Blargedy Blarg Blarg Blarg - Word Filter Fix
Hey there,
Apparently, even after five days of thinking about the JSON_DECODE issue we had going from rust-g 1.0.1 to 1.0.2, I forgot to check our own code. I think I fudged something where I was using the global proc instead of the actual RUSTG define, so you would always get back an encoded JSON array, which would result in passing a null for content (based on what was seen on production), etc. The failure condition we were seeing is that no matter how perfect the word filter was, you would still crash to get this issue:
With a few "null spaces" after that message. So, I'm pretty sure this is the issue since I'm not seeing anything in my config_error.log with this change added.
Whoops.
A resuscitation of #67474 since Arm is not presently able to do it.
rustg_read_toml_file has backwards dependency to support older cases that checked for lack of list (the old sign the rust fn went wrong).
Fixes#67446
The configuration for the word filter now verbosely describes the error from the bad toml to the logs, allowing problems with it to be identified quicker and resolved.
Why It's Good For The Game
BLAZING
Ferris warning
Changelog
cl Armhulen/Armhulenn/Bazelart/Tralezab, san7890
admin: Word filters incorrectly set up will now have their errors actually described. Please, tell your server ops when you see it so they may fix the configuration.
server: Rust-g on this codebase is now on the 1.0.2 version, prepare accordingly.
/cl
I also bump rust-g's DLL to 1.0.2 in this PR as well.
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy
* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements
* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs
* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype
* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup
* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff
* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling
* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby
* kills proc_holder pt 6.75:
- minor fixes
* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events
* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors
* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes
* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing
* kill proc_holder pt 8.5:
- scan ability
* Adds some robust documentation
* kill proc_holder pt9:
- converts some / most mutations over
* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors
* Some set-unset sanity - going to need to test removing Share()
* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though
* Removes sharing from actions, docs actions better
* Some better documentation for spell and spell components
* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors
* kills proc_holder pt11.5:
- minor error fixing and sanity
* Method of sharing actions. Can be improved in the future, needs testing
* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.
* Curse of madness bug I put in.
* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual
* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp
* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff
* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic
* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh
* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals
* kills proc_holder pt final:
- sdql spells
- no more errors!
* Bugfixes round 1
* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability
* Some accidental reversions + fixes
* Unit tests
* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore
* Wizard spell logging and even more refactoring
* Makes Playing Lobby Music A Config
Hey there,
Apparently some people don't like listening to the soulful lobby music we have to offer. How unfortunate. This adds a config flag to disable said title screen music. I've heard people who like debugging a lot don't want to get their ears-bleeding via flipflap, but I find it hard to agree.
* ALLOW to DISALLOW
whoops
* FUCK
* MSO's suggestions
I also added a small portion in regards to player preferences in case people weren't aware of that.
* lol
physics burned my brain out on parentheses
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
Right now there is only 1 source of cloning: pod cloning-- and pod cloning is exceedingly rare. I don't think this warrants its own file anymore with the death of regular cloning a few years back.
I don't know when we removed sandbox but this datum doesn't exist anymore and this var is unused
Also the config does nothing anymore so might as well throw that out
* Adds MC initialization stages. Earlier stages can fire while later ones init.
Removes TICK_LIMIT_MC_INIT config for barely doing anything to speed up init and being inconvenient to work with if fires and inits can happen at the same time.
Adds new configs for non-urgent ahelps to be sent to a channel when no admins are on. This will include urgent ahelps too.
Adds a response message that is sent to discord when an ahelp is responded to in any way
Player counts are now sent in the embed.
Preference asset creation, which while consistently created in early assets, can be requested at any time before then and often is, currently takes about 15 to 25 seconds to produce. Because of extremely hard to reproduce BYOND icon bugs, most of this is done on the same tick.
Lowering the cost of initialization itself is very tricky. Some of it we can theoretically optimize, such as creating humans for antagonists, others we can't, such as the raw cost of icon blending.
Furthermore, adding new icons later down the line would just increase this initialization time even more.
Instead of optimizing the asset creation, which is an uphill battle, this instead chooses to amortize the cost by caching preference assets created per git revision. This means that preference assets will be created, with their long delay, only once whenever the code changes.
This is done on a config, defaulting to on so that production needs no changes, as the whole point of these being made at runtime at all is that it keeps assets/art styles consistent, and PRs making subtle bugs that break preference generation in some way is not uncommon. On development, your git revision will stay the same until you commit, no matter what code changes you make.
About The Pull Request
I have received exemption from the freeze by Oranges.
This PR was originally done for Skyrat-tg, as a bounty. Oranges took interest and Skyrat people approved taking it upstream so I did. (original PR Skyrat-SS13/Skyrat-tg#9912 )
Features:
This PR adds "field of view" mechanics, which by default don't do anything.
Once you pick up and wear a gas mask you'll notice a cone behind you.
That cone will hide all mobs, projectiles and projectile effects.
HOWEVER... hidden things in the cone (or for people who are blind or nearsighted) will play a visual effect.
The fov cone shadow density can be adjusted
Technicalities:
Originally a component, but by Watermelon's advice I have made this a datumized behaviour instead. (semi-component) This way it is faster, less memory use etc. Once again a component
People have native fov, which can be enabled by a config, by default it's off. (or by an admin verb)
People have fov traits, which add the fov impairings to you, gas masks do that now. All clothes have a support for possibly applying them.
Moves all things that should be hidden onto a new plane which is just above GAME_PLANE, that was we can efficiently filter them out of clients views.
Being dead or extending your eye view (xenobio console) will disable the FOV mask.
This PR was brought to you by Skyrat paying me aswell as rotational mathematics
Why It's Good For The Game
Oranges approves so it's good.
Changelog
cl
add: Gas Masks now limit your field of view
add: Added field of view mechanics. It's darkness can be tweaked by a pref
add: Blind, nearsighted and fov-limited people will now see sounds as visual effects.
/cl
Just fixes some spelling for gangs. I also fixed misspellings for "posession" to "possession". Fixed "seperate " to "Separate" Fixed "Cemetary" to "Cemetery"
It kept on tripping because the RegEx expression was malformed due to an absence of words in to_join_on_whitespace_splits, which caused it to filter out spaces that were at the beginning or at the end of a message, or if there was two spaces one by the other.
Also prevents people from sending a message that's only spaces in OOC, because that's a little silly.
I find stuffing everything in game.log is a real problem when you need to actually find useful information about what happened to a specific Silicon. It's hard to tell what happened to Silicon throughout a round, even when crossreferencing attack/game logs, so having a Silicon log for all the information related to them would be really useful.
For example, a Cyborg can spawn unlinked on Robocop, go Janitor and crowbar someone to death with a Robodoctor AI. When looking through logs, an Admin can easily assume it was a rogue Engineering cyborg who disobeyed their laws to kill someone.
This also isn't adding a whole new log file, more than it is just renaming the law log file to silicon and adding more useful things into it, so it isn't logging bloat (if that's even a concern)
About The Pull Request
This is a fix for map not load anymore because of security changes
Why It's Good For The Game
Maps are good as they encourage gameplay and differentiate ss13 from a classic MUD game
Changelog
cl
add: unit test for map load
add: directory param to map load + whitelist for data and _maps
add: advertising for mojave sun in tg commit logs
/cl
About The Pull Request
In my personal, subjective opinion; trialmins should not, in fact, be able to read and delete server/box configuration files on a whim.
cl
server: Patches multiple(?) arbitrary file related vulnerabilities
/cl
While helping RaveRadbury debug some issues with enabling Halloween species early via the brute force method of enabling them in the config rather than the gentleman's solution of testmerging a PR that changes the Halloween date, we discovered something dreadful.
Cloth golems cannot be enabled! Infact, any species with a space in the ID cannot be enabled.
It uses the splitter despite VALUE_MODE_FLAG being set. So a key entry like ROUNDSTART_RACES cloth golem would get parsed as cloth = golem, then entered into the config as cloth = TRUE
NEW AND IMPROVED PART HERE
I've re-written how keyed_list config entries are parsed, splitting it into a number of procs to do some discrete block of logic.
Based on feedback from MSO, he expected that VALUE_MODE_FLAG keyed_list entries could have elements overridden. However, this functionality was not present in the code.
I have implemented it. We now support 3 methods of setting VALUE_MODE_FLAGS.
Implicitly enable the config entry: CONFIG_ENTRY config_key_goes_here
Explicitly enable the config entry: CONFIG_ENTRY config_key_goes_here 1
Explicitly disable the config entry: CONFIG_ENTRY config_key_goes_here 0
There have been functionality changes too. Previously, everything before the first splitter was the key and everything after was the value. However, in ambiguous config entries (Such as ROUNDSTART_RACES cloth golem 0) it would be unclear if the intent was (cloth, golem 0) or (cloth golem, 0) or indeed if the intent was (cloth golem 0, 1).
As a result, there is now the following paradigm in place: Everything after the LAST splitter is the value, everything before is the key and a log_config warning is now given explaining the problem and showing how it was resolved.
[2021-10-27 19:48:12.840] WARNING: Multiple splitter characters (" ") found. Using "cloth golem" as config key and "1" as config value.
This warning will trigger if multiple splitters are present for any keyed_list config entry, and will trigger on implicit VALUE_MODE_FLAGS entries that have splitters. The example above is it triggering on ROUNDSTART_RACES cloth golem - It has detected that there is potential ambiguity between (cloth, golem) or (cloth golem, 1), has picked a sensible option for the data type and has warned about it.
The intent is that no config entry should be ambiguous. It should be clear what is key and what is value when dealing with keyed_list config entries.
There's probably more work to do on other config entries to bring them up to this standard, but this is the thing I'm hitting in this PR.
Similarly, I have improved the validation aspect of keyed_list config entries with additional logging in general.
[2021-10-27 19:47:53.135] ERROR: Invalid KEY_MODE_TYPE typepath. Is not a valid typepath: /mob/living/carbon/monkey
I have added a unit test to make sure species IDs do not contain splitters from the two keyed_list subtypes relating to species.
I have added sanity checking to the race config subtypes since we have a big dick global list of all races sorted by ID, so a race not existing will fail validation and output a meaningful config log entry.
I have removed /datum/config_entry/keyed_list/probability from the code as it is unused with the removal of all game modes except Dynamic.
The config change necessitated the renaming of all golem species IDs. Doing so and renaming the clothgolem.ts file to match has fixed the broken cloth golem page too.
## About The Pull Request
Changes "motd.txt" from being hardcoded to being a list of files which are read sequentially.
CC @MrStonedOne for config changes
## Why It's Good For The Game
On production, our MOTDs contain several individual sections:
- Active Trial Admin threads
- General game information
- MRP specific information
I want to automate number 1, I want number 2 to be shared among all servers, and I want number 3 to be shared among all MRP servers.
About The Pull Request
Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum.
Splits game preferences into its own window.
Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example.
This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier.
Fixes#60823Fixes#28907Fixes#44887Fixes#59912Fixes#58458Fixes#59181
Major TODOs
Quirk icons, from @Fikou (with some slight adjustments from me)
Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes)
Heavy documentation on how one would add new preferences, species, jobs, etc
A lot of specialized testing so that people's real data don't get corrupted
Changelog
cl Mothblocks, Floyd on lots of the design
refactor: The preferences menu has been completely rewritten in tgui.
refactor: The "Stop Sounds" verb has been moved to OOC.
/cl
Admins can now give players a popup if they are not responding to tickets.
Popup is cleared when player replies or ticket is resolved/closed.
As more and more of the chat screen is made irrelevant, new players read it less and less.
This means that a lot of new players are ignoring ahelps, which is something I've encountered myself.
Added a lowercase variable to string, string lists and keyed list configs.
Currently lowercase is only TRUE for keyed lists because they have been working like that since 2018. It might be changed to be FALSE by default but it'll take a while looking at the parsed logs for the config entries.
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
added this so that the value of INTERVIEW_QUESTIONS (and subsequently any other string list) can be overridden without much issue by additional config files.
i also changed the functionality of default on config_entry as it seemed to be counterintuitive to have it be set to the initial value of the config_entry. in my opinion this should be a compile-time default, and so i've refactored the code such that default now contains the actual default, and the config_entry_value is set at intialization.
cl
server: Added configs to disable laggy hard deletes once they lag the server too much.
admin: laggy hard deletes only output once per type path.
/cl
closes#58379
Unobvious problem spot
#define BUCKET_POS(timer) (((round((timer.timeToRun - SStimer.head_offset) / world.tick_lag)+1) % BUCKET_LEN)||BUCKET_LEN)
With tick_lag equal to 0.1, 0.25, 0.5, rounding of division is normal. But at other values it may be shifted either more or less due to the specifics of floating-point storage and processing. Numbers 0.1, 0.25, 0.5 have blank mantissa, unlike others which lead to numbers such as 245.0000004 when divided.
PS: tick_lag is rounded to the first two decimal places.
Fixes
Rewrote the circular doubly linked list to a regular doubly linked list, because it could cause timers to loop infinitely.
Fixed re-creation of a bucket if the timer does not have a callback.
Added debug stat indicator RST to MC SStimer.
Added optional ability to log dump all timers on crash.
Fixed subsystem logic when a bucket position is misplaced due to division and rounding inaccuracy. The system now captures such rounding errors and restores the correct timer position.
References
[RU] SS220 Paradise port process from TGstation and fixes:
ss220-space/Paradise#5ss220-space/Paradise#10ss220-space/Paradise#26ss220-space/Paradise#32ss220-space/Paradise#37
Contributors
@semoro: fixes
@Bizzonium: port
Changelog
cl Semoro and azizonkg
fix: Ported fixes of SStimer subsystem from RU SS220 Paradise
config: Added a new config var: flag/log_timers_on_bucket_reset
/cl
Refactors dbcore to work off a subsystem if executed async and limits the maximum amount of concurrent async queries to 25.
This has been tested locally on a mysql docker image and there were no crashes (as long as you didn't run it with debug extools) + data was getting recorded fine.
Why It's Good For The Game
May or may not resolve terry crashes, however, each query creates a new thread which takes up 2mb, preventing the game from using that 2mb. This can lead to ooms if they stack up, e.g. due to poor connectivity. This solves that issue.
maintainer note: this did not actually resolve the crashes, but has value anyway. Crashes were sidestepped fixed by finding out Large Address Awareness works
cl
refactor: Refactors dbcore.dm to possibly resolve the crashes that happen on Terry.
/cl
Adds a 2FA system for admins. When a config is enabled, a database storing your last CID and IP will be checked to see if you have connected through there before. If not, you will not be able to admin until you are verified. Verification is done by opening a website (decided by config), which is tasked with updating the database entry, which will then let you reverify.
MSO wants to implement this as a forum page, but the DM-side is completely agnostic to whatever the implementation is, just that it updates the database. This means that it could potentially be some TOTP stuff, even.
If the database is down, a backup file is checked for your most recent verified connection (IP + CID). If you are on this connection, you will be able to connect fine. If the database is down and you are on a new connection, someone with +PERMISSIONS can manually verify you through the Permissions Panel.
We've had repeated attacks of admins getting their accounts stolen, it's time.