Files
Yogstation/code/modules/mob/dead/new_player/new_player.dm
Jordie a28de54405 Ban system and interface update (#41176)
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
2018-12-04 20:48:17 +01:00

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#define LINKIFY_READY(string, value) "<a href='byond://?src=[REF(src)];ready=[value]'>[string]</a>"
/mob/dead/new_player
var/ready = 0
var/spawning = 0//Referenced when you want to delete the new_player later on in the code.
flags_1 = NONE
invisibility = INVISIBILITY_ABSTRACT
density = FALSE
stat = DEAD
var/mob/living/new_character //for instant transfer once the round is set up
/mob/dead/new_player/Initialize()
if(client && SSticker.state == GAME_STATE_STARTUP)
var/obj/screen/splash/S = new(client, TRUE, TRUE)
S.Fade(TRUE)
if(length(GLOB.newplayer_start))
forceMove(pick(GLOB.newplayer_start))
else
forceMove(locate(1,1,1))
ComponentInitialize()
. = ..()
/mob/dead/new_player/prepare_huds()
return
/mob/dead/new_player/proc/new_player_panel()
var/output = "<center><p><a href='byond://?src=[REF(src)];show_preferences=1'>Setup Character</a></p>"
if(SSticker.current_state <= GAME_STATE_PREGAME)
switch(ready)
if(PLAYER_NOT_READY)
output += "<p>\[ [LINKIFY_READY("Ready", PLAYER_READY_TO_PLAY)] | <b>Not Ready</b> | [LINKIFY_READY("Observe", PLAYER_READY_TO_OBSERVE)] \]</p>"
if(PLAYER_READY_TO_PLAY)
output += "<p>\[ <b>Ready</b> | [LINKIFY_READY("Not Ready", PLAYER_NOT_READY)] | [LINKIFY_READY("Observe", PLAYER_READY_TO_OBSERVE)] \]</p>"
if(PLAYER_READY_TO_OBSERVE)
output += "<p>\[ [LINKIFY_READY("Ready", PLAYER_READY_TO_PLAY)] | [LINKIFY_READY("Not Ready", PLAYER_NOT_READY)] | <b> Observe </b> \]</p>"
else
output += "<p><a href='byond://?src=[REF(src)];manifest=1'>View the Crew Manifest</a></p>"
output += "<p><a href='byond://?src=[REF(src)];late_join=1'>Join Game!</a></p>"
output += "<p>[LINKIFY_READY("Observe", PLAYER_READY_TO_OBSERVE)]</p>"
if(!IsGuestKey(src.key))
if (SSdbcore.Connect())
var/isadmin = 0
if(src.client && src.client.holder)
isadmin = 1
var/datum/DBQuery/query_get_new_polls = SSdbcore.NewQuery("SELECT id FROM [format_table_name("poll_question")] WHERE [(isadmin ? "" : "adminonly = false AND")] Now() BETWEEN starttime AND endtime AND id NOT IN (SELECT pollid FROM [format_table_name("poll_vote")] WHERE ckey = \"[sanitizeSQL(ckey)]\") AND id NOT IN (SELECT pollid FROM [format_table_name("poll_textreply")] WHERE ckey = \"[sanitizeSQL(ckey)]\")")
var/rs = REF(src)
if(query_get_new_polls.Execute())
var/newpoll = 0
if(query_get_new_polls.NextRow())
newpoll = 1
if(newpoll)
output += "<p><b><a href='byond://?src=[rs];showpoll=1'>Show Player Polls</A> (NEW!)</b></p>"
else
output += "<p><a href='byond://?src=[rs];showpoll=1'>Show Player Polls</A></p>"
qdel(query_get_new_polls)
if(QDELETED(src))
return
output += "</center>"
//src << browse(output,"window=playersetup;size=210x240;can_close=0")
var/datum/browser/popup = new(src, "playersetup", "<div align='center'>New Player Options</div>", 250, 265)
popup.set_window_options("can_close=0")
popup.set_content(output)
popup.open(FALSE)
/mob/dead/new_player/Topic(href, href_list[])
if(src != usr)
return 0
if(!client)
return 0
//Determines Relevent Population Cap
var/relevant_cap
var/hpc = CONFIG_GET(number/hard_popcap)
var/epc = CONFIG_GET(number/extreme_popcap)
if(hpc && epc)
relevant_cap = min(hpc, epc)
else
relevant_cap = max(hpc, epc)
if(href_list["show_preferences"])
client.prefs.ShowChoices(src)
return 1
if(href_list["ready"])
var/tready = text2num(href_list["ready"])
//Avoid updating ready if we're after PREGAME (they should use latejoin instead)
//This is likely not an actual issue but I don't have time to prove that this
//no longer is required
if(SSticker.current_state <= GAME_STATE_PREGAME)
ready = tready
//if it's post initialisation and they're trying to observe we do the needful
if(!SSticker.current_state < GAME_STATE_PREGAME && tready == PLAYER_READY_TO_OBSERVE)
ready = tready
make_me_an_observer()
return
if(href_list["refresh"])
src << browse(null, "window=playersetup") //closes the player setup window
new_player_panel()
if(href_list["late_join"])
if(!SSticker || !SSticker.IsRoundInProgress())
to_chat(usr, "<span class='danger'>The round is either not ready, or has already finished...</span>")
return
if(href_list["late_join"] == "override")
LateChoices()
return
if(SSticker.queued_players.len || (relevant_cap && living_player_count() >= relevant_cap && !(ckey(key) in GLOB.admin_datums)))
to_chat(usr, "<span class='danger'>[CONFIG_GET(string/hard_popcap_message)]</span>")
var/queue_position = SSticker.queued_players.Find(usr)
if(queue_position == 1)
to_chat(usr, "<span class='notice'>You are next in line to join the game. You will be notified when a slot opens up.</span>")
else if(queue_position)
to_chat(usr, "<span class='notice'>There are [queue_position-1] players in front of you in the queue to join the game.</span>")
else
SSticker.queued_players += usr
to_chat(usr, "<span class='notice'>You have been added to the queue to join the game. Your position in queue is [SSticker.queued_players.len].</span>")
return
LateChoices()
if(href_list["manifest"])
ViewManifest()
if(href_list["SelectedJob"])
if(!GLOB.enter_allowed)
to_chat(usr, "<span class='notice'>There is an administrative lock on entering the game!</span>")
return
if(SSticker.queued_players.len && !(ckey(key) in GLOB.admin_datums))
if((living_player_count() >= relevant_cap) || (src != SSticker.queued_players[1]))
to_chat(usr, "<span class='warning'>Server is full.</span>")
return
AttemptLateSpawn(href_list["SelectedJob"])
return
if(!ready && href_list["preference"])
if(client)
client.prefs.process_link(src, href_list)
else if(!href_list["late_join"])
new_player_panel()
if(href_list["showpoll"])
handle_player_polling()
return
if(href_list["pollid"])
var/pollid = href_list["pollid"]
if(istext(pollid))
pollid = text2num(pollid)
if(isnum(pollid) && ISINTEGER(pollid))
src.poll_player(pollid)
return
if(href_list["votepollid"] && href_list["votetype"])
var/pollid = text2num(href_list["votepollid"])
var/votetype = href_list["votetype"]
//lets take data from the user to decide what kind of poll this is, without validating it
//what could go wrong
switch(votetype)
if(POLLTYPE_OPTION)
var/optionid = text2num(href_list["voteoptionid"])
if(vote_on_poll(pollid, optionid))
to_chat(usr, "<span class='notice'>Vote successful.</span>")
else
to_chat(usr, "<span class='danger'>Vote failed, please try again or contact an administrator.</span>")
if(POLLTYPE_TEXT)
var/replytext = href_list["replytext"]
if(log_text_poll_reply(pollid, replytext))
to_chat(usr, "<span class='notice'>Feedback logging successful.</span>")
else
to_chat(usr, "<span class='danger'>Feedback logging failed, please try again or contact an administrator.</span>")
if(POLLTYPE_RATING)
var/id_min = text2num(href_list["minid"])
var/id_max = text2num(href_list["maxid"])
if( (id_max - id_min) > 100 ) //Basic exploit prevention
//(protip, this stops no exploits)
to_chat(usr, "The option ID difference is too big. Please contact administration or the database admin.")
return
for(var/optionid = id_min; optionid <= id_max; optionid++)
if(!isnull(href_list["o[optionid]"])) //Test if this optionid was replied to
var/rating
if(href_list["o[optionid]"] == "abstain")
rating = null
else
rating = text2num(href_list["o[optionid]"])
if(!isnum(rating) || !ISINTEGER(rating))
return
if(!vote_on_numval_poll(pollid, optionid, rating))
to_chat(usr, "<span class='danger'>Vote failed, please try again or contact an administrator.</span>")
return
to_chat(usr, "<span class='notice'>Vote successful.</span>")
if(POLLTYPE_MULTI)
var/id_min = text2num(href_list["minoptionid"])
var/id_max = text2num(href_list["maxoptionid"])
if( (id_max - id_min) > 100 ) //Basic exploit prevention
to_chat(usr, "The option ID difference is too big. Please contact administration or the database admin.")
return
for(var/optionid = id_min; optionid <= id_max; optionid++)
if(!isnull(href_list["option_[optionid]"])) //Test if this optionid was selected
var/i = vote_on_multi_poll(pollid, optionid)
switch(i)
if(0)
continue
if(1)
to_chat(usr, "<span class='danger'>Vote failed, please try again or contact an administrator.</span>")
return
if(2)
to_chat(usr, "<span class='danger'>Maximum replies reached.</span>")
break
to_chat(usr, "<span class='notice'>Vote successful.</span>")
if(POLLTYPE_IRV)
if (!href_list["IRVdata"])
to_chat(src, "<span class='danger'>No ordering data found. Please try again or contact an administrator.</span>")
return
var/list/votelist = splittext(href_list["IRVdata"], ",")
if (!vote_on_irv_poll(pollid, votelist))
to_chat(src, "<span class='danger'>Vote failed, please try again or contact an administrator.</span>")
return
to_chat(src, "<span class='notice'>Vote successful.</span>")
//When you cop out of the round (NB: this HAS A SLEEP FOR PLAYER INPUT IN IT)
/mob/dead/new_player/proc/make_me_an_observer()
if(QDELETED(src) || !src.client)
ready = PLAYER_NOT_READY
return FALSE
var/this_is_like_playing_right = alert(src,"Are you sure you wish to observe? You will not be able to play this round!","Player Setup","Yes","No")
if(QDELETED(src) || !src.client || this_is_like_playing_right != "Yes")
ready = PLAYER_NOT_READY
src << browse(null, "window=playersetup") //closes the player setup window
new_player_panel()
return FALSE
var/mob/dead/observer/observer = new()
spawning = TRUE
observer.started_as_observer = TRUE
close_spawn_windows()
var/obj/effect/landmark/observer_start/O = locate(/obj/effect/landmark/observer_start) in GLOB.landmarks_list
to_chat(src, "<span class='notice'>Now teleporting.</span>")
if (O)
observer.forceMove(O.loc)
else
to_chat(src, "<span class='notice'>Teleporting failed. Ahelp an admin please</span>")
stack_trace("There's no freaking observer landmark available on this map or you're making observers before the map is initialised")
observer.key = key
observer.client = client
observer.set_ghost_appearance()
if(observer.client && observer.client.prefs)
observer.real_name = observer.client.prefs.real_name
observer.name = observer.real_name
observer.update_icon()
observer.stop_sound_channel(CHANNEL_LOBBYMUSIC)
QDEL_NULL(mind)
qdel(src)
return TRUE
/proc/get_job_unavailable_error_message(retval, jobtitle)
switch(retval)
if(JOB_AVAILABLE)
return "[jobtitle] is available."
if(JOB_UNAVAILABLE_GENERIC)
return "[jobtitle] is unavailable."
if(JOB_UNAVAILABLE_BANNED)
return "You are currently banned from [jobtitle]."
if(JOB_UNAVAILABLE_PLAYTIME)
return "You do not have enough relevant playtime for [jobtitle]."
if(JOB_UNAVAILABLE_ACCOUNTAGE)
return "Your account is not old enough for [jobtitle]."
if(JOB_UNAVAILABLE_SLOTFULL)
return "[jobtitle] is already filled to capacity."
return "Error: Unknown job availability."
/mob/dead/new_player/proc/IsJobUnavailable(rank, latejoin = FALSE)
var/datum/job/job = SSjob.GetJob(rank)
if(!job)
return JOB_UNAVAILABLE_GENERIC
if((job.current_positions >= job.total_positions) && job.total_positions != -1)
if(job.title == "Assistant")
if(isnum(client.player_age) && client.player_age <= 14) //Newbies can always be assistants
return JOB_AVAILABLE
for(var/datum/job/J in SSjob.occupations)
if(J && J.current_positions < J.total_positions && J.title != job.title)
return JOB_UNAVAILABLE_SLOTFULL
else
return JOB_UNAVAILABLE_SLOTFULL
if(is_banned_from(ckey, rank))
return JOB_UNAVAILABLE_BANNED
if(QDELETED(src))
return JOB_UNAVAILABLE_GENERIC
if(!job.player_old_enough(client))
return JOB_UNAVAILABLE_ACCOUNTAGE
if(job.required_playtime_remaining(client))
return JOB_UNAVAILABLE_PLAYTIME
if(latejoin && !job.special_check_latejoin(client))
return JOB_UNAVAILABLE_GENERIC
return JOB_AVAILABLE
/mob/dead/new_player/proc/AttemptLateSpawn(rank)
var/error = IsJobUnavailable(rank)
if(error != JOB_AVAILABLE)
alert(src, get_job_unavailable_error_message(error, rank))
return FALSE
if(SSticker.late_join_disabled)
alert(src, "An administrator has disabled late join spawning.")
return FALSE
var/arrivals_docked = TRUE
if(SSshuttle.arrivals)
close_spawn_windows() //In case we get held up
if(SSshuttle.arrivals.damaged && CONFIG_GET(flag/arrivals_shuttle_require_safe_latejoin))
src << alert("The arrivals shuttle is currently malfunctioning! You cannot join.")
return FALSE
if(CONFIG_GET(flag/arrivals_shuttle_require_undocked))
SSshuttle.arrivals.RequireUndocked(src)
arrivals_docked = SSshuttle.arrivals.mode != SHUTTLE_CALL
//Remove the player from the join queue if he was in one and reset the timer
SSticker.queued_players -= src
SSticker.queue_delay = 4
SSjob.AssignRole(src, rank, 1)
var/mob/living/character = create_character(TRUE) //creates the human and transfers vars and mind
character.mind.quiet_round = character.client.prefs.toggles & QUIET_ROUND // yogs - Donor Features
var/equip = SSjob.EquipRank(character, rank, TRUE)
if(isliving(equip)) //Borgs get borged in the equip, so we need to make sure we handle the new mob.
character = equip
var/datum/job/job = SSjob.GetJob(rank)
if(job && !job.override_latejoin_spawn(character))
SSjob.SendToLateJoin(character)
if(!arrivals_docked)
var/obj/screen/splash/Spl = new(character.client, TRUE)
Spl.Fade(TRUE)
character.playsound_local(get_turf(character), 'sound/voice/ApproachingTG.ogg', 25)
character.update_parallax_teleport()
SSticker.minds += character.mind
var/mob/living/carbon/human/humanc
if(ishuman(character))
humanc = character //Let's retypecast the var to be human,
if(humanc) //These procs all expect humans
GLOB.data_core.manifest_inject(humanc)
if(SSshuttle.arrivals)
SSshuttle.arrivals.QueueAnnounce(humanc, rank)
else
AnnounceArrival(humanc, rank)
AddEmploymentContract(humanc)
if(GLOB.highlander)
to_chat(humanc, "<span class='userdanger'><i>THERE CAN BE ONLY ONE!!!</i></span>")
humanc.make_scottish()
if(GLOB.summon_guns_triggered)
give_guns(humanc)
if(GLOB.summon_magic_triggered)
give_magic(humanc)
GLOB.joined_player_list += character.ckey
if(CONFIG_GET(flag/allow_latejoin_antagonists) && humanc && !character.mind.quiet_round) //Borgs aren't allowed to be antags. Will need to be tweaked if we get true latejoin ais. // yogs - Donor Features
if(SSshuttle.emergency)
switch(SSshuttle.emergency.mode)
if(SHUTTLE_RECALL, SHUTTLE_IDLE)
SSticker.mode.make_antag_chance(humanc)
if(SHUTTLE_CALL)
if(SSshuttle.emergency.timeLeft(1) > initial(SSshuttle.emergencyCallTime)*0.5)
SSticker.mode.make_antag_chance(humanc)
if(humanc && CONFIG_GET(flag/roundstart_traits))
SSquirks.AssignQuirks(humanc, humanc.client, TRUE)
log_manifest(character.mind.key,character.mind,character,latejoin = TRUE)
/mob/dead/new_player/proc/AddEmploymentContract(mob/living/carbon/human/employee)
//TODO: figure out a way to exclude wizards/nukeops/demons from this.
for(var/C in GLOB.employmentCabinets)
var/obj/structure/filingcabinet/employment/employmentCabinet = C
if(!employmentCabinet.virgin)
employmentCabinet.addFile(employee)
/mob/dead/new_player/proc/LateChoices()
var/dat = "<div class='notice'>Round Duration: [DisplayTimeText(world.time - SSticker.round_start_time)]</div>"
if(SSshuttle.emergency)
switch(SSshuttle.emergency.mode)
if(SHUTTLE_ESCAPE)
dat += "<div class='notice red'>The station has been evacuated.</div><br>"
if(SHUTTLE_CALL)
if(!SSshuttle.canRecall())
dat += "<div class='notice red'>The station is currently undergoing evacuation procedures.</div><br>"
var/available_job_count = 0
for(var/datum/job/job in SSjob.occupations)
if(job && IsJobUnavailable(job.title, TRUE) == JOB_AVAILABLE)
available_job_count++;
for(var/datum/job/prioritized_job in SSjob.prioritized_jobs)
if(prioritized_job.current_positions >= prioritized_job.total_positions)
SSjob.prioritized_jobs -= prioritized_job
if(length(SSjob.prioritized_jobs))
dat += "<div class='notice red'>The station has flagged these jobs as high priority:<br>"
var/amt = length(SSjob.prioritized_jobs)
var/amt_count
for(var/datum/job/a in SSjob.prioritized_jobs)
amt_count++
if(amt_count != amt) // checks for the last job added.
dat += " [a.title], "
else
dat += " [a.title]. </div>"
dat += "<div class='clearBoth'>Choose from the following open positions:</div><br>"
dat += "<div class='jobs'><div class='jobsColumn'>"
var/job_count = 0
for(var/datum/job/job in SSjob.occupations)
if(job && IsJobUnavailable(job.title, TRUE) == JOB_AVAILABLE)
job_count++;
if (job_count > round(available_job_count / 2))
dat += "</div><div class='jobsColumn'>"
var/position_class = "otherPosition"
if (job.title in GLOB.command_positions)
position_class = "commandPosition"
dat += "<a class='[position_class]' href='byond://?src=[REF(src)];SelectedJob=[job.title]'>[job.title] ([job.current_positions])</a><br>"
if(!job_count) //if there's nowhere to go, overflow opens up.
for(var/datum/job/job in SSjob.occupations)
if(job.title != SSjob.overflow_role)
continue
dat += "<a class='otherPosition' href='byond://?src=[REF(src)];SelectedJob=[job.title]'>[job.title] ([job.current_positions])</a><br>"
break
dat += "</div></div>"
// Removing the old window method but leaving it here for reference
//src << browse(dat, "window=latechoices;size=300x640;can_close=1")
// Added the new browser window method
var/datum/browser/popup = new(src, "latechoices", "Choose Profession", 440, 500)
popup.add_stylesheet("playeroptions", 'html/browser/playeroptions.css')
popup.set_content(dat)
popup.open(FALSE) // FALSE is passed to open so that it doesn't use the onclose() proc
/mob/dead/new_player/proc/create_character(transfer_after)
spawning = 1
close_spawn_windows()
var/mob/living/carbon/human/H = new(loc)
var/frn = CONFIG_GET(flag/force_random_names)
if(!frn)
frn = is_banned_from(ckey, "Appearance")
if(QDELETED(src))
return
if(frn)
client.prefs.random_character()
client.prefs.real_name = client.prefs.pref_species.random_name(gender,1)
client.prefs.copy_to(H)
H.dna.update_dna_identity()
if(mind)
if(transfer_after)
mind.late_joiner = TRUE
mind.active = 0 //we wish to transfer the key manually
mind.transfer_to(H) //won't transfer key since the mind is not active
H.name = real_name
. = H
new_character = .
if(transfer_after)
transfer_character()
/mob/dead/new_player/proc/transfer_character()
. = new_character
if(.)
new_character.key = key //Manually transfer the key to log them in
new_character.stop_sound_channel(CHANNEL_LOBBYMUSIC)
new_character = null
qdel(src)
/mob/dead/new_player/proc/ViewManifest()
var/dat = "<html><body>"
dat += "<h4>Crew Manifest</h4>"
dat += GLOB.data_core.get_manifest(OOC = 1)
src << browse(dat, "window=manifest;size=387x420;can_close=1")
/mob/dead/new_player/Move()
return 0
/mob/dead/new_player/proc/close_spawn_windows()
src << browse(null, "window=latechoices") //closes late choices window
src << browse(null, "window=playersetup") //closes the player setup window
src << browse(null, "window=preferences") //closes job selection
src << browse(null, "window=mob_occupation")
src << browse(null, "window=latechoices") //closes late job selection