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Lua includes its current cleared recipe list in the download request. The instance plugin diffs it against the stored list and sends back the names to add and remove instead of the full list. Lua rebuilds the full list from the snapshot kept in the download record and runs the existing deserializer, so the end state is unchanged. Also stop the serializer from appending to the stored failed recipe list in place, which grew the list on every upload without a download in between. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
530 lines
18 KiB
Lua
530 lines
18 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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local v2_remote_controller = compat.version_ge("2.0.0")
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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.failed_deserialization[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 failed_deserialization = get_script_data().failed_deserialization[player.name] or {}
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local serialized_player = serialize.serialize_player(player, failed_deserialization)
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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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assert(type(serialized_player) == "table", "wrong type for serialized_player")
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if serialized_player.recipe_notifications_delta then
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serialized_player.recipe_notifications = serialize.apply_crafting_notification_delta(
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assert(finished_record.recipe_notifications, "recipe notification delta without snapshot"),
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serialized_player.recipe_notifications_delta
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)
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serialized_player.recipe_notifications_delta = nil
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end
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script_data.failed_deserialization[player.name] = 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 stash = stashed_corpse.get_inventory(defines.inventory.character_corpse)
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if player.character then
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local main = player.character.get_main_inventory()
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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 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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local status, result = xpcall(inventory_sync.deserialize_player, debug.traceback, 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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-- Treat this as a temporary inventory so the incomplete state is not uploaded over the synced data
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player_record.dirty = true
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player_record.sync = false
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return
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end
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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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-- Nothing to upload, release the acquisition so other instances are not blocked
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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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player_record.generation = player_record.generation + 1
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local status, result = xpcall(inventory_sync.serialize_player, debug.traceback, 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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-- The plugin only sends back what differs from the current notification state
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record.recipe_notifications = serialize.crafting_notification_snapshot(
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player, script_data.failed_deserialization[player.name]
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)
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clusterio_api.send_json("inventory_sync_download", {
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player_name = player.name,
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recipe_notifications = record.recipe_notifications,
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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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if v2_remote_controller then
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record.surface = player.physical_surface
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record.position = player.physical_position
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else
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record.surface = player.surface
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record.position = player.position
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end
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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)
|
|
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.
|
|
local script_data = get_script_data()
|
|
for player_name, record in pairs(script_data.active_downloads) do
|
|
if record.last_active <= game.ticks_played - 600 then
|
|
script_data.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()
|
|
local script_data = get_script_data()
|
|
for player_name, record in pairs(script_data.active_uploads) do
|
|
if record.last_attempt + record.timeout < game.ticks_played then
|
|
local player_record = script_data.players[player_name]
|
|
local player = game.get_player(player_name)
|
|
if not player_record or not player then
|
|
script_data.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)
|
|
clusterio_api.send_json("inventory_sync_upload", record.serialized)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return inventory_sync
|