[MIRROR] Removes networks from the game [MDB IGNORE] (#20083)

* Removes networks from the game (#74142)

## About The Pull Request

This is a continuation of
https://github.com/tgstation/tgstation/pull/74085 - I announced in the
comments there that this would be my next PR, and this is it.

Removes SSnetwork, ``/datum/ntnet``,
``/datum/component/ntnet_interface``, ``var/network_root_id``, the
network unit test, and a lot of other things related to networks.

- NTNet circuits now check for an Ntnet relay, and uses signals to
operate.
- Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you
can no longer see what ruins exist using it (why should Wirecarp know
that Oldstation spawned? The flavor is that they dont know its there).
- Removed it from MULEbots entirely, I don't think it even did anything
for them? Botkeeper seems to work without it, so it's possibly there
from pre-tgui PDAs.
- Moves assigning random names to a base proc instead of being tied to
network, this is things like random-naming scrubbers/vents. The behavior
hasn't changed at all.
- Makes Ntos work for consoles when relays are down, as the comments
said they're supposed to (because they're wired). I think this was an
accidental change on my part, so this is a revert of that.

## Why It's Good For The Game

Ntnet is ancient code that hasn't given us much that we can't do with
already existing alternatives, we've been slowly moving away from it for
init times, and though a large portion of that was limited to airlocks,
I still don't think this is a system worth keeping around.
It's way too complex to expect feature coders to do anything with it,
and too old with better alternatives for anyone to want to improve any
of it.

## Changelog

🆑
fix: Computers are now properly connected to Ethernet, and can use Ntos
when Relays are down.
refactor: Removes Ntnet and Ntnet interfaces, which was only used by
Ntnet circuits (which now directly checks for a Relay to work) and
MULEbots, which did nothing with it.
balance: Wirecarp no longer tells you what ruins spawned in a round,
instead it's limited to PDA logs, and tells you the source too. This
means the RD can catch someone running illegal programs if they don't
make any attempt at hiding it.
qol: Wirecarp logs is now set to save 300 at once, instead of 100 and
being increased to 300 by the RD during the round. This is pretty
insignificant, since there's no reason to NOT want as many logs as
possible.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>

* Removes networks from the game

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
This commit is contained in:
SkyratBot
2023-03-27 04:28:18 +02:00
committed by GitHub
parent 43fde4181e
commit 79bb4facfc
32 changed files with 121 additions and 1287 deletions

View File

@@ -1,485 +0,0 @@
SUBSYSTEM_DEF(networks)
name = "Networks"
priority = FIRE_PRIORITY_NETWORKS
wait = 5
flags = SS_KEEP_TIMING
init_order = INIT_ORDER_NETWORKS
/// all interfaces by their hardware address.
/// Do NOT use to verify a reciver_id is valid, use the network.root_devices for that
var/list/interfaces_by_hardware_id = list()
/// List of networks using their fully qualified network name. Used for quick lookups
/// of networks for sending packets
var/list/networks = list()
/// List of the root networks starting at their root names. Used to find and/or build
/// network tress
var/list/root_networks = list()
// Why not list? Because its a Copy() every time we add a packet, and thats stupid.
var/datum/netdata/first = null // start of the queue. Pulled off in fire.
var/datum/netdata/last = null // end of the queue. pushed on by transmit
var/packet_count = 0
// packet stats
var/count_broadcasts_packets = 0 // count of broadcast packets sent
var/count_failed_packets = 0 // count of message fails
// Logs moved here
// Amount of logs the system tries to keep in memory. Keep below 999 to prevent byond from acting weirdly.
// High values make displaying logs much laggier.
var/setting_maxlogcount = 100
var/list/logs = list()
/// Random name search to make sure we have unique names.
/// DO NOT REMOVE NAMES HERE UNLESS YOU KNOW WHAT YOUR DOING
var/list/used_names = list()
/// You shouldn't need to do this. But mapping is async and there is no guarantee that Initialize
/// will run before these networks are dynamically created. So its here.
/datum/controller/subsystem/networks/PreInit()
/// Limbo network needs to be made at boot up for all error devices
new/datum/ntnet(LIMBO_NETWORK_ROOT)
new/datum/ntnet(STATION_NETWORK_ROOT)
new/datum/ntnet(SYNDICATE_NETWORK_ROOT)
/// As well as the station network incase something funny goes during startup
new/datum/ntnet(CENTCOM_NETWORK_ROOT)
/datum/controller/subsystem/networks/stat_entry(msg)
msg = "NET: QUEUE([packet_count]) FAILS([count_failed_packets]) BROADCAST([count_broadcasts_packets])"
return ..()
/datum/controller/subsystem/networks/Initialize()
assign_areas_root_ids(get_sorted_areas()) // setup area names before Initialize
initialized = TRUE
// Now when the objects Initialize they will join the right network
return SS_INIT_SUCCESS
/*
* Process incoming queued packet and return NAK/ACK signals
*
* This should only be called when you want the target object to process the NAK/ACK signal, usually
* during fire. At this point data.receiver_id has already been converted if it was a broadcast but
* is undefined in this function.
* Arguments:
* * receiver_id - text hardware id for the target device
* * data - packet to be sent
*/
/datum/controller/subsystem/networks/proc/_process_packet(receiver_id, datum/netdata/data)
/// Used only for sending NAK/ACK and error reply's
var/datum/component/ntnet_interface/sending_interface = interfaces_by_hardware_id[data.sender_id]
/// Check if the network_id is valid and if not send an error and return
var/datum/ntnet/target_network = networks[data.network_id]
if(!target_network)
count_failed_packets++
add_log("Bad target network '[data.network_id]'", null, data.sender_id)
if(!QDELETED(sending_interface))
SEND_SIGNAL(sending_interface.parent, COMSIG_COMPONENT_NTNET_NAK, data , NETWORK_ERROR_BAD_NETWORK)
return
/// Check if the receiver_id is in the network. If not send an error and return
var/datum/component/ntnet_interface/target_interface = target_network.root_devices[receiver_id]
if(QDELETED(target_interface))
count_failed_packets++
add_log("Bad target device '[receiver_id]'", target_network, data.sender_id)
if(!QDELETED(sending_interface))
SEND_SIGNAL(sending_interface.parent, COMSIG_COMPONENT_NTNET_NAK, data, NETWORK_ERROR_BAD_RECEIVER_ID)
return
// Check if we care about permissions. If we do check if we are allowed the message to be processed
if(data.passkey) // got to check permissions
var/obj/O = target_interface.parent
if(O)
if(!O.check_access_ntnet(data.passkey))
count_failed_packets++
add_log("Access denied to ([receiver_id]) from ([data.network_id])", target_network, data.sender_id)
if(!QDELETED(sending_interface))
SEND_SIGNAL(sending_interface.parent, COMSIG_COMPONENT_NTNET_NAK, data, NETWORK_ERROR_UNAUTHORIZED)
return
else
add_log("A access key message was sent to a non-device", target_network, data.sender_id)
if(!QDELETED(sending_interface))
SEND_SIGNAL(sending_interface.parent, COMSIG_COMPONENT_NTNET_NAK, data, NETWORK_ERROR_UNAUTHORIZED)
SEND_SIGNAL(target_interface.parent, COMSIG_COMPONENT_NTNET_RECEIVE, data)
// All is good, send the packet then send an ACK to the sender
if(!QDELETED(sending_interface))
SEND_SIGNAL(sending_interface.parent, COMSIG_COMPONENT_NTNET_ACK, data)
/// Helper define to make sure we pop the packet and qdel it
#define POP_PACKET(CURRENT) first = CURRENT.next; packet_count--; if(!first) { last = null; packet_count = 0; }; qdel(CURRENT);
/datum/controller/subsystem/networks/fire(resumed = 0)
var/datum/netdata/current
var/datum/component/ntnet_interface/target_interface
while(first)
current = first
/// Check if we are a list. If so process the list
if(islist(current.receiver_id)) // are we a broadcast list
var/list/receivers = current.receiver_id
var/receiver_id = receivers[receivers.len] // pop it
receivers.len--
_process_packet(receiver_id, current)
if(receivers.len == 0) // pop it if done
count_broadcasts_packets++
POP_PACKET(current)
else // else set up a broadcast or send a single targete
// check if we are sending to a network or to a single target
target_interface = interfaces_by_hardware_id[current.receiver_id]
if(target_interface) // a single sender id
_process_packet(current.receiver_id, current) // single target
POP_PACKET(current)
else // ok so lets find the network to send it too
var/datum/ntnet/net = networks[current.network_id] // get the sending network
net = net?.networks[current.receiver_id] // find the target network to broadcast
if(net) // we found it
current.receiver_id = net.collect_interfaces() // make a list of all the sending targets
else
// We got an error, the network is bad so send a NAK
target_interface = interfaces_by_hardware_id[current.sender_id]
if(!QDELETED(target_interface))
SEND_SIGNAL(target_interface.parent, COMSIG_COMPONENT_NTNET_NAK, current , NETWORK_ERROR_BAD_NETWORK)
POP_PACKET(current) // and get rid of it
if (MC_TICK_CHECK)
return
#undef POP_PACKET
/*
* Main function to queue a packet. As long as we have valid receiver_id and network_id we will take it
*
* Main queuing function for any message sent. if the data.receiver_id is null, then it will be broadcasted
* error checking is only done during the process this just throws it on the queue.
* Arguments:
* * data - packet to be sent
*/
/datum/controller/subsystem/networks/proc/transmit(datum/netdata/data)
data.next = null // sanity check
if(!last)
first = last = data
else
last.next = data
last = data
packet_count++
// We do error checking when the packet is sent
return NETWORK_ERROR_OK
/**
* Records a message into the station logging system for the network
*
* This CAN be read in station by personal so do not use it for game debugging
* during fire. At this point data.receiver_id has already been converted if it was a broadcast but
* is undefined in this function. It is also dumped to normal logs but remember players can read/intercept
* these messages
* Arguments:
* * log_string - message to log
* * network - optional, It can be a ntnet or just the text equivalent
* * hardware_id = optional, text, will look it up and return with the parent.name as well
*/
/datum/controller/subsystem/networks/proc/add_log(log_string, network = null)
set waitfor = FALSE // so process keeps running
var/list/log_text = list()
log_text += "\[[station_time_timestamp()]\]"
if(network)
var/datum/ntnet/net = network
if(!istype(net))
net = networks[network]
if(net) // bad network?
log_text += "{[net.network_id]}"
else // bad network?
log_text += "{[network] *BAD*}"
log_text += "*SYSTEM* - "
log_text += log_string
log_string = log_text.Join()
logs.Add(log_string)
//log_telecomms("NetLog: [log_string]") // causes runtime on startup humm
// We have too many logs, remove the oldest entries until we get into the limit
if(logs.len > setting_maxlogcount)
logs = logs.Copy(logs.len-setting_maxlogcount,0)
/**
* Removes all station logs for the current game
*/
/datum/controller/subsystem/networks/proc/purge_logs()
logs = list()
add_log("-!- LOGS DELETED BY SYSTEM OPERATOR -!-")
/datum/controller/subsystem/networks/proc/log_data_transfer( datum/netdata/data)
logs += "[station_time_timestamp()] - [data.generate_netlog()]"
if(logs.len > setting_maxlogcount)
logs = logs.Copy(logs.len - setting_maxlogcount, 0)
/**
* Updates the maximum amount of logs and purges those that go beyond that number
*
* Shouldn't been needed to be run by players but maybe admins need it?
* Arguments:
* * lognumber - new setting_maxlogcount count
*/
/datum/controller/subsystem/networks/proc/update_max_log_count(lognumber)
if(!lognumber)
return FALSE
// Trim the value if necessary
lognumber = max(MIN_NTNET_LOGS, min(lognumber, MAX_NTNET_LOGS))
setting_maxlogcount = lognumber
add_log("Configuration Updated. Now keeping [setting_maxlogcount] logs in system memory.")
/**
* Gives an area a root and a network_area_id
*
* When a device is added to the network on map load, it needs to know where it is.
* So that it is added to that ruins/base's network instead of the general station network
* This way people on the station cannot just hack Charlie's doors and visa versa. All area's
* "should" have this information and if not one is created from existing map tags or
* ruin template id's. This SHOULD run before the Initialize of a atom, or the root will not
* be put in the object.area
*
* An example on what the area.network_root_id does/
* Before Init: obj.network_id = "ATMOS.SCRUBBER" area.network_root_id="SS13_STATION" area.network_area_id = "BRIDGE"
* After Init: obj.network_id = "SS13_STATION.ATMOS.SCRUBBER" also obj.network_id = "SS13_STATION.AREA.BRIDGE"
*
* Arguments:
* * area - Area to modify the root id.
* * template - optional, map_template of that area
*/
/datum/controller/subsystem/networks/proc/lookup_area_root_id(area/A, datum/map_template/M=null)
/// Check if the area is valid and if it doesn't have a network root id.
if(!istype(A) || A.network_root_id != null)
return
/// If we are a ruin or a shuttle, we get our own network
if(M)
/// if we have a template, try to get the network id from the template
if(M.station_id && M.station_id != LIMBO_NETWORK_ROOT) // check if the template specifies it
A.network_root_id = simple_network_name_fix(M.station_id)
else if(istype(M, /datum/map_template/shuttle)) // if not, then check if its a shuttle type
var/datum/map_template/shuttle/T = M // we are a shuttle so use shuttle id
A.network_root_id = simple_network_name_fix(T.shuttle_id)
else if(istype(M,/datum/map_template/ruin)) // if not again, check if its a ruin type
var/datum/map_template/ruin/R = M
A.network_root_id = simple_network_name_fix(R.id)
if(!A.network_root_id) // not assigned? Then lets use some defaults
// Anything in Centcom is completely isolated
// Special case for holodecks.
if(istype(A,/area/station/holodeck))
A.network_root_id = HOLODECK_NETWORK_ROOT // isolated from the station network
else if(SSmapping.level_trait(A.z, ZTRAIT_CENTCOM))
A.network_root_id = CENTCOM_NETWORK_ROOT
else if(SSmapping.level_trait(A.z, ZTRAIT_RESERVED))
A.network_root_id = SYNDICATE_NETWORK_ROOT
// Otherwise the default is the station
else
A.network_root_id = STATION_NETWORK_ROOT
/datum/controller/subsystem/networks/proc/assign_area_network_id(area/A, datum/map_template/M=null)
if(!istype(A))
return
if(!A.network_root_id)
lookup_area_root_id(A, M)
// finally set the network area id, bit copy paste from area Initialize
// This is done in case we have more than one area type, each area instance has its own network name
if(!A.network_area_id)
A.network_area_id = A.network_root_id + ".AREA." + simple_network_name_fix(A.name) // Make the string
if(!(A.area_flags & UNIQUE_AREA)) // if we aren't a unique area, make sure our name is different
A.network_area_id = SSnetworks.assign_random_name(5, A.network_area_id + "_") // tack on some garbage incase there are two area types
/datum/controller/subsystem/networks/proc/assign_areas_root_ids(list/areas, datum/map_template/map_template)
for(var/area/area as anything in areas)
assign_area_network_id(area, map_template)
/**
* Converts a list of string's into a full network_id
*
* Converts a list of individual branches into a proper network id. Validates
* individual parts to make sure they are clean.
*
* ex. list("A","B","C") -> A.B.C
*
* Arguments:
* * tree - List of strings
*/
/datum/controller/subsystem/networks/proc/network_list_to_string(list/tree)
#ifdef DEBUG_NETWORKS
ASSERT(tree && tree.len > 0) // this should be obvious but JUST in case.
for(var/part in tree)
if(!verify_network_name(part) || findtext(name,".") != 0) // and no stray dots
stack_trace("network_list_to_string: Cannot create network with ([part]) of ([tree.Join(".")])")
break
#endif
return tree.Join(".")
/**
* Converts string into a list of network branches
*
* Converts a a proper network id into a list of the individual branches
*
* ex. A.B.C -> list("A","B","C")
*
* Arguments:
* * tree - List of strings
*/
/datum/controller/subsystem/networks/proc/network_string_to_list(name)
#ifdef DEBUG_NETWORKS
if(!verify_network_name(name))
stack_trace("network_string_to_list: [name] IS INVALID")
#endif
return splittext(name,".") // should we do a splittext_char? I doubt we really need unicode in network names
/**
* Hard creates a network. Helper function for create_network_simple and create_network
*
* Hard creates a using a list of branches and returns. No error checking as it should
* of been done before this call
*
* Arguments:
* * network_tree - list,text List of branches of network
*/
/datum/controller/subsystem/networks/proc/_hard_create_network(list/network_tree)
var/network_name_part = network_tree[1]
var/network_id = network_name_part
var/datum/ntnet/parent = root_networks[network_name_part]
var/datum/ntnet/network
if(!parent) // we have no network root? Must be mapload of a ruin or such
parent = new(network_name_part)
// go up the branches, creating nodes
for(var/i in 2 to network_tree.len)
network_name_part = network_tree[i]
network = parent.children[network_name_part]
network_id += "." + network_name_part
if(!network)
network = new(network_id, network_name_part, parent)
parent = network
return network
/**
* Creates or finds a network anywhere in the world using a fully qualified name
*
* This is the simple case finding of a network in the world. It must take a full
* qualified network name and it will either return an existing network or build
* a new one from scratch. We must be able to create names on the fly as there is
* no way for the map loader to tell us ahead of time what networks to create or
* use for any maps or templates. So this thing will throw silent mapping errors
* and log them, but will always return a network for something.
*
* Arguments:
* * network_id - text, Fully qualified network name
*/
/datum/controller/subsystem/networks/proc/create_network_simple(network_id)
var/datum/ntnet/network = networks[network_id]
if(network != null)
return network // don't worry about it
/// Checks to make sure the network is valid. We log BOTH to mapping and telecoms
/// so if your checking for network errors you can find it in mapping to (because its their fault!)
if(!verify_network_name(network_id))
log_mapping("create_network_simple: [network_id] IS INVALID, replacing with LIMBO")
log_telecomms("create_network_simple: [network_id] IS INVALID, replacing with LIMBO")
return networks[LIMBO_NETWORK_ROOT]
var/list/network_tree = network_string_to_list(network_id)
if(!network_tree || network_tree.len == 0)
log_mapping("create_network_simple: [network_id] IS INVALID, replacing with LIMBO")
log_telecomms("create_network_simple: [network_id] IS INVALID, replacing with LIMBO")
return networks[LIMBO_NETWORK_ROOT]
network = _hard_create_network(network_tree)
#ifdef DEBUG_NETWORKS
if(!network)
CRASH("NETWORK CANNOT BE NULL")
#endif
log_telecomms("create_network_simple: created final [network.network_id]")
return network // and we are done!
/**
* Creates or finds a network anywhere in the world using bits of text
*
* This works the same as create_network_simple however it allows the addition
* of qualified network names. So you can call it with a root_id and a sub
* network. However this function WILL return null if it cannot be created
* so it should be used with error checking is involved.
*
* ex. create_network("ROOT_NETWORK", "ATMOS.SCRUBBERS") -> ROOT_NETWORK.ATMOS.SCRUBBERS
*
* Arguments:
* * tree - List of string
*/
/datum/controller/subsystem/networks/proc/create_network(...)
var/list/network_tree = list()
for(var/i in 1 to args.len)
var/part = args[i]
#ifdef DEBUG_NETWORKS
if(!part || !istext(part))
/// stack trace here because this is a bad error
stack_trace("create_network: We only take text on [part] index [i]")
return null
#endif
network_tree += network_string_to_list(part)
var/datum/ntnet/network = _hard_create_network(network_tree)
log_telecomms("create_network: created final [network.network_id]")
return network
/**
* Generate a hardware id for devices.
*
* Creates a 32 bit hardware id for network devices. This is random so masking
* the number won't make routing "easier" (Think Ethernet) It does check if
* an existing device has the number but will NOT assign it as thats
* up to the collar
*
* Returns (string) The generated name
*/
/datum/controller/subsystem/networks/proc/get_next_HID()
do
var/string = md5("[num2text(rand(HID_RESTRICTED_END, 999999999), 12)]")
if(!string)
log_runtime("Could not generagea m5 hash from address, problem with md5?")
return //errored
. = "[copytext_char(string, 1, 9)]" //16 ^ 8 possibilities I think.
while(interfaces_by_hardware_id[.])
/**
* Generate a name devices
*
* Creates a randomly generated tag or name for devices or anything really
* it keeps track of a special list that makes sure no name is used more than
* once
*
* args:
* * len (int)(Optional) Default=5 The length of the name
* * prefix (string)(Optional) static text in front of the random name
* * postfix (string)(Optional) static text in back of the random name
* Returns (string) The generated name
*/
/datum/controller/subsystem/networks/proc/assign_random_name(len=5, prefix="", postfix="")
var/static/valid_chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789"
var/list/new_name = list()
var/text
// machine id's should be fun random chars hinting at a larger world
do
new_name.Cut()
new_name += prefix
for(var/i = 1 to len)
new_name += valid_chars[rand(1,length(valid_chars))]
new_name += postfix
text = new_name.Join()
while(used_names[text])
used_names[text] = TRUE
return text