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The controller merged uploads using the uploading instance's current config. An upload serialized under different settings, for example one sent from the save right after an admin turned on sync_inventories and restarted the instance, was then merged as if it held a character and wiped the stored one. Uploads now carry the components they were serialized with, the controller merges by those and drops the key before storing. The scenario keeps the components a player's synced session started with and serializes their upload with them, so changing the options while a player is online takes effect the next time they join. A player whose session lacks a component that is now synced downloads again even if the generation matches. Downloads snapshot the components when they start, so a change during a download can't mix two sets. A failed acquire unsyncs the player again regardless of the inventories setting, as before this branch. The god and dead player inventories move from the inventories component to the controller one, matching what the scenario syncs, which removes the special case in mergePlayerData. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
83 lines
2.7 KiB
Lua
83 lines
2.7 KiB
Lua
local progress_dialog = require("modules/player_sync/gui/progress_dialog")
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local ensure_character = require("modules/player_sync/ensure_character")
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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 serialize = require("modules/player_sync/serialize")
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local function download_inventory(player_name, data, number, total)
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local player = game.get_player(player_name)
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if player == nil then
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rcon.print("Player " .. player_name .. " does not exist")
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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 record = script_data.active_downloads[player_name]
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if record == nil then
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rcon.print("No active download is in progress for " .. player_name)
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return
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end
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local player_record = script_data.players[player_name]
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if record.restart then
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rcon.print("Restarting outdated download")
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player_sync.initiate_inventory_download(player, player_record, record.generation)
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return
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end
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if total == 0 then
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-- Download was requested but the player had no data stored.
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log("ERROR: Player sync failed, got empty player data for " .. player.name .. " from the controller")
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player.print("ERROR: Player sync failed, got empty player data from the controller")
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progress_dialog.remove(player)
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-- Give the player a character and pretend that's the synced player data
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if serialize.syncs(record.components, "controller") or player_record.local_controller then
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ensure_character(player)
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end
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player_record.local_controller = nil
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-- Restore player position and driving state
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restore_position(player, record)
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script_data.active_downloads[player_name] = nil
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player_record.dirty = player.connected
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player_record.sync = true
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player_record.components = record.components
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player_record.generation = record.generation
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return
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end
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record.data = record.data .. data
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-- Show progress in console
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-- player.print("Downloaded "..(number + 1).."/"..total.." parts")
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if number ~= total then
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-- Show progress in GUI
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progress_dialog.display(player, number, total)
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-- Update activity to indicate this session is still going
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record.last_active = game.ticks_played
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return
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end
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-- Download is complete
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progress_dialog.remove(player)
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-- Remove download session and store finished download
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script_data.active_downloads[player_name] = nil
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script_data.finished_downloads[player_name] = record
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local ticks = game.ticks_played - record.started
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player.print("Imported player data in " .. ticks .. " ticks")
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log("Imported player data for " .. player_name .. " in " .. ticks .. " ticks")
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if player.connected then
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player_sync.finish_download(player, record)
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end
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end
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return download_inventory
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