Files
factorio-clusterio/plugins/inventory_sync/module/download_inventory.lua
T
Hornwitser 90dacd98b2 Rework inventory_sync (#411)
Complete rework of the inventory synchronization to reduce the number of
times the inventory has to be downloaded and the possibilities for item
loss/duplication.

The basic concept is to acquire exclusive access to the player data
before downloading the data.  This prevents the player from logging in
to two servers at the same time and getting the synced inventory twice.
The acquisition will in most cases execute faster than the player can
provide input to the game on login, and if the player data on the master
isn't what was previously uploaded then the player inventory is deleted
and the player is turned into a spectator while the updated inventory is
being transferred into the game.  This model allows for the downloading
of the synced inventory to be skipped in the case the player joins the
same server they left from.

The synced data is expanded to include more than just the character and
inventory to properly handle sync of dead players.  If the player leaves
dead on one server this state will be saved and when the player joins
another server they continue off as dead.  The ghost, god, and spectator
controllers are supported, while the cutscene and editor controllers are
not.  For players in a cutscene when joining the acquisition will be
attempted immediately, but the scenario waits until the player is out of
the cutscene before acting upon the response to the acquisition.  For
players in the editor mode the scenario toggles them out of the mode
before syncing data.

Since uploads to the master can fail handling of this is also added.
The scenario will retry uploading the player data at exponentially
increasing intervals until it gets the message back that the upload
succeeded.  Since it's possible for servers to go down and stay down for
a long time the exclusive access held by these servers are released after
a timeout.  This means that a player could be playing and or have
uploaded newer data by the time the instance comes back online and tries
to upload the inventory, in this case the master will report the upload
succeeded but discard the data.  Instances may also upload old data if
they load back to an earlier save, which will also be discarded by the
master.

Other small improvements made by this rework:
- Add a retry button to the failed download dialog
- Update the existing progress dialog instead of destroying and
  recreating it every time.
- Automatically stuff the items from the temporary inventory into the
  synced inventory if they fit.
- Move player back to the position they started the download from if
  they were turned into a spectator for the download.
- Ensure the player has a character if the stored data is wiped.
- Add error checking of the RCON commands sent by the instance.
2021-09-07 15:49:53 +02:00

140 lines
4.4 KiB
Lua

local progress_dialog = require("modules/inventory_sync/gui/progress_dialog")
local ensure_character = require("modules/inventory_sync/ensure_character")
local serialize = require("modules/inventory_sync/serialize")
local load_crafting_queue = require("modules/inventory_sync/load_crafting_queue")
local function download_inventory(player_name, data, number, total)
local player = game.get_player(player_name)
if player == nil then
rcon.print("Player " .. player_name .. " does not exist")
return
end
local record = global.inventory_sync.active_downloads[player_name]
if record == nil then
rcon.print("No active download is in progress for " .. player_name)
return
end
local player_record = global.inventory_sync.players[player_name]
if record.restart then
rcon.print("Restarting outdated download")
inventory_sync.initiate_inventory_download(player, player_record, record.generation)
return
end
if total == 0 then
-- Download was requested but the player had no data stored.
log("ERROR: Inventory sync failed, got empty player data for " .. player.name .. " from the master")
player.print("ERROR: Inventory sync failed, got empty player data from the master")
-- Give the player a character and pretend that's the synced player data
ensure_character(player)
-- Restore player position in case they moved while being spectator
if record.surface and record.position then
player.teleport(record.position, record.surface)
end
global.inventory_sync.active_downloads[player_name] = nil
player_record.dirty = player.connected
player_record.sync = true
player_record.generation = record.generation
return
end
record.data = record.data .. data
-- Show progress in console
-- player.print("Downloaded "..(number + 1).."/"..total.." parts")
if number ~= total then
-- Show progress in GUI
progress_dialog.display(player, number, total)
-- Update activity to indicate this session is still going
record.last_active = game.ticks_played
return
end
progress_dialog.remove(player)
-- Editor mode is not supported.
if player.controller_type == defines.controllers.editor then
player.toggle_map_editor()
end
if player.controller_type == defines.controllers.editor then
log("ERROR: Inventory sync failed, unable to switch " .. player.name .. " out of editor mode")
player.print("ERROR: Inventory sync failed, unable to switch out of editor mode")
return
end
-- Stash temporary inventory if it exists
local stashed_corpse
if player_record.dirty and player.character then
local character = player.character
local surface = character.surface
local position = character.position
local corpse_name = character.prototype.character_corpse.name
player.character = nil
character.die()
stashed_corpse = surface.find_entity(corpse_name, position)
end
-- Deserialize downloaded player data
local serialized_player = game.json_to_table(record.data)
serialize.deserialize_player(player, serialized_player)
-- Restore player position in case they moved while being spectator
if record.surface and record.position then
player.teleport(record.position, record.surface)
end
-- Load crafting queue
if player.character then
load_crafting_queue(serialized_player.crafting_queue, player)
end
-- Transfer items from stashed inventory
if stashed_corpse then
local main = player.get_main_inventory()
local stash = stashed_corpse.get_inventory(defines.inventory.character_corpse)
if main then
for i = 1, #stash do
-- Try transfering a stack
local source = stash[i]
if source and source.valid_for_read then
local target = main.find_empty_stack()
if not target then
break
end
target.transfer_stack(source)
end
end
end
if stash.is_empty() then
stashed_corpse.destroy()
else
player.print(
"Your temprorary inventory did not fit into your synced one and the remaining items have " ..
"been placed in a corpse below you."
)
end
end
-- Player may have left before the download completed
player_record.dirty = player.connected
player_record.sync = true
player_record.generation = serialized_player.generation
-- Remove download session and data
global.inventory_sync.active_downloads[player_name] = nil
local ticks = game.ticks_played - record.started
player.print("Imported player data in " .. ticks .. " ticks")
log("Imported player data for " .. player_name .. " in " .. ticks .. " ticks")
end
return download_inventory