Files
Bubberstation/code/game/machinery/embedded_controller/access_controller.dm
SkyratBot e8bfe6eb68 [MIRROR] [Ready] CDN browser assets! (#312)
* [Ready] CDN browser assets! (#52681)

Rewrites the asset_cache system to handle sending assets to a CDN via a webroot.

see https://github.com/MrStonedOne/tgstation/blob/asset-cdn/code/modules/asset_cache/readme.md

Fixed a lot of bugs with assets, removed some dead code.

Changes:
    Moved asset cache code to transport datums, the currently loaded one is located at SSassets.transport, asset cache calls made before the config is loaded use the simple browse_rsc transport.
    Added subsystem call for when the config loads or reloads.
    Added a webroot CDN asset transport. assets are saved to a file in a format based on the file's hash (currently md5).
    Assets that don't use get_asset_url or get_url_mappings (such as browser assets referred to by static html files like changelog.html or static css files) can be saved to browse_rsc even when in cdn asset mode by setting legacy to TRUE on the datum returned by register_assets
    Added a system for saving assets on a cdn in a hash based namespace (folder), assets within the same namespace will always be able to refer to each other by relative names. (used to allow cdn'ing font awesome without having to make something that regenerates it's css files.).
    The simple/namespaced asset cache datum helper will handle generating a namespace composed of the combined md5 of everything in the same datum, as well as registering them properly.
    Moved external resource from a snowflake loaded file to a config entry, added it to resources.txt
    To ensure the system breaks in local testing in any situation that wouldn't work in cdn mode, the simple transport will mutate the filenames of non-legacy and non-namespaced assets and return this with get_asset_url.
    Simple transport's passive send of all roundstart assets to all clients is now a config that defaults to off. this is to break race conditions during local testings from devs accidentally relying on this instead of using send() properly.

cl
refactor: Interface assets (js/css/images) can now be managed using an external webserver instead of byond's one at a time file transfer queue.
admin: Adds admin verb toggle-cdn that allows admins to disable the external webserver asset transport and revert to the old system. Useful if the webserver backing this goes down (thanks cloudflare).
config: New config file, resources.txt, (must be loaded by an $include statement from the main config)
server: The external_rsc_urls.txt config has been moved to the main config system.
/cl
Porting notes:

Interface webpages must refer to their assets (css/js/image/etc) by a generated url, or the asset must register itself as a legacy asset. The system is designed to break in localtest (on simple/legacy mode) in most situations that would break in cdn mode.

Requires latest tgui.

The webserver must set the proper CORS headers for font files or font awesome (and other fonts) won't load.

/tg/'s webserver config: https://gist.github.com/MrStonedOne/523388b2f161af832292d98a8aad0eae

* [Ready] CDN browser assets!

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2020-08-12 11:32:37 +01:00

309 lines
8.8 KiB
Plaintext

#define CLOSING 1
#define OPENING 2
#define CYCLE 3
#define CYCLE_EXTERIOR 4
#define CYCLE_INTERIOR 5
/obj/machinery/door_buttons
power_channel = AREA_USAGE_ENVIRON
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 4
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/idSelf
/obj/machinery/door_buttons/attackby(obj/O, mob/user)
return attack_hand(user)
/obj/machinery/door_buttons/proc/findObjsByTag()
return
/obj/machinery/door_buttons/Initialize()
..()
return INITIALIZE_HINT_LATELOAD
/obj/machinery/door_buttons/LateInitialize()
findObjsByTag()
/obj/machinery/door_buttons/emag_act(mob/user)
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
req_access = list()
req_one_access = list()
playsound(src, "sparks", 100, TRUE)
to_chat(user, "<span class='warning'>You short out the access controller.</span>")
/obj/machinery/door_buttons/proc/removeMe()
/obj/machinery/door_buttons/access_button
icon = 'icons/obj/airlock_machines.dmi'
icon_state = "access_button_standby"
name = "access button"
desc = "A button used for the explicit purpose of opening an airlock."
var/idDoor
var/obj/machinery/door/airlock/door
var/obj/machinery/door_buttons/airlock_controller/controller
var/busy
/obj/machinery/door_buttons/access_button/findObjsByTag()
for(var/obj/machinery/door_buttons/airlock_controller/A in GLOB.machines)
if(A.idSelf == idSelf)
controller = A
break
for(var/obj/machinery/door/airlock/I in GLOB.machines)
if(I.id_tag == idDoor)
door = I
break
/obj/machinery/door_buttons/access_button/interact(mob/user)
if(busy)
return
if(!allowed(user))
to_chat(user, "<span class='warning'>Access denied.</span>")
return
if(controller && !controller.busy && door)
if(controller.machine_stat & NOPOWER)
return
busy = TRUE
update_icon()
if(door.density)
if(!controller.exteriorAirlock || !controller.interiorAirlock)
controller.onlyOpen(door)
else
if(controller.exteriorAirlock.density && controller.interiorAirlock.density)
controller.onlyOpen(door)
else
controller.cycleClose(door)
else
controller.onlyClose(door)
sleep(20)
busy = FALSE
update_icon()
/obj/machinery/door_buttons/access_button/update_icon_state()
if(machine_stat & NOPOWER)
icon_state = "access_button_off"
else
if(busy)
icon_state = "access_button_cycle"
else
icon_state = "access_button_standby"
/obj/machinery/door_buttons/access_button/removeMe(obj/O)
if(O == door)
door = null
/obj/machinery/door_buttons/airlock_controller
icon = 'icons/obj/airlock_machines.dmi'
icon_state = "access_control_standby"
name = "access console"
desc = "A small console that can cycle opening between two airlocks."
var/obj/machinery/door/airlock/interiorAirlock
var/obj/machinery/door/airlock/exteriorAirlock
var/idInterior
var/idExterior
var/busy
var/lostPower
/obj/machinery/door_buttons/airlock_controller/removeMe(obj/O)
if(O == interiorAirlock)
interiorAirlock = null
else if(O == exteriorAirlock)
exteriorAirlock = null
/obj/machinery/door_buttons/airlock_controller/Destroy()
for(var/obj/machinery/door_buttons/access_button/A in GLOB.machines)
if(A.controller == src)
A.controller = null
return ..()
/obj/machinery/door_buttons/airlock_controller/Topic(href, href_list)
if(..())
return
if(busy)
return
if(!allowed(usr))
to_chat(usr, "<span class='warning'>Access denied.</span>")
return
switch(href_list["command"])
if("close_exterior")
onlyClose(exteriorAirlock)
if("close_interior")
onlyClose(interiorAirlock)
if("cycle_exterior")
cycleClose(exteriorAirlock)
if("cycle_interior")
cycleClose(interiorAirlock)
if("open_exterior")
onlyOpen(exteriorAirlock)
if("open_interior")
onlyOpen(interiorAirlock)
/obj/machinery/door_buttons/airlock_controller/proc/onlyOpen(obj/machinery/door/airlock/A)
if(A)
busy = CLOSING
update_icon()
openDoor(A)
/obj/machinery/door_buttons/airlock_controller/proc/onlyClose(obj/machinery/door/airlock/A)
if(A)
busy = CLOSING
closeDoor(A)
/obj/machinery/door_buttons/airlock_controller/proc/closeDoor(obj/machinery/door/airlock/A)
if(A.density)
goIdle()
return FALSE
update_icon()
A.safe = FALSE //Door crushies, manual door after all. Set every time in case someone changed it, safe doors can end up waiting forever.
A.unbolt()
if(A.close())
if(machine_stat & NOPOWER || lostPower || !A || QDELETED(A))
goIdle(TRUE)
return FALSE
A.bolt()
goIdle(TRUE)
return TRUE
goIdle(TRUE)
return FALSE
/obj/machinery/door_buttons/airlock_controller/proc/cycleClose(obj/machinery/door/airlock/A)
if(!A || !exteriorAirlock || !interiorAirlock)
return
if(exteriorAirlock.density == interiorAirlock.density || !A.density)
return
busy = CYCLE
update_icon()
if(A == interiorAirlock)
if(closeDoor(exteriorAirlock))
busy = CYCLE_INTERIOR
else
if(closeDoor(interiorAirlock))
busy = CYCLE_EXTERIOR
/obj/machinery/door_buttons/airlock_controller/proc/cycleOpen(obj/machinery/door/airlock/A)
if(!A)
goIdle(TRUE)
if(A == exteriorAirlock)
if(interiorAirlock)
if(!interiorAirlock.density || !interiorAirlock.locked)
return
else
if(exteriorAirlock)
if(!exteriorAirlock.density || !exteriorAirlock.locked)
return
if(busy != OPENING)
busy = OPENING
openDoor(A)
/obj/machinery/door_buttons/airlock_controller/proc/openDoor(obj/machinery/door/airlock/A)
if(exteriorAirlock && interiorAirlock && (!exteriorAirlock.density || !interiorAirlock.density))
goIdle(TRUE)
return
A.unbolt()
INVOKE_ASYNC(src, .proc/do_openDoor, A)
/obj/machinery/door_buttons/airlock_controller/proc/do_openDoor(obj/machinery/door/airlock/A)
if(A && A.open())
if(machine_stat | (NOPOWER) && !lostPower && A && !QDELETED(A))
A.bolt()
goIdle(TRUE)
/obj/machinery/door_buttons/airlock_controller/proc/goIdle(update)
lostPower = FALSE
busy = FALSE
if(update)
update_icon()
updateUsrDialog()
/obj/machinery/door_buttons/airlock_controller/process()
if(machine_stat & NOPOWER)
return
if(busy == CYCLE_EXTERIOR)
cycleOpen(exteriorAirlock)
else if(busy == CYCLE_INTERIOR)
cycleOpen(interiorAirlock)
/obj/machinery/door_buttons/airlock_controller/power_change()
. = ..()
if(machine_stat & NOPOWER)
lostPower = TRUE
else
if(!busy)
lostPower = FALSE
/obj/machinery/door_buttons/airlock_controller/findObjsByTag()
for(var/obj/machinery/door/airlock/A in GLOB.machines)
if(A.id_tag == idInterior)
interiorAirlock = A
else if(A.id_tag == idExterior)
exteriorAirlock = A
/obj/machinery/door_buttons/airlock_controller/update_icon_state()
if(machine_stat & NOPOWER)
icon_state = "access_control_off"
return
if(busy || lostPower)
icon_state = "access_control_process"
else
icon_state = "access_control_standby"
/obj/machinery/door_buttons/airlock_controller/ui_interact(mob/user)
var/datum/browser/popup = new(user, "computer", name)
popup.set_content(returnText())
popup.open()
/obj/machinery/door_buttons/airlock_controller/proc/returnText()
var/output
if(!exteriorAirlock && !interiorAirlock)
return "ERROR ERROR ERROR ERROR"
if(lostPower)
output = "Initializing..."
else
if(!exteriorAirlock || !interiorAirlock)
if(!exteriorAirlock)
if(interiorAirlock.density)
output = "<A href='?src=[REF(src)];command=open_interior'>Open Interior Airlock</A><BR>"
else
output = "<A href='?src=[REF(src)];command=close_interior'>Close Interior Airlock</A><BR>"
else
if(exteriorAirlock.density)
output = "<A href='?src=[REF(src)];command=open_exterior'>Open Exterior Airlock</A><BR>"
else
output = "<A href='?src=[REF(src)];command=close_exterior'>Close Exterior Airlock</A><BR>"
else
if(exteriorAirlock.density)
if(interiorAirlock.density)
output = {"<A href='?src=[REF(src)];command=open_exterior'>Open Exterior Airlock</A><BR>
<A href='?src=[REF(src)];command=open_interior'>Open Interior Airlock</A><BR>"}
else
output = {"<A href='?src=[REF(src)];command=cycle_exterior'>Cycle to Exterior Airlock</A><BR>
<A href='?src=[REF(src)];command=close_interior'>Close Interior Airlock</A><BR>"}
else
if(interiorAirlock.density)
output = {"<A href='?src=[REF(src)];command=close_exterior'>Close Exterior Airlock</A><BR>
<A href='?src=[REF(src)];command=cycle_interior'>Cycle to Interior Airlock</A><BR>"}
else
output = {"<A href='?src=[REF(src)];command=close_exterior'>Close Exterior Airlock</A><BR>
<A href='?src=[REF(src)];command=close_interior'>Close Interior Airlock</A><BR>"}
output = {"<B>Access Control Console</B><HR>
[output]<HR>"}
if(exteriorAirlock)
output += "<B>Exterior Door: </B> [exteriorAirlock.density ? "closed" : "open"]<BR>"
if(interiorAirlock)
output += "<B>Interior Door: </B> [interiorAirlock.density ? "closed" : "open"]<BR>"
return output
#undef CLOSING
#undef OPENING
#undef CYCLE
#undef CYCLE_EXTERIOR
#undef CYCLE_INTERIOR