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In-Place Upgrade Guardrails

This scenario is upgraded in-place on live saves, so most code paths are written to be safe when state is missing, partially initialized, or mid-migration. This document describes the guardrails that make hot upgrades safe.

Goals

  • Never assume a new field exists in an old save.
  • Avoid re-running expensive or destructive setup when not needed.
  • Keep upgrades deterministic and resilient to partial reloads.

Versioning and Setup Flow

version.lua contains the release string. control.lua loads it into storage.SM_Version and drives setup:

  • script.on_init and script.on_configuration_changed call RunSetup().
  • RunSetup() always performs safe initialization and only performs heavy work when the version changes.

Key details in RunSetup() (control.lua):

  • STORAGE_CreateGlobal() creates/repairs global and per-player storage.
  • PERMS_EnsureGroups(), PERMS_ApplyStaticPermissions(), PERMS_SetPermissions() keep permission groups and rules stable.
  • Expensive, one-time tasks (jail surface, logo, map pin, friendly fire, replay disable, cloud removal) are guarded by storage.SM_OldVersion ~= SM_VERSION.

This means the scenario can be reloaded or upgraded without repeating heavy operations.

Persistent Storage Pattern

All persistent state lives in the global storage table. Initialization is split between:

  • STORAGE_EnsureGlobal() (creates storage.SM_Store, defaults, and flags).
  • STORAGE_MakePlayerStorage(player) (per-player defaults).
  • STORAGE_CreateGlobal() calls both and is safe to run repeatedly.

Whenever new fields are added, they must be initialized in storage.lua so older saves pick them up automatically.

LuaObject Storage

Some globals store LuaObjects (e.g., permission groups, chart tags). Always check .valid before use, and recreate if missing. Helpers like PERMS_EnsureGroups() and UTIL_MapPin() handle this.

Permissions Guardrails

Permissions are rebuilt as needed in perms.lua:

  • PERMS_EnsureGroups() creates missing groups and re-links them into storage.
  • storage.SM_Store.perms_static_applied prevents reapplying static rules on every reload, but is reset if groups are recreated.
  • PERMS_ApplyStaticPermissions() applies the static deny list once per group lifecycle.
  • PERMS_SetPermissions() toggles the default group based on storage.SM_Store.restrictNew.

This avoids missing groups after upgrades while keeping expensive permission sets from rerunning constantly.

Online UI Refresh Guardrail

The online list is expensive to rebuild, so refreshes are throttled:

  • ONLINE_MarkDirty() marks the list as stale.
  • ONLINE_UpdatePlayerList() only runs on the 10-second tick if dirty.

When changing player state (banish, permission changes, one-life status), call ONLINE_MarkDirty() rather than forcing a full update immediately.

UI/Event Entry Safety

Most event handlers and UI entry points guard against missing data:

  • Validate event and event.player_index.
  • Validate player, player.valid, and the relevant GUI roots.
  • Call STORAGE_EnsureGlobal() and STORAGE_MakePlayerStorage() in UI entry points that can be triggered after reloads.

This allows players to open/close windows safely even if the save is mid-upgrade.

Factorio 2.0-Specific Guards

  • prototypes is required for quality-aware inventory logic. If unavailable, functions like UTIL_DumpInv() and quickbar import abort rather than risking item loss.
  • player.physical_surface is used when listing surfaces or teleporting to avoid controller/surface mismatches.
  • When reviving spectators, onelife.lua avoids creating characters on empty_void surfaces and falls back to game.surfaces[1].

Command Registration Safety

Commands are registered via CMD_RegisterCommands() and use CMD_AddCommand(), which removes any existing command before re-adding it. This prevents duplicate command errors across hot reloads and allows safe upgrades without restarting the save.

Adding New Features Safely

When implementing new behavior:

  • Initialize new fields in storage.lua.
  • Use nil-safe access patterns and .valid checks for LuaObjects.
  • Prefer idempotent setup functions so they can be called multiple times.
  • Gate expensive or one-time actions behind version checks in RunSetup().
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