* Optimizes INVOKE_ASYNC by making it a macro and avoiding a proc call (#73264)
## About The Pull Request
This is quite literally the same behavior but faster, and also catches
improper arguments better than the old macro/proc approach.
Credit to Lohikar for writing the macro.
Port of https://github.com/DaedalusDock/daedalusdock/pull/196
Also, `world.ImmediateInvokeAsync()` never set a return value, so
expecting one was never valid behavior.
At MSO's request, the documentation of `spawn(-1)`:
As per the reference, calling `spawn()` with a negative value will
execute the spawned code until a blocking action (such as `sleep()`) is
encountered. Then, it will step outside of the spawned code, and
continue the proc. This is the same behavior as calling a `waitfor =
FALSE` proc. Specifically, under the hood, `spawn(-1)` creates a copy of
the callstack like `sleep()`, incase the spawned code is blocked and
needs to be rescheduled.
As an added bonus, `spawn(-1)` silences SHOULD_NOT_SLEEP errors, whereas
`waitfor = FALSE` does not.
## Why It's Good For The Game
ITS FREE FUCKING CPU TIME
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Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com>
* Optimizes INVOKE_ASYNC by making it a macro and avoiding a proc call
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Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com>
Add lints for idiomatic balloon alert usage (#72280)
Adds lints for `balloon_alert(span_xxx(...))` (which is always wrong),
and balloon alert where the first letter is a capital (which is usually
wrong). Fixes everything that failed them. As a reminder, abbreviations
like "AI" and "GPS" shouldn't be capitalized in a balloon alert.
In cases where this is intentional for flavor (there was one case), you
can `UNLINT` like so:
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* Fixes some improper global signal use (payment component, traitor objectives) (#69131)
* Fixes some improper signal use of SEND_GLOBAL_SIGNAL()
* Fixes some improper global signal use (payment component, traitor objectives)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Lets Admin AI Interact Print Items Again (#68958)
I added a check for ghost AIs to bypass the payment component. So j*nnies (cringe) can print items from lathes again. Useful in case I forgor the typepath of something and need to print it to remember, or to more forcefully show someone that you can print something at a lathe.
* Lets Admin AI Interact Print Items Again
Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com>
* Crates and bountes are now defined by crate's value and paygrades. Civilian bounty payout is higher and uncheesable.
* Update shuttles.dm
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Non-human mobs can now benefit from held id cards and economy. (#54647)
* Non-human mobs can now benefit from held id cards and economy.
* Moved these getters toward the upper end.
* oui?
...
dump eet.
* .tee pump
...
?iuo
* Non-human mobs can now benefit from held id cards and economy.
Co-authored-by: Rohesie <rohesie@gmail.com>
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup
* The rest of the owl
* plushvar bad
* Can't follow my own advice.
* Cleanup up all instances of using var/ definitions in proc parameters.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Take 1, initial mediocity
* Stonks
* I'm working on it don't stale me
* HOOOOOOO adjusts the photocopier, extends component functionality to the medical kiosk, etc etc/
* Fixes that one bug with printers.
* Removes an unused var.
* Makes defines
* I am a champion
* Moves econ defines over... econ defines.
* Forgot the comment.
* How about now?
* Accidently excluded payments from the dme.
* Slight text tweaks, also checkmark.
* updates economy defines.
* Apply suggestions from code review
Review Commits pre-cleanup
Co-authored-by: Rohesie <rohesie@gmail.com>
* Post-Fixes from review.
Co-authored-by: Rohesie <rohesie@gmail.com>