mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Removes a very large amount of world loops. Adds a macro to painlessly generate a global list, and the needed code to modify the list when an object is made or deleted automatically. Cleans up some commented out code.
660 lines
18 KiB
Plaintext
660 lines
18 KiB
Plaintext
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/*
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The initialization of the game happens roughly like this:
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1. All global variables are initialized (including the global_init instance).
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2. The map is initialized, and map objects are created.
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3. world/New() runs, creating the process scheduler (and the old master controller) and spawning their setup.
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4. processScheduler/setup() runs, creating all the processes. game_controller/setup() runs, calling initialize() on all movable atoms in the world.
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5. The gameticker is created.
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*/
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var/global/datum/global_init/init = new ()
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/*
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Pre-map initialization stuff should go here.
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*/
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/datum/global_init/New()
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makeDatumRefLists()
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load_configuration()
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initialize_chemical_reagents()
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initialize_chemical_reactions()
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initialize_integrated_circuits_list()
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qdel(src) //we're done
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/datum/global_init/Destroy()
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global.init = null
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return 2 // QDEL_HINT_IWILLGC
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/world
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mob = /mob/new_player
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turf = /turf/space
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area = /area/space
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view = "15x15"
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cache_lifespan = 7
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#define RECOMMENDED_VERSION 501
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/world/New()
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world.log << "Map Loading Complete"
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//logs
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log_path += time2text(world.realtime, "YYYY/MM-Month/DD-Day/round-hh-mm-ss")
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diary = file("[log_path].log")
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href_logfile = file("[log_path]-hrefs.htm")
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error_log = file("[log_path]-error.log")
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debug_log = file("[log_path]-debug.log")
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debug_log << "[log_end]\n[log_end]\nStarting up. [time_stamp()][log_end]\n---------------------[log_end]"
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changelog_hash = md5('html/changelog.html') //used for telling if the changelog has changed recently
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if(byond_version < RECOMMENDED_VERSION)
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world.log << "Your server's byond version does not meet the recommended requirements for this server. Please update BYOND"
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config.post_load()
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if(config && config.server_name != null && config.server_suffix && world.port > 0)
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// dumb and hardcoded but I don't care~
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config.server_name += " #[(world.port % 1000) / 100]"
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if(config && config.log_runtime)
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log = file("data/logs/runtime/[time2text(world.realtime,"YYYY-MM-DD-(hh-mm-ss)")]-runtime.log")
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callHook("startup")
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//Emergency Fix
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load_mods()
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//end-emergency fix
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src.update_status()
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. = ..()
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#if UNIT_TEST
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log_unit_test("Unit Tests Enabled. This will destroy the world when testing is complete.")
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log_unit_test("If you did not intend to enable this please check code/__defines/unit_testing.dm")
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#endif
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// Set up roundstart seed list.
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plant_controller = new()
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// This is kinda important. Set up details of what the hell things are made of.
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populate_material_list()
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// Loads all the pre-made submap templates.
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load_map_templates()
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if(config.generate_map)
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if(using_map.perform_map_generation())
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using_map.refresh_mining_turfs()
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// Create frame types.
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populate_frame_types()
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// Create floor types.
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populate_flooring_types()
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// Create robolimbs for chargen.
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populate_robolimb_list()
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processScheduler = new
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master_controller = new /datum/controller/game_controller()
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processScheduler.deferSetupFor(/datum/controller/process/ticker)
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processScheduler.setup()
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Master.Initialize(10, FALSE)
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spawn(1)
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master_controller.setup()
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#if UNIT_TEST
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initialize_unit_tests()
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#endif
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spawn(3000) //so we aren't adding to the round-start lag
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if(config.ToRban)
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ToRban_autoupdate()
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#undef RECOMMENDED_VERSION
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return
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var/world_topic_spam_protect_ip = "0.0.0.0"
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var/world_topic_spam_protect_time = world.timeofday
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/world/Topic(T, addr, master, key)
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debug_log << "TOPIC: \"[T]\", from:[addr], master:[master], key:[key][log_end]"
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if (T == "ping")
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var/x = 1
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for (var/client/C)
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x++
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return x
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else if(T == "players")
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var/n = 0
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for(var/mob/M in player_list)
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if(M.client)
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n++
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return n
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else if (copytext(T,1,7) == "status")
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var/input[] = params2list(T)
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var/list/s = list()
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s["version"] = game_version
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s["mode"] = master_mode
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s["respawn"] = config.abandon_allowed
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s["enter"] = config.enter_allowed
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s["vote"] = config.allow_vote_mode
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s["ai"] = config.allow_ai
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s["host"] = host ? host : null
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// 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.
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s["players"] = 0
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s["stationtime"] = stationtime2text()
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s["roundduration"] = roundduration2text()
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if(input["status"] == "2")
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var/list/players = list()
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var/list/admins = list()
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for(var/client/C in clients)
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if(C.holder)
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if(C.holder.fakekey)
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continue
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admins[C.key] = C.holder.rank
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players += C.key
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s["players"] = players.len
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s["playerlist"] = list2params(players)
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s["admins"] = admins.len
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s["adminlist"] = list2params(admins)
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else
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var/n = 0
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var/admins = 0
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for(var/client/C in clients)
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if(C.holder)
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if(C.holder.fakekey)
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continue //so stealthmins aren't revealed by the hub
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admins++
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s["player[n]"] = C.key
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n++
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s["players"] = n
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s["admins"] = admins
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return list2params(s)
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else if(T == "manifest")
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var/list/positions = list()
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var/list/set_names = list(
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"heads" = command_positions,
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"sec" = security_positions,
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"eng" = engineering_positions,
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"med" = medical_positions,
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"sci" = science_positions,
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"car" = cargo_positions,
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"civ" = civilian_positions,
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"bot" = nonhuman_positions
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)
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for(var/datum/data/record/t in data_core.general)
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var/name = t.fields["name"]
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var/rank = t.fields["rank"]
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var/real_rank = make_list_rank(t.fields["real_rank"])
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var/department = 0
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for(var/k in set_names)
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if(real_rank in set_names[k])
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if(!positions[k])
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positions[k] = list()
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positions[k][name] = rank
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department = 1
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if(!department)
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if(!positions["misc"])
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positions["misc"] = list()
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positions["misc"][name] = rank
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// Synthetics don't have actual records, so we will pull them from here.
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for(var/mob/living/silicon/ai/ai in mob_list)
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if(!positions["bot"])
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positions["bot"] = list()
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positions["bot"][ai.name] = "Artificial Intelligence"
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for(var/mob/living/silicon/robot/robot in mob_list)
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// No combat/syndicate cyborgs, no drones.
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if(robot.module && robot.module.hide_on_manifest)
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continue
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if(!positions["bot"])
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positions["bot"] = list()
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positions["bot"][robot.name] = "[robot.modtype] [robot.braintype]"
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for(var/k in positions)
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positions[k] = list2params(positions[k]) // converts positions["heads"] = list("Bob"="Captain", "Bill"="CMO") into positions["heads"] = "Bob=Captain&Bill=CMO"
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return list2params(positions)
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else if(T == "revision")
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if(revdata.revision)
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return list2params(list(branch = revdata.branch, date = revdata.date, revision = revdata.revision))
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else
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return "unknown"
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else if(copytext(T,1,5) == "info")
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var/input[] = params2list(T)
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if(input["key"] != config.comms_password)
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if(world_topic_spam_protect_ip == addr && abs(world_topic_spam_protect_time - world.time) < 50)
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spawn(50)
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world_topic_spam_protect_time = world.time
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return "Bad Key (Throttled)"
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world_topic_spam_protect_time = world.time
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world_topic_spam_protect_ip = addr
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return "Bad Key"
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var/list/search = params2list(input["info"])
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var/list/ckeysearch = list()
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for(var/text in search)
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ckeysearch += ckey(text)
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var/list/match = list()
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for(var/mob/M in mob_list)
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var/strings = list(M.name, M.ckey)
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if(M.mind)
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strings += M.mind.assigned_role
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strings += M.mind.special_role
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for(var/text in strings)
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if(ckey(text) in ckeysearch)
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match[M] += 10 // an exact match is far better than a partial one
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else
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for(var/searchstr in search)
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if(findtext(text, searchstr))
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match[M] += 1
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var/maxstrength = 0
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for(var/mob/M in match)
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maxstrength = max(match[M], maxstrength)
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for(var/mob/M in match)
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if(match[M] < maxstrength)
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match -= M
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if(!match.len)
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return "No matches"
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else if(match.len == 1)
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var/mob/M = match[1]
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var/info = list()
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info["key"] = M.key
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info["name"] = M.name == M.real_name ? M.name : "[M.name] ([M.real_name])"
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info["role"] = M.mind ? (M.mind.assigned_role ? M.mind.assigned_role : "No role") : "No mind"
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var/turf/MT = get_turf(M)
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info["loc"] = M.loc ? "[M.loc]" : "null"
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info["turf"] = MT ? "[MT] @ [MT.x], [MT.y], [MT.z]" : "null"
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info["area"] = MT ? "[MT.loc]" : "null"
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info["antag"] = M.mind ? (M.mind.special_role ? M.mind.special_role : "Not antag") : "No mind"
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info["hasbeenrev"] = M.mind ? M.mind.has_been_rev : "No mind"
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info["stat"] = M.stat
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info["type"] = M.type
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if(isliving(M))
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var/mob/living/L = M
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info["damage"] = list2params(list(
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oxy = L.getOxyLoss(),
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tox = L.getToxLoss(),
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fire = L.getFireLoss(),
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brute = L.getBruteLoss(),
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clone = L.getCloneLoss(),
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brain = L.getBrainLoss()
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))
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else
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info["damage"] = "non-living"
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info["gender"] = M.gender
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return list2params(info)
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else
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var/list/ret = list()
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for(var/mob/M in match)
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ret[M.key] = M.name
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return list2params(ret)
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else if(copytext(T,1,9) == "adminmsg")
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/*
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We got an adminmsg from IRC bot lets split the input then validate the input.
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expected output:
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1. adminmsg = ckey of person the message is to
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2. msg = contents of message, parems2list requires
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3. validatationkey = the key the bot has, it should match the gameservers commspassword in it's configuration.
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4. sender = the ircnick that send the message.
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*/
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var/input[] = params2list(T)
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if(input["key"] != config.comms_password)
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if(world_topic_spam_protect_ip == addr && abs(world_topic_spam_protect_time - world.time) < 50)
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spawn(50)
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world_topic_spam_protect_time = world.time
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return "Bad Key (Throttled)"
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world_topic_spam_protect_time = world.time
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world_topic_spam_protect_ip = addr
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return "Bad Key"
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var/client/C
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var/req_ckey = ckey(input["adminmsg"])
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for(var/client/K in clients)
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if(K.ckey == req_ckey)
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C = K
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break
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if(!C)
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return "No client with that name on server"
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var/rank = input["rank"]
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if(!rank)
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rank = "Admin"
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var/message = "<font color='red'>IRC-[rank] PM from <b><a href='?irc_msg=[input["sender"]]'>IRC-[input["sender"]]</a></b>: [input["msg"]]</font>"
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var/amessage = "<font color='blue'>IRC-[rank] PM from <a href='?irc_msg=[input["sender"]]'>IRC-[input["sender"]]</a> to <b>[key_name(C)]</b> : [input["msg"]]</font>"
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C.received_irc_pm = world.time
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C.irc_admin = input["sender"]
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C << 'sound/effects/adminhelp.ogg'
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C << message
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for(var/client/A in admins)
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if(A != C)
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A << amessage
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return "Message Successful"
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else if(copytext(T,1,6) == "notes")
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/*
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We got a request for notes from the IRC Bot
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expected output:
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1. notes = ckey of person the notes lookup is for
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2. validationkey = the key the bot has, it should match the gameservers commspassword in it's configuration.
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*/
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var/input[] = params2list(T)
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if(input["key"] != config.comms_password)
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if(world_topic_spam_protect_ip == addr && abs(world_topic_spam_protect_time - world.time) < 50)
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spawn(50)
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world_topic_spam_protect_time = world.time
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return "Bad Key (Throttled)"
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world_topic_spam_protect_time = world.time
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world_topic_spam_protect_ip = addr
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return "Bad Key"
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return show_player_info_irc(ckey(input["notes"]))
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else if(copytext(T,1,4) == "age")
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var/input[] = params2list(T)
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if(input["key"] != config.comms_password)
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if(world_topic_spam_protect_ip == addr && abs(world_topic_spam_protect_time - world.time) < 50)
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spawn(50)
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world_topic_spam_protect_time = world.time
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return "Bad Key (Throttled)"
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world_topic_spam_protect_time = world.time
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world_topic_spam_protect_ip = addr
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return "Bad Key"
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var/age = get_player_age(input["age"])
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if(isnum(age))
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if(age >= 0)
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return "[age]"
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else
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return "Ckey not found"
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else
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return "Database connection failed or not set up"
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/world/Reboot(var/reason)
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/*spawn(0)
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world << sound(pick('sound/AI/newroundsexy.ogg','sound/misc/apcdestroyed.ogg','sound/misc/bangindonk.ogg')) // random end sounds!! - LastyBatsy
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*/
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processScheduler.stop()
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Master.Shutdown() //run SS shutdowns
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for(var/client/C in clients)
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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
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C << link("byond://[config.server]")
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..(reason)
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/hook/startup/proc/loadMode()
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world.load_mode()
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return 1
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/world/proc/load_mode()
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if(!fexists("data/mode.txt"))
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return
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var/list/Lines = file2list("data/mode.txt")
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if(Lines.len)
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if(Lines[1])
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master_mode = Lines[1]
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log_misc("Saved mode is '[master_mode]'")
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/world/proc/save_mode(var/the_mode)
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var/F = file("data/mode.txt")
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fdel(F)
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F << the_mode
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/hook/startup/proc/loadMOTD()
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world.load_motd()
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return 1
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/world/proc/load_motd()
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join_motd = file2text("config/motd.txt")
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/proc/load_configuration()
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config = new /datum/configuration()
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config.load("config/config.txt")
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config.load("config/game_options.txt","game_options")
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config.loadsql("config/dbconfig.txt")
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config.loadforumsql("config/forumdbconfig.txt")
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/hook/startup/proc/loadMods()
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world.load_mods()
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world.load_mentors() // no need to write another hook.
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return 1
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/world/proc/load_mods()
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if(config.admin_legacy_system)
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var/text = file2text("config/moderators.txt")
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if (!text)
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error("Failed to load config/mods.txt")
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else
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var/list/lines = splittext(text, "\n")
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for(var/line in lines)
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if (!line)
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continue
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if (copytext(line, 1, 2) == ";")
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continue
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var/title = "Moderator"
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var/rights = admin_ranks[title]
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var/ckey = copytext(line, 1, length(line)+1)
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var/datum/admins/D = new /datum/admins(title, rights, ckey)
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D.associate(directory[ckey])
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/world/proc/load_mentors()
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if(config.admin_legacy_system)
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var/text = file2text("config/mentors.txt")
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if (!text)
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error("Failed to load config/mentors.txt")
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else
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var/list/lines = splittext(text, "\n")
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for(var/line in lines)
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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 += "<b>[config.server_name]</b> — "
|
|
|
|
s += "<b>[station_name()]</b>";
|
|
s += " ("
|
|
s += "<a href=\"http://\">" //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 += "</a>"
|
|
s += ")"
|
|
|
|
var/list/features = list()
|
|
|
|
if(ticker)
|
|
if(master_mode)
|
|
features += master_mode
|
|
else
|
|
features += "<b>STARTING</b>"
|
|
|
|
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 <b>[config.hostedby]</b>"
|
|
|
|
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
|