* admin deadsay now uses deadchat_broadcasts as it ought to. (#69593)
About The Pull Request
The admin deadsay command is old and still based on the assumption that ghosts and admins are the only ones that can hear deadchat messages, while using a snowflake loop that's pretty much superseded by the deadchat_broadcast proc.
* admin deadsay now uses deadchat_broadcasts as it ought to.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* 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>
* Fixes weakref resolving in View Variables not working (#69375)
m
* Fixes weakref resolving in View Variables not working
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
* Obstructed Vents and Scrubbers? - Debug Them Out! (#68890)
* Obstructed Vents and Scrubbers? - Debug Them Out!
Hello there,
In _May of 2014_, Ikarrus wrote the following (here)[https://tgstation13.org/phpBB/viewtopic.php?f=11&t=327]:
"Avoid placing scrubbers and air vents under objects. It's better to leave them in the open and visible so people can use them."
How far we have fallen. However, during a review I did in the last week, I accidentally let one of these (in multiple occurrences!) slip past me:
I don't want that to happen again. It's especially hard when they're under tables, or big bulky lockers, and under computers sometimes! They're not obvious to the human eye, so we must rely on technology. This creates a new Debug Mapping Verb that will flag out any vent, scrubber, or canister port that is being obstructed by an invalid object (directionals and undertiles are excluded). It will be a gargantuan effort unlike anything you've seen to get rid of all of them, but at least this is the first stone in a grand arch.
* Updates some variable names, adds some more logging
* Update code/modules/admin/verbs/mapping.dm
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Update code/modules/admin/verbs/mapping.dm
* no more single letter var
* early continue
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Obstructed Vents and Scrubbers? - Debug Them Out!
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* adds location atom to deletion message (#69372)
Helps with debugging to know that a flash was deleted from engi borg #424 at robotics than just a flash was deleted at X,Y,Z.
* adds location atom to deletion message
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Lua UI improvements (#68887)
Atomized from #68816, with a little addition. Fixes some dumb formatting issues with the lua editor, adds a "jump to bottom" button when viewing the state log, and paginates the state logs.
* Lua UI improvements
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* [GBP No Update] Perish, individual logging runtime (#69024)
missed 2 or 3(lol it was more when I look back at the files), LOG_GAME tags on the log_message line, and did some cleaning up since i was looking through every log_message again
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* [GBP No Update] Perish, individual logging runtime
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* Deadmin topic spam fix and fixes trailing MC panel after having deadmined (#68983)
* Removes redundant init_verb() call
* Fixes the MC tab not going away when you deadmin + runs Prettier on statbrowser.js
* Revert "Fixes the MC tab not going away when you deadmin + runs Prettier on statbrowser.js"
This reverts commit 2676d5f897cdc956b062f5d4785a7ebf2e1df8a9.
* Now prettier will only work inside of the tgui folder
* Actually makes the change for the MC tab sticking around forever
* Deadmin topic spam fix and fixes trailing MC panel after having deadmined
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Concentrated barbers aid can give hairless species hair + fixes hair updating once and for all (probably)
* Update code/modules/antagonists/thief/thief.dm
* Update code/modules/mob/living/carbon/human/species_types/felinid.dm
* Concentrated barbers aid can give hairless species hair + fixes hair updating once and for all (probably)
* yes
* Update _compile_options.dm
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Catches an edge case in ahelp replies (#69053)
It turns out if you hit reply to an ahelp before it was closed, and then
sent back the input() after close, you'd end up with a runtime leaking
your reply, and no feedback.
This catches that case, and instead forwards it to a new ahelp, so the
text isn't lost, and the closed ticket is respected
Approved by sitting headcatmin Timberpose
🆑
fix: Attempting to send back a reply to an ahelp after it is closed now sends the reply to a new ticket, rather then just dropping it and leaving you for dead with a runtime
admin: see above
/🆑
* Catches an edge case in ahelp replies
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes a lua state null return related to the print wrapper, improves the lua editor ui formatting, and implements a stopgap lua lag fix (#68816)
This PR fixes this issue by making sure every proc called in the stack of /proc/wrap_lua_print which could sleep is called using INVOKE_ASYNC, and to prevent such problems in the future, marks all the wrappers as SHOULD_NOT_SLEEP(TRUE). I also figured out how to fix the dumb overflowing problem of the lua editor ui.
Due to lag concerns regarding lua states with a large number of global variables (including fields within global tables), I have made it so the global table and state log are hidden by default - they can be shown using a toggle button in the editor ui.
* Fixes a lua state null return related to the print wrapper, improves the lua editor ui formatting, and implements a stopgap lua lag fix
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* [MIRROR] Mob Ability Sequences Again Again (I swear this time)
* [MIRROR] Fix: Cult construct can attack while their spells are on cooldown (All spells no longer have a Melee CD by default) [MDB IGNORE]
* Update code/datums/actions/cooldown_action.dm
* Adds addition test areas verb that filters maintenance areas out (#68484)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds addition test areas verb that filters maintenance areas out
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Updates Test Station Areas Verb to filter better (#68183)
* Updates Test Station Areas Verb to filter better
Hey there,
So, previously we ran a "blacklist" system to filter out the specific areas we never wanted to see, and only ever checked areas that were on a station Z-level. This worked great four years ago, but now we have IceBoxStation. IceBox mingles several different types of areas that would take too long to blacklist, so I chose to implement a "whitelist" in concurrence with it.
We now have all station areas be under the `/area/station` path, which is quite useful. So, this will now always check for a station z-level, ensure that it's not in the blacklist (areas that we never wanna check, like the holodeck, or the bomb range that I just added), as well as the fact that it's whitelisted as well. This is very useful because otherwise, IceBox Test Areas would have these massive lists full of redundant, useless area spam, so this should condense it down a bit.
* Updates Test Station Areas Verb to filter better
Co-authored-by: san7890 <the@san7890.com>
* [s] Patches potential runtimes in AdminPM (#68324)
About The Pull Request
Hey there,
6e29689 seemed to work alright on my end, but apparently there are cases where current_ticket.id = NULL. This would cause runtime trace errors that would start to list out the first few words of most adminhelps. Fuck.
You probably could use recipient.current_ticket.id on the "else" portion but I woke up to this and I'm not 100% certain if that will null out at this time. Might also be apt to revert #68215 entirely?
Why It's Good For The Game
Those shouldn't show up in runtimes!
Changelog
Nothing particularly player facing.
* [s] Patches potential runtimes in AdminPM
Co-authored-by: san7890 <the@san7890.com>
* Adds the Ticket #ID To AdminPM Logs (#68215)
Hey there,
Statbus has been broken for 2 months+, and what I've been doing when I need to reference a ticket is to go into the raw-logs and parse it for the involved CKey. However, you tend to get a lot of noise searching for the signal when you filter in Notepad++, so I decided today would be a good day to have the Ticket #ID in all associated AdminPMs (which are already logged in ADMINPRIVATE).
* Adds the Ticket #ID To AdminPM Logs
Co-authored-by: san7890 <the@san7890.com>
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.
* our changes
* yes
* 0
* Update blackmesa.dmm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes Icon for the Station Crash Effect (#67994)
Hey there,
Apparently when balloons were split out of `items_and_weapons.dmi`, this was left behind causing stuff like this to happen:
Pretty goofy, right? Let's update the DMI pathing to ensure we don't see the silly purple/white cube when we really want to see an effect that nearly no one knows of (it's the thing that helps you crash the shuttle into a station, I think?).
* Fixes Icon for the Station Crash Effect
Co-authored-by: san7890 <the@san7890.com>
* Randomize_human now applies a proper name to non-humans (#67820)
* fix
* Update code/modules/admin/create_mob.dm
Co-authored-by: Tom <8881105+tf-4@ users.noreply.github.com>
* Update code/modules/admin/create_mob.dm
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Randomize_human now applies a proper name to non-humans
Co-authored-by: FernandoJ8 <80640114+FernandoJ8@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fishing, Version 1 (#67691)
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/
* Fishing, Version 1
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Assorted Ordnance Code+Map Quality Pass and QoL (#67097)
Three main things I do:
Reinforce the remap that i have made with code changes, making the atmos control devices sane and easy to put if someone else stumbles upon this part of the code again. (a4aea1e - f16e620)
Splits the ordnance areas and renames them, kills ordnance misc and things that have nothing to do with ordnance (anymore?) moves them to exp_lab (useful stuff here) and aux_lab (fluff stuff here like laser range in delta or second circuit lab in tram). (0c99f9f- 3c82a88)
Adds a roundstart program disk containing nt frontier to the ordnance office table. Added a hint to file manager there too to help give players a nudge on how to publish papers. (fd747dc)
First one: Makes mapping these things not require varedit, nicer for other people that dont know how the atmos control stuffs works.
Second one: Misc lab has nothing to do with ordnance jesus christ. Also ord hallway is now irrelevant, our ordnance labs are very far from box now. Will probably make downstreams a bit angry for a while though since they might not be fully up to date on the ordnance maps.
Third one: Pretty much justified it in the about section.
Why is this not atomic: This touches all five maps and needs code backing, so I might as well combine them into one maintenance PR instead of giving my peers merge conflict three times.
* Assorted Ordnance Code+Map Quality Pass and QoL
* set 1
* revert
* Update CentCom_skyrat.dmm
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Adminwho now caches feedback links until admins are reloaded (and also works again) (#67307)
* Adminwho now caches feedback links until admins are reloaded
* Restore dbconfig
* Fix feedback links, make them query only if necessary, and not on load admins
* Wait longer before checking DB connection
* Back on my dbconfig shit
fixes (Adminwho is slower than it needs to be after feedback links) #67150.
also fixes (timber breaking feedback links totally by qdeling the datum too early) #67360.
* Adminwho now caches feedback links until admins are reloaded (and also works again)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Allows modsuits to be used in outfit manager (#67310)
* Lets bag-fitting MODsuits be used in the Admin outfit manager
* Allows modsuits to be used in outfit manager
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Reimplements breathedeep's scan into atmozphere. (#67438)
* AtmoZphere tablet app now has the previous functionality of the BreatheDeep cartridge's scanning ability, meaning you can swap to analyzer mode to analyze with right-click.
* Reimplements breathedeep's scan into atmozphere.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>