mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
26e1c28dc0
* Init Factorio 2.0 update * add credits * fix test module * I know luackeck, I know * Fixes * Fix bad event.player_index handling * Hotfixes * Remove all filter inserters * Migrate removed items * Deprecating spidertron control and landfill features
791 lines
28 KiB
Lua
791 lines
28 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 Task = require 'utils.task'
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local Global = require 'utils.global'
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local Event = require 'utils.event'
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local Timestamp = require 'utils.timestamp'
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local Print = require('utils.print_override')
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local ErrorLogging = require 'utils.error_logging'
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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 raw_print = Print.raw_print
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local next = next
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local type = type
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local serialize_options = {sparse = true, compact = true}
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local Public = {}
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local server_time = {secs = nil, tick = 0}
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local start_data = {server_id = nil, server_name = nil, start_time = nil}
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ErrorLogging.server_time = server_time
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local requests = {}
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Global.register({server_time = server_time, start_data = start_data, requests = requests}, function(tbl)
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server_time = tbl.server_time
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ErrorLogging.server_time = server_time
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start_data = tbl.start_data
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requests = tbl.requests
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end)
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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 discord_named_tag = '[DISCORD-NAMED]'
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local discord_named_raw_tag = '[DISCORD-NAMED-RAW]'
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local discord_named_bold_tag = '[DISCORD-NAMED-BOLD]'
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local discord_named_embed_tag = '[DISCORD-NAMED-EMBED]'
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local discord_named_embed_raw_tag = '[DISCORD-NAMED-EMBED-RAW]'
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local start_scenario_tag = '[START-SCENARIO]'
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local start_game_tag ='[START-GAME]'
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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 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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local player_banned_tag = '[BAN]'
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Public.raw_print = raw_print
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local data_set_handlers = {}
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local function assert_non_empty_string_and_no_spaces(str, argument_name)
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if type(str) ~= 'string' then
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error(argument_name .. ' must be a string', 3)
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end
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if #str == 0 then
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error(argument_name .. ' must not be an empty string', 3)
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end
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if str:match(' ') then
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error(argument_name .. " must not contain space ' ' character.", 3)
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end
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end
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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 = Event.generate_event_name('on_server_started')}
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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 an 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 an 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 an 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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--- Sends a message to the named 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_discord_named(channel_name, message)
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assert_non_empty_string_and_no_spaces(channel_name, 'channel_name')
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raw_print(concat({discord_named_tag, channel_name, ' ', message}))
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end
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--- Sends a message to the named 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_named_raw(channel_name, message)
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assert_non_empty_string_and_no_spaces(channel_name, 'channel_name')
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raw_print(concat({discord_named_raw_tag, channel_name, ' ', message}))
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end
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--- Sends a message to the named 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_named_bold(channel_name, message)
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assert_non_empty_string_and_no_spaces(channel_name, 'channel_name')
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raw_print(concat({discord_named_bold_tag, channel_name, ' ', message}))
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end
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--- Sends an embed message to the named 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_named_embed(channel_name, message)
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assert_non_empty_string_and_no_spaces(channel_name, 'channel_name')
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raw_print(concat({discord_named_embed_tag, channel_name, ' ', message}))
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end
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--- Sends an embed message to the named 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_named_embed_raw(channel_name, message)
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assert_non_empty_string_and_no_spaces(channel_name, 'channel_name')
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raw_print(concat({discord_named_embed_raw_tag, channel_name, ' ', message}))
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end
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--- Tells the server that a ban has happend, this will overwrite any existing bans.
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-- The purpose is that game.ban doesn't report the admin so we use this function to fill that in.
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-- @param player_name<string> the player to ban.
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-- @param admin_name<string> the admin that did the ban.
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-- @param reason<string> the optional reason for the ban.
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function Public.report_ban(player_name, admin_name, reason)
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assert_non_empty_string_and_no_spaces(player_name, 'player_name')
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assert_non_empty_string_and_no_spaces(admin_name, 'admin_name')
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raw_print(concat({player_banned_tag, ' ', player_name, ' was banned by ', admin_name, '. Reason: ', reason}))
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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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--- Stops the server and starts a new game.
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-- @params start_game_data either string which is the scenario name or a table with the following fields
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-- type:string<scenario|save> optional defaults to scenario.
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-- name:string the name of the scenario or save to start.
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-- mod_pack:string optional the name of the mod pack to use.
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function Public.start_game(start_game_data)
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local data
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if type(start_game_data) == 'string' then
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data = {type = 'scenario', name = start_game_data}
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elseif type(start_game_data) == 'table' then
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data = start_game_data
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else
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error('start_game_data must be a string or table')
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end
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local json = helpers.table_to_json(data)
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raw_print(start_game_tag .. json)
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end
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local default_ping_token = Token.register(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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--- 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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local function validate_arguments(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', 3)
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end
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if type(key) ~= 'string' then
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error('key must be a string', 3)
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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', 3)
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end
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end
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local function send_try_get_data(data_set, key, callback_token)
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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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local cancelable_callback_token = Token.register(function(data)
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local data_set = data.data_set
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local keys = requests[data_set]
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if not keys then
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return
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end
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local key = data.key
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local callbacks = keys[key]
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if not callbacks then
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return
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end
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keys[key] = nil
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for c, _ in next, callbacks do
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local func = Token.get(c)
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func(data)
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end
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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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validate_arguments(data_set, key, callback_token)
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send_try_get_data(data_set, key, callback_token)
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end
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local function try_get_data_cancelable(data_set, key, callback_token)
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local keys = requests[data_set]
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if not keys then
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keys = {}
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requests[data_set] = keys
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end
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local callbacks = keys[key]
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if not callbacks then
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callbacks = {}
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keys[key] = callbacks
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end
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if callbacks[callback_token] then
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return
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end
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if next(callbacks) then
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callbacks[callback_token] = true
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else
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callbacks[callback_token] = true
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send_try_get_data(data_set, key, cancelable_callback_token)
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end
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end
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--- Same Server.try_get_data but the request can be cancelled by calling
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-- Server.cancel_try_get_data(data_set, key, callback_token)
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-- If the request is cancelled before it is complete the callback will be called with data.cancelled = true.
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-- It is safe to cancel a non-existent or completed request, in either case the callback will not be called.
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-- There can only be one request per data_set, key, callback_token combo. If there is already an ongoing request
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-- an attempt to make a new one will be ignored.
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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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function Public.try_get_data_cancelable(data_set, key, callback_token)
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validate_arguments(data_set, key, callback_token)
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try_get_data_cancelable(data_set, key, callback_token)
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end
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local function cancel_try_get_data(data_set, key, callback_token)
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local keys = requests[data_set]
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if not keys then
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return false
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end
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local callbacks = keys[key]
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if not callbacks then
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return false
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end
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if callbacks[callback_token] then
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callbacks[callback_token] = nil
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local func = Token.get(callback_token)
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local data = {data_set = data_set, key = key, cancelled = true}
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func(data)
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return true
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else
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return false
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end
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end
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--- Cancels the request. Returns false if the request could not be cnacled, either because there is no request
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-- to cancel or it has been completed or cancled already. Otherwise returns true.
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-- If the request is cancelled before it is complete the callback will be called with data.cancelled = true.
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-- It is safe to cancel a non-existent or completed request, in either case the callback will not be called.
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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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function Public.cancel_try_get_data(data_set, key, callback_token)
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validate_arguments(data_set, key, callback_token)
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return cancel_try_get_data(data_set, key, callback_token)
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end
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local timeout_token = Token.register(function(data)
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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 'features.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 'features.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)
|
|
ErrorLogging.generate_error_report(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)
|
|
ErrorLogging.generate_error_report(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 '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
|
|
-- )
|
|
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
|
|
|
|
--- 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
|
|
|
|
--- 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 nil
|
|
end
|
|
|
|
local diff = game.tick - server_time.tick
|
|
return math.floor(secs + diff / game.speed / 60)
|
|
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
|
|
|
|
--- Gets the server's id e.g. '7'. Empty string if not known.
|
|
-- 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 e.g. '[color=red]RedMew[/color] - Crash Site Desert'. 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 start time as a unix epoch timestamp. nil if not known.
|
|
-- This is the time that the save was fist started/loaded on any Redmew server in the
|
|
-- case that the save has been loaded multiple times.
|
|
-- @return number?
|
|
function Public.get_start_time()
|
|
return start_data.start_time
|
|
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 storage.redmew_version then
|
|
local time_string = Timestamp.to_string(Public.get_current_time())
|
|
storage.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(event.player_index)
|
|
if not player 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' then
|
|
name = cause.player.name
|
|
else
|
|
message[#message + 1] = 'a '
|
|
end
|
|
|
|
message[#message + 1] = name
|
|
message[#message + 1] = '.'
|
|
else
|
|
message[#message + 1] = ' has died.'
|
|
end
|
|
|
|
local position = player.physical_position
|
|
message[#message + 1] = ' [gps='
|
|
message[#message + 1] = string.format('%.1f', position.x)
|
|
message[#message + 1] = ','
|
|
message[#message + 1] = string.format('%.1f', position.y)
|
|
message[#message + 1] = ','
|
|
message[#message + 1] = player.physical_surface.name
|
|
message[#message + 1] = ']'
|
|
|
|
message = concat(message)
|
|
raw_print(message)
|
|
end)
|
|
|
|
return Public
|