Files
factorio-clusterio/plugins/inventory_sync/module/download_inventory.lua
T

78 lines
2.4 KiB
Lua

local progress_dialog = require("modules/inventory_sync/gui/progress_dialog")
local ensure_character = require("modules/inventory_sync/ensure_character")
local restore_position = require("modules/inventory_sync/restore_position")
local get_script_data = require("modules/inventory_sync/get_script_data")
local function download_inventory(player_name, data, number, total)
local player = game.get_player(player_name)
if player == nil then
rcon.print("Player " .. player_name .. " does not exist")
return
end
local script_data = get_script_data()
local record = script_data.active_downloads[player_name]
if record == nil then
rcon.print("No active download is in progress for " .. player_name)
return
end
local player_record = script_data.players[player_name]
if record.restart then
rcon.print("Restarting outdated download")
inventory_sync.initiate_inventory_download(player, player_record, record.generation)
return
end
if total == 0 then
-- Download was requested but the player had no data stored.
log("ERROR: Inventory sync failed, got empty player data for " .. player.name .. " from the controller")
player.print("ERROR: Inventory sync failed, got empty player data from the controller")
progress_dialog.remove(player)
-- Give the player a character and pretend that's the synced player data
ensure_character(player)
-- Restore player position and driving state
restore_position(record, player)
script_data.active_downloads[player_name] = nil
player_record.dirty = player.connected
player_record.sync = true
player_record.generation = record.generation
return
end
record.data = record.data .. data
-- Show progress in console
-- player.print("Downloaded "..(number + 1).."/"..total.." parts")
if number ~= total then
-- Show progress in GUI
progress_dialog.display(player, number, total)
-- Update activity to indicate this session is still going
record.last_active = game.ticks_played
return
end
-- Download is complete
progress_dialog.remove(player)
-- Remove download session and store finished download
script_data.active_downloads[player_name] = nil
script_data.finished_downloads[player_name] = record
local ticks = game.ticks_played - record.started
player.print("Imported player data in " .. ticks .. " ticks")
log("Imported player data for " .. player_name .. " in " .. ticks .. " ticks")
if player.connected then
inventory_sync.finish_download(player, record)
end
end
return download_inventory