Files
Bubberstation/code/_onclick/click.dm
SkyratBot d8da1153b7 [MIRROR] Biddle Verbs: Queues the Most Expensive Verbs for the Next Tick if the Server Is Overloaded [MDB IGNORE] (#15329)
* Biddle Verbs: Queues the Most Expensive Verbs for the Next Tick if the Server Is Overloaded (#65589)

This pr goes through: /client/Click(), /client/Topic(), /mob/living/verb/resist(), /mob/verb/quick_equip(), /mob/verb/examinate(), and /mob/verb/mode() and makes them queue their functionality to a subsystem to execute in the next tick if the server is overloaded. To do this a new subsystem is made to handle most verbs called SSverb_manager, if the server is overloaded the verb queues itself in the subsystem and returns, then near the start of the next tick that verb is resumed with the provided callback. The verbs are called directly after SSinput, and the subsystem does not yield until its queue is completely finished.

The exception are clicks from player input since they are extremely important for the feeling of responsiveness. I considered not queuing them but theyre too expensive not to, suffering from a death of a thousand cuts performance wise from many many things in the process adding up. Instead clicks are executed at the very start of the next tick, as the first action that SSinput completes, before player movement is processed even.

A few months ago, before I died I was trying to figure out why games at midpop (40-50 people) had non zero and consistent time dilation without maptick being consistently above 28% (which is when the MC stops yielding for maptick if its overloaded). I found it out, started working on this pr, then promptly died. luckily im a bit less dead now

the current MC has a problem: the cost of verbs is completely and totally invisible to it, it cannot account for them. Why is this bad? because verbs are the last thing to execute in the tick, after the MC and SendMaps have finished executing.
tick diagram2
If the MC is overloaded and uses 100% of the time it allots itself this means that if SendMaps uses the amount its expected to take, verbs have at most 2% of the tick to execute in before they are overtiming and thus delaying the start of the next tick. This is bad, and im 99% sure this is the majority of our overtime.

Take Click() for example. Click isnt listed as a verb but since its called as a result of client commands its executed at the end of the tick like other verbs. in this random 80 pop sybil round profile i had saved on my computer sybil 80 pop (2).txt /client/Click() has an overtime of only 1.8 seconds, which isnt that bad. however it has a self cpu of 2.5 seconds meaning 1.8/2.5 = 72% of its time is overtiming, and it also is calling 80.2 seconds worth of total cpu, which means that more than 57.7 seconds of overtime is attributed to just /client/Click() executing at the very end of a tick. the reason why this isnt obvious is just because the verbs themselves typically dont have high enough self cpu to get high enough on the rankings of overtiming procs to be noticed, all of their overtime is distributed among a ton of procs they call in the chain.

Since i cant guarantee the MC resumes at the very start of the next tick due to other sleeping procs almost always resuming first: I time the duration between clicks being queued up for the next tick and when theyre actually executed. if it exceeds 20 milliseconds of added latency (less than one tenth the average human reaction time) clicks will execute immediately instead of queuing, this should make instances where a player can notice the added latency a vanishingly small minority of cases. still, this should be tm'd

* Biddle Verbs: Queues the Most Expensive Verbs for the Next Tick if the Server Is Overloaded

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-07-31 22:03:59 +00:00

576 lines
16 KiB
Plaintext

/*
Click code cleanup
~Sayu
*/
// 1 decisecond click delay (above and beyond mob/next_move)
//This is mainly modified by click code, to modify click delays elsewhere, use next_move and changeNext_move()
/mob/var/next_click = 0
// THESE DO NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
/mob/var/next_move_adjust = 0 //Amount to adjust action/click delays by, + or -
/mob/var/next_move_modifier = 1 //Value to multiply action/click delays by
//Delays the mob's next click/action by num deciseconds
// eg: 10-3 = 7 deciseconds of delay
// eg: 10*0.5 = 5 deciseconds of delay
// DOES NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
/mob/proc/changeNext_move(num)
next_move = world.time + ((num+next_move_adjust)*next_move_modifier)
/mob/living/changeNext_move(num)
var/mod = next_move_modifier
var/adj = next_move_adjust
for(var/datum/status_effect/effect as anything in status_effects)
mod *= effect.nextmove_modifier()
adj += effect.nextmove_adjust()
next_move = world.time + ((num + adj)*mod)
/**
* Before anything else, defer these calls to a per-mobtype handler. This allows us to
* remove istype() spaghetti code, but requires the addition of other handler procs to simplify it.
*
* Alternately, you could hardcode every mob's variation in a flat [/mob/proc/ClickOn] proc; however,
* that's a lot of code duplication and is hard to maintain.
*
* Note that this proc can be overridden, and is in the case of screen objects.
*/
/atom/Click(location, control, params)
if(flags_1 & INITIALIZED_1)
SEND_SIGNAL(src, COMSIG_CLICK, location, control, params, usr)
usr.ClickOn(src, params)
/atom/DblClick(location,control,params)
if(flags_1 & INITIALIZED_1)
usr.DblClickOn(src,params)
/atom/MouseWheel(delta_x,delta_y,location,control,params)
if(flags_1 & INITIALIZED_1)
usr.MouseWheelOn(src, delta_x, delta_y, params)
/**
* Standard mob ClickOn()
* Handles exceptions: Buildmode, middle click, modified clicks, mech actions
*
* After that, mostly just check your state, check whether you're holding an item,
* check whether you're adjacent to the target, then pass off the click to whoever
* is receiving it.
* The most common are:
* * [mob/proc/UnarmedAttack] (atom,adjacent) - used here only when adjacent, with no item in hand; in the case of humans, checks gloves
* * [atom/proc/attackby] (item,user) - used only when adjacent
* * [obj/item/proc/afterattack] (atom,user,adjacent,params) - used both ranged and adjacent
* * [mob/proc/RangedAttack] (atom,modifiers) - used only ranged, only used for tk and laser eyes but could be changed
*/
/mob/proc/ClickOn( atom/A, params )
if(world.time <= next_click)
return
next_click = world.time + 1
if(check_click_intercept(params,A))
return
if(notransform)
return
var/list/modifiers = params2list(params)
if(SEND_SIGNAL(src, COMSIG_MOB_CLICKON, A, modifiers) & COMSIG_MOB_CANCEL_CLICKON)
return
if(LAZYACCESS(modifiers, SHIFT_CLICK))
if(LAZYACCESS(modifiers, MIDDLE_CLICK))
ShiftMiddleClickOn(A)
return
if(LAZYACCESS(modifiers, CTRL_CLICK))
CtrlShiftClickOn(A)
return
ShiftClickOn(A)
return
if(LAZYACCESS(modifiers, MIDDLE_CLICK))
if(LAZYACCESS(modifiers, CTRL_CLICK))
CtrlMiddleClickOn(A)
else
MiddleClickOn(A, params)
return
if(LAZYACCESS(modifiers, ALT_CLICK)) // alt and alt-gr (rightalt)
if(LAZYACCESS(modifiers, RIGHT_CLICK))
alt_click_on_secondary(A)
else
AltClickOn(A)
return
if(LAZYACCESS(modifiers, CTRL_CLICK))
CtrlClickOn(A)
return
if(incapacitated(IGNORE_RESTRAINTS|IGNORE_STASIS))
return
face_atom(A)
if(next_move > world.time) // in the year 2000...
return
if(!LAZYACCESS(modifiers, "catcher") && A.IsObscured())
return
if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
changeNext_move(CLICK_CD_HANDCUFFED) //Doing shit in cuffs shall be vey slow
UnarmedAttack(A, FALSE, modifiers)
return
if(throw_mode)
if(throw_item(A))
changeNext_move(CLICK_CD_THROW)
return
var/obj/item/W = get_active_held_item()
if(W == A)
if(LAZYACCESS(modifiers, RIGHT_CLICK))
W.attack_self_secondary(src, modifiers)
update_inv_hands()
return
else
W.attack_self(src, modifiers)
update_inv_hands()
return
//These are always reachable.
//User itself, current loc, and user inventory
if(A in DirectAccess())
if(W)
W.melee_attack_chain(src, A, params)
else
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
UnarmedAttack(A, FALSE, modifiers)
return
//Can't reach anything else in lockers or other weirdness
if(!loc.AllowClick())
return
// In a storage item with a disassociated storage parent
var/obj/item/item_atom = A
if(istype(item_atom))
if((item_atom.item_flags & IN_STORAGE) && (item_atom.loc.flags_1 & HAS_DISASSOCIATED_STORAGE_1))
UnarmedAttack(item_atom, TRUE, modifiers)
//Standard reach turf to turf or reaching inside storage
if(CanReach(A,W))
if(W)
W.melee_attack_chain(src, A, params)
else
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
UnarmedAttack(A,1,modifiers)
else
if(W)
if(LAZYACCESS(modifiers, RIGHT_CLICK))
var/after_attack_secondary_result = W.afterattack_secondary(A, src, FALSE, params)
if(after_attack_secondary_result == SECONDARY_ATTACK_CALL_NORMAL)
W.afterattack(A, src, FALSE, params)
else
W.afterattack(A,src,0,params)
else
if(LAZYACCESS(modifiers, RIGHT_CLICK))
ranged_secondary_attack(A, modifiers)
else
RangedAttack(A,modifiers)
/// Is the atom obscured by a PREVENT_CLICK_UNDER_1 object above it
/atom/proc/IsObscured()
SHOULD_BE_PURE(TRUE)
if(!isturf(loc)) //This only makes sense for things directly on turfs for now
return FALSE
var/turf/T = get_turf_pixel(src)
if(!T)
return FALSE
for(var/atom/movable/AM in T)
if(AM.flags_1 & PREVENT_CLICK_UNDER_1 && AM.density && AM.layer > layer)
return TRUE
return FALSE
/turf/IsObscured()
for(var/item in src)
var/atom/movable/AM = item
if(AM.flags_1 & PREVENT_CLICK_UNDER_1)
return TRUE
return FALSE
/**
* A backwards depth-limited breadth-first-search to see if the target is
* logically "in" anything adjacent to us.
*/
/atom/movable/proc/CanReach(atom/ultimate_target, obj/item/tool, view_only = FALSE)
var/list/direct_access = DirectAccess()
var/depth = 1 + (view_only ? STORAGE_VIEW_DEPTH : INVENTORY_DEPTH)
var/list/closed = list()
var/list/checking = list(ultimate_target)
while (checking.len && depth > 0)
var/list/next = list()
--depth
for(var/atom/target in checking) // will filter out nulls
if(closed[target] || isarea(target)) // avoid infinity situations
continue
if(isturf(target) || isturf(target.loc) || (target in direct_access) || (ismovable(target) && target.flags_1 & IS_ONTOP_1) || target.loc?.atom_storage) //Directly accessible atoms
if(Adjacent(target) || (tool && CheckToolReach(src, target, tool.reach))) //Adjacent or reaching attacks
return TRUE
closed[target] = TRUE
if (!target.loc)
continue
if(target.loc.atom_storage)
next += target.loc
checking = next
return FALSE
/atom/movable/proc/DirectAccess()
return list(src, loc)
/mob/DirectAccess(atom/target)
return ..() + contents
/mob/living/DirectAccess(atom/target)
return ..() + get_all_contents()
/atom/proc/AllowClick()
return FALSE
/turf/AllowClick()
return TRUE
/proc/CheckToolReach(atom/movable/here, atom/movable/there, reach)
if(!here || !there)
return
switch(reach)
if(0)
return FALSE
if(1)
return FALSE //here.Adjacent(there)
if(2 to INFINITY)
var/obj/dummy = new(get_turf(here))
dummy.pass_flags |= PASSTABLE
dummy.invisibility = INVISIBILITY_ABSTRACT
for(var/i in 1 to reach) //Limit it to that many tries
var/turf/T = get_step(dummy, get_dir(dummy, there))
if(dummy.CanReach(there))
qdel(dummy)
return TRUE
if(!dummy.Move(T)) //we're blocked!
qdel(dummy)
return
qdel(dummy)
/// Default behavior: ignore double clicks (the second click that makes the doubleclick call already calls for a normal click)
/mob/proc/DblClickOn(atom/A, params)
return
/**
* Translates into [atom/proc/attack_hand], etc.
*
* Note: proximity_flag here is used to distinguish between normal usage (flag=1),
* and usage when clicking on things telekinetically (flag=0). This proc will
* not be called at ranged except with telekinesis.
*
* proximity_flag is not currently passed to attack_hand, and is instead used
* in human click code to allow glove touches only at melee range.
*
* modifiers is a lazy list of click modifiers this attack had,
* used for figuring out different properties of the click, mostly right vs left and such.
*/
/mob/proc/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
return
/**
* Ranged unarmed attack:
*
* This currently is just a default for all mobs, involving
* laser eyes and telekinesis. You could easily add exceptions
* for things like ranged glove touches, spitting alien acid/neurotoxin,
* animals lunging, etc.
*/
/mob/proc/RangedAttack(atom/A, modifiers)
if(SEND_SIGNAL(src, COMSIG_MOB_ATTACK_RANGED, A, modifiers) & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
/**
* Ranged secondary attack
*
* If the same conditions are met to trigger RangedAttack but it is
* instead initialized via a right click, this will trigger instead.
* Useful for mobs that have their abilities mapped to right click.
*/
/mob/proc/ranged_secondary_attack(atom/target, modifiers)
if(SEND_SIGNAL(src, COMSIG_MOB_ATTACK_RANGED_SECONDARY, target, modifiers) & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
/**
* Middle click
* Mainly used for swapping hands
*/
/mob/proc/MiddleClickOn(atom/A, params)
. = SEND_SIGNAL(src, COMSIG_MOB_MIDDLECLICKON, A, params)
if(. & COMSIG_MOB_CANCEL_CLICKON)
return
swap_hand()
/**
* Shift click
* For most mobs, examine.
* This is overridden in ai.dm
*/
/mob/proc/ShiftClickOn(atom/A)
A.ShiftClick(src)
return
/atom/proc/ShiftClick(mob/user)
var/flags = SEND_SIGNAL(user, COMSIG_CLICK_SHIFT, src)
if(user.client && (user.client.eye == user || user.client.eye == user.loc || flags & COMPONENT_ALLOW_EXAMINATE))
user.examinate(src)
return
/**
* Ctrl click
* For most objects, pull
*/
/mob/proc/CtrlClickOn(atom/A)
A.CtrlClick(src)
return
/atom/proc/CtrlClick(mob/user)
SEND_SIGNAL(src, COMSIG_CLICK_CTRL, user)
SEND_SIGNAL(user, COMSIG_MOB_CTRL_CLICKED, src)
var/mob/living/ML = user
if(istype(ML))
ML.pulled(src)
if(!can_interact(user))
return FALSE
/mob/living/CtrlClick(mob/user)
if(!isliving(user) || !user.CanReach(src) || user.incapacitated())
return ..()
if(world.time < user.next_move)
return FALSE
var/mob/living/user_living = user
if(user_living.apply_martial_art(src, null, is_grab=TRUE) == MARTIAL_ATTACK_SUCCESS)
user_living.changeNext_move(CLICK_CD_MELEE)
return TRUE
return ..()
/mob/living/carbon/human/CtrlClick(mob/user)
if(!iscarbon(user) || !user.CanReach(src) || user.incapacitated())
return ..()
if(world.time < user.next_move)
return FALSE
if (ishuman(user))
var/mob/living/carbon/human/human_user = user
if(human_user.dna.species.grab(human_user, src, human_user.mind.martial_art))
human_user.changeNext_move(CLICK_CD_MELEE)
return TRUE
else if(isalien(user))
var/mob/living/carbon/alien/humanoid/alien_boy = user
if(alien_boy.grab(src))
alien_boy.changeNext_move(CLICK_CD_MELEE)
return TRUE
return ..()
/mob/proc/CtrlMiddleClickOn(atom/A)
if(check_rights_for(client, R_ADMIN))
client.toggle_tag_datum(A)
else
A.CtrlClick(src)
return
/**
* Alt click
* Unused except for AI
*/
/mob/proc/AltClickOn(atom/A)
. = SEND_SIGNAL(src, COMSIG_MOB_ALTCLICKON, A)
if(. & COMSIG_MOB_CANCEL_CLICKON)
return
A.AltClick(src)
/atom/proc/AltClick(mob/user)
if(!can_interact(user))
return FALSE
if(SEND_SIGNAL(src, COMSIG_CLICK_ALT, user) & COMPONENT_CANCEL_CLICK_ALT)
return
var/turf/T = get_turf(src)
if(T && (isturf(loc) || isturf(src)) && user.TurfAdjacent(T))
user.listed_turf = T
user.client.stat_panel.send_message("create_listedturf", T.name)
///The base proc of when something is right clicked on when alt is held - generally use alt_click_secondary instead
/atom/proc/alt_click_on_secondary(atom/A)
. = SEND_SIGNAL(src, COMSIG_MOB_ALTCLICKON_SECONDARY, A)
if(. & COMSIG_MOB_CANCEL_CLICKON)
return
A.alt_click_secondary(src)
///The base proc of when something is right clicked on when alt is held
/atom/proc/alt_click_secondary(mob/user)
if(!can_interact(user))
return FALSE
if(SEND_SIGNAL(src, COMSIG_CLICK_ALT_SECONDARY, user) & COMPONENT_CANCEL_CLICK_ALT_SECONDARY)
return
if(isobserver(user) && user.client && check_rights_for(user.client, R_DEBUG))
user.client.toggle_tag_datum(src)
return
/// Use this instead of [/mob/proc/AltClickOn] where you only want turf content listing without additional atom alt-click interaction
/atom/proc/AltClickNoInteract(mob/user, atom/A)
var/turf/T = get_turf(A)
if(T && user.TurfAdjacent(T))
user.listed_turf = T
user.client.stat_panel.send_message("create_listedturf", T.name)
/mob/proc/TurfAdjacent(turf/T)
return T.Adjacent(src)
/**
* Control+Shift click
* Unused except for AI
*/
/mob/proc/CtrlShiftClickOn(atom/A)
A.CtrlShiftClick(src)
return
/mob/proc/ShiftMiddleClickOn(atom/A)
src.pointed(A)
return
//SKYRAT EDIT NOTE: CtrlShiftClick for HUMANS has been overriden in click.dm in the interaction module.
/atom/proc/CtrlShiftClick(mob/user)
if(!can_interact(user))
return FALSE
SEND_SIGNAL(src, COMSIG_CLICK_CTRL_SHIFT, user)
return
/*
Misc helpers
face_atom: turns the mob towards what you clicked on
*/
/// Simple helper to face what you clicked on, in case it should be needed in more than one place
/mob/proc/face_atom(atom/A)
if( buckled || stat != CONSCIOUS || !A || !x || !y || !A.x || !A.y )
return
var/dx = A.x - x
var/dy = A.y - y
if(!dx && !dy) // Wall items are graphically shifted but on the floor
if(A.pixel_y > 16)
setDir(NORTH)
else if(A.pixel_y < -16)
setDir(SOUTH)
else if(A.pixel_x > 16)
setDir(EAST)
else if(A.pixel_x < -16)
setDir(WEST)
return
if(abs(dx) < abs(dy))
if(dy > 0)
setDir(NORTH)
else
setDir(SOUTH)
else
if(dx > 0)
setDir(EAST)
else
setDir(WEST)
//debug
/atom/movable/screen/proc/scale_to(x1,y1)
if(!y1)
y1 = x1
var/matrix/M = new
M.Scale(x1,y1)
transform = M
/atom/movable/screen/click_catcher
icon = 'icons/hud/screen_gen.dmi'
icon_state = "catcher"
plane = CLICKCATCHER_PLANE
mouse_opacity = MOUSE_OPACITY_OPAQUE
screen_loc = "CENTER"
#define MAX_SAFE_BYOND_ICON_SCALE_TILES (MAX_SAFE_BYOND_ICON_SCALE_PX / world.icon_size)
#define MAX_SAFE_BYOND_ICON_SCALE_PX (33 * 32) //Not using world.icon_size on purpose.
/atom/movable/screen/click_catcher/proc/UpdateGreed(view_size_x = 15, view_size_y = 15)
var/icon/newicon = icon('icons/hud/screen_gen.dmi', "catcher")
var/ox = min(MAX_SAFE_BYOND_ICON_SCALE_TILES, view_size_x)
var/oy = min(MAX_SAFE_BYOND_ICON_SCALE_TILES, view_size_y)
var/px = view_size_x * world.icon_size
var/py = view_size_y * world.icon_size
var/sx = min(MAX_SAFE_BYOND_ICON_SCALE_PX, px)
var/sy = min(MAX_SAFE_BYOND_ICON_SCALE_PX, py)
newicon.Scale(sx, sy)
icon = newicon
screen_loc = "CENTER-[(ox-1)*0.5],CENTER-[(oy-1)*0.5]"
var/matrix/M = new
M.Scale(px/sx, py/sy)
transform = M
/atom/movable/screen/click_catcher/Click(location, control, params)
var/list/modifiers = params2list(params)
if(LAZYACCESS(modifiers, MIDDLE_CLICK) && iscarbon(usr))
var/mob/living/carbon/C = usr
C.swap_hand()
else
var/turf/click_turf = parse_caught_click_modifiers(modifiers, get_turf(usr.client ? usr.client.eye : usr), usr.client)
if (click_turf)
modifiers["catcher"] = TRUE
click_turf.Click(click_turf, control, list2params(modifiers))
. = 1
/// MouseWheelOn
/mob/proc/MouseWheelOn(atom/A, delta_x, delta_y, params)
SEND_SIGNAL(src, COMSIG_MOUSE_SCROLL_ON, A, delta_x, delta_y, params)
/mob/dead/observer/MouseWheelOn(atom/A, delta_x, delta_y, params)
var/list/modifiers = params2list(params)
if(LAZYACCESS(modifiers, SHIFT_CLICK))
var/view = 0
if(delta_y > 0)
view = -1
else
view = 1
add_view_range(view)
/mob/proc/check_click_intercept(params,A)
//Client level intercept
if(client?.click_intercept)
if(call(client.click_intercept, "InterceptClickOn")(src, params, A))
return TRUE
//Mob level intercept
if(click_intercept)
if(call(click_intercept, "InterceptClickOn")(src, params, A))
return TRUE
return FALSE