Files
Bubberstation/code/modules/asset_cache/asset_list.dm
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

235 lines
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//These datums are used to populate the asset cache, the proc "register()" does this.
//Place any asset datums you create in asset_list_items.dm
//all of our asset datums, used for referring to these later
GLOBAL_LIST_EMPTY(asset_datums)
//get an assetdatum or make a new one
/proc/get_asset_datum(type)
return GLOB.asset_datums[type] || new type()
/datum/asset
var/_abstract = /datum/asset
/datum/asset/New()
GLOB.asset_datums[type] = src
register()
/datum/asset/proc/register()
return
/datum/asset/proc/send(client)
return
//If you don't need anything complicated.
/datum/asset/simple
_abstract = /datum/asset/simple
var/assets = list()
var/verify = FALSE
/datum/asset/simple/register()
for(var/asset_name in assets)
register_asset(asset_name, assets[asset_name])
/datum/asset/simple/send(client)
send_asset_list(client,assets,verify)
// For registering or sending multiple others at once
/datum/asset/group
_abstract = /datum/asset/group
var/list/children
/datum/asset/group/register()
for(var/type in children)
get_asset_datum(type)
/datum/asset/group/send(client/C)
for(var/type in children)
var/datum/asset/A = get_asset_datum(type)
A.send(C)
// spritesheet implementation - coalesces various icons into a single .png file
// and uses CSS to select icons out of that file - saves on transferring some
// 1400-odd individual PNG files
#define SPR_SIZE 1
#define SPR_IDX 2
#define SPRSZ_COUNT 1
#define SPRSZ_ICON 2
#define SPRSZ_STRIPPED 3
/datum/asset/spritesheet
_abstract = /datum/asset/spritesheet
var/name
var/list/sizes = list() // "32x32" -> list(10, icon/normal, icon/stripped)
var/list/sprites = list() // "foo_bar" -> list("32x32", 5)
var/verify = FALSE
/datum/asset/spritesheet/register()
if (!name)
CRASH("spritesheet [type] cannot register without a name")
ensure_stripped()
var/res_name = "spritesheet_[name].css"
var/fname = "data/spritesheets/[res_name]"
fdel(fname)
text2file(generate_css(), fname)
register_asset(res_name, fcopy_rsc(fname))
fdel(fname)
for(var/size_id in sizes)
var/size = sizes[size_id]
register_asset("[name]_[size_id].png", size[SPRSZ_STRIPPED])
/datum/asset/spritesheet/send(client/C)
if (!name)
return
var/all = list("spritesheet_[name].css")
for(var/size_id in sizes)
all += "[name]_[size_id].png"
send_asset_list(C, all, verify)
/datum/asset/spritesheet/proc/ensure_stripped(sizes_to_strip = sizes)
for(var/size_id in sizes_to_strip)
var/size = sizes[size_id]
if (size[SPRSZ_STRIPPED])
continue
// save flattened version
var/fname = "data/spritesheets/[name]_[size_id].png"
fcopy(size[SPRSZ_ICON], fname)
var/error = rustg_dmi_strip_metadata(fname)
if(length(error))
stack_trace("Failed to strip [name]_[size_id].png: [error]")
size[SPRSZ_STRIPPED] = icon(fname)
fdel(fname)
/datum/asset/spritesheet/proc/generate_css()
var/list/out = list()
for (var/size_id in sizes)
var/size = sizes[size_id]
var/icon/tiny = size[SPRSZ_ICON]
out += ".[name][size_id]{display:inline-block;width:[tiny.Width()]px;height:[tiny.Height()]px;background:url('[name]_[size_id].png') no-repeat;}"
for (var/sprite_id in sprites)
var/sprite = sprites[sprite_id]
var/size_id = sprite[SPR_SIZE]
var/idx = sprite[SPR_IDX]
var/size = sizes[size_id]
var/icon/tiny = size[SPRSZ_ICON]
var/icon/big = size[SPRSZ_STRIPPED]
var/per_line = big.Width() / tiny.Width()
var/x = (idx % per_line) * tiny.Width()
var/y = round(idx / per_line) * tiny.Height()
out += ".[name][size_id].[sprite_id]{background-position:-[x]px -[y]px;}"
return out.Join("\n")
/datum/asset/spritesheet/proc/Insert(sprite_name, icon/I, icon_state="", dir=SOUTH, frame=1, moving=FALSE)
I = icon(I, icon_state=icon_state, dir=dir, frame=frame, moving=moving)
if (!I || !length(icon_states(I))) // that direction or state doesn't exist
return
var/size_id = "[I.Width()]x[I.Height()]"
var/size = sizes[size_id]
if (sprites[sprite_name])
CRASH("duplicate sprite \"[sprite_name]\" in sheet [name] ([type])")
if (size)
var/position = size[SPRSZ_COUNT]++
var/icon/sheet = size[SPRSZ_ICON]
size[SPRSZ_STRIPPED] = null
sheet.Insert(I, icon_state=sprite_name)
sprites[sprite_name] = list(size_id, position)
else
sizes[size_id] = size = list(1, I, null)
sprites[sprite_name] = list(size_id, 0)
/datum/asset/spritesheet/proc/InsertAll(prefix, icon/I, list/directions)
if (length(prefix))
prefix = "[prefix]-"
if (!directions)
directions = list(SOUTH)
for (var/icon_state_name in icon_states(I))
for (var/direction in directions)
var/prefix2 = (directions.len > 1) ? "[dir2text(direction)]-" : ""
Insert("[prefix][prefix2][icon_state_name]", I, icon_state=icon_state_name, dir=direction)
/datum/asset/spritesheet/proc/css_tag()
return {"<link rel="stylesheet" href="spritesheet_[name].css" />"}
/datum/asset/spritesheet/proc/icon_tag(sprite_name)
var/sprite = sprites[sprite_name]
if (!sprite)
return null
var/size_id = sprite[SPR_SIZE]
return {"<span class="[name][size_id] [sprite_name]"></span>"}
/datum/asset/spritesheet/proc/icon_class_name(sprite_name)
var/sprite = sprites[sprite_name]
if (!sprite)
return null
var/size_id = sprite[SPR_SIZE]
return {"[name][size_id] [sprite_name]"}
#undef SPR_SIZE
#undef SPR_IDX
#undef SPRSZ_COUNT
#undef SPRSZ_ICON
#undef SPRSZ_STRIPPED
/datum/asset/spritesheet/simple
_abstract = /datum/asset/spritesheet/simple
var/list/assets
/datum/asset/spritesheet/simple/register()
for (var/key in assets)
Insert(key, assets[key])
..()
//Generates assets based on iconstates of a single icon
/datum/asset/simple/icon_states
_abstract = /datum/asset/simple/icon_states
var/icon
var/list/directions = list(SOUTH)
var/frame = 1
var/movement_states = FALSE
var/prefix = "default" //asset_name = "[prefix].[icon_state_name].png"
var/generic_icon_names = FALSE //generate icon filenames using generate_asset_name() instead the above format
verify = FALSE
/datum/asset/simple/icon_states/register(_icon = icon)
for(var/icon_state_name in icon_states(_icon))
for(var/direction in directions)
var/asset = icon(_icon, icon_state_name, direction, frame, movement_states)
if (!asset)
continue
asset = fcopy_rsc(asset) //dedupe
var/prefix2 = (directions.len > 1) ? "[dir2text(direction)]." : ""
var/asset_name = sanitize_filename("[prefix].[prefix2][icon_state_name].png")
if (generic_icon_names)
asset_name = "[generate_asset_name(asset)].png"
register_asset(asset_name, asset)
/datum/asset/simple/icon_states/multiple_icons
_abstract = /datum/asset/simple/icon_states/multiple_icons
var/list/icons
/datum/asset/simple/icon_states/multiple_icons/register()
for(var/i in icons)
..(i)