Commit Graph

17 Commits

Author SHA1 Message Date
SkyratBot
fa519bdde3 [MIRROR] cleanup _HELPERS/_lists.dm and all the necessary files [MDB IGNORE] (#8783)
* cleanup _HELPERS/_lists.dm and all the necessary files

* Epbic

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-13 21:07:35 +01:00
SkyratBot
124ddd7cca [MIRROR] tgui Preferences Menu + total rewrite of the preferences backend (#8153)
* tgui Preferences Menu + total rewrite of the preferences backend

* nah, we dont need to ping those people

* trying to remove the funny stuff

* unmodularizing this

* prefs reset

* this may need to be reverted, who knows

* okay, this part

* perhaps

* EEEEEEEEE

* unsanitary

* E

* Stage 1 + loadout system

* more fixes

* E

* I mean, it launches?

* More fixes and reorganisation

* E

* customisation code is spaget.

* disable ERP prefs

* Update erp_preferences.dm

* Update erp_preferences.dm

* E

* Slowly getting there

* It may be time for help :)

* tri...colors... help

* preferences now pass preferences

* Update dna.dm

* Fuck this man

* missing savefile return, set_species works, removed dumb stuff from updateappearance

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224

* https://github.com/tgstation/tgstation/pull/61519

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278

* e

* le butonAZARAK HELLO

* hhh

* Proper recognition where it's due, MrMelbert!

* EEEE

* examine block

* Better gen hit sounds from whitedream

* final loadout touches, more bug fixes im sure to come

* i said there would be bugfixes

* Update LoadoutManager.js

* Missing preferences in the html menu

* LIVE TESTING PHASE BABY

* Update LoadoutManager.js

* EEE

* LAUNCH TEST FIRE

* Update job.dm

* Update new_player.dm

* 50gb DAY ONE PATCH

* EEE

* Update preferences.dm

* buggle fixes

* Update examine.dm

* >LOOC starts on

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-09-23 00:40:37 +01:00
SkyratBot
9290399403 [MIRROR] Uses regex datums and macros for text-manipulation (#7805)
* Uses regex datums and macros for text-manipulation (#61042)

* Uses regex datums and macros for text-manipulation

* a

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-01 16:28:56 +01:00
SkyratBot
28c10d881a [MIRROR] Cache asset/mappings results (#6776)
* Cache asset/mappings results (#59914)

* Cache asset/mappings results

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-07-08 00:06:16 +02:00
Gandalf
437a2397ee Update asset_list.dm 2021-04-27 21:06:06 +01:00
Useroth
44e9e5cd48 Convert changelog to TGUI (#58593) (#5257)
This pull request converts the changelog to TGUI.
Note: Old unused changelog files will be automatically removed on the next changelog run
Why It's Good For The Game

More consistent UI, ability to view all historic logs.
Changelog

cl Celotajs
refactor: Converted the changelog popup to TGUI
/cl

Co-authored-by: Celotajs <81999976+celotajstg@users.noreply.github.com>
2021-04-27 20:58:57 +01:00
Gandalf
c437a34fe0 TGUI hardset (#5252)
* FFFF

* AAA

* FUCK WE MISSED THIS PR

* Update interface.dm
2021-04-27 17:13:22 +01:00
SkyratBot
cf1c4c797c [MIRROR] Refactors and Tguizes Orion Trail arcade machine (#4214)
* Refactors and Tguizes Orion Trail arcade machine (#57647)

Tguized orion trail. Orion code maybe less shit?

Orion Events use datums whew.

Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>

* Refactors and Tguizes Orion Trail arcade machine

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
2021-03-17 12:30:43 +00:00
SkyratBot
e5ff997ef8 [MIRROR] Experi-Sci: Techweb nodes may now require you to perform "scientific" experiments (#3614)
* Experi-Sci: Techweb nodes may now require you to perform "scientific" experiments

* Update all_nodes.dm

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-23 21:51:28 +00:00
SkyratBot
d9b246cca9 [MIRROR] tgchat (#342)
* tgchat (#52426)

Replaces goonchat with a tgui based chat panel

    Fixes #52898
    Fixes #52663

It is as fast as goonchat was (if not faster in certain circumstances), and is very extensible. It has all the necessary code for sorting messages into categories, which means that one of the next features will be multiple tab support.

Additional features that you will get with tgchat right now:
    Massively faster server-side performance compared to goonchat, especially if batching multiple messages to one client.
    Message persistence across rounds and reconnects. (All messages are stored client-side in IndexedDB)
    More robust scroll tracking. If you scroll up, it will not change the scroll position on new messages like goonchat did.
    Multiple message combining. (Currently set to combine up to 5 messages over last 5 seconds).
    If using the highlighting feature, it highlights the whole message as well as the matching word.
    "Now playing" widget, with preview of the song title, a knob for adjusting the volume and a stop button.

Architecture is as following:
```
to_chat() -+
           |
        SSchat
   (queue, batching)
           |
  window.send_message()
           |
           v
+-------------+
| tgui-panel  |
|+-----------+|
|| tgchat    ||
|+-----------+|
+-------------+
```

Subsystem is basically goonchat, but without all the garbage that slows the servers down (string concatenation, double urlencoding, sanitizing, etc). Now, instead of all that, it's being slowed down by json_encode in /datum/tgui_window/proc/send_message, which IMO is completely worth it, and allows sending various templates and widgets to tgchat.

/datum/tgui_window abstracts the whole window away from you, establishes a nice message-passing interface between DM and JS, with two message queues on each side, automatically loads js/css assets for you, basically does everything. You as a developer only have to worry about sending/receiving messages and write javascript.

tgui-panel is a slimmed down version of tgui, and functions as a container for various widgets, and tgchat is one of them. It of course can be expanded with more stuff.

It's also a separate entry point and a JS bundle, so it's not bloating the main tgui bundle, and is currently sitting at about 230kB.

* tgchat

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-08-14 23:30:16 +02:00
SkyratBot
e8bfe6eb68 [MIRROR] [Ready] CDN browser assets! (#312)
* [Ready] CDN browser assets! (#52681)

Rewrites the asset_cache system to handle sending assets to a CDN via a webroot.

see https://github.com/MrStonedOne/tgstation/blob/asset-cdn/code/modules/asset_cache/readme.md

Fixed a lot of bugs with assets, removed some dead code.

Changes:
    Moved asset cache code to transport datums, the currently loaded one is located at SSassets.transport, asset cache calls made before the config is loaded use the simple browse_rsc transport.
    Added subsystem call for when the config loads or reloads.
    Added a webroot CDN asset transport. assets are saved to a file in a format based on the file's hash (currently md5).
    Assets that don't use get_asset_url or get_url_mappings (such as browser assets referred to by static html files like changelog.html or static css files) can be saved to browse_rsc even when in cdn asset mode by setting legacy to TRUE on the datum returned by register_assets
    Added a system for saving assets on a cdn in a hash based namespace (folder), assets within the same namespace will always be able to refer to each other by relative names. (used to allow cdn'ing font awesome without having to make something that regenerates it's css files.).
    The simple/namespaced asset cache datum helper will handle generating a namespace composed of the combined md5 of everything in the same datum, as well as registering them properly.
    Moved external resource from a snowflake loaded file to a config entry, added it to resources.txt
    To ensure the system breaks in local testing in any situation that wouldn't work in cdn mode, the simple transport will mutate the filenames of non-legacy and non-namespaced assets and return this with get_asset_url.
    Simple transport's passive send of all roundstart assets to all clients is now a config that defaults to off. this is to break race conditions during local testings from devs accidentally relying on this instead of using send() properly.

cl
refactor: Interface assets (js/css/images) can now be managed using an external webserver instead of byond's one at a time file transfer queue.
admin: Adds admin verb toggle-cdn that allows admins to disable the external webserver asset transport and revert to the old system. Useful if the webserver backing this goes down (thanks cloudflare).
config: New config file, resources.txt, (must be loaded by an $include statement from the main config)
server: The external_rsc_urls.txt config has been moved to the main config system.
/cl
Porting notes:

Interface webpages must refer to their assets (css/js/image/etc) by a generated url, or the asset must register itself as a legacy asset. The system is designed to break in localtest (on simple/legacy mode) in most situations that would break in cdn mode.

Requires latest tgui.

The webserver must set the proper CORS headers for font files or font awesome (and other fonts) won't load.

/tg/'s webserver config: https://gist.github.com/MrStonedOne/523388b2f161af832292d98a8aad0eae

* [Ready] CDN browser assets!

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2020-08-12 11:32:37 +01:00
Aleksej Komarov
8a12f15f40 tgui: Fixes assets, CDN support (#52321)
* tgui: Better asset code, CDN support

* Rebuild tgui

* µ-fix
2020-07-19 00:28:00 -07:00
MrStonedOne
9f4db6d5ff CDN asset scaffolding: generated urls. 2020-07-18 05:24:46 -07:00
Aleksej Komarov
0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
Kyle Spier-Swenson
5fa115de27 Asset cache updates. (#50759)
Asset cache now caches the asset's md5 This should solve the high cpu usage issues with it. line by line profile suggests that the next hotspot is the asset log.

Simplied asset cache code, moved verify functionality to a flush_assets proc that blocks until a client has all currently sending assets. (sidenote: there is an argument for moving most of asset_cache's global procs onto the client, get_asset_datum and register_asset are really the only valid global procs.)

Re-added batched passive sends since it does speed up how quickly the asset cache pre-caches to clients.
2020-05-04 15:08:38 +12:00
Kyle Spier-Swenson
128859ab81 Smart Asset Cache - no more resending assets on round restart. (#49982)
The asset cache will now store json on the player's computer with info on what browser assets they have, all non-active assets (anything but .js(m) and .htm(l)) are reused in further connections. Browser assets in byond persist for an individual dream seeker instance, and are destoryed when the window is closed (so this only helps reconnects and round restarts) The data is stored in the client's asset folder to ensure its current and retrieved using javascript and sent back to the server using ajax(XHR).

The md5 of the asset files are generated on the server and stored on the client. It is used to validate the asset hasn't changed from a code update, and is not re-checked client side.

To ensure this can't be used by a malicious byond server to override javascript assets before redirecting people to /tg/ (where the attacker's javascript would then be allowed to run verbs and spoof topics) we do not mark javascript as pre-loaded when loading the client's asset cache json file on connection.
Other Changes

    I moved some things around, the asset cache file was getting thicc:
        Put new asset cache datums into code/modules/asset_cache/asset_list_items.dm
        Find the asset cache datum abstract definitions inside code/modules/asset_cache/asset_list.dm
    I fixed a bug where blocking asset sends would not block later calls to send the same asset while the send was still underway - todo: have it bind to the first send rather then initating its own.
    The small file sent to the client to verify it got all pending asset sends will no longer use random names. This should keep the client's asset folder from exploding with hundreds of random htm files, much to the joy of oranges.
    Passively loading assets no longer batches.
    Unified the two procs.
2020-03-26 22:05:43 +13:00