Admins will now be able to look up a player's bans from several other servers via the player panel.
My hope is that porting this to as many servers as possible will encourage more servers to make their bans publicly viewable so they can be included in this system. Direct access to a server's database is not required (or even supported).
Supported servers:
BeeStation
/vg/station
OracleStation
FTL13
Fulpstation
TGMC
Planned support (WIP):
World Server
Yogstation
Halo: SSE
Any other server willing to make their bans publicly visible.
API: https://centcom.melonmesa.com
Source: https://github.com/bobbahbrown/CentCom
Changelog
cl ike709 and bobbahbrown
add: Admins can now see your bans on (some) other servers.
/cl
* CentCom Galactic Ban DB
* Sanitize and config
* Apparently TG has a http_request datum
* Tweaks
* An excellent suggestion
* Turns out BYOND is better at JSON parsing than I thought it was
* Fun fact: 4 out of 5 UIs don't bother to do this
WIP overlays
icon upd8
more
need to figure out whats going on with extractionpods
compile
the icon update
more!!
why are skillcapes broken
boat lmao
seethrough fix
Second drive-by
Code cleanup and improvements
Specifically surrounding contractor pods and reverse mode working properly
accidently left in an extra dmi whups
do the impossible see the invisible
new effect booster pack
MFW MRW Linter fail
* Case of lower
* More changes
* Ruins the nice 420 diff, brainfart when doing the second batch of conversions
* More changes
* Next batch. I think
* Converts even more paths
* Restarts bots
* Capital Free Zone
* Come on travis, do something
* Renames areas
* Bots, please stop dying
* Updates CONTRIBUTING.md and updates a few paths I missed.
* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
* 10K hours
60,000 minutes
hahah
sure if you want a trailing newline i can do that
default cloak gets default skill
lazy list and no equip good
necessary ig
Update code/datums/skills/_skill.dm
Co-Authored-By: nemvar <47324920+nemvar@users.noreply.github.com>
Update code/datums/skills/gaming.dm
Co-Authored-By: Angust <46400996+Angustmeta@users.noreply.github.com>
WIP PDA skill monitor program
hacky fixes till i refactor skills
refactors skills a bit, adds admin skill edit menu
If you have a failing, it's that you're always demanding perfection
...IF you have a failing
i think that's it for the admin skill manger
appeases lord flord
bruh
level names
FUCK!!
unga
Update code/modules/vehicles/vehicle_key.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Update code/modules/admin/topic.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Update code/modules/admin/skill_panel.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Update code/modules/admin/skill_panel.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Apply suggestions from code review
frick
Co-authored-by: Rohesie <rohesie@gmail.com>
EOL and dumb spaces
more rohsie bait
tgui: Query Windows Registry for BYOND cache directory
hell yeah brother
update tgui and dmi
CLRF and bat file
typo ig
* tgui and new janicloak that i accdiently changed on another branch
* jani
* gamer cloak
* trim trailing whitespace
* tgui
* bruh
* variable renaming
* demos (ported from yogstation)
rustg update + write with no format
use external hook for logging
use proper log vars
fix + clarifying comment
don't start the log
release build of rust-g
fix something caught by the lint
Update code/__DEFINES/subsystems.dm
Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>
Update code/controllers/subsystem/demo.dm
Co-Authored-By: JJRcop <jrubcop@gmail.com>
Update code/controllers/subsystem/demo.dm
Co-Authored-By: JJRcop <jrubcop@gmail.com>
moves hooks out of a dedicated file
len = 0 to Cut(), remove semicolons
untyped loop
* updated rust_g
* 513 updates
* Makes raw HTML and browser datum popups UTF-8 aware
Admin menus specifically really shouldn't break just because you named some guy "☺s the Clown"
* Fixed new_player.dm
* Fucking filing cabinets
Adds the "Play Direct Mob Sound" for (b)admins to enjoy. Pick a sound and a mob, and only the chosen mob will hear it. Button also available in the player panel.
Happy admins happy life
* The Start Now verb now has a confirmation and undo options.
* Update code/modules/admin/admin.dm
Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
About The Pull Request
Title. Also increased size of the game panel window slightly to avoid scrolling.
Why It's Good For The Game
Changelog
cl Skoglol
admin: Dynamic game mode panel can now be accessed from the Check Antagonists window.
/cl
About The Pull Request
Port the dynamic gamemode from /vg/.
(Really bad explanation of the mode incoming.)
The dynamic game mode generates a threat number which is used to "buy" rulesets (rulesets are basically your antagonists). This means you can have rounds with for example traitors and cult (you can have up to three roundstart rulesets depending on the pop and threat level), and then there are latejoin and midround rulesets which basically do what they say (latejoin ruleset assigns late joining player as an antagonists and midround assigns ghosts or a currently alive player as an antagonist)
Why It's Good For The Game
This increases the chances of people getting their important antagonist role and makes rounds more interesting (when cultists gets their hand on wizard's magic) when everything can happen at the same time (cult, wiz and traitor could happen on high threat level).
Changelog
cl
add: Ported dynamic mode from /vg/, originally made by DeityLink, Kurfursten and ShiftyRail
/cl
* Podspawn admin verb, like spawn, but more IC
🆑 coiax
admin: New 'Podspawn' verb, which functions like 'Spawn', except
any atoms movable spawned will be dropped in via a no-damage, no-explosion
Centcom supply pod.
/🆑
Essentially, sometimes you want to spawn stuff in, quickly, in an adhoc manner.
Use of the full Centcom launchbay is fine if you're doing a full blown drop or event
or want some customisation, but sometimes you want a quick supply pod.
The admin smite "Supply Pod (Quick)" has been used for this purpose, but it has a side
effect of setting people on fire and damaging them, which isn't what you want
if it's just for spawning stuff in.
* Adds option to Game Panel->Create Object
* Code review I
Spiritual successor and extension to #17798, an almost entire rebuild of the SQL ban system backend and interface.
Bantypes are removed per #8584 and #6174. All bans are now 'role bans', server bans are when a ban's role is server. Admin bans are a column, meaning it's possible to ban admins from jobs.
Bans now have only an expiry datetime, duration is calculated from this when queried.
unbanned column is removed as it's superfluous, checking unban status is now done through checking unban_datetime. unban_round_id column added. Each ip and computerid columns rearranged so ip is always first, like in other tables. Bans now permit a null ckey, ip and computerid.
Ban checking is split into two procs now is_banned_from() does a check if a ckey is banned from one or more roles and returns true or false. This effectively replaces jobban_isbanned() used in simple if() statements. If connected a client's ban cache is checked rather than querying the DB. This makes it possible for a client connected to two or more servers to ignore any bans made on one server until their ban cache is rebuilt on the others. Could be avoided with cross-server calls to update ban caches or just the removal of the ban cache but as is I've done neither since I think it's enough of an edge case to not be worth it.
The second proc is is_banned_from_with_details(), this queries the DB for a role ban on a player's ckey, ip or CID and returns the details. This replaces direct queries in IsBanned.dm and the preferences menu.
The legacy ban system is removed.
The interfaces for banning, unbanning and editing bans have been remade to require less clicking and easier simultaneous operations. The banning and jobban panel are combined. They also store player connection details when opened so a client disconnecting no longer stops a ban being placed.
New banning panel:
Key, IP and CID can all be toggled to allow excluding them from a ban.
Checking Use IP and CID from last connection lets you enter only a ckey and have the DB fill these fields in for you, if possible.
Temporary bans have a drop-menu which lets you select between seconds, minutes, hours, days, weeks, months and years so you don't need to calculate how many minutes a long ban would be. The ban is still converted into minutes on the DB however.
Checking any of the head roles will check both of the boxes for you.
The red role box indicates there is already a ban on that role for this ckey. You can apply additional role bans to stack them.
New unbanning panel:
Unbanning panel is now separate from the banning panel but otherwise functionally the same.
Ban editing panel:
Actually just a modified banning panel, all the features from it work the same here.
You can now edit almost all parameters of a ban instead of just the reason.
You can't edit severity as it's not really part of the ban.
The panels have been tested but I've not been able to get my local server to be accessible so ban functionality isn't properly confirmed. Plenty of testing will be required as I'd rather not break bans.
cl
admin: Ban interface rework. The banning and unbanning panels have received a new design which is easier to use and allows multiple role bans to be made at once.
prefix: Ban search and unbanning moved to unbanning panel, which is now a separate panel to the old banning panel.
/cl
* converts to using key instead of ckey for user facing logs and ui
* more key_name for airlock wires
* futureproofing check for if key changes
* --onlyckeymatch script argument and fail/success counter
* fix
* Qdels all queries, adds sleep handling
* DB Core messages admins about undeleted queries
* Compile fixes. Adds missing set waitfor
* Remove world/New shennanigans. Add DBQuery/BlockingExecute()
* Less spammy notifications to admins about undeleted queries
* Increase dbcore fire time to 1 minute
* Upgrade undeleted query warning
* Better place of death
* Fix build
* Remove BlockingExecute, see BSQL PR for why
* Yep, missed that one.
* Psyche, that's the WRONG QUERY!!
The logging is now stored in the persistent client/player_details datum,
that will survive an entire round
The existing mob log is retained and a new admin verb is added to access
it. It will only show logs for the mob in question, across all players
who possibly spent time in that mob
A new log type is added that tracks the mobs the player changes across
into and the times they occured, to better help admins manage complex
situations, this also appears in the mob log as a record of the players
who entered/exited control of the mob
This is primarily a compatibility layer that enables both forward and backward compatibility for all past and future APIs based on the detected running TGS version. It also bundles all it's includes to make future upgrades not have to modify the dme, heck, could even use a submodule if it wanted (not happening). No other changes necessary.
There's an upcoming event system and new chat management functions. Check them out here: 303448457e/DMAPI/tgs.dm
Also added /datum/proc/CanProcCall()