* Resolves is_banned_from headaches and lag (Speeds up roundstart significantly) (#69376)
About The Pull Request
Just to be clear, when I refer to time here, I am not talking about cpu time. I'm talking about real time.
This doesn't significantly reduce the amount of work we do, it just removes a lot of the waiting around we need to do for db calls to finish.
Adds queuing support to sql bans, so if an ongoing ban retrieval query is active any successive ban retrieval attempts will wait for the active query to finish
This uses the number/blocking_query_timeout config option, I hope it's still valid
This system will allow us to precache ban info, in parallel (or in batches)
With this, we can avoid needing to setup all uses of is_banned_from to support parallelization or eat the cost of in-series database requests
Clients who join after initialize will now build a ban cache automatically
Those who join before init is done will be gathered by a batch query sent by a new subsystem, SSban_cache.
This means that any post initalize uses of is_banned_from are worst case by NATURE parallel (since the request is already sent, and we're just waiting for the response)
This saves a lot of headache for implementers (users) of the proc, and saves ~0.9 second from roundstart setup for each client (on /tg/station)
There's a lot of in series is_banned_from calls in there, and this nukes them. This should bring down roundstart join times significantly.
It's hard to say exactly how much, since some cases generate the ban cache at other times.
At base tho, we save about 0.9 seconds of real time per client off doing this stuff in parallel.
Why It's Good For The Game
When I use percentages I'm speaking about cost per player
I don't like how slow roundstart feels, this kills about 66% of that. the rest is a lot of misc things. About 11% (it's actually 16%) is general mob placing which is hard to optimize. 22% is manifest generation, most of which is GetFlatIcons which REALLY do not need to be holding up the main thread of execution.
An additional 1 second is constant cost from a db query we make to tell the server we exist, which can be made async to avoid holding the proc chain.
That's it. I'm bullying someone into working on the manifest issue, so that should just leave 16% of mob placing, which is really not that bad compared to what we have now.
Changelog
cl
code: The time between the round starting and the game like, actually starting has been reduced by 66%
refactor: I've slightly changed how ban caches are generated, admins please let me know if anything goes fuckey
server: I'm using the blocking_query_timeout config. Make sure it's up to date and all.
/cl
* Resolves is_banned_from headaches and lag (Speeds up roundstart significantly)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Supermatter Cascades are not Universe-Destroying Events (#66804)
* Supermatter Cascades are not Universe-Destroying Events
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Updates Round End News Message for when Nuclear Operatives succeed to be more gender-neutral (#63512)
About The Pull Request
On the tin. Hopefully the comedic timing isn't TOO gadzonked from this, but I think it feels OK.
Why It's Good For The Game
It just doesn't make sense to have the gender-neutral "he" for this game when you could have someone playing a female character (or anything else). I shrug my shoulders and ride off into the sunset.
Changelog
cl
fix: The Nanotrasen News Network has updated their news tickers for when a station horrifically blows up to be more accommodating towards the person directly responsible for making sure it didn't horrifically blow up.
/cl
* Updates Round End News Message for when Nuclear Operatives succeed to be more gender-neutral
Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
* Adminwho and the status panel now shows when fellow admins are readied up in pre-game lobby (#62670)
* Adminwho and the status panel now shows when fellow admins are readied up in pre-game lobby
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
* removes double spaces before symbols
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixed the join/ready buttons not reverting if the game fails to setup. (#62112)
This will fix#61580
* Fixed the join/ready buttons not reverting if the game fails to setup.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Changes a bunch of New()s to Initialize()s (#61626)
* Changes a bunch of New()s to Initialize()s
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* The Failsafe can now recover from an deleted MC
Its also more reliable and can handle a situation where its main Loop runtimes and the MC is stuck
* Reset defcon level correctly
Oops left that in from debugging the levels
* Correctly recover SSasset
* Only decrease defcon if MC creation failed
Also add some sort sleep between emergency loops
* Makes the last two emergency actions manual procs
Since they are kinda unstantable its probalby best
if only admins call these manually
Its also more reliable and can handle a situation where its main Loop runtimes and the MC is stuck
You can also now debug Master/New()
While there will most likely never be any situation where the MC is just gone its still good to know that the game can recover from such a situation
For example maybe someone messed up a SDQL query or maybe someone wanted to delete the MC to create a new one hoping the Failsafe would do so for him
Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
* Fix automatic evac news broadcast emergency_reason double encode (#60212)
I forgot to html_decode the reason when I did it for the station name.
* Fix automatic evac news broadcast emergency_reason double encode
Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
* Fix some station name html encoding for plaintext handlers (#60021)
* fix (double) encoding
* tfw no server friends and no send2sameserver
* Fix some station name html encoding for plaintext handlers
Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
* Drastic Lag Mitigation Subsystem: SSlag_switch (#59717)
Requested by oranges and inspired by the upcoming event. A new subsyetem, non-processing (for now), aimed at providing some toggle switches that can be flipped as a last ditch effort to save some CPU cycles by sacrificing some non-critical mechanics. Below you can see each individual toggle.
Screenshot of the admin panel:
image
Surely there are more opportunities for toggles I missed, but adding new ones is not very difficult at all.
Why It's Good For The Game
Better performance during extreme pop, I hope.
Changelog
cl
code: Introduces the Lag Switch subsystem for when a smoother experience is worth trading a few bells and whistles for. Performance enhancement measures can be togged by admins with the Show Lag Switches admin verb or enabled automatically at a pop amount set via config.
config: Added a new config var: number/auto_lag_switch_pop
* Drastic Lag Mitigation Subsystem: SSlag_switch
* mirrored the changes to the modular file
Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
* Detaches Anonymous themes and Triple AI from SSTicker (+ more anonymous themes and content) (#59373)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Detaches Anonymous themes and Triple AI from SSTicker (+ more anonymous themes and content)
* Mirror!
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>