mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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337 lines
13 KiB
Lua
337 lines
13 KiB
Lua
--- Allows syncing with an outside server and info panle.
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-- @module ExpGamingCore.Sync
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-- @alias Sync
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-- @author Cooldude2606
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-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
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local Game = require('FactorioStdLib.Game')
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local Color = require('FactorioStdLib.Color')
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local Sync = {}
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local Sync_updates = {}
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local module_verbose = false --true|false
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--- Global Table
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-- @table global
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-- @field server_name the server name
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-- @field server_description a short description of the server
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-- @field reset_time the reset time of the server
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-- @field time the last knowen irl time
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-- @field time_set the last in game time that the time was set
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-- @field last_update the last time that this info was updated
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-- @field time_period how often this infomation is updated
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-- @field players a list of different player related states
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-- @field ranks a list of player ranks
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-- @field rockets the number of rockets launched
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-- @field mods the mods which are loaded
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local global = global{
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server_name='Factorio Server',
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server_description='A factorio server for everyone',
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reset_time='On Demand',
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time='Day Mth 00 00:00:00 UTC Year',
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date='0000/00/00',
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time_set={0,'0.00M'},
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last_update={0,'0.00M'},
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time_period={18000,'5.00M'},
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game_speed=1.0,
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players={
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online={},
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n_online=0,
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all={},
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n_all=0,
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admins_online=0,
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afk_players={},
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times={}
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},
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roles={admin={online={},players={},n_online=0,n_players=0},user={online={},players={},n_online=0,n_players=0}},
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rockets=0,
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mods={'Offline'}
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}
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--- Player sub-table
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-- @table global.players
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-- @field online list of all players online
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-- @field n_online the number of players online
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-- @field all list of all player on or offline
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-- @field n_all the number of players who have joined the server
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-- @field admins_online the number of admins online
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-- @field afk_players the number of afk players
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-- @field times the play times of every player
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--- Used to standidise the tick format for any sync info
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-- @usage Sync.tick_format(60) -- return {60,'1.00M'}
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-- @treturn {number,string} table containg both the raw number and clean version of a time
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function Sync.tick_format(tick)
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if not is_type(tick,'number') then error('Tick was not given to Sync.tick_format',2) end
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return {tick,tick_to_display_format(tick)}
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end
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--- Prints to chat as if it were a player
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-- @usage Sync.print('Test','Cooldude2606')
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-- @tparam string player_message the message to be printed in chat
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-- @tparam string player_name the name of the player sending the message
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-- @tparam[opt] string player_tag the tag apllied to the player's name
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-- @tparam[opt] string player_colour the colour of the message, either hex or named colour
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-- @tparam[opt] string prefix add a prefix before the chat eg [IRC]
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function Sync.print(player_message,player_name,player_tag,player_colour,prefix)
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if not player_message then error('No message given to Sync.print',2) end
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local player = game.player or game.players[player_name]
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local tag = player_tag and player_tag ~= '' and ' '..player_tag or ''
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local colour = type(player_colour) == 'string' and player_colour or '#FFFFFF'
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local prefix = prefix and prefix..' ' or ''
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-- if it is an ingame player it will over ride the given params
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if player then
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tag = ' '..player.tag
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colour = player.chat_color
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player_name = player.name
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else
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-- converts colour into the accepted factorio version
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if colour:find('#') then colour = Color.from_hex(colour)
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else colour = defines.color[player_colour] end
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end
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game.print(prefix..player_name..tag..': '..player_message,colour)
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end
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--- Outline of the paramaters accepted by Sync.emit_embeded
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-- @table EmitEmbededParamaters
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-- @field title the tile of the embed
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-- @field color the color given in hex you can use Color.to_hex{r=0,g=0,b=0}
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-- @field description the description of the embed
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-- @field server_detail sting to add onto the pre-set server detail
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-- @field fieldone the filed to add to the embed (key is name) (value is text) (start value with <<inline>> to make inline)
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-- @field fieldtwo the filed to add to the embed (key is name) (value is text) (start value with <<inline>> to make inline)
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--- Logs an embed to the json.data we use a js script to add things we cant here
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-- @usage Sync.emit_embeded{title='BAN',color='0x0',description='A player was banned' ... }
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-- @tparam table args a table which contains everything that the embeded will use
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-- @see EmitEmbededParamaters
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function Sync.emit_embeded(args)
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if not is_type(args,'table') then error('Args table not given to Sync.emit_embeded',2) end
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if not game then error('Game has not loaded',2) end
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local title = is_type(args.title,'string') and args.title or ''
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local color = is_type(args.color,'string') and args.color:find("0x") and args.color or '0x0'
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local description = is_type(args.description,'string') and args.description or ''
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local server_detail = is_type(args.server_detail,'string') and args.server_detail or ''
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local mods_online = 'Mods Online: '..Sync.info.players.admins_online
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-- creates the first field given for every emit
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local done, fields = {title=true,color=true,description=true,server_detail=true}, {{
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name='Server Details',
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value='Server Name: ${serverName} Online Players: '..#game.connected_players..' '..mods_online..' Server Time: '..tick_to_display_format(game.tick)..' '..server_detail
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}}
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-- for each value given in args it will create a new field for the embed
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for key, value in pairs(args) do
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if not done[key] then
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done[key] = true
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local f = {name=key,value='',inline=false}
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-- if <<inline>> is present then it will cause the field to be inline if the previous
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local value, inline = value:gsub("<<inline>>",'',1)
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if inline > 0 then f.inline = true end
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f.value = value
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table.insert(fields,f)
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end
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end
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-- forms the data that will be emited to the file
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local log_data = {
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title=title,
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description=description,
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color=color,
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fields=fields
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}
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game.write_file('embeded.json',table.json(log_data)..'\n',true,0)
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end
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--- The error handle setup by sync to emit a discord embed for any errors
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-- @local here
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-- @function errorHandler
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-- @tparam string err the error passed by the err control
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error.addHandler('Discord Emit',function(err)
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if not game then return error(error()) end
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local color = Color and Color.to_hex(defines.textcolor.bg) or '0x0'
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Sync.emit_embeded{title='SCRIPT ERROR',color=color,description='There was an error in the script @Developers ',Error=err}
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end)
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--- Used to get the number of admins currently online
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-- @usage Sync.count_admins() -- returns number
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-- @treturn number the number of admins online
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function Sync.count_admins()
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-- game check
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if not game then return 0 end
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local _count = 0
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for _,player in pairs(game.connected_players) do
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if player.admin then _count=_count+1 end
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end
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return _count
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end
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--- Used to get the number of afk players defined by 2 min by default
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-- @usage Sync.count_afk_times()
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-- @tparam[opt=7200] int time in ticks that a player is called afk
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-- @treturn number the number of afk players
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function Sync.count_afk_times(time)
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if not game then return 0 end
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local time = time or 7200
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local rtn = {}
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for _,player in pairs(game.connected_players) do
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if player.afk_time > time then rtn[player.name] = Sync.tick_format(player.afk_time) end
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end
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return rtn
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end
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--- Used to get the number of players in each rank and currently online
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-- @usage Sync.count_roles()
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-- @treturn table contains the ranks and the players in that rank
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function Sync.count_roles()
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if not game then return {'Offline'} end
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local _rtn = {admin={online={},players={}},user={online={},players={}}}
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for index,player in pairs(game.players) do
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if player.admin then
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table.insert(_rtn.admin.players,player.name)
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if player.connected then table.insert(_rtn.admin.online,player.name) end
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else
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table.insert(_rtn.user.players,player.name)
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if player.connected then table.insert(_rtn.user.online,player.name) end
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end
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end
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_rtn.admin.n_players,_rtn.admin.n_online=#_rtn.admin.players,#_rtn.admin.online
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_rtn.user.n_players,_rtn.user.n_online=#_rtn.user.players,#_rtn.user.online
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return _rtn
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end
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--- Used to get a list of every player name with the option to limit to only online players
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-- @usage Sync.count_players()
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-- @tparam boolean online true will get only the online players
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-- @treturn table table of player names
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function Sync.count_players(online)
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if not game then return {'Offline'} end
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local _players = {}
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local players = {}
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if online then _players = game.connected_players else _players = game.players end
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for k,player in pairs(_players) do table.insert(players,player.name) end
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return players
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end
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--- Used to get a list of every player name with the amount of time they have played for
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-- @usage Sync.count_player_times()
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-- @treturn table table indexed by player name, each value contains the raw tick and then the clean string
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function Sync.count_player_times()
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if not game then return {'Offline'} end
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local _players = {}
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for index,player in pairs(game.players) do
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_players[player.name] = Sync.tick_format(player.online_time)
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end
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return _players
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end
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--- used to get the global list that has been defined, also used to set that list
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-- @usage Sync.info{server_name='Factorio Server 2'} -- returns true
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-- @usage Sync.info -- table of info
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-- @tparam[opt=nil] table set keys to be replaced in the server info
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-- @treturn boolean success was the data set
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Sync.info = setmetatable({},{
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__index=global,
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__newindex=global,
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__call=function(tbl,set)
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if not is_type(set,'table') then return false end
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for key,value in pairs(set) do global[key] = value end
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return true
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end,
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__pairs=function(tbl)
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local tbl = global
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local function next_pair(tbl,k)
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k, v = next(tbl, k)
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if type(v) ~= nil then return k,v end
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end
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return next_pair, tbl, nil
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end,
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__ipairs=function(tbl)
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local tbl = global
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local function next_pair(tbl, i)
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i = i + 1
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local v = tbl[i]
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if v then return i, v end
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end
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return next_pair, tbl, 0
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end
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})
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--- Called to update values inside of the info
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-- @usage Sync.update()
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-- @return all of the new info
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function Sync.update()
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local info = Sync.info
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info.time_period[2] = tick_to_display_format(info.time_period[1])
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info.last_update[1] = game.tick
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info.last_update[2] = tick_to_display_format(game.tick)
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info.game_speed = game.speed
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info.players={
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online=Sync.count_players(true),
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n_online=#game.connected_players,
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all=Sync.count_players(),
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n_all=#game.players,
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admins_online=Sync.count_admins(),
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afk_players=Sync.count_afk_times(),
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times=Sync.count_player_times()
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}
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info.roles = Sync.count_roles()
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info.rockets = game.forces['player'].get_item_launched('satellite')
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for key,callback in pairs(Sync_updates) do info[key] = callback() end
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return info
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end
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--- Adds a callback to be called when the info is updated
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-- @usage Sync.add_update('players',function() return #game.players end)
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-- @tparam string key the key that the value will be stored in
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-- @tparam function callback the function which will return this value
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function Sync.add_update(key,callback)
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if game then return end
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if not is_type(callback,'function') then return end
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Sync_updates[key] = callback
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end
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--- Outputs the curent server info into a file
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-- @usage Sync.emit_data()
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function Sync.emit_data()
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local info = Sync.info
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game.write_file('server-info.json',table.json(info),false,0)
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end
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--- Updates the info and emits the data to a file
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-- @usage Sync.emit_update()
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function Sync.emit_update()
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Sync.update() Sync.emit_data()
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end
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--- Used to return and set the current IRL time; not very good need a better way to do this
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-- @usage Sync.time('Sun Apr 1 18:44:30 UTC 2018')
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-- @usage Sync.time -- string
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-- @tparam[opt=nil] string set the date time to be set
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-- @treturn boolean if the datetime set was successful
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Sync.time=add_metatable({},function(full,date)
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local info = Sync.info
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if not is_type(full,'string') then return false end
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info.time = full
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info.date = date
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info.time_set[1] = Sync.tick_format(game.tick)
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return true
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end,function() local info = Sync.info return info.time..' (+'..(game.tick-info.time_set[1])..' Ticks)' end)
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-- will auto replace the file every 5 min by default
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script.on_event('on_tick',function(event)
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local time = Sync.info.time_period[1]
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if (event.tick%time)==0 then Sync.emit_update() end
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end)
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script.on_event('on_player_joined_game',Sync.emit_update)
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script.on_event('on_pre_player_left_game',Sync.emit_update)
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script.on_event('on_rocket_launched',Sync.emit_update)
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function Sync:on_init()
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if loaded_modules['ExpGamingCore.Gui'] then verbose('ExpGamingCore.Gui is installed; Loading gui src') require(module_path..'/src/gui',{Sync=Sync,module_path=module_path}) end
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if loaded_modules['ExpGamingCore.Server'] then require('ExpGamingCore.Server').add_module_to_interface('Sync','ExpGamingCore.Sync') end
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end
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function Sync:on_post()
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Sync.info{mods=table.keys(loaded_modules)}
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end
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return Sync |