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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00
ComfyFactorio/utils/server.lua
2023-02-21 00:21:17 +01:00

1525 lines
48 KiB
Lua

local Token = require 'utils.token'
local Task = require 'utils.task'
local Global = require 'utils.global'
local Event = require 'utils.event'
local Print = require('utils.print_override')
-- local constants
local floor = math.floor
local ceil = math.ceil
local insert = table.insert
local concat = table.concat
local serialize = serpent.serialize
local remove = table.remove
local tostring = tostring
local len = string.len
local gmatch = string.gmatch
local raw_print = Print.raw_print
local minutes_to_ticks = 60 * 60
local hours_to_ticks = 60 * 60 * 60
local ticks_to_minutes = 1 / minutes_to_ticks
local ticks_to_hours = 1 / hours_to_ticks
local serialize_options = {sparse = true, compact = true}
local Public = {}
local server_time = {secs = nil, tick = 0}
local server_ups = {ups = 60}
local start_data = {server_id = nil, server_name = nil, start_time = nil}
local instances = {
data = {}
}
local requests = {}
Global.register(
{
server_time = server_time,
server_ups = server_ups,
start_data = start_data,
requests = requests,
instances = instances
},
function(tbl)
server_time = tbl.server_time
server_ups = tbl.server_ups
start_data = tbl.start_data
requests = tbl.requests
instances = tbl.instances
end
)
--- Web panel framework.
local discord_tag = '[DISCORD]'
local discord_raw_tag = '[DISCORD-RAW]'
local discord_bold_tag = '[DISCORD-BOLD]'
local discord_admin_tag = '[DISCORD-ADMIN]'
local discord_banned_tag = '[DISCORD-BANNED]'
local discord_banned_embed_tag = '[DISCORD-BANNED-EMBED]'
local discord_unbanned_tag = '[DISCORD-UNBANNED]'
local discord_unbanned_embed_tag = '[DISCORD-UNBANNED-EMBED]'
local discord_jailed_tag = '[DISCORD-JAILED]'
local discord_jailed_embed_tag = '[DISCORD-JAILED-EMBED]'
local discord_unjailed_tag = '[DISCORD-UNJAILED]'
local discord_unjailed_embed_tag = '[DISCORD-UNJAILED-EMBED]'
local discord_jailed_named_embed_tag = '[DISCORD-JAILED-NAMED-EMBED]'
local discord_unjailed_named_embed_tag = '[DISCORD-UNJAILED-NAMED-EMBED]'
local discord_admin_raw_tag = '[DISCORD-ADMIN-RAW]'
local discord_embed_parsed_tag = '[DISCORD-EMBED-PARSED]'
local discord_embed_tag = '[DISCORD-EMBED]'
local discord_embed_raw_tag = '[DISCORD-EMBED-RAW]'
local discord_admin_embed_tag = '[DISCORD-ADMIN-EMBED]'
local discord_admin_embed_raw_tag = '[DISCORD-ADMIN-EMBED-RAW]'
local discord_named_tag = '[DISCORD-NAMED]'
local discord_named_raw_tag = '[DISCORD-NAMED-RAW]'
local discord_named_bold_tag = '[DISCORD-NAMED-BOLD]'
local discord_named_embed_tag = '[DISCORD-NAMED-EMBED]'
local discord_named_embed_parsed_tag = '[DISCORD-NAMED-EMBED-PARSED]'
local discord_named_embed_raw_tag = '[DISCORD-NAMED-EMBED-RAW]'
local start_scenario_tag = '[START-SCENARIO]'
local stop_scenario_tag = '[STOP-SCENARIO]'
local ping_tag = '[PING]'
local data_set_tag = '[DATA-SET]'
local ban_get_tag = '[BAN-GET]'
local data_get_tag = '[DATA-GET]'
local data_get_and_print_tag = '[DATA-GET-AND-PRINT]'
local data_get_all_tag = '[DATA-GET-ALL]'
local data_tracked_tag = '[DATA-TRACKED]'
local ban_sync_tag = '[BAN-SYNC]'
local unbanned_sync_tag = '[UNBANNED-SYNC]'
local query_players_tag = '[QUERY-PLAYERS]'
local player_join_tag = '[PLAYER-JOIN]'
local player_leave_tag = '[PLAYER-LEAVE]'
Public.raw_print = raw_print
--- Jail dataset.
local jailed_data_set = 'jailed'
local data_set_handlers = {}
local function assert_non_empty_string_and_no_spaces(str, argument_name)
if type(str) ~= 'string' then
error(argument_name .. ' must be a string', 3)
end
if #str == 0 then
error(argument_name .. ' must not be an empty string', 3)
end
if str:match(' ') then
error(argument_name .. " must not contain space ' ' character.", 3)
end
end
local function getOnlineAdmins()
local online = game.connected_players
local i = 0
for _, p in pairs(online) do
if p.admin then
i = i + 1
end
end
return i
end
local function build_embed_data()
local d = {
time = Public.format_time(game.ticks_played),
onlinePlayers = #game.connected_players,
totalPlayers = #game.players,
onlineAdmins = getOnlineAdmins()
}
return d
end
--- The event id for the on_server_started event.
-- The event is raised whenever the server goes from the starting state to the running state.
-- It provides a good opportunity to request data from the web server.
-- Note that if the server is stopped then started again, this event will be raised again.
-- @usage
-- local Server = require 'utils.server'
-- local Event = require 'utils.event'
--
-- Event.add(Server.events.on_server_started,
-- function()
-- Server.try_get_all_data('regulars', callback)
-- end)
-- Event.add(Server.events.on_changes_detected,
-- function()
-- Trigger some sort of automated restart whenever the game ends.
-- end)
Public.events = {on_server_started = Event.generate_event_name('on_server_started'), on_changes_detected = Event.generate_event_name('on_changes_detected')}
--- Sends a message to the linked discord channel. The message is sanitized of markdown server side.
-- @param message<string> message to send.
-- @usage
-- local Server = require 'utils.server'
-- Server.to_discord('Hello from scenario script!')
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_discord(message, locale)
if locale then
print(message, discord_tag)
else
raw_print(discord_tag .. message)
end
end
--- Sends a message to the linked discord channel. The message is not sanitized of markdown.
-- @param message<string> message to send.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_discord_raw(message, locale)
if locale then
print(message, discord_raw_tag)
else
raw_print(discord_raw_tag .. message)
end
end
--- Sends a message to the linked discord channel. The message is sanitized of markdown server side, then made bold.
-- @param message<string> message to send.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_discord_bold(message, locale)
if locale then
print(message, discord_bold_tag)
else
raw_print(discord_bold_tag .. message)
end
end
--- Sends a message to the named discord channel. The message is sanitized of markdown server side.
-- @param message<string> message to send.
function Public.to_discord_named(channel_name, message)
assert_non_empty_string_and_no_spaces(channel_name, 'channel_name')
raw_print(concat({discord_named_tag, channel_name, ' ', message}))
end
--- Sends a message to the named discord channel. The message is not sanitized of markdown.
-- @param message<string> message to send.
function Public.to_discord_named_raw(channel_name, message)
assert_non_empty_string_and_no_spaces(channel_name, 'channel_name')
raw_print(concat({discord_named_raw_tag, channel_name, ' ', message}))
end
--- Sends a message to the named discord channel. The message is sanitized of markdown server side, then made bold.
-- @param message<string> message to send.
function Public.to_discord_named_bold(channel_name, message)
assert_non_empty_string_and_no_spaces(channel_name, 'channel_name')
raw_print(concat({discord_named_bold_tag, channel_name, ' ', message}))
end
--- Sends an embed message to the named discord channel. The message is sanitized of markdown server side.
-- @param message<string> the content of the embed.
function Public.to_discord_named_embed(channel_name, message)
assert_non_empty_string_and_no_spaces(channel_name, 'channel_name')
raw_print(concat({discord_named_embed_tag, channel_name, ' ', message}))
end
--- Sends an embed message that is parsed to the named discord channel. The message is sanitized of markdown server side.
-- @param message<string> the content of the embed.
function Public.to_discord_named_parsed_embed(channel_name, message)
assert_non_empty_string_and_no_spaces(channel_name, 'channel_name')
local table_to_json = game.table_to_json
if not type(message) == 'table' then
return
end
if not message.title then
return
end
if not message.description then
return
end
message.channelName = channel_name
raw_print(discord_named_embed_parsed_tag, table_to_json(message))
end
--- Sends an embed message to the named discord channel. The message is not sanitized of markdown.
-- @param message<string> the content of the embed.
function Public.to_discord_named_embed_raw(channel_name, message)
assert_non_empty_string_and_no_spaces(channel_name, 'channel_name')
raw_print(concat({discord_named_embed_raw_tag, channel_name, ' ', message}))
end
--- Sends a message to the linked admin discord channel. The message is sanitized of markdown server side.
-- @param message<string> message to send.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_admin(message, locale)
if locale then
print(message, discord_admin_tag)
else
raw_print(discord_admin_tag .. message)
end
end
--- Sends a message to the linked banned discord channel. The message is sanitized of markdown server side.
-- @param message<string> message to send.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_banned(message, locale)
if locale then
print(message, discord_banned_tag)
else
raw_print(discord_banned_tag .. message)
end
end
--- Sends a message to the linked banned discord channel. The message is sanitized of markdown server side.
-- @param message<string> message to send.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_unbanned(message, locale)
if locale then
print(message, discord_unbanned_tag)
else
raw_print(discord_unbanned_tag .. message)
end
end
--- Sends a message to the linked connected discord channel. The message is sanitized of markdown server side.
-- @param message<string> message to send.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_jailed(message, locale)
if locale then
print(message, discord_jailed_tag)
else
raw_print(discord_jailed_tag .. message)
end
end
--- Sends a message to the linked connected discord channel. The message is sanitized of markdown server side.
-- @param message<string> message to send.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_unjailed(message, locale)
if locale then
print(message, discord_unjailed_tag)
else
raw_print(discord_unjailed_tag .. message)
end
end
--- Sends a message to the linked admin discord channel. The message is not sanitized of markdown.
-- @param message<string> message to send.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_admin_raw(message, locale)
if locale then
print(message, discord_admin_raw_tag)
else
raw_print(discord_admin_raw_tag .. message)
end
end
--- Sends a embed message to the linked discord channel. The message is sanitized/parsed of markdown server side.
-- @param message<table> the content of the embed.
function Public.to_discord_embed_parsed(message)
local table_to_json = game.table_to_json
if not type(message) == 'table' then
return
end
if not message.title then
return
end
if not message.description then
return
end
raw_print(discord_embed_parsed_tag .. table_to_json(message))
end
--- Sends a embed message to the linked discord channel. The message is sanitized of markdown server side.
-- @param message<string> the content of the embed.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_discord_embed(message, locale)
if locale then
print(message, discord_embed_tag)
else
raw_print(discord_embed_tag .. message)
end
end
--- Sends a embed message to the linked discord channel. The message is not sanitized of markdown.
-- @param message<string> the content of the embed.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_discord_embed_raw(message, locale)
if locale then
print(message, discord_embed_raw_tag)
else
raw_print(discord_embed_raw_tag .. message)
end
end
--- Sends a embed message to the linked admin discord channel. The message is sanitized of markdown server side.
-- @param message<string> the content of the embed.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_admin_embed(message, locale)
if locale then
print(message, discord_admin_embed_tag)
else
raw_print(discord_admin_embed_tag .. message)
end
end
--- Sends a embed message to the linked banned discord channel. The message is sanitized of markdown server side.
-- @param message<tbl> the content of the embed.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_banned_embed(message, locale)
local table_to_json = game.table_to_json
if not type(message) == 'table' then
return
end
if locale then
print(message, discord_banned_embed_tag)
else
if not message.username then
return
end
if not message.reason then
return
end
if not message.admin then
return
end
raw_print(discord_banned_embed_tag .. table_to_json(message))
end
end
--- Sends a embed message to the linked banned discord channel. The message is sanitized of markdown server side.
-- @param message<tbl> the content of the embed.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_unbanned_embed(message, locale)
local table_to_json = game.table_to_json
if not type(message) == 'table' then
return
end
if locale then
print(message, discord_unbanned_embed_tag)
else
if not message.username then
return
end
if not message.admin then
return
end
raw_print(discord_unbanned_embed_tag .. table_to_json(message))
end
end
--- Sends a embed message to the linked connected discord channel. The message is sanitized of markdown server side.
-- @param message<tbl> the content of the embed.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_jailed_embed(message, locale)
local table_to_json = game.table_to_json
if not type(message) == 'table' then
return
end
if locale then
print(message, discord_jailed_embed_tag)
else
if not message.username then
return
end
if not message.reason then
return
end
if not message.admin then
return
end
raw_print(discord_jailed_embed_tag .. table_to_json(message))
end
end
--- Sends a embed message to the jailed discord channel. The message is sanitized of markdown server side.
-- @param message<tbl> the content of the embed.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_jailed_named_embed(message, locale)
local table_to_json = game.table_to_json
if not type(message) == 'table' then
return
end
if locale then
print(message, discord_jailed_named_embed_tag)
else
if not message.username then
return
end
if not message.reason then
return
end
if not message.admin then
return
end
raw_print(discord_jailed_named_embed_tag .. table_to_json(message))
end
end
--- Sends a embed message to the linked connected discord channel. The message is sanitized of markdown server side.
-- @param message<tbl> the content of the embed.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_unjailed_embed(message, locale)
local table_to_json = game.table_to_json
if not type(message) == 'table' then
return
end
if locale then
print(message, discord_unjailed_embed_tag)
else
if not message.username then
return
end
if not message.admin then
return
end
raw_print(discord_unjailed_embed_tag .. table_to_json(message))
end
end
--- Sends a embed message to the linked connected discord channel. The message is sanitized of markdown server side.
-- @param message<tbl> the content of the embed.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_unjailed_named_embed(message, locale)
local table_to_json = game.table_to_json
if not type(message) == 'table' then
return
end
if locale then
print(message, discord_unjailed_named_embed_tag)
else
if not message.username then
return
end
if not message.admin then
return
end
raw_print(discord_unjailed_named_embed_tag .. table_to_json(message))
end
end
--- Sends a embed message to the linked admin discord channel. The message is not sanitized of markdown.
-- @param message<string> the content of the embed.
-- @param locale<boolean> if the message should be handled as localized.
function Public.to_admin_embed_raw(message, locale)
if locale then
print(message, discord_admin_embed_raw_tag)
else
raw_print(discord_admin_embed_raw_tag .. message)
end
end
--- Stops and saves the factorio server and starts the named scenario.
-- @param scenario_name<string> The name of the scenario as appears in the scenario table on the panel.
-- @usage
-- local Server = require 'utils.server'
-- Server.start_scenario('my_scenario_name')
function Public.start_scenario(scenario_name)
if type(scenario_name) ~= 'string' then
game.print('start_scenario - scenario_name ' .. tostring(scenario_name) .. ' must be a string.')
return
end
local message = start_scenario_tag .. scenario_name
raw_print(message)
end
--- Stops and saves the factorio server.
-- @usage
-- local Server = require 'utils.server'
-- Server.stop_scenario()
function Public.stop_scenario()
local message = stop_scenario_tag
raw_print(message)
end
local default_ping_token =
Token.register(
function(sent_tick)
local now = game.tick
local diff = now - sent_tick
local message = concat({'Pong in ', diff, ' tick(s) ', 'sent tick: ', sent_tick, ' received tick: ', now})
game.print(message)
end
)
--- Pings the web server.
-- @param func_token<token> The function that is called when the web server replies.
-- The function is passed the tick that the ping was sent.
function Public.ping(func_token)
local message = concat({ping_tag, func_token or default_ping_token, ' ', game.tick})
raw_print(message)
end
--- The backend sets instances with data so a player
-- can easily connect to another one via in-game.
-- @param data<table>
function Public.set_instances(data)
if not data then
return
end
if not type(data) == 'table' then
return
end
instances.data = {}
for id, tbl in pairs(data) do
instances.data[id] = tbl
end
end
--- Gets each available/non-available instance
function Public.get_instances()
return instances.data
end
local function double_escape(str)
-- Excessive escaping because the data is serialized twice.
if not str then
return ''
end
return str:gsub('\\', '\\\\\\\\'):gsub('"', '\\\\\\"'):gsub('\n', '\\\\n')
end
--- Sets the web server's persistent data storage. If you pass nil for the value removes the data.
-- Data set this will by synced in with other server if they choose to.
-- There can only be one key for each data_set.
-- @param data_set<string>
-- @param key<string>
-- @param value<nil|boolean|number|string|table> Any type that is not a function. set to nil to remove the data.
-- @usage
-- local Server = require 'utils.server'
-- Server.set_data('my data set', 'key 1', 123)
-- Server.set_data('my data set', 'key 2', 'abc')
-- Server.set_data('my data set', 'key 3', {'some', 'data', ['is_set'] = true})
--
-- Server.set_data('my data set', 'key 1', nil) -- this will remove 'key 1'
-- Server.set_data('my data set', 'key 2', 'def') -- this will change the value for 'key 2' to 'def'
function Public.set_data(data_set, key, value)
if type(data_set) ~= 'string' then
error('data_set must be a string', 2)
end
if type(key) ~= 'string' then
error('key must be a string', 2)
end
data_set = double_escape(data_set)
key = double_escape(key)
local message
local vt = type(value)
if vt == 'nil' then
message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '"}'})
elseif vt == 'string' then
value = double_escape(value)
message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '",value:"\\"', value, '\\""}'})
elseif vt == 'number' then
message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '",value:"', value, '"}'})
elseif vt == 'boolean' then
message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '",value:"', tostring(value), '"}'})
elseif vt == 'function' then
error('value cannot be a function', 2)
else -- table
value = serialize(value, serialize_options)
-- Less escaping than the string case as serpent provides one level of escaping.
-- Need to escape single quotes as serpent uses double quotes for strings.
value = value:gsub('\\', '\\\\'):gsub("'", "\\'")
message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, "\",value:'", value, "'}"})
end
raw_print(message)
end
local function validate_arguments(data_set, key, callback_token)
if type(data_set) ~= 'string' then
error('data_set must be a string', 3)
end
if type(key) ~= 'string' then
error('key must be a string', 3)
end
if type(callback_token) ~= 'number' then
error('callback_token must be a number', 3)
end
end
local function validate_arguments_of_ban(username, callback_token)
if type(username) ~= 'string' then
error('username must be a string', 3)
end
if type(callback_token) ~= 'number' then
error('callback_token must be a number', 3)
end
end
local function send_try_get_data(data_set, key, callback_token)
data_set = double_escape(data_set)
key = double_escape(key)
local message = concat {data_get_tag, callback_token, ' {', 'data_set:"', data_set, '",key:"', key, '"}'}
raw_print(message)
end
local function send_try_get_ban(username, callback_token)
username = double_escape(username)
local message = concat {ban_get_tag, callback_token, ' {', 'username:"', username, '"}'}
raw_print(message)
end
local function send_try_get_data_and_print(data_set, key, to_print, callback_token)
data_set = double_escape(data_set)
key = double_escape(key)
to_print = double_escape(to_print)
local message = concat {data_get_and_print_tag, callback_token, ' {', 'data_set:"', data_set, '",key:"', key, '",to_print:"', to_print, '"}'}
raw_print(message)
end
local cancelable_callback_token =
Token.register(
function(data)
local data_set = data.data_set
local keys = requests[data_set]
if not keys then
return
end
local key = data.key
local callbacks = keys[key]
if not callbacks then
return
end
keys[key] = nil
for c, _ in next, callbacks do
local func = Token.get(c)
func(data)
end
end
)
--- Gets data from the web server's persistent data storage.
-- The callback is passed a table {data_set: string, key: string, value: any}.
-- If the value is nil, it means there is no stored data for that data_set key pair.
-- @param data_set<string>
-- @param key<string>
-- @param callback_token<token>
-- @usage
-- local Server = require 'utils.server'
-- local Token = require 'utils.token'
--
-- local callback =
-- Token.register(
-- function(data)
-- local data_set = data.data_set
-- local key = data.key
-- local value = data.value -- will be nil if no data
--
-- game.print(data_set .. ':' .. key .. ':' .. tostring(value))
-- end
-- )
--
-- Server.try_get_data('my data set', 'key 1', callback)
function Public.try_get_data(data_set, key, callback_token)
validate_arguments(data_set, key, callback_token)
send_try_get_data(data_set, key, callback_token)
end
--- Same as try_get_data returns if a user is banned.
function Public.try_get_ban(username, callback_token)
validate_arguments_of_ban(username, callback_token)
send_try_get_ban(username, callback_token)
end
--- Same as try_get_data but prints the returned value to the given player who ran the command.
function Public.try_get_data_and_print(data_set, key, to_print, callback_token)
validate_arguments(data_set, key, callback_token)
send_try_get_data_and_print(data_set, key, to_print, callback_token)
end
local function try_get_data_cancelable(data_set, key, callback_token)
local keys = requests[data_set]
if not keys then
keys = {}
requests[data_set] = keys
end
local callbacks = keys[key]
if not callbacks then
callbacks = {}
keys[key] = callbacks
end
if callbacks[callback_token] then
return
end
if next(callbacks) then
callbacks[callback_token] = true
else
callbacks[callback_token] = true
send_try_get_data(data_set, key, cancelable_callback_token)
end
end
--- Same Server.try_get_data but the request can be cancelled by calling
-- Server.cancel_try_get_data(data_set, key, callback_token)
-- If the request is cancelled before it is complete the callback will be called with data.cancelled = true.
-- It is safe to cancel a non-existent or completed request, in either case the callback will not be called.
-- There can only be one request per data_set, key, callback_token combo. If there is already an ongoing request
-- an attempt to make a new one will be ignored.
-- @param data_set<string>
-- @param key<string>
-- @param callback_token<token>
function Public.try_get_data_cancelable(data_set, key, callback_token)
validate_arguments(data_set, key, callback_token)
try_get_data_cancelable(data_set, key, callback_token)
end
local function cancel_try_get_data(data_set, key, callback_token)
local keys = requests[data_set]
if not keys then
return false
end
local callbacks = keys[key]
if not callbacks then
return false
end
if callbacks[callback_token] then
callbacks[callback_token] = nil
local func = Token.get(callback_token)
local data = {data_set = data_set, key = key, cancelled = true}
func(data)
return true
else
return false
end
end
--- Cancels the request. Returns false if the request could not be canceled, either because there is no request
-- to cancel or it has been completed or canceled already. Otherwise returns true.
-- If the request is cancelled before it is complete the callback will be called with data.cancelled = true.
-- It is safe to cancel a non-existent or completed request, in either case the callback will not be called.
-- @param data_set<string>
-- @param key<string>
-- @param callback_token<token>
function Public.cancel_try_get_data(data_set, key, callback_token)
validate_arguments(data_set, key, callback_token)
return cancel_try_get_data(data_set, key, callback_token)
end
local timeout_token =
Token.register(
function(data)
cancel_try_get_data(data.data_set, data.key, data.callback_token)
end
)
--- Same as Server.try_get_data but the request is cancelled if the timeout expires before the request is complete.
-- If the request is cancelled before it is complete the callback will be called with data.cancelled = true.
-- There can only be one request per data_set, key, callback_token combo. If there is already an ongoing request
-- an attempt to make a new one will be ignored.
-- @param data_set<string>
-- @param key<string>
-- @param callback_token<token>
-- @usage
-- local Server = require 'utils.server'
-- local Token = require 'utils.token'
--
-- local callback =
-- Token.register(
-- function(data)
-- local data_set = data.data_set
-- local key = data.key
--
-- game.print('data_set: ' .. data_set .. ', key: ' .. key)
--
-- if data.cancelled then
-- game.print('Timed out')
-- return
-- end
--
-- local value = data.value -- will be nil if no data
--
-- game.print('value: ' .. tostring(value))
-- end
-- )
--
-- Server.try_get_data_timeout('my data set', 'key 1', callback, 60)
function Public.try_get_data_timeout(data_set, key, callback_token, timeout_ticks)
validate_arguments(data_set, key, callback_token)
try_get_data_cancelable(data_set, key, callback_token)
Task.set_timeout_in_ticks(timeout_ticks, timeout_token, {data_set = data_set, key = key, callback_token = callback_token})
end
--- Gets all the data for the data_set from the web server's persistent data storage.
-- The callback is passed a table {data_set: string, entries: {dictionary key -> value}}.
-- If there is no data stored for the data_set entries will be nil.
-- @param data_set<string>
-- @param callback_token<token>
-- @usage
-- local Server = require 'utils.server'
-- local Token = require 'utils.token'
--
-- local callback =
-- Token.register(
-- function(data)
-- local data_set = data.data_set
-- local entries = data.entries -- will be nil if no data
-- local value2 = entries['key 2']
-- local value3 = entries['key 3']
-- end
-- )
--
-- Server.try_get_all_data('my data set', callback)
function Public.try_get_all_data(data_set, callback_token)
if type(data_set) ~= 'string' then
error('data_set must be a string', 2)
end
if type(callback_token) ~= 'number' then
error('callback_token must be a number', 2)
end
data_set = double_escape(data_set)
local message = concat {data_get_all_tag, callback_token, ' {', 'data_set:"', data_set, '"}'}
raw_print(message)
end
local function data_set_changed(data)
local handlers = data_set_handlers[data.data_set]
if handlers == nil then
return
end
if _DEBUG then
for _, handler in ipairs(handlers) do
local success, err = pcall(handler, data)
if not success then
log(err)
error(err, 2)
end
end
else
for _, handler in ipairs(handlers) do
local success, err = pcall(handler, data)
if not success then
log(err)
end
end
end
end
--- Register a handler to be called when the data_set changes.
-- The handler is passed a table {data_set:string, key:string, value:any}
-- If value is nil that means the key was removed.
-- The handler may be called even if the value hasn't changed. It's up to the implementer
-- to determine if the value has changed, or not care.
-- To prevent desyncs the same handlers must be registered for all clients. The easiest way to do this
-- is in the control stage, i.e before on_init or on_load would be called.
-- @param data_set<string>
-- @param handler<function>
-- @usage
-- local Server = require 'utils.server'
-- Server.on_data_set_changed(
-- 'my data set',
-- function(data)
-- local data_set = data.data_set
-- local key = data.key
-- local value = data.value -- will be nil if data was removed.
-- end
-- )
function Public.on_data_set_changed(data_set, handler)
if _LIFECYCLE == _STAGE.runtime then
error('cannot call during runtime', 2)
end
if type(data_set) ~= 'string' then
error('data_set must be a string', 2)
end
local handlers = data_set_handlers[data_set]
if handlers == nil then
handlers = {handler}
data_set_handlers[data_set] = handlers
else
handlers[#handlers + 1] = handler
end
end
--- Called by the web server to notify the client that a data_set has changed.
Public.raise_data_set = data_set_changed
--- Called by the web server to determine which data_sets are being tracked.
function Public.get_tracked_data_sets()
local message = {data_tracked_tag, '['}
for k, _ in pairs(data_set_handlers) do
k = double_escape(k)
local message_length = #message
message[message_length + 1] = '"'
message[message_length + 2] = k
message[message_length + 3] = '"'
message[message_length + 4] = ','
end
if message[#message] == ',' then
remove(message)
end
message[#message + 1] = ']'
message = concat(message)
raw_print(message)
end
local function escape(str)
return str:gsub('\\', '\\\\'):gsub('"', '\\"')
end
local statistics = {
'item_production_statistics',
'fluid_production_statistics',
'kill_count_statistics',
'entity_build_count_statistics'
}
function Public.export_stats()
local table_to_json = game.table_to_json
local stats = {
game_tick = game.tick,
player_count = #game.connected_players,
game_flow_statistics = {
pollution_statistics = {
input = game.pollution_statistics.input_counts,
output = game.pollution_statistics.output_counts
}
},
rockets_launched = {},
force_flow_statistics = {}
}
for _, force in pairs(game.forces) do
local flow_statistics = {}
for _, statName in pairs(statistics) do
flow_statistics[statName] = {
input = force[statName].input_counts,
output = force[statName].output_counts
}
end
stats.rockets_launched[force.name] = force.rockets_launched
stats.force_flow_statistics[force.name] = flow_statistics
end
rcon.print(table_to_json(stats))
end
--- Called by the web server to set the server start data.
function Public.set_start_data(data)
start_data.server_id = data.server_id
start_data.server_name = data.server_name
local start_time = start_data.start_time
if not start_time then
-- Only set start time if it has not been set already, so that we keep the first start time.
start_data.start_time = data.start_time
end
end
-- This is the current server's id, in the case the save has been loaded on multiple servers.
-- @return string
function Public.get_server_id()
return start_data.server_id or ''
end
--- Gets the server's name. Empty string if not known.
-- This is the current server's name, in the case the save has been loaded on multiple servers.
-- @return string
function Public.get_server_name()
return start_data.server_name or ''
end
--- Gets the server's name and matches it against a string.
-- This is the current server's name, in the case the save has been loaded on multiple servers.
-- @param string
-- @return string
function Public.check_server_name(string)
if start_data.server_name then
local server_name = start_data.server_name
local str = string.match(server_name, string)
if str then
return true
end
end
return false
end
--- Gets the server's start time as a unix epoch timestamp. nil if not known.
-- @return number?
function Public.get_start_time()
return start_data.start_time
end
--- If the player exists bans the player.
-- Regardless of whether or not the player exists the name is synchronized with other servers
-- and stored in the database.
-- @param username<string>
-- @param reason<string?> defaults to empty string.
-- @param admin<string?> admin's name, defaults to '<script>'
function Public.ban_sync(username, reason, admin)
if type(username) ~= 'string' then
error('username must be a string', 2)
end
if reason == nil then
reason = ''
elseif type(reason) ~= 'string' then
error('reason must be a string or nil', 2)
end
if admin == nil then
admin = '<script>'
elseif type(admin) ~= 'string' then
error('admin must be a string or nil', 2)
end
-- game.ban_player errors if player not found.
-- However we may still want to use this function to ban player names.
local player = game.players[username]
if player then
game.ban_player(player, reason)
end
username = escape(username)
reason = escape(reason)
admin = escape(admin)
local message = concat({ban_sync_tag, '{username:"', username, '",reason:"', reason, '",admin:"', admin, '"}'})
raw_print(message)
end
--- If the player exists bans the player else throws error.
-- The ban is not synchronized with other servers or stored in the database.
-- @param PlayerSpecification
-- @param reason<string?> defaults to empty string.
function Public.ban_non_sync(PlayerSpecification, reason)
game.ban_player(PlayerSpecification, reason)
end
--- If the player exists unbans the player.
-- Regardless of whether or not the player exists the name is synchronized with other servers
-- and removed from the database.
-- @param username<string>
-- @param admin<string?> admin's name, defaults to '<script>'. This name is stored in the logs for who removed the ban.
function Public.unban_sync(username, admin)
if type(username) ~= 'string' then
error('username must be a string', 2)
end
if admin == nil then
admin = '<script>'
elseif type(admin) ~= 'string' then
error('admin must be a string or nil', 2)
end
-- game.unban_player errors if player not found.
-- However we may still want to use this function to unban player names.
local player = game.players[username]
if player then
game.unban_player(username)
end
username = escape(username)
admin = escape(admin)
local message = concat({unbanned_sync_tag, '{username:"', username, '",admin:"', admin, '"}'})
raw_print(message)
end
--- If the player exists unbans the player else throws error.
-- The ban is not synchronized with other servers or removed from the database.
-- @param PlayerSpecification
function Public.unban_non_sync(PlayerSpecification)
game.unban_player(PlayerSpecification)
end
--- Called by the web server to set the server time.
-- @param secs<number> unix epoch timestamp
function Public.set_time(secs)
server_time.secs = secs
server_time.tick = game.tick
end
--- Gets a table {secs:number?, tick:number} with secs being the unix epoch timestamp
-- for the server time and ticks the number of game ticks ago it was set.
-- @return table
function Public.get_time_data_raw()
return server_time
end
--- Called by the web server to set the ups value.
-- @param tick<number> tick
function Public.set_ups(tick)
server_ups.ups = tick
end
--- Gets a the estimated UPS from the web panel that is sent to the server.
-- This is calculated and measured in the wrapper.
-- @return number
function Public.get_ups()
return server_ups.ups
end
--- Gets an estimate of the current server time as a unix epoch timestamp.
-- If the server time has not been set returns nil.
-- The estimate may be slightly off if within the last minute the game has been paused, saving or overwise,
-- or the game speed has been changed.
-- @return number?
function Public.get_current_time()
local secs = server_time.secs
if secs == nil then
return false
end
local diff = game.tick - server_time.tick
return math.floor(secs + diff / game.speed / 60)
end
--- Converts from epoch to yymmddhhmm.
-- @param epoch<number>
-- @return date?
function Public.convertFromEpoch(epoch)
if not epoch then
return
end
local function date(z)
z = floor(z / 86400) + 719468
local era = floor(z / 146097)
local doe = floor(z - era * 146097)
local yoe = floor((doe - doe / 1460 + doe / 36524 - doe / 146096) / 365)
local y = floor(yoe + era * 400)
local doy = doe - floor((365 * yoe + yoe / 4 - yoe / 100))
local mp = floor((5 * doy + 2) / 153)
local d = ceil(doy - (153 * mp + 2) / 5 + 1)
local m = floor(mp + (mp < 10 and 3 or -9))
return y + (m <= 2 and 1 or 0), tonumber(m), tonumber(d)
end
local unixTime = floor(epoch) - (60 * 60 * (-1))
if unixTime < 0 then
return
end
local hours = floor(unixTime / 3600 % 24)
local minutes = floor(unixTime / 60 % 60)
local seconds = floor(unixTime % 60)
local year, month, day = date(unixTime)
return {
year = year,
month = month < 10 and '0' .. month or month,
day = day < 10 and '0' .. day or day,
hours = hours < 10 and '0' .. hours or hours,
minutes = minutes < 10 and '0' .. minutes or minutes,
seconds = seconds < 10 and '0' .. seconds or seconds
}
end
-- Returns the current date.
-- @param pretty<boolean>
-- @return date?
function Public.get_current_date(pretty)
local s = Public.get_current_time()
if not s then
return false
end
local date = Public.convertFromEpoch(s)
if not date then
return
end
if pretty then
return tonumber(date.year .. '-' .. date.month .. '-' .. date.day)
else
return tonumber(date.year .. date.month .. date.day)
end
end
-- Returns the total played time in yymmddhhmm.
-- @return date?
function Public.get_current_date_with_time()
local s = Public.get_current_time()
if not s then
return false
end
local date = Public.convertFromEpoch(s)
if not date then
return
end
return date.year .. '-' .. date.month .. '-' .. date.day .. ' ' .. date.hours .. ':' .. date.minutes
end
--- Takes a time in ticks and returns a string with the time in format "x hour(s) x minute(s)"
function Public.format_time(ticks)
local result = {}
local hours = floor(ticks * ticks_to_hours)
if hours > 0 then
ticks = ticks - hours * hours_to_ticks
insert(result, hours)
if hours == 1 then
insert(result, 'hour')
else
insert(result, 'hours')
end
end
local minutes = floor(ticks * ticks_to_minutes)
insert(result, minutes)
if minutes == 1 then
insert(result, 'minute')
else
insert(result, 'minutes')
end
return concat(result, ' ')
end
--- Called by the web server to re sync which players are online.
function Public.query_online_players()
local message = {query_players_tag, '['}
for _, p in ipairs(game.connected_players) do
message[#message + 1] = '"'
local name = escape(p.name)
message[#message + 1] = name
message[#message + 1] = '",'
end
if message[#message] == '",' then
message[#message] = '"'
end
message[#message + 1] = ']'
message = concat(message)
raw_print(message)
end
function Public.ban_handler(event)
local cmd = event.command
local user = event.parameters
if not user then
return
end
if len(user) <= 1 then
return
end
local reason
local str = ''
local t = {}
for i in gmatch(user, '%S+') do
insert(t, i)
end
local target = t[1]
for i = 2, #t do
str = str .. t[i] .. ' '
reason = str
end
if not target then
return print('[on_console_command] - target was undefined.')
end
if event.player_index then
local player = game.get_player(event.player_index)
if player and player.valid and player.admin then
local data = Public.build_embed_data()
data.username = target
data.admin = player.name
if cmd == 'ban' then
Public.set_data(jailed_data_set, target, nil) -- this is added here since we don't want to clutter the jail dataset.
if not reason then
data.reason = 'Not specified.'
Public.to_banned_embed(data)
return
else
data.reason = reason
Public.to_banned_embed(data)
return
end
elseif cmd == 'unban' then
Public.to_unbanned_embed(data)
return
end
end
else
local data = Public.build_embed_data()
data.username = target
data.admin = '<server>'
if event.user_override then
data.admin = event.user_override
end
if cmd == 'ban' then
Public.set_data(jailed_data_set, target, nil) -- this is added here since we don't want to clutter the jail dataset.
if not reason then
data.reason = 'Not specified.'
Public.to_banned_embed(data)
return
else
data.reason = reason
Public.to_banned_embed(data)
return
end
elseif cmd == 'unban' then
Public.to_unbanned_embed(data)
return
end
end
end
local function command_handler(callback, ...)
if type(callback) == 'function' then
local success, err = pcall(callback, ...)
return success, err
else
local success, err = pcall(loadstring(callback), ...)
return success, err
end
end
--- The command 'cc' is only used by the server so it can communicate through the web-panel api to the instances that it starts.
-- Doing this, enables achievements and the web-panel can communicate without any interruptions.
commands.add_command(
'cc',
'Evaluate command',
function(cmd)
local player = game.player
if player then
return
end
local callback = cmd.parameter
if not callback then
return
end
if not string.find(callback, '%s') and not string.find(callback, 'return') then
callback = 'return ' .. callback
end
local success, err = command_handler(callback)
if not success and type(err) == 'string' then
local _end = string.find(err, 'stack traceback')
if _end then
err = string.sub(err, 0, _end - 2)
end
end
if err or err == false then
raw_print(err)
end
end
)
--- The [JOIN] and [LEAVE] messages Factorio sends to stdout aren't sent in all cases of
-- players joining or leaving. So we send our own [PLAYER-JOIN] and [PLAYER-LEAVE] tags.
Event.add(
defines.events.on_player_joined_game,
function(event)
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
raw_print(player_join_tag .. player.name)
end
)
local leave_reason_map = {
[defines.disconnect_reason.quit] = '',
[defines.disconnect_reason.dropped] = ' (Dropped)',
[defines.disconnect_reason.reconnect] = ' (Reconnect)',
[defines.disconnect_reason.wrong_input] = ' (Wrong input)',
[defines.disconnect_reason.desync_limit_reached] = ' (Desync limit reached)',
[defines.disconnect_reason.cannot_keep_up] = ' (Cannot keep up)',
[defines.disconnect_reason.afk] = ' (AFK)',
[defines.disconnect_reason.kicked] = ' (Kicked)',
[defines.disconnect_reason.kicked_and_deleted] = ' (Kicked)',
[defines.disconnect_reason.banned] = ' (Banned)',
[defines.disconnect_reason.switching_servers] = ' (Switching servers)'
}
Event.add(
defines.events.on_player_left_game,
function(event)
local player = game.get_player(event.player_index)
if not player then
return
end
local reason = leave_reason_map[event.reason] or ''
raw_print(player_leave_tag .. player.name .. reason)
end
)
Event.add(
defines.events.on_player_died,
function(event)
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
local cause = event.cause
local message = {discord_bold_tag, player.name}
if cause and cause.valid then
message[#message + 1] = ' was killed by '
local name = cause.name
if name == 'character' and cause.player then
name = cause.player.name
end
message[#message + 1] = name
message[#message + 1] = '.'
else
message[#message + 1] = ' has died.'
end
message = concat(message)
raw_print(message)
end
)
Public.build_embed_data = build_embed_data
return Public