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Merge pull request #11921 from Couls/TG-chat-subsystem
Port TG's chat subsystem
This commit is contained in:
@@ -353,6 +353,8 @@
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#define TRIGGER_GUARD_NONE 0
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#define TRIGGER_GUARD_NORMAL 1
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#define CLIENT_FROM_VAR(I) (ismob(I) ? I:client : (istype(I, /client) ? I : (istype(I, /datum/mind) ? I:current?:client : null)))
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// Macro to get the current elapsed round time, rather than total world runtime
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#define ROUND_TIME (SSticker.round_start_time ? (world.time - SSticker.round_start_time) : 0)
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@@ -79,7 +79,8 @@
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#define INIT_ORDER_NANOMOB -23
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#define INIT_ORDER_SQUEAK -40
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#define INIT_ORDER_PATH -50
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#define INIT_ORDER_PERSISTENCE -100
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#define INIT_ORDER_PERSISTENCE -95
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#define INIT_ORDER_CHAT -100 //Should be last to ensure chat remains smooth during init.
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// Subsystem fire priority, from lowest to highest priority
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// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
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@@ -111,6 +112,7 @@
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#define FIRE_PRIORITY_MOBS 100
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#define FIRE_PRIORITY_NANOUI 110
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#define FIRE_PRIORITY_TICKER 200
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#define FIRE_PRIORITY_CHAT 400
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#define FIRE_PRIORITY_OVERLAYS 500
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#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
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65
code/controllers/subsystem/chat.dm
Normal file
65
code/controllers/subsystem/chat.dm
Normal file
@@ -0,0 +1,65 @@
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SUBSYSTEM_DEF(chat)
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name = "Chat"
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flags = SS_TICKER|SS_NO_INIT
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wait = 1
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priority = FIRE_PRIORITY_CHAT
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init_order = INIT_ORDER_CHAT
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var/list/payload = list()
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/datum/controller/subsystem/chat/fire()
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for(var/i in payload)
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var/client/C = i
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C << output(payload[C], "browseroutput:output")
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payload -= C
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if(MC_TICK_CHECK)
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return
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/datum/controller/subsystem/chat/proc/queue(target, message, flag)
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if(!target || !message)
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return
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if(!istext(message))
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stack_trace("to_chat called with invalid input type")
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return
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if(target == world)
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target = GLOB.clients
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//Some macros remain in the string even after parsing and fuck up the eventual output
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message = replacetext(message, "\improper", "")
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message = replacetext(message, "\proper", "")
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message += "<br>"
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//url_encode it TWICE, this way any UTF-8 characters are able to be decoded by the Javascript.
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//Do the double-encoding here to save nanoseconds
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var/twiceEncoded = url_encode(url_encode(message))
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if(islist(target))
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for(var/I in target)
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var/client/C = CLIENT_FROM_VAR(I) //Grab us a client if possible
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if(!C?.chatOutput || C.chatOutput.broken) //A player who hasn't updated his skin file.
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continue
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if(!C.chatOutput.loaded) //Client still loading, put their messages in a queue
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C.chatOutput.messageQueue += message
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continue
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payload[C] += twiceEncoded
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else
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var/client/C = CLIENT_FROM_VAR(target) //Grab us a client if possible
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if(!C?.chatOutput || C.chatOutput.broken) //A player who hasn't updated his skin file.
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return
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if(!C.chatOutput.loaded) //Client still loading, put their messages in a queue
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C.chatOutput.messageQueue += message
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return
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payload[C] += twiceEncoded
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@@ -222,7 +222,7 @@ var/to_chat_filename
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var/to_chat_line
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var/to_chat_src
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// Call using macro: to_chat(target, message, flag)
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/proc/__to_chat(target, message, flag)
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/proc/to_chat_immediate(target, message, flag)
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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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@@ -279,3 +279,9 @@ var/to_chat_src
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output_message += "&[url_encode(flag)]"
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target << output(output_message, "browseroutput:output")
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/proc/__to_chat(target, message, flag)
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if(Master.current_runlevel == RUNLEVEL_INIT || !SSchat?.initialized)
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to_chat_immediate(target, message, flag)
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return
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SSchat.queue(target, message, flag)
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@@ -205,6 +205,7 @@
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#include "code\controllers\subsystem\alarm.dm"
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#include "code\controllers\subsystem\assets.dm"
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#include "code\controllers\subsystem\atoms.dm"
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#include "code\controllers\subsystem\chat.dm"
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#include "code\controllers\subsystem\events.dm"
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#include "code\controllers\subsystem\fires.dm"
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#include "code\controllers\subsystem\garbage.dm"
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