Files
factorio-clusterio/plugins/player_sync/module/player_sync.lua
T
bbassieandClaude Opus 5.5 c798b2a33f Keep the local controller intact when it is not synced
With the controller off, a god or ghost player was still turned into a spectator while downloading, which threw away the local state the sync is meant to leave alone. Only spectate a player without a character when the controller is synced, and skip the ghost round trip when the ghost is the local state.

A ghost on an instance that syncs inventories but not the controller never received the stored character, so after respawning it uploaded an empty one over it. Respawn such a ghost straight away when there is a stored character to give it.

Clear the saved local controller when the player picks a temporary inventory after a failed download, otherwise a later download restores the stale controller over the temporary character. An empty download only gives a character when the controller is synced or the player was spectated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 15:25:06 +00:00

559 lines
20 KiB
Lua

--[[
Player Sync
When a player leaves the game, serialize the player state and upload it to the controller.
When a player joins the game, request the player data from controller and deserialize the player state from it.
]]
local compat = require("modules/clusterio/compat")
local clusterio_api = require("modules/clusterio/api")
local download_inventory = require("modules/player_sync/download_inventory")
local serialize = require("modules/player_sync/serialize")
local restore_position = require("modules/player_sync/restore_position")
local get_script_data = require("modules/player_sync/get_script_data")
local progress_dialog = require("modules/player_sync/gui/progress_dialog")
local dialog_failed_download = require("modules/player_sync/gui/dialog_failed_download")
local v2_remote_controller = compat.version_ge("2.0.0")
local recipe_notifications_api = compat.version_ge("2.0.67")
-- Returns true if the player is currently in a cutscene
local function is_in_cutscene(player)
return player.controller_type == defines.controllers.cutscene
end
-- Returns true if the component is synced on this instance
local function syncs(name)
return serialize.syncs(get_script_data().components, name)
end
-- Remember the controller the player had before sync code replaced it, restored when the controller is not synced
local function save_local_controller(player, player_record)
if not player_record.local_controller then
player_record.local_controller = serialize.serialize_local_controller(player)
end
end
-- Create player record for bookkeeping
local function create_player(player, dirty)
local script_data = get_script_data(true) -- no early return to support loading from single player
script_data.players[player.name] = {
dirty = dirty, -- Player inventory has changes that should be persisted
sync = false, -- Player inventory is synced from the controller
generation = 0,
}
end
-- Remove all stored player data by this module
local function remove_player(player)
local script_data = get_script_data()
script_data.players_waiting_for_acquire[player.name] = nil
script_data.players_in_cutscene_to_sync[player.name] = nil
script_data.failed_deserialization[player.name] = nil
script_data.active_downloads[player.name] = nil
script_data.finished_downloads[player.name] = nil
script_data.active_uploads[player.name] = nil
script_data.players[player.name] = nil
end
player_sync = {}
-- 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
player_sync.download_inventory = download_inventory
-- This function is called by instance.js with the components synced on this instance
function player_sync.set_components(data)
get_script_data().components = assert(compat.json_to_table(data))
end
-- This function is called internally when a player leaves the game to
-- serialize the player for upload.
function player_sync.serialize_player(player, player_record)
-- 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
error("Unable to switch out of editor mode")
return
end
-- mod-compat: Exit Space Exploration satellite view to restore the real character
if remote.interfaces["space-exploration"] then
local status, result = pcall(function()
if remote.call("space-exploration", "remote_view_is_active", { player = player }) then
remote.call("space-exploration", "remote_view_stop", { player = player })
end
end)
if not status then
log("ERROR: Exiting remote view failed for " .. player.name .. ": " .. result)
player.print("ERROR: Exiting remote view failed: " .. result)
end
end
local failed_deserialization = get_script_data().failed_deserialization[player.name] or {}
local serialized_player = serialize.serialize_player(player, failed_deserialization, get_script_data().components)
serialized_player.generation = player_record.generation
return serialized_player
end
function player_sync.deserialize_player(player, finished_record)
-- 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
error("Unable to switch out of editor mode")
return
end
local script_data = get_script_data()
local player_record = script_data.players[player.name]
local local_controller = player_record.local_controller or serialize.serialize_local_controller(player)
-- Stash temporary inventory if it exists, without inventory sync the current inventory is the one to keep
local stashed_corpse
if syncs("inventories") and 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 = compat.json_to_table(finished_record.data)
assert(type(serialized_player) == "table", "wrong type for serialized_player")
script_data.failed_deserialization[player.name] =
serialize.deserialize_player(player, serialized_player, script_data.components, local_controller)
player_record.local_controller = nil
-- Restore player position and driving state
restore_position(player, finished_record)
-- Transfer items from stashed inventory
if stashed_corpse then
local stash = stashed_corpse.get_inventory(defines.inventory.character_corpse)
if player.character then
local main = player.character.get_main_inventory()
for i = 1, #stash do
-- Try transferring 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 temporary inventory did not fit into your synced one and the remaining items have " ..
"been placed in a corpse below you."
)
end
end
end
player_sync.events = {}
player_sync.events[clusterio_api.events.on_server_startup] = function(event)
local script_data = get_script_data(true)
script_data.players_waiting_for_acquire = {}
script_data.players_in_cutscene_to_sync = {}
for _, player in pairs(game.players) do
if not script_data.players[player.name] then
create_player(player, true)
end
-- migrate: dialogs created before inventory_sync was renamed to player_sync
local screen = player.gui.screen
if screen.inventory_sync_progress then
screen.inventory_sync_progress.destroy()
end
if screen.dialog_failed_download and screen.dialog_failed_download.inventory_sync_failed_download_content then
screen.dialog_failed_download.destroy()
end
end
end
-- Cleanup
player_sync.events[defines.events.on_pre_player_removed] = function(event)
remove_player(game.get_player(event.player_index))
end
player_sync.events[defines.events.on_player_created] = function(event)
create_player(game.get_player(event.player_index), false)
end
function player_sync.acquire(player)
local script_data = get_script_data()
script_data.players_waiting_for_acquire[player.name] = {
start_tick = game.ticks_played,
}
clusterio_api.send_json("player_sync_acquire", {
player_name = player.name,
})
end
function player_sync.check_players_waiting_for_acquire()
local script_data = get_script_data()
for player_name, record in pairs(script_data.players_waiting_for_acquire) do
-- Check if the acquire player request timed out
if game.ticks_played > record.start_tick + 600 then
player_sync.acquire_response(compat.table_to_json({
status = "timeout",
player_name = player_name,
}))
end
end
end
function player_sync.acquire_response(data)
local script_data = get_script_data()
local response = assert(compat.json_to_table(data))
if not script_data.players_waiting_for_acquire[response.player_name] then
clusterio_api.send_json("player_sync_release", { player_name = response.player_name })
return
end
script_data.players_waiting_for_acquire[response.player_name] = nil
local player = game.get_player(response.player_name)
if is_in_cutscene(player) then
response.player = player
script_data.players_in_cutscene_to_sync[response.player_name] = response
else
player_sync.sync_player(response)
end
end
function player_sync.check_players_in_cutscene()
local script_data = get_script_data()
for player_name, response in pairs(script_data.players_in_cutscene_to_sync) do
if not is_in_cutscene(response.player) then
script_data.players_in_cutscene_to_sync[player_name] = nil
player_sync.sync_player(response)
end
end
end
function player_sync.sync_player(acquire_response)
local player = assert(game.get_player(acquire_response.player_name))
-- 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: Player sync failed, unable to switch " .. player.name .. " out of editor mode")
player.print("ERROR: Player sync failed, unable to switch out of editor mode")
return
end
local script_data = get_script_data()
local finished_record = script_data.finished_downloads[acquire_response.player_name]
if finished_record then
if acquire_response.status == "acquired" and finished_record.generation == acquire_response.generation then
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 then
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
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.
script_data.active_downloads[acquire_response.player_name] = nil
end
end
local player_record = script_data.players[acquire_response.player_name]
if acquire_response.status ~= "acquired" then
if player_record.sync and not player_record.dirty and syncs("inventories") then
if player.controller_type == defines.controllers.character then
save_local_controller(player, player_record)
local character = player.character
player.set_controller({ type = defines.controllers.spectator })
if character then character.destroy() end
end
player_record.sync = false
end
dialog_failed_download.create(player, acquire_response)
return
end
if
acquire_response.has_data
and (not player_record.sync or acquire_response.generation > player_record.generation)
then
player_sync.initiate_inventory_download(player, player_record, acquire_response.generation)
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
player_record.sync = true
player_record.dirty = true
end
end
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
return
end
player_record.dirty = true
player_record.sync = true
player_record.generation = finished_record.generation
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
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]
-- If player has an active download release our acquisition but let the download continue
if script_data.active_downloads[player.name] then
clusterio_api.send_json("player_sync_release", { player_name = player.name })
return
end
if not player_record.dirty or not player_record.sync 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
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)
player.print("Initiating inventory download...")
local record = {
started = game.ticks_played,
last_active = game.ticks_played,
generation = generation,
data = ""
}
local script_data = get_script_data()
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 syncs("recipe_notifications") then
recipe_notifications = serialize.serialize_crafting_notifications(player)
end
clusterio_api.send_json("player_sync_download", {
player_name = player.name,
recipe_notifications = recipe_notifications,
})
-- If this is a synced player turn them into a spectator while the
-- player data is downloading
-- Without the controller synced a player without a character has nothing synced to protect
if player_record.sync and syncs("inventories") and (syncs("controller") or player.character) then
-- Store original position to teleport back to
if v2_remote_controller then
record.surface = player.physical_surface
record.position = player.physical_position
else
record.surface = player.surface
record.position = player.position
end
if player.driving then
record.vehicle = player.vehicle
end
save_local_controller(player, player_record)
local character = player.character
player.set_controller({ type = defines.controllers.spectator })
if character ~= nil then character.destroy() end
-- Indicate this state shouldn't be persisted
player_record.dirty = false
end
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
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
return player_sync