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RedMew/features/server.lua

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--- See documentation at https://github.com/Refactorio/RedMew/pull/469
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local Token = require 'utils.token'
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local Global = require 'utils.global'
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local Public = {}
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local raw_print = print
function print(str)
raw_print('[PRINT] ' .. str)
end
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local server_time = {secs = 0, tick = 0}
Global.register(
server_time,
function(tbl)
server_time = tbl
end
)
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local discord_tag = '[DISCORD]'
local discord_raw_tag = '[DISCORD-RAW]'
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local discord_bold_tag = '[DISCORD-BOLD]'
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local discord_admin_tag = '[DISCORD-ADMIN]'
local discord_admin_raw_tag = '[DISCORD-ADMIN-RAW]'
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]'
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local start_scenario_tag = '[START-SCENARIO]'
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local ping_tag = '[PING]'
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local data_set_tag = '[DATA-SET]'
local data_get_tag = '[DATA-GET]'
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]'
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Public.raw_print = raw_print
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local data_set_handlers = {}
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--- 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
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-- local Server = require 'features.server'
-- local Event = require 'utils.event'
--
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-- Event.add(Server.events.on_server_started,
-- function()
-- Server.try_get_all_data('regulars', callback)
-- end)
Public.events = {on_server_started = script.generate_event_name()}
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--- Sends a message to the linked discord channel. The message is sanitized of markdown server side.
-- @param message<string> message to send.
-- @usage
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-- local Server = require 'features.server'
-- Server.to_discord('Hello from scenario script!')
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function Public.to_discord(message)
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raw_print(discord_tag .. message)
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end
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--- Sends a message to the linked discord channel. The message is not sanitized of markdown.
-- @param message<string> message to send.
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function Public.to_discord_raw(message)
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raw_print(discord_raw_tag .. message)
end
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--- 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.
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function Public.to_discord_bold(message)
raw_print(discord_bold_tag .. message)
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end
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--- Sends a message to the linked admin discord channel. The message is sanitized of markdown server side.
-- @param message<string> message to send.
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function Public.to_admin(message)
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raw_print(discord_admin_tag .. message)
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end
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--- Sends a message to the linked admin discord channel. The message is not sanitized of markdown.
-- @param message<string> message to send.
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function Public.to_admin_raw(message)
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raw_print(discord_admin_raw_tag .. message)
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end
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--- 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.
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function Public.to_discord_embed(message)
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raw_print(discord_embed_tag .. message)
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end
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--- Sends a embed message to the linked discord channel. The message is not sanitized of markdown.
-- @param message<string> the content of the embed.
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function Public.to_discord_embed_raw(message)
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raw_print(discord_embed_raw_tag .. message)
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end
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--- 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.
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function Public.to_admin_embed(message)
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raw_print(discord_admin_embed_tag .. message)
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end
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--- 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.
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function Public.to_admin_embed_raw(message)
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raw_print(discord_admin_embed_raw_tag .. message)
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end
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--- 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 http://redmew.com/admin
-- @usage
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-- local Server = require 'features.server'
-- Server.start_scenario('my_scenario_name')
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function Public.start_scenario(scenario_name)
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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
local default_ping_token =
Token.register(
function(sent_tick)
local now = game.tick
local diff = now - sent_tick
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local message = table.concat({'Pong in ', diff, ' tick(s) ', 'sent tick: ', sent_tick, ' received tick: ', now})
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game.print(message)
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end
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)
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--- 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.
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function Public.ping(func_token)
local message = table.concat({ping_tag, func_token or default_ping_token, ' ', game.tick})
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raw_print(message)
end
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--- 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
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-- local Server = require 'features.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'
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function Public.set_data(data_set, key, value)
if type(data_set) ~= 'string' then
error('data_set must be a string')
end
if type(key) ~= 'string' then
error('key must be a string')
end
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-- Excessive escaping because the data is serialized twice.
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data_set = data_set:gsub('\\', '\\\\\\\\'):gsub('"', '\\\\\\"')
key = key:gsub('\\', '\\\\\\\\'):gsub('"', '\\\\\\"')
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local message
local vt = type(value)
if vt == 'nil' then
message = table.concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '"}'})
elseif vt == 'string' then
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-- Excessive escaping because the data is serialized twice.
value = value:gsub('\\', '\\\\\\\\'):gsub('"', '\\\\\\"')
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message = table.concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '",value:"\\"', value, '\\""}'})
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elseif vt == 'number' then
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message = table.concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '",value:"', value, '"}'})
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elseif vt == 'boolean' then
message =
table.concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '",value:"', tostring(value), '"}'})
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elseif vt == 'function' then
error('value cannot be a function')
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else -- table
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value = serpent.line(value)
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-- 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("'", "\\'")
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message = table.concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, "\",value:'", value, "'}"})
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end
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raw_print(message)
end
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--- 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
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-- local Server = require 'features.server'
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-- 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)
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function Public.try_get_data(data_set, key, callback_token)
if type(data_set) ~= 'string' then
error('data_set must be a string')
end
if type(key) ~= 'string' then
error('key must be a string')
end
if type(callback_token) ~= 'number' then
error('callback_token must be a number')
end
-- Excessive escaping because the data is serialized twice.
data_set = data_set:gsub('\\', '\\\\\\\\'):gsub('"', '\\\\\\"')
key = key:gsub('\\', '\\\\\\\\'):gsub('"', '\\\\\\"')
local message = table.concat {data_get_tag, callback_token, ' {', 'data_set:"', data_set, '",key:"', key, '"}'}
raw_print(message)
end
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--- 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
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-- local Server = require 'features.server'
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-- 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)
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function Public.try_get_all_data(data_set, callback_token)
if type(data_set) ~= 'string' then
error('data_set must be a string')
end
if type(callback_token) ~= 'number' then
error('callback_token must be a number')
end
-- Excessive escaping because the data is serialized twice.
data_set = data_set:gsub('\\', '\\\\\\\\'):gsub('"', '\\\\\\"')
local message = table.concat {data_get_all_tag, callback_token, ' {', 'data_set:"', data_set, '"}'}
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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)
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
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--- 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
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-- local Server = require 'features.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
-- )
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function Public.on_data_set_changed(data_set, handler)
if type(data_set) ~= 'string' then
error('data_set must be a string')
end
local handlers = data_set_handlers[data_set]
if handlers == nil then
handlers = {handler}
data_set_handlers[data_set] = handlers
else
table.insert(handlers, handler)
end
end
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--- Called by the web server to notify the client that a data_set has changed.
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Public.raise_data_set = data_set_changed
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--- Called by the web server to determine which data_sets are being tracked.
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function Public.get_tracked_data_sets()
local message = {data_tracked_tag, '['}
for k, _ in pairs(data_set_handlers) do
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-- Excessive escaping because the data is serialized twice.
k = k:gsub('\\', '\\\\\\\\'):gsub('"', '\\\\\\"')
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table.insert(message, '"')
table.insert(message, k)
table.insert(message, '"')
table.insert(message, ',')
end
if message[#message] == ',' then
table.remove(message)
end
table.insert(message, ']')
message = table.concat(message)
raw_print(message)
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end
local function escape(str)
return str:gsub('\\', '\\\\'):gsub('"', '\\"')
end
--- If the player exists bans the player.
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-- 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')
end
if reason == nil then
reason = ''
elseif type(reason) ~= 'string' then
error('reason must be a string or nil')
end
if admin == nil then
admin = '<script>'
elseif type(admin) ~= 'string' then
error('admin must be a string or nil')
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 =
table.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.
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-- 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')
end
if admin == nil then
admin = '<script>'
elseif type(admin) ~= 'string' then
error('admin must be a string or nil')
end
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-- 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 = table.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
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--- 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 it was set
-- @return table
function Public.get_time_data_raw()
return server_time
end
--- Gets an estimate of the current server time as a unix epoch timestamp
-- 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 diff = game.tick - server_time.tick
return server_time.secs + diff / game.speed
end
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return Public