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* CI change * world.dm * .dme world.dm * subsystem renaming * .dme for subsystems * ai_laws.dm * armor.dm * emote.dm * logging.dm * spell.dm * air_alarm.dm * crew.dm * decal.dm * emissive_blocker.dm * footstep.dm * spawner.dm * fire.dm * carbon.dm * living.dm * mob.dm * movement.dm * thermal_drill.dm * plasmamen.dm * lavaland.dm * chaplain.dm * lightning.dm * magnet.dm * mimic.dm * wizard.dm * morph.dm * vampire.dm * click.dm * self.dm * radiation_storm.dm * airlock.dm * autolathe.dm * mulebot.dm * nuclearbomb.dm * particle_accelerator.dm * smartfridge.dm * syndicatebomb.dm * vending.dm * wires.dm * sound.dm * mining.dm * syndicate_space_base.dm * monkey.dm * guardian.dm * bomb.dm * standard.dm * nuclear.dm * pinpointer.dm * access.dm * departments.dm * job.dm * science.dm * buttons.dm * cloning.dm * igniter.dm * wishgranter.dm * atmos_control.dm * message.dm * power_monitor.dm * mecha.dm * combat.dm * mining_tools.dm * meteors.dm * spiders.dm * contraband.dm * aliens.dm * uplinks.dm * voice.dm * intercom.dm * lights.dm * robot_items.dm * mineral.dm * dice.dm * extinguisher.dm * paint.dm * signs.dm * staff.dm * smokebomb.dm * boxes.dm * random.dm * janicart.dm * statue.dm * cargo.dm * asteroid.dm * headslug.dm * fulton.dm * atmospherics.dm * pump.dm * corpse.dm * oldstation.dm * gps.dm * preferences.dm * clothing.dm * ears.dm * glasses.dm * boxing.dm * color.dm * renames ninja gear files * recipes.dm * error_handler.dm * anomaly.dm * floorcluwne.dm * undead.dm * overmind.dm * shield.dm * bottle.dm * organ.dm * piano.dm * plasma_fist.dm * language.dm * mob_defines.dm * mob_helpers.dm * damage_procs.dm * _defines.dm * empress.dm and queen.dm * brain.dm * organ file renaming * subsystems.dm * constructs.dm * bot.dm * pet.dm * nature.dm * magic.dm * colors.dm * drugs.dm * medicine.dm * toxins.dm * shuttle.dm * surgery.dm * moves a bunch of define files * traits.dm * names.dm * other_mobs.dm * flags.dm * some final define files * well turns out contractor_pinpointer.dm was taken * I forgot to remove this file * how in the hell did this get unticked * I DID INCLUDE IT, but there was a "w" there * swaps the world definitions * camera renamed to SScamera * examine -> alien_examine
175 lines
8.8 KiB
Plaintext
175 lines
8.8 KiB
Plaintext
/**
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* SSverb_manager, a subsystem that runs every tick and runs through its entire queue without yielding like SSinput.
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* this exists because of how the byond tick works and where user inputted verbs are put within it.
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*
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* see TICK_ORDER.md for more info on how the byond tick is structured.
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*
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* The way the MC allots its time is via TICK_LIMIT_RUNNING, it simply subtracts the cost of SendMaps (MAPTICK_LAST_INTERNAL_TICK_USAGE)
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* 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)
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* on subsystems running cool things like atmospherics or Life or SSInput or whatever.
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*
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* 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
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* 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
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* 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
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* 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
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* 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
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* normal tick duration which causes ticks to naturally overrun even in the absence of verbs.
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*
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* 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
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* 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
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* minor hangs over and over again.
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*/
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SUBSYSTEM_DEF(verb_manager)
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name = "Verb Queue Manager"
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wait = 1
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flags = SS_TICKER | SS_NO_INIT
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priority = FIRE_PRIORITY_DELAYED_VERBS
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runlevels = RUNLEVEL_INIT | RUNLEVELS_DEFAULT
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///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.
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///this list is ran through every tick, and the subsystem does not yield until this queue is finished.
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var/list/datum/callback/verb_callback/verb_queue = list()
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///running average of how many verb callbacks are executed every second. used for the stat entry
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var/verbs_executed_per_second = 0
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///if TRUE we treat usr's with holders just like usr's without holders. otherwise they always execute immediately
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var/can_queue_admin_verbs = FALSE
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///if this is true all verbs immediately execute and dont queue. in case the mc is fucked or something
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var/FOR_ADMINS_IF_VERBS_FUCKED_immediately_execute_all_verbs = FALSE
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///if TRUE this will... message admins every time a verb is queued to this subsystem for the next tick with stats.
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///for obvious reasons dont make this be TRUE on the code level this is for admins to turn on
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var/message_admins_on_queue = FALSE
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///always queue if possible. overides can_queue_admin_verbs but not FOR_ADMINS_IF_VERBS_FUCKED_immediately_execute_all_verbs
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var/always_queue = FALSE
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/**
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* 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.
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* intended to only work with verbs or verblike procs called directly from client input, use as part of TRY_QUEUE_VERB() and co.
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*
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* returns TRUE if the queuing was successful, FALSE otherwise.
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*/
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/proc/_queue_verb(datum/callback/verb_callback/incoming_callback, tick_check, datum/controller/subsystem/verb_manager/subsystem_to_use = SSverb_manager, ...)
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if(QDELETED(incoming_callback))
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var/destroyed_string
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if(!incoming_callback)
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destroyed_string = "callback is null."
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else
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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."
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stack_trace("_queue_verb() returned false because it was given a deleted callback! [destroyed_string]")
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return FALSE
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if(!istext(incoming_callback.object) && QDELETED(incoming_callback.object)) //just in case the object is GLOBAL_PROC
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var/destroyed_string
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if(!incoming_callback.object)
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destroyed_string = "callback.object is null."
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else
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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."
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stack_trace("_queue_verb() returned false because it was given a callback acting on a qdeleted object! [destroyed_string]")
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return FALSE
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//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
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//to happen as if it was actually from player input if its called on a mob.
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#ifdef UNIT_TESTS
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if(QDELETED(usr) && ismob(incoming_callback.object))
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incoming_callback.usr_uid = incoming_callback.object.UID()
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var/datum/callback/new_us = CALLBACK(arglist(list(GLOBAL_PROC, GLOBAL_PROC_REF(_queue_verb)) + args.Copy()))
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return world.invoke_callback_with_usr(incoming_callback.object, new_us)
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#endif
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//debatable whether this is needed, this is just to try and ensure that you dont use this to queue stuff that isnt from player input.
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if(QDELETED(usr))
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stack_trace("_queue_verb() returned false because it wasnt called from player input!")
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return FALSE
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if(!istype(subsystem_to_use))
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stack_trace("_queue_verb() returned false because it was given an invalid subsystem to queue for!")
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return FALSE
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if((TICK_USAGE < tick_check) && !subsystem_to_use.always_queue)
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return FALSE
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var/list/args_to_check = args.Copy()
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args_to_check.Cut(2, 4)//cut out tick_check and subsystem_to_use
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//any subsystem can use the additional arguments to refuse queuing
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if(!subsystem_to_use.can_queue_verb(arglist(args_to_check)))
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return FALSE
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return subsystem_to_use.queue_verb(incoming_callback)
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/**
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* subsystem-specific check for whether a callback can be queued.
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* intended so that subsystem subtypes can verify whether
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*
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* subtypes may include additional arguments here if they need them! you just need to include them properly
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* in TRY_QUEUE_VERB() and co.
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*/
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/datum/controller/subsystem/verb_manager/proc/can_queue_verb(datum/callback/verb_callback/incoming_callback)
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if(always_queue && !FOR_ADMINS_IF_VERBS_FUCKED_immediately_execute_all_verbs)
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return TRUE
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if((usr.client?.holder && !can_queue_admin_verbs) \
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|| (!initialized && !(flags & SS_NO_INIT)) \
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|| FOR_ADMINS_IF_VERBS_FUCKED_immediately_execute_all_verbs \
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|| !(runlevels & Master.current_runlevel))
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return FALSE
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return TRUE
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/**
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* queue a callback for the given proc, so that it is invoked in the next tick.
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* intended to only work with verbs or verblike procs called directly from client input, use as part of TRY_QUEUE_VERB()
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*
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* returns TRUE if the queuing was successful, FALSE otherwise.
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*/
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/datum/controller/subsystem/verb_manager/proc/queue_verb(datum/callback/verb_callback/incoming_callback)
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. = FALSE //errored
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if(message_admins_on_queue)
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message_admins("[name] verb queuing: tick usage: [TICK_USAGE]%, proc: [incoming_callback.delegate], object: [incoming_callback.object], usr: [usr]")
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verb_queue += incoming_callback
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return TRUE
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/datum/controller/subsystem/verb_manager/fire(resumed)
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run_verb_queue()
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/// runs through all of this subsystems queue of verb callbacks.
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/// goes through the entire verb queue without yielding.
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/// used so you can flush the queue outside of fire() without interfering with anything else subtype subsystems might do in fire().
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/datum/controller/subsystem/verb_manager/proc/run_verb_queue()
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var/executed_verbs = 0
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for(var/datum/callback/verb_callback/verb_callback as anything in verb_queue)
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if(!istype(verb_callback))
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stack_trace("non /datum/callback/verb_callback inside [name]'s verb_queue!")
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continue
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verb_callback.InvokeAsync()
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executed_verbs++
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verb_queue.Cut()
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verbs_executed_per_second = MC_AVG_SECONDS(verbs_executed_per_second, executed_verbs, wait SECONDS)
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//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
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/datum/controller/subsystem/verb_manager/get_stat_details()
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return "V/S: [round(verbs_executed_per_second, 0.01)]"
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/datum/controller/subsystem/verb_manager/Recover()
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verb_queue = SSverb_manager.verb_queue
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/client/proc/force_verb_bypass()
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set category = "Debug"
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set name = "Enable Forced Verb Execution"
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if(!check_rights(R_DEBUG))
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return
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if(alert(src,"This will make all verbs bypass the queueing system, creating more lag. Are you absolutely sure?","Verb Manager","Yes","No") == "Yes")
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SSverb_manager.FOR_ADMINS_IF_VERBS_FUCKED_immediately_execute_all_verbs = TRUE
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message_admins("Admin [key_name_admin(usr)] has forced verbs to bypass the verb queue subsystem.")
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