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Author SHA1 Message Date
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 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
3801 changed files with 9114 additions and 11472 deletions

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@@ -22,6 +22,7 @@ coverage
# Compiled binary addons (http://nodejs.org/api/addons.html)
build/Release
dist/
node_modules/*
!node_modules/_app
@@ -50,5 +51,19 @@ 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/
# File used for marking plugins as disabled
sharedPlugins/*/DISABLED
\.cache-require-paths\.json
# IDE
.idea/
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@@ -0,0 +1,45 @@
# Snyk (https://snyk.io) policy file, patches or ignores known vulnerabilities.
version: v1.13.3
ignore: {}
# patches apply the minimum changes required to fix a vulnerability
patch:
'npm:lodash:20180130':
- html5-validator > caporal > cli-table2 > lodash:
patched: '2018-07-03T06:07:55.532Z'
'npm:hawk:20160119':
- node-factorio-api > documentation > highlight.js > gear-lib > less > request > hawk:
patched: '2019-02-25T06:48:21.845Z'
'npm:http-signature:20150122':
- node-factorio-api > documentation > highlight.js > gear-lib > less > request > http-signature:
patched: '2019-02-25T06:48:21.845Z'
'npm:mime:20170907':
- node-factorio-api > documentation > highlight.js > gear-lib > mime:
patched: '2019-02-25T06:48:21.845Z'
- node-factorio-api > documentation > highlight.js > gear-lib > less > mime:
patched: '2019-02-25T06:48:21.845Z'
- node-factorio-api > documentation > highlight.js > gear-lib > less > request > form-data > mime:
patched: '2019-02-25T06:48:21.845Z'
'npm:minimatch:20160620':
- node-factorio-api > documentation > highlight.js > gear > liftoff > findup-sync > glob > minimatch:
patched: '2019-02-25T06:48:21.845Z'
- node-factorio-api > documentation > highlight.js > gear-lib > gear > liftoff > findup-sync > glob > minimatch:
patched: '2019-02-25T06:48:21.845Z'
- node-factorio-api > documentation > highlight.js > gear-lib > glob > minimatch:
patched: '2019-02-25T06:48:21.845Z'
- node-factorio-api > documentation > highlight.js > gear-lib > jslint > glob > minimatch:
patched: '2019-02-25T06:48:21.845Z'
- node-factorio-api > documentation > highlight.js > gear-lib > jshint > cli > glob > minimatch:
patched: '2019-02-25T06:48:21.845Z'
- node-factorio-api > documentation > highlight.js > gear-lib > jshint > minimatch:
patched: '2019-02-25T06:48:21.845Z'
'npm:request:20160119':
- node-factorio-api > documentation > highlight.js > gear-lib > less > request:
patched: '2019-02-25T06:48:21.845Z'
'npm:tunnel-agent:20170305':
- node-factorio-api > documentation > highlight.js > gear-lib > less > request > tunnel-agent:
patched: '2019-02-25T06:48:21.845Z'
'npm:uglify-js:20151024':
- node-factorio-api > documentation > highlight.js > gear-lib > handlebars > uglify-js:
patched: '2019-02-25T06:48:21.845Z'
- node-factorio-api > documentation > highlight.js > gear-lib > uglify-js:
patched: '2019-02-25T06:48:21.845Z'
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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
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{
"CurrentProjectSetting": null
}
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@@ -0,0 +1,8 @@
{
"ExpandedNodes": [
"",
"\\sharedPlugins"
],
"SelectedNode": "\\.gitignore",
"PreviewInSolutionExplorer": false
}
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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
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/
+110 -27
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@@ -1,12 +1,18 @@
<img src="./logo.svg" width="100%" align="right">
<br/>
<br/>
<br/>
# 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 +22,10 @@ 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 +42,16 @@ 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 +78,9 @@ 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
@@ -78,23 +96,34 @@ Master and all slaves:
curl -o factorio.tar.gz -L https://www.factorio.com/get-download/latest/headless/linux64
tar -xf factorio.tar.gz
npm install
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 +137,12 @@ 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 +157,6 @@ 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 +172,7 @@ 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 +184,21 @@ 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 +210,59 @@ 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))
### InitializationError: First argument must be an abstract-leveldown compliant store
do:
npm install linvodb3@3.25.1
if that does not suffice do
npm install levelup@1.3.9
If it still doesn't work, come over to our support discord linked at the top of this readme.
### 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**
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+229 -426
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@@ -18,11 +18,13 @@ const ioClient = require("socket.io-client");
const objectOps = require("./lib/objectOps.js");
const fileOps = require("_app/fileOps");
const stringUtils = require("./lib/stringUtils.js");
const modManager = require("./lib/manager/modManager.js");
const configManager = require("./lib/manager/configManager.js");
// argument parsing
const args = require('minimist')(process.argv.slice(2));
// require config.json
var config = require('./config');
var config = require(args.config || './config');
var global = {};
if (!fs.existsSync(config.instanceDirectory)) {
@@ -42,11 +44,14 @@ const command = process.argv[2];
// and as the process name in ps/top on linux.
process.title = "clusterioClient "+instance;
// add better stack traces on promise rejection
process.on('unhandledRejection', r => console.log(r));
// make sure we have the master access token (can't write to master without it since clusterio 2.0)
if(!config.masterAuthToken || typeof config.masterAuthToken !== "string"){
console.log("ERROR invalid config!");
console.log("Master server now needs an access token for write operations. As clusterio slaves depends \
upon this, please add your token to config.js in the field named masterAuthToken. \
console.error("ERROR invalid config!");
console.error("Master server now needs an access token for write operations. As clusterio slaves depends \
upon this, please add your token to config.json in the field named masterAuthToken. \
You can retrieve your auth token from the master in secret-api-token.txt after running it once.");
}
const needleOptionsWithTokenAuthHeader = {
@@ -94,6 +99,7 @@ async function messageInterfaceInternal(command, callback, resolve, reject) {
if(typeof callback == "function"){
callback();
}
reject(err)
}
}
}
@@ -112,6 +118,8 @@ if (!command || command == "help" || command == "--help") {
console.error("node client.js delete [instance]");
console.error("To download the latest version of the Clusterio lua mod, do");
console.error("node client.js manage shared mods download clusterio");
console.error("To download a clusterio plugin, do");
console.error("node client.js manage shared plugins install https://github.com/Danielv123/playerManager");
console.error("For more management options, do");
console.error("node client.js manage");
process.exit(1);
@@ -134,12 +142,12 @@ if (!command || command == "help" || command == "--help") {
// create port colloumn
let factorioPorts = [];
instanceNames.forEach(function(instance){
let factorioPort
let factorioPort;
if(instance.includes("Name:")){
factorioPort = "Port:"
} else {
factorioPort = require(config.instanceDirectory+"/"+instance+"/config").factorioPort;
factorioPort = require(path.resolve(config.instanceDirectory, instance, 'config')).factorioPort;
}
factorioPorts.push(factorioPort);
});
@@ -167,8 +175,10 @@ if (!command || command == "help" || command == "--help") {
console.log('node client.js manage '+instance+' '+tool+' ["list", "search", "add", "remove", "update"]');
} else if(tool && tool == "config") {
console.log('node client.js manage '+instance+' '+tool+' ["list", "edit"]');
} else if(tool && tool == "plugins") {
console.log(`node client.js manage ${instance} ${tool} ["list", "add", "remove"]`);
} else {
console.log('node client.js manage '+(instance || '[instance, "shared"]') +' '+ (tool || '["mods", "config"]') + ' ...');
console.log('node client.js manage '+(instance || '[instance, "shared"]') +' '+ (tool || '["mods", "config", "plugins"]') + ' ...');
}
}
const tool = process.argv[4] || "";
@@ -176,6 +186,9 @@ if (!command || command == "help" || command == "--help") {
if(instance){
if(tool == "mods"){
(async function(){try{
// do require down here to reduce master load time
const modManager = require("./lib/manager/modManager.js")(config);
// allow managing mods
if(action == "list"){
console.log(await modManager.listMods(instance));
@@ -212,6 +225,28 @@ if (!command || command == "help" || command == "--help") {
} else {
usage(instance, tool);
}
} else if(tool == "plugins"){
(async function(){try{
const pluginManager = require("./lib/manager/pluginManager.js")(config);
if(action == "list"){
await pluginManager.listPlugins();
} else if(action == "add" || action == "install" || action == "download"){
let status = await pluginManager.addPlugin(process.argv[6]);
} else if(action == "remove" || action == "uninstall" || action == "delete"){
let status = await pluginManager.removePlugin(process.argv[6]);
if(status && status.msg) console.log(status.msg);
} else if(action == "enable"){
let status = await pluginManager.enablePlugin(process.argv[6]);
if(status && status.msg) console.log(status.msg);
} else if(action == "disable"){
let status = await pluginManager.disablePlugin(process.argv[6]);
if(status && status.msg) console.log(status.msg);
}
process.exit(0);
}catch(e){
console.error(e);
process.exit(1);
}})();
} else {
usage(instance);
}
@@ -225,7 +260,7 @@ if (!command || command == "help" || command == "--help") {
console.error("Usage: node client.js delete [instance]");
process.exit(1);
} else if (typeof process.argv[3] == "string" && fs.existsSync(config.instanceDirectory+"/" + process.argv[3]) && process.argv[3] != "/" && process.argv[3] != "") {
fileOps.deleteFolderRecursiveSync(config.instanceDirectory+"/" + process.argv[3]);
fileOps.deleteFolderRecursiveSync(path.resolve(config.instanceDirectory, process.argv[3])); // TODO: Check if this can cause i-craft users to format their server by using wrong paths
console.log("Deleted instance " + process.argv[3]);
process.exit(0);
} else {
@@ -242,14 +277,16 @@ if (!command || command == "help" || command == "--help") {
console.log(url);
let file = fs.createWriteStream("sharedMods/"+name);
https.get(url, function(response) {
response.on('end', function () {
console.log("Downloaded "+name);
process.exit(0);
});
response.pipe(file);
console.log("Downloaded "+name);
process.exit(0);
});
}).end();
}
} else if (command == "start" && instance === undefined) {
console.log("ERROR: No instanceName provided!");
console.log("Usage: node client.js start [instanceName]");
console.error("ERROR: No instanceName provided!");
console.error("Usage: node client.js start [instanceName]");
process.exit(0);
} else if (command == "start" && typeof instance == "string" && instance != "/" && !fs.existsSync(instancedirectory)) {
// if instance does not exist, create it
@@ -262,25 +299,32 @@ if (!command || command == "help" || command == "--help") {
fs.writeFileSync(instancedirectory + "/script-output/txbuffer.txt", "");
fs.mkdirSync(instancedirectory + "/mods/");
fs.mkdirSync(instancedirectory + "/instanceMods/");
fs.mkdirSync(instancedirectory + "/scenarios/");
ncp("./lib/scenarios", path.resolve(instancedirectory, "scenarios"), err => {
if (err) console.error(err)
});
// fs.symlinkSync('../../../sharedMods', instancedirectory + "/mods", 'junction') // This is broken because it can only take a file as first argument, not a folder
fs.writeFileSync(instancedirectory + `/config.ini`, `[path]\r\n
read-data=${ path.resolve(config.factorioDirectory, "data") }\r\n
write-data=${ path.resolve(config.instanceDirectory, instance) }\r\n
`);
// this line is probably not needed anymore but Im not gonna remove it
fs.copySync('sharedMods', instancedirectory + "/mods");
fs.copySync('sharedMods', path.join(instancedirectory, "mods"));
let instconf = {
"factorioPort": process.env.FACTORIOPORT || Math.floor(Math.random() * 65535),
"clientPort": process.env.RCONPORT || Math.floor(Math.random() * 65535),
"clientPassword": Math.random().toString(36).replace(/[^a-z]+/g, '').substr(0, 8),
"factorioPort": args.port || process.env.FACTORIOPORT || Math.floor(Math.random() * 65535),
"clientPort": args["rcon-port"] || process.env.RCONPORT || Math.floor(Math.random() * 65535),
"__comment_clientPassword": "This is the rcon password. Its also used for making an instanceID. Make sure its unique and not blank.",
"clientPassword": args["rcon-password"] || Math.random().toString(36).replace(/[^a-z]+/g, '').substr(0, 8),
"info": {}
}
console.log("Clusterio | Created instance with settings:")
console.log(instconf);
// create instance config
fs.writeFileSync(instancedirectory + "/config.json", JSON.stringify(instconf, null, 4));
let name = "Clusterio instance: " + instance;
if (config.username) {
name = config.username + "'s clusterio " + instance;
@@ -301,17 +345,58 @@ write-data=${ path.resolve(config.instanceDirectory, instance) }\r\n
"autosave_slots": 5,
"afk_autokick_interval": 0,
"auto_pause": config.auto_pause,
}
};
fs.writeFileSync(instancedirectory + "/server-settings.json", JSON.stringify(serversettings, null, 4));
let createSave = child_process.spawnSync(
'./' + config.factorioDirectory + '/bin/x64/factorio', [
'-c', instancedirectory + '/config.ini',
'--create', instancedirectory + '/saves/save.zip',
]
);
console.log("Instance created!");
process.exit(0);
} else if (command == "start" && typeof instance == "string" && instance != "/" && fs.existsSync(instancedirectory)) {
console.log("Server settings: "+JSON.stringify(serversettings, null, 4));
console.log("Creating save .....");
let factorio = child_process.spawn(
'./' + config.factorioDirectory + '/bin/x64/factorio', [
'-c', instancedirectory + '/config.ini',
// '--create', instancedirectory + '/saves/save.zip',
'--start-server-load-scenario', 'Hotpatch',
'--server-settings', instancedirectory + '/server-settings.json',
'--rcon-port', Number(process.env.RCONPORT) || instconf.clientPort,
'--rcon-password', instconf.clientPassword,
], {
'stdio': ['pipe', 'pipe', 'pipe']
}
);
factorio.stdout.on("data", data => {
data = data.toString("utf8").replace(/(\r\n\t|\n|\r\t)/gm,"");
console.log(data);
if(data.includes("Starting RCON interface")){
let client = new Rcon({
packetResponseTimeout: 200000,
maxPending: 5
});
client.connect({
host: 'localhost',
port: Number(process.env.RCONPORT) || instconf.clientPort,
password: instconf.clientPassword
});
client.onDidAuthenticate(() => {
console.log('Clusterio | RCON Authenticated!');
});
client.onDidConnect(() => {
console.log('Clusterio | RCON Connected, starting save');
client.send("/c game.server_save('hotpachSave')");
});
}
if(data.includes("Saving finished")){
console.log("Map saved as hotpachSave.zip, exiting...");
console.log("Instance created!")
process.exit(0);
}
if(data.includes("Downloading from auth server failed")){
console.error("Instance creation failed, unable to establish auth server connection.");
console.error("Deleting broken instance...");
fileOps.deleteFolderRecursiveSync(path.resolve(config.instanceDirectory, process.argv[3]));
process.exit(0);
}
});
} else if (command == "start" && typeof instance == "string" && instance != "/" && fs.existsSync(instancedirectory)){(async () => {
// Exit if no instance specified (it should be, just a safeguard);
if(instancedirectory != config.instanceDirectory+"/undefined"){
var instanceconfig = require(path.resolve(instancedirectory,'config'));
@@ -326,47 +411,51 @@ write-data=${ path.resolve(config.instanceDirectory, instance) }\r\n
process.exit(1);
}
console.log("Deleting .tmp.zip files");
let savefiles = fs.readdirSync(instancedirectory + "/saves/");
let savefiles = fs.readdirSync(path.join(instancedirectory,"saves"));
for(i = 0; i < savefiles.length; i++){
if(savefiles[i].substr(savefiles[i].length - 8, 8) == ".tmp.zip") {
fs.unlinkSync(instancedirectory + "/saves/" + savefiles[i]);
fs.unlinkSync(path.resolve(instancedirectory, "saves", savefiles[i]));
}
}
console.log("Deleting logs");
console.log("Clusterio | Rotating old logs...");
// clean old log file to avoid crash
// file exists, delete so we don't get in trouble
try {
fs.unlinkSync(instancedirectory+'/factorio-current.log');
} catch (err){
if(err){
console.log(err);
} else {
console.log("Clusterio | Deleting old logs...");
try{
let logPath = path.join(instancedirectory,'factorio-current.log');
let stat = await fs.stat(logPath);
console.log(stat)
console.log(stat.isFile())
if(stat.isFile()){
let logFilename = `factorio-${Math.floor(Date.parse(stat.mtime)/1000)}.log`;
await fs.rename(logPath, path.join(instancedirectory, logFilename));
console.log(`Log rotated as ${logFilename}`);
}
}
}catch(e){}
// Math.floor(Date.now()/1000)
// (new Date).toGMTString()
// move mods from ./sharedMods to the instances mod directory
try{fs.mkdirSync(instancedirectory + "/instanceMods/");}catch(e){}
try{rmdirSync(instancedirectory + "/mods");}catch(e){}
try{fs.mkdirSync(path.join(instancedirectory, "instanceMods"));}catch(e){}
try{rmdirSync(path.join(instancedirectory, "mods"));}catch(e){}
try {
// mods directory that will be emptied (deleted) when closing the server to facilitate seperation of instanceMods and sharedMods
fs.mkdirSync(instancedirectory + "/mods/");
fs.mkdirSync(path.join(instancedirectory, "mods"));
} catch(e){}
console.log("Clusterio | Moving shared mods from sharedMods/ to instance/mods...");
fs.copySync('sharedMods', instancedirectory + "/mods");
fs.copySync('sharedMods', path.join(instancedirectory, "mods"));
console.log("Clusterio | Moving instance specific mods from instance/instanceMods to instance/mods...");
fs.copySync(instancedirectory + "/instanceMods", instancedirectory + "/mods");
process.on('SIGINT', function () {
console.log("Caught interrupt signal, sending /quit");
messageInterface("/quit");
});
fs.copySync(path.join(instancedirectory, "instanceMods"), path.join(instancedirectory, "mods"));
// Set paths for factorio so it reads and writes from the correct place even if the instance is imported from somewhere else
fs.writeFileSync(instancedirectory + `/config.ini`, `[path]\r\n
read-data=${ path.resolve(config.factorioDirectory, "data") }\r\n
write-data=${ path.resolve(config.instanceDirectory, instance) }\r\n
`);
// Spawn factorio server
//var serverprocess = child_process.exec(commandline);
fileOps.getNewestFile(instancedirectory + "/saves/", fs.readdirSync(instancedirectory + "/saves/"),function(err, latestSave) {
if(err) {
console.error("ERROR!")
console.error("ERROR!");
console.error("Your savefile seems to be missing. This might because you created an instance without having factorio\
installed and configured properly. Try installing factorio and adding your savefile to instances/[instancename]/saves/\n");
throw err;
@@ -376,29 +465,29 @@ write-data=${ path.resolve(config.instanceDirectory, instance) }\r\n
'./' + config.factorioDirectory + '/bin/x64/factorio', [
'-c', instancedirectory + '/config.ini',
'--start-server', latestSave.file,
'--rcon-port', Number(process.env.RCONPORT) || instanceconfig.clientPort,
'--rcon-password', instanceconfig.clientPassword,
'--rcon-port', args["rcon-port"] || Number(process.env.RCONPORT) || instanceconfig.clientPort,
'--rcon-password', args["rcon-password"] || instanceconfig.clientPassword,
'--server-settings', instancedirectory + '/server-settings.json',
'--port', Number(process.env.FACTORIOPORT) || instanceconfig.factorioPort
'--port', args.port || Number(process.env.FACTORIOPORT) || instanceconfig.factorioPort
], {
'stdio': ['pipe', 'pipe', 'pipe']
}
);
serverprocess.on('close', (code) => {
serverprocess.on('close', code => {
console.log(`child process exited with code ${code}`);
process.exit();
});
serverprocess.stdout.on("data", (data) => {
serverprocess.stdout.on("data", data => {
// log("Stdout: " + data);
if(data.toString('utf8').includes("Couldn't parse RCON data: Maximum payload size exceeded")){
console.error("ERROR: RCON CONNECTION BROKE DUE TO TOO LARGE PACKET!");
console.error("Attempting reconnect...");
client.close();
client.disconnect();
client.connect();
}
// we have to do this to make logs visible on linux and in powershell. Causes log duplication for people with CMD.
console.log('Fact: ' + data);
console.log('Fact: ' + data.toString("utf8").replace("\n", ""));
});
serverprocess.stderr.on('data', (chunk) => {
console.log('ERR: ' + chunk);
@@ -407,19 +496,20 @@ write-data=${ path.resolve(config.instanceDirectory, instance) }\r\n
// connect to the server with rcon
if(true || process.platform != "linux"){
// IP, port, password
client = new Rcon();
client = new Rcon({
packetResponseTimeout: 200000, // 200s, should allow for commands up to 1250kB in length
maxPending: 5
});
// check the logfile to see if the RCON interface is running as there is no way to continue without it
// we read the log every 2 seconds and stop looping when we start connecting to factorio
function checkRcon() {
fs.readFile(instancedirectory+"/factorio-current.log", function (err, data) {
// if (err) console.log(err);
// if (err) console.error(err);
if(data && data.indexOf('Starting RCON interface') > 0){
client.connect({
host: 'localhost',
port: Number(process.env.RCONPORT) || instanceconfig.clientPort,
password: instanceconfig.clientPassword,
timeout: 5000
port: args["rcon-port"] || Number(process.env.RCONPORT) || instanceconfig.clientPort,
password: args["rcon-password"] || instanceconfig.clientPassword,
});
} else {
setTimeout(function(){
@@ -432,7 +522,7 @@ write-data=${ path.resolve(config.instanceDirectory, instance) }\r\n
client.onDidAuthenticate(() => {
console.log('Clusterio | RCON Authenticated!');
instanceManagement(); // start using rcons
instanceManagement(instanceconfig); // start using rcons
});
client.onDidConnect(() => {
console.log('Clusterio | RCON Connected!');
@@ -440,71 +530,89 @@ write-data=${ path.resolve(config.instanceDirectory, instance) }\r\n
});
client.onDidDisconnect(() => {
console.log('Clusterio | RCON Disconnected!');
process.exit(0); // exit because RCON disconnecting is undefined behaviour and we rather just wanna restart now
// process.exit(0); // exit because RCON disconnecting is undefined behaviour and we rather just wanna restart now
});
process.on('SIGINT', function () {
console.log("Caught interrupt signal, disconnecting RCON");
client.disconnect().then(()=>{
console.log("Rcon disconnected, Sending ^C");
// We don't actually do this on windows, because ctrl+c in windows CMD sends it to all subprocesses as well. Doing it twice will abort factorios save.
if(process.platform == "linux"){
serverprocess.kill("SIGINT");
}
});
});
} else if(process.platform == "linux"){
// don't open an RCON connection and just use stdio instead, does not work on windows.
instanceManagement();
instanceManagement(instanceconfig);
process.on('SIGINT', function () {
console.log("Caught interrupt signal, sending ^C");
serverprocess.kill("SIGINT");
});
}
// set some globals
confirmedOrders = [];
lastSignalCheck = Date.now();
});
})()} else {
console.error("Invalid arguments, quitting.");
process.exit(1);
}
// ensure instancemanagement only ever runs once
_.once(instanceManagement);
function instanceManagement() {
/* Open websocket connection to master */
async function instanceManagement(instanceconfig) {
console.log("Started instanceManagement();");
/* Open websocket connection to master */
var socket = ioClient("http://"+config.masterIP+":"+config.masterPort);
socket.on("hello", data => {
console.log("SOCKET | registering slave!");
socket.emit("registerSlave", {
instanceID: instanceconfig.unique,
});
setInterval(B=> socket.emit("heartbeat"), 10000);
});
console.log("Started instanceManagement();");
setInterval(B=> socket.emit("heartbeat"), 10000);
// load plugins and execute onLoad event
let pluginDirectories = fileOps.getDirectoriesSync("./sharedPlugins/");
const pluginManager = require("./lib/manager/pluginManager.js")(config);
let pluginsToLoad = await pluginManager.getPlugins();
let plugins = [];
for(let i=0; i<pluginDirectories.length; i++) {
let I = i
for(let i = 0; i < pluginsToLoad.length; i++){
let pluginLoadStarted = Date.now();
let log = function(message) {
console.log("Clusterio | "+ pluginDirectories[I] + " | " + message);
console.log("Clusterio | "+ pluginsToLoad[i].name + " | " + message);
}
// these are our two config files. We need to send these in case plugin
// wants to contact master or know something.
let combinedConfig = deepmerge(instanceconfig,config,{clone:true})
let pluginConfig = require("./sharedPlugins/" + pluginDirectories[i] + "/config.js");
let combinedConfig = deepmerge(instanceconfig,config,{clone:true});
let pluginConfig = pluginsToLoad[i];
if(!global.subscribedFiles) {
global.subscribedFiles = {};
}
if(pluginConfig.binary == "nodePackage"){
// require index.js.main() of plugin and execute it as a class
let pluginClass = require("./sharedPlugins/" + pluginDirectories[I] + "/index.js");
plugins[I] = new pluginClass(combinedConfig, async function(data, callback){
if(data.toString('utf8')[0] != "/") {
log("Stdout: " + data.toString('utf8'));
if(pluginConfig.binary == "nodePackage" && pluginConfig.enabled){
// require plugin class and execute it
let pluginClass = require(path.resolve(pluginConfig.pluginPath, "index.js"));
plugins[i] = new pluginClass(combinedConfig, async function(data, callback){
if(data && data.toString('utf8')[0] != "/") {
log(data.toString('utf8'));
return true;
} else {
} else if (data && data.toString('utf8')[0] == "/"){
return messageInterface(data.toString('utf8'), callback);
}
}, { // extra functions to pass in object. Should have done it like this from the start, but won't break backwards compat.
socket, // socket.io connection to master (and ES6 destructuring, yay)
});
if(plugins[I].factorioOutput && typeof plugins[I].factorioOutput === "function"){
if(plugins[i].factorioOutput && typeof plugins[i].factorioOutput === "function"){
// when factorio logs a line, send it to the plugin. This includes things like autosaves, chat, errors etc
serverprocess.stdout.on("data", data => plugins[I].factorioOutput(data.toString()));
serverprocess.stdout.on("data", data => plugins[i].factorioOutput(data.toString()));
}
if(pluginConfig.scriptOutputFileSubscription && typeof pluginConfig.scriptOutputFileSubscription == "string"){
if(global.subscribedFiles[pluginConfig.scriptOutputFileSubscription]) {
// please choose a unique file to subscribe to. If you need plugins to share this interface, set up a direct communication
// between those plugins instead.
throw "FATAL ERROR IN " + pluginDirectories[i] + " FILE ALREADY SUBSCRIBED " + pluginConfig.scriptOutputFileSubscription;
throw "FATAL ERROR IN " + pluginConfig.name + " FILE ALREADY SUBSCRIBED " + pluginConfig.scriptOutputFileSubscription;
}
if (!fs.existsSync(instancedirectory + "/script-output/" + pluginConfig.scriptOutputFileSubscription)) {
@@ -513,10 +621,13 @@ function instanceManagement() {
}
global.subscribedFiles[pluginConfig.scriptOutputFileSubscription] = true;
console.log("Clusterio | Registered file subscription on "+instancedirectory + "/script-output/" + pluginConfig.scriptOutputFileSubscription);
fs.watch(instancedirectory + "/script-output/" + pluginConfig.scriptOutputFileSubscription, fileChangeHandler);
// run once in case a plugin wrote out information before the plugin loaded fully
fileChangeHandler(false, pluginConfig.scriptOutputFileSubscription);
// delay, so the socket got enough time to connect
setTimeout(()=> {
fileChangeHandler(false, pluginConfig.scriptOutputFileSubscription);
}, 500);
// send file contents to plugin for processing
function fileChangeHandler(eventType, filename) {
if(filename != null){
@@ -529,11 +640,11 @@ function instanceManagement() {
if (stuff[0]) {
fs.writeFileSync(instancedirectory + "/script-output/" + filename, "");
}
for(let i = 0; i < stuff.length; i++) {
if(stuff[i] && !stuff[i].includes('\u0000\u0000')) {
for(let o = 0; o < stuff.length; o++) {
if(stuff[o] && !stuff[o].includes('\u0000\u0000')) {
try{
plugins[I].scriptOutput(stuff[i]);
}catch(e){console.log(e)}
plugins[i].scriptOutput(stuff[o]);
}catch(e){console.error(e)}
}
}
},
@@ -542,73 +653,12 @@ function instanceManagement() {
}
}
}
console.log("Clusterio | Loaded plugin " + pluginDirectories[i]);
} else if(pluginConfig.binary != "nodePackage" && pluginConfig.binary){
// handle as fragile executable plugin
let args = pluginConfig.args || [];
plugins[I]=child_process.spawn(pluginConfig.binary, args, {
cwd: "./sharedPlugins/"+pluginDirectories[i],
stdio: ['pipe', 'pipe', 'pipe'],
});
/*
to send to stdin, use:
spawn.stdin.write("text\n");
*/
// If plugin has subscribed to a file, send any text appearing in that file to stdin
if(pluginConfig.scriptOutputFileSubscription && typeof pluginConfig.scriptOutputFileSubscription == "string") {
if(global.subscribedFiles[pluginConfig.scriptOutputFileSubscription]) {
// please choose a unique file to subscribe to. If you need plugins to share this interface, set up a direct communication
// between those plugins instead.
throw "FATAL ERROR IN " + pluginDirectories[i] + " FILE ALREADY SUBSCRIBED " + pluginConfig.scriptOutputFileSubscription;
}
if (!fs.existsSync(instancedirectory + "/script-output/" + pluginConfig.scriptOutputFileSubscription)) {
// Do something
fs.writeFileSync(instancedirectory + "/script-output/" + pluginConfig.scriptOutputFileSubscription, "");
}
global.subscribedFiles[pluginConfig.scriptOutputFileSubscription] = true;
fs.watch(instancedirectory + "/script-output/" + pluginConfig.scriptOutputFileSubscription, function (eventType, filename) {
// get array of lines in file
// TODO async
let stuff = fs.readFileSync(instancedirectory + "/script-output/" + filename, "utf8").split("\n");
// if you found anything, reset the file
if (stuff[0]) {
fs.writeFileSync(instancedirectory + "/script-output/" + filename, "");
}
for (let i = 0; i < stuff.length; i++) {
if (stuff[i]) {
plugins[I].stdin.write(stuff[i]);
}
}
});
}
// these are our two config files. We need to send these in case plugin
// wants to contact master or know something.
// send through script-output file, maybe more compat?
fs.writeFileSync(instancedirectory + "/script-output/" + pluginConfig.scriptOutputFileSubscription, JSON.stringify(combinedConfig)+"\r\n");
// send directly through stdin
// plugins[i].stdin.write(JSON.stringify(combinedConfig)+"\n");
console.log("Clusterio | Loaded plugin " + pluginDirectories[i]);
plugins[i].stdout.on("data", (data) => {
if(data.toString('utf8')[0] != "/") {
log("Stdout: " + data.toString('utf8'))
} else {
messageInterface(data.toString('utf8'));
}
});
plugins[i].stderr.on("data", (data) => {
log("STDERR: " + data);
});
plugins[i].on('close', (code) => {
log(`child process exited with code ${code}`);
});
console.log(`Clusterio | Loaded plugin ${pluginsToLoad[i].name} in ${Date.now() - pluginLoadStarted}ms`);
} else {
// This plugin doesn't have a client portion
// this plugin doesn't have a client portion. Maybe it runs on the master only?
}
}
// world IDs ------------------------------------------------------------------
hashMods(instance, function(modHashes){
setInterval(getID, 10000);
@@ -624,7 +674,12 @@ function instanceManagement() {
publicIP: config.publicIP, // IP of the server should be global for all instances, so we pull that straight from the config
mods:modHashes,
instanceName: instance,
playerCount:playerCount.replace(/(\r\n\t|\n|\r\t)/gm, ""),
info: instanceconfig.info,
}
if(playerCount){
payload.playerCount = playerCount.replace(/(\r\n\t|\n|\r\t)/gm, "");
} else {
payload.playerCount = 0;
}
function callback(err, mac) {
@@ -632,15 +687,19 @@ function instanceManagement() {
mac = "unknown";
console.log("##### getMac crashed, but we don't really give a shit because we are probably closing down #####");
}
global.mac = mac;
payload.mac = mac;
console.log("Registered our precense with master "+config.masterIP+" at " + payload.time);
// console.log("Registered our presence with master "+config.masterIP+" at " + payload.time);
needle.post(config.masterIP + ":" + config.masterPort + '/api/getID', payload, needleOptionsWithTokenAuthHeader, function (err, response, body) {
if (err && err.code != "ECONNRESET"){
console.error("We got problems, something went wrong when contacting master");
console.error("We got problems, something went wrong when contacting master"+config.masterIP+" at " + payload.time);
console.error(err);
} else if (response && response.body) {
// In the future we might be interested in whether or not we actually manage to send it, but honestly I don't care.
console.log(response.body);
if(response.body !== "ok") {
console.log("Got no \"ok\" while registering our precense with master "+config.masterIP+" at " + payload.time);
console.log(response.body);
}
}
});
}
@@ -665,7 +724,7 @@ function instanceManagement() {
hash: modHashes[i].hash,
}
needle.post(config.masterIP + ":" + config.masterPort + '/api/checkMod', payload, needleOptionsWithTokenAuthHeader, function (err, response, body) {
if(err) console.log(new Error("Unable to contact master server! Please check your config.json."));
if(err) console.error("Unable to contact master server /api/checkMod! Please check your config.json.");
if(response && body && body == "found") {
console.log("master has mod "+modHashes[i].modName);
} else if (response && body && typeof body == "string") {
@@ -680,7 +739,7 @@ function instanceManagement() {
},
}, function (err, resp, body) {
if (err) {
console.log(new Error("Unable to contact master server! Please check your config.json."));
console.error(new Error("Unable to contact master server /api/uploadMod! Please check your config.json."));
} else {
console.log('URL: ' + body);
}
@@ -694,262 +753,6 @@ function instanceManagement() {
});
}
}
// flow/production statistics ------------------------------------------------------------
oldFlowStats = false
setInterval(function(){
fs.readFile(instancedirectory + "/script-output/flows.txt", {encoding: "utf8"}, function(err, data) {
if(!err && data) {
let timestamp = Date.now();
data = data.split("\n");
let flowStats = [];
for(let i = 0; i < data.length; i++) {
// try catch to remove any invalid json
try{
flowStats[flowStats.length] = JSON.parse(data[i]);
} catch (e) {
// console.log(" invalid json: " + i);
// some lines of JSON are invalid but don't worry, we just filter em out
}
}
// fluids
let flowStat1 = flowStats[flowStats.length-1].flows.player.input_counts
// items
let flowStat2 = flowStats[flowStats.length-2].flows.player.input_counts
// merge fluid and item flows
let totalFlows = {};
for(let key in flowStat1) totalFlows[key] = flowStat1[key];
for(let key in flowStat2) totalFlows[key] = flowStat2[key];
if(oldFlowStats && totalFlows && oldTimestamp) {
let payload = objectOps.deepclone(totalFlows);
// change from total reported to per time unit
for(let key in oldFlowStats) {
// get production per minute
payload[key] = Math.floor((payload[key] - oldFlowStats[key])/(timestamp - oldTimestamp)*60000);
if(payload[key] < 0) {
payload[key] = 0;
}
}
for(let key in payload) {
if(payload[key] == '0') {
delete payload[key];
}
}
console.log("Recorded flows, copper plate since last time: " + payload["copper-plate"]);
needle.post(config.masterIP + ":" + config.masterPort + '/api/logStats', {timestamp: timestamp, instanceID: instanceconfig.unique,data: payload}, needleOptionsWithTokenAuthHeader, function (err, response, body) {
// we did it, keep going
});
}
oldTimestamp = timestamp;
oldFlowStats = totalFlows;
fs.writeFileSync(instancedirectory + "/script-output/flows.txt", "");
}
});
// we don't need to update stats quickly as that could be expensive
}, 60000*5);
// provide items --------------------------------------------------------------
// trigger when something happens to output.txt
fs.watch(instancedirectory + "/script-output/output.txt", function (eventType, filename) {
// get array of lines in file
let items = fs.readFileSync(instancedirectory + "/script-output/output.txt", "utf8").split("\n");
// if you found anything, reset the file
if (items[0]) {
fs.writeFileSync(instancedirectory + "/script-output/output.txt", "");
}
for (let i = 0; i < items.length; i++) {
if (items[i]) {
let g = items[i].split(" ");
g[0] = g[0].replace("\u0000", "");
// console.log("exporting " + JSON.stringify(g));
// send our entity and count to the master for him to keep track of
needle.post(config.masterIP + ":" + config.masterPort + '/api/place', {
name: g[0],
count: g[1],
instanceName: instance, // name of instance
instanceID: instanceconfig.unique, // a hash computed from the randomly generated rcon password
}, needleOptionsWithTokenAuthHeader, function (err, resp, body) {
if(body == "failure") console.error("#### Export failed! Lost: "+g[1]+" "+g[0]);
if(config.logItemTransfers){
if(body == "success") console.log(`Exported ${g[1]} ${g[0]} to master`);
}
});
}
}
});
// request items --------------------------------------------------------------
setInterval(function () {
// get array of lines in file
let items = fs.readFileSync(instancedirectory + "/script-output/orders.txt", "utf8").split("\n");
// if we actually got anything from the file, proceed and reset file
if (items[0]) {
fs.writeFileSync(instancedirectory + "/script-output/orders.txt", "");
// prepare a package of all our requested items in a more tranfer friendly format
var preparedPackage = {};
for (let i = 0; i < items.length; i++) {
(function (i) {
if (items[i]) {
items[i] = items[i].split(" ");
items[i][0] = items[i][0].replace("\u0000", "");
items[i][0] = items[i][0].replace(",", "");
if (preparedPackage[items[i][0]]) {
// if we have buffered some already, sum the new items
if (typeof Number(preparedPackage[items[i][0]].count) == "number" && typeof Number(items[i][1]) == "number") {
preparedPackage[items[i][0]] = {
"name": items[i][0],
"count": Number(preparedPackage[items[i][0]].count) + Number(items[i][1]),
"instanceName":instance,
"instanceID":instanceconfig.unique,
};
// else just add em in without summing
} else if (typeof Number(items[i][1]) == "number") {
preparedPackage[items[i][0]] = {
"name": items[i][0],
"count": Number(items[i][1]),
"instanceName":instance,
"instanceID":instanceconfig.unique,
};
}
// this condition will NEVER be triggered but we know how that goes
} else if (typeof Number(items[i][1]) == "number") {
preparedPackage[items[i][0]] = {
"name": items[i][0],
"count": Number(items[i][1]),
"instanceName":instance,
"instanceID":instanceconfig.unique,
};
}
}
})(i);
}
// request our items, one item at a time
for (let i = 0; i < Object.keys(preparedPackage).length; i++) {
// console.log(preparedPackage[Object.keys(preparedPackage)[i]]);
needle.post(config.masterIP + ":" + config.masterPort + '/api/remove', preparedPackage[Object.keys(preparedPackage)[i]], needleOptionsWithTokenAuthHeader, function (err, response, body) {
if (response && response.body && typeof response.body == "object") {
// buffer confirmed orders
confirmedOrders[confirmedOrders.length] = {name:response.body.name,count:response.body.count}
if(config.logItemTransfers){
console.log(`Imported ${response.body.count} ${response.body.name} from master`);
}
}
});
}
// if we got some confirmed orders
// console.log("Importing " + confirmedOrders.length + " items! " + JSON.stringify(confirmedOrders));
//if (!(confirmedOrders.length>0)){return;}
let cmd="local t={";
for(let i=0;i<confirmedOrders.length;i++)
{
cmd+='["'+confirmedOrders[i].name+'"]='+confirmedOrders[i].count+',';
if(cmd.length>320) // Factorio max packet size is 508
{
messageInterface("/silent-command remote.call('clusterio', 'runcode', '"+cmd.slice(0, -1)+"}"+ " for k, item in pairs(t) do GiveItemsToStorage(k, item) end')");
cmd="local t={";
}
}
if (!(cmd==="local t={")){
messageInterface("/silent-command remote.call('clusterio', 'runcode', '"+cmd.slice(0, -1)+"}"+ " for k, item in pairs(t) do GiveItemsToStorage(k, item) end')");
}
confirmedOrders=[];
}
}, 1000);
// COMBINATOR SIGNALS ---------------------------------------------------------
// get inventory from Master and RCON it to our slave
setInterval(function () {
needle.get(config.masterIP + ":" + config.masterPort + '/api/inventory', function (err, response, body) {
if(err){
console.log("Unable to get JSON master/api/inventory, master might be unaccessible");
} else if (response && response.body) {
// Take the inventory we (hopefully) got and turn it into the format LUA accepts
if(Buffer.isBuffer(response.body)) {console.log(response.body.toString("utf-8")); throw new Error();} // We are probably contacting the wrong webserver
try {
var inventory = JSON.parse(response.body);
var inventoryFrame = {};
for (let i = 0; i < inventory.length; i++) {
inventoryFrame[inventory[i].name] = Number(inventory[i].count);
if(inventoryFrame[inventory[i].name] >= Math.pow(2, 31)){
inventoryFrame[inventory[i].name] = Math.pow(2, 30); // set it waaay lower, 31 -1 would probably suffice
}
}
inventoryFrame["signal-unixtime"] = Math.floor(Date.now()/1000);
// console.log("RCONing inventory! " + JSON.stringify(inventoryFrame));
let first = true;
let cmd="local s={";
for (let key in inventoryFrame)
{
cmd+='["'+key+'"]='+inventoryFrame[key]+",";
if(first && cmd.length>300 || !first && cmd.length > 320) // Factorio max packet size is 508
{
messageInterface("/silent-command remote.call('clusterio', 'runcode', '"+(first ? 'global.ticksSinceMasterPinged=0 ':'')+cmd.slice(0, -1)+"}"+ " for name,count in pairs(s) do global.invdata[name]=count end')");
cmd="local s={";
first = false;
}
}
if (!(cmd==="local s={")){
messageInterface("/silent-command remote.call('clusterio', 'runcode', '"+(first ? 'global.ticksSinceMasterPinged=0 ':'')+cmd.slice(0, -1)+"}"+ " for name,count in pairs(s) do global.invdata[name]=count end')");
}
messageInterface("/silent-command remote.call('clusterio', 'runcode', 'UpdateInvCombinators()')");
} catch (e){
console.log(e);
}
}
});
}, 1550);
// Make sure world has its worldID
setTimeout(function(){
messageInterface("/silent-command remote.call('clusterio','setWorldID',"+instanceconfig.unique+")")
}, 20000);
/* REMOTE SIGNALLING
* send any signals the slave has been told to send
* Fetch combinator signals from the server
*/
socket.on("processCombinatorSignal", circuitFrameWithMeta => {
if(circuitFrameWithMeta && typeof circuitFrameWithMeta == "object" && circuitFrameWithMeta.frame && Array.isArray(circuitFrameWithMeta.frame)){
messageInterface("/silent-command remote.call('clusterio', 'receiveFrame', '"+JSON.stringify(circuitFrameWithMeta.frame)+"')");
}
});
// get outbound frames from file and send to master
// get array of lines in file, each line should correspond to a JSON encoded frame
let signals = fs.readFileSync(instancedirectory + "/script-output/txbuffer.txt", "utf8").split("\n");
// if we actually got anything from the file, proceed and reset file
let readingTxBufferSoon = false;
let txBufferClearCounter = 0;
fs.watch(instancedirectory + "/script-output/txbuffer.txt", "utf-8", (eventType, filename) => {
if(!readingTxBufferSoon){ // use a 100ms delay to avoid messing with rapid sequential writes from factorio (I think that might be a problem maybe?)
readingTxBufferSoon = true;
setTimeout(()=>{
txBufferClearCounter++;
fs.readFile(instancedirectory + "/script-output/txbuffer.txt", "utf-8", (err, signals) => {
signals = signals.split("\n");
if (signals[0]) {
//if(txBufferClearCounter > 500){
fs.writeFileSync(instancedirectory + "/script-output/txbuffer.txt", "");
// txBufferClearCounter = 0;
//}
// loop through all our frames
for (let i = 0; i < signals.length; i++) {
if (signals[i] && objectOps.isJSON(signals[i])) {
// signals[i] is a JSON array called a "frame" of signals. We timestamp it for storage on master
// then we unpack and RCON in this.frame to the game later.
let framepart = JSON.parse(signals[i]);
let doneframe = {
time: Date.now(),
frame: framepart, // thats our array of objects(single signals);
}
// send to master using socket.io, opened at the top of instanceManagement()
socket.emit("combinatorSignal", doneframe);
} else {
// console.log("Invalid jsony: "+typeof signals[i])
}
}
}
});
readingTxBufferSoon = false;
},100);
}
});
} // END OF INSTANCE START ---------------------------------------------------------------------
// string, function
+16 -5
View File
@@ -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
}
+57
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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
+112
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@@ -0,0 +1,112 @@
"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
+8
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@@ -0,0 +1,8 @@
"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
+177
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@@ -0,0 +1,177 @@
"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
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"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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"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"});
}
});
});
}
}
};
+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}
+13 -11
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@@ -1,15 +1,17 @@
const fileOps = require("_app/fileOps");
const config = require("./../config");
// 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;
},
}
}
+26 -5
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@@ -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`,
}
}
};
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@@ -0,0 +1,2 @@
const fs = require("fs-extra");
const needle = require("needle");
+229 -224
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@@ -7,16 +7,15 @@ 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 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 +23,248 @@ 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 -11
View File
@@ -61,17 +61,17 @@ var directories = [
"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",
+153
View File
@@ -0,0 +1,153 @@
--[[
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', '1.0.0', [===[
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', '1.0.1', [===[
--[[
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', '1.0.4', [===[
--[[
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 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']
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 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,
['hotpatch-menu.IDE'] = 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 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 top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
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 top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
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 top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
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 top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
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 top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
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)
--]===])
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', '1.0.2', [===[
--[[
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 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 buitenste ruimte in te stuur. Doen dit deur die bou van 'n Vuurpyl Silo en van daar af 'n vuurpyl te lanseer met a satelliet aan boord. 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.
@@ -0,0 +1,3 @@
msg-intro=.نييلصألا ناكسلا نم كسفن ةيامح ىسنت الو ةياهنلا ىلإ لصتل كتقيرطب لمعأو ،رفصلا نم أدبتس .خيراوصلا عماوص حتف لجأ نم ةمدقتم ايجولونكت نع ثحبلل جاتحت فوس .ةيعانصلا رامقألاب خيراوصلا قالطإو خيراوصلا عماوص ءانب قيرط نع كلذب مايقلا عيطتست .ءاضفلل اخوراص قلطت نا يه كتمهم .Factorio ـل رحلا بعللا وه اذه
@@ -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 з спадарожнікам. Вы мусіце даследваць перадавыя тэхналогіі, каб навучыцца будаваць ракетную шахту. Пачынайце з малога, працуйце над аўтаматызацыяй вытворчасці, даследуйце новыя тэхналогіі і не забывайцеся на абарону ад "тутэйшых"!
@@ -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.
@@ -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 amb un satèl·lit. Necessitareu investigar tecnologies avançades per poder-ho fer. Aneu pas a pas, avanceu cap a l'automatització i no oblideu protegir-vos dels natius.
@@ -0,0 +1,3 @@
msg-intro=Toto je volná hra Factorio. Tvým úkolem je vypustit raketu do vesmíru. Postav raketové silo a vypusť raketu se satelitem. Pro odemknutí raketového sila budeš muset vyzkoumat pokročilé technologie. Začni v malém, postupuj s automatizací a nezapomeň se chránit před domorodci.
@@ -0,0 +1,3 @@
msg-intro=Det her er Factorio fri leg. Din opgave er at affyre en raket for at udforske rummet. For at gøre det skal du bygge en raket silo og affyre en raket med en satellit i. Du bliver nød til at udforske avancerede teknologier for at at kunne bygge en raket silo. Start småt, og arbejd din vej op med hjælp af automatisering, glem ikke at beskytte dig fra de indfødte.
@@ -0,0 +1,3 @@
msg-intro=Dies ist das freie Spiel von Factorio. Deine Aufgabe ist es, eine Rakete in den Weltraum zu starten. Dazu musst Du ein Raketensilo bauen und eine Rakete mit einem Satelliten starten. Du wirst erweiterte Technologien erforschen müssen, um das Raketensilo freizuschalten. Fange klein an, arbeite Dich durch Automatisierung hoch und vergiss nicht, Dich vor den Einheimischen zu schützen.
@@ -0,0 +1,3 @@
msg-intro=Αυτό είναι το ελεύθερο παιχνίδι του Factorio. Ο στόχος σου είναι να εκτοξεύσεις έναν πύραυλο στο διάστημα. Αυτό το κάνεις κατασκευάζοντας ένα σιλό πυραύλου και εκτοξεύοντας έναν πυραύλο με δορυφόρο. Θα πρέπει να ερευνήσεις προηγμένες τεχνολογίες για να ξεκλειδώσεις το σιλό πυραύλου. Ξεκινάς περιορισμένος, δούλεψε με αυτοματισμούς για την άνοδο σου και μην ξεχνάς να προστατέψεις τον εαυτό σου από τους ντόπιους.
@@ -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 with a satellite. 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.
@@ -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 +1,3 @@
msg-intro=Tio estas la Factorio Libera Ludado. Via tasko estas ĵeti raketon en spacon. Fari tiun per konstruanta Raketo Silo kaj ĵeti raketon kun satelito. Vi bezonos esplori altnivelaj teknologioj por malŝlosi la Raketo Silo. Start malgranda, labori vian vojon supren per aŭtomatigo kaj ne forgesu protekti vin mem de la indiĝenoj.
@@ -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.
@@ -0,0 +1,3 @@
msg-intro=See on Factorio vabamäng. Sinu eesmärgiks on saata rakett avakosmosesse. Seda saad teha ehitades Raketi Silotorni ja lennutades Raketti koos satelliidiga. Selleks pead õppima selgeks keerukad tehnoloogiaharud, et Raketi Silotorni lahti lukustada. Alusta väikselt ning liigu edasi automatiseerimise abil ja ära unusta ennast kaitsta kohalike eluvormide eest.
@@ -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.
@@ -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. Ceci en construisant un silo à fusée, et en lançant un satellite avec la fusée. 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.
@@ -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 .ןייוול ליכמה ליט ותועצמאב רגשלו םיליט רוגיש ןקתמ תונבל םכילע .ללחל ליט רגשל איה םכתמישמ .ויִרֹוטְקַפ לש ישפוחה שיחרתה והז
@@ -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.
@@ -0,0 +1,3 @@
msg-intro=Questa è la modalità libera di Factorio. Il tuo obiettivo è quello di lanciare il razzo nello spazio. Completalo costruendo un Silo per Razzi e lanciando il razzo con il satellite. Avrai bisogno di ricercare tecnologie avanzate per riuscire a sbloccare il Silo per Razzi. Inizia in piccolo, espandi con l'automazione e non dimenticare di proteggerti dai nativi.
@@ -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、衛星を載せたロケットを宇宙へ打ち上げるのがあなたの任務です。ロケットサイロをアンロックするためには高度な技術研究をする必要があります。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。
@@ -0,0 +1,3 @@
msg-intro=Factorio 자유플레이입니다. 당신의 목표는 우주로 로켓을 발사하는 것입니다. 로켓 격납고를 건설하고 인공위성을 탑재한 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.
@@ -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.
@@ -0,0 +1,2 @@
msg-intro=Šis ir Factorio brīvais režīms. Tavs uzdevums ir palaist raķeti kosmosā. Lai to izdarītu, tev vajadzēs uzbūvēt palaišanas platformu un palaist raķeti ar satelītu. Tev būs jāizpēta sarežģītas tehnoloģijas, lai atbloķētu palaišanas platformu. Sāc no mazumiņa, strādā un neaizmirsti pasargāt sevi no šīs planētas iemītniekiem...
@@ -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 met een satelliet. 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.
@@ -0,0 +1,3 @@
msg-intro=Dette er Factorio frispilling. 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.
@@ -0,0 +1,3 @@
msg-intro=To jest swobodna rozgrywka Factorio. Twoim zadaniem jest wysłanie rakiety w kosmos. Skonstruuj silos rakietowy i wystrzel z niego rakietę z satelitą. 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.
@@ -0,0 +1,3 @@
msg-intro=Este é o modo livre do Factorio. Sua missão é lançar um foguete no espaço. Para fazer isso construa um centro de lançamento de foguetes e lance o foguete com um satélite. Você vai precisar pesquisar tecnologias avançadas para conseguir desbloquear um Centro de lançamento. Comece do começo, continue na automação e não se esqueça de se proteger dos nativos.
@@ -0,0 +1,3 @@
msg-intro=Este é o jogo livre Factorio. A tua tarefa é lançar um foguetão para explorar o espaço. Faça isto, construindo um Silo de Foguetão e lançar um foguetão com um satélite. Tu vais precisar de pesquisar tecnologias avançadas para poderes desbloquear o Silo de Foguetão. Começa simples, trabalha e evolui com a automação e não te esqueças de proteger-te dos nativos.
@@ -0,0 +1,3 @@
msg-intro=Acesta este modul Factorio freeplay. Sarcina ta este de a lansa o rachetă în spațiu. Fă acest lucru prin construirea unui siloz de rachete și lansarea unei rachete cu satelit. Va trebui să cercetezi tehnologiile avansate pentru a debloca silozul de rachete. Începe încet, avansează cu automatizarea și nu uita să te protejezi de inamici.
@@ -0,0 +1,3 @@
msg-intro=Это режим свободной игры Factorio. Ваша задача запустить спутник в космос. Для его запуска потребуется создать ракету и ракетную шахту. Начните с малого, работайте над автоматизацией производства, исследуйте новые технологии и не забывайте о защите от местных форм жизни.
@@ -0,0 +1,3 @@
msg-intro=Toto je voľná hra Factorio. Tvojou úlohou je vypustiť raketu do vesmíru. Postav raketové silo a vypusti raketu so satelitom. Pre odomknutie raketového sila budeš musieť vyskúmať pokročilé technológie. Začni v malom, postupuj s automatizáciou a nezabnudni sa chrániť pred domácimi.
@@ -0,0 +1,3 @@
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.
@@ -0,0 +1,2 @@
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.
@@ -0,0 +1,3 @@
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.
@@ -0,0 +1,3 @@
msg-intro=นี้คือโหมดอิสระของ Factorio ภารกิจของคุณคือส่งจรวดสู่อวกาศ ซึ่งทำได้โดยการสร้างไซโลจรวดและส่งจรวดขึ้นไปพร้อมกับดาวเทียม คุณต้องวิจัยค้นคว้าเทคโนโลยีขั้นสูงเพื่อปลดล็อคไซโลจรวด เริ่มจากเล็กๆไปเรื่อยๆด้วยระบบอัตโนมัติและอย่าลืมป้องกันตัวเองจากคนพื้นเมืองด้วย
@@ -0,0 +1,3 @@
msg-intro=Bu Factorio'nun serbest oynanışı. Görevin roketleri uzaya yollamak. Bunu Roket Silosu yaparak ve uyduyla roket yollayarak yapacaksın. Roket Silo'sunu açmak için gelişmiş teknolojileri sırayla açmalısın. Yavaş başla, otomatikleş ve yerlilerden kendini korumayı untuma.
@@ -0,0 +1,3 @@
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 зі супутником. Вам потрібно дослідити передові технології, щоб мати змогу побудувати ракетну шахту. Починайте з малого, розвивайтеся за допомогою автоматизації, але не забувайте і про оборону!
@@ -0,0 +1,3 @@
msg-intro=Đầy là chế độ freeplay của Factorio. Nhiệm cụ của bạn là phóng một chiếc tên lửa lên vũ trụ. Hãy xây dựng một bệ phóng tên lửa để phóng một chiếc tên lửa kèm theo vệ tinh. Bạn sẽ cần phải nghiên cứu nhiều công nghệ tiên tiến để có thể xây dựng bệ phóng tên lửa. Bắt đầu từ quy mô nhỏ, phát triển dần dần bằng tự động hóa, và đừng quên bảo vệ bản thân mình khỏi những sinh vật sinh sống ở đây.
@@ -0,0 +1,3 @@
msg-intro=欢迎来到异星工厂标准模式,你的目标是要把火箭发射到太空。为此你需要研发一系列高等科技,解锁并修建火箭发射井,直到把携带有卫星的火箭发射出去。从小作坊生产起步,逐渐建立起属于自己的自动化大工厂吧!同时,别忘了防范异星虫子的骚扰 ...
@@ -0,0 +1,3 @@
msg-intro=這是異星工廠的自由模式。你的任務是發射火箭,探索外太空。請建造一個火箭發射井,並發射攜帶著衛星的火箭。你會需要研究大量的進階科技以解鎖火箭發射井。從頭開始,靠著自動化科技的協助向目標邁進時,也別忘記從外星住民手的中保護你自己啊!
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@@ -0,0 +1 @@
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After

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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 _app/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"),
})
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+17 -8
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@@ -10,7 +10,10 @@
"cover": "./node_modules/.bin/istanbul cover ./node_modules/mocha/bin/_mocha -- \"./{{,node_modules/_app/**/},!(node_modules)/**/}*.spec.js\" -R spec || echo . && codecov -t f7b38085-36eb-4d72-84e6-64721910171e",
"docs": "documentation build index.js --config documentation.yml -f html -o docs",
"livedocs": "documentation serve --watch *.js lib/** --config documentation.yml",
"install": "node lib/npmPostinstall.js"
"install": "node lib/npmPostinstall.js",
"bundle-dependencies": "bundle-dependencies",
"snyk-protect": "snyk protect",
"prepublish": "npm run snyk-protect"
},
"keywords": [
"factorio"
@@ -27,13 +30,16 @@
"bcryptjs": "^2.4.3",
"body-parser": "^1.18.2",
"cache-require-paths": "^0.3.0",
"cli": "^1.0.1",
"cli-interact": "^0.1.9",
"codecov": "^3.0.1",
"compression": "^1.7.2",
"cookie-parser": "^1.4.3",
"deepmerge": "^1.5.2",
"ejs": "^2.5.7",
"express": "^4.16.2",
"express-fileupload": "0.0.6",
"express-prometheus-request-metrics": "github:burnash/express-prometheus-request-metrics",
"follow-redirects": "^1.5.0",
"fs-extra": "^6.0.1",
"getmac": "^1.4.0",
@@ -41,27 +47,29 @@
"html5-validator": "^1.0.7",
"ini": "^1.3.5",
"jsonwebtoken": "^8.2.1",
"leveldown": "^1.9.0",
"linvodb3": "^3.25.1",
"luamin": "^1.0.4",
"minimist": "^1.2.0",
"mkdirp": "^0.5.1",
"mkdirp-promise": "^5.0.1",
"moment": "^2.20.1",
"moment": "^2.22.2",
"ncp": "^2.0.0",
"nedb": "^1.8.0",
"needle": "^1.1.0",
"needle": "^2.2.4",
"node-factorio-api": "^0.3.1-alpha",
"node-forge": "^0.7.1",
"prom-client": "^10.2.3",
"rcon-client": "^3.0.2",
"rcon-client": "git+https://gitlab.com/Hornwitser/rcon-client.git",
"request": "^2.83.0",
"right-pad": "^1.0.1",
"rmdir-sync": "^1.0.1",
"sanitizer": "^0.1.3",
"simple-git": "^1.96.0",
"single-line-log": "^1.1.2",
"snyk": "^1.134.2",
"socket.io": "^2.0.4",
"socket.io-client": "^2.0.4",
"socket.io-prometheus": "^0.2.1",
"sync-request": "^4.0.1",
"typescript-collections": "^1.3.2",
"underscore": "^1.8.3"
},
"devDependencies": {
@@ -73,5 +81,6 @@
"nock": "^9.1.6",
"sinon": "^2.4.1",
"supertest": "^3.0.0"
}
},
"snyk": true
}
+16
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@@ -0,0 +1,16 @@
const fs = require("fs-extra")
const path = require("path")
module.exports = function(app){
app.get("/api/getPictures", async (req, res) => {
let pictures = (await fs.readdir(path.join(__dirname, `../../static/pictures`)))
.filter(path => path.includes(".png"))
.map(name => ({
name: name.replace(".png",""),
path: `/pictures/${name}`
}))
res.send(pictures)
})
}
+183
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@@ -0,0 +1,183 @@
const averagedTimeSeries = require("averaged-timeseries")
const doleNN = require("./../../lib/dole_nn_base.js")
const Prometheus = require('prom-client');
class neuralDole {
getRequestStats(itemname,samples)
{
var sum=0;
samples=Math.min(samples,(this.stats[itemname] || []).length-1);
if (samples<1) return 0.1;
for (var i = 1; i <= samples; i++) {
sum+=this.stats[itemname][i].req;
}
if (sum==0) return 0.1;
return sum/samples;
}
constructor({
items, gaugePrefix
}){
// Set some storage variables for the dole divider
this.prometheusNNDoleGauge = new Prometheus.Gauge({
name: gaugePrefix+'nn_dole_gauge',
help: 'Current demand being supplied by Neural Network ; 1 means all demand covered, 0.5 means about half of each supply is covered, 0 means no items are given',
labelNames: ["itemName"],
});
this.items = items
this.itemsLastTick = JSON.parse(JSON.stringify(items))
this.dole = {}
this.carry = {}
this.lastRequest = {}
this.stats=[]
this.debt= {}
setInterval(()=>{
for(let name in this.items){
// The items object have 2 functions tied to it - addItem and removeItem. A for loop will reveal those properties.
if(typeof this.items[name] !== "number") continue
let count = this.items[name]
let magicData = doleNN.Tick(
count,
this.dole[name],
this.itemsLastTick[name],
this.getRequestStats(name,5)
)
this.stats[name]=this.stats[name] || []
this.stats[name].unshift({req:0,given:0});//stats[name][0] is the one we currently collect
if (this.stats[name].length>10) this.stats[name].pop();//remove if too many samples in stats
this.dole[name] = magicData[0]
// DONE handle magicData[1] for graphing for our users
this.prometheusNNDoleGauge.labels(name).set(magicData[1] || 0);
}
this.itemsLastTick = JSON.parse(JSON.stringify(this.items))
}, 1000)
}
divider({
res,
object,
config,
sentItemStatisticsBySlaveID,
prometheusImportGauge
}){
let magicData = doleNN.Dose(
object.count, // numReq
this.items[object.name],
this.itemsLastTick[object.name] || 0,
this.dole[object.name],
this.carry[object.name+" "+object.instanceID] || 0,
this.lastRequest[object.name+"_"+object.instanceID+"_"+object.instanceName] || 0,
this.getRequestStats(object.name,5),
this.debt[object.name+" "+object.instanceID] || 0
)
if ((this.stats[object.name] || []).length>0)
{
this.stats[object.name][0].req+=Number(object.count);
this.stats[object.name][0].given+=Number(magicData[0]);
}
this.lastRequest[object.name+"_"+object.instanceID+"_"+object.instanceName] = object.count
//0.Number of items to give in that dose
//1.New dole for item X
//2.New carry for item X slave Y
this.dole[object.name] = magicData[1]
this.carry[object.name+" "+object.instanceID] = magicData[2]
this.debt[object.name+" "+object.instanceID] = magicData[3]
// Remove item from DB and send it
if(this.items.removeItem({count: magicData[0], name: object.name})){
if(config.logItemTransfers){
console.log("removed: " + object.name + " " + magicData[0] + " . " + this.items[object.name] + " and sent to " + object.instanceID + " | " + object.instanceName);
}
let sentItemStatistics = sentItemStatisticsBySlaveID[object.instanceID];
if(sentItemStatistics === undefined){
sentItemStatistics = new averagedTimeSeries({
maxEntries: config.itemStats.maxEntries,
entriesPerSecond: config.itemStats.entriesPerSecond,
mergeMode: "add",
}, console.log);
}
sentItemStatistics.add({
key:object.name,
value:magicData[0],
});
//console.log(sentItemStatistics.data)
sentItemStatisticsBySlaveID[object.instanceID] = sentItemStatistics;
prometheusImportGauge.labels(object.instanceID, object.name).inc(Number(magicData[0]) || 0);
res.send({
name: object.name,
count: magicData[0],
})
} else {
res.send({
name: object.name,
count: 0,
})
}
}
}
_doleDivisionFactor = {}; //If the server regularly can't fulfill requests, this number grows until it can. Then it slowly shrinks back down.
function doleDivider({
item,
object,
db,
sentItemStatisticsBySlaveID,
config,
prometheusDoleFactorGauge,
prometheusImportGauge,
req,res,
}){
const doleDivisionRetardation = 10; //lower rates will equal more dramatic swings
const maxDoleDivision = 250; //a higher cap will divide the store more ways, but will take longer to recover as supplies increase
const originalCount = Number(object.count) || 0;
object.count /= ((_doleDivisionFactor[object.name]||0)+doleDivisionRetardation)/doleDivisionRetardation;
object.count = Math.round(object.count);
if(item.length > 40) console.info(`Serving ${object.count}/${originalCount} ${object.name} from ${item} ${object.name} with dole division factor ${(_doleDivisionFactor[object.name]||0)} (real=${((_doleDivisionFactor[object.name]||0)+doleDivisionRetardation)/doleDivisionRetardation}), item is ${Number(item) > Number(object.count)?'stocked':'short'}.`);
// Update existing items if item name already exists
if(Number(item) > Number(object.count)) {
//If successful, increase dole
_doleDivisionFactor[object.name] = Math.max((_doleDivisionFactor[object.name]||0)||1, 1) - 1;
if(config.logItemTransfers){
console.log("removed: " + object.name + " " + object.count + " . " + item + " and sent to " + object.instanceID + " | " + object.instanceName);
}
if(db.items.removeItem({count: object.count, name: object.name})){
let sentItemStatistics = sentItemStatisticsBySlaveID[object.instanceID];
if(sentItemStatistics === undefined){
sentItemStatistics = new averagedTimeSeries({
maxEntries: config.itemStats.maxEntries,
entriesPerSecond: config.itemStats.entriesPerSecond,
mergeMode: "add",
}, console.log);
}
sentItemStatistics.add({
key:object.name,
value:object.count,
});
//console.log(sentItemStatistics.data)
sentItemStatisticsBySlaveID[object.instanceID] = sentItemStatistics;
}
prometheusDoleFactorGauge.labels(object.name).set(_doleDivisionFactor[object.name] || 0);
prometheusImportGauge.labels(object.instanceID, object.name).inc(Number(object.count) || 0);
res.send({count: object.count, name: object.name});
} else {
// if we didn't have enough, attempt giving out a smaller amount next time
_doleDivisionFactor[object.name] = Math.min(maxDoleDivision, Math.max((_doleDivisionFactor[object.name]||0)||1, 1) * 2);
prometheusDoleFactorGauge.labels(object.name).set(_doleDivisionFactor[object.name] || 0);
res.send({name:object.name, count:0});
//console.log('failure out of ' + object.name + " | " + object.count + " from " + object.instanceID + " ("+object.instanceName+")");
}
}
module.exports = {
doleDivider,
neuralDole
}
+149
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@@ -0,0 +1,149 @@
--[[
HUGE SHOUTOUT TO HORNWITSER FOR WRITING THIS SEXY AS MODLOADER <3
and for not getting mad when i coppyed it :)
]]
local modules = {
require("pdnc"),
require("doomsday"),
require("gui"),
}
script.on_init(function()
for i,mod in ipairs(modules) do
if mod.on_init then
mod.on_init()
end
end
end)
script.on_load(function()
for i,mod in ipairs(modules) do
if mod.on_load then
mod.on_load()
end
end
end)
script.on_configuration_changed(function(data)
for i,mod in ipairs(modules) do
if mod.on_configuration_changed then
mod.on_configuration_changed(data)
end
end
end)
local function register_tick_handlers()
local ticks = {}
for i,mod in ipairs(modules) do
print(mod.on_nth_ticks)
if mod.on_nth_ticks then
mod_ticks = mod.on_nth_ticks
for t,f in pairs(mod_ticks) do
if not ticks[t] then
ticks[t] = {}
end
table.insert(ticks[t], f)
end
end
end
for t,fs in pairs(ticks) do
script.on_nth_tick(t, function(event_data)
for i,f in ipairs(fs) do
f(event_data)
end
end)
end
end
register_tick_handlers()
local function register_events()
local events = {}
for i,mod in ipairs(modules) do
if mod.get_events then
mod_events = mod.get_events()
for e,f in pairs(mod_events) do
if not events[e] then
events[e] = {}
end
table.insert(events[e], f)
end
end
end
for e,fs in pairs(events) do
script.on_event(e, function(event_data)
for i,f in ipairs(fs) do
f(event_data)
end
end)
end
end
register_events()
for i,mod in ipairs(modules) do
if mod.add_remote_interfaces then
mod.add_remote_interfaces()
end
end
for i,mod in ipairs(modules) do
if mod.add_commands then
mod.add_commands()
end
end
--[[
-- This is a example of what to put at the end of your code, ie doomsday.lua
-- replace all the EXAMPLE 's with any name you want, they have to be all the same
-- replace tick with number if ticks and function with the function name to call
-- everywhere there is a blank space is where you put stuff in
local EXAMPLE_init = {}
local script_events = {
--place the here what you would normaly use Event.register for
-- Event.register(defines.events.on_player_created, testfunction)
-- is the same as
-- [defines.events.on_player_created] = testfunction,
-- where testfunction is | local function testfunction() { }
--[Event] = function,
--put stuff here
}
EXAMPLE_init.on_nth_ticks = {
--place the here what you would normaly use
--[tick] = function,
--put stuff here
}
EXAMPLE_init.on_init = function() -- this runs when Event.core_events.init
log("EXAMPLE init")
--put stuff here
global.EXAMPLE_data = global.EXAMPLE_data or script_data -- NO TOUCHY
end
EXAMPLE_init.on_load = function() -- this runs when Event.core_events.load
log("EXAMPLE load")
--put stuff here
script_data = global.EXAMPLE_data or script_data -- NO TOUCHY
end
EXAMPLE_init.get_events = function()
return script_events
end
return EXAMPLE_init
]]
+251
View File
@@ -0,0 +1,251 @@
-- doomsday module. Requires the programmable day-night cycle (pdnc) module to work.
-- made by Zr4g0n
-- this module currently has issues with the event module and 'on nth tick'.
require("pdnc") --is this the best way to do this?
global.doomsday_enabled = true
global.doomsday = global.doomsday or {} -- used to check if this exists.
global.doomsday_start = 8.75 -- in ingame days. Use n.75 to make sure doomsday is at midnight.
global.doomsday_pollution = 20 -- amount to be applied per tick
global.doomsday_surface = 1
global.doomsday_enable_players_online_compensator = false
global.doomsday_current_fuzzy_playercount = 1.5 -- start assuming 1.5 players! :V
global.doomsday_use_early_death = false
global.doomsday_early_death_has_happened = false
global.doomsday_use_different_spawn = false
global.doomsday_different_spawn = {x = -2000, y = -500}
global.doomsday_has_happened = false
function doomsday_status()
stats = {
"Time Left: " .. doomsday_time_left(),
"global.doomsday_start: " .. global.doomsday_start,
"global.doomsday_pollution: " .. global.doomsday_pollution,
"global.doomsday_surface: " .. global.doomsday_surface,
"global.doomsday_enabled: " .. pdnc_bool_to_string(global.doomsday_enabled),
"global.doomsday_enable_players_online_compensator: " .. pdnc_bool_to_string(global.doomsday_enable_players_online_compensator),
"global.doomsday_current_fuzzy_playercount: " .. global.doomsday_current_fuzzy_playercount,
"global.doomsday_use_early_death: " .. pdnc_bool_to_string(global.doomsday_use_early_death),
"global.doomsday_early_death_has_happened: " .. pdnc_bool_to_string(global.doomsday_early_death_has_happened),
"global.doomsday_use_different_spawn: " .. pdnc_bool_to_string(global.doomsday_use_different_spawn),
"global.doomsday_different_spawn: x = " .. global.doomsday_different_spawn.x .. ", y = " .. global.doomsday_different_spawn.y,
"doomsday_has_happened: " .. pdnc_bool_to_string(global.doomsday_has_happened),
}
return stats
end
function doomsday_console_status()
--logs to console, used for debuging
log("Time Left: " .. doomsday_time_left())
log("global.doomsday_start: " .. global.doomsday_start)
log("global.doomsday_pollution: " .. global.doomsday_pollution)
log("global.doomsday_surface: " .. global.doomsday_surface)
log("global.doomsday_enabled: " .. pdnc_bool_to_string(global.doomsday_enabled))
log("global.doomsday_enable_players_online_compensator: " .. pdnc_bool_to_string(global.doomsday_enable_players_online_compensator))
log("global.doomsday_current_fuzzy_playercount: " .. global.doomsday_current_fuzzy_playercount)
log("global.doomsday_use_early_death: " .. pdnc_bool_to_string(global.doomsday_use_early_death))
log("global.doomsday_early_death_has_happened: " .. pdnc_bool_to_string(global.doomsday_early_death_has_happened))
log("global.doomsday_use_different_spawn: " .. pdnc_bool_to_string(global.doomsday_use_different_spawn))
log("global.doomsday_different_spawn: x = " .. global.doomsday_different_spawn.x .. ", y = " .. global.doomsday_different_spawn.y)
log("doomsday_has_happened: " .. pdnc_bool_to_string(global.doomsday_has_happened))
return stats
end
function doomsday_toggle()
global.doomsday_enabled = not global.doomsday_enabled
doomsday_status()
end
function doomsday_setup()
if global.doomsday_use_different_spawn then
doomsday_activate_different_spawn()
end
end
function doomsday_early_death()
local radius = 512
local pollution = 2500
doomsday_pollute(radius*0.66,pollution,12)
doomsday_pollute(radius*1.00,pollution,24)
doomsday_pollute(radius*1.50,pollution,36)
global.doomsday_early_death_has_happened = true
end
function doomsday_activate_different_spawn()
game.forces["player"].set_spawn_position(global.doomsday_different_spawn, game.surfaces[global.doomsday_surface])
end
function doomsday_core()
local current_time = game.tick / game.surfaces[global.doomsday_surface].ticks_per_day
local x = current_time * 6.2831853 --2pi
local returnvalue = 0
if(global.doomsday_enable_players_online_compensator)then
doomsday_players_online_compensator()
end
if global.doomsday_use_early_death
and (current_time > 1)
and not global.doomsday_early_death_has_happened then
doomsday_early_death()
end
local x = current_time * 6.2831853 --2pi
local returnvalue = 0
if (current_time < global.doomsday_start) then
returnvalue = math.pow(pdnc_c_boxy(x), (1 + current_time / 4))
-- days become darker over time towards n^6.125
elseif (current_time < global.doomsday_start + 1) then
returnvalue = doomsday_pollution_zero_hour(current_time)
if not global.doomsday_has_happened then
global.doomsday_has_happened = true
log("Doomsday activated at tick: " .. game.tick)
end
else
global.pdnc_enable_brightness_limit = true
returnvalue = math.pow(pdnc_c_boxy(x), 6.125)--*0.5
end
return pdnc_scaler(returnvalue)
end
function doomsday_pollution_zero_hour(current_time)
local radius = 128 --make global
local pollution = global.doomsday_pollution -- total pollution applied per tick
local nodes = 5 -- the number of nodes to spread
doomsday_pollute(radius*0.66,pollution,nodes*0.66)
doomsday_pollute(radius*1.00,pollution,nodes*1.00)
doomsday_pollute(radius*1.50,pollution,nodes*1.50)
return math.pow(((global.doomsday_start + 1) - current_time), 7)
end
function doomsday_normal_curve(x)
return (1+ ((math.sin(x) + (0.111 * math.sin(3 * x))) * 1.124859392575928))/2
-- magic numbers to make it scale to (-1, 1)
end
function doomsday_pollute(radius,pollution,nodes) -- spawn a ring of pollution based on radius, amount of pollution and number of points in the ring.
local p = global.pdnc_stepsize * pollution -- needed to make it 'step size independant'
p = p / nodes
local position = {x = 0.0, y = 0.0}
if global.doomsday_use_different_spawn then
position = global.doomsday_different_spawn
end
--game.surfaces[global.doomsday_surface].pollute(position, p) --circle + center point
local step = (math.pi * 2) / (nodes - 1)
for i=0, (nodes - 1) do
position = {x = math.sin(step*i)*radius, y = math.cos(step*i)*radius}
game.surfaces[global.doomsday_surface].pollute(position, p)
end
end
function doomsday_time_left()
if (global.doomsday_start > 0)then
local ticks_until_doomsday = game.surfaces[global.doomsday_surface].ticks_per_day * global.doomsday_start
local ticks = ticks_until_doomsday - game.tick
if (ticks >= 0) then
local seconds = math.floor(ticks/ 60)
local minutes = math.floor(seconds / 60)
local hours = math.floor(minutes / 60)
local days = math.floor(hours / 24)
return(string.format("-" .. "%d:%02d:%02d:%02d", hours, minutes % 60, seconds % 60, ticks % 60))
else
ticks = ticks * -1
local seconds = math.floor(ticks / 60)
local minutes = math.floor(seconds / 60)
local hours = math.floor(minutes / 60)
local days = math.floor(hours / 24)
return(string.format("%d:%02d:%02d:%02d", hours, minutes % 60, seconds % 60, ticks % 60) .. " ago...")
end
else
return("Nothing to see here, move along! No doomsday here, nope!")
end
end
function doomsday_time_left_with_ticks()
local tick = (((game.surfaces[global.doomsday_surface].ticks_per_day * global.doomsday_start) - game.tick)%60)
return doomsday_time_left() .. ":" .. string.format("%02d", tick)
end
function doomsday_players_online_compensator()
local target = #game.connected_players
local current = global.doomsday_current_fuzzy_playercount
local step_size = 0.02 -- (at 21 ticks per iteration, that's 17.5sec per player change.
if(current < 0)then
game.print("Error; 'current' number of players' is less than 0!")
end
if(target < 0)then
game.print("Error; 'number of players' is less than 0!")
end
if(current == target) then
-- do nothing, this should be most of the time
elseif ( current < target) then
current = current + step_size
elseif ( current > target) then
current = current - step_size
else
-- do nothing?
end
local modifier = 20/(0.1 * current * current + 6) -- Nice, smooth curve that should hopefully give boost equal to the playercount!
game.forces.player.character_running_speed_modifier = modifier
global.doomsday_current_fuzzy_playercount = current
end
--[[
function reduce_brightness(n)
global.pdnc_max_brightness = 1 - ((global.pdnc_current_time / global.pdnc_doomsday_start)*n)
if(global.pdnc_max_brightness < n) then
global.pdnc_max_brightness = n
end
end
]]
-- This is a example of what to put at the end of your code, ie doomsday.lua
-- replaze EXAMPLE with any name you want
-- replace tick with number if ticks and function with the function name to call
-- everywhere there is a blank space is where you put stuff in
local doomsday_init = {}
local script_events = {
--place the here what you would normaly use Event.register for
-- Event.register(defines.events.on_player_created, testfunction)
-- is the same as
-- [defines.events.on_player_created] = testfunction,
-- where testfunction is | local functuin testfunction() { }
--[Event] = function,
--put stuff here
}
doomsday_init.on_nth_ticks = {
--place the here what you would normaly use
--[tick] = function,
--put stuff here
--[60] = doomsday_console_status, -- prints status to console ever second
}
doomsday_init.on_init = function() -- this runs when Event.core_events.init
log("doomsday init")
--put stuff here
doomsday_setup()
global.doomsday_data = global.doomsday_data or script_data -- NO TOUCHY
end
doomsday_init.on_load = function() -- this runs when Event.core_events.load
log("doomsday load")
--put stuff here
script_data = global.doomsday_data or script_data -- NO TOUCHY
end
doomsday_init.get_events = function()
return script_events
end
return doomsday_init
--Event.register(-global.pdnc_stepsize, doomsday_pdnc_program) --intentionally using the PDNC stepsize so the functions sync this can be skipped, since it's called from pdnc!
--Event.register(Event.core_events.init, doomsday_setup)
+266
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@@ -0,0 +1,266 @@
local mod_gui = require 'mod-gui'
-- ADDS DOOMSDAY STATS BUTTON
local function gui_update_DOOM(player)
local gui = mod_gui.get_frame_flow(player)
local frame = gui.doomsday_stats
if not frame then
return
end
frame.clear()
for i,stat in ipairs(doomsday_status()) do
frame.add{
type = "label",
caption = stat
}
end
end
local function toggle_frame_DOOM(player)
local gui = mod_gui.get_frame_flow(player)
local frame = gui.doomsday_stats
if frame then
frame.destroy()
return
end
frame = gui.add{
type = "frame",
name = "doomsday_stats",
direction = "vertical",
caption = "Doomsday stats",
style = mod_gui.frame_style,
}
frame.style.horizontally_stretchable = false
frame.style.vertically_stretchable = false
gui_update_DOOM(player)
end
local function get_sprite_button_DOOM(player)
local button_flow = mod_gui.get_button_flow(player)
button_DOOM = button_flow.doomsday_stats_button
if button_DOOM then
button_DOOM.destroy()
end
if player.admin then
button_DOOM = button_flow.add{
type = "sprite-button",
name = "doomsday_stats_button",
sprite = "item/raw-fish",
style = mod_gui.button_style,
tooltip = "Show debug stats for doomsday",
}
end
end
--ADDS PDNC STATS BUTTON
local function gui_update_PDNC(player)
local gui = mod_gui.get_frame_flow(player)
local frame_PDNC = gui.PDNC_stats
if not frame_PDNC then
return
end
frame_PDNC.clear()
for i,stat in ipairs(pdnc_extended_status()) do
frame_PDNC.add{
type = "label",
caption = stat
}
end
end
local function toggle_frame_PDNC(player)
local gui = mod_gui.get_frame_flow(player)
local frame_PDNC = gui.PDNC_stats
if frame_PDNC then
frame_PDNC.destroy()
return
end
frame_PDNC = gui.add{
type = "frame",
name = "PDNC_stats",
direction = "vertical",
caption = "PDNC stats",
style = mod_gui.frame_style,
}
frame_PDNC.style.horizontally_stretchable = false
frame_PDNC.style.vertically_stretchable = false
gui_update_PDNC(player)
end
local function get_sprite_button_PDNC(player)
local button_flow = mod_gui.get_button_flow(player)
local button_PDNC = button_flow.PDNC_stats_button
if button_PDNC then
button_PDNC.destroy()
end
if player.admin then
button_PDNC = button_flow.add{
type = "sprite-button",
name = "PDNC_stats_button",
sprite = "item/raw-fish",
style = mod_gui.button_style,
tooltip = "Show debug stats for PDNC",
}
end
end
-- ADDS DOOMSDAY TIME LEFT COUNTER
local function gui_update_counter(player)
local gui = player.gui.screen --mod_gui.get_frame_flow(player)
local frame_counter = gui.doomsday_counter
if not frame_counter then
return
end
frame_counter.clear()
frame_counter.add{
type = "label",
caption = doomsday_time_left()
}
frame_counter.location = {player.display_resolution.width/2 - 59, 10}
frame_counter.visible = true
end
local function toggle_frame_counter(player)
--local player = player
local gui = player.gui.screen --mod_gui.get_frame_flow(player)
local frame_counter = gui.doomsday_counter
-- if frame_counter then
-- frame_counter.destroy()
-- return
-- end
frame_counter = gui.add{
type = "frame",
name = "doomsday_counter",
direction = "horizontal",
--caption = "Doomsday counter",
style = mod_gui.frame_style,
}
--frame_counter.style.horizontally_stretchable = false
frame_counter.style.vertically_stretchable = false
frame_counter.visible = false
gui_update_counter(player)
end
local function update_buttons(event)
local player = game.players[event.player_index]
if not (player and player.valid) then
return
end
get_sprite_button_DOOM(player)
get_sprite_button_PDNC(player)
-- Make sure the frames are not visible to players
if not player.admin then
local gui = mod_gui.get_frame_flow(player)
local frame_PDNC = gui.PDNC_stats
if frame_PDNC then
frame_PDNC.destroy()
end
local frame_DOOM = gui.doomsday_stats
if frame_DOOM then
frame_DOOM.destroy()
end
end
end
-- ON GUI CLICK AND OTHERS
local function on_gui_click(event)
local gui = event.element
local player = game.players[event.player_index]
if not (player and player.valid and gui and gui.valid) then
return
end
if gui.name == "doomsday_stats_button" then
toggle_frame_DOOM(player)
end
if gui.name == "PDNC_stats_button" then
toggle_frame_PDNC(player)
end
end
local function on_player_created(event)
local player = game.players[event.player_index]
if not (player and player.valid) then
return
end
update_buttons(event)
toggle_frame_counter(player)
end
local function gui_update_all()
for _, player in pairs(game.players) do
if player and player.valid then
gui_update_DOOM(player)
gui_update_PDNC(player)
gui_update_counter(player)
end
end
end
local function on_gui_tick(event)
gui_update_all()
end
local doomsdaygui_init = {}
local script_events = {
--place the here what you would normaly use Event.register for
-- Event.register(defines.events.on_player_created, testfunction)
-- is the same as
-- [defines.events.on_player_created] = testfunction,
-- where testfunction is | local functuin testfunction() { }
--[Event] = function,
--put stuff here
[defines.events.on_gui_click] = on_gui_click,
[defines.events.on_player_created] = on_player_created,
[defines.events.on_player_promoted] = update_buttons,
[defines.events.on_player_demoted] = update_buttons,
}
doomsdaygui_init.on_nth_ticks = {
--place the here what you would normaly use
--[tick] = function,
--put stuff here
[1] = on_gui_tick,
}
doomsdaygui_init.on_init = function() -- this runs when Event.core_events.init
log("doomsdaygui init")
--put stuff here
global.doomsdaygui_data = global.doomsdaygui_data or script_data -- NO TOUCHY
end
doomsdaygui_init.on_load = function() -- this runs when Event.core_events.load
log("doomsdaygui load")
--put stuff here
script_data = global.doomsdaygui_data or script_data -- NO TOUCHY
end
doomsdaygui_init.get_events = function()
return script_events
end
return doomsdaygui_init
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