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player_sync.prefetch_inventory holds a copy sent ahead in active_downloads and finished_downloads, for a player who is offline or doesn't exist on the destination, with the components its first chunk names. Chunk 1 refuses a player who is online, a download in progress, a stream of the same or a newer generation and a finished copy of a newer one; a finished copy of the same generation is replaced. At the acquire reply a copy is used only when the reply is acquired with its generation and its components are the ones the scenario syncs now. The player is then switched to spectator as a download does and the copy is applied, at once or at its last chunk. Otherwise the copy is dropped and the join continues as before. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
106 lines
4.1 KiB
Lua
106 lines
4.1 KiB
Lua
local progress_dialog = require("modules/player_sync/gui/progress_dialog")
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local ensure_character = require("modules/player_sync/ensure_character")
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local restore_position = require("modules/player_sync/restore_position")
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local get_script_data = require("modules/player_sync/get_script_data")
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local serialize = require("modules/player_sync/serialize")
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local compat = require("modules/clusterio/compat")
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--- @param components string? JSON of the components the instance sent the data with, given with the first part
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local function download_inventory(player_name, data, number, total, components)
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local script_data = get_script_data()
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local record = script_data.active_downloads[player_name]
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local player = game.get_player(player_name)
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-- A prefetched copy (player_sync.prefetch_inventory) may be for a player who doesn't exist here yet
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if player == nil and not (record and record.prefetch) then
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rcon.print("Player " .. player_name .. " does not exist")
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return
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end
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if record == nil then
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rcon.print("No active download is in progress for " .. player_name)
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return
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end
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-- For the linter, which can't narrow through the check above. A prefetch record never reaches a line that indexes
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-- player while it is nil: it has no restart, never gets total 0, and shown below is false for it.
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--- @cast player LuaPlayer
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local player_record = script_data.players[player_name]
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-- The components changed after the download was started
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local sent_components = number == 1 and components and compat.json_to_table(components)
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if sent_components and not serialize.same_components(record.components, sent_components) then
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record.restart = true
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end
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if record.restart then
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rcon.print("Restarting outdated download")
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player_sync.initiate_inventory_download(player, player_record, record.generation, record.epoch)
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return
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end
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if total == 0 then
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-- Download was requested but the player had no data stored.
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log("ERROR: Player sync failed, got empty player data for " .. player.name .. " from the controller")
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player.print("ERROR: Player sync failed, got empty player data from the controller")
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progress_dialog.remove(player)
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-- Give the player a character and pretend that's the synced player data
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if serialize.syncs(record.components, "controller") or player_record.local_controller then
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ensure_character(player)
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end
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player_record.local_controller = nil
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-- Restore player position and driving state
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restore_position(player, record)
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script_data.active_downloads[player_name] = nil
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player_record.dirty = player.connected
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player_record.sync_in_progress = false
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player_record.sync = true
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player_record.components = record.components
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player_record.generation = record.generation
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player_record.epoch = record.epoch
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return
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end
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record.data = record.data .. data
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-- A prefetched copy shows progress, and is applied, only once the acquire reply has confirmed it for the player
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-- online here (player_sync.sync_player). A copy that finishes before then waits in finished_downloads for that reply.
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local shown = not record.prefetch or (record.confirmed and player.connected)
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-- Show progress in console
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-- player.print("Downloaded "..(number + 1).."/"..total.." parts")
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if number ~= total then
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-- Show progress in GUI
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if shown then
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progress_dialog.display(player, number, total)
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end
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-- Update activity to indicate this session is still going
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record.last_active = game.ticks_played
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return
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end
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-- Download is complete. The dialog goes even when this copy isn't shown now: it may have been shown before a leave
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if player then
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progress_dialog.remove(player)
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end
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-- Remove download session and store finished download
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script_data.active_downloads[player_name] = nil
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script_data.finished_downloads[player_name] = record
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local ticks = game.ticks_played - record.started
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if shown then
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player.print("Imported player data in " .. ticks .. " ticks")
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end
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local kind = record.prefetch and "Prefetched" or "Imported"
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log(kind .. " player data for " .. player_name .. " in " .. ticks .. " ticks")
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if shown and player.connected then
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player_sync.finish_download(player, record)
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end
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end
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return download_inventory
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