1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-12 10:04:40 +02:00
RedMew/features/server.lua
RedRafe 26e1c28dc0
Factorio 2.0 update (#1436)
* 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
2024-10-22 20:22:35 +01:00

791 lines
28 KiB
Lua

--- See documentation at https://github.com/Refactorio/RedMew/pull/469
local Token = require 'utils.token'
local Task = require 'utils.task'
local Global = require 'utils.global'
local Event = require 'utils.event'
local Timestamp = require 'utils.timestamp'
local Print = require('utils.print_override')
local ErrorLogging = require 'utils.error_logging'
local serialize = serpent.serialize
local concat = table.concat
local remove = table.remove
local tostring = tostring
local raw_print = Print.raw_print
local next = next
local type = type
local serialize_options = {sparse = true, compact = true}
local Public = {}
local server_time = {secs = nil, tick = 0}
local start_data = {server_id = nil, server_name = nil, start_time = nil}
ErrorLogging.server_time = server_time
local requests = {}
Global.register({server_time = server_time, start_data = start_data, requests = requests}, function(tbl)
server_time = tbl.server_time
ErrorLogging.server_time = server_time
start_data = tbl.start_data
requests = tbl.requests
end)
local discord_tag = '[DISCORD]'
local discord_raw_tag = '[DISCORD-RAW]'
local discord_bold_tag = '[DISCORD-BOLD]'
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]'
local discord_named_tag = '[DISCORD-NAMED]'
local discord_named_raw_tag = '[DISCORD-NAMED-RAW]'
local discord_named_bold_tag = '[DISCORD-NAMED-BOLD]'
local discord_named_embed_tag = '[DISCORD-NAMED-EMBED]'
local discord_named_embed_raw_tag = '[DISCORD-NAMED-EMBED-RAW]'
local start_scenario_tag = '[START-SCENARIO]'
local start_game_tag ='[START-GAME]'
local ping_tag = '[PING]'
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 query_players_tag = '[QUERY-PLAYERS]'
local player_join_tag = '[PLAYER-JOIN]'
local player_leave_tag = '[PLAYER-LEAVE]'
local player_banned_tag = '[BAN]'
Public.raw_print = raw_print
local data_set_handlers = {}
local function assert_non_empty_string_and_no_spaces(str, argument_name)
if type(str) ~= 'string' then
error(argument_name .. ' must be a string', 3)
end
if #str == 0 then
error(argument_name .. ' must not be an empty string', 3)
end
if str:match(' ') then
error(argument_name .. " must not contain space ' ' character.", 3)
end
end
--- The event id for the on_server_started event.
-- The event is raised whenever the server goes from the starting state to the running state.
-- It provides a good opportunity to request data from the web server.
-- Note that if the server is stopped then started again, this event will be raised again.
-- @usage
-- local Server = require 'features.server'
-- local Event = require 'utils.event'
--
-- Event.add(Server.events.on_server_started,
-- function()
-- Server.try_get_all_data('regulars', callback)
-- end)
Public.events = {on_server_started = Event.generate_event_name('on_server_started')}
--- Sends a message to the linked discord channel. The message is sanitized of markdown server side.
-- @param message<string> message to send.
-- @usage
-- local Server = require 'features.server'
-- Server.to_discord('Hello from scenario script!')
function Public.to_discord(message)
raw_print(discord_tag .. message)
end
--- Sends a message to the linked discord channel. The message is not sanitized of markdown.
-- @param message<string> message to send.
function Public.to_discord_raw(message)
raw_print(discord_raw_tag .. message)
end
--- Sends a message to the linked discord channel. The message is sanitized of markdown server side, then made bold.
-- @param message<string> message to send.
function Public.to_discord_bold(message)
raw_print(discord_bold_tag .. message)
end
--- Sends a message to the linked admin discord channel. The message is sanitized of markdown server side.
-- @param message<string> message to send.
function Public.to_admin(message)
raw_print(discord_admin_tag .. message)
end
--- Sends a message to the linked admin discord channel. The message is not sanitized of markdown.
-- @param message<string> message to send.
function Public.to_admin_raw(message)
raw_print(discord_admin_raw_tag .. message)
end
--- Sends an embed message to the linked discord channel. The message is sanitized of markdown server side.
-- @param message<string> the content of the embed.
function Public.to_discord_embed(message)
raw_print(discord_embed_tag .. message)
end
--- Sends an embed message to the linked discord channel. The message is not sanitized of markdown.
-- @param message<string> the content of the embed.
function Public.to_discord_embed_raw(message)
raw_print(discord_embed_raw_tag .. message)
end
--- Sends an embed message to the linked admin discord channel. The message is sanitized of markdown server side.
-- @param message<string> the content of the embed.
function Public.to_admin_embed(message)
raw_print(discord_admin_embed_tag .. message)
end
--- Sends a embed message to the linked admin discord channel. The message is not sanitized of markdown.
-- @param message<string> the content of the embed.
function Public.to_admin_embed_raw(message)
raw_print(discord_admin_embed_raw_tag .. message)
end
--- Sends a message to the named discord channel. The message is sanitized of markdown server side.
-- @param message<string> message to send.
function Public.to_discord_named(channel_name, message)
assert_non_empty_string_and_no_spaces(channel_name, 'channel_name')
raw_print(concat({discord_named_tag, channel_name, ' ', message}))
end
--- Sends a message to the named discord channel. The message is not sanitized of markdown.
-- @param message<string> message to send.
function Public.to_discord_named_raw(channel_name, message)
assert_non_empty_string_and_no_spaces(channel_name, 'channel_name')
raw_print(concat({discord_named_raw_tag, channel_name, ' ', message}))
end
--- Sends a message to the named discord channel. The message is sanitized of markdown server side, then made bold.
-- @param message<string> message to send.
function Public.to_discord_named_bold(channel_name, message)
assert_non_empty_string_and_no_spaces(channel_name, 'channel_name')
raw_print(concat({discord_named_bold_tag, channel_name, ' ', message}))
end
--- Sends an embed message to the named discord channel. The message is sanitized of markdown server side.
-- @param message<string> the content of the embed.
function Public.to_discord_named_embed(channel_name, message)
assert_non_empty_string_and_no_spaces(channel_name, 'channel_name')
raw_print(concat({discord_named_embed_tag, channel_name, ' ', message}))
end
--- Sends an embed message to the named discord channel. The message is not sanitized of markdown.
-- @param message<string> the content of the embed.
function Public.to_discord_named_embed_raw(channel_name, message)
assert_non_empty_string_and_no_spaces(channel_name, 'channel_name')
raw_print(concat({discord_named_embed_raw_tag, channel_name, ' ', message}))
end
--- Tells the server that a ban has happend, this will overwrite any existing bans.
-- The purpose is that game.ban doesn't report the admin so we use this function to fill that in.
-- @param player_name<string> the player to ban.
-- @param admin_name<string> the admin that did the ban.
-- @param reason<string> the optional reason for the ban.
function Public.report_ban(player_name, admin_name, reason)
assert_non_empty_string_and_no_spaces(player_name, 'player_name')
assert_non_empty_string_and_no_spaces(admin_name, 'admin_name')
raw_print(concat({player_banned_tag, ' ', player_name, ' was banned by ', admin_name, '. Reason: ', reason}))
end
--- Stops and saves the factorio server and starts the named scenario.
-- @param scenario_name<string> The name of the scenario as appears in the scenario table on http://redmew.com/admin
-- @usage
-- local Server = require 'features.server'
-- Server.start_scenario('my_scenario_name')
function Public.start_scenario(scenario_name)
if type(scenario_name) ~= 'string' then
game.print('start_scenario - scenario_name ' .. tostring(scenario_name) .. ' must be a string.')
return
end
local message = start_scenario_tag .. scenario_name
raw_print(message)
end
--- Stops the server and starts a new game.
-- @params start_game_data either string which is the scenario name or a table with the following fields
-- type:string<scenario|save> optional defaults to scenario.
-- name:string the name of the scenario or save to start.
-- mod_pack:string optional the name of the mod pack to use.
function Public.start_game(start_game_data)
local data
if type(start_game_data) == 'string' then
data = {type = 'scenario', name = start_game_data}
elseif type(start_game_data) == 'table' then
data = start_game_data
else
error('start_game_data must be a string or table')
end
local json = helpers.table_to_json(data)
raw_print(start_game_tag .. json)
end
local default_ping_token = Token.register(function(sent_tick)
local now = game.tick
local diff = now - sent_tick
local message = concat({'Pong in ', diff, ' tick(s) ', 'sent tick: ', sent_tick, ' received tick: ', now})
game.print(message)
end)
--- Pings the web server.
-- @param func_token<token> The function that is called when the web server replies.
-- The function is passed the tick that the ping was sent.
function Public.ping(func_token)
local message = concat({ping_tag, func_token or default_ping_token, ' ', game.tick})
raw_print(message)
end
local function double_escape(str)
-- Excessive escaping because the data is serialized twice.
return str:gsub('\\', '\\\\\\\\'):gsub('"', '\\\\\\"'):gsub('\n', '\\\\n')
end
--- Sets the web server's persistent data storage. If you pass nil for the value removes the data.
-- Data set this will by synced in with other server if they choose to.
-- There can only be one key for each data_set.
-- @param data_set<string>
-- @param key<string>
-- @param value<nil|boolean|number|string|table> Any type that is not a function. set to nil to remove the data.
-- @usage
-- local Server = require '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'
function Public.set_data(data_set, key, value)
if type(data_set) ~= 'string' then
error('data_set must be a string', 2)
end
if type(key) ~= 'string' then
error('key must be a string', 2)
end
data_set = double_escape(data_set)
key = double_escape(key)
local message
local vt = type(value)
if vt == 'nil' then
message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '"}'})
elseif vt == 'string' then
value = double_escape(value)
message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '",value:"\\"', value, '\\""}'})
elseif vt == 'number' then
message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '",value:"', value, '"}'})
elseif vt == 'boolean' then
message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, '",value:"', tostring(value), '"}'})
elseif vt == 'function' then
error('value cannot be a function', 2)
else -- table
value = serialize(value, serialize_options)
-- Less escaping than the string case as serpent provides one level of escaping.
-- Need to escape single quotes as serpent uses double quotes for strings.
value = value:gsub('\\', '\\\\'):gsub("'", "\\'")
message = concat({data_set_tag, '{data_set:"', data_set, '",key:"', key, "\",value:'", value, "'}"})
end
raw_print(message)
end
local function validate_arguments(data_set, key, callback_token)
if type(data_set) ~= 'string' then
error('data_set must be a string', 3)
end
if type(key) ~= 'string' then
error('key must be a string', 3)
end
if type(callback_token) ~= 'number' then
error('callback_token must be a number', 3)
end
end
local function send_try_get_data(data_set, key, callback_token)
data_set = double_escape(data_set)
key = double_escape(key)
local message = concat {data_get_tag, callback_token, ' {', 'data_set:"', data_set, '",key:"', key, '"}'}
raw_print(message)
end
local cancelable_callback_token = Token.register(function(data)
local data_set = data.data_set
local keys = requests[data_set]
if not keys then
return
end
local key = data.key
local callbacks = keys[key]
if not callbacks then
return
end
keys[key] = nil
for c, _ in next, callbacks do
local func = Token.get(c)
func(data)
end
end)
--- Gets data from the web server's persistent data storage.
-- The callback is passed a table {data_set: string, key: string, value: any}.
-- If the value is nil, it means there is no stored data for that data_set key pair.
-- @param data_set<string>
-- @param key<string>
-- @param callback_token<token>
-- @usage
-- local Server = require 'features.server'
-- local Token = require 'utils.token'
--
-- local callback =
-- Token.register(
-- function(data)
-- local data_set = data.data_set
-- local key = data.key
-- local value = data.value -- will be nil if no data
--
-- game.print(data_set .. ':' .. key .. ':' .. tostring(value))
-- end
-- )
--
-- Server.try_get_data('my data set', 'key 1', callback)
function Public.try_get_data(data_set, key, callback_token)
validate_arguments(data_set, key, callback_token)
send_try_get_data(data_set, key, callback_token)
end
local function try_get_data_cancelable(data_set, key, callback_token)
local keys = requests[data_set]
if not keys then
keys = {}
requests[data_set] = keys
end
local callbacks = keys[key]
if not callbacks then
callbacks = {}
keys[key] = callbacks
end
if callbacks[callback_token] then
return
end
if next(callbacks) then
callbacks[callback_token] = true
else
callbacks[callback_token] = true
send_try_get_data(data_set, key, cancelable_callback_token)
end
end
--- Same Server.try_get_data but the request can be cancelled by calling
-- Server.cancel_try_get_data(data_set, key, callback_token)
-- If the request is cancelled before it is complete the callback will be called with data.cancelled = true.
-- It is safe to cancel a non-existent or completed request, in either case the callback will not be called.
-- There can only be one request per data_set, key, callback_token combo. If there is already an ongoing request
-- an attempt to make a new one will be ignored.
-- @param data_set<string>
-- @param key<string>
-- @param callback_token<token>
function Public.try_get_data_cancelable(data_set, key, callback_token)
validate_arguments(data_set, key, callback_token)
try_get_data_cancelable(data_set, key, callback_token)
end
local function cancel_try_get_data(data_set, key, callback_token)
local keys = requests[data_set]
if not keys then
return false
end
local callbacks = keys[key]
if not callbacks then
return false
end
if callbacks[callback_token] then
callbacks[callback_token] = nil
local func = Token.get(callback_token)
local data = {data_set = data_set, key = key, cancelled = true}
func(data)
return true
else
return false
end
end
--- Cancels the request. Returns false if the request could not be cnacled, either because there is no request
-- to cancel or it has been completed or cancled already. Otherwise returns true.
-- If the request is cancelled before it is complete the callback will be called with data.cancelled = true.
-- It is safe to cancel a non-existent or completed request, in either case the callback will not be called.
-- @param data_set<string>
-- @param key<string>
-- @param callback_token<token>
function Public.cancel_try_get_data(data_set, key, callback_token)
validate_arguments(data_set, key, callback_token)
return cancel_try_get_data(data_set, key, callback_token)
end
local timeout_token = Token.register(function(data)
cancel_try_get_data(data.data_set, data.key, data.callback_token)
end)
--- Same as Server.try_get_data but the request is cancelled if the timeout expires before the request is complete.
-- If the request is cancelled before it is complete the callback will be called with data.cancelled = true.
-- There can only be one request per data_set, key, callback_token combo. If there is already an ongoing request
-- an attempt to make a new one will be ignored.
-- @param data_set<string>
-- @param key<string>
-- @param callback_token<token>
-- @usage
-- local Server = require '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