mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
- Chat remains between client reconnects if your client didn't close (so things like using the reconnect button, or autoreconnects at round end when that feels like working) - The client doesn't send pings to the server, the server sends pings to the client. This fixes AFK measurements for AFK kick purposes. - Turn latency indicator into a green/red indicator to show if you're connected, and when clicked will perform a one-time ping (and block doing it again for 10 seconds). It will display '?ms' if it never got a reply, or '999ms' if it did, but it was over 1s.
349 lines
11 KiB
Plaintext
349 lines
11 KiB
Plaintext
//The 'V' is for 'VORE' but you can pretend it's for Vue.js if you really want.
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//These are sent to the client via browse_rsc() in advance so the HTML can access them.
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GLOBAL_LIST_INIT(vchatFiles, list(
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"code/modules/vchat/css/vchat-font-embedded.css",
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"code/modules/vchat/css/semantic.min.css",
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"code/modules/vchat/css/ss13styles.css",
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"code/modules/vchat/js/polyfills.js",
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"code/modules/vchat/js/vue.min.js",
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"code/modules/vchat/js/vchat.js"
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))
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// The to_chat() macro calls this proc
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/proc/__to_chat(var/target, var/message)
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// First do logging in database
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if(isclient(target))
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var/client/C = target
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vchat_add_message(C.ckey,message)
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else if(ismob(target))
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var/mob/M = target
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if(M.ckey)
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vchat_add_message(M.ckey,message)
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// Now lets either queue it for sending, or send it right now
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if(Master.current_runlevel == RUNLEVEL_INIT || !SSchat?.subsystem_initialized)
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to_chat_immediate(target, world.time, message)
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else
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SSchat.queue(target, world.time, message)
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//This is used to convert icons to base64 <image> strings, because byond stores icons in base64 in savefiles.
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GLOBAL_DATUM_INIT(iconCache, /savefile, new("data/iconCache.sav")) //Cache of icons for the browser output
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//The main object attached to clients, created when they connect, and has start() called on it in client/New()
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/datum/chatOutput
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var/client/owner = null
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var/loaded = FALSE
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var/list/message_queue = list()
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var/broken = FALSE
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var/resources_sent = FALSE
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var/last_topic_time = 0
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var/too_many_topics = 0
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var/topic_spam_limit = 10 //Just enough to get over the startup and such
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/datum/chatOutput/New(client/C)
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. = ..()
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owner = C
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/datum/chatOutput/Destroy()
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owner = null
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. = ..()
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/datum/chatOutput/proc/update_vis()
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if(!loaded && !broken)
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winset(owner, null, "outputwindow.htmloutput.is-visible=false;outputwindow.oldoutput.is-visible=false;outputwindow.chatloadlabel.is-visible=true")
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else if(broken)
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winset(owner, null, "outputwindow.htmloutput.is-visible=false;outputwindow.oldoutput.is-visible=true;outputwindow.chatloadlabel.is-visible=false")
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else if(loaded)
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return //It can do it's own winsets from inside the JS if it's working.
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//Shove all the assets at them
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/datum/chatOutput/proc/send_resources()
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for(var/filename in GLOB.vchatFiles)
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owner << browse_rsc(file(filename))
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resources_sent = TRUE
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//Called from client/New() in a spawn()
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/datum/chatOutput/proc/start()
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if(!owner)
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qdel(src)
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return FALSE
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if(!winexists(owner, "htmloutput"))
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spawn()
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alert(owner, "Updated chat window does not exist. If you are using a custom skin file please allow the game to update.")
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become_broken()
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return FALSE
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//Could be loaded from a previous round, are you still there?
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if(winget(owner,"outputwindow.htmloutput","is-visible") == "true") //Winget returns strings
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send_event(event = list("evttype" = "availability"))
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sleep(3 SECONDS)
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if(!owner) // In case the client vanishes before winexists returns
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qdel(src)
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return FALSE
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if(!loaded)
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update_vis()
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if(!resources_sent)
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send_resources()
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load()
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return TRUE
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//Attempts to actually load the HTML page into the client's UI
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/datum/chatOutput/proc/load()
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if(!owner)
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qdel(src)
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return
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owner << browse(file2text("code/modules/vchat/html/vchat.html"), "window=htmloutput")
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//Check back later
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spawn(15 SECONDS)
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if(!src)
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return
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if(!src.loaded)
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src.become_broken()
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//var/list/joins = list() //Just for testing with the below
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//Called by Topic, when the JS in the HTML page finishes loading
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/datum/chatOutput/proc/done_loading()
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if(loaded)
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return
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loaded = TRUE
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broken = FALSE
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owner.chatOutputLoadedAt = world.time
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//update_vis() //It does it's own winsets
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ping_cycle()
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send_playerinfo()
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load_database()
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//Perform DB shenanigans
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/datum/chatOutput/proc/load_database()
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set waitfor = FALSE
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var/list/results = vchat_get_messages(owner.ckey) //If there's bad performance on reconnects, look no further
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for(var/list/message in results)
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var/count = 10
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to_chat_immediate(owner, message["time"], message["message"])
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count++
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if(count >= 10)
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count = 0
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CHECK_TICK
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//It din work
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/datum/chatOutput/proc/become_broken()
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broken = TRUE
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loaded = FALSE
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update_vis()
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spawn()
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alert(owner,"VChat didn't load after some time. Switching to use oldchat as a fallback. Try using 'Reload VChat' verb in OOC verbs, or reconnecting to try again.")
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//Provide the JS with who we are
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/datum/chatOutput/proc/send_playerinfo()
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if(!owner)
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qdel(src)
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return
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var/list/playerinfo = list("evttype" = "byond_player", "cid" = owner.computer_id, "ckey" = owner.ckey, "address" = owner.address, "admin" = owner.holder ? "true" : "false")
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send_event(playerinfo)
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//Ugh byond doesn't handle UTF-8 well so we have to do this.
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/proc/jsEncode(var/list/message) {
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if(!islist(message))
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CRASH("Passed a non-list to encode.")
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return; //Necessary?
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return url_encode(url_encode(json_encode(message)))
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}
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//Send a side-channel event to the chat window
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/datum/chatOutput/proc/send_event(var/event, var/client/C = owner)
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C << output(jsEncode(event), "htmloutput:get_event")
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//Looping sleeping proc that just pings the client and dies when we die
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/datum/chatOutput/proc/ping_cycle()
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set waitfor = FALSE
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while(!QDELING(src))
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if(!owner)
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qdel(src)
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return
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send_event(event = keep_alive())
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sleep(20 SECONDS) //Make sure this makes sense with what the js client is expecting
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//Just produces a message for using in keepalives from the server to the client
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/datum/chatOutput/proc/keep_alive()
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return list("evttype" = "keepalive")
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//A response to a latency check from the client
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/datum/chatOutput/proc/latency_check()
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return list("evttype" = "pong")
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//Redirected from client/Topic when the user clicks a link that pertains directly to the chat (when src == "chat")
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/datum/chatOutput/Topic(var/href, var/list/href_list)
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if(usr.client != owner)
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return 1
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if(last_topic_time > (world.time - 3 SECONDS))
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too_many_topics++
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if(too_many_topics >= topic_spam_limit)
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log_and_message_admins("Kicking [key_name(owner)] - VChat Topic() spam")
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to_chat(owner,"<span class='danger'>You have been kicked due to VChat sending too many messages to the server. Try reconnecting.</span>")
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qdel(owner)
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qdel(src)
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return
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else
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too_many_topics = 0
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last_topic_time = world.time
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var/list/params = list()
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for(var/key in href_list)
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if(length(key) > 7 && findtext(key, "param"))
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var/param_name = copytext(key, 7, -1)
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var/item = href_list[key]
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params[param_name] = item
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var/data
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switch(href_list["proc"])
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if("not_ready")
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CRASH("Tried to send a message to [owner.ckey] chatOutput before it was ready!")
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if("done_loading")
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data = done_loading(arglist(params))
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if("ping")
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data = latency_check(arglist(params))
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if("ident")
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data = bancheck(arglist(params))
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if("unloading")
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loaded = FALSE
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if("debug")
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data = debugmsg(arglist(params))
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if(data)
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send_event(event = data)
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//Print a message that was an error from a client
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/datum/chatOutput/proc/debugmsg(var/message = "No String Provided")
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log_debug("VChat: [owner] got: [message]")
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//Check relevant client info reported from JS
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/datum/chatOutput/proc/bancheck(var/clientdata)
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var/list/info = json_decode(clientdata)
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var/ckey = info["ckey"]
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var/ip = info["ip"]
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var/cid = info["cid"]
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//Never connected? How sad!
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if(!cid && !ip && !ckey)
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return
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var/list/ban = world.IsBanned(key = ckey, address = ip, computer_id = cid)
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if(ban)
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log_and_message_admins("[key_name(owner)] has a cookie from a banned account! (Cookie: [ckey], [ip], [cid])")
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//Converts an icon to base64. Operates by putting the icon in the iconCache savefile,
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// exporting it as text, and then parsing the base64 from that.
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// (This relies on byond automatically storing icons in savefiles as base64)
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/proc/icon2base64(var/icon/icon, var/iconKey = "misc")
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if (!isicon(icon)) return FALSE
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GLOB.iconCache[iconKey] << icon
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var/iconData = GLOB.iconCache.ExportText(iconKey)
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var/list/partial = splittext(iconData, "{")
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return replacetext(copytext(partial[2], 3, -5), "\n", "")
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/proc/bicon(var/obj, var/use_class = 1, var/custom_classes = "")
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var/class = use_class ? "class='icon misc [custom_classes]'" : null
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if (!obj)
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return
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var/static/list/bicon_cache = list()
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if (isicon(obj))
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//Icon refs get reused all the time especially on temporarily made ones like chat tags, too difficult to cache.
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//if (!bicon_cache["\ref[obj]"]) // Doesn't exist yet, make it.
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//bicon_cache["\ref[obj]"] = icon2base64(obj)
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return "<img [class] src='data:image/png;base64,[icon2base64(obj)]'>"
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// Either an atom or somebody fucked up and is gonna get a runtime, which I'm fine with.
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var/atom/A = obj
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var/key = "[istype(A.icon, /icon) ? "\ref[A.icon]" : A.icon]:[A.icon_state]"
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if (!bicon_cache[key]) // Doesn't exist, make it.
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var/icon/I = icon(A.icon, A.icon_state, SOUTH, 1)
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if (ishuman(obj))
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I = getFlatIcon(obj) //Ugly
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bicon_cache[key] = icon2base64(I, key)
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if(use_class)
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class = "class='icon [A.icon_state] [custom_classes]'"
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return "<img [class] src='data:image/png;base64,[bicon_cache[key]]'>"
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//Checks if the message content is a valid to_chat message
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/proc/is_valid_tochat_message(message)
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return istext(message)
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//Checks if the target of to_chat is something we can send to
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/proc/is_valid_tochat_target(target)
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return !istype(target, /savefile) && (ismob(target) || islist(target) || isclient(target) || target == world)
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var/to_chat_filename
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var/to_chat_line
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var/to_chat_src
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//This proc is only really used if the SSchat subsystem is unavailable (not started yet)
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/proc/to_chat_immediate(target, time, message)
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if(!is_valid_tochat_message(message) || !is_valid_tochat_target(target))
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target << message
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// Info about the "message"
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if(isnull(message))
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message = "(null)"
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else if(istype(message, /datum))
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var/datum/D = message
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message = "([D.type]): '[D]'"
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else if(!is_valid_tochat_message(message))
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message = "(bad message) : '[message]'"
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// Info about the target
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var/targetstring = "'[target]'"
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if(istype(target, /datum))
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var/datum/D = target
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targetstring += ", [D.type]"
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// The final output
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log_debug("to_chat called with invalid message/target: [to_chat_filename], [to_chat_line], [to_chat_src], Message: '[message]', Target: [targetstring]")
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return
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else if(is_valid_tochat_message(message))
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if(istext(target))
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log_debug("Somehow, to_chat got a text as a target")
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return
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var/original_message = message
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message = replacetext(message, "\n", "<br>")
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message = replacetext(message, "\improper", "")
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message = replacetext(message, "\proper", "")
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if(isnull(time))
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time = world.time
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var/client/C = CLIENT_FROM_VAR(target)
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if(C && C.chatOutput)
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if(C.chatOutput.broken)
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DIRECT_OUTPUT(C, original_message)
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return
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// // Client still loading, put their messages in a queue - Actually don't, logged already in database.
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// if(!C.chatOutput.loaded && C.chatOutput.message_queue && islist(C.chatOutput.message_queue))
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// C.chatOutput.message_queue[++C.chatOutput.message_queue.len] = list("time" = time, "message" = message)
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// return
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var/list/tojson = list("time" = time, "message" = message);
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target << output(jsEncode(tojson), "htmloutput:putmessage")
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