* Automatic R&D sync
* One second instead of a half-second
* Moth changes + more
- Actually use SIGNAL_HANDLER
- Use update_static_data_for_all_viewers instead of only updating static data for the current user
* Batch techweb updates
About The Pull Request
This was denied in the past for perf reasons, but I want to test how much this actually reduces perf.
rustg_json_is_valid checks for two things.
It checks that the data isn't too nested. This could easily be removed if it causes perf problems, since it's an extra O(n) check of its own. It was for a BYOND exploit that is now fixed.
It checks for JSON compliancy. It is backed by serde_json, which does not allow NaN, whereas BYOND is incompliant.
This does not lady_beetle ribbon 𝒻𝒾𝓍 ribbon lady_beetle #69017, because that is doing an extra text2num for no reason. If it didn't (like it shouldn't), then this would fix it.
Will be test merged on Manuel but not Sybil--CC @LemonInTheDark help me on figuring out the perf cost of this. If it's noticable then we can test with removing the depth check.
About The Pull Request
kép
This PR does the following:
Force event menu uses tgUI.
Arranged events into categories, and added a little description to each. The descriptions appear as tooltips when you hover over the Trigger button.
Rewrote how "Announce to crew?" works. It no longer pops up a panel after the event has been already announced. Instead, the admins select it via a checkbox, and the result is passed through an optional argument.
announceChance's comment is tweaked a bit to reflect how it actually works at the moment.
Moved rpgtitles to wizard events, where it belongs.
Fake Virus and Electric Storms show up to observers, as I believe they are not as common as Space Dust or Camera Failure, and should be cancelable.
Potential issues:
This only solves half of #68408, I don't think admin triggering having a timer and a cancel button is a big issue, as it allows other admins to overrule you if needed, but if i is, I will try to fix it within this PR.
Fixes#68408. Events now spawn immediately, and the the announceChance is overwritten before it begins.
My choices for categories and descriptions might not be the best, feedback would be appreciated.
Why It's Good For The Game
The old spawn menu was completely unorganized, and you could only search using the browser search tool. I believe a built in search bar helps with this issue a bit. I also believe that organizing the events into categories, and adding descriptions will help with newer admins who might not be familiar with all events.
Changelog
cl
refactor: The Force Event UI has been refactored
refactor: Events now have categories and descriptions
refactor: Admin triggered events happen immediately
balance: Fake Virus and Electric Storms are shown to admins, making them cancelable
/cl
This pr goes through: /client/Click(), /client/Topic(), /mob/living/verb/resist(), /mob/verb/quick_equip(), /mob/verb/examinate(), and /mob/verb/mode() and makes them queue their functionality to a subsystem to execute in the next tick if the server is overloaded. To do this a new subsystem is made to handle most verbs called SSverb_manager, if the server is overloaded the verb queues itself in the subsystem and returns, then near the start of the next tick that verb is resumed with the provided callback. The verbs are called directly after SSinput, and the subsystem does not yield until its queue is completely finished.
The exception are clicks from player input since they are extremely important for the feeling of responsiveness. I considered not queuing them but theyre too expensive not to, suffering from a death of a thousand cuts performance wise from many many things in the process adding up. Instead clicks are executed at the very start of the next tick, as the first action that SSinput completes, before player movement is processed even.
A few months ago, before I died I was trying to figure out why games at midpop (40-50 people) had non zero and consistent time dilation without maptick being consistently above 28% (which is when the MC stops yielding for maptick if its overloaded). I found it out, started working on this pr, then promptly died. luckily im a bit less dead now
the current MC has a problem: the cost of verbs is completely and totally invisible to it, it cannot account for them. Why is this bad? because verbs are the last thing to execute in the tick, after the MC and SendMaps have finished executing.
tick diagram2
If the MC is overloaded and uses 100% of the time it allots itself this means that if SendMaps uses the amount its expected to take, verbs have at most 2% of the tick to execute in before they are overtiming and thus delaying the start of the next tick. This is bad, and im 99% sure this is the majority of our overtime.
Take Click() for example. Click isnt listed as a verb but since its called as a result of client commands its executed at the end of the tick like other verbs. in this random 80 pop sybil round profile i had saved on my computer sybil 80 pop (2).txt /client/Click() has an overtime of only 1.8 seconds, which isnt that bad. however it has a self cpu of 2.5 seconds meaning 1.8/2.5 = 72% of its time is overtiming, and it also is calling 80.2 seconds worth of total cpu, which means that more than 57.7 seconds of overtime is attributed to just /client/Click() executing at the very end of a tick. the reason why this isnt obvious is just because the verbs themselves typically dont have high enough self cpu to get high enough on the rankings of overtiming procs to be noticed, all of their overtime is distributed among a ton of procs they call in the chain.
Since i cant guarantee the MC resumes at the very start of the next tick due to other sleeping procs almost always resuming first: I time the duration between clicks being queued up for the next tick and when theyre actually executed. if it exceeds 20 milliseconds of added latency (less than one tenth the average human reaction time) clicks will execute immediately instead of queuing, this should make instances where a player can notice the added latency a vanishingly small minority of cases. still, this should be tm'd
A pretty heavy refactor for pAIs that just spilled into a rework.
Attempts to fully document and organize backend code.
Fixes a large number of bugs left untouched for a decade.
Breaks down the frontend into subcomponents.
Rebalances their software modules.
(should) fix pAI faces get removed if you activate them during alert #68242
Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.
Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:
Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:
Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.
Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.
Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.
Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:
Fishing portal sprite by @ArcaneMusic
Other sprites by @Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:
https://freesound.org/people/soundscalpel.com/sounds/110393/https://freesound.org/people/soundslikewillem/sounds/343748/
About The Pull Request
adds the Refresh TGUI verb to the debug category OOC category, but it isn't locked behind any permissions. i'd put it in OOC, but.. eeeeeeh? there's not real much use for this verb other for debuggers. i put it in the OOC category
Why It's Good For The Game
debug purposes mostly
not player facing lole
adds the ability to realtime inject HTML into TGWindow instances, just as you can create TGWindow instances with inline_html at initialization.
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
refactors the status panel to utilize the tgui/byond communication APIs instead of passing along href data, as well as converts the entirety of it into a datum/tgui_window
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Converts PDA functions and applications over to modular tablets and devices, namely the messaging function. HREF data code is quite honestly clunky and difficult to work with, as I've definitely experienced whilst working on this. By moving from this system over the easier to read (and frankly, easier to add to) TGUI system, you get cleaner looking and more user friendly UIs and a greater degree of standardization amongst other UIs.
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
About The Pull Request
This pull request improves tgui API in many ways.
Using TGUI for custom HTML popups
This standardizes and simplifies the process of HTML popup creation and DM <-> JS communication.
Makes tgui window API a perfect alternative for old-style browser panels. It will be super useful for @Iamgoofball since he wanted to make a lightweight browser element that plays background music, and this will make his life a lot easier.
It is now possible to create tgui windows with fully inlined JS and CSS, which can be used to make unkillable tgui-based UIs (can't white/blue screen due to network errors). You can split files into JS and CSS, and still serve a single HTML file using this.
Moved sendMessage function to the Byond API object, where it rightfully belongs, and now supports a shorthand form: Byond.sendMessage(type, payload). This shortens and simplifies a lot of code.
Refactored window.update to no longer be public. Now to subscribe to incoming messages, you should use new public APIs: Byond.subscribe(fn) and Byond.subscribeTo(type, fn), and TGUI internally uses these functions as well, which reduces boilerplate in index.js.
Renamed window.__windowId__ to Byond.windowId (old variable is still available for backwards compatibility).
Byond API now supports null id, e.g. Byond.winget(null, 'url'), which makes things like this possible:
// Fetch URL of a currently connected server
Byond.winget(null, 'url').then((serverUrl) => {
// Connect to this server (opens a new dreamseeker instance)
Byond.call(serverUrl);
// Close this client because new instance is connecting
Byond.command('.quit');
});
Certain polyfills are now statically compiled (commited into git) and are baked into tgui.html. The downside is that HTML went 16 kB -> 50 kB. The upside is that you can now use a relatively modern level API with full support for IE8 when writing plain old html UIs using /datum/tgui_window directly. They are committed into git, because polyfills will never need to be updated (unless of course we randomly decide to get rid of ie8.js and html5shiv.js).
Breaking Changes
No breaking changes. This should be tested for regressions. Upgrading is simple if you're on a relatively up-to-date branch - copy paste all affected tgui files and you're good.
About The Pull Request
Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
Did any surrounding text/number inputs as well
Added null choice support so users can press cancel.
Added some misc TGUI input fixes
Fixed custom vendors while I was there
I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game
Fixes#63629Fixes#63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog
cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
Previous issues addressed:
- You could not reselect search just by keying
- Pressing enter sometimes deselected
- Double click would deselect - which was intentional, but useless really
- Default values were not implemented in original
- Validation is required for tgui inputs but truly only one "needs" it, it costs performance otherwise
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
More text inputs converted to tgui, TGUI text and number input now more sanely handles ENTER key being pressed, you can now press anywhere in the window to enter the input. TGUI text input now considers placeholder text for the default valid state. IE, if there is default text you can press enter immediately without having to rewrite it just to recheck validity. Fixes: useSharedState => useLocalState. not only was sharedstate not needed but it opened up the ui to vulnerabilities
About The Pull Request
Creates the framework for two new TGUI input boxes that can be toggled via game prefs.
This does not convert any actual inputs to TGUI
This does not convert any tgui_list_inputs into being toggleable
Example pictures
Input on a hand labeler. This has a MAX_LENGTH set, so it can be invalidated. Cancel always returns null. Enter button submits, if valid.
text input
(OUTDATED) Multiline input on newscaster. Newer version fills the window with a section, like the others
multiline
Sheets from a stack
number input
Why It's Good For The Game
1
So I did...
Much sleeker input boxes
Result should be a in place swap for most occurrences of input
Renders casting as text/num/null obsolete but still doable
Input validation from both sides handled
Prefs toggle if you don't like the look
Changelog
cl
add: TGUI input boxes are on the way! You can find new preferences in the menu. They will be on by default.
/cl
Adds a new ui state so that players can access the paicard tgui while it's slotted in their PDA (inside the pda wasn't technically in the user's close inventory).
Adds some documentation for the pAI candidate file
Users now get notifications if they can't save files (guest keys).
pAIs previously had NO on screen indicator of hack progress, so I've given them a progressbar over the door
More visual output for pAIs
More output for edge cases
More documentation
Fixes#63161
About The Pull Request
In my personal, subjective opinion; trialmins should not, in fact, be able to read and delete server/box configuration files on a whim.
cl
server: Patches multiple(?) arbitrary file related vulnerabilities
/cl
About The Pull Request
Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum.
Splits game preferences into its own window.
Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example.
This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier.
Fixes#60823Fixes#28907Fixes#44887Fixes#59912Fixes#58458Fixes#59181
Major TODOs
Quirk icons, from @Fikou (with some slight adjustments from me)
Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes)
Heavy documentation on how one would add new preferences, species, jobs, etc
A lot of specialized testing so that people's real data don't get corrupted
Changelog
cl Mothblocks, Floyd on lots of the design
refactor: The preferences menu has been completely rewritten in tgui.
refactor: The "Stop Sounds" verb has been moved to OOC.
/cl
## About The Pull Request
**Upgrades:**
- Yarn 3.0
- TypeScript 4.3
- Sass 1.37
- Required some refactoring of `/` into `math.div()` in CSS
**Dependency removals:**
- Removed ESM package, see: https://github.com/standard-things/esm/pull/902
I initially thought it was impossible to stop relying on this package, but fortunately, ES module support in Node 12+ now comes standard and I only had to convert the very few external module imports to `require()` (because Yarn PnP).
I also moved `logging.js` directly into `tgui-dev-server` package, because that's where it is used. One less internal dependency.
**Sidegrades:**
- Removed creation of a common tgui chunk, because in practice it creates unnecessary complexity (devs sometimes get a white screen due to this chunk being invalid) and doesn't really save that much data on CDN, and **definitely** doesn't make tgui load faster.
I think that is all. I tested it a bit and everything seemingly works.
Fixes a ton of harddels, sourced from #59996
I think this brings us down to like, ~100 per round from ~200, with only like 20 of those being proper hell failures. I've seen harddel profiles below 1 second of total cost. Feeling good.
See you on the other side
Makes the cryopod control computer into a weakref, never trust bee code
Converts brig door timer internal lists to weakrefs
Fixes a harddel caused by qdeling a motion sensitive camera after it had left its source area, jesus christ why didn't we do this already holy shit
Converts the radio implant ref held by the antenna mutation to weakrefs because it isn't reliably cleaned up, makes the radio implant actually qdel its fucking radio
Removes the target var from the throwing datum, it does literally nothing and just exists to cause harddels, mostly for the singularity
Fixes a cable harddel sourced from things that try to enter blueprints after smoothing, but before roundstart. IE, shuttles. Removes shuttles from the blueprints
Fixes emmisive blockers being added post qdel
Removes some manual ghosting from cryopods, I initially did this for harddel reasons, but I figured out a better fix for that. I'm now doing it because it's got this really strange logic for like "re-entering the game" that doesn't actually link to what the ghostize proc does. We should remove this at some point
Fixes robot hud objects harddeling due to hanging refs
Fixes buildmode related hanging refs, I'm coming for you admin team
Fixes a few instances of trying to add the forensics component post qdel, hhhhhhhhhhh
Fixes some split personality harddels/weirdness
Replaces a use of disconnect_duct with an init qdel hint, I suspect there's more issues with duct harddels, I've seen some odd logs about ahhh the area_contents list, but we can worry about that later
Makes teleporter targets into weakrefs, properly types them as /atom
Makes frequency devices into weakrefs
Makes cameras remove themselves from camera nets on Destroy
Makes tgui ui datums implement destroy, this means if I ever see one hang a ref to user or whatever, I know there's an error with calling close() properly. I've seen this harddel once, but not after this change so I assume there was some error with close(). IDK maybe this is a papering over? Would have to ask @stylemistake
I've seen logs of beartraps being in world post del, putting a return there just in case. The same is true of nerf darts, but I haven't really looked into that yet
Makes a shoe's ref to untying alerts a weakref, yes this is needed.
Moves clearing client_in_contents to the Login of the new mob. This prevents doing things like ghosting someone before a mob qdel causing harddels
Fixes a harddel set sourced from adding a status effect to a qdeleted thing. Is this an error? I'm honestly not sure.
Converts bsa code to weakrefs
Converts the partner var of heat exchangers to weakrefs
Converts camera assemblies to weakrefs
Fixes some dumb behavior with ammo casings and assuming you'll be on a turf post Destroy parent call
Fixes? merger related harddels, you were never cleared from your own members list, so origin objects would end up making a new list, creating harddels. Potential input from @ninjanomnom about the logic
Chasms store a static list of "falling atoms", which only exists for chasms that go somewhere else. This list wasn't being cleared of qdeleted objects, which is what happens when you fall in most chasms. Fixes this, and converts the list to weakrefs.
Fixes some runtimes in both sheet code, and the weather listener element. This is here because runtime spam made testing more of a pain, didn't think it needed its own pr
Fixes colorful reagent harddels sourced from reagents that were qdel'd before roundstart. I'm only like 50% sure this actually got it, but the issue may have been solved by #60174, so eh
Turns the nuke op antag datum's ref to the war button into a weakref
Fixes some holopad code that was not nulling refs all the time
Converts camera bugs to weakrefs, this was the result of the bug being "reworked" like 6 years back without taking the existing ref clearing into account. Whole item needs a redo, but this'll do for now.
Ensures that the both pulling and pullee refs are cleared on Destroy
The crew monitor held all users in a non clearing list, makes that list a weakref because I hate everything
Oh and I removed all sources of gas_mixture qdeletion, I'm kinda unsure on this since it's not technically supported, but any harddels from it might? indicate something going wrong with like, gas passing logic. I'd like @MrStonedOne's thoughts, since I trust him to call me an idiot if I'm wrong.
<!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. -->
## Why it's not good for the game
I crashed sybil like 10 times to get this data, I'm gonna put it to good use. Don't think you're safe sybilites, I'm coming for you.
* Wireless schmireless
* tgui adjacency check
* Tgui state tweaks
* Moar functionality
* Right clickify
* Depends-on-Things
* I have always wanted a the agent ID card of my own.
* Revert "Tgui state tweaks"
This reverts commit 42824a30958186f62cf47ce5ebd150a02b3ee8b2.
* Revert "tgui adjacency check"
This reverts commit af0bf4c46456e92c1d5e29ccd2b064be134216b4.
* Compose don't inherit
* Revert "Depends-on-Things"
This reverts commit 7880e7b1914c7de22e2a57c0b4005a0fb748cc61.
Sourced from #59118 and a cursed project I'll pr later, This pr contains a lot of harddel fixes for stuff that pops up after a player interacts with something. I'm not gonna list them all here because there's something like 60 130, check the commit log if you're curious
Oh and I moved ref tracking screaming to a separate define, and made some optimizations to the thing in general. I think that's it, this pr is a bit of a frankenstine