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Bubberstation/code/modules/mob/login.dm
T
5ea82d6fd5 [MIRROR] Ambience Buzz Handling Changes + Ambience buzz requires enviorment power (#28537)
* Ambience Buzz Handling Changes + Ambience buzz requires enviorment power

* Update areas.dm

---------

Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-01 10:47:29 -06:00

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/**
* Run when a client is put in this mob or reconnets to byond and their client was on this mob.
* Anything that sleeps can result in the client reference being dropped, due to byond using that sleep to handle a client disconnect.
* You can save a lot of headache if you make Login use SHOULD_NOT_SLEEP, but that would require quite a bit of refactoring how Login code works.
*
* Things it does:
* * Adds player to player_list
* * sets lastKnownIP
* * sets computer_id
* * logs the login
* * tells the world to update it's status (for player count)
* * create mob huds for the mob if needed
* * reset next_move to 1
* * Set statobj to our mob
* * NOT the parent call. The only unique thing it does is a very obtuse move op, see the comment lower down
* * if the client exists set the perspective to the mob loc
* * call on_log on the loc (sigh)
* * reload the huds for the mob
* * reload all full screen huds attached to this mob
* * load any global alternate apperances
* * sync the mind datum via sync_mind()
* * call any client login callbacks that exist
* * grant any actions the mob has to the client
* * calls [auto_deadmin_on_login](mob.html#proc/auto_deadmin_on_login)
* * send signal COMSIG_MOB_CLIENT_LOGIN
* * attaches the ash listener element so clients can hear weather
* client can be deleted mid-execution of this proc, chiefly on parent calls, with lag
*/
/mob/Login()
if(!client)
return FALSE
canon_client = client
add_to_player_list()
lastKnownIP = client.address
computer_id = client.computer_id
log_access("Mob Login: [key_name(src)] was assigned to a [type] ([tag])")
world.update_status()
client.clear_screen() //remove hud items just in case
client.images = list()
client.set_right_click_menu_mode(shift_to_open_context_menu)
if(!hud_used)
create_mob_hud() // creating a hud will add it to the client's screen, which can process a disconnect
if(!client)
return FALSE
if(hud_used)
hud_used.show_hud(hud_used.hud_version) // see above, this can process a disconnect
if(!client)
return FALSE
hud_used.update_ui_style(ui_style2icon(client.prefs?.read_preference(/datum/preference/choiced/ui_style)))
next_move = 1
client.statobj = src
// DO NOT CALL PARENT HERE
// BYOND's internal implementation of login does two things
// 1: Set statobj to the mob being logged into (We got this covered)
// 2: And I quote "If the mob has no location, place it near (1,1,1) if possible"
// See, near is doing an agressive amount of legwork there
// What it actually does is takes the area that (1,1,1) is in, and loops through all those turfs
// If you successfully move into one, it stops
// Because we want Move() to mean standard movements rather then just what byond treats it as (ALL moves)
// We don't allow moves from nullspace -> somewhere. This means the loop has to iterate all the turfs in (1,1,1)'s area
// For us, (1,1,1) is a space tile. This means roughly 200,000! calls to Move()
// You do not want this
if(!client)
return FALSE
enable_client_mobs_in_contents(client)
SEND_SIGNAL(src, COMSIG_MOB_LOGIN)
if (key != client.key)
key = client.key
reset_perspective(loc)
if(loc)
loc.on_log(TRUE)
//readd this mob's HUDs (antag, med, etc)
reload_huds()
reload_fullscreen() // Reload any fullscreen overlays this mob has.
add_click_catcher()
sync_mind()
//Reload alternate appearances
for(var/v in GLOB.active_alternate_appearances)
if(!v)
continue
var/datum/atom_hud/alternate_appearance/AA = v
AA.onNewMob(src)
update_client_colour()
update_mouse_pointer()
update_ambience_area(get_area(src))
if(!can_hear())
stop_sound_channel(CHANNEL_AMBIENCE)
if(client)
if(client.view_size)
client.view_size.resetToDefault() // Resets the client.view in case it was changed.
else
client.change_view(getScreenSize(client.prefs.read_preference(/datum/preference/toggle/widescreen)))
if(client.player_details.player_actions.len)
for(var/datum/action/A in client.player_details.player_actions)
A.Grant(src)
for(var/foo in client.player_details.post_login_callbacks)
var/datum/callback/CB = foo
CB.Invoke()
log_played_names(
client.ckey,
list(
"[name]" = tag,
"[real_name]" = tag,
),
)
auto_deadmin_on_login()
log_message("Client [key_name(src)] has taken ownership of mob [src]([src.type])", LOG_OWNERSHIP)
log_mob_tag("TAG: [tag] NEW OWNER: [key_name(src)]")
SEND_SIGNAL(src, COMSIG_MOB_CLIENT_LOGIN, client)
SEND_SIGNAL(client, COMSIG_CLIENT_MOB_LOGIN, src)
client.init_verbs()
AddElement(/datum/element/weather_listener, /datum/weather/ash_storm, ZTRAIT_ASHSTORM, GLOB.ash_storm_sounds)
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_MOB_LOGGED_IN, src)
return TRUE
/**
* Checks if the attached client is an admin and may deadmin them
*
* Configs:
* * flag/auto_deadmin_players
* * client.prefs?.toggles & DEADMIN_ALWAYS
* * User is antag and flag/auto_deadmin_antagonists or client.prefs?.toggles & DEADMIN_ANTAGONIST
* * or if their job demands a deadminning SSjob.handle_auto_deadmin_roles()
*
* Called from [login](mob.html#proc/Login)
*/
/mob/proc/auto_deadmin_on_login() //return true if they're not an admin at the end.
if(!client?.holder)
return TRUE
if(CONFIG_GET(flag/auto_deadmin_players) || (client.prefs?.toggles & DEADMIN_ALWAYS))
return client.holder.auto_deadmin()
if(mind.has_antag_datum(/datum/antagonist) && (CONFIG_GET(flag/auto_deadmin_antagonists) || client.prefs?.toggles & DEADMIN_ANTAGONIST))
return client.holder.auto_deadmin()
if(job)
return SSjob.handle_auto_deadmin_roles(client, job)