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* [Ready] CDN browser assets! (#52681) Rewrites the asset_cache system to handle sending assets to a CDN via a webroot. see https://github.com/MrStonedOne/tgstation/blob/asset-cdn/code/modules/asset_cache/readme.md Fixed a lot of bugs with assets, removed some dead code. Changes: Moved asset cache code to transport datums, the currently loaded one is located at SSassets.transport, asset cache calls made before the config is loaded use the simple browse_rsc transport. Added subsystem call for when the config loads or reloads. Added a webroot CDN asset transport. assets are saved to a file in a format based on the file's hash (currently md5). Assets that don't use get_asset_url or get_url_mappings (such as browser assets referred to by static html files like changelog.html or static css files) can be saved to browse_rsc even when in cdn asset mode by setting legacy to TRUE on the datum returned by register_assets Added a system for saving assets on a cdn in a hash based namespace (folder), assets within the same namespace will always be able to refer to each other by relative names. (used to allow cdn'ing font awesome without having to make something that regenerates it's css files.). The simple/namespaced asset cache datum helper will handle generating a namespace composed of the combined md5 of everything in the same datum, as well as registering them properly. Moved external resource from a snowflake loaded file to a config entry, added it to resources.txt To ensure the system breaks in local testing in any situation that wouldn't work in cdn mode, the simple transport will mutate the filenames of non-legacy and non-namespaced assets and return this with get_asset_url. Simple transport's passive send of all roundstart assets to all clients is now a config that defaults to off. this is to break race conditions during local testings from devs accidentally relying on this instead of using send() properly. cl refactor: Interface assets (js/css/images) can now be managed using an external webserver instead of byond's one at a time file transfer queue. admin: Adds admin verb toggle-cdn that allows admins to disable the external webserver asset transport and revert to the old system. Useful if the webserver backing this goes down (thanks cloudflare). config: New config file, resources.txt, (must be loaded by an $include statement from the main config) server: The external_rsc_urls.txt config has been moved to the main config system. /cl Porting notes: Interface webpages must refer to their assets (css/js/image/etc) by a generated url, or the asset must register itself as a legacy asset. The system is designed to break in localtest (on simple/legacy mode) in most situations that would break in cdn mode. Requires latest tgui. The webserver must set the proper CORS headers for font files or font awesome (and other fonts) won't load. /tg/'s webserver config: https://gist.github.com/MrStonedOne/523388b2f161af832292d98a8aad0eae * [Ready] CDN browser assets! Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
273 lines
9.2 KiB
Plaintext
273 lines
9.2 KiB
Plaintext
/**
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* # Subsystem base class
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*
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* Defines a subsystem to be managed by the [Master Controller][/datum/controller/master]
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*
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* Simply define a child of this subsystem, using the [SUBSYSTEM_DEF] macro, and the MC will handle registration.
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* Changing the name is required
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**/
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/datum/controller/subsystem
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// Metadata; you should define these.
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/// Name of the subsystem - you must change this
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name = "fire coderbus"
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/// Order of initialization. Higher numbers are initialized first, lower numbers later. Use or create defines such as [INIT_ORDER_DEFAULT] so we can see the order in one file.
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var/init_order = INIT_ORDER_DEFAULT
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/// Time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
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var/wait = 20
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/// Priority Weight: When mutiple subsystems need to run in the same tick, higher priority subsystems will be given a higher share of the tick before MC_TICK_CHECK triggers a sleep, higher priority subsystems also run before lower priority subsystems
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var/priority = FIRE_PRIORITY_DEFAULT
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/// [Subsystem Flags][SS_NO_INIT] to control binary behavior. Flags must be set at compile time or before preinit finishes to take full effect. (You can also restart the mc to force them to process again)
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var/flags = 0
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/// This var is set to TRUE after the subsystem has been initialized.
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var/initialized = FALSE
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/// Set to 0 to prevent fire() calls, mostly for admin use or subsystems that may be resumed later
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/// use the [SS_NO_FIRE] flag instead for systems that never fire to keep it from even being added to list that is checked every tick
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var/can_fire = TRUE
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///Bitmap of what game states can this subsystem fire at. See [RUNLEVELS_DEFAULT] for more details.
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var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
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/*
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* The following variables are managed by the MC and should not be modified directly.
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*/
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/// Last world.time the subsystem completed a run (as in wasn't paused by [MC_TICK_CHECK])
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var/last_fire = 0
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/// Scheduled world.time for next fire()
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var/next_fire = 0
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/// Running average of the amount of milliseconds it takes the subsystem to complete a run (including all resumes but not the time spent paused)
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var/cost = 0
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/// Running average of the amount of tick usage in percents of a tick it takes the subsystem to complete a run
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var/tick_usage = 0
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/// Running average of the amount of tick usage (in percents of a game tick) the subsystem has spent past its allocated time without pausing
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var/tick_overrun = 0
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/// Tracks the current execution state of the subsystem. Used to handle subsystems that sleep in fire so the mc doesn't run them again while they are sleeping
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var/state = SS_IDLE
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/// Tracks how many fires the subsystem has consecutively paused on in the current run
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var/paused_ticks = 0
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/// Tracks how much of a tick the subsystem has consumed in the current run
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var/paused_tick_usage
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/// Tracks how many fires the subsystem takes to complete a run on average.
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var/ticks = 1
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/// Tracks the amount of completed runs for the subsystem
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var/times_fired = 0
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/// Time the subsystem entered the queue, (for timing and priority reasons)
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var/queued_time = 0
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/// Priority at the time the subsystem entered the queue. Needed to avoid changes in priority (by admins and the like) from breaking things.
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var/queued_priority
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/// How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out!
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var/static/list/failure_strikes
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/// Next subsystem in the queue of subsystems to run this tick
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var/datum/controller/subsystem/queue_next
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/// Previous subsystem in the queue of subsystems to run this tick
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var/datum/controller/subsystem/queue_prev
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//Do not blindly add vars here to the bottom, put it where it goes above
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//If your var only has two values, put it in as a flag.
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//Do not override
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///datum/controller/subsystem/New()
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// Used to initialize the subsystem BEFORE the map has loaded
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// Called AFTER Recover if that is called
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// Prefer to use Initialize if possible
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/datum/controller/subsystem/proc/PreInit()
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return
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//This is used so the mc knows when the subsystem sleeps. do not override.
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/datum/controller/subsystem/proc/ignite(resumed = 0)
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SHOULD_NOT_OVERRIDE(TRUE)
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set waitfor = 0
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. = SS_SLEEPING
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fire(resumed)
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. = state
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if (state == SS_SLEEPING)
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state = SS_IDLE
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if (state == SS_PAUSING)
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var/QT = queued_time
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enqueue()
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state = SS_PAUSED
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queued_time = QT
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//previously, this would have been named 'process()' but that name is used everywhere for different things!
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//fire() seems more suitable. This is the procedure that gets called every 'wait' deciseconds.
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//Sleeping in here prevents future fires until returned.
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/datum/controller/subsystem/proc/fire(resumed = 0)
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flags |= SS_NO_FIRE
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CRASH("Subsystem [src]([type]) does not fire() but did not set the SS_NO_FIRE flag. Please add the SS_NO_FIRE flag to any subsystem that doesn't fire so it doesn't get added to the processing list and waste cpu.")
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/datum/controller/subsystem/Destroy()
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dequeue()
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can_fire = 0
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flags |= SS_NO_FIRE
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Master.subsystems -= src
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return ..()
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//Queue it to run.
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// (we loop thru a linked list until we get to the end or find the right point)
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// (this lets us sort our run order correctly without having to re-sort the entire already sorted list)
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/datum/controller/subsystem/proc/enqueue()
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var/SS_priority = priority
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var/SS_flags = flags
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var/datum/controller/subsystem/queue_node
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var/queue_node_priority
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var/queue_node_flags
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for (queue_node = Master.queue_head; queue_node; queue_node = queue_node.queue_next)
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queue_node_priority = queue_node.queued_priority
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queue_node_flags = queue_node.flags
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if (queue_node_flags & SS_TICKER)
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if ((SS_flags & (SS_TICKER|SS_BACKGROUND)) != SS_TICKER)
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continue
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if (queue_node_priority < SS_priority)
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break
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else if (queue_node_flags & SS_BACKGROUND)
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if (!(SS_flags & SS_BACKGROUND))
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break
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if (queue_node_priority < SS_priority)
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break
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else
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if (SS_flags & SS_BACKGROUND)
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continue
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if (SS_flags & SS_TICKER)
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break
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if (queue_node_priority < SS_priority)
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break
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queued_time = world.time
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queued_priority = SS_priority
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state = SS_QUEUED
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if (SS_flags & SS_BACKGROUND) //update our running total
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Master.queue_priority_count_bg += SS_priority
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else
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Master.queue_priority_count += SS_priority
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queue_next = queue_node
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if (!queue_node)//we stopped at the end, add to tail
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queue_prev = Master.queue_tail
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if (Master.queue_tail)
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Master.queue_tail.queue_next = src
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else //empty queue, we also need to set the head
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Master.queue_head = src
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Master.queue_tail = src
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else if (queue_node == Master.queue_head)//insert at start of list
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Master.queue_head.queue_prev = src
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Master.queue_head = src
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queue_prev = null
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else
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queue_node.queue_prev.queue_next = src
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queue_prev = queue_node.queue_prev
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queue_node.queue_prev = src
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/datum/controller/subsystem/proc/dequeue()
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if (queue_next)
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queue_next.queue_prev = queue_prev
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if (queue_prev)
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queue_prev.queue_next = queue_next
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if (src == Master.queue_tail)
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Master.queue_tail = queue_prev
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if (src == Master.queue_head)
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Master.queue_head = queue_next
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queued_time = 0
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if (state == SS_QUEUED)
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state = SS_IDLE
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/datum/controller/subsystem/proc/pause()
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. = 1
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switch(state)
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if(SS_RUNNING)
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state = SS_PAUSED
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if(SS_SLEEPING)
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state = SS_PAUSING
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/// Called after the config has been loaded or reloaded.
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/datum/controller/subsystem/proc/OnConfigLoad()
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//used to initialize the subsystem AFTER the map has loaded
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/datum/controller/subsystem/Initialize(start_timeofday)
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initialized = TRUE
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var/time = (REALTIMEOFDAY - start_timeofday) / 10
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var/msg = "Initialized [name] subsystem within [time] second[time == 1 ? "" : "s"]!"
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to_chat(world, "<span class='boldannounce'>[msg]</span>")
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log_world(msg)
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return time
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//hook for printing stats to the "MC" statuspanel for admins to see performance and related stats etc.
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/datum/controller/subsystem/stat_entry(msg)
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if(!statclick)
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statclick = new/obj/effect/statclick/debug(null, "Initializing...", src)
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if(can_fire && !(SS_NO_FIRE & flags))
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msg = "[round(cost,1)]ms|[round(tick_usage,1)]%([round(tick_overrun,1)]%)|[round(ticks,0.1)]\t[msg]"
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else
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msg = "OFFLINE\t[msg]"
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var/title = name
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if (can_fire)
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title = "\[[state_letter()]][title]"
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stat(title, statclick.update(msg))
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/datum/controller/subsystem/proc/state_letter()
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switch (state)
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if (SS_RUNNING)
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. = "R"
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if (SS_QUEUED)
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. = "Q"
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if (SS_PAUSED, SS_PAUSING)
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. = "P"
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if (SS_SLEEPING)
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. = "S"
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if (SS_IDLE)
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. = " "
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//could be used to postpone a costly subsystem for (default one) var/cycles, cycles
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//for instance, during cpu intensive operations like explosions
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/datum/controller/subsystem/proc/postpone(cycles = 1)
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if(next_fire - world.time < wait)
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next_fire += (wait*cycles)
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//usually called via datum/controller/subsystem/New() when replacing a subsystem (i.e. due to a recurring crash)
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//should attempt to salvage what it can from the old instance of subsystem
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/datum/controller/subsystem/Recover()
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/datum/controller/subsystem/vv_edit_var(var_name, var_value)
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switch (var_name)
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if (NAMEOF(src, can_fire))
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//this is so the subsystem doesn't rapid fire to make up missed ticks causing more lag
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if (var_value)
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next_fire = world.time + wait
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if (NAMEOF(src, queued_priority)) //editing this breaks things.
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return FALSE
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. = ..()
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