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Save vehicle the player is driving before downloading the inventory and restore the player position to this vehicle if possible.
164 lines
5.1 KiB
Lua
164 lines
5.1 KiB
Lua
local progress_dialog = require("modules/inventory_sync/gui/progress_dialog")
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local ensure_character = require("modules/inventory_sync/ensure_character")
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local serialize = require("modules/inventory_sync/serialize")
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local load_crafting_queue = require("modules/inventory_sync/load_crafting_queue")
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local can_enter_vehicle = {
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[defines.controllers.character] = true,
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[defines.controllers.god] = true,
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[defines.controllers.editor] = true,
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}
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local function restore_position(record, player)
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if record.vehicle and record.vehicle.valid and can_enter_vehicle[player.controller_type] then
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player.teleport(record.vehicle.position, record.vehicle.surface)
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player.driving = true
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-- Teleport to safe location if unable to enter vehicle
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if not player.driving and player.controller_type == defines.controllers.character then
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local safe_position = record.vehicle.surface.find_non_colliding_position(
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player.character.name, player.position, 32, 1/8
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)
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if safe_position then
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player.teleport(safe_position, player.surface)
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end
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end
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elseif record.surface and record.position then
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player.teleport(record.position, record.surface)
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end
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end
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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 record = global.inventory_sync.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 = global.inventory_sync.players[player_name]
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if record.restart then
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rcon.print("Restarting outdated download")
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inventory_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: Inventory sync failed, got empty player data for " .. player.name .. " from the master")
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player.print("ERROR: Inventory sync failed, got empty player data from the master")
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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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ensure_character(player)
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-- Restore player position and driving state
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restore_position(record, player)
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global.inventory_sync.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.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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progress_dialog.remove(player)
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-- Editor mode is not supported.
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if player.controller_type == defines.controllers.editor then
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player.toggle_map_editor()
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end
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if player.controller_type == defines.controllers.editor then
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log("ERROR: Inventory sync failed, unable to switch " .. player.name .. " out of editor mode")
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player.print("ERROR: Inventory sync failed, unable to switch out of editor mode")
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return
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end
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-- Stash temporary inventory if it exists
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local stashed_corpse
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if player_record.dirty and player.character then
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local character = player.character
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local surface = character.surface
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local position = character.position
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local corpse_name = character.prototype.character_corpse.name
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player.character = nil
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character.die()
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stashed_corpse = surface.find_entity(corpse_name, position)
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end
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-- Deserialize downloaded player data
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local serialized_player = game.json_to_table(record.data)
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serialize.deserialize_player(player, serialized_player)
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-- Restore player position and driving state
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restore_position(record, player)
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-- Load crafting queue
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if player.character then
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load_crafting_queue(serialized_player.crafting_queue, player)
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end
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-- Transfer items from stashed inventory
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if stashed_corpse then
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local main = player.get_main_inventory()
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local stash = stashed_corpse.get_inventory(defines.inventory.character_corpse)
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if main then
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for i = 1, #stash do
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-- Try transfering a stack
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local source = stash[i]
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if source and source.valid_for_read then
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local target = main.find_empty_stack()
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if not target then
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break
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end
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target.transfer_stack(source)
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end
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end
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end
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if stash.is_empty() then
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stashed_corpse.destroy()
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else
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player.print(
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"Your temprorary inventory did not fit into your synced one and the remaining items have " ..
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"been placed in a corpse below you."
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)
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end
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end
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-- Player may have left before the download completed
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player_record.dirty = player.connected
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player_record.sync = true
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player_record.generation = serialized_player.generation
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-- Remove download session and data
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global.inventory_sync.active_downloads[player_name] = nil
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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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end
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return download_inventory
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