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Bubberstation/code/modules/client/preferences.dm
itsmeow cc335e7e9e IconForge: rust-g Spritesheet Generation (#89478)
## 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


![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

### 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.


![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)


![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:


![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

### Comparison for a single spritesheet - chat spritesheet:

**Before**


![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**


![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

## 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
/🆑
2025-03-03 14:58:27 +01:00

558 lines
18 KiB
Plaintext

GLOBAL_LIST_EMPTY(preferences_datums)
/datum/preferences
var/client/parent
/// The path to the general savefile for this datum
var/path
/// Whether or not we allow saving/loading. Used for guests, if they're enabled
var/load_and_save = TRUE
/// Ensures that we always load the last used save, QOL
var/default_slot = 1
/// The maximum number of slots we're allowed to contain
var/max_save_slots = 3
/// Bitflags for communications that are muted
var/muted = NONE
/// Last IP that this client has connected from
var/last_ip
/// Last CID that this client has connected from
var/last_id
/// Cached changelog size, to detect new changelogs since last join
var/lastchangelog = ""
/// List of ROLE_X that the client wants to be eligible for
var/list/be_special = list() //Special role selection
/// Custom keybindings. Map of keybind names to keyboard inputs.
/// For example, by default would have "swap_hands" -> list("X")
var/list/key_bindings = list()
/// Cached list of keybindings, mapping keys to actions.
/// For example, by default would have "X" -> list("swap_hands")
var/list/key_bindings_by_key = list()
var/toggles = TOGGLES_DEFAULT
var/db_flags = NONE
var/chat_toggles = TOGGLES_DEFAULT_CHAT
var/ghost_form = "ghost"
//character preferences
var/slot_randomized //keeps track of round-to-round randomization of the character slot, prevents overwriting
var/list/randomise = list()
//Quirk list
var/list/all_quirks = list()
//Job preferences 2.0 - indexed by job title , no key or value implies never
var/list/job_preferences = list()
/// The current window, PREFERENCE_TAB_* in [`code/__DEFINES/preferences.dm`]
var/current_window = PREFERENCE_TAB_CHARACTER_PREFERENCES
var/unlock_content = 0
var/list/ignoring = list()
var/list/exp = list()
var/action_buttons_screen_locs = list()
///Someone thought we were nice! We get a little heart in OOC until we join the server past the below time (we can keep it until the end of the round otherwise)
var/hearted
///If we have a hearted commendations, we honor it every time the player loads preferences until this time has been passed
var/hearted_until
///What outfit typepaths we've favorited in the SelectEquipment menu
var/list/favorite_outfits = list()
/// A preview of the current character
var/atom/movable/screen/map_view/char_preview/character_preview_view
/// A list of instantiated middleware
var/list/datum/preference_middleware/middleware = list()
/// The json savefile for this datum
var/datum/json_savefile/savefile
/// The savefile relating to character preferences, PREFERENCE_CHARACTER
var/list/character_data
/// A list of keys that have been updated since the last save.
var/list/recently_updated_keys = list()
/// A cache of preference entries to values.
/// Used to avoid expensive READ_FILE every time a preference is retrieved.
var/value_cache = list()
/// If set to TRUE, will update character_profiles on the next ui_data tick.
var/tainted_character_profiles = FALSE
/datum/preferences/Destroy(force)
QDEL_NULL(character_preview_view)
QDEL_LIST(middleware)
value_cache = null
return ..()
/datum/preferences/New(client/parent)
src.parent = parent
for (var/middleware_type in subtypesof(/datum/preference_middleware))
middleware += new middleware_type(src)
if(IS_CLIENT_OR_MOCK(parent))
load_and_save = !is_guest_key(parent.key)
load_path(parent.ckey)
if(load_and_save && !fexists(path))
try_savefile_type_migration()
refresh_membership()
else
CRASH("attempted to create a preferences datum without a client or mock!")
load_savefile()
// give them default keybinds and update their movement keys
key_bindings = deep_copy_list(GLOB.default_hotkeys)
key_bindings_by_key = get_key_bindings_by_key(key_bindings)
randomise = get_default_randomization()
var/loaded_preferences_successfully = load_preferences()
if(loaded_preferences_successfully)
if(load_character())
return
//we couldn't load character data so just randomize the character appearance + name
randomise_appearance_prefs() //let's create a random character then - rather than a fat, bald and naked man.
if(parent)
apply_all_client_preferences()
parent.set_macros()
if(!loaded_preferences_successfully)
save_preferences()
save_character() //let's save this new random character so it doesn't keep generating new ones.
/datum/preferences/ui_interact(mob/user, datum/tgui/ui)
// There used to be code here that readded the preview view if you "rejoined"
// I'm making the assumption that ui close will be called whenever a user logs out, or loses a window
// If this isn't the case, kill me and restore the code, thanks
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
character_preview_view = create_character_preview_view(user)
ui = new(user, src, "PreferencesMenu")
ui.set_autoupdate(FALSE)
ui.open()
// HACK: Without this the character starts out really tiny because of some BYOND bug.
// You can fix it by changing a preference, so let's just forcably update the body to emulate this.
// Lemon from the future: this issue appears to replicate if the byond map (what we're relaying here)
// Is shown while the client's mouse is on the screen. As soon as their mouse enters the main map, it's properly scaled
// I hate this place
addtimer(CALLBACK(character_preview_view, TYPE_PROC_REF(/atom/movable/screen/map_view/char_preview, update_body)), 1 SECONDS)
/datum/preferences/ui_state(mob/user)
return GLOB.always_state
// Without this, a hacker would be able to edit other people's preferences if
// they had the ref to Topic to.
/datum/preferences/ui_status(mob/user, datum/ui_state/state)
return user.client == parent ? UI_INTERACTIVE : UI_CLOSE
/datum/preferences/ui_data(mob/user)
var/list/data = list()
if (tainted_character_profiles)
data["character_profiles"] = create_character_profiles()
tainted_character_profiles = FALSE
data["character_preferences"] = compile_character_preferences(user)
data["active_slot"] = default_slot
for (var/datum/preference_middleware/preference_middleware as anything in middleware)
data += preference_middleware.get_ui_data(user)
return data
/datum/preferences/ui_static_data(mob/user)
var/list/data = list()
data["character_profiles"] = create_character_profiles()
data["character_preview_view"] = character_preview_view.assigned_map
data["overflow_role"] = SSjob.get_job_type(SSjob.overflow_role).title
data["window"] = current_window
data["content_unlocked"] = unlock_content
for (var/datum/preference_middleware/preference_middleware as anything in middleware)
data += preference_middleware.get_ui_static_data(user)
return data
/datum/preferences/ui_assets(mob/user)
var/list/assets = list(
get_asset_datum(/datum/asset/spritesheet_batched/preferences),
get_asset_datum(/datum/asset/json/preferences),
)
for (var/datum/preference_middleware/preference_middleware as anything in middleware)
assets += preference_middleware.get_ui_assets()
return assets
/datum/preferences/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if (.)
return
switch (action)
if ("change_slot")
// Save existing character
save_character()
// SAFETY: `switch_to_slot` performs sanitization on the slot number
switch_to_slot(params["slot"])
return TRUE
if ("remove_current_slot")
remove_current_slot()
return TRUE
if ("rotate")
character_preview_view.setDir(turn(character_preview_view.dir, -90))
return TRUE
if ("set_preference")
var/requested_preference_key = params["preference"]
var/value = params["value"]
for (var/datum/preference_middleware/preference_middleware as anything in middleware)
if (preference_middleware.pre_set_preference(usr, requested_preference_key, value))
return TRUE
var/datum/preference/requested_preference = GLOB.preference_entries_by_key[requested_preference_key]
if (isnull(requested_preference))
return FALSE
// SAFETY: `update_preference` performs validation checks
if (!update_preference(requested_preference, value))
return FALSE
if (istype(requested_preference, /datum/preference/name))
tainted_character_profiles = TRUE
return TRUE
if ("set_color_preference")
var/requested_preference_key = params["preference"]
var/datum/preference/requested_preference = GLOB.preference_entries_by_key[requested_preference_key]
if (isnull(requested_preference))
return FALSE
if (!istype(requested_preference, /datum/preference/color))
return FALSE
var/default_value = read_preference(requested_preference.type)
// Yielding
var/new_color = input(
usr,
"Select new color",
null,
default_value || COLOR_WHITE,
) as color | null
if (!new_color)
return FALSE
if (!update_preference(requested_preference, new_color))
return FALSE
return TRUE
for (var/datum/preference_middleware/preference_middleware as anything in middleware)
var/delegation = preference_middleware.action_delegations[action]
if (!isnull(delegation))
return call(preference_middleware, delegation)(params, usr)
return FALSE
/datum/preferences/ui_close(mob/user)
save_character()
save_preferences()
QDEL_NULL(character_preview_view)
/datum/preferences/Topic(href, list/href_list)
. = ..()
if (.)
return
if (href_list["open_keybindings"])
current_window = PREFERENCE_TAB_KEYBINDINGS
update_static_data(usr)
ui_interact(usr)
return TRUE
/datum/preferences/proc/create_character_preview_view(mob/user)
character_preview_view = new(null, src)
character_preview_view.generate_view("character_preview_[REF(character_preview_view)]")
character_preview_view.update_body()
character_preview_view.display_to(user)
return character_preview_view
/datum/preferences/proc/compile_character_preferences(mob/user)
var/list/preferences = list()
for (var/datum/preference/preference as anything in get_preferences_in_priority_order())
if (!preference.is_accessible(src))
continue
var/value = read_preference(preference.type)
var/data = preference.compile_ui_data(user, value)
LAZYINITLIST(preferences[preference.category])
preferences[preference.category][preference.savefile_key] = data
for (var/datum/preference_middleware/preference_middleware as anything in middleware)
var/list/append_character_preferences = preference_middleware.get_character_preferences(user)
if (isnull(append_character_preferences))
continue
for (var/category in append_character_preferences)
if (category in preferences)
preferences[category] += append_character_preferences[category]
else
preferences[category] = append_character_preferences[category]
return preferences
/// Applies all PREFERENCE_PLAYER preferences
/datum/preferences/proc/apply_all_client_preferences()
for (var/datum/preference/preference as anything in get_preferences_in_priority_order())
if (preference.savefile_identifier != PREFERENCE_PLAYER)
continue
value_cache -= preference.type
preference.apply_to_client(parent, read_preference(preference.type))
/// A preview of a character for use in the preferences menu
/atom/movable/screen/map_view/char_preview
name = "character_preview"
/// The body that is displayed
var/mob/living/carbon/human/dummy/body
/// The preferences this refers to
var/datum/preferences/preferences
/// Whether we show current job clothes or nude/loadout only
var/show_job_clothes = TRUE
/atom/movable/screen/map_view/char_preview/Initialize(mapload, datum/preferences/preferences)
. = ..()
src.preferences = preferences
/atom/movable/screen/map_view/char_preview/Destroy()
QDEL_NULL(body)
preferences?.character_preview_view = null
preferences = null
return ..()
/// Updates the currently displayed body
/atom/movable/screen/map_view/char_preview/proc/update_body()
if (isnull(body))
create_body()
else
body.wipe_state()
appearance = preferences.render_new_preview_appearance(body, show_job_clothes)
/atom/movable/screen/map_view/char_preview/proc/create_body()
QDEL_NULL(body)
body = new
/datum/preferences/proc/create_character_profiles()
var/list/profiles = list()
for (var/index in 1 to max_save_slots)
// It won't be updated in the savefile yet, so just read the name directly
if (index == default_slot)
profiles += read_preference(/datum/preference/name/real_name)
continue
var/tree_key = "character[index]"
var/save_data = savefile.get_entry(tree_key)
var/name = save_data?["real_name"]
if (isnull(name))
profiles += null
continue
profiles += name
return profiles
/datum/preferences/proc/set_job_preference_level(datum/job/job, level)
if (!job)
return FALSE
if (level == JP_HIGH)
var/datum/job/overflow_role = SSjob.overflow_role
var/overflow_role_title = initial(overflow_role.title)
for(var/other_job in job_preferences)
if(job_preferences[other_job] == JP_HIGH)
// Overflow role needs to go to NEVER, not medium!
if(other_job == overflow_role_title)
job_preferences[other_job] = null
else
job_preferences[other_job] = JP_MEDIUM
if(level == null)
job_preferences -= job.title
else
job_preferences[job.title] = level
return TRUE
/datum/preferences/proc/GetQuirkBalance()
var/bal = 0
for(var/V in all_quirks)
var/datum/quirk/T = SSquirks.quirks[V]
bal -= initial(T.value)
return bal
/datum/preferences/proc/GetPositiveQuirkCount()
. = 0
for(var/q in all_quirks)
if(SSquirks.quirk_points[q] > 0)
.++
/datum/preferences/proc/validate_quirks()
if(CONFIG_GET(flag/disable_quirk_points))
return
if(GetQuirkBalance() < 0)
all_quirks = list()
/**
* Safely read a given preference datum from a given client.
*
* Reads the given preference datum from the given client, and guards against null client and null prefs.
* The client object is fickle and can go null at times, so use this instead of read_preference() if you
* want to ensure no runtimes.
*
* returns client.prefs.read_preference(prefs_to_read) or FALSE if something went wrong.
*
* Arguments:
* * client/prefs_holder - the client to read the pref from
* * datum/preference/pref_to_read - the type of preference datum to read.
*/
/proc/safe_read_pref(client/prefs_holder, datum/preference/pref_to_read)
if(!prefs_holder)
return FALSE
if(prefs_holder && !prefs_holder?.prefs)
stack_trace("[prefs_holder?.mob] ([prefs_holder?.ckey]) had null prefs, which shouldn't be possible!")
return FALSE
return prefs_holder?.prefs.read_preference(pref_to_read)
/**
* Get the given client's chat toggle prefs.
*
* Getter function for prefs.chat_toggles which guards against null client and null prefs.
* The client object is fickle and can go null at times, so use this instead of directly accessing the var
* if you want to ensure no runtimes.
*
* returns client.prefs.chat_toggles or FALSE if something went wrong.
*
* Arguments:
* * client/prefs_holder - the client to get the chat_toggles pref from.
*/
/proc/get_chat_toggles(client/target)
if(ismob(target))
var/mob/target_mob = target
target = target_mob.client
if(isnull(target))
return NONE
var/datum/preferences/preferences = target.prefs
if(isnull(preferences))
stack_trace("[key_name(target)] preference datum was null")
return NONE
return preferences.chat_toggles
/// Sanitizes the preferences, applies the randomization prefs, and then applies the preference to the human mob.
/datum/preferences/proc/safe_transfer_prefs_to(mob/living/carbon/human/character, icon_updates = TRUE, is_antag = FALSE)
apply_character_randomization_prefs(is_antag)
apply_prefs_to(character, icon_updates)
/// Applies the given preferences to a human mob.
/datum/preferences/proc/apply_prefs_to(mob/living/carbon/human/character, icon_updates = TRUE)
character.dna.features = list()
for (var/datum/preference/preference as anything in get_preferences_in_priority_order())
if (preference.savefile_identifier != PREFERENCE_CHARACTER)
continue
preference.apply_to_human(character, read_preference(preference.type))
character.dna.real_name = character.real_name
if(icon_updates)
character.icon_render_keys = list()
character.update_body(is_creating = TRUE)
SEND_SIGNAL(character, COMSIG_HUMAN_PREFS_APPLIED)
/// Returns whether the parent mob should have the random hardcore settings enabled. Assumes it has a mind.
/datum/preferences/proc/should_be_random_hardcore(datum/job/job, datum/mind/mind)
if(!read_preference(/datum/preference/toggle/random_hardcore))
return FALSE
if(job.job_flags & JOB_HEAD_OF_STAFF) //No heads of staff
return FALSE
for(var/datum/antagonist/antag as anything in mind.antag_datums)
if(antag.get_team()) //No team antags
return FALSE
return TRUE
/// Inverts the key_bindings list such that it can be used for key_bindings_by_key
/datum/preferences/proc/get_key_bindings_by_key(list/key_bindings)
var/list/output = list()
for (var/action in key_bindings)
for (var/key in key_bindings[action])
LAZYADD(output[key], action)
return output
/// Returns the default `randomise` variable ouptut
/datum/preferences/proc/get_default_randomization()
var/list/default_randomization = list()
for (var/preference_key in GLOB.preference_entries_by_key)
var/datum/preference/preference = GLOB.preference_entries_by_key[preference_key]
if (preference.is_randomizable() && preference.randomize_by_default)
default_randomization[preference_key] = RANDOM_ENABLED
return default_randomization
/datum/preferences/proc/refresh_membership()
var/byond_member = parent.IsByondMember()
if(isnull(byond_member)) // Connection failure, retry once
byond_member = parent.IsByondMember()
var/static/admins_warned = FALSE
if(!admins_warned)
admins_warned = TRUE
message_admins("BYOND membership lookup had a connection failure for a user. This is most likely an issue on the BYOND side but if this consistently happens you should bother your server operator to look into it.")
if(isnull(byond_member)) // Retrying didn't work, warn the user
log_game("BYOND membership lookup for [parent.ckey] failed due to a connection error.")
else
log_game("BYOND membership lookup for [parent.ckey] failed due to a connection error but succeeded after retry.")
if(isnull(byond_member))
to_chat(parent, span_warning("There's been a connection failure while trying to check the status of your BYOND membership. Reconnecting may fix the issue, or BYOND could be experiencing downtime."))
unlock_content = !!byond_member
if(unlock_content)
max_save_slots = 8