* Give Error Messages On Subsystem Initialization Failure CI (#82139)
## About The Pull Request
Noticed during #82138
Basically, the unit test that makes sure that all of the subsystems that
had to initialize properly initialized is good with the Notice
annotation, but it had a flaw - it didn't tell you _why_ the subsystem
failed to initialize:

Basically this PR just adds a variable, `initialization_failure_message`
(i have it on good authority that variables that don't get changed from
their compile time variable don't take up extra memory), and we just
append the failure message to this notice should it occur so all of the
information is available in one spot, rather than have the coder dig
through the CI Run Log to figure out what the specific error was should
it occur on something that isn't SSlua.
also small cute code cleanup :3
* Give Error Messages On Subsystem Initialization Failure CI
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Co-authored-by: san7890 <the@san7890.com>
* Adds Subsystem Profile Focusing (#81461)
## About The Pull Request
adds a var to /subsystem that when toggled to true by an admin makes
/subsystem/ignite() start the profiler before calling fire() and then
stop the profiler after, this allows us to audit any individual
subsystems synchronous call chain.
## Why It's Good For The Game

when SSInput is focused

when SSair is focused
some subsystems are hard to profile performance issues for because
theres a billion procs downstream of them in the profiler and some of
them arent even unique to them (if a subsystem is spending half of its
time in some procs downstream of /_SendSignal() how could you tell). now
we can just do it. starting (and stopping?) the profiler itself is
expensive and this messes with the full round profiler but this is worth
it.
also this doesnt help with sleeping procs / timers created downstream of
that subsystem.
## Changelog
🆑
admin: admins/maintainers can now make the profiler focus on specific
subsystems by setting the subsystem var profile_focused to TRUE
/🆑
* Adds Subsystem Profile Focusing
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Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* The mc now keeps track of how many times a subsystem has slept in fire() (#72324)
## About The Pull Request
The mc now keeps track of how many times a subsystem has slept in fire()
## Why It's Good For The Game
The mc now keeps track of how many times a subsystem has slept in fire()
## Changelog
The mc now keeps track of how many times a subsystem has slept in fire()
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* The mc now keeps track of how many times a subsystem has slept in fire()
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Adds MC initialization stages. Earlier stages can fire while later ones init. Fixes tgui chat reconnection banner showing during init. (#66473)
* Adds MC initialization stages. Earlier stages can fire while later ones init.
Removes TICK_LIMIT_MC_INIT config for barely doing anything to speed up init and being inconvenient to work with if fires and inits can happen at the same time.
* Adds MC initialization stages. Earlier stages can fire while later ones init. Fixes tgui chat reconnection banner showing during init.
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
* Subsystems now track their avg and last tick allocations (#64448)
help to find a maybe bug, plus also a good metric to have on hand for figuring out contention issues
* Subsystems now track their avg and last tick allocations
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
* Fix the mc getting completely fucked in the brain due to background ticker subsystems (#64500)
* Fix the mc getting completely fucked in the brain due to background ticker subsystems
* Update code/controllers/subsystem.dm
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Fix the mc getting completely fucked in the brain due to background ticker subsystems
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* creates SSspeech_controller so the MC can control say() execution
* Update mob_say.dm
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.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>
* Properly fix postpones in the mc. (#59813)
I broke shuttles and other things by trusting queued_time.
This fixes it better, by tracking the ticks it's suppose to miss.
closes: #59805 (this doesn't actually work anymore it seems)
* Properly fix postpones in the mc.
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
* [READY] Adds station traits: Small modifiers that can randomly be chosen each round
* conflicts
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Merge pull request #53815 from LemonInTheDark/atmos-mc-entry
Makes the atmos subprocess costs actually sane
* Makes the atmos subprocess costs actually sane
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is
Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
* [Ready] CDN browser assets! (#52681)
Rewrites the asset_cache system to handle sending assets to a CDN via a webroot.
see https://github.com/MrStonedOne/tgstation/blob/asset-cdn/code/modules/asset_cache/readme.md
Fixed a lot of bugs with assets, removed some dead code.
Changes:
Moved asset cache code to transport datums, the currently loaded one is located at SSassets.transport, asset cache calls made before the config is loaded use the simple browse_rsc transport.
Added subsystem call for when the config loads or reloads.
Added a webroot CDN asset transport. assets are saved to a file in a format based on the file's hash (currently md5).
Assets that don't use get_asset_url or get_url_mappings (such as browser assets referred to by static html files like changelog.html or static css files) can be saved to browse_rsc even when in cdn asset mode by setting legacy to TRUE on the datum returned by register_assets
Added a system for saving assets on a cdn in a hash based namespace (folder), assets within the same namespace will always be able to refer to each other by relative names. (used to allow cdn'ing font awesome without having to make something that regenerates it's css files.).
The simple/namespaced asset cache datum helper will handle generating a namespace composed of the combined md5 of everything in the same datum, as well as registering them properly.
Moved external resource from a snowflake loaded file to a config entry, added it to resources.txt
To ensure the system breaks in local testing in any situation that wouldn't work in cdn mode, the simple transport will mutate the filenames of non-legacy and non-namespaced assets and return this with get_asset_url.
Simple transport's passive send of all roundstart assets to all clients is now a config that defaults to off. this is to break race conditions during local testings from devs accidentally relying on this instead of using send() properly.
cl
refactor: Interface assets (js/css/images) can now be managed using an external webserver instead of byond's one at a time file transfer queue.
admin: Adds admin verb toggle-cdn that allows admins to disable the external webserver asset transport and revert to the old system. Useful if the webserver backing this goes down (thanks cloudflare).
config: New config file, resources.txt, (must be loaded by an $include statement from the main config)
server: The external_rsc_urls.txt config has been moved to the main config system.
/cl
Porting notes:
Interface webpages must refer to their assets (css/js/image/etc) by a generated url, or the asset must register itself as a legacy asset. The system is designed to break in localtest (on simple/legacy mode) in most situations that would break in cdn mode.
Requires latest tgui.
The webserver must set the proper CORS headers for font files or font awesome (and other fonts) won't load.
/tg/'s webserver config: https://gist.github.com/MrStonedOne/523388b2f161af832292d98a8aad0eae
* [Ready] CDN browser assets!
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
About The Pull Request
Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though.
Explosions have been refactored to do the actual exploding in a subsystem.
Credit to goon.
Here's some videos!
Why It's Good For The Game
Basically instant max-caps now.
We can now give more of a tick over to the sending of map updates
Changelog
cl Goonstation Coders, Beestation, Extools devs
refactor: Explosions have been heavily optimized.
/cl
The malformed logic here kept the mc from running all ticker subsystems first, (a functionality that i'm not even sure we need to preserve, as long as we update the docs, thoughts?)
SS_BACKGROUND Conflicts with SS_TICKER and SS_NO_TICK_CHECK's behavior in certain ways. This fixes that breaking the mc.
SS_BACKGROUND has its own priority bracket that assumes that all remaining subsystems to run are also SS_BACKGROUND, allowing one of these to run when running SS_TICKER subsystems would cause the MC to assume all subsystems that run after it that tick were background subsystems, breaking the math of how much time to allocate the subsystem.
When delaying a run of a SS_NO_TICK_CHECK subsystem for lack of time, the MC will modify it's priority so it runs sooner next tick, if this happened on a background SS_NO_TICK_CHECK subsystem, it would update the wrong running total and desync the running total of the priority of all queued subsystem from the actual sum of those subsystem's priority.
* updated robocop.mp3 quality
* hurr durr im appveryor and im of low mental capacity, to the extent that a certain r word would be frequently used to describe me
* using original file that is potentially better quality while being a tiny amount smaller.