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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 /🆑
187 lines
7.6 KiB
Plaintext
187 lines
7.6 KiB
Plaintext
/datum/greyscale_layer
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var/layer_type
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var/list/color_ids
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var/blend_mode
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var/static/list/json_readers
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/datum/greyscale_layer/New(icon_file, list/json_data)
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if(!json_readers)
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json_readers = list()
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for(var/path in subtypesof(/datum/json_reader))
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json_readers[path] = new path
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json_data -= "type" // This is used to look us up and doesn't need to be verified like the rest of the data
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ReadJsonData(json_data)
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Initialize(icon_file)
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/// Override this to do initial set up
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/datum/greyscale_layer/proc/Initialize(icon_file)
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return
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/// Override this if you need to do something during a full config refresh from disk, return TRUE if something was changed
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/datum/greyscale_layer/proc/DiskRefresh()
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return FALSE
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/// Handles the processing of the json data and conversion to correct value types.
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/// Will error on incorrect, missing, or unexpected values.
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/datum/greyscale_layer/proc/ReadJsonData(list/json_data)
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var/list/required_values = list()
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var/list/optional_values = list()
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GetExpectedValues(required_values, optional_values)
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for(var/keyname in json_data)
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if(required_values[keyname] && optional_values[keyname])
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stack_trace("Key '[keyname]' found in both required and optional lists. Make sure keys are only in one or the other.")
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continue
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if(!required_values[keyname] && !optional_values[keyname])
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stack_trace("Unknown key found in json for [src]: '[keyname]'")
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continue
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if(!(keyname in vars))
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stack_trace("[src] expects a value from '[keyname]' but has no var to hold the output.")
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continue
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var/datum/json_reader/reader = required_values[keyname] || optional_values[keyname]
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reader = json_readers[reader]
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if(!reader)
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stack_trace("[src] has an invalid json reader type '[required_values[keyname]]' for key '[keyname]'.")
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continue
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vars[keyname] = reader.ReadJson(json_data[keyname])
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// Final check to make sure we got everything we needed
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for(var/keyname in required_values)
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if(isnull(json_data[keyname]))
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stack_trace("[src] is missing required json data key '[keyname]'.")
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/// Gathers information from the layer about what variables are expected in the json.
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/// Override and add to the two argument lists if you want extra information in your layer.
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/// The lists are formatted like keyname:keytype_define.
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/// The key name is assigned to the var named the same on the layer type.
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/datum/greyscale_layer/proc/GetExpectedValues(list/required_values, list/optional_values)
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optional_values[NAMEOF(src, color_ids)] = /datum/json_reader/number_color_list
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required_values[NAMEOF(src, blend_mode)] = /datum/json_reader/blend_mode
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/// Use this proc for extra verification needed by a particular layer, gets run after all greyscale configs have finished reading their json files.
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/datum/greyscale_layer/proc/CrossVerify()
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return
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/// Used to actually create the layer using the given colors
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/// Do not override, use InternalGenerate instead
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/datum/greyscale_layer/proc/Generate(list/colors, list/render_steps, icon/new_icon)
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var/list/processed_colors = list()
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for(var/i in color_ids)
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if(isnum(i))
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processed_colors += colors[i]
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else
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processed_colors += i
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var/icon/copy_of_new_icon = icon(new_icon) // Layers shouldn't be modifying it directly, this is just for them to reference
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return InternalGenerate(processed_colors, render_steps, copy_of_new_icon)
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/// Used to actualy create the layer using the given colors
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/// Do not override, use InternalGenerate instead
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/datum/greyscale_layer/proc/GenerateUniversalIcon(list/colors, datum/universal_icon/new_icon)
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var/list/processed_colors = list()
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for(var/i in color_ids)
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if(isnum(i))
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processed_colors += colors[i]
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else
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processed_colors += i
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var/datum/universal_icon/copy_of_new_icon = isnull(new_icon) ? uni_icon('icons/effects/effects.dmi', "nothing") : new_icon.copy() // Layers shouldn't be modifying it directly, this is just for them to reference
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return InternalGenerateUniversalIcon(processed_colors, copy_of_new_icon)
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/// Override this to implement layers.
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/// The colors var will only contain colors that this layer is configured to use.
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/datum/greyscale_layer/proc/InternalGenerate(list/colors, list/render_steps, icon/new_icon)
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/// Override this to implement layers.
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/// The colors var will only contain colors that this layer is configured to use.
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/datum/greyscale_layer/proc/InternalGenerateUniversalIcon(list/colors, datum/universal_icon/new_icon)
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return new_icon
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////////////////////////////////////////////////////////
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// Subtypes
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/// The most basic greyscale layer; a layer which is created from a single icon_state in the given icon file
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/datum/greyscale_layer/icon_state
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layer_type = "icon_state"
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var/icon_file
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var/icon_state
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var/icon/icon
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var/color_id
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/datum/greyscale_layer/icon_state/Initialize(icon_file)
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. = ..()
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if(!icon_exists(icon_file, icon_state))
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CRASH("Configured icon state \[[icon_state]\] was not found in [icon_file]. Double check your json configuration.")
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src.icon_file = icon_file
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icon = new(icon_file, icon_state)
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if(length(color_ids) > 1)
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CRASH("Icon state layers can not have more than one color id")
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/datum/greyscale_layer/icon_state/GetExpectedValues(list/required_values, list/optional_values)
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. = ..()
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required_values[NAMEOF(src, icon_state)] = /datum/json_reader/text
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/datum/greyscale_layer/icon_state/InternalGenerate(list/colors, list/render_steps, icon/new_icon)
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. = ..()
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var/icon/generated_icon = icon(icon)
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if(length(colors))
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generated_icon.Blend(colors[1], ICON_MULTIPLY)
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return generated_icon
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/datum/greyscale_layer/icon_state/InternalGenerateUniversalIcon(list/colors, datum/universal_icon/new_icon)
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. = ..()
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var/datum/universal_icon/generated_icon = uni_icon(icon_file, icon_state)
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if(length(colors))
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generated_icon.blend_color(colors[1], ICON_MULTIPLY)
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return generated_icon
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/// A layer to modify the previous layer's colors with a color matrix
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/datum/greyscale_layer/color_matrix
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layer_type = "color_matrix"
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var/list/color_matrix
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/datum/greyscale_layer/color_matrix/GetExpectedValues(list/required_values, list/optional_values)
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. = ..()
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required_values[NAMEOF(src, color_matrix)] = /datum/json_reader/color_matrix
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/datum/greyscale_layer/color_matrix/InternalGenerate(list/colors, list/render_steps, icon/new_icon)
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. = ..()
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new_icon.MapColors(arglist(color_matrix))
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return new_icon
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/// A layer created by using another greyscale icon's configuration
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/datum/greyscale_layer/reference
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layer_type = "reference"
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var/icon_state = ""
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var/datum/greyscale_config/reference_type
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/datum/greyscale_layer/reference/GetExpectedValues(list/required_values, list/optional_values)
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. = ..()
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optional_values[NAMEOF(src, icon_state)] = /datum/json_reader/text
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required_values[NAMEOF(src, reference_type)] = /datum/json_reader/greyscale_config
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/datum/greyscale_layer/reference/DiskRefresh()
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. = ..()
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return reference_type.Refresh(loadFromDisk=TRUE)
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/datum/greyscale_layer/reference/CrossVerify()
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. = ..()
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if(!reference_type.icon_states[icon_state])
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CRASH("[src] expects icon_state '[icon_state]' but referenced configuration '[reference_type]' does not have it.")
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/datum/greyscale_layer/reference/InternalGenerate(list/colors, list/render_steps, icon/new_icon)
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var/icon/generated_icon
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if(render_steps)
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var/list/reference_data = list()
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generated_icon = reference_type.GenerateBundle(colors, reference_data, new_icon)
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render_steps += reference_data[icon_state]
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else
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generated_icon = reference_type.Generate(colors.Join(), new_icon)
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return icon(generated_icon, icon_state)
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/datum/greyscale_layer/reference/InternalGenerateUniversalIcon(list/colors, datum/universal_icon/new_icon)
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var/datum/universal_icon/generated_icon = reference_type.GenerateUniversalIcon(colors.Join(), icon_state, new_icon)
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generated_icon = generated_icon.copy()
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return generated_icon
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