* 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>
* PDAs now include round time (#59957)
Part of my document on duplicating verb panel functionality so at some point in the far, far future we may be rid of it. you can read more here.
hackmd.io/tJ5H3opRQiG1GCN1sP142w
The other thing the status panel needs to do is send time dilation to the tgui chat. Having messed around with tgui chat, I am very confident i'm going to need stylemistake or mothblocks help me out with that one, it's so beyond my level it isn't even funny.
I know this is a VERY long description for a very small change but expect more of this in the future
* PDAs now include round time
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Adds verification for reference layers to check if target config has the desired icon_state (#59884)
* Adds verification for reference layers to check if target config has the desired icon_state
Co-authored-by: Emmett Gaines <ninjanomnom@protonmail.com>
* Changes how weather sends sound to players, reduces sound loop overtime (#59284)
* Converts looping sounds from a list of play locations to just the one
* Updates all uses of looping sounds to match the new arg
* Adds an area based sound manager that hooks into looping sounds to drive the actual audio. I'll be using this to redo how weather effects handle sound
* Some structrual stuff to make everything else smoother
Timers now properly return the time left for client based timers
Weather sends global signals when it starts/stops
Looping sounds now use their timerid var for all their sound related timers, not just the main loop
* This is the painful part
Adds an area sound manager component, it handles the logic of moving into new areas potentially creating new
sound loops. We do some extra work to prevent stacking sound loops.
Adds an ash storm listener element that adds a tailored area sound manager to clients on the lavaland z level.
It's removed on logout.
Adds the ash_storm_sounds assoc list, a reference to this is passed into area sound managers, and it's modified
in a manner that doesn't break the reference in ash_storm (This is what I hate)
* Hooks ash storm listener into cliented mobs and possessed objects
* Documents the odd ref stuff, adds an ignore start var to looping sounds, fixes some errors and lint issues
* Applies kyler's review
banging
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Cleans up some var names, reduces the amount of looping we do in some areas
* Makes the code compile, redoes the movement listener to be more general
* fuck
* We don't need to detach on del if we're just removing signals on detach
* Should? work
* if(direct) memes
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Changes how weather sends sound to players, reduces sound loop overtime
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Makes all laggy garbage failures log to admins as well as postpone further garbage ticks (#59791)
1 second was too long in the current lag market.
(postpone doesn't work here because of a bug i'll fix in another webedit in another pr since its actually a mc bug)
* Makes all laggy garbage failures log to admins as well as postpone further garbage ticks
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
* Port: fixes of SStimer subsystem from RU SS220 Paradise (#59718)
Unobvious problem spot
#define BUCKET_POS(timer) (((round((timer.timeToRun - SStimer.head_offset) / world.tick_lag)+1) % BUCKET_LEN)||BUCKET_LEN)
With tick_lag equal to 0.1, 0.25, 0.5, rounding of division is normal. But at other values it may be shifted either more or less due to the specifics of floating-point storage and processing. Numbers 0.1, 0.25, 0.5 have blank mantissa, unlike others which lead to numbers such as 245.0000004 when divided.
PS: tick_lag is rounded to the first two decimal places.
Fixes
Rewrote the circular doubly linked list to a regular doubly linked list, because it could cause timers to loop infinitely.
Fixed re-creation of a bucket if the timer does not have a callback.
Added debug stat indicator RST to MC SStimer.
Added optional ability to log dump all timers on crash.
Fixed subsystem logic when a bucket position is misplaced due to division and rounding inaccuracy. The system now captures such rounding errors and restores the correct timer position.
References
[RU] SS220 Paradise port process from TGstation and fixes:
ss220-space/Paradise#5ss220-space/Paradise#10ss220-space/Paradise#26ss220-space/Paradise#32ss220-space/Paradise#37
Contributors
@ semoro: fixes
@ Bizzonium: port
Changelog
cl Semoro and azizonkg
fix: Ported fixes of SStimer subsystem from RU SS220 Paradise
config: Added a new config var: flag/log_timers_on_bucket_reset
/cl
* Port: fixes of SStimer subsystem from RU SS220 Paradise
Co-authored-by: Aziz Chynaliev <azizonkg@gmail.com>
* Refactors dbcore and limits the maximum amount of concurrent async queries to a variable amount (#59676)
Refactors dbcore to work off a subsystem if executed async and limits the maximum amount of concurrent async queries to 25.
This has been tested locally on a mysql docker image and there were no crashes (as long as you didn't run it with debug extools) + data was getting recorded fine.
Why It's Good For The Game
May or may not resolve terry crashes, however, each query creates a new thread which takes up 2mb, preventing the game from using that 2mb. This can lead to ooms if they stack up, e.g. due to poor connectivity. This solves that issue.
maintainer note: this did not actually resolve the crashes, but has value anyway. Crashes were sidestepped fixed by finding out Large Address Awareness works
cl
refactor: Refactors dbcore.dm to possibly resolve the crashes that happen on Terry.
/cl
* Refactors dbcore and limits the maximum amount of concurrent async queries to a variable amount
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* During unit tests, does extra verification on text based overlays (#59553)
This makes it so during unit tests, adding a text based overlay to something will runtime if the icon does not have an icon state matching that text. I would do this during normal compiles as well but getting the icon states from an icon is surprisingly expensive.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* During unit tests, does extra verification on text based overlays
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* Ads
* dddd
* a
* a
* a
* Update uniform_digi.dmi
* Update uniform_digi.dmi
* Update uniform_digi.dmi
* Some random new potted plants!
* a
* Update flora.dm
* a
* fixes
* a
* a
* e
* Turns lighting objects into a datum, makes all lighting be performed with an underlay. big maptick fix very good!
* Mirror!
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* [READY] Lighting list cleanup. (#59002)
Removed a bunch of back reference lists that were either entirely unused, or contained references that could be found within the datums contained in other lists.
lighting corner datums now get deleted with unused.
light sources no longer track lighting corners where the appiled light rounds to 0.
Fix lighting on turfs that gained dynamic lighting mid round. lazy init corner datums.
these two are related. by decoupling corner datums from the turfs dynamic lighting state, we can use them to know what level of light a non-dynamic light turf should have once it gains dynamic light.
Also should free up some memory not storing these datums in maint. Corner datums only exist on a turf that has light cast upon it by the dynamic lighting system.
Lighting corners are now lazy inited and deleted. they should always (and only exist) if there is a light source shining on it within range (even if the turf has no dynamic lighting). This is needed to support turfs that become lighting enabled mid round. On the plus side, they will no longer be generated on full dark turfs.
* [READY] Lighting list cleanup.
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
As described in issue #56733, there is a possibility of a race condition in SSmapping.add_new_zlevel - either during Z level incrementing, or the proc itself, as it only expands the amount of registered z-levels after being finished.
While the first hopefully shouldn't happen, it can still manifest because of the CHECK_TICK within. A practical result is that two concurrent calls to this proc will both create a new Z-level, but actually report having made the same first one.
This is problematic for map_templates that will then load blindly to the reported Z-level when using load_new_z, overwriting each other. We sometimes encounter that end result on CM13 codebase because of a map load that can be triggered by an user topic - if two people click at the same time, it's not unlikely for the first call to sleep in CHECK_TICK and let the second run, causing double-loading.
Co-authored-by: fira <loyauflorian@gmail.com>
Adds a safety check to DropLandAtRandomHallwayPoint() to send mobs to the arrivals shuttle if get_safe_random_station_turf() returns null. This prevents people from being dumped in the supply pod shipping lane.
Co-authored-by: Thunder12345 <Thunder12345@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>
* Removes SSmapping delayed config loading. (#59328)
Does it in /New instead
* Deletes code that has a comment stating that it should be deleted after an issue that is now closed is resolved.
Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
* use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
* USE SIGNAL_HANDLER REEEEEE
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* added get content recursive flag check (#59191)
* Fixes bombproof containers not protecting their content in some cases
Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
* Makes timer subsystems available as a new subsystem type (#59073)
* Makes timer subsystems available as a new subsystem type
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* ambience subsystem no longer plays to people in lobby (#59071)
* ambience subsystem no longer plays to people in lobby
Co-authored-by: Fikou <piotrbryla@onet.pl>