* Take Two: The word filter now verbosely describes config failure (Rust-g 1.0.2 Edition) (#68690)
A resuscitation of #67474 since Arm is not presently able to do it.
rustg_read_toml_file has backwards dependency to support older cases that checked for lack of list (the old sign the rust fn went wrong).
Fixes#67446
The configuration for the word filter now verbosely describes the error from the bad toml to the logs, allowing problems with it to be identified quicker and resolved.
Why It's Good For The Game
BLAZING
Ferris warning
Changelog
cl Armhulen/Armhulenn/Bazelart/Tralezab, san7890
admin: Word filters incorrectly set up will now have their errors actually described. Please, tell your server ops when you see it so they may fix the configuration.
server: Rust-g on this codebase is now on the 1.0.2 version, prepare accordingly.
/cl
I also bump rust-g's DLL to 1.0.2 in this PR as well.
* Take Two: The word filter now verbosely describes config failure (Rust-g 1.0.2 Edition)
Co-authored-by: san7890 <the@san7890.com>
* fixes chameleon card reset issues and makes nuke op trim have a hud icon (#68879)
* partial fix
* outfits now update ids
* fixes chameleon card reset issues and makes nuke op trim have a hud icon
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.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>
* Fixes a lua state null return related to the print wrapper, improves the lua editor ui formatting, and implements a stopgap lua lag fix (#68816)
This PR fixes this issue by making sure every proc called in the stack of /proc/wrap_lua_print which could sleep is called using INVOKE_ASYNC, and to prevent such problems in the future, marks all the wrappers as SHOULD_NOT_SLEEP(TRUE). I also figured out how to fix the dumb overflowing problem of the lua editor ui.
Due to lag concerns regarding lua states with a large number of global variables (including fields within global tables), I have made it so the global table and state log are hidden by default - they can be shown using a toggle button in the editor ui.
* Fixes a lua state null return related to the print wrapper, improves the lua editor ui formatting, and implements a stopgap lua lag fix
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Fixes security level alerts playing the incorrect sounds
* Fixes the merge conflict
* Slightly improves the code on our end, adds the documentation that we were now missing
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs
* wew
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Tweaks response provided by sssecurity_level during initialization (#68500)
* Tweaks response provided by sssecurity_level during initialization
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Adds Baseballs (#68249)
Adds baseballs to the game (There is a baseball field in the holodeck).
You can now bat thrown objects with the baseball bat to launch them away at high speed.
https://streamable.com/471jvv (baseball is a boomerang here because otherwise this would have been impossible to test singleplayer)
Why It's Good For The Game
it could be fun to have a game of baseball, and people trying to bat an item thrown at them sounds funny
image
Changelog
cl Fikou, sprite by Mooster
add: Baseballs are now available in the Baseball Field on the Holodeck.
add: Baseball Bats can now hit thrown objects mid-air to send them back.
/cl
* Adds Baseballs
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Prevents overtime in the economy SS (#68078)
* Prevents overtime in the economy SS
Ok so like, we were doing a LOT of work all at once without yielding,
which is fine cause like, it's only fired once every 5 minutes, but it's
still kinda dumb
So I've cleaned up the subsystem to make it support an ssair style of
yielding, alongside an optimization to vending machine z level checks
that I suspect was taking a lot of cpu.
Remind me to refactor z level lookup someday bestie
Anyway yeah now we won't see strangely high overtime for ssecon anymore
* vending gang (renames a variable to not just be v
* It is done
* Prevents overtime in the economy SS
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes some cases which references are used in trait sources, potentially causing hard deletes (#67974)
About The Pull Request
Fixes some cases in which actual references were used in trait sources instead of keys (or ref() keys).
This can cause some rare and difficult to find hard deletes.
Trait sources should be a string key relating to the source of it, not an actual reference to what added it. References within trait sources are never handled in Destroy(), because it's not expected behavior, meaning it can cause hanging references.
So, I went through with a regex to find some cases and replaced them.
I used the following and just picked through the few by hand to find erroneous ones.
ADD_TRAIT\(.+, .+, [a-z]+\)
REMOVE_TRAIT_TRAIT\(.+, .+, [a-z]+\)
Why It's Good For The Game
Less hard deletes, probably.
Changelog
cl Melbert
code: Some traits which mistakenly were sourced from a hard reference are no longer.
/cl
* Fixes some cases which references are used in trait sources, potentially causing hard deletes
* wew
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.
* our changes
* yes
* 0
* Update blackmesa.dmm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.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>
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE
* fex
* fex
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Rename "Delimber" anomaly to "Bioscrambler" anomaly. (#67886)
Renames all occurrences of "delimber", "delimber_anomaly", "delimbering", etc. to "bioscrambler", "bioscrambler_anomaly", and "bioscrambling", etc.
* Rename "Delimber" anomaly to "Bioscrambler" anomaly.
Co-authored-by: skylord-a52 <skylord-a52@users.noreply.github.com>
* Fix for randomized recipes not working (metalgen and secret sauce) (#67904)
* Fix for randomized recipes not working (metalgen and secret sauce)
Co-authored-by: antropod <antropod@gmail.com>
* Added further limitations on the sound emitter circuit component (#67540)
Added limitations on the sound emitter component
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Added further limitations on the sound emitter circuit component
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* [NO GBP] Locate weakpoint hotfixes (#67386)
Fixed locate weakpoint do_after being 3 seconds instead of intended 30. Also you can no longer roll locate weakpoint until you get at least 20 minutes of progression via objectives - these two were commented out for testing reasons and I just forgot to uncomment them.
Also moves station_weakpoints from SStraitor to the objectives themselves.
* [NO GBP] Locate weakpoint hotfixes
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Makes Playing Lobby Music A Config (#67455)
* Makes Playing Lobby Music A Config
Hey there,
Apparently some people don't like listening to the soulful lobby music we have to offer. How unfortunate. This adds a config flag to disable said title screen music. I've heard people who like debugging a lot don't want to get their ears-bleeding via flipflap, but I find it hard to agree.
* ALLOW to DISALLOW
whoops
* FUCK
* MSO's suggestions
I also added a small portion in regards to player preferences in case people weren't aware of that.
* lol
physics burned my brain out on parentheses
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Makes Playing Lobby Music A Config
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
* wew
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes / makes it more clear about why research servers might not be generating research points. (#67458)
* Fixes research severs a bit, adds text for missing hard drives, and removes a ton of unused code.
* Fixes / makes it more clear about why research servers might not be generating research points. Also cuts a lot of unused research server code out.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Demotes the Quartermaster from Head to Normal Staffer(because /tg/ is making the QM a head upstream and we want to avoid conflicts)
* whoops
* a
* fug
* fuck
* Assorted Ordnance Code+Map Quality Pass and QoL (#67097)
Three main things I do:
Reinforce the remap that i have made with code changes, making the atmos control devices sane and easy to put if someone else stumbles upon this part of the code again. (a4aea1e - f16e620)
Splits the ordnance areas and renames them, kills ordnance misc and things that have nothing to do with ordnance (anymore?) moves them to exp_lab (useful stuff here) and aux_lab (fluff stuff here like laser range in delta or second circuit lab in tram). (0c99f9f- 3c82a88)
Adds a roundstart program disk containing nt frontier to the ordnance office table. Added a hint to file manager there too to help give players a nudge on how to publish papers. (fd747dc)
First one: Makes mapping these things not require varedit, nicer for other people that dont know how the atmos control stuffs works.
Second one: Misc lab has nothing to do with ordnance jesus christ. Also ord hallway is now irrelevant, our ordnance labs are very far from box now. Will probably make downstreams a bit angry for a while though since they might not be fully up to date on the ordnance maps.
Third one: Pretty much justified it in the about section.
Why is this not atomic: This touches all five maps and needs code backing, so I might as well combine them into one maintenance PR instead of giving my peers merge conflict three times.
* Assorted Ordnance Code+Map Quality Pass and QoL
* set 1
* revert
* Update CentCom_skyrat.dmm
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Adds logging to overlay overflow errors (#67497)
So we've got this overlay cap of like 100 right? Prevents OOMs
But right now if you overrun it we have no way of knowing how you got
there, so we just end up with no info.
This pr solves that, by adding a printout of icon-icon_state-dir =
amount for each apperance.
Note, we are basically cheating by typing these overlay members as
mutable apperance, they can be just normal appearances, which we don't
have an accessible type for. Fortunately we can cheat.
Oh and if you overflow the limit you get the error overlay applied to
you, for sniks
* Adds logging to overlay overflow errors
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes map votes not happening when the ALLOW_MAP_VOTING config flag was disabled (#67394)
Fixes map votes not happening when allow map voting was disabled by config
* Fixes map votes not happening when the ALLOW_MAP_VOTING config flag was disabled
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* 3(or 4) new traitor objectives (#67287)
This PR introduces 3 new kind of traitor objectives:
Eyesnatcher objective, you'll need to remove your victim's eyes by any means. You will be given a device that you can use to pull out someone's eyes after 3 5 second delays. This would be quite loud and painful to the victim, so make sure you got them restrained or knocked out.
"Public" Sleeper protocol - this is a high progression(30+ minutes) objective. It's basically Sleeper Protocol, but availible for everyone instead of only med personnel.
Locate Structural Weakpoint - a high progression(45+ minutes) objectives that can be only completed once. You will recieve a device that you'll need to use in 2 different (somewhat secure) areas in order to triangulate the structural weakpoint of the station, you'll need to stay in the area for 30 seconds and station AI will be alerted about your attempt. After triangulating it, you will be given a location-locked explosive which will also create from 5 to 8 minor explosions in a 17-25 tile area.
Kidnap personnel - Basically old contractor kidnap. Down someone, get them to the extraction location, call in a pod, stuff them into it and send it back. Additional TCs if you bring them alive.
* 3(or 4) new traitor objectives
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Fixes simple animals getting stuck in ai lists (#67273)
DO NOT ADD US TO A LIST OF AI PROCESSING MOBS IF WE ARE QDELETING
hhhhhhhhhhhhhhhhhhh
Oh also lets add more deets to the warning, and upgrade it to an error
I want to actually have to fix these, or just remove them if they become
redundant
* Fixes simple animals getting stuck in ai lists
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>