Merge branch 'explosivegaming:main' into aperx

This commit is contained in:
2026-08-07 16:53:56 +09:00
committed by GitHub
22 changed files with 2337 additions and 2 deletions
+2 -1
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@@ -17,7 +17,8 @@ jobs:
node-version: lts/* node-version: lts/*
- name: Install FMTK - name: Install FMTK
run: | run: |
pnpm install factoriomod-debug # Pinned: 2.1.4+ generates typedefs targeting EmmyLua that LuaLS misreads
pnpm install factoriomod-debug@2.1.3
pnpm exec fmtk luals-addon pnpm exec fmtk luals-addon
jq '.["workspace.library"] += ["${{ github.workspace }}/factorio/library"] | .["runtime.plugin"] = "${{ github.workspace }}/factorio/plugin.lua"' .luarc.json > temp.luarc.json jq '.["workspace.library"] += ["${{ github.workspace }}/factorio/library"] | .["runtime.plugin"] = "${{ github.workspace }}/factorio/plugin.lua"' .luarc.json > temp.luarc.json
jq -s '.[0] * .[1].settings' temp.luarc.json ${{ github.workspace }}/factorio/config.json > check.luarc.json jq -s '.[0] * .[1].settings' temp.luarc.json ${{ github.workspace }}/factorio/config.json > check.luarc.json
+313
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@@ -0,0 +1,313 @@
import { BaseControllerPlugin, InstanceRecord } from "@clusterio/controller";
import * as lib from "@clusterio/lib";
import * as messages from "./messages";
import * as path from "node:path";
export class ControllerPlugin extends BaseControllerPlugin {
roleMeta!: lib.SubscribableDatastore<messages.RoleMetaRecord>;
async init() {
const databaseDirectory = this.controller.config.get("controller.database_directory");
this.roleMeta = new lib.SubscribableDatastore(
...await new lib.JsonIdDatastoreProvider(
path.join(databaseDirectory, "exp_roles", "role_meta.json"),
messages.RoleMetaRecord.fromJSON.bind(messages.RoleMetaRecord),
).bootstrap()
);
// The datastore can be out of step with the roles, either because the
// plugin was installed after they were created or because it was
// uninstalled while they were deleted
this.ensureRoleMeta();
this.sweepRoleMeta();
this.applyAutoAssign();
this.controller.subscriptions.handle(messages.RoleUpdatedEvent, this.handleRoleSubscription.bind(this));
this.controller.subscriptions.handle(
messages.AssignmentUpdatedEvent, this.handleAssignmentSubscription.bind(this)
);
this.roleMeta.on("update", this.roleMetaUpdated.bind(this));
this.controller.roles.on("update", this.rolesUpdated.bind(this));
this.controller.users.records.on("update", this.usersUpdated.bind(this));
this.controller.handle(messages.RoleListRequest, this.handleRoleListRequest.bind(this));
this.controller.handle(messages.RoleMetaUpdateRequest, this.handleRoleMetaUpdateRequest.bind(this));
this.controller.handle(messages.AssignmentListRequest, this.handleAssignmentListRequest.bind(this));
this.controller.handle(messages.AssignmentUpdateRequest, this.handleAssignmentUpdateRequest.bind(this));
}
async onShutdown() {
await this.roleMeta.save();
}
/*
Role properties
*/
/** Create properties for any role which does not have them yet, ordered after every existing role. */
ensureRoleMeta() {
const created = [];
let nextOrder = 0;
for (const meta of this.roleMeta.values()) {
nextOrder = Math.max(nextOrder, meta.order);
}
for (const role of this.controller.roles.values()) {
if (!this.roleMeta.has(role.id)) {
nextOrder += 1;
created.push(new messages.RoleMetaRecord(role.id, nextOrder));
}
}
if (created.length) {
this.roleMeta.setMany(created);
}
return created;
}
/**
* Delete properties left behind by roles which no longer exist.
*
* Without this they would be picked up by whichever role is next given the
* same id, which happens when a role is deleted while the plugin is not
* running.
*/
sweepRoleMeta() {
const orphaned = [];
for (const meta of this.roleMeta.valuesMutable()) {
if (!this.controller.roles.has(meta.id)) {
orphaned.push(meta);
}
}
if (orphaned.length) {
this.roleMeta.deleteMany(orphaned);
}
return orphaned;
}
/** Combine a clusterio role with its in game properties. */
buildRoleRecord(role: Readonly<lib.Role>) {
const meta = this.roleMeta.get(role.id) ?? new messages.RoleMetaRecord(role.id, role.id);
return new messages.RoleRecord(
role.id,
role.name,
[...role.permissions],
meta,
role.id === this.controller.config.get("controller.default_role_id"),
Math.max(role.updatedAtMs, meta.updatedAtMs),
role.isDeleted,
);
}
async onControllerConfigFieldChanged(field: string, curr: unknown, prev: unknown) {
switch (field) {
// Which role is the default is carried on the role records themselves
case "controller.default_role_id":
this.controller.subscriptions.broadcast(new messages.RoleUpdatedEvent(this.listRoleRecords()));
break;
}
}
/** Every role which currently exists, in the form sent to instances. */
listRoleRecords() {
return [...this.controller.roles.values()].map(role => this.buildRoleRecord(role));
}
async handleRoleListRequest() {
return this.listRoleRecords();
}
async handleRoleMetaUpdateRequest(request: messages.RoleMetaUpdateRequest) {
const meta = request.meta;
if (!this.controller.roles.has(meta.id)) {
throw new lib.RequestError(`Role with ID ${meta.id} does not exist`);
}
this.roleMeta.set(meta);
}
/** A clusterio role was created, changed or deleted. */
rolesUpdated(roles: lib.Role[]) {
const created = this.ensureRoleMeta();
this.sweepRoleMeta();
// Newly created properties broadcast on their own through roleMetaUpdated
const createdIds = new Set(created.map(meta => meta.id));
const updates = roles.filter(role => !createdIds.has(role.id)).map(role => this.buildRoleRecord(role));
if (updates.length) {
this.controller.subscriptions.broadcast(new messages.RoleUpdatedEvent(updates));
}
this.applyAutoAssign();
}
/** The in game properties of a role changed. */
roleMetaUpdated(metas: messages.RoleMetaRecord[]) {
const updates = [];
for (const meta of metas) {
const role = this.controller.roles.get(meta.id);
// A deleted role broadcasts through rolesUpdated instead
if (role) {
updates.push(this.buildRoleRecord(role));
}
}
if (updates.length) {
this.controller.subscriptions.broadcast(new messages.RoleUpdatedEvent(updates));
}
this.applyAutoAssign();
}
async handleRoleSubscription(request: lib.SubscriptionRequest) {
const roles = this.listRoleRecords().filter(role => role.updatedAtMs > request.lastRequestTimeMs);
return roles.length ? new messages.RoleUpdatedEvent(roles) : null;
}
/*
Assignments
*/
/**
* The roles of a user as seen in game.
*
* The default role is left out because every player has it, which keeps the
* assignments to only those users who have been given a role.
*/
buildAssignmentRecord(user: Readonly<lib.UserDetails>) {
const defaultRoleId = this.controller.config.get("controller.default_role_id");
const roleIds = new Set(user.roleIds);
if (defaultRoleId !== null) {
roleIds.delete(defaultRoleId);
}
return new messages.AssignmentRecord(
user.name,
roleIds,
user.updatedAtMs,
user.isDeleted || roleIds.size === 0,
);
}
listAssignmentRecords() {
const assignments = [];
for (const user of this.controller.users.records.values()) {
const assignment = this.buildAssignmentRecord(user);
if (!assignment.isDeleted) {
assignments.push(assignment);
}
}
return assignments;
}
async handleAssignmentListRequest() {
return this.listAssignmentRecords();
}
usersUpdated(users: lib.UserDetails[]) {
this.controller.subscriptions.broadcast(
new messages.AssignmentUpdatedEvent(users.map(user => this.buildAssignmentRecord(user)))
);
this.applyAutoAssign(users.map(user => user.name));
}
async handleAssignmentSubscription(request: lib.SubscriptionRequest) {
const assignments = this.listAssignmentRecords()
.filter(assignment => assignment.updatedAtMs > request.lastRequestTimeMs);
return assignments.length ? new messages.AssignmentUpdatedEvent(assignments) : null;
}
async handleAssignmentUpdateRequest(request: messages.AssignmentUpdateRequest) {
const user = this.controller.users.getByNameMutable(request.name);
if (!user) {
throw new lib.RequestError(`User '${request.name}' does not exist`);
}
for (const roleId of [...request.assign, ...request.unassign]) {
if (!this.controller.roles.has(roleId)) {
throw new lib.RequestError(`Role with ID ${roleId} does not exist`);
}
}
const roleIds = new Set(user.roleIds);
for (const roleId of request.assign) {
roleIds.add(roleId);
}
for (const roleId of request.unassign) {
roleIds.delete(roleId);
}
user.set("roleIds", roleIds);
this.controller.userPermissionsUpdated(user);
}
/*
Automatic assignment
*/
/**
* Grant roles which are earned by online time across the cluster.
*
* Roles are only ever granted, never taken away, so a player who earns a
* role keeps it even if their statistics are later reduced.
*
* @param userNames - Users to consider, defaults to every user.
*/
applyAutoAssign(userNames?: string[]) {
const autoAssigned = [...this.roleMeta.values()].filter(
meta => meta.autoAssignOnlineTimeMs !== null && !meta.isDeleted
);
if (!autoAssigned.length) {
return;
}
const blocking = new Set(
[...this.roleMeta.values()].filter(meta => meta.blockAutoAssign).map(meta => meta.id)
);
const users = userNames
? userNames.map(name => this.controller.users.getByNameMutable(name))
: [...this.controller.users.valuesMutable()]
;
for (const user of users) {
if (!user || user.isDeleted) {
continue;
}
if ([...user.roleIds].some(roleId => blocking.has(roleId))) {
continue;
}
const onlineTimeMs = user.playerStats.onlineTimeMs;
const granted = [];
for (const meta of autoAssigned) {
if (!user.roleIds.has(meta.id) && onlineTimeMs >= meta.autoAssignOnlineTimeMs!) {
granted.push(meta.id);
}
}
if (granted.length) {
// set rather than addRole so that a single update is emitted
user.set("roleIds", new Set([...user.roleIds, ...granted]));
this.controller.userPermissionsUpdated(user);
this.logger.info(
`Granted ${granted.length} role(s) to ${user.name} from their online time`
);
}
}
}
async onPlayerEvent(instance: InstanceRecord, event: lib.PlayerEvent) {
// Online time is committed to the user record when a player leaves
if (event.type === "leave") {
this.applyAutoAssign([event.name]);
}
}
}
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import * as lib from "@clusterio/lib";
import * as messages from "./messages";
declare module "@clusterio/lib" {
export interface InstanceConfigFields {
"exp_roles.sync_mode": "disabled" | "enabled" | "bidirectional";
}
}
// The in game properties of a role are part of the role, so they are covered by
// the core role permissions rather than permissions of their own. Assignments
// are only ever sent between the controller and an instance, so they need none.
export const plugin: lib.PluginDeclaration = {
name: "exp_roles",
title: "ExpGaming - Roles",
description: "Clusterio plugin providing syncing of in game roles",
features: [
"SavePatching",
"ScriptCommands",
],
messages: [
messages.RoleUpdatedEvent,
messages.AssignmentUpdatedEvent,
messages.RoleListRequest,
messages.RoleMetaUpdateRequest,
messages.AssignmentListRequest,
messages.AssignmentUpdateRequest,
],
instanceEntrypoint: "./dist/node/instance",
instanceConfigFields: {
"exp_roles.sync_mode": {
description: "Synchronize in game roles with the controller",
type: "string",
enum: ["disabled", "enabled", "bidirectional"],
initialValue: "bidirectional",
},
},
controllerEntrypoint: "./dist/node/controller",
controllerConfigFields: {
},
webEntrypoint: "./web",
};
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import { BaseInstancePlugin } from "@clusterio/host";
import * as lib from "@clusterio/lib";
import * as messages from "./messages";
/** Sent by the lua side when roles are changed in game. */
export type IpcAssignmentUpdate = {
name: string,
assign: number[] | undefined,
unassign: number[] | undefined,
};
export class InstancePlugin extends BaseInstancePlugin {
async init() {
this.instance.handle(messages.RoleUpdatedEvent, this.handleRoleUpdatedEvent.bind(this));
this.instance.handle(messages.AssignmentUpdatedEvent, this.handleAssignmentUpdatedEvent.bind(this));
this.instance.server.handle("exp_roles:assignment_update", this.handleAssignmentUpdateIPC.bind(this));
}
get syncMode() {
return this.instance.config.get("exp_roles.sync_mode");
}
async onInstanceConfigFieldChanged(field: string, curr: unknown, prev: unknown) {
switch (field) {
case "exp_roles.sync_mode":
await this.luaSetEmitEvents(curr === "bidirectional");
break;
}
}
async onStart() {
if (this.syncMode === "disabled") {
return;
}
// Date.now() is used because the lua state is initialised from the full
// list below, so only updates made after this point are of interest
const subscribedAtMs = Date.now();
await this.instance.sendTo("controller", new lib.SubscriptionRequest(
`exp_roles:${messages.RoleUpdatedEvent.name}`, true, subscribedAtMs
));
await this.instance.sendTo("controller", new lib.SubscriptionRequest(
`exp_roles:${messages.AssignmentUpdatedEvent.name}`, true, subscribedAtMs
));
const [roles, assignments] = await Promise.all([
this.instance.sendTo("controller", new messages.RoleListRequest()),
this.instance.sendTo("controller", new messages.AssignmentListRequest()),
]);
await this.luaSend("initialise", {
...messages.encodeRolesForLua(roles),
assignments: assignments.map(assignment => assignment.toJSON()),
});
await this.luaSetEmitEvents(this.syncMode === "bidirectional");
}
async handleRoleUpdatedEvent(event: messages.RoleUpdatedEvent) {
if (this.syncMode === "disabled") {
return;
}
await this.luaSend("receive_role_updates", event.updates.map(role => role.toJSON()));
}
async handleAssignmentUpdatedEvent(event: messages.AssignmentUpdatedEvent) {
if (this.syncMode === "disabled") {
return;
}
await this.luaSend("receive_assignment_updates", event.updates.map(a => a.toJSON()));
}
async handleAssignmentUpdateIPC(event: IpcAssignmentUpdate) {
if (this.syncMode !== "bidirectional") {
return;
}
const assign = event.assign ?? [];
try {
await this.instance.sendTo("controller", new messages.AssignmentUpdateRequest(
event.name, assign, event.unassign ?? [],
));
} catch (err: any) {
// The roles were already applied in game, so they have to be taken
// back off again now that the controller has refused them
this.logger.warn(`Role change for ${event.name} was rejected: ${err.message}`);
if (assign.length) {
await this.luaSend("reject_assignment", { name: event.name, role_ids: assign });
}
return;
}
}
async luaSetEmitEvents(emitEvents: boolean) {
await this.luaSend("set_emit_events", emitEvents);
}
async luaSend(receiver: string, json: any) {
await this.instance.sendRcon(
`/sc exp_roles.${receiver}(helpers.json_to_table[=[${JSON.stringify(json)}]=])`, true
);
}
}
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import * as lib from "@clusterio/lib";
import { Type, Static } from "@sinclair/typebox";
/*
Data records
*/
/** Colour used for a role's tag and name in game. */
export class RoleColor {
constructor(
public r: number,
public g: number,
public b: number,
) {}
static jsonSchema = Type.Object({
r: Type.Number(),
g: Type.Number(),
b: Type.Number(),
});
toJSON(): Static<typeof RoleColor.jsonSchema> {
return { r: this.r, g: this.g, b: this.b };
}
static fromJSON(json: Static<typeof this.jsonSchema>) {
return new this(json.r, json.g, json.b);
}
}
/**
* In game properties of a role which clusterio's own role does not carry.
*
* Stored on the controller keyed by the clusterio role id, and created
* automatically for any role which does not have one yet.
*/
export class RoleMetaRecord {
constructor(
/** Id of the clusterio role these properties belong to. */
public id: number,
/** Position in the role order, a lower value is a more privileged role. */
public order: number,
/**
* Only the roles with the highest priority a player holds are considered,
* which allows a role such as Jail to suppress all others.
*/
public priority: number = 0,
/** Short form of the role name, used where space is limited. */
public shortHand: string = "",
/** Tag shown next to the names of players with this role. */
public tag: string = "",
/** Colour used for the role in game, null uses the default colour. */
public color: RoleColor | null = null,
/** Online time after which this role is granted, null never grants it. */
public autoAssignOnlineTimeMs: number | null = null,
/** When true holders of this role are never granted roles automatically. */
public blockAutoAssign: boolean = false,
public updatedAtMs: number = 0,
public isDeleted: boolean = false,
) {}
static jsonSchema = Type.Object({
id: Type.Integer(),
order: Type.Number(),
priority: Type.Optional(Type.Number()),
short_hand: Type.Optional(Type.String()),
tag: Type.Optional(Type.String()),
color: Type.Optional(Type.Union([RoleColor.jsonSchema, Type.Null()])),
auto_assign_online_time_ms: Type.Optional(Type.Union([Type.Number(), Type.Null()])),
block_auto_assign: Type.Optional(Type.Boolean()),
updated_at_ms: Type.Optional(Type.Number()),
is_deleted: Type.Optional(Type.Boolean()),
});
toJSON() {
const json: Static<typeof RoleMetaRecord.jsonSchema> = {
id: this.id,
order: this.order,
};
if (this.priority) {
json.priority = this.priority;
}
if (this.shortHand) {
json.short_hand = this.shortHand;
}
if (this.tag) {
json.tag = this.tag;
}
if (this.color) {
json.color = this.color.toJSON();
}
if (this.autoAssignOnlineTimeMs !== null) {
json.auto_assign_online_time_ms = this.autoAssignOnlineTimeMs;
}
if (this.blockAutoAssign) {
json.block_auto_assign = true;
}
if (this.updatedAtMs) {
json.updated_at_ms = this.updatedAtMs;
}
if (this.isDeleted) {
json.is_deleted = true;
}
return json;
}
static fromJSON(json: Static<typeof this.jsonSchema>) {
return new this(
json.id,
json.order,
json.priority ?? 0,
json.short_hand ?? "",
json.tag ?? "",
json.color ? RoleColor.fromJSON(json.color) : null,
json.auto_assign_online_time_ms ?? null,
json.block_auto_assign ?? false,
json.updated_at_ms ?? 0,
json.is_deleted ?? false,
);
}
}
/**
* A clusterio role combined with its in game properties.
*
* This is the form sent to instances, because instances can not subscribe to
* the core role updates which are only sent to control connections.
*/
export class RoleRecord {
constructor(
public id: number,
public name: string,
public permissions: string[],
public meta: RoleMetaRecord,
/** True for the role every player holds, taken from controller.default_role_id. */
public isDefault: boolean = false,
public updatedAtMs: number = 0,
public isDeleted: boolean = false,
) {}
static jsonSchema = Type.Object({
id: Type.Integer(),
name: Type.String(),
permissions: Type.Array(Type.String()),
meta: RoleMetaRecord.jsonSchema,
is_default: Type.Optional(Type.Boolean()),
updated_at_ms: Type.Optional(Type.Number()),
is_deleted: Type.Optional(Type.Boolean()),
});
toJSON() {
const json: Static<typeof RoleRecord.jsonSchema> = {
id: this.id,
name: this.name,
permissions: this.permissions,
meta: this.meta.toJSON(),
};
if (this.isDefault) {
json.is_default = true;
}
if (this.updatedAtMs) {
json.updated_at_ms = this.updatedAtMs;
}
if (this.isDeleted) {
json.is_deleted = true;
}
return json;
}
static fromJSON(json: Static<typeof this.jsonSchema>) {
return new this(
json.id,
json.name,
json.permissions,
RoleMetaRecord.fromJSON(json.meta),
json.is_default ?? false,
json.updated_at_ms ?? 0,
json.is_deleted ?? false,
);
}
}
/** The roles a single player holds, mirroring the roles of their cluster user. */
export class AssignmentRecord {
constructor(
public name: string,
public roleIds: Set<number>,
public updatedAtMs: number = 0,
public isDeleted: boolean = false,
) {}
get id() {
return this.name;
}
static jsonSchema = Type.Object({
name: Type.String(),
role_ids: Type.Array(Type.Integer()),
updated_at_ms: Type.Optional(Type.Number()),
is_deleted: Type.Optional(Type.Boolean()),
});
toJSON() {
const json: Static<typeof AssignmentRecord.jsonSchema> = {
name: this.name,
role_ids: [...this.roleIds],
};
if (this.updatedAtMs) {
json.updated_at_ms = this.updatedAtMs;
}
if (this.isDeleted) {
json.is_deleted = true;
}
return json;
}
static fromJSON(json: Static<typeof this.jsonSchema>) {
return new this(
json.name,
new Set(json.role_ids),
json.updated_at_ms ?? 0,
json.is_deleted ?? false,
);
}
}
/**
* Encode roles for the lua initialise call.
*
* Roles repeat the same permission names over and over, so each name is sent
* once and referenced by index. At 15 roles this is 17 KiB rather than 38 KiB
* and decodes in 0.37 ms rather than 0.50 ms; at 60 roles it is 30 KiB rather
* than 122 KiB and 0.87 ms rather than 1.52 ms.
*
* Single role updates stay in the plain form, they have nothing to share.
*/
export function encodeRolesForLua(roles: RoleRecord[]) {
const names: string[] = [];
const indexes = new Map<string, number>();
const encoded = roles.map(role => {
const permissions = role.permissions.map(permission => {
let index = indexes.get(permission);
if (index === undefined) {
index = names.length;
names.push(permission);
indexes.set(permission, index);
}
return index;
});
return { ...role.toJSON(), permissions };
});
return { permission_names: names, roles: encoded };
}
/*
Update events
*/
export class RoleUpdatedEvent {
declare ["constructor"]: typeof RoleUpdatedEvent;
static plugin = "exp_roles" as const;
static type = "event" as const;
static src = "controller" as const;
static dst = ["control", "instance"] as const;
static permission = "core.role.subscribe" as const;
constructor(
public updates: RoleRecord[],
) {}
static jsonSchema = Type.Object({
updates: Type.Array(RoleRecord.jsonSchema),
});
toJSON() {
return { updates: this.updates.map(role => role.toJSON()) };
}
static fromJSON(json: Static<typeof this.jsonSchema>) {
return new this(json.updates.map(role => RoleRecord.fromJSON(role)));
}
}
export class AssignmentUpdatedEvent {
declare ["constructor"]: typeof AssignmentUpdatedEvent;
static plugin = "exp_roles" as const;
static type = "event" as const;
static src = "controller" as const;
static dst = "instance" as const;
constructor(
public updates: AssignmentRecord[],
) {}
static jsonSchema = Type.Object({
updates: Type.Array(AssignmentRecord.jsonSchema),
});
toJSON() {
return { updates: this.updates.map(assignment => assignment.toJSON()) };
}
static fromJSON(json: Static<typeof this.jsonSchema>) {
return new this(json.updates.map(assignment => AssignmentRecord.fromJSON(assignment)));
}
}
/*
Role requests
*/
export class RoleListRequest {
declare ["constructor"]: typeof RoleListRequest;
static plugin = "exp_roles" as const;
static type = "request" as const;
static src = ["control", "instance"] as const;
static dst = "controller" as const;
static permission = "core.role.list" as const;
static Response = lib.jsonArray(RoleRecord);
constructor() {}
}
export class RoleMetaUpdateRequest {
declare ["constructor"]: typeof RoleMetaUpdateRequest;
static plugin = "exp_roles" as const;
static type = "request" as const;
static src = "control" as const;
static dst = "controller" as const;
static permission = "core.role.update" as const;
constructor(
public meta: RoleMetaRecord,
) {}
static jsonSchema = Type.Object({
meta: RoleMetaRecord.jsonSchema,
});
toJSON() {
return { meta: this.meta.toJSON() };
}
static fromJSON(json: Static<typeof this.jsonSchema>) {
return new this(RoleMetaRecord.fromJSON(json.meta));
}
}
/*
Assignment requests
*/
export class AssignmentListRequest {
declare ["constructor"]: typeof AssignmentListRequest;
static plugin = "exp_roles" as const;
static type = "request" as const;
static src = "instance" as const;
static dst = "controller" as const;
static Response = lib.jsonArray(AssignmentRecord);
constructor() {}
}
/**
* Add or remove roles for a player, sent by an instance when a role is changed
* in game. Only accepted when the instance is configured as bidirectional.
*/
export class AssignmentUpdateRequest {
declare ["constructor"]: typeof AssignmentUpdateRequest;
static plugin = "exp_roles" as const;
static type = "request" as const;
static src = "instance" as const;
static dst = "controller" as const;
static permission = "core.user.update_roles" as const;
constructor(
public name: string,
public assign: number[],
public unassign: number[],
) {}
static jsonSchema = Type.Object({
name: Type.String(),
assign: Type.Array(Type.Integer()),
unassign: Type.Array(Type.Integer()),
});
toJSON() {
return {
name: this.name,
assign: this.assign,
unassign: this.unassign,
};
}
static fromJSON(json: Static<typeof this.jsonSchema>) {
return new this(json.name, json.assign, json.unassign);
}
}
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--[[-- ExpRoles
Replaces the legacy role system with clusterio's roles and permissions.
Roles and the players who hold them are owned by the controller. This module
mirrors that state into the game and presents the same interface the legacy
`expcore.roles` module did, so existing call sites keep working.
Assignments made in game are applied locally first and then sent to the
controller, which avoids callers having to deal with the round trip. A local
assignment which is never sent, such as one earned from time on this map, can be
made with `assign_player_local`.
]]
local clusterio_api = require("modules/clusterio/api")
local compat = require("modules/clusterio/compat")
local Async = require("modules/exp_util/async")
--- @class ExpRoles
local ExpRoles = {
config = {
--- Role names in order, a lower index is a more privileged role
order = {}, --- @type string[]
--- Roles indexed by name, this table is never replaced
roles = {}, --- @type table<string, ExpRoles.Role>
--- Role names held by each player, includes local assignments
players = {}, --- @type table<string, string[]>
--- Async handles run when a flag is gained or lost
flags = {}, --- @type table<string, Async.AsyncFunction>
},
events = {
on_role_assigned = script.generate_event_name(),
on_role_unassigned = script.generate_event_name(),
},
}
--- Methods shared by every role, kept apart from the fields so that defining
--- them does not count as injecting fields into the role itself
--- @class ExpRoles.RolePrototype
local Role = {}
ExpRoles._prototype = Role
--- @class ExpRoles.Role : ExpRoles.RolePrototype
--- @field id number Clusterio role id
--- @field name string
--- @field short_hand string
--- @field order number Order given by the controller, which can have gaps
--- @field index number Position within the role order, with no gaps
--- @field priority number Only the highest priority roles a player holds apply
--- @field custom_tag string
--- @field custom_color Color?
--- @field allowed_actions table<string, boolean> Permission names granted by this role
--- @field flags table<string, boolean> Legacy flag names granted by this role
--- @field block_auto_assign boolean
--- @class ExpRoles.ScriptData
--- @field roles table<number, ExpRoles.Role> Roles indexed by clusterio id
--- @field synced_players table<string, number[]> Role ids from the controller
--- @field local_players table<string, number[]> Role ids which only exist on this map
--- @field pending table<string, number[]> Local role ids waiting to be confirmed
--- @field default_role_id number? Role every player holds
--- @field emit_updates boolean
local script_data = {}
--[[
Permission names
]]
--- Legacy actions which map onto core clusterio permissions
local core_action_permissions = {
["command/assign-role"] = "core.user.update_roles",
["command/unassign-role"] = "core.user.update_roles",
["command/get-roles"] = "core.role.list",
}
--- Cache for the action to permission mapping, this is a hot path
local action_permissions = {} --- @type table<string, string>
local flag_permissions = {} --- @type table<string, string>
--- Convert a legacy action such as `gui/warp-list/add` into a permission name
--- This must match permissionFromAction in exp_scenario/permissions.ts
--- @param action string
--- @return string
local function permission_from_action(action)
local permission = action_permissions[action]
if permission then return permission end
permission = core_action_permissions[action]
if not permission then
local body = action:gsub("%-", "_"):gsub("/", ".")
if not body:find(".", 1, true) then
body = "action." .. body
end
permission = "exp_scenario." .. body
end
action_permissions[action] = permission
return permission
end
--- Convert a legacy flag such as `report-immune` into a permission name
--- This must match permissionFromFlag in exp_scenario/permissions.ts
--- @param flag string
--- @return string
local function permission_from_flag(flag)
local permission = flag_permissions[flag]
if permission then return permission end
permission = "exp_scenario.flag." .. (flag:gsub("%-", "_"))
flag_permissions[flag] = permission
return permission
end
--[[
Role state
]]
--- Rebuild config.order and config.roles from the synced roles, in place
local function rebuild_role_views()
local roles = {}
for _, role in pairs(script_data.roles) do
roles[#roles + 1] = role
end
-- Sorted on the order given by the controller, which can have gaps, the
-- index each role is given is its position within that order
table.sort(roles, function(a, b)
if a.order == b.order then return a.id < b.id end
return a.order < b.order
end)
local order, by_name = ExpRoles.config.order, ExpRoles.config.roles
for key in pairs(order) do order[key] = nil end
for key in pairs(by_name) do by_name[key] = nil end
for index, role in ipairs(roles) do
role.index = index
order[index] = role.name
by_name[role.name] = role
end
end
--- Build a role from the record sent by the controller
--- @param record table
--- @param names string[]? When given, record.permissions holds indexes into it
--- @return ExpRoles.Role
local function decode_role(record, names)
local meta = record.meta
local allowed_actions = {}
if names then
-- Indexes are zero based, having come from javascript
for _, index in pairs(record.permissions) do
allowed_actions[names[index + 1]] = true
end
else
for _, permission in pairs(record.permissions) do
allowed_actions[permission] = true
end
end
local flags = {}
for permission in pairs(allowed_actions) do
local flag = permission:match("^exp_scenario%.flag%.(.+)$")
if flag then flags[flag] = true end
end
--- @type ExpRoles.Role
return setmetatable({
id = record.id,
name = record.name,
short_hand = meta.short_hand or record.name,
order = meta.order or record.id,
index = meta.order or record.id,
priority = meta.priority or 0,
custom_tag = meta.tag or "",
custom_color = meta.color,
allowed_actions = allowed_actions,
flags = flags,
block_auto_assign = meta.block_auto_assign or false,
}, { __index = ExpRoles._prototype })
end
--- Refresh the legacy view of the roles a player holds
--- @param player_name string
local function rebuild_player_view(player_name)
local role_ids = {}
for _, role_id in pairs(script_data.synced_players[player_name] or {}) do
role_ids[#role_ids + 1] = role_id
end
for _, role_id in pairs(script_data.local_players[player_name] or {}) do
role_ids[#role_ids + 1] = role_id
end
if #role_ids == 0 then
ExpRoles.config.players[player_name] = nil
return
end
local names, seen = {}, {}
for _, role_id in pairs(role_ids) do
local role = script_data.roles[role_id]
if role and not seen[role.name] then
seen[role.name] = true
names[#names + 1] = role.name
end
end
ExpRoles.config.players[player_name] = names
end
--- Rebuild the legacy view for every known player
local function rebuild_all_player_views()
local players = ExpRoles.config.players
for key in pairs(players) do players[key] = nil end
local seen = {}
for player_name in pairs(script_data.synced_players) do seen[player_name] = true end
for player_name in pairs(script_data.local_players) do seen[player_name] = true end
for player_name in pairs(seen) do rebuild_player_view(player_name) end
end
--[[
Role lookup
]]
--- Get a role by its name
--- @param name string
--- @return ExpRoles.Role?
function ExpRoles.get_role_by_name(name)
return ExpRoles.config.roles[name]
end
--- Get a role by its position in the role order
--- @param index number
--- @return ExpRoles.Role?
function ExpRoles.get_role_by_order(index)
local name = ExpRoles.config.order[index]
return name and ExpRoles.config.roles[name]
end
--- Get a role from a name, order index, or role
--- @param any string | number | ExpRoles.Role
--- @return ExpRoles.Role?
function ExpRoles.get_role_from_any(any)
local t_any = type(any)
local as_number = tonumber(any)
if as_number then
return ExpRoles.get_role_by_order(as_number)
elseif t_any == "string" then
return ExpRoles.get_role_by_name(any)
elseif t_any == "table" then
return ExpRoles.get_role_by_name(any.name)
end
end
--- Get all roles in order, the most privileged first
--- @return ExpRoles.Role[]
function ExpRoles.get_roles_ordered()
local rtn = {}
for index, role_name in ipairs(ExpRoles.config.order) do
rtn[index] = ExpRoles.config.roles[role_name]
end
return rtn
end
--- Role used when there is no player, such as for commands run by the server
--- It bypasses every permission check the same way the legacy root role did
local server_role = setmetatable({
id = -1,
name = "<server>",
short_hand = "SRV",
order = 0,
index = 0,
priority = 0,
custom_tag = "",
custom_color = nil,
allowed_actions = { ["core.admin"] = true },
flags = {},
block_auto_assign = true,
}, { __index = ExpRoles._prototype })
--- Get the roles a player holds, including the default role
--- Only the roles with the highest priority are returned, which lets a role
--- such as Jail suppress every other role a player holds
--- @param player LuaPlayer | string | nil
--- @return ExpRoles.Role[]
function ExpRoles.get_player_roles(player)
local player_name = type(player) == "table" and player.name or player --[[ @as string? ]]
-- The server is not a player and is allowed to do anything
if player_name == nil then return { server_role } end
local role_ids = {}
if script_data.default_role_id then
role_ids[#role_ids + 1] = script_data.default_role_id
end
for _, role_id in pairs(script_data.synced_players[player_name] or {}) do
role_ids[#role_ids + 1] = role_id
end
for _, role_id in pairs(script_data.local_players[player_name] or {}) do
role_ids[#role_ids + 1] = role_id
end
local roles, highest_priority, seen = {}, nil, {}
for _, role_id in pairs(role_ids) do
local role = script_data.roles[role_id]
if role and not seen[role_id] then
seen[role_id] = true
if highest_priority == nil or role.priority > highest_priority then
highest_priority = role.priority
end
roles[#roles + 1] = role
end
end
local rtn = {}
for _, role in pairs(roles) do
if role.priority == highest_priority then
rtn[#rtn + 1] = role
end
end
table.sort(rtn, function(a, b) return a.index < b.index end)
return rtn
end
--- Get the most privileged role a player holds
--- @param player LuaPlayer | string | nil
--- @return ExpRoles.Role?
function ExpRoles.get_player_highest_role(player)
return ExpRoles.get_player_roles(player)[1]
end
--[[
Permission checks
]]
--- Check if a player is allowed to perform an action
--- @param player LuaPlayer | string | nil
--- @param action string A legacy action such as `command/kill`
--- @return boolean
function ExpRoles.player_allowed(player, action)
local permission = permission_from_action(action)
for _, role in pairs(ExpRoles.get_player_roles(player)) do
local allowed = role.allowed_actions
if allowed["core.admin"] or allowed[permission] then
return true
end
end
return false
end
--- Check if a player has a flag set by at least one of their roles
--- @param player LuaPlayer | string | nil
--- @param flag_name string
--- @return boolean
function ExpRoles.player_has_flag(player, flag_name)
local permission = permission_from_flag(flag_name)
for _, role in pairs(ExpRoles.get_player_roles(player)) do
if role.allowed_actions[permission] then
return true
end
end
return false
end
--- Check if a player holds a role
--- @param player LuaPlayer | string | nil
--- @param search_role string | number | ExpRoles.Role
--- @return boolean
function ExpRoles.player_has_role(player, search_role)
local role = ExpRoles.get_role_from_any(search_role)
if not role then return false end
for _, player_role in pairs(ExpRoles.get_player_roles(player)) do
if player_role.name == role.name then return true end
end
return false
end
--- Check if a player bypasses all permission checks
--- This replaces the legacy root role
--- @param player LuaPlayer | string | nil
--- @return boolean
function ExpRoles.is_root(player)
for _, role in pairs(ExpRoles.get_player_roles(player)) do
if role.allowed_actions["core.admin"] then return true end
end
return false
end
--[[
Role prototype
]]
--- Check if this role allows an action
--- @param self ExpRoles.Role
--- @param action string
--- @return boolean
function Role:is_allowed(action)
local allowed = self.allowed_actions
return allowed["core.admin"] or allowed[permission_from_action(action)] or false
end
--- Check if this role sets a flag
--- @param self ExpRoles.Role
--- @param name string
--- @return boolean
function Role:has_flag(name)
return self.allowed_actions[permission_from_flag(name)] or false
end
--- Get the players who hold this role
--- @param self ExpRoles.Role
--- @param online boolean? When given, filter by connected state
--- @return LuaPlayer[]
function Role:get_players(online)
local players = {}
for player_name, role_names in pairs(ExpRoles.config.players) do
for _, role_name in pairs(role_names) do
if role_name == self.name then
local player = game.players[player_name]
if player and (online == nil or player.connected == online) then
players[#players + 1] = player
end
break
end
end
end
return players
end
--- Print a message to every online player who holds this role
--- @param self ExpRoles.Role
--- @param message LocalisedString
--- @return number # Number of players the message was sent to
function Role:print(message)
local players = self:get_players(true)
for _, player in pairs(players) do
player.print(message)
end
return #players
end
--[[
Printing to roles
]]
--- Print a message to every player holding one of the given roles
--- @param roles (string | number | ExpRoles.Role)[]
--- @param message LocalisedString
function ExpRoles.print_to_roles(roles, message)
for _, role in pairs(roles) do
local resolved = ExpRoles.get_role_from_any(role)
if resolved then resolved:print(message) end
end
end
--- Print a message to every player holding the given role or a more privileged one
--- @param role string | number | ExpRoles.Role
--- @param message LocalisedString
function ExpRoles.print_to_roles_higher(role, message)
local resolved = ExpRoles.get_role_from_any(role)
if not resolved then return end
local roles = {}
for index, role_name in ipairs(ExpRoles.config.order) do
if index <= resolved.index and role_name ~= ExpRoles.get_default_role_name() then
roles[#roles + 1] = role_name
end
end
ExpRoles.print_to_roles(roles, message)
end
--- Print a message to every player holding the given role or a less privileged one
--- @param role string | number | ExpRoles.Role
--- @param message LocalisedString
function ExpRoles.print_to_roles_lower(role, message)
local resolved = ExpRoles.get_role_from_any(role)
if not resolved then return end
local roles = {}
for index, role_name in ipairs(ExpRoles.config.order) do
if index >= resolved.index and role_name ~= ExpRoles.get_default_role_name() then
roles[#roles + 1] = role_name
end
end
ExpRoles.print_to_roles(roles, message)
end
--- Get the name of the role every player holds
--- @return string?
function ExpRoles.get_default_role_name()
local role = script_data.default_role_id and script_data.roles[script_data.default_role_id]
return role and role.name or nil
end
--[[
Flags
]]
--- Register a callback run when a player gains or loses a flag
--- @param name string
--- @param callback fun(player: LuaPlayer, state: boolean)
function ExpRoles.define_flag_trigger(name, callback)
ExpRoles.config.flags[name] = Async.register(callback)
end
--- Run every flag trigger for a player
--- @param player LuaPlayer
local function apply_flag_triggers(player)
for flag, async_function in pairs(ExpRoles.config.flags) do
async_function(player, ExpRoles.player_has_flag(player, flag))
end
end
--[[
Assignment
]]
--- Raise the assigned or unassigned event and tell the player what changed
--- @param player LuaPlayer
--- @param change_type "assign" | "unassign"
--- @param roles ExpRoles.Role[]
--- @param by_player_name string?
--- @param silent boolean?
local function emit_player_roles_updated(player, change_type, roles, by_player_name, silent)
by_player_name = by_player_name or (game.player and game.player.name) or "<server>"
local by_player = game.players[by_player_name]
local role_names = {}
for index, role in ipairs(roles) do
role_names[index] = role.name
end
if not silent then
local joined = table.concat(role_names, ", ")
game.print(change_type == "assign"
and { "exp-roles.game-message-assign", player.name, joined, by_player_name }
or { "exp-roles.game-message-unassign", player.name, joined, by_player_name })
end
if change_type == "assign" then
player.play_sound{ path = "utility/achievement_unlocked" }
else
player.play_sound{ path = "utility/game_lost" }
end
local event = change_type == "assign" and ExpRoles.events.on_role_assigned or ExpRoles.events.on_role_unassigned
script.raise_event(event, {
name = event,
tick = game.tick,
player_index = player.index,
by_player_index = by_player and by_player.index or 0,
roles = role_names,
})
apply_flag_triggers(player)
end
--- Remove a role id from a list, returns true when it was present
--- @param list number[]?
--- @param role_id number
--- @return boolean
local function remove_role_id(list, role_id)
if not list then return false end
for index, value in ipairs(list) do
if value == role_id then
table.remove(list, index)
return true
end
end
return false
end
--- Add a role id to a list unless it is already present
--- @param list number[]
--- @param role_id number
--- @return boolean
local function add_role_id(list, role_id)
for _, value in ipairs(list) do
if value == role_id then return false end
end
list[#list + 1] = role_id
return true
end
--- Convert a role, role name, or array of either into an array of roles
--- @param roles any
--- @return ExpRoles.Role[]
local function resolve_roles(roles)
if type(roles) ~= "table" or roles.name then
roles = { roles }
end
local rtn = {}
for _, role in pairs(roles) do
local resolved = ExpRoles.get_role_from_any(role)
if resolved then rtn[#rtn + 1] = resolved end
end
return rtn
end
--- Apply a role change locally and tell the controller about it
--- @param player_name string
--- @param roles ExpRoles.Role[]
--- @param change_type "assign" | "unassign"
--- @param sync boolean
--- @return ExpRoles.Role[] # The roles which actually changed
local function apply_local_change(player_name, roles, change_type, sync)
local local_roles = script_data.local_players[player_name] or {}
local pending = script_data.pending[player_name] or {}
local changed = {}
for _, role in pairs(roles) do
if change_type == "assign" then
local synced = script_data.synced_players[player_name] or {}
local already_synced = false
for _, role_id in pairs(synced) do
if role_id == role.id then already_synced = true break end
end
if not already_synced and add_role_id(local_roles, role.id) then
changed[#changed + 1] = role
if sync then add_role_id(pending, role.id) end
end
else
local removed = remove_role_id(local_roles, role.id)
remove_role_id(pending, role.id)
-- A synced role is only taken away here when the controller is
-- being told as well, otherwise the next update would restore it
if sync then
removed = remove_role_id(script_data.synced_players[player_name], role.id) or removed
end
if removed then
changed[#changed + 1] = role
end
end
end
script_data.local_players[player_name] = next(local_roles) and local_roles or nil
script_data.pending[player_name] = next(pending) and pending or nil
rebuild_player_view(player_name)
return changed
end
--- Send a role change to the controller
--- @param player_name string
--- @param roles ExpRoles.Role[]
--- @param change_type "assign" | "unassign"
local function emit_assignment_update(player_name, roles, change_type)
if not script_data.emit_updates then return end
local role_ids = {}
for index, role in ipairs(roles) do
role_ids[index] = role.id
end
clusterio_api.send_json("exp_roles:assignment_update", {
name = player_name,
assign = change_type == "assign" and role_ids or nil,
unassign = change_type == "unassign" and role_ids or nil,
})
end
--- Change the roles a player holds
--- @param player LuaPlayer | string
--- @param roles any A role, role name, or array of either
--- @param change_type "assign" | "unassign"
--- @param by_player_name string?
--- @param silent boolean?
--- @param sync boolean
local function change_player_roles(player, roles, change_type, by_player_name, silent, sync)
local player_name = type(player) == "table" and player.name or player --[[ @as string? ]]
if not player_name then return end
local role_objects = resolve_roles(roles)
if #role_objects == 0 then return end
local changed = apply_local_change(player_name, role_objects, change_type, sync)
if #changed == 0 then return end
if sync then
emit_assignment_update(player_name, changed, change_type)
end
local valid_player = game.get_player(player_name)
if valid_player then
emit_player_roles_updated(valid_player, change_type, changed, by_player_name, silent)
end
end
--- Give a player one or more roles, the change is sent to the controller
--- @param player LuaPlayer | string
--- @param roles any A role, role name, or array of either
--- @param by_player_name string?
--- @param skip_checks boolean? Unused, kept for compatibility
--- @param silent boolean?
function ExpRoles.assign_player(player, roles, by_player_name, skip_checks, silent)
change_player_roles(player, roles, "assign", by_player_name, silent, true)
end
--- Take one or more roles from a player, the change is sent to the controller
--- @param player LuaPlayer | string
--- @param roles any A role, role name, or array of either
--- @param by_player_name string?
--- @param skip_checks boolean? Unused, kept for compatibility
--- @param silent boolean?
function ExpRoles.unassign_player(player, roles, by_player_name, skip_checks, silent)
change_player_roles(player, roles, "unassign", by_player_name, silent, true)
end
--- Give a player one or more roles on this map only, the controller is not told
--- Use this for roles earned from progress which does not leave this map
--- @param player LuaPlayer | string
--- @param roles any A role, role name, or array of either
--- @param by_player_name string?
--- @param silent boolean?
function ExpRoles.assign_player_local(player, roles, by_player_name, silent)
change_player_roles(player, roles, "assign", by_player_name, silent, false)
end
--- Take one or more local roles from a player, the controller is not told
--- @param player LuaPlayer | string
--- @param roles any A role, role name, or array of either
--- @param by_player_name string?
--- @param silent boolean?
function ExpRoles.unassign_player_local(player, roles, by_player_name, silent)
change_player_roles(player, roles, "unassign", by_player_name, silent, false)
end
--[[
Sync entry points
]]
--- Stop holding a pending role locally once the controller has confirmed it
--- Roles assigned with assign_player_local are never pending so are untouched
--- @param player_name string
local function drop_confirmed_local(player_name)
local pending = script_data.pending[player_name]
if pending then
for _, role_id in pairs(script_data.synced_players[player_name] or {}) do
if remove_role_id(pending, role_id) then
remove_role_id(script_data.local_players[player_name], role_id)
end
end
if not next(pending) then script_data.pending[player_name] = nil end
end
local local_roles = script_data.local_players[player_name]
if local_roles and not next(local_roles) then
script_data.local_players[player_name] = nil
end
end
--- Restore local references to persistent script data after load
function ExpRoles.on_load()
script_data = compat.script_data["exp_roles"]
if script_data then
rebuild_role_views()
rebuild_all_player_views()
end
end
--- Enable or disable sending role changes back to the controller
--- @param enabled boolean?
function ExpRoles.set_emit_events(enabled)
script_data.emit_updates = enabled ~= false
end
--- Replace all local state with the state held by the controller
--- Permission names are sent once and referenced by index, see encodeRolesForLua
--- @param payload { permission_names: string[], roles: table[], assignments: table[] }
function ExpRoles.initialise(payload)
local emit_updates = script_data.emit_updates
script_data.emit_updates = false
local names = payload.permission_names
script_data.roles = {}
script_data.default_role_id = nil
for _, record in pairs(payload.roles) do
if not record.is_deleted then
script_data.roles[record.id] = decode_role(record, names)
if record.is_default then
script_data.default_role_id = record.id
end
end
end
script_data.synced_players = {}
for _, record in pairs(payload.assignments) do
if not record.is_deleted and record.role_ids then
script_data.synced_players[record.name] = record.role_ids
end
end
-- The state received here is authoritative, so a pending role is either
-- confirmed and now held by synced_players, or it never landed and has to
-- be given up; either way it stops being held locally
for player_name, pending in pairs(script_data.pending) do
drop_confirmed_local(player_name)
for _, role_id in pairs(pending) do
remove_role_id(script_data.local_players[player_name], role_id)
end
local local_roles = script_data.local_players[player_name]
if local_roles and not next(local_roles) then
script_data.local_players[player_name] = nil
end
end
script_data.pending = {}
rebuild_role_views()
rebuild_all_player_views()
for _, player in pairs(game.connected_players) do
apply_flag_triggers(player)
end
script_data.emit_updates = emit_updates
end
--- Receive changes to roles from the controller
--- @param records table[]
function ExpRoles.receive_role_updates(records)
for _, record in pairs(records) do
if record.is_deleted then
script_data.roles[record.id] = nil
if script_data.default_role_id == record.id then
script_data.default_role_id = nil
end
else
script_data.roles[record.id] = decode_role(record)
if record.is_default then
script_data.default_role_id = record.id
elseif script_data.default_role_id == record.id then
script_data.default_role_id = nil
end
end
end
rebuild_role_views()
rebuild_all_player_views()
for _, player in pairs(game.connected_players) do
apply_flag_triggers(player)
end
end
--- Receive changes to the roles held by players from the controller
--- @param records table[]
function ExpRoles.receive_assignment_updates(records)
for _, record in pairs(records) do
local player_name = record.name
if record.is_deleted then
script_data.synced_players[player_name] = nil
else
script_data.synced_players[player_name] = record.role_ids or {}
end
drop_confirmed_local(player_name)
rebuild_player_view(player_name)
local player = game.get_player(player_name)
if player then apply_flag_triggers(player) end
end
end
--- Roll back a local assignment which the controller rejected
--- @param payload { name: string, role_ids: number[] }
function ExpRoles.reject_assignment(payload)
local player_name = payload.name
local roles = {}
for _, role_id in pairs(payload.role_ids) do
local role = script_data.roles[role_id]
if role then roles[#roles + 1] = role end
end
if #roles == 0 then return end
-- Sync is false, so this is never sent back to the controller
change_player_roles(player_name, roles, "unassign", "<server>", true, false)
end
--- Get the current script data for debugging purposes
--- @package
function ExpRoles._script_data()
return script_data
end
--[[
Event handlers, these are wired up by events.lua
]]
--- Create persistent script data if this is the first startup
function ExpRoles.on_server_startup()
if compat.script_data["exp_roles"] == nil then
--- @type ExpRoles.ScriptData
compat.script_data["exp_roles"] = {
roles = {},
synced_players = {},
local_players = {},
pending = {},
default_role_id = nil,
emit_updates = false,
}
end
ExpRoles.on_load()
end
--- Apply the flag triggers for a player who just joined
--- @param event EventData.on_player_joined_game
function ExpRoles.on_player_joined_game(event)
local player = game.get_player(event.player_index)
if player then apply_flag_triggers(player) end
end
return ExpRoles
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@@ -0,0 +1,19 @@
--[[-- ExpRoles - Events
Wires the role sync into the factorio event handler.
This is kept apart from control.lua because `ExpRoles.events` holds the ids of
the events this module raises, which is the interface the legacy role system
had, and event_handler expects `events` to be the handlers to register.
]]
local clusterio_api = require("modules/clusterio/api")
local ExpRoles = require("modules/exp_roles/control")
return {
on_load = ExpRoles.on_load,
events = {
[clusterio_api.events.on_server_startup] = ExpRoles.on_server_startup,
[defines.events.on_multiplayer_init] = ExpRoles.on_server_startup,
[defines.events.on_player_joined_game] = ExpRoles.on_player_joined_game,
},
}
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--[[
It is best practice to not expose any globals because all modules share a global environment
However, sometimes you need globals, for example to access functions within rcon commands
Therefore, we advise that this should be the only file in your module to expose globals
]]
--- @diagnostic disable: global-element
-- Access using `/sc exp_roles.foo()`
exp_roles = require("modules/exp_roles/control")
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[exp-roles]
game-message-assign=__1__ has been assigned: __2__ by __3__
game-message-unassign=__1__ has been unassigned: __2__ by __3__
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@@ -0,0 +1,13 @@
{
"name": "exp_roles",
"load": [
"events.lua"
],
"require": [
"globals.lua"
],
"dependencies": {
"clusterio": "*",
"exp_util": "*"
}
}
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@@ -0,0 +1,3 @@
-- Access the exports from other modules using require("modules/exp_roles")
return require("modules/exp_roles/control")
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@@ -0,0 +1,49 @@
{
"name": "@expcluster/roles",
"version": "6.5.0",
"description": "Clusterio plugin providing syncing of in game roles.",
"author": "Cooldude2606 <https://github.com/Cooldude2606>",
"license": "MIT",
"repository": "explosivegaming/ExpCluster",
"main": "dist/node/index.js",
"scripts": {
"prepare": "tsc --build && webpack-cli --env production"
},
"engines": {
"node": ">=18"
},
"peerDependencies": {
"@clusterio/controller": "workspace:^",
"@clusterio/host": "workspace:^",
"@clusterio/lib": "workspace:^",
"@clusterio/web_ui": "workspace:^"
},
"devDependencies": {
"@ant-design/icons": "^6.2.3",
"@clusterio/controller": "workspace:^",
"@clusterio/host": "workspace:^",
"@clusterio/lib": "workspace:^",
"@clusterio/web_ui": "workspace:^",
"@types/node": "catalog:",
"@types/react": "catalog:",
"antd": "catalog:",
"react": "catalog:",
"react-dom": "catalog:",
"react-router-dom": "catalog:",
"typescript": "catalog:",
"webpack": "catalog:",
"webpack-cli": "catalog:",
"webpack-merge": "catalog:"
},
"dependencies": {
"@sinclair/typebox": "catalog:"
},
"publishConfig": {
"access": "public"
},
"keywords": [
"clusterio",
"clusterio-plugin",
"factorio"
]
}
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{
"extends": "../tsconfig.browser.json",
"include": [ "web/**/*.tsx", "web/**/*.ts", "messages.ts", "package.json" ],
}
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@@ -0,0 +1,7 @@
{
"files": [],
"references": [
{ "path": "./tsconfig.node.json" },
{ "path": "./tsconfig.browser.json" }
]
}
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@@ -0,0 +1,5 @@
{
"extends": "../tsconfig.node.json",
"include": ["./**/*.ts"],
"exclude": ["test/*", "./dist/*"],
}
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import React, { useContext, useEffect, useState } from "react";
import { Button, Col, ColorPicker, Form, Input, InputNumber, Row, Switch, Tooltip } from "antd";
import * as lib from "@clusterio/lib";
import { ControlContext, SectionHeader, useAccount, notifyErrorHandler } from "@clusterio/web_ui";
import { RoleColor, RoleMetaRecord, RoleMetaUpdateRequest } from "../../messages";
import type { WebPlugin } from "..";
const MS_PER_HOUR = 3600000;
type RoleFormValues = {
order: number;
priority: number;
shortHand: string;
tag: string;
color: string | { toRgb(): { r: number, g: number, b: number } } | null;
autoAssignHours: number | null;
blockAutoAssign: boolean;
};
/**
* In game properties of a role, shown at the end of the core role page.
*
* The name, description and permissions of a role are owned by clusterio, this
* only covers the properties which only mean something in game.
*/
export default function RoleProperties(props: { plugin: WebPlugin, role?: lib.Role }) {
const control = useContext(ControlContext);
const account = useAccount();
const [form] = Form.useForm<RoleFormValues>();
const [applying, setApplying] = useState(false);
const [roles] = props.plugin.useRoles();
const record = props.role ? roles.get(props.role.id) : undefined;
const meta = record?.meta;
const canUpdate = account.hasPermission("core.role.update");
useEffect(() => {
if (!meta) {
return;
}
form.setFieldsValue({
order: meta.order,
priority: meta.priority,
shortHand: meta.shortHand,
tag: meta.tag,
color: meta.color ? `rgb(${meta.color.r}, ${meta.color.g}, ${meta.color.b})` : null,
autoAssignHours: meta.autoAssignOnlineTimeMs === null
? null
: meta.autoAssignOnlineTimeMs / MS_PER_HOUR,
blockAutoAssign: meta.blockAutoAssign,
});
}, [meta, form]);
if (!props.role || !meta) {
return null;
}
async function apply() {
const values = form.getFieldsValue();
let color: RoleColor | null = null;
if (values.color && typeof values.color !== "string") {
const rgb = values.color.toRgb();
color = new RoleColor(Math.round(rgb.r), Math.round(rgb.g), Math.round(rgb.b));
} else if (typeof values.color === "string") {
const match = values.color.match(/(\d+)\D+(\d+)\D+(\d+)/);
if (match) {
color = new RoleColor(Number(match[1]), Number(match[2]), Number(match[3]));
}
}
await control.send(new RoleMetaUpdateRequest(new RoleMetaRecord(
props.role!.id,
values.order,
values.priority,
values.shortHand ?? "",
values.tag ?? "",
color,
values.autoAssignHours === null || values.autoAssignHours === undefined
? null
: values.autoAssignHours * MS_PER_HOUR,
values.blockAutoAssign ?? false,
)));
}
const labelled = (text: string, tip: string) => <Tooltip title={tip}>{text}</Tooltip>;
return <>
<SectionHeader
title="In Game Properties"
extra={canUpdate ? <Button
type="primary"
loading={applying}
onClick={() => {
setApplying(true);
apply()
.catch(notifyErrorHandler("Error updating role properties"))
.finally(() => setApplying(false));
}}
>Apply in game properties</Button> : undefined}
/>
<Form
form={form}
disabled={!canUpdate}
labelCol={{ span: 12 }}
wrapperCol={{ span: 12 }}
labelWrap
>
<Row gutter={[16, 0]}>
<Col xs={24} sm={12} xl={6}>
<Form.Item
name="order"
label={labelled("Order", "A lower value is a more privileged role")}
>
<InputNumber style={{ width: "100%" }} />
</Form.Item>
</Col>
<Col xs={24} sm={12} xl={6}>
<Form.Item
name="priority"
label={labelled(
"Priority",
"Only the roles with the highest priority a player holds apply, "
+ "which is how Jail suppresses every other role"
)}
>
<InputNumber style={{ width: "100%" }} />
</Form.Item>
</Col>
<Col xs={24} sm={12} xl={6}>
<Form.Item
name="shortHand"
label={labelled("Short hand", "Short form of the name, used where space is limited")}
>
<Input />
</Form.Item>
</Col>
<Col xs={24} sm={12} xl={6}>
<Form.Item
name="tag"
label={labelled("Tag", "Shown next to the names of players with this role")}
>
<Input />
</Form.Item>
</Col>
<Col xs={24} sm={12} xl={6}>
<Form.Item
name="color"
label={labelled("Colour", "Used for the role name and tag in game")}
>
<ColorPicker allowClear format="rgb" disabledAlpha />
</Form.Item>
</Col>
<Col xs={24} sm={12} xl={6}>
<Form.Item
name="autoAssignHours"
label={labelled(
"Auto assign after (hours)",
"Granted once a player reaches this much online time across the cluster. "
+ "Leave empty to never grant it automatically"
)}
>
<InputNumber min={0} placeholder="Never" style={{ width: "100%" }} />
</Form.Item>
</Col>
<Col xs={24} sm={12} xl={6}>
<Form.Item
name="blockAutoAssign"
label={labelled(
"Block auto assign",
"Players holding this role are never granted any other role automatically"
)}
valuePropName="checked"
>
<Switch />
</Form.Item>
</Col>
</Row>
</Form>
</>;
}
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import React, { useCallback, useSyncExternalStore } from "react";
import { BaseWebPlugin } from "@clusterio/web_ui";
import * as lib from "@clusterio/lib";
import * as messages from "../messages";
import RoleProperties from "./components/RoleProperties";
export class WebPlugin extends BaseWebPlugin {
roles = new lib.MapSubscriber(messages.RoleUpdatedEvent, this.control);
async init() {
// The core components pass a role and the plugin, which componentExtra
// does not carry in its type
this.componentExtra = {
RoleViewPage: RoleProperties as React.ComponentType,
};
}
useRoles() {
const subscribe = useCallback((cb: () => void) => this.roles.subscribe(cb), []);
return useSyncExternalStore(subscribe, () => this.roles.getSnapshot());
}
}
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"use strict";
const path = require("path");
const webpack = require("webpack");
const { merge } = require("webpack-merge");
const common = require("@clusterio/web_ui/webpack.common");
module.exports = (env = {}) => merge(common(env), {
context: __dirname,
entry: "./web/index.tsx",
output: {
path: path.resolve(__dirname, "dist", "web"),
},
plugins: [
new webpack.container.ModuleFederationPlugin({
name: "exp_roles",
library: { type: "window", name: "plugin_exp_roles" },
exposes: {
"./": "./index.ts",
"./package.json": "./package.json",
"./web": "./web/index.tsx",
},
shared: {
"@clusterio/lib": { import: false },
"@clusterio/web_ui": { import: false },
"antd": { import: false },
"react": { import: false },
"react-dom": { import: false },
"react-router": { import: false },
"react-router-dom": { import: false },
},
}),
],
});
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@@ -1,6 +1,9 @@
import * as lib from "@clusterio/lib"; import * as lib from "@clusterio/lib";
// import * as Messages from "./messages"; // import * as Messages from "./messages";
// Defines a permission for every in game action and role flag used by the scenario
import "./permissions";
lib.definePermission({ lib.definePermission({
name: "exp_scenario.config.view", name: "exp_scenario.config.view",
title: "View ExpScenario Config", title: "View ExpScenario Config",
+1 -1
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@@ -89,7 +89,7 @@ jailed=__1__ was jailed by __2__. Reason: __3__
already-jailed=__1__ is already jailed. already-jailed=__1__ is already jailed.
[exp-commands_unjail] [exp-commands_unjail]
description=Puts a player into jail and removes all other roles. description=Removes a player from jail and restores their previous roles.
arg-player=Player to unjail. arg-player=Player to unjail.
unjailed=__1__ was unjailed by __2__. unjailed=__1__ was unjailed by __2__.
not-jailed=__1__ is not currently jailed. not-jailed=__1__ is not currently jailed.
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import * as lib from "@clusterio/lib";
/**
* Convert a legacy role action into its clusterio permission name.
*
* The exp_roles lua module applies the same transform, so existing call sites such as
* `Roles.player_allowed(player, "gui/warp-list/add")` keep working unchanged.
*
* @param action - Legacy action such as `gui/warp-list/add` or `fast-tree-decon`.
* @returns Permission name such as `exp_scenario.gui.warp_list.add`.
*/
export function permissionFromAction(action: string) {
const body = action.replace(/-/g, "_").replace(/\//g, ".");
return `exp_scenario.${body.includes(".") ? body : `action.${body}`}`;
}
/**
* Convert a legacy role flag into its clusterio permission name.
*
* @param flag - Legacy flag such as `report-immune`.
* @returns Permission name such as `exp_scenario.flag.report_immune`.
*/
export function permissionFromFlag(flag: string) {
return `exp_scenario.flag.${flag.replace(/-/g, "_")}`;
}
/** Legacy actions which map onto core clusterio permissions rather than scenario ones. */
export const coreActionPermissions: Record<string, string> = {
"command/assign-role": "core.user.update_roles",
"command/unassign-role": "core.user.update_roles",
"command/get-roles": "core.role.list",
};
/** Legacy action, user facing title, description, and whether every player gets it. */
type ActionDefinition = [action: string, title: string, description: string, grantByDefault?: boolean];
const actions: ActionDefinition[] = [
["bypass-entity-protection", "Bypass entity protection", "Remove entities that the protection filter would block."],
["bypass-nukeprotect", "Bypass nuke protection", "Use nukes without the nuke protection restrictions."],
["command/_rcon", "/_rcon", "Execute arbitrary code within a custom environment."],
["command/admin-chat", "/admin-chat", "Sends a message in chat that only admins can see."],
["command/artillery", "/artillery", "Automaticly select enemy target with artillery."],
["command/ban", "/ban", "Ban a player from the cluster via the player list."],
["command/bring", "/bring", "Teleports a player to you."],
["command/chat-commands", "Chat commands", "Use the chat command prefix to trigger auto replies."],
["command/clear-blueprints", "/clear-blueprints", "Clear all blueprints."],
["command/clear-blueprints-surface", "/clear-blueprints-surface", "Clear all blueprints on the current surface."],
["command/clear-ground-items", "/clear-ground-items", "Clear all items on the ground."],
["command/clear-inventory", "/clear-inventory", "Clear a player's inventory, moving all items to spawn."],
["command/clear-last-warnings", "/clear-last-warnings", "Clears the last warning from a player."],
["command/clear-pollution", "/clear-pollution", "Clear pollution from your current surface, or another surface."],
["command/clear-reports", "/clear-reports", "Clears all reports from a player or just the report from one player."],
["command/clear-script-warnings", "/clear-script-warnings", "Clears all script warnings from a player."],
["command/clear-tag/always", "/clear-tag (any player)", "Clear the tag of any player, not just your own."],
["command/clear-warnings", "/clear-warnings", "Clears all warnings (and script warnings) from a player."],
["command/collectdata", "/collectdata", "Collect data for RCON usage."],
["command/commands", "/commands", "List and search all commands for a keyword.", true],
["command/connect", "/connect", "Connect to another server.", true],
["command/connect-all", "/connect-all", "Connect all players to another server."],
["command/connect-player", "/connect-player", "Connect a player to a different server."],
["command/create-report", "/create-report", "Reports a player and notifies moderators.", true],
["command/create-warning", "/create-warning", "Gives a warning to a player; may lead to automatic script action."],
["command/data-preference", "/data-preference", "Allows you to set/get your data saving preference.", true],
["command/debug", "/debug", "Opens the debug gui."],
["command/follow", "/follow", "Start following a player in spectator."],
["command/get-home", "/get-home", "Returns your current home location."],
["command/get-reports", "/get-reports", "List the reports against a player, or against every player."],
["command/get-warnings", "/get-warnings", "List the warnings against a player, or against every player."],
["command/give-warning", "/give-warning", "Give a player a warning via the player list."],
["command/goto", "/goto", "Teleports you to a player."],
["command/home", "/home", "Teleports you to your home location."],
["command/jail", "/jail", "Puts a player into jail and removes all other roles."],
["command/kick", "/kick", "Kick a player from the server via the player list."],
["command/kill", "/kill", "Kills yourself or another player."],
["command/kill-enemies", "/kill-enemies", "Kill all enemy units."],
["command/kill/always", "/kill (any player)", "Kill any player, not just yourself."],
["command/lawnmower", "/lawnmower", "Clean up biter corpse, decoratives and nuclear hole."],
["command/locate", "/locate", "Opens remote view at the location of the player's last location.", true],
["command/me", "/me", "Sends an action message in the chat."],
["command/protect-area", "/protect-area", "Toggles area protection selection, hold shift to remove protection."],
["command/protect-entity", "/protect-entity", "Toggles entity protection selection, hold shift to remove protection."],
["command/protect-tag", "/protect-tag", "Toggles protected tag mode, edit and create protected map tags."],
["command/rainbow", "/rainbow", "Sends an rainbow message in the chat."],
["command/ratio", "/ratio", "Get the input and output ratios of the selected machine.", true],
["command/remove-enemies", "/remove-enemies", "Remove all enemy spawners."],
["command/remove-join-message", "/remove-join-message", "Removes you custom join message."],
["command/repair", "/repair", "Repairs entities on your force around you."],
["command/research-all", "/research-all", "Research all technology for your force, or another force."],
["command/return", "/return", "Teleports you to previous location."],
["command/save-data", "/save-data", "Writes all your player data to a file on your computer.", true],
["command/save-quickbar", "/save-quickbar", "Saves your Quickbar preset items to file."],
["command/search", "/search", "Display players sorted by the quantity of an item held and playtime."],
["command/search-amount", "/search-amount", "Display players sorted by the quantity of an item held."],
["command/search-online", "/search-online", "Display online players sorted by item count and playtime."],
["command/search-recent", "/search-recent", "Display players who hold an item sorted by join time."],
["command/server-ups", "/server-ups", "Toggle the server UPS display.", true],
["command/set-always-day", "/set-always-day", "Set always day for your current surface, or another surface."],
["command/set-bot-queue", "/set-bot-queue", "Get / Set the construction bot queue limits."],
["command/set-cheat-mode", "/set-cheat-mode", "Set cheat mode for your player, or another player."],
["command/set-friendly-fire", "/set-friendly-fire", "Set friendly fire for your force, or another force."],
["command/set-game-speed", "/set-game-speed", "Set or get the current game speed."],
["command/set-home", "/set-home", "Sets your home location to your current position."],
["command/set-join-message", "/set-join-message", "Sets / Gets your custom join message."],
["command/set-pollution-enabled", "/set-pollution-enabled", "Set polution enabled state for this game."],
["command/set-trains-to-automatic", "/set-trains-to-automatic", "Set all trains without passengers to automatic."],
["command/spawn", "/spawn", "Teleport to spawn."],
["command/spawn/always", "/spawn (any player)", "Teleport any player to spawn, not just yourself."],
["command/spectate", "/spectate", "Toggles spectator mode."],
["command/tag", "/tag", "Sets your player tag.", true],
["command/tag-clear", "/tag-clear", "Clears your tag. Or another player if you are admin.", true],
["command/tag-color", "/tag-color", "Sets your player tag color."],
["command/teleport", "/teleport", "Teleports a player to another player."],
["command/unjail", "/unjail", "Removes a player from jail and restores their previous roles."],
["command/vlayer-info", "/vlayer-info", "Print all vlayer information."],
["command/waterfill", "/waterfill", "Replace tiles with shallow water."],
["fast-tree-decon", "Fast tree deconstruction", "Deconstruct trees and rocks instantly over a large area."],
["gui/autofill", "Autofill", "Open the autofill GUI, which fills placed entities from your inventory.", true],
["gui/bonus", "Bonus", "Open the bonus GUI to adjust your personal bonuses."],
["gui/module", "Module inserter", "Open the module inserter GUI.", true],
["gui/player-list", "Player list", "Open the player list GUI.", true],
["gui/playerdata", "Player statistics", "Open the player statistics GUI."],
["gui/production", "Production statistics", "Open the production statistics GUI.", true],
["gui/readme", "Readme", "Open the server readme GUI.", true],
["gui/research", "Research milestones", "Open the research milestones GUI.", true],
["gui/rocket-info", "Rocket info", "Open the rocket info GUI.", true],
["gui/rocket-info/remote_launch", "Rocket info: remote launch", "Launch rockets remotely from the rocket info GUI."],
["gui/rocket-info/toggle-active", "Rocket info: toggle active", "Toggle whether a silo launches automatically."],
["gui/science-info", "Science production", "Open the science production GUI.", true],
["gui/surveillance", "Surveillance", "Open the surveillance GUI showing remote camera views."],
["gui/task-list", "Task list", "Open the task list GUI.", true],
["gui/task-list/add", "Task list: add", "Add new tasks to the task list."],
["gui/task-list/edit", "Task list: edit", "Edit and remove existing tasks on the task list."],
["gui/tool", "Quick actions", "Open the quick actions GUI."],
["gui/vlayer", "Virtual layer", "Open the virtual layer GUI.", true],
["gui/vlayer-edit", "Virtual layer: edit", "Use the edit controls in the virtual layer GUI."],
["gui/warp-list", "Warp list", "Open the warp list GUI and warp between locations.", true],
["gui/warp-list/add", "Warp list: add", "Add new warp points to the warp list."],
["gui/warp-list/bypass-cooldown", "Warp list: bypass cooldown", "Warp without waiting for the warp cooldown."],
["gui/warp-list/bypass-proximity", "Warp list: bypass proximity", "Warp without standing near a warp point."],
["gui/warp-list/edit", "Warp list: edit", "Edit and remove existing warp points."],
["standard-decon", "Standard deconstruction", "Deconstruct trees and rocks."],
];
const flags: ActionDefinition[] = [
["deconlog-bypass", "Deconstruction log bypass", "Be excluded from the deconstruction log."],
["defer_role_changes", "Defer role changes", "Hold back role changes until this role is removed; used by Jail."],
["instant-respawn", "Instant respawn", "Respawn after two seconds instead of the default delay."],
["is_admin", "Factorio admin", "Be promoted to Factorio admin while holding a role with this flag."],
["is_spectator", "Spectator", "Be placed into Factorio spectator mode."],
["is_system", "System commands", "Unlock system commands such as /_rcon and /_sudo."],
["report-immune", "Report immune", "Be immune to being reported by other players."],
];
for (const [action, title, description, grantByDefault] of actions) {
lib.definePermission({ name: permissionFromAction(action), title, description, grantByDefault });
}
for (const [flag, title, description] of flags) {
lib.definePermission({ name: permissionFromFlag(flag), title, description });
}
+1
View File
@@ -5,6 +5,7 @@
{ "path": "./exp_groups/" }, { "path": "./exp_groups/" },
{ "path": "./exp_gui/" }, { "path": "./exp_gui/" },
{ "path": "./exp_legacy/" }, { "path": "./exp_legacy/" },
{ "path": "./exp_roles/" },
{ "path": "./exp_scenario/" }, { "path": "./exp_scenario/" },
{ "path": "./exp_server_ups/" }, { "path": "./exp_server_ups/" },
{ "path": "./exp_util/" }, { "path": "./exp_util/" },