ID:2286974
 
Applies to:Webclient
Status: Open

Issue hasn't been assigned a status value.
https://gyazo.com/559a370c2d690aba6e6d7289580a1461

Make a setting to skip that screen and automatically load them in as a guest. I'll handle the rest from there with my own account/login system. Thanks. I'll donate 50$+ when this feature is in. It is objectively a good idea.
directly benefits from the idea
says it's objectively good
🤔🤔🤔 nah, just coincidence
to be fair, /tg/ could use the inverse of this, a way to specify that guests are not allowed.

mob/Login()
if(key && findtext(key,"guest")) del(client)
no

i mean a way in the webclient to remove the log in as guest option, we already have the code to detect it once they connect

also your version is wrong, it would match on any key with guest in it, including if they used words like vaguest
In response to MrStonedOne
You were a little vague in your description, I didn't understand that you meant the actual login option for guests :p I didn't even realize /tg/ used the webclient at all, to be honest
In response to Unwanted4Murder
Unwanted4Murder wrote:
> mob/Login()
> if(key && findtext(key,"guest")) del(client)
>

See the second section of Snippet Sunday #10 with regard to the client lifecycle.

http://www.byond.com/forum/?post=2012623

The correct lifecycle for logging in is:

world/IsBanned(key,address,computer_id,type)
client/New()
mob/Login()

Disallowing connections should always be done at the earliest point in the connection lifecycle possible. IsBanned() supposedly occurs before resources are downloaded on the initial connection. I don't think this is true anymore.

world/IsBanned(key,address,computer_id,type)
. = ..()
if(islist(.)&&.["Login"]==1) //check if login was allowed
if(key=="guest-[computer_id]") //if the user is a guest
.["Login"] = 0
.["message"] = "Guest keys are not permitted. Please register for a key at www.byond.com"
I've now collected enough to donate $125 for this feature.
This feature is also a necessity if people want to upload their games to places outside of BYOND (which was the purpose of the webclient). But before then the webclient needs to actually function at a reasonable speed.

I'm not really sure if it's salvageable. There was a good year or so of optimizations (http://www.byond.com/forum/?post=1917533) that helped improve the webclient, but for the vast majority of machines it was still laggy and unplayable (even at 10FPS).

And if it isn't salvageable, that would suck because there's a whole lot of time went to waste there on Lummox's end. The sane approach at this point would probably be to opensource all of the webclient code so people can maybe look to see where it's going wrong.