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Updates signaler investigate code | Adds some nice QOL changes for signalers | Enforces cooldown on signaler circuitry (#78974)
## About The Pull Request See title. If someone was abusing signalers previously to cause server lag, going into list signalers would actually cause even worse lag as byond sat there and processed thousands of items into a string over and over, which would cause string format operations on longer and longer strings, resulting in more and more overhead. This is bad. So instead there is now a limit to the size of the list, currently I have that set to 500 although I am open to increasing and even reducing the number. I have also made signalers slightly more intuitive by having the cooldown actually displayed in the ui as a tooltip instead of just being a secret feature you didnt know about unless you code dived. Also made the cooldown actually respected by things such as circuitry where it didnt even implement the cooldown and would happily send as many signals as you had items connected to your proximity circuit. ## Why It's Good For The Game Admins won't accidentally kill the server by trying to parse a lag machines signal list. Players lagging the server? No, how about the admins trying to fix it! ## Changelog 🆑 qol: signalers now tell you their cooldown and also use balloon alerts /🆑
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@@ -10,15 +10,20 @@
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drop_sound = 'sound/items/handling/component_drop.ogg'
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pickup_sound = 'sound/items/handling/component_pickup.ogg'
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/// The code sent by this signaler.
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var/code = DEFAULT_SIGNALER_CODE
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/// The frequency this signaler is set to.
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var/frequency = FREQ_SIGNALER
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/// How long of a cooldown exists on this signaller.
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var/cooldown_length = 1 SECONDS
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/// The radio frequency connection this signaler is using.
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var/datum/radio_frequency/radio_connection
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///Holds the mind that commited suicide.
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/// Holds the mind that commited suicide.
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var/datum/mind/suicider
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///Holds a reference string to the mob, decides how much of a gamer you are.
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/// Holds a reference string to the mob, decides how much of a gamer you are.
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var/suicide_mob
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/// How many tiles away can you hear when this signaler is used or gets activated.
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var/hearing_range = 1
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/// String containing the last piece of logging data relating to when this signaller has received a signal.
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var/last_receive_signal_log
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@@ -77,23 +82,26 @@
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/obj/item/assembly/signaler/ui_data(mob/user)
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var/list/data = list()
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data["frequency"] = frequency
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data["cooldown"] = cooldown_length
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data["code"] = code
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data["minFrequency"] = MIN_FREE_FREQ
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data["maxFrequency"] = MAX_FREE_FREQ
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return data
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/obj/item/assembly/signaler/ui_act(action, params)
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/obj/item/assembly/signaler/ui_act(action, params, datum/tgui/ui)
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. = ..()
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if(.)
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return
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switch(action)
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if("signal")
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if(TIMER_COOLDOWN_CHECK(src, COOLDOWN_SIGNALLER_SEND))
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to_chat(usr, span_warning("[src] is still recharging..."))
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return
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TIMER_COOLDOWN_START(src, COOLDOWN_SIGNALLER_SEND, 1 SECONDS)
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if(cooldown_length > 0)
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if(TIMER_COOLDOWN_CHECK(src, COOLDOWN_SIGNALLER_SEND))
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balloon_alert(ui.user, "recharging!")
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return
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TIMER_COOLDOWN_START(src, COOLDOWN_SIGNALLER_SEND, cooldown_length)
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INVOKE_ASYNC(src, PROC_REF(signal))
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balloon_alert(ui.user, "signaled")
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. = TRUE
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if("freq")
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var/new_frequency = sanitize_frequency(unformat_frequency(params["freq"]), TRUE)
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@@ -141,10 +149,8 @@
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var/time = time2text(world.realtime,"hh:mm:ss")
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var/turf/T = get_turf(src)
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var/logging_data
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if(usr)
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logging_data = "[time] <B>:</B> [usr.key] used [src] @ location ([T.x],[T.y],[T.z]) <B>:</B> [format_frequency(frequency)]/[code]"
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GLOB.lastsignalers.Add(logging_data)
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var/logging_data = "[time] <B>:</B> [key_name(usr)] used [src] @ location ([T.x],[T.y],[T.z]) <B>:</B> [format_frequency(frequency)]/[code]"
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add_to_signaler_investigate_log(logging_data)
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var/datum/signal/signal = new(list("code" = code), logging_data = logging_data)
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radio_connection.post_signal(src, signal)
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