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Bubberstation/code/modules/tgui/tgui.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

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/*!
* Copyright (c) 2020 Aleksej Komarov
* SPDX-License-Identifier: MIT
*/
/**
* tgui datum (represents a UI).
*/
/datum/tgui
/// The mob who opened/is using the UI.
var/mob/user
/// The object which owns the UI.
var/datum/src_object
/// The title of te UI.
var/title
/// The window_id for browse() and onclose().
var/datum/tgui_window/window
/// Key that is used for remembering the window geometry.
var/window_key
/// Deprecated: Window size.
var/window_size
/// The interface (template) to be used for this UI.
var/interface
/// Update the UI every MC tick.
var/autoupdate = TRUE
/// If the UI has been initialized yet.
var/initialized = FALSE
/// Time of opening the window.
var/opened_at
/// Stops further updates when close() was called.
var/closing = FALSE
/// The status/visibility of the UI.
var/status = UI_INTERACTIVE
/// Timed refreshing state
var/refreshing = FALSE
/// Topic state used to determine status/interactability.
var/datum/ui_state/state = null
/// Rate limit client refreshes to prevent DoS.
COOLDOWN_DECLARE(refresh_cooldown)
/// Are byond mouse events beyond the window passed in to the ui
var/mouse_hooked = FALSE
/**
* public
*
* Create a new UI.
*
* required user mob The mob who opened/is using the UI.
* required src_object datum The object or datum which owns the UI.
* required interface string The interface used to render the UI.
* optional title string The title of the UI.
* optional ui_x int Deprecated: Window width.
* optional ui_y int Deprecated: Window height.
*
* return datum/tgui The requested UI.
*/
/datum/tgui/New(mob/user, datum/src_object, interface, title, ui_x, ui_y)
log_tgui(user,
"new [interface] fancy [user?.client?.prefs.read_preference(/datum/preference/toggle/tgui_fancy)]",
src_object = src_object)
src.user = user
src.src_object = src_object
src.window_key = "[REF(src_object)]-main"
src.interface = interface
if(title)
src.title = title
src.state = src_object.ui_state(user)
// Deprecated
if(ui_x && ui_y)
src.window_size = list(ui_x, ui_y)
/datum/tgui/Destroy()
user = null
src_object = null
return ..()
/**
* public
*
* Open this UI (and initialize it with data).
*
* 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.
*/
/datum/tgui/proc/open()
if(!user.client)
return FALSE
if(window)
return FALSE
process_status()
if(status < UI_UPDATE)
return FALSE
window = SStgui.request_pooled_window(user)
if(!window)
return FALSE
opened_at = world.time
window.acquire_lock(src)
if(!window.is_ready())
window.initialize(
strict_mode = TRUE,
fancy = user.client.prefs.read_preference(/datum/preference/toggle/tgui_fancy),
assets = list(
get_asset_datum(/datum/asset/simple/tgui),
))
else
window.send_message("ping")
var/flush_queue = window.send_asset(get_asset_datum(
/datum/asset/simple/namespaced/fontawesome))
flush_queue |= window.send_asset(get_asset_datum(
/datum/asset/simple/namespaced/tgfont))
for(var/datum/asset/asset in src_object.ui_assets(user))
flush_queue |= window.send_asset(asset)
if (flush_queue)
user.client.browse_queue_flush()
window.send_message("update", get_payload(
with_data = TRUE,
with_static_data = TRUE))
if(mouse_hooked)
window.set_mouse_macro()
SStgui.on_open(src)
return TRUE
/**
* public
*
* Close the UI.
*
* optional can_be_suspended bool
*/
/datum/tgui/proc/close(can_be_suspended = TRUE)
if(closing)
return
closing = TRUE
// If we don't have window_id, open proc did not have the opportunity
// to finish, therefore it's safe to skip this whole block.
if(window)
// Windows you want to keep are usually blue screens of death
// and we want to keep them around, to allow user to read
// the error message properly.
window.release_lock()
window.close(can_be_suspended)
src_object.ui_close(user)
SStgui.on_close(src)
state = null
qdel(src)
/**
* public
*
* Enable/disable auto-updating of the UI.
*
* required value bool Enable/disable auto-updating.
*/
/datum/tgui/proc/set_autoupdate(autoupdate)
src.autoupdate = autoupdate
/**
* public
*
* Enable/disable passing through byond mouse events to the window
*
* required value bool Enable/disable hooking.
*/
/datum/tgui/proc/set_mouse_hook(value)
src.mouse_hooked = value
//Handle unhooking/hooking on already open windows ?
/**
* public
*
* Replace current ui.state with a new one.
*
* required state datum/ui_state/state Next state
*/
/datum/tgui/proc/set_state(datum/ui_state/state)
src.state = state
/**
* public
*
* Makes an asset available to use in tgui.
*
* required asset datum/asset
*
* return bool - true if an asset was actually sent
*/
/datum/tgui/proc/send_asset(datum/asset/asset)
if(!window)
CRASH("send_asset() was called either without calling open() first or when open() did not return TRUE.")
return window.send_asset(asset)
/**
* public
*
* Send a full update to the client (includes static data).
*
* optional custom_data list Custom data to send instead of ui_data.
* optional force bool Send an update even if UI is not interactive.
*/
/datum/tgui/proc/send_full_update(custom_data, force)
if(!user.client || !initialized || closing)
return
if(!COOLDOWN_FINISHED(src, refresh_cooldown))
refreshing = TRUE
addtimer(CALLBACK(src, .proc/send_full_update), TGUI_REFRESH_FULL_UPDATE_COOLDOWN, TIMER_UNIQUE)
return
refreshing = FALSE
var/should_update_data = force || status >= UI_UPDATE
window.send_message("update", get_payload(
custom_data,
with_data = should_update_data,
with_static_data = TRUE))
COOLDOWN_START(src, refresh_cooldown, TGUI_REFRESH_FULL_UPDATE_COOLDOWN)
/**
* public
*
* Send a partial update to the client (excludes static data).
*
* optional custom_data list Custom data to send instead of ui_data.
* optional force bool Send an update even if UI is not interactive.
*/
/datum/tgui/proc/send_update(custom_data, force)
if(!user.client || !initialized || closing)
return
var/should_update_data = force || status >= UI_UPDATE
window.send_message("update", get_payload(
custom_data,
with_data = should_update_data))
/**
* private
*
* Package the data to send to the UI, as JSON.
*
* return list
*/
/datum/tgui/proc/get_payload(custom_data, with_data, with_static_data)
var/list/json_data = list()
json_data["config"] = list(
"title" = title,
"status" = status,
"interface" = interface,
"refreshing" = refreshing,
"window" = list(
"key" = window_key,
"size" = window_size,
"fancy" = user.client.prefs.read_preference(/datum/preference/toggle/tgui_fancy),
"locked" = user.client.prefs.read_preference(/datum/preference/toggle/tgui_lock),
),
"client" = list(
"ckey" = user.client.ckey,
"address" = user.client.address,
"computer_id" = user.client.computer_id,
),
"user" = list(
"name" = "[user]",
"observer" = isobserver(user),
),
)
var/data = custom_data || with_data && src_object.ui_data(user)
if(data)
json_data["data"] = data
var/static_data = with_static_data && src_object.ui_static_data(user)
if(static_data)
json_data["static_data"] = static_data
if(src_object.tgui_shared_states)
json_data["shared"] = src_object.tgui_shared_states
return json_data
/**
* private
*
* Run an update cycle for this UI. Called internally by SStgui
* every second or so.
*/
/datum/tgui/process(delta_time, force = FALSE)
if(closing)
return
var/datum/host = src_object.ui_host(user)
// If the object or user died (or something else), abort.
if(QDELETED(src_object) || QDELETED(host) || QDELETED(user) || QDELETED(window))
close(can_be_suspended = FALSE)
return
// Validate ping
if(!initialized && world.time - opened_at > TGUI_PING_TIMEOUT)
log_tgui(user, "Error: Zombie window detected, closing.",
window = window,
src_object = src_object)
close(can_be_suspended = FALSE)
return
// Update through a normal call to ui_interact
if(status != UI_DISABLED && (autoupdate || force))
src_object.ui_interact(user, src)
return
// Update status only
var/needs_update = process_status()
if(status <= UI_CLOSE)
close()
return
if(needs_update)
window.send_message("update", get_payload())
/**
* private
*
* Updates the status, and returns TRUE if status has changed.
*/
/datum/tgui/proc/process_status()
var/prev_status = status
status = src_object.ui_status(user, state)
return prev_status != status
/**
* private
*
* Callback for handling incoming tgui messages.
*/
/datum/tgui/proc/on_message(type, list/payload, list/href_list)
// Pass act type messages to ui_act
if(type && copytext(type, 1, 5) == "act/")
var/act_type = copytext(type, 5)
log_tgui(user, "Action: [act_type] [href_list["payload"]]",
window = window,
src_object = src_object)
process_status()
DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, .proc/on_act_message, act_type, payload, state))
return FALSE
switch(type)
if("ready")
// Send a full update when the user manually refreshes the UI
if(initialized)
send_full_update()
initialized = TRUE
if("ping/reply")
initialized = TRUE
if("suspend")
close(can_be_suspended = TRUE)
if("close")
close(can_be_suspended = FALSE)
if("log")
if(href_list["fatal"])
close(can_be_suspended = FALSE)
if("setSharedState")
if(status != UI_INTERACTIVE)
return
LAZYINITLIST(src_object.tgui_shared_states)
src_object.tgui_shared_states[href_list["key"]] = href_list["value"]
SStgui.update_uis(src_object)
/// Wrapper for behavior to potentially wait until the next tick if the server is overloaded
/datum/tgui/proc/on_act_message(act_type, payload, state)
if(QDELETED(src) || QDELETED(src_object))
return
if(src_object.ui_act(act_type, payload, src, state))
SStgui.update_uis(src_object)