clusterio #1180 made controller.hosts a HostManager. The datastore with
set and the update event now lives on controller.hosts.records.
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
clusterio#1140 no longer reports plugins without a web entrypoint as
failing to load, so the empty web modules from 99d47cf1 can go. The
browser tsconfig of these plugins now checks index.ts instead.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
clusterio#999 removed RequestError. Handlers now throw NotFoundError,
ValidationError, ConflictError or UnavailableError, and exp_auto_restart
treats any ClientError from the host as a final refusal.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
clusterio#1129 replaced DatastoreProvider.bootstrap with async factories
and Instance now takes its FactorioServer in the constructor, so the
instance tests pass their server stub there.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
clusterio#1130 replaced webpack with Vite and the web interface rejects
webpack-built plugin bundles. Each plugin now builds with clusterioPlugin()
from @clusterio/web_ui/vite.mjs, and the webpack configs and dependencies
are gone.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
exp_groups and exp_roles only saved their datastores on shutdown, and
exp_scenario saved the player store but not the feature store on the
save hook. The controller runs the save hook on its autosave interval,
so a crash or kill lost every change since the controller started.
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Save both datastores on the save hook so autosave covers them, the
controller also runs it at shutdown. Watch list names are case
insensitive, matching Factorio and Clusterio users. The new
exp_reports.announce_to_all_instances config, on by default, can limit
the join message to the instance the player joined. The Discord embed
lists the three newest unread reports and counts the rest in the footer,
since Discord rejects embeds with more than 25 fields. Both tables now
sort newest first by default.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Players on the watch list are announced to every online admin on every
instance when they join, and the join is posted to the Discord and JSON
webhooks. The Reports page has a second table for the watch list with an
Add button and a Delete button per row.
Reports can be marked read or unread from the web interface. Each report
row also has an Add to watch list button which opens the add form filled
in with the player and reason. Setting exp_reports.watch_unread_reports
treats players with unread reports as watched.
Reports now store created_at_ms because marking them read changes
updated_at_ms. Old reports.json files migrate on load with updated_at_ms
as the creation time. The report webhook moved from the datastore update
listener to the create handler so reading a report is not posted.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
utility/downloading_white was a 1.1 sprite. Neither 2.0 nor 2.1 has it,
so drawing the readme for a modded server crashed on_player_created.
utility/downloading exists in both, so no version check is needed.
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Commands, Permission Groups, Player Statistics, Reports, Roles, Scenario,
Server UPS and Module Utilities get a readme covering their config,
permissions, commands, web pages and Lua and Node API.
The existing readmes are brought up to date: Auto Restart now that
clusterio marks a restart after a plugin install, Discord Auth gets the
code timeout, command aliases and its Lua API, and the GUI guide says what
the plugin is and has its toolbar examples and an iterator name fixed.
The main readme gets a Plugins section listing each plugin by name and
package with a one line description.
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
exp_reports, exp_roles and exp_groups wrapped the json they send to Lua in
a fixed [=[ ]=] long bracket. A report reason, role name or group name
containing ]=] closed it early and the rest ran as Lua through /sc. Any
player can make a report, so any player could run code on the server.
Use the next level the json does not contain, like the other plugins do.
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
The plugin is now exp_player_statistics (@expcluster/player-statistics),
with the module, global, permission, route and database directory
renamed to match. The exp-statistics locale section keeps its name.
Every statistic is tracked unconditionally, so the enable flags are gone
from config.lua. Playtime and JoinCount are no longer counted in game:
clusterio already keeps online time and joins for each user, so the
controller fills them in from the user when a player's totals are
requested, and the web page does the same from the user list. They are
not stored or adjusted by the plugin.
The web table has a column picker, a multiple select with check boxes,
Select all and Reset buttons, showing "N statistics selected". The
choice is kept in local storage. The user page shows the statistics of
the player in a grid like the core player stats.
The readme statistics table drops its second title and uses the short
time format.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The tab listed the legacy player data, its required, settings and misc
groups and the data saving preference. None of that is synced or
relevant any more, so the tab is now Statistics and lists the totals
from exp_statistics in display order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Remove the tracking and config from exp_legacy along with its
exp-statistics locale, which now ships with exp_statistics.
The player stats GUI stays in exp_scenario and reads the new module. It
uses the online player dropdown from exp_scenario's elements, so moving
it would make exp_statistics depend on exp_scenario, and its
exp_scenario.gui.playerdata permission is already in the seeded roles.
The readme data tab shows the statistics from the new module above the
remaining PlayerData.Statistics children, which is only LocalLanguage
now.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Player statistics move out of exp_legacy into their own plugin, with the
totals kept on the controller instead of the PlayerData datastore, which
was never synced anywhere.
The lua module tracks the same statistics with the same rules. Gains are
kept per player as unsent in storage and sent over IPC every 5 minutes
for every player with changes, and for one player when they leave. Sent
values move into the totals the controller gave when the player joined,
so get() is the total on every server either way.
Nothing is resent. The instance plugin sends everything left when the
server stops and drops anything unsent when it starts. A leftover can
only come from a save made before it was sent, such as the autosave
loaded after a crash, so dropping it loses a few minutes at worst but
never counts twice.
The controller adds the deltas to a record per player name in
database/exp_statistics/players.json. Instances fetch a player's totals
on join and hand them to lua over rcon. The web UI gets a sortable table
of every player at /exp_statistics, behind exp_statistics.view.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Add a community_details feature for the community name and links
The community name, Discord, website, status, GitHub, and Patreon links
lived in exp_legacy/config/server_detail.lua, so changing them meant
editing the scenario. They are now the community_details feature and can
be edited from the Scenario Features page.
Chat auto reply, help bubbles, and the readme read the live config
instead of copying the values when the file loads, so an edit shows up
without a restart. Help bubbles store the location name in their task
and build the messages each cycle; the readme tab tooltip can be a
function which is called when the readme opens.
Every feature gets an enabled switch from the framework. There is no
sensible meaning for a disabled community name, so the values are
always used and the feature description says the switch does nothing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Move greetings to exp_scenario and drop preset colours
The greeting reads the community name and Discord link from the new
community_details feature, which exp_legacy can not depend on, so it moves
to exp_scenario/control/greetings.lua along with its commands and
locale. The custom message still lives in PlayerData for now.
The hardcoded per-player join messages in config/join_messages.lua are
removed with their fallback, as are the preset player colours. Player
sync already restores the colour of returning players, so new players
keep the colour Factorio gives them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
The toolbar order, favourites, and open panels were saved into
exp_legacy's PlayerData, which was never synced, and the file doing so
was no longer loaded. When a player leaves, the lua side now sends
Gui.toolbar.get_state as json compressed with helpers.encode_string,
and the controller stores the string on the player record.
When the player joins again the instance plugin sends the stored string
over rcon to exp_scenario.player_settings.receive_toolbar, which
decodes it and calls Gui.toolbar.set_state. exp_gui builds the toolbar
in on_player_joined_game, so it exists by the time the rcon arrives.
A string which does not decode, or a state naming buttons which no
longer exist, is logged and ignored rather than raising in the game.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
exp_legacy recorded each player's locale in PlayerData statistics
which nothing read. The lua side now sends one ipc event with the
player's locale when they join and when they change language, the
instance forwards it, and the controller stores it on the player
record.
The Scenario section of the user page shows the language by name with
a flag made from regional indicator symbols. Locales with a region use
it directly, the rest map to a country through a small table covering
Factorio's locale list. Arabic, Catalan, Basque, and Esperanto have no
single country and get no flag.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Join messages were stored in exp_legacy's PlayerData, which nothing
ever synced. The controller now keeps a players.json datastore of
per-player settings keyed by player name, starting with the join
message, and saves it on the save and shutdown hooks. Records with
nothing set are removed.
When a player joins, the instance plugin fetches their record and
prints the message to everyone over rcon in the player's colour, so no
lua is needed to show it. The in-game /set-join-message and
/remove-join-message commands send ipc which the instance forwards to
the controller; /set-join-message without a message asks the instance,
which prints the stored message back to the player.
Greetings is now a feature. Disabling it stops the greeting, the
commands, and the printed join messages. The private greeting with the
community name and Discord link is shown to every joining player, even
those with a join message, since one is a welcome for the player and
the other an announcement to everyone else.
Two controller permissions cover the web interface:
exp_scenario.join_message.set for your own message and .set_other for
anyone's, checked against the requesting user the same way
exp_discord_auth checks unlinking. The seed grants them to Supporter
and Moderator alongside the in-game commands. The user page gets a
Scenario section showing the message with an edit button for users who
may change it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The greeting reads the community name and Discord link from the new
community_details feature, which exp_legacy can not depend on, so it moves
to exp_scenario/control/greetings.lua along with its commands and
locale. The custom message still lives in PlayerData for now.
The hardcoded per-player join messages in config/join_messages.lua are
removed with their fallback, as are the preset player colours. Player
sync already restores the colour of returning players, so new players
keep the colour Factorio gives them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The community name, Discord, website, status, GitHub, and Patreon links
lived in exp_legacy/config/server_detail.lua, so changing them meant
editing the scenario. They are now the community_details feature and can
be edited from the Scenario Features page.
Chat auto reply, help bubbles, and the readme read the live config
instead of copying the values when the file loads, so an edit shows up
without a restart. Help bubbles store the location name in their task
and build the messages each cycle; the readme tab tooltip can be a
function which is called when the readme opens.
Every feature gets an enabled switch from the framework. There is no
sensible meaning for a disabled community name, so the values are
always used and the feature description says the switch does nothing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The controller and instance plugins are init functions with closures.
The controller batches refreshes with setMany and deleteMany, and the
instance gates updates on its status instead of a started flag.
short_name is now display_name. New always_on_top field sorts servers
first in get_servers. The record carries has_password from the game
password in factorio.settings, never the password itself, and the
description falls back to the one in factorio.settings. A controller
welcome is used when the instance has none, and the readme falls back
to a default welcome from the locale.
Lua gets is_synced for connect.lua. The readme passes an empty detail
instead of nil to the join tooltip so the player count stays in __2__,
restores the Password status, shows the welcome title as a centered
label and shortens long descriptions with the full text as a tooltip.
The Lua tests assert the lookups they index, which fixes the lint.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>