* split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941)
## About The Pull Request
Situation: areas have a list of all turfs in their area.
Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs
that has to be traversed for every turf we need to remove from it. This
can take multiple byond ticks just to preform this action for a single
space rune
Solution: split the list by zlevel, and only search the right zlevel
list when removing turfs from areas.
replaces `area.get_contained_turfs()` with a few new procs:
* `get_highest_zlevel()` - returns the highest zlevel the area contains
turfs in. useful for use with `get_turfs_by_zlevel`
* `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in
a given zlevel. Useful for code that only cares about a specific zlevel
or changes behavior based on zlevel like lighting init.
* `get_turfs_from_all_zlevels()` - the replacement for
`get_contained_turfs()`, renamed as such so anybody copying/cargo
culting code gets a hint that a zlevel specific version might exist.
Still used in for loops that type checked so byond would do that all at
once
* `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists
but only for non-empty zlevels. very useful for for loops.
The area contents unit test has been rewritten to ensure any improper
data triggers failures or runtimes by not having it use the helpers
above (some of which ensure a list is always returned) and access the
lists directly.
* split area.contained_turfs up by zlevel, make init 10 seconds faster
* eeyes
* Update area_spawn_subsystem.dm
* Unshits turf contain code slightly (#81023)
Literally just implements my reviews from #80941
I am frankly a smidge pissed that the pr was merged without them being
handled. No code is worth merging past known issues, and if the author
is just gonna dip then that's life.
I don't like privileging mso on stuff like this, especially because
frankly I'm kinda mad at him rn but also because when a pr is made the
onus on finishing it falls to the person who made it.
Should not need to clean up after someone as a maintainer, and shouldn't
normalize doing it. I'm not like mad at zypher directly mind he offered
to do this too, just the idea he was espousing here.
---------
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Macro Optimizes Map Saving (100x) DO NOT CHURN STRINGS Edition (#80845)
## About The Pull Request
Yello!
This one is reasonably quick, tho I did some fixes too
This is the big one, fixes the buildmode tool sometimes locking disabled
for the whole round.
We do this by replacing the static var on buildmode with global var and
a global proc
This keeps a harddel on the buildmode datum from permalocking is_running
to TRUE
Also makes flipping the var BACK if something breaks significantly
easier for admins, so that's nice
Alright, smaller things now
Fixes lists of numbers failing to encoded improperly This was fixed on
shiptest, we failed to actually port their most recent revision
Fixes the shuttle flag not actually working because it used istype
instead of ispath
Changes obj_blacklist to a typecache for optimization's sake
Renames/moves some vars around to prevent weird double typing things
Removes a checktick in key gen, it's just costing more time then it
would save in overtime
Properly handles lists. We were only doing var encoding one layer deep,
need to do it alll the way down
Alright, now the optimizations
This proc is fucking HOT, and it's for really dumb reasons
This is a text gen proc, and it makes the mistake of generating text and
concatinating it with MORE text.
This is HORRIFICALLY EXPENSIVE because byond caches strings (can only be
one of each) and string churn fucks up that caching system something
fierce
Moving from strings to lists of strings we join at the end takes us from
like idk 100 seconds to save bare metastation to like 1.5
This is applied basically everywhere for obvious reasons
While I'm here, storing keys in a flat list and then using find to find
them, then using that index to lookup into another flat list is a bit
silly. Let's just make it an assoc list. Faster lookup, cleaner.
Oh also rather then iterating over all the vars on an object, let's
iterate over just the ones we care about yeah?
Let's see... no sense genning a key we'll never use, and having suffixes
be often non existent is silly just embrace the slight mess.
That's it I think, this takes us from 100 seconds to save metastation to
2.5 seconds to save ALL of metastation (I removed the vars limiter so I
could make sure var saving didn't fuck me up)
## Why It's Good For The Game
Cleans up some issues that we failed to port the fixes for, MASSIVELY
optimizes this (so it can finish in like 5/10 seconds and not 300!) and
ensures admins can always use the thing and don't risk dropping their
pet buildastation to the void.
Worth noting, this tool really should not be used for station mapping
outside an event context. It produces sorta buggy var edits, and WILL
fail to pull over context for shit. Please don't use it as such
Profiles (csv files I promise)
[Before](https://github.com/tgstation/tgstation/files/13853313/profiler.json)
[After](https://github.com/tgstation/tgstation/files/13853271/profiler.json)
I'd include my line by lines but I don't know how much you'd get out of
them. Here's an image tho

## Changelog
🆑
fix: The map saving tool will no longer lock up and prevent all further
action at random
fix: Map saving now takes on the order of seconds, not minutes
fix: Fixes an issue with lists that caused strongdmm to report saved
maps as broken
/🆑
* Macro Optimizes Map Saving (100x) DO NOT CHURN STRINGS Edition
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Removes a lie from the TGM doc comment (#79915)
## About The Pull Request
I was wrong about this we copy all lists inside the preloader
application proc. 🗞️
* Removes a lie from the TGM doc comment
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Splits placeontop proc (#79702)
## About The Pull Request
I find the proc hard to read honestly. There's no reason we can't split
this into two functions - the secondary functionality is used only once,
in reader.dmm.
## Why It's Good For The Game
Code improvement
Glorious snake case
## Changelog
N/A nothing player facing
---------
Co-authored-by: san7890 <34697715+san7890@ users.noreply.github.com>
* Splits placeontop proc
* Update brass_spreader.dm
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: san7890 <34697715+san7890@ users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Fixes TGM maploading not respecting upper_y crops (#77495)
## About The Pull Request
I think I forgot how the numbers worked here, seems that way at least
given how the DMM stuff looks
Closes#77482
Thanks to itsmeow for pointing this out
Oh also fixes tgm using maxx for the y comp. it should never actually
matter but yaknow just in case
* Fixes TGM maploading not respecting upper_y crops
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fully fixes atom init desyncs (#76179)
## About The Pull Request
The old system was... ok, but the stack trace was unfortuante, and the
potential to double remove was silly.
Let's use a list of source, value instead, to block overremovals and
properly support different load states
## Why It's Good For The Game
Prevents a bug a goodhearted bagilmin showed me where shuttles would
randomly just fail to load.
Calling clear twice should not be a failure
## Changelog
🆑
fix: Maps loaded post init will no longer randomly enter a failed state.
Hopefully.
/🆑
* Fully fixes atom init desyncs
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
[NO GBP] Lazy Template Cordoning | Double Runtime Fix (#72709)
## About The Pull Request
Adds automatic cordoning to block reservations.
Also fixes an issue where ChangeTurf would cause SSicon_smoothing to
throw runtimes by calling QUEUE_SMOOTH regardless of initialization
completion
## Why It's Good For The Game
## Changelog
---------
Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Optimizes maploading again, saving 0.4 seconds on a bare init. Supports loading dmm again (#71074)
## About The Pull Request
When I optimized maploading in (#69632d34fa4c642) I made some assumptions based
on the TGM format, so how newlines worked and such.
This would break attempts to load maps in the dmm format, so maps edited
in dreammaker and not commited yet.
I've fixed this by adding a map format detection system This has allowed
me to further optimize tgm by taking advantage of a list of assumptions.
I printed them out in a comment near the top of the file.
This showed the most in build_cache, which went from 0.7 seconds to 0.4
on my machine.
The optimizations here involve using regex to pull out var edits,
parsing models line by line rather then all at once, which allows for
much cheaper parsing, and avoiding a safety trim()
I did also save like 0.05 seconds in load, because I could pull a bunch
of operations out to once per map, because of prior knowledge of where
the max/min x and y's would be.
## Why It's Good For The Game
Speed. Also ensures mappers don't get fucked over.
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Optimizes maploading again, saving 0.4 seconds on a bare init. Supports loading dmm again
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Refactors Holodeck to Use Map Templates, Again! Black Magic OOM Crashing No Longer Included (#55645)
Refactors the holodeck to use map templates instead of copy_contents_to, which every maintainer seems to have complaints about.
Fixes#41485 because the matches become part of the spawned list created by ssatoms
Fixes#54789 because the holodeck area no longer has the NO_TELEPORT flag
Fixes#55676 because the map templates cant be changed midround unlike the program copies in the centcom z level
Fixes#49318 because the holodeck no longer creates new areas like the original did
This pr also changes initTemplateBounds to be a /datum/map_template proc instead of a parsed_map proc. This was mainly so I wouldn't have to duplicate vars between map_template and parsed_map. It's also nice because there's no longer a parsed_map proc inside the map_template file, especially when it didn't need to be a parsed_map proc.
The holodeck sims wont take up space in the centcom z level any more (which allows for more possible programs in the future), and map templates are more heavily tested. This is also a chance to future proof the holodeck against bugs. Holodeck also seems more responsive. This should allow for a second custom holodeck in some future ruin as well, although that of course will not be in play for the near future because of the offstation content ban. Also I documented the fuck out of the holodeck
* Refactors Holodeck to Use Map Templates, Again! Black Magic OOM Crashing No Longer Included
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Build SpacemanDMM from source
* oops
* Fix new unreachables/dumb code
* ooops cache conflict
* bugfix
* oops
* lint
* ninjanomnom held me down and forced me to delete this
* Unicode support Part 2 -- copytext()
This is the transition of all copytext() calls to be unicode aware and also some nearby calls in the same functions. Most things are just replacing copytext() with copytext_char() as a terrible character limiter but a few others were slightly more involved.
I replaced a ton of
````
var/something = sanitize(input())
something = copytext(something, 1, MAX_MESSAGE_LEN)
````
with a single stripped_input() call. stripped_input() already calls html_encode(), trim(), and some other sanitization so there shouldn't be any major issues there.
This is still VERY rough btw; DNA is a mess, the status displays are complete ass, there's a copytext() in code\datums\shuttles.dm that I'm not sure what to do with, and I didn't touch anything in the tools folder. I haven't tested this much at all yet, I only got it to compile earlier this morning. There's also likely to be weird bugs until I get around to fixing length(), findtext(), and the rest of the string procs.
* Makes the code functional
* Assume color hex strings are always # followed by ascii.
Properly encodes and decodes the stuff in mob_helpers.dm which fixes some issues there.
* Removes ninjaspeak since it's unused
Wasn't setting type to load into before.
Technically this still doesn't mirror inbuilt loader 1:1 because different
mapedits should create separate instances but let's leave that for now.
This was resulting in for example loaded areas with dynamic lighting to 0 to
not initialize properly.
* Move the preloader datum to its own file
* Prettify some of the map loader docs
* Use src rather than usr in map template verbs
* Cache parsed templates between upload and first use
* Validate map templates uploaded by admins before use
* Add href token to validation report links
* Remove duplicate initTemplateBounds method
* Move dmmRegex var to the type that actually uses it
* Keep a single, static map_loader datum
* Combine maploader into parsed_map
* Remove some redundant parameters from parsed_map/load
* Move file2text into parsed_map/New
* Narrow the scope of the map loading lock
* Remove redundant xcrdStart var
* Fix argument names in station reloader
* Move offsets from parsing to loading only
* Tidy argument handling on parsed_map/load
* Store modelCache, track nonexistent atom paths
* Use raw strings to specify the regexes
* Remove cropMap from parsed_map/New
* Don't parse maps twice when checking multi-z validity
Speeds up SSmapping init by approximately 10%.
* Bring the documentation (somewhat) up to speed
* No, I don't know why this fixes it
* Remove ZLEVEL_STATION_PRIMARY
* Add Up and Down traits for use by ladders and chasms
* Give map_config creation its own proc
* Combine LoadConfig and ValidateJSON and remove transition_config
* Make space linkage a z-level trait
* Remove ZLEVEL_EMPTY_SPACE
* Update uses of GetFullMapPath
* Handle multi-Z stations and load Lavaland and Reebe at runtime
* Remove unused space maps
* Fix inappropriate z-expansion in map reader, improve logging
* Update comments relating to z-level configuration
* Add Lavaland and Reebe to ALL_MAPS
* Revert "all this wrapping and it's not even christmas (#33035)"
This reverts commit faaf151580.
* Revert "fuck me for forgetting to graph this one"
This reverts commit 45d7acea2f.
* Revert "defines math"
This reverts commit 2817a1737b.
Badmins: Buildmode map generators have names in the list to select them, instead of paths.
Also, a new map generator has been added, repair/reload station. Use it VERY sparingly, it deletes the block of the map and reloads it to roundstart. THIS CAN CAUSE ISSUES WITH MACHINES AND ATMOSPHERICS, SO DO NOT USE IT UNLESS YOU ABSOLUTELY HAVE TO!
The reload station one tagged DO NOT USE shouldn't be used as it doesn't delete anything before loading, so if you use it you'll have two copies of things. That can result in a LOT of issues, so don't use it unless you're a codermin and know what you're doing/abusing!