A Weird Imagination

Testing cheap flash drives

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The problem#

USB flash drives have gotten very cheap, especially if you don't care too much about the speed or capacity. It's convenient to buy multiple for no more than a few dollars each to always have one available or even to just give away. But sometimes very cheap hardware is non-functional or even counterfeit, claiming to be able to store more data than it really can, so when you try to read that data it will be corrupted or missing.

The solution#

f3 ("Fight Flash Fraud") is a tool for testing flash drives (including SSDs). The basic usage is

( f3write '/mnt/usb/' && f3read '/mnt/usb/' ) | tee f3-log

Replacing /mnt/usb/ with the directory your flash drive is mounted at. If you're testing multiple drives, give the log file a descriptive name to identify which drive the test is for.

(Or use the log-f3wr helper script included with f3 which does basically the same thing.)

That will write files to fill the flash drive and then read them back and verify they contain the same data that was written. This both checks for counterfeit drives as well as failing (or dead-on-arrival) drives. In addition to reporting if the drive is in fact capable of storing as much data as it claims, it will report the average write/read speeds while performing those operations, so it doubles as a simple benchmark.

You should always test new drives before trusting them with real data.

The details#

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Building a computer (2 of 2): assembly

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The problem#

Last week, I shared some thoughts on how to buy parts for a homebuilt computer. But what do you do once all the boxes show up?

The solution#

Text is a poor medium for explaining how to physically put things together. I'll share some tips, but for the actual processes, look at the manuals for the components you bought, some of which will probably point to official videos showing how to do things. And there's probably plenty of videos online of people demonstrating every step.

The details#

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Building a computer (1 of 2): part selection

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The problem#

I recently helped a friend with building a computer. While there's plenty of guides online, I thought I'd write down my own thoughts of everything I was considering for this recent computer build.

The intended use of the computer was as an inexpensive but expandable gaming PC. Meaning it should be able to comfortably play relatively recent games at an acceptable framerate, but not at max settings. And hopefully that should continue to be true for at least a year or two. And when it does get to be too underpowered for even low-end gaming, it should be possible to fix that by replacing parts, not the entire computer.

The solution#

Most of planning a computer build is using PCPartPicker and NewEgg to search for the components and NewEgg and Tom's Hardware for reviews (the former for specific components, the latter for selecting things like how powerful a CPU/GPU you need).

I am intentionally avoiding specific component recommendations in this post because those would be out-of-date pretty much immediately.

The PCPartPicker interface will guide you to what categories of components you will need, and help you determine which parts are compatible with each other. The required components for a functioning computer are a motherboard, a CPU (and cooler if not included), memory (RAM), and a power supply. You will almost always also want storage (an SSD), a case, and additional cooling (usually fans to install in the case). Most of the time you will also want a video card (GPU), but modern processors often have a very underpowered one built-in, which is usually sufficient if you aren't playing games or otherwise using a GPU.

Note that I am not including peripherals. To actually use the computer, you will probably want a keyboard, mouse, monitor, and possibly speakers. But those are easily moved among different computers.

The details#

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Devlog: Supply Challenge Plus (2 of 2): implementation

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The problem#

Last week, I talked about the modifications I and others wanted to make to the Supply Challenge scenario that comes with Factorio. This week I'll talk about actually making those modifications.

The solution#

If you just want to play the modified version, you can install my mod Supply Challenge Plus (source code on GitHub). The Mod Portal page describes what changes it makes and has screenshots of the UI with various choices for the settings to customize it.

The details#

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Devlog: Supply Challenge Plus (1 of 2): requirements gathering

The problem#

Factorio comes with a scenario called Supply Challenge which is a shorter, more directed experience than the standard "Freeplay" game mode. It replaces the pressure from enemies attacking your base with a series of timed requests where you have to provided a pre-defined set of items within a time limit with a new request every several minutes. This both can be good for new players to have guidance on what they should be working on next and for experienced players as getting everything done within the time limit can be, as the name suggests, a challenge. As those are two somewhat opposing goals, I wanted to add settings to make it better for both use cases.

But first was the question that precedes many coding projects: has someone already done this?1 And the related question: has anyone suggested doing it and what features did they find important that might be worth considering in the design?

Why?#

For a personal project that possibly no one else is going to use, it's not immediately obvious why I care what features other people might want. But there's a few reasons such a search can be valuable in addition to the obvious that other people might use what I create. First, finding other users wanting the same features I want is validation that those features are good ideas. Other people may have thought of features that I hadn't thought to implement but actually want. And even for features that I am not interested in implementing at the moment, keeping them in mind may affect the design.

Initial ideas#

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Metatables for Factorio reflection mod

The problem#

Using my Factorio reflection library discussed previously involves interacting with Lua values that are a combination of the actual value and some metadata, so you have to know about those values to use them. Worse, the interactions I defined are quite verbose. The main thing you're like to want to do on a value is lookup a property on it. Normally in Lua that looks like

table[key]

but if instead of table you have a wrapped value from the reflection library, you would look up key on it with

ReflectionLibraryMod.typed_object_lookup_property(
    wrapped, key).value

If you want to do multiple levels of property lookups, then this quickly gets quite unwieldy.

The solution#

Lua supports operator overloading through a mechanism it calls metatables (some additional examples).

Using that mechanism, the library defines a value ReflectionLibraryMod.typed_data_raw that can be indexed as wrapped[key] and assigned to like wrapped[key] = newValue.

The basic setup looks like

local prototype = {} -- table for methods
local mt = {}
mt.__index = function (table, key)
  local res = prototype[key]
    or ReflectionLibraryMod.wrap_typed_object(
      ReflectionLibraryMod.typed_object_lookup_property(
        table._private, key))
  if res == nil then
    if key == "_value" then
      res = table._private.value
    end
  end
  return res
end

mt.__newindex = function (table, key, newValue)
  -- If newValue is a wrapped typed value, then unwrap it.
  if getmetatable(newValue) == mt then
    newValue = newValue._private.value
  end
  table._private.value[key] = newValue
end

function ReflectionLibraryMod.wrap_typed_object(typedValue)
  if typedValue == nil then
    return nil
  end

  local res = {_private = typedValue}
  setmetatable(res, mt)

  return res
end

Any additional properties would be defined next to the definition of _value. And any methods would be defined on prototype.

The details#

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Displaying Factorio history

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The problem#

Last week, I got all of the Factorio saves I had been keeping around into a single directory in order by the time they were created. But what should we do with that data? We could load arbitrary saves to see what our base looked like in the past, but loading the saves individually isn't a great way to do that when there's a lot of them.

The solution#

Luckily, I'm not the only one to want screenshots of my Factorio bases, so there are existing mods to do so.

The FactorioMaps Timelapse mod will take a list of saves and generates a web page like this demo that lets you look around your base across time. As the documentation explains, this is not actually a mod you enable for your save, but a script that you place in your mods/ directory that will run Factorio repeatedly to generate screenshots.

To set it up, use a non-Steam install of Factorio and put the saves you want under its saves directory (in a subdirectory named to_screenshot/ in this example). If you downloaded the mod as ZIP file (e.g., by installing the mod from within Factorio), unzip it; alternatively you can clone the GitHub repo or my fork which includes a few minor improvements for when displaying a lot of saves, especially ones less than an hour apart.

# get to Factorio install /mods/ directory
cd factorio/mods
# clone the git repo with the mod's internal name
git clone https://github.com/dperelman/FactorioMaps.git L0laapk3_FactorioMaps
cd L0laapk3_FactorioMaps
# install dependencies
python -m venv .venv
. .venv/bin/activate
pip install --upgrade -r requirements.txt
# add saves in /saves/to_screenshot/ to timelapse "mybase"
python auto.py --standalone mybase to_screenshot/*

Then you can find the timelapse in the directory script-output/FactorioMaps/mybase/ of your Factorio install; just open index.html in any web browser. Especially if you have a lot of saves, consider adding the --dayonly option to not take twice as much time also generating screenshots of the night view.

Generating screenshots as you play#

Note that if you just want to take screenshots automatically as you play, you can use the Screenshot Toolkit mod, which is what I use for single player games. But due to the way Factorio multiplayer works, doing so impacts every player, so in a multiplayer game it may be better to just copy the saves as the game runs and generate the screenshots later.

The details#

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Ordering saves by date

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The problem#

Last week, I shared a script which continuously backed up game saves whenever the game saved. The result is a series of directories that contain snapshots of the game saves from every autosave. But to view this data, we really want a list of unique files in order marked with the time they were created.

The solution#

The following will create symbolic links to the unique files named after their modification date:

for i in /tank/factorio/.zfs/snapshot/*/*.zip
do
  ln -sf "$i" "$(stat --printf=%y "$i").zip"
done

or if you want a custom date format, you can use date:

  ln -sf "$i" "$(date -r "$i" +%Y-%m-%d_%H-%M-%S).zip"

Alternatively, the following will just list the unique files with their timestamps:

find /tank/factorio/.zfs/snapshot/ -printf "%T+ %p\n" \
    | sort | uniq --check-chars=30

The details#

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Copy on save

The problem#

I was running a Factorio multiplayer server and was being paranoid about making sure I didn't lose any save data. But I also didn't want to put the saves directory on my ZFS file system as it's on a hard drive, not an SSD, and saves taking too long can cause lag for the players (although with non-blocking saving this is much less of an issue).

The solution#

The following script watches the saves/ directory for any new files being written and immediately copies them to the ZFS dataset tank/factorio mounted at /tank/factorio/ and creates a snapshot named with the current date and time. The result is a snapshot corresponding to every time the game saved with the save data.

#!/bin/sh
while true
do
  inotifywait -r saves/ -e close_write
  sleep 0.1s  # write is to *.tmp.zip, wait for rename
  rsync -avhx saves/ /tank/factorio/
  now="$(date +%Y-%m-%d_%H-%M-%S)"
  zfs snapshot tank/factorio@save-"$now"
done

The details#

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Devlog: Factorio reflection mod

The problem#

When developing the "garbage collector" for the Pacifist mod, I noted that I couldn't actually know which strings should be treated as references. As a workaround, I just assumed all strings were references, which worked well enough, but I wondered if there was a way to get more precise type information. Additionally, when I was trying to figure this out, the developer of exfret's randomizer expressed interest in getting access to such information for that mod.

The solution#

The Factorio documentation includes a machine-readable version of the prototype API documentation. My ReflectionLibrary mod provides access to that information from within a Factorio mod, effectively faking a reflection API for type information on data.raw during the Prototype Stage:

local data_raw = ReflectionLibraryMod.typed_data_raw

local bb = data_raw['blueprint-book']['blueprint-book']
log(bb.inventory_size._type.typeKind)  # prints "literal"
bb.inventory_size = 42
log(bb.inventory_size._type.typeKind)  # prints "alias"
log(bb.inventory_size._type.name)   # prints "ItemStackIndex"

The details#

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