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{
"image":"mcr.microsoft.com/devcontainers/universal:2",
"postCreateCommand": "mkdir factorio && cd factorio && wget https://factorio.com/get-download/1.1.107/headless/linux64 && tar -xf linux64 && mv factorio factorio_1.1.107 && rm linux64 && wget https://factorio.com/get-download/2.0.47/headless/linux64 && tar -xf linux64 && mv factorio factorio_2.0.47 && rm linux64 && pnpm install",
}
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# No need to invalidate cache just because we try speeding up the build
.dockerignore
Dockerfile
docker-compose*
# Install dependencies during the build
node_modules
packages/**/node_modules
plugins/**/node_modules
# Download factorio during the build
factorio
factorio.tar.gz
# We build internal mods during build, mods from local test env should not be applied
mods
# These files should never be required during the build
.git
.github
dist
temp
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{
"$schema": "https://raw.githubusercontent.com/EmmyLuaLs/emmylua-analyzer-rust/refs/heads/main/crates/emmylua_code_analysis/resources/schema.json",
"runtime": {
"version": "Lua5.2",
"requirePattern": [ "?", "?.lua" ]
},
"workspace": {
"$comment-moduleMap": "Rewrites each file's own module path rather than the require string",
"$comment-library": "The factorio typedefs are provided by a second config, generated with fmtk luals-addon in ci",
"$comment-templates": "The create templates contain __plugin_name__ placeholders and are not valid lua",
"ignoreGlobs": [
"**/node_modules/**",
"**/dist/**",
"database/**",
"docs/**",
"external_plugins/**",
"factorio/**",
"instances/**",
"logs/**",
"mods/**",
"modules/**",
"temp/**",
"packages/create/templates/**"
],
"moduleMap": [
{ "pattern": "^packages\\.host\\.modules\\.(.+)$", "replace": "modules.$1" },
{ "pattern": "^plugins\\.([^.]+)\\.module\\.(.+)$", "replace": "modules.$1.$2" },
{ "pattern": "^packages\\.host\\.lua\\.export\\.(.+)$", "replace": "$1" },
{ "pattern": "^packages\\.host\\.lua\\.clusterio_lib\\.(.+)$", "replace": "$1" }
]
},
"doc": {
"privateName": [ "__*" ]
},
"$comment-disable": "Same set as ExpCluster, these are editor level hints rather than ci checks",
"$comment-unnecessary-if": "Disabled by the config fmtk generates for itself, the api union types make it unreliable",
"diagnostics": {
"globals": [ "__DebugAdapter", "__Profiler" ],
"disable": [
"assign-type-mismatch",
"param-type-mismatch",
"preferred-local-alias",
"unnecessary-assert",
"unnecessary-if",
"unused"
]
}
}
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package-lock.json -diff
-2
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# Default owners for all files in the repository.
* @psihius @Danielv123 @Hornwitser @Cooldude2606 @ILLISIS
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name: Install dependencies
description: Set up pnpm and Node.js and run pnpm install
inputs:
node-version:
description: Node.js version passed to actions/setup-node
required: true
ignore-scripts:
description: Skip the prepare scripts that build the workspace packages
default: "false"
runs:
using: composite
steps:
- uses: actions/setup-node@v7
with:
node-version: ${{ inputs.node-version }}
package-manager-cache: false
# pnpm/action-setup installs a bootstrap pnpm and then switches to the
# packageManager version, which takes about 10 seconds.
- shell: bash
run: npm install --global --no-audit --no-fund "$(node -p 'require("./package.json").packageManager.split("+")[0]')"
- shell: bash
run: pnpm i --no-frozen-lockfile ${{ inputs.ignore-scripts == 'true' && '--ignore-scripts' || '' }}
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<!--
Describe why and what has been changed by this pull request, feel free to also ask for input on decisions you are unsure about etc.
The changelog lines below will be copied directly from merged pull requests to the changelog on new releases. Changes are expected to preferentially link to the associated issues. If there are no relevant issues, link to the pull request itself.
If there are no relevant changelog entries replace the code block below with "None." followed by an optional reason for why it is not needed.
-->
### Changelog
```
### Features
- Added doodad to web interface. #999
### Changes
- ...
### Fixes
- ...
### Breaking Changes
- ...
```
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name: Classify CI changes
on:
workflow_call:
outputs:
build_and_test:
description: Run the test and coverage matrix, compatibility tests, and mod build.
value: ${{ jobs.changes.outputs.build_and_test }}
js_lint:
description: Run the JavaScript/TypeScript linter.
value: ${{ jobs.changes.outputs.js_lint }}
lua_lint:
description: Run the Lua linter.
value: ${{ jobs.changes.outputs.lua_lint }}
jobs:
changes:
runs-on: ubuntu-latest
timeout-minutes: 5
outputs:
build_and_test: ${{ steps.syntax.outputs.build_and_test || steps.paths.outputs.code }}
js_lint: ${{ steps.lint.outputs.js_lint }}
lua_lint: ${{ steps.lint.outputs.lua_lint }}
steps:
- uses: actions/checkout@v7
with:
fetch-depth: 0
- uses: dorny/paths-filter@v4
id: paths
with:
token: ''
base: ${{ github.event.pull_request.base.sha || github.event.before }}
ref: ${{ github.sha }}
list-files: json
predicate-quantifier: every
filters: |
# Files requiring validation beyond documentation checks.
code:
- '**'
- '!**/*.md'
- '!docs/**/*.{png,jpg,svg,gif}'
# Sources and configuration owned by each linter.
# Workflow scripts and shared build configuration run both linters.
js:
- '**/*.{js,cjs,mjs,jsx,ts,cts,mts,tsx}'
- '!.github/**'
- '!**/{webpack,babel,rollup,vite,jest}.config.*'
lua:
- '{*.lua,**/*.lua,.emmyrc.json}'
- '!.github/**'
# Modified JS/TS source eligible for the comment-only shortcut.
# TypeScript type changes still count as substantive changes.
syntax:
- modified: '**/*.{js,cjs,mjs,jsx,ts,cts,mts,tsx}'
# Source fixtures and templates always receive full validation.
- '!test/file/**'
- '!packages/create/templates/**'
- '!.github/**'
- '!**/{eslint,webpack,babel,rollup,vite,jest}.config.*'
- name: Select linters
id: lint
env:
CODE_FILES: ${{ steps.paths.outputs.code_files }}
JS_FILES: ${{ steps.paths.outputs.js_files }}
LUA_FILES: ${{ steps.paths.outputs.lua_files }}
run: |
# Unclassified non-documentation files can affect either language.
jq -nr --argjson code "$CODE_FILES" --argjson js "$JS_FILES" --argjson lua "$LUA_FILES" '
($code - $js - $lua | length > 0) as $shared |
"js_lint=\($shared or ($js | length > 0))",
"lua_lint=\($shared or ($lua | length > 0))"
' >> "$GITHUB_OUTPUT"
- name: Install Difftastic
if: steps.paths.outputs.syntax == 'true'
env:
DIFFT_VERSION: 0.71.0
DIFFT_SHA256: 61aea5394a53c56f144637cf39b3a0c0dafa27769731745e5851ff276e6478da
run: |
mkdir -p "$RUNNER_TEMP/difftastic"
curl -fsSL "https://github.com/Wilfred/difftastic/releases/download/$DIFFT_VERSION/difft-$DIFFT_VERSION-x86_64-unknown-linux-gnu.tar.gz" -o "$RUNNER_TEMP/difftastic.tar.gz"
echo "$DIFFT_SHA256 $RUNNER_TEMP/difftastic.tar.gz" | sha256sum -c
tar -xzf "$RUNNER_TEMP/difftastic.tar.gz" -C "$RUNNER_TEMP/difftastic"
echo "$RUNNER_TEMP/difftastic" >> "$GITHUB_PATH"
- name: Check for substantive changes
id: syntax
if: steps.paths.outputs.code == 'true'
env:
CODE_FILES: ${{ steps.paths.outputs.code_files }}
SYNTAX_FILES: ${{ steps.paths.outputs.syntax_files }}
BASE: ${{ github.event.pull_request.base.sha || github.event.before }}
HEAD_SHA: ${{ github.sha }}
run: |
# Skip only when every non-documentation file is an ordinary source edit.
echo 'build_and_test=true' >> "$GITHUB_OUTPUT"
# A new branch has no previous commit; keep full validation on its first push.
if [[ "$BASE" == 0000000000000000000000000000000000000000 ]]; then
exit 0
fi
if ! jq -en --argjson code "$CODE_FILES" --argjson syntax "$SYNTAX_FILES" \
'$code - $syntax | length == 0' > /dev/null; then
exit 0
fi
git cat-file -e "$BASE^{commit}"
jq -j '.[] | ., "\u0000"' <<< "$SYNTAX_FILES" > "$RUNNER_TEMP/syntax-files"
while IFS= read -r -d '' file; do
# Mode changes and symlinks are substantive even when text is identical.
[[ -z "$(git diff --summary --no-renames "$BASE" "$HEAD_SHA" -- "$file")" ]] || exit 0
git ls-tree "$HEAD_SHA" -- "$file" | grep -qE '^100(644|755) blob ' || exit 0
before="$RUNNER_TEMP/before.${file##*.}"
after="$RUNNER_TEMP/after.${file##*.}"
git show "$BASE:$file" > "$before"
git show "$HEAD_SHA:$file" > "$after"
# Difftastic ignores ALL comments; retain compiler/bundler/coverage directives.
if grep -Eq '@ts-|@jsx|@internal|<reference\b|<amd-|sourceMappingURL|sourceURL|webpack|vite|[#@]__|/\*!|(istanbul|c8|v8)[[:space:]]+ignore' "$before" "$after"; then
exit 0
fi
case "$file" in
*.js|*.cjs|*.mjs|*.jsx)
# JavaScript JSDoc can contain type information.
if grep -Fq '/**' "$before" "$after"; then exit 0; fi ;;
esac
if ! difft --ignore-comments --check-only --exit-code "$before" "$after"; then
exit 0
fi
done < "$RUNNER_TEMP/syntax-files"
echo 'build_and_test=false' >> "$GITHUB_OUTPUT"
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name: Lua Lint
on:
push:
pull_request:
concurrency:
group: ${{ github.workflow }}-${{ github.ref == 'refs/heads/master' && github.sha || github.ref }}
cancel-in-progress: true
env:
EMMYLUA_CHECK_VERSION: "0.25.1"
jobs:
changes:
uses: ./.github/workflows/ci-changes.yml
lint:
needs: changes
if: ${{ !cancelled() && needs.changes.outputs.lua_lint != 'false' }}
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- uses: actions/setup-node@v7
with:
node-version: lts/*
- name: Generate Factorio typedefs
run: |
npm install --prefix "$RUNNER_TEMP/fmtk" factoriomod-debug
"$RUNNER_TEMP/fmtk/node_modules/.bin/fmtk" luals-addon "$RUNNER_TEMP"
- name: Install emmylua_check
run: |
curl -fsSL "https://github.com/EmmyLuaLs/emmylua-analyzer-rust/releases/download/${EMMYLUA_CHECK_VERSION}/emmylua_check-linux-x64.tar.gz" \
| tar -xz -C "$RUNNER_TEMP"
- name: Run Lint Report
shell: bash
run: |
# The typedefs are generated per run, so their path is passed via a second config
jq -n --arg lib "$RUNNER_TEMP/factorio/library" \
'{ workspace: { library: [ $lib ] } }' \
> "$RUNNER_TEMP/ci.emmyrc.json"
# Exits non zero on error severity, so the gate below is used instead
"$RUNNER_TEMP/emmylua_check" . --config ".emmyrc.json,$RUNNER_TEMP/ci.emmyrc.json" \
--output-format json --output check.json || true
# Credit to https://github.com/Krealle/luals-check-action/blob/main/action.yml
# Although some minor fixes were needed
# Format and print the messages (would be nice to format as a table, but that's too complex for jq)
jq -r --arg root "$PWD/" \
'.[] | (.file | ltrimstr($root)) as $file | .diagnostics[] |
{
file: $file,
code: .code,
line: .range.start.line,
message: (.message | split("\n")
| map(if startswith("- ") then .[2:] else . end)
| join("\n")),
severity: (if .severity <= 1 then "ERR" else "WARN" end)
} |
"**[\(.severity)] \(.code):** \(.file)#L\(.line + 1)<br><code>\(.message)</code>"' \
check.json > "$GITHUB_STEP_SUMMARY"
echo ""
# Github Annotations (limited to 10)
jq -r --arg root "$PWD/" \
'.[] | (.file | ltrimstr($root)) as $file | .diagnostics[] |
{
file: $file,
title: .code,
line: .range.start.line,
endLine: .range.end.line,
col: .range.start.character,
endColumn: .range.end.character,
message: (.message | gsub("\n"; "%0A"; "m")),
level: (if .severity <= 1 then "error" else "warning" end)
} |
"::\(.level) file=\(.file),line=\(.line + 1),endLine=\(.endLine + 1),col=\(.col + 1),endColumn=\(.endColumn + 1),title=\(.title)::\(.message) (\(.title))"' \
check.json
# An entry is emitted for every file checked, including clean ones, so
# the gate counts diagnostics and asserts the workspace was actually read
if [[ $(jq 'length' check.json) -lt 20 ]] ; then
echo "::error::Only $(jq 'length' check.json) files were checked, expected the whole workspace"
exit 1
elif [[ $(jq '[.[].diagnostics[]] | length' check.json) -gt 0 ]] ; then
exit 1
else
echo "✅ All checks succeeded!" | tee "$GITHUB_STEP_SUMMARY"
fi
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# This workflow will do a clean install of node dependencies, cache/restore them, build the source code and run tests across different versions of node
# For more information see: https://help.github.com/actions/language-and-framework-guides/using-nodejs-with-github-actions
name: Node.js CI
on:
push:
pull_request:
# Superseded runs of a branch or pull request are cancelled. Runs on master
# each get their own group so every commit there is tested.
concurrency:
group: ${{ github.workflow }}-${{ github.ref == 'refs/heads/master' && github.sha || github.ref }}
cancel-in-progress: true
env:
NODE_VERSION: 24.x
jobs:
changes:
uses: ./.github/workflows/ci-changes.yml
test:
needs: changes
if: ${{ !cancelled() && needs.changes.outputs.build_and_test != 'false' }}
runs-on: ubuntu-latest
timeout-minutes: 15
strategy:
fail-fast: false
matrix:
# To stay within the concurrent job limit, every Factorio version is
# tested on the latest Node.js, and every other supported Node.js
# version only with the latest Factorio. Coverage is performed on the
# oldest supported Node.js.
# Node.js release schedule: https://nodejs.org/en/about/releases/
# Supported factorio versions are latest stable and one minor version before stable (even if from a previous major)
node-version: [26.x]
factorio-version: [1.1.110, 2.0.77, 2.1.17]
# The tests run in two halves of similar length on separate runners,
# the clusterioctl, plugin system and instance integration tests and the rest.
tests: [ctl, other]
include:
- node-version: 24.x
factorio-version: 2.1.17
tests: ctl
- node-version: 24.x
factorio-version: 2.1.17
tests: other
- node-version: 22.x
factorio-version: 2.1.17
tests: ctl
coverage: true
- node-version: 22.x
factorio-version: 2.1.17
tests: other
coverage: true
steps:
- uses: actions/checkout@v7
- name: Prepare and install
uses: ./.github/actions/pnpm-install
with:
node-version: ${{ matrix.node-version }}
- name: Use Factorio ${{ matrix.factorio-version }}
run: wget -q -O factorio.tar.gz https://www.factorio.com/get-download/${{ matrix.factorio-version }}/headless/linux64 && tar -xf factorio.tar.gz && rm factorio.tar.gz
- name: Run tests
if: ${{ !matrix.coverage }}
run: pnpm test --grep "^(Integration of Clusterio (clusterioctl|plugin system)|Clusterio Instance) " ${{ matrix.tests == 'other' && '--invert' || '' }}
- name: Run coverage
if: ${{ matrix.coverage }}
run: pnpm run ci-cover --grep "^(Integration of Clusterio (clusterioctl|plugin system)|Clusterio Instance) " ${{ matrix.tests == 'other' && '--invert' || '' }}
- name: Upload coverage to Codecov
if: ${{ matrix.coverage }}
uses: codecov/codecov-action@v7
with:
files: ./coverage/lcov.info
# Otherwise the raw V8 coverage in coverage/tmp is uploaded as well
disable_search: true
token: ${{ secrets.CODECOV_TOKEN }}
- name: Upload test logs for debugging
if: ${{ !cancelled() }}
uses: actions/upload-artifact@v7
with:
name: logs-${{ matrix.node-version }}-${{ matrix.factorio-version }}-${{ matrix.tests }}
path: temp/test/logs
version-compat:
needs: changes
if: ${{ !cancelled() && needs.changes.outputs.build_and_test != 'false' }}
runs-on: ubuntu-latest
timeout-minutes: 15
env:
# npm version spec for the published side of the compatibility test.
# If each release is compatible with the one before it then testing
# against the latest release transitively covers older versions too.
PUBLISHED_VERSION: latest
strategy:
fail-fast: false
matrix:
include:
- controller: local
host: published
- controller: published
host: local
steps:
- uses: actions/checkout@v7
- name: Prepare and install
uses: ./.github/actions/pnpm-install
with:
node-version: ${{ env.NODE_VERSION }}
- name: Test ${{ matrix.controller }} controller with ${{ matrix.host }} host
run: >
node scripts/version-compat-test.js
--controller ${{ matrix.controller }}
--host ${{ matrix.host }}
--published-version "$PUBLISHED_VERSION"
lint:
needs: changes
if: ${{ !cancelled() && needs.changes.outputs.js_lint != 'false' }}
runs-on: ubuntu-latest
timeout-minutes: 5
steps:
- uses: actions/checkout@v7
- uses: ./.github/actions/pnpm-install
with:
node-version: ${{ env.NODE_VERSION }}
ignore-scripts: true
- run: pnpm run lint
build:
needs: changes
if: ${{ !cancelled() && needs.changes.outputs.build_and_test != 'false' }}
runs-on: ubuntu-latest
timeout-minutes: 5
steps:
- uses: actions/checkout@v7
- uses: ./.github/actions/pnpm-install
with:
node-version: ${{ env.NODE_VERSION }}
ignore-scripts: true
- run: pnpm run build-mod
# Upload build to artifacts
- name: Upload build to artifacts
uses: actions/upload-artifact@v7
with:
name: clusterio_lib
path: ./dist
if-no-files-found: error
-48
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@@ -1,48 +0,0 @@
name: Publish
on:
release:
types:
- released
permissions:
id-token: write
contents: write
jobs:
npm:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- uses: pnpm/action-setup@v6
- uses: actions/setup-node@v7
with:
node-version: 24.x
registry-url: https://registry.npmjs.org
- run: pnpm install --no-frozen-lockfile
- run: pnpm -r --filter='./packages/*' --filter='./plugins/*' --fail-if-no-match publish --no-git-checks
env:
NODE_ENV: production
- uses: softprops/action-gh-release@v3
with:
files: pnpm-lock.yaml
factorio:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- uses: pnpm/action-setup@v6
- uses: actions/setup-node@v7
with:
node-version: 24.x
- run: pnpm install --no-frozen-lockfile
- run: pnpm -r --filter='./packages/*' --filter='./plugins/*' --fail-if-no-match run build-mod --output-dir ../../dist
- run: node ./publish.js factorio ./dist
env:
FACTORIO_TOKEN: ${{ secrets.FACTORIO_TOKEN }}
- uses: softprops/action-gh-release@v3
with:
files: ./dist/*
+41 -16
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@@ -1,6 +1,7 @@
# Logs
logs
*debug.log*
*.log
npm-debug.log*
# Runtime data
pids
@@ -10,7 +11,7 @@ pids
# Directory for instrumented libs generated by jscoverage/JSCover
lib-cov
# Coverage directories used by tools like c8 and codecov
# Coverage directory used by tools like istanbul
coverage
# Grunt intermediate storage (http://gruntjs.com/creating-plugins#storing-task-files)
@@ -23,23 +24,47 @@ coverage
build/Release
dist/
node_modules
node_modules/*
!node_modules/_app
/factorio*
Factorio*
/factorio
/instances
/mods
/sharedMods
/database
/plugin-list.json
/config-*.json
/config-*.json.lock
/npm-operation.lock*
pnpm-lock.yaml
database/items.db
config.json
package-lock.json
secret-api-token.txt
mod_cache.json
.luarc.json
/static/
static/pictures/spritesheet.js
static/pictures/spritesheet.png
static/external
saves
/temp/
# IDE
.idea/
.vs/
# weird pattern to ignore sharedPlugins except not ignore some core modules
!sharedPlugins/
sharedPlugins/*
!sharedPlugins/inventoryImports/
!sharedPlugins/UPSdisplay/
!sharedPlugins/remoteMap/
!sharedPlugins/remoteCommands/
!sharedPlugins/researchSync/
!sharedPlugins/globalChat/
!sharedPlugins/clusterioMod/
!sharedPlugins/serverManager/
sharedPlugins/serverManager/database/*
sharedPlugins/serverManager/config.json
sharedPlugins/serverManager/secret-api-token.txt
!sharedPlugins/scenario_loader/
sharedPlugins/scenario_loader/scenarios
!sharedPlugins/statisticsExporter/
# File used for marking plugins as disabled
sharedPlugins/*/DISABLED
\.cache-require-paths\.json
\.vs/
bin/
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@@ -1,458 +0,0 @@
// Formatting rules come from @stylistic as Oxlint does not implement them.
{
"$schema": "./node_modules/oxlint/configuration_schema.json",
"plugins": [
"node"
],
"jsPlugins": [
"@stylistic/eslint-plugin"
],
"categories": {
"correctness": "off"
},
"env": {
"builtin": true,
"node": true
},
"ignorePatterns": [
"**/dist/",
"dist/"
],
"rules": {
"@stylistic/indent": [
"error",
"tab",
{
"ignoredNodes": [
"JSXFragment"
],
"ignoreComments": true,
"SwitchCase": 1
}
],
"accessor-pairs": "error",
"array-callback-return": "error",
"arrow-body-style": "error",
"block-scoped-var": "error",
"complexity": [
"error",
{
"max": 25
}
],
"curly": "error",
"default-case": "error",
"default-case-last": "error",
"eqeqeq": "error",
"func-name-matching": "error",
"func-style": [
"error",
"declaration",
{
"allowArrowFunctions": true
}
],
"grouped-accessor-pairs": "error",
"guard-for-in": "error",
"id-match": "error",
"max-depth": "error",
"max-nested-callbacks": "error",
"new-cap": [
"error",
{
"capIsNewExceptions": [
"StringEnum",
"StringKey"
],
"capIsNewExceptionPattern": "^Type\\.",
"newIsCapExceptions": [
"constructor"
]
}
],
"no-alert": "error",
"no-array-constructor": "error",
"no-caller": "error",
"no-console": "error",
"no-constant-condition": [
"error",
{
"checkLoops": false
}
],
"no-constructor-return": "error",
"no-div-regex": "error",
"no-duplicate-imports": "error",
"no-else-return": "error",
"no-eq-null": "error",
"no-eval": "error",
"no-extend-native": "error",
"no-extra-bind": "error",
"no-extra-label": "error",
"no-implicit-coercion": "error",
"no-implicit-globals": "error",
"no-implied-eval": "error",
"no-iterator": "error",
"no-label-var": "error",
"no-lone-blocks": "error",
"no-lonely-if": "error",
"no-loop-func": "error",
"no-multi-assign": "error",
"no-multi-str": "error",
"no-nested-ternary": "error",
"no-new": "error",
"no-new-func": "error",
"no-new-wrappers": "error",
"no-plusplus": [
"error",
{
"allowForLoopAfterthoughts": true
}
],
"no-proto": "error",
"no-restricted-globals": "error",
"no-restricted-imports": "error",
"no-restricted-properties": "error",
"no-return-assign": "error",
"no-script-url": "error",
"no-self-compare": "error",
"no-sequences": "error",
"no-shadow": [
"error",
{
"allow": [
"Event",
"Request",
"yargs"
]
}
],
"no-template-curly-in-string": "error",
"no-throw-literal": "error",
"no-unmodified-loop-condition": "error",
"no-unneeded-ternary": "error",
"no-unused-expressions": "error",
"no-useless-backreference": "error",
"no-useless-call": "error",
"no-useless-computed-key": "error",
"no-useless-concat": "error",
"no-useless-rename": "error",
"no-useless-return": "error",
"no-var": "error",
"no-void": [
"error",
{
"allowAsStatement": true
}
],
"prefer-arrow-callback": "error",
"prefer-exponentiation-operator": "error",
"prefer-numeric-literals": "error",
"prefer-object-spread": "error",
"prefer-promise-reject-errors": "error",
"prefer-regex-literals": "error",
"prefer-rest-params": "error",
"prefer-spread": "error",
"prefer-template": "error",
"radix": [
"error",
"always"
],
"symbol-description": "error",
"unicode-bom": [
"error",
"never"
],
"vars-on-top": "error",
"yoda": [
"error",
"never",
{
"exceptRange": true
}
],
"node/no-sync": [
"error",
{
"ignores": [
"TechnologySync",
"techsToSync"
]
}
],
"@stylistic/array-bracket-newline": "off",
"@stylistic/array-bracket-spacing": [
"error",
"never"
],
"@stylistic/array-element-newline": "off",
"@stylistic/arrow-parens": "off",
"@stylistic/arrow-spacing": [
"error",
{
"after": true,
"before": true
}
],
"@stylistic/block-spacing": "error",
"@stylistic/brace-style": [
"error",
"1tbs",
{
"allowSingleLine": true
}
],
"@stylistic/comma-dangle": [
"error",
{
"arrays": "always-multiline",
"objects": "always-multiline",
"imports": "always-multiline",
"exports": "always-multiline",
"functions": "only-multiline",
"generics": "only-multiline",
"enums": "always-multiline",
"tuples": "always-multiline"
}
],
"@stylistic/comma-spacing": "error",
"@stylistic/comma-style": [
"error",
"last"
],
"@stylistic/computed-property-spacing": [
"error",
"never"
],
"@stylistic/dot-location": [
"error",
"property"
],
"@stylistic/eol-last": "error",
"@stylistic/function-call-argument-newline": "off",
"@stylistic/function-paren-newline": "off",
"@stylistic/generator-star-spacing": [
"error",
{
"before": false,
"after": true
}
],
"@stylistic/implicit-arrow-linebreak": "error",
"@stylistic/jsx-quotes": "error",
"@stylistic/key-spacing": "error",
"@stylistic/keyword-spacing": "error",
"@stylistic/line-comment-position": "off",
"@stylistic/linebreak-style": [
"error",
"unix"
],
"@stylistic/lines-around-comment": "off",
"@stylistic/lines-between-class-members": [
"error",
"always",
{
"exceptAfterSingleLine": true
}
],
"@stylistic/max-len": [
"error",
{
"code": 120
}
],
"@stylistic/max-statements-per-line": "off",
"@stylistic/multiline-comment-style": [
"error",
"separate-lines"
],
"@stylistic/multiline-ternary": "off",
"@stylistic/new-parens": "error",
"@stylistic/newline-per-chained-call": "off",
"@stylistic/no-confusing-arrow": "error",
"@stylistic/no-extra-parens": "off",
"@stylistic/no-floating-decimal": "error",
"@stylistic/no-mixed-operators": [
"error",
{
"groups": [
[
"&",
"|",
"^",
"~",
"<<",
">>",
">>>"
],
[
"==",
"!=",
"===",
"!==",
">",
">=",
"<",
"<="
],
[
"in",
"instanceof"
]
]
}
],
"@stylistic/no-multi-spaces": "error",
"@stylistic/no-multiple-empty-lines": "error",
"@stylistic/no-tabs": "off",
"@stylistic/no-trailing-spaces": "error",
"@stylistic/no-whitespace-before-property": "error",
"@stylistic/nonblock-statement-body-position": "error",
"@stylistic/object-curly-newline": "error",
"@stylistic/object-curly-spacing": "off",
"@stylistic/one-var-declaration-per-line": "error",
"@stylistic/operator-linebreak": [
"error",
"after",
{
"overrides": {
"?": "before",
":": "before",
"||": "before",
"&&": "before",
"??": "before",
"|": "before",
"&": "before"
}
}
],
"@stylistic/padded-blocks": "off",
"@stylistic/padding-line-between-statements": "error",
"@stylistic/quote-props": "off",
"@stylistic/quotes": [
"error",
"double",
{
"avoidEscape": true
}
],
"@stylistic/rest-spread-spacing": [
"error",
"never"
],
"@stylistic/semi": "error",
"@stylistic/semi-spacing": "error",
"@stylistic/semi-style": "off",
"@stylistic/space-before-blocks": "error",
"@stylistic/space-before-function-paren": "off",
"@stylistic/space-in-parens": [
"error",
"never"
],
"@stylistic/space-infix-ops": "off",
"@stylistic/space-unary-ops": "error",
"@stylistic/spaced-comment": [
"error",
"always",
{
"line": {
"markers": [
"/"
]
}
}
],
"@stylistic/switch-colon-spacing": "error",
"@stylistic/template-curly-spacing": [
"error",
"never"
],
"@stylistic/template-tag-spacing": "error",
"@stylistic/wrap-iife": "error",
"@stylistic/wrap-regex": "off",
"@stylistic/yield-star-spacing": "error"
},
"overrides": [
{
"files": [
"{packages,plugins}/**/*.{ts,tsx}"
],
"rules": {
"no-unused-vars": "off",
"typescript/ban-ts-comment": "error",
"typescript/no-duplicate-enum-values": "error",
"typescript/no-empty-object-type": "error",
"typescript/no-explicit-any": "off",
"typescript/no-extra-non-null-assertion": "error",
"typescript/no-misused-new": "error",
"typescript/no-namespace": "error",
"typescript/no-non-null-asserted-optional-chain": "error",
"typescript/no-require-imports": "off",
"typescript/no-this-alias": "error",
"typescript/no-unnecessary-type-constraint": "error",
"typescript/no-unsafe-declaration-merging": "error",
"typescript/no-unsafe-function-type": "error",
"typescript/no-wrapper-object-types": "error",
"typescript/prefer-as-const": "error",
"typescript/prefer-namespace-keyword": "error",
"typescript/triple-slash-reference": "off",
"no-shadow": [
"error",
{
"allow": [
"Event",
"Request",
"yargs"
]
}
],
"no-useless-constructor": "error"
},
"plugins": [
"typescript"
]
},
{
"files": [
"test/**/*.js",
"plugins/*/test/**/*.js"
],
"rules": {
"prefer-arrow-callback": "off"
},
"env": {
"mocha": true
}
},
{
"files": [
"packages/web_ui/src/**/*.{ts,tsx}",
"packages/lib/browser.ts",
"packages/create/templates/*/web/**/*.{ts,js,tsx,jsx}",
"{packages,plugins}/*/web/**/*.{ts,tsx}"
],
"globals": {
"SpeechRecognitionAlternative": "readonly",
"SpeechRecognitionResult": "readonly",
"SpeechRecognitionResultList": "readonly"
},
"env": {
"browser": true
}
},
{
"files": [
"packages/create/templates/**/*.{js,cjs,ts,cts,jsx,tsx}"
],
"rules": {
"@stylistic/indent": "off",
"@stylistic/spaced-comment": "off",
"@stylistic/comma-spacing": "off",
"@stylistic/max-len": "off"
},
"jsPlugins": [
"@stylistic/eslint-plugin"
]
}
]
}
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# Snyk (https://snyk.io) policy file, patches or ignores known vulnerabilities.
version: v1.13.3
ignore: {}
# patches apply the minimum changes required to fix a vulnerability
patch:
'npm:lodash:20180130':
- html5-validator > caporal > cli-table2 > lodash:
patched: '2018-07-03T06:07:55.532Z'
'npm:hawk:20160119':
- node-factorio-api > documentation > highlight.js > gear-lib > less > request > hawk:
patched: '2019-02-25T06:48:21.845Z'
'npm:http-signature:20150122':
- node-factorio-api > documentation > highlight.js > gear-lib > less > request > http-signature:
patched: '2019-02-25T06:48:21.845Z'
'npm:mime:20170907':
- node-factorio-api > documentation > highlight.js > gear-lib > mime:
patched: '2019-02-25T06:48:21.845Z'
- node-factorio-api > documentation > highlight.js > gear-lib > less > mime:
patched: '2019-02-25T06:48:21.845Z'
- node-factorio-api > documentation > highlight.js > gear-lib > less > request > form-data > mime:
patched: '2019-02-25T06:48:21.845Z'
'npm:minimatch:20160620':
- node-factorio-api > documentation > highlight.js > gear > liftoff > findup-sync > glob > minimatch:
patched: '2019-02-25T06:48:21.845Z'
- node-factorio-api > documentation > highlight.js > gear-lib > gear > liftoff > findup-sync > glob > minimatch:
patched: '2019-02-25T06:48:21.845Z'
- node-factorio-api > documentation > highlight.js > gear-lib > glob > minimatch:
patched: '2019-02-25T06:48:21.845Z'
- node-factorio-api > documentation > highlight.js > gear-lib > jslint > glob > minimatch:
patched: '2019-02-25T06:48:21.845Z'
- node-factorio-api > documentation > highlight.js > gear-lib > jshint > cli > glob > minimatch:
patched: '2019-02-25T06:48:21.845Z'
- node-factorio-api > documentation > highlight.js > gear-lib > jshint > minimatch:
patched: '2019-02-25T06:48:21.845Z'
'npm:request:20160119':
- node-factorio-api > documentation > highlight.js > gear-lib > less > request:
patched: '2019-02-25T06:48:21.845Z'
'npm:tunnel-agent:20170305':
- node-factorio-api > documentation > highlight.js > gear-lib > less > request > tunnel-agent:
patched: '2019-02-25T06:48:21.845Z'
'npm:uglify-js:20151024':
- node-factorio-api > documentation > highlight.js > gear-lib > handlebars > uglify-js:
patched: '2019-02-25T06:48:21.845Z'
- node-factorio-api > documentation > highlight.js > gear-lib > uglify-js:
patched: '2019-02-25T06:48:21.845Z'
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language: node_js
node_js:
- "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 -xvf factorio.tar.gz
script:
- npm run cover
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@@ -0,0 +1,3 @@
{
"CurrentProjectSetting": null
}
+8
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@@ -0,0 +1,8 @@
{
"ExpandedNodes": [
"",
"\\sharedPlugins"
],
"SelectedNode": "\\.gitignore",
"PreviewInSolutionExplorer": false
}
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-3
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@@ -1,3 +0,0 @@
*
!.gitignore
!settings.json
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{
"editor.detectIndentation": false,
"editor.insertSpaces": false,
"files.eol": "\n",
"files.insertFinalNewline": true,
"files.trimFinalNewlines": true,
"[markdown]": {
"editor.indentSize": 4,
"editor.insertSpaces": true,
},
}
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# Working on Clusterio
Clusterio manages distributed Factorio servers through a controller, hosts, and plugins.
Read [contributing](docs/contributing.md) for the project map, setup, commands, debugging, tests, and code style.
For PR reviews, follow the [review guide](docs/pr-review-guide.md), including its candidate ledger and final evidence audit.
Use the detailed guides for the affected area:
- [Communication and routing](docs/communication.md), [wire protocol](docs/devs/protocol.md), and [configuration](docs/config-system.md).
- [Plugins](docs/writing-plugins.md), [plugin migration](docs/devs/plugin-migration-to-2.0.md), and [Factorio/Lua](docs/developing-for-clusterio.md).
- [Compatibility policies](docs/decisions.md) and [releases](docs/release-workflow.md).
## Working rules
- Inspect `git status` before editing.
Preserve unrelated work and external plugin repositories; continue an existing task branch.
- Read the relevant source and tests before changing behavior.
If documentation and implementation disagree, report the discrepancy and distinguish observed behavior from intended policy.
Update affected documentation in the same change.
- Follow nearby code and `.oxlintrc.json`: tabs, double quotes, semicolons, and `.js` extensions in relative TypeScript imports.
Import shared public APIs through `@clusterio/lib` and check Node/browser exports when changing them.
- Run commands from the root using the pinned pnpm version and the [documented Node requirements](docs/contributing.md#supported-nodejs-and-factorio-versions).
Install with `pnpm install --no-frozen-lockfile`; the lockfile is intentionally ignored.
- `pnpm build` compiles TypeScript.
It does not regenerate validators or production web bundles; use the appropriate package's `prepare` script.
Edit sources, not generated outputs.
- Start validation with focused tests, then run `pnpm test` and `pnpm lint` for code changes when possible.
Root tests include integration setup even with fast/external exclusions.
The harness needs Factorio, recreates `temp/test/`, and shares ports 8880/4443; do not run competing suites.
- Report checks, failures, skips, and unverified behavior precisely.
Documentation-only changes need path, command, and formatting checks.
- Preview cleanup with `node clean.js --dry-run`; see the [cleanup scopes](docs/contributing.md#cleaning-generated-and-runtime-files).
Runtime-data deletion and release publication require explicit authorization.
Keep local configs, credentials, runtime data, and generated output out of commits.
- Follow the [PR template](.github/pull_request_template.md), including `### Changelog` (`None.` when appropriate).
-1002
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@@ -1,58 +1,21 @@
FROM node:24 AS subspace_storage_builder
RUN apt update && apt install -y git
WORKDIR /
RUN git clone https://github.com/clusterio/subspace_storage.git
WORKDIR /subspace_storage
RUN npm install \
&& node build
FROM node:9.11.2
RUN apt-get update && apt install git curl tar -y
RUN mkdir factorioClusterio
FROM node:24 AS clusterio_builder
RUN apt update \
&& apt install -y wget \
&& mkdir /clusterio
WORKDIR /clusterio
RUN wget -q -O factorio.tar.gz https://www.factorio.com/get-download/latest/headless/linux64 && tar -xf factorio.tar.gz && rm factorio.tar.gz
# Copy project files into the container
COPY . .
RUN git clone -b master https://github.com/Danielv123/factorioClusterio.git && cd factorioClusterio && npm install
RUN cd factorioClusterio && curl -o factorio.tar.gz -L https://www.factorio.com/get-download/latest/headless/linux64 && tar -xf factorio.tar.gz
RUN pnpm install
WORKDIR factorioClusterio
RUN mkdir instances sharedMods
RUN cp config.json.dist config.json
# Install plugins. This is intended as a reasonable default, enabling plugins to make for fun gameplay.
# If you want a different set of plugins, consider using this as the base image for your own.
#RUN pnpm install @clusterio/plugin-subspace_storage
#RUN npx clusteriocontroller plugin add @clusterio/plugin-subspace_storage
RUN node client.js download
COPY --from=subspace_storage_builder /subspace_storage/dist/ /clusterio/mods/
LABEL maintainer "Sir3lit@gmail.com"
# Build Lua library mod
RUN node packages/lib/build_mod --build --source-dir packages/host/lua/clusterio_lib \
&& mv dist/* mods/ \
&& mkdir temp \
&& mkdir temp/test \
&& cp mods/ temp/test/ -r \
&& ls mods
EXPOSE 8080 34167
VOLUME /factorioClusterio/instances
VOLUME /factorioClusterio/sharedMods
VOLUME /factorioClusterio/sharedPlugins
# Remove node_modules
RUN find . -name 'node_modules' -type d -prune -print -exec rm -rf '{}' \;
FROM frolvlad/alpine-glibc AS clusterio_final
RUN apk add --update bash nodejs npm
COPY --from=clusterio_builder /clusterio /clusterio
WORKDIR /clusterio
# Install runtime dependencies
RUN pnpm install --production
LABEL maintainer "danielv@danielv.no"
FROM frolvlad/alpine-glibc AS clusterio_testing
RUN apk add --update bash nodejs npm
COPY --from=clusterio_builder /clusterio /clusterio
WORKDIR /clusterio
# Install runtime dependencies
RUN pnpm install
RUN pnpm install chalk semver
CMD RCONPORT="$RCONPORT" FACTORIOPORT="$FACTORIOPORT" MODE="$MODE" node $MODE\.js start $INSTANCE
+5
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@@ -19,3 +19,8 @@ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
The icons for angels modded items located in /static/pictures/ are licensed
by https://mods.factorio.com/user/Arch666Angel under CC BY-NC-ND 4.0
https://creativecommons.org/licenses/by-nc-nd/4.0/
+182 -239
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@@ -4,333 +4,243 @@
<br/>
<br/>
# Clusterio
# factorioClusterio
Discord for development/support/play: https://discord.gg/5XuDkje
## Important notice
Clusterio 2.0 is the current stable release and requires Node.js 22 or newer.
For new installations, use the latest Node.js LTS release (see [Installation](#installation)).
The previous stable series is no longer supported.
If you are upgrading from a 2.0 alpha, review the [changelog](CHANGELOG.md) before upgrading.
Plugin authors should also follow the [2.0 migration guide](docs/devs/plugin-migration-to-2.0.md).
### 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](#introduction)
* [Features](#features)
* [Plugins](#plugins)
* [Installation](#installation)
* [Ubuntu setup](#ubuntu-setup)
* [Windows setup](#windows-setup)
* [MacOS setup](#macos-setup)
* [Installing Plugins](#installing-plugins)
* [Configure Controller](#configure-controller)
* [Managing Factorio mods](#managing-factorio-mods)
* [Setting up shared storage](#setting-up-shared-storage)
* [Running Clusterio](#running-clusterio)
* [Setting up remote hosts](#setting-up-remote-hosts)
* [Setting up clusterioctl](#setting-up-clusterioctl)
* [Known issues](#known-issues)
* [Common problems](#common-problems)
* [Introduction & methodology](#introduction)
* [Ubuntu setup](#ubuntu-setup)
* [Windows setup](#windows-setup)
* [Optional plugins](#Plugins)
* [Common problems](#Common-problems)
* [Command cheatsheet](#cheatsheet)
## Introduction
Clusterio is a clustered Factorio server manager that provides the tooling for implementing cross server interactions in Factorio.
It was previously best known for implementing cross server transfer and cloud storage of items via teleporter chests.
But this functionality has been pulled out of Clusterio into its own plugin for Clusterio named [Subspace Storage](https://github.com/clusterio/subspace_storage).
Features:
By itself Clusterio doesn't change the gameplay in any way, you could even use Clusterio to manage completely vanilla Factorio servers.
Plugins do the work of modding in the visible changes into the game, see the [Plugins section](#plugins) for ready-made plugins you can install into a Clusterio cluster.
- Entities to send/recieve items
- Cross dimensional storage
- Sending of liquids
- Sending of circuit network signals
- Inventory combinator to display item levels in the cluster (and epoch time)
- Reporting of graphs and UPS on master interface (Also has extensive Prometheus reporting)
Optional extras (see [Plugins](#Plugins))
- Have your inventory synchronize across servers
- Teleport trans from the border of one world to te next
- Show in-game chat in discord
## Features
Connection diagram:
- Clustered Factorio server management allowing you manage the running of Factorio servers across a fleet of physical servers from both a web interface and a command line interface.
![http://i.imgur.com/7FdVfgB.png](http://i.imgur.com/7FdVfgB.png)
- User list management for synchronizing in-game admins, whitelisted users, and bans to all the servers in the cluster.
There can be any number of clients connected to each slave, and any number of slaves connected to a master but there can only be one master server in each cluster.
- Integrated support for exporting statistics for the whole cluster to Prometheus via a single metrics endpoint.
**How does it work?**
- Extensive plugin support for adding your own cross server features to Factorio using Clusterio's communication backbone.
Traditional factorio mods have always been limited by the games deterministic design. This gives us a very bug free and predictable game, but doesn't allow us cool stuff such as internet communication.
Clusterio exploits one of the games logging features, game.write_file and RCON to communicate between servers. Sending an item from one server to another takes this path:
1. server1: Chest has stuff in it, write the contents to a file and delete them from the game world
2. client.js on server1: File has stuff in it, parse and send to the master for storage
3. master: server1 gave us stuff, store it in the storage and write some statistics
4. server2: get-chest is empty, write a request to file
5. client.js on server2: Request file has stuff in it, parse and send a request to master for more items of that type
6. master: server2 asked for stuff, check if we have enough and how much demand there is, then send however much is appropriate back
7. client.js on server2: We were allowed to import x of item y, run command /c remote.call("clusterio", "importMany", "{'copper-plate':120}")
This process works the same for both items and liquids, independent on what mods are used. Yes, modded items are fully supported.
Clusterio can also do a few other neat things, such as giving you access to epoch time, syncing player inventories between servers, keeping track of playtime (playerManager plugin), teleporting trains between servers (trainTeleports) and exporting tons of factorio related statistics to Prometheus for graphing in grafana.
## Ubuntu setup
NodeJS does not support EOL ubuntu releases. Make sure you are on the most recent LTS release or newer.
Master and all slaves:
sudo curl -sL https://deb.nodesource.com/setup_9.x | sudo -E bash -
sudo apt install -y nodejs python-dev git wget curl tar build-essential
sudo npm install pm2 -g
git clone https://github.com/Danielv123/factorioClusterio.git
cd factorioClusterio
curl -o factorio.tar.gz -L https://www.factorio.com/get-download/latest/headless/linux64
tar -xf factorio.tar.gz
npm install
cp config.json.dist config.json
node ./lib/npmPostinstall.js
## Plugins
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.
The heart of Clusterio is its plugin system.
Plugins add functionality to Factorio servers, Clusterio itself or both.
These are the plugins supported and maintained by the Clusterio developers:
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.
- [Global Chat](/plugins/global_chat/README.md): share the in-game chat between servers.
- [Research Sync](/plugins/research_sync/README.md): synchronize research progress and technologies unlocked and the research queue between servers.
- [Statistics Exporter](/plugins/statistics_exporter/README.md): collect in-game statistics from all the servers and makes it available to the Prometheus endpoint on the controller.
- [Subspace Storage](https://github.com/clusterio/subspace_storage): Provide shared storage that can transport items between servers via teleport chests.
- [Player Auth](/plugins/player_auth/README.md): Provides authentication to the cluster via logging into a Factorio server.
- [Player Sync](/plugins/player_sync/README.md): Synchronizes your inventory and player settings between servers.
* You get the `masterAuthToken` from `secret-api-token.txt` in the master install dir after running the master twice.
There's also plugins developed and maintained by the community:
* You get your factorio matchmaking token from factorio.com
- [Discord Bridge](https://github.com/Hornwitser/discord_bridge) (@hornwitser/discord_bridge): Bridges chat between instances and Discord.
By Hornwitser.
- [Server Select](https://github.com/Hornwitser/server_select/tree/clusterio-2.0) (@hornwitser/server_select): In-game GUI for connecting to other servers in the cluster.
Originally by Godmave, ported to 2.0 by Hornwitser.
- [ExpCluster](https://github.com/explosivegaming/ExpCluster) (@expcluster/*): A collection of plugins and scenario features including role and group syncing, moderation tools, quality of life additions, and discord account linking.
See repo readme for plugin breakdown. Maintained by Cooldude2606.
- [Chat Relay](https://github.com/PHIDIAS0303/chat_relay) (@PHIDIAS0303/chat_relay): Chat relay of Discord and Factorio, seperate channel.
* The `masterAuthSecret` should never be touched unless you want to invalidate everyones authentication tokens
The installer offers the six plugins maintained in this repository.
Community plugins are versioned and released independently of Clusterio; check their compatibility before installing them manually.
**Master**
Want to make your own plugin?
Check out the documentation on [Writing Plugins](/docs/writing-plugins.md) for where to start.
If you have a plugin written for an earlier 2.0 alpha, see [Migrating Plugins to 2.0](/docs/devs/plugin-migration-to-2.0.md).
Note that from 2.0 onwards minor versions of Clusterio may contain breaking changes for plugins, while breaking changes for users running a cluster are held back for major versions.
pm2 start master.js --name master
OR
## Installation
node master.js
Install the latest [Node.js LTS release](https://nodejs.org/en/download), which is recommended for new Clusterio installations.
Clusterio is distributed via npm and comes with a guided install script.
If you already have a supported Node.js version installed, you can set it up in a new directory with:
**Server Host**
npm init "@clusterio"
To download the mod for all its non vanilla features and items, (optional, but very recommended)
Otherwise see below for OS specific instructions.
Check out all our of decisions for [node, factorio, and operation support](/docs/decisions.md#supportability).
node client.js manage shared mods add clusterio
### Ubuntu setup
To create a new instance (its own save, set of mods and config files)
1. Install the latest Node.js LTS release using the NodeSource repository for Ubuntu/Debian.
The distribution's default repository may provide an older version.
node client.js start [instancename]
curl -fsSL https://deb.nodesource.com/setup_lts.x | sudo -E bash - &&\
sudo apt-get install -y nodejs
To launch an instance with pm2
Verify the installation with `node --version` and `npm --version`.
2. Log in as the user you wish to install Clusterio as (do not use root), and then create a new directory and run the Clusterio installer:
mkdir clusterio
cd clusterio
npm init "@clusterio"
Make sure to note down the admin authentication token it provides at the end as you will need it later.
3. Optionally copy the generated systemd service files in `systemd` folder to `/etc/systemd/system/`.
pm2 start --name [instancename] client.js -- start [instancename]
use `nano config.json` to change settings.
**Ubuntu with Docker**
The Docker support for Clusterio is currently 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 clusterio
sudo docker build -t clusterio --no-cache --force-rm factorioClusterio
sudo docker run --name controller -e MODE=controller -p 1234:8080 -d -it --restart=unless-stopped danielvestol/clusterio
sudo docker run --name master -e MODE=master -p 1234:8080 -d -it --restart=unless-stopped danielvestol/clusterio
sudo docker run --name host -e MODE=host -e INSTANCE=world1 -v /srv/clusterio/instances:/clusterio/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.
-->
The -v flag is used to specify the instance directory. Your instances (save files etc) will be stored there.
### Windows setup
## Windows setup
1. Download and install the latest [Node.js LTS release](https://nodejs.org/en/download).
Clusterio is built up of multiple parts. Here is a quick guide:
2. Create a new empty directory for the installation and navigate into it.
Open a PowerShell window in this new directory by Shift+Right clicking inside it and choosing "Open PowerShell window here" and then run the following command.
Master = master.js
npm init "@clusterio"
Server host (Slave) = client.js + factorio server
Make sure to note down the admin authentication token it provides at the end as you will need it later.
Game Client = The people connecting to the server
3. If you chose to use local factorio directory for the Factorio installation, download the Windows 64-bit zip package from https://www.factorio.com/download and extract it to the `factorio` folder in your clusterio installation folder.
**Requirements**
download and install nodeJS 8 or 9 from http://nodejs.org
### MacOS Setup
download and install git from https://git-scm.com/
1. Install the latest [Node.js LTS release](https://nodejs.org/en/download).
If you use [nvm](https://github.com/nvm-sh/nvm#installing-and-updating), run `nvm install --lts`.
reboot when you are done, then proceed to the next steps. *reboots matter*
2. Open Terminal or Command prompt in the directory you want to install to and run the following commands.
**Master**
mkdir clusterio
cd clusterio
npm init "@clusterio"
1. download and run https://puu.sh/toFHl/01eebbb333.bat
Make sure to note down the admin authentication token it provides at the end as you will need it later.
2. Copy config.json.dist to config.json
3. If you chose to use local factorio directory for the Factorio installation, you will need to obtain and copy a mac version of Factorio and unpack it to the `factorio` folder in your clusterio installation folder.
3. Follow the instructions in the bat file
3. Some of the instructions are outdated. If you get stuck somewhere, look at the Ubuntu section.
4. Run `node client.js manage shared mods add clusterio`
### Installing Plugins
5. type `node master.js` to start the server
For well-known plugins you can select them during installation and no further steps are necessary to make them work.
Plugins that are not offered by the installer can be installed by the name of the npm package that provides them, for example
**Server Host**
npx clusteriocontroller plugin install @clusterio/plugin-subspace_storage
1. download and run https://puu.sh/toFHl/01eebbb333.bat
This installs the package with npm and adds it to the default `plugin-list.json` file which in the shared folder setup is loaded by controller, host and ctl.
The command must be run from the directory clusterio was installed in and will refuse to run anywhere else.
If you have hosts or ctl installed on separate computers (or directories) then you need to repeat the plugin install process for all of them.
The clusteriocontroller, clusteriohost and clusterioctl commands has the plugin sub-command so you do not need to install clusteriocontroller to add plugins, instead use the clusterio command you have available.
2. Copy config.json.dist to config.json
For development purposes the `plugin add` command supports adding plugins by the absolute path to them, or a relative path that must start with either . or .. (which will then be resolved to an absolute path).
3. Follow the instructions given.
3.5 Some of the instructions are outdated. If you get stuck somewhere, look at the Ubuntu section.
## Configure Controller
4. Type `node client.js start [instancename]` to create a new instance.
By default the controller will listen for HTTP on port 8080.
You can change the port used with the command
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.
npx clusteriocontroller config set controller.http_port 1234
Change `masterIP `to something like `31.152.123.14` (provided by master server owner)
When changing the port you will also need to change the address hosts connect with.
For the standalone installation mode you can use
Change `masterPort` to something like `8080` (provided by master server owner)
npx clusteriohost config set host.controller_url http://localhost:1234/
Change `masterAuthToken` to the value found in `secret-api-token.txt` on the master server
If you plan to make your cluster available externally set the address
that it will be accessible under with, for example
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)
npx clusteriocontroller config set controller.public_url http://203.0.113.4:1234/
**GameClient**
Change the url to reflect the IP, protocol, and port the controller is accessible under, dns names are also supported.
If you're planning on making the controller accessible on the internet it's recommended to set up TLS, see the [Setting Up TLS](/docs/setting-up-tls.md) document for more details.
Fancy game client that does the following steps automatically, but is really old so be warned: [clusterioClient](https://github.com/Danielv123/factorioClusterioClient)
You can list the config of the controller with the `npx clusteriocontroller config list` command.
See the [readme for @clusterio/controller](/packages/controller/README.md) for more information.
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
2. Drop it into ./factorio/mods
## Managing Factorio mods
Mods in Clusterio are managed as parts of mod packs.
On the Mods page of the web interface, use **Search** to browse the Factorio Mod Portal and download mods to the controller, or upload mod zip files directly.
Mod Portal downloads require the controller's [Factorio account credentials](docs/configuration.md#controllerfactorio_username) to be configured.
Use **Create** in the Mod Packs section to create a mod pack, then add the mods you want to use.
Assign the mod pack to an instance under Instance config -> Factorio -> Mod pack, or set a default mod pack for new instances in the controller settings.
![Select mod pack for instance](docs/assets/config_select_mod_pack.png)
Mod settings can be managed under the modpack configuration page in the web UI. For mod settings to show, you first need to run an export. This is done by creating an instance with the modpack assigned, opening the instance page and pressing More -> Export data.
![Export mod configuration data](docs/assets/export_mod_config_data.png)
Once this is done, the mod settings will show up under the modpack configuration page.
![Mod settings configuration in web interface](docs/assets/mod_settings_configuration.png)
## Setting up shared storage
The chests teleporting items to and from the shared storage on the controller has been moved into the Subspace Storage mod and plugin.
To get this to work, install the Subspace Storage plugin on the controller and hosts using the [plugin installation instructions](#installing-plugins).
Download or upload the [Subspace Storage mod](https://mods.factorio.com/mod/subspace_storage) and the [Clusterio Lib mod](https://mods.factorio.com/mod/clusterio_lib) to the controller, add them to a mod pack, and assign it to each participating instance as described in [Managing Factorio mods](#managing-factorio-mods).
Hosts fetch the mods from the controller and synchronize each instance's mods folder with its assigned mod pack when the instance starts.
Do not install the [Clusterio mod](https://mods.factorio.com/mod/clusterio), this was for the old 1.2.x version of Clusterio and is not compatible with Clusterio 2.0.
## Running Clusterio
After completing the installation and creating your admin user, start up the controller and at least one host separately.
The installer provides the `run-controller` and `run-host` scripts to make this simple.
Once the controller process is running you can log into the web interface which is hosted by default on http://localhost:8080/ (adjust the port number if you changed it), use the admin authentication token provided from the installation to log in.
The first time a host starts it prints a link for approving it, open the link and click Approve.
The basics of setting up a Factorio server from the web interface is to create an instance, assign it to a host and then click start. You can also use the "Connect via Steam" button to launch Factorio directly and connect to the server using Steam's protocol handler.
### Running via Systemd
The install script creates systemd service scripts for clusteriocontroller and clusteriohost (if applicable) to start up as the user than ran the installer.
If you have copied these files over to `/etc/systemd/system/` then you can startup Clusterio as a background service using:
#### To start as a service run:
sudo systemctl start clusteriocontroller # for the controller
sudo systemctl start clusteriohost # for each physical server intended to host Factorio servers
#### To automatically get it to start on boot:
sudo systemctl enable clusteriocontroller # for the controller
sudo systemctl enable clusteriohost # for each physical server intended to host Factorio servers
## Setting up remote hosts
Run the installer as described in the installation section and choose "Host only" as the operating mode to install, it'll ask for a name for the host and a controller URL.
The URL is the same as what is needed to connect to the web interface.
Then start the host, the first time it starts it prints a code and waits for the host to be approved:
Waiting for approval of "my-host" with code ABC-DEF, open this link to approve it:
https://example.com/hosts?approve=ABC-DEF
Or run: npx clusterioctl host approve ABC-DEF
Open the link to approve it in the web interface, where you can also change its name, or click Add host on the Hosts page and approve the request with the same code, or run `npx clusterioctl host approve <code>`.
The host then saves its connection details and starts up, it should show up in the Hosts list and be available for assigning and running instances on.
Only approve a request if its code matches the one shown by the host, approving gives the host full access to the cluster.
Approving requires the `core.host.approve` permission, which the Cluster Admin role has.
If you have that permission you can skip the wait by starting the host with `npx clusteriohost run --user-token <token>` and your own authentication token, it is only used to approve the host and is not saved.
To remove a host from the cluster, click Revoke host access on the page for the host in the web interface, or run `npx clusterioctl host revoke <host>`.
This disconnects the host, its instances become unassigned and its saved connection details stop working.
To add the computer back to the cluster start the host again, it asks for approval again.
## Setting up clusterioctl
There's a command line interface available for Clusterio which is installed separately with the same installer as for the controller and host.
Run the installer as described in the installation section and choose "Ctl only" as the operating mode to install, you can do this in the same directory as you have installed other Clusterio component(s) to.
The installer will ask for a controller URL and an authentication token, these are the same as you would use to connect to the web interface.
If you want to use a different user for the command line interface, you can generate an authentication token for an existing user with
npx clusteriocontroller bootstrap generate-user-token <username>
## Known Issues
- `@hornwitser/server_select@2.0.1` fails to load with Clusterio 2.0 because its entrypoints omit the required `.js` extension.
`@hornwitser/discord_bridge@0.2.5` is not automatically discovered because it lacks the `clusterio-plugin` keyword.
The Clusterio 2.0.2 installer still offers these versions; leave them unchecked until compatible plugin releases are available.
If already installed, stop the controller and host, run `npm uninstall @hornwitser/server_select @hornwitser/discord_bridge` in each affected installation directory, and restart them to continue with the core plugins.
See [#1102](https://github.com/clusterio/clusterio/issues/1102).
- After updating Factorio you may get the error `Error: Expected empty response but got "Cannot execute command. Error: [string "clusterio_private.update_instance(..."]:1: attempt to index global 'clusterio_private' (a nil value)?` on instance start.
This is due to Factorio applying a migration replacing the patched content of the save with the original scenario, attempting to start the instance again should resolve the issue.
3. Run factorio and connect to slave as a normal MP game. You will find the port number to connect to at http://[masterAddress]:8080
## Plugins
Here are the known Clusterio plugins in the wild:
1. [Player Manager](https://github.com/Danielv123/playerManager) - Adds player management to the Web UI and shared inventory handling (beta)
2. [DiscordChat](https://github.com/jakedraddy/ClusterioDiscordChat) - Logs in-game chat/joins/leave messages on all instances to a Discord webhook.
3. [TrainTeleports](https://github.com/Godmave/clusterioTrainTeleports) - Allows you to teleport cargotrains between servers.
## Common problems
### Cannot find module: `/../../config`
Copy your config.json.dist to config.json and configure it.
### EACCESS [...] LISTEN 443
Some systems don't let non root processes listen to ports below 1000.
Either run with `sudo` or change config.json to use higher port numbers.
Some systems don't let non root processes listen to ports below 1000. Either run with `sudo` or change config.json to use higher port numbers.
According to [this link](https://askubuntu.com/questions/839520/open-port-443-for-a-node-web-app) if you manually installed node.js following the above instructions, you may need to run the following command to fix this issue:
### InitializationError: First argument must be an abstract-leveldown compliant store
sudo setcap 'cap_net_bind_service=+ep' $(readlink -f $(which node))
do:
### Port forwarding doesn't work on the controller when running under WSL
npm install linvodb3@3.25.1
If you follow the ubuntu guide on WSL (Windows Subsystem for Linux, Bash on Ubuntu on Windows specifically), you will find that the website works on localhost and on your local ip, but not on the global ip.
This is also true when you correctly port-forwarded the correct ports.
Even when routing this server through nginx in WSL, the issue persists.
Then, on a hunch, I tried to run nginx from windows itself and found that this DID work.
It came to me that the only usage difference between the 2 versions of nginx is that I got a Windows Firewall popup.
if that does not suffice do
npm install levelup@1.3.9
If it still doesn't work, come over to our support discord linked at the top of this readme.
### Portforwarding doesn't work on the master server when running under WSL
If you follow the ubuntu guide on WSL (Windows Subsystem for Linux, Bash on Ubuntu on Windows specifically), you will find that the website works on localhost and on your local ip, but not on the global ip. This is also true when you correctly port-forwarded the correct ports. Even when routing this server through nginx in WSL, the issue persists. Then, on a hunch, I tried to run nginx from windows itself and found that this DID work. It came to me that the only usage difference between the 2 versions of nginx is that I got a Windows Firewall popup.
TLDR: the tested fix is:
@@ -343,3 +253,36 @@ TLDR: the tested fix is:
- select TCP and select specific local ports and type in the ports that you want to open (comma separated) and click next > 3 times
- give the rule a name (like 'web server' or something), give it a description (optionally) and click finish
### Other fixes for other potential problems:
Sometimes the install fails. Try `node ./lib/npmPostinstall.js` to complete it.
## Cheatsheet
**To create a new instance/start it**
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
```
3. Download the latest version of the factorioClusterioMod from its github repo
```
node client.js manage shared mods add clusterio
```
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@@ -1,120 +0,0 @@
/**
* Clean the repository of build and execution artifacts.
*
* clean: A quick clean that removes all build artifacts making the output safe to publish
* clean-tests: Removes all build and test artifacts should not be required if tests are setup correctly.
* clean-all: Removes all build, test, and execution artifacts. Including cluster config and logs!
*/
import path from "node:path";
import fs from "node:fs/promises";
import yargs from "yargs";
import npmPackage from "./package.json" with { type: "json" };
const workspaces = npmPackage.workspaces
.map(p => p.slice(0, -2))
.filter(p => !p.includes("external_plugins"));
let DRY = false;
/**
* Attempt to remove a file / directory if it exists.
*
* @param {string} filePath The path to remove.
*/
async function tryRemove(filePath) {
try {
await fs.access(filePath);
console.log(filePath);
} catch {
return;
}
if (!DRY) {
await fs.rm(filePath, { force: true, recursive: true, maxRetries: 10 });
}
}
/**
* Removes all build artifacts
*/
async function removeBuildArtifacts() {
const tasks = [];
for (const workspace of workspaces) {
const basePath = path.resolve(workspace);
const packages = await fs.readdir(basePath);
for (const packageName of packages) {
tasks.push(
tryRemove(path.join(basePath, packageName, "dist"))
);
tasks.push(
tryRemove(path.join(basePath, packageName, "node_modules", ".vite"))
);
}
}
await Promise.all(tasks);
}
/**
* Removes all test artifacts
*/
async function removeTestArtifacts() {
const artifacts = [
".nyc_output", "coverage", "temp", "static",
];
await Promise.all(artifacts.map(artifact => tryRemove(path.resolve(artifact))));
}
/**
* Removes all execution artifacts
*/
async function removeExecutionArtifacts() {
const artifacts = [
"database", "instances", "logs", "mods",
"config-ctl.json", "config-controller.json", "config-host.json",
"FactorioAdminToken.txt", "plugin-list.json",
];
await Promise.all(artifacts.map(artifact => tryRemove(path.resolve(artifact))));
}
/**
* Main function for this script
*/
async function main() {
await yargs(process.argv.slice(2))
.scriptName("clean")
.option("dry-run", {
alias: "dry",
nargs: 0,
describe: "Will not delete any files",
default: false,
type: "boolean",
})
.command("all", "Remove all artifacts", () => {}, argv => {
DRY = argv.dry;
removeBuildArtifacts();
removeTestArtifacts();
removeExecutionArtifacts();
})
.command("tests", "Remove all build and test artifacts", () => {}, argv => {
DRY = argv.dry;
removeBuildArtifacts();
removeTestArtifacts();
})
.command("$0", "Remove all build artifacts", () => {}, argv => {
DRY = argv.dry;
removeBuildArtifacts();
})
.demandCommand(1, "A command must be specified")
.strict()
.parse();
}
// Run main if started from command line
if (import.meta.main) {
main();
}
+799
View File
@@ -0,0 +1,799 @@
const fs = require('fs-extra');
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').Rcon;
const hashFiles = require('hash-files');
const _ = require('underscore');
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("_app/fileOps");
const stringUtils = require("./lib/stringUtils.js");
const configManager = require("./lib/manager/configManager.js");
// 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 = {
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),
}
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']
}
);
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();
client.connect({
host: 'localhost',
port: Number(process.env.RCONPORT) || instconf.clientPort,
password: instconf.clientPassword,
timeout: 5000
});
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']
}
);
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();
// 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,
timeout: 5000
});
} 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
_.once(instanceManagement);
async function instanceManagement(instanceconfig) {
console.log("Started instanceManagement();");
/* Open websocket connection to master */
var socket = ioClient("http://"+config.masterIP+":"+config.masterPort);
socket.on("hello", data => {
console.log("SOCKET | registering slave!");
socket.emit("registerSlave", {
instanceID: instanceconfig.unique,
});
});
setInterval(B=> socket.emit("heartbeat"), 10000);
// 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 log = function(message) {
console.log("Clusterio | "+ pluginsToLoad[i].name + " | " + message);
}
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] != "/") {
log(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);
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){
throw new Error(`Plugin ${pluginConfig.name} has a fileOutputSubscription but plugin.scriptOutput is not a function`)
}
}
}
},
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,
}
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");
}
function callback2(hash, modName){
hashedMods[hashedMods.length] = {
modName: modName,
hash: hash,
}
// check if this callback has ran once for each mod
if(hashedMods.length == instanceMods.length) {
callback(hashedMods);
}
//console.log(modname);
}
let hashedMods = [];
/*let mods = fs.readdirSync("./sharedMods/")*/
let instanceMods = fs.readdirSync(config.instanceDirectory+"/"+instanceName+"/mods/");
if(instanceMods.length == 0){
callback({}); // there are no mods installed, return an empty object
}
for(let o=0;o<instanceMods.length;o++) {
if(path.extname(instanceMods[o]) != ".zip") {
instanceMods.splice(instanceMods.indexOf(instanceMods[o]), 1); // remove element from array, we can't hash unzipped mods
}
}
for(let i=0; i<instanceMods.length; i++){
let path = config.instanceDirectory+"/"+instanceName+"/mods/"+instanceMods[i];
let name = instanceMods[i];
let options = {
files:path,
}
// options {files:[array of paths]}
hashFiles(options, function(error, hash) {
// hash will be a string if no error occurred
if(!error){
callback2(hash, name);
} else {
throw error;
}
});
}
}
+33
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@@ -0,0 +1,33 @@
const needle = require("needle");
const config = require("./config.json");
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);
})();
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coverage:
status:
project:
default:
if_ci_failed: success
informational: true
+63
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{
"__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": false,
"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
}
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version: '3'
services:
unit_test:
image: clusterio
build: .
command: npm run test
-9
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version: '3'
services:
controller:
build: .
command: npx clusteriocontroller run
host:
build: .
command: npx clusteriohost run
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<desc id="diagram-description">A controller and two hosts run across two physical servers. Each host manages three Factorio servers. The hosts and web or command-line clients connect to the controller over WebSocket.</desc>
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# Communication Layer
Clusterio uses links, connectors, and message classes to communicate between controllers, hosts, instances, and control clients.
A link sends and receives messages through a connector, while message classes define the requests and events that can be exchanged.
See the [system overview](how-it-works.md#system-overview) for a diagram of the processes and their connections, and the [protocol reference](devs/protocol.md) for wire formats and session flow.
## Links and routing
[Link](../packages/lib/src/link/link.ts) handles request/response matching, event dispatch, message registration, and routing through an attached router.
Its connector identifies the local and remote endpoints through `connector.src` and `connector.dst`, both `Address` objects.
The controller's `WsServer` stores one link for each host or control connection.
On a host, the `Host` object is a link to the controller, and each `Instance` is linked to a corresponding `InstanceConnection` stored on the host.
The command-line client's `Ctl` object and the web interface's `Control` object each act as a link to the controller.
Requests can pass through several links before reaching their destination.
Each receiving link checks the message name, allowed endpoint types, and source address before routing it.
The controller checks the user's permissions before validating the message data; permission callbacks therefore receive untrusted data.
See [message permissions](writing-plugins.md#static-permission).
At the destination, the registered schema validates the payload and `fromJSON` restores the message before its handler runs.
Routing can perform work before the destination handler runs.
In particular, the [host router](../packages/host/src/Host.ts) can start or wake an instance for messages marked as instance-starting.
## Connectors and sessions
[Connectors](../packages/lib/src/link/connectors.ts) transport messages, assign sequence numbers, and deliver incoming messages to links.
WebSocket connectors connect hosts and control clients to the controller and validate incoming message structures, including their type and addresses.
Hosts and instances share a Node.js process and communicate in memory through paired `VirtualConnector` objects.
The protocol reference describes [connection and recovery behavior](devs/protocol.md#connection-flow), [connector states and events](devs/protocol.md#connector-flow), and [graceful disconnects](devs/protocol.md#graceful-disconnect).
For handling these events in a plugin, including queueing work and preparing for disconnection, see [connection handling](writing-plugins.md#handling-connection-events).
## Message definitions and registration
Core request and event classes live under [packages/lib/src/data/](../packages/lib/src/data/).
Their static `type`, `src`, and `dst` properties specify the message type and allowed endpoint types, while their schema and permission fields define the payload and access rules.
Plugin classes also supply a `plugin` name.
`Link.register` registers request and event classes and compiles their payload validators.
Core classes are registered by the link module; `registerPluginMessages` registers each plugin's `messages` array.
It also registers the plugin's `errors` array with `Link.registerError`, so an error thrown by a request handler is rejected on the requester as the same class.
Incoming messages invoke handlers attached with `link.handle(MessageClass, handler)`.
Plugins attach these handlers from their entrypoint functions rather than relying on method-name conventions.
Send a message with `link.sendTo(destination, new MessageClass(...))`.
Requests return a promise for the response; events do not return a handler result.
Use broadcast destinations only for events.
When using a request's source as a later event destination, remove its request ID with `Address.withoutRequestId()`.
See [writing plugins](writing-plugins.md#defining-link-messages) for a complete example.
When changing a wire message structure in [messages_core.ts](../packages/lib/src/data/messages_core.ts), rebuild the packages with `pnpm -r run prepare` to regenerate the standalone validator.
When changing a request or event class, keep serialization, allowed endpoints, permission checks, registration, and handlers consistent.
The [contributor guide](contributing.md#checking-your-code-for-errors) explains how to run focused tests.
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# 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 field based configuration system to manage settings for the controller, instances, hosts, and the clusterioctl utility.
Plugins can add their own config fields for the controller, host, instance, and ctl configs.
The fields are defined early in the startup, and fields for disabled plugins will still be created.
The built-in config fields are defined in [packages/lib/src/config/definitions.ts](/packages/lib/src/config/definitions.ts) while plugins add fields through `controllerConfigFields`, `hostConfigFields`, `instanceConfigFields`, and `ctlConfigFields` on the `plugin` export.
Controller, host, and instance configs also receive `<plugin_name>.load_plugin` to enable/disable loading on startup and a hidden `<plugin_name>.version` for migrations.
## Defining Fields
Fields are defined as POJS object properties where the name of the property correspond to the name of the configuration field.
The property name 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 consist of a group name and a field name separated by a dot.
For plugins the group name is the name of the plugin, e.g., the `level` field of the `foo_frobber` plugin would be named `foo_frobber.level`.
**access**:
The locations this config field can be read and modified from.
This is an array of strings which can contain the values `"controller"`, `"host"` and `"control"`.
If a party is missing in this array then that party will not receive the value of this field when the config is shared, and will be unable to modify the field.
If not set any party can read and modify this config entry.
Note that instance config fields should have both `"controller"` and `"host"` or unexpected behaviour may occur.
**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.
**title** (optional):
Text used to identify the config field in user interfaces.
This should not contain the grouping used in `name`.
**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.
**initialValue** (optional if optional is true):
Value this config field should take in a newly initialized config.
This can also be a synchronous function returning the value to use.
The function is called with the config after its stored fields are loaded, so it can base the value on other fields.
**validator** (optional):
Function called with the value being set and the config it belongs to.
It should throw an error if the value is not acceptable, and the message of the error is passed on to whoever tried to set it.
Common validators such as `greaterThanZero`, `greaterThanEqualZero`, `integer` and `filePath` are available on `Config.validators`, along with `optional` to skip null and `all` to combine several.
The config is read only while the validator runs.
**dependsOn** (optional):
Names of other fields the validator reads the value of.
When one of those fields is changed the validator of this field is run again against the new value, and the change is rejected if it fails.
**restartRequired** (optional):
True if a restart of the controller, host or instance the config belongs to is needed for changes to take effect.
Changing such a field sets the `restartRequired` flag on the config, which the web interface uses to show that a restart is pending.
Defaults to false.
**restartRequiredProps** (optional):
For object fields, names of properties that have the opposite of `restartRequired`.
Only used by the web interface to show which properties need a restart, `factorio.settings` uses it to mark the settings that are applied live.
**credential** (optional):
Locations allowed to read the value of this field.
Other locations can still change the value if allowed by `access`, which is what you want for tokens and passwords.
**readonly** (optional):
Locations allowed to change the value of this field.
Other locations can still read the value if allowed by `access`.
**hidden** (optional):
True if the web interface should not show this field.
Used for internal values that are managed by Clusterio.
**autoComplete** (optional):
Value for the autocomplete attribute of the input in the web interface, e.g. `section-factorio new-password`.
Only used for string and number fields.
**inputComponent** (optional):
Name of the input component the web interface should render for this field instead of the default for its type.
Plugins register components with the `control.hooks.inputComponents` hook in their web entrypoint.
The hook returns an object whose keys match the field's `inputComponent` value.
For example, with `inputComponent: "foo_frobber_level"` on a field:
```js
import LevelInput from "./LevelInput.js";
export default async function({ control, plugin }) {
control.hooks.inputComponents.attach(plugin.name, () => ({
foo_frobber_level: LevelInput,
}));
}
```
`LevelInput` must implement the `InputComponent` contract exported by `@clusterio/web_ui`.
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.
E.g.:
let value = configInstance.get("group.field");
Or by through the raw fields object (which is best avoided as it doesn't check types or whether the accessed field exists).
E.g.:
let value = configInstance.fields["group.field"]
The set method also takes an extra argument, which is the value to set the field to.
If the value is not valid this will throw an InvalidValueError exception, if the field doesn't exist it will throw an InvalidFieldError 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 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 controller and serialized and sent over to the relevant hosts on startup.
This makes it possible to edit instance configs when the host the instance is on is offline.
A copy is also stored in the instance directory on the host, and this config will be deliverd to the controller on host startup, which enables instances to be copied between clusters as long as their IDs are unique.
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# Configuration
Config values are changed with the `config set` commands of clusterioctl, clusteriocontroller and clusteriohost, or from the settings pages in the web interface.
See [Managing a Cluster](/docs/managing-a-cluster.md) for the commands.
All values are checked against the type of the field when set.
Some fields have additional rules on top of that, such as a number having to be greater than 0, and these are listed under the field.
Setting a value that fails a check is rejected with an error and the old value is kept.
A few fields are internal to Clusterio.
These are managed by Clusterio itself, hidden in the web interface and should not be modified by hand.
## Controller Configuration
### controller.name
Name of the cluster.
Used to distinguish it from other clusters and is prepended to the name of servers in the server list.
Defaluts to "Your Cluster".
### controller.database_directory
Directory used to store cluster data to.
Needs to be writeable by the controller.
This is also used by plugins to store its data.
Defaults to "database".
### controller.mods_directory
Directory where mods shared with the cluster are stored.
Mods uploaded through the web interface or downloaded from the mod portal end up here, and hosts fetch the mods they need for their instances from here.
Needs to be writeable by the controller.
Defaults to "mods".
### controller.autosave_interval
Interval in seconds the controller saves the data it holds in memory, such as users, instances, mod packs and plugin data, to controller.database_directory.
The data is also saved on shutdown.
Must be greater than 0.
Defaults to 60.
### controller.host_pairing_timeout
Time in seconds a host can wait for approval before its request expires, after which the host requests again with a new code.
Set to 0 for no limit.
Defaults to 3600.
### controller.host_pairing_max_pending
Maximum number of hosts that can wait for approval at the same time.
Hosts over the limit keep trying until there is room.
Set to 0 for no limit.
Defaults to 50.
### controller.http_port
Port to host HTTP server on.
If set to null no HTTP server will be exposed.
At least one of this and controller.https_port needs to be set to a port.
Must be a whole number greater than 0.
Defaults to 8080.
### controller.https_port
Port to host HTTPS server on.
Uses controller.tls_certificate and controller.tls_private_key as the certificate and private key for the HTTPS server.
If set to null no HTTPS server will be exposed.
At least one of this and controller.http_port needs to be set to a port.
Must be a whole number greater than 0.
See the [Setting up TLS](/docs/setting-up-tls.md) document for a guide to setting up HTTPS with Clusterio.
Defaults to null.
### controller.bind_address
IP address to bind the HTTP and HTTPS ports on.
Useful to limit which interface to accept connections from.
If set to null the unspecified IPv6 address will be used, which on most systems means it will also listen on the unspecified IPv4 address and accept connections from all
interfaces.
Defaults to null.
### controller.trusted_proxies
Comma separated list of IP addresses and/or CIDR blocks of reverse proxies in front of the controller to trust the `X-Forwarded-For` header from.
When a connection comes from one of these addresses the last address in the `X-Forwarded-For` header is used as the remote address of the connection instead of the address of the proxy.
Entries that are not valid IP addresses are logged as errors and ignored.
Defaults to null meaning the header is never trusted.
### controller.public_url
Public address the controller is accessible on.
Used as the URL in configs generated with `clusteriocontroller bootstrap create-ctl-config`, and by plugins like Player Auth that need to show the address of the web interface in-game.
This should be a full URL ending with a /.
Defaults to null meaning assume localhost.
### controller.static_url
Used to override where static assets such as the web bundle is loaded from.
This can be used if you want to put the static assets on a separate cdn url like `https://cdn.example.com/static/` while keeping the API hosted directly by clusterio.
Due to a limitation on how the web assets are built the pathname component of the url have to be `/static/`, values with any other path are rejected.
See also the `clusteriocontroller copy-static` command for how to obtain the static asset files that need to be hosted.
Defaults to null meaning use the internally hosted assets.
### controller.grafana_url
URL of a Grafana dashboard to link to from the overview page of the web interface, including the protocol.
If null no link is shown.
Defaults to null.
### controller.tls_certificate
Path to TLS certificate to use for the HTTPS server when controller.https_port is configured.
Both this and controller.tls_private_key have to be set for the controller to start with controller.https_port configured.
Defaults to null.
### controller.tls_private_key
Path to TLS private key to use for the HTTPS server when controller.https_port is configured.
Defaults to null.
### controller.auth_secret
Base64 encoded authentication secret used to verify tokens issued to hosts, users, and sessions.
This should contain 256 bytes of random data, and if changed will cause all tokens become invalid.
Keep this secret if leaked an attacker could easily compromise the cluster.
The value can only be read and changed from the controller itself, it is not available through clusterioctl or the web interface.
Defaults to null which means generate a secure secret on startup.
### controller.heartbeat_interval
Interval in seconds heartbeats are sent out at for WebSocket connections.
If a WebSocket connection hasn't received a heartbeat in 2 times the heartbeat interval it will be considered stale and closed.
A lower value means less time between connections going stale and them being closed.
Must be greater than 0.
Defaults to 15.
### controller.session_timeout
Time in seconds from the connection is closed following a heartbeat timeout until the session is invalidated and data loss occurs.
A higher timeout gives more time for a client to recconect and resume an active session over a connection that was dropped, but also leads to stale connections taking longer to clear out.
In the case of the controller or client crashing the data loss is unavoidable.
Value should not be less than the configured `max_reconnect_delay` of the clients and it should be greater than 2 times `controller.heartbeat_interval`.
Must be greater than 0.
Defaults to 60.
### controller.max_send_buffer_size
Size in MiB of messages sent to a connection that it has not yet acknowledged before the controller ends its session.
The controller keeps these so they can be resent if the connection drops and resumes.
A client that stops acknowledging messages, or falls far behind, gets disconnected and starts a new session when it reconnects.
Changes apply to new sessions.
Set to 0 for no limit.
Defaults to 64.
### controller.metrics_timeout
Timeout in seconds before a call to gather metrics from a host times out.
This should be less than both the timeout and collection interval configured for the collection job in Prometheus.
Must be greater than 0.
Defaults to 8.
### controller.max_subscription_filters
Maximum number of filters one connection can hold for a single subscribed event.
Subscription requests that would go over this limit are rejected.
Set to 0 for no limit.
Lowering the limit does not remove filters connections already hold.
Defaults to 10000.
### controller.system_metrics_interval
Interval in seconds the controller gathers CPU, memory and disk usage from itself and every connected host for display in the web interface.
Whether the controller needs a restart to apply an update is also checked on this interval.
If 0 system metrics are not gathered.
Must be 0 or greater.
Defaults to 10.
### controller.proxy_stream_timeout
Timeout in seconds for proxy streams through the controller that has been created but is not yet sending data to be automatically closed.
Streams that have started sending data before this timeout is not affected.
Must be greater than 0.
Defaults to 15.
### controller.transfer_idle_timeout
Time in seconds an upload to or download from the controller can go without any data being transferred before the controller closes it.
This applies to saves, mods and exports uploaded to the controller and to proxy streams through it.
There is no limit on how long a transfer can take as long as it keeps making progress.
Time spent waiting for a proxy stream to start also counts, so this should be higher than controller.proxy_stream_timeout.
Must be greater than 0.
Defaults to 60.
### controller.factorio_username
Username of the Factorio.com account to authenticate with the Factorio API with.
Together with controller.factorio_token this is used by the controller to download mods from the mod portal, and if controller.share_factorio_credentials_with_hosts is enabled, as the credentials in the server settings of instances.
Defaults to null.
### controller.factorio_token
Token of the Factorio.com account to authenticate with the Factorio API with, see controller.factorio_username.
This is the token shown on your profile page on factorio.com, not your password.
The value is treated as a credential, it can be set from anywhere but only read back from the controller itself.
Defaults to null.
### controller.share_factorio_credentials_with_hosts
If enabled hosts get controller.factorio_username and controller.factorio_token from the controller when they start an instance and put them in the server settings of that instance.
Credentials set on the host with host.factorio_username and host.factorio_token, or on the instance through `username` and `token` in factorio.settings, take precedence over the ones from the controller.
Disable this if you don't want the controller's credentials to be sent to the hosts.
Defaults to true.
### controller.default_mod_pack_id
ID of the mod pack to use for instances that don't have factorio.mod_pack_id set.
Instances without a mod pack of their own fail to start if this is null.
Defaults to null.
### controller.default_role_id
Role to automatically grant to new users.
If null no role is granted.
Defaults to 1 which correspond to the default Player role.
### controller.mod_portal_cache_duration_minutes
Time in minutes the controller caches the list of mods fetched from the Factorio mod portal when browsing it from the web interface.
Set to 0 to disable the cache and fetch the list on every request.
Must be 0 or greater.
Defaults to 30.
### controller.mod_portal_page_size
Number of results to request per page when fetching the list of mods from the Factorio mod portal.
Must be greater than 0.
Defaults to 1000.
### controller.allow_remote_updates
Whether the `controller update` command in clusterioctl and the update button in the web interface are allowed to update the `@clusterio/controller` package with npm.
For security reasons this can only be changed locally with `clusteriocontroller config set` while the controller is stopped, and it is hidden in the web interface.
The installer sets this, controller.allow_plugin_updates and controller.allow_plugin_install from one question about remote updates and plugin installs.
See [Managing a Cluster](/docs/managing-a-cluster.md) for details on remote updates.
Defaults to true.
### controller.allow_plugin_updates
Whether remote requests to update plugins installed on the controller with npm are allowed.
Like controller.allow_remote_updates this can only be changed locally.
Defaults to true.
### controller.allow_plugin_install
Whether remote requests to install new plugins on the controller with npm are allowed.
Like controller.allow_remote_updates this can only be changed locally.
Defaults to false.
### controller.version
Version of the controller package that last loaded this config.
Set automatically on startup and used to detect when the controller has been updated or downgraded.
Internal, hidden in the web interface and should not be changed.
### <plugin_name>.load_plugin
Whether to load the plugin on the controller.
Plugins not loaded on the controller will not be loaded on instances.
Defaults to true.
## Host Configuration
### host.name
Name of the host.
Shows up in host lists and is used to reference this host in the clusterioctl command line interface.
Defaults to "New Host".
### host.id
Immutable numeric id of the host which uniquely identifies this host in the cluster.
The controller picks the id when the host is approved and the host writes it here, the controller does not accept hosts with an id it has not approved.
Hidden in the web interface.
Defaults to a random 31 bit number.
### host.factorio_directory
Directory to look for the Factorio server(s) in.
This can either point to a Factorio server directory, or to a directory containing multiple versions of the Factorio server.
The headless build has no graphics, so when exporting data from an instance running it the base game's icons are read from a full install of the same major and minor version in this directory instead, if there is one.
Defaults to "factorio".
### host.mods_directory
Directory the host stores mods downloaded from the controller in.
When an instance starts the mods in its mod pack are downloaded here if missing and then linked into the mods directory of the instance.
Defaults to "mods".
### host.instances_directory
Directory to store instances in.
One sub-directory will be created in it for each instance assigned to this host and these sub-directories will contain logs, saves, and various auto generated configuration files for the instances.
Defaults to "instances".
### host.controller_url
URL to connect to the controller to.
Defaults to "http://localhost:8080/".
### host.controller_token
Access token used for authenticating with the controller.
The host saves it together with host.id when it is approved, see [Setting up remote hosts](/README.md#setting-up-remote-hosts).
The token only works while the host exists on the controller, if the host is revoked it asks to be approved again the next time it starts.
Set it to `enter token here` to make the host ask to join again.
The value can only be read and changed from the host itself.
Defaults to "enter token here".
### host.public_address
External address instances hosted on this host can be accessed on.
This is used by plugins like Server Select to give the correct address to switch between instances in-game.
Defaults to "localhost".
### host.factorio_port_range
UDP ports the host hands out to instances that don't have factorio.game_port set.
Written as a comma separated list of ports and/or ranges of ports separated with a dash, for example "34100-34199" or "34100, 34200-34210".
A port is picked when the instance is started and remembered in factorio.host_assigned_game_port, so an instance keeps the same port as long as it is still free.
Starting an instance fails if all ports in the range are taken.
Defaults to "34100-34199".
### host.factorio_username
Username of the Factorio.com account to put in the server settings of instances on this host.
If set this takes precedence over the credentials shared by the controller, but not over `username` set in factorio.settings of an instance.
Defaults to null.
### host.factorio_token
Token of the Factorio.com account to go with host.factorio_username.
The value is treated as a credential, it can be set from anywhere but only read back from the host itself.
Defaults to null.
### host.max_reconnect_delay
Maximum delay in seconds to wait after connection to the controller is dropped before attempting to reconnect to it.
The actual delay on each reconnect will be a random number between 0 and this configured value to avoid all clients trying to reconnect at the same time.
Must be greater than 0.
Defaults to 60.
### host.allow_remote_updates
Whether the `host update` command in clusterioctl and the update button in the web interface are allowed to update the `@clusterio/host` package with npm.
For security reasons this can only be changed locally with `clusteriohost config set` while the host is stopped, and it is hidden in the web interface.
The installer sets this, host.allow_plugin_updates and host.allow_plugin_install from one question about remote updates and plugin installs.
See [Managing a Cluster](/docs/managing-a-cluster.md) for details on remote updates.
Defaults to true.
### host.allow_plugin_updates
Whether remote requests to update plugins installed on the host with npm are allowed.
Like host.allow_remote_updates this can only be changed locally.
Defaults to true.
### host.allow_plugin_install
Whether remote requests to install new plugins on the host with npm are allowed.
Like host.allow_remote_updates this can only be changed locally.
Defaults to false.
### host.version
Version of the host package that last loaded this config.
Set automatically on startup and used to detect when the host has been updated or downgraded.
Internal, hidden in the web interface and should not be changed.
### <plugin_name>.load_plugin
Whether to load the plugin on the host.
Only plugins with a host or instance part have this field in the host config.
Plugins not loaded on the host will not be loaded on the instances it hosts.
Defaults to true.
## Instance Configuration
### instance.name
Name of the instance, shown in instance lists and used to reference to this instance in the clusterioctl command line interface.
Defaults to "New Instance".
### instance.id
Imutable numeric id of the instance which uniquely identifies this instance in the cluster.
Hidden in the web interface.
Defaluts to a random 31 bit integer.
### instance.assigned_host
Host this instance is assigned to.
To change this you need to use the separate assign instance interface.
After being assigned to a host the directory for the instance is created on the host.
Internal and hidden in the web interface.
Defaults to null meaning not assigned.
### instance.auto_start
If enabled start this instance when the host it is assigned to is started up.
Does not affect start or stop of the instance while the host is running.
Defaults to false.
### instance.exclude_from_start_all
If enabled this instance will be excluded from the "Start all" button operation in the web interface.
This allows you to prevent certain instances from being started when using the bulk start operation.
Defaults to false.
### instance.is_template
If enabled this instance is a template other instances can inherit config values from.
Templates cannot be assigned to a host and therefore never start.
Hidden from `instance list` in clusterioctl unless `--templates` is passed, and listed separately in the web interface.
An instance cannot stop being a template while other instances inherit from it.
Hidden in the web interface, set when creating the template.
Defaults to false.
### instance.template_id
ID of the template to inherit config values from.
Inherited fields take their value from the template and follow it when it changes, setting a field on this instance stops inheriting it.
Object fields like `factorio.settings` are inherited per property, properties set on this instance override the ones from the template.
When set on an existing instance fields with the same value as the template or the default value become inherited, except the server name in `factorio.settings`.
`instance.name`, `instance.is_template`, `instance.template_id`, the port fields, `factorio.rcon_password` and hidden fields are never inherited.
A template may itself inherit from another template, but not from itself through a chain of templates.
The fields currently inherited are stored in the hidden `instance.inherited_fields` field.
In the web interface inherited values are linked and read only until they are unlinked.
Defaults to null meaning no template.
### factorio.version
Version of Factorio to use for this instance.
Can be a specific version like "2.0" or "2.0.15", a release channel like "stable" or "experimental", or the special string "latest" meaning the latest version of Factorio found on the host.
A release channel is resolved to a version through the latest releases data the controller keeps, and the instance fails to start if that is unavailable.
Values that don't match one of these forms are rejected.
Defaults to "latest".
### factorio.executable_path
Path relative to the Factorio installation directory of the executable to run.
If null the path is auto detected, which is `bin/x64/factorio` on Linux and Windows and `MacOS/factorio` on macOS.
Only needed in special setups.
Defaults to null.
### factorio.shutdown_timeout
Time in seconds to wait for the Factorio server to exit after asking it to stop before the process is killed.
Set to 0 to wait forever.
Changing this while the instance is stopping restarts the timer with the new value.
Must be 0 or greater.
Defaults to 300.
### factorio.game_port
UDP port to run the Factorio server on.
If null a port from host.factorio_port_range on the host is assigned to the instance.
Negative values are rejected.
Defaults to null.
### factorio.host_assigned_game_port
Port from host.factorio_port_range the host has assigned to this instance while factorio.game_port is null.
Internal, set by the host and only accessible from the host.
### factorio.rcon_port
TCP port to start the RCON interface on the Factorio server on.
If null a random port in the dynamic range is assigned each time the instance starts.
Negative values are rejected.
Defaults to null.
### factorio.rcon_password
Password to use for the RCON interafec.
If null a random secure password is generated and used each time the instance starts.
The value is treated as a credential and can only be read back by the controller and the host.
Defaults to null.
### factorio.player_online_autosave_slots
Keeps a separate pool for autosaves where at least on player has been online since the previous autosave was done.
This requires regular autosaving to be enabled and will rename autosaves to `_autosave_poN.zip` (where N is a slot number) whenever a player has been online for that save.
The slot numbers start at 1, are incremented by 1 after each autosave that is renamed and reset back to 1 whenever this value is exceeded.
Setting this to a value lower than `autosave_slots` in factorio.settings is rejected, unless it is 0.
The same check is done when factorio.settings is changed.
Useful for preventing the loss of all progress when nobody is around on always online servers with auto pause disabled.
If 0 no autosave renaming takes place.
Defaults to 5.
### factorio.mod_pack_id
ID of the mod pack to use on this instance.
The mods in the pack are linked into the mods directory of the instance every time it starts, and any other files in that directory are removed.
If null the mod pack set in controller.default_mod_pack_id is used.
Defaults to null.
### factorio.enable_save_patching
Whether to use save patching or not.
When enabled lua code is patched into the game save before starting it.
Most plugins require the use of save patching to function.
Turning it off makes it possible to use Clusterio to run and manage regular vanilla games and scenarios not compatible with Clusterio.
Plugins that need save patching can't be loaded on the instance while this is disabled.
Disabling it while such a plugin is loaded is rejected, and so is loading such a plugin while it is disabled.
Saves patched before are restored to their original control.lua and have the modules removed when started with this disabled.
Data the modules stored in the game is left in place.
Defaults to true.
### factorio.enable_script_commands
Allow Clusterio and plugins to send commands that disable achievements to the server over RCON, that is `/c`, `/sc`, `/mc`, `/cheat`, `/editor` and their long forms.
Clusterio integrations and most plugins need this, and when enabled achievements are disabled on the server at startup.
When disabled attempts to send such a command fail with an error.
This does not stop players from using these commands themselves.
Like factorio.enable_save_patching, plugins that need script commands can't be loaded on the instance while this is disabled.
Defaults to true.
### factorio.enable_lua_udp
Enable UDP messaging between the host and the Factorio server by passing `--enable-lua-udp` to Factorio.
This lets plugins send UDP packets to the server and receive data sent with `clusterio_api.send_udp` in-game.
Requires Factorio 2.1.10 or later, earlier versions crash when a packet is received on a headless server.
Defaults to false.
### factorio.lua_udp_port
UDP port on localhost the Factorio server receives Lua UDP messages on when `factorio.enable_lua_udp` is enabled.
If null a random port in the dynamic range is assigned each time the instance starts.
Defaults to null.
### factorio.enable_whitelist
Turn on the whitelist on the server.
Defaults to false.
### factorio.enable_authserver_bans
Pass the `--use-authserver-bans` flag to Factorio, which makes the server check connecting players against the multiplayer bans on Factorio.com and report bans and unbans done on the server back to it.
Defaults to false.
### factorio.settings
Object with the settings to put into `server-settings.json` for the Factorio server.
The settings in `data/server-settings.example.json` of the Factorio installation is used as the base and properties specified here overrides the properties there.
Changes to the following properties will be applied live if the instance is running while it is changed: `afk_autokick_interval`, `allow_commands`, `autosave_interval`, `autosave_only_on_server`, `description`, `ignore_player_limit_for_returning_players`, `max_players`, `max_upload_slots`, `max_upload_in_kilobytes_per_second`, `name`, `only_admins_can_pause_the_game`, `game_password`, `require_user_verification`, `tags`, `visibility`.
With `auto_pause` on, the plugins included with Clusterio stop their periodic commands while no players are online, so the game stays paused.
Defaults to a set of common settings filled in when the instance is created, such as `"tags": ["clusterio"]`, `"auto_pause": false` and a `name` and `description` based on the cluster and instance names.
### factorio.verbose_logging
Pass the `--verbose` flag to Factorio when starting the server.
This prints more messages to the log.
Defaults to false.
### factorio.console_logging
Pass the `--console-log` flag to Factorio to make it write the console output, such as chat, commands and player joins, to `console.log` in the instance directory.
Useful for 3rd party tools that read the console log of the server.
Defaults to false.
### factorio.strip_paths
Strip down absolute paths in the server log going to files inside the instance directory such that they are relative to the instance directory.
This improves the signal to noise ratio of the log.
Sample output when disabled:
0.487 Loading map /srv/clusterio/instances/test/saves/world.zip: 2615888 bytes.
0.614 Checksum for script /srv/clusterio/instances/test/temp/currently-playing/control.lua: 2390553941
1.277 Script @/srv/clusterio/instances/test/temp/currently-playing/modules/example/test.lua:7: Example log line.
Sample output when enabled:
0.487 Loading map saves/world.zip: 2615888 bytes.
0.614 Checksum for script temp/currently-playing/control.lua: 2390553941
1.277 Script @modules/example/test.lua:7: Example log line.
Defaults to true.
### factorio.sync_adminlist
Synchronize in-game admin list with admin status of the users in cluster.
One of "disabled", "enabled" or "bidirectional".
If enabled Clusterio will generate a new `server-adminlist.json` on instance startup based on the users in the cluster with admin status set to true, and keep the admins in sync with the users that have admin status while the instance is running.
With "bidirectional" players promoted or demoted in-game with `/promote` and `/demote` are also updated in the cluster, and from there on the other instances.
Configs from before this became a choice are migrated from true and false to "enabled" and "disabled".
Defaults to "bidirectional".
### factorio.sync_whitelist
Synchronize in-game whitelist with the whitelisted status of the users in the cluster.
One of "disabled", "enabled" or "bidirectional".
If enabled Clusterio will generate a new `server-whitelist.json` on instance startup based on the users in the cluster with whitelisted status set to true, and keep the whitelisted users in sync with the users that have whitelisted status while the instance in running.
With "bidirectional" changes made in-game with `/whitelist` are picked up by watching `server-whitelist.json` for changes and updated in the cluster as well.
This requires factorio.enable_whitelist to be on, as Factorio doesn't write the file otherwise.
Configs from before this became a choice are migrated from true and false to "enabled" and "disabled".
Defaults to "bidirectional".
### factorio.sync_banlist
Synchronize in-game banlist with the banned status of users in the cluster.
One of "disabled", "enabled" or "bidirectional".
If enabled Clusterio will generate a new `server-banlist.json` on instance startup based on users in the cluster with banned status set to true, and keep the banned users in sync with the users that have the banned status while the instance is running.
With "bidirectional" players banned or unbanned in-game with `/ban` and `/unban` are also updated in the cluster, and from there on the other instances.
Configs from before this became a choice are migrated from true and false to "enabled" and "disabled".
Defaults to "bidirectional".
### factorio.max_concurrent_commands
Maximum number of commands being transmitted into the game in parallel.
Since the rate at which long commands are streamed into the game is by default limeted to 100 bytes/tick and scales down to 25 bytes/tick when there's 20 players connected, long commands can hold up the command interface and cause large latencies in getting data pushed into the game.
(The rates are controlled by the `segment_size` options in the server settings.)
To counteract this Clusterio sends up to this configured value number of commands in parallel over the RCON interface.
This causes the game updates sent to clients to have this many command streams in parallel contained in them, drastically increasing the maxiumum size they can become.
Since commands are only processed so ofter the maximum rate of commands that can be sustained is roughly 30 times this configured value per second, though note that large commands will lower this value.
The game updates sent by the server is split into roughly 500 byte packets, and if any one of those parts are lost the entire update is resent.
This means a high number of concurrent commands can amplify resends due to packet loss and degrade the player experience up to the point of becomming completely unplayable.
Prior to 0.18.7 the maximum practical size of game update sent where arround 8 kB due to the UDP receive buffer on windows defaulting to this value, larger updates would not get through the receive buffer and cause the connection to drop.
To stay below the 8 kB limit the maximum safe value for this option would be around 7000 / (3 * game_speed * maximum_segment_size), which is around 20 in normal circumstances.
Must be greater than 0.
Defaults to 5.
### <plugin_name>.load_plugin
Whether to load the given plugin on the instance.
Note that plugins need to be loaded on the controller and the host in order for them to be loaded on instances.
Loading a plugin that requires save patching, script commands or Lua UDP is rejected while factorio.enable_save_patching, factorio.enable_script_commands or factorio.enable_lua_udp respectively is disabled on the instance.
Defaults to true, or false if the instance does not have the features the plugin requires.
## Ctl Configuration
### ctl.controller_url
URL to connect to the controller to.
Defaults to null meaning complain about it not being set and exit.
### ctl.controller_token
Access token used for authenticating with the controller.
You can generate an access token with `clusteriocontroller bootstrap generate-user-token <username>`, or use the `clusteriocontroller bootstrap create-ctl-config <username>` to create a new ctl config with the correct url and token in it.
Defaults to null meaning complain about it not being set and exit.
### ctl.max_reconnect_delay
Max duration in seconds to wait before attempting to reconnect with the controller after the connection is dropped.
The actual delay on each reconnect will be a random number between 0 and this configured value to avoid all clients trying to reconnect at the same time.
Must be 0 or greater.
Defaults to 60.
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# 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.
This document covers the development workflow, commands, and repository layout.
Read our [past decisions](/docs/decisions.md) for compatibility policies and design rationale.
## Contents
- [Project map](#project-map)
- [Workflow](#workflow)
- [Starting a Feature Branch](#starting-a-feature-branch)
- [Setting up the Development Environment](#setting-up-the-development-environment)
- [Build outputs](#build-outputs)
- [Debugging](#debugging)
- [Checking your code for errors](#checking-your-code-for-errors)
- [Cleaning generated and runtime files](#cleaning-generated-and-runtime-files)
- [Submitting a Pull Request](#submitting-a-pull-request)
- [Breaking Compatibility with the Last Release](#breaking-compatibility-with-the-last-release)
- [Editing your Feature Branch](#editing-your-feature-branch)
- [Resolving Merge Conflicts](#resolving-merge-conflicts)
- [Updating Your GitHub Fork](#updating-your-github-fork)
- [Publishing releases to npm](#publishing-releases-to-npm)
- [Changelog](#changelog)
- [Supported Node.js and Factorio Versions](#supported-nodejs-and-factorio-versions)
- [Code Style](#code-style)
- [Naming Style](#naming-style)
- [Units](#units)
- [Indenting](#indenting)
- [Line Length](#line-length)
- [Markdown](#markdown)
## Project map
Clusterio manages distributed Factorio servers through a controller, hosts, and plugins.
| Location | Responsibility |
| --- | --- |
| `packages/controller/` | Cluster state, users and roles, connections, HTTP API, and serving the web UI. Start with `src/Controller.ts` and `src/ControlConnection.ts`. |
| `packages/host/` | Instance lifecycle, Factorio processes, save patching, and exports. Start with `src/Host.ts`, `src/Instance.ts`, `src/server.ts`, and `src/patch.ts`. |
| `packages/ctl/` | Command-line administration and plugin commands. |
| `packages/lib/` | Shared messages, routing, config, permissions, plugin loading, logging, and utilities for Node and browser consumers. |
| `packages/web_ui/` | React/Ant Design interface and browser control connection; bundled through the controller's Vite build. |
| `packages/create/` | Installer and JavaScript/TypeScript plugin templates. |
| `plugins/` | Bundled plugins, including their Node, web, Lua, and test code. |
| `external_plugins/` | Plugins developed in independent repositories and included in the local workspace. |
| `packages/host/modules/` | Lua modules injected into saves. |
| `packages/host/lua/` | Factorio mod sources, including `clusterio_lib`. |
| `test/` | Root test suite, fixtures, helpers, integration harness, and manual tests. Plugin tests also live under `plugins/*/test/`. |
Start with [how it works](how-it-works.md), [communication](communication.md), and the [config system](config-system.md) for architecture.
See [writing plugins](writing-plugins.md) and [developing for Clusterio](developing-for-clusterio.md) for plugin and Factorio contracts.
## 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/clusterio
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!
### Setting up the Development Environment
Run commands from the repository root unless stated otherwise.
Use the latest Node.js LTS release and the pnpm version pinned by `packageManager` in root `package.json`.
Install dependencies with:
pnpm install --no-frozen-lockfile
This installs dependencies and builds the packages.
`pnpm-lock.yaml` is intentionally ignored; do not force-add it or assume a frozen-lockfile install is supported.
For a fresh development cluster, run the installer and select standalone mode to create `config-controller.json` and `config-host.json`:
node packages/create --dev
The first time the host starts it prints a link for approving it in the web interface.
You can skip this step if you already have a working controller and host configuration.
To add plugins to use in the development environment use
node packages/ctl plugin add ./path/to/plugin
It's important that the path starts with `./`.
The `plugins/` directory contains the core plugins for the project and can be added using the above mentioned command.
The documentation uses the binaries provided by the packages, but for the development environment you will need to call the packages directly:
npx clusteriocontroller -> node packages/controller
npx clusteriohost -> node packages/host
npx clusterioctl -> node packages/ctl
By default node does not enable source maps, to get stack traces pointing to the `.ts` files you will need to pass `--enable-source-maps` to `node` or set the environment variable `NODE_OPTIONS=--enable-source-maps`.
Note that to use `clusterioctl` you will have to create a ctl config first:
node packages/controller bootstrap create-ctl-config <admin-user>
Use the name of an existing admin user.
Run `node --enable-source-maps packages/controller run` and `node --enable-source-maps packages/host run` in separate terminals.
When editing TypeScript files ran by Node.js you need to run `pnpm build` to compile the files to JavaScript before restarting the controller/host/ctl for changes take effect.
To have TypeScript watch for changes and rebuild immediadly you may run `pnpm watch` instead.
For web development on the controller there are also the following flags:
`--dev` - Serve the `web_ui` package from source through Vite's development server with hot module replacement.
`--dev-plugin [name]` - Serve the web module for the given plugin from source the same way.
This also serves the `web_ui` package from source, as the plugin has to share its modules with it.
These options can be combined and multiple plugins can be actived for dev mode.
Keep in mind if you're working on external plugins the `--dev-plugin` option is likely to only work if the plugin is placed inside the `external_plugins` directory and its dependencies are installed with pnpm as part of the clusterio repository workspace.
### Build outputs
| Command | Output |
| --- | --- |
| `pnpm build` | Compiled JavaScript and type declarations in each package's `dist/node/` and, where applicable, `dist/browser/`. |
| `pnpm watch` | TypeScript compilation as files change; restart affected Node processes afterward. |
| `pnpm -r run prepare` | Compiled packages, generated validators, and production web bundles. |
| `pnpm build-mod` | Factorio mod archives in root `dist/`. |
`pnpm build` alone does not regenerate the standalone validator or web bundles.
After changing `packages/lib/src/data/messages_core.ts`, run `pnpm -r run prepare` to compile the schema and regenerate its validator.
### Debugging
Establish the controller, host, instance, Factorio version, enabled plugins, and exact reproduction first.
Enable source maps and confirm the affected process is running rebuilt code.
Use the contextual logger so host, instance, and plugin metadata remain available.
Development logs are in `logs/`; integration logs are in `temp/test/logs/` and are uploaded by CI.
For a failing request or event, start with its handler and the input that triggers the failure.
Handlers are registered with `handle(MessageClass, handler)`; searching for the message class will help you find its handler.
Inspect the input and the state used by the failing operation, then try to reproduce the failure in a [focused test](#checking-your-code-for-errors).
If the handler is never reached, investigate message registration, routing, and permission checks using the [communication guide](communication.md).
For errors reported by Factorio, start with the Lua stack trace and the module or mod it identifies; the [developing-for-Clusterio guide](developing-for-clusterio.md) explains how that code communicates with the host.
For connection and recovery bugs, test disconnect, reconnect, timeout, and shutdown as applicable.
A cached controller status does not prove the current state of a host or Factorio process.
Recovery mode disables normal plugin loading; account for it when diagnosing missing plugin behavior and [Lua state migrations](developing-for-clusterio.md#initialisation-and-recovery).
Verify UI behavior in the browser: successful compilation does not verify rendering, permissions, or subscriptions.
### Starting a Feature Branch
Development is done exclusively in feature branches.
To start a new feature branch, first check out master from the main repository.
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.
### Checking your code for errors
Tests use Mocha and Node assertions, mostly as JavaScript ESM importing compiled packages.
Run the test suite and linter from the repository root:
pnpm run test
pnpm run lint
`pnpm test` builds TypeScript and runs root and bundled-plugin tests, excluding `test/manual/`.
Run tests from the root: individual package `test` scripts are often placeholders that deliberately fail.
Use `pnpm cover` for the full suite with c8 coverage.
The full test suite can take a while to run.
Use `pnpm run fast-test` to skip tests marked as slow, or `pnpm run no-external-test` to skip tests that depend on external APIs such as the Factorio mod portal or GitHub.
These correspond to setting the `FAST_TEST` and `NO_EXTERNAL_TEST` environment variables and can be combined.
For example, `FAST_TEST=y NO_EXTERNAL_TEST=y pnpm test` combines both exclusions.
These flags still run the remaining integration setup and tests; neither produces an isolated unit-test run.
When writing slow tests call `slowTest(this)`, and for external API tests call `externalTest(this)`; both are exported from `test/common.js`.
For tests that need a Factorio installation, call `requiresFactorio(this)` in the test or pass the suite to `requiresFactorio`, imported from `test/integration/index.js`.
`test/common.js` also provides JSON round-trip/schema helpers, and `test/mock.js` provides shared mocks.
For a focused test, build first and select the file explicitly instead of appending it to the full-suite script:
```sh
pnpm build
NODE_EXTRA_CA_CERTS="$PWD/test/file/tls/cert.pem" pnpm exec mocha \
--enable-source-maps --check-leaks test/lib/helpers.js
```
Replace the example file with the relevant test; use `--grep` to narrow it further.
Preserve the test TLS CA configuration for HTTPS integration tests.
Use `--require ./test/setup_logging.js` when an isolated test needs the shared logger configured.
Some tests import `test/integration/index.js`, which installs root hooks and starts a controller and host even for a targeted invocation.
The integration harness recreates its configs, database, mods, and instances under `temp/test/` and uses HTTP port 8880 and HTTPS port 4443.
Do not run competing integration suites in the same checkout or on those ports.
It locates Factorio through `host.factorio_directory` in root `config-host.json`, defaulting to `factorio/`.
The full harness currently requires a usable Factorio installation: a missing directory fails discovery, and an empty directory fails setup while selecting a version.
Some individual tests have conditional skips, but these do not make a full run without Factorio succeed.
Use the relevant production bundle, mod build, or [manual scenario](../test/manual/README.md) for changes affecting those surfaces.
For documentation changes, check that links, paths, and example commands are correct.
### Cleaning generated and runtime files
Inspect `node clean.js --help` and preview the selected scope with `--dry-run` before cleaning.
| Command | Removal scope |
| --- | --- |
| `node clean.js --dry-run` | Preview workspace package/plugin build output and Vite dependency caches; omit `--dry-run` to clean, or use `pnpm clean`. |
| `node clean.js tests --dry-run` | Also preview root `.nyc_output/`, `coverage/`, the whole `temp/` directory, and `static/`. |
| `node clean.js all --dry-run` | Also preview runtime databases, instances, logs, mods, local configs, `FactorioAdminToken.txt`, and `plugin-list.json`. |
`all` deletes cluster runtime data, including configurations and saves; back up anything you want to keep before using it.
The cleaner excludes `external_plugins/` and does not remove mod archives in root `dist/`.
Do not commit local configs, tokens, databases, saves, logs, or generated build output.
### 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.
Pull request descriptions should contain a `### Changelog` section with additions for the changelog contained inside a code block, see the [CHANGELOG.md](/CHANGELOG.md) file for the formatting of changelog entries and possible sections to use.
If there are no changelog entries to add, remove the code block and start the changelog section with the text `None.`, followed by an optional reason for why it is not is needed.
### Breaking Compatibility with the Last Release
The version-compat job in CI runs the local controller with the latest published host, and the published controller with the local host.
It fails if a link message changed its src, dst, data or response schema since that release.
Control is left out of src and dst, and messages that only go between control and the controller are not checked, as the web UI is served by the controller it talks to.
If the break is intended, add an entry to [scripts/version-compat-breaks.json](../scripts/version-compat-breaks.json) in the same pull request.
Breaking changes are only accepted if the next release is intended to include them, see our decision on [breaking changes](/docs/decisions.md#breaking-changes).
The entry is keyed by the published version directly before the breaking change was introduced, which is the latest release at the time.
Every entry needs the pull request number, a reason saying what breaks, and an impact saying why end users are not or only minimally affected.
```json
{
"2.0.3": {
"messages": {
"request FactorioVersionsRequest": {
"pr": 1129,
"reason": "What breaks between the two versions.",
"impact": "Why end users are not or only minimally affected."
}
},
"connect": { "pr": 1234, "reason": "Why a host cannot connect at all.", "impact": "..." }
}
}
```
Listed messages are reported as warnings with the reason and impact instead of failing the job.
Only add `connect` when the published and local versions cannot connect at all, it skips starting the cluster.
Listing a message that did not change fails the job.
Entries only apply while their version is the latest release, after the next release they are ignored and can be removed.
Describe the break in the Breaking Changes section of the changelog.
### 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
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
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.
### Publishing releases to npm
For publishing new releases see [package release workflow](./release-workflow.md#packages).
## 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. Please make sure to document any [breaking changes](/docs/decisions.md#breaking-changes).
## Supported Node.js and Factorio Versions
For development, use the latest Node.js LTS release, following the [installation instructions](../README.md#installation).
Make sure the Node.js built-in APIs and npm packages you use remain compatible with the supported versions.
The GitHub Actions tests run every Factorio version on the latest Node.js, and every other supported Node.js version with the latest Factorio only, which keeps the number of jobs within GitHub's concurrent job limit.
Coverage is collected on the oldest supported Node.js; see the [CI workflow](../.github/workflows/node.js.yml) for the version matrix.
For Factorio, active support covers the latest stable version and the previous major version, using version lines such as 2.1, 2.0 and 1.1 as described in the [Factorio support policy](decisions.md#factorio).
Older versions from 0.17 onwards receive passive support where it does not restrict actively supported versions.
Check the Lua API documentation for the Factorio versions your changes target and preserve compatibility with the actively supported versions.
The GitHub Actions tests use pinned Factorio releases; see the [CI workflow](../.github/workflows/node.js.yml) for the current version matrix.
Check out all our of decisions for [node, factorio, and operation support](/docs/decisions.md#supportability).
## 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.
See our [decisions document](/docs/decisions.md) for justifcations.
### Naming style
JavaScript variables in general uses camelCase.
The exception is for classes/constructors which use PascalCase and variables destructured from over the wire objects.
Fields in configs uses lowercase_underscore.
JavaScript files are named using lowercase_underscore for files that export multiple items.
Files containing and exporting a single class should be named the same as the class in PascalCase.
Use ESM imports, including `.js` extensions in TypeScript relative imports.
For namespace imports within lib, use the `lib` prefix to distinguish generic module names, for example `import * as libFileOps from "./file_ops.js";`.
Production consumers should import shared public APIs through `@clusterio/lib` rather than reaching into its internals.
When adding public shared exports, check both `packages/lib/index.ts` and `packages/lib/browser.ts` and keep Node-only dependencies out of browser code.
For lua code lowercase_underscore is used for everything.
### Units
When naming variables whos unit is not a base SI unit like seconds or metres the unit used should be suffixed in the variable name:
E.g.:
const startTimeMs = Date.now();
const endNs = process.hrtime();
This makes it easier to spot different unit bases are being mixed in the code.
### 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"'`).
JavaScript template literals may also be used where appropriate.
### Indenting
JavaScript and Lua code should be indented with tabs.
Other files types should prefer tabs for indents where reasonable with the exception of Markdown.
### 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
}
})
### Markdown
Markdown files are formatted using one line per sentence to improve diff reports when making changes.
Headings have two blank lines before them and one after them; the top heading has no blank lines before it, and consecutive headings have one blank line between them.
For example:
```md
# A markdown File
Sentence of text which end in a period.
Each sentence is on it's own line.
And there's two spaces before the next heading.
## Subheading
### Sub-subheading
Headings use the `# heading` format.
```
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# Decisions
This document outlines key decisions taken by the project team that should be followed by all maintainers and contributors.
If there is a particular issue or concern you would like the team to comment on then please create a github issue for it.
<!-- Try to use categories that already exist if possible -->
<!-- Sublists should be alphabetical, avoiding starting with "the" -->
<!-- For code style, add (Lang) to section names if present in both -->
1. Documentation
- [Decision Log](#decision-log)
- [TSDoc](#tsdoc)
2. Code Style (General)
- [Indenting](#indenting)
- [Line Length](#line-length)
- [Naming Booleans](#naming-booleans)
- [Naming Files](#naming-files)
- [Naming Times and Durations](#naming-times-and-durations)
- [Strings](#strings)
3. Code Style (TS / JS / Web)
- [Oxlint](#oxlint)
- [Imports Within `lib` Package](#imports-within-lib-package)
- [Name Style](#name-style-ts)
4. Code Style (Lua)
- [FMTK](#fmtk)
- [Name Style](#name-style-lua)
5. Code Style (Other)
- [Markdown](#markdown)
6. Repository Structure
- [External Plugins](#external-plugins)
- [First Party Plugins](#first-party-plugins)
- [Core Packages](#core-packages)
- [TypeScript Configs](#typescript-configs)
- [Workspace](#workspace)
7. Project Architecture
- [Deprecation of Phin in favour of `fetch`](#deprecation-of-phin-in-favour-of-fetch)
- [Minimal Dependencies](#minimal-dependencies)
- [React](#react)
- [Separation of Host and Controller](#separation-of-host-and-controller)
- [Typescript](#typescript)
- [Vite](#vite)
8. Supportability
- [Breaking Changes](#breaking-changes)
- [Distribution](#distribution)
- [Factorio](#factorio)
- [General Support](#general-support)
- [NodeJS](#nodejs)
- [Operating System](#operating-systems)
9. Testing
- [Continuous Integration](#continuous-integration)
- [Continuous Deployment](#continuous-deployment)
- [Mocha](#mocha)
- [Version Matrix](#version-matrix)
> [!note]
> The use of `Time Immemorial` indicates an obsverion of a previously undocumented decision with no known start date, which has remained unchallenged.
<!--
### Template
🧾 0th Month 2000 | Source
> A short sentence describing the action to take in the context of our project.
Write a breif description which includes: the reason a decision was needed, the outcome of the discussion, and the justification of the outcome.
Write using the active voice in third person "we".
Remember to have one sentence per line.
-->
## Documentation
### Decision Log
🧾 22nd December 2024 | Discord Voice Call
> Maintain a document that includes a brief description of the outcomes and the reasoning behind our decisions, along with links to the relevant sources for further reading.
We discovered that we were beginning to ask similar questions to other maintainers that we had previously raised, which led to a waste of time for all involved.
Consequently, we decided that a log of important decisions should be kept for the benefit of ourselves and future maintainers.
### TSDoc
🧾 12th August 2023 | [Discord Discussion](https://discord.com/channels/450361298220351489/450361298220351491/1320573126731370506) | [Github PR #493](https://github.com/clusterio/clusterio/pull/493)
> When a function or it's arguments do not have a clear purpose, a TSDoc comment should be used to describe it.
While TypeScript provides useful type infomation in function hover text, it does not allow for comments about the purpose of functions and their arguments.
Therefore, we decided to use TSDoc comments for this purpose as it is well intergrated in many text editors and IDEs (such as VSCode).
Our specific implementation is TypeDoc because it is lightweight it and can output TSDoc comments as html.
API Extractor was also considered but not selected.
🧾 29th October 2026 | [Github PR #1147](https://github.com/clusterio/clusterio/pull/1147)
We dropped TypeDoc as the generated docs were never published and it does not support TypeScript 7.
TSDoc comments are still used for editor hover text.
## Code Style (General)
### Indenting
🧾 Time Immemorial
> Use tabs for indention. Except for Markdown where spaces carry meaning.
We needed to maintain a consistent whitespace style across all our files.
Therefore, we selected tabs as our standard.
### Line Length
🧾 Time Immemorial
> Lines are limited to 120 characters where tabs count as 4 characters.
We needed to maintain a consistent max line legnth across all our files.
Therefore, we selected 120 characters as our standard.
### Naming Booleans
🧾 25th November 2024 | [Discord Discussion](https://discord.com/channels/450361298220351489/450361298220351491/1310611960508977223)
> Variable and member properties which contain booleans should be named starting with a verb unless it ends with "ed", e.g. `canRestart` `expectEmpty` `hasFallback` `connected` `enabled` `loaded` `banned`
We had inconsistencies in our naming of booleans and aimed to standardise them.
There was little preference for any particular approach, so we chose the one that would require the fewest changes to existing code.
As a result, all boolean values should begin with a verb, unless they end with "ed." For clarity, both "is" and "has" are considered verbs.
### Naming Files
🧾 Time Immemorial
> Files use lowercase_underscore if multiple values are exported. If a single class is exported then it uses the class name in PascalCase.
We needed to maintain a consistent name style across all our files.
Therefore, we selected lowercase undercore for most files, with class files using PascalCase.
### Naming Times and Durations
🧾 18th January 2024 | [Discord Discussion](https://discord.com/channels/450361298220351489/450361298220351491/1197566542548828170)
> Variable and member properties which contain times or durations should end with their SI unit of messure, e.g. `updatedAtMs`
We found verifying the units of measurement used in different locations to be a simple yet repetitive task that could lead to errors.
Our main concern was the mixing of variables containing seconds and milliseconds.
Therefore, we decided that times and durations should explicitly include their units, whereas other value types do not require any units.
### Strings
🧾 Time Immemorial
> Strings should use double quotes `"` unless the string contains them, in which case single quotes `'` can be used. For JS string templates use backticks ``` ` ``` as normal.
We needed to maintain a consistent string style across all our files.
Therefore, we selected double quotes as our standard.
## Code Style (TS / JS / Web)
### Oxlint
🧾 20th October 2026
> Use Oxlint for style checking, with formatting rules from `@stylistic/eslint-plugin`.
We needed to maintain a consistent style across all our files and used ESLint for it from the start.
Oxlint runs the same rules about three times faster, reads ESLint disable comments, and does not depend on the TypeScript compiler API.
The formatting rules ESLint deprecated run through `@stylistic/eslint-plugin` loaded as an Oxlint JS plugin, so the code style did not change.
### Imports Within `lib` Package
🧾 Time Immemorial
> When importing files within the lib package, all names should be prefixed with "lib".
The exports of the various library files are often very generic and may conflict with variable names.
Therefore, when importing these files the "lib" prefix should be used to avoid confussing.
This only applies to files within `lib` importing other files in `lib` because all other packages import the whole of `lib` as a single package.
### Name Style (TS)
🧾 Time Immemorial
> Variables and members of classes use camelCase. Classes use PascalCase. Config values use lowercase_underscore. Exceptions allowed for over the write objects.
We needed to maintain a consistent name style across all our files.
Therefore, we follow common practive for JavaScript of using camelCase and PascalCase.
Although, we have also allowed the use of lowercase_underscore for config values to distinguish them from other variables.
## Code Style (Lua)
### FMTK
🧾 14th June 2024 | [External PR](https://github.com/justarandomgeek/vscode-factoriomod-debug/pull/126)
> Use of FMTK is not required but is advised.
> To enable Clusterio support, use the CLI flag `--clusterio-modules` under `Lua.runtime.pluginArgs`.
We needed to maintain a consistent style across all our files.
There are multiple competing standards for Lua code, and given the limited amount of Lua code in this project, we chose not to adopt any automatic linting or shared luarc file.
Nevertheless, we recomend the use of [FMTK](https://github.com/justarandomgeek/vscode-factoriomod-debug) and have taken steps towords supporting it in Clusterio.
### Name Style (Lua)
🧾 Time Immemorial
> Everything uses lowercase_underscore
We needed to maintain a consistent name style across all our files.
Therefore, we follow common practive for Lua of using lowercase_underscore.
## Code Style (Other)
### Markdown
🧾 Time Immemorial
> Use one sentence per line.
> Place two lines before each heading, except for the first one or when two headings are adjacent.
We needed to maintain a consistent code style across all our markdown files.
Therefore, we selected an approach which makes diff reports more useful and which makes headings use additional space to make them stand out.
## Repository Structure
### External Plugins
🧾 Time Immemorial
> No external plugins should be included in the main repository.
> A folder will exist which external plugin repositories can be cloned into and will be given the same treatment as first party plugins.
We require a designated space for developers to create their plugins without the concern of conflicts with first-party plugins.
To address this, we have introduced a dedicated folder for external plugins.
This solution is straightforward and has since proven to be highly effective.
### First Party Plugins
🧾 Time Immemorial
> First party plugins are included in the main repository.
> Those selected to be first party are held to the same stanards which apply to the core packages.
> Each will recieve a new release in step with the core packages.
We require a designated space for first-party plugins, separate from the core packages, to clearly represent the dependency between them.
Creating a folder provided a simple solution to this.
### Core Packages
🧾 Time Immemorial
> All core packages will be contained in the packages folder of the repository.
> They are allowed to be interdependent on each other.
We require a set of core packages to represent the different applications used in a cluster.
See [Separation of Host and Controller](#separation-of-host-and-controller).
To avoid putting more files into the repository root we created a folder for the core packages.
### TypeScript Configs
🧾 26th August 2023 | [Github PR #504](https://github.com/clusterio/clusterio/pull/504)
> Each package / plugin may contain any of: `tsconfig.json` `tsconfig.node.json` and `tsconfig.web.json`.
> The main respository root will contain all three files in addition to `tsconfig.base.json` which node and web extend from.
> The configs inside packages / plugins should extend from those in the respository root.
We found that maintaining independent tsconfig files became burdensome and required a way to consolidate them.
Initially, we introduced a base configuration file; however, this proved insufficient, so we extended it to include separate configurations for Node.js and the Web.
This approach led to each package having up to three tsconfig files.
Nevertheless, we believe this to be justified, given the need to differentiate between Node.js and Web builds while maintaining a single, shared configuration.
### Workspace
🧾 Time Immemorial
> The workspace root should contain only: configuration files, scripts used to build / clean the workspace, the readme, and the changelog.
We need to maintain a clean workspace root by only including files which effect all pacakges and plugins such as configuration files.
We have allowed for build and clean scripts to exist here as long as they are not published as part of any package or plugin.
## Project Architecture
### Deprecation of Phin in favour of `fetch`
🧾 12th December 2024 | [Discord Discussion Dec 24](https://discord.com/channels/450361298220351489/450361298220351491/1316781609206419567) | [Discord Discussion May 25](https://discord.com/channels/450361298220351489/450361298220351491/1240246997496102942)
> The builtin `fetch` method should be used as a replacement of the deprecated Phin module.
We required a replacement for the deprecated Phin HTTP client, which was used for making server-side requests and as part of testing.
With `fetch` being marked as stable in Node.js v21.0.0 and having first been made available in v16.15.0, it serves as a suitable replacement without the need to add new dependencies.
It had previously not been used because it was not marked as stable in any LTS version of NodeJS.
### Minimal Dependencies
🧾 Time Immemorial
> Any new dependencies need to be well justified.
We aim to minimise our exposure to upstream changes by using a minimal number of dependencies.
This also serves to reduce the bloat of a cluster installation and improve installation times.
Consequently, the addition of any new dependencies must be thoroughly justified, with evidence of research into alternative options and comparisons between them.
### React
🧾 Time Immemorial
> Our web stack uses ReactJS
We require a reactive website for our control panel, and ReactJS was selected due to its widespread use and familiarity.
Switching away from React for any reason would represent a significant undertaking.
### Separation of Host and Controller
🧾 Time Immemorial
> The primary application locations are Control (web and cli), Controller, and Host.
> Therefore the core packages are: `ctl` `controller` `host`. There are two libaray packages `lib` and `web_ui`.
> Additionally `create` exists to provide easy creation of a cluster.
A single application to perform all the duties of a cluster would complicate the reasoning and maintenance of the project, so we decided to split it into several packages.
The primary components of a cluster include servers connected to an instance, which runs on a host that connects to the controller, whose configuration is managed via a control connection from a CLI or web portal.
Based on this structure, we found it logical to divide the packages according to their installation location, resulting in `ctl`, `controller`, and `host`, with shared code separated into `lib` and `web_ui` depending on where it is utilised.
The additional `create` package is used by `npm create` to provide a user-friendly installation process.
### TypeScript
🧾 6th August 2023 | [Github PR #491](https://github.com/clusterio/clusterio/issues/491)
> We use TypeScript as our language of choice.
We previously used JavaScript and switched to TypeScript to provide a robust type system.
Transitioning to any other langauge would be too significant an undertaking.
Initially, we supported multiple languages for plugins, including Rust and Go; however, this approach was quickly abandoned due to its complexity.
### Vite
🧾 20th October 2026
> Our web stack uses Vite. Plugin web bundles are ES modules that import shared dependencies through an import map.
We used Webpack with Module Federation for loading plugins from the start, as it was the standard at the time.
Vite builds the web interface several times faster, its development server updates modules without reloading the page, and plugin bundles no longer depend on one bundler's runtime.
See [#1127](https://github.com/clusterio/clusterio/issues/1127) for the discussion.
## Supportability
### Breaking Changes
🧾 7th October 2026
> From 2.0.0 onwards, major versions contain breaking changes for end users, while minor versions may contain breaking changes for the plugin API.
> All breaking changes are documented in the changelog along with migration actions.
We aim to be highly transparent with breaking changes and maintain compatibility with as many existing installations as possible.
During the alpha stage every alpha was allowed to contain breaking changes, as long as they were documented and provided migration actions.
From 2.0 onwards changes which require action from people running a cluster, such as changes to configs, stored data or the command line, are held back for the next major version.
Changes to the plugin API may still be made in minor versions.
Plugin authors should check the changelog when a new minor version is released, non-trivial changes come with a migration guide such as [Migrating Plugins to 2.1](/docs/devs/plugin-migration-to-2.1.md).
### Distribution
🧾 Time Immemorial
> We use `git` and `pnpm` for development distribution.
> We use `npm` and the factorio mod portal for production distribution.
We need to distribute both production builds and development source code for the project.
By necessity, we use `npm` and the Factorio Mod Portal to distribute our production builds.
For development, we rely on `git` and GitHub, which are industry standards, while using `pnpm` as a more efficient variant of `npm` for development installations.
Although bun was considered upon its release, we were not convinced it was the right choice.
### Factorio
🧾 26th October 2024 | [Discord Discussion](https://discord.com/channels/450361298220351489/450361298220351491/1299637042350653461)
> We actively provide full support for the last two major versions of Factorio.
> This approach does not follow semantic versioning; instead, it follows the "middle" versions: 2.1 > 2.0 > 1.1 > 1.0 > 0.18 > 0.17.
> We offer passive support for all versions from 0.17 onwards, where implementation is trivial and does not impose restrictions on our actively supported versions.
Following the 2.0 update of Factorio, which introduced a large number of breaking changes, we needed to reconsider which versions would be actively supported, as it was no longer trivial to support all versions.
Anticipating that future breaking changes would also be significant, and assuming the majority of players would update to the latest stable version upon release, we decided to support the latest stable version and the previous major version that introduced breaking changes.
Support for other versions will not be removed if they have already been implemented and do not impose restrictions on our ability to support newer versions.
### General Support
🧾 Time Immemorial
> We provide full support via GitHub and our Discord server for the latest published version of Clusterio, as well as assistance with migrating from the previous published version.
> However, we do not offer any guarantees with our support; we assist when time permits and may not be able to resolve every issue.
> Additionally, while we offer support in setting up development workspaces and guidance for plugin development, we do not provide support for those running development builds as production instances.
We aim to support as many users of Clusterio as possible in setting up and using the platform for a variety of purposes, including setting up production instances, development workspaces, and providing guidance on plugin development.
However, our time to work on Clusterio is limited, and even more so our ability to offer support.
As such, we cannot assist with every issue and must set reasonable restrictions to ensure expectations are aligned.
Consequently, we do not offer any guarantees for our support, but we strive to provide as much assistance as possible for those setting up or running the latest published version.
Additionally, we support users in setting up development workspaces, as the more people willing to contribute, the better.
### NodeJS
🧾 Time Immemorial
> We support all LTS versions of NodeJS in their active and maintenance phases.
Our options were: supporting all versions, supporting all active versions, supporting all LTS versions, or supporting only the latest version.
As we aim to provide a stable, production-ready tool while still limiting the number of versions we need to manage, we chose to support all LTS versions because NodeJS can be installed by the majority of linux distro package managers which will always offer at least one LTS version.
### Operating Systems
🧾 Time Immemorial
> We support all major versions of Windows, Linux, and MacOS.
This is largely inpart to our use of NodeJS and is not a guarantee from us.
Our choice of Node.js has enabled us to support all major operating systems with minimal effort on our part.
Nevertheless, there have been instances where code paths have diverged between systems, and we have attempted to maintain support for as many systems as possible.
However, this is not a priority, and such support has often been reactive or provided by external contributors.
## Testing
### Continuous Integration
🧾 Time Immemorial
> We run unit and integration tests through GitHub CI actions as well as test coverage through CodeCov.
Continuous integration actions in GitHub are a valuable tool that we use to assist with the review of pull requests from both maintainers and contributors.
While we aim to increase the number of useful checks performed by CI in the future, this is not a priority over the development of new features.
### Continuous Deployment
🧾 Time Immemorial
> We publish packages and mods when a maintainer publishes a stable GitHub release.
Changes merged into the main branch are bundled into releases before publication.
Publishing a stable GitHub release triggers the [Publish workflow](../.github/workflows/publish.yml), which publishes npm packages and Factorio mods.
Publishing a prerelease or pushing a tag alone does not trigger publication.
Running clusters are updated by their operators.
See the [release workflow](release-workflow.md) for the publication procedure.
### Mocha
🧾 Time Immemorial
> We use Mocha for testing and CodeCov for coverage.
We chose Mocha because it was a good fit when we selected it.
However, we are always looking for a better framework which is worth the effort of switching.
### Version Matrix
🧾 Time Immemorial
> We perform all tests through GitHub actions using Ubuntu latest, using all supported versions of node and all supported versions of factorio.
The [current CI workflow](../.github/workflows/node.js.yml) tests selected Node.js major versions and pinned Factorio releases.
However, we do not conduct tests on all supported operating systems, as the added demand on our testing resources would be significant, and the value it would provide for a cross-platform engine like NodeJS would be limited.
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# 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)
- [Initialisation and recovery](#initialisation-and-recovery)
- [Clusterio Lua API](#clusterio-lua-api)
- [Compatibility library](#compatibility-library)
- [Clusterio Plugins](#clusterio-plugins)
## Factorio Mods
Factorio mods that do not interact with Clusterio should not have any considerations 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 registering 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 brief 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 registering 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 registering 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 foo 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 registering 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 registering 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.get_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
Clusterio uses a homebrew protocol based on sending JSON payloads over a WebSocket connection.
See [protocol.md](devs/protocol.md) for the implementation details of it.
It's also possible to write a plugin for Clusterio that exposes a custom interface over HTTP, WebSocket or any other technology supported by Node.js.
## 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.
Like with scenarios for Clusterio the [event_handler interface](#event_handler-interface) has to be used for any event subscriptions in modules.
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.
Persistent state is shared by all save-patched modules and the scenario.
Use `compat.script_data` to access the version-appropriate persistent table (`global` or `storage`), and keep your state under a unique module name.
See the [compatibility library](#compatibility-library) below.
### Initialisation and recovery
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 `on_server_startup` for setup and migrations, but some Factorio events can run before it.
In particular, player-leaving, console-command, and configuration-change handlers must not assume startup has initialized their state.
Use an idempotent state accessor in handlers that can run early.
It should migrate any legacy namespace before creating fresh state, fill missing fields, and return the same state on repeated calls.
A guard that returns early because the new namespace is absent can silently discard recovery work on an older save.
See [player_sync's state accessor](../plugins/player_sync/module/get_script_data.lua) for an implementation that handles a renamed namespace and [the module template](../packages/create/templates/common/module/control.lua) for lifecycle setup.
Use `on_load` only to restore local references and other operations permitted by Factorio's load lifecycle; do not create or migrate persistent state there.
Perform state changes in startup or other events that permit them.
Recovery mode skips normal Node plugin loading, so save data may still use an older plugin namespace when Lua handlers run.
Test old and current saves, early events, repeated access, and save/load behavior on the relevant supported Factorio versions.
## 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.
### Compatibility library
Use the compatibility helpers for APIs that differ between supported Factorio versions:
```lua
-- In a save-patched module:
local compat = require("modules/clusterio/compat")
-- In a mod, use require("__clusterio_lib__/compat") instead.
local function encode_example()
local script_data = compat.script_data
local encoded = compat.table_to_json({ example = true })
local decoded = compat.json_to_table(encoded)
end
```
`script_data` selects the persistent state table, while the JSON helpers select the available runtime API.
Access persistent state from the appropriate lifecycle callbacks, after initialisation or loading has made it available.
The JSON helpers also work before runtime; other compatibility helpers may require `game` to be available.
Legacy examples using `global` or `game.table_to_json` directly are version-specific.
See [compat.lua](../packages/host/modules/clusterio/compat.lua) and the [Factorio support policy](decisions.md#factorio) before introducing version checks.
### 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 but not all of them.
See [initialisation and recovery](#initialisation-and-recovery) for handlers that can run earlier.
Use this event to initialize 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 a table that can be serialized with `compat.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 `compat.table_to_json`
#### clusterio_api.send_udp(channel, data)
Send data to Clusterio over the given channel using UDP instead of stdout.
Clusterio plugins receive it as `udp-channel_name` events, see the [Communicating over UDP section](writing-plugins.md#communicating-over-udp) in the Writing Plugins document.
Requires `factorio.enable_lua_udp` to be enabled on the instance and Factorio 2.1.10 or later, otherwise the data is silently dropped.
The port to send to is passed to the module with a script command on startup, so `factorio.enable_script_commands` must be enabled as well.
**Note**: Delivery is not guaranteed and payloads should be kept well below 32 kB.
Parameters:
- `channel`: string identifying which channel to send it on.
- `data`: string with the payload to send, any bytes are allowed.
### 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 `compat.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 have content in the serialized inventory.
## Clusterio Plugins
See the [Writing Plugins](writing-plugins.md) document for details on the plugin interface and how to write plugins for Clusterio.
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# JSON Serialisable Classes
To serialise and deserialise data the Clusterio codebase uses a JSON serialisable data class pattern.
Instances of these classes can be serialised to JSON by passing them directly to `JSON.serialise` and deserialised by passing the serialised JSON representation to its static `fromJSON` method.
The data class also has a static `jsonSchema` property describing the serialised JSON representation for validation purposes.
See the following example code for a hypothetical `Data` class with a single property `member` defaulting to a value of `"foo"`.
```js
// Data.js
"use strictc";
/**
* A Data class example
* @alias module:Data
*/
export class Data {
/** @type {string} */
member = "foo";
constructor(member) {
if (member !== undefined) { this.member = member; }
}
static jsonSchema = {
type: "object",
properties: {
"member": { type: "string" },
},
};
static fromJSON(json) {
return new this(json.member);
}
// toJSON is called by JSON.stringify when serialising this class
toJSON() {
let json = {};
// Omit property if it's set to the default value
if (this.member !== "foo") { json["member"] = this.member; }
return json;
}
}
```
Serialising an instance of `Data` for JSON is as simple as doing `serialised = JSON.stringify(data)` as the `toJSON` method is automatically called by `JSON.stringify` to create a suitable object.
Deserialising is done by calling the static `fromJSON` method with the serialised JSON data, like `data = Data.fromJSON(JSON.parse(serialised))`.
By structuring the classes like this they can be easily composed together.
For example a class holding a data property with an instance of the Data class from the previous example can be created as follows.
```js
// Composed.js
import Data from "./Data";
/**
* Composed data class example
* @alias module:Data
*/
export class Composed {
/** @type {module:Data|undefined} */
data;
constructor(data) {
if (data) { this.data = data; }
}
static jsonSchema = {
type: "object",
properties: {
"data": Data.jsonSchema,
},
};
static fromJSON(json) {
let data;
if (json["data"]) { data = Data.fromJSON(json["data"]); }
return new this(data);
}
// toJSON is optional and not needed for this particular class
}
```
It's easy to create a new instance of Composed by calling `new Composed(new Data("spam"))` and serialising to and from JSON is the same as for Data.
Meaning `serialised = JSON.stringify(composed)` and `composed = Composed.fromJSON(JSON.parse(serialised))` does as expected.
## Interface description
Data classes are ES6 style class declarations with the following methods and fields:
### toJSON(): any (optional)
Method returning an object or primitive suitable for passing to JSON.stringify in order to create a JSON representation of the class instance.
The returned object may contain objects that have their own toJSON methods which JSON.stringify will then call recursively.
This method is optional if calling `JSON.stringify` on an instance without it would produce the desired serialised form, however this is rarely the case as often you'll have to provide it to convert the values fram Map/Set properites, omit default values or do similar actions.
Note that the primary use case for serialising data classes is to send them over the network, this method should therefore try to reduce the size of the resulting JSON by for example omitting properties who's values are the default value.
### static fromJSON(json: any): this
Method constructing an instance of this class from one that was previously serialised by passing an instance of it to `JSON.stringify`.
While not a requirement it is preferrable if the input is not mutated and that no references to any any structures in the input ends up in the returned object.
In other words calling fromJSON twice with the same input should produce two independent objects.
Note that directly passing the output of `toJSON` to `fromJSON` is not valid, as the output of `toJSON` may require further expansion calling `toJSON` on objects returned by it.
It has to go through `JSON.stringify` or an equivalent recursive expansion of `toJSON`.
### static jsonSchema
A [JSON schema](http://json-schema.org/) describing the format of the JSON resulting from passing an instance of this class to `JSON.stringify`.
This should be lenient towards adding additional properties that would be ignored by `fromJSON` as it makes it easier to extend these classes in the future without breaking compatibility.
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# Migrating Plugins to 2.0
This guide covers the changes needed to bring a plugin written for 2.0.0-alpha.27 up to 2.0.0.
If your plugin targets an older alpha, go through the Breaking Changes sections in the [changelog](/CHANGELOG.md) for the versions in between first.
Plugins still on alpha 13 should start with the [alpha 14 guide](plugin-migration-to-alpha-14.md).
## Versioning from 2.0
From 2.0.0 onwards a major version (3.0.0) contains breaking changes for users running a cluster, while a minor version (2.1.0) may contain breaking changes for the plugin API.
This means a plugin written for 2.0 is not guaranteed to work with 2.1 without changes.
Check the Breaking Changes section of the changelog when a new minor version is released and publish an update to your plugin if needed.
See [Breaking Changes](/docs/decisions.md#breaking-changes) in the decision log.
## Convert to ES modules
Clusterio's packages are now ES modules and plugins should be too.
Add `"type": "module"` to the plugin's `package.json` and replace `require()` and `module.exports` with `import` and `export`.
Keep `"clusterio-plugin"` in the package's `"keywords"` for automatic discovery, and keep `"main"` pointing to the plugin info module (or use the default `index.js`).
An `"exports"` map is not required for ES modules.
If you add one, expose `"./package.json": "./package.json"`; otherwise Clusterio cannot discover or load the plugin by its package name.
Clusterio currently reads the implementation path from `"main"` rather than conditional exports.
See [Plugin Structure](../writing-plugins.md#plugin-structure) for a compatible package example.
Relative imports must include the full filename with the `.js` extension.
This also applies in TypeScript, where you import `./messages.js` even though the source file is `messages.ts`.
Importing a directory no longer resolves to its `index.js`.
**Alpha 27**
```js
"use strict";
const lib = require("@clusterio/lib");
const messages = require("./messages");
const plugin = {
name: "foo_frobber",
controllerEntrypoint: "controller",
messages: [messages.Frobnicate],
};
module.exports = {
plugin,
};
```
**2.0**
```js
import * as lib from "@clusterio/lib";
import * as messages from "./messages.js";
export const plugin = {
name: "foo_frobber",
controllerEntrypoint: "controller.js",
messages: [messages.Frobnicate],
};
```
The entrypoint paths in the plugin declaration must include the `.js` extension as well, for TypeScript plugins this means `"./dist/node/controller.js"` instead of `"./dist/node/controller"`.
`__dirname` and `__filename` do not exist in ES modules, use `import.meta.dirname` and `import.meta.filename` instead.
JSON files are imported with `import packageJson from "./package.json" with { type: "json" };`.
A `webpack.config.js` written with `require()` stops working once the package is an ES module.
Rename it to `webpack.config.cjs`, webpack-cli finds it under that name without further changes.
If your `prepare` script passes `--config webpack.config.js` update it to the new name.
TypeScript plugins using `"module": "node16"` in their tsconfig, as the plugin templates do, emit ES modules once `"type": "module"` is set and need no further config changes.
Node.js can still import a CommonJS plugin, but it only finds the `plugin` export if it can detect it from the source, which works for `module.exports = { plugin };` and fails for other forms such as an object literal written in place.
Converting the plugin avoids the problem.
## Replace plugin classes with entrypoint functions
Entrypoints now export a default async function instead of a class deriving from `BaseControllerPlugin`, `BaseHostPlugin`, `BaseInstancePlugin`, `BaseCtlPlugin` or `BaseWebPlugin`.
The function is called once when the plugin loads and attaches handlers to the hooks it needs.
Class exports still load, but they are deprecated and a warning is logged for each one.
See [Defining the plugin entrypoint](/docs/writing-plugins.md#defining-the-plugin-entrypoint) for the details.
**Alpha 27**
```js
const { BaseControllerPlugin } = require("@clusterio/controller");
class ControllerPlugin extends BaseControllerPlugin {
async init() {
this.controller.handle(Frobnicate, this.handleFrobnicate.bind(this));
}
async onSaveData() {
await this.saveFrobnicationData();
}
async onInstanceStatusChanged(instance, prev) {
this.logger.info(`Instance ${instance.id} went from ${prev} to ${instance.status}`);
}
async handleFrobnicate(request) { /* ... */ }
}
module.exports = {
ControllerPlugin,
};
```
**2.0 (JS)**
```js
export default async function(context) {
const { controller, logger, plugin } = context;
controller.handle(Frobnicate, async (request) => { /* ... */ });
controller.hooks.save.attach(plugin.name, async () => {
await saveFrobnicationData();
});
controller.hooks.instanceStatusChanged.attach(plugin.name, async (instance, prev) => {
logger.info(`Instance ${instance.id} went from ${prev} to ${instance.status}`);
});
}
```
**2.0 (TS)**
```ts
import type { ControllerPluginContext } from "@clusterio/controller";
export default async function(context: ControllerPluginContext) {
// Same as above
}
```
The code from `init()` goes into the body of the function, and state that lived on `this` becomes local variables.
The context types are `ControllerPluginContext`, `HostPluginContext`, `InstancePluginContext`, `CtlPluginContext` and `WebPluginContext` from the respective packages.
### Keeping a class for state
If the plugin has enough state that a class is still the better fit, give the class a private constructor and an async `static fromContext` that creates it from the context and attaches its hooks.
`fromContext` can then be the default export of the entrypoint.
Instances are kept in a static `WeakMap` keyed by the controller, host or instance they belong to, which lets other code look them up without holding a reference to them.
```ts
import type { Controller, ControllerPluginContext } from "@clusterio/controller";
import type * as lib from "@clusterio/lib";
export class Frobber {
private static instances = new WeakMap<Controller, Frobber>();
private frobnications = new Map<string, number>();
private constructor(
private controller: Controller,
private logger: lib.Logger,
) { }
static async fromContext(context: ControllerPluginContext) {
const frobber = new Frobber(context.controller, context.logger);
await frobber.load();
context.controller.hooks.save.attach(context.plugin.name, () => frobber.save());
Frobber.instances.set(context.controller, frobber);
return frobber;
}
static get(controller: Controller) {
return Frobber.instances.get(controller);
}
async load() { /* ... */ }
async save() { /* ... */ }
}
export default Frobber.fromContext;
```
The loader calls the default export without `this`, so refer to the class by name inside `fromContext` rather than using `this`.
Don't extend the deprecated base classes for this, they attach `on*` methods to hooks themselves and log a warning.
### Method to hook names
Each `on*` method has a hook of the same name without the `on` prefix and with the first letter lowercased, so `onInstanceStatusChanged` becomes `controller.hooks.instanceStatusChanged`.
The exceptions are:
- `onSaveData` on the controller is `controller.hooks.save`.
- `addCommands` on ctl plugins is `context.hooks.addCommands`.
- The `pages`, `loginForms` and `inputComponents` properties of web plugins are the `pages`, `loginForms` and `inputComponents` hooks on `control.hooks`, with handlers that return the value.
- The `componentExtra` property of web plugins is the `control.hooks.extensionComponents` hook.
Controller hooks are on `controller.hooks`, host hooks on `host.hooks`, instance hooks on `instance.hooks`, and web hooks on `control.hooks`.
The ctl hooks are passed directly as `context.hooks`.
**Alpha 27**
```jsx
class WebPlugin extends BaseWebPlugin {
async init() {
this.pages = [
{ path: "/foo_frobber", sidebarName: "Foo Frobber", content: <FrobberPage/> },
];
}
}
```
**2.0**
```jsx
export default async function(context) {
const { control, plugin } = context;
control.hooks.pages.attach(plugin.name, () => [
{ path: "/foo_frobber", sidebarName: "Foo Frobber", content: <FrobberPage/> },
]);
}
```
### Replacing other class members
The class properties are on the context object passed to the entrypoint:
- `this.info` is `context.plugin`.
- `this.logger` is `context.logger`.
- `this.controller`, `this.host`, `this.instance` and `this.control` are `context.controller`, `context.host`, `context.instance` and `context.control`.
- `this.metrics` on controller plugins is `context.metrics`.
- `this.package` on web plugins is `context.package`.
The helper methods of the base classes have the following replacements:
- `this.sendRcon(message, expectEmpty)` is `instance.sendRcon(message, expectEmpty, plugin.name)`.
The plugin name is used to label the RCON metrics.
- `this.broadcastEventToHosts(event)` is `controller.sendTo("allHosts", event)`.
- `this.sendOrderedRcon(message)` has no replacement.
If your plugin needs commands to execute in order, queue them in the plugin and send the next one after the previous one resolves.
### Changes to hook behaviour
Handlers attached by different plugins to the same hook now run concurrently, where the `on*` methods were called one plugin at a time.
Don't rely on another plugin's handler having finished before yours runs.
A handler that throws or takes more than 15 seconds is logged and does not prevent the other handlers from running.
Each hook accepts one handler per name, attach it under `plugin.name`.
## Accessing other plugins
The `plugins` map on `Controller`, `Host` and `Instance` has been removed.
It's replaced with `loadedPlugins`, a set of the plugin info objects for the plugins that loaded.
The set holds info objects rather than names, so look the info up in `pluginInfos` by name first to check if a plugin is loaded on the controller or host:
```js
const info = controller.pluginInfos.find(info => info.name === "other_plugin");
const loaded = info !== undefined && controller.loadedPlugins.has(info);
```
In the web interface `control.loadedPlugins` is a map from plugin name to plugin info.
`control.plugins` is deprecated and only holds plugins still using the class export.
With no plugin class instances, `controller.plugins.get("other_plugin")` has no direct replacement.
If one plugin needs to call into another, have the other plugin export its class and use the static lookup from [Keeping a class for state](#keeping-a-class-for-state):
```ts
import { Frobber } from "other_plugin/dist/node/controller.js";
const frobber = Frobber.get(controller);
if (!frobber) {
throw new Error("other_plugin is not loaded");
}
```
This only works if both plugins resolve `other_plugin` to the same file on disk, otherwise the lookup goes to a different copy of the class and returns undefined.
For state shared between components of a web plugin, assign it to a module level variable in the entrypoint.
The web plugin template created by `@clusterio/create` shows this for a subscriber.
## Declare permissions on the plugin
Permissions can now be declared under `permissions` in the plugin declaration instead of with `lib.definePermission()`.
`lib.definePermission()` still works, but don't use both for the same permission name.
For TypeScript plugins `user.checkPermission()`, `account.hasPermission()` and the `permission` of web pages now only accept known permission names.
Add your permission names to the `Permissions` interface or these calls will fail to compile, even if you keep using `lib.definePermission()`:
```ts
declare module "@clusterio/lib" {
export interface Permissions {
"foo_frobber.frobnicate": never;
}
}
```
The plugin template's `tsconfig.browser.json` now includes `index.ts` so the web build also sees the declaration, add it to the `include` list if your plugin has its own tsconfig for the browser.
See [Plugin Permissions](/docs/writing-plugins.md#plugin-permissions).
## Renamed ctl classes and config
The remaining uses of "control" for clusterioctl were renamed to "ctl":
- `controlConfigFields` in the plugin declaration is `ctlConfigFields`.
Fields under the old name are silently ignored.
- The `ControlConfigFields` interface is `CtlConfigFields`.
- `lib.ControlConfig` is `lib.CtlConfig`.
- The `Control` class exported by `@clusterio/ctl` is `Ctl`.
The term "control" is still used in message `src` and `dst` and in config field locations, where it covers both ctl and the web interface.
## Static assets in the web interface
`staticRoot` now includes the `static/` prefix.
Plugins that fetch assets with `${staticRoot}static/...` should drop the `static/` part.
## Package dependencies
npm installs peer dependencies by default, so listing `@clusterio/web_ui` under `peerDependencies` installs it everywhere the plugin is installed even though it's only needed to build the web bundle.
Move `@clusterio/web_ui` to `devDependencies` and mark `@clusterio/controller`, `@clusterio/host` and `@clusterio/ctl` as optional in `peerDependenciesMeta`:
```json
"peerDependencies": {
"@clusterio/controller": "^2.0.0",
"@clusterio/host": "^2.0.0",
"@clusterio/lib": "^2.0.0"
},
"peerDependenciesMeta": {
"@clusterio/controller": {
"optional": true
},
"@clusterio/host": {
"optional": true
}
}
```
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# Migrating Plugins to 2.1
This guide covers the changes needed to bring a plugin written for 2.0 up to 2.1.
Plugins still on an alpha should start with the [2.0 guide](plugin-migration-to-2.0.md).
## Request errors
`RequestError` is gone.
Errors thrown by request handlers are now received by the requester as the same class, see [Request errors](/docs/writing-plugins.md#request-errors).
Replace `RequestError` with the class that fits:
- Invalid input: `ValidationError`.
- Operation disabled by config: `ForbiddenError`.
- Missing instance, user, save etc.: `NotFoundError`.
- Instance running, name taken etc.: `ConflictError`.
- Host not connected, instance not running: `UnavailableError`.
- Timeouts: `TimeoutError`.
`catch` blocks that check `err instanceof RequestError` should check `ClientError` instead, or the specific class.
Checks of `err.code` for remote errors can use `instanceof`, e.g. `err instanceof lib.SessionLost`.
The config errors `lib.InvalidValue`, `lib.InvalidField` and `lib.InvalidAccess` were renamed to `lib.InvalidValueError`, `lib.InvalidFieldError` and `lib.InvalidAccessError`.
Errors of classes that are not registered, like a `TypeError` from a bug, are received as `InternalServerError`.
Plugins that define their own error classes need to list them in `errors` of the plugin declaration.
## Build the web module with Vite
The web interface is now built with Vite instead of webpack, and plugin web modules are loaded as ES modules instead of through Module Federation.
A plugin built with webpack fails to load with the error "Incompatible dist/web/manifest.json, the plugin must be rebuilt with Vite".
Delete `webpack.config.cjs` and add a `vite.config.js` next to `package.json`:
```js
import { defineConfig } from "vite";
import { clusterioPlugin } from "@clusterio/web_ui/vite.mjs";
export default defineConfig({
plugins: [clusterioPlugin()],
});
```
In `package.json` replace `webpack-cli --mode production` in the `prepare` script with `vite build`, and replace the `webpack`, `webpack-cli` and `webpack-merge` dev dependencies with `vite`.
Add `vite.config.js` to `.npmignore` if you had `webpack.config.js` there.
`clusterioPlugin` exposes `index.ts` (or `index.js`) as `"./"`, `package.json` as `"./package.json"` and `web/index.tsx` (or `.ts`, `.jsx`, `.js`) as `"./web"`.
These are the same keys the plugin template used with webpack, so `webEntrypoint: "./web"` stays as it is.
If your webpack config exposed other paths, move the code so it is reachable from `web/index.tsx`.
The web interface provides `@clusterio/lib`, `@clusterio/web_ui`, `@sinclair/typebox`, `antd`, `react`, `react-dom`, `react-router` and `react-router-dom` to plugins.
These are left as imports in the plugin bundle and resolved by the browser, there is no need to list them as shared.
Everything else is bundled into the plugin, including `@ant-design/icons`.
Import `react-dom/client` and `react/jsx-runtime` by those names, other subpaths of the shared packages are bundled as a separate copy.
Imports of `assert`, `buffer`, `events`, `os`, `path`, `process`, `stream`, `util` and `zlib` resolve to the same browser packages as before, provided by `@clusterio/web_ui`.
The `container` property of `WebPluginContext` is now the plugin's ES module namespace, `await container.get("./web")` returns the module instead of a factory function.
`lib.PluginWebpackEnvInfo` is renamed to `lib.PluginWebEnvInfo`.
## Renamed lib functions
`lib.safeOutputFile` is renamed to `lib.atomicOverwriteFile`.
It takes the same arguments.
## Host pairing
Host tokens are no longer generated by users.
A host joins the cluster by having the code it shows when it first starts approved, see [Host pairing](protocol.md#host-pairing) for the HTTP endpoints it uses.
- `HostGenerateTokenRequest` and `HostConfigCreateRequest` are removed.
Pending requests are listed with `HostPairingListRequest`, approved with `HostPairingApproveRequest` and rejected with `HostPairingRejectRequest`, and changes to them are sent to subscribers of `HostPairingUpdatesEvent`.
- `HostRevokeTokensRequest` is replaced by `HostRevokeRequest`, which deletes the host instead of only invalidating its tokens.
Instances assigned to the host become unassigned.
- The permissions `core.host.generate_token`, `core.host.revoke_token` and `core.host.create_config` are removed.
Check `core.host.approve` and `core.host.revoke` instead.
- `clusteriocontroller bootstrap generate-host-token` is removed, scripts that set up hosts can start the host with `--user-token` to approve it with a user token.
Host records are no longer created when a host connects, only by approving it, and the controller rejects hosts it has no record of.
Revoking a host deletes its record and note.
Plugins that keep data per host should remove it when the host is deleted.
On the controller the `update` event of `controller.hosts.records` gives the record with `isDeleted` set to true, and subscribers of `HostUpdatesEvent` receive the host with `isDeleted` set to true.
A host that is revoked and approved again gets a new id.
## Host manager
`controller.hosts` is now a `HostManager`, like `controller.users` is a `UserManager`.
`get`, `getMutable`, `has` and `values` work as before.
Everything else on the datastore, like `set`, `delete`, `size` and the `update` event, is on `controller.hosts.records`.
The host manager also signs and checks host tokens and creates and deletes hosts:
- `controller.generateHostToken(hostId)` is now `controller.hosts.signHostToken(hostId)`.
- `controller.verifyHostToken(token)` is now `controller.hosts.verifyHostToken(token)`.
It returns the `HostRecord` instead of the host id.
- `controller.hostPairing.createHost(name)` is now `controller.hosts.createHost(name)`.
It returns the new `HostRecord` instead of `{ hostId, token, name }`, sign a token for it with `signHostToken`.
- `controller.hosts.revokeHost(hostId, revokedBy)` deletes a host the same way `HostRevokeRequest` does.
User tokens are checked with `controller.users.verifyUserToken(token)`, which returns the user or throws if the token is invalid.
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# Migrating Plugins to Alpha 14
Between version 2.0.0-alpha.13 and 2.0.0-alpha.14 the codebase underwent major refactoring and was ported to TypeScript.
In order to support alpha 14 there are several major changes that need to be done to existing plugins, these are in no particular order
## Rename master and slave
All references to slave and master in the code was renamed to controller and host respectively which means that code referencing these in plugins must be renamed.
In short this means performing a global search and replace on the codebase replacing:
- `master` with `controller`
- `Master` with `Controller`
- `slave` with `host`
- `Slave` with `Host`
in all places it occurs, even as part of longer names such as changing `BaseMasterPlugin` to `BaseControllerPlugin`.
## Change lib imports to import directly from the top level package
Previously code could import sub packages of lib such as lib/lua_tools.
These imports need to be changed to all import from lib directly.
**Alpha 13**
```js
const libLuaTools = require("@clusterio/lib/lua_tools");
const libErrors = require("@clusterio/lib/errors");
// Using imports
new libErrors.RequestError(...)
libLuaTools.escapeString(...)
```
**Alpha 14 (JS)**
```js
const lib = require("@clusterio/lib");
// Using library components
new lib.RequestError(...)
lib.escapeString(...)
```
**Alpha 14 (TS)**
```ts
import * as lib from "@clusterio/lib";
// Using library components
new lib.RequestError(...)
lib.escapeString(...)
```
## Change import of base plugins
Previously `BaseMasterPlugin` and `BaseInstancePlugin` were imported from `@clusterio/lib`, these have been moved to `@clusterio/controller` and `@clusterio/host` respectively.
**Alpha 13**
```js
const { BaseMasterPlugin } = require("@clusterio/lib");
const { BaseInstancePlugin } = require("@clusterio/lib");
```
**Alpha 14 (JS)**
```js
const { BaseControllerPlugin } = require("@clusterio/controller");
const { BaseInstancePlugin } = require("@clusterio/host");
```
**Alpha 14 (TS)**
```ts
import { BaseControllerPlugin } from "@clusterio/controller";
import { BaseInstancePlugin } from "@clusterio/host";
```
## Change main entrypoint of plugin
Previously the info of a plugin would be loaded by requiring `./plugin_dir/info`, this has been changed to require `./plugin_dir` which in turn means that `info.js` is no longer the default entrypoint.
To solve this you can either add `"main": "info.js",` to package.json or rename `info.js` to `index.js` (the rest of this guide assumes the entrypoint was renamed to `index.js`).
The motivation behind this change was to allow TypeScript to output its build to a sub-folder of the plugin, if you're using TypeScript you'll likely have the entrypoint be located in `dist/node/index.js` instead.
The expected place where the declaration of a plugin is exported has also changed from `module.exports` to `module.exports.plugin`:
**Alpha 13**
```js
// info.js
module.exports = {
name: "plugin_name",
...
}
```
**Alpha 14 (JS)**
```js
// index.js
const plugin = {
name: "plugin_name",
...
}
module.exports = {
plugin,
};
```
**Alpha 14 (TS)**
```ts
// index.ts
import type * as lib from "@clusterio/lib";
export const plugin: lib.PluginDeclaration = {
name: "plugin_name",
...
};
```
### Modify exposed path in webpack.config.js
The `./info` import path exposed in the ModuleFederationPlugin in the `webpack.config.js` needs to be changed to `./`.
E.g.:
**Alpha 13**
```js
// In webpack.config.js
new webpack.container.ModuleFederationPlugin({
...
exposes: {
"./info": "./info.js",
...
},
}),
```
**Alpha 14**
```js
// In webpack.config.js
new webpack.container.ModuleFederationPlugin({
...
exposes: {
"./": "./index.js",
...
},
}),
```
## Remove usage of ConfigGroup
The Config system was refactored and the `ConfigGroup` concept was completely removed.
Config fields are now defined directly on the exported plugin info.
**Alpha 13**
```js
const lib = require("@clusterio/lib");
class MasterConfigGroup extends lib.PluginConfigGroup { }
MasterConfigGroup.groupName = "plugin_name";
MasterConfigGroup.defaultAccess = ["master", "control"];
MasterConfigGroup.define({
name: "option",
title: "Option",
description: "A config option.",
type: "string",
optional: true,
});
module.exports = {
name: "plugin_name",
MasterConfigGroup,
...
}
```
**Alpha 14 (JS)**
```js
const plugin = {
name: "plugin_name",
controllerConfigFields: {
"plugin_name.option": {
title: "Option",
description: "A config option.",
type: "string",
initial_value: "foo",
optional: true,
},
},
...
}
module.exports = {
plugin,
};
```
**Alpha 14 (TS)**
```ts
import type * as lib from "@clusterio/lib";
// Declare the type of the field to make the type of controller.config.get(field) correctly deduced.
declare module "@clusterio/lib" {
export interface ControllerConfigFields {
"plugin_name.option": null | string;
}
}
export const plugin: lib.PluginDeclaration = {
name: "plugin_name",
controllerConfigFields: {
"plugin_name.option": {
title: "Option",
description: "A config option.",
type: "string",
initialValue: "foo",
optional: true,
},
},
...
};
```
### Use onControllerConfigFieldChanged instead of listering to the fieldChanged event
**Alpha 13**
```js
this.controller.config.on("fieldChanged", (group, field, prev) => {
if (group.name === "plugin_name" && field === "option") {
const curr = group.get(field);
// Do stuff with curr and or prev
}
}
```
**Alpha 14 (JS)**
```js
async onControllerConfigFieldChanged(field, curr, prev) {
if (field === "plugin_name.option") {
// Do stuff with curr and or prev
}
}
```
**Alpha 14 (TS)**
```ts
async onControllerConfigFieldChanged(field: string, curr: unknown, prev: unknown) {
if (field === "plugin_name.option") {
// Do stuff with curr and or prev
}
}
```
## Redefine link messages as classes
The link layer has been majorly refactored and Request and Events are now defined as [JSON Serialisable Classes](./json-serialisable-classes.md).
**Alpha 13**
```js
module.exports = {
name: "plugin_name",
messages: {
forwarded: new lib.Event({
type: "plugin_name:forwarded",
links: ["instance-slave", "slave-master"],
forwardTo: "master",
eventProperties: {
"string_value": { type: "string" },
"number_value": { type: "number" },
},
}),
simple: new lib.Request({
type: "plugin_name:simple",
links: ["master-slave", "slave-instance"],
forwardTo: "instance",
requestProperties: {
"instance_id": { type: "number" },
"string_value": { type: "string" },
},
responseProperties: {
"number_value": { type: "number" },
},
}),
},
};
```
**Alpha 14 (JS)**
```js
const lib = require("@clusterio/lib");
class ForwardedEvent {
static type = "event";
static src = "instance";
static dst = "controller";
static plugin = "plugin_name";
constructor(stringValue, numberValue) {
this.stringValue = stringValue;
this.numberValue = numberValue;
}
static jsonSchema = {
type: "object",
required: ["stringValue", "numberValue"],
properties: {
"stringValue": { type: "string" },
"numberValue": { type: "number" },
},
};
static fromJSON(json) {
return new this(json.stringValue, json.numberValue);
}
}
class SimpleRequest {
static type = "request";
static src = "controller";
static dst = "instance";
static plugin = "plugin_name";
constructor(stringValue) {
this.stringValue = stringValue;
}
static jsonSchema = {
type: "object",
required: ["stringValue"],
properties: {
"stringValue": { type: "string" },
},
};
static Response = lib.JsonNumber
}
const plugin = {
name: "plugin_name",
messages: [
ForwardedEvent,
SimpleRequest,
],
...
};
module.exports = {
plugin,
ForwardedEvent,
SimpleRequest,
}
```
**Alpha 14 (TS)**
```ts
import * as lib from "@clusterio/lib";
import { Static, Type } from "@sinclair/typebox";
export class ForwardedEvent {
declare ["constructor"]: typeof ForwardedEvent;
static type = "event" as const;
static src = "instance" as const;
static dst = "controller" as const;
static plugin = "plugin_name" as const;
constructor(
public stringValue: string,
public numberValue: number,
) { }
static jsonSchema = Type.Object({
"stringValue": Type.String(),
"numberValue": Type.Number(),
});
static fromJSON(json: Static<typeof this.jsonSchema>) {
return new this(json.stringValue, json.numberValue);
}
}
export class SimpleRequest {
declare ["constructor"]: typeof SimpleRequest;
static type = "request" as const;
static src = "controller" as const;
static dst = "instance" as const;
static plugin = "plugin_name" as const;
constructor(
public stringValue: string,
) { }
static jsonSchema = Type.Object({
"stringValue": Type.String(),
});
static fromJSON(json: Static<typeof this.jsonSchema>) {
return new this(json.stringValue);
}
static Response = lib.JsonNumber
}
export const plugin: lib.PluginDeclaration = {
name: "plugin_name",
messages: [
ForwardedEvent,
SimpleRequest,
],
...
}
```
### Refactor message sending
Message handlers are now explicitly registered instead of relying on magic name lookups that don't make sense unless you know them.
**Alpha 13**
```js
const lib = require("@clusterio/lib");
class ControllerPlugin extends lib.BaseControllerPlugin {
// event name is magically created by concatenating EventHandler or
// RequestHandler to the name in the messages export in in info.js.
async forwardedEventHandler(message) {
// message.data contains the raw JSON data sent.
if (message.data.string_value) {
// ...
}
}
}
```
**Alpha 14 (JS)**
```js
const { BaseControllerPlugin } = require("@clusterio/lib");
const { ForwardedEvent } = require("./index.js");
class ControllerPlugin extends BaseControllerPlugin {
async init() {
// Explicit binding between message class and the handler for it
this.controller.handle(ForwardedEvent, this.handleForwardedEvent.bind(this));
// Note: On an instance plugin you would use this.instance.handle
}
async handleForwardedEvent(event, src, dst) {
// Event is an instance of the ForwardedEvent class
if (event.stringValue) {
// ...
}
// src and dst are instances of lib.Address and describe where
// the message came from and who it was addressed to.
}
...
}
module.exports = {
ControllerPlugin,
}
```
**Alpha 14 (TS)**
```ts
import * as lib from "@clusterio/lib";
import { BaseControllerPlugin } from "@clusterio/controller";
import { ForwardedEvent } from "./index.js";
export class ControllerPlugin extends BaseControllerPlugin {
async init() {
// When using TypeScript this call is type checked to make sure the handler accepts the right class.
this.controller.handle(ForwardedEvent, this.handleForwardedEvent.bind(this));
// Note: On an instance plugin you would use this.instance.handle
}
async handleForwardedEvent(event: ForwardedEvent, src: lib.Address, dst: lib.Address) {
// Event is an instance of the ForwardedEvent class
if (event.stringValue) {
// ...
}
// src and dst describe where the message came from and who it was addressed to.
}
...
}
```
### Refactor message sending
Message are now addressed end to end instead of using the confusing forwardTo and broadcastTo properties of the message definition.
When broadcasting events the special `"allInstances"`, `"allHosts"`, and `"allControls"` shorthand addresses can be used.
There's two methods for sending messages `.send` and `.sendTo` where `.send` is a shorthand for `.sendTo` with an address filled in as the other side of the link, this is mostly only useful in control plugins where the other side of the link is the controller.
**Alpha 13**
```js
// from instance plugin
this.info.messages.forwarded.send(this.instance, {
string_value: "foo",
number_value: 123,
});
// from master plugin
const instance_id = ...
const response = await this.forwardRequestToInstance(this.info.messages.simple, {
instance_id,
string_value: "foo",
});
const value = response.number_value;
```
**Alpha 14**
```js
const { ForwardedEvent } = require("./info.js");
// from instance plugin
this.instance.sendTo("controller", new ForwardedEvent("foo", 123));
// from controller plugin
const instanceId = ...
const value = await this.controller.sendTo({ instanceId }, new SimpleRequest("foo"));
// if using TypeScript then the type of value will be inferred as number here
```
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@@ -1,355 +0,0 @@
# Protocol
Clusterio communicates using a simple homebrew message passing protocol based on JSON over WebSocket with limited support for reliable transport of messages.
The protocol is implemented in [packages/lib/src/link](/packages/lib/src/link) and uses the `ws` library to handle the WebSocket connections on the Node.js side and the native WebSocket API on the browser side.
The wire schemas are defined in [messages_core.ts](/packages/lib/src/data/messages_core.ts); see the [communication overview](../communication.md) for how links, connectors, and routing fit together.
Two general kinds of messages are supported: events and requests.
Events are messages sent by one party and received by the other and offer no notification for the sender on whether it was actually received.
Requests are pairs of request-response messages where one side sends the requests and the other side replies with a response.
Apart from the handshake used to establish connections the protocol is directionless, and either party can send or receive both requests and events.
## Connection flow
Clients connect via WebSocket to the `/api/socket` endpoint and upon establishing connection to the server the connection is in the handshake phase and the server will send a `hello` message to the client.
If the client has no previous session with the server it sends a `registerHost` or `registerControl` message depending on what kind of client it is to the server.
If the registration is valid, the server responds with a `ready` message containing the client's address, a session token, and session parameters.
The connection has then left the handshake phase; otherwise the server closes it with a WebSocket close code indicating the kind of failure.
Upon leaving the handshake phase both parties should start sending heartbeat messages with the sequence number of the last received message.
Routable messages are stored in a send buffer until a heartbeat acknowledges an equal or higher sequence number, or the session ends.
The heartbeat's top-level `seq` acknowledges receipt by the transport, not successful completion of a message handler.
If the connection goes stale or is unexpectedly closed, the client can re-establish the same session by connecting again and sending a `resume` message after receiving `hello`.
If the session resume is successful then the server will respond with a `continue` message and the connection is active again.
The client then re-sends buffered messages newer than the `lastSeq` in `continue`.
The server likewise re-sends messages newer than the `lastSeq` supplied by the client in `resume`.
Otherwise the server responds with `invalidate`, and the client discards the old send buffer and registers a new session.
Session expiry, buffer overflow, or process failure can lose pending work; plugins must not treat transport recovery as an application-level exactly-once guarantee.
The [send-buffer setting](../configuration.md#controllermax_send_buffer_size) controls how much unacknowledged message data the controller retains for a connection.
![Connection flow](../assets/connection_flow.svg)
## Host pairing
The host id and token sent in `registerHost` are requested by the host over HTTP the first time it starts, before it connects.
Hosts are only added to the controller by approving a pairing request, and `registerHost` is rejected with close code 3000 (Unauthorized) for a host id the controller has no record of.
Revoking a host deletes its record, so its token stops working and the host has to be approved again the next time it starts, which gives it a new id.
See [Setting up remote hosts](/README.md#setting-up-remote-hosts) for how this looks to the user.
The endpoints below take and return JSON bodies and are sent with `Cache-Control: no-store`.
The `POST` endpoints return errors as `{"error": "<message>"}` and respond with 503 while the controller is in recovery mode.
A request body that is not valid JSON or is larger than 4 kB is rejected with 400 or 413 before it reaches the endpoint, without a JSON body.
`GET /api/host-pairing/check` also works in recovery mode, and responds to a token that is not valid with a plain 401 without a JSON body.
A user or host token is sent in either an `Authorization: Bearer <token>` header or an `X-Access-Token` header.
### `POST /api/host-pairing`
Creates a request for a host to join the cluster.
- `name: string` - Name of the host, at most 100 characters after trimming whitespace, without control characters.
- `version: string` (optional) - Version of the host.
Responds with 202 and `{"requestId": string, "code": string}`.
The `code` is shown to the user to approve the request with, formatted as six characters like `ABC-DEF`.
Codes are matched ignoring case and anything that is not a letter or digit, so `abcdef` matches `ABC-DEF`.
The `requestId` is a secret used to poll for the result, it is never shown to users.
If a user token is sent and the user has the `core.host.approve` permission the host is created right away and the response is 200 with the same body as an approved poll.
An invalid token gives 401 and a user without the permission gives 403, a token is never ignored to create a pending request instead.
A missing or too long name gives 400.
Too many pending requests from the same address, or in total as set by [controller.host_pairing_max_pending](/docs/configuration.md#controllerhost_pairing_max_pending), gives 429 with a `Retry-After` header in seconds.
### `POST /api/host-pairing/poll`
- `requestId: string` - Id returned when the request was created.
Responds with 202 and `{"status": "pending"}` while the request is waiting for approval.
Once approved it responds with 200 and `{"hostId": integer, "token": string, "name": string}`, where `name` is the name the host was approved with, which can differ from the one asked for.
Rejected requests give 403, and unknown or expired requests give 404.
The result of an approved or rejected request is only returned once, after which the request is gone.
A pending request expires 30 seconds after it was last polled, and after waiting for the time set by [controller.host_pairing_timeout](/docs/configuration.md#controllerhost_pairing_timeout).
The host polls every 2 seconds, and makes a new request when the previous one has expired.
### `POST /api/host-pairing/cancel`
- `requestId: string` - Id returned when the request was created.
Removes a pending request, sent by the host when it stops waiting.
Responds with 204 whether or not the request existed.
### `GET /api/host-pairing/check`
Checks a host token.
Responds with 200 and `{"valid": true}` if the token is valid and the host it was issued to still exists, and with 401 otherwise.
A host with a saved token checks it with this when it starts, and requests to join again if the token is not accepted.
## Connector flow
To manage the complexity of connecting, reconnecting, resuming or invalidating dropped sessions the WebSocket connection for a `Link` class is managed by a connector.
There's three kinds of connectors defined: `WebSocketClientConnector`, `WsServerConnector` and `VirtualConnector`.
The virtual connector is for in-memory connections and doesn't have any connection state logic.
For the WebSocket connectors there's four states they can exist in:
- `closed` - The connector has just been created or has been explicitly closed.
- `connecting` (client only) - The connector is in the process of trying to connect to the server.
- `connected` - The connector is successfully connected.
- `resuming` - The connection dropped and the connector is in the process of attempting to resume it.
Along with the following events emitted when transition between states:
- `connect` - A new session is established, moving from `connecting` (client) or `closed` (server) to `connected`.
- `drop` - The transport was lost but the session is retained for resumption, moving from `connected` to `resuming`.
- `resume` - The retained session is reconnected and unacknowledged buffered messages are replayed, moving from `resuming` to `connected`.
- `invalidate` - The previous session cannot be reused, moving from `resuming` to `connecting` (client only); server session expiry emits `close` instead.
- `close` - The connector is closed, moving from any state to `closed`.
Invalidation or closure rejects pending requests with `SessionLost`.
Plugins must handle lost sessions, stale state, and application retries where required; see [connection handling](../writing-plugins.md#handling-connection-events) for the plugin hooks and queueing behavior.
![Conector States](../assets/connector_states.svg)
### WsClientConnector
The client connector, named `WebSocketClientConnector` in the source, keeps trying to establish and maintain a connection after `.connect()` is called, stopping on terminal failures such as authentication or policy rejection, or when `.close()`/`.setClosing()` is called.
For example, policy violation (1008) stops retries, while try-again-later (1013), used for send-buffer overflow, permits reconnecting.
Connection retries use exponential backoff.
![WsClientConnector](../assets/WsClientConnector.svg)
### WsServerConnector
The [server connector](/packages/controller/src/WsServerConnector.ts) doesn't do the work of connecting or validating the handshake.
Instead it's handed over a WebSocket connection from `WsServer` once there's only the step of sending the final message left to do.
Because of this there's no `connecting` state, and once a session times out from the `resuming` state it goes directly to closed.
![WsServerConnector](../assets/WsServerConnector.svg)
## Wire format
All communication uses WebSocket text frames containing a JSON object.
Every frame has a `type` string; the other fields depend on that type.
Requests, responses, and events carry an integer transport sequence number in `seq`, plus source and destination addresses in `src` and `dst`.
Message-specific data is carried in `data` when present.
An address is `[type, id]`, optionally followed by a request ID: `[type, id, requestId]`.
Address types are 0 for controller, 1 for host, 2 for instance, 3 for control, and 4 for broadcast.
The controller's ID is 0; a broadcast address uses its ID to identify the target endpoint type.
For example, `[2, 123]` addresses instance 123, while `[4, 2]` addresses all instances.
Broadcast destinations are for events.
A request puts its request ID in `src`; the response returns that ID in `dst` so the sender can match it to the pending request.
This ID is separate from transport `seq`, which is used for acknowledgements and buffering.
### Handshake Messages
The following messages are used during the handshake phase.
Their listed fields belong inside the frame's `data` object, except for `invalidate`, which has no data.
Property names are case-sensitive.
#### `hello`
Sent by the controller when the WebSocket connection has been opened.
- `version: string` - The version of the controller, e.g. "2.0.0".
- `plugins: Object<string, string>` -
Object mapping plugin names to plugin version for plugins that are loaded on the controller.
#### `registerHost`
Host handshake for establishing a new connection session.
- `token: string` - Authentication token.
- `version: string` - The protocol version of the host, e.g. "2.0.0".
- `id: integer` - ID of the host.
- `plugins: Object<string, string>` -
Object mapping plugin names to plugin version for plugins that are available on the host.
The controller closes the connection with code 3000 (Unauthorized) if the token is invalid, was issued for another id, or if there is no host with this id, see [Host pairing](#host-pairing).
The host checks its token before connecting and requests to join again if it is not accepted, so this normally only happens to a host that is already running.
A host that has been rejected exits with code 8, and the run scripts created by the installer do not restart it.
A host that is revoked while connected is disconnected, is rejected when it tries to connect again, and shuts down.
#### `registerControl`
Control handshake for enstablishing a new connection session.
- `token: string` - Authentication token.
- `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.
- `sessionToken: string` - Session token to resume session with.
- `lastSeq: integer` (optional) - Last transport sequence number received by the client; omitted if none has been received.
#### `invalidate`
Sent by the controller in reply to a resume for a session that cannot be resumed.
The frame is `{"type":"invalidate"}`, without a `data` object.
The client should start a new session with `registerHost` or `registerControl` in response.
#### `continue`
Sent by the controller to signal resuming the session was successful.
- `lastSeq: integer` (optional) - Last transport sequence number received by the server; omitted if none has been received.
- `sessionTimeout: number` - Session timeout in seconds.
- `heartbeatInterval: number` - Interval between heartbeats in seconds.
#### `ready`
Sent by the controller to signal the connection has been established with a new session.
- `src: Address` - The client's address, used as the source of messages it sends.
- `sessionToken: string` - Token to resume the session with.
- `sessionTimeout: number` - Session timeout in seconds.
- `heartbeatInterval: number` - Interval between heartbeats in seconds.
- `account` (optional) - Account details for a control client: a `name` and a `roles` array whose entries contain `name`, `id`, and `permissions`.
### Heartbeat message
Once connected as indicated by the `ready` and `continue` messages both sides of the connection starts sending heartbeats at the inverval given in the `ready` and `continue` messages.
The heartbeat should contain the `seq` of the last received message, and receiving a heartbeat with a given sequence number means that the other party of the link has received all messages up to that seq number.
#### `heartbeat`
Sent by both the controller and clients at the interval given in the continue/ready messages.
- `seq: integer` (optional, top-level) - Last transport sequence number received over the link.
For example, `{"type":"heartbeat","seq":123}` acknowledges messages through sequence 123.
Before receiving any messages, send `{"type":"heartbeat"}`; there is no `data.last_seq` field.
### Events
Events are messages sent in one direction that the receiver acts upon without replying; use [requests](#requests) when a response is needed.
Their wire `type` is `"event"`, with a separate `name` identifying the registered event class.
Plugin names are prefixed, for example `foo_frobber:SomeEvent`.
The `data` payload, when present, contains event-specific properties.
See [packages/lib/src/data/](/packages/lib/src/data/) for core event definitions.
Plugins may define their own events as well.
#### `event`
- `seq: integer` - Transport sequence number.
- `src: Address` - Source address.
- `dst: Address` - Destination address, including broadcast destinations.
- `name: string` - Registered event name.
- `data` (optional) - Payload defined by the event class.
### Requests
Requests expect a response in return.
They function like HTTP requests except that either party of a connection can initiate one.
The wire `type` is `"request"`; a successful reply uses `"response"`, and a failed request uses `"responseError"`.
The request's `name` identifies the registered class, prefixed with the plugin name for plugin messages, such as `foo_frobber:Frobnicate`.
See [packages/lib/src/data/](/packages/lib/src/data/) for core request definitions.
Plugins may define their own requests as well.
#### `request`
- `seq: integer` - Transport sequence number.
- `src: Address` - Source address, including the request ID.
- `dst: Address` - Destination address.
- `name: string` - Registered request name.
- `data` (optional) - Payload defined by the request class.
#### `response` success
- `seq: integer` - This response's transport sequence number, not the request's sequence number.
- `src: Address` - Responding endpoint.
- `dst: Address` - Requester's address, including the original request ID.
- `data` (optional) - Payload defined by the request class's `Response` definition.
#### `responseError`
- `seq: integer` - This error response's transport sequence number.
- `src: Address` - Responding endpoint.
- `dst: Address` - Requester's address, including the original request ID.
- `data.message: string` - Human-readable error description.
- `data.code: string` (optional) - Registered name of the error class, `<plugin>:<class>` for plugin errors.
Missing or unknown names are received as `InternalServerError`.
- `data.stack: string` (optional) - Error stack.
### Graceful Disconnect
To reduce data loss when closing a link, ask the peer to prepare and wait for it to finish before closing the WebSocket.
Either party can initiate the disconnect and is then responsible for closing the socket.
These are connector control frames, not registered request/response classes; forced closure and process crashes can still lose work.
#### `disconnect` with `data: "prepare"`
The frame `{"type":"disconnect","data":"prepare"}` requests a graceful disconnect.
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.
#### `disconnect` with `data: "ready"`
The frame `{"type":"disconnect","data":"ready"}` signals that preparation is complete and the connection can be closed.
When using `WebSocketBaseConnector.disconnect()`, the initiator must stop producing new work and await its own `Link.prepareDisconnect()` before calling `disconnect()`.
The connector closes as soon as the peer sends `ready` or the timeout expires; it does not drain the initiator's pending requests itself.
There is no error-response variant; the connector also has a timeout so an unresponsive peer cannot block shutdown indefinitely.
### Example handshake
Server hello after opening the WebSocket.
```json
{
"type": "hello",
"data": {
"version": "2.0.0",
"plugins": {}
}
}
```
Host registering a new connection session.
```json
{
"type": "registerHost",
"data": {
"token": "xyzabc123",
"version": "2.0.0",
"id": 123,
"plugins": {}
}
}
```
Controller reply signaling the session is established and ready.
```json
{
"type": "ready",
"data": {
"src": [1, 123],
"sessionToken": "xyz.azy.bzy",
"sessionTimeout": 60,
"heartbeatInterval": 15
}
}
```
Host and controller can now send events and requests over the connection.
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# How Clusterio works
Clusterio runs a group of Factorio servers as a cluster, managed through a web interface or the `clusterioctl` command-line client.
The controller is the central point of contact: clients connect to it to manage the cluster, and hosts connect to it to receive commands and exchange messages.
Each host manages its local Factorio server processes, with each server belonging to an instance.
## System overview
The diagram shows one possible layout with two physical servers, each running a host and three Factorio servers.
The controller shares a machine with one host in this example, but it can run on a separate machine.
The number of hosts and instances can vary with the needs of the cluster.
![Clusterio system diagram showing a controller, web and command-line clients, and two hosts managing three Factorio servers each](assets/clusterio_2.0_block_diagram.svg)
The blue arrows point from the hosts and clients to the controller they connect to; messages can travel in both directions over those WebSocket connections.
The orange lines connect each host to the Factorio processes it manages.
Open the [full-size diagram](assets/clusterio_2.0_block_diagram.svg) to zoom in, or use the [Draw.io source](assets/clusterio_2.0_block_diagram.drawio) to edit it.
For how messages are handled and routed between these components, see the [communication guide](communication.md).
## 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.
This can be disabled with the `factorio.enable_save_patching` config on a per instance basis, however disabling it means that modules are not loaded into the game and most plugins will not function.
A save that was patched before has its modules removed again when it's started with save patching disabled.
To use the modules outside of Clusterio the `npx clusteriohost create-scenario` command creates a scenario with the modules patched into it.
Note that the IPC between the game and the host is not available outside of Clusterio, so modules that depend on it will not work as expected in such a scenario.
<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>
## User Accounts
The controller creates and stores accounts for all Factorio users that log into instances under its control.
These accounts are used to store per player data and authorize management of the cluster.
By default users accounts are assigned a Player role that gives a limited read access to the cluster resources, and admins of the cluster can be assigned a Cluster Admin role to get access to manage it.
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# Managing a Cluster
Clusterio clusters are managed through the controller by using the `clusterioctl` command line interface which is invoked by running `npx clusterioctl <command>` in the clusterio directory.
This document uses the shorthand `ctl> foo` to indicate `npx clusterioctl foo` should be executed.
Mandatory parameters are shown in `<angles bracket>` and optional pameters are in `[square brackets]`.
Before `clusterioctl` can be used it needs to be configured for the cluster it will connect to.
The easiest way to do this is to run `npx clusteriocontroller bootstrap create-ctl-config <username>` on the controller, which creates the necessary `config-ctl.json` for managing the cluster as the given user.
## Hosts
### List hosts
ctl> host list
Lists all hosts.
Hosts are added to the cluster by running the installer on the computer the host runs on and approving the code it shows, see [Setting up remote hosts](/README.md#setting-up-remote-hosts).
Listing, approving and rejecting hosts waiting for approval needs the `core.host.approve` permission.
### List pending hosts
ctl> host pending
Lists hosts waiting for approval with the code they show, the name they asked for, the address they connected from and how long they have been waiting.
A request goes away when its host stops waiting, and after the time set by `controller.host_pairing_timeout`, an hour by default, after which the host asks again with a new code.
### Approve host
ctl> host approve <code> [--name <host name>]
Approves the host showing the code and prints the id of the new host.
The code is not case sensitive and the dash can be left out.
`--name` gives the host a different name than the one it asked for.
Approving gives the host full access to the cluster, check with `host pending` that the name and address match the computer you are setting up.
### Reject host
ctl> host reject <code>
Rejects the host showing the code, the host then exits with an error.
### Revoke host
ctl> host revoke <host>
Specify the host by name or ID.
Removes the host from the cluster, disconnects it and makes its token stop working.
Instances assigned to the host become unassigned, their files stay on the computer.
Requires the `core.host.revoke` permission.
To add the computer back to the cluster, start the host again and approve it.
### Update Clusterio
ctl> host update <host> [--all] [--restart]
Specify the host by name or ID.
If remote updates are enabled on the host, this will attempt to update `@clusterio/host` on the machine. Add `--all` to also update all npm-installed plugins. Changes will not be applied until the host is restarted. If the `--restart` flag is provided, the host will automatically restart once the update is complete.
Remote updates are enabled by default but can be disabled on a per-machine basis at the owner's discretion. For security reasons, this configuration setting cannot be changed remotely. To modify it, run the following command locally while the host is offline:
host> config set host.allow_remote_updates true/false
The controller also supports remote updates, following the same logic. The corresponding commands are:
ctl> controller update [--all] [--restart]
controller> config set controller.allow_remote_updates true/false
### Mark restart required
ctl> host mark-restart-required <host>
Marks the host as requiring a restart, the same way a plugin update does. Use it after installing or changing a plugin by other means than `host plugin install`, such as a plugin checked out into `external_plugins`. The mark shows up in the web interface on the next system metrics poll. The controller has the same command:
ctl> controller mark-restart-required
## Instances
### List Instances
ctl> instance list [--templates]
List instances.
Templates are only listed if `--templates` is passed.
### Create instance
ctl> instance create <name> [--id <instance id>] [--from <instance id>] [--template <instance>] [--as-template]
Create a new instance. `name` is the instance name. `--id` is the optional id. `--from` copies the config of an existing instance. `--template` makes the new instance inherit all config values from the given template. `--as-template` creates the instance as a template, see `instance.is_template` in the [configuration docs](configuration.md). Use `--as-template --from <instance>` to make a template out of an existing instance.
### Kill instance
ctl> instance kill <name>
Terminates the running Factorio server without giving it a chance to save or cleanup after itself.
Note: This may cause loss of data.
### Save game
ctl> instance save-game <name>
Saves the running game of the instance to the save it was started from and waits for the save to finish.
### Extract players from instance
ctl> instance extract-players <name>
Creates a user account in the cluster for each player that has been online on the currently running save of the instance and sets the online time of that account on this instance to the online time recorded in the save.
Useful when importing a save to a cluster.
Note that the online time in a save is recorded differntly from how Clusterio records online time.
Most notably Clusterio records wall clock time while the save time is recorded in ticks and this extraction of player time assumes the game runs at 60 ticks a second.
### Config management
#### List Configuration
ctl> instance config list <instance>
List config values for an instance. `instance` is the instance whose config values to list. Values inherited from a template are marked with `(inherited)`, object fields also list the properties set on the instance.
#### Set config value
ctl> instance config set <instance> <field> [value] [--stdin]
Set field in instance config. `instance` is instance to set. `field` is field to set. `value` is value to set in field. `--stdin` signals to read value from stdin.
#### Set config property of field
To be written.
#### Inherit config value
ctl> instance config inherit <instance> <field> [prop]
Make a field in the instance config take its value from the template again, undoing a previous `set`. `instance` is the instance to update, `field` is the field to inherit, `prop` limits it to one property of an object field.
#### Edit instance config
ctl> instance config edit <instance> [editor]
Edit instance config in a text editor. Once file is saved and editor has been exited, changed config values will be read back in. `instance` is the instance to edit, `editor` is the editor to use. If `editor` is not given, clusterioctl will read from the `EDITOR` or `VISUAL` enviroment variables.
### Assign instance to host
ctl> instance assign <instance> [host]
Assigns instance to host. `instance` is instance to assign, `host` is host to assign to. If `host` is not provided, instance will be unassigned.
## Users
Clusterio automatically creates user accounts for all players that join an instance when save patching is enabled.
These accounts are used to store per player data shared between instances, like if the player should be whitelisted, admin or banned.
### List users
ctl> user list
Lists all user accounts in the cluster along with some data for each.
### Create User
ctl> user create <name>
Creates a new empty user account for the given Factorio player.
Note that case matters here.
This is usually not required as user accounts are created automatically for players that join instances with save patching enabled.
### Promote User to Server Admin
ctl> user set-admin <name> [--revoke] [--create]
Promotes the user given to in-game admin on instances with the `sync_adminlist` option enabled.
If the `--revoke` switch is used the user is removed from the adminlist.
Since admin status is a part of the account data the account must exist for this to succeed, passing `--create` will create the account if it does not exist.
**Note:** Being a server admin does not grant any access to manage the cluster.
See [set-roles](#set-cluster-roles) for adding roles which grant access to managing the clusetr.
### Whitelist User
ctl> user set-whitelisted <name> [--remove] [--create]
Add the user given to the whitelist on instances with the `sync_whitelist` option enabled.
If the `--remove` switch is used the user is removed from the whitelist.
Since whitelisted status is a part of the account data the account must exist for this to succeed, passing `--create` will create the account if it does not exist.
### Ban User
ctl> user set-banned <name> [--reason <message>] [--pardon] [--create]
Ban user in-game from instances with the `sync_banlist` option enabled.
Reason is a message that will be shown to the user when attemption to log in.
If the `--pardon` switch is used it removes the ban.
Since ban status is a part of the account data the account must exist for this to succeed, passing `--create` will create the account if it does not exist.
Note: This bans the user from logging in to Factorio servers in the cluster, it does not revoke access to any cluster management they might have, see next section on setting roles for revoking tha.
### Bulk importing admin, whitelist and ban lists
Whitelists and admin lists can be bulk imported with the following commands:
ctl> user whitelist-bulk-import <file> [--create]
ctl> user admin-bulk-import <file> [--create]
The file should simply be newline seperated names:
joe
bob
allan
The `--create` option will create the user if they do not exist, and then set the relevent value.
Banlists can be bulk imported with the following command:
ctl> user banned-bulk-import <file> [--create]
The file should be names, followed by a ban reason:
joe greifed copper mines
bob stole materials
allan rude language
The first string on the line is used as the username, the others are used as the ban reason.
The `--create` option will create the user if they do not exist, then ban them.
### Set Cluster Roles
ctl> user set-roles <name> [roles...]
Replaces the roles the user has in the cluster with a new list of roles.
Calling with an empty roles argument will remove all roles from the user.
By default there's a roled named Cluster Admin which grants access to everything and a role named Player which grants a limited read access to the cluster, see [the section on roles](#roles) for more information about setting up roles and permissions.
### Delete user
ctl> user delete <name>
Deletes everything stored on the controller for this user.
Note: If the player is banned from the cluster this will effectively unban them, as the ban status is stored with the user account.
Note: If the player joins the cluster again a new account will be made for them automatically.
## Roles
To be written.
## Notes
Free text notes can be attached to hosts, instances, users, roles, mod packs, mods and saves.
They are stored on the controller and shown to everyone with access to the resource in the web interface, and can for example be used to record who runs a host or what an instance is meant for.
The web interface renders notes as Markdown.
A mention of the form `@<type>/<id>` becomes a link to that resource showing its name, for example `@instance/778528005` or `@user/cooldude2606`.
This works for hosts, instances, users, roles and mod packs, and the id is shown if the name is not available.
The note itself stores the mention as written.
### List notes
ctl> note list [--type <type>]
Lists all notes, optionally limited to one resource type.
### Set note
ctl> note set <type> <id> <content>
Sets the note of a resource.
The type is one of host, instance, user, role, mod_pack, mod or save.
The id is the numeric id for hosts, instances, roles and mod packs, the lower case name for users, `<name>_<version>` for mods and `<instance id>/<file name>` for saves.
### Delete note
ctl> note delete <type> <id>
Removes the note of a resource.
Notes are also removed when the resource they are attached to is deleted.
## Plugins (Local)
To be written.
## Plugins (Remote)
The installer asks "Allow remote updates and plugin installs from the web interface?" and the answer sets `allow_remote_updates`, `allow_plugin_updates` and `allow_plugin_install` together on that machine, pass `--remote-npm` or `--no-remote-npm` to answer it from the command line.
Remote updates allow ctl and the web UI to update Clusterio and plugins on machines within the cluster.
Remote installs allow them to install any package from npm onto the machine, which is a risk of arbitrary code execution through malicious npm packages, so only allow them if you trust everyone with access to install plugins.
In a config created without the installer remote updates are enabled and remote installs are disabled by default.
See below for changing these settings after installing.
### List
ctl> controller plugin list
ctl> host plugin list <host>
This command lists all plugins currently known to the remote. Newly installed plugins will not be displayed until the remote is restarted. Plugins that are distributed as an npm package can be updated remotely.
### Update
ctl> controller plugin update <name>[@<version>] [--restart]
ctl> host plugin update <host> <name>[@<version>] [--restart]
If remote plugin updates are enabled on the remote, this will execute `npm update --save <name>`, which stays within the version range saved in the remote's `package.json`.
To update to a specific version, including one outside that range, pass it as `<name>@<version>`, for example `@clusterio/plugin-example@2.1.0`.
The version must be published on npm, and the remote then executes `npm install --save <name>@<version>`.
The plugin must already be installed on the remote, and only remote plugin updates need to be enabled.
Changes will not be applied until the remote is restarted.
If the `--restart` flag is provided, the remote will automatically restart once the update is complete.
### Update All
ctl> controller update --all [--restart]
ctl> host update <host> --all [--restart]
Updates the Clusterio package and all plugins installed from npm in a single `npm update --save` command. Updating everything at once avoids ending up with multiple versions of `@clusterio/lib` in the installation. Requires both remote updates and remote plugin updates to be enabled on the remote.
### Install
ctl> controller plugin install <name>[@<version>] [--restart]
ctl> host plugin install <host> <name>[@<version>] [--restart]
If remote plugin installs are enabled on the remote, this will execute `npm install --save <name>`.
Pass `<name>@<version>` to install a specific version, for example to match the version used by the rest of the cluster.
The package, and the version if given, must be published on npm.
Changes will not be applied until the remote is restarted.
If the `--restart` flag is provided, the remote will automatically restart once the update is complete.
### Search
ctl> controller plugin search [query] [--page <n>] [--page-size <n>]
Searches the npm registry for packages tagged with the clusterio-plugin keyword.
The search is done by the controller and does not require remote installs to be enabled.
The web UI has a plugin browser on the plugins page that uses the same search.
### Concurrent Operations
Only one npm operation runs at a time on a machine.
A standalone controller and host share their working directory, so the operation holds the `npm-operation.lock` file there while npm runs.
Other installs and updates on the same machine or installation are rejected with "Another package operation is already in progress on this machine" until it finishes.
A lock file left behind by a process that is no longer running is removed automatically.
### Enable/Disable Updates
host> config set host.allow_plugin_updates true/false
controller> config set controller.allow_plugin_updates true/false
Remote updates are enabled by default but can be disabled on a per-machine basis at the owner's discretion. For security reasons, this configuration setting cannot be changed remotely. To modify it, run the above commands locally while the remote is offline.
### Enable/Disable Installs
host> config set host.allow_plugin_install true/false
controller> config set controller.allow_plugin_install true/false
Remote installs are disabled by default but can be enabled on a per-machine basis at the owner's discretion. For security reasons, this configuration setting cannot be changed remotely. To modify it, run the above commands locally while the remote is offline.
## Prometheus Metrics
The controller exports metrics for the whole cluster on the `/metrics` endpoint.
Fetching it requires a token for a user with the `core.controller.metrics` permission, sent either as an `Authorization: Bearer <token>` header or as an `X-Access-Token` header.
Requests without a valid token get a 401 response and requests for users lacking the permission get a 403 response.
Create a role with just this permission, a user to hold it, and generate a token for that user.
Give the user a name that is not a valid Factorio player name, such as one starting with `#`, so a player joining the cluster can never claim the account and its token:
ctl> role create Prometheus --permissions core.controller.metrics
ctl> user create #prometheus
ctl> user set-roles #prometheus Prometheus
$ npx clusteriocontroller bootstrap generate-user-token '#prometheus'
Then pass the token in the scrape job for the controller in `prometheus.yml`:
scrape_configs:
- job_name: clusterio
authorization:
credentials: <token>
static_configs:
- targets: ["localhost:8080"]
Concurrent scrapes share a single round of metrics gathering from the hosts, so multiple scrapers polling the controller do not multiply the load on the hosts.
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# Reviewing pull requests
Review observable behavior across the whole PR, including callers, consumers, and lifecycle transitions.
Reading every changed file and passing tests do not establish that those behaviors were covered.
Use [contributing](contributing.md) for setup and validation commands.
## Establish the scope
- Record the PR's base and current head; preserve unrelated work with an isolated checkout when needed.
- Read the requirements and relevant documentation at the reviewed revision.
Distinguish intended policy from observed behavior when they disagree.
- Map each affected behavior from input through authorization, routing, state changes, and its consumers.
On a follow-up, verify the fixes and reassess the whole PR's affected behavior; explicitly label a deliberately narrower review.
- Compare the PR base, previously reviewed head, and current head when attributing a follow-up finding.
Distinguish a new regression, an incomplete fix, and a previously missed defect.
Existing producer behavior can become unsafe through a new consumer; reject a finding as pre-existing only after comparing the complete failing path.
- Trace the actual entrypoint and earlier guards before declaring a failure reachable.
Check supported configurations and compatibility policy; a merged revision or earlier clean review is not proof of correctness.
## Surface overlapping responsibilities
- For substantial new or replaced functionality, check whether existing code or test helpers already serve the same responsibility, including outside the changed files.
Search by behavior, then verify the implementations and their callers; nearby code is not necessarily the preferred shared implementation.
- Compare contracts, callers, and constraints, not just names or similar code.
Distinguish shared behavior and general correctness requirements from differences that may justify separate implementations.
- Surface significant overlap to the developer with source locations for both implementations, the duplicated responsibility, its consequences, and any legitimate differences.
Explain maintenance or consistency risks without presenting them as reproduced runtime defects.
- Recommend an approach based on the evidence, including alternatives, tradeoffs, and affected callers or tests.
Leave the architectural decision to the developer unless already authorized; do not silently consolidate the implementations or dismiss the overlap as intentional.
- Recheck after substantial fixes, especially when shared functionality is replaced, bypassed, or overridden.
Keep unresolved design questions in the candidate ledger and final report, and record the developer's decision when provided.
## Exercise the boundaries
- Write a small matrix of relevant states and transitions before probing.
Distinguish intended state, eligibility, and observed state, and vary the conditions that can make them differ.
Exercise transitions through the components that produce and consume the state; constructing the final state alone does not verify the transition.
- Check adverse paths as well as success: failure, retry, removal, restart, reconnect, and overlapping operations where applicable.
Select relevant cases from these recurring review gaps:
| Boundary | Questions to check |
| --- | --- |
| Data contracts | Does real serializer output satisfy every consumer, including Lua restoration and inspection UI? Check omitted, empty, partial, malformed, reserved, and numeric-limit values before durable mutation. |
| State and identity | Do delayed reads and mutation completions still belong to the selected entity? Do disabled components retain their local state? Can an identifier or generation be reused after recovery? |
| Persistence and synchronization | Do save/reload, migration, deletion, and resubscription preserve versions and tombstones? Compare full snapshots, deltas, and optimized paths with ordinary transfers. |
| Ownership and errors | Can concurrent work remove another operation's lock, handle, or cache? Check synchronous throws, early promise rejection, partial mutation, and cleanup after each failure. |
| Protocol and compatibility | What does the receiver do with the message, close code, or acknowledgement? Check early startup, mixed versions, and supported older APIs. |
| Distribution | Do generated validators, browser bundles, and installed packages behave like the source checkout? Check actual export maps and plugin discovery. |
- Use focused reproductions with concrete inputs and expected versus actual results.
Keep the logic under review real: stubbing permissions, effects, or state transitions can erase the defect being investigated.
Check that the harness reaches the intended path; compare a normal case and the base revision where practical.
Identify assumptions introduced by fixtures, caches, shared identities, or execution order, and vary those relevant to the change.
- Control concurrency with explicit gates and assertions about ownership and completion, rather than timing alone.
Check both that invalid actions are prevented and that valid work eventually makes progress.
Vary delays and completion order, including changes to an action's preconditions between initiation and execution.
## Account for every candidate
- Keep a compact ledger of candidate issues and uncovered scenarios throughout the review.
Give each candidate a disposition: reported, rejected with evidence, or unresolved with the next check needed.
- Before finishing, compare probe outputs with the final findings.
A reproduced anomaly must not disappear just because several other issues were already found.
- Carry unresolved candidates and coverage gaps into handoffs and context summaries, alongside published findings.
For each finding, identify the trigger, consequence, source location, and supporting evidence.
Reconcile the previous ledger at every follow-up; an unconfirmed candidate remains unresolved until evidence rejects it or confirms it.
Name remaining material gaps in the final report even when other findings already block merging.
## Report and follow up
- Separate source inspection, focused probes, full suites, hosted CI, browser checks, and Factorio runtime evidence.
Record failures, skips, and unavailable validation; investigate external-service failures before attributing them to the PR.
- Reproduce the original failure when checking a fix, including adjacent cases exposed by the change.
A fix for one malformed field calls for checking the remaining consumer requirements, not just that example.
Limit conclusions to the scenarios exercised, and state which relevant assumptions remain unverified.
Resolve a review thread only when its exact concern is addressed.
- When authorized to publish, refresh the head and existing comments, avoid duplicates, and anchor feedback to the reviewed code.
Read back each posted inline comment to verify its body and location.
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# Release workflow
## Update changelog
- CHANGELOG.md in the repository root
- The changelog.txt file in mod directories
Pull requests will usually have suggestions for changelog entries. These can be automatically parsed and formatted by running `node scripts/pr_to_changelog.mts`, though you will have to manually sort through which should go in the changelog in the repository root and which should go in the changelogs in mod directories.
If the script fails due to GitHub's 60/hour public access rate limit, you can set the `GH_TOKEN` environment variable to a fine-grained personal access token which has a much higher rate limits.
## Packages
The [Publish workflow](../.github/workflows/publish.yml) publishes npm packages and Lua mods on GitHub's `release: released` event for a stable release.
Publishing a prerelease does not trigger it; see [GitHub's release event documentation](https://docs.github.com/en/actions/reference/workflows-and-actions/events-that-trigger-workflows#release).
The npm release includes the packages under `packages/` and the six core plugins under `plugins/`.
Community plugins hosted in separate repositories have independent versions and releases.
For this workflow, first merge the changelog and package version updates into `master`, then create and push the release tag on that merged commit.
Create a draft GitHub release for the existing tag and use the GitHub Release Markdown from `scripts/pr_to_changelog.mts` as its notes.
Publishing the draft as a stable release triggers the workflow; pushing a tag alone does not.
Preparing a release PR, pushing a tag, and publishing a release or packages are separate actions; obtain authorization for the publication steps before executing them on someone else's behalf.
The steps below describe publishing npm packages manually instead.
> [!NOTE]
> You will need commit access to the repository as well publish access to the @clusterio org on npm to do this.
1. Inspect `git status` and `git remote -v`, verify which remote is the main repository, and use a clean release worktree on its latest master.
The commands below assume that remote is named `upstream`; preserve unrelated work and external plugin checkouts.
```sh
git switch master
git pull --ff-only upstream master
git status
```
2. Create a release branch and bump the version in the `package.json` files. The commands below use 2.0.1 to 2.0.2 as an example; substitute the versions for the release you are preparing.
```sh
git switch -c release/2.0.2
sed -i 's/"version": "2\.0\.1"/"version": "2.0.2"/' {packages,plugins}/*/package.json
pnpm install --no-frozen-lockfile
```
3. Review and commit the version and changelog changes, then open and merge a release pull request.
```sh
git add -p
git commit -m "Prepare 2.0.2 release"
```
4. After the release pull request is merged, tag the merged commit and push the tag.
```sh
git switch master
git pull --ff-only upstream master
git tag v2.0.2
git push upstream v2.0.2
```
5. For manual publication, perform a clean install and publish the packages. For automated publication, publish the GitHub release as described above instead.
The repository does not track `pnpm-lock.yaml`, so allow pnpm to generate or update it during installation.
```sh
node clean.js --dry-run
pnpm clean
pnpm install --no-frozen-lockfile
pnpm -r --filter='./packages/*' --filter='./plugins/*' --fail-if-no-match publish
```
## Plugins
1. Bump the version in the `package.json` file
2. Run `pnpm install --no-frozen-lockfile` in the repository root
3. Run `pnpm adduser` to authenticate
4. Run `pnpm publish` in the plugin/package directory
Before confirming the publish, ensure the packed size is approximately the same size as the last version (or within the expected size)
After publishing, test creating and installing the plugin on a fresh install.
## Lua mods
To publish lua mods like clusterio_lib, start by building from source:
```sh
pnpm run build-mod
```
or download the latest artifacts from the CI. When uploading the mods to the mod portal, make sure the latest version is the last version uploaded, as the game/mod portal/ingame updater isn't consistent in how it figures out the "latest version"
## Release notes
Release notes are expected to be published alongside new releases. We use the github releases system as well as posting in the #announcements channel on the discord. Major releases may warrant a ping.
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# Setting up TLS
By default Clusterio will listen for connections over HTTP which is fine for local networks but over the Internet it should idealy be over HTTPS as there are some credentials that could be exposed to eavesdroppers.
The recommended setup is to have an ordinary HTTPS server software like Apache or Nginx to act as a reverse proxy in front of the Clusterio controller.
The reverse proxy would then be set up with a TLS certificate from a Certificate Authoritiy like [Let's Encrypt](https://letsencrypt.org).
Alternatively you can have Clusterio listen for connections over HTTPS directly by providing it with a TLS certificate and private key.
Note that a TLS certificate signed by a recognized Certificate Authority in general requires that you own a domain.
See the last section for how to create and use a self-signed certificate for an IP address if you don't have a domain.
## Using a reverse proxy
Configure the proxy to forward requests over HTTP to the port the controller is listening to so that for example a request to `https://example.com/instances/` is forwarded to `http://localhost:8080/instances/`.
It is possible to host the interface under a sub-path, in that case a request under the sub-path should be mapped to the controller with the sub-path stripped out.
For example `https://example.com/sub/path/instances/` would be mapped to `http://localhost:8080/instances`.
Additianlly WebSocket connections to `/api/socket` also needs to be forwarded.
Typically this requires explicit configuration and support for forwarding WebSocket connections.
If the interface hosted under a sub-path the `/api/socket` address is relative to the sub-path and the sub-path also needs to be stripped out when forwarded.
Saves are sent from hosts to the web interface through the controller as they are uploaded to `/api/stream/`.
If the proxy buffers request bodies it holds back a host's upload until all of it has arrived.
A save that takes longer than `controller.proxy_stream_timeout` to upload then fails, after the whole save was sent.
Turn request buffering off for the proxy, with Nginx this is `proxy_request_buffering off;`.
Nginx also limits request bodies to 1 MB by default, set `client_max_body_size` high enough for the saves and mods you upload.
You can also optionally set the controller to listen only on the loopback interface to prevent it being directly connected to from the outside.
npx clusteriocontroller config set controller.bind_address 127.0.0.1
### Apache Config
To proxy with Apache make sure that `proxy_module`, `proxy_http_module` and `proxy_wstunnel_module` is loaded in the config, then add the following directives to wherever is the approriate place for your flavour of Apache config organization.
```apache
<Location /sub/path/>
ProxyPass "http://localhost:8080/"
</location>
<Location /sub/path/api/socket>
ProxyPass "ws://localhost:8080/api/socket"
</Location>
```
Replace `/sub/path/` with the location on the proxy you want to host the Clusterio interface under.
If the whole domain is to be dedicated to the Clusterio interface then `/sub/path/` should be just `/`.
Pay attention to the use of trailing slashes, as they are important.
## Hosting HTTPS directly from Node.js
Listening on HTTPS is supported by the Clusterio controller via the `controller.https_port` option provided paths to a certificate file and a private key file is configured for the `controller.tls_certificate` and `controller.tls_private_key` options.
Both of these are expected to be unencrypted PEM files.
## Creating and using a self-signed certificate
Create a self-signed certificate with OpenSSL by running
openssl req -x509 -newkey rsa:2048 -nodes -keyout key.pem -out cert.pem -days 3650 -subj /CN=localhost -addext "subjectAltName=IP:<ip>"
substituting `<ip>` with the IP address the server will be accessed under, for example `IP:203.0.113.4`.
Multiple addresses can be given by supplying a comma sepparated list of `IP:address` pairs and DNS names can also be specified using the `DNS:example.com` format.
You need to supply every name you want to connect to the server under the subjectAltName field, for example to connect to the HTTPS port locally via an address like `https://localhost:4443/` you need to add `DNS:localhost`.
This creates a private key file named `key.pem` and a public certificate file named `cert.pem` and these are used for the `controller.tls_certificate` and `controller.tls_private_key` config options respectively on the controller:
npx clusteriocontroller config set controller.tls_certificate cert.pem
npx clusteriocontroller config set controller.tls_private_key key.pem
Additionally you will need copy the `cert.pem` file to all of the computers you want to set up as hosts and configure node to trust it by setting the `NODE_EXTRA_CA_CERTS` environment variable to a path to this file before the host is started. You can do this by passing `--self-signed-cert path/to/cert` to the installer when setting up a host, which also makes the installer trust the certificate when it asks the controller to approve the host, or manually by editing run-host.cmd, run-host.sh and/or clusteriohost.service by adding the following line next to the one setting `NODE_OPTIONS`:
**For run-host.cmd**
set "NODE_EXTRA_CA_CERTS=path\to\cert.pem"
**For run-host.sh**
export "NODE_EXTRA_CA_CERTS=path/to/cert.pem"
**For clusteriohost.service**
Environment=NODE_EXTRA_CA_CERTS=path/to/cert.pem
You will also need to copy the `cert.pem` file to all of the computers you want to remotely manage the cluster via clusterctl and set the `NODE_EXTRA_CA_CERTS` environment variable as a path to that file before running clusterioctl. For example:
# On Windows
set "NODE_EXTRA_CA_CERTS=path\to\cert.pem"
# On Linux
export NODE_EXTRA_CA_CERTS="path/to/cert.pem"
# You can now use clusterioctl
npx clusterioctl instance list
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# Writing Plugins
Plugins for Clusterio are JavaScript modules that run under Node.js.
Each entrypoint of a plugin exports a function that attaches handlers to hooks called during various stages and operations of Clusterio.
## Contents
- [Plugin Structure](#plugin-structure)
- [Defining the plugin entrypoint](#defining-the-plugin-entrypoint)
- [Logging Messages](#logging-messages)
- [Plugin Configuration](#plugin-configuration)
- [Plugin Permissions](#plugin-permissions)
- [Migrating Stored Data](#migrating-stored-data)
- [Communicating with Factorio](#communicating-with-factorio)
- [Defining Link Messages](#defining-link-messages)
- [Sending Link Messages](#sending-link-messages)
- [Handling connection events](#handling-connection-events)
- [Web Pages for a Single Resource](#web-pages-for-a-single-resource)
- [Collecting Statistics](#collecting-statistics)
- [Adding Custom Commands to clusterioctl](#adding-custom-commands-to-clusterioctl)
## Plugin Structure
The basic file structure of a plugin is the following.
plugin_name/
+- index.js
+- package.json
+- controller.js
+- instance.js
+- ctl.js
+- test/
| +- plugin.js
+- module/
+- module.json
+- plugin.lua
Clusterio plugins are Node.js packages that can be published on npm for ease of installation and distribution.
The usual guides for creating such packages apply.
At minimum the `package.json` file must contain a version entry.
For automatic discovery, include `"clusterio-plugin"` in the package's `"keywords"` array.
Installed npm plugins are discovered from the installation's dependencies when controller, host or ctl loads its configuration, and added to `plugin-list.json`.
Discovery starts with the root package's `dependencies`, not `devDependencies`, and follows dependencies of recognized plugins.
It does not search arbitrary nested dependency trees for plugins.
For tooling that needs the same discovery behavior, reuse [loadPluginList](../packages/lib/src/load_plugin_list.ts) rather than maintaining another package scanner.
A possible workflow for developing plugins is to place the plugin in a sub-directory of where clusterio has been installed, and rely on Node.js searching up the folder heirarchy for it to find `@clusterio/lib`.
After creating a directory for your plugin, the boilerplate can be generated automaticlly from a set of tempaltes using `npm exec @clusterio/create -y -- --plugin-template` after which you will be asked which areas your plugin will interact with and your plugin's name.
To add it to `plugin-list.json` so that it gets loaded use the `plugin add <path>` sub-command to either clusteriocontroller, clusteriohost or clusterioctl.
Note that it's important that the path starts with ./ or ../ (use .\ or ..\ on Windows).
For a plugin to be recognised by Clusterio it needs to export an entry named `plugin` from its main entrypoint.
By default the main entrypoint is the `index.js` file, but this may be changed by setting the `"main"` entry to a different file in `package.json`.
Keep this `"main"` entry when using a package `"exports"` map: Clusterio currently loads the plugin implementation from `"main"` (or `index.js`), rather than selecting a conditional export.
If a plugin published on npm defines an `"exports"` map, it must also expose `"./package.json"`.
Both automatic discovery and runtime loading resolve `<package-name>/package.json` to read the plugin's metadata.
Packages that hide this file are currently skipped by discovery, and manually adding their package names to `plugin-list.json` does not make them loadable.
The generated plugin templates omit `"exports"`, which leaves `package.json` accessible.
For example, a plugin that needs an export map can use:
```json
{
"name": "example-clusterio-plugin",
"version": "1.0.0",
"type": "module",
"main": "./index.js",
"keywords": ["clusterio-plugin"],
"exports": {
".": "./index.js",
"./package.json": "./package.json"
}
}
```
Here's an example of `index.js`:
```js
import * as messages from "./messages.js";
export const plugin = {
name: "foo_frobber",
title: "Foo Frobber",
description: "Does advanced frobnication",
instanceEntrypoint: "instance.js",
controllerEntrypoint: "controller.js",
messages: [messages.Frobnicate],
};
```
The following properties are recognized:
**name**:
Stable internal identifier of the plugin, used as its key in the plugin list.
For local plugins automatically discovered under `plugins/` or `external_plugins/`, it must match the plugin's directory name.
It does not have to match the npm package name.
For example, the package `@clusterio/plugin-subspace_storage` declares the name `subspace_storage`.
**title**:
Name of the plugin as shown to users.
Currently not used.
**description**:
Brief description of what the plugin does.
Currently not used.
**instanceEntrypoint**:
Path to a Node.js module relative to the plugin directory which exports the instance entrypoint function for this plugin.
This is an optional paramater.
A plugin may have code only for instances but it must still be loaded on the controller in order for it to be possible to load it on an instance.
**instanceConfigFields**:
Object mapping instance configuration fields to `FieldDefinitions`for this plugin.
See [Plugin Configuration](#plugin-configuration)
**controllerEntrypoint**:
Path to a Node.js module relative to the plugin directory which exports the controller entrypoint function for this plugin.
This is an optional parameter.
A plugin can be made that only runs on the controller.
**controllerConfigFields**:
Object mapping controller configuration fields to `FieldDefinition` objects for this plugin.
See [Plugin Configuration](#plugin-configuration)
**hostEntrypoint**:
Optional path to the Node.js module exporting the host entrypoint function.
**hostConfigFields**:
Object mapping host configuration fields to `FieldDefinition` objects.
**ctlEntrypoint**:
Path to a Node.js module relative to the plugin directory which exports the clusterioctl entrypoint function for this plugin.
This is an optional paramater.
A plugin can be made that only runs on the clusterioctl side.
**ctlConfigFields**:
Object mapping ctl configuration fields to `FieldDefinition` objects.
**webEntrypoint**:
Optional key of the web entrypoint in the plugin's web bundle, this should be `"./web"`.
The `clusterioPlugin` Vite plugin exposes `web/index.tsx` (or `.ts`, `.jsx`, `.js`) under this key; it is not a Node.js file path.
**migrationEntrypoint**:
Path to a Node.js module relative to the plugin directory which exports the migration entrypoint function for this plugin.
This is an optional parameter.
See [Migrating Stored Data](#migrating-stored-data)
**features**:
Array of features the plugin needs from the instances it is loaded on, any of `"SavePatching"`, `"ScriptCommands"` and `"LuaUdp"`.
See [Handling Invalid Configuration](#handling-invalid-configuration)
**messages**:
Array of request and event classes for this plugin.
See guide for [defining link messages](#defining-link-messages) below.
**errors**:
Array of error classes for this plugin.
See [Request errors](#request-errors).
**permissions**:
Array of permission definitions for this plugin.
See [Plugin Permissions](#plugin-permissions)
The optional module folder contains a Clusterio module that will be patched into the save when the plugin is loaded.
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 controller entrypoint into controller.js and the instance entrypoint into instance.js.
You can put them into whatever file you want (even the same one for both).
Node.js entrypoint paths must include the `.js` extension and use forward slashes for directory separators.
This rule does not apply to the `webEntrypoint` exposure key.
## Defining the plugin entrypoint
Each entrypoint module exports a default async function which is called once when the plugin is loaded.
It is passed a context object with what the plugin needs to interact with Clusterio, and attaches handlers to the hooks it is interested in.
For example, a controller entrypoint can look like this:
```js
export default async function(context) {
const { controller, logger, plugin } = context;
controller.hooks.save.attach(plugin.name, async () => {
await saveFrobnicationData();
});
controller.hooks.shutdown.attach(plugin.name, async () => {
logger.info("Stopping frobnication");
});
}
```
The context has the following properties:
**plugin**:
The plugin's own info, as exported from the main entrypoint.
**logger**:
Logger for this plugin, see [Logging Messages](#logging-messages).
**controller**, **host**, **instance**, **hooks** or **control**:
The object the entrypoint is loaded for.
Controller entrypoints get `controller`, host entrypoints get `host`, instance entrypoints get both `instance` and `host`, clusterioctl entrypoints get `hooks` and web entrypoints get `control`.
The available hooks are documented on the `ControllerHooks`, `HostHooks`, `InstanceHooks`, `CtlHooks` and `WebHooks` classes.
Handlers are attached under a name, which should be the name of the plugin, and a hook only accepts one handler per name.
An error thrown by a handler is logged and does not affect the other handlers, the same goes for handlers that take more than 15 seconds to complete.
For TypeScript the context types are exported as `ControllerPluginContext`, `HostPluginContext`, `InstancePluginContext`, `CtlPluginContext` and `WebPluginContext` from their respective packages.
### Class based plugins
Plugins written as classes deriving from `BaseControllerPlugin`, `BaseHostPlugin`, `BaseInstancePlugin`, `BaseCtlPlugin` or `BaseWebPlugin` still load, but this way of defining plugins is deprecated and a warning is logged when such a plugin is loaded.
The base class constructor attaches the `on*` methods overridden by the plugin to the corresponding hooks, and the async `init` method is called immediately after.
See [Migrating Plugins to 2.0](devs/plugin-migration-to-2.0.md) for how to convert them.
## Logging Messages
The load context provides a winston logger for logging messages to the shared cluster log.
For instances a copy of the log is also stored on the host the instance is on.
To use it, pass a string to one of the log levels functions, for example:
```js
export default async function(context) {
context.logger.info("Initializing frobbing");
}
```
Metadata covering which plugin and instance (for instance entrypoints) the log event happened on will automatically be attached to the log message.
The available levels are fatal, error, warn, audit, info, and verbose.
These levels have roughly the following meanings:
- fatal: Unrecoverable error that prevents continuing execution of the Node.js process.
Note that Plugins shouldn't have fatal errors.
- error: An unexpected error condition occured, usually an exception thrown when it wasn't expected.
Should be investigated and fixed.
- warn: An potential error was detected, but operation continued gracefully.
These may indicate that something is running sub-optimally, or is not working as intedend.
- audit: Record of actions performed by users of the cluster.
This is usually emitted in response to management requests by a control link.
- info: A general log message.
May indicae a status or operation completed.
This should not be emitted by periodic tasks that run often.
- verbose: A verbose log message which might be useful when investigating issues, does not show by default.
Note that logging messages is not a cheap operation even when the messages do not show up and spammy logging should be avoided for the verbose level.
If the logs are still valuable in certain cases consider putting them behind a config option.
For guarding unexpected errors the best option is to log a short description along with the`stack` property of the Error:
```js
try {
// Operation that should not throw but may end up throwing
} catch (err) {
logger.error(`Operation failed:\n${err.stack}`);
}
```
For plugin hooks expections thrown are automatically catched and logged, but for event handlers registered on EventEmitters it's critical that exceptions are catched and handled appropriately.
## Plugin Configuration
Clusterio provides a configuration system that handles storing, distributing, editing and validating config fields for you.
Declare fields under `controllerConfigFields`, `hostConfigFields`, `instanceConfigFields`, or `ctlConfigFields` in the `plugin` export.
For example in index.js:
```ts
import type * as lib from "@clusterio/lib";
declare module "@clusterio/lib" {
// Extend the interface defining available fields so that instance.config.get(...)
// will have our own options.
export interface ControllerConfigFields {
"foo_frobber.level": number, // If optional is true then this should have | null in addition.
}
}
export const plugin = {
...
controllerConfigFields: {
"foo_frobber.level": {
description: "Level of frobnication done",
type: "number",
initialValue: 2,
},
}
} satisfies lib.PluginDeclaration;
```
The controller entrypoint will then be able to access the level config field through the `Config` object at `controller.config`:
```ts
export default async function(context: ControllerPluginContext) {
const level = context.controller.config.get("foo_frobber.level");
context.logger.info(`I got a frobnication level of ${level}`);
}
```
The same applies for instance configs, replace "controller" with "instance" where appropriate.
See [Configuration System](config-system.md) for more details on how this system works.
### Handling Invalid Configuration
If the plugin requires save patching, script commands or Lua UDP to function, which can be disabled to run vanilla or scenarios not compatible with Clusterio, declare it under `features` in the `plugin` export:
```js
export const plugin = {
name: "foo_frobber",
// ...
features: ["SavePatching"],
};
```
Enabling the plugin on an instance that has the feature turned off then fails config validation, so the mistake is caught when the config is edited instead of when the instance starts.
Instances that have the feature turned off get the plugin disabled by default when it is added.
Other constraints on config fields are expressed with a `validator` on the field definition, which throws when the value is not acceptable.
Use `dependsOn` when the check involves other fields so that the validator runs when those change too.
See [Configuration System](config-system.md) for details.
## Plugin Permissions
Permissions are granted to roles and checked on users, both on the controller and in the web UI.
A plugin declares the permissions it uses under `permissions` in the `plugin` export.
Names must start with the plugin name followed by a dot.
For example in index.ts:
```ts
import type * as lib from "@clusterio/lib";
declare module "@clusterio/lib" {
// Extend the interface of known permission names so that
// user.checkPermission(...) accepts our permission.
export interface Permissions {
"foo_frobber.frobnicate": never;
}
}
export const plugin = {
...
permissions: [
{
name: "foo_frobber.frobnicate",
title: "Frobnicate",
description: "Run frobnication on instances.",
grantByDefault: false, // Whether the generated Player role is granted this permission
},
],
} satisfies lib.PluginDeclaration;
```
The `Permissions` interface only exists at the type level, its values are always `never` and only the keys are used.
Adding your permission names to it gives you autocomplete and a compile error on typos when calling `user.checkPermission`, `account.hasPermission` or setting the `permission` of a web UI page.
In JavaScript the `declare module` block is not needed.
Permissions declared this way are registered when the plugin is loaded.
The older `lib.definePermission()` function still works, but a plugin should not use both for the same permission name.
Controller-side permission checks are authoritative; hiding a web UI control does not authorize or protect its underlying request.
Declare the [permission on control-origin messages](#static-permission) and test denied requests as well as allowed ones.
## Migrating Stored Data
Clusterio stores the config fields and permissions of plugins, so a plugin that renames them needs to migrate the stored values or users lose what they had set.
This is done from the migration entrypoint, which is loaded on the controller and hosts before any config or role is read, for all plugins in the plugin list including those disabled with `load_plugin`.
It is passed a context with `hooks` and attaches handlers for the data it needs to migrate:
```js
import * as lib from "@clusterio/lib";
export default function(context) {
const { hooks, plugin } = context;
// Plugin was renamed from frobber in 2.0.0
const renameFields = config => lib.renameConfigPrefix(config, "frobber.", "foo_frobber.");
hooks.controllerConfig.attach(plugin.name, renameFields);
hooks.hostConfig.attach(plugin.name, renameFields);
hooks.instanceConfig.attach(plugin.name, renameFields);
hooks.role.attach(plugin.name, role => lib.renamePermissionPrefix(role, "frobber.", "foo_frobber."));
}
```
The handlers get the serialized config or role after the core migrations and return the migrated version.
They run synchronously, a handler that throws stops the controller or host from starting.
`lib.renameConfigField`, `lib.renameConfigPrefix`, `lib.renamePermission` and `lib.renamePermissionPrefix` cover the common case of renaming.
Handlers run every time the data is loaded and must leave data that is already migrated unchanged.
For changes that can't be repeated, controller, host, and instance configs have a hidden `<plugin>.version` field with the version of the plugin they were last loaded with, which is updated after the migrations have run:
```js
hooks.instanceConfig.attach(plugin.name, config => {
const version = config["foo_frobber.version"];
// The default delay went from 1 to 2 in 1.2.0, update configs still on the old default
if (
version && lib.integerFullVersion(version) < lib.integerFullVersion("1.2.0")
&& config["foo_frobber.delay"] === 1
) {
config["foo_frobber.delay"] = 2;
}
return config;
});
```
The version field is missing or empty in configs saved before Clusterio tracked it, and in configs last loaded in recovery mode.
Roles have no version of their own.
They are stored on the controller, so use the version in the controller config, which is loaded before the roles:
```js
let controllerVersion;
hooks.controllerConfig.attach(plugin.name, config => {
controllerVersion ??= config["foo_frobber.version"] ?? "";
return config;
});
hooks.role.attach(plugin.name, role => {
// foo_frobber.edit was split out of foo_frobber.view in 1.2.0
if (
controllerVersion && lib.integerFullVersion(controllerVersion) < lib.integerFullVersion("1.2.0")
&& role.permissions.includes("foo_frobber.view")
) {
role.permissions.push("foo_frobber.edit");
}
return role;
});
```
Data the plugin stores itself, like files in the database directory or values in the save, is up to the plugin to migrate from its other entrypoints.
Modules don't need migrating, save patching replaces the files of every module when an instance starts.
## Communicating with Factorio
For pushing data into Factorio there's RCON, which lets you send arbitrary Lua commands to invoke whatever code you want in the game.
This is done by calling the `sendRcon` method on the instance.
For example:
```js
instance.hooks.start.attach(plugin.name, async () => {
const response = await instance.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:
```js
export default async function(context) {
const { instance, logger } = context;
instance.server.on("ipc-my_plugin_foo", content =>
handleFoo(content).catch(err => logger.error(
`Error handling foo:\n${err.stack}`
))
);
}
async function handleFoo(content) {
// Do stuff with content
}
```
And then in the module for the plugin:
```lua
local clusterio_api = require("modules/clusterio/api")
-- inside some event handler
clusterio_api.send_json("my_plugin_foo", { data = 123 })
```
For convience a helper function is exposed on server specifically for handling IPC events.
```js
export default async function(context) {
context.instance.server.handle("my_plugin_foo", handleFoo);
}
async function handleFoo(content) {
// Do stuff with content
}
```
**Note:** This only handles IPC events, all other events must use `on`. You should not include the `ipc-` prefix when using this method. Error logging is handled for you, if you want custom error handling use `on`.
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.
With raw `server.on(...)` listeners, catch errors in the handler; `server.handle(...)` already handles error logging for IPC handlers.
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 were 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.
### Auto pause
Each RCON command makes a paused game run one tick, so commands sent on a timer keep a server with `auto_pause` on running while nobody is online.
`instance.autoPaused` is true while the instance was started with `auto_pause` on and no players are online, and the `autoPauseChanged` hook is invoked with the new value when it changes.
Skip periodic commands while it is true:
```js
instance.hooks.start.attach(plugin.name, async () => {
timer = setInterval(() => {
if (!instance.autoPaused) {
instance.sendRcon("/sc my_plugin.update()").catch(handleError);
}
}, 1000);
});
```
Commands sent in response to events from elsewhere in the cluster are fine, they cost one tick each.
A game paused with `game.tick_paused` does not run ticks for commands.
### Communicating over UDP
Instances can optionally exchange UDP packets with the Factorio server for low latency fire-and-forget communication, using the `--enable-lua-udp` option of Factorio.
This needs Factorio 2.1.10 or later, earlier versions crash when a packet is received on a headless server.
This is disabled by default and enabled by setting `factorio.enable_lua_udp` on the instance.
Sending data out of Factorio also needs `factorio.enable_script_commands`, as the port to send to is passed to the module with a script command on startup.
Plugins requiring it should declare the `LuaUdp` feature.
Note that UDP does not guarantee delivery or ordering, and packets should be kept well below 32 kB.
Data out from Factorio is sent with the `send_udp` API of the Clusterio module.
Unlike `send_json` the payload is an arbitrary string, and it is delivered to plugins as a `udp-channel_name` event with the payload as a Buffer:
```lua
clusterio_api.send_udp("my_plugin_foo", "123")
```
```js
export default async function(context) {
const { instance, logger } = context;
instance.server.handleUdp("my_plugin_foo", async data => {
logger.info(`got ${data.toString()}`);
});
}
```
Like `handle` for `send_json`, `handleUdp` logs errors thrown by the handler.
Use `instance.server.on("udp-my_plugin_foo", ...)` for custom error handling.
Data into Factorio is sent with the `sendUdp` method on the instance and delivered in-game as `defines.events.on_udp_packet_received` events with the packet in `event.payload`.
The Clusterio module polls for received packets every tick, all modules and mods receive every packet so make sure the payload identifies your plugin.
```js
instance.hooks.start.attach(plugin.name, async () => {
await instance.sendUdp("my_plugin_foo:123");
});
```
## Defining Link Messages
You will most likely have to communicate with the controller or other instances in your plugin for it to do anything useful.
For this there's a WebSocket communication channel established between the hosts and the controller that plugins can define their own messages to send over it.
This channel is bi-directional and all messages sent 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 the 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, except both parties of a link may initiate one.
Export message classes from `messages.js` and list them in the `plugin.messages` array in `index.js`, as in the [plugin structure example](#plugin-structure).
For example, `messages.js` can contain:
```js
export class Frobnicate {
static plugin = "foo_frobber";
static type = "request";
static src = "instance";
static dst = "controller";
static jsonSchema = {
type: "object",
properties: {
verbosity: { type: "integer" },
special: { type: "boolean" },
},
required: ["verbosity"],
additionalProperties: false,
};
constructor(json) {
this.verbosity = json.verbosity;
this.special = json.special;
}
static fromJSON(json) {
return new Frobnicate(json);
}
toJSON() {
return {
verbosity: this.verbosity,
special: this.special,
};
}
static Response = {
jsonSchema: {
type: "object",
properties: {
report: {
type: "array",
items: { type: "string" },
},
},
required: ["report"],
additionalProperties: false,
},
fromJSON(json) {
return json;
},
};
}
```
This specifies a request sent from an instance to the controller through its host.
The request data must contain the property `verbosity` with an integer number as the value, and it may also contain a boolean `special` property.
The response must contain a `report` property containing an array of strings.
The following properties are recognized as part of a message class:
#### static plugin
Must contain the name of the plugin this message is defined by.
This property is not used in core messages.
#### static type
A string describing the message type sent over the wire.
This can be either `"request"` or `"event"`.
The primary difference is whether they allow for a response.
#### static src
A string or an array of strings describing where this message is allowed to originate from.
The available endpoints are `"controller"`, `"host"`, `"instance"`, or `"control"`.
Messages sent from a different source will be rejected.
#### static dst
A string or array of strings describing where this message may be addressed to.
The available endpoints are `"controller"`, `"host"`, `"instance"`, or `"control"`.
If the target is multiple hops away it the message will be forwarded towards its destination by the intermediaries.
For example a message sent from a control connection an instance will be forwarded by the controller to the relevant host and from the host to the correct instance.
Messages sent to a different destination will be rejected.
#### static permission
Required for request and event classes whose `src` includes `"control"`.
Use a permission name, a synchronous permission-checking function, or `null` when every authenticated control client is deliberately allowed to send the message.
Registration rejects control-origin messages with no permission declaration.
A callback receives `(user, message)`, where `message` is the raw wire envelope.
It runs on the controller before destination payload validation and deserialization, so `message.data` is untrusted and may be missing or malformed.
Check any required payload shape before inspecting fields, and use `user.checkPermission(...)` or throw a `ClientError` such as `PermissionError` for a normal denial.
For example, this checks the payload shape needed to choose a permission; the destination schema still validates the full payload:
```js
import { ValidationError } from "@clusterio/lib";
function checkFrobnicatePermission(user, message) {
const data = message.data;
if (!data || typeof data !== "object" || typeof data.special !== "boolean") {
throw new ValidationError("Expected a boolean special field");
}
user.checkPermission(data.special ? "foo_frobber.special" : "foo_frobber.frobnicate");
}
```
To use this callback, declare both permissions, require `special` in the message schema, and set `static permission = checkFrobnicatePermission` on a class that accepts `"control"` sources.
The `Frobnicate` example above only accepts instances and therefore does not need a permission declaration.
Do not make permission callbacks async: their result is not awaited, and returning `false` does not deny access.
Unexpected exceptions are contained and logged as errors; they are not a substitute for intentional permission denials.
#### static jsonSchema
A JSON schema that specifies what's valid to send in the message.
#### toJSON
Optional method to serialize an instance of the class to a JSON object, see the [documentation for `JSON.stringify()`](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/JSON/stringify#description) for the semantics of this method.
This should return an object that's valid according to `jsonSchema` and accepted by `fromJSON`, and may be omitted if the default serialisation by `JSON.stringify()` already does this.
#### static fromJSON
Function to restore the class from a JSON object; it must be provided together with `jsonSchema` for messages carrying data.
Messages without data can omit both and are constructed without arguments.
This function is called when the message reaches its destination and is expected to return an identical instance of the class.
I.e. the result of `fromJSON(JSON.parse(JSON.stringify(instance)))` should be a complete copy of the message.
#### static Response
Optional [JSON sterilisable class](/docs/devs/json-serialisable-classes.md) that specifies the response to the request.
Required properties are `jsonSchema` and `fromJSON`.
Test JSON round trips, invalid payloads, allowed source/destination types, and authorization failures when changing messages.
Keep registration, schemas, serialization, permissions, and handlers consistent.
## Sending Link Messages
Link messages are sent by calling the `.sendTo()` method on a connection object with the destination and the data you want to send, where the data is an instance of one of the defined message classes in plugin.messages.
For example:
```js
import * as messages from "./messages.js";
// In an instance entrypoint
async function frobnicate(instance) {
const response = await instance.sendTo("controller", new messages.Frobnicate({
verbosity: 2,
special: false,
}));
console.log(response); // { report: [...] }
}
```
Register the corresponding handler on the controller:
```js
import * as messages from "./messages.js";
export default async function({ controller }) {
controller.handle(messages.Frobnicate, async request => ({
report: [`Frobnication verbosity: ${request.verbosity}`],
}));
}
```
The send and handle methods depend on `this`.
Call them on their connection object, or explicitly bind them when passing a method as a value:
```js
const send = instance.sendTo.bind(instance);
const response = await send("controller", new messages.Frobnicate({ verbosity: 2, special: false }));
```
Extracting an unbound method loses its receiver; storing a returned response does not.
For classes with `static type = "request"` the send method is async and returns a promise that resolves to the response data received from the target it was sent to, or rejects with an error if the request failed.
The destination can identify a particular control, host, or instance.
The `allHosts`, `allControls`, and `allInstances` broadcast destinations are for events, not requests.
Example destinations:
```js
connection.sendTo("controller", message);
connection.sendTo("allHosts", event);
connection.sendTo("allControls", event);
connection.sendTo("allInstances", event);
connection.sendTo({ hostId: 123 }, message);
connection.sendTo({ instanceId: 123 }, message);
connection.sendTo({ controlId: 123 }, message);
```
### Request errors
An error thrown by a request handler is sent back to the requester, and the promise returned by `.sendTo()` rejects with an instance of the same class.
The error classes follow the HTTP status codes:
```
Error
├── ClientError (4xx)
│ ├── ValidationError (400)
│ │ ├── InvalidValueError
│ │ └── InvalidFieldError
│ ├── ForbiddenError (403)
│ │ ├── PermissionError
│ │ └── InvalidAccessError
│ ├── NotFoundError (404)
│ ├── TimeoutError (408)
│ └── ConflictError (409)
└── ServerError (5xx)
├── InternalServerError (500)
└── UnavailableError (503)
```
Throw a `ClientError` subclass when the request can't be done as asked, and `UnavailableError` when the host or instance that should handle it is not connected or not running, for example:
```js
controller.handle(messages.Frobnicate, async request => {
if (!frobnicators.has(request.id)) {
throw new lib.NotFoundError(`Frobnicator ${request.id} does not exist`);
}
// ...
});
```
Errors of a class that is not registered are logged as unexpected by the side that threw them and are received as `InternalServerError`.
Registered errors are not logged.
The message and stack trace of the original error are kept in both cases.
Plugins can define their own error classes by listing them in `errors` of the plugin declaration.
They need a static `plugin` property set to the plugin name and must take the message as the first constructor argument:
```js
export class FrobnicatorJammed extends lib.ConflictError {
static plugin = "foo_frobber";
}
```
A subclass that is not registered is received as its closest registered parent class.
### Handling connection events
There are a few connection related events that plugins neeed to repsond to in order to avoid data loss and connection problems.
The most important is the prepare disconnect for the link between controller and host.
This is signaled to controller plugins via the `prepareHostDisconnect` hook and to instance plugins via the `prepareControllerDisconnect` hook.
After the prepare disconnect the connection will be closed, which will result in pending requests and events being dropped.
Plugins must respond to the prepare disconnect by stopping any processess it does that send events or requests over the link in question.
This can be accomplished either through listening for the prepare disconnect hook, or by checking the `connected` property of the `HostConnection` class and `Host` class on the controller and host respectively.
For example, an instance plugin can avoid starting a request while the host is disconnected or preparing to disconnect:
```js
if (host.connected) {
await instance.sendTo("controller", new messages.Frobnicate({ verbosity: 2, special: false }));
}
```
If the event or request needs to be sent to the controller it can be put into a queue and sent out when the connection is established again.
The connection hooks report `connect` for a new session and `resume` for a retained session.
Keep application queues separate from messages already accepted into the connector buffer; blindly sending both again can duplicate an operation.
The second connection event which is of lesser importance to respond to is the `drop` connection event served through `controllerConnectionEvent` for instance plugins and through `hostConnectionEvent` for controller plugins.
This is raised when the connection between the controller and host in question is lost, most likely due to networking issues.
When in the dropped state the host retries the connection and attempts to resume the retained session.
Successful resumption replays unacknowledged buffered messages; expiry, invalidation, or buffer overflow can instead end the session.
This is not an application-level exactly-once guarantee; stateful plugins need their own recovery and duplicate-handling strategy.
However while in the dropped state any requests and events sent gets queued up in memory until the connection is either re-established or the session times out.
This means that if your plugin sends a lot of events or requests, they can end up being queued up in a buffer and sent out all at once the connection is re-estabished.
To avoid this you should be throtteling and/or stopping your requests/events after `drop` has been raised, and continue back as normal when `resume` is raised.
## Web Pages for a Single Resource
A web page showing one resource from a subscription has more to handle than the resource itself.
It can still be loading, it might not exist, it can be deleted while the page is open, and the subscription is rejected if the user lacks the permission for it.
`useResourceState` and `ResourceState` from `@clusterio/web_ui` show these the same way as the pages for hosts, instances and the other built in resources.
```tsx
function FrobberPage() {
const id = Number(useParams().id);
const [frobbers, synced, error] = useSyncExternalStore(subscribe, () => frobberSubscriber.getSnapshot());
const frobber = frobbers.get(id);
const state = useResourceState(frobber, synced, error, id);
const nav = [{ name: "Frobbers", path: "/frobbers" }, { name: frobber?.name ?? String(id) }];
if (!frobber) {
return <ResourceState state={state} type="Frobber" id={id} nav={nav} listPath="/frobbers" error={error} />;
}
return <PageLayout nav={nav}>{frobber.name}</PageLayout>;
}
```
`useResourceState` returns `"ok"` when there is a value and otherwise `"loading"`, `"missing"`, `"deleted"` or `"error"`.
It tells deleted from missing by remembering if it has seen a value for that id.
`ResourceState` renders the whole page for the states without a value, with a link back to the page at `listPath`.
The `useHost`, `useInstance`, `useUser`, `useRole` and `useModPack` hooks return `[value, synced, error]` so they can be used the same way.
## Collecting Statistics
Clusterio comes with its 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 plugins consists of defining the metric and updating it somewhere in the plugin code.
For example:
```js
import { Counter } from "@clusterio/lib";
const fooMetric = new Counter(
"clusterio_foo_frobber_foo_metric", "Measures the level of foo",
);
// Somewhere in the controller plugin code
fooMetric.inc();
```
This works for controller plugins, and the metric will be automatically available through the /metrics 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:
```js
import { Gauge } from "@clusterio/lib";
const barMetric = new Gauge(
"clusterio_foo_frobber_bar_metric", "Bar instance level",
{ labels: ["instance_id"] }
);
// Somewhere in the instance plugin code
barMetric.labels(String(instance.id)).set(someValue);
```
Metrics are automatically registered to the default registry, and this default registry is automatically polled by the controller on hosts.
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 host.
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 a `metrics` hook on the controller, host and instance that is run before the metrics in the default registry are collected.
```js
import { Gauge } from "@clusterio/lib";
const frobnicationsMetric = new Gauge(
"clusterio_foo_frobber_frobnications", "Frobnications currently in progress"
);
// In the controller entrypoint
controller.hooks.metrics.attach(plugin.name, async () => {
frobnicationsMetric.set(frobnications.size);
});
```
A handler may also return the results of collecting collectors that are not in the default registry, and they are added to the response.
```js
import { CollectorRegistry, Counter } from "@clusterio/lib";
const fooRegistry = new CollectorRegistry();
const fooCounter = new Counter("clusterio_foo_frobber_foos", "Foos frobbed", { register: false });
fooRegistry.register(fooCounter);
controller.hooks.metrics.attach(plugin.name, async () => fooRegistry.collect());
```
## Adding Custom Commands to clusterioctl
The ctl entrypoint for plugins allows you to extend clustectl with your own commands.
The creation of custom commands typically starts with defining a command tree for the plugin:
```js
import { Command, CommandTree } from "@clusterio/lib";
const fooFrobberCommands = new CommandTree({
name: "foo-frobber", description: "Foo Frobber Plugin commands"
});
```
Then commands are added to the the plugin's command tree:
```js
import * as messages from "./messages.js";
fooFrobberCommands.add(new Command({
definition: ["frobnicate <type>", "Do frobnications", (yargs) => {
yargs.positional("type", {
describe: "type of frobnication", type: "string"
});
}],
handler: async function(args, ctl) {
await ctl.sendTo("controller", new messages.FrobnicateRequest(args.type));
},
}));
```
For a command the `definition` is the arguments to pass to [yargs.command](http://yargs.js.org/docs/#api-reference-commandcmd-desc-builder-handler) (see also [yargs.positional](http://yargs.js.org/docs/#api-reference-positionalkey-opt) and [yargs.options](http://yargs.js.org/docs/#api-reference-optionskey-opt) for setting up positional and optional arguments to commands).
The `handler` is an async function that's invoked when the command is executed and it's passed the parsed command line arguments and a reference to the `Ctl` class of clusterioctl.
Note that messages sent from clusterioctl needs to have `"control"` as a part of `src` for it to be accepted by the controller, see [Defining Link Messages](#defining-link-messages) for how to define the messages that can be sent to the controller.
To have the command tree become part of clusterioctl it needs to be added to the rootCommand tree in the `addCommands` hook of the ctl entrypoint:
```js
export default async function(context) {
context.hooks.addCommands.attach(context.plugin.name, async (rootCommand) => {
rootCommand.add(fooFrobberCommands);
});
}
```
+10
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toc:
- name: Master Server API
- clusterioMaster
- name: Type declarations
- itemStack
- name: Internal modules
description: |
Here are some helper functions for navigation.
- modManager
- getFactorioLocale
-3
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@@ -1,3 +0,0 @@
*
!.gitignore
!README.md
-4
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@@ -1,4 +0,0 @@
# External plugins directory
Plugins placed here will have their npm dependencies incorporated in the shared pnpm storage for this repository when `pnpm install` is invoked.
Use this to enable `--dev-plugin` to work with plugins developed outside of the Clusterio repository.
+28
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@@ -0,0 +1,28 @@
const jwt = require('jsonwebtoken');
// const config = require("./../config");
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"});
}
});
});
}
}
};
+118
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@@ -0,0 +1,118 @@
//Sigmoids...
function sigmoid0(x)
{
return x/(1+Math.abs(x));
}
function sigmoid1(x)
{
if (x>=0.0) {
return 1.0
} else {
return 0.0
}
}
function sigmoid2(x)
{
if (x>=0.0){
return x
} else {
return 0.0
}
}
function sigmoid3(x)
{
return x;
}
//DOSE - Doses items for item X slave Y
//Numreq - number of items that are requested for item X for slave Y
//Instore - number of items for item X in master gauge (currently)
//store_last_tick - Number of items for item X in master gauge at time of last tick
//dole - Current dole for item X
//carry - carry for item X slave Y
//prev_req - Numreq for previous request for item X slave Y
//* doleinfo_last - Object with 2 values for last "tick period": numreq - total number or requests for item, numslave - number of slaves requesting that item
//Returns: Array of 3 elements
//0.Number of items to give in that dose
//1.New dole for item X
//2.New carry for item X slave Y
function Dose(numreq,instore,store_last_tick,dole,carry,prev_req,numreq_total_adj)
{
numreq=Number(numreq);
instore=Number(instore);
var instore_adj=instore;
if (instore_adj==0) instore_adj=0.1;
var b=Math.trunc(prev_req/instore_adj*numreq);
var inp1=[numreq,instore_adj,store_last_tick/numreq,dole,carry];//0..4
var inp2=[prev_req/numreq,numreq/numreq_total_adj,store_last_tick/numreq_total_adj,prev_req/instore_adj,b];//5..9
var inputs=inp1.concat(inp2);
var internal=[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0];
var outputs=[0,0,0];
//NN: Please don't touch :), code is generated
outputs[0]=inputs[2]*3.101320028;
outputs[0]=outputs[0]+inputs[7]*0.5471593142;
outputs[0]=outputs[0]+inputs[3]*2.691268921;
outputs[0]=outputs[0]+outputs[1]*-1.64255929;
outputs[0]=outputs[0]+inputs[6]*0.7746122479;
outputs[0]=sigmoid0(outputs[0]);
outputs[1]=inputs[2]*-0.9946503043;
outputs[1]=outputs[1]+inputs[1]*0.2128598392;
outputs[1]=sigmoid0(outputs[1]);
outputs[2]=sigmoid2(outputs[2]);
outputs[0]=Number(outputs[0]);
if (outputs[0]<0) outputs[0]=0;
outputs[0]=outputs[0]*numreq;
var res1=Math.round(outputs[0]);
if (res1>numreq) res1=numreq;
if (res1>instore) res1=instore;
if (res1<0) res1=0;
carry=sigmoid0(outputs[2]);
return [res1,sigmoid0(outputs[1]),carry];
}
//TICK - Updates values for item X, should be called once for each item for each round of all slaves requesting that item
//Instore - number of items for item X in master gauge (currently)
//dole - Current dole for item X
//store_last_tick - Number of items for item X in master gauge at time of last tick (not this one)
//* doleinfo_last - Object with 2 values for last "tick period": numreq - total number or requests for item, numslave - number of slaves requesting that item
//* doleinfo_new - Object with 2 values for new "tick period": numreq - total number or requests for item, numslave - number of slaves requesting that item
//Returns: Array of 2 elements
//0.New dole for item X
//1.Guessed percentage average of items supplied in last 10 ticks
function Tick(instore,dole,store_last_tick,numreq_total_adj)
{
var instore_adj=instore;
if (instore_adj==0) instore_adj=0.1;
var inputs=[instore,dole,store_last_tick/instore_adj,store_last_tick/numreq_total_adj];
var internal=[0,0,0,0,0];
var outputs=[0,0];
//NN: Please don't touch :), code is generated
internal[2]=sigmoid0(internal[2]);
outputs[0]=internal[2]*0.4049594998;
outputs[0]=outputs[0]+1.0*-5.026565075;
outputs[0]=outputs[0]+inputs[0]*0.9100194573;
outputs[0]=outputs[0]+inputs[1]*-1.063795686;
outputs[0]=sigmoid1(outputs[0]);
outputs[1]=outputs[0]*1.049500823;
outputs[1]=outputs[1]*inputs[0]*3.437163115;
outputs[1]=sigmoid0(outputs[1]);
avg=outputs[1];
if (numreq_total_adj<0.11) avg=1;//When no item's are requested, result is 0.1 ; In that case there is no deficit, so return 1 = 100% demand fulfilled
if (avg>1) avg=1;
if (avg<0) avg=0;
return [sigmoid0(outputs[0]),avg];
}
module.exports = {Dose,Tick}
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var forge = require("node-forge");
forge.options.usePureJavaScript = true;
var fs = require("fs");
var mkdirp = require("mkdirp");
var pki = forge.pki;
var rsa = forge.pki.rsa;
var startTime, endTime;
module.exports = function({
bits = 2048,
certificatePath = "database/certificate",
doLogging = false,
} = {}){
function log(t){
if(doLogging) console.log("lib/generateSSLcert.js | "+t);
}
log("Generating SSL certificate with "+bits+" bits at "+certificatePath);
startTime = Date.now();
var keypair = rsa.generateKeyPair({bits: bits, e: 0x10001});
endTime = Date.now();
log("Generated 2048bit keypair in: "+(endTime-startTime)+" ms");
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
// self-sign certificate
cert.sign(keypair.privateKey);
// 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));
endTime = Date.now();
log("Generated certificate in: "+(endTime-startTime)+" ms");
}
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var assert = require("assert");
var fs = require("fs");
var fileOps = require("_app/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);
});
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/**
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]);
}
}
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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();
}
});
});
});
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const fileOps = require("_app/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;
},
}
}
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/**
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`,
}
}
};
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const fs = require("fs-extra");
const needle = require("needle");
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/**
Provides tools to manage mods in a clusterio install
@module modManager
*/
const rightpad = require("right-pad");
const asTable = require("as-table").configure({delimiter: ' | '});
const moment = require("moment");
const syncRequest = require("sync-request");
const fs = require("fs-extra");
const https = require('follow-redirects').https;
const factorioAPI = require("node-factorio-api");
const sLog = require("single-line-log").stdout;
const query = require('cli-interact').getYesNo;
const fileOps = require("_app/fileOps");
// const config = require("./../../config");
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(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]};
module.exports = function(config){
if(!config) config = require("./../../config");
const instances = require("./../getInstances.js")(config).sync();
return {
/**
Lists mods for an instance as a table. Warning, handles printing internally.
@param {string} instance - Name of the instance or "shared"
@example
var modManager = require("modManager")(config);
modManager.listMods("testInstance");
// console.logs table of mods installed on instance
modManager.listMods("shared");
// console.logs mods located in /sharedMods as a nice table
*/
listMods: function(instance){
return new Promise((resolve, reject) => {
if(instance && instances.includes(instance)){
factorioAPI.init(false, config.instanceDirectory+'/'+instance+'/instanceMods', config.instanceDirectory+'/'+instance+'/saves', config.factorio_version);
factorioAPI.authenticate({
username: config.username,
token: config.token,
require_ownership: false
}).then(token => {
console.log("* Currently installed:");
factorioAPI.readModZips().then(list => {
console.log(asTable(list.map(mod => {
return {
name:(mod.title || mod.name),
version:mod.version,
date:mod.date,
factorio_ver:mod.factorio_version,
author:mod.author,
}
})));
});
// Had issues earlier due to bug in node-factorio-api, see https://github.com/Danacus/node-factorio-api/issues/2
// bug is resolved, thanks to @Danacus and @brotherpot
factorioAPI.getModsFromSaves().then(list => {
console.log("* Mods used in save:");
console.log(asTable(list[0].mods))
});
}).catch(reason => {
console.log("Failed to authenticate to factorio.com! Please check your connection and the username+token used for authentication in config.json");
resolve();
});
} else {
// list shared mods in /sharedMods/
factorioAPI.init(false, 'sharedMods/', '', config.factorio_version);
factorioAPI.authenticate({
username: config.username,
token: config.token,
require_ownership: false
}).then(() => {
console.log("\r\n")
console.log("* Mods shared by all instances:")
factorioAPI.getInstalledMods().then(mods => {
console.log(asTable(mods));
resolve();
});
}).catch(e => {
reject(new Error(e));
});
}
// get JSON data about GH releases
/*let res = syncRequest('GET', 'https://api.github.com/repos/Danielv123/factorioClusterioMod/releases', {"headers":{"User-Agent":"Fuck you for requiring user agents!"}});
let url = JSON.parse(res.getBody())[0].assets[0].browser_download_url;
let name = JSON.parse(res.getBody())[0].assets[0].name;
console.log(JSON.parse(res.getBody()))
*/
});
},
/**
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(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);
});
}
},
}
}
/*
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":"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()))
}*/
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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;
}
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var mkdirp = require("mkdirp");
var http = require('http');
var https = require('https');
var fs = require('fs');
var modManager = require("./manager/modManager.js");
// modManager.addMod("clusterio", "shared");
function makeDirectory(path){
return new Promise((resolve, reject) => {
mkdirp(path, function(err){
if(err){
console.error("Unable to mkdirp "+path);
console.error(err);
resolve(false);
} else {
console.log("mkdirp "+path);
resolve(true);
}
});
});
}
function download(url, file, callback){
return new Promise((resolve, reject) => {
let pathArray = file.split("/");
pathArray.pop(); // remove filename from the end
if(pathArray.length >= 1){
// this might be an invalid path!
fs.stat(pathArray.join("/"), (err, stat) => {
if(err){
makeDirectory(pathArray.join("/")).then(()=>{
doDownload(url, file, callback);
});
} else {
doDownload(url, file, callback);
}
});
} else {
doDownload(url, file, callback);
}
function doDownload(url, file, callback){
var writeStream = fs.createWriteStream(file);
let protocol = http;
if(url.split(":")[0] == "https") protocol = https;
var request = protocol.get(url, function(response) {
response.pipe(writeStream);
response.on("end", () => {
if(callback && typeof callback == "function") callback(file);
console.log("Downloaded "+file+" from "+url);
resolve();
});
});
}
});
}
var directories = [
"database/linvodb",
"sharedMods",
"instances",
];
let downloadList = [
// {
// url: "http://fbpviewer.trakos.pl/images/spritesheet.json",
// file: "static/pictures/spritesheet.js",
// callback: function(file){
// fs.writeFileSync("static/pictures/spritesheet.js", "export default\n"+fs.readFileSync("static/pictures/spritesheet.js"));
// },
// },
// {
// url: "http://fbpviewer.trakos.pl/images/spritesheet.png",
// file: "static/pictures/spritesheet.png",
// },
{
url: "https://code.jquery.com/jquery.js",
file: "static/external/jquery.js",
},
{
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",
},
{
url: "https://craig.global.ssl.fastly.net/js/mousetrap/mousetrap.min.js",
file: "static/external/mousetrap.min.js",
},
{
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(()=>{
if(directories.length == 0){
if(callback) callback();
} else {
processMkdirRecursive(callback);
}
});
}
function processDownloadRecursive(callback){
let item = downloadList.shift();
download(item.url, item.file, item.callback).then(()=>{
if(downloadList.length == 0){
if(callback) callback();
} else {
processDownloadRecursive(callback);
}
});
}
// 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,
});
}
+44
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/**
Helper functions related to objects
@module objectOps
*/
/**
Deep clones an object, is actually just JSON.parse(JSON.stringify()) but looks cleaner.
@param {object} obj to clone
@returns {object}
@example
a = {"thingy":"with a value"};
b = a;
a == b; // true
c = objectOps.deepclone(a);
a == c; // false
*/
module.exports.deepclone = function(obj){
return JSON.parse(JSON.stringify(obj));
}
/**
Checks if a string is valid JSON using try/catch. If passed an object it will always return true.
@param {string} string to verify
@returns {boolean}
@example
objectOps.isJSON("99 bottles of beer"); // false
objectOps.isJSON("99"); // true
objectOps.isJSON({"thingy":"that is an object"}); // true
objectOps.isJSON(JSON.stringify({"thingy":"that is an object"})); // true
*/
module.exports.isJSON = function(string){
let stringIsJson = false;
let x
try {
x = JSON.parse(string);
} catch (e){
return false;
}
if(typeof x == "object" || typeof string == "object"){
stringIsJson = true;
}
return stringIsJson;
}
+40
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@@ -0,0 +1,40 @@
var assert = require('assert');
var objectOps = require('./objectOps');
describe("objectOps.js", function(){
/*describe("objectOps.clone()", function(){
it("clones javascript objects", function(){
var object1 = {hello:"world", cat:{legs:4, name:"Kitty", colors:["brown", "yellow", "purple"]}};
var object2 = {};
object2 = objectOps.clone(object1);
assert.equal(object2.cat.name, object1.cat.name)
assert.equal(object1.hello, object2.hello)
});
it("does not deep clone objects", function(){
var obj1 = {hello:"world", cat:{legs:4, name:"Kitty", colors:["brown", "yellow", "purple"]}};
var obj2 = {};
obj2 = objectOps.clone(obj1);
obj1.cat.colors = "black";
assert.equal(obj1.cat.colors, "black");
assert.notEqual(obj2.cat.colors[1], "yellow");
});
});*/
describe("objectOps.deepclone()", function(){
it("deep clones javascript objects", function(){
var obj1 = {hello:"world", cat:{legs:4, name:"Kitty", colors:["brown", "yellow", "purple"]}};
var obj2 = {};
obj2 = objectOps.deepclone(obj1);
obj1.cat.colors = "black";
assert.equal(obj1.cat.colors, "black");
assert.equal(obj2.cat.colors[1], "yellow");
});
it("throws on non JSON parameters", function(){
assert.throws(function(){
let y = objectOps.deepclone(objectOps.deepclone);
});
});
});
});
+153
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--[[
Copyright 2018 Chrisgbk
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
-- MIT License, https://opensource.org/licenses/MIT
-- Hotpatchable control.lua for scenarios
-- Supports multiple simultaneously loaded softmods
-- This is a WIP
-- Version 1.1 alpha
-- probably some performance improvements to be made
_ENV.debug_settings = {
level = 'info',
log_to_console_only = false,
log_to_RCON = false,
log_on_tick = false,
}
local hotpatch_tools = require 'hotpatch.mod-tools'
require 'hotpatch.remote-interface'
require 'hotpatch.commands'
require 'hotpatch.gui'
-- mod code goes here
-- This is the Factorio Freeplay scenario
-- This code, and the freeplay locale files in the zip file, is the property of Wube
-- As this is part of the base mod, the developers have given permission for modders to use/adapt the assets therein, for modding Factorio
-- Any other use would require licensing/permission from Wube
-- If you don't want to run this, either comment this out before creating your scenario, OR uninstall freeplay at runtime
hotpatch_tools.static_mod('freeplay', '1.0.0', [===[
local util = require("util")
local silo_script = require("silo-script")
local created_items = function()
return
{
["iron-plate"] = 8,
["wood"] = 1,
["pistol"] = 1,
["firearm-magazine"] = 10,
["burner-mining-drill"] = 1,
["stone-furnace"] = 1
}
end
local respawn_items = function()
return
{
["pistol"] = 1,
["firearm-magazine"] = 10
}
end
for k,v in pairs(silo_script.get_events()) do
script.on_event(k, v)
end
script.on_event(defines.events.on_player_created, function(event)
local player = game.players[event.player_index]
util.insert_safe(player, global.created_items)
local r = global.chart_distance or 200
player.force.chart(player.surface, {{player.position.x - r, player.position.y - r}, {player.position.x + r, player.position.y + r}})
if not global.skip_intro then
if game.is_multiplayer() then
player.print({"msg-intro"})
else
game.show_message_dialog{text = {"msg-intro"}}
end
end
silo_script.on_event(event)
end)
script.on_event(defines.events.on_player_respawned, function(event)
local player = game.players[event.player_index]
util.insert_safe(player, global.respawn_items)
silo_script.on_event(event)
end)
script.on_configuration_changed(function(event)
global.created_items = global.created_items or created_items()
global.respawn_items = global.respawn_items or respawn_items()
silo_script.on_configuration_changed(event)
end)
script.on_load(function()
silo_script.on_load()
end)
script.on_init(function()
global.created_items = created_items()
global.respawn_items = respawn_items()
silo_script.on_init()
end)
silo_script.add_remote_interface()
silo_script.add_commands()
remote.add_interface("freeplay",
{
get_created_items = function()
return global.created_items
end,
set_created_items = function(map)
global.created_items = map
end,
get_respawn_items = function()
return global.respawn_items
end,
set_respawn_items = function(map)
global.respawn_items = map
end,
set_skip_intro = function(bool)
global.skip_intro = bool
end,
set_chart_distance = function(value)
global.chart_distance = tonumber(value)
end
})
]===])
-- Multi-file test
--[[
local files = {}
files['testfolder.anothertest.test'] = [===[
script.on_event(defines.events.on_player_changed_position, function(e) game.print('position changed') end)
]===]
files['testfolder.test'] = [===[
require 'anothertest.test'
]===]
files['test'] = [===[
require 'testfolder.test'
]===]
hotpatch_tools.static_mod('require-test', '1.0.0', [===[
require 'test'
]===], files)
--]]
-- end of mod code
@@ -0,0 +1,135 @@
local hotpatch_tools = require 'hotpatch.mod-tools'
hotpatch_tools.static_mod('hotpatch-commands', '1.0.1', [===[
--[[
Copyright 2018 Chrisgbk
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
-- MIT License, https://opensource.org/licenses/MIT
local hotpatch_tools = require 'hotpatch.mod-tools'
--load private API
-- mod installation/uninstallation support functions
-- These take a mod NAME as a first argument
local install_mod = hotpatch_tools.install_mod
local find_installed_mod = hotpatch_tools.find_installed_mod
local install_mod_file = hotpatch_tools.install_mod_file
local uninstall_mod = hotpatch_tools.uninstall_mod
-- mod interaction functions
-- These take a LOADED INDEX as a first argument, except load_mod, which takes an INSTALLED INDEX
local load_mod = hotpatch_tools.load_mod
local find_loaded_mod = hotpatch_tools.find_loaded_mod
local run_mod = hotpatch_tools.run_mod
local reset_mod = hotpatch_tools.reset_mod
local reset_mod_events = hotpatch_tools.reset_mod_events
local register_mod_events = hotpatch_tools.register_mod_events
local unload_mod = hotpatch_tools.unload_mod
-- internal callbacks when a mod registers events
local register_event = hotpatch_tools.register_event
local register_nth_tick = hotpatch_tools.register_nth_tick
local register_on_tick = hotpatch_tools.register_on_tick
-- mod bootstrap functions
-- These take a LOADED INDEX as a first argument
local mod_on_init = hotpatch_tools.mod_on_init
local mod_on_load = hotpatch_tools.mod_on_load
local mod_on_configuration_changed = hotpatch_tools.mod_on_configuration_changed
local static_mods = hotpatch_tools.static_mods
local console = hotpatch_tools.console
local debug_log = hotpatch_tools.debug_log
local loaded_mods = hotpatch_tools.loaded_mods
local installed_mods = hotpatch_tools.installed_mods
local help_commands = {
help = '/hotpatch help\nYou got this far, you probably know all you need to know',
list = '/hotpatch list [type]\nLists \'installed\', \'loaded\' or \'running\' mods',
}
local sub_commands
sub_commands = {
help = function(player_index, param)
local caller = (player_index and game.players[player_index]) or console
if (not param) or (param == '') then
caller.print('Usage: /hotpatch [command] [parameters]')
caller.print('Available commands:')
for k, _ in pairs(sub_commands) do caller.print(k) end
caller.print('Use /hotpatch help [command] for help on a particular command')
else
local text = help_commands[param]
if text then
caller.print(text)
end
end
end,
list = function(player_index, param)
local caller = (player_index and game.players[player_index]) or console
if not param or (param == '') then
caller.print('Installed mods:')
for k, v in pairs(installed_mods) do
caller.print(table.concat{'[', k, '] ', v.name, ' ', v.version})
end
caller.print('Loaded/Running mods:')
for k, v in pairs(loaded_mods) do
caller.print(table.concat{'[', k, '] ', v.name, ' ', v.version, ' ', (v.loaded and 'loaded') or 'not loaded', ' ', (v.running and 'running') or 'not running'})
end
else
end
end,
}
local admin_commands = {
reinstall = function(player_index, param)
local caller = (player_index and game.players[player_index]) or console
local mod
local installed_index
local loaded_index
for i = 1, #static_mods do
mod = static_mods[i]
if mod.name:match('^hotpatch%-.*$') then
loaded_index = find_loaded_mod(mod.name)
if loaded_index then
unload_mod(loaded_index)
end
install_mod(mod.name, mod.version, mod.code, mod.files)
installed_index = find_installed_mod(mod.name)
load_mod(installed_index)
loaded_index = find_loaded_mod(mod.name)
run_mod(loaded_index)
mod_on_init(loaded_index)
end
end
end,
}
_ENV.commands.add_command('hotpatch', 'Commands for hotpatch. Run /hotpatch help for details.', function(e)
local caller = (e.player_index and game.players[e.player_index]) or console
if (not e.parameter) or (e.parameter == '') then
sub_commands['help'](e.player_index)
return
end
local sub_command, rest = e.parameter:match('(.-)%s(.*)')
if not sub_command then
sub_command = e.parameter
end
local f = sub_commands[sub_command]
if f then f(e.player_index, rest) end
if caller.admin then
f = admin_commands[sub_command]
if f then f(e.player_index, rest) end
end
end)
--]===])
return true
+377
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@@ -0,0 +1,377 @@
local hotpatch_tools = require 'hotpatch.mod-tools'
hotpatch_tools.static_mod('hotpatch-gui', '1.0.4', [===[
--[[
Copyright 2018 Chrisgbk
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
-- MIT License, https://opensource.org/licenses/MIT
local hotpatch_tools = require 'hotpatch.mod-tools'
local mod_gui = require 'mod-gui'
--load private API
-- mod installation/uninstallation support functions
-- These take a mod NAME as a first argument
local install_mod = hotpatch_tools.install_mod
local find_installed_mod = hotpatch_tools.find_installed_mod
local install_mod_file = hotpatch_tools.install_mod_file
local uninstall_mod = hotpatch_tools.uninstall_mod
-- mod interaction functions
-- These take a LOADED INDEX as a first argument, except load_mod, which takes an INSTALLED INDEX
local load_mod = hotpatch_tools.load_mod
local find_loaded_mod = hotpatch_tools.find_loaded_mod
local run_mod = hotpatch_tools.run_mod
local reset_mod = hotpatch_tools.reset_mod
local reset_mod_events = hotpatch_tools.reset_mod_events
local register_mod_events = hotpatch_tools.register_mod_events
local unload_mod = hotpatch_tools.unload_mod
-- internal callbacks when a mod registers events
local register_event = hotpatch_tools.register_event
local register_nth_tick = hotpatch_tools.register_nth_tick
local register_on_tick = hotpatch_tools.register_on_tick
-- mod bootstrap functions
-- These take a LOADED INDEX as a first argument
local mod_on_init = hotpatch_tools.mod_on_init
local mod_on_load = hotpatch_tools.mod_on_load
local mod_on_configuration_changed = hotpatch_tools.mod_on_configuration_changed
local static_mods = hotpatch_tools.static_mods
local console = hotpatch_tools.console
local debug_log = hotpatch_tools.debug_log
local loaded_mods = hotpatch_tools.loaded_mods
local installed_mods = hotpatch_tools.installed_mods
script.on_event(defines.events.on_player_joined_game, function(e)
local player = game.players[e.player_index]
local top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
local center = player.gui.center
local button = top['hotpatch-button']
if button then
button.destroy()
end
local menu = left['hotpatch-menu']
if menu then
menu.destroy()
end
local IDE = center['hotpatch-IDE']
if IDE then
IDE.destroy()
end
local main = center['hotpatch-main']
if main then
main.destroy()
end
button = top.add{type = 'sprite-button', name = 'hotpatch-button', sprite='utility/heat_exchange_indication', tooltip = 'Hotpatch', style = mod_gui.button_style}
end)
local on_gui_click_handlers
local on_gui_selection_state_changed_handlers
on_gui_click_handlers = {
['hotpatch-button'] = function(e)
--on_gui_click_handlers['hotpatch-menu.IDE'](e)
--do return end
local player = game.players[e.player_index]
local top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
local center = player.gui.center
local menu = left['hotpatch-menu']
if not menu then
menu = left.add{type = 'frame', name = 'hotpatch-menu', direction = 'vertical'}
menu.add{type = 'button', name = 'hotpatch-menu.IDE', caption = 'Mod IDE', tooltip = 'Open debugging GUI'}
menu.add{type = 'button', name = 'hotpatch-menu.console', caption = 'Mod Console', tooltip = 'Open debugging console'}
menu.visible = true
return
end
menu.visible = not menu.visible
end,
['hotpatch-menu'] = function(e)
local player = game.players[e.player_index]
local top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
local center = player.gui.center
local menu = left['hotpatch-menu']
menu.visible = not menu.visible
on_gui_click_handlers[e.element.name](e)
end,
['hotpatch-menu.IDE'] = function(e)
local player = game.players[e.player_index]
local top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
local center = player.gui.center
local IDE = center['hotpatch-IDE']
if not IDE then
IDE = center.add{type = 'frame', name = 'hotpatch-IDE', direction = 'vertical', caption = 'Hotpatch IDE', style = mod_gui.frame_style}
local top_flow = IDE.add{type = 'flow', name = 'hotpatch-IDE-top', direction = 'horizontal'}
top_flow.add{type = 'label', name = 'hotpatch-IDE-mod-label', caption = 'Mod: '}
local IDE_dropdown = top_flow.add{type = 'drop-down', name = 'hotpatch-IDE-mod-selector'}
top_flow.add{type = 'label', name = 'hotpatch-IDE-mod-version', caption = 'Version: No mod selected'}
local IDE_table = IDE.add{type = 'table', name = 'hotpatch-IDE-table', column_count = 2}
local files = IDE_table.add{type = 'scroll-pane', name = 'hotpatch-IDE-files', direction='vertical'}
files.style.height = 600
files.vertical_scroll_policy = 'always'
files = files.add{type = 'table', name = 'hotpatch-IDE-files-table', column_count = 1}
local code = IDE_table.add{type = 'text-box', name = 'hotpatch-IDE-code'}
code.word_wrap = true
files.style.width = 400
files.style.cell_padding = 0
files.style.top_padding = 0
files.style.bottom_padding = 0
code.style.width = 600
code.style.height = 600
IDE.visible = false
end
local IDE_dropdown = IDE['hotpatch-IDE-top']['hotpatch-IDE-mod-selector']
IDE_dropdown.clear_items()
for _, v in ipairs(installed_mods) do
IDE_dropdown.add_item(v.name)
end
IDE.visible = not IDE.visible
if IDE.visible then
player.opened = IDE
else
player.opened = nil
end
end,
['hotpatch-menu.console'] = function(e)
local player = game.players[e.player_index]
local top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
local center = player.gui.center
local hotpatch_console = center['hotpatch-console']
if not hotpatch_console then
hotpatch_console = center.add{type = 'frame', name = 'hotpatch-console', direction = 'vertical', caption = 'Hotpatch Console'}
local top_flow = hotpatch_console.add{type = 'flow', name = 'hotpatch-console-top', direction = 'horizontal'}
top_flow.add{type = 'label', name = 'hotpatch-console-mod-label', caption = 'Mod: '}
local console_dropdown = top_flow.add{type = 'drop-down', name = 'hotpatch-console-mod-selector'}
top_flow.add{type = 'label', name = 'hotpatch-console-mod-version', caption = 'Version: No mod selected'}
local bottom_flow = hotpatch_console.add{type = 'flow', name = 'hotpatch-console-bottom', direction = 'vertical'}
local output = bottom_flow.add{type = 'text-box', name = 'hotpatch-console-output'}
local bottom_input_flow = bottom_flow.add{type = 'flow', name = 'hotpatch-console-bottom-input', direction = 'horizontal'}
local input = bottom_input_flow.add{type = 'textfield', name = 'hotpatch-console-input'}
bottom_input_flow.add{type = 'button', name = 'hotpatch-console-run', caption = 'Run', tooltip = 'Run Lua Code'}
output.style.width = 800
output.style.height = 600
input.style.width = 600
hotpatch_console.visible = false
end
local console_dropdown = hotpatch_console['hotpatch-console-top']['hotpatch-console-mod-selector']
console_dropdown.clear_items()
for _, v in ipairs(loaded_mods) do
console_dropdown.add_item(v.name)
end
hotpatch_console.visible = not hotpatch_console.visible
if hotpatch_console.visible then
player.opened = hotpatch_console
else
player.opened = nil
end
end,
['hotpatch-console-run'] = function(e)
local player = game.players[e.player_index]
local top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
local center = player.gui.center
local hotpatch_console = center['hotpatch-console']
local output = hotpatch_console['hotpatch-console-bottom']['hotpatch-console-output']
local input = hotpatch_console['hotpatch-console-bottom']['hotpatch-console-bottom-input']['hotpatch-console-input']
local console_dropdown = hotpatch_console['hotpatch-console-top']['hotpatch-console-mod-selector']
if not player.admin then
output.text = table.concat{output.text, '\n', 'Only admins!'}
return
end
if not (console_dropdown.selected_index > 0) then
output.text = table.concat{output.text, '\n', 'Select a mod!'}
return
end
local mod_name = console_dropdown.items[console_dropdown.selected_index]
local loaded_index = find_loaded_mod(mod_name)
local env = loaded_mods[loaded_index].env
local old_print = env.print
local old_log = env.log
env.print = function(...)
--local count = select('#', ...)
local t = table.pack(...)
for k, v in pairs(t) do
t[k] = tostring(v)
end
local text = table.concat(t, '\t')
output.text = table.concat{output.text, '\n', text}
end
env.log = function(text)
output.text = table.concat{output.text, '\n', text}
end
local success
local code, err = load(input.text, input.text, 't', env)
if code then
success, err = pcall(code)
if not success then
output.text = table.concat{output.text, '\n', err}
end
else
output.text = table.concat{output.text, '\n', err}
end
env.print = old_print
env.log = old_log
end,
['hotpatch-IDE-file'] = function(e)
local player = game.players[e.player_index]
local top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
local center = player.gui.center
local element = e.element
local previous
for _, v in pairs(center['hotpatch-IDE']['hotpatch-IDE-table']['hotpatch-IDE-files']['hotpatch-IDE-files-table'].children) do
if table.compare(v.style.font_color or {}, {r=1.0, g=1.0, b=0.0, a=1.0}) then
previous = v
break
end
end
if previous then
previous.style.font_color = {r=1.0, g=1.0, b=1.0, a=1.0}
end
element.style.font_color = {r=1.0, g=1.0, b=0.0, a=1.0}
local file = element.name:match('.-%.(.*)')
local selected = center['hotpatch-IDE']['hotpatch-IDE-top']['hotpatch-IDE-mod-selector']
local mod_name = selected.items[selected.selected_index]
local code = center['hotpatch-IDE']['hotpatch-IDE-table']['hotpatch-IDE-code']
local index = find_installed_mod(mod_name)
if index then
local mod = installed_mods[index]
if file == 'control' then
code.text = mod.code
else
code.text = mod.files[file]
end
end
end,
}
script.on_event(defines.events.on_gui_click, function(e)
local element = e.element
if element.valid then
local name = element.name:match('([^%.]*)%.?.-')
local handler = on_gui_click_handlers[name]
if handler then handler(e) end
end
end)
on_gui_selection_state_changed_handlers = {
['hotpatch-console-mod-selector'] = function(e)
local player = game.players[e.player_index]
local top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
local center = player.gui.center
local element = e.element
local name = element.items[element.selected_index]
if name then
local index = find_loaded_mod(name)
if index then
local mod = loaded_mods[index]
local version_label = center['hotpatch-console']['hotpatch-console-top']['hotpatch-console-mod-version']
version_label.caption = 'Version: ' .. mod.version
local hotpatch_console = center['hotpatch-console']
local output = hotpatch_console['hotpatch-console-bottom']['hotpatch-console-output']
output.text = ''
end
end
end,
['hotpatch-IDE-mod-selector'] = function(e)
local player = game.players[e.player_index]
local top = mod_gui.get_button_flow(player)
local left = mod_gui.get_frame_flow(player)
local center = player.gui.center
local element = e.element
local name = element.items[element.selected_index]
if name then
local index = find_installed_mod(name)
if index then
local mod = installed_mods[index]
local version_label = center['hotpatch-IDE']['hotpatch-IDE-top']['hotpatch-IDE-mod-version']
version_label.caption = 'Version: ' .. mod.version
local list = center['hotpatch-IDE']['hotpatch-IDE-table']['hotpatch-IDE-files']['hotpatch-IDE-files-table']
list.clear()
local file = list.add{type = 'label', style = 'hoverable_bold_label', caption = 'control', name = 'hotpatch-IDE-file.control'}
file.style.bottom_padding = 0
file.style.top_padding = 0
for k, _ in pairs(mod.files) do
file = list.add{type = 'label', style = 'hoverable_bold_label', caption = k, name = 'hotpatch-IDE-file.' .. k}
file.style.bottom_padding = 0
file.style.top_padding = 0
end
local code = center['hotpatch-IDE']['hotpatch-IDE-table']['hotpatch-IDE-code']
code.text = ''
end
end
end,
}
script.on_event(defines.events.on_gui_selection_state_changed, function(e)
local element = e.element
local handler = on_gui_selection_state_changed_handlers[element.name]
if handler then handler(e) end
end)
script.on_event(defines.events.on_gui_closed, function(e)
local player = game.players[e.player_index]
local element = e.element
if e.gui_type == defines.gui_type.custom then
if element and element.valid then
if element.name == 'hotpatch-IDE' then
if element.visible then
player.play_sound{path = "utility/gui_click"}
end
element.visible = false
elseif element.name == 'hotpatch-console' then
if element.visible then
player.play_sound{path = "utility/gui_click"}
end
element.visible = false
end
end
end
end)
--]===])
return true
File diff suppressed because it is too large. Load diff
@@ -0,0 +1,322 @@
local hotpatch_tools = require 'hotpatch.mod-tools'
hotpatch_tools.static_mod('hotpatch-remote-interface', '1.0.2', [===[
--[[
Copyright 2018 Chrisgbk
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
-- MIT License, https://opensource.org/licenses/MIT
local hotpatch_tools = require 'hotpatch.mod-tools'
--load private API
-- mod installation/uninstallation support functions
-- These take a mod NAME as a first argument
local install_mod = hotpatch_tools.install_mod
local find_installed_mod = hotpatch_tools.find_installed_mod
local install_mod_file = hotpatch_tools.install_mod_file
local uninstall_mod = hotpatch_tools.uninstall_mod
-- mod interaction functions
-- These take a LOADED INDEX as a first argument, except load_mod, which takes an INSTALLED INDEX
local load_mod = hotpatch_tools.load_mod
local find_loaded_mod = hotpatch_tools.find_loaded_mod
local run_mod = hotpatch_tools.run_mod
local reset_mod = hotpatch_tools.reset_mod
local reset_mod_events = hotpatch_tools.reset_mod_events
local register_mod_events = hotpatch_tools.register_mod_events
local unload_mod = hotpatch_tools.unload_mod
-- internal callbacks when a mod registers events
local register_event = hotpatch_tools.register_event
local register_nth_tick = hotpatch_tools.register_nth_tick
local register_on_tick = hotpatch_tools.register_on_tick
-- mod bootstrap functions
-- These take a LOADED INDEX as a first argument
local mod_on_init = hotpatch_tools.mod_on_init
local mod_on_load = hotpatch_tools.mod_on_load
local mod_on_configuration_changed = hotpatch_tools.mod_on_configuration_changed
local static_mods = hotpatch_tools.static_mods
local console = hotpatch_tools.console
local debug_log = hotpatch_tools.debug_log
local loaded_mods = hotpatch_tools.loaded_mods
local installed_mods = hotpatch_tools.installed_mods
local remote_interface = {}
--IMPORTANT: WHEN COPY PASTING CODE TO CONSOLE THE CODE MUST HAVE SINGLE LINE COMMENTS REMOVED
-- FACTORIO CONSOLE STRIPS LINEFEEDS WHICH MAKES ALL THE CODE BECOME COMMENTED OUT
--TODO: gate these behind admin permissions; if (game.player and game.player.admin) should work for console commands?
debug_log({'hotpatch-info.remote-installing'})
remote_interface['install'] = function(mod_name, mod_version, mod_code, mod_files, only_install)
-- this installs a new mod and runs on_init, then registers events
-- Note that mods may expect that certain events haven't been called yet when their on_init is ran
-- This may prevent them from functioning properly, without manually calling the events they expect
-- examples: on_player_created
local caller = game.player or console
if caller.admin then
if mod_files then
for k,_ in pairs(mod_files) do
if k == 'control' then
caller.print('ERROR: control.lua loaded twice for mod ' .. mod_name)
return
end
end
end
local installed_index = find_installed_mod(mod_name)
local loaded_index = find_loaded_mod(mod_name)
if installed_index then
local old_version = installed_mods[installed_index].version
if old_version then
debug_log({'hotpatch-warning.already-exists', mod_name, old_version})
debug_log({'hotpatch-warning.reinstalling', mod_name, old_version})
end
if loaded_index then
unload_mod(loaded_index)
end
end
install_mod(mod_name, mod_version, mod_code, mod_files)
if not only_install then
installed_index = find_installed_mod(mod_name)
if installed_index then
if not load_mod(installed_index) then
caller.print('compilation failed for mod ' .. mod_name)
return
end
loaded_index = find_loaded_mod(mod_name)
if loaded_index then
if not run_mod(loaded_index) then
caller.print('execution failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
if not mod_on_init(loaded_index) then
caller.print('on_init failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
-- TODO: notify all mods
-- TODO: determine vanilla behaviour and replicate it
if not mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={new_version=mod_version}}}) then
caller.print('on_configuration_changed failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
else
end
else
end
end
else
caller.print('You must be an admin to run this command.')
end
end
remote_interface['run'] = function(mod_name)
-- this runs on_init, then registers events
-- Note that mods may expect that certain events haven't been called yet when their on_init is ran
-- This may prevent them from functioning properly, without manually calling the events they expect
-- examples: on_player_created
local caller = game.player or console
if caller.admin then
local installed_index = find_installed_mod(mod_name)
local loaded_index = find_loaded_mod(mod_name)
local mod
local version
if installed_index and not loaded_index then
if not load_mod(installed_index) then
caller.print('compilation failed for mod ' .. mod_name)
return
end
loaded_index = find_loaded_mod(mod_name)
else
if loaded_index then
mod = loaded_mods[loaded_index]
version = mod.version
debug_log({'hotpatch-warning.already-loaded', mod_name, version})
debug_log({'hotpatch-warning.reinitializing', mod_name, version})
end
end
if loaded_index then
if not run_mod(loaded_index) then
caller.print('execution failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
if not mod_on_init(loaded_index) then
caller.print('on_init failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
-- TODO: notify all mods
-- TODO: determine vanilla behaviour and replicate it
if not mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={new_version=version}}}) then
caller.print('on_configuration_changed failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
end
else
caller.print('You must be an admin to run this command.')
end
end
remote_interface['update'] = function(mod_name, mod_version, mod_code, mod_files)
-- this updates an existing mod
-- the current mods events are de-registered, the new code is installed, on_load is triggered, and then events are registered
-- finally, the mod is informed of the update, so it can run migrations from the previous version
-- TODO: validation
local caller = game.player or console
if caller.admin then
if mod_files then
for k,_ in pairs(mod_files) do
if k == 'control' then
caller.print('ERROR: control.lua loaded twice for mod ' .. mod_name)
return
end
end
end
local installed_index = find_installed_mod(mod_name)
if installed_index then
;
end
local loaded_index = find_loaded_mod(mod_name)
local old_version
if loaded_index then
old_version = loaded_mods[loaded_index].version
unload_mod(loaded_index)
end
install_mod(mod_name, mod_version, mod_code, mod_files)
installed_index = find_installed_mod(mod_name)
if not load_mod(installed_index) then
caller.print('compilation failed for mod ' .. mod_name)
return
end
loaded_index = find_loaded_mod(mod_name)
if not run_mod(loaded_index) then
caller.print('execution failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
if old_version then
if not mod_on_load(loaded_index) then
caller.print('on_load failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
-- The mod must do any migrations here
-- TODO: notify all mods
if not mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={old_version=old_version, new_version=mod_version}}}) then
caller.print('on_configuration_changed failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
else
-- first time install
if not mod_on_init(loaded_index) then
caller.print('on_init failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
-- TODO: notify all mods
if not mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={new_version=mod_version}}}) then
caller.print('on_configuration_changed failed for mod ' .. mod_name)
unload_mod(loaded_index)
return
end
end
else
caller.print('You must be an admin to run this command.')
end
end
remote_interface['install_mod_file'] = function(mod_name, mod_file, mod_file_code)
local caller = game.player or console
if caller.admin then
install_mod_file(mod_name, mod_file, mod_file_code)
else
caller.print('You must be an admin to run this command.')
end
end
remote_interface['exec'] = function(mod_name, exec_code)
local caller = game.player or console
if caller.admin then
local loaded_index = find_loaded_mod(mod_name)
local env = loaded_mods[loaded_index].env
local success
local code, err = load(exec_code, exec_code, 't', env)
if code then
success, err = pcall(code)
if not success then
debug_log(err)
end
else
debug_log(err)
end
else
caller.print('You must be an admin to run this command.')
end
end
--TODO: most of this function
remote_interface['clean'] = function(mod_name)
-- Removes ALL mod data and reinitializes
-- doesn't remove things a mod may add like surfaces, etc
local caller = game.player or console
if caller.admin then
--mod_reset(mod_name)
--run_mod(mod_name)
--mod_on_init(mod_name)
local loaded_index = find_loaded_mod(mod_name)
local mod = loaded_mods[loaded_index]
local version = mod.version
mod_on_configuration_changed(loaded_index, {mod_changes = {mod_name={new_version=version}}})
else
caller.print('You must be an admin to run this command.')
end
end
remote_interface['uninstall'] = function(mod_name)
-- Uninstalls a mod
local caller = game.player or console
if caller.admin then
uninstall_mod(mod_name)
else
caller.print('You must be an admin to run this command.')
end
end
remote.add_interface('hotpatch', remote_interface)
debug_log({'hotpatch-info.complete', {'hotpatch-info.remote-installing'}})
--]===])
--[[
remote.call('hotpatch, 'install', 'test', '1.0.0', [===[
script.on_event(defines.events.on_player_changed_position, function(e)
game.print('changed position')
end
]===]
local updated_code = ....
remote.call('hotpatch', 'update', 'test', '1.0.1', updated_code)
]]
return true
@@ -0,0 +1,3 @@
msg-intro=Hierdie is Factorio vryspel. Jou taak is om 'n vuurpyl in die buitenste ruimte in te stuur. Doen dit deur die bou van 'n Vuurpyl Silo en van daar af 'n vuurpyl te lanseer met a satelliet aan boord. Jy sal baie gevorderde tegnologiëe moet navors om die Vuurpyl Silo te ontsluit. Begin klein, werk jou pad op met outomatisering en moenie vergeet om jouself te beskerm teen die inboorlinge nie.
@@ -0,0 +1,3 @@
msg-intro=.نييلصألا ناكسلا نم كسفن ةيامح ىسنت الو ةياهنلا ىلإ لصتل كتقيرطب لمعأو ،رفصلا نم أدبتس .خيراوصلا عماوص حتف لجأ نم ةمدقتم ايجولونكت نع ثحبلل جاتحت فوس .ةيعانصلا رامقألاب خيراوصلا قالطإو خيراوصلا عماوص ءانب قيرط نع كلذب مايقلا عيطتست .ءاضفلل اخوراص قلطت نا يه كتمهم .Factorio ـل رحلا بعللا وه اذه
@@ -0,0 +1,3 @@
msg-intro=Гэта рэжым свабоднай гульні Factorio. Вашая мэта - запусціць ракету ў космас. Дзеля гэтага вам трэба пабудаваць ракетную шахту і саму ракету з спадарожнікам. Вы мусіце даследваць перадавыя тэхналогіі, каб навучыцца будаваць ракетную шахту. Пачынайце з малога, працуйце над аўтаматызацыяй вытворчасці, даследуйце новыя тэхналогіі і не забывайцеся на абарону ад "тутэйшых"!
@@ -0,0 +1,3 @@
msg-intro=Това е режимът на свободна игра. Задачата ви е да изстреляте ракета в космоса. За това ще е нужно да построите ракетна шахта и изстреляте ракетата със спътник. Ще трябва да проучите развити технологии, които ще отключат ракетната шахта. Започнете с малко и постепенно автоматизирайте процеса, като не забравяте да се защитавате от местните форми на живот.
@@ -0,0 +1,3 @@
msg-intro=Aquest és el mode lliure del Factorio. La vostra tasca és construir un coet i enviar-lo a l'espai. Ho haureu de fer construint un centre de coets espacials i llençant un coet amb un satèl·lit. Necessitareu investigar tecnologies avançades per poder-ho fer. Aneu pas a pas, avanceu cap a l'automatització i no oblideu protegir-vos dels natius.
@@ -0,0 +1,3 @@
msg-intro=Toto je volná hra Factorio. Tvým úkolem je vypustit raketu do vesmíru. Postav raketové silo a vypusť raketu se satelitem. Pro odemknutí raketového sila budeš muset vyzkoumat pokročilé technologie. Začni v malém, postupuj s automatizací a nezapomeň se chránit před domorodci.
@@ -0,0 +1,3 @@
msg-intro=Det her er Factorio fri leg. Din opgave er at affyre en raket for at udforske rummet. For at gøre det skal du bygge en raket silo og affyre en raket med en satellit i. Du bliver nød til at udforske avancerede teknologier for at at kunne bygge en raket silo. Start småt, og arbejd din vej op med hjælp af automatisering, glem ikke at beskytte dig fra de indfødte.
@@ -0,0 +1,3 @@
msg-intro=Dies ist das freie Spiel von Factorio. Deine Aufgabe ist es, eine Rakete in den Weltraum zu starten. Dazu musst Du ein Raketensilo bauen und eine Rakete mit einem Satelliten starten. Du wirst erweiterte Technologien erforschen müssen, um das Raketensilo freizuschalten. Fange klein an, arbeite Dich durch Automatisierung hoch und vergiss nicht, Dich vor den Einheimischen zu schützen.
@@ -0,0 +1,3 @@
msg-intro=Αυτό είναι το ελεύθερο παιχνίδι του Factorio. Ο στόχος σου είναι να εκτοξεύσεις έναν πύραυλο στο διάστημα. Αυτό το κάνεις κατασκευάζοντας ένα σιλό πυραύλου και εκτοξεύοντας έναν πυραύλο με δορυφόρο. Θα πρέπει να ερευνήσεις προηγμένες τεχνολογίες για να ξεκλειδώσεις το σιλό πυραύλου. Ξεκινάς περιορισμένος, δούλεψε με αυτοματισμούς για την άνοδο σου και μην ξεχνάς να προστατέψεις τον εαυτό σου από τους ντόπιους.
@@ -0,0 +1,2 @@
msg-intro=This is the Factorio freeplay. Your task is to launch a rocket into space. Do this by constructing a Rocket Silo and launching a rocket with a satellite. You will need to research advanced technologies in order to unlock the Rocket Silo. Start small, work your way up with automation and don't forget to protect yourself from the natives.
@@ -0,0 +1,81 @@
[hotpatch]
log=@__1__:__2__] __3__
log-mod=@__1__:__2__][__4__] __3__
severe=SEVERE ERROR: __1__
error=ERROR: __1__
warning=WARNING: __1__
info=INFO: __1__
verbose=INFO: __1__
trace=TRACE: __1__
[hotpatch-info]
logging-enabled=Logging enabled
metatable-installed=_ENV metatable installed
complete=__1__ Complete!
on-init=initializing...
on-load=loading...
on-configuration-changed=mod configuration changed...
installing-included-mods=installing included mods...
loading-installed-mods=loading installed mods...
loading-libs=loading Factorio.data.core.lualib...
loading-library=loading library: __1__
uninstalling=Uninstalling mod...
installing=Installing version __1__...
installing-file=Installing file __1__...
script-shim=setting up mod script shim...
setting-env=setting up mod _ENV...
loading=loading...
unloading=unloading...
running=running...
must-be-admin=You must be an admin to run this command
remote-installing=installing remote interface
[hotpatch-trace]
nil-var-access=_ENV nil variable access: __1__
nil-var-assignment=_ENV variable assignment: __1__
event-registering=registering events...
on-tick-event-registered=registered on_tick event...
on-event-registered=registered event __1__...
on-nth-tick-event-registered=registered nth_tick event __1__...
event-running=running event __1__...
nth-tick-event-running=running nth_event __1__...
mod-on-init=running on_init...
mod-on-load=running on_load...
mod-on-configuration-changed=running on_configuration_changed...
adding-event=adding event __1__
adding-nth-tick-event=adding nth_tick event __1__
caching-event=caching event: __1__...
caching-nth-tick-event=caching nth_tick event: __1__...
event-processing=processing event __1__...
nth-tick-event-processing=processing nth_tick event __1__...
nth-tick-handler-added=added nth_tick handler: __1__
nth-tick-handler-removed=removed nth_tick handler: __1__
on-tick-handler-added=added on_tick handler
on-tick-handler-removed=removed on_tick handler
on-event-handler-added=added event handler: __1__
on-event-handler-removed=removed event handler: __1__
cached-load-require=loading cached require'd file: __1__...
load-require=loading require'd file: __1__...
load-core-lib=loading from Factorio.data.core.lualib: __1__...
[hotpatch-warning]
contains-comments=mod code contains comments!
contains-comments-no-lf=mod contains comments and no linefeed!
contains-comments-console=comments from console will comment out the entire code!
reset-events-not-running=tried to reset events for mod that isn't running!
remote-interface-exists=remote interface __1__ already exists, removing...
command-exists=command __1__ already exists, removing...
already-exists=mod already exists: __1__ __2__
reinstalling=reinstalling mod in-place: __1__ __2__
already-loaded=mod already loaded: __1__ __2__
reinitializing=reinitializing: __1__ __2__
[hotpatch-error]
invalid-API-access=Invalid API access: __1__
not-installed=mod not installed, cannot install file for mod that does not exist
compilation-failed=compilation failed for mod
execution-failed=execution failed for mod
path-not-found=path '__1__' not found
on-init-failed=on_init failed
on-load-failed=on_load failed
on-configuration-changed-failed=on_configuration_changed failed
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msg-intro=Tio estas la Factorio Libera Ludado. Via tasko estas ĵeti raketon en spacon. Fari tiun per konstruanta Raketo Silo kaj ĵeti raketon kun satelito. Vi bezonos esplori altnivelaj teknologioj por malŝlosi la Raketo Silo. Start malgranda, labori vian vojon supren per aŭtomatigo kaj ne forgesu protekti vin mem de la indiĝenoj.
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msg-intro=Este es el modo de juego libre de Factorio. Tu tarea es la de lanzar un cohete al espacio. Logra esto construyendo un Silo de Cohetes y lanzando un cohete con un satélite. Necesitarás investigar tecnologías avanzadas para poder desbloquear el Silo de Cohetes. Comienza poco a poco, trabaja en tu sistema de automatización y no te olvides de protegerte de los nativos.
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msg-intro=See on Factorio vabamäng. Sinu eesmärgiks on saata rakett avakosmosesse. Seda saad teha ehitades Raketi Silotorni ja lennutades Raketti koos satelliidiga. Selleks pead õppima selgeks keerukad tehnoloogiaharud, et Raketi Silotorni lahti lukustada. Alusta väikselt ning liigu edasi automatiseerimise abil ja ära unusta ennast kaitsta kohalike eluvormide eest.
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