/* The initialization of the game happens roughly like this: 1. All global variables are initialized (including the global_init instance). 2. The map is initialized, and map objects are created. 3. world/New() runs, creating the process scheduler (and the old master controller) and spawning their setup. 4. processScheduler/setup() runs, creating all the processes. game_controller/setup() runs, calling initialize() on all movable atoms in the world. 5. The gameticker is created. */ var/global/datum/global_init/init = new () /* Pre-map initialization stuff should go here. */ /datum/global_init/New() makeDatumRefLists() load_configuration() initialize_chemical_reagents() initialize_chemical_reactions() initialize_integrated_circuits_list() qdel(src) //we're done /datum/global_init/Destroy() global.init = null return 2 // QDEL_HINT_IWILLGC /world mob = /mob/new_player turf = /turf/space area = /area/space view = "15x15" cache_lifespan = 7 #define RECOMMENDED_VERSION 501 /world/New() world.log << "Map Loading Complete" //logs log_path += time2text(world.realtime, "YYYY/MM-Month/DD-Day/round-hh-mm-ss") diary = file("[log_path].log") href_logfile = file("[log_path]-hrefs.htm") error_log = file("[log_path]-error.log") debug_log = file("[log_path]-debug.log") debug_log << "[log_end]\n[log_end]\nStarting up. [time_stamp()][log_end]\n---------------------[log_end]" changelog_hash = md5('html/changelog.html') //used for telling if the changelog has changed recently if(byond_version < RECOMMENDED_VERSION) world.log << "Your server's byond version does not meet the recommended requirements for this server. Please update BYOND" config.post_load() if(config && config.server_name != null && config.server_suffix && world.port > 0) // dumb and hardcoded but I don't care~ config.server_name += " #[(world.port % 1000) / 100]" if(config && config.log_runtime) log = file("data/logs/runtime/[time2text(world.realtime,"YYYY-MM-DD-(hh-mm-ss)")]-runtime.log") callHook("startup") //Emergency Fix load_mods() //end-emergency fix src.update_status() . = ..() #if UNIT_TEST log_unit_test("Unit Tests Enabled. This will destroy the world when testing is complete.") log_unit_test("If you did not intend to enable this please check code/__defines/unit_testing.dm") #endif // Set up roundstart seed list. plant_controller = new() // This is kinda important. Set up details of what the hell things are made of. populate_material_list() // Loads all the pre-made submap templates. load_map_templates() if(config.generate_map) if(using_map.perform_map_generation()) using_map.refresh_mining_turfs() /* if(config.generate_asteroid) // These values determine the specific area that the map is applied to. // Because we do not use Bay's default map, we check the config file to see if custom parameters are needed, so we need to avoid hardcoding. if(config.asteroid_z_levels) for(var/z_level in config.asteroid_z_levels) // In case we got fed a string instead of a number... z_level = text2num(z_level) if(!isnum(z_level)) // If it's still not a number, we probably got fed some nonsense string. admin_notice("Error: ASTEROID_Z_LEVELS config wasn't given a number.") // Now for the actual map generating. This occurs for every z-level defined in the config. new /datum/random_map/automata/cave_system(null,1,1,z_level,300,300) // Let's add ore too. new /datum/random_map/noise/ore(null, 1, 1, z_level, 64, 64) else admin_notice("Error: No asteroid z-levels defined in config!") // Update all turfs to ensure everything looks good post-generation. Yes, // it's brute-forcey, but frankly the alternative is a mine turf rewrite. for(var/turf/simulated/mineral/M in world) // Ugh. M.update_icon() */ // Create frame types. populate_frame_types() // Create floor types. populate_flooring_types() // Create robolimbs for chargen. populate_robolimb_list() processScheduler = new master_controller = new /datum/controller/game_controller() processScheduler.deferSetupFor(/datum/controller/process/ticker) processScheduler.setup() Master.Initialize(10, FALSE) spawn(1) master_controller.setup() #if UNIT_TEST initialize_unit_tests() #endif spawn(3000) //so we aren't adding to the round-start lag if(config.ToRban) ToRban_autoupdate() #undef RECOMMENDED_VERSION return var/world_topic_spam_protect_ip = "0.0.0.0" var/world_topic_spam_protect_time = world.timeofday /world/Topic(T, addr, master, key) debug_log << "TOPIC: \"[T]\", from:[addr], master:[master], key:[key][log_end]" if (T == "ping") var/x = 1 for (var/client/C) x++ return x else if(T == "players") var/n = 0 for(var/mob/M in player_list) if(M.client) n++ return n else if (copytext(T,1,7) == "status") var/input[] = params2list(T) var/list/s = list() s["version"] = game_version s["mode"] = master_mode s["respawn"] = config.abandon_allowed s["enter"] = config.enter_allowed s["vote"] = config.allow_vote_mode s["ai"] = config.allow_ai s["host"] = host ? host : null // This is dumb, but spacestation13.com's banners break if player count isn't the 8th field of the reply, so... this has to go here. s["players"] = 0 s["stationtime"] = stationtime2text() s["roundduration"] = roundduration2text() if(input["status"] == "2") var/list/players = list() var/list/admins = list() for(var/client/C in clients) if(C.holder) if(C.holder.fakekey) continue admins[C.key] = C.holder.rank players += C.key s["players"] = players.len s["playerlist"] = list2params(players) s["admins"] = admins.len s["adminlist"] = list2params(admins) else var/n = 0 var/admins = 0 for(var/client/C in clients) if(C.holder) if(C.holder.fakekey) continue //so stealthmins aren't revealed by the hub admins++ s["player[n]"] = C.key n++ s["players"] = n s["admins"] = admins return list2params(s) else if(T == "manifest") var/list/positions = list() var/list/set_names = list( "heads" = command_positions, "sec" = security_positions, "eng" = engineering_positions, "med" = medical_positions, "sci" = science_positions, "car" = cargo_positions, "civ" = civilian_positions, "bot" = nonhuman_positions ) for(var/datum/data/record/t in data_core.general) var/name = t.fields["name"] var/rank = t.fields["rank"] var/real_rank = make_list_rank(t.fields["real_rank"]) var/department = 0 for(var/k in set_names) if(real_rank in set_names[k]) if(!positions[k]) positions[k] = list() positions[k][name] = rank department = 1 if(!department) if(!positions["misc"]) positions["misc"] = list() positions["misc"][name] = rank // Synthetics don't have actual records, so we will pull them from here. for(var/mob/living/silicon/ai/ai in mob_list) if(!positions["bot"]) positions["bot"] = list() positions["bot"][ai.name] = "Artificial Intelligence" for(var/mob/living/silicon/robot/robot in mob_list) // No combat/syndicate cyborgs, no drones. if(robot.module && robot.module.hide_on_manifest) continue if(!positions["bot"]) positions["bot"] = list() positions["bot"][robot.name] = "[robot.modtype] [robot.braintype]" for(var/k in positions) positions[k] = list2params(positions[k]) // converts positions["heads"] = list("Bob"="Captain", "Bill"="CMO") into positions["heads"] = "Bob=Captain&Bill=CMO" return list2params(positions) else if(T == "revision") if(revdata.revision) return list2params(list(branch = revdata.branch, date = revdata.date, revision = revdata.revision)) else return "unknown" else if(copytext(T,1,5) == "info") var/input[] = params2list(T) if(input["key"] != config.comms_password) if(world_topic_spam_protect_ip == addr && abs(world_topic_spam_protect_time - world.time) < 50) spawn(50) world_topic_spam_protect_time = world.time return "Bad Key (Throttled)" world_topic_spam_protect_time = world.time world_topic_spam_protect_ip = addr return "Bad Key" var/list/search = params2list(input["info"]) var/list/ckeysearch = list() for(var/text in search) ckeysearch += ckey(text) var/list/match = list() for(var/mob/M in mob_list) var/strings = list(M.name, M.ckey) if(M.mind) strings += M.mind.assigned_role strings += M.mind.special_role for(var/text in strings) if(ckey(text) in ckeysearch) match[M] += 10 // an exact match is far better than a partial one else for(var/searchstr in search) if(findtext(text, searchstr)) match[M] += 1 var/maxstrength = 0 for(var/mob/M in match) maxstrength = max(match[M], maxstrength) for(var/mob/M in match) if(match[M] < maxstrength) match -= M if(!match.len) return "No matches" else if(match.len == 1) var/mob/M = match[1] var/info = list() info["key"] = M.key info["name"] = M.name == M.real_name ? M.name : "[M.name] ([M.real_name])" info["role"] = M.mind ? (M.mind.assigned_role ? M.mind.assigned_role : "No role") : "No mind" var/turf/MT = get_turf(M) info["loc"] = M.loc ? "[M.loc]" : "null" info["turf"] = MT ? "[MT] @ [MT.x], [MT.y], [MT.z]" : "null" info["area"] = MT ? "[MT.loc]" : "null" info["antag"] = M.mind ? (M.mind.special_role ? M.mind.special_role : "Not antag") : "No mind" info["hasbeenrev"] = M.mind ? M.mind.has_been_rev : "No mind" info["stat"] = M.stat info["type"] = M.type if(isliving(M)) var/mob/living/L = M info["damage"] = list2params(list( oxy = L.getOxyLoss(), tox = L.getToxLoss(), fire = L.getFireLoss(), brute = L.getBruteLoss(), clone = L.getCloneLoss(), brain = L.getBrainLoss() )) else info["damage"] = "non-living" info["gender"] = M.gender return list2params(info) else var/list/ret = list() for(var/mob/M in match) ret[M.key] = M.name return list2params(ret) else if(copytext(T,1,9) == "adminmsg") /* We got an adminmsg from IRC bot lets split the input then validate the input. expected output: 1. adminmsg = ckey of person the message is to 2. msg = contents of message, parems2list requires 3. validatationkey = the key the bot has, it should match the gameservers commspassword in it's configuration. 4. sender = the ircnick that send the message. */ var/input[] = params2list(T) if(input["key"] != config.comms_password) if(world_topic_spam_protect_ip == addr && abs(world_topic_spam_protect_time - world.time) < 50) spawn(50) world_topic_spam_protect_time = world.time return "Bad Key (Throttled)" world_topic_spam_protect_time = world.time world_topic_spam_protect_ip = addr return "Bad Key" var/client/C var/req_ckey = ckey(input["adminmsg"]) for(var/client/K in clients) if(K.ckey == req_ckey) C = K break if(!C) return "No client with that name on server" var/rank = input["rank"] if(!rank) rank = "Admin" var/message = "IRC-[rank] PM from IRC-[input["sender"]]: [input["msg"]]" var/amessage = "IRC-[rank] PM from IRC-[input["sender"]] to [key_name(C)] : [input["msg"]]" C.received_irc_pm = world.time C.irc_admin = input["sender"] C << 'sound/effects/adminhelp.ogg' C << message for(var/client/A in admins) if(A != C) A << amessage return "Message Successful" else if(copytext(T,1,6) == "notes") /* We got a request for notes from the IRC Bot expected output: 1. notes = ckey of person the notes lookup is for 2. validationkey = the key the bot has, it should match the gameservers commspassword in it's configuration. */ var/input[] = params2list(T) if(input["key"] != config.comms_password) if(world_topic_spam_protect_ip == addr && abs(world_topic_spam_protect_time - world.time) < 50) spawn(50) world_topic_spam_protect_time = world.time return "Bad Key (Throttled)" world_topic_spam_protect_time = world.time world_topic_spam_protect_ip = addr return "Bad Key" return show_player_info_irc(ckey(input["notes"])) else if(copytext(T,1,4) == "age") var/input[] = params2list(T) if(input["key"] != config.comms_password) if(world_topic_spam_protect_ip == addr && abs(world_topic_spam_protect_time - world.time) < 50) spawn(50) world_topic_spam_protect_time = world.time return "Bad Key (Throttled)" world_topic_spam_protect_time = world.time world_topic_spam_protect_ip = addr return "Bad Key" var/age = get_player_age(input["age"]) if(isnum(age)) if(age >= 0) return "[age]" else return "Ckey not found" else return "Database connection failed or not set up" /world/Reboot(var/reason) /*spawn(0) world << sound(pick('sound/AI/newroundsexy.ogg','sound/misc/apcdestroyed.ogg','sound/misc/bangindonk.ogg')) // random end sounds!! - LastyBatsy */ processScheduler.stop() Master.Shutdown() //run SS shutdowns for(var/client/C in clients) if(config.server) //if you set a server location in config.txt, it sends you there instead of trying to reconnect to the same world address. -- NeoFite C << link("byond://[config.server]") ..(reason) /hook/startup/proc/loadMode() world.load_mode() return 1 /world/proc/load_mode() if(!fexists("data/mode.txt")) return var/list/Lines = file2list("data/mode.txt") if(Lines.len) if(Lines[1]) master_mode = Lines[1] log_misc("Saved mode is '[master_mode]'") /world/proc/save_mode(var/the_mode) var/F = file("data/mode.txt") fdel(F) F << the_mode /hook/startup/proc/loadMOTD() world.load_motd() return 1 /world/proc/load_motd() join_motd = file2text("config/motd.txt") /proc/load_configuration() config = new /datum/configuration() config.load("config/config.txt") config.load("config/game_options.txt","game_options") config.loadsql("config/dbconfig.txt") config.loadforumsql("config/forumdbconfig.txt") /hook/startup/proc/loadMods() world.load_mods() world.load_mentors() // no need to write another hook. return 1 /world/proc/load_mods() if(config.admin_legacy_system) var/text = file2text("config/moderators.txt") if (!text) error("Failed to load config/mods.txt") else var/list/lines = splittext(text, "\n") for(var/line in lines) if (!line) continue if (copytext(line, 1, 2) == ";") continue var/title = "Moderator" var/rights = admin_ranks[title] var/ckey = copytext(line, 1, length(line)+1) var/datum/admins/D = new /datum/admins(title, rights, ckey) D.associate(directory[ckey]) /world/proc/load_mentors() if(config.admin_legacy_system) var/text = file2text("config/mentors.txt") if (!text) error("Failed to load config/mentors.txt") else var/list/lines = splittext(text, "\n") for(var/line in lines) if (!line) continue if (copytext(line, 1, 2) == ";") continue var/title = "Mentor" var/rights = admin_ranks[title] var/ckey = copytext(line, 1, length(line)+1) var/datum/admins/D = new /datum/admins(title, rights, ckey) D.associate(directory[ckey]) /world/proc/update_status() var/s = "" if (config && config.server_name) s += "[config.server_name] — " s += "[station_name()]"; s += " (" s += "" //Change this to wherever you want the hub to link to. // s += "[game_version]" s += "Default" //Replace this with something else. Or ever better, delete it and uncomment the game version. s += "" s += ")" var/list/features = list() if(ticker) if(master_mode) features += master_mode else features += "STARTING" if (!config.enter_allowed) features += "closed" features += config.abandon_allowed ? "respawn" : "no respawn" if (config && config.allow_vote_mode) features += "vote" if (config && config.allow_ai) features += "AI allowed" var/n = 0 for (var/mob/M in player_list) if (M.client) n++ if (n > 1) features += "~[n] players" else if (n > 0) features += "~[n] player" if (config && config.hostedby) features += "hosted by [config.hostedby]" if (features) s += ": [jointext(features, ", ")]" /* does this help? I do not know */ if (src.status != s) src.status = s #define FAILED_DB_CONNECTION_CUTOFF 5 var/failed_db_connections = 0 var/failed_old_db_connections = 0 /hook/startup/proc/connectDB() if(!config.sql_enabled) world.log << "SQL connection disabled in config." else if(!setup_database_connection()) world.log << "Your server failed to establish a connection with the feedback database." else world.log << "Feedback database connection established." return 1 proc/setup_database_connection() if(failed_db_connections > FAILED_DB_CONNECTION_CUTOFF) //If it failed to establish a connection more than 5 times in a row, don't bother attempting to conenct anymore. return 0 if(!dbcon) dbcon = new() var/user = sqlfdbklogin var/pass = sqlfdbkpass var/db = sqlfdbkdb var/address = sqladdress var/port = sqlport dbcon.Connect("dbi:mysql:[db]:[address]:[port]","[user]","[pass]") . = dbcon.IsConnected() if ( . ) failed_db_connections = 0 //If this connection succeeded, reset the failed connections counter. else failed_db_connections++ //If it failed, increase the failed connections counter. world.log << dbcon.ErrorMsg() return . //This proc ensures that the connection to the feedback database (global variable dbcon) is established proc/establish_db_connection() if(failed_db_connections > FAILED_DB_CONNECTION_CUTOFF) return 0 if(!dbcon || !dbcon.IsConnected()) return setup_database_connection() else return 1 /hook/startup/proc/connectOldDB() if(!config.sql_enabled) world.log << "SQL connection disabled in config." else if(!setup_old_database_connection()) world.log << "Your server failed to establish a connection with the SQL database." else world.log << "SQL database connection established." return 1 //These two procs are for the old database, while it's being phased out. See the tgstation.sql file in the SQL folder for more information. proc/setup_old_database_connection() if(failed_old_db_connections > FAILED_DB_CONNECTION_CUTOFF) //If it failed to establish a connection more than 5 times in a row, don't bother attempting to conenct anymore. return 0 if(!dbcon_old) dbcon_old = new() var/user = sqllogin var/pass = sqlpass var/db = sqldb var/address = sqladdress var/port = sqlport dbcon_old.Connect("dbi:mysql:[db]:[address]:[port]","[user]","[pass]") . = dbcon_old.IsConnected() if ( . ) failed_old_db_connections = 0 //If this connection succeeded, reset the failed connections counter. else failed_old_db_connections++ //If it failed, increase the failed connections counter. world.log << dbcon.ErrorMsg() return . //This proc ensures that the connection to the feedback database (global variable dbcon) is established proc/establish_old_db_connection() if(failed_old_db_connections > FAILED_DB_CONNECTION_CUTOFF) return 0 if(!dbcon_old || !dbcon_old.IsConnected()) return setup_old_database_connection() else return 1 #undef FAILED_DB_CONNECTION_CUTOFF