## About The Pull Request
Offloads GAGS generation to rust-g IconForge.
**Key Notes**
- The builtin GAGS editor still uses the 'legacy' generation to allow
for debugging.
- Does not support `color_matrix` layer type, which is currently not
used by any GAGS configs. Will do nothing if used.
- Does not support `or` blending mode, which is currently not used by
any GAGS configs. Will error if used.
- Has some 'quirks' compared to BYOND when it comes to mixing icon
states with different dir/frame amounts. BYOND will just silently handle
these and it's basically undefined behavior because what should you
expect BYOND to do? IconForge will spit errors out instead. So this PR
also fixes a few of those cases.
Functions by writing output to `tmp/gags/gags-[...].dmi`, copying that
output into the RSC and assigning the file object to `icon`.
Saves ~1.7s init by reducing worst-case GAGS icon generation from 250ms
to 1ms.
Also optimizes `icon_exists` by using `rustg_dmi_icon_states` for file
icons, saving ~60ms. Would have more savings if not for json_decode as
well as DMI parsing in rust being somewhat slow. Perhaps having
`rustg_dmi_icon_states` share a cache with IconForge could reduce this
cost, however I'd still recommend limiting these tests to unit tests
(https://github.com/tgstation/dev-cycles-initiative/issues/34),
especially for GAGS configs. I'm not sure they're worth 700ms.
Saves another ~400ms by replacing `md5asfile` with `rustg_hash_file` in
`/datum/greyscale_config/proc/Refresh`
Savings are likely even higher when combined with #89478, due to
spritesheets sharing a parsed DMI cache with GAGS. This means GAGS will
spend less time parsing icons synchronously and can generate output
faster. Tracy tests with this combo seem to yield ~2sec savings instead
of ~1.7sec
Total savings: ~2.16sec to ~2.46sec
- Ports https://github.com/BeeStation/BeeStation-Hornet/pull/10455
- Resolves https://github.com/tgstation/dev-cycles-initiative/issues/9
## Why It's Good For The Game
GAGS go zoooom
<details>
<summary>GAGS Working Ingame</summary>


</details>
<details>
<summary>GetColoredIconByType</summary>

</details>
<details>
<summary>icon_exists</summary>

</details>
<details>
<summary>Refresh</summary>

</details>
## Changelog
🆑
tweak: Optimized GAGS using rust-g IconForge, reducing worst-case
generation time to 1ms
/🆑
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.)

`/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.
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 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.
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)
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.

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

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

**Before**

**After**

🆑
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
/🆑
## 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

### 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.

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

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

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

**After**

## 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
/🆑
* [ready] unit tests all worn icons (#72370)
Fixes#71692🆑 ShizCalev
code: Added a unit test for ALL worn icons.
fix: Fixed a bunch of broken worn icons!
/🆑
* [ready] unit tests all worn icons
* Should have fixed most of the failures now
* Here, hopefully that should fix what was left
* Okay maybe it just hadn't been fixed yet
* I can be a bit dumb sometimes
* Okay, now it's going to work, I promise
* I'm so tired of this
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Changes the missing food icon test to cover ALL /obj's
* Update implant.dm
* Hopefully fixes all the failing integration tests!
* Fixes more missing icons
* Even more icon fixes
* Hopefully that was all of them
* Okay now SURELY that's all of them
* I'm tired of this shit man
* Hopefully that's all, for real this time!
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Adds unit test for items that can be equipped to suit storage slots that are missing sprites (#70643)
* Adds unit test for items that can be equipped to suit storage slots that are missing sprites
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
* Change BYOND version to 513.1526
* Remove BSQL from docker image
* Add a docker publish action
* Add a docker test action
* Cleanup runtime icons
* Cleanup runtime sounds
* Correct docker workflow names
* Add Dockerfile as an appveyor cache dependency
* Fix build issues
* Copy all dlls
* No need for .dlls in docker
* Minor cleanups
cl
refactor: BSQL has been replaced with rust-g, improving SQL reliability and safety.
/cl
Queries were parameterized as much as possible. Careful code read by someone else also versed in SQL would be a good idea. Things seemed fine spot-testing roundstart, library, bans, and polls, but more stress-testing may be useful.
Also updates rust-g to v0.4.5:
Improved Linux .so detection
Perlin noise functions
Also updates Travis script to bionic.
Return of #37112.
@Carbonhell from Hippie reported an SSminimap crash on 512.1440 due to accidentally leaving the config on.
Nothing uses this subsystem, its maps look terrible, and it still after all this time is prone to crashes. If someone actually wants to start using these maps again they can just add the SS back in when they do that.
Adds a simple file to create a work tree with only what's needed to RUN the
game.
.dmb/.rsc, _maps, strings, and some icons and sounds.
Makes the Dockerfile use it.
Also adds dependencies.sh which can serve as a single version source used by
all CI and utils.
Enables appveyor and artifacts, you can now download a .dmb deployment straight
from a PR or master commit.