/world mob = /mob/new_player turf = /turf/space area = /area view = "15x15" cache_lifespan = 0 //stops player uploaded stuff from being kept in the rsc past the current session #define RECOMMENDED_VERSION 501 /world/New() //logs var/date_string = time2text(world.realtime, "YYYY/MM-Month/DD-Day") href_logfile = file("data/logs/[date_string] hrefs.htm") diary = file("data/logs/[date_string].log") diaryofmeanpeople = file("data/logs/[date_string] Attack.log") diary << "[log_end]\n[log_end]\nStarting up. [time2text(world.timeofday, "hh:mm.ss")][log_end]\n---------------------[log_end]" diaryofmeanpeople << "[log_end]\n[log_end]\nStarting up. [time2text(world.timeofday, "hh:mm.ss")][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" load_configuration() 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() . = ..() sleep_offline = 1 master_controller = new /datum/controller/game_controller() spawn(1) master_controller.setup() spawn(3000) //so we aren't adding to the round-start lag if(config.ToRban) ToRban_autoupdate() if(config.kick_inactive) KickInactiveClients() #undef RECOMMENDED_VERSION return //world/Topic(href, href_list[]) // world << "Received a Topic() call!" // world << "[href]" // for(var/a in href_list) // world << "[a]" // if(href_list["hello"]) // world << "Hello world!" // return "Hello world!" // world << "End of Topic() call." // ..() /world/Topic(T, addr, master, key) diary << "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 (T == "status") var/list/s = list() s["version"] = game_version s["mode"] = master_mode s["respawn"] = config ? abandon_allowed : 0 s["enter"] = enter_allowed s["vote"] = config.allow_vote_mode s["ai"] = config.allow_ai s["host"] = host ? host : null s["players"] = list() 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 if(revdata) s["revision"] = revdata.revision s["admins"] = admins return list2params(s) /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 */ 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]") else C << link("byond://[world.address]:[world.port]") ..(reason) #define INACTIVITY_KICK 6000 //10 minutes in ticks (approx.) /world/proc/KickInactiveClients() spawn(-1) set background = 1 while(1) sleep(INACTIVITY_KICK) for(var/client/C in clients) if(C.is_afk(INACTIVITY_KICK)) if(!istype(C.mob, /mob/dead)) log_access("AFK: [key_name(C)]") C << "\red You have been inactive for more than 10 minutes and have been disconnected." del(C) #undef INACTIVITY_KICK /hook/startup/proc/loadMode() world.load_mode() return 1 /world/proc/load_mode() 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") /world/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") // apply some settings from config.. abandon_allowed = config.respawn /hook/startup/proc/loadMods() world.load_mods() 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 = text2list(text, "\n") for(var/line in lines) if (!line) continue if (copytext(line, 1, 2) == ";") continue var/rights = admin_ranks["Moderator"] var/ckey = copytext(line, 1, length(line)+1) var/datum/admins/D = new /datum/admins("Moderator", 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 (!enter_allowed) features += "closed" features += 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" /* is there a reason for this? the byond site shows 'hosted by X' when there is a proper host already. if (host) features += "hosted by [host]" */ if (!host && config && config.hostedby) features += "hosted by [config.hostedby]" if (features) s += ": [list2text(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(!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(!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