5 Commits
Author SHA1 Message Date
MrMelbertandGitHub 750ca9d2ec Two as anything greps (and some other cleanup) (#92974) 2025-09-20 13:44:28 -04:00
itsmeowandGitHub cc335e7e9e IconForge: rust-g Spritesheet Generation (#89478)
## About The Pull Request

Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).

This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

### TG MAINTAINER NOTE


![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

### Batched Spritesheets

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

#### Caching

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

### Universal Icons

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

### Other Stuff

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

## Why It's Good For The Game

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.


![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)


![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:


![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

### Comparison for a single spritesheet - chat spritesheet:

**Before**


![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**


![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

## Changelog

🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
2025-03-03 14:58:27 +01:00
itsmeowandGitHub 0ab9b55a1f RTD Icon Improvements (#89491)
## About The Pull Request

RTDs try to use tile item icons instead of turf icons for code that was
clearly intended to work with turfs themselves (they support combination
dirs, but none of the items actually have these!)

They also recreate datums with static data *every single time* you
select a new tile in *each individual RTD*. They now make much smarter
use of this data and quit storing stuff inside temporary datums that get
deleted every time you select something else.

FYI this thing is still pretty busted but I don't have time to fix every
problem with it. I'm mainly doing this to get rid of the Turn() procs
and broken, nonexistent dirs being inserted into the spritesheet for
#89478.

## Why It's Good For The Game

Code improvements, better previews of the turfs you're going to get in
the RTD.


![image](https://github.com/user-attachments/assets/3732370b-36ba-4221-8571-e80a20ff21d8)

## Changelog

🆑
tweak: RTDs now show the icon of the actual turf being placed rather
than its tile item.
/🆑
2025-02-17 00:20:56 +01:00
klorpaandGitHub 69176298ed Spelling Fixes (#86056)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-09-10 17:04:59 +02:00
2532317da4 RTD Rapid Tiling Device (#72256)
## About The Pull Request
Interior decor at its finest & fastest available in engineering Proto
lathe after research
- Left click on a tile to infer its type. If the tile is supported by
the RTD then a balloon alert will be displayed showing "Tile changed to
XXX". If not supported, it will tell you that
- Right click on tile to convert it back to plating. It can only
deconstruct floor types which are supported
- Left click on plating to place your floor tile
- Only iron & glass floor types are supported because you can only feed
iron & glass to the RTD to keep it consistent

Also, this is my first time ever making sprites so expect less.


https://user-images.githubusercontent.com/110812394/209545438-6a51e7bf-163a-4a18-9102-7b77107eb1b7.mp4

Cleaned up some code in the RCD file as a bonus some notables ones are
- moved `update_overlays()` from rcd to `obj/item/construction `so any
class extending from this can use it
- removed `do_after()` when changing turf types cause its unessassary &
doesn't play well with the RTD

## Why It's Good For The Game
- Replace damaged or dirty tiles without the need of a janitor, crowbar
& removes manual labour by hand
- Give your room some style quickly maybe replace the whole station
floor with glass tiles I don't know you decide
- Maybe lay floor tiles quickly in maintenance to stop rats from chewing
on those cables

## Changelog
🆑
add: RTD Rapid Tiling Device
imageadd: Sprite for RTD
code: moved update_overlays() from rcd to obj/item/construction so
anyone can use it
del: cooldown of 3 seconds when changing turf type
qol: Faster Turf decoration
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2023-01-06 12:14:21 -08:00