## About The Pull Request
So in a recent round I noticed the newscaster UI was acting kind of
funky, where two channels seemed to overlap and weirdly pick between the
two in unpredictable ways. Looking into it, it seemed that somehow the
channels had managed to get their unique IDs to overlap-
Oh.
https://github.com/tgstation/tgstation/blob/5d3353e7af2b88ab9379d5fb567b24afd8776acd/code/game/machinery/newscaster/newscaster_data.dm#L109-L131
I see.
...I think that code speaks for itself, in how this could've gone wrong.
Anyhow, in this pr we entirely ditch this system, and instead make it
use an incremental and thus guaranteed to be unique ID.
This fixes our issues.
While we're here, we also remove the unused `channel_IDs` list, and
replace it with the associative lists `network_channels_by_id` and
`network_channels_by_name`. This allows us to also stop iterating over
every network channel until we find the one with the right name or ID.
We also rename some confusing, wrong, or non-standard vars while we're
here.
## About The Pull Request
So in a recent round I noticed the newscaster UI was acting kind of
funky, where two channels seemed to overlap and weirdly pick between the
two in unpredictable ways. Looking into it, it seemed that somehow the
channels had managed to get their unique IDs to overlap-
Oh.
https://github.com/tgstation/tgstation/blob/5d3353e7af2b88ab9379d5fb567b24afd8776acd/code/game/machinery/newscaster/newscaster_data.dm#L109-L131
I see.
...I think that code speaks for itself, in how this could've gone wrong.
Anyhow, in this pr we entirely ditch this system, and instead make it
use an incremental and thus guaranteed to be unique ID.
This fixes our issues.
While we're here, we also remove the unused `channel_IDs` list, and
replace it with the associative lists `network_channels_by_id` and
`network_channels_by_name`. This allows us to also stop iterating over
every network channel until we find the one with the right name or ID.
We also rename some confusing, wrong, or non-standard vars while we're
here.
## About The Pull Request
Noticed this runtime while doing other stuff, cross-server newscasters
fail to create the channel because when it receives the data from world
topic the delay comes in as a string, which it tries and fails to pass
to addtimer as the duration.
## Why It's Good For The Game
Make the feature work
## Changelog
🆑
fix: fixed cross-server newscaster functionality
/🆑
## About The Pull Request
Noticed this runtime while doing other stuff, cross-server newscasters
fail to create the channel because when it receives the data from world
topic the delay comes in as a string, which it tries and fails to pass
to addtimer as the duration.
## Why It's Good For The Game
Make the feature work
## Changelog
🆑
fix: fixed cross-server newscaster functionality
/🆑
## About The Pull Request
- In ``/datum/world_topic`` sets the variable ``require_comms_key =
TRUE`` so any new world_topics handlers will need to be deliberately set
otherwise.
- Added some documentation to help educate any future contributors
(especially on downstreams) the sensitivity of bad world.topic() code.
- Sets the default config to log topic calls. (This should really be
split into its own log file later)
## Why It's Good For The Game
Lingering security education is a good thing to have.
## Changelog
Not player facing
## About The Pull Request
Was just scrolling through the Paradise github since they seem to have
more work done for 516 to see if there's anything I can port over, found
this and thought why not.
Ports parts of https://github.com/ParadiseSS13/Paradise/pull/25105
Specifically, updaing all hrefs to use the internal ``byond://``, and
adding it to grep.
## Why It's Good For The Game
More work towards 516.
## Changelog
Nothing player-facing.
## About The Pull Request
If you set up a server without `COMMS_KEY` set it will be blank, which
is a valid key
## Why It's Good For The Game
CommKey validation should fail closed not open
## Changelog
## About The Pull Request
Changes map votes to be based on a persistent tally count.
Tallies for maps are cached between rounds and are added to by map
votes.
When a map is chosen, and it wasn't the only valid one, the tallies for
said chosen map will be reset.
Refactors map vote handling and moves it from SSmapping to SSmap_vote.
Rock the Vote has been removed as a result of this refactor.
## Why It's Good For The Game
Makes it more likely that all maps will be played over the course of a
server instead of always being truly random.
Removes some clutter off of SSmapping.
🆑
refactor: Map Votes are now carried over between rounds. When a map vote
is actually a contest, the winning map will have its votes reset.
/🆑
* Adds respawn config option forcing respawn as another character slot (#78459)
## About The Pull Request
Adds an option to the respawn config which forces you to pick another
character (slot) before you respawn.
## Why It's Good For The Game
Just an idea i'm throwing out there, not necessarily pushing for it to
be enabled on any servers.
Respawning as an alternative character can be a good way to make people
less frustrated at dying, particularly if paired with the cooldown
config that already exists:
"Oh shucks, I died and got my head cut off and got absorbed and got
spaced by some changeling. I won't be able to finish my project or
whatever. At least in 15 minutes I may be able to join as my botanist
character to try something else rather than having to wait an hour and a
half for the round to tick over."
Also nice for downstream support.
(Obviously you can just, *ban* people who respawn as the same character,
use an honor system, but codifying it seems better than not.)
## Changelog
🆑 Melbert
config: Adds a config option for player respawning that enables
respawns, but forces you pick a new character.
config: "NORESPAWN" has been replaced with "ALLOW_RESPAWN 0". Unlimited
respawns is "ALLOW_RESPAWN 1" and character limited respawns is
"ALLOW_RESPAWN 2".
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Adds respawn config option forcing respawn as another character slot
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
## About The Pull Request
Adds an option to the respawn config which forces you to pick another
character (slot) before you respawn.
## Why It's Good For The Game
Just an idea i'm throwing out there, not necessarily pushing for it to
be enabled on any servers.
Respawning as an alternative character can be a good way to make people
less frustrated at dying, particularly if paired with the cooldown
config that already exists:
"Oh shucks, I died and got my head cut off and got absorbed and got
spaced by some changeling. I won't be able to finish my project or
whatever. At least in 15 minutes I may be able to join as my botanist
character to try something else rather than having to wait an hour and a
half for the round to tick over."
Also nice for downstream support.
(Obviously you can just, *ban* people who respawn as the same character,
use an honor system, but codifying it seems better than not.)
## Changelog
🆑 Melbert
config: Adds a config option for player respawning that enables
respawns, but forces you pick a new character.
config: "NORESPAWN" has been replaced with "ALLOW_RESPAWN 0". Unlimited
respawns is "ALLOW_RESPAWN 1" and character limited respawns is
"ALLOW_RESPAWN 2".
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Adds the current server name from the config to the world status (#76014)
## About The Pull Request
Adds the server name from the configuration to the world's status topic.
## Why It's Good For The Game
We don't currently expose the server's short name (e.g. `Sybil`,
`Manuel`) anywhere. This fixes that. This is mostly to support external
tools.
* Adds the current server name from the config to the world status
---------
Co-authored-by: Nick <nick@nfreader.net>
## About The Pull Request
Adds the server name from the configuration to the world's status topic.
## Why It's Good For The Game
We don't currently expose the server's short name (e.g. `Sybil`,
`Manuel`) anywhere. This fixes that. This is mostly to support external
tools.
* Add config to validate admin discord commands with discord links and admin ranks (#73818)
This adds a config to secure discord chat commands used by admins.
When enabled it compares the discord id the chat command came from with
the linked discords db to find their ckey, then checks they have the
correct admin rights.
The check automatically self disables if the db is down or if legacy
admin ranks are enabled. (There is no config for discord account linking
or i'd just use that.)
Moved non-admin discord commands out of the admin modules folder and
into the discord modules folder.
Deleted some defunct shit. There was a global list and admin only notify
command that was used by nothing.
There was a whole discord config section that was used by nothing.
* Add config to validate admin discord commands with discord links and admin ranks
---------
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
This adds a config to secure discord chat commands used by admins.
When enabled it compares the discord id the chat command came from with
the linked discords db to find their ckey, then checks they have the
correct admin rights.
The check automatically self disables if the db is down or if legacy
admin ranks are enabled. (There is no config for discord account linking
or i'd just use that.)
Moved non-admin discord commands out of the admin modules folder and
into the discord modules folder.
Deleted some defunct shit. There was a global list and admin only notify
command that was used by nothing.
There was a whole discord config section that was used by nothing.
* Strays away from GLOB.machines when possible (#71100)
## About The Pull Request
This replaces needless GLOB.machines with more precise lists whenever
one existed, plus adding a new one for CTF machines.
## Why It's Good For The Game
GLOB.machines holds every single /obj/machinery in the game, so checking
the whole list for stuff is pretty big. This aims to cut that down by
using smaller lists whenever possible. I also gave CTF a new list
because it checked machines very often.
## Changelog
Nothing player facing.
* Strays away from GLOB.machines when possible
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
This replaces needless GLOB.machines with more precise lists whenever
one existed, plus adding a new one for CTF machines.
## Why It's Good For The Game
GLOB.machines holds every single /obj/machinery in the game, so checking
the whole list for stuff is pretty big. This aims to cut that down by
using smaller lists whenever possible. I also gave CTF a new list
because it checked machines very often.
## Changelog
Nothing player facing.
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Add the ability to cancel incoming and outgoing cross comms console messages for admins (#61799)
You can now cancel incoming and outgoing cross comms console messages.
* Add the ability to cancel incoming and outgoing cross comms console messages for admins
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Drastic Lag Mitigation Subsystem: SSlag_switch (#59717)
Requested by oranges and inspired by the upcoming event. A new subsyetem, non-processing (for now), aimed at providing some toggle switches that can be flipped as a last ditch effort to save some CPU cycles by sacrificing some non-critical mechanics. Below you can see each individual toggle.
Screenshot of the admin panel:
image
Surely there are more opportunities for toggles I missed, but adding new ones is not very difficult at all.
Why It's Good For The Game
Better performance during extreme pop, I hope.
Changelog
cl
code: Introduces the Lag Switch subsystem for when a smoother experience is worth trading a few bells and whistles for. Performance enhancement measures can be togged by admins with the Show Lag Switches admin verb or enabled automatically at a pop amount set via config.
config: Added a new config var: number/auto_lag_switch_pop
* Drastic Lag Mitigation Subsystem: SSlag_switch
* mirrored the changes to the modular file
Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Requested by oranges and inspired by the upcoming event. A new subsyetem, non-processing (for now), aimed at providing some toggle switches that can be flipped as a last ditch effort to save some CPU cycles by sacrificing some non-critical mechanics. Below you can see each individual toggle.
Screenshot of the admin panel:
image
Surely there are more opportunities for toggles I missed, but adding new ones is not very difficult at all.
Why It's Good For The Game
Better performance during extreme pop, I hope.
Changelog
cl
code: Introduces the Lag Switch subsystem for when a smoother experience is worth trading a few bells and whistles for. Performance enhancement measures can be togged by admins with the Show Lag Switches admin verb or enabled automatically at a pop amount set via config.
config: Added a new config var: number/auto_lag_switch_pop
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
* Beep beep gamemode removal coming through
* More cleaning
* More cleaning
* Clean up station_was_nuked
* Station nuke source
* Remove name
* More unused functions
* Remove antag rep, which was unused in dynamic
* Remove more antag rep stuff, which was UNUSED IN DYNAMIC
* Station goals outside of mode
* Remove setup_done
* Remove player lists
* Move some older procs
* Fix simulations
* Attempt to fix this stupid case sensitive bullshit
* Revert "Attempt to fix this stupid case sensitive bullshit"
This reverts commit 8693c02d67602543d7d4b92130a7a32cd973e5bf.
* ???
* Delete icons/Testing directory
* Move station_goals global definition
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now.
* Remove gamemode references from age checks
* Monkey
* Remove heretics
* Remove BBs
* Refactor uplinks and remove clown ops
* Remove nuke ops
* Removes and refactors cult
* Remove extended
* Remove and move out meteors
* Removes wizard
* Remove sandbox
* Remove changelings
* Remove traitors
* Remove revs
* Remove gangs
* Remove changing mode and voting for new gamemodes
* get_candidates signature fix
* Summon ERT and NERD in their own panel
* Remove some old unneeded age_check stuff
* Fix old signatures of get_uplink_items
* Use Extended like config for dynamic.json
* Fix discounted gear