mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-10 00:43:27 +02:00
406 lines
12 KiB
Lua
406 lines
12 KiB
Lua
-- created by Gerkiz for ComfyFactorio
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local Global = require 'utils.global'
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local Core = require 'utils.core'
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local Color = require 'utils.color_presets'
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local Game = require 'utils.game'
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local Token = require 'utils.token'
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local Task = require 'utils.task'
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local Server = require 'utils.server'
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local Event = require 'utils.event'
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local table = require 'utils.table'
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local set_timeout_in_ticks = Task.set_timeout_in_ticks
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local session_data_set = 'sessions'
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local session = {}
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local online_track = {}
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local trusted = {}
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local settings = {
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trusted_value = 24 * 60 * 3600, -- 24h
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required_only_time_to_save_time = 10 * 3600,
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nth_tick = 5 * 3600
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}
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local set_data = Server.set_data
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local try_get_data = Server.try_get_data
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local try_get_data_and_print = Server.try_get_data_and_print
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local concat = table.concat
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Global.register(
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{
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session = session,
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online_track = online_track,
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trusted = trusted,
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settings = settings
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},
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function (tbl)
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session = tbl.session
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online_track = tbl.online_track
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trusted = tbl.trusted
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settings = tbl.settings
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end
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)
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local Public = {
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events = {
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on_player_removed = Event.generate_event_name('on_player_removed')
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}
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}
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local try_download_data_token =
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Token.register(
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function (data)
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local player_index = data.key
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local value = data.value
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if value then
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session[player_index] = value
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if value > settings.trusted_value then
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trusted[player_index] = true
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end
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else
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local player = game.get_player(player_index)
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if not player or not player.valid then
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return
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end
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session[player_index] = 0
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trusted[player_index] = false
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-- we don't want to clutter the database with players less than 10 minutes played.
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if player.online_time >= settings.required_only_time_to_save_time then
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set_data(session_data_set, player_index, session[player_index])
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end
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end
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end
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)
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local try_upload_data_token =
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Token.register(
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function (data)
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local player_index = data.key
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if not player_index then
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return
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end
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local value = data.value
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local player = game.get_player(player_index)
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if not player or not player.valid then
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return
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end
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if value then
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-- we don't want to clutter the database with players less than 10 minutes played.
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if player.online_time <= settings.required_only_time_to_save_time then
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return
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end
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local old_time_ingame = value
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if not online_track[player_index] then
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online_track[player_index] = 0
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end
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if online_track[player_index] > player.online_time then
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-- instance has been reset but scenario owner did not clear the player.
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-- so we clear it here and return.
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online_track[player_index] = 0
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return
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end
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local new_time = old_time_ingame + player.online_time - online_track[player_index]
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if new_time <= 0 then
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new_time = old_time_ingame + player.online_time
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online_track[player_index] = 0
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print('[ERROR] ' .. player_index .. ' had new time set as negative value: ' .. new_time)
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return
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end
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if new_time > settings.trusted_value then
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trusted[player_index] = true
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end
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set_data(session_data_set, player_index, new_time)
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session[player_index] = new_time
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online_track[player_index] = player.online_time
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else
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if player.online_time >= settings.required_only_time_to_save_time then
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if not session[player_index] then
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session[player_index] = 0
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end
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set_data(session_data_set, player_index, session[player_index])
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end
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end
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end
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)
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local get_total_playtime_token =
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Token.register(
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function (data)
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if not data then
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return
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end
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if not data.to_print then
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return
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end
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local player_index = data.key
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local value = data.value
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local to_print = data.to_print
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local player = game.get_player(to_print)
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if player and player.valid then
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if player_index then
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if value then
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player.play_sound { path = 'utility/scenario_message', volume_modifier = 1 }
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player.print('[color=blue]' .. player_index .. '[/color] has a total playtime of: ' .. Core.get_formatted_playtime(value))
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else
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player.play_sound { path = 'utility/cannot_build', volume_modifier = 1 }
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player.print('[color=red]' .. player_index .. '[/color] was not found.')
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end
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end
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end
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end
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)
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local nth_tick_token =
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Token.register(
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function (data)
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local player_name = data.name
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Public.try_ul_data(player_name)
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end
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)
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--- Uploads each connected players play time to the dataset
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local function upload_data()
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local players = game.connected_players
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local count = 0
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for i = 1, #players do
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count = count + 10
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local player = players[i]
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set_timeout_in_ticks(count, nth_tick_token, { name = player.name })
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end
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end
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--- Prints out game.tick to real hour/minute
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---@param ticks int
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---@param h int
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---@param m int
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function Public.format_time(ticks, h, m)
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local seconds = ticks / 60
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local minutes = math.floor((seconds) / 60)
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local hours = math.floor((minutes) / 60)
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local min = math.floor(minutes - 60 * hours)
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if h and m then
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return string.format('%dh:%02dm', hours, minutes, min)
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elseif h then
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return string.format('%dh', hours)
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elseif m then
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return string.format('%02dm', minutes, min)
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end
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end
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--- Tries to get data from the webpanel and prints it out to the player
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---@param player LuaPlayer
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---@param target_player string
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function Public.get_and_print_to_player(player, target_player)
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if not (player and player.valid) then
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return
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end
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local p = player.print
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if not target_player then
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p('[ERROR] No player was provided.', Color.fail)
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return
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end
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if not player.admin then
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p("[ERROR] You're not admin.", Color.fail)
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return
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end
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local secs = Server.get_current_time()
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if secs == nil or secs == false then
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return
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else
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try_get_data_and_print(session_data_set, target_player, player.name, get_total_playtime_token)
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end
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end
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--- Tries to get data from the webpanel and updates the local table with values.
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---@param player_index string
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function Public.try_dl_data(player_index)
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player_index = tostring(player_index)
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local secs = Server.get_current_time()
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if secs == nil or secs == false then
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session[player_index] = game.get_player(player_index).online_time
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return
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else
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try_get_data(session_data_set, player_index, try_download_data_token)
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end
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end
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--- Tries to get data from the webpanel and updates the local table with values.
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---@param player_index string
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function Public.try_ul_data(player_index)
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player_index = tostring(player_index)
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local secs = Server.get_current_time()
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if secs == nil or secs == false then
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return
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else
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try_get_data(session_data_set, player_index, try_upload_data_token)
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end
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end
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--- Checks if a player exists within the table
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---@param player_name string
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---@return boolean
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function Public.exists(player_name)
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return session[player_name] ~= nil
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end
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--- Prints a list of all players in the player_session table.
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function Public.print_sessions()
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local result = {}
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for k, _ in pairs(session) do
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result[#result + 1] = k
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end
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result = concat(result, ', ')
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Game.player_print(result)
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end
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--- Returns the table of session
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---@return table
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function Public.get_session_table()
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return session
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end
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--- Returns the table of online_track
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---@return table
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function Public.get_tracker_table()
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return online_track
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end
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--- Returns the table of trusted
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---@return table
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function Public.get_trusted_table()
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return trusted
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end
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--- Returns the table of trusted
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---@param player? LuaPlayer
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---@return table|boolean
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function Public.get_trusted_player(player)
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return trusted and player and player.valid and trusted[player.name] or false
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end
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--- Set a player as trusted
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---@param player LuaPlayer
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function Public.set_trusted_player(player)
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if trusted and player and player.valid then
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trusted[player.name] = true
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end
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end
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--- Set a player as untrusted
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---@param player LuaPlayer
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function Public.set_untrusted_player(player)
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if trusted and player and player.valid then
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trusted[player.name] = nil
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end
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end
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--- Returns the table of session
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---@param player? LuaPlayer
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---@return table|boolean
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function Public.get_session_player(player)
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local secs = Server.get_current_time()
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if secs == nil or secs == false then
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return false
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end
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return session and player and player.valid and session[player.name] or false
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end
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--- Returns the table of settings
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---@return table
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function Public.get_settings_table()
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return settings
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end
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--- Clears a given player from the session tables.
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---@param player LuaPlayer?
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function Public.clear_player(player)
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if player and player.valid then
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local name = player.name
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local connected = player.connected
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if not connected then
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session[name] = nil
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online_track[name] = nil
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trusted[name] = nil
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end
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end
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end
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--- Resets a given player from the online_track table.
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---@param player LuaPlayer
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function Public.reset_online_track(player)
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local name = player.name
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online_track[name] = 0
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end
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--- It's vital that we reset the online_track so we
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--- don't calculate the values wrong.
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Event.add(
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Public.events.on_player_removed,
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function ()
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for name, _ in pairs(online_track) do
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local player = game.get_player(name)
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Public.clear_player(player)
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end
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end
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)
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Event.add(
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defines.events.on_player_joined_game,
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function (event)
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local player = game.get_player(event.player_index)
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if not player or not player.valid then
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return
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end
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Public.try_dl_data(player.name)
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end
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)
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Event.add(
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defines.events.on_player_left_game,
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function (event)
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local player = game.get_player(event.player_index)
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if not player or not player.valid then
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return
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end
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Public.try_ul_data(player.name)
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end
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)
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Event.on_nth_tick(settings.nth_tick, upload_data)
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Server.on_data_set_changed(
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session_data_set,
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function (data)
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local player = game.get_player(data.key)
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if player and player.valid then
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session[data.key] = data.value
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if data.value > settings.trusted_value then
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trusted[data.key] = true
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else
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if trusted[data.key] then
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trusted[data.key] = false
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end
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end
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end
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end
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)
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Public.upload_data = upload_data
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return Public
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