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https://github.com/Aurorastation/Aurora.3.git
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* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
264 lines
9.3 KiB
Plaintext
264 lines
9.3 KiB
Plaintext
var/datum/controller/subsystem/garbage_collector/SSgarbage
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/datum/controller/subsystem/garbage_collector
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name = "Garbage"
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priority = SS_PRIORITY_GARBAGE
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wait = 5
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flags = SS_FIRE_IN_LOBBY|SS_POST_FIRE_TIMING|SS_BACKGROUND|SS_NO_INIT
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var/collection_timeout = 3000// deciseconds to wait to let running procs finish before we just say fuck it and force del() the object
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var/delslasttick = 0 // number of del()'s we've done this tick
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var/gcedlasttick = 0 // number of things that gc'ed last tick
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var/totaldels = 0
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var/totalgcs = 0
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var/highest_del_time = 0
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var/highest_del_tickusage = 0
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var/list/queue = list() // list of refID's of things that should be garbage collected
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// refID's are associated with the time at which they time out and need to be manually del()
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// we do this so we aren't constantly locating them and preventing them from being gc'd
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var/list/tobequeued = list() //We store the references of things to be added to the queue seperately so we can spread out GC overhead over a few ticks
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var/list/didntgc = list() // list of all types that have failed to GC associated with the number of times that's happened.
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// the types are stored as strings
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var/list/sleptDestroy = list() //Same as above but these are paths that slept during their Destroy call
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var/list/noqdelhint = list()// list of all types that do not return a QDEL_HINT
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// all types that did not respect qdel(A, force=TRUE) and returned one
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// of the immortality qdel hints
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var/list/noforcerespect = list()
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#ifdef TESTING
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var/list/qdel_list = list() // list of all types that have been qdel()eted
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#endif
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/datum/controller/subsystem/garbage_collector/New()
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NEW_SS_GLOBAL(SSgarbage)
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/datum/controller/subsystem/garbage_collector/stat_entry(msg)
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msg += "Q:[queue.len]|D:[delslasttick]|G:[gcedlasttick]|"
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msg += "GR:"
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if (!(delslasttick+gcedlasttick))
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msg += "n/a|"
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else
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msg += "[round((gcedlasttick/(delslasttick+gcedlasttick))*100, 0.01)]%|"
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msg += "TD:[totaldels]|TG:[totalgcs]|"
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if (!(totaldels+totalgcs))
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msg += "n/a|"
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else
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msg += "TGR:[round((totalgcs/(totaldels+totalgcs))*100, 0.01)]%"
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..(msg)
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/datum/controller/subsystem/garbage_collector/fire()
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HandleToBeQueued()
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if(state == SS_RUNNING)
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HandleQueue()
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if (state == SS_PAUSED)
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state = SS_RUNNING
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//If you see this proc high on the profile, what you are really seeing is the garbage collection/soft delete overhead in byond.
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//Don't attempt to optimize, not worth the effort.
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/datum/controller/subsystem/garbage_collector/proc/HandleToBeQueued()
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var/list/tobequeued = src.tobequeued
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var/starttime = world.time
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var/starttimeofday = world.timeofday
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while(tobequeued.len && starttime == world.time && starttimeofday == world.timeofday)
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if (MC_TICK_CHECK)
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break
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var/ref = tobequeued[1]
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Queue(ref)
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tobequeued.Cut(1, 2)
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/datum/controller/subsystem/garbage_collector/proc/HandleQueue()
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delslasttick = 0
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gcedlasttick = 0
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var/time_to_kill = world.time - collection_timeout // Anything qdel() but not GC'd BEFORE this time needs to be manually del()
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var/list/queue = src.queue
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var/starttime = world.time
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var/starttimeofday = world.timeofday
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while(queue.len && starttime == world.time && starttimeofday == world.timeofday)
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if (MC_TICK_CHECK)
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break
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var/refID = queue[1]
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if (!refID)
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queue.Cut(1, 2)
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continue
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var/GCd_at_time = queue[refID]
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if(GCd_at_time > time_to_kill)
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break // Everything else is newer, skip them
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queue.Cut(1, 2)
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var/datum/A
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A = locate(refID)
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if (A && A.gcDestroyed == GCd_at_time) // So if something else coincidently gets the same ref, it's not deleted by mistake
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#ifdef GC_FAILURE_HARD_LOOKUP
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A.find_references()
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#endif
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// Something's still referring to the qdel'd object. Kill it.
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var/type = A.type
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log_gc("-- \ref[A] | [type] was unable to be GC'd and was deleted --", type)
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didntgc["[type]"]++
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HardDelete(A)
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++delslasttick
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++totaldels
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else
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++gcedlasttick
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++totalgcs
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/datum/controller/subsystem/garbage_collector/proc/QueueForQueuing(datum/A)
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if (istype(A) && A.gcDestroyed == GC_CURRENTLY_BEING_QDELETED)
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tobequeued += A
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A.gcDestroyed = GC_QUEUED_FOR_QUEUING
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/datum/controller/subsystem/garbage_collector/proc/Queue(datum/A)
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if (!istype(A) || (!isnull(A.gcDestroyed) && A.gcDestroyed >= 0))
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return
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if (A.gcDestroyed == GC_QUEUED_FOR_HARD_DEL)
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HardDelete(A)
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return
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var/gctime = world.time
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var/refid = "\ref[A]"
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A.gcDestroyed = gctime
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if (queue[refid])
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queue -= refid // Removing any previous references that were GC'd so that the current object will be at the end of the list.
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queue[refid] = gctime
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// For profiling.
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/datum/controller/subsystem/garbage_collector/proc/HardDelete(datum/A)
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var/time = world.timeofday
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var/tick = world.tick_usage
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var/ticktime = world.time
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var/type = A.type
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var/refID = "\ref[A]"
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del(A)
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tick = (world.tick_usage-tick+((world.time-ticktime)/world.tick_lag*100))
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if (tick > highest_del_tickusage)
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highest_del_tickusage = tick
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time = world.timeofday - time
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if (!time && TICK_DELTA_TO_MS(tick) > 1)
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time = TICK_DELTA_TO_MS(tick)/100
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if (time > highest_del_time)
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highest_del_time = time
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if (time > 10)
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log_gc("Error: [type]([refID]) took longer then 1 second to delete (took [time/10] seconds to delete)", type, TRUE)
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message_admins("Error: [type]([refID]) took longer then 1 second to delete (took [time/10] seconds to delete).")
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postpone(time/5)
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/datum/controller/subsystem/garbage_collector/proc/HardQueue(datum/A)
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if (istype(A) && A.gcDestroyed == GC_CURRENTLY_BEING_QDELETED)
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tobequeued += A
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A.gcDestroyed = GC_QUEUED_FOR_HARD_DEL
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/datum/controller/subsystem/garbage_collector/Recover()
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if (istype(SSgarbage.queue))
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queue |= SSgarbage.queue
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if (istype(SSgarbage.tobequeued))
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tobequeued |= SSgarbage.tobequeued
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// Should be treated as a replacement for the 'del' keyword.
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// Datums passed to this will be given a chance to clean up references to allow the GC to collect them.
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/proc/qdel(datum/D, force=FALSE)
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if(!D)
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return
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#ifdef TESTING
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SSgarbage.qdel_list += "[D.type]"
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#endif
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if(!istype(D))
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del(D)
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else if(isnull(D.gcDestroyed))
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D.gcDestroyed = GC_CURRENTLY_BEING_QDELETED
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var/start_time = world.time
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var/hint = D.Destroy(force) // Let our friend know they're about to get fucked up.
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if(world.time != start_time)
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SSgarbage.sleptDestroy["[D.type]"]++
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if(!D)
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return
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switch(hint)
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if (QDEL_HINT_QUEUE) //qdel should queue the object for deletion.
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SSgarbage.QueueForQueuing(D)
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if (QDEL_HINT_IWILLGC)
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D.gcDestroyed = world.time
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return
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if (QDEL_HINT_LETMELIVE) //qdel should let the object live after calling destory.
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if(!force)
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D.gcDestroyed = null //clear the gc variable (important!)
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return
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// Returning LETMELIVE after being told to force destroy
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// indicates the objects Destroy() does not respect force
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if(!SSgarbage.noforcerespect["[D.type]"])
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SSgarbage.noforcerespect["[D.type]"] = "[D.type]"
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testing("WARNING: [D.type] has been force deleted, but is \
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returning an immortal QDEL_HINT, indicating it does \
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not respect the force flag for qdel(). It has been \
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placed in the queue, further instances of this type \
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will also be queued.")
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SSgarbage.QueueForQueuing(D)
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if (QDEL_HINT_HARDDEL) //qdel should assume this object won't gc, and queue a hard delete using a hard reference to save time from the locate()
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SSgarbage.HardQueue(D)
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if (QDEL_HINT_HARDDEL_NOW) //qdel should assume this object won't gc, and hard del it post haste.
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SSgarbage.HardDelete(D)
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if (QDEL_HINT_FINDREFERENCE)//qdel will, if TESTING is enabled, display all references to this object, then queue the object for deletion.
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SSgarbage.QueueForQueuing(D)
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#ifdef TESTING
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D.find_references()
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#endif
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if (QDEL_HINT_POOL)
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if (!force)
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D.gcDestroyed = null
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returnToPool(D)
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return
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// Returning POOL after being told to force destroy
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// indicates the objects Destroy() does not respect force
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if(!SSgarbage.noforcerespect["[D.type]"])
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SSgarbage.noforcerespect["[D.type]"] = "[D.type]"
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testing("WARNING: [D.type] has been force deleted, but is \
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returning an immortal QDEL_HINT, indicating it does \
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not respect the force flag for qdel(). It has been \
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placed in the queue, further instances of this type \
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will also be queued.")
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SSgarbage.QueueForQueuing(D)
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else
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if(!SSgarbage.noqdelhint["[D.type]"])
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SSgarbage.noqdelhint["[D.type]"] = "[D.type]"
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testing("WARNING: [D.type] is not returning a qdel hint. It is being placed in the queue. Further instances of this type will also be queued.")
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SSgarbage.QueueForQueuing(D)
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else if(D.gcDestroyed == GC_CURRENTLY_BEING_QDELETED)
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CRASH("[D.type] destroy proc was called multiple times, likely due to a qdel loop in the Destroy logic")
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// Default implementation of clean-up code.
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// This should be overridden to remove all references pointing to the object being destroyed.
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// Return the appropriate QDEL_HINT; in most cases this is QDEL_HINT_QUEUE.
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/datum/proc/Destroy(force=FALSE)
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nanomanager.close_uis(src)
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tag = null
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var/list/timers = active_timers
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active_timers = null
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for(var/thing in timers)
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var/datum/timedevent/timer = thing
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if (timer.spent)
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continue
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qdel(timer)
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return QDEL_HINT_QUEUE
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/datum/var/gcDestroyed //Time when this object was destroyed.
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/icon/Destroy()
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return QDEL_HINT_HARDDEL
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/client/Destroy()
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..()
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return QDEL_HINT_HARDDEL_NOW
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