Commit Graph

151 Commits

Author SHA1 Message Date
Jeremiah
630fb72eb4 New views for mc controller ui (#82769)
## About The Pull Request
Lots of qol improvements for controller tgui

- Auto sort order based on type
- Bar view for items in deciseconds

<details>
<summary>vids</summary>

in a live round

![image](https://github.com/tgstation/tgstation/assets/42397676/52fd4677-763a-4ea9-965a-386ab59cd353)

modals

![Tzp0i9yfwP](https://github.com/tgstation/tgstation/assets/42397676/06ca6d9e-c528-4f02-8dbb-d302d2380396)

bar view with defaults for decisecond sorts

![2X6IqQIE7c](https://github.com/tgstation/tgstation/assets/42397676/88b80fd4-1116-4ba1-aa0b-6bac56827e6b)

</details>

## Why It's Good For The Game
Better admin tools
## Changelog
🆑
add: Admin tools buffed, check the Controller Overview
add: Controller Overview moved to debug tab
/🆑
2024-04-22 21:55:17 -04:00
Zephyr
e51a1f95d2 Controller Overview UI (#82739) 2024-04-18 19:34:41 -07:00
Kylerace
9fb2a54c30 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

![Screenshot_3275](https://github.com/tgstation/tgstation/assets/15794172/27d5e4b0-ab06-451f-b4b4-97d31fd06385)
when SSInput is focused

![Screenshot_3274](https://github.com/tgstation/tgstation/assets/15794172/55572861-3f71-4b6c-bb63-f1dfbbe2ab26)
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
/🆑
2024-02-15 03:15:55 -08:00
Time-Green
1be0841d98 Removes COMSIG_AREA_INITIALIZED_IN (#78143)
Literally just me stealing #77207 completely muhahahhahahah screw you
@Mothblocks
I did add some documentation and some radnebula related cleaning and
testing to make it work well

Copied from original PR:

> Please do NOT add code to InitAtom, it is extremely hot. The
conditions on this alone were costing nearly 200ms on my extremely
powerful machine.
> 
> Changes the radioactive nebula to perform its work by looping over
every space tile on init (which on my machine is faster than the time
being wasted on this signal), and adds a subsystem that does this in
SS_BACKGROUND every 30 seconds (usually completeable in about half a
second) for any new atoms, because the effect is hardly noticeable
anyway with how green space is.

Honestly we really don't care that much about stuff being initialized in
space. Everything that walks into space (about everything that matters
to players), is completely unaffected by this change, but roundstart is
now slightly faster
2023-09-06 15:32:44 +00:00
LemonInTheDark
d93e81c2fc Emergency Profile Dumps (#75924)
## About The Pull Request

Adds some hooks to the MC that detect if something ate a ton of real
time last tick, and reacts by dumping our current profile into a file

It's really frustrating to see a spike in td in our performance logs,
but see no reason in the profile because it's only taken every 5
minutes. This resolves that

I'm throwing this up so mso can give it a look over, not sure if I want
to use defines or configs here, taking suggestions

🆑
server: Adds a system to emergency dump profiles if too much time passes
between ticks
config: Added configs that control how often emergency profiles are
allowed to dump, alongside the threshold for what counts as too much
time between ticks
/🆑
2023-06-23 10:35:43 +02:00
Jordan Dominion
a20baac88e RUNLEVEL_INIT does not exist (#75023)
This define shouldn't have been added (by me when I created runlevels)
people get it confused with RUNLEVEL_LOBBY and misuse it, like in this
verb subsystem I have no knowledge of.

- Removes RUNLEVEL_INIT.
- Fixed SSverb_manager not running during the lobby phase.
- Fixed Master.SetRunLevel having the potential to accept a scuffed
runlevel.
- Other standardizing cleanups to runlevels usage.
2023-04-30 14:54:40 -07:00
Jordan Dominion
3ceee2aab4 World Initialization Refactor (#74808)
- Removes unnecessary real global vars.
- Adds comments pointing to the init order defined in
/code/game/world.dm.
- Prevent people using `GLOBAL_REAL_VAR` and `GLOBAL_REAL` to circumvent
init order.
- Properly type `PROFILE_STORE` real global.
- Refactored `make_datum_references_lists()` and moved the call to it
into `GLOB` init with duct tape.
- Renamed `GLOB.admin_log` to `GLOB.admin_activities` as it wasn't
actually a log file.
- Whitelist loading happens in config.
- Renamed `SSdbcore`'s `SetRoundID()` to `InitializeRound()`. Now
handles calling `CheckSchemaVersion()`.
- Created macro for setting up log `GLOB`s.
- Removed log line for `GLOB` count.
- Moved call to `make_datum_reference_lists()` to
`/datum/controller/global_vars/Initialize()`. I slimmed it down where
possible too.
- Updated comments about world init order.
- Move `load_admins()` call to after log setup.
- Removes unused function `gib_stack_trace()`.
- Removes a bunch of unused log `GLOB`s.
- Unlocks the secrets of the universe by finally making the first
executed line of code deterministic.

No functional changes. Closes #74792
Testmerge thoroughly.

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-04-24 18:38:38 -06:00
Jordan Dominion
182a958af6 Update some TGS stuff (#73414)
- Make names version independent
- Version .yml file (Will I write the code to ever use it, who tf
knows?)
- Add WatchdogLaunch.sh to .yml
- Remove defunct PreSynchronize script.
- Cargo isn't needed in WatchdogLaunch
- Why are we running apt outside of the if?
- grep was only needed for the LinuxOneShot (old tool)
- Bring common code into one file

TODO:
- [x] Test this shit

- Added a test app, ran locally, verified the scripts work, added it to
CI

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-02-21 15:49:16 -08:00
Y0SH1M4S73R
612c041dbc Sends a toast notification when initializations complete. (#72465)
## About The Pull Request

Initialization is significantly slowed down by the presence of clients,
though when testing features, you need to join the server. I've been
told that some devs (particularly Mothblocks) are alt-tabbed out of
Dream Daemon while doing dev work, meaning that they are liable to miss
initializations completing, causing an effective slowdown in the dev
cycle. Mothblocks said it would be nice if there was a way to produce a
desktop notification when initialization completes.

I originally intended to add a function to rust_g that would produce a
Windows toast notification with a button allowing you to immediately
launch Dream Seeker. However, I couldn't find a reliable way to detect
if the OS version was Windows 7 or earlier, so running this function on
such an OS would cause a rust panic (which I was told is only a problem
because MSO probably still uses Windows 7).

Fortunately, PowerShell scripts can access the necessary .NET APIs to
produce toast notifications on Windows 10, while also failing more
gracefully than crashing the host process. So I recreated the
functionality I intended in PowerShell.

Toast notifications will only be sent on Windows, if the
TOAST_NOTIFICATION_ON_INIT config flag is enabled, AND there are no
clients on the server.

**Note for downstreams:** If you want the toast notification to have
your downstream's icon, copy it, scale the copy down to 16x16, and
either rename it "tg_16.png" or change that path in the call to
`world.shelleo` to the name of the new file.

Video Demo:


https://user-images.githubusercontent.com/12720844/210492033-963923d7-a1de-4326-9c9f-4f0c0b71d1a5.mp4

## Why It's Good For The Game

This isn't really a line item in the Dev Cycles Initiative, but even if
Mothblocks was exaggerating the benefits, it would still be a
significant speedup in the dev cycles.

## Changelog

No player-facing changes.
2023-01-09 22:05:07 -08:00
Kyle Spier-Swenson
a66e100fe6 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>
2022-12-30 18:56:36 -08:00
LemonInTheDark
0c29f60ecc Saves on average 10 seconds from roundstart times (#71730)
## About The Pull Request

When runlevels change mid work, subsystems running behind have their
next_fire updated.
It's offset by a sum of random numbers, so things don't bunch up,
especially KEEPTIME SSs

The trouble is we have so many subsystems that get added at roundstart
that this offset gets LARGE, like 10 seconds on average.

So instead of randomly offsetting, why not "fill" a set of time slots?
Only 1 keeptime subsystem a tick, and 4 others. Then we just fill up
those buckets and get to it (also don't offset things that are already
processing)

I've talked to mso a bit about this. What he reccomended was sampling a
random time withing a 2 second window.
I'm not totally sure why, kinda waiting for him to tell me off, if he
does I'll fix things up.

This pattern takes the max possible delay from 16 (76 * 5 / 20)) seconds
to 0.7 (56 / 4 / 20)
It obviously scales with subsystem count, but I like this scaling a bit
better

I've applied the same pattern to the offsetting we do at the start of
Loop(), for ticker subsystems. I am less confident in this, it does take
last fire times from at worst 3.75 seconds (15 * 5 / 20) to a static
0.75 (15 / 20)
As stated I'm less sure of this, hoping to get mso'd so I can clean
things up

## Why It's Good For The Game

Makes roundstart snappier

## Changelog
🆑
code: Roundstart "starting" should be much snappier now
/🆑

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2022-12-15 22:55:32 -08:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
san7890
555166a20d Removes bestF from Master Controller Crash Report Filtering (and uses voodoo magic to help cleaning up down the line) (#70610)
* Removes bestF from Master Controller Crash Filtering

We removed bestF from datums back in #2701, but this still remained in the filter. Bit silly, let's get rid of this old cobweb.

I couldn't find anything suggesting that the master_controller could get a statclick variable, but that's actually a term we use in the modern day so I'm not going to bug it since it's benign. The other five are still BYOND-level variables.

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2022-10-19 00:45:53 -07:00
san7890
2878345ebb Swaps sleep() to use SECONDS define, changes some sleep(1) to sleep(1 TICKS) (#70452) 2022-10-18 21:25:23 -07:00
Tastyfish
4733643f39 Clean up subsystem Initialize(), require an explicit result returned, give a formal way to fail (for SSlua) (#69775)
* cleanup SS API, give SSlua a proper way to error out

* New SS_INIT_ system
2022-09-14 23:52:10 -04:00
Marina
fcaa0b24db Alphabetized, fixed spelling error, clarifying event descriptions. Polish (#69707)
About The Pull Request

Alphabetized several long lists of strings so its easier for us to look through them, just code polish, nothing the players would see.

Fixed some minor spelling errors as well.

Clarified door bolt state to be less ambiguous in the door wiring gui.
Originally it would say the door bolts have fallen, and the door bolts "Look up". i dont know about you but that was very not clear for me to read. Like where are the bolts? In the door or the frame? Arnt there bolts on top and bottom? Just didn't make sense to me.

Now it says "Have engaged!" & "Have disengaged"
hopefully that makes the state clearer at a glance.

I also added a small handful of funny texts to some string files. See changelog
Why It's Good For The Game

Well, who doesn't like a bit of polish? Just makes the game a little easier for people.
Also funny text funny text.
Changelog

spelling: improves spelling and adds more flavortext
2022-09-11 21:51:01 +12:00
Mothblocks
42c168f377 Log subsystem initialize times in feedback, give more precise displays (#69533) 2022-08-30 05:01:04 -07:00
Seth Scherer
f1a363c825 Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers.
2022-08-18 22:08:44 -04:00
Kylerace
77c2b7f50c Biddle Verbs: Queues the Most Expensive Verbs for the Next Tick if the Server Is Overloaded (#65589)
This pr goes through: /client/Click(), /client/Topic(), /mob/living/verb/resist(), /mob/verb/quick_equip(), /mob/verb/examinate(), and /mob/verb/mode() and makes them queue their functionality to a subsystem to execute in the next tick if the server is overloaded. To do this a new subsystem is made to handle most verbs called SSverb_manager, if the server is overloaded the verb queues itself in the subsystem and returns, then near the start of the next tick that verb is resumed with the provided callback. The verbs are called directly after SSinput, and the subsystem does not yield until its queue is completely finished.

The exception are clicks from player input since they are extremely important for the feeling of responsiveness. I considered not queuing them but theyre too expensive not to, suffering from a death of a thousand cuts performance wise from many many things in the process adding up. Instead clicks are executed at the very start of the next tick, as the first action that SSinput completes, before player movement is processed even.

A few months ago, before I died I was trying to figure out why games at midpop (40-50 people) had non zero and consistent time dilation without maptick being consistently above 28% (which is when the MC stops yielding for maptick if its overloaded). I found it out, started working on this pr, then promptly died. luckily im a bit less dead now

the current MC has a problem: the cost of verbs is completely and totally invisible to it, it cannot account for them. Why is this bad? because verbs are the last thing to execute in the tick, after the MC and SendMaps have finished executing.
tick diagram2
If the MC is overloaded and uses 100% of the time it allots itself this means that if SendMaps uses the amount its expected to take, verbs have at most 2% of the tick to execute in before they are overtiming and thus delaying the start of the next tick. This is bad, and im 99% sure this is the majority of our overtime.

Take Click() for example. Click isnt listed as a verb but since its called as a result of client commands its executed at the end of the tick like other verbs. in this random 80 pop sybil round profile i had saved on my computer sybil 80 pop (2).txt /client/Click() has an overtime of only 1.8 seconds, which isnt that bad. however it has a self cpu of 2.5 seconds meaning 1.8/2.5 = 72% of its time is overtiming, and it also is calling 80.2 seconds worth of total cpu, which means that more than 57.7 seconds of overtime is attributed to just /client/Click() executing at the very end of a tick. the reason why this isnt obvious is just because the verbs themselves typically dont have high enough self cpu to get high enough on the rankings of overtiming procs to be noticed, all of their overtime is distributed among a ton of procs they call in the chain.

Since i cant guarantee the MC resumes at the very start of the next tick due to other sleeping procs almost always resuming first: I time the duration between clicks being queued up for the next tick and when theyre actually executed. if it exceeds 20 milliseconds of added latency (less than one tenth the average human reaction time) clicks will execute immediately instead of queuing, this should make instances where a player can notice the added latency a vanishingly small minority of cases. still, this should be tm'd
2022-07-31 14:56:18 -07:00
wixoa
a69908da37 Fix a subsystem priority sort (#68490) 2022-07-17 18:29:30 -04:00
Kyle Spier-Swenson
565319095f 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.
2022-04-24 21:29:06 -07:00
LemonInTheDark
9f4b146bd2 Adds load testing macros (#66178)
Adds a macro that consumes cpu up to some tick limit
Adds a define that uses said macro to leave verb processing just its
reserve of the tick
Adds a second subdefine that forces verb processing into total overtime
Mimicing the worst case scenario around maptick spikes
2022-04-17 20:06:43 -07:00
Kyle Spier-Swenson
9dd5cf8e35 The mc now detects if its priority budget gets out of sync with reality and soft resets. (#64498)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-02-21 22:20:33 -08:00
ike709
6277d21e77 Makes SSTimer actually recover (#64784)
Makes SSTimer actually recover properly when it needs to. This is a follow-up for #60846 (3da51f515d) with code I added in my port of that PR to bee.

There were 3 main problems, and each was uncovered after fixing the previous:

    /datum/controller/master/New() was using faulty logic to find existing subsystems. It was adding Sound Loops twice and not adding Timer at all (Sound Loops being a subtype of Timer).
    /datum/timedevent stores a ref to the timer subsystem in var/datum/controller/subsystem/timer/timer_subsystem for performance. It wasn't being updated to the new Timer subsystem, ultimately resulting in it runtiming as an invalid timer.
    The buckets need to be reset during recovery. The TTR and other bucket-related handling is out of whack because SSTimer wasn't firing for however long recovery took. Luckily reset_buckets() can already handle all of this.
2022-02-11 01:41:19 -08:00
Kylerace
6207f14e80 creates SSspeech_controller so the MC can control say() execution (#63118)
makes say_verb() not execute immediately and instead put itself in the queue of the subsystem meant to process it: SSspeech_controller so that it executes at the start of the next tick during the MC's run instead of outside of it.

i considered making this part of #61422 (d005d76f0b) but this is good regardless of how that one pans out and i already overstuffed that one.

tldr the REAL cause of get_hearers_in_view() overtime is an effect of how byond schedules verbs within the tick.

when the server is overloaded there isnt much time between when SendMaps finishes and when the next tick was supposed to start, but verbs still need to be executed. So verbs will eat into the time the next tick should have started and the MC cant compensate for it at all since it uses byonds internal tick scheduler instead of our external tick scheduler.
2021-12-24 21:37:37 -08:00
Ghilker
95c8e00af7 cleanup _HELPERS/_lists.dm and all the necessary files (#61827)
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
2021-10-12 14:48:51 +01:00
Mothblocks
5a4c87a9fc tgui Preferences Menu + total rewrite of the preferences backend (#61313)
About The Pull Request

Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum.

Splits game preferences into its own window.

Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example.

This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier.

Fixes #60823
Fixes #28907
Fixes #44887
Fixes #59912
Fixes #58458
Fixes #59181
Major TODOs

Quirk icons, from @Fikou (with some slight adjustments from me)
Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes)
Heavy documentation on how one would add new preferences, species, jobs, etc

    A lot of specialized testing so that people's real data don't get corrupted

Changelog

cl Mothblocks, Floyd on lots of the design
refactor: The preferences menu has been completely rewritten in tgui.
refactor: The "Stop Sounds" verb has been moved to OOC.
/cl
2021-09-15 10:11:11 +12:00
Gamer025
3da51f515d The Failsafe can now recover from an deleted MC (#60846)
* 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
2021-08-19 22:30:39 -07:00
LemonInTheDark
a8839f233e Changes a line of the master controller to make it easier to read (#59974) 2021-07-03 21:47:10 -07:00
Kyle Spier-Swenson
d8d4066635 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)
2021-06-25 20:51:47 +01:00
Kyle Spier-Swenson
ef129ac94f Makes master support ss.postpone()ing the next fire of running subsystems (#59792)
Sadly it can't apply this to the next fire resume of paused subsystems, but at least its not resetting that postpone.
2021-06-24 09:54:15 -04:00
Watermelon914
375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
spookydonut
9be229fd2c Remove SS_NO_TICK_CHECK (#57800)
## About The Pull Request
This is a whopper, will need @MrStonedOne to review.
In theory this flag shouldn't be needed and my own testing didn't find any issues, but I'd feel better with a lengthy test merge.

## Why It's Good For The Game
Might make nightshift subsystem lag less, MC loop has less stuff to check.
2021-03-28 12:10:18 -04:00
Mothblocks
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
Qustinnus
95731342b9 [READY] Adds station traits: Small modifiers that can randomly be chosen each round (#56309)
This PR adds station traits which are essentially small changes to a normal round that can be used to create small variations in how a round might play out, sometimes there might be only one, very simple trait, but you might have a round where they have a somewhat bigger impact, to make rounds feel slightly more different from each other.

The following traits have been added:
Positive:

    Lucky winner - Free pizza and beer every 6-12 minutes
    Galactic Grant - Larger starting funds for cargo
    Premium internals boxes - emergency box has flare + radio as bonus
    Bountiful bounties - Bounties pay 20% more
    Strong supply lines - Imports 20% cheaper
    Filled maint - More loot in maint
    Fast shuttle - Cargo shuttle is faster
    Free scarves - Free scarfs if a slot is free

Neutral:

    Bananium shipment - Clown starts with 5 sheets of bananium (Neutral because this helps noone but the clown)
    Unnatural atmosphere - Lava planet can get more restricted gasses
    Unique AI - Random lawset at roundstart for AI
    Ian adventure - Ian teleports to a random spot on the station
    Glitched PDAs - PDA's have a different beep
    Announcer intern - Changes the announcement messages to sound like they're from an intern at Centcom

Negative:

    Carp infestation - Carp event is more common and can start earlier
    Weak supply lines - Imports 20% more expensive
    Blackout - Station lights are partially broken around the station
    Empty maint - Less loot in maint
    Overflow bureacracy mistake - Random overflow job (From a vetted list)
    Late Arrivals - Everyone starts in arrivals
    Random spawns - Random spawn location (by drop pod)
    Slow shuttle - Cargo shuttle is slower

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@gmail.com>
2021-02-05 15:49:49 -08:00
Kyle Spier-Swenson
eba6cc5306 Stack overflow detection for the Master Controller. (#56008)
* Stack overflow detection for the Master Controller.

Using a weakref, we can detect if the mc's stack was ended by byond due to a stack overflow, and restart it without waiting the entire defcon countdown in the failsafe controller.

I built a system around this concept under /datum/stack_end_detector and deployed it to the MC's main loop with checks in the failsafe controller.
2021-01-15 17:43:12 -08:00
LemonInTheDark
319d7079c3 Revert "Finishes the allocation refactor (#55965)" (#56137)
This reverts commit 87234f3fd8.
2021-01-13 01:17:59 +00:00
TiviPlus
87234f3fd8 Finishes the allocation refactor (#55965)
#53841 continuation
I recall that the reason for infinite stuns and such was that the priority wasn't being cleared properly when something hitched and I fixed it and I don't remember where exactly but it works now (TM)
A variation of this is TMed on TGMC and it works fine
2021-01-11 15:42:00 -03:00
TiviPlus
0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
Tad Hardesty
89b4e01680 Fix various issues with browser statpanel (#53263)
* Keep tab buttons in view when scrolled down
* Unfocus tab buttons after click so scrollbar keeps working
* Fix some subsystem stat entries
* Improve key passthrough
* Fix runtimes from nulls in AI connected_robot list
* Add missing info in MC tab for global/config/etc.
* Fix #53298 by including turf in alt-click menu
2020-08-29 23:51:42 -03:00
TiviPlus
ca366c3ea1 Bools and returns super-pr (#53221)
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>
2020-08-28 14:26:37 -07:00
Kyle Spier-Swenson
8df93ba39e [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
2020-08-12 13:51:43 +12:00
Ryll Ryll
3064105bec Running unit tests no longer requires a launch parameter (#52529)
* for once i actually AM pushing _compile_options.dm

* cool, i get to touch travis
2020-08-01 13:13:19 -04:00
Jordan Brown
d20487b065 Fix when world.TgsInitializationComplete is called (#51533) 2020-06-10 17:19:42 +08:00
Iamgoofball
a3aa69701a [READY] Basically, Instant Explosions 2: The Search For More Money: Eternal: A Tail Of Two Kitties: 33 1/3 (#50594)
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
2020-04-30 10:27:53 +12:00
Kyle Spier-Swenson
83398600c2 Fixes bugs in the mc related to combos of SS_BACKGROUND and other flags (#49848)
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.
2020-03-11 09:38:23 +13:00
oranges
5ccda49a29 Document the world (#46495) 2019-09-16 16:44:42 +12:00
L
a03b33be2e world.fps 2019-07-17 10:31:08 -03:00
kevinz000
10d846022a [READY]MultiZ stuff - tile atmos, movement backend, falling backend, etc etc - Electric boogaloo (#40428)
Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/

    Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)

//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.

MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
2018-12-11 22:09:59 +13:00
Jordan Brown
bd7c22dda9 Moves TgsInitializationsComplete call to immediately after world/New() (#39771)
* Moves TgsInitializationsComplete call to immediately after world/New()

* Subsystem PreInit data directory audit

* world/New data directory audit

* Needful here too

* Remove SS_NO_INIT from SStitle

* Don't create banlist.bdb for SQL banning

* Stop creating legacy notes file

* Moves iconCache from data to tmp
2018-09-15 21:34:14 +12:00