Files
factorio-clusterio/packages/controller/src/BaseControllerPlugin.ts
Danielv123 b4856bdd55 Make the player proxy follow the Factorio handshake and route by version
The proxy now parses the full message header, so confirms and fragmented
ConnectionRequestReplyConfirm messages (which carry the mod list) are
forwarded intact, with the server request id patched into the first
fragment. It resends the connection request until the instance answers,
starts over when a client reconnects from the same socket (as Factorio
does after LuaPlayer::connect_to_server), answers pings from the server
browser and tells clients the same 508 byte max packet size Factorio
servers use.

Routing is decided by the new playerProxyRoute controller hook, which is
given the name and version of the player, then a dedicated port set with
instance.player_proxy_port, the instance the player was last on (taken
from the user's instance stats instead of a separate routing store), and
controller.player_proxy_default_instance_id.

The proxy is now off by default, as port 34197 is in the default
host.factorio_port_range. Leftovers of the per-instance proxy on hosts
are removed.
2026-10-29 20:53:40 +01:00

382 lines
14 KiB
TypeScript

import type Controller from "./Controller.js";
import type InstanceRecord from "./InstanceRecord.js";
import type ControlConnection from "./ControlConnection.js";
import type HostConnection from "./HostConnection.js";
import type { PlayerProxyRouteRequest } from "./PlayerProxyServer.js";
import * as lib from "@clusterio/lib";
export type ControllerPluginContext = lib.PluginLoadContext<{
controller: Controller;
metrics: any;
}>;
/**
* Collection of controller plugin hooks
*/
export class ControllerHooks extends lib.AsyncHookCollection {
constructor(logger: lib.Logger) {
super(logger);
this.save = this.newHook();
this.metrics = this.newHook();
this.shutdown = this.newHook();
this.instanceStatusChanged = this.newHook();
this.instanceConfigFieldChanged = this.newHook();
this.controllerConfigFieldChanged = this.newHook();
this.controlConnectionEvent = this.newHook();
this.hostConnectionEvent = this.newHook();
this.prepareHostDisconnect = this.newHook();
this.modPacksUpdated = this.newHook();
this.modsUpdated = this.newHook();
this.rolesUpdated = this.newHook();
this.playerEvent = this.newHook();
this.playerProxyRoute = this.newHook();
}
/**
* Called when the controller saves data in memory to disk
*
* Invoked on the configured controller.autosave_interval by the
* controller and intended to be used to flush any in memory data that
* has changed to disk.
*
* This will also be called during graceful shutdown after {@link
* BaseControllerPlugin.onShutdown} have been invoked and all links have
* been disconnected.
*/
readonly save: lib.AsyncHook<[]>;
/**
* Called when the status of an instance changes
*
* Invoked when the controller has changed the status of an instance
* or received notice from a host that the status of an instance has
* changed. The possible statuses that can be notified about are:
* - `unassigned:`: Instance is no longer asssigned to a host.
* - `unknown`: Host assigned to instance is offline.
* - `stopped`: Instance is no longer running or was just assigned to a
* host.
* - `starting`: Instance is in the process of starting up.
* - `running`: Instance startup completed and is now running.
* - `stopping`: Instance is in the processing stopping.
* - `creating_save`: Instance is in the process of creating a save.
* - `exporting_data`: Instance is in the process of exporting item
* icons and locale data.
* - `deleted`: Instance was deleted.
*
* On controller startup all known instances gets the status `unknown` if
* they are assigned to a host, when the host then connects to the
* controller and informs of the current status of its instances this hook
* is invoked for all those instances. You can detect this situation by
* checking if prev equals `unknown`. If the host disconnects the
* instances will again get the `unknown` status.
*
* When instances are created on the controller they will notify of a status
* change with prev set to null. While the status of new instances is
* in most cases `unassigned` it's possible for the created instance to
* start with any state in some host connection corner cases.
*
* Note that it's possible for status change notification to get lost in
* the case of network outages if reconnect fails to re-establish the
* session between the controller and the host.
*
* @param instance -
* The instance that changed.
* @param prev - the previous status of the instance.
*/
readonly instanceStatusChanged: lib.AsyncHook<[instance: InstanceRecord, prev: lib.InstanceStatus | undefined]>;
/**
* Called when the value of a controller config field changed.
*
* Invoked after the value of the config field given by `field` has
* changed on the controller.
*
* @param field - Name of the field that changed.
* @param curr - The current value of the field.
* @param prev - The previous value of the field.
*/
readonly controllerConfigFieldChanged: lib.AsyncHook<[field: string, curr: unknown, prev: unknown]>;
/**
* Called when the value of an instance config field changed.
*
* Invoked after the value of the config field given by `field` has
* changed on an instance.
*
* @param instance -
* The instance the config changed on.
* @param field - Name of the field that changed.
* @param curr - The current value of the field.
* @param prev - The previous value of the field.
*/
// eslint-disable-next-line @stylistic/max-len
readonly instanceConfigFieldChanged: lib.AsyncHook<[instance: InstanceRecord, field: string, curr: unknown, prev: unknown]>;
/**
* Called before collecting Prometheus metrics
*
* Invoked before the default metrics of prometheus is collected. Note
* that since this is done while replying to /metrics this should not
* take a long time, otherwise the requst will time out.
*
* Although you can return the results of collecting your prometheus
* collectors directly, all gauges in the default registry is already
* automatically collected. It's therefore recommended to only update
* the Gauges/Counters/etc in onMetric and let Clusterio deal will
* collecting the values.
*
* @returns an async iterator of prometheus metric results or undefined.
*/
readonly metrics: lib.AsyncHook<[], AsyncIterable<lib.CollectorResult> | void>;
/**
* Called when the controller is shutting down
*/
readonly shutdown: lib.AsyncHook<[]>;
/**
* Called when an event on a host connection happens
*
* The event param may be one of connect, drop, resume and close and has
* the following meaning:
*
* ##### connect
*
* Invoked when a new connection to the host has been established.
*
* ##### drop
*
* Invoked when a connection loss is detected between the controller and a
* host. Plugins should respond to this event by throtteling messages
* it is sending to the given host connection to an absolute minimum.
*
* Messages sent over a dropped host connection will get queued up in
* memory on the controller and sent all in one go when the connection is
* re-established again.
*
* ##### resume
*
* Invoked when a connection that had previously been dropped is
* re-established
*
* ##### close
*
* Invoked when the connection to the host has been closed.
*
* @param connection -
* The connection the event occured on.
* @param event - one of connect, drop, resume and close
*/
// eslint-disable-next-line @stylistic/max-len
readonly hostConnectionEvent: lib.AsyncHook<[connection: HostConnection, event: "connect" | "drop" | "resume" | "close"]>;
/**
* Called when an avent on a control connection happens
*
* The event param may be one of connect, drop, resume and close and has
* the following meaning:
*
* ##### connect
*
* Invoked when a new connection to the control has been established.
*
* ##### drop
*
* Invoked when a connection loss is detected between the controller and a
* control. Plugins should respond to this event by throtteling
* messages it is sending to the given control connection to an absolute
* minimum.
*
* Messages sent over a dropped control connection will get queued up in
* memory on the controller and sent all in one go when the connection is
* re-established again.
*
* ##### resume
*
* Invoked when a connection that had previously been dropped is
* re-established.
*
* ##### close
*
* Invoked when the connection to the control has been closed.
*
* @param connection -
* The connection the event occured on.
* @param event - one of connect, drop, resume, and close.
*/
// eslint-disable-next-line @stylistic/max-len
readonly controlConnectionEvent: lib.AsyncHook<[connection: ControlConnection, event: "connect" | "drop" | "resume" | "close"]>;
/**
* Called when a host is preparing to disconnect from the controller
*
* Invoked when a host has requested the disconnection from the controller.
* This typically happens when it is in the process of shutting down.
*
* Plugins must stop sending messages to the host in question after the
* prepare disconnect has been handled.
*
* @param connection -
* The connection to the host preparing to disconnect.
*/
readonly prepareHostDisconnect: lib.AsyncHook<[connection: HostConnection]>;
/**
* Called when one or more mod packs are updated
*
* Invoked when one or more mod pack have been added, updated or deleted
* in the cluster.
*
* If a mod pack has been deleted its `.isDeleted` property will be
* true.
*
* @param modPacks - Mod packs that updated.
*/
readonly modPacksUpdated: lib.AsyncHook<[modPacks: lib.ModPack[]]>;
/**
* Called when one or more mod stored on the controller are updated
*
* Invoked when one or more mods have been added, updated or deleted
* from the pool of shared mods stored on the cluster.
*
* If a mod has been deleted its `.isDeleted` property will be true.
*
* @param mods - Mods that updated.
*/
readonly modsUpdated: lib.AsyncHook<[mods: lib.ModInfo[]]>;
/**
* Called when one or more roles stored on the controller are updated
*
* Invoked when one or more roles have been added, updated or deleted.
*
* If a role has been deleted its `.isDeleted` property will be true.
*
* @param roles - Roles that updated.
*/
readonly rolesUpdated: lib.AsyncHook<[roles: lib.Role[]]>;
/**
* Called when a player joins or leaves an instance
*
* Invoked when a player either joins or leaves an instance in the
* cluster.
*
* @param instance -
* The instance it occured on.
* @param event - Information about the event.
*/
readonly playerEvent: lib.AsyncHook<[instance: InstanceRecord, event: lib.PlayerEvent]>;
/**
* Called to pick the instance a player connecting through the player proxy goes to
*
* Invoked when a Factorio client has sent its name to the player proxy
* enabled with controller.player_proxy_port. Handlers return the ID of
* the instance to send the player to, or undefined to leave the choice
* to other plugins and the controller. If the instance is stopped the
* proxy starts it, which can take longer than the client is willing to
* wait.
*
* Factorio clients connect twice when joining a server they don't have a
* key for, so a handler must give the same answer for both attempts.
*
* @param request - Name, version and connection details of the player.
* @returns ID of instance to route the player to.
*/
readonly playerProxyRoute: lib.AsyncHook<[request: PlayerProxyRouteRequest], number | undefined>;
}
// eslint-disable-next-line @typescript-eslint/no-unsafe-declaration-merging
export interface BaseControllerPlugin {
onSaveData?(): Promise<void>;
onMetrics?(): Promise<void | AsyncIterable<lib.CollectorResult>>;
onShutdown?(): Promise<void>;
onInstanceStatusChanged?(instance: InstanceRecord, prev?: lib.InstanceStatus): Promise<void>;
onControllerConfigFieldChanged?(field: string, curr: unknown, prev: unknown): Promise<void>;
onInstanceConfigFieldChanged?(instance: InstanceRecord, field: string, curr: unknown, prev: unknown): Promise<void>;
onHostConnectionEvent?(connection: HostConnection, event: "connect" | "drop" | "resume" | "close"): void;
onControlConnectionEvent?(connection: ControlConnection, event: "connect" | "drop" | "resume" | "close"): void;
onPrepareHostDisconnect?(connection: HostConnection): Promise<void>;
onModPacksUpdated?(modPacks: lib.ModPack[]): Promise<void>;
onModsUpdated?(mods: lib.ModInfo[]): Promise<void>;
onRolesUpdated?(roles: lib.Role[]): Promise<void>;
onPlayerEvent?(instance: InstanceRecord, event: lib.PlayerEvent): Promise<void>;
}
/**
* Base class for controller plugins
*
* Controller plugins are subclasses of this class which get instantiated by
* the controller on startup when the plugin is enabled in the config.
* To be discovered the class must be exported under the name `ControllerPlugin`
* in the module specified by the `controllerEntrypoint` in the plugin's
* `plugin` export.
*/
// eslint-disable-next-line @typescript-eslint/no-unsafe-declaration-merging
export class BaseControllerPlugin {
constructor(
public info: lib.PluginNodeEnvInfo,
public controller: Controller,
public metrics: any,
public logger: lib.Logger,
) {
const attach = <Args extends unknown[], Return>(
hook: lib.AsyncHook<Args, Return>,
fn?: lib.HookHandler<Args, Return>,
) => {
if (fn) {
hook.attach(info.name, fn.bind(this));
}
};
attach(controller.hooks.save, this.onSaveData);
attach(controller.hooks.instanceStatusChanged, this.onInstanceStatusChanged);
attach(controller.hooks.controllerConfigFieldChanged, this.onControllerConfigFieldChanged);
attach(controller.hooks.instanceConfigFieldChanged, this.onInstanceConfigFieldChanged);
attach(controller.hooks.metrics, this.onMetrics);
attach(controller.hooks.shutdown, this.onShutdown);
attach(controller.hooks.hostConnectionEvent, this.onHostConnectionEvent);
attach(controller.hooks.controlConnectionEvent, this.onControlConnectionEvent);
attach(controller.hooks.prepareHostDisconnect, this.onPrepareHostDisconnect);
attach(controller.hooks.modPacksUpdated, this.onModPacksUpdated);
attach(controller.hooks.modsUpdated, this.onModsUpdated);
attach(controller.hooks.rolesUpdated, this.onRolesUpdated);
attach(controller.hooks.playerEvent, this.onPlayerEvent);
}
static fromContext(context: ControllerPluginContext) {
return new this(context.plugin, context.controller, context.metrics, context.logger);
}
detachHooks() {
this.controller.hooks.detachAll(this.info.name);
}
/**
* Called immediately after the class is instantiated
*/
async init() {}
/**
* Broadcast event to all connected hosts
*
* Sends the given event to all hosts connected to the controller.
* This does not include hosts that are in the process of closing the
* connection, which typically happens when they are shutting down.
*
* @param event - Event to send
*/
broadcastEventToHosts<T>(event: lib.Event<T>) {
for (let hostConnection of this.controller.wsServer.hostConnections.values()) {
if (
!hostConnection.connector.closing
&& (!event.constructor.plugin || hostConnection.plugins.has(event.constructor.plugin))
) {
hostConnection.send(event);
}
}
}
}