Verb manager & Speech controller Subsystem (#7901)

This commit is contained in:
Selis
2024-03-29 13:34:42 +01:00
committed by GitHub
parent 62760d725d
commit 978b0c3d47
11 changed files with 297 additions and 3 deletions

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@@ -18,6 +18,17 @@
#define MC_AVG_FAST_UP_SLOW_DOWN(average, current) (average > current ? MC_AVERAGE_SLOW(average, current) : MC_AVERAGE_FAST(average, current))
#define MC_AVG_SLOW_UP_FAST_DOWN(average, current) (average < current ? MC_AVERAGE_SLOW(average, current) : MC_AVERAGE_FAST(average, current))
// CHOMPEdit Start
///creates a running average of "things elapsed" per time period when you need to count via a smaller time period.
///eg you want an average number of things happening per second but you measure the event every tick (50 milliseconds).
///make sure both time intervals are in the same units. doesnt work if current_duration > total_duration or if total_duration == 0
#define MC_AVG_OVER_TIME(average, current, total_duration, current_duration) ((((total_duration) - (current_duration)) / (total_duration)) * (average) + (current))
#define MC_AVG_MINUTES(average, current, current_duration) (MC_AVG_OVER_TIME(average, current, 1 MINUTES, current_duration))
#define MC_AVG_SECONDS(average, current, current_duration) (MC_AVG_OVER_TIME(average, current, 1 SECONDS, current_duration))
// CHOMPEdit End
#define NEW_SS_GLOBAL(varname) if(varname != src){if(istype(varname)){Recover();qdel(varname);}varname = src;}
#define START_PROCESSING(Processor, Datum) if (!(Datum.datum_flags & DF_ISPROCESSING)) {Datum.datum_flags |= DF_ISPROCESSING;Processor.processing += Datum}
@@ -96,3 +107,13 @@ if(current_step == this_step || (initial_step && !resumed)) /* So we start at st
resumed = 0;\
current_step = next_step;\
}
// CHOMPEdit Start
#define VERB_MANAGER_SUBSYSTEM_DEF(X) GLOBAL_REAL(SS##X, /datum/controller/subsystem/verb_manager/##X);\
/datum/controller/subsystem/verb_manager/##X/New(){\
NEW_SS_GLOBAL(SS##X);\
PreInit();\
}\
/datum/controller/subsystem/verb_manager/##X/fire() {..() /*just so it shows up on the profiler*/} \
/datum/controller/subsystem/verb_manager/##X
// CHOMPEdit End

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@@ -2,3 +2,8 @@
#define CALLBACK new /datum/callback
#define INVOKE_ASYNC world.ImmediateInvokeAsync
// CHOMPEdit Start
/// like CALLBACK but specifically for verb callbacks
#define VERB_CALLBACK new /datum/callback/verb_callback
// CHOMPEdit End

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@@ -170,6 +170,8 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
#define FIRE_PRIORITY_CHAT 400
#define FIRE_PRIORITY_OVERLAYS 500
#define FIRE_PRIORITY_TIMER 700
#define FIRE_PRIORITY_SPEECH_CONTROLLER 900 // CHOMPEdit
#define FIRE_PRIORITY_DELAYED_VERBS 950 // CHOMPEdit
#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
/**

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@@ -0,0 +1,36 @@
/**
* verb queuing thresholds. remember that since verbs execute after SendMaps the player wont see the effects of the verbs on the game world
* until SendMaps executes next tick, and then when that later update reaches them. thus most player input has a minimum latency of world.tick_lag + player ping.
* however thats only for the visual effect of player input, when a verb processes the actual latency of game state changes or semantic latency is effectively 1/2 player ping,
* unless that verb is queued for the next tick in which case its some number probably smaller than world.tick_lag.
* so some verbs that represent player input are important enough that we only introduce semantic latency if we absolutely need to.
* its for this reason why player clicks are handled in SSinput before even movement - semantic latency could cause someone to move out of range
* when the verb finally processes but it was in range if the verb had processed immediately and overtimed.
*/
///queuing tick_usage threshold for verbs that are high enough priority that they only queue if the server is overtiming.
///ONLY use for critical verbs
#define VERB_OVERTIME_QUEUE_THRESHOLD 100
///queuing tick_usage threshold for verbs that need lower latency more than most verbs.
#define VERB_HIGH_PRIORITY_QUEUE_THRESHOLD 95
///default queuing tick_usage threshold for most verbs which can allow a small amount of latency to be processed in the next tick
#define VERB_DEFAULT_QUEUE_THRESHOLD 85
///attempt to queue this verb process if the server is overloaded. evaluates to FALSE if queuing isnt necessary or if it failed.
///_verification_args... are only necessary if the verb_manager subsystem youre using checks them in can_queue_verb()
///if you put anything in _verification_args that ISNT explicitely put in the can_queue_verb() override of the subsystem youre using,
///it will runtime.
#define TRY_QUEUE_VERB(_verb_callback, _tick_check, _subsystem_to_use, _verification_args...) (_queue_verb(_verb_callback, _tick_check, _subsystem_to_use, _verification_args))
///queue wrapper for TRY_QUEUE_VERB() when you want to call the proc if the server isnt overloaded enough to queue
#define QUEUE_OR_CALL_VERB(_verb_callback, _tick_check, _subsystem_to_use, _verification_args...) \
if(!TRY_QUEUE_VERB(_verb_callback, _tick_check, _subsystem_to_use, _verification_args)) {\
_verb_callback:InvokeAsync() \
};
//goes straight to SSverb_manager with default tick threshold
#define DEFAULT_TRY_QUEUE_VERB(_verb_callback, _verification_args...) (TRY_QUEUE_VERB(_verb_callback, VERB_DEFAULT_QUEUE_THRESHOLD, null, _verification_args))
#define DEFAULT_QUEUE_OR_CALL_VERB(_verb_callback, _verification_args...) QUEUE_OR_CALL_VERB(_verb_callback, VERB_DEFAULT_QUEUE_THRESHOLD, null, _verification_args)
//default tick threshold but nondefault subsystem
#define TRY_QUEUE_VERB_FOR(_verb_callback, _subsystem_to_use, _verification_args...) (TRY_QUEUE_VERB(_verb_callback, VERB_DEFAULT_QUEUE_THRESHOLD, _subsystem_to_use, _verification_args))
#define QUEUE_OR_CALL_VERB_FOR(_verb_callback, _subsystem_to_use, _verification_args...) QUEUE_OR_CALL_VERB(_verb_callback, VERB_DEFAULT_QUEUE_THRESHOLD, _subsystem_to_use, _verification_args)

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@@ -0,0 +1,5 @@
/// verb_manager subsystem just for handling say's
VERB_MANAGER_SUBSYSTEM_DEF(speech_controller)
name = "Speech Controller"
wait = 1
priority = FIRE_PRIORITY_SPEECH_CONTROLLER//has to be high priority, second in priority ONLY to SSinput

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@@ -0,0 +1,165 @@
/**
* SSverb_manager, a subsystem that runs every tick and runs through its entire queue without yielding like SSinput.
* this exists because of how the byond tick works and where user inputted verbs are put within it.
*
* see TICK_ORDER.md for more info on how the byond tick is structured.
*
* The way the MC allots its time is via TICK_LIMIT_RUNNING, it simply subtracts the cost of SendMaps (MAPTICK_LAST_INTERNAL_TICK_USAGE)
* plus TICK_BYOND_RESERVE from the tick and uses up to that amount of time (minus the percentage of the tick used by the time it executes subsystems)
* on subsystems running cool things like atmospherics or Life or SSInput or whatever.
*
* Without this subsystem, verbs are likely to cause overtime if the MC uses all of the time it has alloted for itself in the tick, and SendMaps
* uses as much as its expected to, and an expensive verb ends up executing that tick. This is because the MC is completely blind to the cost of
* verbs, it can't account for it at all. The only chance for verbs to not cause overtime in a tick where the MC used as much of the tick
* as it alloted itself and where SendMaps costed as much as it was expected to is if the verb(s) take less than TICK_BYOND_RESERVE percent of
* the tick, which isnt much. Not to mention if SendMaps takes more than 30% of the tick and the MC forces itself to take at least 70% of the
* normal tick duration which causes ticks to naturally overrun even in the absence of verbs.
*
* With this subsystem, the MC can account for the cost of verbs and thus stop major overruns of ticks. This means that the most important subsystems
* like SSinput can start at the same time they were supposed to, leading to a smoother experience for the player since ticks arent riddled with
* minor hangs over and over again.
*/
SUBSYSTEM_DEF(verb_manager)
name = "Verb Manager"
wait = 1
flags = SS_TICKER | SS_NO_INIT
priority = FIRE_PRIORITY_DELAYED_VERBS
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
///list of callbacks to procs called from verbs or verblike procs that were executed when the server was overloaded and had to delay to the next tick.
///this list is ran through every tick, and the subsystem does not yield until this queue is finished.
var/list/datum/callback/verb_callback/verb_queue = list()
///running average of how many verb callbacks are executed every second. used for the stat entry
var/verbs_executed_per_second = 0
///if TRUE we treat usr's with holders just like usr's without holders. otherwise they always execute immediately
var/can_queue_admin_verbs = FALSE
///if this is true all verbs immediately execute and dont queue. in case the mc is fucked or something
var/FOR_ADMINS_IF_VERBS_FUCKED_immediately_execute_all_verbs = FALSE
///used for subtypes to determine if they use their own stats for the stat entry
var/use_default_stats = TRUE
///if TRUE this will... message admins every time a verb is queued to this subsystem for the next tick with stats.
///for obvious reasons dont make this be TRUE on the code level this is for admins to turn on
var/message_admins_on_queue = FALSE
///always queue if possible. overides can_queue_admin_verbs but not FOR_ADMINS_IF_VERBS_FUCKED_immediately_execute_all_verbs
var/always_queue = FALSE
/**
* queue a callback for the given verb/verblike proc and any given arguments to the specified verb subsystem, so that they process in the next tick.
* intended to only work with verbs or verblike procs called directly from client input, use as part of TRY_QUEUE_VERB() and co.
*
* returns TRUE if the queuing was successful, FALSE otherwise.
*/
/proc/_queue_verb(datum/callback/verb_callback/incoming_callback, tick_check, datum/controller/subsystem/verb_manager/subsystem_to_use = SSverb_manager, ...)
if(QDELETED(incoming_callback))
var/destroyed_string
if(!incoming_callback)
destroyed_string = "callback is null."
else
destroyed_string = "callback was deleted [DS2TICKS(world.time - incoming_callback.gc_destroyed)] ticks ago. callback was created [DS2TICKS(world.time) - incoming_callback.creation_time] ticks ago."
stack_trace("_queue_verb() returned false because it was given a deleted callback! [destroyed_string]")
return FALSE
if(!istext(incoming_callback.object) && QDELETED(incoming_callback.object)) //just in case the object is GLOBAL_PROC
var/destroyed_string
if(!incoming_callback.object)
destroyed_string = "callback.object is null."
else
destroyed_string = "callback.object was deleted [DS2TICKS(world.time - incoming_callback.object.gc_destroyed)] ticks ago. callback was created [DS2TICKS(world.time) - incoming_callback.creation_time] ticks ago."
stack_trace("_queue_verb() returned false because it was given a callback acting on a qdeleted object! [destroyed_string]")
return FALSE
//we want unit tests to be able to directly call verbs that attempt to queue, and since unit tests should test internal behavior, we want the queue
//to happen as if it was actually from player input if its called on a mob.
#ifdef UNIT_TESTS
if(QDELETED(usr) && ismob(incoming_callback.object))
incoming_callback.user = WEAKREF(incoming_callback.object)
var/datum/callback/new_us = CALLBACK(arglist(list(GLOBAL_PROC, GLOBAL_PROC_REF(_queue_verb)) + args.Copy()))
return world.push_usr(incoming_callback.object, new_us)
#else
if(QDELETED(usr) || isnull(usr.client))
stack_trace("_queue_verb() returned false because it wasnt called from player input!")
return FALSE
#endif
if(!istype(subsystem_to_use))
stack_trace("_queue_verb() returned false because it was given an invalid subsystem to queue for!")
return FALSE
if((TICK_USAGE < tick_check) && !subsystem_to_use.always_queue)
return FALSE
var/list/args_to_check = args.Copy()
args_to_check.Cut(2, 4)//cut out tick_check and subsystem_to_use
//any subsystem can use the additional arguments to refuse queuing
if(!subsystem_to_use.can_queue_verb(arglist(args_to_check)))
return FALSE
return subsystem_to_use.queue_verb(incoming_callback)
/**
* subsystem-specific check for whether a callback can be queued.
* intended so that subsystem subtypes can verify whether
*
* subtypes may include additional arguments here if they need them! you just need to include them properly
* in TRY_QUEUE_VERB() and co.
*/
/datum/controller/subsystem/verb_manager/proc/can_queue_verb(datum/callback/verb_callback/incoming_callback)
if(always_queue && !FOR_ADMINS_IF_VERBS_FUCKED_immediately_execute_all_verbs)
return TRUE
if((usr.client?.holder && !can_queue_admin_verbs) \
|| (!subsystem_initialized && !(flags & SS_NO_INIT)) \
|| FOR_ADMINS_IF_VERBS_FUCKED_immediately_execute_all_verbs \
|| !(runlevels & Master.current_runlevel))
return FALSE
return TRUE
/**
* queue a callback for the given proc, so that it is invoked in the next tick.
* intended to only work with verbs or verblike procs called directly from client input, use as part of TRY_QUEUE_VERB()
*
* returns TRUE if the queuing was successful, FALSE otherwise.
*/
/datum/controller/subsystem/verb_manager/proc/queue_verb(datum/callback/verb_callback/incoming_callback)
. = FALSE //errored
if(message_admins_on_queue)
message_admins("[name] verb queuing: tick usage: [TICK_USAGE]%, proc: [incoming_callback.delegate], object: [incoming_callback.object], usr: [usr]")
verb_queue += incoming_callback
return TRUE
/datum/controller/subsystem/verb_manager/fire(resumed)
run_verb_queue()
/// runs through all of this subsystems queue of verb callbacks.
/// goes through the entire verb queue without yielding.
/// used so you can flush the queue outside of fire() without interfering with anything else subtype subsystems might do in fire().
/datum/controller/subsystem/verb_manager/proc/run_verb_queue()
var/executed_verbs = 0
for(var/datum/callback/verb_callback/verb_callback as anything in verb_queue)
if(!istype(verb_callback))
stack_trace("non /datum/callback/verb_callback inside [name]'s verb_queue!")
continue
verb_callback.InvokeAsync()
executed_verbs++
verb_queue.Cut()
verbs_executed_per_second = MC_AVG_SECONDS(verbs_executed_per_second, executed_verbs, wait SECONDS)
//note that wait SECONDS is incorrect if this is called outside of fire() but because byond is garbage i need to add a timer to rustg to find a valid solution
/datum/controller/subsystem/verb_manager/stat_entry()
..("V/S: [round(verbs_executed_per_second, 0.01)]")

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@@ -0,0 +1,27 @@
///like normal callbacks but they also record their creation time for measurement purposes
///they also require the same usr/user that made the callback to both still exist and to still have a client in order to execute
/datum/callback/verb_callback
///the tick this callback datum was created in. used for testing latency
var/creation_time = 0
/datum/callback/verb_callback/New(thingtocall, proctocall, ...)
creation_time = DS2TICKS(world.time)
. = ..()
#ifndef UNIT_TESTS
/datum/callback/verb_callback/Invoke(...)
var/mob/our_user = user?.resolve()
if(QDELETED(our_user) || isnull(our_user.client))
return
var/mob/temp = usr
. = ..()
usr = temp
/datum/callback/verb_callback/InvokeAsync(...)
var/mob/our_user = user?.resolve()
if(QDELETED(our_user) || isnull(our_user.client))
return
var/mob/temp = usr
. = ..()
usr = temp
#endif

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@@ -143,8 +143,24 @@
if("openLink")
src << link(href_list["link"])
// CHOMPEdit Start
if (hsrc)
var/datum/real_src = hsrc
if(QDELETED(real_src))
return
//fun fact: Topic() acts like a verb and is executed at the end of the tick like other verbs. So we have to queue it if the server is
//overloaded
if(hsrc && hsrc != holder && DEFAULT_TRY_QUEUE_VERB(VERB_CALLBACK(src, PROC_REF(_Topic), hsrc, href, href_list)))
return
..() //redirect to hsrc.Topic()
///dumb workaround because byond doesnt seem to recognize the Topic() typepath for /datum/proc/Topic() from the client Topic,
///so we cant queue it without this
/client/proc/_Topic(datum/hsrc, href, list/href_list)
return hsrc.Topic(href, href_list)
// CHOMPEdit End
//This stops files larger than UPLOAD_LIMIT being sent from client to server via input(), client.Import() etc.
/client/AllowUpload(filename, filelength)
if(filelength > UPLOAD_LIMIT)

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@@ -15,6 +15,8 @@
/mob/verb/say_verb(message as text)
set name = "Say"
set category = "IC"
set instant = TRUE // CHOMPEdit
//VOREStation Addition Start
if(forced_psay)
psay(message)
@@ -22,7 +24,12 @@
//VOREStation Addition End
set_typing_indicator(FALSE)
usr.say(message)
// CHOMPEdit Start
//queue this message because verbs are scheduled to process after SendMaps in the tick and speech is pretty expensive when it happens.
//by queuing this for next tick the mc can compensate for its cost instead of having speech delay the start of the next tick
if(message)
QUEUE_OR_CALL_VERB_FOR(VERB_CALLBACK(src, TYPE_PROC_REF(/mob, say), message), SSspeech_controller)
// CHOMPEdit End
/mob/verb/me_verb(message as message)
set name = "Me"

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@@ -351,8 +351,7 @@
log_tgui(user, "Action: [act_type] [href_list["payload"]], Window: [window.id], Source: [src_object]")
#endif
process_status()
if(src_object.tgui_act(act_type, payload, src, state))
SStgui.update_uis(src_object)
DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, PROC_REF(on_act_message), act_type, payload, state))
return FALSE
switch(type)
if("ready")
@@ -380,3 +379,10 @@
log_tgui(user, "Fallback Triggered: [href_list["payload"]], Window: [window.id], Source: [src_object]")
#endif
src_object.tgui_fallback(payload)
/// 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.tgui_act(act_type, payload, src, state))
SStgui.update_uis(src_object)

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@@ -119,6 +119,7 @@
#include "code\__defines\turfs.dm"
#include "code\__defines\typeids.dm"
#include "code\__defines\unit_tests.dm"
#include "code\__defines\verb_manager_ch.dm"
#include "code\__defines\vore.dm"
#include "code\__defines\vote.dm"
#include "code\__defines\vv.dm"
@@ -331,6 +332,7 @@
#include "code\controllers\subsystems\shuttles.dm"
#include "code\controllers\subsystems\skybox.dm"
#include "code\controllers\subsystems\sounds.dm"
#include "code\controllers\subsystems\speech_controller_ch.dm"
#include "code\controllers\subsystems\sqlite.dm"
#include "code\controllers\subsystems\statpanel_ch.dm"
#include "code\controllers\subsystems\sun.dm"
@@ -341,6 +343,7 @@
#include "code\controllers\subsystems\time_track.dm"
#include "code\controllers\subsystems\timer.dm"
#include "code\controllers\subsystems\transcore_vr.dm"
#include "code\controllers\subsystems\verb_manager_ch.dm"
#include "code\controllers\subsystems\vis_overlays.dm"
#include "code\controllers\subsystems\vote.dm"
#include "code\controllers\subsystems\webhooks.dm"
@@ -388,6 +391,7 @@
#include "code\datums\signals.dm"
#include "code\datums\soul_link.dm"
#include "code\datums\sun.dm"
#include "code\datums\verb_callbacks_ch.dm"
#include "code\datums\weakrefs.dm"
#include "code\datums\autolathe\arms.dm"
#include "code\datums\autolathe\arms_vr.dm"