Quiet Room


  • Pitcrew

    I know this is a n00b question, but I'm going to ask it anyway. How does one keep the quiet room, quiet? Is there a mute, or a silent flag for a room that I'm missing?



  • What codebase?


  • Coder

    Penn:
    @lock/speech (on location)
    @lock/interact (on player)
    GAG flag (on player)
    @hooking say and pose

    MUX & TM3
    @lock/speech + Auditorium [flag] (on location)
    SLAVE flag (on player)
    @icmd (on location or player)
    REALITY LEVELS
    @hooking say and pose

    Rhost:
    @lock/speech + Auditorium (flag) (on location)
    SLAVE flag (on player)
    FUBAR flag (on player)
    @icmd (on location, player, or zone)
    REALITY LEVELS
    @hooking say and pose

    There's probably a few clever ways I didn't touch, but that's the majority of the ways to lock down a room (or a player in a room) from talking.


  • Pitcrew

    Thank you @Ashen-Shugar & @Taika !


  • Coder

    If you're using TinyMUX (which I know you are), there's no way to squelch the connect/disconnect (and the leave/arrive?) messages unless you have @Chime's fork. Which a certain cephalopod has just recently informed me has had a very minor update to handle some SSL something something something.


  • Coder

    @skew said in Quiet Room:

    If you're using TinyMUX (which I know you are), there's no way to squelch the connect/disconnect (and the leave/arrive?) messages unless you have @Chime's fork. Which a certain cephalopod has just recently informed me has had a very minor update to handle some SSL something something something.

    Because I broke her code.

    .

    .

    .

    Again.



  • Bugger. Do I need to update CoS?


  • Coder

    @skew said in Quiet Room:

    If you're using TinyMUX (which I know you are), there's no way to squelch the connect/disconnect (and the leave/arrive?) messages unless you have @Chime's fork. Which a certain cephalopod has just recently informed me has had a very minor update to handle some SSL something something something.

    MUX 2.12 seems to already have arrive/leave handled by blind (on target player or location).

    So to add this functionality to connect/disconnect, you need to edit netcommon.cpp in three locations.

    One to handle connect/reconnect
    One to handle disconnect
    One to handle partial disconnect

    You look for this section:

            if (  loc != NOTHING
               && !(  Hidden(player)
                   && Can_Hide(player)))
    

    And modify it to this:

            if (  loc != NOTHING
               && !(  Hidden(player)
                   && Can_Hide(player)) && !(Blind(loc) || Blind(player)))
    

    You should then be good to go.