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

642 lines
20 KiB
Lua

local compat = require("modules/clusterio/compat")
local clusterio_serialize = require("modules/clusterio/serialize")
local character_inventories = require("modules/inventory_sync/define_player_inventories")
local character_stat_keys = require("modules/inventory_sync/define_player_stat_keys")
local serialize = {}
local v2_logistic_api = compat.version_ge("2.0.0")
local v2_storage_api = compat.version_ge("2.0.0")
local v2_remote_controller = compat.version_ge("2.0.0")
local recipe_notifications_api = compat.version_ge("2.0.67")
function serialize.serialize_inventories(source, inventories)
local serialized = {}
for name, index in pairs(inventories) do
local inventory = source.get_inventory(index)
if inventory ~= nil then
serialized[name] = clusterio_serialize.serialize_inventory(inventory)
end
end
return serialized
end
function serialize.deserialize_inventories(destination, serialized, inventories)
for name, index in pairs(inventories) do
local inventory = destination.get_inventory(index)
if inventory ~= nil and serialized[name] ~= nil then
inventory.clear()
clusterio_serialize.deserialize_inventory(inventory, serialized[name])
end
end
end
-- Characters are serialized into a table with the following fields:
-- character_crafting_speed_modifier
-- character_mining_speed_modifier
-- character_additional_mining_categories
-- character_running_speed_modifier
-- character_build_distance_bonus
-- character_item_drop_distance_bonus
-- character_reach_distance_bonus
-- character_resource_reach_distance_bonus
-- character_item_pickup_distance_bonus
-- character_loot_pickup_distance_bonus
-- character_inventory_slots_bonus
-- character_trash_slot_count_bonus
-- character_maximum_following_robot_count_bonus
-- character_health_bonus
-- character_personal_logistic_requests_enabled
-- inventories: table of character inventory name to inventory content
function serialize.serialize_character(character)
local serialized = { }
-- Serialize character stats
for _, key in pairs(character_stat_keys) do
serialized[key] = character[key]
end
-- Serialize character inventories
serialized.inventories = serialize.serialize_inventories(character, character_inventories)
return serialized
end
function serialize.deserialize_character(character, serialized)
-- Deserialize character stats
for _, key in pairs(character_stat_keys) do
character[key] = serialized[key]
end
-- Deserialize character inventories
serialize.deserialize_inventories(character, serialized.inventories, character_inventories)
end
-- Personal logistic slots is a table mapping string indexes to a table with the following fields:
-- name
-- min
-- max
function serialize.serialize_personal_logistic_slots(player)
-- Check if logistics technology is researched
local force = player.force
if not force.technologies["logistic-robotics"] or not force.technologies["logistic-robotics"].researched then
return nil
end
if v2_logistic_api then
local logistic_point = player.get_requester_point()
if logistic_point == nil then
return nil
end
local serialized = {
enabled = logistic_point.enabled,
trash_not_requested = logistic_point.trash_not_requested,
sections = {},
}
for i = 1, logistic_point.sections_count do
local section = logistic_point.get_section(i)
serialized.sections[i] = {
group = section.group,
active = section.active,
multiplier = section.multiplier,
filters = section.filters,
}
end
return serialized
end
local serialized = nil
-- Serialize personal logistic slots
local last_valid = 0
for i = 1, 65536 do
local slot = player.get_personal_logistic_slot(i)
if slot.name then
last_valid = i
if not serialized then
serialized = {}
end
serialized[tostring(i)] = {
name = slot.name,
min = slot.min,
max = slot.max,
}
-- Stop after 100 empty slots
elseif last_valid + 100 <= i then
break
end
end
return serialized
end
function serialize.deserialize_personal_logistic_slots(player, serialized)
if not serialized then
return
end
-- Check if logistics technology is researched
local force = player.force
if not force.technologies["logistic-robotics"] or not force.technologies["logistic-robotics"].researched then
return
end
-- Load personal logistic slots
if v2_logistic_api then
local logistic_point = player.get_requester_point()
if logistic_point == nil then
return
end
-- Remove old sections up to section_count
for i = logistic_point.sections_count, 1, -1 do
logistic_point.remove_section(i)
end
-- If this is an array instead of a table, migrate to v2 format
if serialized[1] ~= nil then
local section = logistic_point.add_section()
for i, slot in pairs(serialized) do
section.set_slot(i, {
value = {
name = slot.name,
quality = "normal",
},
min = slot.min,
max = slot.max,
})
end
else
-- Regular 2.0+ deserialization
logistic_point.enabled = serialized.enabled
logistic_point.trash_not_requested = serialized.trash_not_requested
for i, section in pairs(serialized.sections) do
local sec = logistic_point.add_section()
sec.active = section.active
sec.multiplier = section.multiplier
if section.group ~= "" then -- "" is the default group name, which is truthy
-- Named groups get added with name only - this avoids overwriting existing groups on the server
sec.group = section.group
else
-- Unnamed groups get added with filters
sec.filters = section.filters
end
end
end
else
for i, slot in pairs(serialized) do
if slot ~= nil then
player.set_personal_slogistic_slot(tonumber(i), slot)
end
end
end
end
-- Crafting queue is a table with the following fields:
-- crafting_queue
-- ingredients
function serialize.serialize_crafting_queue(player)
local crafting_queue = {}
-- Give player some more inventory space to avoid duplicating items
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus + 1000
-- Save current items
local inventory = player.character.get_main_inventory()
local old_items = inventory.get_contents()
local crafting_queue_progress = player.crafting_queue_progress
-- Cancel old crafts to get the items back
while player.crafting_queue_size > 0 do
local old_queue = player.crafting_queue
-- Cancel craft
player.cancel_crafting {
index = 1,
count = 1,
}
local rightmost_right_index = 0 -- 0 indexed since it is subtractive in a 1 indexed language
local new_queue = player.crafting_queue
while
new_queue ~= nil and
new_queue[#new_queue - rightmost_right_index] ~= nil and
new_queue[#new_queue - rightmost_right_index].count >= old_queue[#old_queue - rightmost_right_index].count
do
rightmost_right_index = rightmost_right_index + 1
end
local oldItem = old_queue[#old_queue - rightmost_right_index]
local newItem = nil
if new_queue ~= nil then
newItem = new_queue[#new_queue - rightmost_right_index]
end
-- Figure out how many items to add to queue
local added = oldItem.count
if newItem ~= nil then
added = oldItem.count - newItem.count
if oldItem.recipe ~= newItem.recipe then
log("ERROR: Old item "..oldItem.recipe.." is not equal "..newItem.recipe)
end
end
-- If the last item we added was of the same type, merge them in the queue
if #crafting_queue > 0 and crafting_queue[#crafting_queue].recipe == oldItem.recipe then
crafting_queue[#crafting_queue].count = crafting_queue[#crafting_queue].count + added
else
-- If the last item was of a different type, add a new item to the queue
table.insert(crafting_queue, {
recipe = oldItem.recipe,
count = added,
})
end
-- game.print("Saved craft "..oldItem.recipe)
end
local difference = {}
if v2_storage_api then
-- Find amount of items added and remove from inventory
local new_items = inventory.get_contents()
-- Build map of old counts by item name and quality
local old_counts = {}
for _, item in ipairs(old_items) do
local key = item.name .. ":" .. item.quality
old_counts[key] = (old_counts[key] or 0) + item.count
end
-- Compare with new items to find differences
for _, item in ipairs(new_items) do
local key = item.name .. ":" .. item.quality
local old_count = old_counts[key] or 0
local diff = item.count - old_count
if diff > 0 then
-- We don't have to worry about quality because quality can't be handcrafted
local ingredient = {
name = item.name,
count = diff
}
inventory.remove(ingredient)
table.insert(difference, ingredient)
end
end
else
-- Find amount of items added and remove from inventory
local new_items = inventory.get_contents()
for k,v in pairs(new_items) do
local old_count = old_items[k]
local diff = v
if old_count ~= nil then
diff = diff - old_count
end
if diff > 0 then
local ingredient = {
name = k,
count = diff,
}
inventory.remove(ingredient)
table.insert(difference, ingredient)
end
end
end
-- Remove extra inventory slots
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus - 1000
local serialized = {
crafting_queue = crafting_queue,
crafting_queue_progress = crafting_queue_progress,
ingredients = difference,
}
-- Restore the crafting queue that was just destructively serialized
serialize.deserialize_crafting_queue(player, serialized)
return serialized
end
function serialize.deserialize_crafting_queue(player, serialized)
local inventory = player.character.get_main_inventory()
-- Give player some more inventory space to avoid duplicating items
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus + 1000
-- Add items to inventory
for _, item in pairs(serialized.ingredients) do
inventory.insert(item)
end
-- Load crafting queue
for _, queueItem in pairs(serialized.crafting_queue) do
-- Start crafting (consume items)
player.begin_crafting {
count = queueItem.count,
recipe = queueItem.recipe,
-- silent = true, -- Fail silently if items are missing
}
end
-- Remove extra inventory slots
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus - 1000
-- Set progress of current craft
player.crafting_queue_progress = serialized.crafting_queue_progress
end
---@param player LuaPlayer
---@param failed string[]?
---@return string?
function serialize.serialize_crafting_notifications(player, failed)
-- Get all unlocked recipes
local recipes = {}
for _, recipe in pairs(player.force.recipes) do
if recipe.enabled and not recipe.hidden then
recipes[recipe.name] = true
end
end
-- Remove those with notifications
for _, recipe in pairs(player.get_recipe_notifications()) do
recipes[recipe.name] = nil
end
-- Convert to a list of names
local recipe_names = failed or {} -- Includes previous recipes if any
local index = #recipe_names + 1
for name in pairs(recipes) do
recipe_names[index] = name
index = index + 1
end
return helpers.encode_string(helpers.table_to_json(recipe_names))
end
--- @param player LuaPlayer
--- @param serialized string
--- @return string[]? failed Recipe names that do not exist
function serialize.deserialize_crafting_notifications(player, serialized)
-- Decode the recipe name strings
local recipe_names = helpers.json_to_table(assert(helpers.decode_string(serialized)))
assert(type(recipe_names) == "table", "wrong type decoded from json_to_table")
local clear_notification = player.clear_recipe_notification
local add_notification = player.add_recipe_notification
local notifications = {}
local failed = {}
-- Assume all recipes need a notification
for _, recipe in pairs(player.force.recipes) do
if recipe.enabled and not recipe.hidden then
notifications[recipe.name] = true
end
end
-- Remove recipes the player has cleared
for _, recipe_name in pairs(recipe_names) do
if notifications[recipe_name] then
notifications[recipe_name] = false
else
-- Recipe does not exist on this server
failed[#failed+1] = recipe_name
end
end
-- Clear ones which are ones which are not required
for _, recipe in pairs(player.get_recipe_notifications()) do
if notifications[recipe.name] == false then
clear_notification(recipe.name)
end
notifications[recipe.name] = nil -- Prevents double add below
end
-- Add any which the player did not have
for recipe_name, should_add in pairs(notifications) do
if should_add then
add_notification(recipe_name)
end
end
-- Return failed recipes if any
return next(failed) and failed or nil
end
local controller_to_name = {}
for name, value in pairs(defines.controllers) do
controller_to_name[value] = name
end
--- @class SerializedPlayerData
--- @field generation number
--- @field name string
--- @field controller string
--- @field color Color
--- @field chat_color Color
--- @field tag string
--- @field force string
--- @field cheat_mode boolean
--- @field flashlight boolean
--- @field ticks_to_respawn number
--- @field character table<string, any>?
--- @field inventories table<string, table>?
--- @field hotbar table<string, string>?
--- @field personal_logistic_slots table?
--- @field crafting_queue table?
--- @field recipe_notifications string?
--- @param player LuaPlayer
--- @param failed_deserialization FailedDeserializationPlayerData
--- @return SerializedPlayerData
function serialize.serialize_player(player, failed_deserialization)
--- @type SerializedPlayerData
local serialized = {
generation = 0, -- Gets replaced later
controller = controller_to_name[player.controller_type],
name = player.name,
color = player.color,
chat_color = player.chat_color,
tag = player.tag,
force = player.force.name,
cheat_mode = player.cheat_mode,
flashlight = player.is_flashlight_enabled(),
ticks_to_respawn = player.ticks_to_respawn,
}
-- In 2.0 we want to sync the physical controller to ignore remote view
if v2_remote_controller then
serialized.controller = controller_to_name[player.physical_controller_type]
end
-- For the waiting to respawn state the inventory logistic requests and filters are hidden on the player
if player.controller_type == defines.controllers.ghost and player.ticks_to_respawn then
player.ticks_to_respawn = nil -- Respawn now
serialized.personal_logistic_slots = serialize.serialize_personal_logistic_slots(player)
serialized.inventories = serialize.serialize_inventories(player, character_inventories)
-- Go back to waiting for respawn
local character = player.character
player.ticks_to_respawn = serialized.ticks_to_respawn
if character and character.valid then
character.destroy()
end
end
-- Serialize character
if player.character then
serialized.character = serialize.serialize_character(player.character)
serialized.personal_logistic_slots = serialize.serialize_personal_logistic_slots(player)
end
-- Serialize non-character inventories
if player.controller_type == defines.controllers.god
or v2_remote_controller and player.physical_controller_type == defines.controllers.god
then
serialized.inventories = serialize.serialize_inventories(player, { main = defines.inventory.god_main })
end
-- Serialize hotbar
for i = 1, 100 do
local slot = player.get_quick_bar_slot(i)
if slot ~= nil and slot.name ~= nil then
if not serialized.hotbar then
serialized.hotbar = {}
end
serialized.hotbar[tostring(i)] = slot.name --[[@as string]]
end
end
-- Serialize crafting queue
if player.character then
serialized.crafting_queue = serialize.serialize_crafting_queue(player)
end
-- Serialize recipe notifications
if recipe_notifications_api then
serialized.recipe_notifications = serialize.serialize_crafting_notifications(player, failed_deserialization.recipe_notifications)
end
return serialized
end
--- Ensure a player has a character, works from any controller type
--- @param player LuaPlayer
--- @return LuaEntity
local function ensure_character(player)
-- Do nothing if the player has a valid character
local character = player.character
if character and character.valid then
return character
end
-- Switch to god controller if create_character would fail
if player.controller_type ~= defines.controllers.god then
player.set_controller{ type = defines.controllers.god }
end
-- Create and return the character
assert(player.create_character(), "Failed to create character")
return player.character
end
--- @class FailedDeserializationPlayerData
--- @field recipe_notifications string[]?
--- @param player LuaPlayer
--- @param serialized SerializedPlayerData
--- @return FailedDeserializationPlayerData?
function serialize.deserialize_player(player, serialized)
local failed_deserialization = {}
local target_controller = defines.controllers[serialized.controller]
if player.controller_type ~= target_controller or serialized.controller == "ghost" then
if serialized.controller == "character" then
-- Create a character but do not destroy an existing one
ensure_character(player)
if player.controller_type ~= target_controller then
player.set_controller{ type = target_controller }
end
elseif serialized.controller == "ghost" then
-- Ghost state stores hidden logistic and filters which are only accessible in the character controller
local character = ensure_character(player)
if serialized.personal_logistic_slots then
serialize.deserialize_personal_logistic_slots(player, serialized.personal_logistic_slots)
end
if serialized.inventories then
serialize.deserialize_inventories(player, serialized.inventories, character_inventories)
end
if serialized.ticks_to_respawn then
player.ticks_to_respawn = serialized.ticks_to_respawn
else
-- We have to set ticks to respawn to save the hidden state into the player but we
-- can't unset tick_to_respawn by setting it back to nil as that triggers a respawn.
player.ticks_to_respawn = 0
player.set_controller{ type = defines.controllers.god }
player.set_controller{ type = defines.controllers.ghost }
end
if character and character.valid then
character.destroy()
end
elseif serialized.controller ~= "remote" then
-- All other controllers should not have a character
local character = player.character
if character and character.valid then
character.destroy()
end
if player.controller_type ~= target_controller then
player.set_controller{ type = target_controller }
end
else
error("Remote should not be 'serialized.controller'")
end
end
player.color = serialized.color
player.chat_color = serialized.chat_color
player.tag = serialized.tag
player.force = serialized.force
player.cheat_mode = serialized.cheat_mode
if serialized.flashlight then
player.enable_flashlight()
else
player.disable_flashlight()
end
-- Deserialize character
if player.character then
serialize.deserialize_character(player.character, serialized.character)
serialize.deserialize_personal_logistic_slots(player, serialized.personal_logistic_slots)
end
-- Deserialize non-character inventories
if player.controller_type == defines.controllers.god then
serialize.deserialize_inventories(player, serialized.inventories, { main = defines.inventory.god_main })
end
-- Deserialize hotbar
if serialized.hotbar then
for i = 1, 100 do
if serialized.hotbar[tostring(i)] ~= nil then
player.set_quick_bar_slot(i, serialized.hotbar[tostring(i)])
end
end
end
-- Deserialize crafting queue
if player.character and serialized.crafting_queue then
serialize.deserialize_crafting_queue(player, serialized.crafting_queue)
end
-- Deserialize recipe notifications
if recipe_notifications_api and serialized.recipe_notifications then
failed_deserialization.recipe_notifications =
serialize.deserialize_crafting_notifications(player, serialized.recipe_notifications)
end
return next(failed_deserialization) and failed_deserialization or nil
end
return serialize