mirror of
https://github.com/clusterio/clusterio.git
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175 lines
7.0 KiB
Lua
175 lines
7.0 KiB
Lua
--[[
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When a player leaves the game, serialize their inventory and upload it to the master.
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When a player joins the game, wait until they have a character, then send a request to
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the master server for the players inventory.
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When the master sends an inventory, parse it and give it to the player.
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If the master responds that its a new player, show a welcome message.
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]]
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local clusterio_api = require("modules/clusterio/api")
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local add_commands = require("modules/inventory_sync/commands")
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local upload_inventory = require("modules/inventory_sync/upload_inventory")
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local download_inventory = require("modules/inventory_sync/download_inventory")
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local welcome_new_player = require("modules/inventory_sync/gui/welcome_new_player")
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local handle_gui_events = require("modules/inventory_sync/gui/handle_gui_events")
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local dialog_failed_download = require("modules/inventory_sync/gui/dialog_failed_download")
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local clean_dirty_inventory = require("modules/inventory_sync/script/clean_dirty_inventory")
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local function create_player(player, dirty)
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global.inventory_sync.players[player.name] = {
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dirty_inventory = dirty, -- Player has a temporary non-synced inventory that should be persisted
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sync_start_tick = 0, -- To track download failure timeout
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}
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end
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local function remove_player(player)
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-- Remove inventory download performance counter
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global.inventory_sync.download_start_tick[player.name] = nil
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-- Remove stored crafting queue
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global.inventory_sync.saved_crafting_queue[player.name] = nil
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-- Remove other player data
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global.inventory_sync.players[player.name] = nil
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end
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inventory_sync = {}
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inventory_sync.welcome_new_player = welcome_new_player
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-- This function is called by instance.js as /sc inventory_sync.download_inventory("danielv", Escaped JSON string, package_number, total_packages_count) with data from the master
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inventory_sync.download_inventory = download_inventory
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-- This function is called internally when a player leaves the game for their inventory to upload to the master
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inventory_sync.upload_inventory = upload_inventory
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inventory_sync.add_commands = add_commands
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inventory_sync.events = {}
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inventory_sync.events[clusterio_api.events.on_server_startup] = function(event)
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-- Set up global table
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if not global.inventory_sync then
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global.inventory_sync = {}
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end
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if not global.inventory_sync.download_start_tick then
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global.inventory_sync.download_start_tick = {}
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end
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if not global.inventory_sync.saved_crafting_queue then
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global.inventory_sync.saved_crafting_queue = {}
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end
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if not global.inventory_sync.download_cache then
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global.inventory_sync.download_cache = {}
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end
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if not global.inventory_sync.players_waiting_for_download then
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global.inventory_sync.players_waiting_for_download = {}
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end
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if not global.inventory_sync.players then
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global.inventory_sync.players = {}
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end
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for _, player in pairs(game.players) do
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if not global.inventory_sync.players[player.name] then
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create_player(player, true)
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end
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end
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end
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-- Cleanup
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inventory_sync.events[defines.events.on_pre_player_removed] = function(event)
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remove_player(game.get_player(event.player_index))
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end
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inventory_sync.events[defines.events.on_player_created] = function(event)
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create_player(game.get_player(event.player_index), false)
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end
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inventory_sync.events[defines.events.on_gui_click] = handle_gui_events
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-- Download inventory from master
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inventory_sync.events[defines.events.on_player_joined_game] = function(event)
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-- Add player to download queue. Inventory won't be downloaded before the player has a character
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global.inventory_sync.players_waiting_for_download[game.get_player(event.player_index).name] = true
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-- Don't wait for on_nth_tick if not required
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inventory_sync.check_player_character_before_download()
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end
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inventory_sync.on_nth_tick = {}
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inventory_sync.on_nth_tick[33] = function(event)
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-- Periodically check if player has a character to download to. False in cutscenes.
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inventory_sync.check_player_character_before_download()
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-- Check if download has failed and we should create a dirty inventory
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inventory_sync.check_inventory_download_failed()
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end
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-- Upload inventory when a player leaves the game. Triggers on restart after crash if player was online during crash.
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inventory_sync.events[defines.events.on_pre_player_left_game] = function(event)
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-- for some reason, on_pre_player_left_game gets called before on_server_startup so global isn't ready yet
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if not global.inventory_sync then
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log("ERROR: Global inventory sync not defined")
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return
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end
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local player_index = event.player_index
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local player = game.get_player(player_index)
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-- Avoid uploading for unsynced players (due to not having a character, ex during freeplay cutscene)
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if global.inventory_sync.players_waiting_for_download[player.name] == nil then
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inventory_sync.upload_inventory(player_index)
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global.inventory_sync.download_cache[player_index] = "" -- Clear cache to avoid leaking memory to people quitting during download
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end
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global.inventory_sync.players_waiting_for_download[player.name] = nil
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end
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function inventory_sync.check_player_character_before_download()
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-- Check if players waiting for download have a valid character
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for name in pairs(global.inventory_sync.players_waiting_for_download) do
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local player = game.get_player(name)
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if player.character ~= nil then
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global.inventory_sync.players_waiting_for_download[name] = nil
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inventory_sync.initiate_inventory_download(player)
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end
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end
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end
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function inventory_sync.initiate_inventory_download(player)
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player.print("Initiating inventory download...")
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global.inventory_sync.download_start_tick[player.name] = game.tick
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global.inventory_sync.download_cache[player.name] = ""
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clusterio_api.send_json("inventory_sync_download", {
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player_name = player.name
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})
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-- Handle dirty inventories. A dirty inventory is a temporary inventory that has been used while waiting
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-- for sync. It should be taken care of in some way, like putting it in a corpse or a chest.
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if global.inventory_sync.players[player.name].dirty_inventory then
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clean_dirty_inventory(player)
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end
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-- Set player into ghost mode for duration of download
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local character = player.character
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player.set_controller {
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type = defines.controllers.ghost,
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}
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if character ~= nil then character.destroy() end
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-- Start timeout for detecting master connection failure
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global.inventory_sync.players[player.name].sync_start_tick = game.tick
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end
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function inventory_sync.check_inventory_download_failed()
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-- Used for letting the master report the inventory download failing, like when the master is offline or an
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-- error occurs somewhere in the server code. The player will be returned to a playable state.
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for name, data in pairs(global.inventory_sync.players) do
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if data.sync_start_tick ~= 0 and data.sync_start_tick <= game.tick - 600 then
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-- Stop refreshing timer
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data.sync_start_tick = 0
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local player = game.get_player(name)
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player.print("Inventory download failed due to master connection")
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-- Show GUI with option to retry or abort download
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dialog_failed_download(player)
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end
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end
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end
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return inventory_sync
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