Compare commits

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

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

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

Note that the versions 0.3.6 and 0.3.7 had issues with an old
mod_cache.json being present.
2019-09-12 16:52:44 +02:00
Arvids Godjuks 97c7a69c7a Merge pull request #230 from Hornwitser/auth-1.2.x
Add authentication to socket.io server
2019-09-11 15:19:18 +02:00
Hornwitser 0c45e57732 Add authentication to socket.io server
Authenticate connections made to the socket.io server via a token query
parameter that's validated in a similar manner to the x-access-token for
HTTP requests.
2019-09-10 23:51:48 +02:00
Arvids Godjuks 88eff17dfd Updated README.md 2019-09-04 16:20:50 +02:00
Daniel e1374d501e Use correct version in package.json 2019-08-30 18:06:42 +02:00
283 changed files with 11963 additions and 15933 deletions

No files matched your search

+13 -8
View File
@@ -25,9 +25,6 @@ coverage
build/Release
dist/
# Autogenerated docs output
/docs/api
node_modules/*
Factorio*
@@ -35,9 +32,8 @@ Factorio*
/instances
/sharedMods
/database
/config-master.json
/config-control.json
/config-slave.json
database/items.db
config.json
package-lock.json
secret-api-token.txt
mod_cache.json
@@ -45,18 +41,27 @@ static/pictures/spritesheet.js
static/pictures/spritesheet.png
static/external
saves
/temp/
# weird pattern to ignore sharedPlugins except not ignore some core modules
!sharedPlugins/
sharedPlugins/*
!sharedPlugins/inventoryImports/
!sharedPlugins/UPSdisplay/
!sharedPlugins/remoteMap/
!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
# IDE
.idea/
.vs/
+5 -8
View File
@@ -1,13 +1,10 @@
language: node_js
node_js:
- 10
- "9"
before_install:
- sudo apt-get -qq update
- sudo apt-get install -y curl git tar
- curl -o factorio.tar.gz -L https://www.factorio.com/get-download/latest/headless/linux64
- tar -xf factorio.tar.gz
- npm install -g codecov
- tar -xvf factorio.tar.gz
script:
- node build-mod --bump-patch --factorio-version 0.18 --output-dir sharedMods
- curl -o sharedMods/subspace_storage_1.99.1.zip -L https://github.com/clusterio/factorioClusterioMod/releases/download/1.99.1/subspace_storage_1.99.1.zip
- npm run-script ci-cover
- cat temp/test/integration/log.txt
- codecov -f coverage/lcov.info
- npm run cover
+3
View File
@@ -0,0 +1,3 @@
{
"CurrentProjectSetting": null
}
+8
View File
@@ -0,0 +1,8 @@
{
"ExpandedNodes": [
"",
"\\sharedPlugins"
],
"SelectedNode": "\\.gitignore",
"PreviewInSolutionExplorer": false
}
File diff suppressed because it is too large. Load diff
BIN
View File
Binary file not shown.
-217
View File
@@ -1,223 +1,6 @@
Changelog
=========
Version 2.0.0
-------------
### Major Features
- Replaced Hotpatch with save patching. Removed the Hotpatch scenario and
the depency on it for getting code into the game. Added a save patcher than
runs before starting up Factorio that patches in lua modules based on the
event_loader lib into the savegame. Regular freeplay games can now be
used with Clusterio and will be compatible without having to convert them
to Hotpatch.
- Daemonized slaves. Slaves now have the ability to run multiple Factorio
instances, starting and stopping them individually. To manage this the
local command line interface has been replaced with a remote interface on
the master server that can be accessed through the clusterctl cli tool.
- Rewritten the communication between slaves and the master from scratch. The
new system is based on a WebSocket connection between the slaves and the
master server and provides efficient validated bi-directonal communication.
- Rewritten the plugin system from scratch. Plugins now inherit from
a base class and use the same WebSocket connection Clusterio uses to
communicate.
- New configuration system with support for initializing configs when needed,
modifying config entries using built-in commands, and updating instance
configuration remotely.
### Features
- Added export of pollution statitics.
- Reconnection logic that esures no data is dropped talking to the master
server provided the session can be resumed.
- Added support for having multiple Factorio installs and selecting which
version to use on a per instance basis.
- Added config to specify which path the master interface is accessed under,
allowing it to be proxied behind web-server.
- Added WebSocket usage statistics.
- Added commands sent statistic.
### Changes
- Fixed sslCert and sslPrivKey entries being ignored in the config.
- Changed ssl key creation to be done at startup instead of on npm install.
- Added error handling during master startup.
- Factorio game and rcon port now defaults to a random port above 49151.
- Removed unimplemented mods update command.
- Fixed rcon password being generated with Math.random().
- Added plugins directory to the views path. This makes it possible for
plugins to render their own ejs views or pages in their own folders by
using paths of the format "pluginName/path/to/page-or-view".
- Replaced the per instance copy of the shared Factorio mods with
symlinks. On Windows hard links are used instead due to the
privileges requirements of symlinks.
- Changed the per instance scenario folder to be linked instead of
copied on instance creation.
- Instance id is no longer derived from the rcon password, instead it's
generated upon instance creation and stored in the instance config.
- The game port, RCON port and RCON password instance config entries are are
now null by default, indicating that a random one will be generated every
time the instance is started.
- Removed the broken client download command as this would download
pre-releases.
- Moved the item database and HTTP definitions for /api/place, /api/remove,
/api/inventory, /api/inventoryAsObject and the web interface view for the
storage page into the clusterioMod plugin. If you disable this plugin
then these things will not be available.
- Removed undocumented --port and --rcon-port arguments to client.
- Removed undocumented FACTORIOPORT and RCONPORT enviroment variable
handling in client.
- Removed redundant call to /api/slaves in globalChat plugin.
- Removed broken serverManager plugin.
- Removed factorio_version from config. The version installed is auto
detected and used instead.
- Removed the playerManager specific command CLI tools/delete_player.js.
- Creating an instance, assigning it to a slave, creating a save for an
instance and starting an instance is now four separate commands.
- Removed oddball limits to slaves.json size.
- Moved slave specific and instance specific configuration into their own
configuration files.
- Removed unused binary option from plugin config.
- Removed info and shout command from globalChat plugin
- Removed mirrorAllChat and enableCrossServerShout configuration options for
globalChat plugin.
- Removed UPSdisplay plugin. UPS statistics is exported by the statistics
exporter plugin.
- Master server now defaults to hosting on https on port 8443.
- Renamed client to slave.
### Breaking Changes
- lib/authenticate no longer requires config to be passed to it. Breaks
playerManager.
- The masterIP and masterPort config entries has been merged into masterURL.
Breaks discordChat, playerManager, serverSelect, trainTeleports and
clusterioModel.
- Instance names can no longer be invalid Windows file names.
- Removed config management from the command line and the server manager.
- Moved ejs templates into views folder and changed their extension to
.ejs. Breaks playerManager.
- Mods are no longer copied from the per instance instanceMods directory.
If you need per instance mods you can now place them directly in the mods
directory inside the instance folder.
- Hotpatch scenarios and code loading is no longer compatible with Clusterio.
Breaks playerManager, serverSelect, and tranTeleports.
- Removed getLua and getCommand from lib/clusterTools. If you need to run
more than the most trivial of code in commands use the save patcher and
add in a remote interface.
- Removed mod uploading and distributing from the HTTP interface. Breaks
the old unmaintained and no longer needed factorioClusterioClient.
- Removed the remoteCommands plugin and the old runCommand interface. Breaks
playerManager and external tools sending commands.
- Removed broken serverManager plugin.
- Removed fields info, time, rconPort, rconPassword, serverPort, unique,
mods, instanceName, playerCount, mac, and meta from the slaves in the
slave database.
- Removed getInstanceName and lib/clusterTools. Breaks playerManager,
and discordChat.
- Removed the /api/rconPasswords, and /api/slaves endpoints. Breaks web
interface, trainTeleports, and discordChat.
- Removed the /api/getSlaveMeta and /api/editSlaveMeta endpoints. Breaks
researchSync, and UPSdisplay.
- Removed the hello event from the socket connection handshake. Breaks
playerManager, trainTeleports, serverSelect, and discordChat
- Changed the format of database/slaves.json.
- Removed the output file subscription system. Breaks inventoryImports,
playerManager, trainTeleports, serverSelect and researchSync.
- Removed the factorioOutput hook from instance plugins. The onOutput
hook provides parsed output instead.
- Removed the onLoadFinish hook from master plugins.
- Moved plugins from the sharedPlugins directory to plugins directory.
- Implemented a new plugin system that replaces the old. Breaks all plugins.
- Removed express metric http_request_duration_milliseconds metric.
- Removed socket.io metrics socket_io_connected, socket_io_connect_total,
socket_io_disconnect_total, socket_io_events_received_total,
socket_io_events_sent_total, socket_io_recieve_bytes, and
socket_io_transmit_bytes,
- Removed clusterio_connected_instaces_gauge and added
clusterio_master_connected_clients_count in its place.
- Renamed clusterio_player_count_gauge to
clusterio_statistics_exporter_instance_player_count
- Removed clusterio_UPS_gauge and added
clusterio_statistics_exporter_instance_game_ticks_total in its place.
- Renamed clusterio_endpoint_hit_gauge to clusterio_http_enpoint_hits_total
- Renamed clusterio_statistics_gauge to
clusterio_statistics_exporter_instance_force_flows
- Renamed clusterio_nn_dole_gauge to clusterio_subspace_storage_nn_dole_gauge.
- Renamed clusterio_dole_factor_gauge to
clusterio_subspace_storage_dole_factor_gauge.
- Renamed clusterio_import_gauge to clusterio_subspace_storage_import_total.
- Renamed clusterio_export_gauge to clusterio_subspace_storage_export_total.
- Renamed clusterio_master_inventory_gauge to
clusterio_subspace_storage_master_inventory.
- Removed clusterioMod plugin specific config options logItemTransfers,
disableFairItemDistribution useNeuralNetDoleDivider, autosaveInterval, and
disableImportsOfEverythingExceptElectricity from the master config.
- Removed msBetweenCommands config option. The RCON is instead limited to 5
concurrent commands.
- Removed allowRemoteCommandExecution config option. Remote commands are
always allowed with the move to master managing slaves/instances.
- Removed `--databaseDirectory`, `--masterPort`, and `--sslPort` command line
arguments from the master server.
- Implemented a new config system that replaces the old. Breaks all plugins.
- Removed usage of socket.io entirely in favor of a plain WebSocket connection.
- Renamed clusterioMod plugin to subspace_storage.
Version 1.2.4
-------------
- Removed broken remote combinator signaling.
- Fixed research sync endlessly updating already researched technologies
- Removed obsolete item/fluid statistics from clusterioMod
- Removed per mod upload logging when config.uploadModsToMaster disabled
- Fixed bcrypt failing to install on windows due to the new version not
having Windows binaries.
Version 1.2.3
-------------
- Disabled uploading mods to the master server by default as this is mostly
just a waste of bandwidth with the mod portal being integrated into the
game now.
- Fixed researchSync breaking with heavily modded games due to the tech tree
exceeding the default 100kb limit on JSON payloads.
- Fixed the command inventoryImport sends referencing player instead of
character, and trying to count the non-existant quick bar slots.
- Fixed inventoryImport never receiving the script output after the default
mode for reading script output changed to tail mode.
- Fixed desync caused by the mods and loaded mods arrays in Hotpatch getting
out of sync when plugins update their scenario mod code. To fix existing
games you will need copy lib/scenarios/Hotpatch/hotpatch/mod-tools.lua
over the existing mod-tools.lua in the save's hotpatch folder.
- Updated the Windows install instructions.
Version 1.2.2
-------------
- Fixed possible crash with modded technologies named the same as a built-in
Object prototype property in researchSync.
- Fixed progress of a current infinite tech carrying over to the next one
when researching it and another node completes it in researchSync.
- Fixed progress of a previous infinite tech from another node being applied
to the current one in researchSync.
- Fixed crash in researchSync when modded technologies are present only on some
nodes.
- Fixed install failing due to bcrypt version less than 3 not being supported
on node v10.
- Reordered install instructions to avoid problem with npm creating files owned
by root in the home directory.
- Swapped curl out with wget in the install instructions as the latter comes
pre-installed on Ubuntu.
### Breaking Changes
- Node.js versions below 10 are no longer supported.
Version 1.2.1
-------------
+41
View File
@@ -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
View File
@@ -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)
});
+4 -6
View File
@@ -1,17 +1,15 @@
# Warning: This is currently broken as a result of
# changes done in the 2.0 refactoring.
FROM node:12
FROM node:9.11.2
RUN apt-get update && apt install git curl tar -y
RUN mkdir factorioClusterio
RUN git clone -b master https://github.com/clusterio/factorioClusterio.git && cd factorioClusterio && npm install --only=production
RUN git clone -b master https://github.com/Danielv123/factorioClusterio.git && cd factorioClusterio && npm install --only=production
RUN cd factorioClusterio && curl -o factorio.tar.gz -L https://www.factorio.com/get-download/latest/headless/linux64 && tar -xf factorio.tar.gz
WORKDIR factorioClusterio
RUN mkdir instances sharedMods
RUN cp config.json.dist config.json
RUN node client manage shared mods add clusterio
RUN node client.js download
LABEL maintainer "Sir3lit@gmail.com"
@@ -20,4 +18,4 @@ VOLUME /factorioClusterio/instances
VOLUME /factorioClusterio/sharedMods
VOLUME /factorioClusterio/sharedPlugins
CMD MODE="$MODE" node $MODE start $INSTANCE
CMD RCONPORT="$RCONPORT" FACTORIOPORT="$FACTORIOPORT" MODE="$MODE" node $MODE\.js start $INSTANCE
+117 -123
View File
@@ -4,44 +4,38 @@
<br/>
<br/>
# Warning
Do not use master branch to run your Clusterio - master now is a development version and may not work
Use latest stable release: https://github.com/clusterio/factorioClusterio/releases/latest
Or clone latest stable branch that has name format `x.y.z`
# factorioClusterio
Discord for development/support/play: https://discord.gg/5XuDkje
## Important notice
**WARNING: The master branch is currently broken, do not use it!**
This is the development branch for factorioClusterio 2.0 which is currently undergoing heavy
restructuring and refactoring. Expect plugins and existing installations to frequently break when
using this branch. If you don't want to be an alpha tester for 2.0 please use the stable
[1.2.x branch][1.2.x] or
[latest stable release](https://github.com/clusterio/factorioClusterio/releases/latest).
Installation instructions below are for the unstable master branch. Go to the page for
the [1.2.x branch][1.2.x] for instructions on how to install the stable version.
[1.2.x]: https://github.com/clusterio/factorioClusterio/tree/1.2.x
### Ways to support me/the project:
* Contribute with code/documentation. See [Contributing](docs/contributing.md) for how to make pull
requests. Always nice to move the project forward.
* 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
* [Introduction & methodology](#introduction)
* [Ubuntu setup](#ubuntu-setup)
* [Windows setup](#windows-setup)
* [Running Clusterio](#running-clusterio)
* [Master Server](#master-server)
* [Slaves](#slaves)
* [Instances](#instances)
* [Optional plugins](#Plugins)
* [Common problems](#Common-problems)
* [Command cheatsheet](#cheatsheet)
## Introduction
Features:
@@ -98,58 +92,82 @@ Clusterio can also do a few other neat things, such as giving you access to epoc
## Ubuntu setup
**Warning**: These instructions are for the unstable master version and is not
recommended for use, see [the 1.2.x branch][1.2.x] for how to install the stable version.
Clusterio runs on Node.js v12 and up, v11.13.0+ and v10.16.0+. Node.js itself is not
supported on EOL Ubuntu releases so make sure you're on a recent release of Ubuntu.
NodeJS does not support EOL ubuntu releases. Make sure you are on the most recent LTS release or newer.
Master and all slaves:
wget -qO - https://deb.nodesource.com/setup_12.x | sudo -E bash -
sudo apt install -y nodejs python-dev git build-essential
git clone -b master https://github.com/clusterio/factorioClusterio.git
sudo curl -sL https://deb.nodesource.com/setup_9.x | sudo -E bash -
sudo apt install -y nodejs python-dev git wget curl tar build-essential
sudo npm install pm2 -g
git clone -b 1.2.x https://github.com/Danielv123/factorioClusterio.git
cd factorioClusterio
wget -O factorio.tar.gz https://www.factorio.com/get-download/latest/headless/linux64
curl -o factorio.tar.gz -L https://www.factorio.com/get-download/latest/headless/linux64
tar -xf factorio.tar.gz
npm install --only=production
cp config.json.dist config.json
node ./lib/npmPostinstall.js
downloads and installs nodejs, git and clusterio. To specify a version, change "latest" in the link to a version number like 0.14.21.
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.
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
To create a new instance (its own save, set of mods and config files)
node client.js start [instancename]
To launch an instance with pm2
pm2 start --name [instancename] client.js -- start [instancename]
use `nano config.json` to change settings.
**Ubuntu with Docker**
The Docker support for Clusterio is curently broken. If you need it
open an issue about it.
<!--
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=slave -e INSTANCE=world1 -v /srv/clusterio/instances:/factorioClusterio/instances -p 1235:34167 -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.
-->
## Windows setup
**Warning**: These instructions are for the unstable master version and is not
recommended for use, see [the 1.2.x branch][1.2.x] for how to install the stable version.
Clusterio is built up of multiple parts. Here is a quick guide:
Master = master.js
Server host (Slave) = slave.js + factorio server
Server host (Slave) = client.js + factorio server
Game Client = The people connecting to the server
**Requirements**
download and install nodeJS 12 from http://nodejs.org. Clusterio runs on Node.js v12 and
up, v11.13.0+ and v10.16.0+.
download and install nodeJS 8 or 9 from http://nodejs.org
download and install git from https://git-scm.com/
@@ -157,105 +175,48 @@ reboot when you are done, then proceed to the next steps. *reboots matter*
**Master**
1. Open PowerShell or Command prompt in the directory you want to install to and run the following commands.
1. download and run https://puu.sh/toFHl/01eebbb333.bat
git clone -b master https://github.com/clusterio/factorioClusterio
cd factorioClusterio
npm install --only=production
2. Copy config.json.dist to config.json
2. Obtain Factorio by either of these two methods:
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.
- Via the stand alone version on from their website
4. Run `node client.js manage shared mods add clusterio`
1. Create a new folder named "factorio" in the the factorioClusterio
folder.
5. type `node master.js` to start the server
2. Download the MS Windows (64-bit zip package) from
https://www.factorio.com/download .
**Server Host**
3. Open the zip file and drag the folder called "Factorio_0.x.y" into
the factorio folder created in step 1.
1. download and run https://puu.sh/toFHl/01eebbb333.bat
- Via steam installation
2. Copy config.json.dist to config.json
1. Create a new folder named "factorio" in the the factorioClusterio
folder.
3. Follow the instructions given.
2. Locate the game files by right clicking the game in steam,
selecting properties, then Local Files, then Browse local files.
3.5 Some of the instructions are outdated. If you get stuck somewhere, look at the Ubuntu section.
3. Go to the parent folder of the folder that Steam opened and copy
the Factorio folder into the factorio folder created in step 1.
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.
## Running Clusterio
Change `masterIP `to something like `31.152.123.14` (provided by master server owner)
After following the installation instructions you can use the following
commands to run Clusterio.
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
### 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)
It's necessary to run the master server in order for anything to work.
Once you've completed the setup run the following command to start it
up:
**GameClient**
node master run
Fancy game client that does the following steps automatically, but is really old so be warned: [clusterioClient](https://github.com/Danielv123/factorioClusterioClient)
1. Download the same version of the mod as the slave is running from [the mod portal](https://mods.factorio.com/mods/Danielv123/clusterio) or [github](https://github.com/Danielv123/factorioClusterioMod
### Slaves
Slaves connect to the master server and are managed remotely from the
master server. In order for slaves to connect to the master server they
need an authentication token from the master server. This token is
written to secret-api-token.txt on the master server when it is started
up.
To set up the configuration for a new local slave run the following.
node slave config set slave.name "Local"
node slave config set slave.master_token "<token>"
This will write a new `config-slave.json` file in the current directory
(you can change the location with the `--config` option) with the name
and token provided. If you are connecting to a remote master server you
will also need to set the `slave.master_url` option to that url.
You can list the config of a slave with the `node slave config list`
command. Use `node slave config --help` for more information.
Once the config is set up run the slave with
node slave run
### Instances
Instances are created, managed and started from the master server. For
now the only interface available is the `clusterctl` command line tool
included in Clusterio. You can run this tool from any slave, or the
master server without having to set up a config, if you want to manage
the cluster from somewhere else you will need to set the
`control.master_url` and `control.master_token` options with the `node
clusterctl control-config set` command:
The basic operations to start a new instance is the following
node clusterctl create-instance --name "My instance"
node clusterctl assign-instance --instance "My instance" --slave "Local"
node clusterctl create-save --instance "My instance"
node clusterctl start-instance --instance "My instance"
The first line creates the instance configuration on the master server.
The second assigns the instance to a slave which creates the instance
directory and files needed to run the instance on the given slave. The
third line creates a new savegame for the instance. You could also
upload your own save to the instance directory instead. And finally the
fourth line starts the instance.
There are many more commands available with clusterctl. See
`node clusterctl --help` for a full list of them.
2. Drop it into ./factorio/mods
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:
@@ -265,6 +226,10 @@ Here are the known Clusterio plugins in the wild:
## 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.
@@ -291,4 +256,33 @@ TLDR: the tested fix is:
### Other fixes for other potential problems:
Sometimes the install fails. Try `node ./lib/npmPostinstall` to complete it.
Sometimes the install fails. Try `node ./lib/npmPostinstall.js` to complete it.
## Cheatsheet
**To create a new instance/start it**
node client.js start [instanceName]
**Other instance management tools:**
```
node client.js delete [instanceName]
node client.js list
```
**To update clusterio to the latest version:**
1. Download the latest zip version of factorio for your platform manually from factorio.com. Place it in the project root folder and call it "factorio" (folder name is specified in config.json)
2. Grab the latest version of the repo
```
git pull
npm install --only=production
```
3. Download the latest version of the factorioClusterioMod from its github repo
```
node client.js manage shared mods add clusterio
```
Binary file not shown.
-108
View File
@@ -1,108 +0,0 @@
"use strict";
const events = require("events");
const fs = require("fs-extra");
const JSZip = require("jszip");
const klaw = require("klaw");
const path = require("path");
const yargs = require("yargs");
// Location of mod source files
const sourceDir = "mod";
// Paths to additional files to put into the mod's folder.
const additionalFiles = [
path.join("modules", "clusterio", "serialize.lua"),
];
async function main() {
const args = yargs
.scriptName("build")
.options({
'clean': { describe: "Remove previous builds", type: 'boolean', default: false },
'build': { describe: "Build mod", type: 'boolean', default: true },
'pack': { describe: "Pack into zip file", type: 'boolean', default: true },
'output-dir': { describe: "Path to output built mod", nargs: 1, type: 'string', default: "dist" },
"bump-patch": { describe: "Increment patch number of build", type: "boolean", default: false },
"factorio-version": { describe: "Override factorio_version", type: "string" },
})
.argv
;
let info = JSON.parse(await fs.readFile(path.join(sourceDir, "info.json")));
if (args.bumpPatch) {
let [major, minor, patch] = info.version.split(".");
patch = String(Number.parseInt(patch, 10) + 1);
info.version = [major, minor, patch].join(".");
}
if (args.factorioVersion) {
info.factorio_version = args.factorioVersion;
}
if (args.clean) {
let splitter = /^(.*)_(\d+\.\d+\.\d+)(\.zip)?$/
for (let entry of await fs.readdir(args.outputDir)) {
let match = splitter.exec(entry);
if (match) {
let [, name, version] = match;
if (name === info.name) {
let modPath = path.join(args.outputDir, entry);
console.log(`Removing ${modPath}`);
await fs.remove(modPath);
}
}
}
}
if (args.build) {
await fs.ensureDir(args.outputDir);
let modName = `${info.name}_${info.version}`;
if (args.pack) {
let zip = new JSZip();
let walker = klaw(sourceDir)
.on('data', item => {
if (item.stats.isFile()) {
// On Windows the path created uses backslashes as the directory sepparator
// but the zip file needs to use forward slashes. We can't use the posix
// version of relative here as it doesn't work with Windows style paths.
let basePath = path.relative(sourceDir, item.path).replace(/\\/g, "/");
zip.file(path.posix.join(modName, basePath), fs.createReadStream(item.path));
}
})
;
await events.once(walker, 'end');
for (let filePath of additionalFiles) {
zip.file(path.posix.join(modName, path.basename(filePath)), fs.createReadStream(filePath));
}
zip.file(path.posix.join(modName, "info.json"), JSON.stringify(info, null, 4));
let modPath = path.join(args.outputDir, `${modName}.zip`);
console.log(`Writing ${modPath}`);
let writeStream = zip.generateNodeStream().pipe(fs.createWriteStream(modPath));
await events.once(writeStream, 'finish');
} else {
let modDir = path.join(args.outputDir, modName);
if (await fs.exists(modDir)) {
console.log(`Removing existing build ${modDir}`);
await fs.remove(modDir);
}
console.log(`Building ${modDir}`);
await fs.copy(sourceDir, modDir);
for (let filePath of additionalFiles) {
await fs.copy(filePath, path.join(modDir, path.basename(filePath)));
}
await fs.writeFile(path.join(modDir, "info.json"), JSON.stringify(info, null, 4));
}
}
}
if (module === require.main) {
main().catch(err => { console.log(err) });
}
+801
View File
@@ -0,0 +1,801 @@
const fs = require('fs-extra');
const Tail = require('tail').Tail;
const https = require('follow-redirects').https;
const needle = require("needle");
const child_process = require('child_process');
const path = require('path');
const syncRequest = require('sync-request');
const request = require("request");
const ncp = require('ncp').ncp;
const Rcon = require('rcon-client-fork').Rcon;
const deepmerge = require("deepmerge");
const getMac = require('getmac').getMac;
const rmdirSync = require('rmdir-sync');
const ioClient = require("socket.io-client");
// internal libraries
const objectOps = require("lib/objectOps.js");
const fileOps = require("lib/fileOps");
const stringUtils = require("lib/stringUtils.js");
const configManager = require("lib/manager/configManager.js");
const hashFile = require('lib/hash').hashFile;
// argument parsing
const args = require('minimist')(process.argv.slice(2));
// require config.json
var config = require(args.config || './config');
var global = {};
if (!fs.existsSync(config.instanceDirectory)) {
fs.mkdirSync(config.instanceDirectory);
}
if (!fs.existsSync("./sharedPlugins/")) {
fs.mkdirSync("sharedPlugins");
}
if (!fs.existsSync("./sharedMods/")) {
fs.mkdirSync("sharedMods");
}
const instance = process.argv[3];
const instancedirectory = config.instanceDirectory + '/' + instance;
const command = process.argv[2];
// Set the process title, shows up as the title of the CMD window on windows
// 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.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 = {
compressed:true,
headers: {
'x-access-token': config.masterAuthToken
},
};
var instanceInfo = {};
var commandBuffer=[];
// messageInterface Management
setInterval(function(){
let command=commandBuffer.shift();
if(command){
messageInterfaceInternal(command[0], command[1], command[2], command[3]);
}
},config.msBetweenCommands || 50);
// function to handle sending commands into the game
async function messageInterfaceInternal(command, callback, resolve, reject) {
// try to save us if you send a buffer instead of string
if(typeof command == "object") {
command = command.toString('utf8');
}
if(false && process.platform == "linux" && typeof command == "string" && serverprocess) {
/*
to send to stdin, use:
serverprocess.stdin.write("/c command;\n")
*/
serverprocess.stdin.write(command+"\n");
if(typeof callback == "function"){
callback();
}
resolve();
} else if(typeof command == "string" && client && client.send && typeof client.send == "function") {
try {
let str = await client.send(command+"\n");
if(typeof callback == "function") callback(str)
resolve(str)
} catch (err) {
console.log("RCON failed, server might be paused or shutting down");
// console.log(err);
// reject(err);
if(typeof callback == "function"){
callback();
}
reject(err)
}
}
}
function messageInterface(command, callback) {
return new Promise((resolve,reject) => {
commandBuffer.push([command,callback, resolve, reject]);
});
}
// handle commandline parameters
if (!command || command == "help" || command == "--help") {
console.error("Usage: ");
console.error("node client.js start [instance name]");
console.error("node client.js list");
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);
} else if (command == "list") {
let instanceNames = fileOps.getDirectoriesSync(config.instanceDirectory);
instanceNames.unshift("Name:");
let longestInstanceName = 0;
// determine longest instance name
instanceNames.forEach(function(instance){
if(instance.length > longestInstanceName) longestInstanceName = instance.length;
});
let displayLines = [];
// push name coloumn to array
instanceNames.forEach(function(instance){
while(instance.length < longestInstanceName+1){
instance += " ";
}
displayLines.push("| "+ instance + "|");
});
// create port colloumn
let factorioPorts = [];
instanceNames.forEach(function(instance){
let factorioPort;
if(instance.includes("Name:")){
factorioPort = "Port:"
} else {
factorioPort = require(path.resolve(config.instanceDirectory, instance, 'config')).factorioPort;
}
factorioPorts.push(factorioPort);
});
factorioPorts.forEach((port, index) => {
let longestPort = 0;
factorioPorts.forEach((port, index) => {
if(port.toString().length > longestPort) longestPort = port.toString().length;
});
while(port.toString().length < longestPort){
port += " ";
}
factorioPorts[index] = port;
});
instanceNames.forEach(function(instance, index){
displayLines[index] += " " + factorioPorts[index] + " |";
});
displayLines.forEach(line => console.log(line));
process.exit(0);
} else if (command == "manage"){
// console.log("Launching mod manager");
//const fullUsage = 'node client.js manage [instance, "shared"] ["mods", "config"] ...';
function usage(instance, tool, action){
if(tool && tool == "mods"){
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", "plugins"]') + ' ...');
}
}
const tool = process.argv[4] || "";
const action = process.argv[5] || "";
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));
} else if(action == "search"){
console.log(await modManager.findMods(process.argv[6]));
} else if(action == "add" || action == "download"){
await modManager.addMod(process.argv[6], instance);
} else if(action == "remove" || action == "rm" || action == "delete"){
await modManager.removeMod(process.argv[6], instance);
} else if(action == "update"){
await modManager.updateAllMods();
} else {
usage(instance, tool);
}
process.exit(0);
}catch(e){
console.log("Got error from modManager:")
console.log(e);
}})();
} else if(tool == "config"){
// allow managing the config
if(action == "list" || action == "show" || action == "display"){
configManager.displayConfig(instance);
} else if(action == "edit"){
let newConfigValue = "";
process.argv.forEach((arg, i)=>{
if(i >= 8){
newConfigValue += " "+arg;
} else if(i >= 7){
newConfigValue += arg;
}
});
configManager.editConfig(instance, process.argv[6], newConfigValue);
} 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);
}
} else {
console.log('Usage:');
usage(instance);
}
// process.exit(0);
} else if (command == "delete") {
if (!process.argv[3]) {
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(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 {
console.error("Instance not found: " + process.argv[3]);
process.exit(0);
}
} else if (command == "download") {
console.log("Downloading mods...");
// get JSON data about 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;
if(url) {
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);
}).end();
}
} else if (command == "start" && instance === undefined) {
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
console.log("Creating instance...");
fs.mkdirSync(instancedirectory);
fs.mkdirSync(instancedirectory + "/script-output/");
fs.mkdirSync(instancedirectory + "/saves/");
fs.writeFileSync(instancedirectory + "/script-output/output.txt", "");
fs.writeFileSync(instancedirectory + "/script-output/orders.txt", "");
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', path.join(instancedirectory, "mods"));
let instconf = {
"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;
}
let serversettings = {
"name": name,
"description": config.description,
"tags": ["clusterio"],
"max_players": "20",
"visibility": config.visibility,
"username": config.username,
"token": config.token,
"game_password": config.game_password,
"verify_user_identity": config.verify_user_identity,
"admins": [config.username],
"allow_commands": config.allow_commands,
"autosave_interval": 10,
"autosave_slots": 5,
"afk_autokick_interval": 0,
"auto_pause": config.auto_pause,
};
fs.writeFileSync(instancedirectory + "/server-settings.json", JSON.stringify(serversettings, null, 4));
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'],
'detached': process.platform === "linux",
}
);
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'));
instanceconfig.unique = stringUtils.hashCode(instanceconfig.clientPassword);
if(process.env.FACTORIOPORT){
instanceconfig.factorioPort = process.env.FACTORIOPORT;
}
if(process.env.RCONPORT){
instanceconfig.rconPort = process.env.RCONPORT;
}
} else {
process.exit(1);
}
console.log("Deleting .tmp.zip files");
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(path.resolve(instancedirectory, "saves", savefiles[i]));
}
}
console.log("Clusterio | Rotating old logs...");
// clean old log file to avoid crash
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 ${logFilename}`);
}
}catch(e){}
// Math.floor(Date.now()/1000)
// (new Date).toGMTString()
// move mods from ./sharedMods to the instances mod directory
try{fs.mkdirSync(path.join(instancedirectory, "instanceMods"));}catch(e){}
try{rmdirSync(path.join(instancedirectory, "mods"));}catch(e){}
try {
// mods directory that will be emptied (deleted) when closing the server to facilitate seperation of instanceMods and sharedMods
fs.mkdirSync(path.join(instancedirectory, "mods"));
} catch(e){}
console.log("Clusterio | Moving shared mods from sharedMods/ to instance/mods...");
fs.copySync('sharedMods', path.join(instancedirectory, "mods"));
console.log("Clusterio | Moving instance specific mods from instance/instanceMods to instance/mods...");
fs.copySync(path.join(instancedirectory, "instanceMods"), path.join(instancedirectory, "mods"));
// Set paths for factorio so it reads and writes from the correct place even if the instance is imported from somewhere else
fs.writeFileSync(instancedirectory + `/config.ini`, `[path]\r\n
read-data=${ 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("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;
}
// implicit global
serverprocess = child_process.spawn(
'./' + config.factorioDirectory + '/bin/x64/factorio', [
'-c', instancedirectory + '/config.ini',
'--start-server', latestSave.file,
'--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', args.port || Number(process.env.FACTORIOPORT) || instanceconfig.factorioPort
], {
'stdio': ['pipe', 'pipe', 'pipe'],
'detached': process.platform === "linux",
}
);
serverprocess.on('close', code => {
console.log(`child process exited with code ${code}`);
process.exit();
});
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.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.toString("utf8").replace("\n", ""));
});
serverprocess.stderr.on('data', (chunk) => {
console.log('ERR: ' + chunk);
});
// connect to the server with rcon
if(true || process.platform != "linux"){
// IP, port, password
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.error(err);
if(data && data.indexOf('Starting RCON interface') > 0){
client.connect({
host: 'localhost',
port: args["rcon-port"] || Number(process.env.RCONPORT) || instanceconfig.clientPort,
password: args["rcon-password"] || instanceconfig.clientPassword,
});
} else {
setTimeout(function(){
checkRcon();
},5000);
}
});
}
setTimeout(checkRcon, 5000);
client.onDidAuthenticate(() => {
console.log('Clusterio | RCON Authenticated!');
instanceManagement(instanceconfig); // start using rcons
});
client.onDidConnect(() => {
console.log('Clusterio | RCON Connected!');
// getID();
});
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.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(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
var _instanceInitialized;
async function instanceManagement(instanceconfig) {
if (_instanceInitialized) return;
_instanceInitialized = true;
console.log("Started instanceManagement();");
/* Open websocket connection to master */
var socket = ioClient("http://"+config.masterIP+":"+config.masterPort+"?token="+config.masterAuthToken);
socket.on("error", err => {
console.log("SOCKET | Error: ", err);
});
socket.on("hello", data => {
console.log("SOCKET | registering slave!");
socket.emit("registerSlave", {
instanceID: instanceconfig.unique,
});
});
setInterval(B=> socket.emit("heartbeat"), 10000);
// load plugins and execute onLoad event
const pluginManager = require("lib/manager/pluginManager.js")(config);
let pluginsToLoad = await pluginManager.getPlugins();
let plugins = [];
for(let i = 0; i < pluginsToLoad.length; i++){
let pluginLoadStarted = Date.now();
let combinedConfig = deepmerge(instanceconfig,config,{clone:true});
let pluginConfig = pluginsToLoad[i];
if(!global.subscribedFiles) {
global.subscribedFiles = {};
}
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] != "/") {
console.log("Clusterio | "+ pluginsToLoad[i].name + " | " + data.toString('utf8'));
return true;
} 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"){
// 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()));
}
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 " + pluginConfig.name + " 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;
console.log("Clusterio | Registered file subscription on "+instancedirectory + "/script-output/" + pluginConfig.scriptOutputFileSubscription);
if(!pluginConfig.fileReadDelay || pluginConfig.fileReadDelay == 0) {
// only wipe the file on restart for now, should most likely be rotated during runtime too
fs.writeFileSync(instancedirectory + "/script-output/" + pluginConfig.scriptOutputFileSubscription, "");
let tail = new Tail(instancedirectory + "/script-output/" + pluginConfig.scriptOutputFileSubscription);
tail.on("line", function (data) {
plugins[i].scriptOutput(data);
});
} else {
fs.watch(instancedirectory + "/script-output/" + pluginConfig.scriptOutputFileSubscription, fileChangeHandler);
// run once in case a plugin wrote out information before the plugin loaded fully
// 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) {
setTimeout(
() => {
// get array of lines in file
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 o = 0; o < stuff.length; o++) {
if (stuff[o] && !stuff[o].includes('\u0000\u0000')) {
try {
plugins[i].scriptOutput(stuff[o]);
} catch (e) {
console.error(e)
}
}
}
},
pluginConfig.fileReadDelay || 0
);
}
}
}
}
console.log(`Clusterio | Loaded plugin ${pluginsToLoad[i].name} in ${Date.now() - pluginLoadStarted}ms`);
} else {
// this plugin doesn't have a client portion. Maybe it runs on the master only?
}
}
// world IDs ------------------------------------------------------------------
hashMods(instance, function(modHashes){
setInterval(getID, 10000);
getID();
function getID() {
messageInterface("/silent-command rcon.print(#game.connected_players)", function(playerCount) {
var payload = {
time: Date.now(),
rconPort: instanceconfig.clientPort,
rconPassword: instanceconfig.clientPassword,
serverPort: instanceconfig.factorioPort,
unique: instanceconfig.unique,
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,
info: instanceconfig.info,
};
if(playerCount){
payload.playerCount = playerCount.replace(/(\r\n\t|\n|\r\t)/gm, "");
} else {
payload.playerCount = 0;
}
function callback(err, mac) {
if (err) {
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 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"+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.
if(response.body !== "ok") {
console.log("Got no \"ok\" while registering our precense with master "+config.masterIP+" at " + payload.time);
console.log(response.body);
}
}
});
}
if(global.mac){
callback(undefined, global.mac);
} else {
getMac(callback);
}
});
}
});
// Mod uploading and management -----------------------------------------------
// get mod names and hashes
// string: instance, function: callback
setTimeout(function(){hashMods(instance, uploadMods)}, 5000);
function uploadMods(modHashes) {
// [{modName:string,hash:string}, ... ]
for(let i=0;i<modHashes.length;i++){
let payload = {
modName: modHashes[i].modName,
hash: modHashes[i].hash,
};
needle.post(config.masterIP + ":" + config.masterPort + '/api/checkMod', payload, needleOptionsWithTokenAuthHeader, function (err, response, body) {
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") {
let mod = response.body;
if(config.uploadModsToMaster){
console.log("Sending mod: " + mod);
// Send mods master says it wants
// response.body is a string which is a modName.zip
var req = request.post({url: "http://"+config.masterIP + ":" + config.masterPort + '/api/uploadMod',
headers: {
"x-access-token": config.masterAuthToken,
},
}, function (err, resp, body) {
if (err) {
console.error(new Error("Unable to contact master server /api/uploadMod! Please check your config.json."));
} else {
console.log('URL: ' + body);
}
});
var form = req.form();
form.append('file', fs.createReadStream(config.instanceDirectory+"/"+instance+"/mods/"+mod));
} else {
console.log("Not sending mod: " + mod + " to master because config.uploadModsToMaster is not enabled")
}
}
});
}
}
} // END OF INSTANCE START ---------------------------------------------------------------------
// string, function
// returns [{modName:string,hash:string}, ... ]
function hashMods(instanceName, callback) {
if(!callback) {
throw new Error("ERROR in function hashMods NO CALLBACK");
}
let modsDir = config.instanceDirectory+"/"+instanceName+"/mods/";
function hashMod(name) {
if (path.extname(name) != ".zip") {
// Can't hash unzipped mods, return null that's filtered out later
return null;
} else {
return hashFile(modsDir+name).then(hash => (
{modName: name, hash: hash}
));
}
}
let promises = fs.readdirSync(modsDir).map(hashMod);
Promise.all(promises).then(hashes => {
// Remove null entries from hashMod
callback(hashes.filter(entry => entry !== null));
});
}
-566
View File
@@ -1,566 +0,0 @@
const jwt = require("jsonwebtoken");
const fs = require("fs-extra");
const yargs = require("yargs");
const version = require("./package").version;
const asTable = require("as-table").configure({delimiter: ' | '});
const chalk = require("chalk");
const events = require("events");
const link = require("lib/link");
const errors = require("lib/errors");
const config = require("lib/config");
/**
* Format a parsed Factorio output message with colors
*
* Formats a parsed Factorio output from lib/factorio into a readable
* colorized output using terminal escape codes that can be printed.
*/
function formatOutputColored(output) {
let time = "";
if (output.format === 'seconds') {
time = chalk.yellow(output.time.padStart(8)) + ' ';
} else if (output.format === 'date') {
time = chalk.yellow(output.time) + ' ';
}
let info = "";
if (output.type === 'log') {
let level = output.level;
if (level === "Info") {
level = chalk.bold.blueBright(level);
} else if (output.level === "Warning") {
level = chalk.bold.yellowBright(level);
} else if (output.level === "Error") {
level = chalk.bold.redBright(level);
}
info = level + ' ' + chalk.gray(output.file) + ': ';
} else if (output.type === 'action') {
info = '[' + chalk.yellow(output.action) + '] ';
}
return time + info + output.message;
}
/**
* Represents a command that can be runned by clusterctl
*/
class Command {
constructor({ definition, handler }) {
this.name = definition[0];
this._definition = definition;
this._handler = handler;
}
register(yargs) {
yargs.command(...this._definition);
}
async run(args, control) {
await this._handler.call(this, args, control);
}
}
/**
* Resolve a string to an instance ID
*
* Resolves a string with either an instance name or an id into an integer
* with the instance ID.
*
* @param client - link to master server to query instance on.
* @param instanceName - string with name or id of instance.
* @returns {number} instance ID.
*/
async function resolveInstance(client, instanceName) {
let instanceId;
if (/^-?\d+$/.test(instanceName)) {
instanceId = parseInt(instanceName, 10);
} else {
let response = await link.messages.listInstances.send(client);
for (let instance of response.list) {
if (instance.name === instanceName) {
instanceId = instance.id;
break;
}
}
if (instanceId === undefined) {
throw new errors.CommandError(`No instance named ${instanceName}`);
}
}
return instanceId;
}
/**
* Resolve a string into a slave ID
*
* Resolves a string with either an slave name or an id into an integer with
* the slave ID.
*
* @param client - link to master server to query slave on.
* @param slaveName - string with name or id of slave.
* @returns {number} slave ID.
*/
async function resolveSlave(client, slaveName) {
let slaveId;
if (/^-?\d+$/.test(slaveName)) {
slaveId = parseInt(slaveName, 10);
} else {
let response = await link.messages.listSlaves.send(client);
for (let slave of response.list) {
if (slave.name === slaveName) {
slaveId = slave.id;
break;
}
}
if (slaveId === undefined) {
throw new errors.CommandError(`No slave named ${slaveName}`);
}
}
return slaveId;
}
let commands = [];
commands.push(new Command({
definition: ["list-slaves", "List slaves connected to the master"],
handler: async function(args, control) {
let response = await link.messages.listSlaves.send(control);
console.log(asTable(response.list));
},
}));
commands.push(new Command({
definition: ["list-instances", "List instances known to the master"],
handler: async function(args, control) {
let response = await link.messages.listInstances.send(control);
console.log(asTable(response.list));
}
}));
commands.push(new Command({
definition: ['create-instance', "Create an instance", (yargs) => {
// XXX TODO: set any specific options?
yargs.option('name', {
type: "string",
nargs: 1,
describe: "Instance name",
group: "Instance Config:",
});
yargs.option('id', {
type: "number",
nargs: 1,
describe: "Instance ID",
group: "Instance Config:",
});
yargs.option('base', {
type: "boolean",
nargs: 0,
describe: "Specify this is a base config",
group: "Instance Config:"
});
}],
handler: async function(args, control) {
let instanceConfig = new config.InstanceConfig();
await instanceConfig.init();
if (args.id) {
instanceConfig.set("instance.id", args.id);
}
if (args.name) {
instanceConfig.set("instance.name", args.name);
}
let serialized_config = instanceConfig.serialize();
let response = await link.messages.createInstance.send(control, { serialized_config });
},
}));
commands.push(new Command({
definition: ["list-instance-config", "List configuration for an instance", (yargs) => {
yargs.option({
"instance": { describe: "Instance to list config for", nargs: 1, type: "string", demandOption: true },
});
}],
handler: async function(args, control) {
let instanceId = await resolveInstance(control, args.instance);
let response = await link.messages.getInstanceConfig.send(control, { instance_id: instanceId });
for (let group of response.serialized_config.groups) {
for (let [name, value] of Object.entries(group.fields)) {
console.log(`${group.name}.${name} ${JSON.stringify(value)}`);
}
}
},
}));
commands.push(new Command({
definition: ["set-instance-config", "Set field in instance config", (yargs) => {
yargs.option({
"instance": { describe: "Instance to set config on", nargs: 1, type: "string", demandOption: true },
"field": { describe: "Field to set", nargs: 1, type: "string", demandOption: true },
"value": { describe: "Value to set", nargs: 1, type: "string", demandOption: true },
});
}],
handler: async function(args, control) {
let instanceId = await resolveInstance(control, args.instance);
await link.messages.setInstanceConfigField.send(control, {
instance_id: instanceId,
field: args.field,
value: args.value,
});
},
}));
commands.push(new Command({
definition: ['assign-instance', "Assign instance to a slave", (yargs) => {
yargs.options({
'instance': { describe: "Instance to assign", nargs: 1, type: 'string', demandOption: true },
'slave': { describe: "Slave to assign to", nargs: 1, type: 'string', demandOption: true },
});
}],
handler: async function(args, control) {
let instanceId = await resolveInstance(control, args.instance);
let slaveId = await resolveSlave(control, args.slave);
await link.messages.assignInstanceCommand.send(control, {
instance_id: instanceId,
slave_id: slaveId,
});
},
}));
commands.push(new Command({
definition: ['create-save', "Create a new save on an instance", (yargs) => {
yargs.options({
'instance': { describe: "Instance to create on", nargs: 1, type: 'string', demandOption: true },
});
}],
handler: async function(args, control) {
let instanceId = await resolveInstance(control, args.instance);
await link.messages.setInstanceOutputSubscriptions.send(control, { instance_ids: [instanceId] });
let response = await link.messages.createSave.send(control, {
instance_id: instanceId,
});
},
}));
commands.push(new Command({
definition: ['start-instance', "Start instance", (yargs) => {
yargs.options({
'instance': { describe: "Instance to start", nargs: 1, type: 'string', demandOption: true },
});
}],
handler: async function(args, control) {
let instanceId = await resolveInstance(control, args.instance);
await link.messages.setInstanceOutputSubscriptions.send(control, { instance_ids: [instanceId] });
let response = await link.messages.startInstance.send(control, {
instance_id: instanceId,
});
},
}));
commands.push(new Command({
definition: ['stop-instance', "Stop instance", (yargs) => {
yargs.options({
'instance': { describe: "Instance to stop", nargs: 1, type: 'string', demandOption: true },
});
}],
handler: async function(args, control) {
let instanceId = await resolveInstance(control, args.instance);
await link.messages.setInstanceOutputSubscriptions.send(control, { instance_ids: [instanceId] });
let response = await link.messages.stopInstance.send(control, {
instance_id: instanceId,
});
},
}));
commands.push(new Command({
definition: ['delete-instance', "Delete instance", (yargs) => {
yargs.options({
'instance': { describe: "Instance to delete", nargs: 1, type: 'string', demandOption: true },
});
}],
handler: async function(args, control) {
let response = await link.messages.deleteInstance.send(control, {
instance_id: await resolveInstance(control, args.instance),
});
},
}));
commands.push(new Command({
definition: ['send-rcon', "Send RCON command", (yargs) => {
yargs.options({
'instance': { describe: "Instance to sent to", nargs: 1, type: 'string', demandOption: true },
'command': { describe: "command to send", nargs: 1, type: 'string', demandOption: true },
});
}],
handler: async function(args, control) {
let response = await link.messages.sendRcon.send(control, {
instance_id: await resolveInstance(control, args.instance),
command: args.command
})
// Factorio includes a newline in it's response output.
process.stdout.write(response.result);
},
}));
// Convert to mapping from name to command instance
commands = new Map([...commands.map(command => [command.name, command])]);
/**
* Connector for control connection to master server
*/
class ControlConnector extends link.WebSocketClientConnector {
constructor(url, reconnectDelay, token) {
super(url, reconnectDelay);
this._token = token;
}
register() {
console.log("SOCKET | registering control");
this.sendHandshake("register_control", {
token: this._token,
agent: "clusterctl",
version: version,
});
}
}
/**
* Handles running the control
*
* Connects to the master server over WebSocket and sends commands to it.
*/
class Control extends link.Link {
// I don't like God classes, but the alternative of putting all this state
// into global variables is not much better.
constructor(connector) {
super('control', 'master', connector);
link.attachAllMessages(this);
}
async instanceOutputEventHandler(message) {
let { instance_id, output } = message.data;
console.log(formatOutputColored(output));
}
async shutdown() {
await link.messages.shutdownConnection.send(this);
this.connector.close(1001, "Control Quit")
await events.once(this.connector, "close");
}
}
async function findCredentials(controlConfig) {
// Try looking in the default master config location
try {
let masterConfig = new config.MasterConfig();
await masterConfig.load(JSON.parse(await fs.readFile("config-master.json")));
let token = jwt.sign({ id: "api" }, masterConfig.get("master.auth_secret"), { expiresIn: 600 });
controlConfig.set("control.master_token", token);
let url;
if (masterConfig.get("master.https_port")) {
url = `https://localhost:${masterConfig.get("master.https_port")}`;
} else {
url = `http://localhost:${masterConfig.get("master.http_port")}`;
}
controlConfig.set("control.master_url", url);
return;
} catch (err) {
if (err.code !== "ENOENT") {
throw err;
}
}
// Try looking in the default slave config location
// In the future it's likely that tokens will be assigned more granular
// authorizations, meaning that you cannot use a slave token to control
// the cluster.
try {
let slaveConfig = new config.SlaveConfig();
await slaveConfig.load(JSON.parse(await fs.readFile("config-slave.json")));
controlConfig.set("control.master_token", slaveConfig.get("slave.master_token"));
controlConfig.set("control.master_url", slaveConfig.get("slave.master_url"));
return;
} catch (err) {
if (err.code !== "ENOENT") {
throw err;
}
}
throw new errors.StartupError("Couldn't find credentials to connect to the master server with");
}
class ControlGroup extends config.ConfigGroup {}
ControlGroup.groupName = "control";
ControlGroup.define({
name: "master_url",
description: "URL to connect to the master server at",
type: "string",
optional: true,
});
ControlGroup.define({
name: "master_token",
description: "Token to authenticate to master server with.",
type: "string",
optional: true,
});
ControlGroup.define({
name: "reconnect_delay",
title: "Reconnect Delay",
description: "Maximum delay to wait before attempting to reconnect WebSocket",
type: "number",
initial_value: 2,
});
ControlGroup.finalize();
class ControlConfig extends config.Config { }
ControlConfig.registerGroup(ControlGroup);
ControlConfig.finalize();
async function startControl() {
yargs
.scriptName("clusterctl")
.usage("$0 <command> [options]")
.option('config', {
nargs: 1,
describe: "config file to get credentails from",
default: "config-control.json",
defaultDescription: "auto",
type: 'string',
})
.command("control-config", "Manage Control config", config.configCommand)
.wrap(yargs.terminalWidth())
;
for (let command of commands.values()) {
command.register(yargs);
}
const args = yargs.demandCommand(1, "You need to specify a command to run")
.strict()
.argv
;
config.finalizeConfigs();
console.log(`Loading config from ${args.config}`);
let controlConfig = new ControlConfig();
try {
await controlConfig.load(JSON.parse(await fs.readFile(args.config)));
} catch (err) {
if (err.code === 'ENOENT') {
console.log("Config not found, initializing new config");
await controlConfig.init();
} else {
throw err;
}
}
let commandName = args._[0];
if (commandName === "control-config") {
await config.handleConfigCommand(args, controlConfig, args.config);
return;
}
// The remaining commands require connecting to the master server.
if (!controlConfig.get("control.master_url") || !controlConfig.get("control.master_token")) {
await findCredentials(controlConfig);
}
let controlConnector = new ControlConnector(
controlConfig.get("control.master_url"),
controlConfig.get("control.reconnect_delay"),
controlConfig.get("control.master_token")
);
let control = new Control(controlConnector);
try {
await controlConnector.connect();
} catch(err) {
if (err instanceof errors.AuthenticationFailed) {
throw new errors.StartupError(err.message);
}
throw err;
}
if (commands.has(commandName)) {
command = commands.get(commandName);
try {
await command.run(args, control)
} catch (err) {
if (err instanceof errors.CommandError) {
console.error(`Error running command: ${err.message}`);
process.exitCode = 1;
} else if (err instanceof errors.RequestError) {
console.error(`Error sending request: ${err.message}`);
process.exitCode = 1;
} else {
throw err;
}
} finally {
await control.shutdown();
}
}
//XXX control.close("done");
}
module.exports = {
// for testing only
_formatOutputColored: formatOutputColored,
_resolveInstance: resolveInstance,
_Control: Control,
_commands: commands,
}
if (module === require.main) {
console.warn(`
+==========================================================+
I WARNING: This is the development branch for the 2.0 I
I version of clusterio. Expect things to break. I
+==========================================================+
`
);
startControl().catch(err => {
if (!(err instanceof errors.StartupError)) {
console.error(`
+----------------------------------------------------------------+
| Unexpected error occured while starting control, please report |
| it to https://github.com/clusterio/factorioClusterio/issues |
+----------------------------------------------------------------+`
);
} else {
console.error(`
+-------------------------------+
| Unable to to start clusterctl |
+-------------------------------+`
);
}
console.error(err);
process.exitCode = 1;
});
}
+63
View File
@@ -0,0 +1,63 @@
{
"__comment": "Where factorio folder. Should be in the same folder as this config file.",
"factorioDirectory": "./factorio",
"instanceDirectory": "./instances",
"databaseDirectory": "./database",
"__comment1": "IP players should connect to to join your servers, should be portforwarded and stuff",
"publicIP": "localhost",
"__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",
"masterPort": 8080,
"__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",
"__commentMasterAuthToken": "Authentication token to connect to the master server. Find it in secret-api-token.txt on the master.",
"masterAuthToken": "",
"__commentAuthSecret": "This is a long random string used for generating authentication tokens. Do not share. Regenerates when secret-api-token.txt is deleted.",
"masterAuthSecret": "",
"__comment3": "Your factorio.com username for factorio MP services, also username will be admin on new instances",
"username": "",
"__comment4": "Token from your factorio.com profile page. Required for MP and mod manager services.",
"token": "",
"__comment7": "Used for communication with the mod portal, not needed if you manage mods by hand",
"factorio_version": "0.16.41",
"__comment5": "General user settings",
"verify_user_identity": true,
"auto_pause": false,
"allow_commands": "admins-only",
"game_password": "",
"description": "This server runs Clusterio",
"visibility": {
"public": true,
"lan": true
},
"__comment6": "Statistic gathering statistics, may affect server performance (master memory usage especially)",
"itemStats": {
"maxEntries":60,
"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,
"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
}
-20
View File
@@ -1,20 +0,0 @@
digraph "Client Connection Flow" {
node [shape=box];
graph [newrank=true];
start [label="Start"];
wait_hello [label="Wait for hello"];
new_session [label="New session"];
wait_ready [label="Wait for ready"];
connected [label="Connected"];
abort [label="Abort"];
lost_connection [label="Connection lost or\nunexpectedly closed\nwhile connecting" style="dotted"];
lost_connection -> start [label="Wait random delay"];
start -> wait_hello [label="Connect to /api/socket"];
wait_hello -> new_session [label="Receive hello"];
new_session -> wait_ready [label="Send register_*"];
wait_ready -> connected [label="Receive ready"];
wait_ready -> abort [label="Connection closed with 4003"];
}
-99
View File
@@ -1,99 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN"
"http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
<!-- Generated by graphviz version 2.42.3 (0)
-->
<!-- Title: Client Connection Flow Pages: 1 -->
<svg width="371pt" height="496pt"
viewBox="0.00 0.00 371.00 496.00" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
<g id="graph0" class="graph" transform="scale(1 1) rotate(0) translate(4 492)">
<title>Client Connection Flow</title>
<polygon fill="white" stroke="transparent" points="-4,4 -4,-492 367,-492 367,4 -4,4"/>
<!-- start -->
<g id="node1" class="node">
<title>start</title>
<polygon fill="none" stroke="black" points="135,-384 81,-384 81,-348 135,-348 135,-384"/>
<text text-anchor="middle" x="108" y="-362.3" font-family="Times,serif" font-size="14.00">Start</text>
</g>
<!-- wait_hello -->
<g id="node2" class="node">
<title>wait_hello</title>
<polygon fill="none" stroke="black" points="164.5,-297 51.5,-297 51.5,-261 164.5,-261 164.5,-297"/>
<text text-anchor="middle" x="108" y="-275.3" font-family="Times,serif" font-size="14.00">Wait for hello</text>
</g>
<!-- start&#45;&gt;wait_hello -->
<g id="edge2" class="edge">
<title>start&#45;&gt;wait_hello</title>
<path fill="none" stroke="black" d="M108,-347.8C108,-336.16 108,-320.55 108,-307.24"/>
<polygon fill="black" stroke="black" points="111.5,-307.18 108,-297.18 104.5,-307.18 111.5,-307.18"/>
<text text-anchor="middle" x="187.5" y="-318.8" font-family="Times,serif" font-size="14.00">Connect to /api/socket</text>
</g>
<!-- new_session -->
<g id="node3" class="node">
<title>new_session</title>
<polygon fill="none" stroke="black" points="161,-210 55,-210 55,-174 161,-174 161,-210"/>
<text text-anchor="middle" x="108" y="-188.3" font-family="Times,serif" font-size="14.00">New session</text>
</g>
<!-- wait_hello&#45;&gt;new_session -->
<g id="edge3" class="edge">
<title>wait_hello&#45;&gt;new_session</title>
<path fill="none" stroke="black" d="M108,-260.8C108,-249.16 108,-233.55 108,-220.24"/>
<polygon fill="black" stroke="black" points="111.5,-220.18 108,-210.18 104.5,-220.18 111.5,-220.18"/>
<text text-anchor="middle" x="155.5" y="-231.8" font-family="Times,serif" font-size="14.00">Receive hello</text>
</g>
<!-- wait_ready -->
<g id="node4" class="node">
<title>wait_ready</title>
<polygon fill="none" stroke="black" points="167.5,-123 48.5,-123 48.5,-87 167.5,-87 167.5,-123"/>
<text text-anchor="middle" x="108" y="-101.3" font-family="Times,serif" font-size="14.00">Wait for ready</text>
</g>
<!-- new_session&#45;&gt;wait_ready -->
<g id="edge4" class="edge">
<title>new_session&#45;&gt;wait_ready</title>
<path fill="none" stroke="black" d="M108,-173.8C108,-162.16 108,-146.55 108,-133.24"/>
<polygon fill="black" stroke="black" points="111.5,-133.18 108,-123.18 104.5,-133.18 111.5,-133.18"/>
<text text-anchor="middle" x="164" y="-144.8" font-family="Times,serif" font-size="14.00">Send register_*</text>
</g>
<!-- connected -->
<g id="node5" class="node">
<title>connected</title>
<polygon fill="none" stroke="black" points="92,-36 0,-36 0,0 92,0 92,-36"/>
<text text-anchor="middle" x="46" y="-14.3" font-family="Times,serif" font-size="14.00">Connected</text>
</g>
<!-- wait_ready&#45;&gt;connected -->
<g id="edge5" class="edge">
<title>wait_ready&#45;&gt;connected</title>
<path fill="none" stroke="black" d="M64.78,-86.86C57.71,-82.13 51.29,-76.25 47,-69 43.04,-62.32 41.73,-54.22 41.69,-46.49"/>
<polygon fill="black" stroke="black" points="45.19,-46.55 42.31,-36.36 38.21,-46.13 45.19,-46.55"/>
<text text-anchor="middle" x="97.5" y="-57.8" font-family="Times,serif" font-size="14.00">Receive ready</text>
</g>
<!-- abort -->
<g id="node6" class="node">
<title>abort</title>
<polygon fill="none" stroke="black" points="198,-36 142,-36 142,0 198,0 198,-36"/>
<text text-anchor="middle" x="170" y="-14.3" font-family="Times,serif" font-size="14.00">Abort</text>
</g>
<!-- wait_ready&#45;&gt;abort -->
<g id="edge6" class="edge">
<title>wait_ready&#45;&gt;abort</title>
<path fill="none" stroke="black" d="M131.28,-86.66C137.25,-81.45 143.3,-75.4 148,-69 153.19,-61.93 157.5,-53.45 160.88,-45.5"/>
<polygon fill="black" stroke="black" points="164.14,-46.78 164.56,-36.19 157.63,-44.21 164.14,-46.78"/>
<text text-anchor="middle" x="259.5" y="-57.8" font-family="Times,serif" font-size="14.00">Connection closed with 4003</text>
</g>
<!-- lost_connection -->
<g id="node7" class="node">
<title>lost_connection</title>
<polygon fill="none" stroke="black" stroke-dasharray="1,5" points="188.5,-488 27.5,-488 27.5,-435 188.5,-435 188.5,-488"/>
<text text-anchor="middle" x="108" y="-472.8" font-family="Times,serif" font-size="14.00">Connection lost or</text>
<text text-anchor="middle" x="108" y="-457.8" font-family="Times,serif" font-size="14.00">unexpectedly closed</text>
<text text-anchor="middle" x="108" y="-442.8" font-family="Times,serif" font-size="14.00">while connecting</text>
</g>
<!-- lost_connection&#45;&gt;start -->
<g id="edge1" class="edge">
<title>lost_connection&#45;&gt;start</title>
<path fill="none" stroke="black" d="M108,-434.95C108,-422.36 108,-407.17 108,-394.35"/>
<polygon fill="black" stroke="black" points="111.5,-394.24 108,-384.24 104.5,-394.24 111.5,-394.24"/>
<text text-anchor="middle" x="175.5" y="-405.8" font-family="Times,serif" font-size="14.00">Wait random delay</text>
</g>
</g>
</svg>

Before

Width:  |  Height:  |  Size: 5.3 KiB

-4
View File
@@ -1,4 +0,0 @@
for x in $(dirname $0)/*.dot; do
echo $x
dot $x -Tsvg -o ${x/.dot/.svg}
done
-23
View File
@@ -1,23 +0,0 @@
digraph "Client Reconnection Flow" {
node [shape=box];
graph [newrank=true];
reconnect [label="Reconnect"];
wait_hello [label="Wait for hello"];
resume_session [label="Resume session"];
new_session [label="New session" style="dashed"];
wait_continue [label="Wait for continue"];
connected [label="Connected"];
lost_connection [label="Connection lost or\nunexpectedly closed\nwhile reconnecting" style="dotted"];
abort [label="Abort"];
{ rank="same"; wait_continue; new_session };
lost_connection -> reconnect [label="Wait random delay"];
reconnect -> wait_hello [label="Connect to /api/socket"];
wait_hello -> resume_session [label="Receive hello"];
resume_session -> wait_continue [label="Send resume"];
wait_continue -> abort [label="Connection closed with 4003"];
wait_continue -> new_session [label="Receive invalidate"];
wait_continue -> connected [label="Receive ready"];
}
-112
View File
@@ -1,112 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN"
"http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
<!-- Generated by graphviz version 2.42.3 (0)
-->
<!-- Title: Client Reconnection Flow Pages: 1 -->
<svg width="441pt" height="496pt"
viewBox="0.00 0.00 441.00 496.00" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
<g id="graph0" class="graph" transform="scale(1 1) rotate(0) translate(4 492)">
<title>Client Reconnection Flow</title>
<polygon fill="white" stroke="transparent" points="-4,4 -4,-492 437,-492 437,4 -4,4"/>
<!-- reconnect -->
<g id="node1" class="node">
<title>reconnect</title>
<polygon fill="none" stroke="black" points="153.5,-384 62.5,-384 62.5,-348 153.5,-348 153.5,-384"/>
<text text-anchor="middle" x="108" y="-362.3" font-family="Times,serif" font-size="14.00">Reconnect</text>
</g>
<!-- wait_hello -->
<g id="node2" class="node">
<title>wait_hello</title>
<polygon fill="none" stroke="black" points="164.5,-297 51.5,-297 51.5,-261 164.5,-261 164.5,-297"/>
<text text-anchor="middle" x="108" y="-275.3" font-family="Times,serif" font-size="14.00">Wait for hello</text>
</g>
<!-- reconnect&#45;&gt;wait_hello -->
<g id="edge2" class="edge">
<title>reconnect&#45;&gt;wait_hello</title>
<path fill="none" stroke="black" d="M108,-347.8C108,-336.16 108,-320.55 108,-307.24"/>
<polygon fill="black" stroke="black" points="111.5,-307.18 108,-297.18 104.5,-307.18 111.5,-307.18"/>
<text text-anchor="middle" x="187.5" y="-318.8" font-family="Times,serif" font-size="14.00">Connect to /api/socket</text>
</g>
<!-- resume_session -->
<g id="node3" class="node">
<title>resume_session</title>
<polygon fill="none" stroke="black" points="173.5,-210 42.5,-210 42.5,-174 173.5,-174 173.5,-210"/>
<text text-anchor="middle" x="108" y="-188.3" font-family="Times,serif" font-size="14.00">Resume session</text>
</g>
<!-- wait_hello&#45;&gt;resume_session -->
<g id="edge3" class="edge">
<title>wait_hello&#45;&gt;resume_session</title>
<path fill="none" stroke="black" d="M108,-260.8C108,-249.16 108,-233.55 108,-220.24"/>
<polygon fill="black" stroke="black" points="111.5,-220.18 108,-210.18 104.5,-220.18 111.5,-220.18"/>
<text text-anchor="middle" x="155.5" y="-231.8" font-family="Times,serif" font-size="14.00">Receive hello</text>
</g>
<!-- wait_continue -->
<g id="node5" class="node">
<title>wait_continue</title>
<polygon fill="none" stroke="black" points="178,-123 38,-123 38,-87 178,-87 178,-123"/>
<text text-anchor="middle" x="108" y="-101.3" font-family="Times,serif" font-size="14.00">Wait for continue</text>
</g>
<!-- resume_session&#45;&gt;wait_continue -->
<g id="edge4" class="edge">
<title>resume_session&#45;&gt;wait_continue</title>
<path fill="none" stroke="black" d="M108,-173.8C108,-162.16 108,-146.55 108,-133.24"/>
<polygon fill="black" stroke="black" points="111.5,-133.18 108,-123.18 104.5,-133.18 111.5,-133.18"/>
<text text-anchor="middle" x="155" y="-144.8" font-family="Times,serif" font-size="14.00">Send resume</text>
</g>
<!-- new_session -->
<g id="node4" class="node">
<title>new_session</title>
<polygon fill="none" stroke="black" stroke-dasharray="5,2" points="433,-123 327,-123 327,-87 433,-87 433,-123"/>
<text text-anchor="middle" x="380" y="-101.3" font-family="Times,serif" font-size="14.00">New session</text>
</g>
<!-- wait_continue&#45;&gt;new_session -->
<g id="edge6" class="edge">
<title>wait_continue&#45;&gt;new_session</title>
<path fill="none" stroke="black" d="M178.05,-105C220.94,-105 275.39,-105 316.94,-105"/>
<polygon fill="black" stroke="black" points="316.94,-108.5 326.94,-105 316.94,-101.5 316.94,-108.5"/>
<text text-anchor="middle" x="252.5" y="-111.8" font-family="Times,serif" font-size="14.00">Receive invalidate</text>
</g>
<!-- connected -->
<g id="node6" class="node">
<title>connected</title>
<polygon fill="none" stroke="black" points="92,-36 0,-36 0,0 92,0 92,-36"/>
<text text-anchor="middle" x="46" y="-14.3" font-family="Times,serif" font-size="14.00">Connected</text>
</g>
<!-- wait_continue&#45;&gt;connected -->
<g id="edge7" class="edge">
<title>wait_continue&#45;&gt;connected</title>
<path fill="none" stroke="black" d="M61.23,-86.99C53.95,-82.28 47.4,-76.37 43,-69 39.01,-62.33 38.18,-54.22 38.78,-46.49"/>
<polygon fill="black" stroke="black" points="42.27,-46.77 40.32,-36.36 35.35,-45.72 42.27,-46.77"/>
<text text-anchor="middle" x="93.5" y="-57.8" font-family="Times,serif" font-size="14.00">Receive ready</text>
</g>
<!-- abort -->
<g id="node8" class="node">
<title>abort</title>
<polygon fill="none" stroke="black" points="198,-36 142,-36 142,0 198,0 198,-36"/>
<text text-anchor="middle" x="170" y="-14.3" font-family="Times,serif" font-size="14.00">Abort</text>
</g>
<!-- wait_continue&#45;&gt;abort -->
<g id="edge5" class="edge">
<title>wait_continue&#45;&gt;abort</title>
<path fill="none" stroke="black" d="M131.28,-86.66C137.25,-81.45 143.3,-75.4 148,-69 153.19,-61.93 157.5,-53.45 160.88,-45.5"/>
<polygon fill="black" stroke="black" points="164.14,-46.78 164.56,-36.19 157.63,-44.21 164.14,-46.78"/>
<text text-anchor="middle" x="260.5" y="-57.8" font-family="Times,serif" font-size="14.00">Connection closed with 4003</text>
</g>
<!-- lost_connection -->
<g id="node7" class="node">
<title>lost_connection</title>
<polygon fill="none" stroke="black" stroke-dasharray="1,5" points="188.5,-488 27.5,-488 27.5,-435 188.5,-435 188.5,-488"/>
<text text-anchor="middle" x="108" y="-472.8" font-family="Times,serif" font-size="14.00">Connection lost or</text>
<text text-anchor="middle" x="108" y="-457.8" font-family="Times,serif" font-size="14.00">unexpectedly closed</text>
<text text-anchor="middle" x="108" y="-442.8" font-family="Times,serif" font-size="14.00">while reconnecting</text>
</g>
<!-- lost_connection&#45;&gt;reconnect -->
<g id="edge1" class="edge">
<title>lost_connection&#45;&gt;reconnect</title>
<path fill="none" stroke="black" d="M108,-434.95C108,-422.36 108,-407.17 108,-394.35"/>
<polygon fill="black" stroke="black" points="111.5,-394.24 108,-384.24 104.5,-394.24 111.5,-394.24"/>
<text text-anchor="middle" x="175.5" y="-405.8" font-family="Times,serif" font-size="14.00">Wait random delay</text>
</g>
</g>
</svg>

Before

Width:  |  Height:  |  Size: 6.1 KiB

-21
View File
@@ -1,21 +0,0 @@
digraph "Server Connection Flow" {
node [shape=box];
graph [newrank=true];
new_connection [label="New connection"];
wait_handshake [label="Wait for handshake"];
validate_register [label="Validate register"];
validate_resume [label="Validate resume"];
connected [label="Connected"];
close [label="Close connection"];
new_connection -> wait_handshake [label="Send hello"];
wait_handshake -> validate_register [label="Receive register_*"];
wait_handshake -> validate_resume [label="Receive resume"];
wait_handshake -> close [label="Bad handshake\nTimeout"];
validate_register -> close [label="Bad token\nBad register"];
validate_register -> connected [label="Valid register:\nSend ready"];
validate_resume -> close [label="Bad token\nBad resume"];
validate_resume -> wait_handshake [label="Bad session:\nsend invalidate"];
validate_resume -> connected [label="Valid resume:\nSend continue"];
}
-118
View File
@@ -1,118 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN"
"http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
<!-- Generated by graphviz version 2.42.3 (0)
-->
<!-- Title: Server Connection Flow Pages: 1 -->
<svg width="603pt" height="335pt"
viewBox="0.00 0.00 603.00 335.00" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
<g id="graph0" class="graph" transform="scale(1 1) rotate(0) translate(4 331)">
<title>Server Connection Flow</title>
<polygon fill="white" stroke="transparent" points="-4,4 -4,-331 599,-331 599,4 -4,4"/>
<!-- new_connection -->
<g id="node1" class="node">
<title>new_connection</title>
<polygon fill="none" stroke="black" points="355.5,-327 224.5,-327 224.5,-291 355.5,-291 355.5,-327"/>
<text text-anchor="middle" x="290" y="-305.3" font-family="Times,serif" font-size="14.00">New connection</text>
</g>
<!-- wait_handshake -->
<g id="node2" class="node">
<title>wait_handshake</title>
<polygon fill="none" stroke="black" points="367.5,-240 212.5,-240 212.5,-204 367.5,-204 367.5,-240"/>
<text text-anchor="middle" x="290" y="-218.3" font-family="Times,serif" font-size="14.00">Wait for handshake</text>
</g>
<!-- new_connection&#45;&gt;wait_handshake -->
<g id="edge1" class="edge">
<title>new_connection&#45;&gt;wait_handshake</title>
<path fill="none" stroke="black" d="M290,-290.8C290,-279.16 290,-263.55 290,-250.24"/>
<polygon fill="black" stroke="black" points="293.5,-250.18 290,-240.18 286.5,-250.18 293.5,-250.18"/>
<text text-anchor="middle" x="328" y="-261.8" font-family="Times,serif" font-size="14.00">Send hello</text>
</g>
<!-- validate_register -->
<g id="node3" class="node">
<title>validate_register</title>
<polygon fill="none" stroke="black" points="136,-138 0,-138 0,-102 136,-102 136,-138"/>
<text text-anchor="middle" x="68" y="-116.3" font-family="Times,serif" font-size="14.00">Validate register</text>
</g>
<!-- wait_handshake&#45;&gt;validate_register -->
<g id="edge2" class="edge">
<title>wait_handshake&#45;&gt;validate_register</title>
<path fill="none" stroke="black" d="M212.45,-216.73C161.73,-212.32 101.57,-203.5 83,-186 72.82,-176.41 68.91,-161.41 67.62,-148.23"/>
<polygon fill="black" stroke="black" points="71.11,-147.99 67.07,-138.2 64.12,-148.37 71.11,-147.99"/>
<text text-anchor="middle" x="148.5" y="-167.3" font-family="Times,serif" font-size="14.00">Receive register_*</text>
</g>
<!-- validate_resume -->
<g id="node4" class="node">
<title>validate_resume</title>
<polygon fill="none" stroke="black" points="356,-138 224,-138 224,-102 356,-102 356,-138"/>
<text text-anchor="middle" x="290" y="-116.3" font-family="Times,serif" font-size="14.00">Validate resume</text>
</g>
<!-- wait_handshake&#45;&gt;validate_resume -->
<g id="edge3" class="edge">
<title>wait_handshake&#45;&gt;validate_resume</title>
<path fill="none" stroke="black" d="M241.15,-203.81C233.91,-199.14 227.42,-193.3 223,-186 216.09,-174.6 216.09,-167.4 223,-156 225.69,-151.55 229.16,-147.65 233.09,-144.22"/>
<polygon fill="black" stroke="black" points="235.23,-146.98 241.15,-138.19 231.04,-141.38 235.23,-146.98"/>
<text text-anchor="middle" x="280" y="-167.3" font-family="Times,serif" font-size="14.00">Receive resume</text>
</g>
<!-- close -->
<g id="node6" class="node">
<title>close</title>
<polygon fill="none" stroke="black" points="450.5,-36 313.5,-36 313.5,0 450.5,0 450.5,-36"/>
<text text-anchor="middle" x="382" y="-14.3" font-family="Times,serif" font-size="14.00">Close connection</text>
</g>
<!-- wait_handshake&#45;&gt;close -->
<g id="edge4" class="edge">
<title>wait_handshake&#45;&gt;close</title>
<path fill="none" stroke="black" d="M367.54,-213.17C403.99,-207.82 442.06,-199.24 454,-186 493.43,-142.29 497.55,-103.05 465,-54 461.92,-49.36 458.09,-45.33 453.78,-41.84"/>
<polygon fill="black" stroke="black" points="455.76,-38.95 445.55,-36.1 451.76,-44.69 455.76,-38.95"/>
<text text-anchor="middle" x="540.5" y="-123.8" font-family="Times,serif" font-size="14.00">Bad handshake</text>
<text text-anchor="middle" x="540.5" y="-108.8" font-family="Times,serif" font-size="14.00">Timeout</text>
</g>
<!-- connected -->
<g id="node5" class="node">
<title>connected</title>
<polygon fill="none" stroke="black" points="127,-36 35,-36 35,0 127,0 127,-36"/>
<text text-anchor="middle" x="81" y="-14.3" font-family="Times,serif" font-size="14.00">Connected</text>
</g>
<!-- validate_register&#45;&gt;connected -->
<g id="edge6" class="edge">
<title>validate_register&#45;&gt;connected</title>
<path fill="none" stroke="black" d="M34.78,-101.9C28.43,-97.02 22.64,-91.06 19,-84 12.9,-72.14 12.28,-65.51 19,-54 21.52,-49.69 24.78,-45.87 28.5,-42.49"/>
<polygon fill="black" stroke="black" points="30.9,-45.05 36.66,-36.16 26.61,-39.52 30.9,-45.05"/>
<text text-anchor="middle" x="70" y="-72.8" font-family="Times,serif" font-size="14.00">Valid register:</text>
<text text-anchor="middle" x="70" y="-57.8" font-family="Times,serif" font-size="14.00">Send ready</text>
</g>
<!-- validate_register&#45;&gt;close -->
<g id="edge5" class="edge">
<title>validate_register&#45;&gt;close</title>
<path fill="none" stroke="black" d="M136,-111.34C178.72,-105.47 229.03,-96.29 247,-84 260.03,-75.09 253.43,-63.55 266,-54 277.12,-45.55 290.27,-39.13 303.66,-34.26"/>
<polygon fill="black" stroke="black" points="305.06,-37.48 313.42,-30.97 302.83,-30.84 305.06,-37.48"/>
<text text-anchor="middle" x="311" y="-72.8" font-family="Times,serif" font-size="14.00">Bad token</text>
<text text-anchor="middle" x="311" y="-57.8" font-family="Times,serif" font-size="14.00">Bad register</text>
</g>
<!-- validate_resume&#45;&gt;wait_handshake -->
<g id="edge8" class="edge">
<title>validate_resume&#45;&gt;wait_handshake</title>
<path fill="none" stroke="black" d="M321.89,-138.33C327.98,-143.2 333.53,-149.09 337,-156 342.98,-167.92 342.98,-174.08 337,-186 335.05,-189.89 332.44,-193.45 329.44,-196.69"/>
<polygon fill="black" stroke="black" points="326.86,-194.32 321.89,-203.67 331.61,-199.46 326.86,-194.32"/>
<text text-anchor="middle" x="395.5" y="-174.8" font-family="Times,serif" font-size="14.00">Bad session:</text>
<text text-anchor="middle" x="395.5" y="-159.8" font-family="Times,serif" font-size="14.00">send invalidate</text>
</g>
<!-- validate_resume&#45;&gt;connected -->
<g id="edge9" class="edge">
<title>validate_resume&#45;&gt;connected</title>
<path fill="none" stroke="black" d="M223.7,-112.81C197.28,-107.96 167.61,-99.33 144,-84 129.91,-74.85 132.49,-66.26 121,-54 117.46,-50.23 113.56,-46.43 109.61,-42.79"/>
<polygon fill="black" stroke="black" points="111.86,-40.11 102.07,-36.06 107.2,-45.33 111.86,-40.11"/>
<text text-anchor="middle" x="195.5" y="-72.8" font-family="Times,serif" font-size="14.00">Valid resume:</text>
<text text-anchor="middle" x="195.5" y="-57.8" font-family="Times,serif" font-size="14.00">Send continue</text>
</g>
<!-- validate_resume&#45;&gt;close -->
<g id="edge7" class="edge">
<title>validate_resume&#45;&gt;close</title>
<path fill="none" stroke="black" d="M336.9,-101.98C345.46,-97.2 353.66,-91.27 360,-84 369.17,-73.47 374.56,-58.96 377.7,-46.32"/>
<polygon fill="black" stroke="black" points="381.18,-46.78 379.85,-36.27 374.33,-45.32 381.18,-46.78"/>
<text text-anchor="middle" x="418" y="-72.8" font-family="Times,serif" font-size="14.00">Bad token</text>
<text text-anchor="middle" x="418" y="-57.8" font-family="Times,serif" font-size="14.00">Bad resume</text>
</g>
</g>
</svg>

Before

Width:  |  Height:  |  Size: 7.3 KiB

-58
View File
@@ -1,58 +0,0 @@
Communication Layer
===================
<sub>This document describes the communication layer in Clusterio and
unless you're developing Clusterio it's probably not going to be very
useful for you.</sub>
Communication is facilitated by the lib/link library and is based on
three core abstractions: links, connectors and messages. Links
represents one side of a two way communication pipe, connectors deal
with connecting and establishing communication, and messages are the
content sent over the link.
Link
----
The Link class represents one side of a two way communication channel
where the actual communication is done by a connector associated with
the link. The link also knows what the endpoint types it's connected to
are via the source and target attributes.
The endpoint types currently implemented are master, slave, instance,
and control. Although slave and instances run in the same Node.js
program they use virtual links to communicate between them in order to
simplify the communication architecture.
Upon creation the link will register with the connector in order to
receive and process messages from it. The messages received are
validated using the validator registered for the type of the message. A
message for which there is no validator for is considered an error.
Connector
---------
The connector used with a link is responsible for establishing and/or
maintain the connection that messages are sent over. Reconnect logic is
expected to be implemented in the connector, though this has not yet
been done.
There's also the virtual connector which lets two links in the same
program be connected to each other without having to establish a
network connection.
Message
-------
There's two types of messages currently implemented apart from the
Link builtin close message and that's Request and Event. The builtin
messages are defined in [lib/link/messages.js](../lib/link/messages.js)
and are attached to links via the attachAllMessages function, which is
usally called in the Link subclass constructor.
The messages define which links they are valid on and only attaches
handlers for those links. There's also a forwarding mechanism for when
a request or event is to be forwarded another hop.
-102
View File
@@ -1,102 +0,0 @@
Configuration System
====================
<sub>This document describes the implementation and inner working of the
configuration system in Clusterio, and unless you're developing
Clusterio it's probably not going to be very useful for you.</sub>
Clusterio uses a group based configuration system to manage settings for
the master server, instances, slaves, and the clusterctl utility.
Plugins get their own config group for the master server and instances
which they can add their own fields to. The fields are defined early in
the startup, and the groups and their fields for disabled plugins will
still be created.
The built-in config groups and their fields are defined in
[/lib/config/definitions.js](lib/config/definitions.js) while plugins
can add their own config groups to the `MasterConfigGroup` and
`InstanceConfigGroup` properties of the `info.js` export using
subclasses of `PluginConfigGroup`. The plugin group has the enabled
field pre-defined on it, and it's used to enable/disable plugins.
Defing Fields
-------------
Fields are defined using the `define` class method on group classes
after the groupName have been set and before the class has been
finalized. The `define` method takes an object as argument with the
following properties:
**type**:
The type of config value this field will support. The supported
values are boolean, string, number, and object, and if an attept is
made to set the field to a value that is not of the right type it
will be reject unless it's a string that can be converted to the
right type.
**name**:
Name of the configuration field, this is the primary way the field
is accessed, both in code and on the command line. As such it
should follow the lower\_case\_underscore style and not contain any
spaces or dots.
**title** (optional):
Text used to identify the config field in user interfaces.
**description** (optional):
Text used to describe the config field in user interfaces.
**enum** (optional):
Array of acceptable values this field can have. Attempts to set a
value not in this array will be rejected, which makes it useful for
making enumareted list of choices.
**optional** (optional):
True if this field can be set to null. Defaults to false.
**initial_value** (optional if optional is true):
Value this config field should take in a newly initialized config.
This can also be an async function returning the value to use.
If the value for a field stored in on disk somehow ends up being invalid
the field will take on the initial\_value instead when the config is
loaded.
Accessing Fields
----------------
On the Config instance there's two ways to access fields: through the
set and get methods using dot notation. E.g.:
let value = configInstance.get("group.field");
Or by getting the group first and then calling set or get on that.
E.g.:
let value = configInstance.group("group").get("field")
The set method takes an extra argument, which is the value to set the
field to. If the value is not valid this will throw an InvalidValue
exception, if the group or field doesn't exist it will throw an
InvalidField exception.
Config Lifecycle
----------------
Values for all config fields are created when the config is initialized,
as well as for any fields with missing values when a config is loaded.
Once a field has a value it is never automatically removed, even if the
field or group it was part of no longer exists. This ensures that
plugin configuration is not lost should the server be started up without
the plugins that defined the configuration installed.
For instance configs, they are kept on the master server and serialized
and sent over to the relevant slaves on startup. This makes it possible
to edit instance configs when the slave the instance is on is offline.
A copy is also stored in the instance directory on the slave, and this
config will be deliverd to the master server on slave startup, which
enables instances to be copied between clusters as long as their IDs are
unique.
-221
View File
@@ -1,221 +0,0 @@
Contributing to Clusterio
=========================
You are probably reading this because you want to contribute code to
Clusterio. Great! We need people like you. Though we have some
conventions and workflows that we kindly ask you to follow.
Contents
--------
- [Workflow](#workflow)
- [Starting a Feature Branch](#starting-a-feature-branch)
- [Submitting a Pull Request](#submitting-a-pull-request)
- [Editing your Feature Branch](#editing-your-feature-branch)
- [Resolving Merge Conflicts](#resolving-merge-conflicts)
- [Updating Your GitHub Fork](#updating-your-github-fork)
- [Changelog](#changelog)
- [Supported Node.js and Factorio Version](#supported-node.js-and-factorio-version)
- [Code Style](#code-style)
- [Indenting](#indenting)
- [Line Length](#line-length)
Workflow
--------
While we don't require you to follow this workflow, it makes things much
simpler for both you and us if you choose to do so. Especially when it
comes to making the commit history reflect what happened and not be a
giant ball of mess. GitHub's git workflow is less than ideal for
dealing with small feature-branches so you might see things being done
here a little diffrent than the usual.
It is recommended that you use the command line git version for doing
the operations described here. GUI wrappers tend to have different
ideas of what is what and you might find it difficult to make it do the
things described here. For doing the actual commits though, your
faviorit git GUI should work just fine.
If you pressed the fork button on GitHub and used `git clone` _on your
own fork_ you can skip to the next paragraph. Otherwise you will have
to click the fork button and clone your fork. If you already cloned the
main GitHub repository you can change your clone to point at your own
fork using the `git remote` command, but it's probably easier to delete
your local clone and clone it again.
To keep your local repository up to to date with the main repository add
the main repository as a remote.
git remote add upstream https://github.com/clusterio/factorioClusterio
After this running `git fetch upstream` will get the updated branches
from the main repository. Do not run `git pull upstream` it will mess
thing up!
### Starting a Feature Branch
Development is done exclusively in feature branches. This means the
first thing to do before starting any development at all is to make a
new branch starting from the master or 1.2.x branch of the main
repository. To do this check out that branch from the main repository
(substitute master for 1.2.x if you're working on that branch.)
git fetch upstream
git checkout upstream/master
This will give a warning about detached HEAD which means you did it
correctly. Now you can make a feature branch based on this with.
git checkout -b my-feature-branch
The name of the branch is not important, as long as it's not a name
you've used before. But it's nice to have its name be somewhat
descriptive of what it implements.
### Submitting a Pull Request
Once you've commited changes to your feature branch that you want to
have included into the main repository push it to you fork with
git push origin my-feature-branch
and make a pull request through the GitHub web interface. You can also
pass the `--set-upstream` (or `-u`) flag to make `git push` do the same
thing for this branch. After your feature branch have been merged you
should consider it final. If there are more changes you want to have
merged or mistakes you need to fix you must start a new feature branch
and submit a new pull request
### Editing your Feature Branch
Until your feature branch is merged you can edit it as you see fit by
using the rebase tool. If your feature branch has been merged however
it's final and you will have to start a new feature branch and submit
that in a new pull request. The base usage of rebase assuming you are
checked out on your feature branch is the following command (substitute
master with 1.2.x if your feature branch is based on that)
git rebase -i upstream/master
This will open up an editor with the commits of your feature branch and
let you reorder, edit, and remove commits as you see fit.
If the main repository has been updated and you have fetched down those
updates with `git fetch upstream` this will also move your feature
branch so that it is based on the latest commit from the main
repository.
If you have already pushed your feature branch to your fork a simple
`git push origin my-feature-branch` will no longer work as the histories
are different, instead you will have to run
git push origin +my-feature-branch
The + sign signifies a force push and should be used with care. If you
have a pull request that has not yet been merged submitted for this
feature branch this will update the pull request too.
### Resolving Merge Conflicts
The best way to resolve merge conflicts in feature braches is to rebase
it on top of the updated upstream. Run the following commands
(substitute master with 1.2.x if your feature branch is based on that)
git fetch upstream
git rebase upstream/master
This will stop on the commit(s) that caused the merge conflict and let
you resolve them manually before continuing. Once you're done force
push your updated feature branch with
git push origin +my-feature-branch
### Updating Your GitHub Fork
No. This is pointless busywork that accomplishes nothing. Fetch the
main repository directly as described above and base your feature
branches on the refs from it. GitHub has no interface or functionality
for keeping the branches in your fork up to date with the branches in
the main repository and there is no point in doing this for our feature
branch based workflow.
Changelog
---------
There's a [Changelog](../CHANGELOG.md) in the root of the project. If
you make changes that are visible to users of this project you should
add an entry to the changelog describing what has changed. The format
of this log should be self explanatory, please follow it carefully.
Supported Node.js and Factorio Versions
---------------------------------------
Clusterio run on Node.js v12 and up, v11.13.0+ and v10.16.0+, make sure
to check that the Node builtin API's and npm packages you use are
supported on these versions. The Travis CI tests are runned on whatever
version of Node.js v10 is the default, which at the time of writing is
v10.18.0.
For Factorio Clusterio 2.0 aims to support version 0.17.69 and up,
including the latest experimental release. It's recommended that you
use the lua API reference for 0.17.69, as there's no information on what
version Factorio API's were introduced in. The Travis CI tests are
runned against latest experimental release.
Code Style
----------
The style of the code is a bit of a mixed bag at the moment. But there
are at least a few things that have been agreed upon.
### Strings
JavaScript and Lua code should use double quoted strings (`"string"`)
for all strings with the only exception that strings that contain double
quotes may use single quotes (i.e., `'String with "quotes"'`.) For
JavaScript template literals may also be used where appropriate.
There are places in the codebase that are using `'single'` quoted
strings. Should you be modifying such code use double quotes on new and
modified lines and leave the rest untouched.
### Indenting
JavaScript code should be indented with tabs. There are places in the
codebase that are mixing tabs and spaces or uses only spaces for
indents. Should you be modifiying such code that is mixing spaces and
tabs as indending you should update the indenting to use tabs _on the
code you change_ while leaving the rest of the code untouched.
Lua code should be indented with 4 spaces.
### Line Length
Lines are limited to 120 characters where tabs count as 4 characters.
If the argument list for a function or expressino for compound statement
gets very long break them out on their own line(s). For example:
function foo(
really, long, argument, list,
over, multiple, lines
) {
if (
really && long && expression
|| over && multiple && lines
) {
// code
}
})
-389
View File
@@ -1,389 +0,0 @@
Developing for Clusterio
========================
This document describes the various different types of content that can
be created for Factorio and/or Clusterio and how this is made compatible
with Clusterio.
Contents
--------
- [Factorio Mods](#factorio-mods)
- [Factorio Scenarios](#factorio-scenarios)
- [event_handler interface](#event_handler-interface)
- [Communicating with Clusterio](#communicating-with-clusterio)
- [Clusterio Modules](#clusterio-modules)
- [Clusterio Lua API](#clusterio-lua-api)
- [Clusterio Plugins](#clusterio-plugins)
Factorio Mods
-------------
Factorio mods that do not interact with Clusterio should not have any
conciderations that need to be taken into account for them to work with
Clusterio.
Factorio Scenarios
------------------
Clusterio patches saves and because of this scenarios have a few
limitations and must explicitly mark themselves as compatible with
Clusterio to work. The main limitation is that the
[event_handler](https://github.com/wube/factorio-data/blob/master/core/lualib/event_handler.lua)
lib must be used, and control.lua cannot contain any code other than
calls to event_handler loading the relevant libs of the scenario.
This is because the control.lua file will be overwritten by the save
patcher. Scenarios also cannot use the event registring functions
exposed by `script` such as `script.on_event` or `script.on_nth_tick` as
using these will overwrite the handlers registered by the
event_handler lib.
A breif description of the usage of the event_handler library is
provided in the [event_handler interface](#event_handler-interface)
section.
Once a scenario is made using the event_handler it should have a
control.lua file that looks something like this:
```lua
-- control.lua
local event_handler = require("event_handler")
event_handler.add_lib(require("module_foo"))
event_handler.add_lib(require("module_bar"))
```
To make Clusterio recognize and correctly handle this scenario it
needs to include a clusterio.json file with following content:
```json
{
"scenario": {
"name": "example-scenario",
"modules": [
"module_foo",
"module_bar"
]
}
}
```
This tells Clusterio that it should load both module_foo and module_bar
by passing the result of requiring them to the `add_lib` function when
writing a new control.lua file to the save.
### event_handler interface
<sub>**Note:** At the time of writing the event_handler lib has been
a part of Factorio since at least 0.17.4, and was moved from base to
core in 0.17.63 but is still not documented anywhere. A brief
description is provided here for this reason.</sub>
The event_handler lib provides a simple interface for registring
multiple callbacks to the same events without having to be concerned
with callback chaining or overwriting callbacks defined elsewhere. It
works by taking over the task of registring the actual callbacks with
Factorio, providing its own interface for the rest of the code to use.
The sole function of interest exported by event_handler is `add_lib`
which accepts a table with event handler callbacks definitions that it
will register. The following entries are recognized by `add_lib`, all
of which are optional:
- `on_init`:
Callback called when the callback of `script.on_init` is invoked.
- `on_load`:
Callback called when the callback of `script.on_load` is invoked.
- `on_configuration_changed`:
Callback called when the callback of
`script.on_configuration_changed` is invoked.
- `events`:
Table mapping event ids as defined in `defines.events` to callbacks.
For example the table `{ [defines.events.on_player_died] = foo }`
will call bar with the usual `event` table as argument every time a
player dies.
- `on_nth_tick`:
Table mapping the nth tick number to a callback. For example the
table `{ [30] = bar }` will call bar every 30th tick.
- `add_remote_interface`:
Callback called before on_init/on_load callbacks<sup>[1]</sup>. It
has no special meaning and receives no arguments but should be used
for registring remote interfaces.
- `add_commands`:
Callback called before on_init/on_load callbacks<sup>[1]</sup>. It
has no special meaning and receives no arguments but should be used
for registring commands.
<sub>1: Before 0.17.69 these callbacks were called after
on_init/on_load.</sub>
The usual way to use `add_lib` is to define the table of events to
register in a separate file and return it, then load it in control.lua
via `require` before passing it to `add_lib`. For example a module
could be defined as
```lua
-- example.lua
local function my_handler(event)
local name = game.player[event.player_index].name
game.print("It appears that " .. name .. " has died")
end
return {
on_init = function() game.print("example_lib init") end,
events = {
[defines.events.on_player_died] = my_handler,
},
}
```
And then in control.lua the following used to load it with `add_lib`:
```lua
-- control.lua
local event_handler = require("event_handler")
event_handler.add_lib(require("example"))
```
Because the event_handler lib registers events itself you may not use
`script.on_load` or `script.on_init` at all in your code and any usage
of `script.on_configuration_changed`, `script.on_nth_tick` and/or
`script.on_event` will cause the corresponding events registered with
event_handler to break and should therefore not be used.
There's also the `add_libraries` function exported by event_handler,
which accepts a table and calls `add_lib` for each value in the table.
Communicating with Clusterio
----------------------------
There's a poorly to virtuarly undocumented HTTP interface that can be
used to communicate with Clusterio to do things like get the status of
instances, grab items from the store, run commands on instances, etc,
etc. For now you can read the source code, and maybe ask on the Discord
for some pointers if you get stuck.
Clusterio Modules
-----------------
Modules are primarily used by plugins to inject code into Factorio games
with the save patcher, though it's also possible to make stand alone
modules that are loaded into the game if you don't need the capabilites
of the plugin system. The save patcher puts modules into the `modules`
folder of the Factorio save and adds code to `control.lua` to load the
module according to the `load` and `require` options to the module.json
file.
Stand alone modules are placed into the modules folder of Clusterio,
plugin modules are located in the module folder of the plugin. In
either case a `module.json` file is required and has the following
structure:
```json
{
"name": "my_module",
"version": "1.2.0",
"dependencies": {
"clusterio": "*",
"foo": ">=0.4.2"
},
"require": ["bar.lua"],
"load": ["foo.lua"]
}
```
The following entries are supported in the module.json file:
- `name`:
Name of the module, must match the folder the module is located in
for stand alone modules or the name of the plugin the module is
located in.
- `version`:
Version of the module. Must be compatible with [Semantic Versioning
2.0.0](https://semver.org/). In plugin modules this defaults to the
version of the plugin otherwise it's required.
- `dependencies`:
Optional mapping of modules this module depends on and their
version. In the example `>=0.4.2` means that the foo module must be
at least version 0.4.2. See the [Ranges
syntax](https://www.npmjs.com/package/semver#ranges) of the
node-semver package for a full description of what operators are
supported. The events for dependencies is invoked before the events
of the dependent, and starting an instance will fail if the
dependencies cannot be satisfied. If not specified it will default
to depending on `clusterio`. Make sure to add `clusterio` to your
dependencies if you add other dependencies and depend on the Lua API.
- `require`:
Lua files to require in `control.lua`. This should only really be
needed if you want to make a global function available for use in
Lua commands. The paths are relative to the module's own folder and
should be specified using forward slashes as directory sepparators
if it's located in a sub directory in the module.
- `load`:
Lua files to load with the `event_handler` lib, the result of
requiring the file will be passed to the `add_lib` function of the
`event_handler` lib in `control.lua`. See the section on the
[event_handler interface](#event_handler-interface) for a detailed
description on how the `event_handler` lib works. The paths are
relative to the module's own folder and should be specified using
forward slashes as directory sepparators if it's located in a sub
directory in the module.
It's recommended to use the new style of defining modules in Lua, as
well as avoid the use of global variables as much as possible. This
means always declearing your top level variables and functions local and
exporting only the things you need in other files. You can require
other files in your module by prefixing your require paths with
`modules/your_module_name/`. It's also possible to require files from
other modules this way too.
The global variables and data stored in the global table is shared by
all Clusterio modules as well as the scenario, so it's important that
you use unique names. It's recommended to prefix the global variables
and data in the global table that your module has with the name of your
module.
Because modules can be patched into an existing game you cannot rely on
the `on_init` callback to be called in Clusterio Modules. Nor can you
rely on the `on_configuration_changed` callback, as this is not called
when level code changes. The Clusterio Lua API provides the custom
`on_server_startup` event that can be used as a substitute, see the next
section.
Clusterio Lua API
-----------------
Clusterio provides a save patched module as well as a regular Factorio
mod for interfacing with Clusterio. This includes tools sending data to
plugins, script events to listen for, and an item serialization module.
### clusterio_api library
**require path**
From a module
`local clusterio_api = require("modules/clusterio/api")`
From a mod
`local clusterio_api = require("__clusterio_lib__/api")`
Provides the main interface to Clusterio from within the game. When
using the mod version you must call `init` before it'll function
properly.
#### init
<sub>Mod version only</sub>
Initialize the API. This should be called from both the `on_init` and
`on_load` events in your mod, and before this is called certain features
will not be available, most notably the events table.
#### clusterio_api.events
Table of events raised by clusterio. If the game is started outside of
Clusterio then none of these events will be raised.
In the mod version this table does not exist before the `init` function
is called.
##### on_instance_updated
Raised after the name and id of an instance has been updated. This may
occur even if the id and name didn't change.
Event data:
- `instance_id`: The id of the instance.
- `instance_name`: the name of the instance.
##### on_server_startup
Raised when Clusterio is starting up the server. It can be used to
initialize clusterio related features in a mod, and as a stand-in for
the `on_init` and `on_configuration_changed` event for modules. It is
invoked on the first tick the server runs after the save has been
patched, before most other events.
Use this event to initialize and and/or migrate the data structures
you need. Keep in mind that both mods and Clusterio modules can switch
from any version to any version so it should be able to handle both
forwards and backwards migrations gracefully.
#### clusterio_api.send_json(channel, data)
Send json data to Clusterio over the given channel. The `data` argument
should be table that can be serialized with `game.table_to_json`.
Clusterio plugins can listen to channels and will receive an event with
the data sent here. See the [Communicating with Factorio
section](writing-plugins.md#communicating-with-factorio) in the Writing
Plugins document for more information.
If the game is started outside of Clusterio the data will be sent, but
since there's no code following stdout to pick it up it will be lost.
**Note**: Payloads greater than 4 MB will cause stuttering in the game.
**Note**: This is not a binary safe way of sending data. Strings
embedded into the tables sent must be valid UTF-8 text.
Parameters:
- `channel`: string identifying which channel to send it on.
- `data`: table that can be converted to JSON with game.table_to_json
### serialize library
**require path**
From a module
`local serialize = require("modules/clusterio/serialize")`
From a mod
`local serialize = require("__clusterio_lib__/serialize")`
Serializes inventories and item stacks into a table that in turn can be
converted into JSON with `game.table_to_json`. Properly handles the
extra data for most items.
#### serialize.serialize_equipment_grid(LuaEquipmentGrid)
Returns a table containing a serialized representation of the equipment
grid passed.
#### serialize.deserialize_equipment_grid(LuaEquipmentGrid, serialized_grid)
Deserialize a previously serialized equipment grid into the target
LuaEquipmentGrid. Overwrites all content in the target.
#### serialize.serialize_item_stack(LuaItemStack, destination_table)
Serialize the LuaItemStack passed into the target destination_table.
The destination_table should be a new empty table.
#### serialize.deserialize_item_stack(LuaItemStack, serialized_stack)
Deserialize a previously serialized item stack into the target
LuaItemStack. Overwrites the content of the item stack.
#### serialize.serialize_inventory(LuaInventory)
Returns a table containing a serialized representation of the inventory
passed.
#### serialize.deserialize_inventory(LuaInventory, serialized_inventory)
Deserialize a previously serialized inventory into the target
LuaInventory. Overwrites slots that has content in the serialized
inventory.
Clusterio Plugins
-----------------
The plugin interface is undergoing a major rewrite, and will be
documented once that is done. See
[issue #220](https://github.com/clusterio/factorioClusterio/issues/220)
for details.
-15
View File
@@ -1,15 +0,0 @@
Save Patching
-------------
In order to efficiently get data in and out of running Factorio servers
and to provide custom interfaces Clusterio uses save
patching<sup>[1]</sup> to add code to the game. The save patching is
based on the built in
[event_handler](https://github.com/wube/factorio-data/blob/master/core/lualib/event_handler.lua)
library to Factorio and requires scenarios to be coded specifically for
it. Mods on the other hand work without modifications.
<sub>1: Before version 2.0 of Clusterio this was done at runtime
with a patcher called Hotpatch, but due to the difficulty in supporting
run time patching and the lack of documentation it was replace it with
save patching instead.</sub>
-23
View File
@@ -1,23 +0,0 @@
{
"plugins": [
"plugins/markdown"
],
"tags": {
"allowUnknownTags": false
},
"opts": {
"destination": "docs/api",
"recurse": true
},
"source": {
"include": [
"master.js",
"slave.js",
"clusterctl.js",
"lib/",
"plugins/",
"routes/",
"routes.js"
]
}
}
-280
View File
@@ -1,280 +0,0 @@
WebSocket protocol
==================
<sub>This document describes the protocol used between the master and
slaves, and unless you're developing Clusterio it's probably not going
to be very useful for you.</sub>
The protocol is built on WebSocket and uses JSON encoded text messages
to communicate to and from the master server. These messages contain
a JSON encoded object with the following three properties:
- seq - integer|null - The sequence number of the message
- type - string - The type of message
- data - object - Message data
For the handshake and heartbeats the seq property is null.
Handshake
---------
Upon connecting to the WebSocket endpoint the server will respond with a
`hello` message containing the master server version as the data. The
client is then expected to send either `register_*` or a `resume`
message to set up the connection with the master. The exact flow is
described below.
### Client connection flow
For a client making a new connecting to the master server the first
course of action after obtaining a token is to connect with WebSocket to
the /api/socket endpoint and wait for the server hello. After the
hello, the client sends a register\_\* message corresponding to the type
of the client. If successful the server will reply with a ready message
and the connection has been established. See the flowchart below.
![Client connection flowchart](assets/connection_flow.svg)
If for any reason the connection is closed or lost during the connection
attempt the process is started over after a random delay, with the
exception of the connection being closed with a 4003 code which means
authentication failed and the client should stop trying to connect. The
wait for hello and wait for ready states should also have a timeout,
after which the connection is closed if the hello/reply wasn't received
in time.
### Client reconnection flow
If the connection is lost after the client has received the ready
message from the server it should attempt a reconnect instead. This is
very similar to a new connection, but instead of a register\_\* messsage
the client sends a resume message and the server replies with a continue
message if resuming the session was successful. This continue message
has sequence number of the last message the master received and the
client is expected to imediately send all messages from its send buffer
that occured after the sequence number given.
The server will respond with an invalidate message if resuming the
session is not possible. In this case the client should continue from
the new session state of the connection flow (see the previous section).
![Client reconnection flowchart](assets/reconnection_flow.svg)
Like the connection flow the process starts over after a delay if the
connection is closed or lost. The same exception for connection closed
with 4003 applies as with the connection flow. Additionally after an
invalidate message has been received and the connection flow fails, it
should start over from the connection flow.
### Server connection flow
From the master server side new connections and reconnection attempts
start out the same, a new connection has been made and the server sends
the hello messoge to the client. If a vaild register\_\* message is
received a new connection is set up for the client and the ready message
is sent in reply. If a valid resume message is received and the session
that's attempted to be resumed is active it'll signal that the session
is resumed with a continue message and the client upon receiving the
continue message should send the messages from its send buffer from
after the last\_seq given in the continue message.
If the session token used to resume is not valid it'll send an invalidate
message and expect the client to continue with a registr\_\* message. If an
invalid or unexpected message is received during the handshake the connection
is closed. See the flowchart below.
![Client connection flowchart](assets/server_flow.svg)
For authentication failure the connection is closed with code 4003,
which the connection client should interpret as connecting will never
succeed and stop trying to reconnect.
### Connection tracking and heartbeats
Once connected as indicated by the ready and continue messages from the
master server the client must start sending heartbeats at the interval
given in the ready/continue message, and storing messages sent over the
link in a sending side buffer. The heartbeats sent must have the seq of
the last received message on the link and acts as an ack for received
messages. The master server also sends heartbeats in the same manner
and the client should remove messages up to and including the sequence
number received in the heartbeat from its send buffer.
Handshake messages
------------------
### `hello`
Sent by the master server when the WebSocket connection has been opened.
- version - string - The version of the master, e.g. "2.0.0".
### `register_slave`
Slave handshake for establishing a new connection session.
- token - string - Authentication token.
- agent - string - Human readable string of the software connecting.
- version - string - The protocol version of the slave, e.g. "2.0.0".
- name - string - Name of the slave.
- id - integer - ID of the slave.
### `register_control`
Control handshake for enstablishing a new connection session.
- token - string - Authentication token.
- agent - string - Human readable string of the software connecting.
- version - string - The protocol version of the control, e.g. "2.0.0".
### `resume`
Handshake for resuming an existing connection session where the
connection had dropped unexpectedly.
- session_token - string - Session token to resume session with.
- last_seq - integer|null - Last message seq received by the client.
### `invalidate`
Sent by the master server in reply to a resume for a session that cannot
be resumed. The client should start a new session with a register\_\*
message in response.
### `continue`
Sent by the master server to signal resuming the session was successful.
- last_seq - integer|null - Last message seq received by the server.
- heartbeat_interval - number - Rate client should send heartbeats at.
### `ready`
Sent by the master server to signal the connection has been established
with a new session.
- session_token - string - Token to resume the session with.
- heartbeat_interval - number - Rate client should send heartbeats at.
### `heartbeat`
Sent by both the master server and clients at the interval given in the
continue/ready messages.
- last_seq - integer - Last message seq received over the link.
Example handshake
-----------------
Server hello after opening the WebSocket.
```json
{
"seq": null,
"type": "hello",
"data": {
"version": "2.0.0"
}
}
```
Slave registering a new connection session.
```json
{
"seq": null,
"type": "register_slave",
"data": {
"token": "xyzabc123",
"agent": "Clusterio Slave",
"version": "2.0.0",
"name": "Foo",
"id": 123
}
}
```
Master server reply signaling the session is established and ready.
```json
{
"seq": null,
"type": "ready",
"data": {
"session_token": "xyz.azy.bzy",
"heartbeat_interval": 45
}
}
```
Events
------
Events are messages send in one direction over the link, that the
receiver is expected to act upon, but not make any replies (for that
there's [Requests](#requests). By convention message types ending in
`*_event` are events. The data payload of an event consists solely of
event specific properties.
See [lib/link/messages.js](/lib/link/messages.js) for the recognized
events and their contents.
Requests
--------
Requests are messages which expects a response in return. They function
a lot like HTTP requests except that both parties of a connection can
inniate a request that is expected to be responded to. By convention
message types ending in `*_request` are requests, and is expected to be
replied to with a corresponding `*_response` message. If an error
occured while processing the request an error response containing an
error property in the data payload is sent instead.
See [lib/link/messages.js](/lib/link/messages.js) for the recognized
requests and their contents.
### `*_response`
- seq - integer - The seq number of the request message.
- additional properties may be present depending on the type of request.
### `*_response` error
- seq - integer - The seq number of the request message.
- error - string - Human readable text message describing the error.
Graceful shutdown
-----------------
To ensure no data is lost when closing the link it's important to
send connection shutdown request and wait for it to complete before
closing the WebSocket. Either party of the link can send this request
and the party sending the request should be the one that initates the
close of the WebSocket.
### `connection_shutdown_request`
Request graceful shutdown of the connection. The receiving party should
stop tasks that send events and requests over the link and wait for
pending requests it has over the link to complete, but it should not
stop responding to requests sent to it. Only after this process is done
should the response be sent.
### `connection_shutdown_response`
Signals the shutdown is complete and that the connection can be closed.
The party that initiatied the shutdown request may still send other
requests/events over the link to finish its part of the shutdown.
If the error response variant is received it should be logged if
possible and treated as a success.
-497
View File
@@ -1,497 +0,0 @@
Writing Plugins
===============
Plugins for Clusterio are classes written in JavaScript that run under
Node.js. The plugin classes have pre-defined hooks that are called
during various stages and operations of Clusterio.
Contents
--------
- [Plugin Structure](#plugin-structure)
- [Defining the plugin class](#defining-the-plugin-class)
- [Plugin Configuration](#plugin-configuration)
- [Communicating with Factorio](#communicating-with-factorio)
- [Defining Link Messages](#defining-link-messages)
- [Defining Events](#defining-events)
- [Defining Requests](#defining-requests)
- [Sending Link Messages](#sending-link-messages)
- [Collecting Statistics](#collecting-statistics)
Plugin Structure
----------------
The basic file structure of a plugin is the following.
plugin_name/
+- info.js
+- package.json
+- master.js
+- instance.js
+- test/
| +- plugin.js
+- module/
+- module.json
+- plugin.lua
The most important file is the `info.js` file. Without it the plugin
will not recognized by Clusterio. Here's an example of it:
const link = require('lib/link'); // For messages
module.exports = {
name: "foo_frobber",
title: "Foo Frobber",
description: "Does advance frobnication",
version: "0.8.1",
instanceEntrypoint: "instance",
masterEntrypoint: "master",
messages: {
/* See below */
},
};
The following properties are recognized:
**name**:
Internal name of the plugin. Must be the same as the plugin's
directory name
**title**:
Name of the plugin as shown to users. Currently not used.
**description**:
Brief description of what the plugin does. Currently not used.
**version**:
Semver compatible version string of the plugin. Currently only
servers as the default for the Clusterio module embedded in the
plugin, if any.
**instanceEntrypoint**:
Path to a Node.js module relative to the plugin directory which
contains the InstancePlugin class definition for this plugin. This
is an optional paramater. A plugin can be for instances only but
for it to be able to send any messages to other instances it will
still have to be loaded on the master server.
**InstanceConfigGroup**:
Subclass of `PluginConfigGroup` to defining the per instance
configuration fields for this plugin. See [Plugin
Configuration](#plugin-configuration)
**masterEntrypoint**:
Path to a Node.js module relative to the plugin directory which
contains the MasterPlugin class definiton for this plugin. This is
an optional parameter. A plugin can be made that only runs on the
master server.
**MasterConfigGroup**:
Subclass of `PluginConfigGroup` to defining the master server
configuration fields for this plugin. See [Plugin
Configuration](#plugin-configuration)
**messages**:
Object with link messages definitions for this plugin. See guide
for [defining link messages](#defining-link-messages) below.
The optional module folder contains a Clusterio module that will be
patched into the save when the plugin is enabled. See the section on
[Clusterio Modules](developing-for-clusterio.md) in the Developing for
Clusterio document. The only restriction imposed on modules embedded
into plugins is that they must be named the same as the plugin.
While there is no standard for how to organize a plugin it's recommended
to put the MasterPlugin class definition into master.js and the
InstancePlugin class definition into instance.js. You can put them into
whatever file you want (even the same one for both)
For both instanceEntrypoint and masterEntrypoint the path should not end
with .js and it should use forward slashes for directory sepparators if
any.
Defining the plugin class
-------------------------
The plugin class should derive from its respective base class defined in
`lib/plugin`. For example to define a MasterPlugin class the following
code can be used:
const plugin = require('lib/plugin');
class MasterPlugin extends plugin.BaseMasterPlugin {
async init() {
this.foo = 42;
await this.startFrobnication();
}
// ...
}
module.exports = {
MasterPlugin,
}
For the instance plugin it's exactly the same except "Master" is
replaced with "Instance". The available hooks that you can override is
documented on the base class [in lib/plugin.js](../lib/plugin.js).
It's best to avoid defining a constructor, but if you insist on defining
one forward all arguments to be the base class. E.g.:
constructor(...args) {
super(...args);
// Code here
}
The arguments passed may change, and attempting to modify them will
result in unpredicatable behaviour. The async init method always called
immediatly after the constructor so there's little reason to do this.
Defining Configuration
----------------------
Clusterio provides a configuration system that handles storing,
distributing, editing and validating config fields for you. You can
take advantage of it by subclassing `PluginConfigGroup`, setting the
`groupName` to your plugin name, defining fields on it, finalizing it,
and passing it as either `MasterConfigGroup` or `InstanceConfigGroup` in
the `info.js` export. For example in info.js:
const config = require("lib/config");
class MasterConfigGroup extends config.PluginConfigGroup { }
MasterConfigGroup.groupName = "foo_frobber";
MasterConfigGroup.define({
name: "level",
description: "Level of frobnication done",
type: "number",
initial_value: 2,
});
MasterConfigGroup.finalize();
module.exports = {
...
MasterConfigGroup: MasterConfigGroup,
};
Code inside the `MasterPlugin` class will then be able to access the
level config field through the `Config` object at `this.master.config`,
for example in the MasterPluginClass:
async init() {
let level = this.master.config.get("foo_frobber.level");
console.log("I got a frobnication level of", level);
}
The same applies for instance configs, replace "master" with "instance"
where appropriate. See [Configuration System](configuration-system.md)
for more details on how this system works.
Communicating with Factorio
---------------------------
For pushing data into Factorio there's RCON which lets you send
arbitrary Lua command to invoke whatever code you want in the game.
This is done by calling sendRcon method on the instance's server object.
For example:
async onStart() {
let response = await this.instance.server.sendRcon(
"/sc rcon.print('data')"
);
// Do stuff with response.
}
Because data into Factorio is streamed at a rate of 3-6 kB/s by default
it is recommended to avoid sending large commands as much as possible,
and to strip down the data on the ones you send to only what's strictly
necessary. You can have lua code injected into the game via the module
system and call that from RCON to avoid having to send code through the
commands.
For getting data out from Factorio there's both RCON and the `send_json`
API of the Clusterio module. Returning data via RCON is prefered if the
action is initiated from the Node.js side. The `send_json` API allows
sending JSON payloads on channels that plugins can listen to. From a
plugin you listen for an event named ipc-channel_name in order to get
data sent by `send_json`. For example in the plugin code:
async init() {
this.instance.server.on('ipc-my_plugin_foo', content =>
this.handleFoo(content).catch(err => console.log(
"Error handling foo:", foo
))
);
}
async handleFoo(content) {
// Do stuff with content
}
And then in the module for the plugin:
local clusterio_api = require('modules/clusterio/api')
-- inside some event handler
clusterio_api.send_json('my_plugin_foo', { data = 123 })
It's recommended to either use the plugin name as the channel name or to
prefix the channel name with the name of the plugin if you need multiple
channels. It's also important to catch any errors that might occur as
they will otherwise be propogated to the instance code and kill the
server.
Data out from Factorio does not have the same limits as data into
Factorio, RCON responses can be in 100kB range without causing issues,
and payloads to the `send_json` API can be in the 4MB range provided the
server has a fast enough storage system.
**Note:** both `send_json` and RCON can operate out of order. For
`send_json` it's possible that payloads greater than 4kB are received
after payloads that was sent at a later point in time. For RCON,
commands longer than 50 characters may end up being executed after
shorter commands sent after it.
Defining Link Messages
----------------------
You will most likely have to communicate with the master or other
instances in your plugin for it to do anything useful. For this there's
a WebSocket communication channel established between the slaves and the
master server that plugins can define their own messages to send over
it. This channel is bi-directional and all messages send over it are
validated with a JSON schema (see [this guide][guide] for an
introduction to writing JSON schema.)
[guide]: https://json-schema.org/learn/getting-started-step-by-step.html
There are currently two kinds of messages that can be defined. Events
and requests. Events are simple one way notifications that invoke a
handler on target it's sent to. Requests are pairs of request and
response messages where the request is sent to the target and the
response is the reply back from the target. The requests are similar to
HTTP requests only that both parties of a link may innitiate one.
### Defining Events
Events are defined as properties of the messages object exported by
`info.js` that map to instances of the `Event` class from `lib/link`.
The name of the property correspond to the handler invoked on the plugin
class. The Event constructor takes an object of properties that define
the event, for example the following could be defined in `info.js`:
messages: {
startFrobnication: new link.Event({
type: 'foo_frobber:start_frobnication',
links: ['master-slave', 'slave-instance'],
forwardTo: 'instance',
eventProperties: {
"frobnication_type": { type: "string" },
},
}),
},
This specifies an event that can be sent from the master to a slave,
and from a slave to an instance. And that the event must contain the
property `frobnication_type` with a string value in the data payload.
It will also be forwarded by slaves to a specific instance.
The following properties are recognized by the Event constructor:
**type**:
The message type sent over the wire. This can be any string but
it must be unique across all plugins and it's recommended that it is
of format `plugin_name:message_name`. The suffix `_event` will be
appened to the type.
**links**:
An array of strings describing which links this event can be sent
over. Direction matters, `'master-slave'` means the event can be
sent from the master to slave, but can't be sent back the other way
unless `'slave-master'` is also present in the links array.
**forwardTo**:
Target to forward event to. Can be either `'master'` to indicate a
slave should forward it to the master server or `'instance'` to
indicate it should be forwarded to the instances specified by the
`instance_id` event property. This works by using a default handler
for the event at the links that forward it.
**broadcastTo**:
Target to broadcast this message towards. Currently only
`'instance'` is supported and means the event will be broadcast to
all instances downstream of the target it's sent to, but not back
from where it came from. This means that sending an event to a
slave from an instance will cause it to be broadcast to all
instances of that slave except for the instance it came from.
**eventProperties**:
Object with properties mapping to a JSON schema of that property
that specifies what's valid to send in the event. This is
equivalent to using the `properties` keyword in JSON schema except
that the properties specified are implicitly required and additional
properties are not allowed. See [this guide][guide] for an
introduction to writing JSON schemas
The forwardTo and broadcastTo can be combined such that specifying
`'master'` as the forwardTo value and `'instance'` as the broadcastTo
value will cause the event to be broadcast to all instances in the
cluster. For this to work you will need to specify instance-slave,
slave-master and master-slave, slave-instance as the links.
Keep in mind when forwarding events that if the target an event is being
forwarded to is not online the event will be dropped. If you need a
confirmation that the message was received use a request.
### Definining Requests
Requests are defined as properties of the messages object exported by
`info.js` that map to instances of the `Request` class from `lib/link`.
The name of the property correspond to the handler invoked on the plugin
class. The Request constructor takes an object of properties that define
the event, for example the following could be defined in `info.js`:
messages: {
reportFrobnication: new link.Request({
type: 'foo_frobber:report_frobnication',
links: ['master-slave', 'slave-instance'],
forwardTo: 'instance',
requestProperties: {
"verbosity": { type: "integer" },
},
responseProperties: {
"report": {
type: "array",
items: { type: "string" },
},
},
}),
},
This specifies a request that can be sent from the master to a slave,
and from a slave to an instance. The request data must contain the
property `verbosity` with an integer number as the value as well as the
`instance_id` property (implied by `forwardTo: 'instance'`), and the
response sent must contain a `report` property mapping to an array of
strings. When received by a slave it will also be forwarded to the
instance specified by `instance_id`.
The following properties are recognized by the Request constructor:
**type**:
The message type sent over the wire. This can be any string but
it must be unique across all plugins and it's recommended that it is
of format `plugin_name:message_name`. The suffix `_request` will be
appened to the type for the request message sent, and the suffix
`_response` will be appended to the type for the response.
**links**:
An array of strings describing which links this request can be sent
over. Direction matters, `'master-slave'` means the request can be
sent from the master to slave and the slave can reply to the master,
but the slave can't sent a request to the master unless
`'slave-master'` is also present in the links array.
**forwardTo**:
Target to forward request to. Can be either `'master'` to indicate
a slave should forward it to the master server when receiving it
from an instance or `'instance'` to indicate it should be forwarded
to the instances specified by the `instance_id` request property.
This works by using a default handler for the request at the links
that forward it.
**requestProperties**:
Object with properties mapping to a JSON schema of that property
that specifies what's valid to send in the request. This is
equivalent to using the `properties` keyword in JSON schema except
that the properties specified are implicitly required and additional
properties are not allowed. See [this guide][guide] for an
introduction to writing JSON schemas
**responseProperties**:
Same as the requestProperties only for the response sent back by the
target.
Sending Link Messages
---------------------
Link messages are sent by calling the `.send()` method on the
Event/Request instance with the link you want to send it over and the
data to send. For instance plugins the link is the instance itself
which is accessible through the `.instance` property on the plugin. The
`.info` property of the plugin class exposes the data exported from the
plugin's `info.js` module. In other words:
// In an InstancePlugin class
async frobnicate() {
this.info.messages.exampleEvent.send(this.instance, { foo: "bar" });
}
For the Request class the send method is async and returns the response
data received from the target it was sent to, or throws an error if the
request failed.
Collecting Statistics
---------------------
Clusterio comes with it's own Prometheus client implementation, one part
due to Not Invented Here and another part due to collectors in
prom-client being difficult to get to work nicely with collecting data
from plugins optionally loaded at runtime on different computers.
In its simplest form collecting data from a plugins consists of defining
the metric and updating it somewhere in the plugin code. For example:
const { Counter } = require('lib/prometheus');
const fooMetric = new Counter(
'clusterio_foo_frobber_foo_metric', "Measures the level of foo",
);
// Somewhere in the master plugin code
fooMetric.inc();
This works for master plugins, and the metric will be automatically
available through the /metric HTTP endpoint. It's recommended that
plugin metrics follow `clusterio_<plugin_name>_<metric_name>` as the
naming scheme.
For metrics that are per-instance you must define an `instance_id` label and
set it accordingly, for example:
const { Counter } = require('lib/prometheus');
const barMetric = new Gauge(
'clusterio_foo_frobber_bar_metric', "Bar instance level",
{ labels: ['instance_id'] }
);
// Somewhere in the instance plugin code
barMetric.labels(String(this.instance.config.get("instance.id"))).set(someValue);
Metrics are automatically registered to the default registry, and this
default registry is automatically polled by the master server on slaves.
This means that it's important that you place the definition of the
metric at module level so that it's not created more than once over the
lifetime of a slave. Since the metrics remember their values and would
continue to be exported after an instance is shutdown there's code at
instance shutdown that removes all the values where the `instance_id`
label matches the id of the instance shut down.
For statistics you need to update on collection there's an `onMetrics`
hook on both master and instance plugins that is runned before the
metrics in the default registry is collected.
+57
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
+10
View File
@@ -0,0 +1,10 @@
"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
+3
View File
@@ -0,0 +1,3 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
//# sourceMappingURL=IApiSlaves.js.map
+3
View File
@@ -0,0 +1,3 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
//# sourceMappingURL=IClusterioMasterProxy.js.map
+27
View File
@@ -0,0 +1,27 @@
"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
+24
View File
@@ -0,0 +1,24 @@
"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
+61
View File
@@ -0,0 +1,61 @@
"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
+29
View File
@@ -0,0 +1,29 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
const Point_1 = require("./Point");
const typescript_collections_1 = require("typescript-collections");
/**
* An instance of a Factorio server. Multiple nodes can run on the same server.
*/
class NodeInstance {
constructor(name, topLeftCoordinate, width, height) {
this.TeleportZones = new typescript_collections_1.Dictionary();
this.Name = name;
this.Width = width;
this.Height = height;
this.TopLeftCoordinate = topLeftCoordinate;
}
get BottomRightCoordinate() {
return new Point_1.Point(this.TopLeftCoordinate.X + this.Width, this.TopLeftCoordinate.Y + this.Height);
}
// public AddTeleportZone(name: string, topLeftCoordinate: Point, bottomRightCoordinate: Point) {
// this.TeleportZones.push(new TeleportZone(this, topLeftCoordinate, bottomRightCoordinate, name));
// }
AddTeleportZonePoint() {
}
get Key() {
return this.Name;
}
}
exports.NodeInstance = NodeInstance;
//# sourceMappingURL=NodeInstance.js.map
+57
View File
@@ -0,0 +1,57 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
class Point {
/**
* Constructs a Point. Will not accept NaNs.
* @param x A number. Cannot be NaN.
* @param y A number. Cannot be NaN.
*/
constructor(x, y) {
this.toString = () => {
return "(" + this.X + "," + this.Y + ")";
};
if (Number.isNaN(x)) {
throw new Error("x is NaN. Will not construct Point.");
}
if (Number.isNaN(y)) {
throw new Error("y is NaN. Will not construct Point.");
}
this.X = x;
this.Y = y;
}
/**
* Constructs a Point from a string representation in the format (x,y). Will not accept NaNs.
* @param vectorAsString A string in the format (x,y). Will not accept NaNs.
*/
static FromString(vectorAsString) {
this.CheckChar('(', vectorAsString[0], vectorAsString);
this.CheckChar(')', vectorAsString[vectorAsString.length - 1], vectorAsString);
if (vectorAsString.indexOf(',') === -1) {
throw new Error("vectorAsString is an invalid format. Cannot find ','. fullString: " + vectorAsString);
}
let splitStr = vectorAsString.substr(1, vectorAsString.length - 2).split(',');
if (splitStr.length != 2) {
throw new Error("vectorAsString is an invalid format. Expecting string in format (x,y). fullString: " + vectorAsString);
}
let x = parseInt(splitStr[0]);
let y = parseInt(splitStr[1]);
let v = new Point(x, y);
return v;
}
static CheckChar(expectedChar, actualChar, fullString) {
if (actualChar != expectedChar) {
throw new Error("vectorAsString is an invalid format. Expecting: '" + expectedChar + "'. Actual: '" + actualChar + "'. fullString: " + fullString);
}
}
equals(obj) {
return this.X === obj.X && this.Y === obj.Y;
}
Add(p) {
return new Point(this.X + p.X, this.Y + p.Y);
}
Subtract(p) {
return new Point(this.X - p.X, this.Y - p.Y);
}
}
exports.Point = Point;
//# sourceMappingURL=Point.js.map
+16
View File
@@ -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
View File
@@ -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
View File
@@ -0,0 +1,64 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
const Point_1 = require("./Point");
const TeleportZoneDirection_1 = require("./TeleportZoneDirection");
const Config = require("./Config");
class TeleportZone {
constructor(parentNode, direction, topLeftCoordinate, bottomRightCoordinate, index, targetNode) {
this.TopLeftCoordinate = topLeftCoordinate;
this.BottomRightCoordinate = bottomRightCoordinate;
this.ParentNode = parentNode;
this.Direction = direction;
this.Index = index;
this.TargetNode = targetNode;
}
get Name() {
return TeleportZoneDirection_1.TeleportZoneDirection[this.Direction] + " to " + this.TargetNode.Name;
}
// public AddRestriction(restrictingTeleportZone: TeleportZone) {
// this.Restrictions.push(new TeleportZoneRestriction(this, restrictingTeleportZone));
// }
/**
* Converts this teleport zone into Factorio map co-ordinates
* @returns [name, topleft.x, topleft.y, width, height, zoneIndex]
*/
GenerateTeleportZoneInFactorioCoordinates() {
// get where this zone is relative to the node itself
let topLeftRelativeCoordinate = this.TopLeftCoordinate.Subtract(this.ParentNode.TopLeftCoordinate);
// a grid coordinate point is equivalent to a 1x1 node, so bottomright = topleft.
// add (1,1) to translate from area representation to coordinates representing actual points.
let bottomRightRelativeCoordinate = this.BottomRightCoordinate
.Subtract(this.ParentNode.TopLeftCoordinate)
.Add(new Point_1.Point(1, 1));
// Factorio map is e.g. (-500,-500) to (500, 500) for a 1000x1000 node.
// We therefore need to offset our co-ordinates so that (0,0) is the center and not (width/2, height/2)
let m = Config.GridToFactorioCoordinateSystemMultiplier;
let factorioTeleportZoneTopLeft = new Point_1.Point(topLeftRelativeCoordinate.X * m - m / 2, topLeftRelativeCoordinate.Y * m - m / 2);
let factorioTeleportZoneBottomRight = new Point_1.Point(bottomRightRelativeCoordinate.X * m - m / 2, bottomRightRelativeCoordinate.Y * m - m / 2);
let zoneWidth = factorioTeleportZoneBottomRight.X - factorioTeleportZoneTopLeft.X;
let zoneHeight = factorioTeleportZoneBottomRight.Y - factorioTeleportZoneTopLeft.Y;
let tl = factorioTeleportZoneTopLeft;
let br = factorioTeleportZoneBottomRight;
let zw = Config.TeleportZoneWidth;
switch (this.Direction) {
case TeleportZoneDirection_1.TeleportZoneDirection.North:
return [this.Name, tl.X, tl.Y, zoneWidth, zw, this.Index + 1];
case TeleportZoneDirection_1.TeleportZoneDirection.West:
return [this.Name, tl.X, tl.Y, zw, zoneHeight, this.Index + 1];
case TeleportZoneDirection_1.TeleportZoneDirection.South:
return [this.Name, tl.X, br.Y - zw, zoneWidth, zw, this.Index + 1];
case TeleportZoneDirection_1.TeleportZoneDirection.East:
return [this.Name, br.X - zw, tl.Y, zw, zoneHeight, this.Index + 1];
}
}
/**
* Generates a zone restriction from this teleport zone to target zone
* @returns [zoneIndex, targetNodeName, targetZoneName]
*/
GenerateZoneRestriction() {
let targetZone = this.TargetNode.TeleportZones.getValue(this.ParentNode.Key);
return [this.Index + 1, this.TargetNode.Name, targetZone.Name];
}
}
exports.TeleportZone = TeleportZone;
//# sourceMappingURL=TeleportZone.js.map
+10
View File
@@ -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
View File
@@ -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
View File
@@ -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
+23 -43
View File
@@ -1,48 +1,28 @@
const jwt = require('jsonwebtoken');
let authSecret = null;
function setAuthSecret(secret) {
authSecret = secret;
}
// const config = require("./../config");
function middleware(req, res, next) {
// This should not happen
if (!authSecret) {
return res.status(500).send({ auth: false, message: 'Secret not set', endpoint: req.route.path });
}
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, authSecret, function(err, decoded) {
if (err) {
return res.status(401).send({ auth: false, message: 'Failed to authenticate token.', endpoint: req.route.path });
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"});
}
});
});
}
next();
});
}
async function check(token) {
return new Promise((resolve, reject) => {
// This should not happen
if (!authSecret) {
resolve({ ok: false, msg: 'Secret not set' });
}
jwt.verify(token, authSecret, function(err, decoded) {
if (err) {
resolve({ok:false, msg:err})
} else {
resolve({ok:true, msg:"Successfully authenticated"});
}
});
});
}
module.exports = {
setAuthSecret,
middleware,
check,
}
};
@@ -0,0 +1,9 @@
module.exports = async function checkHotpatchInstallation(messageInterface){
let yn = await messageInterface("/silent-command if remote.interfaces['hotpatch'] then rcon.print('true') else rcon.print('false') end");
yn = yn.replace(/(\r\n\t|\n|\r\t)/gm, "");
if(yn == "true"){
return true;
} else if(yn == "false"){
return false;
}
}
+16
View File
@@ -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
View File
@@ -0,0 +1,40 @@
const needle = require("needle");
module.exports = function(config){
const instances = [];
if(config){
return function getInstanceName(instanceID){
return new Promise((resolve, reject) => {
let instance = instances[instanceID];
if(!instance){
needle.get(config.masterIP+":"+config.masterPort+ '/api/slaves', (err, response) => {
if(err || response.statusCode != 200) {
console.log("Unable to get JSON master/api/slaves, master might be unaccessible");
} else if (response && response.body) {
if(Buffer.isBuffer(response.body)) {console.log(response.body.toString("utf-8")); reject(new Error())}
try {
for (let index in response.body)
instances[index] = response.body[index].instanceName;
} catch (e){
console.log(e);
return null;
}
instance = instances[instanceID]
if (!instance) instance = instanceID; //somehow the master doesn't know the instance
resolve(instance);
}
});
} else {
resolve(instance);
}
});
}
} else {
return async function thisAintGonnaWork(){
let err = new Error("getInstanceName from lib/clusterTools needs to be called with {config} to work");
console.log(err);
throw err;
}
}
}
+40
View File
@@ -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
View File
@@ -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"),
})
-579
View File
@@ -1,579 +0,0 @@
/**
* @file Configuration classes
* @author Hornwitser
*/
"use strict";
const { basicType } = require("lib/helpers");
/**
* Invalid Value exception
*
* Exception class for when invalid values are attempted to be set on a
* field.
*/
class InvalidValue extends Error { };
/**
* Invalid Field exception
*
* Exception class for when a group or field that does not exist is
* attempted to be accessed.
*/
class InvalidField extends Error { };
/**
* Split the given string on the first instance of separator
*
* Splits @p string on the first instance of @p separator and returns an
* array consisting of the string up to the separator and the string
* after the separator. Returns an array with the string and an empty
* string if the separator is not present.
*
* @returns {Array} string split on separator.
*/
function splitOn(separator, string) {
let index = string.indexOf(separator);
if (index === -1) {
return [string, ''];
}
return [string.slice(0, index), string.slice(index + separator.length)];
}
/**
* Collection of config groups
*
* Represents a collection of ConfigGroup instances that can be
* managed as one.
*/
class Config {
constructor() {
if (!this.constructor._finalized) {
throw new Error(`Cannot instantiate incomplete Config class ${this.constructor.name}`)
}
this._groups = new Map();
this._unknownGroups = new Map();
}
async init() {
for (let [name, GroupClass] of this.constructor._groups) {
if (!this._groups.has(name)) {
let group = new GroupClass();
await group.init();
this._groups.set(name, group);
}
}
this._initialized = true;
}
_validate(serializedConfig) {
if (basicType(serializedConfig) !== "object") {
throw new Error(`Expected object, not ${basicType(serializedConfig)} for config`);
}
if (basicType(serializedConfig.groups) !== "array") {
throw new Error(`Expected groups to be an array, not ${basicType(serializedConfig.groups)}`);
}
}
async load(serializedConfig) {
this._validate(serializedConfig);
for (let serializedGroup of serializedConfig.groups) {
let GroupClass = this.constructor._groups.get(serializedGroup.name);
if (!GroupClass) {
this._unknownGroups.set(serializedGroup.name, serializedGroup);
continue;
}
let group = new GroupClass();
await group.load(serializedGroup);
this._groups.set(GroupClass.groupName, group);
}
await this.init();
}
/**
* Serialize the config to a plain JavaScript object
*/
serialize() {
let groups = [...this._unknownGroups.values()];
for (let group of this._groups.values()) {
groups.push(group.serialize());
}
return { groups };
}
/**
* Update the configuration based on a serialized config
*
* Updates all groups in the config with groups in the serialized
* config passed.
*/
update(serializedConfig) {
this._validate(serializedConfig);
for (let serializedGroup of serializedConfig.groups) {
let group = this._groups.get(serializedGroup.name);
if (group) {
group.update(serializedGroup);
} else {
this._unknownGroups.set(serializedGroup.name, serializedGroup);
}
}
}
/**
* Get the value for a config field
*/
get(name) {
let [group, field] = splitOn('.', name);
return this.group(group).get(field);
}
/**
* Set the value for a config field
*/
set(name, value) {
let [group, field] = splitOn('.', name);
return this.group(group).set(field, value);
}
/**
* Get the config group instance with the given name
*/
group(name) {
if (!this._initialized) {
throw new Error(`${this.constructor.name} instance is uninitialized`)
}
let group = this._groups.get(name);
if (!group) {
throw new InvalidField(`No config group named '${name}'`);
}
return group;
}
static _initSubclass() {
// These properties are initialized here in order to ensure that
// they end up on the sub-class.
if (!this._initialized) {
this._initialized = true;
this._finalized = false;
this._groups = new Map();
}
}
/**
* Mapping of group name to group class
*
* Returns the internal mapping of group names to group classes that
* mave been registered with this config. Note that mutating this
* object will lead to unexpected behaviour.
*
* @returns {Map<string, GroupClass>} config groups
*/
static get groups() {
this._initSubclass();
return this._groups;
}
/**
* Locks this Config class from adding more groups.
*/
static finalize() {
this._initSubclass();
this._finalized = true;
}
/**
* Register a ConfigGroup with this Config
*
* Adds the ConfigGroup to this config as a group that will get
* initialized, loaded and serialized with this config class.
*/
static registerGroup(group) {
this._initSubclass();
if (this._finalized) {
throw new Error("Cannot register group on finalized config");
}
if (!group._finalized) {
throw new Error("Group must be finalized before it can be registered");
}
if (this._groups.has(group.groupName)) {
throw new Error(`${group.groupName} has already been registered`);
}
this._groups.set(group.groupName, group);
}
}
/**
* Collection of related config entries
*/
class ConfigGroup {
/**
* Creates a new config group.
*
* After the creation of the new config group you have to call
* either .init() or .load() on it in order to fully initialize it.
*/
constructor(serializedGroup) {
if (!this.constructor._finalized) {
throw new Error(`Cannot instantiate incomplete ConfigGroup class ${this.constructor.name}`)
}
this._fields = new Map();
this._unknownFields = new Map();
}
/**
* Initialize new config group
*
* Computes and assigns the initial values for all fields of the
* config group.
*/
async init() {
for (let [name, def] of this.constructor._definitions) {
if (this._fields.has(name)) {
continue;
}
let value = null;
if (typeof def.initial_value === "function") {
value = await def.initial_value()
} else if (def.initial_value !== undefined) {
value = def.initial_value;
}
this._fields.set(name, value);
}
}
/**
* Load from serialized group
*
* Loads all the values from the passed serialized version of the
* group and then initializes any possible missing fields from it to
* their default values.
*/
async load(serializedGroup) {
this.update(serializedGroup);
await this.init();
}
/**
* Get value for field
*/
get(name) {
if (!this.constructor._definitions.has(name)) {
throw new InvalidField(`No field named '${name}'`);
}
return this._fields.get(name);
}
/**
* Set value of field
*
* The field must be defined for the config group and the value is
* type checked against the field definition.
*
* @throws {InvalidValue} if value is not allowed for the field.
*/
set(name, value) {
let def = this.constructor._definitions.get(name);
if (!def) {
throw new Error(`No field named '${name}'`);
}
// Empty strings are treates as null
if (value === "") {
value = null;
}
if (def.enum && !def.enum.includes(value)) {
throw new InvalidValue(`Expected one of [${def.enum.join(', ')}], not ${value}`);
}
if (basicType(value) === "string") {
if (def.type === "boolean") {
if (value === "true") { value = true; }
else if (value === "false") { value = false; }
} else if (def.type === "number") {
let numberRegExp = /^[+-]?(Infinity|\d+\.(\d+)?([eE][+-]?\d+)?|\.?\d+([eE][+-]?\d+)?)$/;
if (numberRegExp.test(value.trim())) {
value = Number.parseFloat(value);
}
} else if (def.type === "object" ) {
try {
value = JSON.parse(value);
} catch (err) {
throw new InvalidValue(`Error parsing value for ${name}: ${err.message}`)
}
}
}
if (value === null) {
if (!def.optional) {
throw new InvalidValue(`Field ${name} cannot be null`)
}
} else {
if (basicType(value) !== def.type) {
throw new InvalidValue(`Expected type of ${name} to be ${def.type}, not ${basicType(value)}`);
}
}
this._fields.set(name, value);
}
/**
* Update a config group from a serialized group
*
* Overwrites the values of all the fields in this config group that
* has a valid value in the passed serialized group with that value.
*/
update(serializedGroup) {
if (basicType(serializedGroup) !== "object") {
throw new Error(`Expected object, not ${basicType(serializedGroup)} for ConfigGroup`);
}
if (serializedGroup.name !== this.constructor.groupName) {
throw new Error(`Expected group name ${this.constructor.groupName}, not ${serializedGroup.name}`);
}
if (basicType(serializedGroup.fields) !== "object") {
throw new Error(`Expected fields to be an object, not ${basicType(serializedGroup.fields)}`);
}
for (let [name, value] of Object.entries(serializedGroup.fields)) {
let def = this.constructor._definitions.get(name);
if (!def) {
this._unknownFields.set(name, value);
continue;
}
if (def.optional) {
if (value !== null && basicType(value) !== def.type) {
continue;
}
} else {
if (basicType(value) !== def.type) {
continue;
}
}
if (def.enum && !def.enum.includes(value)) {
continue;
}
this._fields.set(name, value);
}
}
/**
* Serialize the config to a plain JavaScript object
*/
serialize() {
let fields = {};
for (let [name, value] of this._fields) {
fields[name] = value;
}
for (let [name, value] of this._unknownFields) {
fields[name] = value;
}
return {
name: this.constructor.groupName,
fields,
};
}
static _initSubclass() {
// These properties are initialized here in order to ensure that
// they end up on the sub-class.
if (!this._initialized) {
this._initialized = true;
this._definitions = new Map();
}
}
/**
* Mapping of config name to field meta data
*
* Returns the internal meta data for the fields of this class.
* Note that mutating this object will lead to unexpected behaviour.
*
* @returns {Map<string, Object>} field meta data
*/
static get definitions() {
this._initSubclass();
return this._definitions;
}
/**
* Define a new configuration field
*
* The following properties are supported:
* - type:
* string declaring the type of the config value, supports
* boolean, string, number and object.
* - name:
* Name of the configuration field. Should follow the
* lower_case_underscore style.
* - title:
* Text used to identify the config field in user interfaces.
* - description:
* Text used to describe the config field in user interfaces.
* - enum (optional):
* Array of all values that are acceptible. Useful for making
* enumerated values.
* - optional (optional):
* True if this field can be set to null. Defaults to false.
* - initial_value (optional):
* Value this config field should take in a newly initialized
* config. This can also be an async function returning the
* value to use.
*/
static define(item) {
if (this._finalized) {
throw new Error(`Cannot define field for ConfigGroup class ${this.name} after it has been finalized`)
}
if (basicType(this.groupName) !== "string") {
throw new Error(`Expected ConfigGroup class ${this.name} to have the groupName property set to a string`)
}
this._initSubclass();
let itemKeys = Object.keys(item);
// Check for required properties
["name", "type"].forEach(prop => {
if (!itemKeys.includes(prop)) {
throw new Error(`${prop} is required when defining an field`);
}
})
// Validate properties
let validTypes = ["boolean", "string", "number", "object"];
Object.keys(item).forEach(key => {
let value = item[key];
let valueType = basicType(value);
switch (key) {
case "type":
if (!validTypes.includes(value)) {
throw new Error(`${value} is not a valid type`);
}
break;
case "enum":
if (valueType !== "array") {
throw new Error("enum must be an array");
}
break;
case "name":
if (valueType !== "string") {
throw new Error("name must be a string");
}
break;
case "title":
if (valueType !== "string") {
throw new Error("title must be a string");
}
break;
case "description":
if (valueType !== "string") {
throw new Error("description must be a string");
}
break;
case "optional":
if (valueType !== "boolean") {
throw new Error("optional must be a boolean");
}
break;
case "initial_value":
if (valueType !== item.type && valueType !== "function") {
throw new Error("initial_value must match the type or be a function");
}
break;
default:
throw new Error(`Unknown property ${key}`);
}
});
if (this._definitions.has(item.name)) {
throw new Error(`Config field ${item.name} has already been defined`);
}
let computed = Object.assign({
optional: false,
fullName: `${this.groupName}.${item.name}`,
}, item)
if (!computed.optional && computed.initial_value === undefined) {
throw new Error(`Non-optional field ${item.name} needs an initial_value`);
}
this._definitions.set(item.name, computed);
}
/**
* Locks this ConfigGroup class from adding more definitons.
*/
static finalize() {
if (basicType(this.groupName) !== "string") {
throw new Error(`Expected ConfigGroup class ${this.name} to have the groupName property set to a string`)
}
this._initSubclass();
this._finalized = true;
}
}
/**
* Config group for plugins
*
* Grouping that includes per plugin fields clusterio uses to manage
* plugins. This is currently only the enabled field. It is otherwise
* identical to the ConfigGroup class.
*/
class PluginConfigGroup extends ConfigGroup {
static _initSubclass() {
if (!this._initialized) {
super._initSubclass();
this.define({
name: "enabled",
description: "Enable plugin",
type: "boolean",
initial_value: true,
});
}
}
}
module.exports = {
InvalidField,
InvalidValue,
Config,
ConfigGroup,
PluginConfigGroup,
}
-345
View File
@@ -1,345 +0,0 @@
/**
* @file Core definitions for the configuration system
* @author Hornwitser
*/
"use strict";
const util = require("util");
const crypto = require("crypto");
const path = require("path");
const fs = require("fs-extra");
const classes = require("./classes");
class MasterGroup extends classes.ConfigGroup { }
MasterGroup.groupName = "master"
MasterGroup.define({
name: "database_directory",
title: "Database directory",
description: "Directory where item and configuration data is stored.",
type: "string",
initial_value: "database",
});
MasterGroup.define({
name: "factorio_directory",
description: "Path to directory to look for factorio installs",
type: "string",
initial_value: "factorio"
});
MasterGroup.define({
name: "http_port",
title: "HTTP Port",
description: "Port to listen for HTTP connections on, set to null to not listen for HTTP connections.",
type: "number",
optional: true
});
MasterGroup.define({
name: "https_port",
title: "HTTPS Port",
description: "Port to listen for HTTPS connection on, set to null to not listen for HTTPS connections.",
type: "number",
optional: true,
initial_value: 8443,
});
MasterGroup.define({
name: "web_root",
title: "Web Root",
description: "Sub-path to where the web interface is hosted. Needed when proxying the web interface.",
type: "string",
initial_value: "/",
});
MasterGroup.define({
name: "tls_certificate",
title: "TLS Certificate",
description: "Path to the certificate to use for HTTPS.",
type: "string",
optional: true,
initial_value: "database/certificates/cert.crt",
});
MasterGroup.define({
name: "tls_private_key",
title: "TLS Private Key",
description: "Path to the private key to use for HTTPS.",
type: "string",
optional: true,
initial_value: "database/certificates/cert.key",
});
MasterGroup.define({
name: "auth_secret",
title: "Master Authentication Secret",
description:
"Secret used to generate and verify authentication tokens."
+" Should be a long string of random letters and numbers."
+" Do not share this.",
type: "string",
initial_value: async function() {
console.log("Generating new master authentication secret");
let asyncRandomBytes = util.promisify(crypto.randomBytes);
let bytes = await asyncRandomBytes(256);
return bytes.toString("base64");
},
});
MasterGroup.define({
name: "heartbeat_interval",
title: "Heartbeat Interval",
description: "Interval heartbeats are sent out on WebSocket connections",
type: "number",
initial_value: 60,
});
MasterGroup.finalize();
class MasterConfig extends classes.Config { }
MasterConfig.registerGroup(MasterGroup);
class SlaveGroup extends classes.ConfigGroup {}
SlaveGroup.groupName = "slave";
SlaveGroup.define({
name: "name",
description: "Name of the slave",
type: "string",
initial_value: "New Slave",
});
SlaveGroup.define({
name: "id",
description: "ID of the slave",
type: "number",
initial_value: () => Math.random() * 2**31 | 0,
});
SlaveGroup.define({
name: "factorio_directory",
description: "Path to directory to look for factorio installs",
type: "string",
initial_value: "factorio"
});
SlaveGroup.define({
name: "instances_directory",
description: "Path to directory to store instances in.",
type: "string",
initial_value: "instances",
});
SlaveGroup.define({
name: "master_url",
description: "URL to connect to the master server at",
type: "string",
initial_value: "https://localhost:8443/",
});
SlaveGroup.define({
name: "master_token",
description: "Token to authenticate to master server with.",
type: "string",
initial_value: "enter token here",
});
SlaveGroup.define({
name: "public_address",
description: "Public facing address players should connect to in order to join instances on this slave",
type: "string",
initial_value: "localhost",
});
SlaveGroup.define({
name: "reconnect_delay",
title: "Reconnect Delay",
description: "Maximum delay to wait before attempting to reconnect WebSocket",
type: "number",
initial_value: 5,
});
SlaveGroup.finalize();
class SlaveConfig extends classes.Config { }
SlaveConfig.registerGroup(SlaveGroup);
class InstanceGroup extends classes.ConfigGroup { }
InstanceGroup.groupName = "instance"
InstanceGroup.define({
name: "name",
type: "string",
initial_value: "New Instance",
});
InstanceGroup.define({
name: "id",
description: "ID of the slave",
type: "number",
initial_value: () => Math.random() * 2**31 | 0,
});
InstanceGroup.define({
name: "assigned_slave",
type: "number",
optional: true,
});
InstanceGroup.finalize();
class FactorioGroup extends classes.ConfigGroup { }
FactorioGroup.groupName = "factorio";
FactorioGroup.define({
name: "version",
description: "Version of the game to run, use latest to run the latest installed version",
type: "string",
initial_value: "latest",
});
FactorioGroup.define({
name: "game_port",
description: "UDP port to run game on, uses a random port if null",
type: "number",
optional: true,
});
FactorioGroup.define({
name: "rcon_port",
description: "TCP port to run RCON on, uses a random port if null",
type: "number",
optional: true,
});
FactorioGroup.define({
name: "rcon_password",
description: "Password for RCON, randomly generated if null",
type: "string",
optional: true,
});
FactorioGroup.define({
name: "settings",
description: "Settings overridden in server-settings.json",
type: "object",
initial_value: {
"tags": ["clusterio"],
"auto_pause": false,
},
});
FactorioGroup.finalize();
class InstanceConfig extends classes.Config { }
InstanceConfig.registerGroup(InstanceGroup);
InstanceConfig.registerGroup(FactorioGroup);
function validateGroup(pluginInfo, groupName) {
if (!pluginInfo[groupName] instanceof classes.PluginConfigGroup) {
throw new Error(
`Expected ${groupName} for ${pluginInfo.name} to be an instance of PluginConfigGroup`
);
}
if (pluginInfo[groupName].groupName !== pluginInfo.name) {
throw new Error(
`Expected ${groupName} for ${pluginInfo.name} to be named after the plugin`
);
}
}
/**
* Registers the config groups for the provided plugin infos
*/
function registerPluginConfigGroups(pluginInfos) {
for (let pluginInfo of pluginInfos) {
if (pluginInfo.MasterConfigGroup) {
validateGroup(pluginInfo, "MasterConfigGroup");
MasterConfig.registerGroup(pluginInfo.MasterConfigGroup);
} else {
class MasterConfigGroup extends classes.PluginConfigGroup { }
MasterConfigGroup.groupName = pluginInfo.name;
MasterConfigGroup.finalize();
MasterConfig.registerGroup(MasterConfigGroup);
}
if (pluginInfo.instanceEntrypoint) {
if (pluginInfo.InstanceConfigGroup) {
validateGroup(pluginInfo, "InstanceConfigGroup");
InstanceConfig.registerGroup(pluginInfo.InstanceConfigGroup);
} else {
class InstanceConfigGroup extends classes.PluginConfigGroup { }
InstanceConfigGroup.groupName = pluginInfo.name;
InstanceConfigGroup.finalize();
InstanceConfig.registerGroup(InstanceConfigGroup);
}
}
}
}
/**
* Lock configs from adding more groups and make them usable
*/
function finalizeConfigs() {
MasterConfig.finalize();
SlaveConfig.finalize();
InstanceConfig.finalize();
}
/**
* Yargs config command
*
* Can be passed to yargs.command to implement a config command. Use
* handleConfigCommand to do the requested action.
*/
function configCommand(yargs) {
yargs
.command("set <field> [value]", "Set config field")
.command("show <field>", "Show value of the given config field")
.command("list", "List all configuration fields and their values")
.demandCommand(1, "You need to specify a command to run")
.strict()
;
}
/**
* Handle yargs command
*
* Handle the actions that are made available by configCommand.
*/
async function handleConfigCommand(args, instance, configPath) {
let command = args._[1];
if (command === "list") {
for (let GroupClass of instance.constructor.groups.values()) {
for (let def of GroupClass.definitions.values()) {
let value = instance.get(def.fullName);
console.log(`${def.fullName} ${JSON.stringify(value)}`);
}
}
} else if (command === "show") {
try {
console.log(instance.get(args.field));
} catch (err) {
if (err instanceof classes.InvalidField) {
console.error(err.message);
} else {
throw err;
}
}
} else if (command === "set") {
if (args.value === undefined) {
args.value = null;
}
try {
instance.set(args.field, args.value);
await fs.outputFile(configPath, JSON.stringify(instance.serialize(), null, 4));
} catch (err) {
if (err instanceof classes.InvalidField || err instanceof classes.InvalidValue) {
console.error(err.message);
} else {
throw err;
}
}
}
}
module.exports = {
MasterGroup,
SlaveGroup,
InstanceGroup,
FactorioGroup,
MasterConfig,
SlaveConfig,
InstanceConfig,
registerPluginConfigGroups,
finalizeConfigs,
configCommand,
handleConfigCommand,
}
-9
View File
@@ -1,9 +0,0 @@
/**
* @file Configuration System
* @author Hornwitser
*/
module.exports = {
...require("./classes"),
...require("./definitions"),
}
-290
View File
@@ -1,290 +0,0 @@
/**
* Implementation of master databases
*
* @module
* @author Hornwitser
*/
"use strict";
const fs = require("fs-extra");
const { basicType } = require("lib/helpers");
/**
* Converts a Map with only string keys to a JavaScript object.
*
* @param {Map} map - the Map to convert to an object.
* @return {object} - Object with the mapping's key-values as properties.
* @throws {Error} if there are non-string keys in map.
*/
function mapToObject(map) {
let obj = {};
for (let [key, value] of map) {
if (typeof key !== 'string') {
throw new Error(
`Expected all keys to be string but got ${typeof key}`
);
}
obj[key] = value;
}
return obj;
}
/**
* Load JSON object file as a Map
*
* Loads the JSON file specified by path containing an object with
* properties as key value pairs and converts it into a JavaScript Map.
* Returns an empty Map if the file does not exist.
*
* @param {string} filePath - The path to the JSON file to load.
* @throws {Error} If JSON file did not contain an object.
* @throws {Error} If an error occured reading the file.
*/
async function loadJsonAsMap(filePath) {
try {
let content = await fs.readFile(filePath);
let parsed = JSON.parse(content);
if (basicType(parsed) !== "object") {
throw new Error(`Expected object but got ${basicType(parsed)}`);
}
return new Map(Object.entries(parsed));
} catch (err) {
if (err.code == "ENOENT") {
// File does not exist, return empty map
return new Map();
} else {
throw err;
}
}
}
/**
* Save a Map as a JSON object file
*
* Save the content of a key-value Map with only string keys as a JSON file.
* If the directory the file is to be saved into doesn't exist it will be
* created.
*
* @param {string} filePath - The path to the JSON file that will be saved.
* @param {Map} map - Map with only string keys to save.
* @throws {Error} if there are non-string keys in map.
* @throws {Error} if an error occured writing to the file.
*/
async function saveMapAsJson(filePath, map) {
let obj = mapToObject(map);
await fs.outputFile(filePath, JSON.stringify(obj, null, 4));
}
/**
* Load JSON array file as a Map
*
* Loads the JSON file specified by path containing an array of objects that
* each have an id property into a Map from the id to the object.
*
* @param {string} filePath - The path to the JSON file to load.
* @throws {Error} If JSON file did not contain an array.
* @throws {Error} If there are objects in the array without an id property.
* @throws {Error} If an error occured reading the file.
*/
async function loadJsonArrayAsMap(filePath) {
try {
let content = await fs.readFile(filePath);
let parsed = JSON.parse(content);
if (basicType(parsed) !== "array") {
throw new Error(`Expected array but got ${basicType(parsed)}`);
}
let map = new Map();
for (let element of parsed) {
if (basicType(element) !== "object") {
throw new Error(`Expected all elements to be objects`);
}
if (element.id === undefined) {
throw new Error(`Expected all elements to have an id property`);
}
map.set(element.id, element);
}
return map;
} catch (err) {
if (err.code == "ENOENT") {
// File does not exist, return empty map
return new Map();
} else {
throw err;
}
}
}
/**
* Save a Map as a JSON array file
*
* Save the values of a Map with objects containing an id property that is
* equal to the key the objects are stored at into a JSON file.
*
* @param {string} filePath - The path to the JSON file that will be saved.
* @param {Map} map -
* Map with objects containing an id property equal to the key they are
* stored under.
* @throws {Error} if an error occured writing to the file.
*/
async function saveMapAsJsonArray(filePath, map) {
await fs.outputFile(filePath, JSON.stringify([...map.values()], null, 4));
}
function checkName(name) {
if (typeof name !== "string") {
throw new Error("name must be a string");
}
}
function checkCount(count) {
if (typeof count !== "number" || isNaN(count)) {
throw new Error("count must be a number");
}
}
/**
* Item database
*
* Stores counts of items for the master server. Items that have not been
* stored in the database are treated as having a stored count of zero. When
* serialized the database discards entries with a zero counts, and when
* deserialized the content is verified.
*/
class ItemDatabase {
/**
* Create a new item database
*
* @param {object|undefined} serialized - An object from a previous call to
* {@link module:lib/database~ItemDatabase#serialize} to restore the
* database from. An empty database will be created if this parameter
* is left undefined.
*/
constructor(serialized) {
this._items = new Map();
// Verify the content of the serialized database
if (serialized !== undefined) {
for (let [name, count] of Object.entries(serialized)) {
checkName(name);
checkCount(count);
this._items.set(name, count);
}
}
}
/**
* Serialize item database
*
* Serialize the item database into a plain JavaScript object that can be
* turned inta a string with JSON.stringify().
*
* @returns {object} Serialized representation of the database
*/
serialize() {
let obj = {};
for (let [name, count] of this._items) {
if (count !== 0) {
obj[name] = count;
}
}
return obj;
}
/**
* Approximate size of the items database.
*
* Does not account for entries being zero in the item database.
*/
get size() {
return this._items.size;
}
/**
* Get the count of an item stored in the database
*
* Returns the count of a given item that has been stored in to the
* database. If the item has not been previously stored into the database
* then 0 is returned.
*
* @param {string} name - The name of the item to get the count of.
* @returns {number} The count of the item stored.
*/
getItemCount(name) {
checkName(name);
if (!this._items.has(name)) {
return 0
}
return this._items.get(name);
}
/**
* Adds count of an item to the database
*
* Add count copies of the item specified by name to the item database.
*
* @param {string} name - The name of the item to add.
* @param {number} count - The count of item to remove.
*/
addItem(name, count) {
checkName(name);
checkCount(count);
if (this._items.has(name)) {
count += this._items.get(name);
}
this._items.set(name, count);
};
/**
* Removes count of an item from the database.
*
* Remove count copies of the item specified by name from the item database
* If count is greater than the currently stored count the stored item
* count will become negative.
*
* @param {string} name - The name of the item to remove.
* @param {number} count - The count of items to remove.
*/
removeItem(name, count) {
checkName(name);
checkCount(count);
count = -count;
if (this._items.has(name)) {
count += this._items.get(name);
}
this._items.set(name, count);
};
}
module.exports = {
mapToObject,
loadJsonAsMap,
saveMapAsJson,
loadJsonArrayAsMap,
saveMapAsJsonArray,
ItemDatabase,
}
File renamed without changes.
-43
View File
@@ -1,43 +0,0 @@
/**
* Errors thrown in Clusterio
* @module
*/
class CommandError extends Error { }
class RequestError extends Error { }
// Signal for messages that fail validation
class InvalidMessage extends Error {
constructor(msg, errors) {
super(msg);
this.errors = errors || null;
}
}
// Thrown when WebSocket authentication failed
class AuthenticationFailed extends Error { }
// Errror class for known errors occuring during startup
class StartupError extends Error { }
// Errors outside of our control.
class EnvironmentError extends Error { }
// Errors caused by plugins
class PluginError extends Error {
constructor(pluginName, original) {
super(`PluginError: ${original.message}`);
this.pluginName = pluginName;
this.original = original;
}
}
module.exports = {
CommandError,
RequestError,
InvalidMessage,
AuthenticationFailed,
StartupError,
EnvironmentError,
PluginError,
}
-5
View File
@@ -1,5 +0,0 @@
module.exports = {
...require('lib/factorio/locale'),
...require('lib/factorio/patch'),
...require('lib/factorio/server'),
};
-28
View File
@@ -1,28 +0,0 @@
/**
* Function for parsing factorio locale from a local factorio install
*/
"use strict";
const fs = require("fs-extra");
const path = require("path");
const ini = require("ini");
/**
* Gets factorios locale as an object, does not respect mods.
*
* @param {string} factorioDirectory
* @param {string} languageCode
* @param {function} callback
*/
async function getLocale(dataDir, languageCode) {
if (typeof dataDir !== "string") throw new TypeError("dataDir must be a string");
if (typeof languageCode !== "string") throw new TypeError("languageCode must be a string");
let localeFilePath = path.join(dataDir, "base", "locale", languageCode, "base.cfg");
let content = await fs.readFile(localeFilePath, "utf8");
return ini.parse(content);
}
module.exports = {
getLocale,
};
-290
View File
@@ -1,290 +0,0 @@
/**
* Library for patching Factorio saves with scenario code.
* @author Hornwitser
*/
"use strict";
const events = require("events");
const fs = require("fs-extra");
const jszip = require("jszip");
const path = require("path");
const semver = require("semver");
const hash = require("lib/hash");
const knownScenarios = {
// First seen in 0.17.63
"4e866186ebe297f1038fd325b09df1a1f5e2fdd1": {
"name": "freeplay",
"modules": [
"freeplay",
"silo-script",
],
},
};
/**
* Returns the root folder in the zip file
*
* Returns the name of the folder that all files in the zip file is
* contained in. Throws an error if there are multiple such folders.
*
* @returns {string} name of the root folder.
*/
function findRoot(zip) {
let root = null;
zip.forEach((relativePath, file) => {
let index = relativePath.indexOf("/");
if (index === -1) {
throw new Error(`Zip contains file '${relativePath}' in root dir`);
}
let pathRoot = relativePath.slice(0, index);
if (root === null) {
root = pathRoot;
} else if (root !== pathRoot) {
throw new Error(`Zip contains multiple root folders`);
}
});
if (root === null) {
throw new Error(`Empty zip file`);
}
return root;
}
/**
* Generates control.lua code for loading the Clusterio modules
*
* @param {Object} patchInfo - The patch info files's json content
*/
function generateLoader(patchInfo) {
let lines = [
'-- Auto generated scenario module loader created by Clusterio',
'-- Modifications to this file will be lost when loaded in Clusterio',
`clusterio_patch_number = ${patchInfo.patch_number}`,
'',
'local event_handler = require("event_handler")',
'',
'-- Scenario modules',
];
for (let moduleName of patchInfo["scenario"]["modules"]) {
lines.push('event_handler.add_lib(require("'+moduleName+'"))');
}
lines.push(...[
'',
'-- Clusterio modules',
]);
for (let module of patchInfo["modules"]) {
for (let file of module["files"]) {
let requirePath = `modules/${module.name}/${file["path"].slice(0, -4)}`;
if (file["load"]) {
lines.push('event_handler.add_lib(require("'+requirePath+'"))');
}
if (file["require"]) {
lines.push('require("'+requirePath+'")');
}
}
}
// End last line with a newline
lines.push('');
return lines.join('\n');
}
/**
* Reorders modules to satisfy their dependencies
*
* Looks through and reorders the array of module definitions in order to
* satisfy the property that dependencies are earlier in the array than
* their dependents. Throws an error if this is not possible.
*
* @param {Array<Object>} modules - Array of modules to reorder
*/
function reorderDependencies(modules) {
let index = 0;
let present = new Map();
let hold = new Map();
reorder: while (index < modules.length) {
let module = modules[index];
if (semver.valid(module.version) === null) {
throw new Error(`Invalid version '${module.version}' for module ${module.name}`);
}
for (let [dependency, requirement] of Object.entries(module.dependencies)) {
if (semver.validRange(requirement) === null) {
throw new Error(
`Invalid version range '${requirement}' for dependency ${dependency} on module ${module.name}`
);
}
if (present.has(dependency)) {
if (!semver.satisfies(present.get(dependency), requirement)) {
throw new Error(`Module ${module.name} requires ${dependency} ${requirement}`);
}
// We have an unmet dependency, take it out and continue
} else {
if (hold.has(dependency)) {
hold.get(dependency).push(module);
} else {
hold.set(dependency, [module]);
}
modules.splice(index, 1);
continue reorder;
}
}
// No unmet dependencies, record and continue
present.set(module.name, module.version);
index++;
if (hold.has(module.name)) {
modules.splice(index, 0, ...hold.get(module.name));
hold.delete(module.name);
}
}
if (!hold.size) {
return;
}
// There are three reasons for a module to end up being held: The module depends
// on a module that is missing, the module is part of a dependency loop, or the
// the module depends on a module that satisfy any of these conditions.
let remaining = new Map();
for (let modules of hold.values()) {
for (let module of modules) {
remaining.set(module.name, module);
}
}
// Start with a random module from the remaining modules
for (let module of remaining.values()) {
let cycle = [];
while (true) {
// Find an unmet dependency
let dependency = Object.keys(module.dependencies).find(name => !present.has(name));
if (!remaining.has(dependency)) {
// There's no module being held up by this dependency, the
// dependency is missing.
throw new Error(`Missing dependency ${dependency} for module ${module.name}`);
}
if (cycle.includes(module.name)) {
cycle.push(module.name);
cycle.splice(0, cycle.indexOf(module.name))
throw new Error(`Module dependency loop detected: ${cycle.join(" -> ")}`);
}
cycle.push(module.name);
module = remaining.get(dependency);
}
}
}
/**
* Patch a save with the given modules
*
* Adds the modules given by the modules parameter to the save located
* at savePath and rewrites the control.lua in the save to load the
* modules that were added. Will also remove any previous module
* located in the save.
*
* @param {string} savePath - Path to the Factorio save to patch.
* @param {Array<Object>} modules - Description of the modules to patch.
*/
async function patch(savePath, modules) {
let zip = await jszip.loadAsync(await fs.readFile(savePath));
let root = zip.folder(findRoot(zip));
let patchInfoFile = root.file("clusterio.json");
let patchInfo;
if (patchInfoFile !== null) {
let content = await patchInfoFile.async("string");
patchInfo = JSON.parse(content);
// No info file present, try to detect if it's a known compatible scenario.
} else {
let controlStream = root.file("control.lua").nodeStream("nodebuffer");
let controlHash = await hash.hashStream(controlStream);
if (controlHash in knownScenarios) {
patchInfo = {
"scenario": knownScenarios[controlHash],
};
} else {
throw new Error(`Unable to patch save, unknown scenario (${controlHash})`);
}
}
// Increment patch number
patchInfo["patch_number"] = (patchInfo["patch_number"] || 0) + 1;
// Remove any existing modules from the save
patchInfo["modules"] = [];
for (let file of root.file(/^modules\//)) {
zip.remove(file.name);
}
reorderDependencies(modules);
// Add the modules to the save.
for (let module of modules) {
let moduleDir = root.folder(`modules/${module.name}`);
let moduleInfo = {
"name": module.name,
"files": [],
}
let dirs = [[module.path, '']];
while (dirs.length) {
let [dir, relativeDir] = dirs.pop();
for (let entry of await fs.readdir(dir, { withFileTypes: true })) {
let fsPath = path.join(dir, entry.name);
let relativePath = path.posix.join(relativeDir, entry.name);
if (entry.isFile()) {
moduleDir.file(relativePath, await fs.readFile(fsPath));
moduleInfo["files"].push({
"path": relativePath,
"load": module.load.includes(relativePath),
"require": module.require.includes(relativePath),
});
} else if (entry.isDirectory()) {
dirs.push([fsPath, relativePath]);
}
}
}
patchInfo["modules"].push(moduleInfo);
}
// Add loading code and patch info
root.file("control.lua", generateLoader(patchInfo));
root.file("clusterio.json", JSON.stringify(patchInfo, null, 4));
// Write back the save
let stream = zip.generateNodeStream({compression: "DEFLATE"});
let pipe = stream.pipe(fs.createWriteStream(savePath));
await events.once(pipe, "finish");
}
module.exports = {
patch,
// For testing only
_findRoot: findRoot,
_generateLoader: generateLoader,
_reorderDependencies: reorderDependencies,
}
-932
View File
@@ -1,932 +0,0 @@
/**
* Factorio interfaces
*
* @module
*/
"use strict";
const fs = require("fs-extra");
const child_process = require("child_process");
const path = require("path");
const events = require("events");
const util = require("util");
const crypto = require("crypto");
const ini = require("ini");
const rconClient = require("rcon-client");
const errors = require("lib/errors");
/**
* Determines the version of Factorio the datadir is pointing to by
* reading the changelog.txt in it.
*/
async function getVersion(changelogPath) {
let changelog;
try {
changelog = await fs.readFile(changelogPath, "utf-8");
} catch (err) {
if (err.code === "ENOENT") {
return null;
}
throw err;
}
for (let line of changelog.split(/[\r\n]+/)) {
let index = line.indexOf(":");
if (index !== -1) {
let name = line.slice(0, index).trim();
if (name.toLowerCase() === "version") {
return line.slice(index + 1).trim();
}
}
}
return null;
}
/**
* Comparison function for sorting Factorio version strings
*/
function versionOrder(a, b) {
let aParts = a.split(".").map(s => Number.parseInt(s, 10));
let bParts = b.split(".").map(s => Number.parseInt(s, 10));
for (let i = 0; i < aParts.length; i++) {
if (aParts[i] === bParts[i]) {
continue;
} else if (aParts[i] < bParts[i]) {
return 1;
} else {
return -1;
}
}
return 0;
}
/**
* Find factorio data directory of the given version
*
* Searches the given factorio dir for an installation of Factorio of
* the target version.
*/
async function findVersion(factorioDir, targetVersion) {
// There are two supported setups: having the factorio dir be the actual
// install directory, and having the factorio dir be a folder containing
// multiple install directories
let simpleVersion = await getVersion(path.join(factorioDir, "data", "changelog.txt"));
if (simpleVersion !== null) {
if (simpleVersion === targetVersion || targetVersion === "latest") {
return [path.join(factorioDir, "data"), simpleVersion];
}
throw new Error(
`Factorio version ${targetVersion} was requested, but install directory contains ${simpleVersion}`
);
}
let versions = new Map();
for (let entry of await fs.readdir(factorioDir, { withFileTypes: true })) {
if (!entry.isDirectory()) {
continue;
}
let version = await getVersion(path.join(factorioDir, entry.name, "data", "changelog.txt"));
if (version === null) {
continue;
}
if (version === targetVersion) {
return [path.join(factorioDir, entry.name, "data"), version];
}
versions.set(version, entry.name);
}
if (!versions.size) {
throw new Error(`Unable to find any Factorio install in ${factorioDir}`);
}
if (targetVersion === "latest") {
let latest = [...versions.keys()].sort(versionOrder)[0];
return [path.join(factorioDir, versions.get(latest), "data"), latest];
}
throw new Error(`Unable to find Factorio version ${targetVersion}`);
}
/**
* Give a random dynamic port
*
* Returns a random port number in the Dynamic Ports range as defined by
* RFC 6335.
*
* @return {number} a number in the range 49152 to 65535.
*/
function randomDynamicPort() {
const start = 49152;
const end = 65535 + 1;
return Math.floor(Math.random() * (end - start) + start)
}
/**
* Generate a secure random password of the given length
*
* Uses crypto.randomBytes to generate a secure alphanumeric password of
* the given length.
*
* @param {number} length - the length of the password to generate.
* @return {string} password of the given length
*/
async function generatePassword(length) {
function validChar(byte) {
const ranges = ['az', 'AZ', '09'];
return ranges.some(range =>
range.codePointAt(0) <= byte && byte <= range.codePointAt(1)
);
}
let randomBytesAsync = util.promisify(crypto.randomBytes);
let password = "";
while (true) {
let bytes = await randomBytesAsync((length - password.length) * 3);
for (let byte of bytes) {
// Crop to ASCII values only
byte = byte & 0x7f;
if (validChar(byte)) {
password += String.fromCharCode(byte);
if (password.length == length) {
return password;
}
}
}
}
}
/**
* Line splitter for chunked data
*
* Splits a stream of bytes into lines terminated by either line feed or
* carriage return followed by linefeed. Each line sepparated is passed
* to the callback one at a time without the line terminator included.
*
* Data is streamed via the data method, and once the stream ends the
* end method should be called. This ensures an unterminated line at
* the end of the stream is passed to the callback.
*/
class LineSplitter {
/**
* Create a line splitter
*
* @param {function(Buffer)} callback - Function called for every line.
*/
constructor(callback) {
this._callback = callback;
this._partial = null
}
/**
* Stream in bytes
*
* Input bytes to split lines over. Will invoke the callback for every
* line found in buf and keep any potential partial line at the end of
* buf for the next invocation.
*
* @param {Buffer} buf - Data to stream in.
*/
data(buf) {
if (this._partial) {
buf = Buffer.concat([this._partial, buf]);
this._partial = null;
}
while (buf.length) {
let end = buf.indexOf("\n");
if (end === -1) {
this._partial = buf;
break;
}
let next = end + 1;
// Eat carriage return as well if present
if (end >= 1 && buf[end-1] === "\r".charCodeAt(0)) {
end -= 1;
}
let line = buf.slice(0, end);
buf = buf.slice(next);
this._callback(line);
}
}
/**
* Mark end of stream
*
* Signal the end of the bytestream. If the previous invocation of the
* data method ended with a partial line this will invoke the callback
* with this line.
*/
end() {
if (this._partial) {
this._callback(this._partial);
this._partial = null;
}
}
}
/**
* Interpret lines of output from Factorio
*
* Parses a line of output from Factorio and interprets the content
* based on the broad categories of output that it produces.
*
* TODO document output format.
*
* @param {string} line - A line of output not including the line terminator
* @param {string} source - Passed into the output structure as source
*
* @returns {object} - An object with interpeted data.
*/
function parseOutput(line, source) {
let output = {
source,
received: Date.now(),
}
// There are three broad categories of output from Factorio, the first kind
// starts with the seconds since the server started and has a format of
// " 0.704 message"
const secRegex = /^ {0,3}(\d+\.\d+) (.*)$/
let secMatch = secRegex.exec(line);
if (secMatch) {
output.format = "seconds";
output.time = secMatch[1];
let secContent = secMatch[2];
// A seconds output has two different kinds of formats: The first is a
// log level and source location and has a format of
// "Level File.cpp:123: message"
const secLogRegex = /^(\w+) (\w+\.cpp:\d+): (.*)$/
let secLogMatch = secLogRegex.exec(secContent);
if (secLogMatch) {
output.type = "log";
output.level = secLogMatch[1];
output.file = secLogMatch[2];
output.message = secLogMatch[3];
// The other possibility is that the content is a generic message
} else {
output.type = "generic";
output.message = secContent;
}
// The second category of output starts with a date stamp of the format
// "yyyy-mm-dd hh:mm:ss message"
} else {
const dateRegex = /^(\d{4}-\d\d-\d\d \d\d:\d\d:\d\d) (.*)$/
let dateMatch = dateRegex.exec(line);
if (dateMatch) {
output.format = "date";
output.time = dateMatch[1];
let dateContent = dateMatch[2];
// A date output has two general formats. The first is an action
// followed by a message and has a format of "[ACTION] message"
const dateActionRegex = /^\[(\w+)\] (.*)$/
let dateActionMatch = dateActionRegex.exec(dateContent);
if (dateActionMatch) {
output.type = "action";
output.action = dateActionMatch[1];
output.message = dateActionMatch[2];
// The other format is a generic message
} else {
output.type = "generic";
output.message = dateContent;
}
// The last category of output is simply a generic message with no
// formating.
} else {
output.format = "none";
output.type = "generic";
output.message = line;
}
}
return output;
}
// These are filters applied to the output from Factorio. The filter
// syntax is a set of properties to test for in the parsed output. If
// the property is a RegExp it's tested using the RegExp. If it's an
// array it's tested using the includes method of the array. Otherwise
// the property must compare strictly equal.
//
// If the filter matches the action is called with the FactorioServer
// instance bound as this.
const outputHeuristics = [
// Message indicating the RCON interface has started
{
filter: { type: 'log', message: /^Starting RCON interface/ },
action: function(output) {
this._startRcon().catch((err) => { this.emit('error', err); });
},
},
// Message indicating the server is done starting up
{
filter: { type: 'log', message: /^updateTick\(\d+\) changing state from\(CreatingGame\) to\(InGame\)$/ },
action: function(output) {
this._notifyGameReady().catch((err) => { this.emit('error', err); });
}
},
// Message indicating the server has finished saving
{
filter: {
type: 'log',
message: [
"Saving finished",
// Outputted when saving failed from --server-start-load-scenario
"Can't save to default location: Default location not known",
],
},
action: function(output) {
this.emit('_saved');
}
},
// Message indicating the server is shutting down
{
filter: {
type: 'generic',
message: /^Quitting: /
},
action: function(output) {
this.emit('_quitting');
}
},
// Messages that might be tha cause of an unexpected shutdown.
{
filter: {
type: 'log',
level: 'Error',
message: [
"MultiplayerManager failed: \"Binding IPv4 socket failed: Permission denied\"",
"MultiplayerManager failed: Host address is already in use.",
],
},
action: function(output) {
this._unexpected.push(`Factorio failed to bind to game port: ${output.message}`);
},
},
{
filter: {
type: 'log',
level: 'Error',
message: [
"Can't bind socket: Address already in use",
"Can't bind socket: Permission denied",
],
},
action: function(output) {
this._unexpected.push(`Factorio failed to bind to RCON port: ${output.message}`);
},
},
];
/**
* Factorio Server interface
*
* Handles the interactions with a Factorio server, including running,
* stopping and sending commands to the server. It does not deal with
* creating or managing servers, or downloading Factorio.
*
* This is an events emitter with the following events:
* stdout - invoked when Factorio outputs a line to stdout
* stderr - invoked when Factorio outputs a line to stderr
* output - invoked with parsed output from Factorio
* rcon-ready - invoked when the RCON client has connected
* game-ready - invoked when the server is finished starting up
* exit - invoked when the sterver has exited
*/
class FactorioServer extends events.EventEmitter {
/**
* Create a Factorio server interface
*
* @param {string} factorioDir - Directory of the Factorio install(s).
* @param {string} writeDir - Directory to write runtime data to.
* @param {object} options - Optional parameters.
*/
constructor(factorioDir, writeDir, options) {
super();
this._factorioDir = factorioDir;
this._writeDir = writeDir;
// Resolved in init
this._version = null;
this._dataDir = null;
this._targetVersion = options.version || "latest";
this.gamePort = options.gamePort || randomDynamicPort();
this.rconPort = options.rconPort || randomDynamicPort();
this.rconPassword = options.rconPassword;
this._state = "new";
this._server = null;
this._rconClient = null;
this._rconReady = false;
this._gameReady = false;
// Array of possible causes for an unexpected shutdown
this._unexpected = [];
this._stdout = new LineSplitter((line) => { this._handleOutput(line, 'stdout'); });
this._stderr = new LineSplitter((line) => { this._handleOutput(line, 'stderr'); });
}
_check(expectedStates) {
if (!expectedStates.includes(this._state)) {
throw new Error(
`Expected state ${expectedStates} but state is ${this._state}`
);
}
}
async _handleIpc(line) {
let channelEnd = line.indexOf('?');
if (channelEnd === -1) {
throw new Error(`Malformed IPC line "${line.toString()}"`);
}
let channel = line
.slice(6, channelEnd)
.toString('utf-8')
.replace(/\\x([0-9a-f]{2})/g, (match, p1) =>
String.fromCharCode(parseInt(p1, 16))
)
;
let type = line.slice(channelEnd + 1, channelEnd + 2).toString('utf-8');
let content;
if (type === 'j') {
content = JSON.parse(line.slice(channelEnd + 2).toString('utf-8'));
} else if (type === 'f') {
let fileName = line.slice(channelEnd + 2).toString('utf-8');
let filePath = this.writePath('script-output', fileName);
// Prevent malicious names
if (/[\\/\0]/.test(fileName)) {
throw new Error(`Invalid IPC file name '${fileName}'`)
}
if (fileName.endsWith('.json')) {
content = JSON.parse(await fs.readFile(filePath, 'utf-8'));
await fs.unlink(filePath);
} else {
let format = fileName.slice(fileName.lastIndexOf('.') + 1);
throw new Error(`Unknown IPC file format '${format}'`)
}
} else {
throw new Error(`Unknown IPC type '${type}'`);
}
if (!this.emit(`ipc-${channel}`, content)) {
console.warn(`Warning: Unhandled ipc-${channel}`, content);
}
}
_handleOutput(line, source) {
if (line.slice(0, 6).equals(Buffer.from("\f$ipc:"))) {
this._handleIpc(line).catch(err => this.emit('error', err));
return;
}
this.emit(source, line);
let output = parseOutput(line.toString('utf-8'), source);
heuristicLoop: for (let heuristic of outputHeuristics) {
for (let [name, expected] of Object.entries(heuristic.filter)) {
if (!Object.hasOwnProperty.call(output, name)) {
continue heuristicLoop;
}
if (expected instanceof RegExp) {
if (!expected.test(output[name])) {
continue heuristicLoop;
}
} else if (expected instanceof Array) {
if (!expected.includes(output[name])) {
continue heuristicLoop;
}
} else {
if (expected !== output[name]) {
continue heuristicLoop;
}
}
}
// If we get here the filter matched the output
heuristic.action.call(this, output);
}
this.emit('output', output);
}
async _startRcon() {
if (this._state === "stopping") {
return;
}
if (this._rconClient !== null) {
throw Error("RCON client is already started");
}
let config = {
host: "localhost",
port: this.rconPort,
password: this.rconPassword,
timeout: 200000, // 200s, should allow for commands up to 1250kB in length
maxPending: 5,
};
this._rconClient = new rconClient.Rcon(config);
this._rconClient.on('error', (err) => this.emit('error', err));
this._rconClient.on('authenticated', () => { this._rconReady = true; this.emit('rcon-ready'); });
this._rconClient.on('end', () => {/* XXX TODO */});
await this._rconClient.connect();
}
/**
* Initialize class instance
*
* Must be called before instances of this class can be used.
*/
async init() {
this._check(["new"]);
[this._dataDir, this._version] = await findVersion(this._factorioDir, this._targetVersion);
this.rconPassword = this.rconPassword || await generatePassword(10);
this._state = "init";
}
/**
* The version of Factorio that was detected
*/
get version() {
return this._version;
}
_attachStdio() {
this._server.stdout.on('data', chunk => { this._stdout.data(chunk); });
this._server.stdout.on('close', () => { this._stdout.end(); });
this._server.stderr.on('data', chunk => { this._stderr.data(chunk); });
this._server.stderr.on('close', () => { this._stderr.end(); });
}
_watchExit() {
this._server.on('exit', (code, signal) => {
if (this._state !== "stopping") {
if (this._unexpected.length === 0) {
if (signal === 'SIGKILL') {
this.emit('error', new errors.EnvironmentError(
"Factorio server was unexpectedly killed, is the system low on memory?"
));
} else {
let msg;
if (code !== null) {
msg = `Factorio server unexpectedly shut down with code ${code}`
} else {
msg = `Factorio server was unexpectedly shut by down by signal ${signal}`;
}
this.emit('error', new Error(msg));
}
} else if (this._unexpected.length === 1) {
this.emit('error', new Error(this._unexpected[0]));
} else {
this.emit('error', new Error(
"Factorio server unexpectedly shut down. Possible causes:\n- "+
this._unexpected.join("\n- ")
));
}
}
// Reset server state
this._state = "init";
this._server = null;
this._rconClient = null;
this._rconReady = false;
this._gameReady = false;
this._unexpected = [];
this.emit("exit");
});
}
async _notifyGameReady() {
this._gameReady = true;
this.emit('game-ready');
}
async _waitForReady() {
if (!this._gameReady) {
await events.once(this, 'game-ready');
}
}
/**
* Create a new save
*
* Spawns the Factorio server with the --create argument to create a new
* map save with the given name.
*
* @param {string} name -
* Name of the save to create. Should end with ".zip".
*/
async create(name) {
this._check(["init"]);
this._state = "create";
await this._writeConfigIni();
this._server = child_process.spawn(
this.dataPath('..', 'bin', 'x64', 'factorio'),
[
'--config', this.writePath('config.ini'),
'--create', this.writePath('saves', name),
],
{
detached: true,
stdio: 'pipe',
}
);
this._attachStdio();
this._server.once("exit", () => this.emit("exit"));
try {
let [code, signal] = await events.once(this._server, 'exit');
if (code !== 0) {
throw new Error(`Factorio exited with status ${code}`);
}
} finally {
this._state = "init";
}
}
/**
* Start server
*
* Spawn the Factorio server with the --start-server argument to
* start the given save
*
* @param {string} save - Name of the save to run.
*/
async start(save) {
this._check(["init"]);
this._state = "running";
await this._writeConfigIni();
this._server = child_process.spawn(
this.dataPath('..', 'bin', 'x64', 'factorio'),
[
'--config', this.writePath('config.ini'),
'--start-server', this.writePath('saves', save),
'--port', this.gamePort,
'--rcon-port', this.rconPort,
'--rcon-password', this.rconPassword,
],
{
detached: true,
stdio: 'pipe',
}
);
this._attachStdio();
this._watchExit();
await this._waitForReady();
}
/**
* Start scenario
*
* Spawn the Factorio server with the --start-server-load-scenario
* argument to start the given scenario.
*
* @param {string} scenario - Name of the scenario to run.
*/
async startScenario(scenario) {
this._check(["init"]);
this._state = "running";
await this._writeConfigIni();
this._server = child_process.spawn(
this.dataPath('..', 'bin', 'x64', 'factorio'),
[
'--config', this.writePath('config.ini'),
'--start-server-load-scenario', scenario,
'--port', this.gamePort,
'--rcon-port', this.rconPort,
'--rcon-password', this.rconPassword,
],
{
detached: true,
stdio: 'pipe',
}
);
this._attachStdio();
this._watchExit();
await this._waitForReady();
}
/**
* Send message over RCON
*
* If the rcon connection hasn't been established yet, this will
* wait until it is establied and then send the message.
*
* @param {string} message - message to send to server over RCON.
* @param {boolean} expectEmpty -
* if true throw if the response is not empty. Useful for detecting
* errors that might have been sent in response.
* @returns {string} response from server.
*/
async sendRcon(message, expectEmpty) {
this._check(["running"])
if (!this._rconReady) {
await events.once(this, 'rcon-ready');
}
let response = await this._rconClient.send(message);
if (expectEmpty && response !== '') {
throw new Error(`Expected empty response but got "${response}"`);
}
return response;
}
/**
* Stop the server
*
* Send stop signal to the server process and wait for it to shut
* down.
*/
async stop() {
this._check(["running"]);
// On Windows we need to save the map as there's no graceful shutdown.
if (this._rconClient && process.platform === "win32") {
let saved = events.once(this, '_saved');
await this.sendRcon("/server-save");
await saved;
}
this._state = "stopping";
if (this._rconClient) {
// If RCON is not yet fully connected that operation needs to
// complete before the RCON connection can be closed cleanly.
if (!this._rconReady) {
await events.once(this, 'rcon-ready');
}
await this._rconClient.end();
}
// On linux this sends SIGTERM to the process. On windows this
// will terminate the process with no cleanup. You can send your
// complaint for the lack of graceful shutdown to the Factorio
// developers. Rcon does not recognize /quit, stdin is not
// recognized, and there's no "send CTRL+C to process" on Windows.
this._server.kill();
// There appears to be an race condition where sending SIGTERM
// immediatly before the RCON interface comes online causes the
// Factorio server to hang. It's also possible the server doesn't
// stop if it's stuck with an infinite lua code loop. In either
// case there's no recovering from it.
if (process.platform !== "win32") {
let hanged = true;
function setAlive(output) { hanged = false; }
this.on('_quitting', setAlive);
let timeoutId = setTimeout(() => {
if (hanged) {
console.error("Factorio appears to have hanged, sending SIGKILL");
this._server.kill('SIGKILL');
}
}, 5000);
await events.once(this._server, 'exit');
clearTimeout(timeoutId);
this.off('_quitting', setAlive);
// On windows the process is terminated immediately, but to keep
// ordering wait until after the exit event here.
} else {
await events.once(this._server, 'exit');
}
}
/**
* Disable achievements on the running server
*
* Ensures achievements are disabled on the save that's running. This is
* necessary in order to run any commands at all.
*
* @returns {boolean}
* True if acheivements got disabled and false if they already where
* disabled.
*/
async disableAchievements() {
this._check(["running"]);
let check = await this.sendRcon("/sc rcon.print('disabled')");
if (check === 'disabled\n') {
return false;
}
// Factorio will print a warning to the console and ask for the command
// to be runned again before disabling achievements and allowing commands.
check = await this.sendRcon("/sc rcon.print('disabled')");
if (check === 'disabled\n') {
return true;
}
throw new Error("An error occured trying to disable acheivements");
}
/**
* Return path in data directory
*
* Creates a path using path.join with the given parts that's relative to
* the data directory of the Factorio server. Not valid before init has
* been called.
*/
dataPath(...parts) {
return path.join(this._dataDir, ...parts);
}
/**
* Return path in write directory
*
* Creates a path using path.join with the given parts that's relative to
* the write directory of the Factorio server.
*/
writePath(...parts) {
return path.join(this._writeDir, ...parts);
}
/**
* Get example server settings
*
* Loads server-settings.example.json from the data dir.
*
* @returns {object} the parsed server-settings.
*/
async exampleSettings() {
return JSON.parse(await fs.readFile(this.dataPath("server-settings.example.json"), "utf-8"));
}
async _writeConfigIni() {
let content = ini.encode({
path: {
"read-data": this.dataPath(),
"write-data": this.writePath(),
}
});
await fs.outputFile(this.writePath("config.ini"), content);
}
}
module.exports = {
FactorioServer,
// For testing only
_getVersion: getVersion,
_versionOrder: versionOrder,
_findVersion: findVersion,
_randomDynamicPort: randomDynamicPort,
_generatePassword: generatePassword,
_LineSplitter: LineSplitter,
_parseOutput: parseOutput,
};
+167
View File
@@ -0,0 +1,167 @@
/**
class factorioServer
This class has the responsiblity of :
* spawning a factorio server
* Handling input via stdin or RCON
*/
const fs = require("fs");
const child_process = require("child_process");
const path = require("path");
const mkdirp = require("mkdirp");
const fileOps = require("lib/fileOps");
module.exports = class factorioServer {
constructor({
factorioDirectory = "factorio",
instanceDirectory = "instances/data",
instanceName = "Default server name",
factorioPort = Math.floor(Math.random() * 65535),
serversettings = {},
onProgress = function(type, a, b, c){
if(type == "progress") console.log("Progress: ",a," of ",b," unit: ",c);
if(type == "log") console.log(a);
},
} = {}){
this.factorioDirectory = factorioDirectory;
this.instanceDirectory = instanceDirectory;
this.instanceName = instanceName;
this.factorioPort = factorioPort;
this.serversettings = Object.assign({
"name": "Clusterio instance: " + this.instanceName,
"description": "Public factorio server running clusterio",
"tags": ["clusterio"],
"max_players": "20",
"visibility": "public",
"username": "",
"token": "",
"game_password": "",
"verify_user_identity": true,
"admins": ["Danielv123"],
"allow_commands": true,
"autosave_interval": 10,
"autosave_slots": 5,
"afk_autokick_interval": 0,
"auto_pause": false,
}, serversettings);
this.onProgress = (type, a, b, c) => {
if(typeof onProgress == "function") onProgress(type, a, b, c);
};
}
async initialize(){
if(!await this.isValidInstance()){
await this.createInstance();
}
return true;
}
async createInstance(path = this.instanceDirectory){
if(await this.isValidInstance(path)){
throw new Error("Instance already exists!");
}
// create folders
let folders = [
"/script-output/",
"/saves/",
"/mods/",
"/instanceMods/",
];
mkdirp.sync(path);
folders.forEach(folder => mkdirp.sync(path + folder));
// create files
let files = [
{name: "/script-output/output.txt", content: ""},
{name: "/script-output/orders.txt", content: ""},
{name: "/script-output/txbuffer.txt", content: ""},
{name: "/config.ini", content: "[path]\r\n\ read-data=__PATH__executable__/../../data\r\n\ write-data=__PATH__executable__/../../../" + this.instanceDirectory + "\r\n\ "},
{name: "/config.json", content: JSON.stringify({
factorioPort: this.factorioPort,
clientPassword: Math.random().toString(36).replace(/[^a-z]+/g, '').substr(0, 8),
}, null, 4)},
{name: "/server-settings.json", content: JSON.stringify(this.serversettings, null, 4)},
];
files.forEach(file => {
fs.writeFile(path + file.name, file.content, doneWritingHandler);
// console.log("Created: ",path+file.name);
});
let filesToWrite = files.length;
function doneWritingHandler(){
if(!--filesToWrite){
return path;
}
}
}
async deleteInstance(path = this.instanceDirectory){
if(await this.isValidInstance(path)){
await fileOps.deleteFolderRecursive(path);
return true;
} else {
return false;
}
}
isValidInstance(path = this.instanceDirectory){
return new Promise((resolve, reject) => {
fs.stat(path, (err, stat) => {
if(err){
// console.log(err)
resolve(false);
} else {
// the instance folder exists, do some more checks
fs.readdir(path, (err, files) => {
if(files && Array.isArray(files)){
let foldersThatShouldBeThere = [
"script-output",
"saves",
"mods",
"instanceMods",
];
let instanceValidity = true;
foldersThatShouldBeThere.forEach(folder => {
if(!files.includes(folder)){
instanceValidity = false;
}
});
resolve(instanceValidity);
}
});
}
});
});
}
createMap(name = "map.zip"){
return new Promise((resolve, reject) => {
this.isValidInstance().then(isValid => {
if(!isValid){
return createInstance();
}
}).then(()=>{
this.onProgress("log", "Starting map creation");
// console.log(this.factorioDirectory + '/bin/x64/factorio')
let proc = child_process.spawn(
path.join(this.factorioDirectory, 'bin', 'x64', 'factorio'), [
'-c', path.join(this.instanceDirectory,'config.ini'),
'--create', path.join(this.instanceDirectory, 'saves',name),
'--server-settings', path.join(this.instanceDirectory, 'server-settings.json'),
],{
cwd:process.cwd(),
}
);
// console.log(proc.stdout.toString("utf8"));
proc.stdout.on("data", data => this.onProgress("log", data.toString("utf8")));
proc.on("close", code => {
this.onProgress("log", "Map created! "+code);
resolve();
});
});
});
}
}
+113
View File
@@ -0,0 +1,113 @@
const assert = require("assert");
const fs = require("fs");
const path = require("path");
const parallel = require("mocha.parallel");
const mkdirp = require("mkdirp");
const factorioServer = require("./index.js");
describe("class factorioServer/index.js", ()=>{
it("is a class (or at least a function)", ()=>{
assert.equal(typeof factorioServer, "function");
});
describe(".deleteInstance(instanceName)", ()=>{
it("deletes an instance, defaulting to the classes instanceDirectory", async () => {
let server = new factorioServer({
instanceDirectory: path.resolve(__dirname, "_testData_deleteInstance"),
instanceName: "Unit testing instance",
});
await server.initialize();
await server.deleteInstance();
assert.equal(await server.isValidInstance(), false);
return true;
});
});
describe(".isValidInstance(instanceName)", ()=>{
it("tells us whether an instance exists or not", async () => {
let server = new factorioServer({
instanceDirectory: path.join(__dirname, "_testData_isValidInstance"),
instanceName: "Unit testing instance",
});
await server.deleteInstance();
let status = await server.isValidInstance();
assert.equal(status, false);
let x = await server.initialize(); // creates our instance
let status2 = await server.isValidInstance();
assert.equal(status2, true);
await server.deleteInstance(); // clean up folder
return true;
});
it("does not get tricked by an empty folder", async () => {
let server = new factorioServer({
instanceDirectory: path.join(__dirname, "_testData_isValidInstance_2"),
instanceName: "Unit testing instance",
});
assert.equal(await server.isValidInstance(), false);
mkdirp.sync(path.join(__dirname, "_testData_isValidInstance_2")); // create empty folder simulating instance
assert.equal(await server.isValidInstance(), false);
await server.initialize(); // create a proper instance
assert.equal(await server.isValidInstance(), true);
await server.deleteInstance(); // delete the instance and ensure we see that it is in fact deleted
assert.equal(await server.isValidInstance(), false);
return true;
}).timeout(5000);
});
describe(".initialize()", ()=>{
it("creates an instance", done => {
let server = new factorioServer({
instanceDirectory: path.resolve(__dirname, "_testData_initialize"),
instanceName: "Unit testing instance",
});
server.initialize().then(()=>{
return server.deleteInstance();
}).then(() => {
done();
}).catch(e => console.log(e));
});
});
describe(".createMap(mapName.zip)", ()=>{
it("creates a map file as instanceDirectory/saves/map.zip", async function(){
this.timeout(20000); // these test often takes a lot of time in the map creation step (4500 ms on i3 dev system)
let relativePath = path.relative('.', __dirname);
let server = new factorioServer({
instanceDirectory: path.join(relativePath, "_testData_createMap"),
instanceName: "Unit testing instance",
onProgress: false,
});
await server.initialize();
let maps = fs.readdirSync(path.join(relativePath, "_testData_createMap", "saves"));
assert.equal(maps.length, 0);
await server.createMap();
let maps2 = fs.readdirSync(path.join(relativePath, "_testData_createMap", "saves"));
assert(maps2.includes("map.zip"));
await server.deleteInstance();
return true;
});
it("supports custom filenames", async function(){
this.timeout(20000);
let relativePath = path.relative('.', __dirname);
let server = new factorioServer({
instanceDirectory: path.join(relativePath, "_testData_createMap_2"),
instanceName: "Unit testing instance",
onProgress: false,
});
await server.initialize();
let maps = fs.readdirSync(path.join(relativePath, "_testData_createMap_2", "saves"));
assert.equal(maps.length, 0);
await server.createMap("mapWithCustomName.zip");
let maps2 = fs.readdirSync(path.join(relativePath, "_testData_createMap_2", "saves"));
assert(maps2.includes("mapWithCustomName.zip"));
await server.deleteInstance();
return true;
});
});
});
+110 -23
View File
@@ -1,33 +1,120 @@
const fs = require("fs-extra");
const fs = require("fs");
const path = require("path");
/**
* Returns the newest file in a directory
*
* @param {string} directory - The directory to look for the newest file in.
* @param {function(string): boolean} filter -
* Optional function to filter out files to ignore. Should return true
* if the file is to be considered.
* @returns {?string}
* Name of the file with the newest timestamp or null if the
* directory contains no files.
*/
async function getNewestFile(directory, filter = (name) => true) {
let newestTime = new Date(0);
let newestFile = null;
for (let entry of await fs.readdir(directory, { withFileTypes: true })) {
if (entry.isFile()) {
let stat = await fs.stat(path.join(directory, entry.name));
if (filter(entry.name) && stat.mtime > newestTime) {
newestTime = stat.mtime;
newestFile = entry.name;
// gets newest file in a directory
// dir is directory
// files is array of filenames
// callback(err, filename string);
var getNewestFile = function(dir, files, callback) {
if (!callback) throw new Error("Missing callback");
if (!files || (files && files.length === 0)) {
callback(new Error("No files"));
return;
}
// we are appending the file name to the directory, without the
// "/" we would get paths like /folderfile.txt instead of /folder/file.txt
if(dir[dir.length-1] != "/"){
dir += "/";
}
var newest = { file: files[0] };
var checked = 0;
fs.stat(dir + newest.file, function(err, stats) {
if(err) {
callback(err);
} else {
newest.mtime = stats.mtime;
for (var i = 0; i < files.length; i++) {
var file = files[i];
(function(file) {
fs.stat(file, function(err, stats) {
++checked;
if (stats.mtime.getTime() > newest.mtime.getTime()) {
newest = { file : file, mtime : stats.mtime };
}
if (checked == files.length) {
callback(undefined,newest);
}
});
})(dir + file);
}
}
}
});
}
return newestFile;
// get names of all directories in directory
var getDirectoriesSync = function(srcpath) {
return fs.readdirSync(srcpath).filter(function (file) {
return fs.statSync(path.join(srcpath, file)).isDirectory();
});
}
// get names of all files in a directory
var getFileNamesSync = function(srcpath) {
return fs.readdirSync(srcpath).filter(function (file) {
return !fs.statSync(path.join(srcpath, file)).isDirectory();
});
}
// does what it says on the tin
var deleteFolderRecursiveSync = function(path) {
if (fs.existsSync(path)) {
fs.readdirSync(path).forEach(function (file, index) {
var curPath = path + "/" + file;
if (fs.lstatSync(curPath).isDirectory()) { // recurse
deleteFolderRecursiveSync(curPath);
} else { // delete file
fs.unlinkSync(curPath);
}
});
fs.rmdirSync(path);
return true;
} else {
return false;
}
};
var deleteFolderRecursive = function(path){
return new Promise((resolve, reject) => {
fs.readdir(path, (err, files) => {
if(err){
reject(err);
} else {
let thingsToDelete = files.length;
files.forEach(file => {
let curPath = path + "/" + file;
fs.stat(curPath, (err, stat) => {
if(!err){
if(stat.isDirectory()){
// recurse
deleteFolderRecursive(curPath).then(() => {
whenFilesDeleted();
}).catch(e => console.log(e));
} else {
fs.unlink(curPath, () => {
// console.log("Deleted "+curPath);
whenFilesDeleted();
});
}
} else {
resolve(false);
}
});
});
whenFilesDeleted();
function whenFilesDeleted(){
if(!thingsToDelete--){// var-- instead of --var because we are calling the function once too much and need the delay
fs.rmdir(path, () => {
resolve();
// console.log("Deleted "+path);
});
}
}
}
});
});
}
module.exports = {
getNewestFile,
getDirectoriesSync,
deleteFolderRecursiveSync,
deleteFolderRecursive,
getFileNamesSync,
}
+135
View File
@@ -0,0 +1,135 @@
const assert = require('assert');
const fs = require('fs');
const path = require('path');
const fileOps = require('./fileOps');
// create folders for testing
function setupTestingEnv(){
if (!fs.existsSync(path.resolve(__dirname, "database"))){
fs.mkdirSync(path.resolve(__dirname, "database"));
}
if (!fs.existsSync(path.resolve(__dirname, "test"))){
fs.mkdirSync(path.resolve(__dirname, "test"));
}
if (!fs.existsSync(path.resolve(__dirname, "test/folder"))){
fs.mkdirSync(path.resolve(__dirname, "test/folder"));
}
if (!fs.existsSync(path.resolve(__dirname, "test/another folder"))){
fs.mkdirSync(path.resolve(__dirname, "test/another folder"));
}
if (!fs.existsSync(path.resolve(__dirname, "test/file.txt"))){
fs.writeFileSync(path.resolve(__dirname, "test/file.txt"), "contents");
}
if (!fs.existsSync(path.resolve(__dirname, "test/another file.txt"))){
fs.writeFileSync(path.resolve(__dirname, "test/another file.txt"), "more contents");
}
// we need this xfile to test a branch in fileOps.getNewestFile()s propagation
if (!fs.existsSync(path.resolve(__dirname, "test/xfile.txt"))){
fs.writeFileSync(path.resolve(__dirname, "test/xfile.txt"), "contents");
}
}
setupTestingEnv();
setupTestingEnv(); // run twice to get branch coverage
describe("fileOps.js", function(){
describe("fileOps.getDirectoriesSync()", function(){
it("gets an array of directory names from a path", function(){
let directories = fileOps.getDirectoriesSync(path.resolve(__dirname, "test"));
// because there are no arrays for some reason
assert(typeof directories == "object");
// they are sorted alphabetically because thats the way it is
assert(directories[0] == "another folder" && directories[1] == "folder");
});
it("does not return any filenames", function(){
let directories = fileOps.getDirectoriesSync(path.resolve(__dirname, "test"));
// this is a function to return directories, not files. So yeah.
assert(!directories.includes("file.txt") && !directories.includes("another file.txt"));
});
it("throws when lacking first argument", function(){
assert.throws(function(){
let files = fileOps.getDirectoriesSync();
}, Error);
});
});
describe("fileOps.getFileNamesSync(path)", function(){
it("gets names of files in directory", function(){
let files = fileOps.getFileNamesSync(path.resolve(__dirname, "test"));
assert(files.length > 0);
assert(files.includes("file.txt") && files.includes("another file.txt"));
});
it("throws when lacking first argument", function(){
assert.throws(function(){
let files = fileOps.getFileNamesSync();
}, Error);
});
});
describe("fileOps.getNewestFile()", function(){
it("gets the newest file in a directory async", function(done){
fileOps.getNewestFile(path.resolve(__dirname, "test/"), fileOps.getFileNamesSync(path.resolve(__dirname, "test")), function(err, newest){
assert(newest && typeof newest.file == "string");
done();
});
});
it("throws if callback is missing", function(){
assert.throws(function(){
fileOps.getNewestFile("test", fileOps.getFileNamesSync(path.resolve(__dirname, "test")));
}, Error);
});
it("executes callback(err) if no files are provided", function(done){
fileOps.getNewestFile(path.resolve(__dirname, "test"), [], function(err, newest){
assert(err && typeof err == "object");
done();
});
});
it("executes callback(err) if launched without a directory", function(done){
fileOps.getNewestFile("", fileOps.getFileNamesSync(path.resolve(__dirname, "test")), function(err, newest){
assert(err);
done();
});
});
it("executes callback(err) when you do stupid shit", function(done){
fileOps.getNewestFile({thisWontWork: "but not crash either"}, {lolz:"yeah..."}, function(err, newest){
assert(err);
// ENOENT: no such file or directory, stat 'C:\**\factorioClusterio\lib\test\undefined'
done();
});
});
});
describe("fileOps.deleteFolderRecursiveSync(path)", function(){
it("deletes a folder and all files and folders in it", function(){
let x = fileOps.deleteFolderRecursiveSync(path.resolve(__dirname, "test"));
assert.throws(function(){
fs.statSync(path.resolve(__dirname, "test"));
}, Error);
assert(x);
// give it some extra time because its sometimes very slow
}).timeout(5000);
it("returns false if you give it an invalid path", function(){
let x = fileOps.deleteFolderRecursiveSync("This isn't a real path");
assert(!x);
});
});
describe("fileOps.deleteFolderRecursive(path)", function(){
it("deletes a folder and all files and folders in it, just like sync version", async function(){
setupTestingEnv();
assert(fs.statSync(path.resolve(__dirname, "test")));
let x = await fileOps.deleteFolderRecursive(path.resolve(__dirname, "test"));
assert.throws(function(){
fs.statSync(path.resolve(__dirname, "test"));
}, Error);
assert(x === undefined, "Promise version of this function does not have a return value upon success");
return true;
}).timeout(5000);
it("throws like a promise does if you give it an invalid path", async function(){
let x = await fileOps.deleteFolderRecursive("Look this path is fake!")
.catch(e => {
assert(e);
assert.equal(e.code, "ENOENT");
return true;
});
});
});
});
+28 -23
View File
@@ -1,44 +1,49 @@
const forge = require("node-forge");
const fs = require("fs-extra");
const util = require("util");
var forge = require("node-forge");
forge.options.usePureJavaScript = true;
var fs = require("fs");
var mkdirp = require("mkdirp");
const hrtime = process.hrtime.bigint;
var pki = forge.pki;
var rsa = forge.pki.rsa;
var startTime, endTime;
module.exports = async function({
module.exports = function({
bits = 2048,
sslCertPath,
sslPrivKeyPath,
certificatePath = "database/certificate",
doLogging = false,
} = {}){
function log(t) {
function log(t){
if(doLogging) console.log("lib/generateSSLcert.js | "+t);
}
log("Generating SSL certificate with "+bits+" bits at "+sslCertPath);
log("Generating SSL certificate with "+bits+" bits at "+certificatePath);
let startNs = hrtime();
let keypair = await util.promisify(forge.pki.rsa.generateKeyPair)({bits: bits, e: 0x10001});
log("Generated 2048bit keypair in: "+(Number(hrtime()-startNs) / 1e6)+" ms");
startTime = Date.now();
var keypair = rsa.generateKeyPair({bits: bits, e: 0x10001});
endTime = Date.now();
log("Generated 2048bit keypair in: "+(endTime-startTime)+" ms");
startNs = hrtime();
let cert = forge.pki.createCertificate();
startTime = Date.now();
var cert = pki.createCertificate();
cert.publicKey = keypair.publicKey;
cert.serialNumber = "01";
cert.validity.notBefore = new Date();
cert.validity.notAfter = new Date(Date.now()+(1000*60*60*24*365)); // valid for one year
// XXX This should probably be limited to the actual hostname
let attrs = [{ name: "commonName", value: "*" }];
cert.setSubject(attrs);
cert.setIssuer(attrs);
// self-sign certificate
cert.sign(keypair.privateKey);
// Write certificate and private key to pem files
await fs.outputFile(sslPrivKeyPath, forge.pki.privateKeyToPem(keypair.privateKey));
await fs.outputFile(sslCertPath, forge.pki.certificateToPem(cert));
// Convert certificate to pem type and write it to a file
if(certificatePath[certificatePath.length-1] != "/") certificatePath += "/";
if(!fs.existsSync(certificatePath)) {
mkdirp.sync(certificatePath);
console.log("Created directory: "+certificatePath);
}
fs.writeFileSync(certificatePath+ "cert.key", pki.privateKeyToPem(keypair.privateKey));
fs.writeFileSync(certificatePath+ "cert.crt", pki.certificateToPem(cert));
log("Generated certificate in: "+(Number(hrtime()-startNs) / 1e6)+" ms");
endTime = Date.now();
log("Generated certificate in: "+(endTime-startTime)+" ms");
}
+25
View File
@@ -0,0 +1,25 @@
var assert = require("assert");
var fs = require("fs");
var fileOps = require("lib/fileOps");
var generateSSLcert = require("./generateSSLcert.js")
describe("generateSSLcert.js(options)", ()=>{
it("Creates a folder with a .crt and .key file in it", ()=>{
let certPath = "lib/certTestPlsDelete";
assert(!fs.existsSync(certPath)); // if it already exsits, the test might pass because of leftover data (which is bad)
generateSSLcert({
// bits:512, // supported, but I just use the default of 2048 for this test
certificatePath:certPath,
doLogging: false,
});
assert(fs.existsSync(certPath));
assert(fs.existsSync(certPath+"/cert.key")); // private key
assert(fs.existsSync(certPath+"/cert.crt")); // certificate file
// remove certificates and data from the test
fileOps.deleteFolderRecursiveSync(certPath);
}).timeout(10000);
});
+53
View File
@@ -0,0 +1,53 @@
/**
Module for grabbing factorio locale from a local factorio install
@module getFactorioLocale
*/
const fs = require("fs");
const ini = require("ini");
const cache = {};
/**
Gets raw factorio locale from the .ini file.
Not available outside of module through exports.
@memberof getFactorioLocale
@inner
@param {string} factorioDirectory
@param {string} languageCode
@param {function} callback
*/
function getLocale(factorioDirectory, languageCode, callback){
var localeFile = factorioDirectory + '/data/base/locale/' + languageCode + '/base.cfg';
fs.readFile(localeFile, "utf8", (err, rawLocale) => {
callback(err, rawLocale);
});
}
/**
Gets factorios locale as an object, does not respect mods.
@param {string} factorioDirectory
@param {string} languageCode
@param {function} callback
*/
module.exports.asObject = function getLocaleAsObject(factorioDirectory, languageCode, callback){
if(typeof factorioDirectory != "string" || typeof languageCode != "string" || typeof callback != "function"){
throw new Error("Error: wrong parameters provided");
}
if(!cache[languageCode]){
getLocale(factorioDirectory, languageCode, (err, rawLocale) => {
if(err){
callback(err);
} else {
let processedLocale = ini.parse(rawLocale);
cache[languageCode] = processedLocale;
callback(undefined, processedLocale);
}
});
} else {
callback(undefined, cache[languageCode]);
}
}
+74
View File
@@ -0,0 +1,74 @@
const assert = require("assert");
const getFactorioLocale = require("./getFactorioLocale");
describe("getFactorioLocale.js", () => {
describe("asObject()", () => {
it("requires 2 strings and a function as parameters", () => {
let validate = (err) => {
return err == "Error: wrong parameters provided"
}
let message = "getFactorioLocale is responding incorrectly to invalid arguments"
let callback = (err,object) => true;
assert.throws(() => getFactorioLocale.asObject(), validate, message);
assert.throws(() => getFactorioLocale.asObject("hello", "I forgot my callback"), validate, message);
assert.throws(() => getFactorioLocale.asObject(undefined, undefined, callback), validate, message);
// the proper way to do it
assert.doesNotThrow(() => getFactorioLocale.asObject("factorio_0.15.27", "en", callback), validate, message);
});
it("returns a nested object with base game locale information", (done) => {
getFactorioLocale.asObject("factorio", "en", callback);
function callback(err, object){
assert.equal(typeof object, "object");
assert.equal(object["entity-name"]["fish"], "Fish");
assert.equal(object["entity-name"]["small-lamp"], "Lamp");
Object.keys(object).forEach(key => {
// first level of the nested object is always an object
assert.equal(typeof object[key], "object");
Object.keys(object[key]).forEach(key2 => {
// second level of the nested object is always a string, nearly always truthy
if(key2 != "so-long-and-thanks-for-all-the-fish"){
assert.ok(object[key][key2]);
assert.equal(typeof object[key][key2], "string");
}
});
});
done();
}
});
it("has some duplicate keys", (done) => {
getFactorioLocale.asObject("factorio", "en", callback);
function callback(err, object){
let arrayOfKeys = [];
// collect all keys in a single array
Object.keys(object).forEach(key => {
arrayOfKeys.push(key);
Object.keys(object[key]).forEach(key2 => {
arrayOfKeys.push(key2);
});
});
// check for duplicates
let duplicateKeys = [];
let i = 0;
arrayOfKeys.forEach(key => {
let o = 0;
arrayOfKeys.forEach(key2 => {
if(i != o && key == key2){
duplicateKeys.push(key);
}
o++
});
i++;
});
// we got 704 but this is a very unexact number
assert(duplicateKeys.length > 10)
done();
}
});
});
});
+17
View File
@@ -0,0 +1,17 @@
const fileOps = require("lib/fileOps");
// const config = require("./../config");
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;
},
}
}
+3 -20
View File
@@ -1,13 +1,10 @@
const crypto = require('crypto');
const fs = require('fs');
/**
* Returns a promise that resolves to the SHA1 hash of the stream given
*
* @param stream - Node stream of the content to hash.
* Returns a promise that resolves to the SHA1 hash of the file given by path
*/
function hashStream(stream) {
exports.hashFile = function(path) {
return new Promise(function(resolve, reject) {
let hasher = crypto.createHash('sha1')
hasher.setEncoding('hex')
@@ -15,25 +12,11 @@ function hashStream(stream) {
resolve(hasher.read());
});
let stream = fs.createReadStream(path);
stream.on('error', function(error) {
// the docs doesn't say anything about what's passed on error
reject(error);
});
stream.pipe(hasher);
});
}
/**
* Returns a promise that resolves to the SHA1 hash of the file given by path
*
* @param {string} path - Path to the file to hash.
*/
function hashFile(path) {
return hashStream(fs.createReadStream(path));
}
module.exports = {
hashStream,
hashFile,
}
-23
View File
@@ -1,23 +0,0 @@
/**
* Collection of small utilites that are useful in multiple places.
* @module
*/
/**
* Return a string describing the type of the value passed
*
* Works the same as typeof, excpet that null and array types get their
* own string.
*
* @param value - value to return the type of.
* @returns {string} basic type of the value passed.
*/
function basicType(value) {
if (value === null) { return "null"; }
if (value instanceof Array) { return "array"; }
return typeof value;
}
module.exports = {
basicType,
}
+1
View File
@@ -0,0 +1 @@
module.exports = require("./isFactorioCommand.js");
@@ -0,0 +1,23 @@
const luamin = require("luamin");
function isFactorioCommand(command){
if(typeof command != "string"){
return false;
} else if(!command.includes("/silent-command ") && !command.includes("/c ")){
return false;
} else if(command[0] != "/"){
return false;
} else {
// check that what follows /c is valid LUA
let x = command.replace("/silent-command ", "").replace("/c ","");
let y
try{
y = luamin.minify(x);
} catch (e) {
return false;
}
// by this point it is surely a LUA command
return true;
}
}
module.exports = isFactorioCommand;
@@ -0,0 +1,18 @@
const isFactorioCommand = require("./isFactorioCommand");
const assert = require("assert");
describe("inventoryImports/isFactorioCommand.js()", function(){
it("Returns false if input is not a factorio command", function(){
assert(isFactorioCommand({}) == false, "This is not even a string so should return false");
assert(isFactorioCommand("Howdy boys!") == false, "This is not a command so should return false");
assert(isFactorioCommand("/c this ain't a command because its invalid LUA") == false, "This is not valid LUA so it should return false");
assert(isFactorioCommand("Trying to trick the system /c game.print('Hello world!')") == false, "this is still not a command");
});
it("Returns true if it is a valid command", function(){
assert(isFactorioCommand("/c game.print('hello world')"), "This is a valid command, should output true not false")
});
it("Fails to understand that leading spaces are valid", function(){
assert(isFactorioCommand(" /c game.print('Hello world!')") == false, "This should be true but often returns false unintentionally. If you see this you probably fixed the bug so change this test, OK?")
});
});
-403
View File
@@ -1,403 +0,0 @@
"use strict";
const events = require("events");
const WebSocket = require("ws");
const schema = require("lib/schema");
const errors = require("lib/errors");
class WebSocketBaseConnector extends events.EventEmitter {
constructor() {
super();
this._socket = null;
this._seq = 1;
this._lastHeartbeat = null;
this._heartbeatId = null;
this._heartbeatInterval = null;
this._lastReceivedSeq = null;
this._sendBuffer = [];
}
_dropSendBufferSeq(seq) {
if (seq === null) {
return;
}
let dropCount = 0;
for (let index = 0; index < this._sendBuffer.length; index++) {
if (this._sendBuffer[index].seq <= seq) {
dropCount++;
} else {
break;
}
}
this._sendBuffer.splice(0, dropCount);
}
_doHeartbeat() {
this._check(["connected"]);
if (Date.now() - this._lastHeartbeat > 2000 * this._heartbeatInterval) {
console.log("SOCKET | closing after heartbeat timed out");
this._socket.close(1008, "Heartbeat timeout");
clearInterval(this._heartbeatId);
this._heartbeatId = null;
} else {
this._socket.send(JSON.stringify({
seq: null,
type: "heartbeat",
data: { seq: this._lastReceivedSeq },
}));
}
}
_processHeartbeat(message) {
if (!schema.heartbeat(message)) {
console.log("SOCKET | closing after received invalid heartbeat:", message);
this._socket.close(1002, "Invalid heartbeat");
console.log(schema.heartbeat.errors);
return;
}
this._lastHeartbeat = Date.now();
this._dropSendBufferSeq(message.data.seq);
}
/**
* Start sending heartbeats
*/
startHeartbeat() {
this._lastHeartbeat = Date.now();
this._heartbeatId = setInterval(() => {
this._doHeartbeat();
}, this._heartbeatInterval * 1000);
}
/**
* Stop sending heartbeats
*/
stopHeartbeat() {
if (this._heartbeatId) {
clearInterval(this._heartbeatId);
this._heartbeatId = null;
}
}
/**
* Send a message over the socket
*
* @returns the sequence number of the message sent
*/
send(type, data) {
this._check(["handshake", "connected", "closing"]);
let message = { seq: this._seq, type, data };
this._sendBuffer.push(message);
if (["connected", "closing"].includes(this._state)) {
this._socket.send(JSON.stringify(message));
}
return this._seq++;
}
/**
* Set connection state to closing
*
* Signal the connection is about tho close and that once the close
* frame is received it should be considered finished.
*/
setClosing() {
this._state = "closing";
}
}
/**
* Connector for master server clients
*/
class WebSocketClientConnector extends WebSocketBaseConnector {
constructor(url, reconnectDelay) {
super();
this._url = url;
// The following states are used in the client connector
// new: Not connected
// handshake: Attempting to (re)connect to server.
// connected: Connection is online
// closing: Connection is in the process of being closed.
this._state = "new";
this._reconnectId = null;
this._sessionToken = null;
this._connected = false;
this._reconnectDelay = reconnectDelay;
}
_check(expectedStates) {
if (!expectedStates.includes(this._state)) {
throw new Error(
`Expected state ${expectedStates} but state is ${this._state}`
);
}
}
/**
* Send a handshake message over the socket
*
* Used in the register function in order to send the register handshake
* message over the WebSocket.
*/
sendHandshake(type, data) {
this._check(["handshake"]);
this._socket.send(JSON.stringify({ seq: null, type, data }));
}
/**
* Close the connection with the given reason.
*
* Sends a close frame and disconnects the connector.
*/
close(code, reason) {
if (this._state === "new") {
return;
}
if (this._reconnectId) {
clearTimeout(this._reconnectId);
this._reconnectId = null;
}
this.stopHeartbeat();
this._state = "closing";
this._socket.close(code, reason);
}
/**
* Connect to the master server
*/
async connect() {
this._check(["new"]);
this._state = "handshake";
this._doConnect();
// Wait for the connection to be ready
await events.once(this, "connected");
}
async _doConnect() {
let url = new URL(this._url);
url.pathname += "api/socket";
// Open WebSocket to master
console.log(`SOCKET | connecting to ${url}`)
this._socket = new WebSocket(url, {
// For now we do not verify TLS certificates since the default setup is
// to create a self-signed certificate.
rejectUnauthorized: false,
});
this._attachSocketHandlers();
}
/**
* Attempt re-establishing the connecting again
*/
reconnect() {
if (this._reconnectId !== null) {
return;
}
let delay = Math.random() * this._reconnectDelay;
console.log(`SOCKET | waiting ${delay.toLocaleString("en", { maximumFractionDigits: 2 })} seconds for reconnect`)
this._reconnectId = setTimeout(() => {
this._reconnectId = null;
this._doConnect();
}, delay * 1000);
}
_attachSocketHandlers() {
this._socket.on("close", (code, reason) => {
console.log(`SOCKET | Close (code: ${code}, reason: ${reason})`);
// Authentication failed
if (code === 4003) {
this.emit("error", new errors.AuthenticationFailed("Authentication failed"));
this._state = "closing";
}
if (this._state === "closing") {
this._lastReceivedSeq = null;
this._sessionToken = null;
this._sendBuffer.length = 0;
this._state = "new";
if (this._connected) {
this.emit("close");
this._connected = false;
}
} else {
this._state = "handshake";
this.reconnect();
if (this._connected) {
this.emit("dropped");
this._connected = false;
}
}
this.stopHeartbeat();
});
this._socket.on("error", err => {
// It's assumed that close is always called by ws
console.error("SOCKET | Error:", err);
});
/*
this._socket.on("unexpected-response", (req, res) => {
let data = "";
res.on('data', (chunk) => { data += chunk; });
res.on('end', () => {
console.error(`SOCKET | Unexpeced Response ${res.statusCode}`);
console.error(data);
this._socket.emit("error", new Error(`Unexpected Response ${res.statusCode}`));
});
});
*/
this._socket.on("open", () => {
console.log("SOCKET | Open");
});
this._socket.on("ping", data => {
console.log(`SOCKET | Ping (data: ${data}`);
});
this._socket.on("pong", data => {
console.log(`SOCKET | Pong (data: ${data}`);
});
// Handle messages
this._socket.on("message", data => {
let message = JSON.parse(data);
if (this._state === "handshake") {
this._processHandshake(message);
} else if (["connected", "closing"].includes(this._state)) {
if (message.seq !== null) {
this._lastReceivedSeq = message.seq;
}
if (message.type === "heartbeat") {
this._processHeartbeat(message);
} else {
this.emit("message", message);
}
} else {
throw new Error(`Received message in unexpected state ${this._state}`);
}
});
}
_processHandshake(message) {
if (!schema.serverHandshake(message)) {
console.log("SOCKET | closing after received invalid handshake:", message);
this._socket.close(1002, "Invalid handshake");
return;
}
let { seq, type, data } = message;
if (type == 'hello') {
console.log(`SOCKET | received hello from master version ${data.version}`);
if (this._sessionToken) {
console.log("SOCKET | Attempting resume");
this.sendHandshake("resume", {
session_token: this._sessionToken,
last_seq: this._lastReceivedSeq,
});
} else {
this.register();
}
} else if (type === 'ready') {
console.log("SOCKET | received ready from master");
this._state = "connected";
this._sessionToken = data.session_token;
this._heartbeatInterval = data.heartbeat_interval;
this.startHeartbeat();
this._connected = true;
this.emit("connected");
} else if (type === "continue") {
console.log("SOCKET | resuming existing session");
this._state = "connected";
this._heartbeatInterval = data.heartbeat_interval;
this.startHeartbeat();
this._dropSendBufferSeq(data.last_seq);
for (let message of this._sendBuffer) {
this._socket.send(JSON.stringify(message));
}
this._connected = true;
this.emit("connected");
} else if (type === "invalidate") {
this._heartbeatInterval = null;
this._lastReceivedSeq = null;
this._sessionToken = null;
this._sendBuffer.length = 0;
this.emit("invalidate");
this.register();
}
}
/**
* Register the link with the server
*
* This function is expected to be overriden by sub-classes and send the
* register message over the socket when invoked.
*/
register() {
throw Error("Abstract function");
}
}
class VirtualConnector extends events.EventEmitter {
constructor() {
super();
this.other = this;
this._seq = 1;
}
/**
* Create a pair of virtual connector hooked into each other
*
* Creates two virtual connectors that are liked to each othes such that
* a message sent on one is received by the other.
*
* @returns {Array} two virtuarl connectors.
*/
static makePair() {
let first = new this();
let second = new this();
first.other = second;
second.other = first;
return [first, second];
}
/**
* Send a message to the other end of the connector
*
* @returns the sequence number of the message sent
*/
send(type, data) {
this.other.emit('message', { seq: this._seq, type, data });
return this._seq++;
}
}
module.exports = {
WebSocketBaseConnector,
WebSocketClientConnector,
VirtualConnector,
};
-5
View File
@@ -1,5 +0,0 @@
module.exports = {
...require('lib/link/link'),
...require('lib/link/messages'),
...require('lib/link/connectors'),
};
-234
View File
@@ -1,234 +0,0 @@
"use strict";
const schema = require("lib/schema");
const errors = require("lib/errors");
const messages = require("lib/link/messages");
// Some definitions for the terminology used here:
// link: Either side of a master - client connection
// connector: Adapter between a link and a socket connection
// connection: the master server side of a link
// client: the side that is not the master server of a link
// message: the complete object sent using the 'message' event
// data: the data property of a message, essentially the payload.
// type: the type property of a message, identifies what to expect in data.
/**
* Common interface for server and client connections
*/
class Link {
constructor(source, target, connector) {
this.source = source;
this.target = target;
this.connector = connector;
this._waiters = new Map();
this._handlers = new Map();
this._validators = new Map();
// Process messages received by the connector
connector.on('message', payload => {
try {
this.processMessage(payload);
} catch (err) {
if (err instanceof errors.InvalidMessage) {
console.error(`Invalid message on ${this.source}-${this.target} link: ${err.message}`)
if (err.errors) {
console.error(err.errors);
}
} else {
this.connector.emit('error', err);
}
}
});
connector.on("invalidate", () => {
for (let waiterType of this._waiters.values()) {
for (let waiter of waiterType) {
waiter.reject(new Error("Session lost"));
}
}
this._waiters.clear();
});
}
/**
* Process a received message on the link
*
* Validates and invokes the handler and/or waiters for a message that has
* been received. An unhandled message is considered to be an error.
*
* @throws {InvalidMessage}
* if validation failed, is missing, the message is invalid, or no
* handlers/waiters were invoked to handle the message.
*/
processMessage(message) {
if (!schema.message(message)) {
throw new errors.InvalidMessage("Malformed", schema.message.errors);
}
let validator = this._validators.get(message.type);
if (!validator) {
throw new errors.InvalidMessage(`No validator for ${message.type} on ${this.source}-${this.target}`);
}
if (!validator(message)) {
throw new errors.InvalidMessage(`Validation failed for ${message.type}`, validator.errors);
}
let hadHandlers = this._processHandler(message);
let hadWaiters = this._processWaiters(message);
if (!hadWaiters && !hadHandlers) {
// XXX console.error(`Unhandled message: ${JSON.stringify(message, null, 4)}`);
throw new errors.InvalidMessage(`Unhandled message ${message.type}`);
}
}
/**
* Invoke the handler for this message if it exists
*
* @returns {Boolean} true if a handler was invoked.
*/
_processHandler(message) {
let handler = this._handlers.get(message.type);
if (handler) {
handler(message);
return true;
} else {
return false;
}
}
/**
* Invokes the waiters for this message if any
*
* @returns {Boolean} true if a waiter was triggered.
*/
_processWaiters(message) {
let { seq, type, data } = message;
let waiters = this._waiters.get(type);
if (!waiters || !waiters.length) {
return false;
}
let matched = [];
waitersLoop: for (let index = 0; index < waiters.length; index++) {
let waiter = waiters[index];
for (let [key, value] of Object.entries(waiter.data)) {
if (data[key] !== value) {
continue waitersLoop;
}
}
waiter.resolve(message);
matched.push(index);
}
matched.reverse();
for (let index of matched) {
waiters.splice(index, 1);
}
return matched.length > 0;
}
/**
* Set handler for a message type
*
* Set function called upon receiving a message of the given type.
*
* @param {string} type - Type of message to listen to
* @param {function} handler -
* Callack to invoke on messages of the given type.
* @param {function} validator -
* Function validating the message have the correct format.
*/
setHandler(type, handler, validator) {
if (this._handlers.has(type)) {
throw new Error(`${type} already has a handler`);
}
if (!validator) {
throw new Error("validator is required");
}
this.setValidator(type, validator);
this._handlers.set(type, handler);
}
/**
* Set validator for a message type
*
* Set function called upon receiving a message of the given type in
* order to validate the message. The function should return true if
* the message is valid and false otherwise.
*
* @param {string} type - Type of message to validate
* @param {function} validator - Validation function.
*/
setValidator(type, validator) {
if (this._validators.has(type)) {
throw new Error(`${type} already has a validator`);
}
this._validators.set(type, validator);
}
/**
* Wait for a message matching given type and data
*
* Waits for a message over the link that matches the type given as well
* as any properties specified in data. For example specifying { foo:
* 21 } as the data will cause it to wait until a message with the right
* type and a foo property value of 21 in the data payload.
*/
async waitFor(type, data) {
if (!this._validators.has(type)) {
throw new Error(`No validator for ${type} on ${this.source}-${this.target}`);
}
let waiter = { data };
waiter.promise = new Promise((resolve, reject) => {
waiter.resolve = resolve;
waiter.reject = reject;
if (!this._waiters.has(type)) {
this._waiters.set(type, [waiter]);
} else {
this._waiters.get(type).push(waiter);
}
});
return waiter.promise;
}
/**
* Handle ping requests
*/
async pingRequestHandler() { }
/**
* Prepare connection for close
*
* Waits for all pending requests on the connection to resolve.
* Sub-classes should implement this handler with code that prevents
* additional requests to be sent out before calling the super class
* method.
*/
async shutdownConnectionRequestHandler() {
let promises = [];
for (let waiterType of this._waiters.values()) {
for (let waiter of waiterType) {
promises.push(waiter.promise.then(() => {}, () => {}));
}
}
await Promise.all(promises);
this.connector.setClosing();
}
}
module.exports = {
Link,
}
-558
View File
@@ -1,558 +0,0 @@
"use strict";
const schema = require("lib/schema");
const errors = require("lib/errors");
/**
* Represents a request sent over the link
*
* A request-response message that can be innitated by either party of the
* link.
*/
class Request {
/**
* Creates a request
*
* @param {string} type -
* message type used. Will have suffix '_request' for the request
* message and suffix '_response' for the response message.
* @param {Array<string>} links -
* Links this request is valid on. Takes an array of strings
* containing "<source>-<target>" specifications.
* @param {?string} forwardTo -
* Optional target to forward this request to. 'instance' add
* instance_id into the requestProperties and forward to the given
* instance. 'master' forwards it to the master server.
* @param {Object<string, Object>} requestProperties -
* Mapping of property values to JSON schema specifications for the
* properties that are valid in the data payload of this requst.
* @param {Object<string, Object>} responseProperties -
* Mapping of property values to JSON schema specifications for the
* properties that are valid in the data payload of the response to
* this requst.
*/
constructor({
type, links, forwardTo = null, requestProperties = {}, responseProperties = {}
}) {
this.type = type;
this.links = links;
this.forwardTo = forwardTo;
this.requestType = type + '_request';
this.responseType = type + '_response';
if (forwardTo === 'instance') {
requestProperties = Object.assign(
{"instance_id": { type: "integer" }}, requestProperties
);
} else if (forwardTo !== "master" && forwardTo !== null) {
throw new Error(`Invalid forwardTo value ${forwardTo}`);
}
this._requestValidator = schema.compile({
$schema: "http://json-schema.org/draft-07/schema#",
properties: {
"type": { const: this.requestType },
"data": {
additionalProperties: false,
required: Object.keys(requestProperties),
properties: requestProperties,
},
},
});
this._responseValidator = schema.compile({
$schema: "http://json-schema.org/draft-07/schema#",
properties: {
"type": { const: this.responseType },
"data": {
anyOf: [
{
additionalProperties: false,
required: ["seq", ...Object.keys(responseProperties)],
properties: {
"seq": { type: "integer" },
...responseProperties,
},
},
{
additionalProperties: false,
required: ["seq", "error"],
properties: {
"seq": { type: "integer" },
"error": { type: "string" },
},
},
],
},
}
});
}
/**
* Attach to a link
*
* Set a the validator for the response on the given link if it's a
* source and sets the handler for the request if it is a target.
*
* If forwardTo was set to 'instance' the `forwardRequestToInstance`
* method on the link is used as the default handler.
*
* If forwardTo was set to 'master' the `forwardRequesToMaster` method
* on the link is used as the default handler.
*
* Does nothing if the link is neither a source nor a target for this
* request.
*
* @param {Link} link - The link to attach to.
* @param {Function} handler -
* Async function to invoke with link set as this to handle the
* request request. Only used on the target side.
* @throws {Error} if the handler is needed and not defined.
*/
attach(link, handler) {
// Source side.
if (this.links.includes(`${link.source}-${link.target}`)) {
link.setValidator(this.responseType, this._responseValidator);
}
// Target side. Note: Source and target is reversed here.
if (this.links.includes(`${link.target}-${link.source}`)) {
// Use forwarder if handler is not present.
if (!handler) {
if (this.forwardTo === 'instance') {
handler = link.forwardRequestToInstance;
} else if (this.forwardTo === "master") {
handler = link.forwardRequestToMaster;
}
}
if (!handler) {
throw new Error(`Missing handler for ${this.requestType} on ${link.source}-${link.target} link`);
}
link.setHandler(this.requestType, message => {
handler.call(link, message, this).then(response => {
if (response === undefined) {
// XXX Should we allow implicit responses like this?
response = {};
}
if (!this._responseValidator({ seq: 0, type: this.responseType, response})) {
console.error(this._responseValidator.errors);
throw new Error(`Validation failed responding to ${this.requestType}`);
}
link.connector.send(this.responseType, { ...response, seq: message.seq });
}).catch(err => {
if (!(err instanceof errors.RequestError)) {
console.error(`Unexpected error while responding to ${this.requestType}`, err);
}
link.connector.send(this.responseType, { seq: message.seq, error: err.message });
});
}, this._requestValidator);
}
}
/**
* Send request over the given link
*
* Sends the given data over the link as the request payload and waits
* for the response.
*
* @returns {object} response data
*/
async send(link, data = {}) {
// XXX validate link target/source?
if (!this._requestValidator({ seq: 0, type: this.requestType, data})) {
console.error(this._requestValidator.errors);
throw new Error(`Validation failed sending ${this.requestType}`);
}
let seq = link.connector.send(this.requestType, data);
let responseMessage = await link.waitFor(this.responseType, { seq });
if (responseMessage.data.error) {
throw new errors.RequestError(responseMessage.data.error);
}
return responseMessage.data;
}
}
let messages = {}
// Connection requests
let wsLinks = ["master-control", "control-master", "master-slave", "slave-master"];
messages.shutdownConnection = new Request({
type: "shutdown_connection",
links: wsLinks,
});
messages.ping = new Request({
type: "ping",
links: wsLinks,
});
// Management requests
messages.listSlaves = new Request({
type: 'list_slaves',
links: ['control-master'],
responseProperties: {
"list": {
type: "array",
items: {
additionalProperties: false,
required: ["agent", "version", "name", "id", "connected"],
properties: {
"agent": { type: "string" },
"version": { type: "string" },
"name": { type: "string" },
"id": { type: "integer" },
"connected": { type: "boolean" },
},
},
},
},
});
messages.listInstances = new Request({
type: 'list_instances',
links: ['control-master'],
responseProperties: {
"list": {
type: "array",
items: {
additionalProperties: false,
required: ["name", "id", "assigned_slave"],
properties: {
"name": { type: "string" },
"id": { type: "integer" },
"assigned_slave": { type: ["null", "integer"] },
},
},
},
},
});
messages.setInstanceOutputSubscriptions = new Request({
type: 'set_instance_output_subscriptions',
links: ['control-master'],
requestProperties: {
"instance_ids": {
type: "array",
items: { type: "integer" },
},
},
});
messages.createInstance = new Request({
type: 'create_instance',
links: ['control-master'],
requestProperties: {
"serialized_config": { type: "object" },
},
});
messages.getInstanceConfig = new Request({
type: "get_instance_config",
links: ["control-master"],
requestProperties: {
"instance_id": { type: "integer" },
},
responseProperties: {
"serialized_config": { type: "object" },
},
});
messages.setInstanceConfigField = new Request({
type: "set_instance_config_field",
links: ["control-master"],
requestProperties: {
"instance_id": { type: "integer" },
"field": { type: "string" },
"value": { type: "string" },
},
});
messages.assignInstanceCommand = new Request({
type: 'assign_instance_command',
links: ['control-master'],
requestProperties: {
"instance_id": { type: "integer" },
"slave_id": { type: "integer" },
},
});
messages.assignInstance = new Request({
type: 'assign_instance',
links: ['master-slave'],
requestProperties: {
"serialized_config": { type: "object" },
},
forwardTo: 'instance',
})
messages.startInstance = new Request({
type: 'start_instance',
links: ['control-master', 'master-slave', 'slave-instance'],
requestProperties: {
"instance_id": { type: "integer" },
},
forwardTo: 'instance',
});
messages.createSave = new Request({
type: 'create_save',
links: ['control-master', 'master-slave', 'slave-instance'],
forwardTo: 'instance',
});
messages.stopInstance = new Request({
type: 'stop_instance',
links: ['control-master', 'master-slave', 'slave-instance'],
forwardTo: 'instance',
});
messages.deleteInstance = new Request({
type: 'delete_instance',
links: ['control-master', 'master-slave'],
forwardTo: 'instance',
});
messages.sendRcon = new Request({
type: 'send_rcon',
links: ['control-master', 'master-slave', 'slave-instance'],
forwardTo: 'instance',
requestProperties: {
"command": { type: "string" },
},
responseProperties: {
"result": { type: "string" },
}
});
messages.getMetrics = new Request({
type: 'statistics_exporter:get_metrics',
links: ['master-slave', 'slave-instance'],
responseProperties: {
"results": { type: "array" },
},
});
/**
* Represents an event sent over the link
*
* A one way message without any response or recipt confirmation that
* can be innitiated by either party of the link.
*/
class Event {
/**
* Creates an event
*
* @param {string} type -
* message type used. Will have suffix '_event' appended to it for
* the messages sent through this event.
* @param {Array<string>} links -
* Links this event is valid on. Takes an array of strings
* containing "<source>-<target>" specifications.
* @param {?string} forwardTo -
* Optional target to forward this request to. Supported values are
* 'master' and 'instance'. If set to 'instance' an instance_id
* property is implicity added to eventProperties.
* @param {?string} broadcastTo -
* Optional target to broadcast this event to. Only 'instance' is
* currently supported. An event will only be broadcast towards
* links that are downstream, so sending an event set to instance
* broadcast that's sent to a slave will only be broadcast to that
* slave's instances.
* @param {Object<string, Object>} eventProperties -
* Mapping of property values to JSON schema specifications for the
* properties that are valid in the data payload of this event.
*/
constructor({ type, links, forwardTo = null, broadcastTo = null, eventProperties = {} }) {
this.type = type;
this.links = links;
this.forwardTo = forwardTo;
this.broadcastTo = broadcastTo;
if (forwardTo === 'instance') {
eventProperties = Object.assign(
{"instance_id": { type: "integer" }}, eventProperties
);
} else if (forwardTo !== 'master' && forwardTo !== null) {
throw new Error(`Invalid forwardTo value ${forwardTo}`);
}
if (broadcastTo !== 'instance' && broadcastTo !== null) {
throw new Error(`Invalid broadcastTo value ${broadcastTo}`);
}
this.eventType = type + '_event';
this._eventValidator = schema.compile({
$schema: "http://json-schema.org/draft-07/schema#",
properties: {
"type": { const: this.eventType },
"data": {
additionalProperties: false,
required: Object.keys(eventProperties),
properties: eventProperties,
},
},
});
}
/**
* Attach to a link
*
* Set a the handler for the event on the given link if it's a target
* for the event.
*
* If forwardTo was set to 'master' the `forwardEventToMaster` method on
* the link is used as the default handler. If it was set to 'instance'
* the `forwardEventToInstance` method on the link is used by default.
*
* If broadcastTo was set to 'instance' the `broadcastEventToInstance`
* method on the link is invoked before the handler.
*
* Does nothing if the link is not a target for this event.
*
* @param {Link} link - The link to attach to.
* @param {Function} handler -
* Async function to invoke with link set as this to handle the
* event. Only used on the target side.
* @throws {Error} if the handler is needed and not defined.
*/
attach(link, handler) {
// Target side. Note: Source and target is reversed here.
if (this.links.includes(`${link.target}-${link.source}`)) {
// Use forwarder if handler is not present.
if (!handler) {
if (this.forwardTo === 'instance') {
handler = link.forwardEventToInstance;
} else if (this.forwardTo === 'master') {
handler = link.forwardEventToMaster;
}
}
if (
this.broadcastTo === 'instance'
&& [
'instance-slave', 'slave-master', 'control-master', 'master-slave'
].includes(`${link.target}-${link.source}`)
) {
if (!handler) {
handler = link.broadcastEventToInstance;
} else {
let originalHandler = handler;
handler = async (message, event) => {
await link.broadcastEventToInstance(message, event);
await originalHandler.call(link, message, event);
}
}
}
if (!handler) {
throw new Error(`Missing handler for ${this.eventType} on ${link.source}-${link.target} link`);
}
link.setHandler(this.eventType, message => {
// XXX Should event handlers even be allowed to be async?
handler.call(link, message, this).catch(err => {
console.error(`Unexpected error while handling ${this.eventType}`, err);
});
}, this._eventValidator);
}
}
/**
* Send event over the given link
*
* Sends the given event data over the link.
*/
send(link, data = {}) {
if (!this._eventValidator({ seq: 0, type: this.eventType, data})) {
console.error(this._eventValidator.errors);
throw new Error(`Validation failed sending ${this.eventType}`);
}
link.connector.send(this.eventType, data);
}
}
messages.instanceStopped = new Event({
type: 'instance_stopped',
links: ['instance-slave'],
});
messages.updateInstances = new Event({
type: 'update_instances',
links: ['slave-master'],
eventProperties: {
"instances": {
type: "array",
items: {
type: "object",
additionalProperties: false,
required: ["serialized_config"],
properties: {
"serialized_config": { type: "object" },
},
},
},
},
});
messages.instanceOutput = new Event({
type: 'instance_output',
links: ['instance-slave', 'slave-master', 'master-control'],
forwardTo: 'master',
eventProperties: {
"instance_id": { type: "integer" },
"output": {
type: "object",
additionalProperties: false,
required: ["source", "received", "format", "type", "message"],
properties: {
"source": { type: "string" },
"received": { type: "number" },
"format": { type: "string" },
"time": { type: "string" },
"level": { type: "string" },
"file": { type: "string" },
"type": { type: "string" },
"action": { type: "string" },
"message": { type: "string" },
},
},
},
});
/**
* Attaches all requests and events to the given link
*
* Loops through all builtin messages defined and attaches all of them
* to the link. The handler used for the messageis looked up on the
* link instance as the concatenation of the name of the message, the
* name of message class, and 'Handler'.
*/
function attachAllMessages(link) {
for (let [name, message] of Object.entries(messages)) {
message.attach(link, link[name + message.constructor.name + 'Handler']);
}
}
module.exports = {
Request,
Event,
attachAllMessages,
messages,
}
-17
View File
@@ -1,17 +0,0 @@
/**
* Escapes a string for inclusion into a lua string
*/
function escapeString(content) {
return content
.replace(/\\/g, "\\\\")
.replace(/"/g, '\\"')
.replace(/'/g, "\\'")
.replace(/\0/g, "\\0")
.replace(/\n/g, "\\n")
.replace(/\r/g, "\\r")
;
}
module.exports = {
escapeString,
}
+69
View File
@@ -0,0 +1,69 @@
/**
Provides tools for managing both masters and slaves config files.
@module configManager
*/
// require modules
const asTable = require("as-table").configure({delimiter: ' | '});
const fs = require("fs");
// internal requires
var config = require("./../../config");
const objectOps = require("./../objectOps.js");
/**
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=>{
if(key != "__comment"){
if(typeof config[key] == "object"){
configArray.push({entry: key, value: JSON.stringify(config[key])});
} else configArray.push({entry: key, value: config[key]});
}
});
return configArray;
}
}
module.exports.editConfig = function(instance, entry, newValue){
if(!instance || instance == "shared"){
if(config[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, " "))
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, " "))
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`,
}
}
};
View File
Whitespace-only changes.
+2
View File
@@ -0,0 +1,2 @@
const fs = require("fs-extra");
const needle = require("needle");
+232 -249
View File
@@ -1,6 +1,6 @@
/**
Provides tools to manage mods in a clusterio install
@module
@module modManager
*/
const asTable = require("as-table").configure({delimiter: ' | '});
@@ -11,284 +11,267 @@ 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 path = require("path");
const fileOps = require("lib/fileOps");
// const config = require("./../../config");
function ellipse(str, max){
return str.length > (max - 3) ? str.substring(0,max-3) + '...' : str;
}
// https://stackoverflow.com/questions/15900485/correct-way-to-convert-size-in-bytes-to-kb-mb-gb-in-javascript
function formatBytes(size, decimals) {
if (bytes === 0) return '0 Bytes';
const k = 1024;
const dm = decimals < 0 ? 0 : decimals;
const sizes = ['Bytes', 'KB', 'MB', 'GB', 'TB', 'PB', 'EB', 'ZB', 'YB'];
const i = Math.floor(Math.log(bytes) / Math.log(k));
return parseFloat((bytes / Math.pow(k, i)).toFixed(dm)) + ' ' + sizes[i];
}
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 {Instance} instance - Instance object, see slave.js
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");
modManager.listMods(config, instance);
// console.logs table of mods installed on instance
// if instance.name is shared:
// console.logs mods located in /sharedMods as a nice table
*/
async function listMods(config, instance) {
return new Promise((resolve, reject) => {
if (true) {
factorioAPI.init(false, instance.path("instanceMods"), instance.path("saves"), instance.server.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/', '', instance.server.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":"factorioClusterio"}});
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()))
@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
*/
async function findMods(config, 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));
});
});
}
async function addMod(config, term, instance) {
return new Promise((resolve, reject) => {
if (instance.name == "shared") {
var modDirectory = "sharedMods";
} else {
var modDirectory = instance.path("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, "", instance.server.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":"factorioClusterio"}});
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(path.join(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, "", instance.server.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"));
}
});
}
async function removeMod(config, term, instance, force = false) {
return new Promise((resolve, reject) => {
if (instance.name == "shared") {
var modDirectory = "sharedMods";
} else {
var modDirectory = instance.path("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(path.join(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(path.join(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
*/
function downloadFromGitURL(url) {
console.log("Downloading mod from "+url);
// get JSON data about releases
let res = syncRequest('GET', url, {"headers":{"User-Agent":"factorioClusterio"}});
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);
});
},
}
}
/*
function findUpdates() {
module.exports.findUpdates = function(){
console.log("Downloading mods...");
// get JSON data about releases
let res = syncRequest('GET', 'https://api.github.com/repos/Danielv123/factorioClusterioMod/releases', {"headers":{"User-Agent":"factorioClusterio"}});
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 = {
listMods,
findMods,
addMod,
removeMod,
downloadFromGitURL,
}
}*/
View File
Whitespace-only changes.
+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;
}
+24 -5
View File
@@ -1,11 +1,15 @@
var mkdirp = require("mkdirp");
var http = require('http');
var https = require('https');
var fs = require('fs-extra');
var fs = require('fs');
var modManager = require("./manager/modManager.js");
// modManager.addMod("clusterio", "shared");
function makeDirectory(path){
return new Promise((resolve, reject) => {
fs.mkdirp(path, function(err){
mkdirp(path, function(err){
if(err){
console.error("Unable to mkdirp "+path);
console.error(err);
@@ -75,6 +79,10 @@ let downloadList = [
url: "https://code.jquery.com/ui/1.12.1/jquery-ui.js",
file: "static/external/jquery-ui.js",
},
{
url: "https://cdnjs.cloudflare.com/ajax/libs/canvasjs/1.7.0/canvasjs.js",
file: "static/external/canvasjs.js",
},
{
url: "https://momentjs.com/downloads/moment.min.js",
file: "static/external/moment.min.js",
@@ -87,9 +95,14 @@ let downloadList = [
url: "https://fonts.googleapis.com/css?family=Roboto",
file: "static/external/css/Roboto.css",
},
{
url: "https://cdnjs.cloudflare.com/ajax/libs/socket.io/2.0.4/socket.io.js",
file: "static/external/socket.io.js",
},
]
// initiate folder creations and downloads
processMkdirRecursive(processDownloadRecursive);
function processMkdirRecursive(callback){
let item = directories.shift();
makeDirectory(item).then(()=>{
@@ -111,6 +124,12 @@ function processDownloadRecursive(callback){
});
}
if (module === require.main) {
processMkdirRecursive(processDownloadRecursive);
}
// generate SSL certificates if they are missing
if(!fs.existsSync("database/certificates") || !fs.existsSync("database/certificates/cert.crt") || !fs.existsSync("database/certificates/cert.key")){
var generateSSLcert = require("./generateSSLcert.js");
generateSSLcert({
certificatePath: "database/certificates",
doLogging: true,
});
}
+1 -1
View File
@@ -1,6 +1,6 @@
/**
Helper functions related to objects
@module
@module objectOps
*/
/**
@@ -1,5 +1,5 @@
var assert = require('assert');
var objectOps = require('lib/objectOps');
var objectOps = require('./objectOps');
describe("objectOps.js", function(){
/*describe("objectOps.clone()", function(){
-192
View File
@@ -1,192 +0,0 @@
/**
* Plugin interfaces and utilities.
* @module
*/
"use strict";
const fs = require("fs-extra");
const path = require("path");
const errors = require("lib/errors");
/**
* Base class for instance plugins
*/
class BaseInstancePlugin {
constructor(info, instance, slave) {
/**
* The plugin's own info module
*/
this.info = info;
/**
* Instance the plugin started for
* @type {Instance}
*/
this.instance = instance;
/**
* Slave running the instance
*
* With the exepction of accessing the slave's config you should
* avoid ineracting with the slave object directly.
*
* @type {Slave}
*/
this.slave = slave;
}
/**
* Called immediately after the class is instantiated
*/
async init() { }
/**
* Called before collecting Prometheus metrics
*
* Invoked before the default metrics of prometheus is collected. Note
* that since this is done while replying to /metrics this should not
* take a long time, otherwise the requst will time out.
*
* Although you can return the results of collecting your prometheus
* collectors directly, all gauges in the default registry is already
* automatically collected. It's therefore recommended to only update
* the Gauges/Counters/etc in onMetric and let Clusterio deal will
* collecting the values.
*
* @returns an async iterator of prometheus metric results or undefined.
*/
async onMetrics() { }
/**
* Called after the Factorio server is started
*/
async onStart() { }
/**
* Called before the Factorio server is stopped
*
* This will not be called if for example the Factorio server crashes or
* is killed.
*/
async onStop() { }
/**
* Called when the Factorio server exited
*/
onExit() { }
/**
* Called when the Factorio outputs a line
*
* Called when the Factorio server outputs a line on either stdout or
* stderr. The output is a parsed form of the line and contains the
* following properties (those marked with ? are optional):
*
* - source: Where the message came from, one of "stdout" and "stderr".
* - format: Timestamp format, one of "date", "seconds" and "none".
* - time?: Timestamp of the message. Not present if format is "none".
* - type: Type of message, one of "log", "action" and "generic".
* - level?: Log level for "log" type. i.e "Info" normally.
* - file?: File reported for "log" type.
* - action?: Kind of action for "action" type. i.e "CHAT" for chat.
* - message: Main content of the line.
*/
async onOutput(output) { }
}
class BaseMasterPlugin {
constructor(info, master, metrics) {
this.info = info;
this.master = master;
this.metrics = metrics;
}
/**
* Called immediately after the class is instantiated
*/
async init() { }
/**
* Called before collecting Prometheus metrics
*
* Invoked before the default metrics of prometheus is collected. Note
* that since this is done while replying to /metrics this should not
* take a long time, otherwise the requst will time out.
*
* Although you can return the results of collecting your prometheus
* collectors directly, all gauges in the default registry is already
* automatically collected. It's therefore recommended to only update
* the Gauges/Counters/etc in onMetric and let Clusterio deal will
* collecting the values.
*
* @returns an async iterator of prometheus metric results or undefined.
*/
async onMetrics() { }
/**
* Called when the master server is shutting down
*/
async onExit() { }
}
/**
* Load plugin information
*
* Searches through the plugin directory and loads each plugin's info
* module. Once loaded the info modules will not be reloaded should this
* function be called again.
*
* @returns {Map<string, Object>} mapping of plugin name to info module.
*/
async function loadPluginInfos(baseDir) {
let plugins = [];
for (let pluginDir of await fs.readdir(baseDir)) {
let pluginInfo;
try {
// Note: Require path is relative to this module
pluginInfo = require(path.posix.join('..', baseDir, pluginDir, 'info'));
} catch (err) {
if (err.code === 'MODULE_NOT_FOUND') {
continue;
} else {
throw new errors.PluginError(pluginDir, err);
}
}
if (pluginInfo.name !== pluginDir) {
throw new errors.EnvironmentError(
`Plugin dir ${baseDir}/${pluginDir} does not match the name of the plugin (${pluginInfo.name})`
);
}
plugins.push(pluginInfo);
}
return plugins;
}
function attachPluginMessages(link, pluginInfo, plugin) {
let messageDefinitions = pluginInfo.messages || [];
for (let [name, messageFormat] of Object.entries(messageDefinitions)) {
let handler = name + messageFormat.constructor.name + 'Handler';
if (plugin === null || !plugin[handler]) {
messageFormat.attach(link);
} else {
messageFormat.attach(link, async function(message, format) {
return await plugin[handler](message, format, this);
});
}
}
}
module.exports = {
BaseInstancePlugin,
BaseMasterPlugin,
loadPluginInfos,
attachPluginMessages,
};
-432
View File
@@ -1,432 +0,0 @@
class Metric {
constructor(type, name, help, labels = []) {
if (typeof name !== 'string') {
throw new Error("Expected name to be a string");
}
if (typeof help !== 'string') {
throw new Error("Expected help to be a string");
}
if (!/^[a-zA-Z_:][a-zA-Z0-9_:]*$/.test(name)) {
throw new Error(`Invalid name '${name}'`);
}
for (let name of labels) {
if (!/^[a-zA-Z_][a-zA-Z0-9_]*$/.test(name)) {
throw new Error(`Invalid label '${name}'`);
}
}
this.name = name;
this.help = help;
this.type = type;
this.labels = labels;
}
}
let defaultRegistry;
class Collector {
constructor(register = true) {
if (register) {
defaultRegistry.register(this);
}
}
async* collect() { }
}
function escapeLabelValue(value) {
return value
.replace(/\\/g, "\\\\")
.replace(/\n/g, "\\n")
.replace(/"/g, "\\\"")
;
}
function labelsToKey(labels, metricLabels) {
let items = []
if (labels.length === 1 && typeof labels[0] === "object") {
labels = labels[0];
for (let name of metricLabels) {
if (!Object.hasOwnProperty.call(labels, name)) {
throw new Error(`Missing label '${name}'`);
}
if (typeof labels[name] !== "string") {
throw new Error(
`Expected value for label '${name}' to be a string`
);
}
items.push(`${name}="${escapeLabelValue(labels[name])}"`);
}
for (let name of Object.keys(labels)) {
if (!metricLabels.includes(name)) {
throw new Error(`Extra label '${name}'`);
}
}
} else {
if (metricLabels.length > labels.length) {
throw new Error(`Missing label '${metricLabels[labels.length]}'`);
}
if (labels.length > metricLabels.length) {
throw new Error(`Extra positional label`);
}
for (let i=0; i < metricLabels.length; ++i) {
if (typeof labels[i] !== "string") {
throw new Error(
`Expected value for label '${metricLabels[i]}' to be a string`
);
}
items.push(`${metricLabels[i]}="${escapeLabelValue(labels[i])}"`);
}
}
return items.join(',');
}
function keyToLabels(key) {
let labels = new Map();
if (key !== '') for (let pair of key.split(',')) {
let [name, value] = pair.split('=', 2);
labels.set(name, value
.slice(1, -1)
.replace(/\\"/g, "\"")
.replace(/\\n/g, "\n")
.replace(/\\\\/g, "\\")
);
}
return labels;
}
class ValueCollector extends Collector {
constructor(type, name, help, options, childClass) {
let labels = [];
let register = true;
let callback = null;
for (let [name, value] of Object.entries(options)) {
if (name === 'labels') { labels = value; }
else if (name === 'register') { register = value; }
else if (name === 'callback') { callback = value; }
else { throw new Error(`Unrecognized option '${name}'`); }
}
// Make sure we don't register to the default registry if metric throws.
let metric = new Metric(type, name, help, labels);
super(register);
this.callback = callback;
this.metric = metric;
this._values = new Map();
this._children = new Map();
this._childClass = childClass;
this._defaultChild = labels.length ? null : this.labels({});
}
async* collect() {
if (this.callback) { await this.callback(this); }
yield { metric: this.metric, samples: this._values };
}
get() {
return this._defaultChild.get();
}
labels(...labels) {
let key = labelsToKey(labels, this.metric.labels);
let child = this._children.get(key);
if (child === undefined) {
child = new this._childClass(this._values, key);
this._children.set(key, child);
}
return child;
}
remove(...labels) {
let key = labelsToKey(labels, this.metric.labels);
if (key === '') {
throw new Error("labels cannot be empty");
}
this._children.delete(key);
this._values.delete(key);
}
removeAll(labels) {
if (!Object.keys(labels).length) {
throw new Error("labels cannot be empty");
}
function removeMatchingLabels(mapping, labels) {
for (let key of mapping.keys()) {
let candidate = keyToLabels(key);
let hasLabels = Object.entries(labels).every(([name, value]) => {
return candidate.get(name) === value;
});
if (hasLabels) {
mapping.delete(key)
}
}
}
removeMatchingLabels(this._values, labels);
removeMatchingLabels(this._children, labels);
}
clear() {
if (!this.metric.labels.length) {
throw new Error("Cannot clear unlabeled metric");
}
this._children = new Map();
this._values = new Map();
}
}
class ValueCollectorChild {
constructor(values, key) {
this._values = values;
this._key = key;
this._values.set(key, 0);
}
get() {
return this._values.get(this._key);
}
}
class CounterChild extends ValueCollectorChild {
inc(value = 1) {
// Note: Inverted to also catch NaN
if (!(value >= 0)) {
throw new Error("Expected value to be a positive number");
}
this._values.set(this._key, this._values.get(this._key) + value)
}
}
class Counter extends ValueCollector {
constructor(name, help, options = {}) {
super("counter", name, help, options, CounterChild);
}
inc(value = 1) {
this._defaultChild.inc(value);
}
}
class GaugeChild extends ValueCollectorChild {
inc(value = 1) {
this._values.set(this._key, this._values.get(this._key) + value)
}
dec(value = 1) {
this._values.set(this._key, this._values.get(this._key) - value)
}
set(value) {
this._values.set(this._key, value)
}
setToCurrentTime() {
this._values.set(this._key, Date.now() / 1000)
}
}
class Gauge extends ValueCollector {
constructor(name, help, options = {}) {
super("gauge", name, help, options, GaugeChild);
}
inc(value = 1) {
this._defaultChild.inc(value);
}
dec(value = 1) {
this._defaultChild.dec(value);
}
set(value) {
this._defaultChild.set(value);
}
setToCurrentTime() {
this._defaultChild.setToCurrentTime();
}
}
class CollectorRegistry {
constructor() {
this.collectors = [];
}
async* collect() {
for (let collector of this.collectors) {
for await (let result of collector.collect()) {
yield result;
}
}
}
register(metric) {
let index = this.collectors.lastIndexOf(metric);
if (index !== -1) {
throw new Error(
"Collector is already registered in this registry."
);
}
this.collectors.push(metric);
}
unregister(metric) {
let index = this.collectors.lastIndexOf(metric);
if (index === -1) {
throw new Error(
"Collector is not registered in this registry."
);
}
this.collectors.splice(index, 1);
}
}
defaultRegistry = new CollectorRegistry();
function escapeHelp(help) {
return help
.replace(/\\/g, "\\\\")
.replace(/\n/g, "\\n")
;
}
function formatValue(value) {
if (value === Infinity) {
return '+Inf';
} else if (value === -Infinity) {
return '-Inf';
} else {
return value.toString();
}
}
async function* expositionLines(resultsIterator) {
let first = true;
for await (let result of resultsIterator) {
if (first) {
first = false;
} else {
yield `\n`
}
yield `# HELP ${result.metric.name} ${escapeHelp(result.metric.help)}\n`;
yield `# TYPE ${result.metric.name} ${result.metric.type}\n`;
for (let [key, value] of result.samples) {
if (key === '') {
yield `${result.metric.name} ${formatValue(value)}\n`;
} else {
yield `${result.metric.name}{${key}} ${formatValue(value)}\n`;
}
}
}
}
async function exposition(resultsIterator = defaultRegistry.collect()) {
let exposition = '';
for await (let line of expositionLines(resultsIterator)) {
exposition += line;
}
return exposition;
}
// HTTP Content-Type for the exposition format that's implemented
exposition.contentType = 'text/plain; version=0.0.4';
function serializeResult(result, options = {}) {
let addLabels = null;
let metricName = result.metric.name;
let metricHelp = result.metric.help;
for (let [name, value] of Object.entries(options)) {
if (name === 'addLabels') { addLabels = value; }
else if (name === 'metricName') { metricName = value; }
else if (name === 'metricHelp') { metricHelp = value; }
else { throw new Error(`Unrecognized option '${name}'`); }
}
let samples;
if (addLabels === null) {
samples = result.samples;
addLabels = {};
} else {
samples = new Map();
let key = labelsToKey([addLabels], [...Object.keys(addLabels)]);
for (let [labels, value] of result.samples.entries()) {
if (labels === '') { samples.set(key, value); }
else { samples.set(`${labels},${key}`, value); }
}
}
return {
metric: {
type: result.metric.type,
name: metricName,
help: metricHelp,
labels: [...result.metric.labels, ...Object.keys(addLabels)],
},
samples: [...samples.entries()],
};
}
function deserializeResult(serializedResult) {
return {
metric: new Metric(
serializedResult.metric.type,
serializedResult.metric.name,
serializedResult.metric.help,
serializedResult.metric.labels,
),
samples: new Map(serializedResult.samples),
}
}
let defaultCollectors = {};
defaultCollectors.processCpuSecondsTotal = new Gauge(
'process_cpu_seconds', "Total user and system CPU time spent in seconds.",
{
callback: async function() {
let usage = process.cpuUsage();
this.set((usage.user + usage.system) / 1e6);
},
},
);
defaultCollectors.processStartTimeSeconds = new Gauge(
'process_start_time_seconds',
"Start time of the process since unix epoch in seconds."
);
defaultCollectors.processStartTimeSeconds.setToCurrentTime();
module.exports = {
Counter,
Gauge,
CollectorRegistry,
Collector,
ValueCollector,
Metric,
exposition,
defaultRegistry,
defaultCollectors,
serializeResult,
deserializeResult,
};
+154
View File
@@ -0,0 +1,154 @@
--[[
Copyright 2018 Chrisgbk
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
-- MIT License, https://opensource.org/licenses/MIT
-- Hotpatchable control.lua for scenarios
-- Supports multiple simultaneously loaded softmods
-- This is a WIP
-- Version 1.1 alpha
-- probably some performance improvements to be made
_ENV.debug_settings = {
level = 'info',
log_to_console_only = false,
log_to_RCON = false,
log_on_tick = false,
}
local hotpatch_tools = require 'hotpatch.mod-tools'
require 'hotpatch.remote-interface'
require 'hotpatch.commands'
require 'hotpatch.gui'
-- mod code goes here
-- This is the Factorio Freeplay scenario
-- This code, and the freeplay locale files in the zip file, is the property of Wube
-- As this is part of the base mod, the developers have given permission for modders to use/adapt the assets therein, for modding Factorio
-- Any other use would require licensing/permission from Wube
-- If you don't want to run this, either comment this out before creating your scenario, OR uninstall freeplay at runtime
hotpatch_tools.static_mod('freeplay', '0.17.50', [===[
local util = require("util")
local silo_script = require("silo-script")
local created_items = function()
return
{
["iron-plate"] = 8,
["wood"] = 1,
["pistol"] = 1,
["firearm-magazine"] = 10,
["burner-mining-drill"] = 1,
["stone-furnace"] = 1
}
end
local respawn_items = function()
return
{
["pistol"] = 1,
["firearm-magazine"] = 10
}
end
for k,v in pairs(silo_script.get_events()) do
script.on_event(k, v)
end
script.on_event(defines.events.on_player_created, function(event)
local player = game.players[event.player_index]
util.insert_safe(player, global.created_items)
local r = global.chart_distance or 200
player.force.chart(player.surface, {{player.position.x - r, player.position.y - r}, {player.position.x + r, player.position.y + r}})
if not global.skip_intro then
if game.is_multiplayer() then
player.print({"msg-intro"})
else
game.show_message_dialog{text = {"msg-intro"}}
end
end
silo_script.on_event(event)
end)
script.on_event(defines.events.on_player_respawned, function(event)
local player = game.players[event.player_index]
util.insert_safe(player, global.respawn_items)
silo_script.on_event(event)
end)
script.on_configuration_changed(function(event)
global.created_items = global.created_items or created_items()
global.respawn_items = global.respawn_items or respawn_items()
silo_script.on_configuration_changed(event)
end)
script.on_load(function()
silo_script.on_load()
end)
script.on_init(function()
global.created_items = created_items()
global.respawn_items = respawn_items()
silo_script.on_init()
end)
silo_script.add_remote_interface()
silo_script.add_commands()
remote.add_interface("freeplay",
{
get_created_items = function()
return global.created_items
end,
set_created_items = function(map)
global.created_items = map
end,
get_respawn_items = function()
return global.respawn_items
end,
set_respawn_items = function(map)
global.respawn_items = map
end,
set_skip_intro = function(bool)
global.skip_intro = bool
end,
set_chart_distance = function(value)
global.chart_distance = tonumber(value)
end
})
]===])
-- Multi-file test
--[[
local files = {}
files['testfolder.anothertest.test'] = [===[
script.on_event(defines.events.on_player_changed_position, function(e) game.print('position changed') end)
]===]
files['testfolder.test'] = [===[
require 'anothertest.test'
]===]
files['test'] = [===[
require 'testfolder.test'
]===]
hotpatch_tools.static_mod('require-test', '1.0.0', [===[
require 'test'
]===], files)
--]]
-- end of mod code
@@ -0,0 +1,135 @@
local hotpatch_tools = require 'hotpatch.mod-tools'
hotpatch_tools.static_mod('hotpatch-commands', '1.0.2', [===[
--[[
Copyright 2018 Chrisgbk
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
-- MIT License, https://opensource.org/licenses/MIT
local hotpatch_tools = require 'hotpatch.mod-tools'
--load private API
-- mod installation/uninstallation support functions
-- These take a mod NAME as a first argument
local install_mod = hotpatch_tools.install_mod
local find_installed_mod = hotpatch_tools.find_installed_mod
local install_mod_file = hotpatch_tools.install_mod_file
local uninstall_mod = hotpatch_tools.uninstall_mod
-- mod interaction functions
-- These take a LOADED INDEX as a first argument, except load_mod, which takes an INSTALLED INDEX
local load_mod = hotpatch_tools.load_mod
local find_loaded_mod = hotpatch_tools.find_loaded_mod
local run_mod = hotpatch_tools.run_mod
local reset_mod = hotpatch_tools.reset_mod
local reset_mod_events = hotpatch_tools.reset_mod_events
local register_mod_events = hotpatch_tools.register_mod_events
local unload_mod = hotpatch_tools.unload_mod
-- internal callbacks when a mod registers events
local register_event = hotpatch_tools.register_event
local register_nth_tick = hotpatch_tools.register_nth_tick
local register_on_tick = hotpatch_tools.register_on_tick
-- mod bootstrap functions
-- These take a LOADED INDEX as a first argument
local mod_on_init = hotpatch_tools.mod_on_init
local mod_on_load = hotpatch_tools.mod_on_load
local mod_on_configuration_changed = hotpatch_tools.mod_on_configuration_changed
local static_mods = hotpatch_tools.static_mods
local console = hotpatch_tools.console
local debug_log = hotpatch_tools.debug_log
local loaded_mods = hotpatch_tools.loaded_mods
local installed_mods = hotpatch_tools.installed_mods
local help_commands = {
help = '/hotpatch help\nYou got this far, you probably know all you need to know',
list = '/hotpatch list [type]\nLists \'installed\', \'loaded\' or \'running\' mods',
}
local sub_commands
sub_commands = {
help = function(player_index, param)
local caller = (player_index and game.players[player_index]) or console
if (not param) or (param == '') then
caller.print('Usage: /hotpatch [command] [parameters]')
caller.print('Available commands:')
for k, _ in pairs(sub_commands) do caller.print(k) end
caller.print('Use /hotpatch help [command] for help on a particular command')
else
local text = help_commands[param]
if text then
caller.print(text)
end
end
end,
list = function(player_index, param)
local caller = (player_index and game.players[player_index]) or console
if not param or (param == '') then
caller.print('Installed mods:')
for k, v in pairs(installed_mods) do
caller.print(table.concat{'[', k, '] ', v.name, ' ', v.version})
end
caller.print('Loaded/Running mods:')
for k, v in pairs(loaded_mods) do
caller.print(table.concat{'[', k, '] ', v.name, ' ', v.version, ' ', (v.loaded and 'loaded') or 'not loaded', ' ', (v.running and 'running') or 'not running'})
end
else
end
end,
}
local admin_commands = {
reinstall = function(player_index, param)
local caller = (player_index and game.players[player_index]) or console
local mod
local installed_index
local loaded_index
for i = 1, #static_mods do
mod = static_mods[i]
if mod.name:match('^hotpatch%-.*$') then
loaded_index = find_loaded_mod(mod.name)
if loaded_index then
unload_mod(loaded_index)
end
install_mod(mod.name, mod.version, mod.code, mod.files)
installed_index = find_installed_mod(mod.name)
load_mod(installed_index)
loaded_index = find_loaded_mod(mod.name)
run_mod(loaded_index)
mod_on_init(loaded_index)
end
end
end,
}
_ENV.commands.add_command('hotpatch', 'Commands for hotpatch. Run /hotpatch help for details.', function(e)
local caller = (e.player_index and game.players[e.player_index]) or console
if (not e.parameter) or (e.parameter == '') then
sub_commands['help'](e.player_index)
return
end
local sub_command, rest = e.parameter:match('(.-)%s(.*)')
if not sub_command then
sub_command = e.parameter
end
local f = sub_commands[sub_command]
if f then f(e.player_index, rest) end
if caller.admin then
f = admin_commands[sub_command]
if f then f(e.player_index, rest) end
end
end)
--]===])
return true
+377
View File
@@ -0,0 +1,377 @@
local hotpatch_tools = require 'hotpatch.mod-tools'
hotpatch_tools.static_mod('hotpatch-gui', '1.0.6', [===[
--[[
Copyright 2018 Chrisgbk
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
-- MIT License, https://opensource.org/licenses/MIT
local hotpatch_tools = require 'hotpatch.mod-tools'
local mod_gui = require 'mod-gui'
--load private API
-- mod installation/uninstallation support functions
-- These take a mod NAME as a first argument
local install_mod = hotpatch_tools.install_mod
local find_installed_mod = hotpatch_tools.find_installed_mod
local install_mod_file = hotpatch_tools.install_mod_file
local uninstall_mod = hotpatch_tools.uninstall_mod
-- mod interaction functions
-- These take a LOADED INDEX as a first argument, except load_mod, which takes an INSTALLED INDEX
local load_mod = hotpatch_tools.load_mod
local find_loaded_mod = hotpatch_tools.find_loaded_mod
local run_mod = hotpatch_tools.run_mod
local reset_mod = hotpatch_tools.reset_mod
local reset_mod_events = hotpatch_tools.reset_mod_events
local register_mod_events = hotpatch_tools.register_mod_events
local unload_mod = hotpatch_tools.unload_mod
-- internal callbacks when a mod registers events
local register_event = hotpatch_tools.register_event
local register_nth_tick = hotpatch_tools.register_nth_tick
local register_on_tick = hotpatch_tools.register_on_tick
-- mod bootstrap functions
-- These take a LOADED INDEX as a first argument
local mod_on_init = hotpatch_tools.mod_on_init
local mod_on_load = hotpatch_tools.mod_on_load
local mod_on_configuration_changed = hotpatch_tools.mod_on_configuration_changed
local static_mods = hotpatch_tools.static_mods
local console = hotpatch_tools.console
local debug_log = hotpatch_tools.debug_log
local loaded_mods = hotpatch_tools.loaded_mods
local installed_mods = hotpatch_tools.installed_mods
script.on_event(defines.events.on_player_joined_game, function(e)
local player = game.players[e.player_index]
local top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
local center = player.gui.center
local button = top['hotpatch-button']
if button then
button.destroy()
end
local menu = left['hotpatch-menu']
if menu then
menu.destroy()
end
local IDE = center['hotpatch-IDE']
if IDE then
IDE.destroy()
end
local main = center['hotpatch-main']
if main then
main.destroy()
end
button = top.add{type = 'sprite-button', name = 'hotpatch-button', sprite='utility/heat_exchange_indication', tooltip = 'Hotpatch', style = mod_gui.button_style}
end)
local on_gui_click_handlers
local on_gui_selection_state_changed_handlers
on_gui_click_handlers = {
['hotpatch-button'] = function(e)
--on_gui_click_handlers['hotpatch-menu.IDE'](e)
--do return end
local player = game.players[e.player_index]
local left = mod_gui.get_frame_flow(player)
local center = player.gui.center
local menu = left['hotpatch-menu']
if not menu then
menu = left.add{type = 'frame', name = 'hotpatch-menu', direction = 'vertical'}
menu.add{type = 'button', name = 'hotpatch-menu.IDE', caption = 'Mod IDE', tooltip = 'Open debugging GUI'}
menu.add{type = 'button', name = 'hotpatch-menu.console', caption = 'Mod Console', tooltip = 'Open debugging console'}
menu.visible = true
return
end
menu.visible = not menu.visible
end,
['hotpatch-menu'] = function(e)
local player = game.players[e.player_index]
local left = mod_gui.get_frame_flow(player)
if e.element.name ~= 'hotpatch-menu' then
local menu = left['hotpatch-menu']
menu.visible = not menu.visible
on_gui_click_handlers[e.element.name](e)
end
end,
['hotpatch-menu.IDE'] = function(e)
local player = game.players[e.player_index]
local center = player.gui.center
local IDE = center['hotpatch-IDE']
if not IDE then
IDE = center.add{type = 'frame', name = 'hotpatch-IDE', direction = 'vertical', caption = 'Hotpatch IDE', style = mod_gui.frame_style}
local top_flow = IDE.add{type = 'flow', name = 'hotpatch-IDE-top', direction = 'horizontal'}
top_flow.add{type = 'label', name = 'hotpatch-IDE-mod-label', caption = 'Mod: '}
local IDE_dropdown = top_flow.add{type = 'drop-down', name = 'hotpatch-IDE-mod-selector'}
top_flow.add{type = 'label', name = 'hotpatch-IDE-mod-version', caption = 'Version: No mod selected'}
local IDE_table = IDE.add{type = 'table', name = 'hotpatch-IDE-table', column_count = 2}
local files = IDE_table.add{type = 'scroll-pane', name = 'hotpatch-IDE-files', direction='vertical'}
files.style.height = 600
files.vertical_scroll_policy = 'always'
files = files.add{type = 'table', name = 'hotpatch-IDE-files-table', column_count = 1}
local code = IDE_table.add{type = 'text-box', name = 'hotpatch-IDE-code'}
code.word_wrap = true
files.style.width = 400
files.style.cell_padding = 0
files.style.top_padding = 0
files.style.bottom_padding = 0
code.style.width = 600
code.style.height = 600
IDE.visible = false
end
local IDE_dropdown = IDE['hotpatch-IDE-top']['hotpatch-IDE-mod-selector']
IDE_dropdown.clear_items()
for _, v in ipairs(installed_mods) do
IDE_dropdown.add_item(v.name)
end
IDE.visible = not IDE.visible
if IDE.visible then
player.opened = IDE
else
player.opened = nil
end
end,
['hotpatch-menu.console'] = function(e)
local player = game.players[e.player_index]
local center = player.gui.center
local hotpatch_console = center['hotpatch-console']
if not hotpatch_console then
hotpatch_console = center.add{type = 'frame', name = 'hotpatch-console', direction = 'vertical', caption = 'Hotpatch Console'}
local top_flow = hotpatch_console.add{type = 'flow', name = 'hotpatch-console-top', direction = 'horizontal'}
top_flow.add{type = 'label', name = 'hotpatch-console-mod-label', caption = 'Mod: '}
local console_dropdown = top_flow.add{type = 'drop-down', name = 'hotpatch-console-mod-selector'}
top_flow.add{type = 'label', name = 'hotpatch-console-mod-version', caption = 'Version: No mod selected'}
local bottom_flow = hotpatch_console.add{type = 'flow', name = 'hotpatch-console-bottom', direction = 'vertical'}
local output = bottom_flow.add{type = 'text-box', name = 'hotpatch-console-output'}
local bottom_input_flow = bottom_flow.add{type = 'flow', name = 'hotpatch-console-bottom-input', direction = 'horizontal'}
local input = bottom_input_flow.add{type = 'textfield', name = 'hotpatch-console-input'}
bottom_input_flow.add{type = 'button', name = 'hotpatch-console-run', caption = 'Run', tooltip = 'Run Lua Code'}
output.style.width = 800
output.style.height = 600
input.style.width = 600
hotpatch_console.visible = false
end
local console_dropdown = hotpatch_console['hotpatch-console-top']['hotpatch-console-mod-selector']
console_dropdown.clear_items()
for _, v in ipairs(loaded_mods) do
console_dropdown.add_item(v.name)
end
hotpatch_console.visible = not hotpatch_console.visible
if hotpatch_console.visible then
player.opened = hotpatch_console
else
player.opened = nil
end
end,
['hotpatch-console-run'] = function(e)
local player = game.players[e.player_index]
local center = player.gui.center
local hotpatch_console = center['hotpatch-console']
local output = hotpatch_console['hotpatch-console-bottom']['hotpatch-console-output']
local input = hotpatch_console['hotpatch-console-bottom']['hotpatch-console-bottom-input']['hotpatch-console-input']
local console_dropdown = hotpatch_console['hotpatch-console-top']['hotpatch-console-mod-selector']
if not player.admin then
output.text = table.concat{output.text, '\n', 'Only admins!'}
return
end
if not (console_dropdown.selected_index > 0) then
output.text = table.concat{output.text, '\n', 'Select a mod!'}
return
end
local mod_name = console_dropdown.items[console_dropdown.selected_index]
local loaded_index = find_loaded_mod(mod_name)
local env = loaded_mods[loaded_index].env
local old_print = env.print
local old_log = env.log
env.print = function(...)
--local count = select('#', ...)
local t = table.pack(...)
for k, v in pairs(t) do
t[k] = tostring(v)
end
local text = table.concat(t, '\t')
output.text = table.concat{output.text, '\n', text}
end
env.log = function(text)
output.text = table.concat{output.text, '\n', text}
end
local success
local code, err = load(input.text, input.text, 't', env)
if code then
success, err = pcall(code)
if not success then
output.text = table.concat{output.text, '\n', err}
end
else
output.text = table.concat{output.text, '\n', err}
end
env.print = old_print
env.log = old_log
end,
['hotpatch-IDE-file'] = function(e)
local player = game.players[e.player_index]
local center = player.gui.center
local element = e.element
local previous
for _, v in pairs(center['hotpatch-IDE']['hotpatch-IDE-table']['hotpatch-IDE-files']['hotpatch-IDE-files-table'].children) do
if table.compare(v.style.font_color or {}, {r=1.0, g=1.0, b=0.0, a=1.0}) then
previous = v
break
end
end
if previous then
previous.style.font_color = {r=1.0, g=1.0, b=1.0, a=1.0}
end
element.style.font_color = {r=1.0, g=1.0, b=0.0, a=1.0}
local file = element.name:match('.-%.(.*)')
local selected = center['hotpatch-IDE']['hotpatch-IDE-top']['hotpatch-IDE-mod-selector']
local mod_name = selected.items[selected.selected_index]
local code = center['hotpatch-IDE']['hotpatch-IDE-table']['hotpatch-IDE-code']
local index = find_installed_mod(mod_name)
if index then
local mod = installed_mods[index]
if file == 'control' then
code.text = mod.code
else
code.text = mod.files[file]
end
end
end,
}
script.on_event(defines.events.on_gui_click, function(e)
local element = e.element
if element.valid then
local name = element.name:match('([^%.]*)%.?.-')
local handler = on_gui_click_handlers[name]
if handler then handler(e) end
end
end)
on_gui_selection_state_changed_handlers = {
['hotpatch-console-mod-selector'] = function(e)
local player = game.players[e.player_index]
local center = player.gui.center
local element = e.element
local name = element.items[element.selected_index]
if name then
local index = find_loaded_mod(name)
if index then
local mod = loaded_mods[index]
local version_label = center['hotpatch-console']['hotpatch-console-top']['hotpatch-console-mod-version']
version_label.caption = 'Version: ' .. mod.version
local hotpatch_console = center['hotpatch-console']
local output = hotpatch_console['hotpatch-console-bottom']['hotpatch-console-output']
output.text = ''
end
end
end,
['hotpatch-IDE-mod-selector'] = function(e)
local player = game.players[e.player_index]
local center = player.gui.center
local element = e.element
local name = element.items[element.selected_index]
if name then
local index = find_installed_mod(name)
if index then
local mod = installed_mods[index]
local version_label = center['hotpatch-IDE']['hotpatch-IDE-top']['hotpatch-IDE-mod-version']
version_label.caption = 'Version: ' .. mod.version
local list = center['hotpatch-IDE']['hotpatch-IDE-table']['hotpatch-IDE-files']['hotpatch-IDE-files-table']
list.clear()
local file = list.add{type = 'label', style = 'hoverable_bold_label', caption = 'control', name = 'hotpatch-IDE-file.control'}
file.style.bottom_padding = 0
file.style.top_padding = 0
for k, _ in pairs(mod.files) do
file = list.add{type = 'label', style = 'hoverable_bold_label', caption = k, name = 'hotpatch-IDE-file.' .. k}
file.style.bottom_padding = 0
file.style.top_padding = 0
end
local code = center['hotpatch-IDE']['hotpatch-IDE-table']['hotpatch-IDE-code']
code.text = ''
end
end
end,
}
script.on_event(defines.events.on_gui_selection_state_changed, function(e)
local element = e.element
local handler = on_gui_selection_state_changed_handlers[element.name]
if handler then handler(e) end
end)
script.on_event(defines.events.on_gui_closed, function(e)
local player = game.players[e.player_index]
local element = e.element
if e.gui_type == defines.gui_type.custom then
if element and element.valid then
if element.name == 'hotpatch-IDE' then
if element.visible then
player.play_sound{path = "utility/gui_click"}
end
element.visible = false
elseif element.name == 'hotpatch-console' then
if element.visible then
player.play_sound{path = "utility/gui_click"}
end
element.visible = false
end
end
end
end)
--]===])
--[===[
-- keeping this as a reminder
['hotpatch-menu'] = function(e)
local player = game.players[e.player_index]
local top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
local center = player.gui.center
local menu = left['hotpatch-menu']
menu.visible = not menu.visible
on_gui_click_handlers[e.element.name](e)
end,
--]===]
return true
File diff suppressed because it is too large. Load diff
@@ -0,0 +1,322 @@
local hotpatch_tools = require 'hotpatch.mod-tools'
hotpatch_tools.static_mod('hotpatch-remote-interface', '1.0.3', [===[
--[[
Copyright 2018 Chrisgbk
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
-- MIT License, https://opensource.org/licenses/MIT
local hotpatch_tools = require 'hotpatch.mod-tools'
--load private API
-- mod installation/uninstallation support functions
-- These take a mod NAME as a first argument
local install_mod = hotpatch_tools.install_mod
local find_installed_mod = hotpatch_tools.find_installed_mod
local install_mod_file = hotpatch_tools.install_mod_file
local uninstall_mod = hotpatch_tools.uninstall_mod
-- mod interaction functions
-- These take a LOADED INDEX as a first argument, except load_mod, which takes an INSTALLED INDEX
local load_mod = hotpatch_tools.load_mod
local find_loaded_mod = hotpatch_tools.find_loaded_mod
local run_mod = hotpatch_tools.run_mod
local reset_mod = hotpatch_tools.reset_mod
local reset_mod_events = hotpatch_tools.reset_mod_events
local register_mod_events = hotpatch_tools.register_mod_events
local unload_mod = hotpatch_tools.unload_mod
-- internal callbacks when a mod registers events
local register_event = hotpatch_tools.register_event
local register_nth_tick = hotpatch_tools.register_nth_tick
local register_on_tick = hotpatch_tools.register_on_tick
-- mod bootstrap functions
-- These take a LOADED INDEX as a first argument
local mod_on_init = hotpatch_tools.mod_on_init
local mod_on_load = hotpatch_tools.mod_on_load
local mod_on_configuration_changed = hotpatch_tools.mod_on_configuration_changed
local static_mods = hotpatch_tools.static_mods
local console = hotpatch_tools.console
local debug_log = hotpatch_tools.debug_log
local loaded_mods = hotpatch_tools.loaded_mods
local installed_mods = hotpatch_tools.installed_mods
local remote_interface = {}
--IMPORTANT: WHEN COPY PASTING CODE TO CONSOLE THE CODE MUST HAVE SINGLE LINE COMMENTS REMOVED
-- FACTORIO CONSOLE STRIPS LINEFEEDS WHICH MAKES ALL THE CODE BECOME COMMENTED OUT
--TODO: gate these behind admin permissions; if (game.player and game.player.admin) should work for console commands?
debug_log({'hotpatch-info.remote-installing'})
remote_interface['install'] = function(mod_name, mod_version, mod_code, mod_files, only_install)
-- this installs a new mod and runs on_init, then registers events
-- Note that mods may expect that certain events haven't been called yet when their on_init is ran
-- This may prevent them from functioning properly, without manually calling the events they expect
-- examples: on_player_created
local caller = game.player or console
if caller.admin then
if mod_files then
for k,_ in pairs(mod_files) do
if k == 'control' then
caller.print('ERROR: control.lua loaded twice for mod ' .. mod_name)
return
end
end
end
local installed_index = find_installed_mod(mod_name)
local loaded_index = find_loaded_mod(mod_name)
if installed_index then
local old_version = installed_mods[installed_index].version
if old_version then
debug_log({'hotpatch-warning.already-exists', mod_name, old_version})
debug_log({'hotpatch-warning.reinstalling', mod_name, old_version})
end
if loaded_index then
unload_mod(loaded_index)
end
end
install_mod(mod_name, mod_version, mod_code, mod_files)
if not only_install then
installed_index = find_installed_mod(mod_name)
if installed_index then
if not load_mod(installed_index) then
caller.print('compilation failed for mod ' .. mod_name)
return
end
loaded_index = find_loaded_mod(mod_name)
if loaded_index then
if not run_mod(loaded_index) then
caller.print('execution failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
if not mod_on_init(loaded_index) then
caller.print('on_init failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
-- TODO: notify all mods
-- TODO: determine vanilla behaviour and replicate it
if not mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={new_version=mod_version}}}) then
caller.print('on_configuration_changed failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
else
end
else
end
end
else
caller.print('You must be an admin to run this command.')
end
end
remote_interface['run'] = function(mod_name)
-- this runs on_init, then registers events
-- Note that mods may expect that certain events haven't been called yet when their on_init is ran
-- This may prevent them from functioning properly, without manually calling the events they expect
-- examples: on_player_created
local caller = game.player or console
if caller.admin then
local installed_index = find_installed_mod(mod_name)
local loaded_index = find_loaded_mod(mod_name)
local mod
local version
if installed_index and not loaded_index then
if not load_mod(installed_index) then
caller.print('compilation failed for mod ' .. mod_name)
return
end
loaded_index = find_loaded_mod(mod_name)
else
if loaded_index then
mod = loaded_mods[loaded_index]
version = mod.version
debug_log({'hotpatch-warning.already-loaded', mod_name, version})
debug_log({'hotpatch-warning.reinitializing', mod_name, version})
end
end
if loaded_index then
if not run_mod(loaded_index) then
caller.print('execution failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
if not mod_on_init(loaded_index) then
caller.print('on_init failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
-- TODO: notify all mods
-- TODO: determine vanilla behaviour and replicate it
if not mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={new_version=version}}}) then
caller.print('on_configuration_changed failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
end
else
caller.print('You must be an admin to run this command.')
end
end
remote_interface['update'] = function(mod_name, mod_version, mod_code, mod_files)
-- this updates an existing mod
-- the current mods events are de-registered, the new code is installed, on_load is triggered, and then events are registered
-- finally, the mod is informed of the update, so it can run migrations from the previous version
-- TODO: validation
local caller = game.player or console
if caller.admin then
if mod_files then
for k,_ in pairs(mod_files) do
if k == 'control' then
caller.print('ERROR: control.lua loaded twice for mod ' .. mod_name)
return
end
end
end
local installed_index = find_installed_mod(mod_name)
if installed_index then
;
end
local loaded_index = find_loaded_mod(mod_name)
local old_version
if loaded_index then
old_version = loaded_mods[loaded_index].version
unload_mod(loaded_index)
end
install_mod(mod_name, mod_version, mod_code, mod_files)
installed_index = find_installed_mod(mod_name)
if not load_mod(installed_index) then
caller.print('compilation failed for mod ' .. mod_name)
return
end
loaded_index = find_loaded_mod(mod_name)
if not run_mod(loaded_index) then
caller.print('execution failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
if old_version then
if not mod_on_load(loaded_index) then
caller.print('on_load failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
-- The mod must do any migrations here
-- TODO: notify all mods
if not mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={old_version=old_version, new_version=mod_version}}}) then
caller.print('on_configuration_changed failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
else
-- first time install
if not mod_on_init(loaded_index) then
caller.print('on_init failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
-- TODO: notify all mods
if not mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={new_version=mod_version}}}) then
caller.print('on_configuration_changed failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
end
else
caller.print('You must be an admin to run this command.')
end
end
remote_interface['install_mod_file'] = function(mod_name, mod_file, mod_file_code)
local caller = game.player or console
if caller.admin then
install_mod_file(mod_name, mod_file, mod_file_code)
else
caller.print('You must be an admin to run this command.')
end
end
remote_interface['exec'] = function(mod_name, exec_code)
local caller = game.player or console
if caller.admin then
local loaded_index = find_loaded_mod(mod_name)
local env = loaded_mods[loaded_index].env
local success
local code, err = load(exec_code, exec_code, 't', env)
if code then
success, err = pcall(code)
if not success then
debug_log(err)
end
else
debug_log(err)
end
else
caller.print('You must be an admin to run this command.')
end
end
--TODO: most of this function
remote_interface['clean'] = function(mod_name)
-- Removes ALL mod data and reinitializes
-- doesn't remove things a mod may add like surfaces, etc
local caller = game.player or console
if caller.admin then
--mod_reset(mod_name)
--run_mod(mod_name)
--mod_on_init(mod_name)
local loaded_index = find_loaded_mod(mod_name)
local mod = loaded_mods[loaded_index]
local version = mod.version
mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={new_version=version}}})
else
caller.print('You must be an admin to run this command.')
end
end
remote_interface['uninstall'] = function(mod_name)
-- Uninstalls a mod
local caller = game.player or console
if caller.admin then
uninstall_mod(mod_name)
else
caller.print('You must be an admin to run this command.')
end
end
remote.add_interface('hotpatch', remote_interface)
debug_log({'hotpatch-info.complete', {'hotpatch-info.remote-installing'}})
--]===])
--[[
remote.call('hotpatch, 'install', 'test', '1.0.0', [===[
script.on_event(defines.events.on_player_changed_position, function(e)
game.print('changed position')
end
]===]
local updated_code = ....
remote.call('hotpatch', 'update', 'test', '1.0.1', updated_code)
]]
return true
Loaded 100 of 283 files, more files were not shown because too many files have changed in this diff. Show more