Files
Bubberstation/code/datums/components/construction.dm
SkyratBot e65a48e91f [MIRROR] Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#430)
* 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>
2020-08-19 20:17:28 -04:00

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#define FORWARD 1
#define BACKWARD -1
#define ITEM_DELETE "delete"
#define ITEM_MOVE_INSIDE "move_inside"
/datum/component/construction
var/list/steps
var/result
var/index = 1
var/desc
/datum/component/construction/Initialize()
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/examine)
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY,.proc/action)
update_parent(index)
/datum/component/construction/proc/examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(desc)
examine_list += desc
/datum/component/construction/proc/on_step()
if(index > steps.len)
spawn_result()
else
update_parent(index)
/datum/component/construction/proc/action(datum/source, obj/item/I, mob/living/user)
SIGNAL_HANDLER_DOES_SLEEP
return check_step(I, user)
/datum/component/construction/proc/update_index(diff)
index += diff
on_step()
/datum/component/construction/proc/check_step(obj/item/I, mob/living/user)
var/diff = is_right_key(I)
if(diff && custom_action(I, user, diff))
update_index(diff)
return TRUE
return FALSE
/datum/component/construction/proc/is_right_key(obj/item/I) // returns index step
var/list/L = steps[index]
if(check_used_item(I, L["key"]))
return FORWARD //to the first step -> forward
else if(check_used_item(I, L["back_key"]))
return BACKWARD //to the last step -> backwards
return FALSE
/datum/component/construction/proc/check_used_item(obj/item/I, key)
if(!key)
return FALSE
if(ispath(key) && istype(I, key))
return TRUE
else if(I.tool_behaviour == key)
return TRUE
return FALSE
/datum/component/construction/proc/custom_action(obj/item/I, mob/living/user, diff)
var/target_index = index + diff
var/list/current_step = steps[index]
var/list/target_step
if(target_index > 0 && target_index <= steps.len)
target_step = steps[target_index]
. = TRUE
if(I.tool_behaviour)
. = I.use_tool(parent, user, 0, volume=50)
else if(diff == FORWARD)
switch(current_step["action"])
if(ITEM_DELETE)
. = user.transferItemToLoc(I, parent)
if(.)
qdel(I)
if(ITEM_MOVE_INSIDE)
. = user.transferItemToLoc(I, parent)
// Using stacks
else if(istype(I, /obj/item/stack))
. = I.use_tool(parent, user, 0, volume=50, amount=current_step["amount"])
// Going backwards? Undo the last action. Drop/respawn the items used in last action, if any.
if(. && diff == BACKWARD && target_step && !target_step["no_refund"])
var/target_step_key = target_step["key"]
switch(target_step["action"])
if(ITEM_DELETE)
new target_step_key(drop_location())
if(ITEM_MOVE_INSIDE)
var/obj/item/located_item = locate(target_step_key) in parent
if(located_item)
located_item.forceMove(drop_location())
else if(ispath(target_step_key, /obj/item/stack))
new target_step_key(drop_location(), target_step["amount"])
/datum/component/construction/proc/spawn_result()
// Some constructions result in new components being added.
if(ispath(result, /datum/component))
parent.AddComponent(result)
qdel(src)
else if(ispath(result, /atom))
new result(drop_location())
qdel(parent)
/datum/component/construction/proc/update_parent(step_index)
var/list/step = steps[step_index]
var/atom/parent_atom = parent
if(step["desc"])
desc = step["desc"]
if(step["icon_state"])
parent_atom.icon_state = step["icon_state"]
/datum/component/construction/proc/drop_location()
var/atom/parent_atom = parent
return parent_atom.drop_location()
// Unordered construction.
// Takes a list of part types, to be added in any order, as steps.
// Calls spawn_result() when every type has been added.
/datum/component/construction/unordered/check_step(obj/item/I, mob/living/user)
for(var/typepath in steps)
if(istype(I, typepath) && custom_action(I, user, typepath))
steps -= typepath
on_step()
return TRUE
return FALSE
/datum/component/construction/unordered/on_step()
if(!steps.len)
spawn_result()
else
update_parent(steps.len)
/datum/component/construction/unordered/update_parent(steps_left)
return
/datum/component/construction/unordered/custom_action(obj/item/I, mob/living/user, typepath)
return TRUE