Commit Graph
3128 Commits
Author SHA1 Message Date
bbassieandClaude Opus 5.5 e84bd97b99 Build plugin web bundles with Vite
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>
2026-10-28 23:43:25 +00:00
Cooldude2606 c61dcaecb5 Merge pull request #512 from bbassie/feature/reports-watch-list
Add a watch list and read state to exp_reports
2026-10-25 22:12:53 +00:00
BastiaanandClaude Opus 5.5 20ca539af3 Save controller plugin data on the save hook (#513)
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>
2026-10-25 21:57:21 +00:00
bbassieandClaude Opus 5.5 38fe2ed62a Address review on the exp_reports watch list
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>
2026-10-20 19:01:44 +00:00
bbassieandClaude Opus 5.5 44ae3a5f0e Add a watch list and read state to exp_reports
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>
2026-10-20 18:36:22 +00:00
Cooldude2606 82abc2c332 7.0.4 2026-10-17 16:54:48 +01:00
Cooldude2606 99d47cf114 Fix web module not loading 2026-10-17 16:54:13 +01:00
BastiaanandClaude Opus 5.5 472db1e22a Fix unknown sprite on the readme join button (#510)
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>
2026-10-17 16:14:40 +01:00
Cooldude2606 54799ef619 Included migrated playtime and join count in stats table 2026-10-17 16:13:17 +01:00
Cooldude2606 383893e0cd Fix build for two plugins 2026-10-17 00:09:44 +01:00
Cooldude2606 f3553dd570 Fix publish issue in some plugins 2026-10-17 00:05:24 +01:00
phidias 584fc10752 Add spaces in formatted time output (#509) 2026-10-16 19:53:29 +01:00
Cooldude2606 4142db68cf Update readme 2026-10-16 14:34:20 +01:00
Cooldude2606 cf7ea7f8fb Fix dev dependencies 2026-10-16 14:26:36 +01:00
Cooldude2606 9d19f4eaea 7.0.2 2026-10-16 14:13:17 +01:00
Cooldude2606 a7e66ccdd4 Remove collection of player locale (#508) 2026-10-16 13:55:06 +01:00
BastiaanandClaude Opus 5.5 8d7d5ff10f Add a readme to every plugin and list them in the main readme (#505)
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>
2026-10-15 23:12:48 +01:00
BastiaanandClaude Opus 5.5 8e7ac3c872 Pick a long bracket the json does not close in rcon commands (#506)
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>
2026-10-15 17:07:47 +01:00
Bastiaan 55bdf72fff Merge pull request #504 from bbassie/refactor/remove-exp-legacy
Remove the exp_legacy plugin
2026-10-15 14:07:01 +01:00
Cooldude2606 98c3173807 Merge pull request #497 from bbassie/feature/statistics-plugin
Move player statistics into an exp_player_statistics plugin
2026-10-15 13:32:44 +01:00
bbassieandClaude Opus 5.5 ad1c83def8 Address review on the statistics plugin
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>
2026-10-14 23:36:00 +00:00
bbassieandClaude Opus 5.5 27456e368c Show only statistics on the readme data tab
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>
2026-10-14 22:45:24 +00:00
bbassieandClaude Opus 5.5 237200e6c8 Use exp_statistics in place of the legacy statistics
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>
2026-10-14 22:45:15 +00:00
bbassieandClaude Opus 5.5 d1b22dd4e7 Add exp_statistics plugin for player statistics
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>
2026-10-14 22:44:59 +00:00
Cooldude2606 420506451e Merge pull request #499 from bbassie/feature/player-settings
Sync join messages, locale and toolbar through exp_scenario
2026-10-14 23:42:15 +01:00
Cooldude2606 37cef0e6db Merge branch 'main' into feature/player-settings 2026-10-14 23:39:36 +01:00
Cooldude2606andClaude Opus 5.5 5180cc39d6 Move community details into a scenario feature and drop preset colours (#498)
* 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>
2026-10-14 23:13:33 +01:00
Bastiaan 69e31ac2d9 Merge pull request #500 from bbassie/refactor/settings-in-storage
Keep the server UPS and fast decon toggles out of player data
2026-10-14 23:11:08 +01:00
bbassieandClaude Opus 5.5 54941b85aa Sync the toolbar of players through the controller
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>
2026-10-14 22:10:31 +00:00
bbassieandClaude Opus 5.5 ebe7504c00 Show the language of players on their user page
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>
2026-10-14 22:10:31 +00:00
bbassieandClaude Opus 5.5 6821d62c10 Keep join messages on the controller and print them from the instance
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>
2026-10-14 22:10:31 +00:00
bbassieandClaude Opus 5.5 4d3c4de5b1 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>
2026-10-14 22:10:22 +00:00
bbassieandClaude Opus 5.5 a6c453a88e 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>
2026-10-14 22:10:22 +00:00
Cooldude2606 4fe9148ab7 Merge pull request #488 from bbassie/feature/server-list
Add exp_server_list to replace expcore/external
2026-10-14 22:59:08 +01:00
Bastiaan e25049397e Merge pull request #496 from bbassie/chore/optional-peer-deps
Mark controller and host as optional peer dependencies
2026-10-14 22:49:25 +01:00
bbassieandClaude Opus 5.5 7e5883b3e0 Mark controller and host as optional peers of exp_server_list
Same as the other plugins get in the optional peer dependencies change.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 21:39:26 +00:00
bbassieandClaude Opus 5.5 c0289ed8a7 Address review on exp_server_list
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>
2026-10-14 21:35:33 +00:00
bbassieandClaude Opus 5.5 4d136853c9 Add exp_server_list to replace expcore/external
The controller keeps a record per instance with its name, mod pack,
Factorio version, players online, status and address, and the instance
plugin pushes the list into lua over rcon. The readme and the connect
commands read it through modules/exp_server_list, so expcore/external
and its hardcoded server fallback are removed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 21:35:33 +00:00
Cooldude2606andClaude Opus 5.5 b19bbbe5f3 Add exp_discord_auth plugin for Discord login and account linking (#493)
* Add exp_discord plugin for Discord login and account linking

Players log in to the web interface with Discord through OAuth2 with the
identify scope, so no bot token is needed. After logging in they get a
code from the login page and type /link-discord <code> in game to link
that Factorio account. One Discord account can hold up to
exp_discord.max_accounts Factorio accounts (default 3), and linking a
name moves it off any other Discord account.

Sessions and link codes live in memory on the controller plugin, the
links are stored in database/exp_discord/accounts.json. The user page
shows the linked Discord account and lets the user, or anyone with
exp_discord.link.delete, unlink it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Link Discord from the user page and document the setup

The user page gets a Link Discord button. It asks the controller for a
one-time ticket bound to the logged in user, then goes through the
authorize route with it. The callback links the Discord account to that
user directly, without the in-game code, and goes back to the user page.
The link flow always shows the Discord consent screen.

The README covers registering the redirect URL and the config.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Address review of the Discord plugin

The plugin is now exp_discord_auth, so later Discord plugins can sit
next to it. Config keys, permissions, routes and the Lua module moved
with it, and the Discord redirect is now api/exp_discord_auth/callback.

The controller registers its handlers and routes in the constructor and
uses the express types, the instance plugin is a closure, and the Lua
commands file returns its commands. The get and unlink responses carry
the controller url so the in game messages can name the website.

The login form asks the new status route whether Discord is configured
and shows the error straight away instead of a button that fails. The
button is full width like the link button, and a "Not you?" link next
to the Discord name replaces the separate switch account button.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 21:46:20 +01:00
bbassieandClaude Opus 5.5 1c713ba0aa Address review of the Discord plugin
The plugin is now exp_discord_auth, so later Discord plugins can sit
next to it. Config keys, permissions, routes and the Lua module moved
with it, and the Discord redirect is now api/exp_discord_auth/callback.

The controller registers its handlers and routes in the constructor and
uses the express types, the instance plugin is a closure, and the Lua
commands file returns its commands. The get and unlink responses carry
the controller url so the in game messages can name the website.

The login form asks the new status route whether Discord is configured
and shows the error straight away instead of a button that fails. The
button is full width like the link button, and a "Not you?" link next
to the Discord name replaces the separate switch account button.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 13:38:20 +00:00
bbassieandClaude Opus 5.5 e4fda18276 Link Discord from the user page and document the setup
The user page gets a Link Discord button. It asks the controller for a
one-time ticket bound to the logged in user, then goes through the
authorize route with it. The callback links the Discord account to that
user directly, without the in-game code, and goes back to the user page.
The link flow always shows the Discord consent screen.

The README covers registering the redirect URL and the config.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 13:34:14 +00:00
bbassieandClaude Opus 5.5 8e9f780cc2 Add exp_discord plugin for Discord login and account linking
Players log in to the web interface with Discord through OAuth2 with the
identify scope, so no bot token is needed. After logging in they get a
code from the login page and type /link-discord <code> in game to link
that Factorio account. One Discord account can hold up to
exp_discord.max_accounts Factorio accounts (default 3), and linking a
name moves it off any other Discord account.

Sessions and link codes live in memory on the controller plugin, the
links are stored in database/exp_discord/accounts.json. The user page
shows the linked Discord account and lets the user, or anyone with
exp_discord.link.delete, unlink it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 13:34:14 +00:00
BastiaanandClaude Opus 5.5 68a964cf57 Write plugins without state shared elsewhere as functions (#492)
The instance plugins of exp_groups, exp_reports, exp_roles, exp_scenario
and exp_server_ups, and the controller plugins of exp_reports and
exp_scenario, were classes only to hold their handlers. They are now
init functions with closures, like clusterio's own plugins.

The exp_roles and exp_groups controller plugins stay classes because
exp_scenario reaches their datastores through get(controller).
AutoRestart stays a class because its tests step check() with a fake
clock.

Tests spy on handle() and the hooks to call the handlers. The reports
webhook tests stub fetch instead of replacing postWebhook, and the
feature reconcile test writes the stored records to disk before start.

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 21:50:15 +01:00
Cooldude2606 26a801da5e Bump node requirement 2026-10-13 21:06:46 +01:00
Cooldude2606 cdf0cd2e04 Add npmignore to enable packing 2026-10-13 21:01:48 +01:00
phidias 3ad9932f90 Update caption keys to use 'exp-gui_readme.data-format' (#495) 2026-10-13 10:05:48 +01:00
BastiaanandClaude Opus 5.5 11ccee572b Drop exp_legacy player data that inventory_sync covers (#491)
Inventory sync already stores the player colour, tag, quickbar and alt
view (game view settings), so the legacy alt-view, quickbar and tag
modules and the colour persistence are removed along with
/save-quickbar and its quickbar presets.

The /tag, /tag-color and /tag-clear commands move to exp_scenario and
write player.tag directly, which inventory sync then carries between
servers. /tag-color reads the current text back out of the tag, so it
now needs a tag to be set first. It also used to concatenate the colour
table into the tag and error, it now formats it as rich text.

player-colours keeps giving new players their preset or a random
colour on creation, inventory sync replaces it with the stored one for
anyone who has played before.

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 18:29:11 +01:00
phidias 1c5c9909cc 3 plugin lib description change (#490)
* Update plugin description for clarity

* .

* .
2026-10-09 15:49:58 +01:00
phidias 9c0561c691 Update plugin description for clarity (#489) 2026-10-09 15:39:20 +01:00
BastiaanandClaude Opus 5.5 ea9bf1fb78 Construct plugins with a static fromContext (#487)
Each plugin class now has a private constructor and a static async
fromContext(context) that loads its datastores, constructs the instance
and attaches its handlers and hooks. This replaces the public constructor
followed by init(), and AutoRestart's start().

Datastores are loaded before construction and passed to the constructor,
so the definite assignment assertions on them are gone. Tests build the
plugins through fromContext and pass a wrapped logger in the context
instead of overwriting plugin.logger before init().

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 01:19:53 +01:00