The last commit noted in passing that the server-side half of the admin
GameScript channel "is not in this repo -- docker/config is gitignored --
so it has to be updated separately for any of this to work." That was true
of all nine features the README documents: list_vehicles, list_stations,
list_cargo, get_timetable, get_station, get_station_cargo, get_dispatch and
the event stream all answer from 705 lines of Squirrel that no clone could
reproduce, no reviewer could see, and CI never touched.
The bridge now lives in gamescript/AdminBridge/ with its own README, the
same arrangement docker/patches/ uses for the local JGRPP patches, and
docker-compose.yml bind-mounts it read-only over the container's
game/AdminBridge. docker/config stays ignored -- it also holds savegames,
downloaded content and generated config -- so the copy under it is now
shadowed and can be deleted. main.nut is byte-identical to what was running,
apart from the version work below.
Adds a version handshake, because the channel gives no way to tell a stale
bridge from a hung one: a bridge that does not recognise a command drops it
silently, so a client ahead of the server sees nothing but timeouts. The
bridge now answers get_version with its protocol version plus its command
and event catalogues, and get_bridge_version() raises when that is below
GS_BRIDGE_VERSION. It is opt-in rather than checked on connect: GameScripts
do not tick while the game is paused, so an automatic check would refuse to
connect to a paused server. A bridge older than 4 predates get_version
itself and can only fail by timing out, so the E2E test catches that and
reports it by name instead.
tests/test_gamescript.py gives CI a foothold on the GameScript without a
Squirrel toolchain: it parses the .nut files and pins the protocol version
across info.nut, main.nut and protocol.py, the event catalogue against
GameEventType, and the command table against the commands client.py sends.
The version has to be declared three times because a GameScript cannot read
its own info.nut at runtime -- GSController.GetVersion() returns the OpenTTD
version, not the script's.
info.nut also gains MinVersionToLoad() { return 1; }. The engine defaults it
to GetVersion(), so without it this bump would orphan every savegame pinned
to version 3: the scanner finds no compatible script and falls back with a
warning. The bridge keeps no savegame state, so any version can take over.
HandleCommand now dispatches through the same table get_version reports,
rather than an if/else chain, so the catalogue a client feature-detects
against cannot drift from what is implemented.
Co-Authored-By: Claude <[email protected]>
20 lines
1.1 KiB
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20 lines
1.1 KiB
Plaintext
class AdminBridge extends GSInfo {
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function GetAuthor() { return "Gemini"; }
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function GetName() { return "AdminBridge"; }
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function GetShortName() { return "ADMB"; }
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function GetDescription() { return "Answers JSON commands from the admin port on behalf of an admin client."; }
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/* Bridge protocol version. Must equal BRIDGE_VERSION in main.nut, which is what the
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* get_version command reports; tests/test_gamescript.py pins the two together and to
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* openttd.protocol.GS_BRIDGE_VERSION. Bump it whenever the JSON protocol changes. */
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function GetVersion() { return 4; }
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/* Any version of this script can take over from any older one: the bridge keeps no
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* savegame state of its own (it has no Save()), so there is nothing to migrate. Without
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* this, the default is GetVersion(), and loading a savegame that pinned an older version
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* makes the engine fall back with a "no longer available" warning. */
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function MinVersionToLoad() { return 1; }
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function GetAPIVersion() { return "1.10"; }
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function GetDate() { return "2026-08-31"; }
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function CreateInstance() { return "AdminBridge"; }
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}
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RegisterGS(AdminBridge());
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