Spiritual successor and extension to #17798, an almost entire rebuild of the SQL ban system backend and interface.
Bantypes are removed per #8584 and #6174. All bans are now 'role bans', server bans are when a ban's role is server. Admin bans are a column, meaning it's possible to ban admins from jobs.
Bans now have only an expiry datetime, duration is calculated from this when queried.
unbanned column is removed as it's superfluous, checking unban status is now done through checking unban_datetime. unban_round_id column added. Each ip and computerid columns rearranged so ip is always first, like in other tables. Bans now permit a null ckey, ip and computerid.
Ban checking is split into two procs now is_banned_from() does a check if a ckey is banned from one or more roles and returns true or false. This effectively replaces jobban_isbanned() used in simple if() statements. If connected a client's ban cache is checked rather than querying the DB. This makes it possible for a client connected to two or more servers to ignore any bans made on one server until their ban cache is rebuilt on the others. Could be avoided with cross-server calls to update ban caches or just the removal of the ban cache but as is I've done neither since I think it's enough of an edge case to not be worth it.
The second proc is is_banned_from_with_details(), this queries the DB for a role ban on a player's ckey, ip or CID and returns the details. This replaces direct queries in IsBanned.dm and the preferences menu.
The legacy ban system is removed.
The interfaces for banning, unbanning and editing bans have been remade to require less clicking and easier simultaneous operations. The banning and jobban panel are combined. They also store player connection details when opened so a client disconnecting no longer stops a ban being placed.
New banning panel:
Key, IP and CID can all be toggled to allow excluding them from a ban.
Checking Use IP and CID from last connection lets you enter only a ckey and have the DB fill these fields in for you, if possible.
Temporary bans have a drop-menu which lets you select between seconds, minutes, hours, days, weeks, months and years so you don't need to calculate how many minutes a long ban would be. The ban is still converted into minutes on the DB however.
Checking any of the head roles will check both of the boxes for you.
The red role box indicates there is already a ban on that role for this ckey. You can apply additional role bans to stack them.
New unbanning panel:
Unbanning panel is now separate from the banning panel but otherwise functionally the same.
Ban editing panel:
Actually just a modified banning panel, all the features from it work the same here.
You can now edit almost all parameters of a ban instead of just the reason.
You can't edit severity as it's not really part of the ban.
The panels have been tested but I've not been able to get my local server to be accessible so ban functionality isn't properly confirmed. Plenty of testing will be required as I'd rather not break bans.
cl
admin: Ban interface rework. The banning and unbanning panels have received a new design which is easier to use and allows multiple role bans to be made at once.
prefix: Ban search and unbanning moved to unbanning panel, which is now a separate panel to the old banning panel.
/cl
cl
tweak: spellbooks now count towards the survivalist objective if they were not used.
/cl
fixes#40857
It feels like shit if you don't know spellbooks don't count and you just lose out of nowhere. It also doesn't make sense for them to count if they still have magic powers.
* Passes thrownthing to hitby
* Items now also pass thrownthing
* No longer uses default arguments
Also fixes bananium shield
* Adds more arguments to hitby calls
* Standardises throw_impact
* Clears up some loose ends
* Adds back wacky comment
* Reinstates can_push=FALSE on bananium shield
* new objectives + qol
* beep
* oof
* one line
* prevent kill objectives from having the same target as assimilate objectives
* Free objectivev
* code review
* fix
* yes
A couple things depend on this list being populated to teleport mobs around
towards end game, so removing the spawnpoints just to spread players around at
the very start of the round seems like a pretty blatant oversight.
* it's ready boi
* typos, things i forgot to uncomment and mindshields revealing hosts
* Requested bugfixes/syntax changes
* Fixes Network Invasion runtime and other misc fixes
* oops
* Fixes mindshield runtime
* Mind control and lots of fixes
* Admin logging and runtime fixes
* dumb bugs and fluff text
* Commented out code, typos and finalizing player numbers
* runtime
* Major runtime fixes, buffs and distortion field
* death on MC'd vessel death, destroy_hive and hive removal on death
* code review
* oops
* Mind Control realname fix
* Overthrow gamemode, again!
* Fixes objectives even more, especially AI one, removes boss antag subtype
* Fixes and refactors objective code, especially AI
* Expands greeting msg, fixes AI getting storage implant, rewords objectives to make it clear that they're teamshared objectives
* Resets gamemode required players to production values
* Lowered the number of teams existing during highpop
* refactors code a bit, fixes special_report to not use roundstart list, renames converter
* Cannot convert mindshielded people anymore unless you remove the implant
* Changes the Nothing explanation_text of head objective to hint at autoupdating, updates greet()
* Fixes define compile error
The 50s/5s thing appears to be a mistake, given that 5s is 50ds and fast travel checks seconds against 50 and sets deciseconds to 50 on adjacent lines.
In addition to sending shuttles to docks, three extra modes are added:
Infinite Transit puts the shuttle in transit which lasts until another destination is chosen
Delete Shuttle does what it sounds like
Into The Sunset marks every mind on the shuttle as 'escaped' and then deletes the shuttle
Also puts the mobs in stasis so they won't suffocate, bleed out, etc. before roundend
It is also now possible to change the destination dock of the arrivals shuttle (example: an event where arrivals are sent to the Lavaland Wastes dock instead).
* Adds programmable nanites to robotics
* Oh yeah i might want to actually PR the files
* nanite injectors, nanite printer, nanite analyzer
* We're back
* remove some reagent stuff
* more removal
* those too
* cool icons!
* might pass travis now
* lotsa code
* tgui fixes/misc fixes
* WE'RE FUNCTIONAL BOYS
* some ui stuff
* Misc fixes, cloud update, access nanites
* activation check
* stuff
* preparing for new chamber sprite
* Physical backups, sensor nanite programs
* techweb sensor nanites
* fix
* include
* fix again
* revert
* blinding nanites
* minor change
* minor tweaks
* makes minor shocks interfere with nanites
* fix
* split trigger file into the others, for consistency
* cleanup, added mindshield nanites to techwebs
* include n all
* how'd that even happen
* Fixed HUD, readded missing remote icon, added nanite scanner, health analyzers can now detect nanites, added stealth program
* cost tweaks
* better term
* new icon! by MrDoomBringer
* icons/tweaks
* tgui build
* boards
* fix
* fixes implants not updating mindshield status
* move implant hud to living
* new remote sprite
* scanner sprite
* biotype checks
* some nerfs
* new open chamber sprite
* Fixes mindshield implants not updating the HUD, fixes uninstalling always removing the first program, adds 25% and 75% health sensors
* correction
* nerfs antistun nanites
* fixes scanners and minor tweaks
* fixes revs with mindshield
* oh yeah haha
* Fixes wonky techweb
* Moves pyro program to weapon node
* Adds defib program and some investigate logging
* mistype
* fix
* fix2
* save your files before committing
* emps can desync from cloud
* pretty outdated
* Cloud backups are now tied to the cloud consoles; you can no longer build a new console to access existing backups.
* UI fix
* more fix
* okay fix for real
* tested and working
* Extra Settings rework, sensor nanites vastly better
* non-unique glitches
* Public chamber, extra settings rework, new sensors, speech program
* Mute and mind control nanites
* mind control into hazard
* better description
* fixes
* fixes relay nanites
* fixes TK access
* mind control costs less
* UI update
* removed pointless code bit
* tgui build
* compiles
* dammit
* paralysis keeps victim upright
* Adds sounds to consoles
* some feedback for some subtle effects
* new chem lore
* Viral nanite customization
* fix
* tgui build
* Added mitosis nanites
* removes glitched nanites from techwebs
* Added flesh eating nanites, poison nanites, hallucination nanites
* ,
* #traviscoding
* Adds memory leak, renames nanite roam node to nanite smart
* Voice sensor + some techweb desc tweaks
* hallucination and Hear() fix
* changes signal registering to the new method
* 75% done, i think
* should be all
* more fix
* more changes
* okay should be fine now
* ninja
* inheritance
* i don't care about originality!
* line endings
* line endings 2
* maybe
* fixes program installation
* new review
* line endings?
* line endings??
* line endings???
* wait do i even use this
* fixes public nanite chamber cloud id
* maint overlay for chambers
* args doesn't work well here
* antiabuse checks
* compile tho
* fixes locked remotes
* disk renaming
* skull echo nanites
* self scan program
* Condenses a lot of sensors into a few generic but customizable versions
* fixes machinery runtimes. Hacky, but a proper fix would likely require a refactor of machinery typing.
* forgot to save
* empty
* metastation nanite lab
* Removes duplicate APC
* fix for nanite chamber
* Raise max programs
* UI Tweaks, aggr. replication rebalance, minor fixes
* let's not do that again
* Fixes nanites meta merge conflict
* Merge conflict v2
* fuck this HDD is slow
* What the fuck did you just fucking say about me, you little leaf? I'll have you know I graduated top of my class in the Lawyer School, and I've been involved in numerous secret DMCA raids. I am trained in law violations warfare and you are nothing to me but just another target. I will wipe you the fuck out with precision the likes of which has never been seen before on BYOND, mark my fucking words. You think you can get away with changing the code? Think again, fucker. As we speak I am contacting my secret network of attorneys in the Fox and your IP is being traced right now so you better prepare for an outstanding warrant, maggot. The storm that wipes out the pathetic little thing you call your leaked code. You're fucking done, kid. I can file for an injunction anywhere, anytime, and I can take legal actions in over seven hundred ways, and that's just with my bare hands. Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the Florida Statute and I will use it to its full extent to wipe your miserable ass off the face of Canada, you little shit. If only you could have known what unholy retribution your little "clever" action was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn't, you didn't, and now you're paying the price, you goddamn idiot. I will send you to spend time in a Florida State Penitentiary if you ever decide to travel from Canada to the U.S. You're fucking done, kiddo.
* Adds virus symptoms that interact with nanites
* Fixes spreading nanites being more infective the more protection the victims have
* Review plus public chamber tweak
* . = ..()
* ball
* cloud
* . = ..()
* always press save all before committing
* missed a couple
New titanium floors! The intent here was to reduce the eye strain that the current max saturation fuckbois have, and make some floor tiles people might actually consider using. Right now the options are still pretty limited with blue, yellow etc only coming in full tiles, and I expect this will remain so until an actual greyscale rework comes along that shrinks the file size down from its bloated 4,000 sprites to something more reasonable and modular. Decals, perhaps?
* converts to using key instead of ckey for user facing logs and ui
* more key_name for airlock wires
* futureproofing check for if key changes
* --onlyckeymatch script argument and fail/success counter
* fix
In preparation of pixel movement, I want to refactor our slowdown system to something more modular, and something that doesn't require /quite/ as many proccalls/calculations a tick. The way this works is intended to only have things recalculate when it's necessary, rather than calling it every move.
However, I've left movement_delay() in, as without completely redoing a lot of code it's not /quite/ ready at this point to tear it out completely, but I'm hoping everything can be transitioned over to this system later.