Files
Bubberstation/code/modules/admin/verbs/plane_debugger.dm
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00

401 lines
15 KiB
Plaintext

/// Used for testing/debugger plane masters and their associated rendering plates
/datum/plane_master_debug
var/datum/admins/owner
/// Assoc list of plane master group key -> its depth stack
var/list/depth_stack = list()
/// The current plane master group we're viewing
var/current_group = PLANE_GROUP_MAIN
/// Weakref to the mob to edit
var/datum/weakref/mob_ref
var/datum/visual_data/tracking/stored
var/datum/visual_data/mirroring/mirror
/// If we are actively mirroring the target of our current ui
var/mirror_target = FALSE
/datum/plane_master_debug/New(datum/admins/owner)
src.owner = owner
/datum/plane_master_debug/Destroy()
if(owner)
owner.plane_debug = null
owner = null
return ..()
/datum/plane_master_debug/proc/set_target(mob/new_mob)
QDEL_NULL(mirror)
QDEL_NULL(stored)
depth_stack = list()
if(!new_mob?.hud_used)
new_mob = owner.owner?.mob
mob_ref = WEAKREF(new_mob)
if(!mirror_target)
UnregisterSignal(owner.owner.mob, COMSIG_MOB_LOGOUT)
return
RegisterSignal(owner.owner.mob, COMSIG_MOB_LOGOUT, PROC_REF(on_our_logout), override = TRUE)
mirror = new()
mirror.shadow(new_mob)
if(new_mob == owner.owner.mob)
return
create_store()
/datum/plane_master_debug/proc/on_our_logout(mob/source)
SIGNAL_HANDLER
// Recreate our stored view, since we've changed mobs now
create_store()
UnregisterSignal(source, COMSIG_MOB_LOGOUT)
RegisterSignal(owner.owner.mob, COMSIG_MOB_LOGOUT, PROC_REF(on_our_logout), override = TRUE)
/// Create or refresh our stored visual data, represeting the viewing mob
/datum/plane_master_debug/proc/create_store()
if(stored)
QDEL_NULL(stored)
stored = new()
stored.shadow(owner.owner.mob)
stored.set_truth(mirror)
mirror.set_mirror_target(owner.owner.mob)
/datum/plane_master_debug/proc/get_target()
var/mob/target = mob_ref?.resolve()
if(!target?.hud_used)
target = owner.owner.mob
set_target(target)
return target
/// Setter for mirror_target, basically allows for enabling/disabiling viewing through mob's sight
/datum/plane_master_debug/proc/set_mirroring(value)
if(value == mirror_target)
return
mirror_target = value
// Refresh our target and mirrors and such
set_target(get_target())
/datum/plane_master_debug/ui_state(mob/user)
return GLOB.admin_state
/datum/plane_master_debug/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "PlaneMasterDebug")
ui.open()
/datum/plane_master_debug/ui_assets(mob/user)
return list(get_asset_datum(/datum/asset/simple/plane_background))
/datum/plane_master_debug/ui_data()
var/list/data = list()
var/mob/reference_frame = get_target()
data["mob_name"] = reference_frame.name
data["mob_ref"] = ref(reference_frame)
data["our_ref"] = ref(owner.owner.mob)
data["tracking_active"] = mirror_target
var/datum/hud/our_hud = reference_frame.hud_used
var/list/our_groups = our_hud.master_groups
if(!our_groups[current_group])
// We assume we'll always have at least one group
current_group = our_groups[length(our_hud.master_groups)]
var/list/groups = list()
for(var/key in our_groups)
groups += key
data["enable_group_view"] = length(groups) > 1
data["our_group"] = current_group
data["present_groups"] = groups
var/list/plane_info = list()
data["plane_info"] = plane_info
var/list/relay_deets = list()
data["relay_info"] = relay_deets
var/list/filter_connections = list()
data["filter_connect"] = filter_connections
var/list/filter_queue = list()
// Assoc of render targets -> planes
// Gotta be able to look these up so filter stuff can work
var/list/render_target_to_plane = list()
// Assoc list of pending planes -> relays
// Used to ensure the incoming_relays list is filled, even if the relay's generated before the plane's processed
var/list/pending_relays = list()
var/list/our_planes = our_hud?.get_planes_from(current_group)
for(var/plane_string as anything in our_planes)
var/list/this_plane = list()
var/atom/movable/screen/plane_master/plane = our_planes[plane_string]
var/string_plane = "[plane.plane]"
this_plane["name"] = plane.name
this_plane["documentation"] = plane.documentation
this_plane["plane"] = plane.plane
this_plane["our_ref"] = string_plane
this_plane["offset"] = plane.offset
this_plane["real_plane"] = plane.real_plane
this_plane["renders_onto"] = plane.render_relay_planes
this_plane["blend_mode"] = GLOB.blend_names["[plane.blend_mode_override || initial(plane.blend_mode)]"]
this_plane["color"] = plane.color
this_plane["alpha"] = plane.alpha
this_plane["render_target"] = plane.render_target
this_plane["intended_hidden"] = plane.force_hidden
var/list/incoming_relays = list()
this_plane["incoming_relays"] = incoming_relays
for(var/pending_relay in pending_relays[string_plane])
incoming_relays += pending_relay
var/list/this_relay = relay_deets[pending_relay]
this_relay["target_index"] = length(incoming_relays)
this_plane["outgoing_relays"] = list()
// You can think of relays as connections between plane master "nodes
// They do have some info of their own tho, best to pass that along
for(var/atom/movable/render_plane_relay/relay in plane.relays)
var/string_target = "[relay.plane]"
var/list/this_relay = list()
this_relay["name"] = relay.name
this_relay["source"] = plane.plane
this_relay["source_ref"] = string_plane
this_relay["target"] = relay.plane
this_relay["target_ref"] = string_target
this_relay["layer"] = relay.layer
// Now taht we've encoded our relay, we need to hand out references to it to our source plane, alongside the target plane
var/relay_ref = "[string_plane]-[string_target]"
this_relay["our_ref"] = relay_ref
relay_deets[relay_ref] = this_relay
this_plane["outgoing_relays"] += relay_ref
// If we've already encoded our target plane, update its incoming relays list
// Otherwise, we'll handle this later
var/list/existing_target = plane_info[string_target]
if(existing_target)
existing_target["incoming_relays"] += relay_ref
else
var/list/pending_plane = pending_relays[string_target]
if(!pending_plane)
pending_plane = list()
pending_relays[string_target] = pending_plane
pending_plane += relay_ref
this_plane["incoming_filters"] = list()
this_plane["outgoing_filters"] = list()
// We're gonna collect a list of filters, partly because they're useful info
// But also because they can be used as connections, and we need to support that
for(var/filter_id in plane.filter_data)
var/list/filter = plane.filter_data[filter_id]
if(!filter["render_source"])
continue
var/list/filter_info = filter.Copy()
filter_info["target_ref"] = string_plane
filter_info["name"] = filter_id
filter_queue += list(filter_info)
plane_info[plane_string] = this_plane
render_target_to_plane[plane.render_target] = this_plane
for(var/list/filter in filter_queue)
var/source = filter["render_source"]
var/list/source_plane = render_target_to_plane[source]
var/list/target_plane = plane_info[filter["target_ref"]]
var/source_ref = source_plane["our_ref"]
filter["source_ref"] = source_ref
var/our_ref = "[source_ref]-[filter["target_ref"]]-filter"
filter["our_ref"] = our_ref
filter_connections[our_ref] = filter
source_plane["outgoing_filters"] += our_ref
target_plane["incoming_filters"] += our_ref
// Only load this once. Prevents leaving off orphaned components
if(!depth_stack[current_group])
depth_stack[current_group] = treeify(plane_info, relay_deets, filter_connections)
// We will use this js side to arrange our plane masters and such
// It's essentially a stack of where they should be displayed
data["depth_stack"] = depth_stack[current_group]
return data
// Reading this in the queue tells the search to increase the depth, and then push another increase command to the end of the stack
// This way we ensure groupings always stay together, and depth is respected
#define COMMAND_DEPTH_INCREASE "increase_depth"
#define COMMAND_NEXT_PARENT "next_parent"
/// Takes a list of js formatted planes, and turns it into a tree based off the back connections of relays
/// So start at the top master plane, and work down
/// Haha jerry what if I added commands to my list parser lmao lol
/datum/plane_master_debug/proc/treeify(list/plane_info, list/relay_info, list/filter_connections)
// List in the form [depth in num] -> list(list(plane_ref -> parent_ref, ...), ...)
var/list/treelike_output = list()
// List in the form plane ref -> current depth
var/list/plane_to_depth = list()
// List of items/commands to process. FIFO queue, to ensure the brackets are built correctly
var/list/processing_queue = list()
// A FIFO queue of parents. Used so planes can have refs to their direct parent, to make sorting easier
var/list/parents = list("")
var/parent_head = 1
// The current depth of our search, used with treelike_output
var/depth = 0
// Push a depth increase onto the queue, to properly setup the sorta looping effect it has
processing_queue += COMMAND_DEPTH_INCREASE
processing_queue += "[RENDER_PLANE_MASTER]"
// We need to do a c style loop here because we are expanding the queue, and so need to update our conditional
for(var/i = 1; i <= length(processing_queue); i++)
var/entry = processing_queue[i]
// We've reached the end of a depth block
// Increment the depth and stick another command on the end of the queue
if(entry == COMMAND_DEPTH_INCREASE)
// The plane to continue on with, assuming we can find an unvisited head to use
var/continue_on_with = ""
// Don't wanna infinite loop now
if(i == length(processing_queue))
for(var/plane in TRUE_PLANE_TO_OFFSETS(RENDER_PLANE_MASTER))
if(!plane_to_depth["[plane]"])
continue_on_with = "[plane]"
// We only want to handle one plane master at a time
break
if(!continue_on_with)
continue
// Increment our depth
depth += 1
treelike_output += list(list())
// If this isn't the end, stick another entry on the end to ensure batches work proper
processing_queue += COMMAND_DEPTH_INCREASE
// If we found a plane to use to extend our process, tack it on the end here as god intended
if(continue_on_with)
processing_queue += continue_on_with
continue
if(entry == COMMAND_NEXT_PARENT)
parent_head += 1
continue
var/old_queue_len = length(processing_queue)
var/existing_depth = plane_to_depth[entry]
// If we've seen you before, remove your last entry
// We always want inputs before outputs in the stack
if(existing_depth)
treelike_output[existing_depth] -= entry
// If it's not a command, it must be a plane string
var/list/plane = plane_info[entry]
/// We want master planes to ALWAYS bubble down to their own space.
/// Just ignore this if this is the head we're processing, yeah?
if(PLANE_TO_TRUE(plane["real_plane"]) == RENDER_PLANE_MASTER && i > 2)
// If there's other stuff already in your depth entry, or there's more then one thing (a depth increase command)
// Left in the queue, "bubble" down a layer.
if(length(treelike_output[depth]) || i + 1 != length(processing_queue))
processing_queue += COMMAND_NEXT_PARENT
parents += parents[parent_head]
processing_queue += entry
continue
// Add all the planes that pipe into us to the queue, Intentionally allows dupes
// If we find the same entry twice, it'll get moved down the depth stack
for(var/relay_string in plane["incoming_relays"])
var/list/relay = relay_info[relay_string]
processing_queue += relay["source_ref"]
for(var/filter_ref in plane["incoming_filters"])
var/list/filter = filter_connections[filter_ref]
processing_queue += filter["source_ref"]
// If the queue has grown, we're a parent, so stick us in the parent queue
if(old_queue_len != length(processing_queue))
parents += entry
// Stick a parent increase right before our children show up in the queue. That way we're properly set as their parent
processing_queue.Insert(old_queue_len + 1, COMMAND_NEXT_PARENT)
// Stick us in the output at our designated depth
var/list/plane_packet = list()
plane_packet[entry] = parents[parent_head]
treelike_output[depth] += plane_packet
plane_to_depth[entry] = depth
/// Walk treelike output, remove allll the empty lists we've accidentially generated
for(var/depth_index = 1; depth_index <= length(treelike_output); depth_index++)
var/list/layer = treelike_output[depth_index]
if(!length(layer))
treelike_output.Cut(depth_index, depth_index + 1)
depth_index -= 1
return treelike_output
#undef COMMAND_DEPTH_INCREASE
#undef COMMAND_NEXT_PARENT
/datum/plane_master_debug/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
var/mob/reference_frame = get_target()
var/datum/hud/our_hud = reference_frame.hud_used
var/datum/plane_master_group/group = our_hud?.master_groups[current_group]
if(!group) // Nothing to act on
return
var/list/our_planes = group.plane_masters
switch(action)
if("refresh")
group.rebuild_hud()
if("reset_mob")
set_target(null)
if("toggle_mirroring")
set_mirroring(!mirror_target)
if("vv_mob")
owner.owner.debug_variables(reference_frame)
if("set_group")
current_group = params["target_group"]
if("connect_relay")
var/source_plane = params["source"]
var/target_plane = params["target"]
var/atom/movable/screen/plane_master/source = our_planes["[source_plane]"]
if(source.get_relay_to(target_plane)) // Fuck off
return
source.add_relay_to(target_plane)
return TRUE
if("disconnect_relay")
var/source_plane = params["source"]
var/target_plane = params["target"]
var/atom/movable/screen/plane_master/source = our_planes["[source_plane]"]
source.remove_relay_from(text2num(target_plane))
return TRUE
if("disconnect_filter")
var/target_plane = params["target"]
var/atom/movable/screen/plane_master/filtered_plane = our_planes["[target_plane]"]
filtered_plane.remove_filter(params["name"])
return TRUE
if("vv_plane")
var/plane_edit = params["edit"]
var/atom/movable/screen/plane_master/edit = our_planes["[plane_edit]"]
var/mob/user = ui.user
user?.client?.debug_variables(edit)
return TRUE
if("set_alpha")
var/plane_edit = params["edit"]
var/atom/movable/screen/plane_master/edit = our_planes["[plane_edit]"]
var/newalpha = params["alpha"]
animate(edit, 0.4 SECONDS, alpha = newalpha)
return TRUE
if("edit_color_matrix")
var/plane_edit = params["edit"]
var/atom/movable/screen/plane_master/edit = our_planes["[plane_edit]"]
var/mob/user = ui.user
user?.client?.open_color_matrix_editor(edit)
return TRUE
if("edit_filters")
var/plane_edit = params["edit"]
var/atom/movable/screen/plane_master/edit = our_planes["[plane_edit]"]
var/mob/user = ui.user
user?.client?.open_filter_editor(edit)
return TRUE
/datum/plane_master_debug/ui_close(mob/user)
. = ..()
set_mirroring(FALSE)