* Fix code not compiling on prod. (#74589)
(at)Mothblocks idea: make alt_tests a yml file and allow more generic alt
tests, like defines and shit. or we can put this on integration tests
and let windows build cover the normal/dev build case of preload_rsc = 1
* Fix code not compiling on prod.
---------
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
* Increase first connect responsiveness by delaying vox sound preload (#74559)
These were getting sent too early and clogged up the queue of resources
to send the client, delaying chat load if the client had no byond rsc
cache and the cdn was not enabled.
Also this way if the cdn rsc download happens quick enough than these
calls can become noops. (if byond isn't smart enough to do that now, it
will be.)
* Increase first connect responsiveness by delaying vox sound preload
---------
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
* Clients can't OOC until they have fully gone through `New()` (#74493)
People are able to send OOC messages before `client/New()` is able to
fully set itself up. Let's guard against this by re-using the variable
we set at the end of New() and blocking any usage of the OOC verb if
they aren't set up. I made it a define so we can use it in other spots
as well if the occasion should call for it.
Define included in this PR can be (and probably should be when someone
has time) replicated in other spots where we need it.
* Clients can't OOC until they have fully gone through `New()`
---------
Co-authored-by: san7890 <the@san7890.com>
* Fix lack of to_chat_immediate in client code that disconnects clients. (#73575)
these clients are about to be disconnected, they can't wait for the mc
to tick next
* Fix lack of to_chat_immediate in client code that disconnects clients.
---------
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
* Adds a config option for warning clients about older builds (not just older versions) (#73549)
## About The Pull Request
MSO was being tsundere about this and it seemed useful, so here we go
## Changelog
🆑
config: Added a warning build config setting, you can now lightly
repremand but not block clients with older builds but fine major
versions
/🆑
* Adds a config option for warning clients about older builds (not just older versions)
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* literally just hook asay into tgui say (#73212)
## About The Pull Request
pressing f3 now opens asay in tgui say
## Why It's Good For The Game

also fixes double-escaped special characters caused by #72407 and
finally gets rid of the gross regular tgui input popup
## Changelog
🆑
fix: asays are no longer double-escaped
admin: asay now uses tgui say
/🆑
---------
Co-authored-by: Scriptis <scriptis@ duck.com>
* literally just hook asay into tgui say
---------
Co-authored-by: scriptis <scriptif@gmail.com>
Co-authored-by: Scriptis <scriptis@ duck.com>
* Particle editor (#71110)
## About The Pull Request
Demo: https://streamable.com/wnj3mf
Features:
- Full support for most gradients/vectors/numbers/generators/transforms
( I might have forgotten some of the more esoteric ones)
- A "tutorial" section that explains the different rand/generation types
and how physics works with pictures
- Button for viewing what each var does
- Selecting a particle type to set immediately
- The generator types use defines now
Not included:
Color matrix support for color generators (I'm sorry but hell no)
Special thanks to @ jlsnow301 for explaining js things to me
## Why It's Good For The Game
Making cool stuf
## Changelog
🆑
refactor: Added a particle editor to VV dropdown which can be used by
coders and admins to edit particle values on the fly easily.
/🆑
Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
* Particle editor
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
* Ensures bunkering someone doesn't runtime due to a divide by 0 error (#71081)
## About The Pull Request
HAHHHHHHHHHHHHHHHH
* Ensures bunkering someone doesn't runtime due to a divide by 0 error
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Object Window Niceties (#69825)
* Object Window Niceties
Alright. I got bored and polished up the object/alt click window.
It had a few issues:
First, we generated all our images in bulk, as soon as requested
Second, the caching was global, despite only working on a client to
client basis
Third, we only generated up to 10 images. This could be fine, but the
javascript code will continuiously rerender assuming unrendered images
will come eventually, and they well, weren't. This caused MASSIVE
clientside lag
Fourth and finally, I did not like how moving away from the viewed turf
lagged behind, in sync with the stat tab update. Looked bad.
I've resolved all these.
I solved the first three issues by reworking how obj images were
generatated and managed.
Rather then storing a basic cache on the subsystem, and doing all the
image generation at once, we queue up image generation as we like, and
generate images inside a new processing subsystem fire.
This isn't the best solution, since it still eats cpu somewhat, but it's
a whole lot better then the other options, outside either removing the
need to getflat, or somehow predicting what items a client will want to
see
I've started storing three bits of info. First, a list of all the
objects we currently want to display.
Second, a list of atom -> image html
Third, a list of atoms to imageify.
This information is stored on a datum on /client, since I want this to
have a lifetime linked to well, clients.
I've used this datum to solve that fourth bit, using a component I made
for parallax a bit back. This lets me react to our client's mob, and
update the tab linked to that, rather then on a subsystem call by call
basis.
That's about it.
Co-authored-by: san7890 <the@ san7890.com>
* Object Window Niceties
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.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 click catcher failing to be reapplied onto the screen when show_hud is called (#68853)
Done stuff
Co-authored-by: Watermelon914 <hidden@ hidden.com>
* Fixes click catcher failing to be reapplied onto the screen when show_hud is called
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <hidden@ hidden.com>
* 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
* Biddle Verbs: Queues the Most Expensive Verbs for the Next Tick if the Server Is Overloaded
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Fullscreen, status bar hiding, chat input following the theme (#67987)
* Initial commit
* input is colored according to the theme
* removed unused setting
* Fullscreen, status bar hiding, chat input following the theme
Co-authored-by: Andrew <mt.forspam@gmail.com>
* adds the "refresh TGUI" debug verb (#67265)
About The Pull Request
adds the Refresh TGUI verb to the debug category OOC category, but it isn't locked behind any permissions. i'd put it in OOC, but.. eeeeeeh? there's not real much use for this verb other for debuggers. i put it in the OOC category
Why It's Good For The Game
debug purposes mostly
not player facing lole
* adds the "refresh TGUI" debug verb
Co-authored-by: magatsuchi <88991542+magatsuchi@users.noreply.github.com>
* Refactors firestacks into status effects (#66573)
This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.
Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.
Also changed some related proc names to be snake_case like everything should be.
This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing
* Hud Image Culling By Z Level: Theft edition (#65189)
* makes hud images only apply by z level
* makes some of the atom_hud procs have better names
* fixes warning with the hud_user list and adds better documentation
* better docs for hud_images
* removes TODOs
* docs for hud_list
* adds support for linked z levels so mobs can see lower ones
* fixes merge conflict and shittily makes only shocked airlocks get added
* adds support for setting images in the hud as active and inactive
* gets rid of unatomic spatial grid change
* maybe i should actually try COMPILING my changes
* fixes merge skew and makes it compile again
* fixes huds refusing to remove from users who changed z level
* improves z level and registration logic
* fixes antag huds not appearing
* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me
* Ensures that hiding a basic appearance also hides the atom's active list too
* Fixes antag huds going poof
Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it
This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.
Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.
* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list
* fixes mistake with hud_users list being set non associatively (bad)
* as anything in bot path loops
* Fixes merge skew problems
* Makes bot paths non global
This way they can show themselves to only the bot that "owns" them, ya
feel me?
* Fixes huds not showing up sometimes, cleans up some code
Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:
call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen
*cries*
* Renames add_hud_to_atom to show_to
My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars
* remove_hud_from_mob -> hide_from
* Nitpicks a few comments
* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh
* Moves check down, improves stack trace a bit
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
* small touch-up
* this should do it
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
* Parallax but better: Smooth movement cleanup (#66567)
* Alright, so I'm optimizing parallax code so I can justify making it do a
bit more work
To that end, lets make the checks it does each process event based.
There's two. One is for a difference in view, which is an easy fix since
I added a view setter like a year back now.
The second is something planets do when you change your z level.
This gets more complicated, because we're "owned" by a client.
So the only real pattern we can use to hook into the client's mob's
movement is something like connect_loc_behalf.
So, I've made connect_mob_behalf. Fuck you.
This saves a proc call and some redundant logic
* Fixes random parallax stuttering
Ok so this is kinda a weird one but hear me out.
Parallax has this concept of "direction" that some areas use, mostly
the shuttle transit ones. Set when you move into a new area.
So of course it has a setter. If you pass it a direction that it doesn't
already have, it'll start up the movement animation, and disable normal
parallax for a bit to give it some time to get going.
This var is typically set to 0.
The problem is we were setting /area/space's direction to null in
shuttle movement code, because of a forgotten proc arg.
Null is of course different then 0, so this would trigger a halt in
parallax processing.
This causes a lot of strange stutters in parallax, mostly when you're
moving between nearspace and space. It looks really bad, and I'm a bit
suprised none noticed.
I've fixed it, and added a default arg to the setter to prevent this
class of issue in future. Things look a good bit nicer this way
* Adds animation back to parallax
Ok so like, I know this was removed and "none could tell" and whatever,
and in fairness this animation method is a bit crummy.
What we really want to do is eliminate "halts" and "jumps" in the
parallax moveemnt. So it should be smooth.
As it is on live now, this just isn't what happens, you get jumping
between offsets. Looks frankly, horrible. Especially on the station.
Just what I've done won't be enough however, because what we need to do
is match our parallax scroll speed with our current glide speed. I need
to figure out how to do this well, and I have a feeling it will involve
some system of managing glide sources.
Anyway for now the animation looks really nice for ghosts with default
(high) settings, since they share the same delay.
I've done some refactoring to how old animation code worked pre (4b04f9012d). Two major
changes tho.
First, instead of doing all the animate checks each time we loop over a
layer, we only do the layer dependant ones. This saves a good bit of
time.
Second, we animate movement on absolute layers too. They're staying in
the same position, but they still move on the screen, so we do the same
gental leaning. This has a very nice visual effect.
Oh and I cleaned up some of the code slightly.
* Parallax but better: Smooth movement cleanup
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Revert "Revert "[MIRROR] Moves help menu to end, fixes Hotkeys Help [MDB IGNORE] (#12425)" (#12479)"
This reverts commit 6d44a08156.
* capitalization fix for linux server
* Fit Viewport cleanup (#65225)
* Fit Viewport cleanup
Changes how Fit Viewport works slightly.
From what I understand, the verb was created with the goal of
eliminating the pixel hunting required to get rid of letterboxing.
This works fine for stretch to fit, but ever since the command bar got
nuked it's ended up creating a lot of blackspace for targeted zoom
modes.
I've changed how it decides on its optimal width slightly, if the client
has a non stretch to fit zoom mode, we use it, the world icon size and
the clients view size to figure out the exact width we want.
The bars on the left and right have been bugging me forever. Want them
gone.
In light of this, I'm also making changing your zoom amount attempt to
fit the viewport, if you have the pref enabled.
Oh and I'm trying something with auto fit viewport stuff.
It currently waits a second between view change and fitting. The comment
implies this is to avoid winget strangeness from Login calls. When I
blamed it, I found a commit from antruk talking about client dropping,
and this being a potential fix.
Unfortunately none wrote down what dropping means, and anturk's
forgotten.
I'm making the assumption that it's related to attempting the related
winsets before an inital login is over.
I might be wrong about this, if I am we'll know what went wrong I
suppose.
* Whoops, this needs to be invoke async
* Ensures client safety, autodocs code, adds proper cleanup
* Fit Viewport cleanup
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Makes deadchat control inputs bypass automute. (#65195)
* Makes deadchat control inputs bypass automute.
It's slightly annoying when you get muted because you spent a minute trying to get the supermatter to move down.
* Makes deadchat control inputs bypass automute.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Make the repeated messages spam filter give a clearer warning (#65029)
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
* Make the repeated messages spam filter give a clearer warning
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
* Ensures that COMSIG_PARENT_QDELETING is sent before client Destroy. (#64536)
I want to let logic rely on this, so I'ma just ensure it can
* Ensures that COMSIG_PARENT_QDELETING is sent before client Destroy.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* makes most statpanel tabs update a tenth or so as often (>= 4 seconds instead of 4 deciseconds) because theyre wastful of cpu (#63991)
makes most updating stat panel tabs update once every 4 seconds instead of 4 deciseconds, but switching tabs instantly updates statpanel data for you. also makes examining a turf make flat icons for a maximum of 10 contents instead of 30 because its ridiculous to call getFuckingFlatIcon() wrappers that many times. also makes SSfluids not have SS_TICKER and updates its wait accordingly because theres no reason for it to be a ticker subsystem
the mc tab updates every 2 seconds unless someone has the pref enabled to refresh it quickly because SOME UNILLUMINATED LEMONS absolutely must watch overtime spikes in real time
statpanels can take between 1-3% of masters total processing time at very high pop, which is silly considering theres no need for someone to know any of the data updated accurate to less than half of a second. The only reason it needed to update so fast was because it looked awful when switching tabs, which will only be updated on the next fire. now switching tabs updates data instantly so theres no need to update the rest of the data quickly.
also makes each stat tab update into its own proc so we can tell how much each tab update costs
* makes most statpanel tabs update a tenth or so as often (>= 4 seconds instead of 4 deciseconds) because theyre wastful of cpu
* E
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/11003
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Move MouseEntered to a queue, such that only the most recently hovered atom will be processed (#63567)
bout The Pull Request
MouseEntered currently fires multiple (multiple) times per frame, presumably over every atom that was hovered in some timeframe (though it appears to be much worse than that).
This makes MouseEntered only add to a queue, while a per-tick subsystem ensures only the most recent MouseEntered gets the screentip work done on it, through a generic on_mouse_enter proc call.
Contextual screen tips are coming and are going to make the screen tip code more computationally expensive, so slimming it down is going to be a must.
Would like to hear from @ LemonInTheDark if this makes any obvious difference in time dilation, since it of course won't be as easy as just checking MouseEntered overtime anymore.
* Move MouseEntered to a queue, such that only the most recently hovered atom will be processed
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Allows players to send more visible adminhelps when no admins are on, which'll definitely alert admins
* db portion sorted out
* now it really is
* should work about fine
* one last touch
* well, one more
* also botched comment
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>