spawns have a high overhead.
I only went for easy targets, almost every spawn could be removed with a few subsystems in place to handle delays or cooldowns
Adds crew monitor to the asset cache system
Adds paper to the asset cache system
Added a way to send files to the client slowly without clogging up the queue. (This isn't technically "safe", but the client would only have issues if they didn't have that file already (rare), and only if they used a window that needed that asset (currently only nanoui windows) within the first 15 to 90 seconds of connecting (depending on ping))
Makes NanoUI use this slow send system to blindly send it's asset files. (Once bay's nanoui is ported, i'll improve this so that nanoui fully implements asset cache checking)
Makes asset cache use this system to send all registered asset files, so that ui windows don't have to wait for them if the client's been connected a while.
Byond will queue all browse(), browse_rsc(), and winset() calls to the client, to ensure they load in order, and ensure any resources from a browse_rsc call (css/html/js) are already at the client by the time any html windows loads.
How ever, each file is processed separately, and byond will wait for the reply from the client before it will send the next file.
Our current system sends all of these html resource files to the client at once when they connect, this is the sole cause of the lag when a client connects. Byond will not send the client a file it already has, but it has to ask the client first, and it does so one file at a time, waiting for a reply from the client before sending the next one down the pipe.
This system fixes that.
Basically it works like this:
Client connects: nothing happens, no massive queuing of browse_rsc() calls, so no interface delay
Client opens a asset_cache controlled html based interface
Asset cache gets notified by the html based interface what assets the client needs to have.
Asset cache checks to see if it's sent that client those files.
Asset cache sends the missing ones, adding them to the list of assets the client has.
This basically spreads out the delay to when you first open a window that uses resources, where it is much more manageable.
I've kinda done a halfass port without too much thought, I see some room for improvement to better fit /tg/'s coding style and make the system more flexible. I'm PRing this because if I don't, it will never get finished.
PDAs and html_interface has been imported in to the new system lazily to test. at 100ms connection start interface lag went from 35 seconds to 16 seconds. Nanoui hasn't been imported, and once it is, that should drop down to almost nothing.
I'll work on this some more after some sleep.
You can disable byond member features in preferences, something the other method checked, but this could lead to somebody not being able to get in to re-enable them.
isbanned() cleaned up, it logs sticky ban matches, and better handles admins being exempt from bans
Adminbans now still work once the admin is demoted.
Admins bypassing a ban because they are an admin is logged and announced to all admins including the one who walked past it.
Admins are now exempt from host bans. (this only applies to host bans for ss13, global host bans (where the 'apply to this game only' checkbox is not checked (defaults to not checked)) do not trigger isbanned() and thus, admins can not bypass them, no matter what we do.)
Added a system to queue a message for a client, to be shown next time they connect, this was needed because isbanned() is called before the client is created, so if you want to send a message to an admin, letting them know they just walked pass a matching ban, you have to do it this way.
Topics are no longer limited to once per 2ds per client.
This massively improves responsiveness by no dropping clicks when trying to browse thru menus.
Anything that could cause lag or otherwise be limited should do that in its own topic, not blog down the rest
Please let me know if you can think of anything that should be limited in this PR otherwise, i say we find out by field testing.