Commit Graph

53 Commits

Author SHA1 Message Date
LemonInTheDark
6d3e268f6a Implements byond_status() for harddel hunting (#77818)
## About The Pull Request

In addition, improves dump_harddel_deets usage to hopefully hit in unit
testing

byond_status() will dump as a part of find_references(). While I'd like
to expand that if we ever get a proper version, this is good for how we
have things setup rn.
2023-08-21 22:59:18 -07:00
A miscellaneous Fern
deaee5c561 Removes some duplicated and redundant components from _datum_components() (#77615)
## About The Pull Request

As it stands, `_GetInverseTypeList()` (as used in `_JoinParent()` and
`_RemoveFromParent()`) has two issues:
1. As described in #76678, it adds duplicated components because even if
`current_type` is `/datum/component` AND we've already added it in `. =
list(our_type, current_type)`, the final line is outside the while loop
and adds it again.
2. Currently every `_datum_components` list has all of it's components
listed under the `/datum/component` key. It's used as an all-encompasing
list for when all the components an atom has need to be looped through,
but I think that's a questionable implementation. Making an entire new
list doesn't make much sense, given that accessing elements of an
associative list is very cheap, and it nearly doubles the work we do
when adding components to `_datum_components`.
Doing it with other parents at least removes the need for type checks to
get components of a given type, so I think those are fine to stay.
## Why It's Good For The Game

Closes #76678.
Avoids the questionably useful list of components with
`/datum/component` as its key from `_datum_components`.

I don't think there's anything player-facing here.
2023-08-19 01:19:00 +02:00
LemonInTheDark
1fed91837c Adds a system for logging metadata about hard deletes (#76956)
## About The Pull Request

I'm sick of the progress bar harddel, and I've ran into this problem in
the past, so I'm just gonna do something about it

If you want to provide an individual logged bit of info about a harddel,
you can override `/datum/proc/dump_harddel_info()` and return a string
containing "whatever"

Use of this should be limited, this could potentially clutter del logs,
especially if it's used on something that fails often, like pipes

I do think it's still useful tho. It's output ingame, in the logs, and
in unit test failures. Hopefully all nicely tho I'm only really 100%
sure about in game.
2023-08-04 14:15:00 -07:00
LemonInTheDark
be6b3cf330 Moves ui references from the tgui subsystem to datums themselves (#76215)
## About The Pull Request

Unused vars have 0 memory cost, and the ref and list lookup here is
REALLY expensive, for both init and foam spreading.

## Why It's Good For The Game

Saves 0.2s off a station flood on meta, and 0.17s off init. More time in
other qdel heavy areas
Pulled off #76104 for the sake of cleanliness
2023-06-21 23:55:04 -06:00
LemonInTheDark
ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)

[Moves signal procs over to their own
file](33d07d01fd)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)

[And finally passes over the examine
signals](65917658fb)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
LemonInTheDark
daf55e611c Cleans up/renames as private some internal var definitions, removes some fucked uses of internal list vars (#75769)
## About The Pull Request

[Improves the documentation of DCS lists, removes old list of callback
docs that no longer
apply](c3821d9f5f)

[Adds a second signal register to decal rotating, adds a trait to
objects under a tile. STOP DIRECTLY READING HIDDEN LISTS I SWEAR TO
GOD](6b3f97a76a)

[Removes direct reads of the timer list, they were redundant
mostly](14fcd9f8a6)

[Please stop directly reading/modifying the traits list to ensure your
dna rot follows the
brain](ec0e5237ec)

[Marks internal datum lists as well internal with
_](57c6577ff6)

[57c6577](57c6577ff6)

Does the same to _clear_signal_refs() in hopes of keeping people from
touching it

## Why It's Good For The Game

They pissed me off.

Users should not be touching these lists, especially in ways that make
assumptions about their structure and are thus prone to breaking if that
ever changes.
Most of these are close to zero cost changes, using a wrapper to solve
the problem, or just yeeting it

Two aren't, Decals with a direction have gained a second signal register
on init, and things that sit underfloor (cables/pipes) now get a trait
when inserted there.

This should have a minimal impact on memory/init time, bugging
@Mothblocks about it just in case
2023-06-05 22:25:09 -06:00
Zephyr
fbec9c14e9 JSON Logging Take Two (#73604)
## About The Pull Request

Converts all logging, excluding perf and investigate, to json.
I focused on making the system as easy to use and as easy to add new
categories as possible.

Due to issues related to logging to world at global creation logger is
now a byond real, which is created directly before Master

Log categories support versioning, secret flagging, and sub-category
filtering. Although all of this is entirely optional for coders.
If you ever want to add a new category and use it, all you need to do is
make the barebones category datum and the define.
I've kept existing procs such as log_game, and simply turned them into a
wrapper for Logger.Log(xxx, ...)
## Why It's Good For The Game

Makes processing and filtering logs much easier in the future, while
only minimally downgrading log crawling experience.
I am also working on a log viewer frontend for admin usage however that
will take a little bit longer to finish up.
Also makes special logging and data tracking much easier thanks to a
data list processing implementation and handling
## Changelog
🆑
server: All logs are now formatted in json, excluding perf and
investigations
/🆑

---------

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-05-22 14:51:00 +12:00
Mothblocks
7d065395a6 Experiment flag for not caching ref on 515 (#73903)
Closes #73902

> Since strings are ref counted, and a `\ref` creates a string, then in
cases where a `\ref` is only intended to go to an html window showed to
a player or admin, storing it would extend how long the string for the
`\ref` exists in the string tree, which is likely bloating the string
tree and making it have to force a rebalance more often.
> 
> 515's next version has a pretty decent speedup on `\ref`/`ref()`.

Turned into an experiment flag for a few reasons:
1. I like the idea of when testing 515, only testing 515, and not our
changes that benefit from 515
2. Lets me profile the differences a lot easier
3. Makes it clearer what needs to be removed, since I have locked
`cached_ref` behind *not* having the flag.

Also adds a compile error if these flags live past 515.
2023-03-14 18:38:37 -06:00
LemonInTheDark
ab307032ed Nightvision Rework (In the name of color) (#73094)
## About The Pull Request

Relies on #72886 for some render relay expansion I use for light_mask
stuff.

Hello bestie! Night vision pissed me off, so I've come to burn this
place to the ground.
Two sections to discuss here. First we'll talk about see_in_dark and why
I hate it, second we'll discuss the lighting plane and how we brighten
it, plus introducing color to the party.

### `see_in_dark` and why it kinda sucks

https://www.byond.com/docs/ref/#/mob/var/see_in_dark

See in dark lets us control how far away from us a turf can be before we
hide it/its contents if it's dark (not got luminosity set)
We currently set it semi inconsistently to provide nightvision to mobs.

The trouble is stuff that produces light != stuff that sets luminosity.
The worst case of this can be seen by walking out of escape on icebox,
where you'll see this


![image](https://user-images.githubusercontent.com/58055496/215683654-587fb00f-ebb8-4c83-962d-a1b2bf429c4a.png)

Snow draws above the lighting plane, so the snow will intermittently
draw, depending on see_in_dark and the luminosity from tracking lights.
This would in theory be solvable by modifying the area, but the same
problem applies across many things in the codebase.
As things currently stand, to be emissive you NEED to have a light on
your tile. People are bad at this, and honestly it's a bit much to
expect of them. An emissive overlay on a canister shouldn't need an
element or something and a list on turfs to manage it.
This gets worse when you factor in the patterns I'm using to avoid
drawing lights above nothing, which leads to lights that should show,
but are misoffset because their parent pixel offsets.

It's silly. We do it so we can have things like mesons without just
handing out night vision, but even there the effect of just hiding
objects and mobs looks baddddddd when moving. It's always bothered me.
I'll complain about mesons more later, but really just like, they're too
bright as it is.

I'm proposing here that rather then manually hiding stuff based off
distance from the player, we can instead show/hide using just the
lighting plane. This means things like mesons are gonna get dimmer, but
that's fine because they suck.

It does have some side effects, things like view() on mobs won't hide
stuff in darkness, but that's fine because none actually thinks about
view like that, I think.

Oh and I added a case to prevent examining stuff that's in darkness, and
not right next to you when you don't have enough nightvision, to match
the old behavior `see_in_dark` gave us.

Now I'd like to go on a mild tangent about color, please bare with me

### Color and why `lighting_alpha` REALLY sucks

You ever walk around with mesons on when there's a fire going, or an
ethereal or firelocks down.
You notice how there isn't really much color to our lights? Doesn't that
suck?

It's because the way we go about brighting lighting is by making
everything on the lighting plane transparent.
This is fine for brightening things, but it ends up looking kinda crummy
in the end and leads to really washed out colors that should be bright.
Playing engineer or miner gets fucking depressing.

The central idea of this pr, that everything else falls out of, is
instead of making the plane more transparent, we can use color matrixes
to make things AT LEAST x bright.

https://www.byond.com/docs/ref/#/{notes}/color-matrix

Brief recap for color matrixes, fully expanded they're a set of 20
different values in a list
Units generally scale 0-1 as multipliers, though since it's
multiplication in order to make an rgb(1,1,1) pixel fullbright you would
need to use 255s.

A "unit matrix" for color looks like this:
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0, 0, 0, 0
)
```

The first four rows are how much each r, g, b and a impact r, g, b and
well a.
So a first row of `(1, 0, 0, 0)` means 1 unit of r results in 1 unit of
r. and 0 units of green, blue and alpha, and so on.
A first row of `(0, 1, 0, 0)` would make 1 red component into 1 green
component, and leave red, blue and alpha alone, shifting any red of
whatever it's applied to a green.

Using these we can essentially color transform our world. It's a fun
tool. But there's more.

That last row there doesn't take a variable input like the others.
Instead, it ADDS some fraction of 255 to red, green, blue and alpha.

So a fifth row of `(1, 0, 0, 0)` would make every pixel as red as it
could possibly be.

This is what we're going to exploit here. You see all these values
accept negative multipliers, so we can lower colors down instead of
raising them up!
The key idea is using color matrix filters
https://www.byond.com/docs/ref/#/{notes}/filters/color to chain these
operations together.

Pulling alllll the way back, we want to brighten darkness without
affecting brighter colors.
Lower rgb values are darker, higher ones are brighter. This relationship
isn't really linear because of suffering reasons, but it's good enough
for this.
Let's try chaining some matrixes on the lighting plane, which is bright
where fullbright, and dark where dark.

Take a list like this

```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     -0.2, -0.2, -0.2, 0
)
```
That would darken the lighting a bit, but negative values will get
rounded to 0
A subsequent raising by the same amount
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0.2, 0.2, 0.2, 0
)
```
Will essentially threshold our brightness at that value.
This ensures we aren't washing out colors when we make things brighter,
while leaving higher values unaffected since they basically just had a
constant subtracted and then readded.

### But wait, there's more

You may have noticed, we gain access to individual color components
here.
This means not only can we darken and lighten by thresholds, we can
COLOR those thresholds.
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0.1, 0.2, 0.1, 0
)
```
Something like the above, if applied with its inverse, would tint the
darkness green.
The delta between the different scalars will determine how vivid the
color is, and the actual value will impact the brightness.

Something that's always bothered me about nightvision is it's just
greyscale for the most part, there isn't any color to it.
There was an old idea of coloring the game plane to match their lenses,
but if you've ever played with the colorblind quirk you know that gets
headachey really fast.
So instead of that, lets color just the darkness that these glasses
produce.
It provides some reminder that you're wearing them, instead of just
being something you forget about while playing, and provides a reason to
use flashlights and such since they can give you a clearer, less tinted
view of things while retaining the ability to look around things.

I've so far applied this pattern to JUST headwear for humans (also those
mining wisps)
I'm planning on furthering it to mobs that use nightvision, but I wanted
to get this up cause I don't wanna pr it the day before the freeze.

Mesons are green, sec night vision is red, thermals orange, etc.

I think the effect this gives is really really nice. 
I've tuned most things to work for the station, though mesons works for
lavaland for obvious reasons.

I've tuned things significantly darker then we have them set currently,
since I really hate flat lighting and this system suffers when
interacting with it.

My goal with these is to give you a rough idea of what's around you,
without a good eye for detail.
That's the difference between say, mesons, and night vision. One helps
you see outlines, the other gives you detail and prevents missing
someone in the darkness.

It's hard to balance this precisely because of different colored
backgrounds (looking at you icebox)
More can be done on this front in future but I'm quite happy with things
as of now

### **EDIT**

I have since expanded to all uses of nightvision, coloring most all of
them.

Along the way I turned some toggleable nightvision into just one level. 
Fullbright sucks, and I'd rather just have one "good" value.

I've kept it for a few cases, mostly eyes you rip out of mobs.
Impacted mobs are nightmares, aliens, zombies, revenants, states and
sort of stands.

I've done a pass on all mobs and items that impact nightvision and added
what I thought was the right level of color to them. This includes stuff
like blobs and shuttle control consoles
As with glasses much of this was around reducing vision, though I kept
it stronger here, since many of these mobs rely on it for engaging with
the game

<details>
<summary>
Technical Changes
</summary>

#### Adds filter proc (the ones that act like templates) support to
filter transitions.
Found this when testing this pr, seemed silly.

#### Makes our emissive mask mask all light instead
This avoids dumbass overlay lighting lighting up wallmounts.
We switch modes if some turfflags are set, to accomplish the same thing
with more overhead, and support showing things through the darkness.

Also fixes a bug where you'd only get one fullscreen object per mob, so
opening and closing a submap would take it away

Also also fixes the lighting backdrop not actually spanning the screen. 
It doesn't actually do anything anymore because of the fullscreen light
we have, but just in case that's unsued.
Needs cleanup in future.

#### Moves openspace to its own plane that doesn't draw, maxing its
color with a sprite

This is to support the above
We relay this plane to lighting mask so openspace can like, have
lighting

#### Changes our definition of nightvision to the light cutoff of night
vision goggles and such
Side affect of removing see_in_dark. This logic is a bit weak atm, needs
some work.

#### Removes the nightvision spell
It's a dupe of the nightvision action button, and newly redundant since
I've removed all uses of it

#### Cleans up existing plane master critical defines, ensures
trasnparent won't render

These sucked
Also transparent stuff should never render, if it does you'll get white
blobs which suck

</details>

## Why It's Good For The Game

Videos! (Github doesn't like using a summary here I'm sorry)
<details>

Demonstration of ghost lighting, and color


https://user-images.githubusercontent.com/58055496/215693983-99e00f9e-7214-4cf4-a76a-6e669a8a1103.mp4

Engi-glass mesons and walking in maint (Potentially overtuned, yellow is
hard)


https://user-images.githubusercontent.com/58055496/215695978-26e7dc45-28aa-4285-ae95-62ea3d79860f.mp4

Diagnostic nightvision goggles and see_in_dark not hiding emissives


https://user-images.githubusercontent.com/58055496/215692233-115b4094-1099-4393-9e94-db2088d834f3.mp4

Sec nightvision (I just think it looks neat)


https://user-images.githubusercontent.com/58055496/215692269-bc08335e-0223-49c3-9faf-d2d7b22fe2d2.mp4

Medical nightvision goggles and other colors


https://user-images.githubusercontent.com/58055496/215692286-0ba3de6a-b1d5-4aed-a6eb-c32794ea45da.mp4

Miner mesons and mobs hiding in lavaland (This is basically the darkest
possible environment)


https://user-images.githubusercontent.com/58055496/215696327-26958b69-0e1c-4412-9298-4e9e68b3df68.mp4

Thermal goggles and coloring displayed mobs


https://user-images.githubusercontent.com/58055496/215692710-d2b101f3-7922-498c-918c-9b528d181430.mp4

</details>

I think it's pretty, and see_in_dark sucks butt.

## Changelog

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🆑
add: The darkness that glasses and hud goggles that impact your
nightvision (think mesons, nightvision goggles, etc) lighten is now
tinted to match the glasses. S pretty IMO, and hopefully it helps with
forgetting you're wearing X.
balance: Nightvision is darker. I think bright looks bad, and things
like mesons do way too much
balance: Mesons (and mobs in general) no longer have a static distance
you can see stuff in the dark. If a tile is lit, you can now see it.
fix: Nightvision no longer dims colored lights, instead simply
thresholding off bits of darkness that are dimmer then some level.
/🆑
2023-02-17 18:10:39 -07:00
LemonInTheDark
f88edef0fb Space/Changeturf fixes and optimizations (#73261)
## About The Pull Request

We've got a few space related things that are busted, and shuttle
movement is slow.
I'd like to try to improve these things, if just a bit.

Long list of only tenuously related topics. Sorry for the shotgun blast

#### [Fixes lazyloaded stuff having bad
space](d4de176a63)

We need to handle area transferring in maploading code under niche
cases, and we also need to actually init reservation spaces we create.

It's also redundant and potentially dupe creating to do area lighting
handling in changeturf, because it gets touched in turf init anyway. Old
me is stupid.

#### [Adds some doc comments, yeets
ssmappping/transit](269717145d)

We had a reserved space for just shuttles to use, except it wasn't for
just shuttles.
So in theory if the space got clogged with other shit, the shuttles
could have nowhere to actually use.

It's better to just have the two groups share real estate. More sane

### The "Starlight is Slow" Block

#### [Starlight optimization part one (don't check config for each
individual turf you check for
activity)](7312a314be)

#### [Starlight optimization part two (infer
context)](be94c422ed)

Starlight was causing each space turf to cause itself and its neighbor
to constantly recheck if they had starlight off changeturf.

The exact same effect can be had by taking advantage of some
pre-existing information, namely if the space turf is gaining or losing
a source of starlight.
Essentially, instead of telling a turf to check all adjacent turfs to
see if it's got starlight, we tell the turf if WE are a source of
starlight, or if we might be taking something away from it.

There's a bit of wasted cpu here but not much, if it's worth doing a
register signal pattern for clearing depends on the case we're working
with.

Being intelligent about this makes things much faster, something in the
neighborhood of 4 to 3 fold.
I've also made openspace's starlight work better, cause the old pattern
was a bit silly.

### Changeturf is Annoying (Microops)

#### [Micro ops changeturf and turf deletion a
bit](386b3ab7fc)

Don't do work if the thing you're working on doesn't exist, don't check
every adjacent turf for firelocks on turf change (just have thefirelocks
manage that), don't check all atoms on the turf for decals on turf
change, similar.
Also moves visibility changes from camera code into changeturf, to avoid
unneeded work.

Needs some extra work to optimize the guts for this path but I can do
that!

#### [Micros camera vis
changes](ebab69e9ea)

We should only update vis when our opacity changes. 
In addition, we don't need all the camera handling fluff if we only want
to update our turf's static groups.

Also micros a camera net helper to be less crap for non multiz maps

#### [Micros some open space atmos cases, alongside avoiding a for(null)
in opacity
handling](72ae07ba1d)

#### [Ensures space_lit tiles never accidentially inherit lighting
objects](a99ff2265a)

S dumb, and leads to space turfs having two sources of lighting, which
looks wrong.
This was invisible when their lighting was fullbright, but it sucks now.


### Misc Stuff

#### [Cleans up stat tracking a bit to avoid
collisions](40fb8f21e2)

#### [Cleans up a turf helper to not be
stupid](bf4ee67100)

WHY ARE YOU USING THE RANGED TURF HELPER IF YOU GO ONE TILE

#### [Moves transit turf signal cleanup to destroy, I named this proc
wrong](c85c2cfc86)

I'm sorry @Time-Green 

#### [Adds better transit caching to
shuttles](35e85334c4)

Adds a max reserved transit size to the shuttle subsystem, to keep
things in bounds.
In addition, adds a soft cap under which existing transit space will get
hold onto, to make repeated non escape/arrive shuttle movements faster

Hopefully this makes common shuttle moves less bad.
## Why It's Good For The Game

Speed
2023-02-06 23:04:50 -05:00
MrMelbert
a55a30f820 Return to Tiny: Reworks heights to use filters, allows spacemen to have varying heights (#72344)
## About The Pull Request

Re-pr of #66644 with some changes to get it working


![image](https://user-images.githubusercontent.com/51863163/209893337-6a35207b-f097-4fd8-bc51-e66b3273919c.png)

- [x] ~~Huds get cut off~~ Resolved
- [x] ~~Very tall helmets get cut off~~ Resolved
- [x] Hair gets cut off
- [x] ~~Needs optimization before releasing to the world as a pref~~ jk
lol

## Why It's Good For The Game

Look at that fella so cute

## Changelog

🆑 Melbert, That REALLY Good Soda Flavor, FatFat, AndreyGusev
add: Spacemen can now have varying height. (Admin only for now)
add: Dwarfs are now slightly shorter, but look way better.
/🆑

Co-authored-by: Jack LeCroy <3073035+jacklecroy@users.noreply.github.com>
2023-01-18 22:52:17 -08:00
LemonInTheDark
85b2d5043d Optimizes qdel related things (slight init time savings) (#70729)
* Moves spawners and decals to a different init/delete scheme

Rather then fully creating and then immediately deleting these things,
we instead do the bare minimum.

This is faster, if in theory more fragile. We should be safe since any
errors should be caught in compile since this is very close to a
"static" action. It does mean these atoms cannot use signals, etc.

* Potentially saves init time, mostly cleans up a silly pattern

We use sleeps and INVOKE_ASYNC to ensure that handing back turfs doesn't
block a space reservation, but this by nature consumes up to the
threshold and a bit more of whatever working block we were in.

This is silly. Should just be a subsystem, so I made it one, with
support for awaiting its finish if you want to

* Optimizes garbage/proc/Queue slightly

Queue takes about 1.6 seconds to process 26k items right now.
The MASSIVE majority of this time is spent on using \ref
This is because \ref returns a string, and that string requires being
inserted into the global cache of strings we store

What I'm doing is caching the result of ANY \ref on the datum it's
applied to. This ensures previous uses will never decay from the string
tree.

This saves about 0.2 seconds of init
2022-10-30 00:09:15 -07:00
LemonInTheDark
930c5e635e Moves "catch this var/flag" code from obj/init and datum/new into the types that use it (#69634)
* Optimizes away /obj/Initialize

We were spending like 0.15 seconds just checking for blueprints, obj
flags and network ids
All these things can just be applied where they're wanted, saves time

Oh and I replaced object flags with an emag injector. I'll give it a
sprite and name later I promise

* Requires a GenerateTag() call to set DF_USE_TAG, rather then doing a check in atom New

This is technically harder to use, but I don't really want people using
tags, and it saves 0.15 seconds

* Moves generatetag to /datum

* I am dumb

* Saves 0.5 seconds, makes init emissive blockers actually work

Ok so background. If an overlay is added with add_overlay, and not
"managed" somehow, it will effectively never be removed, because
nothing's tracking it.

Update_overlays uses the managed_overlays list/var (one of those) to do
this.
I'm gonna piggyback off this to make emissive overlays actually like,
respect overlay updates.

Oh and uh, I've saved maybe 0.5 seconds by caching the new emissive, and
not using add_overlay. There's a chance this will lead to overlay
corruption, but since we never readd the flattened, I think we'll be
safe

* Fixes plane not being set right, changes color logic too, since alpha will override past color sets

* Makes it actually work. also makes rand posters update appearance to clear away the overlay, since it shows on right click and looks bad

* Fixes blockers showing as emissives. It turns out alpha sets override the color list we use. Not sure why we pretend to support them

* Makes the injector support traits, adds an amazing sprite
2022-09-06 03:17:17 -07:00
Seth Scherer
f1a363c825 Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers.
2022-08-18 22:08:44 -04:00
Kylerace
d005d76f0b Fixes Massive Radio Overtime, Implements a Spatial Grid System for Faster Searching Over Areas (#61422)
a month or two ago i realized that on master the reason why get_hearers_in_view() overtimes so much (ie one of our highest overtiming procs at highpop) is because when you transmit a radio signal over the common channel, it can take ~20 MILLISECONDS, which isnt good when 1. player verbs and commands usually execute after SendMaps processes for that tick, meaning they can execute AFTER the tick was supposed to start if master is overloaded and theres a lot of maptick 2. each of our server ticks are only 50 ms, so i started on optimizing this.

the main optimization was SSspatial_grid which allows searching through 15x15 spatial_grid_cell datums (one set for each z level) far faster than iterating over movables in view() to look for what you want. now all hearing sensitive movables in the 5x5 areas associated with each spatial_grid_cell datum are stored in the datum (so are client mobs). when you search for one of the stored "types" (hearable or client mob) in a radius around a center, it just needs to

    iterate over the cell datums in range
    add the content type you want from the datums to a list
    subtract contents that arent in range, then contents not in line of sight
    return the list

from benchmarks, this makes short range searches like what is used with radio code (it goes over every radio connected to a radio channel that can hear the signal then calls get_hearers_in_view() to search in the radios canhear_range which is at most 3) about 3-10 times faster depending on workload. the line of sight algorithm scales well with range but not very well if it has to check LOS to > 100 objects, which seems incredibly rare for this workload, the largest range any radio in the game searches through is only 3 tiles

the second optimization is to enforce complex setter vars for radios that removes them from the global radio list if they couldnt actually receive any radio transmissions from a given frequency in the first place.

the third optimization i did was massively reduce the number of hearables on the station by making hologram projectors not hear if dont have an active call/anything that would make them need hearing. so one of hte most common non player hearables that require view iteration to find is crossed out.

also implements a variation of an idea oranges had on how to speed up get_hearers_in_view() now that ive realized that view() cant be replicated by a raycasting algorithm. it distributes pregenerated abstract /mob/oranges_ear instances to all hearables in range such that theres at max one per turf and then iterates through only those mobs to take advantage of type-specific view() optimizations and just adds up the references in each one to create the list of hearing atoms, then puts the oranges_ear mobs back into nullspace. this is about 2x as fast as the get_hearers_in_view() on master

holy FUCK its fast. like really fucking fast. the only costly part of the radio transmission pipeline i dont touch is mob/living/Hear() which takes ~100 microseconds on live but searching through every radio in the world with get_hearers_in_radio_ranges() -> get_hearers_in_view() is much faster, as well as the filtering radios step

the spatial grid searching proc is about 36 microseconds/call at 10 range and 16 microseconds at 3 range in the captains office (relatively many hearables in view), the new get_hearers_in_view() was 4.16 times faster than get_hearers_in_view_old() at 10 range and 4.59 times faster at 3 range

SSspatial_grid could be used for a lot more things other than just radio and say code, i just didnt implement it. for example since the cells are datums you could get all cells in a radius then register for new objects entering them then activate when a player enters your radius. this is something that would require either very expensive view() calls or iterating over every player in the global list and calling get_dist() on them which isnt that expensive but is still worse than it needs to be

on normal get_hearers_in_view cost the new version that uses /mob/oranges_ear instances is about 2x faster than the old version, especially since the number of hearing sensitive movables has been brought down dramatically.

with get_hearers_in_view_oranges_ear() being the benchmark proc that implements this system and get_hearers_in_view() being a slightly optimized version of the version we have on master, get_hearers_in_view_as() being a more optimized version of the one we have on master, and get_hearers_in_LOS() being the raycasting version currently only used for radios because it cant replicate view()'s behavior perfectly.
2021-12-16 19:49:27 -08:00
LemonInTheDark
e663308b0d Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before. (#61943) 2021-10-09 04:29:33 -07:00
LemonInTheDark
cd576ab519 Del The World: Unit testing for hard deletes (#59612)
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2021-08-15 21:09:26 -07:00
LemonInTheDark
6fcbce39cd Makes turfs persist their signals, uses this to optimize connect_loc (#59608)
* Makes turfs persist signals

* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear

* Converts all uses of connect_loc over to the new patterns

* Adds some comments, actually makes turfs persist signals

* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work

* bro fuck documentation

* Changes from a var to a proc, prevents admemems and idiots

* Extra detail on why we do the copy post qdel
2021-06-22 23:12:34 -04:00
Kylerace
237a8a6585 optimizes some internals of signal and component code (#59154)
* optimizes some internals of signal and component code

* comment and a better var name

* gets rid of DF_SIGNAL_ENABLED and all referencing code because its dumb

* gets rid of NONE | CallAsync(stuff)

* fixes conflicts

* puts NONE back in
2021-05-22 23:50:46 -04:00
LemonInTheDark
1aa42a3188 Ref Tracking: Revengance (#57728)
* Ref Tracking: Revengance

Fixes reference tracking ignoring self references due to a poorly thought out tick checking system.
Fixes reference tracking ignoring the contents of assoc lists
Makes the reference tracking printouts actually describe what list the ref is in, rather then just saying "list"

Adds REFERENCE_TRACKING_DEBUG, a define which toggles tracking info for the ref tracking procs, which allows for
oversight on how the proc is working

Allows for direct calls of qdel_and_find_ref_if_fail(), makes it use ref rather then REF(), fixing it breaking
for mobs. (Ditto for the qdel hint which does the same thing)

Moves REAGENTS_TESTING out of the reftracking define block
Makes unit tests define REFERENCE_TRACKING, REFERENCE_TRACKING_DEBUG, and FIND_REF_NO_CHECK_TICK

Adds a unit test that sanity checks the reference finder proc
2021-03-25 22:01:23 -07:00
Mothblocks
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
coiax
6370ee6522 Moves /datum/var/signal_enabled to datum flags (#56372)
* Moves /datum/var/signal_enabled to datum flags

`signal_enabled` is a variable on /datum, so present almost every object
in the game. Folding it into the existing `datum_flags` variable will
save allocating a variable on every datum in the game.

- Clown weaponry was using the `signal_enabled` variable to turn their
  attached slippery component on and off when the shield/sword was
  toggled. They now just remove/add the component, rather than touching
  deep datum internals.
2021-02-07 03:15:00 -08:00
spookydonut
f9bb52e866 Add TIMER_DELETE_ME (#55803) 2020-12-31 13:20:08 -08:00
TiviPlus
0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
TiviPlus
ca366c3ea1 Bools and returns super-pr (#53221)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-28 14:26:37 -07:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
Rohesie
b5c5fa52c2 Ports TGMC timer cooldowns (now supporting signals) (#51388)
Added it to a random timer as proof of concept.

This is less performant than storing world.time in a variable, but it's a simple, quick, easy and dirty way to add a cooldown to something. Just create an ID and you need do no more besides using the macros.

Helps with clarity and adding cooldowns on the fly.
2020-06-19 10:49:25 +12:00
spookydonut
cea5360e4b Updates codedocs with links (#49497)
About The Pull Request

Updating the best written documentation with the new linking feature.
2020-02-25 08:17:45 +13:00
spookydonut
175439f63a Removes unreachable code (#48143)
About The Pull Request

As detected by SpaceManiac/SpacemanDMM#123
2019-12-10 20:52:13 +13:00
spookydonut
cca969feea change these away from defines (#47105) 2019-10-17 10:10:51 -04:00
Emmett Gaines
22564a3eaf Moves documentation from the component readme to doc comments (#46544)
Also improves some wording and structure
We never remembered to update the readme anyway
2019-09-25 18:43:43 -07:00
spookydonut
210ba5c571 Adds linting for equipped() pickup() dropped() (#46614)
* lint some inventory procs

* lineends

* f

*  line end

* lineend

* fuck

* changes per review
2019-09-25 02:31:29 -07:00
Emmett Gaines
c25459d938 Adds SHOULD_CALL_PARENT to Destroy() (#45188)
Timers, signals, and components need to know when the thing they're 
attached to is getting destroyed or bad things happen. Since any datum 
can make use of these every destroy needs to call parent.
2019-07-15 18:13:48 -07:00
oranges
800f24393d Convert some code docs into the auto doc format (#45101)
* Document datum, area,atom and some of the mob code

* Update

* Documented mob_helpers poorly

* Brief treatise on mob movement iself

* sdfasdf

* Add title to treaties

* Move readme file for say

* more say stuff for mobs

* Document login and status procs

* Add some goddan links like a boss

* Document some atom vars
2019-07-11 11:39:56 -04:00
ninjanomnom
56196df9c6 Reverts datum outputs
reverts #43038
reverts #41535
2019-06-13 20:09:10 -04:00
Akrilla
2d32be1904 Small storage refactor and examine change (#44109)
* Removes repeated line

* Description change for clothing items that can only store specific items

* Get all children of can_hold listed items.

* can_hold only needs the top most item, child items are dealt automatically

* cant_hold related change

* Text change

* Moves the item check to the line above, and removes the current.

* Same changes, but to belt/wallet code.

* Change to using signals instead

* Generic signal on datum/topic

* Cache typecache, and small signal change

* Small argument tweaks and remove unneeded lists

* Change to proc

* Change call can_holds/cant_holds to use new proc

* initial, and cleaned up display code

* Null check
2019-05-30 14:20:29 -04:00
Militaires
3ff0287d90 [READY] Outputs Datum Cooldown: For Real Guys This Time (#43038)
cl Basilman
fix: Added a cooldown for datum outputs
/cl

also added an arg called do_owner in playsound that lets the owner of a datum output be different from the atom that plays it, chiefly used for component/squeak so that you can apply the component directly to any single atom without having to fuck with said atom's datum_outputs list so that it can properly play the sound, since the datum output is already stored within the datum component itself.

also send_info now returns true or false based on whether it's cooling down or not, i dont like this and i initially just had a var for whether it's cooling down or not but raz said it saves a var so i guess whatever ill just have it like that
2019-04-03 10:48:37 +13:00
Tad Hardesty
40cfebf2b0 Add some additional type annotations to lists (#43087) 2019-03-17 12:18:23 +01:00
XDTM
b7c7593191 [Ready]Moves traits to datums (#38505)
I've been in a few situations where traits would be handy to track certain object or datum flags, and there's no particular reason that ties them to living mobs aside from being initially a disability rework.
2018-09-22 21:50:03 +12:00
ninjanomnom
57c8c10be7 Move signal registration from components to datums 2018-08-22 14:04:48 -04:00
kevinz000
5b5e1ee577 Third time's the charm - Photography update: 7x7 cameras, photo logging with full metadata, persistent albums and wall frames! (#38944)
* Photography Update

* Pictures logged in their own /data/picture_logs folder rather than normal logs

* Pictures logged in their own /data/picture_logs folder rather than normal logs

* Photos broke, retrying

* Persistence stuff

* I'm almost done I promise!

* Persistence mostly working, compile, etc etc

* Persistence mostly working, compile, etc etc

* Remove something really not needed from the PR

* Prevents duplication

* default to off

* removes check tick

* increase slots in albums to 21

* Allows for singular loading

* Update camera_image_capturing.dm

* Addresses review

* Anturk

* Update camera.dm

* Update misc.dm

* Update datum.dm

* Update camera.dm
2018-08-01 14:52:41 +02:00
AnturK
68da76a05d Drops DF_USE_TAG in core destroy. (#39012) 2018-07-10 12:22:09 +03:00
Emmett Gaines
34a3d2da4d Refactors component signals registration (#38798)
Datums know what signals are being listened for and components can now be registered to listen for signals on more than one object.
2018-07-05 00:56:39 +03:00
kevinz000
f300a5c155 Interaction/Attack Hand Refactor (#36405) 2018-03-23 11:20:54 +01:00
Jordan Brown
fec2d66318 Datum var cleanup (#34314)
* Consolidates datum var location

* Move ui_screen to /datum/tgui

* Move focusers to datum.dm. Move fingerprintslast to /atom

* Remove focusers list, makes mobs check if their focus is QDELETED in Life()

* Consolidate use_tag and var_edited into datum_flags

* Revert garbage comment

* Thought I already removed this

* Remove the var_edited preservation

* Removes focus QDELETED handling
2018-01-21 22:38:56 -05:00
ninjanomnom
7b7b67edd8 In-code key handling system 2017-11-30 07:40:27 -05:00
kevinz000
4edd802edf Weak references + Cameras now use them (#32504) 2017-11-09 00:48:03 -06:00
Emmett Gaines
f76ccb8de0 fixes null parent in destroy for components (#32351)
* fixes parent being null in destroy

* extends qdel
2017-11-08 09:35:09 +13:00
Jordan Brown
81485cd60d Replace most islist calls in components with length() (#32158)
islist was used to check if a thing was

A. A list of things
B. 1 thing

length was profiled to be faster
2017-11-01 09:11:32 +13:00
Jordan Brown
82a4ba34f0 Fixes TakeComponent (#32156)
* Fixes TakeComponent

* Add the note about OnTransfer and COMPONENT_INCOMPATIBLE

* Fix behaviour

* Missed datum.dm
2017-10-30 09:52:18 +01:00