--[[-- 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") --[[@as LibCompat]] 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 --- Role names held by each player, includes local assignments players = {}, --- @type table --- Async handles run when a flag is gained or lost flags = {}, --- @type table }, 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 Permission names granted by this role --- @field flags table Legacy flag names granted by this role --- @field block_auto_assign boolean --- @class ExpRoles.ScriptData --- @field roles table Roles indexed by clusterio id --- @field synced_players table Role ids from the controller --- @field local_players table Role ids which only exist on this map --- @field pending table 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 local flag_permissions = {} --- @type table --- 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 = "", 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 "" 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", "", 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