--[[ Inventory Sync When a player leaves the game, serialize the player state and upload it to the master. When a player joins the game, request the player data from master and deserialize the player state from it. ]] local clusterio_api = require("modules/clusterio/api") local upload_inventory = require("modules/inventory_sync/upload_inventory") local download_inventory = require("modules/inventory_sync/download_inventory") local progress_dialog = require("modules/inventory_sync/gui/progress_dialog") local dialog_failed_download = require("modules/inventory_sync/gui/dialog_failed_download") -- Returns true if the player is currently in a cutscene local function is_in_cutscene(player) return player.controller_type == defines.controllers.cutscene end -- Create player record for bookeeping local function create_player(player, dirty) global.inventory_sync.players[player.name] = { dirty = dirty, -- Player inventory has changes that should be persisted sync = false, -- Player inventory is synced from the master generation = 0, } end -- Remove all stored player data by this module local function remove_player(player) global.inventory_sync.saved_crafting_queue[player.name] = nil global.inventory_sync.players_waiting_for_acquire[player.name] = nil global.inventory_sync.players_in_cutscene_to_sync[player.name] = nil global.inventory_sync.active_downloads[player.name] = nil global.inventory_sync.active_uploads[player.name] = nil global.inventory_sync.players[player.name] = nil end inventory_sync = {} -- This function is called by instance.js as /sc inventory_sync.download_inventory("danielv", Escaped JSON string, package_number, total_packages_count) with data from the master inventory_sync.download_inventory = download_inventory -- This function is called internally when a player leaves the game for their inventory to upload to the master inventory_sync.upload_inventory = upload_inventory inventory_sync.events = {} inventory_sync.events[clusterio_api.events.on_server_startup] = function(event) -- Set up global table if not global.inventory_sync then global.inventory_sync = {} end if not global.inventory_sync.saved_crafting_queue then global.inventory_sync.saved_crafting_queue = {} end if not global.inventory_sync.players then global.inventory_sync.players = {} end global.inventory_sync.players_waiting_for_acquire = {} global.inventory_sync.players_in_cutscene_to_sync = {} if not global.inventory_sync.active_downloads then global.inventory_sync.active_downloads = {} end if not global.inventory_sync.active_uploads then global.inventory_sync.active_uploads = {} end for _, player in pairs(game.players) do if not global.inventory_sync.players[player.name] then create_player(player, true) end end end -- Cleanup inventory_sync.events[defines.events.on_pre_player_removed] = function(event) remove_player(game.get_player(event.player_index)) end inventory_sync.events[defines.events.on_player_created] = function(event) create_player(game.get_player(event.player_index), false) end function inventory_sync.acquire(player) global.inventory_sync.players_waiting_for_acquire[player.name] = { start_tick = game.ticks_played, } clusterio_api.send_json("inventory_sync_acquire", { player_name = player.name, }) end function inventory_sync.check_players_waiting_for_acquire() for player_name, record in pairs(global.inventory_sync.players_waiting_for_acquire) do -- Check if the acquire player request timed out if game.ticks_played > record.start_tick + 600 then inventory_sync.acquire_response(game.table_to_json({ status = "timeout", player_name = player_name, })) end end end function inventory_sync.acquire_response(data) local response = game.json_to_table(data) if not global.inventory_sync.players_waiting_for_acquire[response.player_name] then clusterio_api.send_json("inventory_sync_release", { player_name = response.player_name }) return end global.inventory_sync.players_waiting_for_acquire[response.player_name] = nil local player = game.get_player(response.player_name) if is_in_cutscene(player) then response.player = player global.inventory_sync.players_in_cutscene_to_sync[response.player_name] = response else inventory_sync.sync_player(response) end end function inventory_sync.check_players_in_cutscene() for player_name, response in pairs(global.inventory_sync.players_in_cutscene_to_sync) do if not is_in_cutscene(response.player) then global.inventory_sync.players_in_cutscene_to_sync[player_name] = nil inventory_sync.sync_player(response) end end end function inventory_sync.sync_player(acquire_response) local player = game.get_player(acquire_response.player_name) -- Editor mode is not supported. if player.controller_type == defines.controllers.editor then player.toggle_map_editor() end if player.controller_type == defines.controllers.editor then log("ERROR: Inventory sync failed, unable to switch " .. player.name .. " out of editor mode") player.print("ERROR: Inventory sync failed, unable to switch out of editor mode") return end local download_record = global.inventory_sync.active_downloads[acquire_response.player_name] if download_record then -- Ignore the response if it affirms the current active download if acquire_response.status == "acquired" and download_record.generation == acquire_response.generation then game.print("Continuing active download") return end -- This is the excaptional case where a long download started from -- the previous time the player joined is still ongoing and we just -- received a message saying that it's not valid any more. if acquire_response.status == "error" or acquire_response.status == "timeout" then -- Let the current download finish or fail on its own, we may end up -- duplicating items or giving the player a stale inventory here -- but it's better than throwing away all the downloaded data. return end if acquire_response.status == "acquired" then -- The stored data on the master server has changed since the -- download was started. Restart it. game.print("Restarting download") download_record.restart = true return end if acquire_response.status == "busy" then -- Somehow another instance has claimed the player while we're -- downloading it. Abort it and send failure to the player. global.inventory_sync.active_downloads[acquire_response.player_name] = nil end end local player_record = global.inventory_sync.players[acquire_response.player_name] if acquire_response.status ~= "acquired" then if player_record.sync and not player_record.dirty then if player.controller_type == defines.controllers.character then local character = player.character player.set_controller({ type = defines.controllers.spectator }) character.destroy() end player_record.sync = false end dialog_failed_download.create(player, acquire_response) return end if acquire_response.has_data and (not player_record.sync or acquire_response.generation > player_record.generation) then inventory_sync.initiate_inventory_download(player, player_record, acquire_response.generation) else if acquire_response.generation == 0 then player.print( "Your inventory will be automatically synchronized between servers in this cluster. " .. "To improve sync performance, please avoid storing large blueprints in your inventory.", {0.75, 0.75, 1} ) end player_record.sync = true player_record.dirty = true end end -- Download inventory from master inventory_sync.events[defines.events.on_player_joined_game] = function(event) -- Send acquire request even if an active download is currently in plogress local player = game.get_player(event.player_index) inventory_sync.acquire(player, false) -- Clear active upload if it existsi global.inventory_sync.active_uploads[player.name] = nil end inventory_sync.on_nth_tick = {} inventory_sync.on_nth_tick[33] = function(event) -- Periodically check players currently in the process of syncing inventory_sync.check_players_waiting_for_acquire() inventory_sync.check_players_in_cutscene() inventory_sync.check_active_downloads() inventory_sync.check_active_uploads() end inventory_sync.events[defines.events.on_cutscene_waypoint_reached] = function(event) inventory_sync.check_players_in_cutscene() end inventory_sync.events[defines.events.on_cutscene_cancelled] = function(event) inventory_sync.check_players_in_cutscene() end -- Upload inventory when a player leaves the game. Triggers on restart after crash if player was online during crash. inventory_sync.events[defines.events.on_pre_player_left_game] = function(event) -- for some reason, on_pre_player_left_game gets called before on_server_startup so global isn't ready yet if not global.inventory_sync then log("ERROR: Global inventory sync not defined") return end local player = game.get_player(event.player_index) local player_record = global.inventory_sync.players[player.name] -- If player has an active download release our acquisition but let the download continue if global.inventory_sync.active_downloads[player.name] then clusterio_api.send_json("inventory_sync_release", { player_name = player.name }) return end if not player_record.dirty or not player_record.sync then return end player_record.generation = player_record.generation + 1 global.inventory_sync.active_uploads[player.name] = { last_attempt = game.ticks_played, timeout = math.random(600, 1200), -- Start with 10-20 seconds for the timeout } inventory_sync.upload_inventory(player, player_record) end -- Invoked by the instance code to confirm the master has received the uploaded data function inventory_sync.confirm_upload(player_name, generation) local player = game.get_player(player_name) if not player or player.connected then log("no player, or player connected") return end local player_record = global.inventory_sync.players[player.name] if not player_record or player_record.generation ~= generation then return end if not player_record.dirty then log("ERROR: Received upload confirmation for " .. player_name .. " without the dirty flag") end if not player_record.sync then log("ERROR: Received upload confirmation for " .. player_name .. " without the sync flag") end log("Confirmed upload of " .. player_name) global.inventory_sync.active_uploads[player_name] = nil player_record.dirty = false end function inventory_sync.initiate_inventory_download(player, player_record, generation) player.print("Initiating inventory download...") local record = { started = game.ticks_played, last_active = game.ticks_played, generation = generation, data = "" } global.inventory_sync.active_downloads[player.name] = record clusterio_api.send_json("inventory_sync_download", { player_name = player.name }) -- If this is a synced player turn them into a spectator while the -- player data is downloading if player_record.sync then -- Store original position to teleport back to record.surface = player.surface record.position = player.position if player.driving then record.vehicle = player.vehicle end local character = player.character player.set_controller({ type = defines.controllers.spectator }) if character ~= nil then character.destroy() end -- Indicate this state shouldn't be persisted player_record.dirty = false end progress_dialog.display(player, 0, 1) end function inventory_sync.check_active_downloads() -- Used for detecting the inventory download failing, like when the map is saved and -- re-loaded in the middle of a download. The player will be returned to a playable state. for player_name, record in pairs(global.inventory_sync.active_downloads) do if record.last_active <= game.ticks_played - 600 then global.inventory_sync.active_downloads[player_name] = nil local player = game.get_player(player_name) if player then log("ERROR: Inventory download failed for " .. player_name) if player.connected then -- Show GUI with option to retry or abort download dialog_failed_download.create(player, { player_name = player_name, status = "error", message = "Inventory download failed", }) end end end end end function inventory_sync.check_active_uploads() for player_name, record in pairs(global.inventory_sync.active_uploads) do if record.last_attempt + record.timeout < game.ticks_played then local player_record = global.inventory_sync.players[player_name] local player = game.get_player(player_name) if not player_record or not player then global.inventory_sync.active_uploads[player_name] = nil else log("Retrying upload for " .. player_name) record.last_attempt = game.ticks_played record.timeout = math.random(record.timeout, record.timeout * 2) inventory_sync.upload_inventory(player, player_record) end end end end return inventory_sync