Files
factorio-scenario-ExpCluster/exp_roles/module/control.lua
T
bbassieandClaude Fable 5 8a15745cf8 Address review on the role lookups
- player_has_any_permission and player_has_all_permission, matching the
  account checks the web ui has.
- Roles are no longer sorted on the way out of every lookup. get_ordered_roles
  and the public sort_roles cover the two guis and the command which present
  roles in order, and the highest role is found with a single scan.
- get_held_role_ids returns the list and the set it already built, rather than
  a second function rebuilding the set from the list.
- get_player_names collects into a set before listing, so a player holding the
  role in both the synced and the local list is counted once.
- The role metatable is registered directly under the plugin name, dropping
  the storage import.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 22:02:51 +00:00

843 lines
28 KiB
Lua

--[[-- ExpRoles
Mirrors clusterio's roles and permissions into the game.
Roles, the permissions they grant, and the players who hold them are owned by
the controller. This module keeps a copy of that state and answers permission
checks from it, so a check such as `Roles.player_has_permission(player,
"exp_scenario.command.kill")` is answered from the same data the web ui shows.
Roles are objects, looked up by their clusterio id, and everything done to or
with a role is a method on it. Assignments made in game are applied locally
first and then sent to the controller, which avoids callers having to deal with
the round trip.
Only the roles with the highest priority a player holds apply. Jail sits above
every other role, so holding it suppresses the rest, including the default role
every player has.
]]
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 = {
events = {
--- Raised when the roles a player holds change, or when a role they
--- hold is changed on the controller. In the second case `assigned` and
--- `unassigned` are both empty.
--- @type EventData.ExpRoles.on_player_roles_changed
on_player_roles_changed = script.generate_event_name(),
},
}
--- @class EventData.ExpRoles.on_player_roles_changed : EventData
--- @field player_index uint
--- @field by_player_index uint 0 when the change did not come from a player
--- @field assigned number[] Ids of the roles which were assigned
--- @field unassigned number[] Ids of the roles which were unassigned
--- 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
--- Registered so roles keep their methods across save and load
local role_metatable = { __index = Role }
script.register_metatable("exp_roles.Role", role_metatable)
--- @class ExpRoles.Role : ExpRoles.RolePrototype
--- @field id number Clusterio role id
--- @field name string
--- @field short_hand string
--- @field order number Position given by the controller, compare roles with the methods rather than this
--- @field priority number Only the highest priority roles a player holds apply
--- @field tag string
--- @field color Color?
--- @field permissions table<string, true> Permission names granted by this role
--- @field block_auto_assign boolean
--- @class ExpRoles.AssignOptions
--- @field by_player_name string? Shown in the game message, defaults to the current player or the server
--- @field silent boolean? When true no game message is printed
--- @field local_only boolean? When true the controller is not told, for roles earned on this map only
--- @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 = {}
--- Async handlers run when the state of a permission may have changed
local permission_triggers = {} --- @type table<string, Async.AsyncFunction>
--[[
Role state
]]
--- 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 permissions = {}
if names then
-- Indexes are zero based, having come from javascript
for _, index in pairs(record.permissions) do
permissions[names[index + 1]] = true
end
else
for _, permission in pairs(record.permissions) do
permissions[permission] = 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,
priority = meta.priority or 0,
tag = meta.tag or "",
color = meta.color,
permissions = permissions,
block_auto_assign = meta.block_auto_assign or false,
}, role_metatable)
end
--- Sort roles in place, the most privileged first
--- @param roles ExpRoles.Role[]
--- @return ExpRoles.Role[]
function ExpRoles.sort_roles(roles)
table.sort(roles, function(a, b)
if a.order == b.order then return a.id < b.id end
return a.order < b.order
end)
return roles
end
--- Get the most privileged role of a list
--- @param roles ExpRoles.Role[]
--- @return ExpRoles.Role?
local function highest_role_of(roles)
local highest
for _, role in pairs(roles) do
if highest == nil or role:is_higher_than(highest) then
highest = role
end
end
return highest
end
--- The server is represented by nil, or by a player object with index 0
--- @param player LuaPlayer?
--- @return LuaPlayer? # The player when it is not the server
local function not_server(player)
if player == nil or player.index == 0 then return nil end
return player
end
--- Role ids a player has been given, without the default role or priority applied
--- @param player_name string
--- @return number[], table<number, true>
local function get_held_role_ids(player_name)
local role_ids, seen = {}, {}
for _, list in pairs{ script_data.synced_players[player_name], script_data.local_players[player_name] } do
for _, role_id in pairs(list) do
if not seen[role_id] then
seen[role_id] = true
role_ids[#role_ids + 1] = role_id
end
end
end
return role_ids, seen
end
--- Roles which apply to a player, with the default role and priority applied
--- @param player_name string
--- @return ExpRoles.Role[]
local function get_effective_roles(player_name)
local role_ids = get_held_role_ids(player_name)
if script_data.default_role_id then
role_ids[#role_ids + 1] = script_data.default_role_id
end
local roles, highest_priority = {}, nil
for _, role_id in pairs(role_ids) do
local role = script_data.roles[role_id]
if role then
roles[#roles + 1] = role
if highest_priority == nil or role.priority > highest_priority then
highest_priority = role.priority
end
end
end
local rtn = {}
for _, role in pairs(roles) do
if role.priority == highest_priority then
rtn[#rtn + 1] = role
end
end
return rtn
end
--[[
Role lookup
]]
--- Get a role from its clusterio id
--- @param role_id number
--- @return ExpRoles.Role?
function ExpRoles.get_role(role_id)
return script_data.roles[role_id]
end
--- Get a role from its name, roles should be referred to by id where possible
--- @param name string
--- @return ExpRoles.Role?
function ExpRoles.get_role_by_name(name)
for _, role in pairs(script_data.roles) do
if role.name == name then return role end
end
return nil
end
--- Get every role, in no particular order
--- @return ExpRoles.Role[]
function ExpRoles.get_roles()
local rtn = {}
for _, role in pairs(script_data.roles) do
rtn[#rtn + 1] = role
end
return rtn
end
--- Get every role, the most privileged first
--- @return ExpRoles.Role[]
function ExpRoles.get_ordered_roles()
return ExpRoles.sort_roles(ExpRoles.get_roles())
end
--- Get the role every player holds
--- @return ExpRoles.Role?
function ExpRoles.get_default_role()
return script_data.default_role_id and script_data.roles[script_data.default_role_id] or nil
end
--- Get a role and every role more privileged than it, the default role excluded
--- @param role ExpRoles.Role
--- @return ExpRoles.Role[]
function ExpRoles.get_higher_roles(role)
local rtn = {}
for _, other in pairs(script_data.roles) do
if not other:is_lower_than(role) and other.id ~= script_data.default_role_id then
rtn[#rtn + 1] = other
end
end
return rtn
end
--- Get a role and every role less privileged than it, the default role excluded
--- @param role ExpRoles.Role
--- @return ExpRoles.Role[]
function ExpRoles.get_lower_roles(role)
local rtn = {}
for _, other in pairs(script_data.roles) do
if not other:is_higher_than(role) and other.id ~= script_data.default_role_id then
rtn[#rtn + 1] = other
end
end
return rtn
end
--- Role used when there is no player, such as for commands run by the server
--- It has core.admin so it passes every permission check
local server_role = setmetatable({
id = -1,
name = "<server>",
short_hand = "SRV",
order = -math.huge,
priority = 0,
tag = "",
color = nil,
permissions = { ["core.admin"] = true },
block_auto_assign = true,
}, role_metatable)
--- Get the roles which apply to a player, 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? nil for the server
--- @return ExpRoles.Role[]
function ExpRoles.get_player_roles(player)
-- The server is not a player and is allowed to do anything
local valid = not_server(player)
if not valid then return { server_role } end
return get_effective_roles(valid.name)
end
--- Get the most privileged role which applies to a player
--- @param player LuaPlayer? nil for the server
--- @return ExpRoles.Role
function ExpRoles.get_player_highest_role(player)
local role = highest_role_of(ExpRoles.get_player_roles(player))
return (assert(role, "Player has no roles, is the default role set and exp_roles syncing?"))
end
--[[
Permission checks
]]
--- Check if any of the roles grants a permission
--- @param roles ExpRoles.Role[]
--- @param permission string
--- @return boolean
local function roles_grant(roles, permission)
for _, role in pairs(roles) do
local permissions = role.permissions
if permissions["core.admin"] or permissions[permission] then
return true
end
end
return false
end
--- Check if a player has a permission through any of their roles
--- @param player LuaPlayer? nil for the server
--- @param permission string A clusterio permission such as `exp_scenario.command.kill`
--- @return boolean
function ExpRoles.player_has_permission(player, permission)
return roles_grant(ExpRoles.get_player_roles(player), permission)
end
--- Check if a player has at least one of the permissions
--- @param player LuaPlayer? nil for the server
--- @param ... string Clusterio permission names
--- @return boolean
function ExpRoles.player_has_any_permission(player, ...)
local roles = ExpRoles.get_player_roles(player)
for index = 1, select("#", ...) do
if roles_grant(roles, (select(index, ...))) then
return true
end
end
return false
end
--- Check if a player has every one of the permissions
--- @param player LuaPlayer? nil for the server
--- @param ... string Clusterio permission names
--- @return boolean
function ExpRoles.player_has_all_permission(player, ...)
local roles = ExpRoles.get_player_roles(player)
for index = 1, select("#", ...) do
if not roles_grant(roles, (select(index, ...))) then
return false
end
end
return true
end
--- Check if a player is more privileged than another player
--- A player with core.admin, which includes the server, outranks every player
--- @param player LuaPlayer? nil for the server
--- @param other LuaPlayer? nil for the server
--- @return boolean
function ExpRoles.player_outranks(player, other)
if ExpRoles.player_has_permission(player, "core.admin") then return true end
local highest = highest_role_of(ExpRoles.get_player_roles(player))
local other_highest = highest_role_of(ExpRoles.get_player_roles(other))
if highest == nil then return false end
return other_highest == nil or highest:is_higher_than(other_highest)
end
--[[
Role methods
]]
--- Check if this role grants a permission
--- @param self ExpRoles.Role
--- @param permission string
--- @return boolean
function Role.has_permission(self, permission)
local permissions = self.permissions
return permissions["core.admin"] or permissions[permission] or false
end
--- Check if this role is more privileged than another
--- @param self ExpRoles.Role
--- @param other ExpRoles.Role
--- @return boolean
function Role.is_higher_than(self, other)
if self.order == other.order then return self.id < other.id end
return self.order < other.order
end
--- Check if this role is less privileged than another
--- @param self ExpRoles.Role
--- @param other ExpRoles.Role
--- @return boolean
function Role.is_lower_than(self, other)
return other:is_higher_than(self)
end
--- Check if a player has been given this role, or it is the default role
--- A role a player holds does not always apply, see ExpRoles.get_player_roles
--- @param self ExpRoles.Role
--- @param player LuaPlayer? nil for the server
--- @return boolean
function Role.has_player(self, player)
local valid = not_server(player)
if not valid then return self == server_role end
if self.id == script_data.default_role_id then return true end
local _, held = get_held_role_ids(valid.name)
return held[self.id] == true
end
--- Get the names of every player who has been given this role
--- This includes players who have never joined this map, and is not affected
--- by priority, so a jailed moderator is still listed under moderator
--- @param self ExpRoles.Role
--- @return string[]
function Role.get_player_names(self)
-- A player can be in both lists, so collect into a set first
local seen = {}
for _, players in pairs{ script_data.synced_players, script_data.local_players } do
for player_name, role_ids in pairs(players) do
for _, role_id in pairs(role_ids) do
if role_id == self.id then
seen[player_name] = true
break
end
end
end
end
local names = {}
for player_name in pairs(seen) do
names[#names + 1] = player_name
end
return names
end
--- Get the players on this map who have been given this role
--- @param self ExpRoles.Role
--- @param online boolean? When given, filter by connected state
--- @return LuaPlayer[]
function Role.get_players(self, online)
local players = {}
for _, player_name in pairs(self:get_player_names()) do
local player = game.get_player(player_name)
if player and (online == nil or player.connected == online) then
players[#players + 1] = player
end
end
return players
end
--- Print a message to every online player who has been given this role
--- @param self ExpRoles.Role
--- @param message LocalisedString
--- @return number # Number of players the message was sent to
function Role.print(self, message)
local players = self:get_players(true)
for _, player in pairs(players) do
player.print(message)
end
return #players
end
--[[
Permission triggers
]]
--- Register a callback run with the state of a permission whenever the roles
--- of a player may have changed, and when they join the game
--- @param permission string
--- @param callback fun(player: LuaPlayer, state: boolean)
function ExpRoles.define_permission_trigger(permission, callback)
permission_triggers[permission] = Async.register(callback)
end
--- Run every permission trigger for a player
--- @param player LuaPlayer
local function apply_permission_triggers(player)
for permission, async_function in pairs(permission_triggers) do
async_function(player, ExpRoles.player_has_permission(player, permission))
end
end
--[[
Assignment
]]
--- Raise the roles changed event and tell the player what changed
--- @param player LuaPlayer
--- @param assigned ExpRoles.Role[]
--- @param unassigned ExpRoles.Role[]
--- @param by_player_name string?
--- @param silent boolean?
local function emit_player_roles_changed(player, assigned, unassigned, by_player_name, silent)
by_player_name = by_player_name or (game.player and game.player.name) or "<server>"
local by_player = game.get_player(by_player_name)
local assigned_ids, unassigned_ids = {}, {}
local assigned_names, unassigned_names = {}, {}
for index, role in ipairs(assigned) do
assigned_ids[index], assigned_names[index] = role.id, role.name
end
for index, role in ipairs(unassigned) do
unassigned_ids[index], unassigned_names[index] = role.id, role.name
end
if not silent then
if #assigned > 0 then
game.print{ "exp-roles.game-message-assign", player.name, table.concat(assigned_names, ", "), by_player_name }
end
if #unassigned > 0 then
game.print{ "exp-roles.game-message-unassign", player.name, table.concat(unassigned_names, ", "), by_player_name }
end
end
if #assigned > 0 then
player.play_sound{ path = "utility/achievement_unlocked" }
elseif #unassigned > 0 then
player.play_sound{ path = "utility/game_lost" }
end
script.raise_event(ExpRoles.events.on_player_roles_changed, {
name = ExpRoles.events.on_player_roles_changed,
tick = game.tick,
player_index = player.index,
by_player_index = by_player and by_player.index or 0,
assigned = assigned_ids,
unassigned = unassigned_ids,
})
apply_permission_triggers(player)
end
--- Compare the roles a player had been given before and after a change and
--- raise the event for what differs
--- @param player_name string
--- @param before table<number, true>
--- @param by_player_name string?
--- @param silent boolean?
local function emit_held_diff(player_name, before, by_player_name, silent)
local player = game.get_player(player_name)
if not player then return end
local _, after = get_held_role_ids(player_name)
local assigned, unassigned = {}, {}
for role_id in pairs(after) do
if not before[role_id] then assigned[#assigned + 1] = script_data.roles[role_id] end
end
for role_id in pairs(before) do
if not after[role_id] then unassigned[#unassigned + 1] = script_data.roles[role_id] end
end
if #assigned > 0 or #unassigned > 0 then
emit_player_roles_changed(player, assigned, unassigned, by_player_name, silent)
end
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
--- Apply a role change to the local state, returns true when something changed
--- @param player_name string
--- @param role ExpRoles.Role
--- @param assign boolean
--- @param sync boolean
--- @return boolean
local function apply_local_change(player_name, role, assign, sync)
local local_roles = script_data.local_players[player_name] or {}
local pending = script_data.pending[player_name] or {}
local changed
if 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
changed = not already_synced and add_role_id(local_roles, role.id)
if changed and sync then add_role_id(pending, role.id) end
else
changed = 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
changed = remove_role_id(script_data.synced_players[player_name], role.id) or changed
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
return changed
end
--- Send a role change to the controller
--- @param player_name string
--- @param role ExpRoles.Role
--- @param assign boolean
local function emit_assignment_update(player_name, role, assign)
if not script_data.emit_updates then return end
clusterio_api.send_json("exp_roles:assignment_update", {
name = player_name,
assign = assign and { role.id } or nil,
unassign = not assign and { role.id } or nil,
})
end
--- Change whether a player holds a role
--- @param role ExpRoles.Role
--- @param player LuaPlayer
--- @param assign boolean
--- @param options ExpRoles.AssignOptions?
local function change_player_role(role, player, assign, options)
local valid = not_server(player)
if not valid then return end
options = options or {}
local player_name = valid.name
local _, before = get_held_role_ids(player_name)
if not apply_local_change(player_name, role, assign, not options.local_only) then return end
if not options.local_only then
emit_assignment_update(player_name, role, assign)
end
emit_held_diff(player_name, before, options.by_player_name, options.silent)
end
--- Give a player this role, the change is sent to the controller unless local_only is set
--- @param self ExpRoles.Role
--- @param player LuaPlayer
--- @param options ExpRoles.AssignOptions?
function Role.assign(self, player, options)
change_player_role(self, player, true, options)
end
--- Take this role from a player, the change is sent to the controller unless local_only is set
--- @param self ExpRoles.Role
--- @param player LuaPlayer
--- @param options ExpRoles.AssignOptions?
function Role.unassign(self, player, options)
change_player_role(self, player, false, options)
end
--[[
Sync entry points
]]
--- Stop holding a pending role locally once the controller has confirmed it
--- Roles assigned with local_only 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"]
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
--- Apply the triggers of every connected player, and raise the event so guis
--- can refresh, after the roles themselves have changed
local function roles_changed()
for _, player in pairs(game.connected_players) do
emit_player_roles_changed(player, {}, {}, "<server>", true)
end
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 = {}
roles_changed()
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
roles_changed()
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
local _, before = get_held_role_ids(player_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)
emit_held_diff(player_name, before, "<server>")
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 = game.get_player(payload.name)
for _, role_id in pairs(payload.role_ids) do
local role = script_data.roles[role_id]
if role and player then
role:unassign(player, { by_player_name = "<server>", silent = true, local_only = true })
elseif role then
apply_local_change(payload.name, role, false, false)
end
end
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 permission 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_permission_triggers(player) end
end
return ExpRoles