## About The Pull Request
this adds a new define, `DISABLE_DREAMLUAU` (commented out by default),
which does... exactly what it says on the tin. it fully disables any
dreamluau-related code (the "Open Lua Editor" admin verb is left in,
albeit just giving the user a warning saying Lua is disabled, just so
there's no confusion about the verb itself being missing)
when compiling with OpenDream outside of CI (so dreamluau code will
still be linted), `DISABLE_DREAMLUAU` will be defined by default, tho.
## Why It's Good For The Game
makes OpenDream testing easier
## Changelog
no user-facing changes. or even code changes for most cases.
## About The Pull Request
Ever since byondapi went stable, I've been meaning to create a
replacement lua library that uses it instead of the auxtools-based
auxlua. After so many months, I've finally got the code just about into
a position where it's ready for a PR.
[Click here](https://hackmd.io/@aloZJicNQrmfYgykhfFwAQ/BySAS18u0) for a
guide to rewriting auxlua scripts for dreamluau syntax.
## Why It's Good For The Game
Code that runs on production servers should not depend on memory hacks
that are liable to break any time Dream Daemon updates.
## Changelog
🆑
admin: Admin lua scripting uses a new library that (probably) will not
break when BYOND updates.
/🆑
## TODO:
- [x] Convert the lua editor ui to TS
- [x] Include a guide for converting scripts from auxlua syntax to
dreamluau syntax
## About The Pull Request
Does a full shutdown of auxlua when the lua subsystem shuts down. This
should unpin the dll file.
Compare `AUXTOOLS_SHUTDOWN` code with `AUXTOOLS_FULL_SHUTDOWN`, let me
know if I'm mistaken:
### AUXTOOLS_SHUTDOWN
bc5b2cf019/auxtools/src/lib.rs (L346)
### AUXTOOLS_FULL_SHUTDOWN
bc5b2cf019/auxtools/src/lib.rs (L365)
## Why It's Good For The Game
Fixes auxlua keeping the dll pinned when the server is in a process of
shutting down.
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Noticed during #82138
Basically, the unit test that makes sure that all of the subsystems that
had to initialize properly initialized is good with the Notice
annotation, but it had a flaw - it didn't tell you _why_ the subsystem
failed to initialize:

Basically this PR just adds a variable, `initialization_failure_message`
(i have it on good authority that variables that don't get changed from
their compile time variable don't take up extra memory), and we just
append the failure message to this notice should it occur so all of the
information is available in one spot, rather than have the coder dig
through the CI Run Log to figure out what the specific error was should
it occur on something that isn't SSlua.
also small cute code cleanup :3
## About The Pull Request
Lua uses the timer subsystem, which can end up holding the entire timer
subsystem if lua is creating a lot of timers.
The solution to this is to use an internal scheduler instead so that the
load gets placed onto the lua subsystem.
## Why It's Good For The Game
Performance improvement when using lua scripts.
## Changelog
🆑
refactor: Auxlua no longer uses the timer subsystem to get stuff done,
lua scripts shouldn't slow down timers anymore.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Fixes some more lua harddel problems with lingering refs on the gc_guard
variable. This variable has been changed to a list instead and will get
cleared every time the SSlua subsystem fires so that lua instantiated
objects that are not tracked by the subsystem will essentially delete
themselves on the next tick, aka whenever the lua script sleeps.
Also removed the unnecessary and not completely functional
lua_reference_cleanup proc which wasn't even being called reliably
because the signal handler was the datum itself.
## Why It's Good For The Game
Fixes more harddel bugs, increases consistency.
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
This PR fixes this issue by making sure every proc called in the stack of /proc/wrap_lua_print which could sleep is called using INVOKE_ASYNC, and to prevent such problems in the future, marks all the wrappers as SHOULD_NOT_SLEEP(TRUE). I also figured out how to fix the dumb overflowing problem of the lua editor ui.
Due to lag concerns regarding lua states with a large number of global variables (including fields within global tables), I have made it so the global table and state log are hidden by default - they can be shown using a toggle button in the editor ui.