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The instance works out the recipe notification delta against the cleared list the player had when the download started, but the save applied it after the download restored player.force. A player whose force changed kept notifications they had cleared elsewhere, and recipes only the old force had dropped out of the failed list and were lost on the next upload. The download record now keeps the cleared list it sent. The save rebuilds the stored list from it and the delta, then merges that against the force the player has once the data is applied, as it did before #997. Nothing extra goes over RCON. Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
873 lines
35 KiB
Lua
873 lines
35 KiB
Lua
--[[
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Player 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/player_sync/download_inventory")
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local serialize = require("modules/player_sync/serialize")
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local restore_position = require("modules/player_sync/restore_position")
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local get_script_data = require("modules/player_sync/get_script_data")
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local progress_dialog = require("modules/player_sync/gui/progress_dialog")
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local dialog_failed_download = require("modules/player_sync/gui/dialog_failed_download")
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local v2_remote_controller = compat.version_ge("2.0.0")
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local recipe_notifications_api = compat.version_ge("2.0.67")
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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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-- Remember the components a player's synced session uses, uploads are serialized with these
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local function start_sync(player_record, components)
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player_record.sync = true
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player_record.components = components
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end
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-- Remember the controller the player had before sync code replaced it, restored when the controller is not synced
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local function save_local_controller(player, player_record, components)
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if not player_record.local_controller then
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player_record.local_controller = serialize.serialize_local_controller(player, components)
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end
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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_in_progress = false, -- Player data is being downloaded, the current state should not 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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-- Remove the temporary inventory bonus a deserialized character got to fit its main inventory
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local function remove_inventory_bonus_raise(script_data, player_name)
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local raises = script_data.inventory_bonus_raises
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local raise = raises and raises[player_name]
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if raise then
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raises[player_name] = nil
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local character = raise.character
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if character.valid then
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character.character_inventory_slots_bonus = character.character_inventory_slots_bonus - raise.bonus
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end
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end
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end
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-- Where the player's controller is, in the shape restore_position takes
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local function controller_location(player)
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local location = { vehicle = player.driving and player.vehicle or nil }
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if v2_remote_controller then
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location.surface = player.physical_surface
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location.position = player.physical_position
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else
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location.surface = player.surface
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location.position = player.position
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end
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return location
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end
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-- Copy a location, with where a spectator was last seen, into target
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local function copy_location(target, location)
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target.surface = location.surface
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target.position = location.position
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target.vehicle = location.vehicle
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target.last_surface = location.last_surface
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target.last_position = location.last_position
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return target
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end
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-- Turn a synced player into a spectator while their player data is downloaded or applied, if this instance syncs
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-- inventories, and keep the controller's location in record for restore_position. The old controller goes, with its
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-- crafting queue. Until the data is applied, the player's state isn't persisted.
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local function spectate(player, player_record, record)
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-- Indicate the current state shouldn't be persisted
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player_record.sync_in_progress = true
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-- A dropped download already took the controller, and kept its location
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local kept = player_record.restore_location
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player_record.restore_location = nil
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if kept and record.position == nil then
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copy_location(record, kept)
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end
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if player_record.sync and serialize.syncs(record.components, "inventories") then
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-- Store original position to teleport back to. Only once per record: a rejoin while a prefetched copy is held
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-- spectates again, and the spectator's position then isn't where the controller was
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if record.position == nil then
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copy_location(record, controller_location(player))
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end
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save_local_controller(player, player_record, record.components)
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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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end
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end
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-- Sync code took the player's controller and hasn't given one back: a download that never finished, or a failed
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-- acquire. The local state is gone whatever the generations say.
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local function controller_taken(player_record)
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return player_record.sync_in_progress or player_record.local_controller ~= nil
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or player_record.restore_location ~= nil
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end
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-- Keep the controller's location when a download record that took it is dropped, for the download or abort that follows
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local function keep_restore_location(player_record, record)
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if player_record and record.position ~= nil then
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player_record.restore_location = copy_location({}, record)
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end
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end
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-- Where the controller goes back when sync code gives it back, if it took it
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local function find_restore_location(script_data, player_name)
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for _, downloads in ipairs({ script_data.active_downloads, script_data.finished_downloads }) do
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local record = downloads[player_name]
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if record and record.position ~= nil then
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return record
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end
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end
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local player_record = script_data.players[player_name]
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return player_record and player_record.restore_location
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end
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player_sync = {}
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-- This function is called by instance.js as /sc player_sync.download_inventory("danielv", Escaped JSON string, package_number, total_packages_count) with data from the controller
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player_sync.download_inventory = download_inventory
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-- This function is called by instance.js with the components synced on this instance
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function player_sync.set_components(data)
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get_script_data().components = assert(compat.json_to_table(data))
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end
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-- For plugins that move players to another instance: remote.call("player_sync", "set_destination", player_name,
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-- instance_id) just before LuaPlayer.connect_to_server, with the destination's Clusterio instance id. It only records
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-- it; if the player then leaves to switch servers, the upload carries it and the controller sends the player's data
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-- on to that instance (README, "Sending player data ahead"). A later call replaces it, and every leave clears it.
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remote.add_interface("player_sync", {
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set_destination = function(player_name, instance_id)
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-- Integers only: table_to_json writes inf and nan bare, which the host can't parse, so the upload carrying it
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-- would fail on every retry and the session would be lost (inf % 1 and nan % 1 are nan, never 0)
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if type(instance_id) ~= "number" or instance_id % 1 ~= 0 then
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return
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end
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local player_record = get_script_data().players[player_name]
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if player_record then
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player_record.destination = instance_id
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end
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end,
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})
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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 player_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, player_record.components)
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serialized_player.generation = player_record.generation
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-- Always sent so the controller can tell this instance supports epochs
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serialized_player.epoch = player_record.epoch or 0
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-- Leaving on the tick of a download the temporary bonus is still there and must not be uploaded. Removing it
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-- from the character here would shrink the main inventory before the armor's bonus applies and spill items.
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local raises = get_script_data().inventory_bonus_raises
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local raise = raises and raises[player.name]
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local character = serialized_player.character
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if raise and character and raise.character == player.character then
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character.character_inventory_slots_bonus = character.character_inventory_slots_bonus - raise.bonus
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end
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return serialized_player
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end
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function player_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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local script_data = get_script_data()
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local player_record = script_data.players[player.name]
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local local_controller = player_record.local_controller
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or serialize.serialize_local_controller(player, finished_record.components)
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-- Stash temporary inventory if it exists, without inventory sync the current inventory is the one to keep
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local stashed_corpse
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if serialize.syncs(finished_record.components, "inventories") and 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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-- An earlier raise not removed yet is replaced, the character's inventory bonus is restored with the data
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script_data.inventory_bonus_raises[player.name] = nil
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local failed, spill, inventory_bonus_raise =
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serialize.deserialize_player(
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player, serialized_player, finished_record.components, local_controller, finished_record.recipe_notifications
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)
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script_data.failed_deserialization[player.name] = failed
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player_record.local_controller = nil
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if inventory_bonus_raise and inventory_bonus_raise > 0 then
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script_data.inventory_bonus_raises[player.name] = {
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character = player.character,
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bonus = inventory_bonus_raise,
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}
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end
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-- Restore player position and driving state
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restore_position(player, finished_record)
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serialize.spill_items(player, spill)
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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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player_sync.events = {}
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player_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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-- migrate: dialogs created before inventory_sync was renamed to player_sync
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local screen = player.gui.screen
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if screen.inventory_sync_progress then
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screen.inventory_sync_progress.destroy()
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end
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if screen.dialog_failed_download and screen.dialog_failed_download.inventory_sync_failed_download_content then
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screen.dialog_failed_download.destroy()
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end
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end
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end
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-- Cleanup
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player_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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player_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 player_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("player_sync_acquire", {
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player_name = player.name,
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})
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end
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function player_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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player_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 player_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("player_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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player_sync.sync_player(response)
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end
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end
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function player_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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player_sync.sync_player(response)
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end
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end
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end
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-- Whether a join should take the stored data: there is some, and this save hasn't synced the player in that epoch at
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-- that generation or newer with every component synced here now. A player without a record here has nothing to keep.
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local function download_needed(player_record, acquire_response, script_data)
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return acquire_response.has_data
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and (
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not player_record
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or not player_record.sync
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or (player_record.epoch or 0) ~= (acquire_response.epoch or 0)
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or acquire_response.generation > player_record.generation
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or serialize.newly_synced(player_record.components, script_data.components)
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)
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end
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function player_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: Player sync failed, unable to switch " .. player.name .. " out of editor mode")
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player.print("ERROR: Player 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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-- Epoch is bumped when an admin replaces or deletes the stored data
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local epoch = acquire_response.epoch or 0
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-- A prefetched copy (player_sync.prefetch_inventory) is used only if this reply acquires the player at the copy's
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-- generation and epoch, from the controller run that sent it (token), and the copy was sent with the components
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-- synced here now. The generation alone isn't enough: a controller that crashed before saving it restarts at the
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-- last saved generation, and another instance's upload can then reuse the same number with other data. Otherwise
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-- the copy goes, and the join carries on as if it had never come: today's download or failure dialog, never the
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-- restart path below, which only sees a different generation or epoch. A copy this save doesn't need goes too,
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-- keeping the local data: an upload from an instance with older data can take the generation this save already
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-- holds.
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-- A copy confirmed at an earlier join already took the controller (spectate keeps its location), and the local data
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-- went with it, so a join that drops that copy downloads.
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local player_record = script_data.players[acquire_response.player_name]
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for _, downloads in ipairs({ script_data.finished_downloads, script_data.active_downloads }) do
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local record = downloads[acquire_response.player_name]
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if record and record.prefetch and (not (
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acquire_response.status == "acquired" and record.generation == acquire_response.generation
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and (record.epoch or 0) == epoch and record.token == acquire_response.token
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and serialize.same_components(record.components, script_data.components)
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) or not download_needed(player_record, acquire_response, script_data)) then
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keep_restore_location(player_record, record)
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downloads[acquire_response.player_name] = nil
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end
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end
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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
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acquire_response.status == "acquired"
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and finished_record.generation == acquire_response.generation
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and (finished_record.epoch or 0) == epoch
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then
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if finished_record.prefetch then
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-- As a download does: the controller left here goes, and the copy makes a new character in its location
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spectate(player, script_data.players[player.name], finished_record)
|
|
if player_sync.finish_download(player, finished_record) then
|
|
log("Applied prefetched player data for " .. player.name)
|
|
end
|
|
return
|
|
end
|
|
player_sync.finish_download(player, finished_record)
|
|
return
|
|
end
|
|
|
|
-- The acquisition either failed or the current finished download is
|
|
-- stale, delete it and try downloading it again.
|
|
script_data.finished_downloads[acquire_response.player_name] = nil
|
|
end
|
|
|
|
local download_record = script_data.active_downloads[acquire_response.player_name]
|
|
if download_record then
|
|
-- Ignore the response if it affirms the current active download
|
|
if
|
|
acquire_response.status == "acquired"
|
|
and download_record.generation == acquire_response.generation
|
|
and (download_record.epoch or 0) == epoch
|
|
then
|
|
if download_record.prefetch then
|
|
-- The copy is still arriving: spectate as a download does, and its last chunk applies it
|
|
spectate(player, script_data.players[player.name], download_record)
|
|
progress_dialog.display(player, 0, 1)
|
|
download_record.confirmed = true
|
|
return
|
|
end
|
|
game.print("Continuing active download")
|
|
return
|
|
end
|
|
|
|
-- This is the excaptional case where a long download started from
|
|
-- the previous time the player joined is still ongoing and we just
|
|
-- received a message saying that it's not valid any more.
|
|
|
|
if acquire_response.status == "error" or acquire_response.status == "timeout" then
|
|
-- Let the current download finish or fail on its own, we may end up
|
|
-- duplicating items or giving the player a stale inventory here
|
|
-- but it's better than throwing away all the downloaded data.
|
|
return
|
|
end
|
|
|
|
if acquire_response.status == "acquired" then
|
|
-- The stored data on the controller has changed since the
|
|
-- download was started. Restart it.
|
|
game.print("Restarting download")
|
|
download_record.restart = true
|
|
download_record.generation = acquire_response.generation
|
|
download_record.epoch = epoch
|
|
return
|
|
end
|
|
|
|
if acquire_response.status == "busy" then
|
|
-- Somehow another instance has claimed the player while we're
|
|
-- downloading it. Abort it and send failure to the player.
|
|
keep_restore_location(player_record, download_record)
|
|
script_data.active_downloads[acquire_response.player_name] = nil
|
|
end
|
|
end
|
|
|
|
if acquire_response.status ~= "acquired" then
|
|
if player_record.sync and (not player_record.dirty or player_record.sync_in_progress) then
|
|
if serialize.syncs(player_record.components, "inventories")
|
|
and player.controller_type == defines.controllers.character
|
|
then
|
|
save_local_controller(player, player_record, player_record.components)
|
|
player_record.restore_location = controller_location(player)
|
|
local character = player.character
|
|
player.set_controller({ type = defines.controllers.spectator })
|
|
if character then character.destroy() end
|
|
end
|
|
player_record.sync = false
|
|
end
|
|
player_record.sync_in_progress = false
|
|
dialog_failed_download.create(player, acquire_response)
|
|
return
|
|
end
|
|
|
|
local stale = (player_record.epoch or 0) ~= epoch
|
|
-- Without stored data the download gives the player an empty character (download_inventory, total 0)
|
|
if controller_taken(player_record) or download_needed(player_record, acquire_response, script_data) then
|
|
player_sync.initiate_inventory_download(player, player_record, acquire_response.generation, epoch)
|
|
|
|
else
|
|
if acquire_response.generation == 0 then
|
|
player.print(
|
|
"Your inventory will be automatically synchronized between servers in this cluster. " ..
|
|
"To improve sync performance, please avoid storing large blueprints in your inventory.",
|
|
{0.75, 0.75, 1}
|
|
)
|
|
end
|
|
|
|
start_sync(player_record, script_data.components)
|
|
player_record.dirty = true
|
|
player_record.sync_in_progress = false
|
|
-- Deleted data keeps its generation and epoch so the next upload is accepted as the new baseline
|
|
player_record.epoch = epoch
|
|
-- A copy from another epoch has nothing to do with the stored generation
|
|
if stale then
|
|
player_record.generation = acquire_response.generation
|
|
else
|
|
player_record.generation = math.max(player_record.generation, acquire_response.generation)
|
|
end
|
|
end
|
|
end
|
|
|
|
--- @return boolean? applied true when the player data was deserialized
|
|
function player_sync.finish_download(player, finished_record)
|
|
local script_data = get_script_data()
|
|
script_data.finished_downloads[player.name] = nil
|
|
local player_record = script_data.players[player.name]
|
|
|
|
local status, result = xpcall(player_sync.deserialize_player, debug.traceback, player, finished_record)
|
|
if not status then
|
|
log("ERROR: Deserializing player " .. player.name .. " failed: " .. result)
|
|
player.print("ERROR: Deserializing player data failed: " .. result)
|
|
-- Treat this as a temporary inventory so the incomplete state is not uploaded over the synced data
|
|
player_record.dirty = true
|
|
player_record.sync = false
|
|
player_record.sync_in_progress = false
|
|
return
|
|
end
|
|
|
|
player_record.dirty = true
|
|
player_record.sync_in_progress = false
|
|
start_sync(player_record, finished_record.components)
|
|
player_record.generation = finished_record.generation
|
|
player_record.epoch = finished_record.epoch
|
|
return true
|
|
end
|
|
|
|
-- Download inventory from controller
|
|
player_sync.events[defines.events.on_player_joined_game] = function(event)
|
|
local player = assert(game.get_player(event.player_index))
|
|
local script_data = get_script_data()
|
|
|
|
if not game.is_multiplayer() then
|
|
return player.print("Player sync deactivated: game is single player")
|
|
end
|
|
|
|
-- Send acquire request even if an active download is currently in progress
|
|
player_sync.acquire(player)
|
|
|
|
-- Clear active upload if it exists
|
|
script_data.active_uploads[player.name] = nil
|
|
end
|
|
|
|
-- A spectator whose controller sync code took may look around. A jump of more than 16 tiles from where it was last
|
|
-- seen, or to another surface, is another mod's teleport and moves the restore location.
|
|
player_sync.events[defines.events.on_player_changed_position] = function(event)
|
|
local player = assert(game.get_player(event.player_index))
|
|
if player.controller_type ~= defines.controllers.spectator then
|
|
return
|
|
end
|
|
local location = find_restore_location(get_script_data(), player.name)
|
|
if not location then
|
|
return
|
|
end
|
|
|
|
local position = player.position --[[@as MapPosition.struct]]
|
|
local last_surface = location.last_surface or location.surface
|
|
local last_position = location.last_position or location.position
|
|
local dx = position.x - last_position.x
|
|
local dy = position.y - last_position.y
|
|
if player.surface ~= last_surface or dx * dx + dy * dy > 16 * 16 then
|
|
location.surface = player.surface
|
|
location.position = position
|
|
location.vehicle = nil
|
|
end
|
|
location.last_surface = player.surface
|
|
location.last_position = position
|
|
end
|
|
|
|
-- Raised for a restored armor after its equipment's inventory bonus applied, the temporary bonus is no longer needed
|
|
player_sync.events[defines.events.on_player_armor_inventory_changed] = function(event)
|
|
local player = assert(game.get_player(event.player_index))
|
|
remove_inventory_bonus_raise(get_script_data(), player.name)
|
|
end
|
|
|
|
player_sync.on_nth_tick = {}
|
|
player_sync.on_nth_tick[33] = function(event)
|
|
-- Periodically check players currently in the process of syncing
|
|
player_sync.check_players_waiting_for_acquire()
|
|
player_sync.check_players_in_cutscene()
|
|
player_sync.check_active_downloads()
|
|
player_sync.check_active_uploads()
|
|
end
|
|
|
|
player_sync.events[defines.events.on_cutscene_waypoint_reached] = function(event)
|
|
player_sync.check_players_in_cutscene()
|
|
end
|
|
|
|
player_sync.events[defines.events.on_cutscene_cancelled] = function(event)
|
|
player_sync.check_players_in_cutscene()
|
|
end
|
|
|
|
-- Upload inventory when a player leaves the game. Triggers on restart after crash if player was online during crash.
|
|
player_sync.events[defines.events.on_pre_player_left_game] = function(event)
|
|
-- for some reason, on_pre_player_left_game gets called before on_server_startup so script_data isn't ready yet
|
|
-- migrate: saves from before the rename still have their data under inventory_sync
|
|
if not compat.script_data.player_sync and not compat.script_data.inventory_sync then
|
|
log("ERROR: script data for player sync is not defined")
|
|
return
|
|
end
|
|
|
|
local script_data = get_script_data()
|
|
local player = assert(game.get_player(event.player_index))
|
|
local player_record = script_data.players[player.name]
|
|
-- Recorded by set_destination. Every leave clears it; only an uploading switching_servers leave sends it on.
|
|
local destination = player_record.destination
|
|
player_record.destination = nil
|
|
|
|
local download = script_data.active_downloads[player.name]
|
|
if download and download.prefetch then
|
|
-- A prefetched copy is confirmed per join: the next join's acquire reply confirms it again. Until then it has
|
|
-- replaced nothing here, so the checks below decide the upload. One whose join took the body (spectate) left
|
|
-- sync_in_progress set, and uploads nothing.
|
|
download.confirmed = nil
|
|
|
|
elseif download then
|
|
-- If player has an active download release our acquisition but let the download continue
|
|
clusterio_api.send_json("player_sync_release", { player_name = player.name })
|
|
return
|
|
end
|
|
|
|
if not player_record.dirty or not player_record.sync or controller_taken(player_record) then
|
|
-- Nothing to upload, release the acquisition so other instances are not blocked
|
|
clusterio_api.send_json("player_sync_release", { player_name = player.name })
|
|
return
|
|
end
|
|
|
|
player_record.generation = player_record.generation + 1
|
|
local status, result = xpcall(player_sync.serialize_player, debug.traceback, player, player_record)
|
|
if not status then
|
|
log("ERROR: Serializing player " .. player.name .. " failed: " .. result)
|
|
player.print("ERROR: Serializing player data failed: " .. result)
|
|
return
|
|
end
|
|
-- The controller sends the stored data on to that instance while the client reconnects. In the serialized table,
|
|
-- so a retried upload (check_active_uploads) carries it too.
|
|
if destination and event.reason == defines.disconnect_reason.switching_servers then
|
|
result.destination_instance_id = destination
|
|
end
|
|
script_data.active_uploads[player.name] = {
|
|
serialized = result,
|
|
last_attempt = game.ticks_played,
|
|
timeout = math.random(600, 1200), -- Start with 10-20 seconds for the timeout
|
|
}
|
|
|
|
clusterio_api.send_json("player_sync_upload", result)
|
|
end
|
|
|
|
-- Invoked by the instance code to confirm the controller has received the uploaded data
|
|
function player_sync.confirm_upload(player_name, generation)
|
|
local player = game.get_player(player_name)
|
|
if not player or player.connected then
|
|
log("no player, or player connected")
|
|
return
|
|
end
|
|
local script_data = get_script_data()
|
|
local player_record = script_data.players[player.name]
|
|
if not player_record or player_record.generation ~= generation then
|
|
return
|
|
end
|
|
|
|
if not player_record.dirty then
|
|
log("ERROR: Received upload confirmation for " .. player_name .. " without the dirty flag")
|
|
end
|
|
if not player_record.sync then
|
|
log("ERROR: Received upload confirmation for " .. player_name .. " without the sync flag")
|
|
end
|
|
log("Confirmed upload of " .. player_name)
|
|
script_data.active_uploads[player_name] = nil
|
|
player_record.dirty = false
|
|
end
|
|
|
|
function player_sync.initiate_inventory_download(player, player_record, generation, epoch)
|
|
player.print("Initiating inventory download...")
|
|
local record = {
|
|
started = game.ticks_played,
|
|
last_active = game.ticks_played,
|
|
generation = generation,
|
|
epoch = epoch,
|
|
data = "",
|
|
}
|
|
local script_data = get_script_data()
|
|
record.components = script_data.components
|
|
script_data.active_downloads[player.name] = record
|
|
|
|
-- The plugin only sends back what differs from the current notification state
|
|
local recipe_notifications
|
|
if recipe_notifications_api and serialize.syncs(record.components, "recipe_notifications") then
|
|
recipe_notifications = serialize.serialize_crafting_notifications(player)
|
|
end
|
|
|
|
-- Kept to rebuild the stored list from the delta once the player's force is restored
|
|
record.recipe_notifications = recipe_notifications
|
|
clusterio_api.send_json("player_sync_download", {
|
|
player_name = player.name,
|
|
recipe_notifications = recipe_notifications,
|
|
})
|
|
|
|
spectate(player, player_record, record)
|
|
|
|
progress_dialog.display(player, 0, 1)
|
|
end
|
|
|
|
function player_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
|
|
-- sync_in_progress stays set, so the next acquire downloads again
|
|
keep_restore_location(script_data.players[player_name], record)
|
|
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 player_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("player_sync_upload", record.serialized)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Called by instance.ts as /sc player_sync.prefetch_inventory('name', generation, 'chunk', number, total, components,
|
|
-- token, epoch) with a copy of a player's stored data that the controller sent ahead (PrefetchEvent) while they switch
|
|
-- to this server. It holds the copy for a player who is offline here or doesn't exist yet. Every chunk carries the
|
|
-- token and epoch, so chunks of another copy never land in this one. It prints only when it refuses or ignores a chunk,
|
|
-- which stops the host sending the rest.
|
|
--- @param components string? JSON of the components the instance stripped the copy by, given with the first chunk
|
|
--- @param token string? The controller run that sent the copy
|
|
--- @param epoch integer? The stored data's epoch, bumped when an admin replaces or deletes it
|
|
function player_sync.prefetch_inventory(player_name, generation, data, number, total, components, token, epoch)
|
|
epoch = epoch or 0
|
|
local script_data = get_script_data()
|
|
if number == 1 then
|
|
local player = game.get_player(player_name)
|
|
local active = script_data.active_downloads[player_name]
|
|
local finished = script_data.finished_downloads[player_name]
|
|
if player and player.connected then
|
|
rcon.print("Refused prefetch for " .. player_name .. ": online here, their join downloads")
|
|
return
|
|
end
|
|
if active and not active.prefetch then
|
|
-- download_inventory has no generation check, so its remaining chunks would land in the copy
|
|
rcon.print("Refused prefetch for " .. player_name .. ": a download is in progress")
|
|
return
|
|
end
|
|
-- Two copies can reach here out of order (applyRecipeNotificationDelta awaits zlib). A held finished copy of the
|
|
-- same generation is replaced: the newer copy of the same number is what the controller holds now. A copy
|
|
-- with another token came from an earlier controller run, which may have crashed before saving that
|
|
-- generation, and one with another epoch from the other side of an admin's import or delete, which can start
|
|
-- the generations over. Either way the generations don't compare, and the arriving copy replaces the held one
|
|
local function comparable(held)
|
|
return held.token == token and (held.epoch or 0) == epoch
|
|
end
|
|
local active_newer = active and comparable(active) and active.generation >= generation
|
|
local finished_newer = finished and comparable(finished) and finished.generation > generation
|
|
if active_newer or finished_newer then
|
|
rcon.print("Refused prefetch for " .. player_name .. ": generation " .. generation .. " is not newer")
|
|
return
|
|
end
|
|
-- A held copy (or offline-finished download) whose join took the controller knows its location, and that the
|
|
-- controller is gone (sync_player's controller_taken): the copy replacing it keeps both
|
|
local held = active or finished
|
|
script_data.finished_downloads[player_name] = nil
|
|
local copy = {
|
|
started = game.ticks_played,
|
|
last_active = game.ticks_played,
|
|
generation = generation,
|
|
data = "",
|
|
prefetch = true,
|
|
token = token,
|
|
epoch = epoch,
|
|
components = components and compat.json_to_table(components),
|
|
}
|
|
if held then
|
|
copy_location(copy, held)
|
|
end
|
|
script_data.active_downloads[player_name] = copy
|
|
end
|
|
|
|
local record = script_data.active_downloads[player_name]
|
|
if not (
|
|
record and record.prefetch and record.generation == generation and record.token == token
|
|
and (record.epoch or 0) == epoch
|
|
) then
|
|
-- Refused at chunk 1, dropped by the acquire reply or the inactivity check, or replaced by a newer copy
|
|
rcon.print("Ignored prefetch chunk " .. number .. " for " .. player_name)
|
|
return
|
|
end
|
|
download_inventory(player_name, data, number, total)
|
|
end
|
|
|
|
return player_sync
|