Update browserOutput.dm
This commit is contained in:
@@ -11,14 +11,13 @@ GLOBAL_DATUM_INIT(iconCache, /savefile, new("data/iconCache.sav")) //Cache of ic
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var/loaded = FALSE // Has the client loaded the browser output area?
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var/list/messageQueue //If they haven't loaded chat, this is where messages will go until they do
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var/cookieSent = FALSE // Has the client sent a cookie for analysis
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var/list/connectionHistory //Contains the connection history passed from chat cookie
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var/broken = FALSE
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var/list/connectionHistory //Contains the connection history passed from chat cookie
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/datum/chatOutput/New(client/C)
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owner = C
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messageQueue = list()
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connectionHistory = list()
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// log_world("chatOutput: New()")
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/datum/chatOutput/proc/start()
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//Check for existing chat
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@@ -26,11 +25,14 @@ GLOBAL_DATUM_INIT(iconCache, /savefile, new("data/iconCache.sav")) //Cache of ic
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return FALSE
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if(!winexists(owner, "browseroutput")) // Oh goddamnit.
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alert(owner.mob, "Updated chat window does not exist. If you are using a custom skin file please allow the game to update.")
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set waitfor = FALSE
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broken = TRUE
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return FALSE
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message_admins("Couldn't start chat for [key_name_admin(owner)]!")
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. = FALSE
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alert(owner.mob, "Updated chat window does not exist. If you are using a custom skin file please allow the game to update.")
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return
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if(winget(owner, "browseroutput", "is-disabled") == "false") //Already setup
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if(winget(owner, "browseroutput", "is-visible") == "true") //Already setup
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doneLoading()
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else //Not setup
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@@ -43,33 +45,11 @@ GLOBAL_DATUM_INIT(iconCache, /savefile, new("data/iconCache.sav")) //Cache of ic
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if(!owner)
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return
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var/static/list/chatResources = list(
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"code/modules/html_interface/js/jquery.min.js",
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"goon/browserassets/js/json2.min.js",
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"goon/browserassets/js/browserOutput.js",
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"tgui/assets/fonts/fontawesome-webfont.eot",
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"tgui/assets/fonts/fontawesome-webfont.svg",
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"tgui/assets/fonts/fontawesome-webfont.ttf",
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"tgui/assets/fonts/fontawesome-webfont.woff",
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"goon/browserassets/css/font-awesome.css",
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"goon/browserassets/css/browserOutput.css"
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)
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var/datum/asset/stuff = get_asset_datum(/datum/asset/simple/goonchat)
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stuff.register()
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stuff.send(owner)
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// to_chat(world.log, "chatOutput: load()")
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for(var/attempts in 1 to 5)
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for(var/asset in chatResources)
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owner << browse_rsc(file(asset))
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//log_world("Sending main chat window to client [owner.ckey]")
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owner << browse(file("goon/browserassets/html/browserOutput.html"), "window=browseroutput")
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sleep(14 + (chatResources.len * 7))
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if(!owner || loaded)
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break
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if(owner && !loaded)
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doneLoading() // try doing this manually
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CRASH("[owner] failed to load chat. Attempting doneLoading() manually")
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// log_world("chatOutput: [owner.ckey] load() completed")
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owner << browse(file('code/modules/goonchat/browserassets/html/browserOutput.html'), "window=browseroutput")
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/datum/chatOutput/Topic(href, list/href_list)
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if(usr.client != owner)
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@@ -102,13 +82,18 @@ GLOBAL_DATUM_INIT(iconCache, /savefile, new("data/iconCache.sav")) //Cache of ic
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if(data)
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ehjax_send(data = data)
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//Called on chat output done-loading by JS.
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/datum/chatOutput/proc/doneLoading()
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if(loaded)
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return
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testing("Chat loaded for [owner.ckey]")
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loaded = TRUE
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winset(owner, "browseroutput", "is-disabled=false")
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winset(owner, "output", "is-disabled=true;is-visible=false")
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winset(owner, "browseroutput", "is-disabled=false;is-visible=true")
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for(var/message in messageQueue)
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to_chat(owner, message)
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@@ -173,15 +158,8 @@ GLOBAL_DATUM_INIT(iconCache, /savefile, new("data/iconCache.sav")) //Cache of ic
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/datum/chatOutput/proc/debug(error)
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log_world("\[[time2text(world.realtime, "YYYY-MM-DD hh:mm:ss")]\] Client: [(src.owner.key ? src.owner.key : src.owner)] triggered JS error: [error]")
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#ifdef TESTING
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/client/verb/debug_chat()
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set hidden = TRUE
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chatOutput.ehjax_send(data = list("firebug" = TRUE))
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#endif
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//Global chat procs
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GLOBAL_LIST_EMPTY(bicon_cache)
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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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@@ -193,85 +171,93 @@ GLOBAL_LIST_EMPTY(bicon_cache)
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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(obj)
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if (!obj)
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/proc/bicon(thing)
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if (!thing)
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return
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if (isicon(obj))
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if (isicon(thing))
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//Icons get pooled constantly, references are no good here.
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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='icon misc' src='data:image/png;base64,[bicon_cache["\ref[obj]"]]'>"*/
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return "<img class='icon misc' src='data:image/png;base64,[icon2base64(obj)]'>"
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return "<img class='icon misc' src='data:image/png;base64,[icon2base64(thing)]'>"
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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/atom/A = thing
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var/key = "[istype(A.icon, /icon) ? "\ref[A.icon]" : A.icon]:[A.icon_state]"
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if (!GLOB.bicon_cache[key]) // Doesn't exist, make it.
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var/static/list/bicon_cache = list()
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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)) // Shitty workaround for a BYOND issue.
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if (ishuman(thing)) // Shitty workaround for a BYOND issue.
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var/icon/temp = I
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I = icon()
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I.Insert(temp, dir = SOUTH)
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GLOB.bicon_cache[key] = icon2base64(I, key)
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bicon_cache[key] = icon2base64(I, key)
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return "<img class='icon [A.icon_state]' src='data:image/png;base64,[GLOB.bicon_cache[key]]'>"
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return "<img class='icon [A.icon_state]' src='data:image/png;base64,[bicon_cache[key]]'>"
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//Costlier version of bicon() that uses getFlatIcon() to account for overlays, underlays, etc. Use with extreme moderation, ESPECIALLY on mobs.
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/proc/costly_bicon(obj)
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if (!obj)
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/proc/costly_bicon(thing)
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if (!thing)
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return
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if (isicon(obj))
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return bicon(obj)
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if (isicon(thing))
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return bicon(thing)
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var/icon/I = getFlatIcon(obj)
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var/icon/I = getFlatIcon(thing)
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return bicon(I)
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/proc/to_chat(target, message)
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if(isnull(target))
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if(!target)
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return
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//Ok so I did my best but I accept that some calls to this will be for shit like sound and images
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//It stands that we PROBABLY don't want to output those to the browser output so just handle them here
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if (istype(message, /image) || istype(message, /sound) || istype(target, /savefile) || !(ismob(target) || islist(target) || istype(target, /client) || istype(target, /datum/log) || target == world))
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if (istype(message, /image) || istype(message, /sound) || istype(target, /savefile))
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target << message
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if (!istype(target, /atom)) // Really easy to mix these up, and not having to make sure things are mobs makes the code cleaner.
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CRASH("DEBUG: Boutput called with invalid message")
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CRASH("Invalid message! [message]")
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if(!istext(message))
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return
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//Otherwise, we're good to throw it at the user
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else if (istext(message))
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if (istext(target))
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if(target == world)
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target = GLOB.clients
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var/list/targets
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if(!islist(target))
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targets = list(target)
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else
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targets = target
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if(!targets.len)
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return
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var/original_message = message
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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 = replacetext(message, "\n", "<br>")
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message = replacetext(message, "\t", "[GLOB.TAB][GLOB.TAB]")
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//Some macros remain in the string even after parsing and fuck up the eventual output
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if (findtext(message, "\improper"))
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message = replacetext(message, "\improper", "")
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if (findtext(message, "\proper"))
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message = replacetext(message, "\proper", "")
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for(var/I in targets)
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//Grab us a client if possible
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var/client/C = grab_client(target)
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var/client/C = grab_client(I)
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if (C && C.chatOutput)
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if(C.chatOutput.broken) // A player who hasn't updated his skin file.
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to_chat(C, message)
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return TRUE
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if(!C.chatOutput.loaded && C.chatOutput.messageQueue && islist(C.chatOutput.messageQueue))
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//Client sucks at loading things, put their messages in a queue
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C.chatOutput.messageQueue.Add(message)
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return
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if (!C)
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continue
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if(istype(target, /datum/log))
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var/datum/log/L = target
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L.log += (message + "\n")
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if(!C.chatOutput || C.chatOutput.broken) // A player who hasn't updated his skin file.
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C << original_message
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return TRUE
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if(!C.chatOutput.loaded)
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//Client sucks at loading things, put their messages in a queue
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C.chatOutput.messageQueue += message
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//But also send it to their output window since that shows until goonchat loads
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C << original_message
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return
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message = replacetext(message, "\n", "<br>")
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message = replacetext(message, "\t", " ")
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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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target << output(url_encode(url_encode(message)), "browseroutput:output")
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C << output(url_encode(url_encode(message)), "browseroutput:output")
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/proc/grab_client(target)
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if(istype(target, /client))
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@@ -284,6 +270,3 @@ GLOBAL_LIST_EMPTY(bicon_cache)
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var/datum/mind/M = target
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if(M.current && M.current.client)
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return M.current.client
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/datum/log //exists purely to capture to_chat() output
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var/log = ""
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