Files
Bubberstation/code/modules/admin/verbs/lawpanel.dm
san7890 a4328ae1f9 Audits tgui_input_text() for length issues (#86741)
Fixes #86784

## About The Pull Request

Although some of the issues found were a direct result from #86692
(c698196766), there was still 40% of
length-related issues that wouldn't be covered anyways that are fixed in
this PR. I.E.:

* Name inputs without `MAX_NAME_LEN`
* Desc inputs without `MAX_DESC_LEN`
* Plaque inputs without `MAX_PLAQUE_LEN`
* Some people just screwed up the arguments so it would prefill
something like "40" in the `default` var because they didn't name their
vars.

To help me audit I added a lot of `max_length` named arguments to help
people understand it better. I think it might be kinder to have a
wrapper that handles adding `MAX_MESSAGE_LEN` in a lot of these cases
but I think there is some reason for a coder to be cognitive about input
texts? Let me know what you think. I didn't update anything
admin-related from what I can recall, let me know if anything needs to
be unlimited again.
## Why It's Good For The Game

The change to `INFINITY` notwithstanding, there were still an abundance
of issues that we needed to check up on. A lot of these are filtered on
down the line but it is clear that there needs to be something to catch
these issues. Maybe we could lint to make `max_length` a mandatory
argument? I don't know if that's necessary at all but I think that the
limit should be set by the invoker due to the wide arrangement of cases
that this proc could be used in.

This could all be a big nothingburger if the aforementioned PR is
reverted but a big chunk of cases fixed in this PR need to be fixed
regardless of that since people could put in 1024 character names for
stuff like guardians (or more now with the change). Consider this
"revert agnostic".
## Changelog
🆑
fix: A lot of instances where you could fill in 1024-character names
(normal limit is 42) have been patched out, along with too-long plaque
names, too-long descriptions, and more.
/🆑
2024-09-20 22:46:41 +00:00

312 lines
9.9 KiB
Plaintext

ADMIN_VERB(law_panel, R_ADMIN, "Law Panel", "View the AI laws.", ADMIN_CATEGORY_EVENTS)
if(!isobserver(user) && SSticker.HasRoundStarted())
message_admins("[key_name_admin(user)] checked AI laws via the Law Panel.")
var/datum/law_panel/tgui = new
tgui.ui_interact(user.mob)
BLACKBOX_LOG_ADMIN_VERB("Law Panel")
/datum/law_panel
/datum/law_panel/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Lawpanel")
ui.open()
/datum/law_panel/ui_state(mob/user)
return GLOB.admin_state
/datum/law_panel/ui_close(mob/user)
qdel(src)
/datum/law_panel/proc/add_law_helper(mob/living/user, mob/living/silicon/borgo)
var/list/lawtypes = list(LAW_ZEROTH, LAW_HACKED, LAW_ION, LAW_INHERENT, LAW_SUPPLIED) // in order of priority
var/lawtype = tgui_input_list(user, "Select law type", "Law type", lawtypes)
if(isnull(lawtype))
return FALSE
var/lawtext = tgui_input_text(user, "Input law text", "Law text") // admin verb so no max length and also any user-level input is config based already so ehhhh
if(!lawtext)
return FALSE
if(QDELETED(src) || QDELETED(borgo))
return
switch(lawtype)
if(LAW_ZEROTH)
if(borgo.laws.zeroth || borgo.laws.zeroth_borg)
var/zero_override_alert = tgui_alert(user, "This silicon already has a zeroth law, \
this will override their existing one. Are you sure?", "Zeroth law override", list("Yes", "No"))
if(zero_override_alert != "Yes" || QDELETED(src) || QDELETED(borgo))
return FALSE
borgo.laws.set_zeroth_law(lawtext)
borgo.laws.protected_zeroth = TRUE
if(LAW_ION)
borgo.laws.add_ion_law(lawtext)
if(LAW_HACKED)
borgo.laws.add_hacked_law(lawtext)
if(LAW_INHERENT)
borgo.laws.add_inherent_law(lawtext)
if(LAW_SUPPLIED)
borgo.laws.add_supplied_law(length(borgo.laws.supplied), lawtext) // Just goes to the end of the list
return TRUE
/datum/law_panel/proc/move_law_helper(mob/living/user, mob/living/silicon/borgo, direction, law)
var/list/relevant_laws = borgo.laws.inherent
var/lawindex = relevant_laws.Find(law)
if(!lawindex)
to_chat(user, span_danger("Something went wrong, we couldn't move that law."))
return FALSE
switch(direction)
if("up")
if(lawindex == length(relevant_laws)) // Already at the top? Sanity
to_chat(user, span_danger("Something went wrong, we couldn't move that law."))
return FALSE
relevant_laws.Swap(lawindex + 1, lawindex)
if("down")
if(lawindex == 1) // Already at the bottom? Sanity
to_chat(user, span_danger("Something went wrong, we couldn't move that law."))
return FALSE
relevant_laws.Swap(lawindex - 1, lawindex)
else
CRASH("Invalid direction ([direction]) passed to move_law_helper.")
return TRUE
/datum/law_panel/proc/edit_law_text_helper(mob/living/user, mob/living/silicon/borgo, lawtype, oldlaw)
var/newlaw = tgui_input_text(user, "Edit this law's text.", "Edit law", oldlaw)
if(!newlaw || QDELETED(src) || QDELETED(borgo))
return FALSE
var/list/relevant_laws
switch(lawtype)
if(LAW_INHERENT)
relevant_laws = borgo.laws.inherent
if(LAW_SUPPLIED)
relevant_laws = borgo.laws.supplied
if(LAW_HACKED)
relevant_laws = borgo.laws.hacked
if(LAW_ION)
relevant_laws = borgo.laws.ion
if(LAW_ZEROTH)
borgo.set_zeroth_law(newlaw, announce = FALSE)
borgo.laws.protected_zeroth = TRUE
return TRUE
else
return FALSE
var/lawindex = relevant_laws.Find(oldlaw)
if(!lawindex)
to_chat(user, span_danger("Something went wrong, we couldn't edit that law."))
return FALSE
relevant_laws[lawindex] = newlaw
return TRUE
/datum/law_panel/proc/edit_law_priority_helper(mob/living/user, mob/living/silicon/borgo, law)
var/old_prio = borgo.laws.supplied.Find(law)
if(!old_prio)
to_chat(user, span_danger("Something went wrong, we couldn't edit that law."))
return FALSE
var/new_prio = tgui_input_number(user, "Enter a new priority.", "Edit priority", old_prio, 50, 0)
if(!new_prio || QDELETED(src) || QDELETED(borgo))
return FALSE
// Sanity
if(old_prio != borgo.laws.supplied.Find(law))
to_chat(user, span_danger("[borgo]'s laws may have changed since you have edited priority, please re-try."))
return FALSE
// If it's far beyond any existing values, just re-add it normally
if(new_prio > length(borgo.laws.supplied))
borgo.laws.remove_supplied_law_by_num(old_prio)
borgo.laws.add_supplied_law(new_prio, law)
return TRUE
// Handle collisions
var/existing_law = borgo.laws.supplied[new_prio]
if(existing_law)
var/list/options = list("Swap", "Move up", "Move down", "Replace", "Cancel")
if(new_prio == 1)
// Nowhere to go from here
options -= "Move down"
var/swap_or_remove = tgui_alert(user, "There's already a law at that priority level. What should be done to it?", "Existing law", options)
if(swap_or_remove == "Cancel" || !swap_or_remove || QDELETED(src) || QDELETED(borgo))
return FALSE
// Sanity
if(law != borgo.laws.supplied[old_prio] || existing_law != borgo.laws.supplied[new_prio])
to_chat(user, span_danger("[borgo]'s laws have changed since you have edited priority, please re-try."))
return FALSE
if(swap_or_remove == "Swap")
borgo.laws.supplied.Swap(old_prio, new_prio)
return TRUE
if(swap_or_remove == "Replace")
borgo.laws.remove_supplied_law_by_num(new_prio, law)
borgo.laws.add_supplied_law(new_prio, law)
return TRUE
var/new_prio_for_old_law = new_prio + (swap_or_remove == "Move up" ? 1 : -1)
borgo.laws.remove_supplied_law_by_num(old_prio)
borgo.laws.remove_supplied_law_by_num(new_prio)
borgo.laws.add_supplied_law(new_prio, law)
borgo.laws.add_supplied_law(new_prio_for_old_law, existing_law)
return TRUE
// Sanity
if(old_prio != borgo.laws.supplied.Find(law))
to_chat(user, span_danger("[borgo]'s may laws have changed since you have edited priority, please re-try."))
return FALSE
// At this point the slot is free, insert it as normal
borgo.laws.remove_supplied_law_by_num(old_prio)
borgo.laws.add_supplied_law(new_prio, law)
return TRUE
/datum/law_panel/proc/remove_law_helper(mob/living/user, mob/living/silicon/borgo, lawtype, law)
switch(lawtype)
if(LAW_INHERENT)
borgo.laws.remove_inherent_law(law)
if(LAW_SUPPLIED)
borgo.laws.remove_supplied_law_by_law(law)
if(LAW_HACKED)
borgo.laws.remove_hacked_law(law)
if(LAW_ION)
borgo.laws.remove_ion_law(law)
if(LAW_ZEROTH)
borgo.laws.clear_zeroth_law(force = TRUE)
borgo.laws.protected_zeroth = FALSE
else
return FALSE
return TRUE
/datum/law_panel/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
if(!check_rights(R_ADMIN))
qdel(src)
return FALSE
var/mob/living/silicon/borgo
if(params["ref"])
borgo = locate(params["ref"]) in GLOB.silicon_mobs
if(QDELETED(borgo))
to_chat(usr, span_danger("That cyborg is invalid."))
return TRUE
switch(action)
if("lawchange_logs")
ui.user?.client?.holder?.list_law_changes()
return FALSE
if("force_state_laws")
borgo.statelaws()
return FALSE
if("announce_law_changes")
borgo.show_laws()
return FALSE
if("laws_updated_alert")
borgo.post_lawchange()
return FALSE
if("give_law_datum")
borgo.make_laws()
return TRUE
if("add_law")
. = add_law_helper(usr, borgo)
if("remove_law")
. = remove_law_helper(usr, borgo, params["lawtype"], params["law"])
if("move_law")
. = move_law_helper(usr, borgo, params["direction"], params["law"])
if("edit_law_text")
. = edit_law_text_helper(usr, borgo, params["lawtype"], params["law"])
if("edit_law_prio")
. = edit_law_priority_helper(usr, borgo, params["law"])
if(. && !QDELETED(borgo))
// One of our functions successfully changed a law
// If it was an AI with connected borgs, we should sync
borgo.try_sync_laws()
/datum/law_panel/ui_data(mob/user)
// Iterating over all silicons in existence every UI update is not exactly ideal,
// but considering this is an admin only UI, I'm considering it okay purely for better UX.
// If someone's copying this for player user or this becomes too laggy,
// change this to static data and just add a refresh button.
// You'll have to update static data every time the user changes a law though.
var/list/data = list()
var/list/all_silicons = list()
for(var/mob/living/silicon/borgo as anything in GLOB.silicon_mobs)
var/list/borg_information = list()
if(iscyborg(borgo))
var/mob/living/silicon/robot/cyborg = borgo
if(cyborg.shell)
continue
borg_information["master_ai"] = cyborg.connected_ai?.real_name
borg_information["borg_synced"] = cyborg.lawupdate
borg_information["borg_type"] = "Cyborg"
else if(isAI(borgo))
borg_information["borg_type"] = "AI"
else if(ispAI(borgo))
borg_information["borg_type"] = "PAI"
else
borg_information["borg_type"] = "Unknown"
borg_information["borg_name"] = borgo.real_name
borg_information["ref"] = REF(borgo)
var/datum/ai_laws/lawset = borgo.laws
if(isnull(lawset))
// Whoopsie something wrong wrong this isn't supposed to happen
borg_information["laws"] = null
else
var/list/borg_laws = list()
// zeroth law on top
if(lawset.zeroth || lawset.zeroth_borg)
UNTYPED_LIST_ADD(borg_laws, list("lawtype" = LAW_ZEROTH, "law" = lawset.zeroth || lawset.zeroth_borg, "num" = 0))
// then goes ion / hacked
for(var/law in lawset.hacked)
UNTYPED_LIST_ADD(borg_laws, list("lawtype" = LAW_HACKED, "law" = law, "num" = -1))
for(var/law in lawset.ion)
UNTYPED_LIST_ADD(borg_laws, list("lawtype" = LAW_ION, "law" = law, "num" = -1))
// normie laws
var/lawnum = 1
for(var/law in lawset.inherent)
UNTYPED_LIST_ADD(borg_laws, list("lawtype" = LAW_INHERENT, "law" = law, "num" = lawnum))
lawnum += 1
for(var/law in lawset.supplied)
if(law) // Supplied is full of a bunch of empties
UNTYPED_LIST_ADD(borg_laws, list("lawtype" = LAW_SUPPLIED, "law" = law, "num" = lawnum))
lawnum += 1
borg_information["laws"] = borg_laws
UNTYPED_LIST_ADD(all_silicons, borg_information)
data["all_silicons"] = all_silicons
return data