hotpatch_tools.reset_mod
local reset_mod_events = hotpatch_tools.reset_mod_events
local register_mod_events = hotpatch_tools.register_mod_events
local unload_mod = hotpatch_tools.unload_mod
-- internal callbacks when a mod registers events
local register_event = hotpatch_tools.register_event
local register_nth_tick = hotpatch_tools.register_nth_tick
local register_on_tick = hotpatch_tools.register_on_tick
-- mod bootstrap functions
-- These take a LOADED INDEX as a first argument
local mod_on_init = hotpatch_tools.mod_on_init
local mod_on_load = hotpatch_tools.mod_on_load
local mod_on_configuration_changed = hotpatch_tools.mod_on_configuration_changed
local static_mods = hotpatch_tools.static_mods
local console = hotpatch_tools.console
local debug_log = hotpatch_tools.debug_log
local loaded_mods = hotpatch_tools.loaded_mods
local installed_mods = hotpatch_tools.installed_mods
local help_commands = {
help = '/hotpatch help\nYou got this far, you probably know all you need to know',
list = '/hotpatch list [type]\nLists \'installed\', \'loaded\' or \'running\' mods',
}
local sub_commands
sub_commands = {
help = function(player_index, param)
local caller = (player_index and game.players[player_index]) or console
if (not param) or (param == '') then
caller.print('Usage: /hotpatch [command] [parameters]')
caller.print('Available commands:')
for k, _ in pairs(sub_commands) do caller.print(k) end
caller.print('Use /hotpatch help [command] for help on a particular command')
else
local text = help_commands[param]
if text then
caller.print(text)
end
end
end,
list = function(player_index, param)
local caller = (player_index and game.players[player_index]) or console
if not param or (param == '') then
caller.print('Installed mods:')
for k, v in pairs(installed_mods) do
caller.print(table.concat{'[', k, '] ', v.name, ' ', v.version})
end
caller.print('Loaded/Running mods:')
for k, v in pairs(loaded_mods) do
caller.print(table.concat{'[', k, '] ', v.name, ' ', v.version, ' ', (v.loaded and 'loaded') or 'not loaded', ' ', (v.running and 'running') or 'not running'})
end
else
end
end,
}
local admin_commands = {
reinstall = function(player_index, param)
local caller = (player_index and game.players[player_index]) or console
local mod
local installed_index
local loaded_index
for i = 1, #static_mods do
mod = static_mods[i]
if mod.name:match('^hotpatch%-.*$') then
loaded_index = find_loaded_mod(mod.name)
if loaded_index then
unload_mod(loaded_index)
end
install_mod(mod.name, mod.version, mod.code, mod.files)
installed_index = find_installed_mod(mod.name)
load_mod(installed_index)
loaded_index = find_loaded_mod(mod.name)
run_mod(loaded_index)
mod_on_init(loaded_index)
end
end
end,
}
_ENV.commands.add_command('hotpatch', 'Commands for hotpatch. Run /hotpatch help for details.', function(e)
local caller = (e.player_index and game.players[e.player_index]) or console
if (not e.parameter) or (e.parameter == '') then
sub_commands['help'](e.player_index)
return
end
local sub_command, rest = e.parameter:match('(.-)%s(.*)')
if not sub_command then
sub_command = e.parameter
end
local f = sub_commands[sub_command]
if f then f(e.player_index, rest) end
if caller.admin then
f = admin_commands[sub_command]
if f then f(e.player_index, rest) end
end
end)
--]===])
return true
+377
View File
@@ -0,0 +1,377 @@
local hotpatch_tools = require 'hotpatch.mod-tools'
hotpatch_tools.static_mod('hotpatch-gui', '1.0.6', [===[
--[[
Copyright 2018 Chrisgbk
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
-- MIT License, https://opensource.org/licenses/MIT
local hotpatch_tools = require 'hotpatch.mod-tools'
local mod_gui = require 'mod-gui'
--load private API
-- mod installation/uninstallation support functions
-- These take a mod NAME as a first argument
local install_mod = hotpatch_tools.install_mod
local find_installed_mod = hotpatch_tools.find_installed_mod
local install_mod_file = hotpatch_tools.install_mod_file
local uninstall_mod = hotpatch_tools.uninstall_mod
-- mod interaction functions
-- These take a LOADED INDEX as a first argument, except load_mod, which takes an INSTALLED INDEX
local load_mod = hotpatch_tools.load_mod
local find_loaded_mod = hotpatch_tools.find_loaded_mod
local run_mod = hotpatch_tools.run_mod
local reset_mod = hotpatch_tools.reset_mod
local reset_mod_events = hotpatch_tools.reset_mod_events
local register_mod_events = hotpatch_tools.register_mod_events
local unload_mod = hotpatch_tools.unload_mod
-- internal callbacks when a mod registers events
local register_event = hotpatch_tools.register_event
local register_nth_tick = hotpatch_tools.register_nth_tick
local register_on_tick = hotpatch_tools.register_on_tick
-- mod bootstrap functions
-- These take a LOADED INDEX as a first argument
local mod_on_init = hotpatch_tools.mod_on_init
local mod_on_load = hotpatch_tools.mod_on_load
local mod_on_configuration_changed = hotpatch_tools.mod_on_configuration_changed
local static_mods = hotpatch_tools.static_mods
local console = hotpatch_tools.console
local debug_log = hotpatch_tools.debug_log
local loaded_mods = hotpatch_tools.loaded_mods
local installed_mods = hotpatch_tools.installed_mods
script.on_event(defines.events.on_player_joined_game, function(e)
local player = game.players[e.player_index]
local top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
local center = player.gui.center
local button = top['hotpatch-button']
if button then
button.destroy()
end
local menu = left['hotpatch-menu']
if menu then
menu.destroy()
end
local IDE = center['hotpatch-IDE']
if IDE then
IDE.destroy()
end
local main = center['hotpatch-main']
if main then
main.destroy()
end
button = top.add{type = 'sprite-button', name = 'hotpatch-button', sprite='utility/heat_exchange_indication', tooltip = 'Hotpatch', style = mod_gui.button_style}
end)
local on_gui_click_handlers
local on_gui_selection_state_changed_handlers
on_gui_click_handlers = {
['hotpatch-button'] = function(e)
--on_gui_click_handlers['hotpatch-menu.IDE'](e)
--do return end
local player = game.players[e.player_index]
local left = mod_gui.get_frame_flow(player)
local center = player.gui.center
local menu = left['hotpatch-menu']
if not menu then
menu = left.add{type = 'frame', name = 'hotpatch-menu', direction = 'vertical'}
menu.add{type = 'button', name = 'hotpatch-menu.IDE', caption = 'Mod IDE', tooltip = 'Open debugging GUI'}
menu.add{type = 'button', name = 'hotpatch-menu.console', caption = 'Mod Console', tooltip = 'Open debugging console'}
menu.visible = true
return
end
menu.visible = not menu.visible
end,
['hotpatch-menu'] = function(e)
local player = game.players[e.player_index]
local left = mod_gui.get_frame_flow(player)
if e.element.name ~= 'hotpatch-menu' then
local menu = left['hotpatch-menu']
menu.visible = not menu.visible
on_gui_click_handlers[e.element.name](e)
end
end,
['hotpatch-menu.IDE'] = function(e)
local player = game.players[e.player_index]
local center = player.gui.center
local IDE = center['hotpatch-IDE']
if not IDE then
IDE = center.add{type = 'frame', name = 'hotpatch-IDE', direction = 'vertical', caption = 'Hotpatch IDE', style = mod_gui.frame_style}
local top_flow = IDE.add{type = 'flow', name = 'hotpatch-IDE-top', direction = 'horizontal'}
top_flow.add{type = 'label', name = 'hotpatch-IDE-mod-label', caption = 'Mod: '}
local IDE_dropdown = top_flow.add{type = 'drop-down', name = 'hotpatch-IDE-mod-selector'}
top_flow.add{type = 'label', name = 'hotpatch-IDE-mod-version', caption = 'Version: No mod selected'}
local IDE_table = IDE.add{type = 'table', name = 'hotpatch-IDE-table', column_count = 2}
local files = IDE_table.add{type = 'scroll-pane', name = 'hotpatch-IDE-files', direction='vertical'}
files.style.height = 600
files.vertical_scroll_policy = 'always'
files = files.add{type = 'table', name = 'hotpatch-IDE-files-table', column_count = 1}
local code = IDE_table.add{type = 'text-box', name = 'hotpatch-IDE-code'}
code.word_wrap = true
files.style.width = 400
files.style.cell_padding = 0
files.style.top_padding = 0
files.style.bottom_padding = 0
code.style.width = 600
code.style.height = 600
IDE.visible = false
end
local IDE_dropdown = IDE['hotpatch-IDE-top']['hotpatch-IDE-mod-selector']
IDE_dropdown.clear_items()
for _, v in ipairs(installed_mods) do
IDE_dropdown.add_item(v.name)
end
IDE.visible = not IDE.visible
if IDE.visible then
player.opened = IDE
else
player.opened = nil
end
end,
['hotpatch-menu.console'] = function(e)
local player = game.players[e.player_index]
local center = player.gui.center
local hotpatch_console = center['hotpatch-console']
if not hotpatch_console then
hotpatch_console = center.add{type = 'frame', name = 'hotpatch-console', direction = 'vertical', caption = 'Hotpatch Console'}
local top_flow = hotpatch_console.add{type = 'flow', name = 'hotpatch-console-top', direction = 'horizontal'}
top_flow.add{type = 'label', name = 'hotpatch-console-mod-label', caption = 'Mod: '}
local console_dropdown = top_flow.add{type = 'drop-down', name = 'hotpatch-console-mod-selector'}
top_flow.add{type = 'label', name = 'hotpatch-console-mod-version', caption = 'Version: No mod selected'}
local bottom_flow = hotpatch_console.add{type = 'flow', name = 'hotpatch-console-bottom', direction = 'vertical'}
local output = bottom_flow.add{type = 'text-box', name = 'hotpatch-console-output'}
local bottom_input_flow = bottom_flow.add{type = 'flow', name = 'hotpatch-console-bottom-input', direction = 'horizontal'}
local input = bottom_input_flow.add{type = 'textfield', name = 'hotpatch-console-input'}
bottom_input_flow.add{type = 'button', name = 'hotpatch-console-run', caption = 'Run', tooltip = 'Run Lua Code'}
output.style.width = 800
output.style.height = 600
input.style.width = 600
hotpatch_console.visible = false
end
local console_dropdown = hotpatch_console['hotpatch-console-top']['hotpatch-console-mod-selector']
console_dropdown.clear_items()
for _, v in ipairs(loaded_mods) do
console_dropdown.add_item(v.name)
end
hotpatch_console.visible = not hotpatch_console.visible
if hotpatch_console.visible then
player.opened = hotpatch_console
else
player.opened = nil
end
end,
['hotpatch-console-run'] = function(e)
local player = game.players[e.player_index]
local center = player.gui.center
local hotpatch_console = center['hotpatch-console']
local output = hotpatch_console['hotpatch-console-bottom']['hotpatch-console-output']
local input = hotpatch_console['hotpatch-console-bottom']['hotpatch-console-bottom-input']['hotpatch-console-input']
local console_dropdown = hotpatch_console['hotpatch-console-top']['hotpatch-console-mod-selector']
if not player.admin then
output.text = table.concat{output.text, '\n', 'Only admins!'}
return
end
if not (console_dropdown.selected_index > 0) then
output.text = table.concat{output.text, '\n', 'Select a mod!'}
return
end
local mod_name = console_dropdown.items[console_dropdown.selected_index]
local loaded_index = find_loaded_mod(mod_name)
local env = loaded_mods[loaded_index].env
local old_print = env.print
local old_log = env.log
env.print = function(...)
--local count = select('#', ...)
local t = table.pack(...)
for k, v in pairs(t) do
t[k] = tostring(v)
end
local text = table.concat(t, '\t')
output.text = table.concat{output.text, '\n', text}
end
env.log = function(text)
output.text = table.concat{output.text, '\n', text}
end
local success
local code, err = load(input.text, input.text, 't', env)
if code then
success, err = pcall(code)
if not success then
output.text = table.concat{output.text, '\n', err}
end
else
output.text = table.concat{output.text, '\n', err}
end
env.print = old_print
env.log = old_log
end,
['hotpatch-IDE-file'] = function(e)
local player = game.players[e.player_index]
local center = player.gui.center
local element = e.element
local previous
for _, v in pairs(center['hotpatch-IDE']['hotpatch-IDE-table']['hotpatch-IDE-files']['hotpatch-IDE-files-table'].children) do
if table.compare(v.style.font_color or {}, {r=1.0, g=1.0, b=0.0, a=1.0}) then
previous = v
break
end
end
if previous then
previous.style.font_color = {r=1.0, g=1.0, b=1.0, a=1.0}
end
element.style.font_color = {r=1.0, g=1.0, b=0.0, a=1.0}
local file = element.name:match('.-%.(.*)')
local selected = center['hotpatch-IDE']['hotpatch-IDE-top']['hotpatch-IDE-mod-selector']
local mod_name = selected.items[selected.selected_index]
local code = center['hotpatch-IDE']['hotpatch-IDE-table']['hotpatch-IDE-code']
local index = find_installed_mod(mod_name)
if index then
local mod = installed_mods[index]
if file == 'control' then
code.text = mod.code
else
code.text = mod.files[file]
end
end
end,
}
script.on_event(defines.events.on_gui_click, function(e)
local element = e.element
if element.valid then
local name = element.name:match('([^%.]*)%.?.-')
local handler = on_gui_click_handlers[name]
if handler then handler(e) end
end
end)
on_gui_selection_state_changed_handlers = {
['hotpatch-console-mod-selector'] = function(e)
local player = game.players[e.player_index]
local center = player.gui.center
local element = e.element
local name = element.items[element.selected_index]
if name then
local index = find_loaded_mod(name)
if index then
local mod = loaded_mods[index]
local version_label = center['hotpatch-console']['hotpatch-console-top']['hotpatch-console-mod-version']
version_label.caption = 'Version: ' .. mod.version
local hotpatch_console = center['hotpatch-console']
local output = hotpatch_console['hotpatch-console-bottom']['hotpatch-console-output']
output.text = ''
end
end
end,
['hotpatch-IDE-mod-selector'] = function(e)
local player = game.players[e.player_index]
local center = player.gui.center
local element = e.element
local name = element.items[element.selected_index]
if name then
local index = find_installed_mod(name)
if index then
local mod = installed_mods[index]
local version_label = center['hotpatch-IDE']['hotpatch-IDE-top']['hotpatch-IDE-mod-version']
version_label.caption = 'Version: ' .. mod.version
local list = center['hotpatch-IDE']['hotpatch-IDE-table']['hotpatch-IDE-files']['hotpatch-IDE-files-table']
list.clear()
local file = list.add{type = 'label', style = 'hoverable_bold_label', caption = 'control', name = 'hotpatch-IDE-file.control'}
file.style.bottom_padding = 0
file.style.top_padding = 0
for k, _ in pairs(mod.files) do
file = list.add{type = 'label', style = 'hoverable_bold_label', caption = k, name = 'hotpatch-IDE-file.' .. k}
file.style.bottom_padding = 0
file.style.top_padding = 0
end
local code = center['hotpatch-IDE']['hotpatch-IDE-table']['hotpatch-IDE-code']
code.text = ''
end
end
end,
}
script.on_event(defines.events.on_gui_selection_state_changed, function(e)
local element = e.element
local handler = on_gui_selection_state_changed_handlers[element.name]
if handler then handler(e) end
end)
script.on_event(defines.events.on_gui_closed, function(e)
local player = game.players[e.player_index]
local element = e.element
if e.gui_type == defines.gui_type.custom then
if element and element.valid then
if element.name == 'hotpatch-IDE' then
if element.visible then
player.play_sound{path = "utility/gui_click"}
end
element.visible = false
elseif element.name == 'hotpatch-console' then
if element.visible then
player.play_sound{path = "utility/gui_click"}
end
element.visible = false
end
end
end
end)
--]===])
--[===[
-- keeping this as a reminder
['hotpatch-menu'] = function(e)
local player = game.players[e.player_index]
local top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
local center = player.gui.center
local menu = left['hotpatch-menu']
menu.visible = not menu.visible
on_gui_click_handlers[e.element.name](e)
end,
--]===]
return true
File diff suppressed because it is too large. Load diff
@@ -0,0 +1,322 @@
local hotpatch_tools = require 'hotpatch.mod-tools'
hotpatch_tools.static_mod('hotpatch-remote-interface', '1.0.3', [===[
--[[
Copyright 2018 Chrisgbk
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
-- MIT License, https://opensource.org/licenses/MIT
local hotpatch_tools = require 'hotpatch.mod-tools'
--load private API
-- mod installation/uninstallation support functions
-- These take a mod NAME as a first argument
local install_mod = hotpatch_tools.install_mod
local find_installed_mod = hotpatch_tools.find_installed_mod
local install_mod_file = hotpatch_tools.install_mod_file
local uninstall_mod = hotpatch_tools.uninstall_mod
-- mod interaction functions
-- These take a LOADED INDEX as a first argument, except load_mod, which takes an INSTALLED INDEX
local load_mod = hotpatch_tools.load_mod
local find_loaded_mod = hotpatch_tools.find_loaded_mod
local run_mod = hotpatch_tools.run_mod
local reset_mod = hotpatch_tools.reset_mod
local reset_mod_events = hotpatch_tools.reset_mod_events
local register_mod_events = hotpatch_tools.register_mod_events
local unload_mod = hotpatch_tools.unload_mod
-- internal callbacks when a mod registers events
local register_event = hotpatch_tools.register_event
local register_nth_tick = hotpatch_tools.register_nth_tick
local register_on_tick = hotpatch_tools.register_on_tick
-- mod bootstrap functions
-- These take a LOADED INDEX as a first argument
local mod_on_init = hotpatch_tools.mod_on_init
local mod_on_load = hotpatch_tools.mod_on_load
local mod_on_configuration_changed = hotpatch_tools.mod_on_configuration_changed
local static_mods = hotpatch_tools.static_mods
local console = hotpatch_tools.console
local debug_log = hotpatch_tools.debug_log
local loaded_mods = hotpatch_tools.loaded_mods
local installed_mods = hotpatch_tools.installed_mods
local remote_interface = {}
--IMPORTANT: WHEN COPY PASTING CODE TO CONSOLE THE CODE MUST HAVE SINGLE LINE COMMENTS REMOVED
-- FACTORIO CONSOLE STRIPS LINEFEEDS WHICH MAKES ALL THE CODE BECOME COMMENTED OUT
--TODO: gate these behind admin permissions; if (game.player and game.player.admin) should work for console commands?
debug_log({'hotpatch-info.remote-installing'})
remote_interface['install'] = function(mod_name, mod_version, mod_code, mod_files, only_install)
-- this installs a new mod and runs on_init, then registers events
-- Note that mods may expect that certain events haven't been called yet when their on_init is ran
-- This may prevent them from functioning properly, without manually calling the events they expect
-- examples: on_player_created
local caller = game.player or console
if caller.admin then
if mod_files then
for k,_ in pairs(mod_files) do
if k == 'control' then
caller.print('ERROR: control.lua loaded twice for mod ' .. mod_name)
return
end
end
end
local installed_index = find_installed_mod(mod_name)
local loaded_index = find_loaded_mod(mod_name)
if installed_index then
local old_version = installed_mods[installed_index].version
if old_version then
debug_log({'hotpatch-warning.already-exists', mod_name, old_version})
debug_log({'hotpatch-warning.reinstalling', mod_name, old_version})
end
if loaded_index then
unload_mod(loaded_index)
end
end
install_mod(mod_name, mod_version, mod_code, mod_files)
if not only_install then
installed_index = find_installed_mod(mod_name)
if installed_index then
if not load_mod(installed_index) then
caller.print('compilation failed for mod ' .. mod_name)
return
end
loaded_index = find_loaded_mod(mod_name)
if loaded_index then
if not run_mod(loaded_index) then
caller.print('execution failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
if not mod_on_init(loaded_index) then
caller.print('on_init failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
-- TODO: notify all mods
-- TODO: determine vanilla behaviour and replicate it
if not mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={new_version=mod_version}}}) then
caller.print('on_configuration_changed failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
else
end
else
end
end
else
caller.print('You must be an admin to run this command.')
end
end
remote_interface['run'] = function(mod_name)
-- this runs on_init, then registers events
-- Note that mods may expect that certain events haven't been called yet when their on_init is ran
-- This may prevent them from functioning properly, without manually calling the events they expect
-- examples: on_player_created
local caller = game.player or console
if caller.admin then
local installed_index = find_installed_mod(mod_name)
local loaded_index = find_loaded_mod(mod_name)
local mod
local version
if installed_index and not loaded_index then
if not load_mod(installed_index) then
caller.print('compilation failed for mod ' .. mod_name)
return
end
loaded_index = find_loaded_mod(mod_name)
else
if loaded_index then
mod = loaded_mods[loaded_index]
version = mod.version
debug_log({'hotpatch-warning.already-loaded', mod_name, version})
debug_log({'hotpatch-warning.reinitializing', mod_name, version})
end
end
if loaded_index then
if not run_mod(loaded_index) then
caller.print('execution failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
if not mod_on_init(loaded_index) then
caller.print('on_init failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
-- TODO: notify all mods
-- TODO: determine vanilla behaviour and replicate it
if not mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={new_version=version}}}) then
caller.print('on_configuration_changed failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
end
else
caller.print('You must be an admin to run this command.')
end
end
remote_interface['update'] = function(mod_name, mod_version, mod_code, mod_files)
-- this updates an existing mod
-- the current mods events are de-registered, the new code is installed, on_load is triggered, and then events are registered
-- finally, the mod is informed of the update, so it can run migrations from the previous version
-- TODO: validation
local caller = game.player or console
if caller.admin then
if mod_files then
for k,_ in pairs(mod_files) do
if k == 'control' then
caller.print('ERROR: control.lua loaded twice for mod ' .. mod_name)
return
end
end
end
local installed_index = find_installed_mod(mod_name)
if installed_index then
;
end
local loaded_index = find_loaded_mod(mod_name)
local old_version
if loaded_index then
old_version = loaded_mods[loaded_index].version
unload_mod(loaded_index)
end
install_mod(mod_name, mod_version, mod_code, mod_files)
installed_index = find_installed_mod(mod_name)
if not load_mod(installed_index) then
caller.print('compilation failed for mod ' .. mod_name)
return
end
loaded_index = find_loaded_mod(mod_name)
if not run_mod(loaded_index) then
caller.print('execution failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
if old_version then
if not mod_on_load(loaded_index) then
caller.print('on_load failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
-- The mod must do any migrations here
-- TODO: notify all mods
if not mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={old_version=old_version, new_version=mod_version}}}) then
caller.print('on_configuration_changed failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
else
-- first time install
if not mod_on_init(loaded_index) then
caller.print('on_init failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
-- TODO: notify all mods
if not mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={new_version=mod_version}}}) then
caller.print('on_configuration_changed failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
end
else
caller.print('You must be an admin to run this command.')
end
end
remote_interface['install_mod_file'] = function(mod_name, mod_file, mod_file_code)
local caller = game.player or console
if caller.admin then
install_mod_file(mod_name, mod_file, mod_file_code)
else
caller.print('You must be an admin to run this command.')
end
end
remote_interface['exec'] = function(mod_name, exec_code)
local caller = game.player or console
if caller.admin then
local loaded_index = find_loaded_mod(mod_name)
local env = loaded_mods[loaded_index].env
local success
local code, err = load(exec_code, exec_code, 't', env)
if code then
success, err = pcall(code)
if not success then
debug_log(err)
end
else
debug_log(err)
end
else
caller.print('You must be an admin to run this command.')
end
end
--TODO: most of this function
remote_interface['clean'] = function(mod_name)
-- Removes ALL mod data and reinitializes
-- doesn't remove things a mod may add like surfaces, etc
local caller = game.player or console
if caller.admin then
--mod_reset(mod_name)
--run_mod(mod_name)
--mod_on_init(mod_name)
local loaded_index = find_loaded_mod(mod_name)
local mod = loaded_mods[loaded_index]
local version = mod.version
mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={new_version=version}}})
else
caller.print('You must be an admin to run this command.')
end
end
remote_interface['uninstall'] = function(mod_name)
-- Uninstalls a mod
local caller = game.player or console
if caller.admin then
uninstall_mod(mod_name)
else
caller.print('You must be an admin to run this command.')
end
end
remote.add_interface('hotpatch', remote_interface)
debug_log({'hotpatch-info.complete', {'hotpatch-info.remote-installing'}})
--]===])
--[[
remote.call('hotpatch, 'install', 'test', '1.0.0', [===[
script.on_event(defines.events.on_player_changed_position, function(e)
game.print('changed position')
end
]===]
local updated_code = ....
remote.call('hotpatch', 'update', 'test', '1.0.1', updated_code)
]]
return true
@@ -0,0 +1,3 @@
msg-intro=Hierdie is Factorio vryspel. Jou taak is om 'n vuurpyl in die ruimte in te stuur. Doen dit deur 'n vuurpyl te bou en hom te lanseer. Jy sal baie gevorderde tegnologiëe moet navors om die Vuurpyl Silo te ontsluit. Begin klein, werk jou pad op met outomatisering en moenie vergeet om jouself te beskerm teen die inboorlinge nie.
scenario-name=Vryspel
@@ -0,0 +1,3 @@
msg-intro=.بكوكلا اذه ناكس م كسفن يمحت نا ىسنت الو ,ةيكيتاموتوألا ربع كقيرط ينبتسو ,رفصلا نم أدبتس .كلت خيراوصلا قالطإ ةطحم حتف عيطتست فيكل ةروطتملا ايجولونكتلل ثاحبأب مايقلا ىلإ جاتحتس .اهنم خوراص قالطإ مث خيراوص قالطإ ةطحم ءانب قيرط نع كلذب مايقلا كنكمي ,ءاضفلا ىلإ اخوراص قلطت نا يه كتمهم ,factorioـل رحلا بعللا روط وه اذه
scenario-name=رحلا بعللا
@@ -0,0 +1,3 @@
msg-intro=Гэта рэжым свабоднай гульні Factorio. Вашая мэта - запусціць ракету ў космас. Дзеля гэтага вам трэба пабудаваць ракетную шахту і саму ракету са спадарожнікам. Вы мусіце даследаваць перадавыя тэхналогіі, каб навучыцца будаваць ракетную шахту. Пачынайце з малога, працуйце над аўтаматызацыяй вытворчасці, даследуйце новыя тэхналогіі і не забывайцеся на абарону ад «тутэйшых».
scenario-name=Свабодная гульня
@@ -0,0 +1,3 @@
msg-intro=Това е режимът на свободна игра. Задачата ви е да изстреляте ракета в космоса. За това ще е нужно да построите ракетна шахта и изстреляте ракетата със спътник. Ще трябва да проучите развити технологии, които ще отключат ракетната шахта. Започнете с малко и постепенно автоматизирайте процеса, като не забравяте да се защитавате от местните форми на живот.
scenario-name=Свободна игра
@@ -0,0 +1,3 @@
msg-intro=Aquest és el mode lliure del Factorio. La vostra tasca és construir un coet i enviar-lo a l'espai. Ho haureu de fer construint un centre de coets espacials i llençant un coet. Necessitareu investigar tecnologies avançades per poder-ho fer. Aneu pas a pas, avanceu cap a l'automatització i no oblideu protegir-vos dels natius.
scenario-name=Mode lliure
@@ -0,0 +1,3 @@
msg-intro=Toto je volná hra Factorio. Tvým úkolem je vypustit raketu do vesmíru. Postav raketové silo a vypusť raketu. Pro odemknutí raketového sila budeš muset vyzkoumat pokročilé technologie. Začni v malém, postupuj s automatizací a nezapomeň se chránit před domorodci.
scenario-name=Volná hra
@@ -0,0 +1,3 @@
msg-intro=Dette er Factorio freeplay. Din opgave er at affyre en raket ud i rummet. Gør dette ved at konstruere en raketsilo og affyr en raket. Du bliver nød til at undersøge avancerede teknologier for at låse op for raketsiloen. Start småt og arbejd din vej op med automatisering og glem ikke at beskytte dig selv fra de indfødte.
scenario-name=Fri lej
@@ -0,0 +1,3 @@
msg-intro=Du befindest dich im freien Spiel Modus von Factorio. Ziel ist es, eine Rakete ins Weltall zu schicken. Baue hierzu das Raketensilo um die Rakete starten zu können. Um das Raketensilo freischalten zu können wirst du fortgeschrittene Technologien erforschen müssen. Fange klein an und erforsche die Automation. Vergiss aber nicht, dich vor den Ureinwohner zu schützen.
scenario-name=Freies Spiel
@@ -0,0 +1,3 @@
msg-intro=Αυτό είναι το ελεύθερο παιχνίδι του Factorio. Ο στόχος σας είναι να εκτοξεύσετε έναν πύραυλο στο διάστημα. Αυτό το κάνετε κατασκευάζοντας ένα σιλό πυραύλου και εκτοξεύοντας έναν πύραυλο. Θα πρέπει να ερευνήσετε προηγμένες τεχνολογίες για να ξεκλειδώσετε το σιλό πυραύλου. Ξεκινήστε χαμηλά, φτάστε ψηλά χρησιμοποιώντας αυτοματισμούς και μην ξεχάσετε να προστατέψετε τον εαυτό σας από τους ντόπιους.
scenario-name=Ελεύθερο παιχνίδι
@@ -0,0 +1,2 @@
msg-intro=This is the Factorio freeplay. Your task is to launch a rocket into space. Do this by constructing a rocket silo and launching a rocket. You will need to research advanced technologies in order to unlock the rocket silo. Start small, work your way up with automation and don't forget to protect yourself from the natives.
scenario-name=Freeplay
@@ -0,0 +1,81 @@
[hotpatch]
log=@__1__:__2__] __3__
log-mod=@__1__:__2__][__4__] __3__
severe=SEVERE ERROR: __1__
error=ERROR: __1__
warning=WARNING: __1__
info=INFO: __1__
verbose=INFO: __1__
trace=TRACE: __1__
[hotpatch-info]
logging-enabled=Logging enabled
metatable-installed=_ENV metatable installed
complete=__1__ Complete!
on-init=initializing...
on-load=loading...
on-configuration-changed=mod configuration changed...
installing-included-mods=installing included mods...
loading-installed-mods=loading installed mods...
loading-libs=loading Factorio.data.core.lualib...
loading-library=loading library: __1__
uninstalling=Uninstalling mod...
installing=Installing version __1__...
installing-file=Installing file __1__...
script-shim=setting up mod script shim...
setting-env=setting up mod _ENV...
loading=loading...
unloading=unloading...
running=running...
must-be-admin=You must be an admin to run this command
remote-installing=installing remote interface
[hotpatch-trace]
nil-var-access=_ENV nil variable access: __1__
nil-var-assignment=_ENV variable assignment: __1__
event-registering=registering events...
on-tick-event-registered=registered on_tick event...
on-event-registered=registered event __1__...
on-nth-tick-event-registered=registered nth_tick event __1__...
event-running=running event __1__...
nth-tick-event-running=running nth_event __1__...
mod-on-init=running on_init...
mod-on-load=running on_load...
mod-on-configuration-changed=running on_configuration_changed...
adding-event=adding event __1__
adding-nth-tick-event=adding nth_tick event __1__
caching-event=caching event: __1__...
caching-nth-tick-event=caching nth_tick event: __1__...
event-processing=processing event __1__...
nth-tick-event-processing=processing nth_tick event __1__...
nth-tick-handler-added=added nth_tick handler: __1__
nth-tick-handler-removed=removed nth_tick handler: __1__
on-tick-handler-added=added on_tick handler
on-tick-handler-removed=removed on_tick handler
on-event-handler-added=added event handler: __1__
on-event-handler-removed=removed event handler: __1__
cached-load-require=loading cached require'd file: __1__...
load-require=loading require'd file: __1__...
load-core-lib=loading from Factorio.data.core.lualib: __1__...
[hotpatch-warning]
contains-comments=mod code contains comments!
contains-comments-no-lf=mod contains comments and no linefeed!
contains-comments-console=comments from console will comment out the entire code!
reset-events-not-running=tried to reset events for mod that isn't running!
remote-interface-exists=remote interface __1__ already exists, removing...
command-exists=command __1__ already exists, removing...
already-exists=mod already exists: __1__ __2__
reinstalling=reinstalling mod in-place: __1__ __2__
already-loaded=mod already loaded: __1__ __2__
reinitializing=reinitializing: __1__ __2__
[hotpatch-error]
invalid-API-access=Invalid API access: __1__
not-installed=mod not installed, cannot install file for mod that does not exist
compilation-failed=compilation failed for mod
execution-failed=execution failed for mod
path-not-found=path '__1__' not found
on-init-failed=on_init failed
on-load-failed=on_load failed
on-configuration-changed-failed=on_configuration_changed failed
@@ -0,0 +1,2 @@
scenario-name=Libera Ludado
@@ -0,0 +1,3 @@
msg-intro=Este es el modo de juego libre de Factorio. Tu tarea es la de lanzar un cohete al espacio. Logra esto construyendo un Silo de Cohetes y lanzando un cohete con un satélite. Necesitarás investigar tecnologías avanzadas para poder desbloquear el Silo de Cohetes. Comienza poco a poco, trabaja en tu sistema de automatización y no te olvides de protegerte de los nativos.
scenario-name=Modo libre
@@ -0,0 +1,2 @@
scenario-name=Vabamäng
@@ -0,0 +1,3 @@
msg-intro=Tämä on Factorion vapaapelimuoto. Tavoitteesi on lähettää satelliitti ulkoavaruuteen rakentamalla rakettisiilo ja laukaisemalla raketti. Rakettisiilon voit rakentaa vasta, kun olet kehittänyt siihen tarvittavat huipputeknologiat. Aloita pienestä ja automatisoi kaikki tarvittava, äläkä unohda suojella itseäsi alkuasukkailta.
scenario-name=Vapaapeli
@@ -0,0 +1,3 @@
msg-intro=Il s'agit du mode de jeu libre de Factorio. Votre tâche consiste à lancer une fusée dans l'espace. Faites ceci en construisant une fusée et en la lançant dans l'espace. Vous aurez besoin de rechercher des technologies de pointe afin de débloquer le silo. Commencez petit, évoluez en automatisant et n'oubliez pas de vous protéger contre les autochtones.
scenario-name=Jeu libre
@@ -0,0 +1,3 @@
msg-intro=.םיימוקמה םירוציה ינפמ םכמצע לע ןגהל וחכשת לאו ,יטמוטוא ןוכימ תועצמאב םכלש הישעתה תא וביחרה ,ןטקב וליחתה .ןקתמה תיינב תא רשפאל ידכ תומדקתמ תויגולונכט רוקחל םכילע היהי .ליט ותועצמאב רגשלו םיליט רוגיש ןקתמ תונבל םכילע .ללחל ליט רגשל איה םכתמישמ .ויִרֹוטְקַפ לש ישפוחה שיחרתה והז
scenario-name=ישפוח קחשמ
@@ -0,0 +1,3 @@
msg-intro=Ez a Factorio szabad játék módja. A feladatod az, hogy kilőj egy rakétát az űr felderítésére. Ehhez egy Rakétasilót kell építened, melyből aztán egy műholddal felszerelt rakétát kell kilőnöd. A Rakétasiló kifejlesztéséhez különféle technológiákat kell fejlesztened. Kezdj kicsiben és küzdd fel magad az automatizálásban. Ne felejts el védekezni a honos fajok ellen.
scenario-name=Szabad játék
@@ -0,0 +1,3 @@
msg-intro=Questa è la modalità libera di Factorio. Il tuo obiettivo è quello di lanciare un razzo nello spazio e per farlo dovrai costruire un silo per razzi. Avrai bisogno di fare ricerche avanzate per sbloccare il silo. Inizia con poco, lavora sull'automazione e non dimenticarti di difenderti dai nativi.
scenario-name=Gioco libero
@@ -0,0 +1,3 @@
msg-intro=これは、Factorioのフリープレイです。ロケットサイロを建造し、ロケットを宇宙へ打ち上げるのがあなたの任務です。ロケットサイロの建造を行うためには高度な技術研究を行う必要があります。小規模に始め、自動化しつつ進み、原住生物から身を守ることも忘れないでください。
scenario-name=フリープレイ
@@ -0,0 +1,3 @@
msg-intro=Factorio 자유플레이입니다. 당신의 목표는 우주로 로켓을 발사하는 것입니다. 로켓 격납고를 건설하고 로켓을 발사하여 이 목표를 달성하세요. 로켓 격납고의 잠금을 해제하기 위해 고급 기술들을 연구할 필요가 있습니다. 작은 것부터 시작해 자동화로 차근차근 발전하고, 토착 생물로부터 자신을 보호하는 것도 잊지 마세요.
scenario-name=자유플레이
@@ -0,0 +1,3 @@
msg-intro=Tai Factorio laisvas žaidimas. Jūsų užduotis - paleisti raketą į kosmosą. Tam reikia pastatyti Raketos šachtą ir paleisti raketą su palydovu. Reikės atrasti pažangias technologijas kad atrakintumėte Raketos šachtą. Pradėkite palengva, tobulinkite automatiką ir neužmirškite apsisaugoti nuo vietinių.
scenario-name=Žaisti laisva forma
@@ -0,0 +1,2 @@
scenario-name=Brīvspēle
@@ -0,0 +1,3 @@
msg-intro=Dit is Factorio vrij spel. Je taak is om een raket te lanceren in de ruimte. Bouw hiervoor een raket-silo en lanceer een raket. Je zult geavanceerde technologieën moeten onderzoeken om de raket-silo vrij te spelen. Begin op kleine schaal, breidt uit en automatiseer je fabriek en vergeet niet jezelf te beschermen tegen de inheemse bewoners.
scenario-name=Freeplay
@@ -0,0 +1,3 @@
msg-intro=Dette er Factorio freeplay. Din oppgave er å sende en rakett til verdensrommet. Bygg en rakettsilo og send opp en rakett med en satellitt. Du blir nødt til å utforske avanserte teknologier for å få tilgang til rakettsiloen. Begynn i det små, jobb deg oppover med hjelp av automatisering, men ikke glem å beskytte deg mot de innfødte.
scenario-name=Frittspill
@@ -0,0 +1,3 @@
msg-intro=Oto swobodna rozgrywka Factorio. Twoim zadaniem jest wysłanie rakiety w kosmos. Dokonaj tego przez skonstruowanie silosu rakietowego i wystrzelenie rakiety. Żeby odblokować silos rakietowy będziesz musiał odkryć zaawansowane technologie. Rozpocznij od podstaw, rozwijaj się wykorzystując automatyzację i nie zapomnij o obronie przed rodzimymi mieszkańcami planety.
scenario-name=Gra swobodna
@@ -0,0 +1,3 @@
msg-intro=Este é o modo livre de Factorio. Sua tarefa é lançar um foguete no espaço. Faça isso construindo um silo de foguetes e lançando um foguete. Você precisará pesquisar tecnologias avançadas para desbloquear o silo de foguetes. Comece pequeno, trabalhe seu caminho com automação e não se esqueça de se proteger dos nativos.
scenario-name=Jogo livre
@@ -0,0 +1,3 @@
msg-intro=Este é o modo livre do Factorio. O teu objetivo é lançar um foguetão para o espaço. Faz isto, contruindo um silo de foguetão e lançando-o.\nVais precisar de pesquisar tecnologias avançadas para desploquear o silo de foguetão. Começa simples, e trabalha e evolui com automação mas não te esqueças de proteger do nativos.
scenario-name=Modo Livre
@@ -0,0 +1,3 @@
msg-intro=Acesta este modul Factorio freeplay. Sarcina ta este de a lansa o racheta în spațiu. Fă acest lucru prin construirea unui siloz de rachete și lansarea unei rachete. Va trebui să cercetezi tehnologiile avansate pentru a debloca silozul de rachete. Începe mic, avansează cu automatizarea și nu uita să te protejezi de nativi.
scenario-name=Freeplay
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msg-intro=Это режим свободной игры Factorio. Ваша задача - запустить ракету в космос. Для её запуска потребуется исследовать новые технологии и создать ракетную шахту. Начните с малого, работайте над автоматизацией производства и не забывайте о защите от местных форм жизни.
scenario-name=Свободная игра
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msg-intro=Toto je voľná hra Factorio. Tvojou úlohou je vypustiť raketu do vesmíru. Postav raketové silo a vypusti raketu. Pre odomknutie raketového sila budeš musieť vyskúmať pokročilé technológie. Začni v malom, postupuj s automatizáciou a nezabnudni sa chrániť pred domácimi.
scenario-name=Voľná hra
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msg-intro=To je Factorio freeplay. Vaša naloga je poslati raketo v vesolje. To storite tako, da zgradite silos za raketo in jo skupaj s satelitom izstrelite v vesolje. Raziskati bo potrebno napredne tehnologije, da bi lahko odklenili Raketni silos. Začnete z majhnim, nato nadgradite vse s pomočjo avtomatizacije in ne pozabite, zaščitite se pred domorodci.
scenario-name=Prosta igra
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msg-intro=Ово је Factorio freeplay. Твој задатак је да лансираш ракету са сателитом у свемир. Уради ово грађом ракетног силоса. Треба да истражиш пуно напредних технологија да би откључао ракетни силос. Почни мало, а онда напредуј са аутоматизацијом и не заборави да се заштитиш од ванземаљаца.
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msg-intro=Det här är Factorio frispel. Ditt uppdrag är att avfyra en raket ut i rymden. Gör det genom att tillverka en raket silo och avfyra en raket med en satellit. Du kommer att behöva forska fram avancerade teknologier för att kunna låsa upp raket silon. Börja smått, jobba dig uppåt med hjälp av automatisering och glöm inte att försvara dig själv mot infödingarna.
scenario-name=Frispel
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scenario-name=โหมดอิสระ
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msg-intro=Bu Factorio'nun serbest oynanışıdır. Göreviniz uzaya bir roket göndermek. Bunu roket rampası inşa edip ve Roket fırlatarak yapınız. Roket rampasını açmak için gelişmiş teknolojileri araştırmanız gerekecek. Ufaktan başlayın ve otomasyonla büyüyün, ve yerlilerden kendiniz korumayı unutmayın.
scenario-name=Serbest Oyun
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msg-intro=Це один з типів гри в Factorio — "Вільна гра". Ваше завдання — запустити ракету у космічний простір. Зробіть це, побудувавши ракетну шахту та запустивши ракету. Вам потрібно дослідити передові технології, щоб мати змогу побудувати ракетну шахту. Починайте з малого, розвивайтеся за допомогою автоматизації, але не забувайте і про оборону.
scenario-name=Вільна гра
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