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factorio-clusterio/lib/factorio/server.js
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Hornwitser e9f5cae4f0 Fix misc problems detected by ESLint
Reformat and clean up issues detected by ESLint.
2020-06-17 20:59:37 +02:00

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// Factorio Server interface
"use strict";
const fs = require("fs-extra");
const child_process = require("child_process");
const path = require("path");
const events = require("events");
const util = require("util");
const crypto = require("crypto");
const ini = require("ini");
const rconClient = require("rcon-client");
const errors = require("lib/errors");
/**
* Determines the version of Factorio the datadir is pointing to by
* reading the changelog.txt in it.
*
* @param {string} changelogPath - Path to changelog.txt.
* @memberof module:lib/factorio
* @private
* @inner
*/
async function getVersion(changelogPath) {
let changelog;
try {
changelog = await fs.readFile(changelogPath, "utf-8");
} catch (err) {
if (err.code === "ENOENT") {
return null;
}
throw err;
}
for (let line of changelog.split(/[\r\n]+/)) {
let index = line.indexOf(":");
if (index !== -1) {
let name = line.slice(0, index).trim();
if (name.toLowerCase() === "version") {
return line.slice(index + 1).trim();
}
}
}
return null;
}
/**
* Comparison function for sorting Factorio version strings
*
* @param {string} a - Version to compare.
* @param {string} b - Version to compare.
* @returns {number} 1 if a < b, 0 if a = b and -1 if a > b.
* @memberof module:lib/factorio
* @private
* @inner
*/
function versionOrder(a, b) {
let aParts = a.split(".").map(s => Number.parseInt(s, 10));
let bParts = b.split(".").map(s => Number.parseInt(s, 10));
for (let i = 0; i < aParts.length; i++) {
if (aParts[i] === bParts[i]) {
continue;
} else if (aParts[i] < bParts[i]) {
return 1;
} else {
return -1;
}
}
return 0;
}
/**
* Find factorio data directory of the given version
*
* Searches the given factorio dir for an installation of Factorio of
* the target version.
*
* @param {string} factorioDir - Path to Factorio installation dir(s).
* @param {string} targetVersion -
* Version to look for, supports the special value "latest" for the
* latest version available.
* @returns {Array} Array with path to data dir and version found.
* @memberof module:lib/factorio
* @private
* @inner
*/
async function findVersion(factorioDir, targetVersion) {
// There are two supported setups: having the factorio dir be the actual
// install directory, and having the factorio dir be a folder containing
// multiple install directories
let simpleVersion = await getVersion(path.join(factorioDir, "data", "changelog.txt"));
if (simpleVersion !== null) {
if (simpleVersion === targetVersion || targetVersion === "latest") {
return [path.join(factorioDir, "data"), simpleVersion];
}
throw new Error(
`Factorio version ${targetVersion} was requested, but install directory contains ${simpleVersion}`
);
}
let versions = new Map();
for (let entry of await fs.readdir(factorioDir, { withFileTypes: true })) {
if (!entry.isDirectory()) {
continue;
}
let version = await getVersion(path.join(factorioDir, entry.name, "data", "changelog.txt"));
if (version === null) {
continue;
}
if (version === targetVersion) {
return [path.join(factorioDir, entry.name, "data"), version];
}
versions.set(version, entry.name);
}
if (!versions.size) {
throw new Error(`Unable to find any Factorio install in ${factorioDir}`);
}
if (targetVersion === "latest") {
let latest = [...versions.keys()].sort(versionOrder)[0];
return [path.join(factorioDir, versions.get(latest), "data"), latest];
}
throw new Error(`Unable to find Factorio version ${targetVersion}`);
}
/**
* Give a random dynamic port
*
* Returns a random port number in the Dynamic Ports range as defined by
* RFC 6335.
*
* @return {number} a number in the range 49152 to 65535.
* @memberof module:lib/factorio
* @private
* @inner
*/
function randomDynamicPort() {
const start = 49152;
const end = 65535 + 1;
return Math.floor(Math.random() * (end - start) + start);
}
/**
* Generate a secure random password of the given length
*
* Uses crypto.randomBytes to generate a secure alphanumeric password of
* the given length.
*
* @param {number} length - the length of the password to generate.
* @return {string} password of the given length
* @memberof module:lib/factorio
* @private
* @inner
*/
async function generatePassword(length) {
function validChar(byte) {
const ranges = ["az", "AZ", "09"];
return ranges.some(range => (
range.codePointAt(0) <= byte && byte <= range.codePointAt(1)
));
}
let randomBytesAsync = util.promisify(crypto.randomBytes);
let password = "";
while (true) {
let bytes = await randomBytesAsync((length - password.length) * 3);
for (let byte of bytes) {
// Crop to ASCII values only
byte = byte & 0x7f;
if (validChar(byte)) {
password += String.fromCharCode(byte);
if (password.length == length) {
return password;
}
}
}
}
}
/**
* Line splitter for chunked data
*
* Splits a stream of bytes into lines terminated by either line feed or
* carriage return followed by linefeed. Each line sepparated is passed
* to the callback one at a time without the line terminator included.
*
* Data is streamed via the data method, and once the stream ends the
* end method should be called. This ensures an unterminated line at
* the end of the stream is passed to the callback.
*
* @memberof module:lib/factorio
* @private
* @inner
*/
class LineSplitter {
/**
* Create a line splitter
*
* @param {function(Buffer)} callback - Function called for every line.
*/
constructor(callback) {
this._callback = callback;
this._partial = null;
}
/**
* Stream in bytes
*
* Input bytes to split lines over. Will invoke the callback for every
* line found in buf and keep any potential partial line at the end of
* buf for the next invocation.
*
* @param {Buffer} buf - Data to stream in.
*/
data(buf) {
if (this._partial) {
buf = Buffer.concat([this._partial, buf]);
this._partial = null;
}
while (buf.length) {
let end = buf.indexOf("\n");
if (end === -1) {
this._partial = buf;
break;
}
let next = end + 1;
// Eat carriage return as well if present
if (end >= 1 && buf[end-1] === "\r".charCodeAt(0)) {
end -= 1;
}
let line = buf.slice(0, end);
buf = buf.slice(next);
this._callback(line);
}
}
/**
* Mark end of stream
*
* Signal the end of the bytestream. If the previous invocation of the
* data method ended with a partial line this will invoke the callback
* with this line.
*/
end() {
if (this._partial) {
this._callback(this._partial);
this._partial = null;
}
}
}
/**
* Interpret lines of output from Factorio
*
* Parses a line of output from Factorio and interprets the content
* based on the broad categories of output that it produces.
*
* TODO document output format.
*
* @param {string} line - A line of output not including the line terminator
* @param {string} source - Passed into the output structure as source
*
* @returns {object} - An object with interpeted data.
* @memberof module:lib/factorio
* @private
* @inner
*/
function parseOutput(line, source) {
let output = {
source,
received: Date.now(),
};
// There are three broad categories of output from Factorio, the first kind
// starts with the seconds since the server started and has a format of
// " 0.704 message"
const secRegex = /^ {0,3}(\d+\.\d+) (.*)$/;
let secMatch = secRegex.exec(line);
if (secMatch) {
output.format = "seconds";
output.time = secMatch[1];
let secContent = secMatch[2];
// A seconds output has two different kinds of formats: The first is a
// log level and source location and has a format of
// "Level File.cpp:123: message"
const secLogRegex = /^(\w+) (\w+\.cpp:\d+): (.*)$/;
let secLogMatch = secLogRegex.exec(secContent);
if (secLogMatch) {
output.type = "log";
output.level = secLogMatch[1];
output.file = secLogMatch[2];
output.message = secLogMatch[3];
// The other possibility is that the content is a generic message
} else {
output.type = "generic";
output.message = secContent;
}
// The second category of output starts with a date stamp of the format
// "yyyy-mm-dd hh:mm:ss message"
} else {
const dateRegex = /^(\d{4}-\d\d-\d\d \d\d:\d\d:\d\d) (.*)$/;
let dateMatch = dateRegex.exec(line);
if (dateMatch) {
output.format = "date";
output.time = dateMatch[1];
let dateContent = dateMatch[2];
// A date output has two general formats. The first is an action
// followed by a message and has a format of "[ACTION] message"
const dateActionRegex = /^\[(\w+)\] (.*)$/;
let dateActionMatch = dateActionRegex.exec(dateContent);
if (dateActionMatch) {
output.type = "action";
output.action = dateActionMatch[1];
output.message = dateActionMatch[2];
// The other format is a generic message
} else {
output.type = "generic";
output.message = dateContent;
}
// The last category of output is simply a generic message with no
// formating.
} else {
output.format = "none";
output.type = "generic";
output.message = line;
}
}
return output;
}
// These are filters applied to the output from Factorio. The filter
// syntax is a set of properties to test for in the parsed output. If
// the property is a RegExp it's tested using the RegExp. If it's an
// array it's tested using the includes method of the array. Otherwise
// the property must compare strictly equal.
//
// If the filter matches the action is called with the FactorioServer
// instance bound as this.
const outputHeuristics = [
// Message indicating the RCON interface has started
{
filter: { type: "log", message: /^Starting RCON interface/ },
action: function(output) {
this._startRcon().catch((err) => { this.emit("error", err); });
},
},
// Message indicating the server is done starting up
{
filter: { type: "log", message: /^updateTick\(\d+\) changing state from\(CreatingGame\) to\(InGame\)$/ },
action: function(output) {
this._notifyGameReady().catch((err) => { this.emit("error", err); });
},
},
// Message indicating the server has started an autosave
{
filter: {
type: "log",
message: /^Saving to _autosave\d+ \((non-)?blocking\)\.$/,
},
action: function(output) {
let name = /^Saving to (_autosave\d+) /.exec(output.message)[1];
this.emit("_autosave", name);
},
},
// Message indicating the server has started saving
{
filter: {
type: "log",
message: /^Saving game as /,
},
action: function(output) {
this.emit("_saving");
},
},
// Message indicating the server has finished saving
{
filter: {
type: "log",
message: [
"Saving finished",
// Outputted when saving failed from --server-start-load-scenario
"Can't save to default location: Default location not known",
],
},
action: function(output) {
this.emit("_saved");
},
},
// Message indicating the server is shutting down
{
filter: {
type: "generic",
message: /^Quitting: /,
},
action: function(output) {
this.emit("_quitting");
// On windows the Factorio server will wait for input on the console input buffer
// when an error occurs. Since we can't send input there we terminate the server
// process when this happens.
if (process.platform === "win32" && output.message === "Quitting: multiplayer error.") {
this._server.kill();
}
},
},
// Messages that might be tha cause of an unexpected shutdown.
{
filter: {
type: "log",
level: "Error",
message: [
"MultiplayerManager failed: \"Binding IPv4 socket failed: Permission denied\"",
"MultiplayerManager failed: Host address is already in use.",
],
},
action: function(output) {
this._unexpected.push(`Factorio failed to bind to game port: ${output.message}`);
},
},
{
filter: {
type: "log",
level: "Error",
message: [
"Can't bind socket: Address already in use",
"Can't bind socket: Permission denied",
],
},
action: function(output) {
this._unexpected.push(`Factorio failed to bind to RCON port: ${output.message}`);
},
},
];
/**
* Factorio Server interface
*
* Handles the interactions with a Factorio server, including running,
* stopping and sending commands to the server. It does not deal with
* creating or managing servers, or downloading Factorio.
*
* This is an EventEmitter with the following events:
* - stdout - invoked when Factorio outputs a line to stdout
* - stderr - invoked when Factorio outputs a line to stderr
* - output - invoked with parsed output from Factorio
* - rcon-ready - invoked when the RCON client has connected
* - game-ready - invoked when the server is finished starting up
* - autosave-start - invoked when the server starts an autosave
* - autosave-fnished - invoked when the autosave finished
* - exit - invoked when the sterver has exited
* @extends events.EventEmitter
* @memberof module:lib/factorio
*/
class FactorioServer extends events.EventEmitter {
/**
* Create a Factorio server interface
*
* @param {string} factorioDir - Directory of the Factorio install(s).
* @param {string} writeDir - Directory to write runtime data to.
* @param {object} options - Optional parameters.
* @param {string} options.version -
* Version of Factorio to use. Can also be the string "latest" to
* use the latest version found in `factorioDir`.
* @param {number} options.gamePort - UDP port to host game on.
* @param {number} options.rconPort - TCP port to use for RCON.
* @param {string} options.rconPassword - Password use for RCON.
*/
constructor(factorioDir, writeDir, options) {
super();
this._factorioDir = factorioDir;
this._writeDir = writeDir;
// Resolved in init
this._version = null;
this._dataDir = null;
this._targetVersion = options.version || "latest";
/** UDP port used for hosting the Factorio game server on */
this.gamePort = options.gamePort || randomDynamicPort();
/** TCP port used for RCON on the Factorio game server */
this.rconPort = options.rconPort || randomDynamicPort();
/** Password used for RCON on the Factorio game server */
this.rconPassword = options.rconPassword;
this._state = "new";
this._server = null;
this._rconClient = null;
this._rconReady = false;
this._gameReady = false;
// Array of possible causes for an unexpected shutdown
this._unexpected = [];
this._stdout = new LineSplitter((line) => { this._handleOutput(line, "stdout"); });
this._stderr = new LineSplitter((line) => { this._handleOutput(line, "stderr"); });
// Track autosaving
this._runningAutosave = null;
this.on("_autosave", function(name) {
this.emit("autosave-start", name);
this._runningAutosave = name;
});
this.on("_saved", function() {
if (this._runningAutosave) {
this.emit("autosave-finished", this._runningAutosave);
this._runningAutosave = null;
}
});
}
_check(expectedStates) {
if (!expectedStates.includes(this._state)) {
throw new Error(
`Expected state ${expectedStates} but state is ${this._state}`
);
}
}
async _handleIpc(line) {
let channelEnd = line.indexOf("?");
if (channelEnd === -1) {
throw new Error(`Malformed IPC line "${line.toString()}"`);
}
let channel = line
.slice(6, channelEnd)
.toString("utf-8")
.replace(/\\x([0-9a-f]{2})/g, (match, p1) => (
String.fromCharCode(parseInt(p1, 16))
))
;
let type = line.slice(channelEnd + 1, channelEnd + 2).toString("utf-8");
let content;
if (type === "j") {
content = JSON.parse(line.slice(channelEnd + 2).toString("utf-8"));
} else if (type === "f") {
let fileName = line.slice(channelEnd + 2).toString("utf-8");
let filePath = this.writePath("script-output", fileName);
// Prevent malicious names
if (/[\\/\0]/.test(fileName)) {
throw new Error(`Invalid IPC file name '${fileName}'`);
}
if (fileName.endsWith(".json")) {
content = JSON.parse(await fs.readFile(filePath, "utf-8"));
await fs.unlink(filePath);
} else {
let format = fileName.slice(fileName.lastIndexOf(".") + 1);
throw new Error(`Unknown IPC file format '${format}'`);
}
} else {
throw new Error(`Unknown IPC type '${type}'`);
}
if (!this.emit(`ipc-${channel}`, content)) {
console.warn(`Warning: Unhandled ipc-${channel}`, content);
}
}
_handleOutput(line, source) {
if (line.slice(0, 6).equals(Buffer.from("\f$ipc:"))) {
this._handleIpc(line).catch(err => this.emit("error", err));
return;
}
this.emit(source, line);
let output = parseOutput(line.toString("utf-8"), source);
heuristicLoop: for (let heuristic of outputHeuristics) {
for (let [name, expected] of Object.entries(heuristic.filter)) {
if (!Object.hasOwnProperty.call(output, name)) {
continue heuristicLoop;
}
if (expected instanceof RegExp) {
if (!expected.test(output[name])) {
continue heuristicLoop;
}
} else if (expected instanceof Array) {
if (!expected.includes(output[name])) {
continue heuristicLoop;
}
} else if (expected !== output[name]) {
continue heuristicLoop;
}
}
// If we get here the filter matched the output
heuristic.action.call(this, output);
}
this.emit("output", output);
}
async _startRcon() {
if (this._state === "stopping") {
return;
}
if (this._rconClient !== null) {
throw Error("RCON client is already started");
}
let config = {
host: "localhost",
port: this.rconPort,
password: this.rconPassword,
timeout: 200000, // 200s, should allow for commands up to 1250kB in length
maxPending: 5,
};
this._rconClient = new rconClient.Rcon(config);
this._rconClient.on("error", () => { /* Ignore */ });
this._rconClient.on("authenticated", () => { this._rconReady = true; this.emit("rcon-ready"); });
this._rconClient.on("end", () => {
this._rconClient = null;
this._rconReady = false;
this._startRcon().catch(() => { /* Ignore */ });
});
await this._rconClient.connect();
}
/**
* Initialize class instance
*
* Must be called before instances of this class can be used.
* @throws {Error} if the requested version of Factorio was not found.
*/
async init() {
this._check(["new"]);
[this._dataDir, this._version] = await findVersion(this._factorioDir, this._targetVersion);
this.rconPassword = this.rconPassword || await generatePassword(10);
this._state = "init";
}
/**
* The version of Factorio in use. This will be the actual version if
* "latest" (the default) was specified as `factorioVersion` to the
* constructor.
*/
get version() {
return this._version;
}
/**
* The pid of the server process, or null if not running
*/
get pid() {
if (!this._server) {
return null;
}
return this._server.pid;
}
_attachStdio() {
this._server.stdout.on("data", chunk => { this._stdout.data(chunk); });
this._server.stdout.on("close", () => { this._stdout.end(); });
this._server.stderr.on("data", chunk => { this._stderr.data(chunk); });
this._server.stderr.on("close", () => { this._stderr.end(); });
}
_watchExit() {
this._server.on("exit", (code, signal) => {
if (this._state !== "stopping") {
if (this._unexpected.length === 0) {
if (signal === "SIGKILL") {
this.emit("error", new errors.EnvironmentError(
"Factorio server was unexpectedly killed, is the system low on memory?"
));
} else {
let msg;
if (code !== null) {
msg = `Factorio server unexpectedly shut down with code ${code}`;
} else {
msg = `Factorio server was unexpectedly shut by down by signal ${signal}`;
}
this.emit("error", new Error(msg));
}
} else if (this._unexpected.length === 1) {
this.emit("error", new Error(this._unexpected[0]));
} else {
this.emit("error", new Error(
"Factorio server unexpectedly shut down. Possible causes:\n- "+
this._unexpected.join("\n- ")
));
}
}
// Reset server state
this._state = "init";
this._server = null;
this._rconClient = null;
this._rconReady = false;
this._gameReady = false;
this._unexpected = [];
this._runningAutosave = null;
this.emit("exit");
});
}
async _notifyGameReady() {
this._gameReady = true;
this.emit("game-ready");
}
async _waitForReady() {
if (!this._gameReady) {
await events.once(this, "game-ready");
}
}
/**
* Create a new save
*
* Spawns the Factorio server with the --create argument to create a new
* map save with the given name.
*
* @param {string} name -
* Name of the save to create. Should end with ".zip".
*/
async create(name) {
this._check(["init"]);
this._state = "create";
await this._writeConfigIni();
this._server = child_process.spawn(
this.dataPath("..", "bin", "x64", "factorio"),
[
"--config", this.writePath("config.ini"),
"--create", this.writePath("saves", name),
],
{
detached: true,
stdio: "pipe",
}
);
this._attachStdio();
this._server.once("exit", () => this.emit("exit"));
try {
let [code, signal] = await events.once(this._server, "exit");
if (code !== 0) {
throw new Error(`Factorio exited with status ${code}`);
}
} finally {
this._state = "init";
}
}
/**
* Start server
*
* Spawn the Factorio server with the --start-server argument to
* start the given save
*
* @param {string} save - Name of the save to run.
*/
async start(save) {
this._check(["init"]);
this._state = "running";
await this._writeConfigIni();
this._server = child_process.spawn(
this.dataPath("..", "bin", "x64", "factorio"),
[
"--config", this.writePath("config.ini"),
"--start-server", this.writePath("saves", save),
"--port", this.gamePort,
"--rcon-port", this.rconPort,
"--rcon-password", this.rconPassword,
],
{
detached: true,
stdio: "pipe",
}
);
this._attachStdio();
this._watchExit();
await this._waitForReady();
}
/**
* Start scenario
*
* Spawn the Factorio server with the --start-server-load-scenario
* argument to start the given scenario.
*
* @param {string} scenario - Name of the scenario to run.
*/
async startScenario(scenario) {
this._check(["init"]);
this._state = "running";
await this._writeConfigIni();
this._server = child_process.spawn(
this.dataPath("..", "bin", "x64", "factorio"),
[
"--config", this.writePath("config.ini"),
"--start-server-load-scenario", scenario,
"--port", this.gamePort,
"--rcon-port", this.rconPort,
"--rcon-password", this.rconPassword,
],
{
detached: true,
stdio: "pipe",
}
);
this._attachStdio();
this._watchExit();
await this._waitForReady();
}
/**
* Send message over RCON
*
* If the rcon connection hasn't been established yet, this will
* wait until it is establied and then send the message.
*
* @param {string} message - message to send to server over RCON.
* @param {boolean} expectEmpty -
* if true throw if the response is not empty. Useful for detecting
* errors that might have been sent in response.
* @returns {string} response from server.
*/
async sendRcon(message, expectEmpty) {
this._check(["running", "stopping"]);
if (!this._rconReady) {
await events.once(this, "rcon-ready");
}
let response = await this._rconClient.send(message);
if (expectEmpty && response !== "") {
throw new Error(`Expected empty response but got "${response}"`);
}
return response;
}
/**
* Stop the server
*
* Send stop signal to the server process and wait for it to shut
* down.
*/
async stop() {
this._check(["running"]);
let hanged = true;
function setAlive(output) { hanged = false; }
let timeoutId = setTimeout(() => {
if (hanged) {
console.error("Factorio appears to have hanged, sending SIGKILL");
if (this._rconClient) {
this._rconClient.end().catch(() => {});
}
this._server.kill("SIGKILL");
}
}, 5000);
this._state = "stopping";
// On Windows we need to save the map as there's no graceful shutdown.
if (this._rconClient && process.platform === "win32") {
// Not using events.once here as that will reject on error.
let saved = new Promise(resolve => this.once("_saved", resolve));
this.on("_saving", setAlive);
try {
await this.sendRcon("/server-save");
await saved;
} catch (err) {
// Ignore
}
clearTimeout(timeoutId);
this.off("_saving", setAlive);
}
if (this._rconClient) {
// If RCON is not yet fully connected that operation needs to
// complete before the RCON connection can be closed cleanly.
if (!this._rconReady) {
await events.once(this, "rcon-ready");
}
await this._rconClient.end();
}
// On linux this sends SIGTERM to the process. On windows this
// will terminate the process with no cleanup. You can send your
// complaint for the lack of graceful shutdown to the Factorio
// developers. Rcon does not recognize /quit, stdin is not
// recognized, and there's no "send CTRL+C to process" on Windows.
this._server.kill();
// There appears to be an race condition where sending SIGTERM
// immediatly before the RCON interface comes online causes the
// Factorio server to hang. It's also possible the server doesn't
// stop if it's stuck with an infinite lua code loop. In either
// case there's no recovering from it.
if (process.platform !== "win32") {
this.on("_quitting", setAlive);
await events.once(this._server, "exit");
clearTimeout(timeoutId);
this.off("_quitting", setAlive);
// On windows the process is terminated immediately, but to keep
// ordering wait until after the exit event here.
} else {
await events.once(this._server, "exit");
}
}
/**
* Kill the server
*
* Terminates the server without any cleanup or saving.
*/
async kill() {
this._check(["running", "stopping"]);
this._state = "stopping";
this._server.kill("SIGKILL");
await events.once(this._server, "exit");
}
/**
* Disable achievements on the running server
*
* Ensures achievements are disabled on the save that's running. This is
* necessary in order to run any commands at all.
*
* @returns {boolean}
* True if acheivements got disabled and false if they already where
* disabled.
*/
async disableAchievements() {
this._check(["running"]);
let check = await this.sendRcon("/sc rcon.print('disabled')");
if (check === "disabled\n") {
return false;
}
// Factorio will print a warning to the console and ask for the command
// to be runned again before disabling achievements and allowing commands.
check = await this.sendRcon("/sc rcon.print('disabled')");
if (check === "disabled\n") {
return true;
}
throw new Error("An error occured trying to disable acheivements");
}
/**
* Return path in data directory
*
* Creates a path using path.join with the given parts that's relative to
* the data directory of the Factorio server. Not valid before init has
* been called.
*
* @param {...string} parts - Extra parts to add to the data path.
* @returns {string} Data directory path.
*/
dataPath(...parts) {
return path.join(this._dataDir, ...parts);
}
/**
* Return path in write directory
*
* Creates a path using path.join with the given parts that's relative to
* the write directory of the Factorio server.
*
* @param {...string} parts - Extra parts to add to the write path.
* @returns {string} Write directory path.
*/
writePath(...parts) {
return path.join(this._writeDir, ...parts);
}
/**
* Get example server settings
*
* Loads server-settings.example.json from the data dir.
*
* @returns {object} the parsed server-settings.
*/
async exampleSettings() {
return JSON.parse(await fs.readFile(this.dataPath("server-settings.example.json"), "utf-8"));
}
async _writeConfigIni() {
let content = ini.encode({
path: {
"read-data": this.dataPath(),
"write-data": this.writePath(),
},
});
await fs.outputFile(this.writePath("config.ini"), content);
}
}
module.exports = {
FactorioServer,
// For testing only
_getVersion: getVersion,
_versionOrder: versionOrder,
_findVersion: findVersion,
_randomDynamicPort: randomDynamicPort,
_generatePassword: generatePassword,
_LineSplitter: LineSplitter,
_parseOutput: parseOutput,
};