mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
554 lines
18 KiB
Lua
554 lines
18 KiB
Lua
--- 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 Event = require 'utils.event'
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local Game = require 'utils.game'
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local Timestamp = require 'utils.timestamp'
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local serialize = serpent.serialize
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local concat = table.concat
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local remove = table.remove
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local tostring = tostring
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local serialize_options = {sparse = true, compact = true}
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local Public = {}
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local raw_print = print
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function print(str)
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raw_print('[PRINT] ' .. str)
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end
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local server_time = {secs = nil, tick = 0}
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Global.register(
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server_time,
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function(tbl)
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server_time = tbl
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end
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)
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local discord_tag = '[DISCORD]'
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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]'
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local discord_admin_raw_tag = '[DISCORD-ADMIN-RAW]'
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local discord_embed_tag = '[DISCORD-EMBED]'
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local discord_embed_raw_tag = '[DISCORD-EMBED-RAW]'
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local discord_admin_embed_tag = '[DISCORD-ADMIN-EMBED]'
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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]'
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local data_get_tag = '[DATA-GET]'
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local data_get_all_tag = '[DATA-GET-ALL]'
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local data_tracked_tag = '[DATA-TRACKED]'
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local ban_sync_tag = '[BAN-SYNC]'
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local unbanned_sync_tag = '[UNBANNED-SYNC]'
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local query_players_tag = '[QUERY-PLAYERS]'
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local player_join_tag = '[PLAYER-JOIN]'
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local player_leave_tag = '[PLAYER-LEAVE]'
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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.
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-- The event is raised whenever the server goes from the starting state to the running state.
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-- It provides a good opportunity to request data from the web server.
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-- Note that if the server is stopped then started again, this event will be raised again.
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-- @usage
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-- local Server = require 'features.server'
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-- local Event = require 'utils.event'
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--
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-- Event.add(Server.events.on_server_started,
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-- function()
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-- Server.try_get_all_data('regulars', callback)
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-- end)
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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.
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-- @param message<string> message to send.
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-- @usage
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-- local Server = require 'features.server'
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-- 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.
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-- @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)
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end
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--- Sends a message to the linked discord channel. The message is sanitized of markdown server side, then made bold.
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-- @param message<string> message to send.
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function Public.to_discord_bold(message)
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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.
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-- @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.
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-- @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.
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-- @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.
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-- @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.
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-- @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.
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-- @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.
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-- @param scenario_name<string> The name of the scenario as appears in the scenario table on http://redmew.com/admin
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-- @usage
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-- local Server = require 'features.server'
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-- 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
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game.print('start_scenario - scenario_name ' .. tostring(scenario_name) .. ' must be a string.')
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return
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end
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local message = start_scenario_tag .. scenario_name
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raw_print(message)
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end
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local default_ping_token =
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Token.register(
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function(sent_tick)
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local now = game.tick
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local diff = now - sent_tick
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local message = 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.
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-- @param func_token<token> The function that is called when the web server replies.
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-- The function is passed the tick that the ping was sent.
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function Public.ping(func_token)
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local message = concat({ping_tag, func_token or default_ping_token, ' ', game.tick})
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raw_print(message)
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end
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local function double_escape(str)
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-- Excessive escaping because the data is serialized twice.
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return str:gsub('\\', '\\\\\\\\'):gsub('"', '\\\\\\"'):gsub('\n', '\\\\n')
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end
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--- Sets the web server's persistent data storage. If you pass nil for the value removes the data.
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-- Data set this will by synced in with other server if they choose to.
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-- There can only be one key for each data_set.
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-- @param data_set<string>
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-- @param key<string>
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-- @param value<nil|boolean|number|string|table> Any type that is not a function. set to nil to remove the data.
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-- @usage
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-- local Server = require 'features.server'
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-- Server.set_data('my data set', 'key 1', 123)
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-- Server.set_data('my data set', 'key 2', 'abc')
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-- Server.set_data('my data set', 'key 3', {'some', 'data', ['is_set'] = true})
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--
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-- Server.set_data('my data set', 'key 1', nil) -- this will remove 'key 1'
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-- 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)
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if type(data_set) ~= 'string' then
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error('data_set must be a string', 2)
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end
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if type(key) ~= 'string' then
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error('key must be a string', 2)
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end
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data_set = double_escape(data_set)
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key = double_escape(key)
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local message
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local vt = type(value)
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if vt == 'nil' then
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message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '"}'})
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elseif vt == 'string' then
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value = double_escape(value)
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message = 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 = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '",value:"', value, '"}'})
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elseif vt == 'boolean' then
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message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '",value:"', tostring(value), '"}'})
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elseif vt == 'function' then
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error('value cannot be a function', 2)
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else -- table
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value = serialize(value, serialize_options)
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-- Less escaping than the string case as serpent provides one level of escaping.
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-- Need to escape single quotes as serpent uses double quotes for strings.
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value = value:gsub('\\', '\\\\'):gsub("'", "\\'")
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message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, "\",value:'", value, "'}"})
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end
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raw_print(message)
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end
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--- Gets data from the web server's persistent data storage.
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-- The callback is passed a table {data_set: string, key: string, value: any}.
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-- If the value is nil, it means there is no stored data for that data_set key pair.
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-- @param data_set<string>
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-- @param key<string>
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-- @param callback_token<token>
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-- @usage
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-- local Server = require 'features.server'
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-- local Token = require 'utils.token'
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--
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-- local callback =
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-- Token.register(
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-- function(data)
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-- local data_set = data.data_set
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-- local key = data.key
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-- local value = data.value -- will be nil if no data
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--
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-- game.print(data_set .. ':' .. key .. ':' .. tostring(value))
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-- end
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-- )
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--
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-- Server.try_get_data('my data set', 'key 1', callback)
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function Public.try_get_data(data_set, key, callback_token)
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if type(data_set) ~= 'string' then
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error('data_set must be a string', 2)
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end
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if type(key) ~= 'string' then
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error('key must be a string', 2)
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end
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if type(callback_token) ~= 'number' then
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error('callback_token must be a number', 2)
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end
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data_set = double_escape(data_set)
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key = double_escape(key)
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local message = concat {data_get_tag, callback_token, ' {', 'data_set:"', data_set, '",key:"', key, '"}'}
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raw_print(message)
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end
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--- Gets all the data for the data_set from the web server's persistent data storage.
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-- The callback is passed a table {data_set: string, entries: {dictionary key -> value}}.
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-- If there is no data stored for the data_set entries will be nil.
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-- @param data_set<string>
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-- @param callback_token<token>
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-- @usage
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-- local Server = require 'features.server'
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-- local Token = require 'utils.token'
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--
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-- local callback =
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-- Token.register(
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-- function(data)
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-- local data_set = data.data_set
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-- local entries = data.entries -- will be nil if no data
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-- local value2 = entries['key 2']
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-- local value3 = entries['key 3']
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-- end
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-- )
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--
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-- Server.try_get_all_data('my data set', callback)
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function Public.try_get_all_data(data_set, callback_token)
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if type(data_set) ~= 'string' then
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error('data_set must be a string', 2)
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end
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if type(callback_token) ~= 'number' then
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error('callback_token must be a number', 2)
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end
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data_set = double_escape(data_set)
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local message = concat {data_get_all_tag, callback_token, ' {', 'data_set:"', data_set, '"}'}
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raw_print(message)
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end
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local function data_set_changed(data)
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local handlers = data_set_handlers[data.data_set]
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if handlers == nil then
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return
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end
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if _DEBUG then
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for _, handler in ipairs(handlers) do
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local success, err = pcall(handler, data)
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if not success then
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log(err)
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error(err, 2)
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end
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end
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else
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for _, handler in ipairs(handlers) do
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local success, err = pcall(handler, data)
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if not success then
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log(err)
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end
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end
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end
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end
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--- Register a handler to be called when the data_set changes.
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-- The handler is passed a table {data_set:string, key:string, value:any}
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-- If value is nil that means the key was removed.
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-- The handler may be called even if the value hasn't changed. It's up to the implementer
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-- to determine if the value has changed, or not care.
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-- To prevent desyncs the same handlers must be registered for all clients. The easiest way to do this
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-- is in the control stage, i.e before on_init or on_load would be called.
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-- @param data_set<string>
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-- @param handler<function>
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-- @usage
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-- local Server = require 'features.server'
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-- Server.on_data_set_changed(
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-- 'my data set',
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-- function(data)
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-- local data_set = data.data_set
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-- local key = data.key
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-- local value = data.value -- will be nil if data was removed.
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-- end
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-- )
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function Public.on_data_set_changed(data_set, handler)
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if type(data_set) ~= 'string' then
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error('data_set must be a string', 2)
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end
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local handlers = data_set_handlers[data_set]
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if handlers == nil then
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handlers = {handler}
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data_set_handlers[data_set] = handlers
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else
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handlers[#handlers + 1] = handler
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end
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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()
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local message = {data_tracked_tag, '['}
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for k, _ in pairs(data_set_handlers) do
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k = double_escape(k)
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local message_length = #message
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message[message_length + 1] = '"'
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message[message_length + 2] = k
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message[message_length + 3] = '"'
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message[message_length + 4] = ','
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end
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if message[#message] == ',' then
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remove(message)
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end
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message[#message + 1] = ']'
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message = concat(message)
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raw_print(message)
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end
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local function escape(str)
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return str:gsub('\\', '\\\\'):gsub('"', '\\"')
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end
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--- 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
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-- and stored in the database.
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-- @param username<string>
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-- @param reason<string?> defaults to empty string.
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-- @param admin<string?> admin's name, defaults to '<script>'
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function Public.ban_sync(username, reason, admin)
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if type(username) ~= 'string' then
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error('username must be a string', 2)
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end
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if reason == nil then
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reason = ''
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elseif type(reason) ~= 'string' then
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error('reason must be a string or nil', 2)
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end
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if admin == nil then
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admin = '<script>'
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elseif type(admin) ~= 'string' then
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error('admin must be a string or nil', 2)
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end
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-- game.ban_player errors if player not found.
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-- However we may still want to use this function to ban player names.
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local player = game.players[username]
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if player then
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game.ban_player(player, reason)
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end
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username = escape(username)
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reason = escape(reason)
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admin = escape(admin)
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local message = concat({ban_sync_tag, '{username:"', username, '",reason:"', reason, '",admin:"', admin, '"}'})
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raw_print(message)
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end
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--- If the player exists bans the player else throws error.
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-- The ban is not synchronized with other servers or stored in the database.
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-- @param PlayerSpecification
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-- @param reason<string?> defaults to empty string.
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function Public.ban_non_sync(PlayerSpecification, reason)
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game.ban_player(PlayerSpecification, reason)
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end
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--- 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
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-- and removed from the database.
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-- @param username<string>
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-- @param admin<string?> admin's name, defaults to '<script>'. This name is stored in the logs for who removed the ban.
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function Public.unban_sync(username, admin)
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if type(username) ~= 'string' then
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error('username must be a string', 2)
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end
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if admin == nil then
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admin = '<script>'
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elseif type(admin) ~= 'string' then
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error('admin must be a string or nil', 2)
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end
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-- game.unban_player errors if player not found.
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-- However we may still want to use this function to unban player names.
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local player = game.players[username]
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if player then
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game.unban_player(username)
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end
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username = escape(username)
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admin = escape(admin)
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local message = concat({unbanned_sync_tag, '{username:"', username, '",admin:"', admin, '"}'})
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raw_print(message)
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end
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--- If the player exists unbans the player else throws error.
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-- The ban is not synchronized with other servers or removed from the database.
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-- @param PlayerSpecification
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function Public.unban_non_sync(PlayerSpecification)
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game.unban_player(PlayerSpecification)
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end
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--- Called by the web server to set the server time.
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-- @param secs<number> unix epoch timestamp
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function Public.set_time(secs)
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server_time.secs = secs
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server_time.tick = game.tick
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end
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--- Gets a table {secs:number?, tick:number} with secs being the unix epoch timestamp
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-- for the server time and ticks the number of game ticks ago it was set.
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-- @return table
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function Public.get_time_data_raw()
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return server_time
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end
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--- Gets an estimate of the current server time as a unix epoch timestamp.
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-- If the server time has not been set returns nil.
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-- The estimate may be slightly off if within the last minute the game has been paused, saving or overwise,
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-- or the game speed has been changed.
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-- @return number?
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function Public.get_current_time()
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local secs = server_time.secs
|
|
if secs == nil then
|
|
return nil
|
|
end
|
|
|
|
local diff = game.tick - server_time.tick
|
|
return math.floor(secs + diff / game.speed / 60)
|
|
end
|
|
|
|
--- Called be 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
|
|
|
|
--- Sets the server time as the scenario version. Imperfect since we ideally want the commit,
|
|
-- but an easy way to at least establish a baseline.
|
|
local function set_scenario_version()
|
|
-- A 1 hour buffer is in place to account for potential playtime pre-upload.
|
|
if game.tick < 216000 and not global.redmew_version then
|
|
local time_string = Timestamp.to_string(Public.get_current_time())
|
|
global.redmew_version = string.format('Time of map launch: %s UTC', time_string)
|
|
end
|
|
end
|
|
|
|
Event.add(Public.events.on_server_started, set_scenario_version)
|
|
|
|
--- The [JOIN] nad [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_by_index(event.player_index)
|
|
if not player then
|
|
return
|
|
end
|
|
|
|
raw_print(player_join_tag .. player.name)
|
|
end
|
|
)
|
|
|
|
Event.add(
|
|
defines.events.on_player_left_game,
|
|
function(event)
|
|
local player = Game.get_player_by_index(event.player_index)
|
|
if not player then
|
|
return
|
|
end
|
|
|
|
raw_print(player_leave_tag .. player.name)
|
|
end
|
|
)
|
|
|
|
return Public
|