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## About The Pull Request Replaces the asset subsystem's spritesheet generator with a rust-based implementation (https://github.com/tgstation/rust-g/pull/160). This is a rough port of https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it includes fixes for some cases I didn't catch that apply on TG. (FWIW we've been using this system on prod for over a year and encountered no major issues.) ### TG MAINTAINER NOTE  ### Batched Spritesheets `/datum/asset/spritesheet_batched`: A version of the spritesheet system that collects a list of `/datum/universal_icon`s and sends them off to rustg asynchronously, and the generation also runs on another thread, so the game doesn't block during realize_spritesheet. The rust generation is about 10x faster when it comes to actual icon generation, but the biggest perk of the batched spritesheets is the caching system. This PR notably does not convert a few things to the new spritesheet generator. - Species and antagonist icons in the preferences view because they use getFlatIcon ~~which can't be converted to universal icons~~. - Yes, this is still a *massive* cost to init, unfortunately. On Bee, I actually enabled the 'legacy' cache on prod and development, which you can see in my PR. That's why I added the 'clear cache' verb and the `unregister()` procs, because it can force a regeneration at runtime. I decided not to port this, since I think it would be detrimental to the large amount of contributors here. - It is *technically* possible to port parts of this to the uni_icon system by making a uni_icon version of getFlatIcon. However, some overlays use runtime-generated icons which are ~~completely unparseable to IconForge, since they're stored in the RSC and don't exist as files anywhere~~. This is most noticeable with things like hair (which blend additively with the hair mask on the server, thus making them invisible to `get_flat_uni_icon`). It also doesn't help that species and antag icons will still need to generate a bunch of dummies and delete them to even verify cache validity. - It is actually possible to write the RSC icons to the filesystem (using fcopy) and reference them in IconForge. However, I'm going to wait on doing this until I port my GAGS implementation because it requires GAGS to exist on the filesystem as well. #### Caching IconForge generates a cache based on the set of icons used, all transform operations applied, and the source DMIs of each icon used within the spritesheet. It can compare the hashes and invalidate the cache automatically if any of these change. This means we can enable caching on development, and have absolutely no downsides, because if anything changes, the cache invalidates itself. The caching has a mean cost of ~5ms and saves a lot of time compared to generating the spritesheet, even with rust's faster generation. The main downside is that the cache still requires building the list of icons and their transforms, then json encoding it to send to rustg. Here's an abbreviated example of a cache JSON. All of these need to match for the cache to be valid. `input_hash` contains the transform definitions for all the sprites in the spritesheet, so if the input to iconforge changes, that hash catches it. The `sizes` and `sprites` are loaded into DM. ```json { "input_hash": "99f1bc67d590e000", "dmi_hashes": { "icons/ui/achievements/achievements.dmi": "771200c75da11c62" }, "sizes": [ "76x76" ], "sprites": { "achievement-rustascend": { "size_id": "76x76", "position": 1 } }, "rustg_version": "3.6.0", "dm_version": 1 } ``` ### Universal Icons Universal icons are just a collection of DMI, Icon State, and any icon transformation procs you apply (blends, crops, scales). They can be convered to DM icons via `to_icon()`. I've included an implementation of GAGS that produces universal icons, allowing GAGS items to be converted into them. IconForge can read universal icons and add them to spritesheets. It's basically just a wrapper that reimplements BYOND icon procs. ### Other Stuff Converts some uses of md5asfile within legacy spritesheets to use rustg_hash_file instead, improving the performance of their generation. Fixes lizard body markings not showing in previews, and re-adds eyes to the ethereal color preview. This is a side effect of IconForge having *much* better error handling than DM icon procs. Invalid stuff that gets passed around will error instead of silently doing nothing. Changes the CSS used in legacy spritesheet generation to split `background: url(...) no-repeat` into separate props. This is necessary for WebView2, as IE treats these properties differently - adding `background-color` to an icon object (as seen in the R&D console) won't work if you don't split these out. Deletes unused spritesheets and their associated icons (condiments spritesheet, old PDA spritesheet) ## Why It's Good For The Game If you press "Character Setup", the 10-13sec of lag is now approximately 0.5-2 seconds. Tracy profile showing the time spent on get_asset_datum. I pressed the preferences button during init on both branches. Do note that this was ran with a smart cache HIT, so no generation occurred.  Much lower worst-case for /datum/asset/New (which includes `create_spritesheets()` and `register()`)  Here's a look at the internal costs from rustg - as you can see `generate_spritesheet()` is very fast:  ### Comparison for a single spritesheet - chat spritesheet: **Before**  **After**  ## Changelog 🆑 fix: Fixed lizard body markings and ethereal feature previews in the preference menu missing some overlays. refactor: Optimized spritesheet asset generation greatly using rustg IconForge, greatly reducing post-initialization lag as well as reducing init times and saving server computation. config: Added 'smart' asset caching, for batched rustg IconForge spritesheets. It is persistent and suitable for use on local, with automatic invalidation. add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for spritesheets. fix: Fixed R&D console icons breaking on WebView2/516 /🆑
154 lines
7.0 KiB
Plaintext
154 lines
7.0 KiB
Plaintext
/***************************************************************
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** Design Datums **
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** All the data for building stuff. **
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***************************************************************/
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/*
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For the materials datum, it assumes you need reagents unless specified otherwise. To designate a material that isn't a reagent,
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you use one of the material IDs below. These are NOT ids in the usual sense (they aren't defined in the object or part of a datum),
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they are simply references used as part of a "has materials?" type proc. They all start with a $ to denote that they aren't reagents.
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The currently supporting non-reagent materials. All material amounts are set as the define SHEET_MATERIAL_AMOUNT, which defaults to 100
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Don't add new keyword/IDs if they are made from an existing one (such as rods which are made from iron). Only add raw materials.
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Design Guidelines
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- When adding new designs, check rdreadme.dm to see what kind of things have already been made and where new stuff is needed.
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- A single sheet of anything is 100 units of material. Materials besides iron/glass require help from other jobs (mining for
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other types of metals and chemistry for reagents).
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- Add the AUTOLATHE tag to
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*/
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//DESIGNS ARE GLOBAL. DO NOT CREATE OR DESTROY THEM AT RUNTIME OUTSIDE OF INIT, JUST REFERENCE THEM TO WHATEVER YOU'RE DOING! //why are you yelling?
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//DO NOT REFERENCE OUTSIDE OF SSRESEARCH. USE THE PROCS IN SSRESEARCH TO OBTAIN A REFERENCE.
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/datum/design //Datum for object designs, used in construction
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/// Name of the created object
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var/name = "Name"
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/// Description of the created object
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var/desc = null
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/// The ID of the design. Used for quick reference. Alphanumeric, lower-case, no symbols
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var/id = DESIGN_ID_IGNORE
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/// Bitflags indicating what machines this design is compatable with. ([IMPRINTER]|[AWAY_IMPRINTER]|[PROTOLATHE]|[AWAY_LATHE]|[AUTOLATHE]|[MECHFAB]|[BIOGENERATOR]|[LIMBGROWER]|[SMELTER])
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var/build_type = null
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/// List of materials required to create one unit of the product. Format is (typepath or caregory) -> amount
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var/list/materials = list()
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/// The amount of time required to create one unit of the product.
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var/construction_time = 3.2 SECONDS
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/// The typepath of the object produced by this design
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var/build_path = null
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/// Reagent produced by this design. Currently only supported by the biogenerator.
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var/make_reagent
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/// What categories this design falls under. Used for sorting in production machines.
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var/list/category = list()
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/// List of reagents required to create one unit of the product. Currently only supported by the limb grower.
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var/list/reagents_list = list()
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/// How many times faster than normal is this to build on the protolathe
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var/lathe_time_factor = 1
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/// Bitflags indicating what departmental lathes should be allowed to process this design.
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var/departmental_flags = ALL
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/// What techwebs nodes unlock this design. Constructed by SSresearch
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var/list/datum/techweb_node/unlocked_by = list()
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/// Override for the automatic icon generation used for the research console.
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var/research_icon
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/// Override for the automatic icon state generation used for the research console.
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var/research_icon_state
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/// Appears to be unused.
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var/icon_cache
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/// Optional string that interfaces can use as part of search filters. See- item/borg/upgrade/ai and the Exosuit Fabs.
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var/search_metadata
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/// For protolathe designs that don't require reagents: If they can be exported to autolathes with a design disk or not.
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var/autolathe_exportable = TRUE
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/datum/design/error_design
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name = "ERROR"
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desc = "This usually means something in the database has corrupted. If this doesn't go away automatically, inform Central Command so their techs can fix this ASAP(tm)"
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/datum/design/Destroy()
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SSresearch.techweb_designs -= id
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return ..()
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/datum/design/proc/InitializeMaterials()
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var/list/temp_list = list()
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for(var/i in materials) //Go through all of our materials, get the subsystem instance, and then replace the list.
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var/amount = materials[i]
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if(!istext(i)) //Not a category, so get the ref the normal way
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var/datum/material/M = GET_MATERIAL_REF(i)
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temp_list[M] = amount
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else
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temp_list[i] = amount
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materials = temp_list
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/datum/design/proc/icon_html(client/user)
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var/datum/asset/spritesheet_batched/sheet = get_asset_datum(/datum/asset/spritesheet_batched/research_designs)
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sheet.send(user)
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return sheet.icon_tag(id)
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/// Returns the description of the design
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/datum/design/proc/get_description()
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var/obj/object_build_item_path = build_path
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return isnull(desc) ? initial(object_build_item_path.desc) : desc
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////////////////////////////////////////
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//Disks for transporting design datums//
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////////////////////////////////////////
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/obj/item/disk/design_disk
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name = "Component Design Disk"
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desc = "A disk for storing device design data for construction in lathes."
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icon_state = "datadisk1"
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custom_materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass =SMALL_MATERIAL_AMOUNT)
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///List of all `/datum/design` stored on the disk.
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var/list/blueprints = list()
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/obj/item/disk/design_disk/Initialize(mapload)
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. = ..()
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if(mapload)
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pixel_x = base_pixel_x + rand(-5, 5)
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pixel_y = base_pixel_y + rand(-5, 5)
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/**
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* Used for special interactions with a techweb when uploading the designs.
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* Args:
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* - stored_research - The techweb that's storing us.
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*/
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/obj/item/disk/design_disk/proc/on_upload(datum/techweb/stored_research, atom/research_source)
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return
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/obj/item/disk/design_disk/bepis
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name = "Old experimental technology disk"
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desc = "A disk containing some long-forgotten technology from a past age. You hope it still works after all these years. Upload the disk to an R&D Console to redeem the tech."
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icon_state = "rndmajordisk"
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///The bepis node we have the design id's of
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var/datum/techweb_node/bepis_node
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/obj/item/disk/design_disk/bepis/Initialize(mapload)
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. = ..()
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var/bepis_id = pick(SSresearch.techweb_nodes_experimental)
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bepis_node = (SSresearch.techweb_node_by_id(bepis_id))
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for(var/entry in bepis_node.design_ids)
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var/datum/design/new_entry = SSresearch.techweb_design_by_id(entry)
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blueprints += new_entry
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///Unhide and research our node so we show up in the R&D console.
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/obj/item/disk/design_disk/bepis/on_upload(datum/techweb/stored_research, atom/research_source)
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stored_research.hidden_nodes -= bepis_node.id
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stored_research.research_node(bepis_node, force = TRUE, auto_adjust_cost = FALSE, research_source = research_source)
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/**
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* Subtype of Bepis tech disk
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* Removes the tech disk that's held on it from the experimental node list, making them not show up in future disks.
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*/
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/obj/item/disk/design_disk/bepis/remove_tech
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name = "Reformatted technology disk"
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desc = "A disk containing a new, completed tech from the B.E.P.I.S. Upload the disk to an R&D Console to redeem the tech."
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/obj/item/disk/design_disk/bepis/remove_tech/Initialize(mapload)
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. = ..()
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SSresearch.techweb_nodes_experimental -= bepis_node.id
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log_research("[bepis_node.display_name] has been removed from experimental nodes through the BEPIS techweb's \"remove tech\" feature.")
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