Files
factorio-clusterio/packages/host/modules/clusterio/impl.lua
T

97 lines
2.6 KiB
Lua

local api = require('modules/clusterio/api')
local compat = require("modules/clusterio/compat")
--- @class (exact) EventData.on_server_startup:EventData
local function check_patch()
local script_data = compat.script_data()
if script_data.clusterio_patch_number ~= clusterio_patch_number then
script_data.clusterio_patch_number = clusterio_patch_number
script.raise_event(api.events.on_server_startup, {
name = api.events.on_server_startup, tick = game.tick
})
end
end
local impl = {}
impl.events = {}
impl.events[defines.events.on_tick] = check_patch
impl.events[api.events.on_server_startup] = function()
local script_data = compat.script_data()
if not script_data.clusterio then
script_data.clusterio = {
instance_id = nil,
instance_name = nil,
}
end
-- Replay will just desync after the save is patched
game.disable_replay()
end
impl.events[defines.events.on_player_joined_game] = function(event)
local player = game.players[event.player_index]
api.send_json("player_event", { type = "join", name = player.name })
end
local disconnect_reason_name = {}
if defines.disconnect_reason then
for name, i in pairs(defines.disconnect_reason) do
disconnect_reason_name[i] = name
end
end
impl.events[defines.events.on_player_left_game] = function(event)
local player = game.players[event.player_index]
api.send_json("player_event", {
type = "leave",
name = player.name,
reason = disconnect_reason_name[event.reason] or "quit",
})
end
-- Internal API
clusterio_private = {}
function clusterio_private.update_instance(new_id, new_name)
local script_data = compat.script_data()
check_patch()
script_data.clusterio.instance_id = new_id
script_data.clusterio.instance_name = new_name
script.raise_event(api.events.on_instance_updated, {
instance_id = new_id,
instance_name = new_name,
})
end
-- This is not part of the add_remote_interface callback to ensure it is
-- available when the clusterio_lib mod is loaded. The reason this is
-- neccessary is that on_init for newly added mods happen before on_load
-- for existing mods, and the add_remote_interface callback is done in
-- on_load. See https://forums.factorio.com/viewtopic.php?f=25&t=81552 for
-- more details.
remote.add_interface('clusterio_api', {
get_events = function()
return api.events
end,
get_instance_id = function()
return compat.script_data().clusterio.instance_id
end,
get_instance_name = function()
return compat.script_data().clusterio.instance_name
end,
get_file_no = function()
local script_data = compat.script_data()
script_data.clusterio_file_no = (script_data.clusterio_file_no or 0) + 1
return script_data.clusterio_file_no
end,
})
return impl