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* EVEN MORE HARDDEL FIXES (#60228) Fixes a ton of harddels, sourced from #59996 I think this brings us down to like, ~100 per round from ~200, with only like 20 of those being proper hell failures. I've seen harddel profiles below 1 second of total cost. Feeling good. See you on the other side Makes the cryopod control computer into a weakref, never trust bee code Converts brig door timer internal lists to weakrefs Fixes a harddel caused by qdeling a motion sensitive camera after it had left its source area, jesus christ why didn't we do this already holy shit Converts the radio implant ref held by the antenna mutation to weakrefs because it isn't reliably cleaned up, makes the radio implant actually qdel its fucking radio Removes the target var from the throwing datum, it does literally nothing and just exists to cause harddels, mostly for the singularity Fixes a cable harddel sourced from things that try to enter blueprints after smoothing, but before roundstart. IE, shuttles. Removes shuttles from the blueprints Fixes emmisive blockers being added post qdel Removes some manual ghosting from cryopods, I initially did this for harddel reasons, but I figured out a better fix for that. I'm now doing it because it's got this really strange logic for like "re-entering the game" that doesn't actually link to what the ghostize proc does. We should remove this at some point Fixes robot hud objects harddeling due to hanging refs Fixes buildmode related hanging refs, I'm coming for you admin team Fixes a few instances of trying to add the forensics component post qdel, hhhhhhhhhhh Fixes some split personality harddels/weirdness Replaces a use of disconnect_duct with an init qdel hint, I suspect there's more issues with duct harddels, I've seen some odd logs about ahhh the area_contents list, but we can worry about that later Makes teleporter targets into weakrefs, properly types them as /atom Makes frequency devices into weakrefs Makes cameras remove themselves from camera nets on Destroy Makes tgui ui datums implement destroy, this means if I ever see one hang a ref to user or whatever, I know there's an error with calling close() properly. I've seen this harddel once, but not after this change so I assume there was some error with close(). IDK maybe this is a papering over? Would have to ask @ stylemistake I've seen logs of beartraps being in world post del, putting a return there just in case. The same is true of nerf darts, but I haven't really looked into that yet Makes a shoe's ref to untying alerts a weakref, yes this is needed. Moves clearing client_in_contents to the Login of the new mob. This prevents doing things like ghosting someone before a mob qdel causing harddels Fixes a harddel set sourced from adding a status effect to a qdeleted thing. Is this an error? I'm honestly not sure. Converts bsa code to weakrefs Converts the partner var of heat exchangers to weakrefs Converts camera assemblies to weakrefs Fixes some dumb behavior with ammo casings and assuming you'll be on a turf post Destroy parent call Fixes? merger related harddels, you were never cleared from your own members list, so origin objects would end up making a new list, creating harddels. Potential input from @ ninjanomnom about the logic Chasms store a static list of "falling atoms", which only exists for chasms that go somewhere else. This list wasn't being cleared of qdeleted objects, which is what happens when you fall in most chasms. Fixes this, and converts the list to weakrefs. Fixes some runtimes in both sheet code, and the weather listener element. This is here because runtime spam made testing more of a pain, didn't think it needed its own pr Fixes colorful reagent harddels sourced from reagents that were qdel'd before roundstart. I'm only like 50% sure this actually got it, but the issue may have been solved by #60174, so eh Turns the nuke op antag datum's ref to the war button into a weakref Fixes some holopad code that was not nulling refs all the time Converts camera bugs to weakrefs, this was the result of the bug being "reworked" like 6 years back without taking the existing ref clearing into account. Whole item needs a redo, but this'll do for now. Ensures that the both pulling and pullee refs are cleared on Destroy The crew monitor held all users in a non clearing list, makes that list a weakref because I hate everything Oh and I removed all sources of gas_mixture qdeletion, I'm kinda unsure on this since it's not technically supported, but any harddels from it might? indicate something going wrong with like, gas passing logic. I'd like @ MrStonedOne's thoughts, since I trust him to call me an idiot if I'm wrong. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Why it's not good for the game I crashed sybil like 10 times to get this data, I'm gonna put it to good use. Don't think you're safe sybilites, I'm coming for you. * EVEN MORE HARDDEL FIXES Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
320 lines
8.2 KiB
Plaintext
320 lines
8.2 KiB
Plaintext
/*!
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* Copyright (c) 2020 Aleksej Komarov
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* SPDX-License-Identifier: MIT
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*/
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/**
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* tgui datum (represents a UI).
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*/
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/datum/tgui
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/// The mob who opened/is using the UI.
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var/mob/user
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/// The object which owns the UI.
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var/datum/src_object
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/// The title of te UI.
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var/title
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/// The window_id for browse() and onclose().
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var/datum/tgui_window/window
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/// Key that is used for remembering the window geometry.
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var/window_key
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/// Deprecated: Window size.
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var/window_size
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/// The interface (template) to be used for this UI.
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var/interface
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/// Update the UI every MC tick.
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var/autoupdate = TRUE
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/// If the UI has been initialized yet.
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var/initialized = FALSE
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/// Time of opening the window.
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var/opened_at
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/// Stops further updates when close() was called.
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var/closing = FALSE
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/// The status/visibility of the UI.
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var/status = UI_INTERACTIVE
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/// Topic state used to determine status/interactability.
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var/datum/ui_state/state = null
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/**
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* public
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*
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* Create a new UI.
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*
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* required user mob The mob who opened/is using the UI.
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* required src_object datum The object or datum which owns the UI.
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* required interface string The interface used to render the UI.
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* optional title string The title of the UI.
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* optional ui_x int Deprecated: Window width.
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* optional ui_y int Deprecated: Window height.
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*
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* return datum/tgui The requested UI.
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*/
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/datum/tgui/New(mob/user, datum/src_object, interface, title, ui_x, ui_y)
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log_tgui(user,
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"new [interface] fancy [user?.client?.prefs.tgui_fancy]",
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src_object = src_object)
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src.user = user
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src.src_object = src_object
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src.window_key = "[REF(src_object)]-main"
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src.interface = interface
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if(title)
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src.title = title
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src.state = src_object.ui_state()
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// Deprecated
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if(ui_x && ui_y)
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src.window_size = list(ui_x, ui_y)
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/datum/tgui/Destroy()
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user = null
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src_object = null
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return ..()
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/**
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* public
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*
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* Open this UI (and initialize it with data).
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*
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* return bool - TRUE if a new pooled window is opened, FALSE in all other situations including if a new pooled window didn't open because one already exists.
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*/
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/datum/tgui/proc/open()
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if(!user.client)
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return FALSE
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if(window)
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return FALSE
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process_status()
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if(status < UI_UPDATE)
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return FALSE
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window = SStgui.request_pooled_window(user)
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if(!window)
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return FALSE
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opened_at = world.time
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window.acquire_lock(src)
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if(!window.is_ready())
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window.initialize(
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fancy = user.client.prefs.tgui_fancy,
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inline_assets = list(
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get_asset_datum(/datum/asset/simple/tgui_common),
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get_asset_datum(/datum/asset/simple/tgui),
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))
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else
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window.send_message("ping")
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var/flush_queue = window.send_asset(get_asset_datum(
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/datum/asset/simple/namespaced/fontawesome))
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for(var/datum/asset/asset in src_object.ui_assets(user))
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flush_queue |= window.send_asset(asset)
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if (flush_queue)
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user.client.browse_queue_flush()
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window.send_message("update", get_payload(
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with_data = TRUE,
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with_static_data = TRUE))
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SStgui.on_open(src)
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return TRUE
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/**
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* public
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*
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* Close the UI.
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*
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* optional can_be_suspended bool
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*/
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/datum/tgui/proc/close(can_be_suspended = TRUE)
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if(closing)
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return
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closing = TRUE
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// If we don't have window_id, open proc did not have the opportunity
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// to finish, therefore it's safe to skip this whole block.
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if(window)
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// Windows you want to keep are usually blue screens of death
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// and we want to keep them around, to allow user to read
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// the error message properly.
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window.release_lock()
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window.close(can_be_suspended)
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src_object.ui_close(user)
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SStgui.on_close(src)
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state = null
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qdel(src)
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/**
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* public
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*
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* Enable/disable auto-updating of the UI.
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*
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* required value bool Enable/disable auto-updating.
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*/
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/datum/tgui/proc/set_autoupdate(autoupdate)
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src.autoupdate = autoupdate
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/**
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* public
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*
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* Replace current ui.state with a new one.
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*
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* required state datum/ui_state/state Next state
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*/
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/datum/tgui/proc/set_state(datum/ui_state/state)
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src.state = state
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/**
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* public
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*
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* Makes an asset available to use in tgui.
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*
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* required asset datum/asset
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*
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* return bool - true if an asset was actually sent
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*/
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/datum/tgui/proc/send_asset(datum/asset/asset)
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if(!window)
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CRASH("send_asset() was called either without calling open() first or when open() did not return TRUE.")
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return window.send_asset(asset)
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/**
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* public
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*
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* Send a full update to the client (includes static data).
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*
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* optional custom_data list Custom data to send instead of ui_data.
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* optional force bool Send an update even if UI is not interactive.
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*/
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/datum/tgui/proc/send_full_update(custom_data, force)
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if(!user.client || !initialized || closing)
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return
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var/should_update_data = force || status >= UI_UPDATE
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window.send_message("update", get_payload(
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custom_data,
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with_data = should_update_data,
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with_static_data = TRUE))
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/**
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* public
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*
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* Send a partial update to the client (excludes static data).
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*
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* optional custom_data list Custom data to send instead of ui_data.
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* optional force bool Send an update even if UI is not interactive.
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*/
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/datum/tgui/proc/send_update(custom_data, force)
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if(!user.client || !initialized || closing)
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return
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var/should_update_data = force || status >= UI_UPDATE
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window.send_message("update", get_payload(
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custom_data,
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with_data = should_update_data))
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/**
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* private
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*
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* Package the data to send to the UI, as JSON.
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*
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* return list
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*/
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/datum/tgui/proc/get_payload(custom_data, with_data, with_static_data)
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var/list/json_data = list()
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json_data["config"] = list(
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"title" = title,
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"status" = status,
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"interface" = interface,
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"window" = list(
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"key" = window_key,
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"size" = window_size,
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"fancy" = user.client.prefs.tgui_fancy,
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"locked" = user.client.prefs.tgui_lock,
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),
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"client" = list(
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"ckey" = user.client.ckey,
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"address" = user.client.address,
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"computer_id" = user.client.computer_id,
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),
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"user" = list(
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"name" = "[user]",
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"observer" = isobserver(user),
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),
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)
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var/data = custom_data || with_data && src_object.ui_data(user)
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if(data)
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json_data["data"] = data
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var/static_data = with_static_data && src_object.ui_static_data(user)
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if(static_data)
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json_data["static_data"] = static_data
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if(src_object.tgui_shared_states)
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json_data["shared"] = src_object.tgui_shared_states
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return json_data
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/**
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* private
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*
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* Run an update cycle for this UI. Called internally by SStgui
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* every second or so.
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*/
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/datum/tgui/process(delta_time, force = FALSE)
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if(closing)
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return
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var/datum/host = src_object.ui_host(user)
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// If the object or user died (or something else), abort.
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if(!src_object || !host || !user || !window)
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close(can_be_suspended = FALSE)
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return
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// Validate ping
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if(!initialized && world.time - opened_at > TGUI_PING_TIMEOUT)
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log_tgui(user, "Error: Zombie window detected, closing.",
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window = window,
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src_object = src_object)
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close(can_be_suspended = FALSE)
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return
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// Update through a normal call to ui_interact
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if(status != UI_DISABLED && (autoupdate || force))
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src_object.ui_interact(user, src)
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return
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// Update status only
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var/needs_update = process_status()
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if(status <= UI_CLOSE)
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close()
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return
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if(needs_update)
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window.send_message("update", get_payload())
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/**
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* private
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*
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* Updates the status, and returns TRUE if status has changed.
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*/
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/datum/tgui/proc/process_status()
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var/prev_status = status
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status = src_object.ui_status(user, state)
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return prev_status != status
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/**
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* private
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*
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* Callback for handling incoming tgui messages.
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*/
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/datum/tgui/proc/on_message(type, list/payload, list/href_list)
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// Pass act type messages to ui_act
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if(type && copytext(type, 1, 5) == "act/")
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var/act_type = copytext(type, 5)
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log_tgui(user, "Action: [act_type] [href_list["payload"]]",
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window = window,
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src_object = src_object)
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process_status()
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if(src_object.ui_act(act_type, payload, src, state))
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SStgui.update_uis(src_object)
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return FALSE
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switch(type)
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if("ready")
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initialized = TRUE
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if("pingReply")
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initialized = TRUE
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if("suspend")
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close(can_be_suspended = TRUE)
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if("close")
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close(can_be_suspended = FALSE)
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if("log")
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if(href_list["fatal"])
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close(can_be_suspended = FALSE)
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if("setSharedState")
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if(status != UI_INTERACTIVE)
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return
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LAZYINITLIST(src_object.tgui_shared_states)
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src_object.tgui_shared_states[href_list["key"]] = href_list["value"]
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SStgui.update_uis(src_object)
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