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* Resolves is_banned_from headaches and lag (Speeds up roundstart significantly) (#69376) About The Pull Request Just to be clear, when I refer to time here, I am not talking about cpu time. I'm talking about real time. This doesn't significantly reduce the amount of work we do, it just removes a lot of the waiting around we need to do for db calls to finish. Adds queuing support to sql bans, so if an ongoing ban retrieval query is active any successive ban retrieval attempts will wait for the active query to finish This uses the number/blocking_query_timeout config option, I hope it's still valid This system will allow us to precache ban info, in parallel (or in batches) With this, we can avoid needing to setup all uses of is_banned_from to support parallelization or eat the cost of in-series database requests Clients who join after initialize will now build a ban cache automatically Those who join before init is done will be gathered by a batch query sent by a new subsystem, SSban_cache. This means that any post initalize uses of is_banned_from are worst case by NATURE parallel (since the request is already sent, and we're just waiting for the response) This saves a lot of headache for implementers (users) of the proc, and saves ~0.9 second from roundstart setup for each client (on /tg/station) There's a lot of in series is_banned_from calls in there, and this nukes them. This should bring down roundstart join times significantly. It's hard to say exactly how much, since some cases generate the ban cache at other times. At base tho, we save about 0.9 seconds of real time per client off doing this stuff in parallel. Why It's Good For The Game When I use percentages I'm speaking about cost per player I don't like how slow roundstart feels, this kills about 66% of that. the rest is a lot of misc things. About 11% (it's actually 16%) is general mob placing which is hard to optimize. 22% is manifest generation, most of which is GetFlatIcons which REALLY do not need to be holding up the main thread of execution. An additional 1 second is constant cost from a db query we make to tell the server we exist, which can be made async to avoid holding the proc chain. That's it. I'm bullying someone into working on the manifest issue, so that should just leave 16% of mob placing, which is really not that bad compared to what we have now. Changelog cl code: The time between the round starting and the game like, actually starting has been reduced by 66% refactor: I've slightly changed how ban caches are generated, admins please let me know if anything goes fuckey server: I'm using the blocking_query_timeout config. Make sure it's up to date and all. /cl * Resolves is_banned_from headaches and lag (Speeds up roundstart significantly) Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
723 lines
28 KiB
Plaintext
723 lines
28 KiB
Plaintext
#define ROUND_START_MUSIC_LIST "strings/round_start_sounds.txt"
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SUBSYSTEM_DEF(ticker)
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name = "Ticker"
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init_order = INIT_ORDER_TICKER
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priority = FIRE_PRIORITY_TICKER
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flags = SS_KEEP_TIMING
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runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME
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var/current_state = GAME_STATE_STARTUP //state of current round (used by process()) Use the defines GAME_STATE_* !
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var/force_ending = 0 //Round was ended by admin intervention
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// If true, there is no lobby phase, the game starts immediately.
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var/start_immediately = FALSE
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var/setup_done = FALSE //All game setup done including mode post setup and
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var/datum/game_mode/mode = null
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var/login_music //music played in pregame lobby
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var/round_end_sound //music/jingle played when the world reboots
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var/round_end_sound_sent = TRUE //If all clients have loaded it
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var/list/datum/mind/minds = list() //The characters in the game. Used for objective tracking.
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var/delay_end = FALSE //if set true, the round will not restart on it's own
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var/admin_delay_notice = "" //a message to display to anyone who tries to restart the world after a delay
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var/ready_for_reboot = FALSE //all roundend preparation done with, all that's left is reboot
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var/tipped = FALSE //Did we broadcast the tip of the day yet?
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var/selected_tip // What will be the tip of the day?
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var/timeLeft //pregame timer
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var/start_at
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var/gametime_offset = 432000 //Deciseconds to add to world.time for station time.
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var/station_time_rate_multiplier = 12 //factor of station time progressal vs real time.
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/// Num of players, used for pregame stats on statpanel
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var/totalPlayers = 0
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/// Num of ready players, used for pregame stats on statpanel (only viewable by admins)
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var/totalPlayersReady = 0
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/// Num of ready admins, used for pregame stats on statpanel (only viewable by admins)
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var/total_admins_ready = 0
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var/queue_delay = 0
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var/list/queued_players = list() //used for join queues when the server exceeds the hard population cap
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var/news_report
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var/roundend_check_paused = FALSE
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var/round_start_time = 0
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var/list/round_start_events
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var/list/round_end_events
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var/mode_result = "undefined"
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var/end_state = "undefined"
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/// People who have been commended and will receive a heart
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var/list/hearts
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/// Why an emergency shuttle was called
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var/emergency_reason
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var/real_round_start_time = 0 //SKYRAT EDIT ADDITION
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var/discord_alerted = FALSE //SKYRAT EDIT - DISCORD PING SPAM PREVENTION
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/datum/controller/subsystem/ticker/Initialize(timeofday)
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load_mentors() // SKYRAT EDIT ADDITION - MENTORS STOPPED LOADING AUTOMATICALLY DUE TO RECENT TG CHANGES
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var/list/byond_sound_formats = list(
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"mid" = TRUE,
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"midi" = TRUE,
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"mod" = TRUE,
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"it" = TRUE,
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"s3m" = TRUE,
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"xm" = TRUE,
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"oxm" = TRUE,
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"wav" = TRUE,
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"ogg" = TRUE,
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"raw" = TRUE,
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"wma" = TRUE,
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"aiff" = TRUE,
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)
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var/list/provisional_title_music = flist("[global.config.directory]/title_music/sounds/")
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var/list/music = list()
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var/use_rare_music = prob(1)
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for(var/S in provisional_title_music)
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var/lower = lowertext(S)
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var/list/L = splittext(lower,"+")
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switch(L.len)
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if(3) //rare+MAP+sound.ogg or MAP+rare.sound.ogg -- Rare Map-specific sounds
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if(use_rare_music)
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if(L[1] == "rare" && L[2] == SSmapping.config.map_name)
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music += S
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else if(L[2] == "rare" && L[1] == SSmapping.config.map_name)
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music += S
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if(2) //rare+sound.ogg or MAP+sound.ogg -- Rare sounds or Map-specific sounds
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if((use_rare_music && L[1] == "rare") || (L[1] == SSmapping.config.map_name))
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music += S
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if(1) //sound.ogg -- common sound
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if(L[1] == "exclude")
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continue
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music += S
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var/old_login_music = trim(file2text("data/last_round_lobby_music.txt"))
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if(music.len > 1)
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music -= old_login_music
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for(var/S in music)
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var/list/L = splittext(S,".")
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if(L.len >= 2)
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var/ext = lowertext(L[L.len]) //pick the real extension, no 'honk.ogg.exe' nonsense here
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if(byond_sound_formats[ext])
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continue
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music -= S
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if(!length(music))
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music = world.file2list(ROUND_START_MUSIC_LIST, "\n")
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login_music = pick(music)
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else
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login_music = "[global.config.directory]/title_music/sounds/[pick(music)]"
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if(!GLOB.syndicate_code_phrase)
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GLOB.syndicate_code_phrase = generate_code_phrase(return_list=TRUE)
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var/codewords = jointext(GLOB.syndicate_code_phrase, "|")
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var/regex/codeword_match = new("([codewords])", "ig")
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GLOB.syndicate_code_phrase_regex = codeword_match
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if(!GLOB.syndicate_code_response)
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GLOB.syndicate_code_response = generate_code_phrase(return_list=TRUE)
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var/codewords = jointext(GLOB.syndicate_code_response, "|")
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var/regex/codeword_match = new("([codewords])", "ig")
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GLOB.syndicate_code_response_regex = codeword_match
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start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10)
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if(CONFIG_GET(flag/randomize_shift_time))
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gametime_offset = rand(0, 23) HOURS
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else if(CONFIG_GET(flag/shift_time_realtime))
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gametime_offset = world.timeofday
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return ..()
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/datum/controller/subsystem/ticker/fire()
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switch(current_state)
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if(GAME_STATE_STARTUP)
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if(Master.initializations_finished_with_no_players_logged_in)
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start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10)
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for(var/client/C in GLOB.clients)
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window_flash(C, ignorepref = TRUE) //let them know lobby has opened up.
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to_chat(world, span_notice("<b>Welcome to [station_name()]!</b>"))
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//SKYRAT EDIT START - DISCORD SPAM PREVENTION
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if(!discord_alerted)
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discord_alerted = TRUE
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send2chat("<@&[CONFIG_GET(string/game_alert_role_id)]> New round starting on [SSmapping.config.map_name], [CONFIG_GET(string/servername)]! \nIf you wish to be pinged for game related stuff, go to <#[CONFIG_GET(string/role_assign_channel_id)]> and assign yourself the roles.", CONFIG_GET(string/chat_announce_new_game)) // Skyrat EDIT -- role pingcurrent_state = GAME_STATE_PREGAME
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current_state = GAME_STATE_PREGAME
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SStitle.change_title_screen() //SKYRAT EDIT ADDITION - Title screen
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addtimer(CALLBACK(SStitle, /datum/controller/subsystem/title/.proc/change_title_screen), 1 SECONDS) //SKYRAT EDIT ADDITION - Title screen
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//Everyone who wants to be an observer is now spawned
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SEND_SIGNAL(src, COMSIG_TICKER_ENTER_PREGAME)
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fire()
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if(GAME_STATE_PREGAME)
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//lobby stats for statpanels
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if(isnull(timeLeft))
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timeLeft = max(0,start_at - world.time)
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totalPlayers = LAZYLEN(GLOB.new_player_list)
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totalPlayersReady = 0
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total_admins_ready = 0
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for(var/mob/dead/new_player/player as anything in GLOB.new_player_list)
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if(player.ready == PLAYER_READY_TO_PLAY)
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++totalPlayersReady
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if(player.client?.holder)
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++total_admins_ready
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if(start_immediately)
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timeLeft = 0
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//countdown
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if(timeLeft < 0)
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return
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timeLeft -= wait
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if(timeLeft <= 300 && !tipped)
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send_tip_of_the_round(world, selected_tip)
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tipped = TRUE
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if(timeLeft <= 0)
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SEND_SIGNAL(src, COMSIG_TICKER_ENTER_SETTING_UP)
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current_state = GAME_STATE_SETTING_UP
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Master.SetRunLevel(RUNLEVEL_SETUP)
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SSevents.reschedule() // SKYRAT EDIT ADDITION
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if(start_immediately)
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fire()
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if(GAME_STATE_SETTING_UP)
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if(!setup())
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//setup failed
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current_state = GAME_STATE_STARTUP
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start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10)
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timeLeft = null
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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SEND_SIGNAL(src, COMSIG_TICKER_ERROR_SETTING_UP)
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if(GAME_STATE_PLAYING)
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mode.process(wait * 0.1)
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check_queue()
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if(!roundend_check_paused && mode.check_finished(force_ending) || force_ending)
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current_state = GAME_STATE_FINISHED
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toggle_ooc(TRUE) // Turn it on
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toggle_dooc(TRUE)
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declare_completion(force_ending)
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check_maprotate()
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Master.SetRunLevel(RUNLEVEL_POSTGAME)
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/datum/controller/subsystem/ticker/proc/setup()
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to_chat(world, span_boldannounce("Starting game..."))
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var/init_start = world.timeofday
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mode = new /datum/game_mode/dynamic
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CHECK_TICK
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//Configure mode and assign player to special mode stuff
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var/can_continue = 0
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can_continue = src.mode.pre_setup() //Choose antagonists
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CHECK_TICK
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can_continue = can_continue && SSjob.DivideOccupations() //Distribute jobs
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CHECK_TICK
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if(!GLOB.Debug2)
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if(!can_continue)
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log_game("Game failed pre_setup")
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QDEL_NULL(mode)
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to_chat(world, "<B>Error setting up game.</B> Reverting to pre-game lobby.")
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SSjob.ResetOccupations()
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return FALSE
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else
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message_admins(span_notice("DEBUG: Bypassing prestart checks..."))
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CHECK_TICK
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// There may be various config settings that have been set or modified by this point.
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// This is the point of no return before spawning in new players, let's run over the
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// job trim singletons and update them based on any config settings.
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SSid_access.refresh_job_trim_singletons()
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CHECK_TICK
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if(!CONFIG_GET(flag/ooc_during_round))
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toggle_ooc(FALSE) // Turn it off
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CHECK_TICK
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GLOB.start_landmarks_list = shuffle(GLOB.start_landmarks_list) //Shuffle the order of spawn points so they dont always predictably spawn bottom-up and right-to-left
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create_characters() //Create player characters
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collect_minds()
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equip_characters()
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GLOB.data_core.manifest()
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transfer_characters() //transfer keys to the new mobs
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for(var/I in round_start_events)
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var/datum/callback/cb = I
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cb.InvokeAsync()
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LAZYCLEARLIST(round_start_events)
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SEND_SIGNAL(src, COMSIG_TICKER_ROUND_STARTING)
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real_round_start_time = world.timeofday //SKYRAT EDIT ADDITION
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log_world("Game start took [(world.timeofday - init_start)/10]s")
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round_start_time = world.time
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INVOKE_ASYNC(SSdbcore, /datum/controller/subsystem/dbcore/proc/SetRoundStart)
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to_chat(world, span_notice("<B>Welcome to [station_name()], enjoy your stay!</B>"))
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alert_sound_to_playing(sound(SSstation.announcer.get_rand_welcome_sound())) //SKYRAT EDIT CHANGE
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current_state = GAME_STATE_PLAYING
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Master.SetRunLevel(RUNLEVEL_GAME)
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if(SSevents.holidays)
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to_chat(world, span_notice("and..."))
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for(var/holidayname in SSevents.holidays)
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var/datum/holiday/holiday = SSevents.holidays[holidayname]
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to_chat(world, "<h4>[holiday.greet()]</h4>")
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PostSetup()
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return TRUE
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/datum/controller/subsystem/ticker/proc/PostSetup()
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set waitfor = FALSE
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mode.post_setup()
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GLOB.start_state = new /datum/station_state()
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GLOB.start_state.count()
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var/list/adm = get_admin_counts()
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var/list/allmins = adm["present"]
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send2adminchat("Server", "Round [GLOB.round_id ? "#[GLOB.round_id]" : ""] has started[allmins.len ? ".":" with no active admins online!"]")
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setup_done = TRUE
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for(var/i in GLOB.start_landmarks_list)
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var/obj/effect/landmark/start/S = i
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if(istype(S)) //we can not runtime here. not in this important of a proc.
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S.after_round_start()
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else
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stack_trace("[S] [S.type] found in start landmarks list, which isn't a start landmark!")
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// handle persistence stuff that requires ckeys, in this case hardcore mode and temporal scarring
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for(var/i in GLOB.player_list)
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if(!ishuman(i))
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continue
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var/mob/living/carbon/human/iter_human = i
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iter_human.increment_scar_slot()
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iter_human.load_persistent_scars()
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if(!iter_human.hardcore_survival_score)
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continue
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if(iter_human.mind?.special_role)
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to_chat(iter_human, span_notice("You will gain [round(iter_human.hardcore_survival_score) * 2] hardcore random points if you greentext this round!"))
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else
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to_chat(iter_human, span_notice("You will gain [round(iter_human.hardcore_survival_score)] hardcore random points if you survive this round!"))
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//These callbacks will fire after roundstart key transfer
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/datum/controller/subsystem/ticker/proc/OnRoundstart(datum/callback/cb)
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if(!HasRoundStarted())
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LAZYADD(round_start_events, cb)
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else
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cb.InvokeAsync()
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//These callbacks will fire before roundend report
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/datum/controller/subsystem/ticker/proc/OnRoundend(datum/callback/cb)
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if(current_state >= GAME_STATE_FINISHED)
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cb.InvokeAsync()
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else
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LAZYADD(round_end_events, cb)
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/datum/controller/subsystem/ticker/proc/station_explosion_detonation(atom/bomb)
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if(bomb) //BOOM
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qdel(bomb)
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/datum/controller/subsystem/ticker/proc/create_characters()
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for(var/i in GLOB.new_player_list)
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var/mob/dead/new_player/player = i
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if(player.ready == PLAYER_READY_TO_PLAY && player.mind)
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GLOB.joined_player_list += player.ckey
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var/atom/destination = player.mind.assigned_role.get_roundstart_spawn_point()
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if(!destination) // Failed to fetch a proper roundstart location, won't be going anywhere.
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player.show_title_screen() //SKYRAT EDIT CHANGE
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continue
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player.create_character(destination)
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else
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player.show_title_screen() //SKYRAT EDIT ADDITION
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CHECK_TICK
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/datum/controller/subsystem/ticker/proc/collect_minds()
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for(var/i in GLOB.new_player_list)
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var/mob/dead/new_player/P = i
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if(P.new_character && P.new_character.mind)
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SSticker.minds += P.new_character.mind
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CHECK_TICK
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/datum/controller/subsystem/ticker/proc/equip_characters()
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GLOB.security_officer_distribution = decide_security_officer_departments(
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shuffle(GLOB.new_player_list),
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shuffle(GLOB.available_depts),
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)
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var/captainless = TRUE
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var/highest_rank = length(SSjob.chain_of_command) + 1
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var/list/spare_id_candidates = list()
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var/mob/dead/new_player/picked_spare_id_candidate
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// Find a suitable player to hold captaincy.
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for(var/mob/dead/new_player/new_player_mob as anything in GLOB.new_player_list)
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if(is_banned_from(new_player_mob.ckey, list(JOB_CAPTAIN)))
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CHECK_TICK
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continue
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if(!ishuman(new_player_mob.new_character))
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continue
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var/mob/living/carbon/human/new_player_human = new_player_mob.new_character
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if(!new_player_human.mind || is_unassigned_job(new_player_human.mind.assigned_role))
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continue
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// Keep a rolling tally of who'll get the cap's spare ID vault code.
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// Check assigned_role's priority and curate the candidate list appropriately.
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var/player_assigned_role = new_player_human.mind.assigned_role.title
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var/spare_id_priority = SSjob.chain_of_command[player_assigned_role]
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if(spare_id_priority)
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if(spare_id_priority < highest_rank)
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spare_id_candidates.Cut()
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spare_id_candidates += new_player_mob
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highest_rank = spare_id_priority
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else if(spare_id_priority == highest_rank)
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spare_id_candidates += new_player_mob
|
|
CHECK_TICK
|
|
|
|
if(length(spare_id_candidates))
|
|
picked_spare_id_candidate = pick(spare_id_candidates)
|
|
|
|
for(var/mob/dead/new_player/new_player_mob as anything in GLOB.new_player_list)
|
|
if(QDELETED(new_player_mob) || !isliving(new_player_mob.new_character))
|
|
CHECK_TICK
|
|
continue
|
|
var/mob/living/new_player_living = new_player_mob.new_character
|
|
if(!new_player_living.mind)
|
|
CHECK_TICK
|
|
continue
|
|
var/datum/job/player_assigned_role = new_player_living.mind.assigned_role
|
|
if(player_assigned_role.job_flags & JOB_EQUIP_RANK)
|
|
SSjob.EquipRank(new_player_living, player_assigned_role, new_player_mob.client)
|
|
player_assigned_role.after_roundstart_spawn(new_player_living, new_player_mob.client)
|
|
if(picked_spare_id_candidate == new_player_mob)
|
|
captainless = FALSE
|
|
var/acting_captain = !is_captain_job(player_assigned_role)
|
|
SSjob.promote_to_captain(new_player_living, acting_captain)
|
|
OnRoundstart(CALLBACK(GLOBAL_PROC, .proc/minor_announce, player_assigned_role.get_captaincy_announcement(new_player_living)))
|
|
if((player_assigned_role.job_flags & JOB_ASSIGN_QUIRKS) && ishuman(new_player_living) && CONFIG_GET(flag/roundstart_traits))
|
|
if(new_player_mob.client?.prefs?.should_be_random_hardcore(player_assigned_role, new_player_living.mind))
|
|
new_player_mob.client.prefs.hardcore_random_setup(new_player_living)
|
|
SSquirks.AssignQuirks(new_player_living, new_player_mob.client)
|
|
|
|
//SKYRAT EDIT ADDITION
|
|
if(ishuman(new_player_living))
|
|
for(var/datum/loadout_item/item as anything in loadout_list_to_datums(new_player_mob.client?.prefs?.loadout_list))
|
|
if (item.restricted_roles && length(item.restricted_roles) && !(player_assigned_role.title in item.restricted_roles))
|
|
continue
|
|
item.post_equip_item(new_player_mob.client?.prefs, new_player_living)
|
|
//SKYRAT EDIT END
|
|
CHECK_TICK
|
|
|
|
if(captainless)
|
|
for(var/mob/dead/new_player/new_player_mob as anything in GLOB.new_player_list)
|
|
var/mob/living/carbon/human/new_player_human = new_player_mob.new_character
|
|
if(new_player_human)
|
|
to_chat(new_player_mob, span_notice("Captainship not forced on anyone."))
|
|
CHECK_TICK
|
|
|
|
|
|
/datum/controller/subsystem/ticker/proc/decide_security_officer_departments(
|
|
list/new_players,
|
|
list/departments,
|
|
)
|
|
var/list/officer_mobs = list()
|
|
var/list/officer_preferences = list()
|
|
|
|
for (var/mob/dead/new_player/new_player_mob as anything in new_players)
|
|
var/mob/living/carbon/human/character = new_player_mob.new_character
|
|
if (istype(character) && is_security_officer_job(character.mind?.assigned_role))
|
|
officer_mobs += character
|
|
|
|
var/datum/client_interface/client = GET_CLIENT(new_player_mob)
|
|
var/preference = client?.prefs?.read_preference(/datum/preference/choiced/security_department)
|
|
officer_preferences += preference
|
|
|
|
var/distribution = get_officer_departments(officer_preferences, departments)
|
|
|
|
var/list/output = list()
|
|
|
|
for (var/index in 1 to officer_mobs.len)
|
|
output[REF(officer_mobs[index])] = distribution[index]
|
|
|
|
return output
|
|
|
|
/datum/controller/subsystem/ticker/proc/transfer_characters()
|
|
var/list/livings = list()
|
|
for(var/i in GLOB.new_player_list)
|
|
var/mob/dead/new_player/player = i
|
|
var/mob/living = player.transfer_character()
|
|
if(living)
|
|
qdel(player)
|
|
living.notransform = TRUE
|
|
if(living.client)
|
|
var/atom/movable/screen/splash/S = new(null, living.client, TRUE)
|
|
S.Fade(TRUE)
|
|
living.client.init_verbs()
|
|
livings += living
|
|
if(livings.len)
|
|
addtimer(CALLBACK(src, .proc/release_characters, livings), 30, TIMER_CLIENT_TIME)
|
|
|
|
/datum/controller/subsystem/ticker/proc/release_characters(list/livings)
|
|
for(var/I in livings)
|
|
var/mob/living/L = I
|
|
L.notransform = FALSE
|
|
|
|
/datum/controller/subsystem/ticker/proc/check_queue()
|
|
if(!queued_players.len)
|
|
return
|
|
var/hpc = CONFIG_GET(number/hard_popcap)
|
|
if(!hpc)
|
|
list_clear_nulls(queued_players)
|
|
for (var/mob/dead/new_player/NP in queued_players)
|
|
to_chat(NP, span_userdanger("The alive players limit has been released!<br><a href='?src=[REF(NP)];late_join=override'>[html_encode(">>Join Game<<")]</a>"))
|
|
SEND_SOUND(NP, sound('sound/misc/notice1.ogg'))
|
|
NP.LateChoices()
|
|
queued_players.len = 0
|
|
queue_delay = 0
|
|
return
|
|
|
|
queue_delay++
|
|
var/mob/dead/new_player/next_in_line = queued_players[1]
|
|
|
|
switch(queue_delay)
|
|
if(5) //every 5 ticks check if there is a slot available
|
|
list_clear_nulls(queued_players)
|
|
if(living_player_count() < hpc)
|
|
if(next_in_line?.client)
|
|
to_chat(next_in_line, span_userdanger("A slot has opened! You have approximately 20 seconds to join. <a href='?src=[REF(next_in_line)];late_join=override'>\>\>Join Game\<\<</a>"))
|
|
SEND_SOUND(next_in_line, sound('sound/misc/notice1.ogg'))
|
|
next_in_line.LateChoices()
|
|
return
|
|
queued_players -= next_in_line //Client disconnected, remove he
|
|
queue_delay = 0 //No vacancy: restart timer
|
|
if(25 to INFINITY) //No response from the next in line when a vacancy exists, remove he
|
|
to_chat(next_in_line, span_danger("No response received. You have been removed from the line."))
|
|
queued_players -= next_in_line
|
|
queue_delay = 0
|
|
|
|
/datum/controller/subsystem/ticker/proc/check_maprotate()
|
|
if(!CONFIG_GET(flag/maprotation))
|
|
return
|
|
if(world.time - SSticker.round_start_time < 10 MINUTES) //Not forcing map rotation for very short rounds.
|
|
return
|
|
INVOKE_ASYNC(SSmapping, /datum/controller/subsystem/mapping/.proc/maprotate)
|
|
|
|
/datum/controller/subsystem/ticker/proc/HasRoundStarted()
|
|
return current_state >= GAME_STATE_PLAYING
|
|
|
|
/datum/controller/subsystem/ticker/proc/IsRoundInProgress()
|
|
return current_state == GAME_STATE_PLAYING
|
|
|
|
/datum/controller/subsystem/ticker/Recover()
|
|
current_state = SSticker.current_state
|
|
force_ending = SSticker.force_ending
|
|
mode = SSticker.mode
|
|
|
|
login_music = SSticker.login_music
|
|
round_end_sound = SSticker.round_end_sound
|
|
|
|
minds = SSticker.minds
|
|
|
|
delay_end = SSticker.delay_end
|
|
|
|
tipped = SSticker.tipped
|
|
selected_tip = SSticker.selected_tip
|
|
|
|
timeLeft = SSticker.timeLeft
|
|
|
|
totalPlayers = SSticker.totalPlayers
|
|
totalPlayersReady = SSticker.totalPlayersReady
|
|
total_admins_ready = SSticker.total_admins_ready
|
|
|
|
queue_delay = SSticker.queue_delay
|
|
queued_players = SSticker.queued_players
|
|
round_start_time = SSticker.round_start_time
|
|
|
|
queue_delay = SSticker.queue_delay
|
|
queued_players = SSticker.queued_players
|
|
|
|
if (Master) //Set Masters run level if it exists
|
|
switch (current_state)
|
|
if(GAME_STATE_SETTING_UP)
|
|
Master.SetRunLevel(RUNLEVEL_SETUP)
|
|
if(GAME_STATE_PLAYING)
|
|
Master.SetRunLevel(RUNLEVEL_GAME)
|
|
if(GAME_STATE_FINISHED)
|
|
Master.SetRunLevel(RUNLEVEL_POSTGAME)
|
|
|
|
/datum/controller/subsystem/ticker/proc/send_news_report()
|
|
var/news_message
|
|
var/news_source = "Nanotrasen News Network"
|
|
var/decoded_station_name = html_decode("[CONFIG_GET(string/cross_comms_name)]([station_name()])") //decode station_name to avoid minor_announce double encode //SKYRAT EDIT CHANGE
|
|
switch(news_report)
|
|
if(NUKE_SYNDICATE_BASE)
|
|
news_message = "In a daring raid, the heroic crew of [decoded_station_name] detonated a nuclear device in the heart of a terrorist base."
|
|
if(STATION_DESTROYED_NUKE)
|
|
news_message = "We would like to reassure all employees that the reports of a Syndicate backed nuclear attack on [decoded_station_name] are, in fact, a hoax. Have a secure day!"
|
|
if(STATION_EVACUATED)
|
|
if(emergency_reason)
|
|
news_message = "[decoded_station_name] has been evacuated after transmitting the following distress beacon:\n\n[html_decode(emergency_reason)]"
|
|
else
|
|
news_message = "The crew of [decoded_station_name] has been evacuated amid unconfirmed reports of enemy activity."
|
|
if(BLOB_WIN)
|
|
news_message = "[decoded_station_name] was overcome by an unknown biological outbreak, killing all crew on board. Don't let it happen to you! Remember, a clean work station is a safe work station."
|
|
if(BLOB_NUKE)
|
|
news_message = "[decoded_station_name] is currently undergoing decontanimation after a controlled burst of radiation was used to remove a biological ooze. All employees were safely evacuated prior, and are enjoying a relaxing vacation."
|
|
if(BLOB_DESTROYED)
|
|
news_message = "[decoded_station_name] is currently undergoing decontamination procedures after the destruction of a biological hazard. As a reminder, any crew members experiencing cramps or bloating should report immediately to security for incineration."
|
|
if(CULT_ESCAPE)
|
|
news_message = "Security Alert: A group of religious fanatics have escaped from [decoded_station_name]."
|
|
if(CULT_FAILURE)
|
|
news_message = "Following the dismantling of a restricted cult aboard [decoded_station_name], we would like to remind all employees that worship outside of the Chapel is strictly prohibited, and cause for termination."
|
|
if(CULT_SUMMON)
|
|
news_message = "Company officials would like to clarify that [decoded_station_name] was scheduled to be decommissioned following meteor damage earlier this year. Earlier reports of an unknowable eldritch horror were made in error."
|
|
if(NUKE_MISS)
|
|
news_message = "The Syndicate have bungled a terrorist attack [decoded_station_name], detonating a nuclear weapon in empty space nearby."
|
|
if(OPERATIVES_KILLED)
|
|
news_message = "Repairs to [decoded_station_name] are underway after an elite Syndicate death squad was wiped out by the crew."
|
|
if(OPERATIVE_SKIRMISH)
|
|
news_message = "A skirmish between security forces and Syndicate agents aboard [decoded_station_name] ended with both sides bloodied but intact."
|
|
if(REVS_WIN)
|
|
news_message = "Company officials have reassured investors that despite a union led revolt aboard [decoded_station_name] there will be no wage increases for workers."
|
|
if(REVS_LOSE)
|
|
news_message = "[decoded_station_name] quickly put down a misguided attempt at mutiny. Remember, unionizing is illegal!"
|
|
if(WIZARD_KILLED)
|
|
news_message = "Tensions have flared with the Space Wizard Federation following the death of one of their members aboard [decoded_station_name]."
|
|
if(STATION_NUKED)
|
|
news_message = "[decoded_station_name] activated its self-destruct device for unknown reasons. Attempts to clone the Captain for arrest and execution are underway."
|
|
if(SHUTTLE_HIJACK)
|
|
news_message = "During routine evacuation procedures, the emergency shuttle of [decoded_station_name] had its navigation protocols corrupted and went off course, but was recovered shortly after."
|
|
if(SUPERMATTER_CASCADE)
|
|
news_message = "Officials are advising nearby colonies about a newly declared exclusion zone in the sector surrounding [decoded_station_name]."
|
|
|
|
//SKYRAT EDIT - START
|
|
if(SSblackbox.first_death)
|
|
var/list/ded = SSblackbox.first_death
|
|
if(ded.len)
|
|
news_message += " NT Sanctioned Psykers picked up faint traces of someone near the station, allegedly having had died. Their name was: [ded["name"]], [ded["role"]], at [ded["area"]].[ded["last_words"] ? " Their last words were: \"[ded["last_words"]]\"" : ""]" // " // An Extra quote and comment because highlighting goes weird
|
|
else
|
|
news_message += " NT Sanctioned Psykers proudly confirm reports that nobody died this shift!"
|
|
//SKYRAT EDIT - END
|
|
|
|
if(news_message && length(CONFIG_GET(keyed_list/cross_server))) //SKYRAT EDIT - CONFIG CHECK MOVED FROM ROUNDEND.DM
|
|
news_message += " (Shift on [CONFIG_GET(string/cross_server_name)] ending!)" //SKYRAT EDIT ADDITION
|
|
send2otherserver(news_source, news_message,"News_Report")
|
|
//SKYRAT EDIT - START
|
|
if(news_message)
|
|
return news_message
|
|
else
|
|
return "We regret to inform you that shit be whack, yo. None of our reporters have any idea of what may or may not have gone on."
|
|
//SKYRAT EDIT - END
|
|
|
|
/datum/controller/subsystem/ticker/proc/GetTimeLeft()
|
|
if(isnull(SSticker.timeLeft))
|
|
return max(0, start_at - world.time)
|
|
return timeLeft
|
|
|
|
/datum/controller/subsystem/ticker/proc/SetTimeLeft(newtime)
|
|
if(newtime >= 0 && isnull(timeLeft)) //remember, negative means delayed
|
|
start_at = world.time + newtime
|
|
else
|
|
timeLeft = newtime
|
|
|
|
/datum/controller/subsystem/ticker/proc/SetRoundEndSound(the_sound)
|
|
set waitfor = FALSE
|
|
round_end_sound_sent = FALSE
|
|
round_end_sound = fcopy_rsc(the_sound)
|
|
for(var/thing in GLOB.clients)
|
|
var/client/C = thing
|
|
if (!C)
|
|
continue
|
|
C.Export("##action=load_rsc", round_end_sound)
|
|
round_end_sound_sent = TRUE
|
|
|
|
/datum/controller/subsystem/ticker/proc/Reboot(reason, end_string, delay)
|
|
set waitfor = FALSE
|
|
if(usr && !check_rights(R_SERVER, TRUE))
|
|
return
|
|
|
|
if(!delay)
|
|
delay = CONFIG_GET(number/round_end_countdown) * 10
|
|
|
|
var/skip_delay = check_rights()
|
|
if(delay_end && !skip_delay)
|
|
to_chat(world, span_boldannounce("An admin has delayed the round end."))
|
|
return
|
|
|
|
to_chat(world, span_boldannounce("Rebooting World in [DisplayTimeText(delay)]. [reason]"))
|
|
|
|
var/start_wait = world.time
|
|
UNTIL(round_end_sound_sent || (world.time - start_wait) > (delay * 2)) //don't wait forever
|
|
sleep(delay - (world.time - start_wait))
|
|
|
|
if(delay_end && !skip_delay)
|
|
to_chat(world, span_boldannounce("Reboot was cancelled by an admin."))
|
|
return
|
|
if(end_string)
|
|
end_state = end_string
|
|
|
|
var/statspage = CONFIG_GET(string/roundstatsurl)
|
|
var/gamelogloc = CONFIG_GET(string/gamelogurl)
|
|
if(statspage)
|
|
to_chat(world, span_info("Round statistics and logs can be viewed <a href=\"[statspage][GLOB.round_id]\">at this website!</a>"))
|
|
else if(gamelogloc)
|
|
to_chat(world, span_info("Round logs can be located <a href=\"[gamelogloc]\">at this website!</a>"))
|
|
|
|
log_game(span_boldannounce("Rebooting World. [reason]"))
|
|
|
|
world.Reboot()
|
|
|
|
/datum/controller/subsystem/ticker/Shutdown()
|
|
gather_newscaster() //called here so we ensure the log is created even upon admin reboot
|
|
save_admin_data()
|
|
update_everything_flag_in_db()
|
|
if(!round_end_sound)
|
|
round_end_sound = choose_round_end_song()
|
|
///The reference to the end of round sound that we have chosen.
|
|
var/sound/end_of_round_sound_ref = sound(round_end_sound)
|
|
for(var/mob/M in GLOB.player_list)
|
|
if(M.client.prefs?.toggles & SOUND_ENDOFROUND)
|
|
SEND_SOUND(M.client, end_of_round_sound_ref)
|
|
|
|
text2file(login_music, "data/last_round_lobby_music.txt")
|
|
|
|
/datum/controller/subsystem/ticker/proc/choose_round_end_song()
|
|
var/list/reboot_sounds = flist("[global.config.directory]/reboot_themes/")
|
|
var/list/possible_themes = list()
|
|
|
|
for(var/themes in reboot_sounds)
|
|
possible_themes += themes
|
|
if(possible_themes.len)
|
|
return "[global.config.directory]/reboot_themes/[pick(possible_themes)]"
|