mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-17 04:27:39 +00:00
## 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 /🆑
418 lines
14 KiB
Plaintext
418 lines
14 KiB
Plaintext
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/proc/debug_sources()
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GLOB.light_debug_enabled = TRUE
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var/list/sum = list()
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var/total = 0
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for(var/datum/light_source/source)
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if(!source.source_atom)
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continue
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source.source_atom.debug()
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sum[source.source_atom.type] += 1
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total += 1
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sortTim(sum, associative = TRUE)
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var/text = ""
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for(var/type in sum)
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text += "[type] = [sum[type]]\n"
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text += "total iterated: [total]"
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for(var/client/lad in GLOB.admins)
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var/datum/action/spawn_light/let_there_be = new (lad.mob.mind || lad.mob)
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let_there_be.Grant(lad.mob)
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// I am sorry
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SSdcs.RegisterSignal(SSdcs, COMSIG_GLOB_CLIENT_CONNECT, TYPE_PROC_REF(/datum/controller/subsystem/processing/dcs, on_client_connect))
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message_admins(text)
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/datum/controller/subsystem/processing/dcs/proc/on_client_connect(datum/source, client/new_lad)
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SIGNAL_HANDLER
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var/datum/action/spawn_light/let_there_be = new (new_lad.mob.mind || new_lad.mob)
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let_there_be.Grant(new_lad.mob)
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/proc/undebug_sources()
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GLOB.light_debug_enabled = FALSE
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for(var/datum/weakref/button_ref as anything in GLOB.light_debugged_atoms)
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var/atom/button = button_ref.resolve()
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if(!button)
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GLOB.light_debugged_atoms -= button_ref
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continue
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button.undebug()
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SEND_GLOBAL_SIGNAL(COMSIG_LIGHT_DEBUG_DISABLED)
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SSdcs.UnregisterSignal(SSdcs, COMSIG_GLOB_CLIENT_CONNECT)
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GLOBAL_LIST_EMPTY(light_debugged_atoms)
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/// Sets up this light source to be debugged, setting up in world buttons to control and move it
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/// Also freezes it, so it can't change in future
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/atom/proc/debug()
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if(isturf(src) || HAS_TRAIT(src, TRAIT_LIGHTING_DEBUGGED))
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return
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ADD_TRAIT(src, TRAIT_LIGHTING_DEBUGGED, LIGHT_DEBUG_TRAIT)
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GLOB.light_debugged_atoms += WEAKREF(src)
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add_filter("debug_light", 0, outline_filter(2, COLOR_CENTCOM_BLUE))
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var/static/uid = 0
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if(!render_target)
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render_target = "light_debug_[uid]"
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uid++
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var/atom/movable/render_step/color/above_light = new(null, src, "#ffffff23")
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SET_PLANE_EXPLICIT(above_light, ABOVE_LIGHTING_PLANE, src)
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add_overlay(above_light)
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QDEL_NULL(above_light)
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// Freeze our light would you please
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light_flags |= LIGHT_FROZEN
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new /atom/movable/screen/light_button/toggle(src)
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new /atom/movable/screen/light_button/edit(src)
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new /atom/movable/screen/light_button/move(src)
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/// Disables light debugging, so you can let a scene fall to what it visually should be, or just fix admin fuckups
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/atom/proc/undebug()
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// I don't really want to undebug a light if it's off rn
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// Loses control if we turn it back on again
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if(isturf(src) || !HAS_TRAIT(src, TRAIT_LIGHTING_DEBUGGED) || !light)
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return
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REMOVE_TRAIT(src, TRAIT_LIGHTING_DEBUGGED, LIGHT_DEBUG_TRAIT)
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GLOB.light_debugged_atoms -= WEAKREF(src)
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remove_filter("debug_light")
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// Removes the glow overlay via stupid, sorry
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var/atom/movable/render_step/color/above_light = new(null, src, "#ffffff23")
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SET_PLANE_EXPLICIT(above_light, ABOVE_LIGHTING_PLANE, src)
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cut_overlay(above_light)
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QDEL_NULL(above_light)
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var/atom/movable/lie_to_areas = src
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// Freeze our light would you please
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light_flags &= ~LIGHT_FROZEN
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for(var/atom/movable/screen/light_button/button in lie_to_areas.vis_contents)
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qdel(button)
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/atom/movable/screen/light_button
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icon = 'icons/testing/lighting_debug.dmi'
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plane = BALLOON_CHAT_PLANE // We hijack runechat because we can get multiz niceness without making a new PM
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layer = ABOVE_ALL_MOB_LAYER
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alpha = 100
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var/datum/weakref/last_hovored_ref
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/atom/movable/screen/light_button/Initialize(mapload)
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. = ..()
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attach_to(loc)
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/atom/movable/screen/light_button/proc/attach_to(atom/new_owner)
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if(loc)
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UnregisterSignal(loc, COMSIG_QDELETING)
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var/atom/movable/mislead_areas = loc
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mislead_areas.vis_contents -= src
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forceMove(new_owner)
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layer = loc.layer
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RegisterSignal(loc, COMSIG_QDELETING, PROC_REF(delete_self))
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var/atom/movable/lie_to_areas = loc
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lie_to_areas.vis_contents += src
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/atom/movable/screen/light_button/proc/delete_self(datum/source)
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SIGNAL_HANDLER
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qdel(src)
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// Entered and Exited won't fire while you're dragging something, because you're still "holding" it
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// Very much byond logic, but I want nice for my highlighting, so we fake it with drag
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// Copypasta from action buttons
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/atom/movable/screen/light_button/MouseDrag(atom/over_object, src_location, over_location, src_control, over_control, params)
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. = ..()
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if(IS_WEAKREF_OF(over_object, last_hovored_ref))
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return
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var/atom/old_object
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if(last_hovored_ref)
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old_object = last_hovored_ref?.resolve()
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else // If there's no current ref, we assume it was us. We also treat this as our "first go" location
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old_object = src
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if(old_object)
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old_object.MouseExited(over_location, over_control, params)
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last_hovored_ref = WEAKREF(over_object)
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over_object.MouseEntered(over_location, over_control, params)
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/atom/movable/screen/light_button/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params)
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last_hovored_ref = null
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/atom/movable/screen/light_button/MouseEntered(location, control, params)
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. = ..()
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animate(src, alpha = 255, time = 2)
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/atom/movable/screen/light_button/MouseExited(location, control, params)
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. = ..()
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animate(src, alpha = initial(alpha), time = 2)
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/atom/movable/screen/light_button/toggle
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name = "Toggle Light"
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desc = "Click to turn the light on/off"
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icon_state = "light_enable"
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/atom/movable/screen/light_button/toggle/attach_to(atom/new_owner)
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if(loc)
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UnregisterSignal(loc, COMSIG_ATOM_UPDATE_LIGHT_ON)
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. = ..()
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RegisterSignal(loc, COMSIG_ATOM_UPDATE_LIGHT_ON, PROC_REF(on_changed))
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update_appearance()
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/atom/movable/screen/light_button/toggle/Click(location, control, params)
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. = ..()
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if(!check_rights_for(usr.client, R_DEBUG))
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return
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var/atom/movable/parent = loc
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parent.light_flags &= ~LIGHT_FROZEN
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loc.set_light(l_on = !loc.light_on)
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parent.light_flags |= LIGHT_FROZEN
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/atom/movable/screen/light_button/toggle/proc/on_changed()
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SIGNAL_HANDLER
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update_appearance()
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/atom/movable/screen/light_button/toggle/update_icon_state()
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. = ..()
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if(loc.light_on)
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icon_state = "light_enable"
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else
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icon_state = "light_disable"
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/atom/movable/screen/light_button/edit
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name = "Edit Light"
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desc = "Click to open an editing menu for the light"
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icon_state = "light_focus"
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/atom/movable/screen/light_button/edit/attach_to(atom/new_owner)
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. = ..()
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SStgui.try_update_ui(usr, src, null)
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/atom/movable/screen/light_button/edit/Click(location, control, params)
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. = ..()
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ui_interact(usr)
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/atom/movable/screen/light_button/edit/ui_state(mob/user)
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return ADMIN_STATE(R_DEBUG)
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/atom/movable/screen/light_button/edit/can_interact()
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return TRUE
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/atom/movable/screen/light_button/edit/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "LightController")
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ui.open()
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/atom/movable/screen/light_button/edit/ui_assets(mob/user)
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return list(get_asset_datum(/datum/asset/spritesheet_batched/lights))
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/atom/movable/screen/light_button/edit/ui_data()
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var/list/data = list()
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var/atom/parent = loc
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var/list/light_info = list()
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light_info["name"] = full_capitalize(parent.name)
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light_info["on"] = parent.light_on
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light_info["power"] = parent.light_power
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light_info["range"] = parent.light_range
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light_info["color"] = parent.light_color
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light_info["angle"] = parent.light_angle
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data["light_info"] = light_info
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data["on"] = parent.light_on
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data["direction"] = parent.dir
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return data
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/atom/movable/screen/light_button/edit/ui_static_data(mob/user)
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. = ..()
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var/list/data = list()
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data["templates"] = list()
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data["category_ids"] = list()
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for(var/id in GLOB.light_types)
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var/datum/light_template/template = GLOB.light_types[id]
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var/list/insert = list()
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var/list/light_info = list()
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light_info["name"] = template.name
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light_info["power"] = template.power
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light_info["range"] = template.range
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light_info["color"] = template.color
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light_info["angle"] = template.angle
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insert["light_info"] = light_info
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insert["description"] = template.desc
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insert["id"] = template.id
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insert["category"] = template.category
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if(!data["category_ids"][template.category])
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data["category_ids"][template.category] = list()
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data["category_ids"][template.category] += id
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data["templates"][template.id] = insert
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var/datum/light_template/first_template = GLOB.light_types[GLOB.light_types[1]]
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data["default_id"] = first_template.id
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data["default_category"] = first_template.category
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return data
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/atom/movable/screen/light_button/edit/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return
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var/atom/parent = loc
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parent.light_flags &= ~LIGHT_FROZEN
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switch(action)
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if("set_on")
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parent.set_light(l_on = params["value"])
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if("change_color")
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var/chosen_color = input(ui.user, "Pick new color", "[parent]", parent.light_color) as color|null
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if(chosen_color)
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parent.set_light(l_color = chosen_color)
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if("set_power")
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parent.set_light(l_power = params["value"])
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if("set_range")
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parent.set_light(l_range = params["value"])
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if("set_angle")
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// We use dir instead of light dir because anything directional should have its lightdir tied
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// And this way we can update the sprite too
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parent.set_light(l_angle = params["value"])
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if("set_dir")
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parent.setDir(params["value"])
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if("mirror_template")
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var/datum/light_template/template = GLOB.light_types[params["id"]]
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var/atom/new_light = template.create(parent.loc, parent.dir)
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var/atom/movable/lies_to_children = parent
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for(var/atom/movable/screen/light_button/button in lies_to_children.vis_contents)
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button.attach_to(new_light)
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qdel(parent)
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if("isolate")
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isolate_light(parent)
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parent.light_flags |= LIGHT_FROZEN
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return TRUE
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/// Hides all the lights around a source temporarially, for the sake of figuring out how bad a light bleeds
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/// (Except for turf lights, because they're a part of the "scene" and rarely modified)
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/proc/isolate_light(atom/source, delay = 7 SECONDS)
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var/list/datum/lighting_corner/interesting_corners = source.light?.effect_str
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var/list/atom/sources = list()
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for(var/datum/lighting_corner/corner as anything in interesting_corners)
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for(var/datum/light_source/target_spotted as anything in corner.affecting)
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if(isturf(target_spotted.source_atom))
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continue
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sources[target_spotted.source_atom] = TRUE
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sources -= source // Please don't disable yourself
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if(!length(sources))
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return
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// Now that we have all the lights (and a bit more), let's get rid of em
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for(var/atom/light_source as anything in sources)
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light_source.light_flags &= ~LIGHT_FROZEN
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light_source.set_light(l_on = FALSE)
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light_source.light_flags |= LIGHT_FROZEN
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// Now we sleep until the lighting system has processed them
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var/current_tick = SSlighting.times_fired
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UNTIL(SSlighting.times_fired > current_tick || QDELETED(source) || !source.light)
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if(QDELETED(source) || !source.light)
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repopulate_lights(sources)
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return
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// And finally, wait the allotted time, and reawake em
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(repopulate_lights), sources), delay)
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/proc/repopulate_lights(list/atom/sources)
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for(var/atom/light_source as anything in sources)
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light_source.light_flags &= ~LIGHT_FROZEN
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light_source.set_light(l_on = TRUE)
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light_source.light_flags |= LIGHT_FROZEN
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/atom/movable/screen/light_button/move
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name = "Move Light"
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desc = "Drag to move the light around"
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icon_state = "light_move"
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mouse_drag_pointer = 'icons/effects/mouse_pointers/light_drag.dmi'
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/atom/movable/screen/light_button/move/mouse_drop_dragged(atom/over_object)
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if(!ismovable(loc))
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return
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var/atom/movable/movable_owner = loc
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movable_owner.forceMove(get_turf(over_object))
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/datum/action/spawn_light
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name = "Spawn Light"
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desc = "Create a light from a template"
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button_icon = 'icons/mob/actions/actions_construction.dmi'
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button_icon_state = "light_spawn"
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/datum/action/spawn_light/New(Target)
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. = ..()
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RegisterSignal(SSdcs, COMSIG_LIGHT_DEBUG_DISABLED, PROC_REF(debug_disabled))
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/datum/action/spawn_light/proc/debug_disabled()
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SIGNAL_HANDLER
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qdel(src)
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/datum/action/spawn_light/Grant(mob/grant_to)
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. = ..()
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RegisterSignal(grant_to.client, COMSIG_CLIENT_MOB_LOGIN, PROC_REF(move_action), override = TRUE)
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/datum/action/spawn_light/proc/move_action(client/source, mob/new_mob)
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SIGNAL_HANDLER
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Grant(new_mob)
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/datum/action/spawn_light/Trigger(trigger_flags)
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. = ..()
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ui_interact(usr)
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/datum/action/spawn_light/ui_state(mob/user)
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return ADMIN_STATE(R_DEBUG)
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/datum/action/spawn_light/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "LightSpawn")
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ui.open()
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/datum/action/spawn_light/ui_assets(mob/user)
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return list(get_asset_datum(/datum/asset/spritesheet_batched/lights))
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/datum/action/spawn_light/ui_data()
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var/list/data = list()
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return data
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/datum/action/spawn_light/ui_static_data(mob/user)
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. = ..()
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var/list/data = list()
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data["templates"] = list()
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data["category_ids"] = list()
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for(var/id in GLOB.light_types)
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var/datum/light_template/template = GLOB.light_types[id]
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var/list/insert = list()
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var/list/light_info = list()
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light_info["name"] = template.name
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light_info["power"] = template.power
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light_info["range"] = template.range
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light_info["color"] = template.color
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light_info["angle"] = template.angle
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insert["light_info"] = light_info
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insert["description"] = template.desc
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insert["id"] = template.id
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insert["category"] = template.category
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if(!data["category_ids"][template.category])
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data["category_ids"][template.category] = list()
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data["category_ids"][template.category] += id
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data["templates"][template.id] = insert
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var/datum/light_template/first_template = GLOB.light_types[GLOB.light_types[1]]
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data["default_id"] = first_template.id
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data["default_category"] = first_template.category
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return data
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/datum/action/spawn_light/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return
|
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|
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switch(action)
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if("spawn_template")
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var/datum/light_template/template = GLOB.light_types[params["id"]]
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template.create(get_turf(owner), params["dir"])
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return TRUE
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