Files
Aurora.3/code/modules/modular_computers/hardware/hard_drive.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.

* this is probably important

* Remove cascade disabling SSgarbage

* Fixed a bug where dust() did not qdel the target mob

* Misc fixes

* Fix decals surviving break-to-plating

* Subsystem flag tweaks

* Apparently subsystems are new'd before config is.

* Fix paper icons

* Speculative fix for insane lag

* Better machinery stat

* Make organs not use SSoverlay

* Misc bugfixes & tweaks

* Nightmode fixes

* Changelog for SMC

* Port /tg/'s improved MC crash handling

* Add some more SS Recover() procs

* supply_controller -> SScargo

* More New() -> Initialize()

* pAI and robot construction overlays

* Fix cargo unit tests

* Merge the DMM Suite's atom/New() into atoms_init

* Lighting pre-baking

* Lighting initialization logging

* Fix some bad SS init orders

* Fix SSlighting logging; rename Processes to MC

* Speculative fix for insane GC lag

* Prebaked openturf/icon_smooth & fix lighting prebake

* SS init status; SSatoms LATEQDEL

* Fix bug with MC init stat panel

* Fix parallax

* Misc

* Ignore SS_NO_DISPLAY during init

* apparently this is important

* REEEEEE

* Image GC fixes; broadcaster radio-new sanity

* RCON Cleanup

* Move pAI recruiter into subsystem

* Move global solars list into sun subsystem

* Make chickens not use a global

* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup

* Speed up space init a little

* Fix bad timer flags on floor drying

* Subsystem panic-restart verb for mins

* Explosion speedup

* Minor subsystem & MC logging tweaks

* SSopenturf improvements

* Make pipenet actually initialize (whoops)

* Minor tweaks

* Implement lighting rounding

* comments are hard okay

* Minor lattice tweaks

* Fix some timer issues & better closet init

* Timer sanity

* Request console tweaks + Storage init sanity

* Minor SSmachiner RCON improvements

* Further reduce world-start timer count

* Standardize subsystem logging

* Garbage hard delete profiling from /tg/

* Timer hang detection & recovery

* Log machines that sleep in process() and fuck up SSmachinery

* Fix an issue with external airlocks sleeping in process()

* Failsafe logging

* Minor tweaks

* Revert "Request console tweaks + Storage init sanity"

This reverts commit 98d3579e35.

* Re-implement RC changes

* Fix SQL FT saving

* Fix SSmachinery sleep in disposals

* Minor SS tweaks

* Paper fixes

* Blood drying fixes

* Merge gameticker and SSticker

* Minor global list init cleanup

* Lagcheck biogenerator & bags

* Tweak SScargo init order; RIG Initialize()

* Caching tweaks

* Remove rogue comma

* Initialize fixes

* Lighting destroy cleanup

* Fix emagging airlocks

* Initial SSicon implementation

* Tweaks & Fixes

* Fire + Air alarm queued icon updates

* Overlays + Queued icon cleanup

* Runtime & background fixes

* Kill some meaningless set statements

* Kill some image qdels

* Bump up lighting rounding val

* Fix adv. scanner destroy runtimes

* Remove unneeded icon update limiting

* Move icon smoothing into helpers

* Show a warning if DM 510 compiles without memory leak hack enabled

* Re-organize subsystems & MC defines a little

* Airlock SFX

* Log of Changes

* Make SSicon_update disable itself when not doing anything

* Fix respawn verb runtime when used early in server-init

* Add more information to MC's stat_entry()

* Replace direct refernces to gcDestroyed with QDEL* macros

* plant_controller -> SSplants

* More plant tweaks

* Add more humor to changelog

* Move parallax globals into SSparallax

* Lighting responsiveness tweaks

* Fix parallax init order & better MC init panel stat

* Make mobs GC

* More overlays + Remove intercom spawn()

* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.

* Update changelog

* Mob GC tweaks

* Del() cleanup

* Fix insomniac ZAS connection edges

* Minor pAI cleanup

* Convert more things to SSoverlay; fix duplicated overlay in field gens

* SM Bluespace turf tweaks

* Update SSgarbage debug globals list

* Human-type qdel tweaks

* Subsystem suspension; stat_entry improvements

* SQL Statistics cleanup

* Fix runtimes with ambrosia

* More disable() -> suspend(); fix nightmode again

* Human qdel fix; minor tweaks

* Update turbolift to work with StonedMC

* Make lifts use timers instead of a subsystem

* Make SSassets start earlier

* Convert the radio controller into a subsystem

* Fix some missing CHECK_TICKs in asteroid generation

* MC stat tweaks; make shouldnt_see a typecache

* Kill some redundant debug-controller entries

* radio_controller -> SSradio

* Better SSgarbage hard-del logging from /tg/ upstream

* Logging tweaks + GELF

* Misc client caching improvements

* Slime SSoverlay

* Oven icon fixes

* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.

* Holder tweaks + Welding tool Initialize()

* Fix some bad subsystem logging

* Fix suit cooling units spawning without cells

* Starlight tweaks

* Gibber infinite gib fix

* More SSoverlay stuff

* Make crates use CUT_OVERLAY_IN

* Make SSarrivals suspend instead of disable

* Make openturf use split/phased tick checks

* Speculative fix for unwet timer runtimes

* Blood overlay tweaks/fixes

* Update crusher to play nice with SMC + SSoverlay

* Openturf improvements and fixes

* Minor turbolift tweaks

* Lighting performance improvements + ChangeTurf tweaks

* this is probably important

* Fix wall weld noises on changeturf

* More ChangeTurf tweaks

* Explosion tweaks

* Pre-game lobby tweaks

* Openturf tweaks

* Prevent admins from starting the game before init finishes

* Fix Travis

* Kill an unused var

* Fix ChangeTurf runtimes on openturfs

* Fixes

* Browser datum fixes, asset caching

* Update changelog

* Changelog

* Lobby tweaks

* Ticker tweaks; kill ticker var

* Further lobby tweaks

* Cascade tweaks

* air_master -> SSair

* Reduce overhead from radio autosay

* alarm_manager -> SSalarm

* bomb_processor -> SSexplosives

* corp_regs -> SSlaw

* ZAS overlay fixes

* Small wall icon optimization

* Fix effects master

* Assembly tweaks

* Megavend fixes

* Shuttle fixes

* Camera alert performance improvements

* Fix some world.log spam from lighting overlays

* Fix some Initialize() procs

* Openspace responsiveness tweaks

* Make HE pipes animate through openturfs

* Kill a spawn
2017-05-02 14:40:40 -04:00

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/obj/item/weapon/computer_hardware/hard_drive/
name = "basic hard drive"
desc = "A small power efficient solid state drive, with 128GQ of storage capacity for use in basic computers where power efficiency is desired."
power_usage = 25 // SSD or something with low power usage
icon_state = "hdd_normal"
hardware_size = 2
origin_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1)
var/max_capacity = 128
var/used_capacity = 0
var/read_only = 0 // If the HDD is read only
var/list/stored_files = list() // List of stored files on this drive. DO NOT MODIFY DIRECTLY!
/obj/item/weapon/computer_hardware/hard_drive/advanced
name = "advanced hard drive"
desc = "A small hybrid hard drive with 256GQ of storage capacity for use in higher grade computers where balance between power efficiency and capacity is desired."
max_capacity = 256
origin_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2)
power_usage = 50 // Hybrid, medium capacity and medium power storage
icon_state = "hdd_advanced"
hardware_size = 3
/obj/item/weapon/computer_hardware/hard_drive/super
name = "super hard drive"
desc = "A small hard drive with 512GQ of storage capacity for use in cluster storage solutions where capacity is more important than power efficiency."
max_capacity = 512
origin_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
power_usage = 100 // High-capacity but uses lots of power, shortening battery life. Best used with APC link.
icon_state = "hdd_super"
hardware_size = 3
/obj/item/weapon/computer_hardware/hard_drive/cluster
name = "cluster hard drive"
desc = "A large storage cluster consisting of multiple hard drives for usage in high capacity storage systems. Has capacity of 2048 GQ."
power_usage = 500
origin_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4)
max_capacity = 2048
icon_state = "hdd_cluster"
hardware_size = 3
// For tablets, etc. - highly power efficient.
/obj/item/weapon/computer_hardware/hard_drive/small
name = "small hard drive"
desc = "A small highly efficient solid state drive for portable devices."
power_usage = 10
origin_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2)
max_capacity = 64
icon_state = "hdd_small"
hardware_size = 1
/obj/item/weapon/computer_hardware/hard_drive/micro
name = "micro hard drive"
desc = "A small micro hard drive for portable devices."
power_usage = 2
origin_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1)
max_capacity = 32
icon_state = "hdd_micro"
hardware_size = 1
/obj/item/weapon/computer_hardware/hard_drive/diagnostics(var/mob/user)
..()
// 999 is a byond limit that is in place. It's unlikely someone will reach that many files anyway, since you would sooner run out of space.
user << "NT-NFS File Table Status: [stored_files.len]/999"
user << "Storage capacity: [used_capacity]/[max_capacity]GQ"
// Use this proc to add file to the drive. Returns 1 on success and 0 on failure. Contains necessary sanity checks.
/obj/item/weapon/computer_hardware/hard_drive/proc/store_file(var/datum/computer_file/F)
if(!F || !istype(F))
return 0
if(!can_store_file(F.size))
return 0
if(!check_functionality())
return 0
if(!stored_files)
return 0
// This file is already stored. Don't store it again.
if(F in stored_files)
return 0
F.holder = src
stored_files.Add(F)
recalculate_size()
return 1
// Use this proc to add file to the drive. Returns 1 on success and 0 on failure. Contains necessary sanity checks.
/obj/item/weapon/computer_hardware/hard_drive/proc/install_default_programs()
store_file(new/datum/computer_file/program/computerconfig(src)) // Computer configuration utility, allows hardware control and displays more info than status bar
store_file(new/datum/computer_file/program/clientmanager(src)) // Client Manager to Enroll the Device
// Use this proc to remove file from the drive. Returns 1 on success and 0 on failure. Contains necessary sanity checks.
/obj/item/weapon/computer_hardware/hard_drive/proc/remove_file(var/datum/computer_file/F)
if(!F || !istype(F))
return 0
if(!stored_files || read_only)
return 0
if(!check_functionality())
return 0
if(F in stored_files)
stored_files -= F
recalculate_size()
return 1
else
return 0
// Loops through all stored files and recalculates used_capacity of this drive
/obj/item/weapon/computer_hardware/hard_drive/proc/recalculate_size()
var/total_size = 0
for(var/datum/computer_file/F in stored_files)
total_size += F.size
used_capacity = total_size
// Checks whether file can be stored on the hard drive.
/obj/item/weapon/computer_hardware/hard_drive/proc/can_store_file(var/size = 1)
// In the unlikely event someone manages to create that many files.
// BYOND is acting weird with numbers above 999 in loops (infinite loop prevention)
if(read_only)
return 0
if(stored_files.len >= 999)
return 0
if(used_capacity + size > max_capacity)
return 0
else
return 1
// Checks whether we can store the file. We can only store unique files, so this checks whether we wouldn't get a duplicity by adding a file.
/obj/item/weapon/computer_hardware/hard_drive/proc/try_store_file(var/datum/computer_file/F)
if(!F || !istype(F))
return 0
var/name = F.filename + "." + F.filetype
for(var/datum/computer_file/file in stored_files)
if((file.filename + "." + file.filetype) == name)
return 0
return can_store_file(F.size)
// Tries to find the file by filename. Returns null on failure
/obj/item/weapon/computer_hardware/hard_drive/proc/find_file_by_name(var/filename)
if(!check_functionality())
return null
if(!filename)
return null
if(!stored_files)
return null
for(var/datum/computer_file/F in stored_files)
if(F.filename == filename)
return F
return null
/obj/item/weapon/computer_hardware/hard_drive/Destroy()
if(holder2 && (holder2.hard_drive == src))
holder2.hard_drive = null
stored_files = null
return ..()
/obj/item/weapon/computer_hardware/hard_drive/New()
install_default_programs()
..()