mirror of
https://github.com/clusterio/clusterio.git
synced 2026-11-12 07:04:52 +09:00
500 lines
17 KiB
Lua
500 lines
17 KiB
Lua
--[[
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Inventory Sync
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When a player leaves the game, serialize the player state and upload it to the controller.
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When a player joins the game, request the player data from controller and deserialize the player state from it.
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]]
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local compat = require("modules/clusterio/compat")
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local clusterio_api = require("modules/clusterio/api")
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local download_inventory = require("modules/inventory_sync/download_inventory")
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local serialize = require("modules/inventory_sync/serialize")
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local restore_position = require("modules/inventory_sync/restore_position")
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local get_script_data = require("modules/inventory_sync/get_script_data")
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local progress_dialog = require("modules/inventory_sync/gui/progress_dialog")
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local dialog_failed_download = require("modules/inventory_sync/gui/dialog_failed_download")
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-- Returns true if the player is currently in a cutscene
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local function is_in_cutscene(player)
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return player.controller_type == defines.controllers.cutscene
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end
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-- Create player record for bookkeeping
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local function create_player(player, dirty)
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local script_data = get_script_data(true) -- no early return to support loading from single player
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script_data.players[player.name] = {
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dirty = dirty, -- Player inventory has changes that should be persisted
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sync = false, -- Player inventory is synced from the controller
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generation = 0,
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}
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end
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-- Remove all stored player data by this module
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local function remove_player(player)
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local script_data = get_script_data()
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script_data.players_waiting_for_acquire[player.name] = nil
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script_data.players_in_cutscene_to_sync[player.name] = nil
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script_data.active_downloads[player.name] = nil
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script_data.finished_downloads[player.name] = nil
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script_data.active_uploads[player.name] = nil
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script_data.players[player.name] = nil
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end
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inventory_sync = {}
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-- 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 controller
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inventory_sync.download_inventory = download_inventory
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-- This function is called internally when a player leaves the game to
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-- serialize the player for upload.
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function inventory_sync.serialize_player(player, player_record)
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-- Editor mode is not supported.
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if player.controller_type == defines.controllers.editor then
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player.toggle_map_editor()
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end
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if player.controller_type == defines.controllers.editor then
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error("Unable to switch out of editor mode")
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return
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end
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-- mod-compat: Exit Space Exploration satellite view to restore the real character
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if remote.interfaces["space-exploration"] then
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local status, result = pcall(function()
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if remote.call("space-exploration", "remote_view_is_active", { player = player }) then
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remote.call("space-exploration", "remote_view_stop", { player = player })
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end
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end)
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if not status then
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log("ERROR: Exiting remote view failed for " .. player.name .. ": " .. result)
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player.print("ERROR: Exiting remote view failed: " .. result)
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end
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end
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local serialized_player = serialize.serialize_player(player)
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serialized_player.generation = player_record.generation
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return serialized_player
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end
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function inventory_sync.deserialize_player(player, finished_record)
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-- Editor mode is not supported.
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if player.controller_type == defines.controllers.editor then
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player.toggle_map_editor()
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end
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if player.controller_type == defines.controllers.editor then
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error("Unable to switch out of editor mode")
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return
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end
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-- Stash temporary inventory if it exists
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local stashed_corpse
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local script_data = get_script_data()
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local player_record = script_data.players[player.name]
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if player_record.dirty and player.character then
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local character = player.character
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local surface = character.surface
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local position = character.position
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local corpse_name = character.prototype.character_corpse.name
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player.character = nil
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character.die()
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stashed_corpse = surface.find_entity(corpse_name, position)
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end
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-- Deserialize downloaded player data
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local serialized_player = compat.json_to_table(finished_record.data)
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serialize.deserialize_player(player, serialized_player)
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-- Restore player position and driving state
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restore_position(player, finished_record)
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-- Transfer items from stashed inventory
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if stashed_corpse then
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local main = player.get_main_inventory()
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local stash = stashed_corpse.get_inventory(defines.inventory.character_corpse)
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if main then
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for i = 1, #stash do
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-- Try transferring a stack
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local source = stash[i]
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if source and source.valid_for_read then
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local target = main.find_empty_stack()
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if not target then
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break
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end
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target.transfer_stack(source)
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end
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end
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end
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if stash.is_empty() then
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stashed_corpse.destroy()
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else
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player.print(
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"Your temporary inventory did not fit into your synced one and the remaining items have " ..
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"been placed in a corpse below you."
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)
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end
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end
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end
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inventory_sync.events = {}
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inventory_sync.events[clusterio_api.events.on_server_startup] = function(event)
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local script_data = get_script_data(true)
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script_data.players_waiting_for_acquire = {}
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script_data.players_in_cutscene_to_sync = {}
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for _, player in pairs(game.players) do
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if not script_data.players[player.name] then
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create_player(player, true)
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end
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end
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end
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-- Cleanup
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inventory_sync.events[defines.events.on_pre_player_removed] = function(event)
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remove_player(game.get_player(event.player_index))
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end
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inventory_sync.events[defines.events.on_player_created] = function(event)
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create_player(game.get_player(event.player_index), false)
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end
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function inventory_sync.acquire(player)
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local script_data = get_script_data()
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script_data.players_waiting_for_acquire[player.name] = {
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start_tick = game.ticks_played,
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}
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clusterio_api.send_json("inventory_sync_acquire", {
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player_name = player.name,
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})
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end
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function inventory_sync.check_players_waiting_for_acquire()
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local script_data = get_script_data()
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for player_name, record in pairs(script_data.players_waiting_for_acquire) do
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-- Check if the acquire player request timed out
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if game.ticks_played > record.start_tick + 600 then
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inventory_sync.acquire_response(compat.table_to_json({
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status = "timeout",
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player_name = player_name,
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}))
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end
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end
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end
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function inventory_sync.acquire_response(data)
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local script_data = get_script_data()
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local response = assert(compat.json_to_table(data))
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if not script_data.players_waiting_for_acquire[response.player_name] then
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clusterio_api.send_json("inventory_sync_release", { player_name = response.player_name })
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return
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end
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script_data.players_waiting_for_acquire[response.player_name] = nil
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local player = game.get_player(response.player_name)
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if is_in_cutscene(player) then
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response.player = player
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script_data.players_in_cutscene_to_sync[response.player_name] = response
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else
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inventory_sync.sync_player(response)
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end
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end
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function inventory_sync.check_players_in_cutscene()
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local script_data = get_script_data()
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for player_name, response in pairs(script_data.players_in_cutscene_to_sync) do
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if not is_in_cutscene(response.player) then
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script_data.players_in_cutscene_to_sync[player_name] = nil
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inventory_sync.sync_player(response)
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end
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end
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end
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function inventory_sync.sync_player(acquire_response)
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local player = assert(game.get_player(acquire_response.player_name))
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-- Editor mode is not supported.
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if player.controller_type == defines.controllers.editor then
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player.toggle_map_editor()
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end
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if player.controller_type == defines.controllers.editor then
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log("ERROR: Inventory sync failed, unable to switch " .. player.name .. " out of editor mode")
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player.print("ERROR: Inventory sync failed, unable to switch out of editor mode")
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return
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end
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local script_data = get_script_data()
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local finished_record = script_data.finished_downloads[acquire_response.player_name]
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if finished_record then
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if acquire_response.status == "acquired" and finished_record.generation == acquire_response.generation then
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inventory_sync.finish_download(player, finished_record)
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return
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end
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-- The acquisition either failed or the current finished download is
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-- stale, delete it and try downloading it again.
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script_data.finished_downloads[acquire_response.player_name] = nil
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end
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local download_record = script_data.active_downloads[acquire_response.player_name]
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if download_record then
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-- Ignore the response if it affirms the current active download
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if acquire_response.status == "acquired" and download_record.generation == acquire_response.generation then
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game.print("Continuing active download")
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return
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end
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-- This is the excaptional case where a long download started from
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-- the previous time the player joined is still ongoing and we just
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-- received a message saying that it's not valid any more.
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if acquire_response.status == "error" or acquire_response.status == "timeout" then
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-- Let the current download finish or fail on its own, we may end up
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-- duplicating items or giving the player a stale inventory here
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-- but it's better than throwing away all the downloaded data.
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return
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end
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if acquire_response.status == "acquired" then
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-- The stored data on the controller has changed since the
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-- download was started. Restart it.
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game.print("Restarting download")
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download_record.restart = true
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return
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end
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if acquire_response.status == "busy" then
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-- Somehow another instance has claimed the player while we're
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-- downloading it. Abort it and send failure to the player.
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script_data.active_downloads[acquire_response.player_name] = nil
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end
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end
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local player_record = script_data.players[acquire_response.player_name]
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if acquire_response.status ~= "acquired" then
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if player_record.sync and not player_record.dirty then
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if player.controller_type == defines.controllers.character then
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local character = player.character
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player.set_controller({ type = defines.controllers.spectator })
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if character then character.destroy() end
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end
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player_record.sync = false
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end
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dialog_failed_download.create(player, acquire_response)
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return
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end
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if
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acquire_response.has_data
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and (not player_record.sync or acquire_response.generation > player_record.generation)
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then
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inventory_sync.initiate_inventory_download(player, player_record, acquire_response.generation)
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else
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if acquire_response.generation == 0 then
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player.print(
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"Your inventory will be automatically synchronized between servers in this cluster. " ..
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"To improve sync performance, please avoid storing large blueprints in your inventory.",
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{0.75, 0.75, 1}
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)
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end
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player_record.sync = true
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player_record.dirty = true
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end
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end
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function inventory_sync.finish_download(player, finished_record)
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local status, result = pcall(inventory_sync.deserialize_player, player, finished_record)
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if not status then
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log("ERROR: Deserializing player " .. player.name .. " failed: " .. result)
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player.print("ERROR: Deserializing player data failed: " .. result)
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end
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local script_data = get_script_data()
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script_data.finished_downloads[player.name] = nil
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local player_record = script_data.players[player.name]
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player_record.dirty = true
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player_record.sync = true
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player_record.generation = finished_record.generation
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end
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-- Download inventory from controller
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inventory_sync.events[defines.events.on_player_joined_game] = function(event)
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local player = assert(game.get_player(event.player_index))
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local script_data = get_script_data()
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if not game.is_multiplayer() then
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return player.print("Inventory sync deactivated: game is single player")
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end
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-- Send acquire request even if an active download is currently in progress
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inventory_sync.acquire(player)
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-- Clear active upload if it exists
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script_data.active_uploads[player.name] = nil
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end
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inventory_sync.on_nth_tick = {}
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inventory_sync.on_nth_tick[33] = function(event)
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-- Periodically check players currently in the process of syncing
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inventory_sync.check_players_waiting_for_acquire()
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inventory_sync.check_players_in_cutscene()
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inventory_sync.check_active_downloads()
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inventory_sync.check_active_uploads()
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end
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inventory_sync.events[defines.events.on_cutscene_waypoint_reached] = function(event)
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inventory_sync.check_players_in_cutscene()
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end
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inventory_sync.events[defines.events.on_cutscene_cancelled] = function(event)
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inventory_sync.check_players_in_cutscene()
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end
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-- Upload inventory when a player leaves the game. Triggers on restart after crash if player was online during crash.
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inventory_sync.events[defines.events.on_pre_player_left_game] = function(event)
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-- for some reason, on_pre_player_left_game gets called before on_server_startup so script_data isn't ready yet
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if not compat.script_data.inventory_sync then
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log("ERROR: script data for inventory sync is not defined")
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return
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end
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local script_data = get_script_data()
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local player = assert(game.get_player(event.player_index))
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local player_record = script_data.players[player.name]
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-- If player has an active download release our acquisition but let the download continue
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if script_data.active_downloads[player.name] then
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clusterio_api.send_json("inventory_sync_release", { player_name = player.name })
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return
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end
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if not player_record.dirty or not player_record.sync then
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return
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end
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player_record.generation = player_record.generation + 1
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local status, result = pcall(inventory_sync.serialize_player, player, player_record)
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if not status then
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log("ERROR: Serializing player " .. player.name .. " failed: " .. result)
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player.print("ERROR: Serializing player data failed: " .. result)
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return
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end
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script_data.active_uploads[player.name] = {
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serialized = result,
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last_attempt = game.ticks_played,
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timeout = math.random(600, 1200), -- Start with 10-20 seconds for the timeout
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}
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clusterio_api.send_json("inventory_sync_upload", result)
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end
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-- Invoked by the instance code to confirm the controller has received the uploaded data
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function inventory_sync.confirm_upload(player_name, generation)
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local player = game.get_player(player_name)
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if not player or player.connected then
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log("no player, or player connected")
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return
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end
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local script_data = get_script_data()
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local player_record = script_data.players[player.name]
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if not player_record or player_record.generation ~= generation then
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return
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end
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if not player_record.dirty then
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log("ERROR: Received upload confirmation for " .. player_name .. " without the dirty flag")
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end
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if not player_record.sync then
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log("ERROR: Received upload confirmation for " .. player_name .. " without the sync flag")
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end
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log("Confirmed upload of " .. player_name)
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script_data.active_uploads[player_name] = nil
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player_record.dirty = false
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end
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function inventory_sync.initiate_inventory_download(player, player_record, generation)
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player.print("Initiating inventory download...")
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local record = {
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started = game.ticks_played,
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last_active = game.ticks_played,
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generation = generation,
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data = ""
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}
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local script_data = get_script_data()
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script_data.active_downloads[player.name] = record
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clusterio_api.send_json("inventory_sync_download", {
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player_name = player.name
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})
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-- If this is a synced player turn them into a spectator while the
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-- player data is downloading
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if player_record.sync then
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-- Store original position to teleport back to
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record.surface = player.surface
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record.position = player.position
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if player.driving then
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record.vehicle = player.vehicle
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end
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local character = player.character
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player.set_controller({ type = defines.controllers.spectator })
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if character ~= nil then character.destroy() end
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-- Indicate this state shouldn't be persisted
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player_record.dirty = false
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end
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progress_dialog.display(player, 0, 1)
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end
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function inventory_sync.check_active_downloads()
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-- Used for detecting the inventory download failing, like when the map is saved and
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-- re-loaded in the middle of a download. The player will be returned to a playable state.
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local script_data = get_script_data()
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for player_name, record in pairs(script_data.active_downloads) do
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if record.last_active <= game.ticks_played - 600 then
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script_data.active_downloads[player_name] = nil
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local player = game.get_player(player_name)
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if player then
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log("ERROR: Inventory download failed for " .. player_name)
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if player.connected then
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-- Show GUI with option to retry or abort download
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dialog_failed_download.create(player, {
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player_name = player_name,
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status = "error",
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message = "Inventory download failed",
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})
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end
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end
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end
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end
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end
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function inventory_sync.check_active_uploads()
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local script_data = get_script_data()
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for player_name, record in pairs(script_data.active_uploads) do
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if record.last_attempt + record.timeout < game.ticks_played then
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local player_record = script_data.players[player_name]
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local player = game.get_player(player_name)
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if not player_record or not player then
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script_data.active_uploads[player_name] = nil
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else
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log("Retrying upload for " .. player_name)
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record.last_attempt = game.ticks_played
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record.timeout = math.random(record.timeout, record.timeout * 2)
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clusterio_api.send_json("inventory_sync_upload", record.serialized)
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end
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end
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end
|
|
end
|
|
|
|
return inventory_sync
|