Merge pull request #16511 from VOREStation/verb-subsystem

Verb manager subsystem & Speech controller
This commit is contained in:
Heroman3003
2024-11-28 14:43:53 +10:00
committed by GitHub
16 changed files with 460 additions and 1319 deletions
File diff suppressed because it is too large Load Diff
-64
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@@ -1,64 +0,0 @@
//
// Lets read our settings from the configuration file on startup too!
//
/datum/configuration
var/static/time_off = FALSE
var/static/pto_job_change = FALSE
var/static/limit_interns = -1 //Unlimited by default
var/static/limit_visitors = -1 //Unlimited by default
var/static/pto_cap = 100 //Hours
var/static/require_flavor = FALSE
var/static/ipqualityscore_apikey //API key for ipqualityscore.com
var/static/use_playtime_restriction_for_jobs = FALSE
/hook/startup/proc/read_vs_config()
var/list/Lines = file2list("config/config.txt")
for(var/t in Lines)
if(!t) continue
t = trim(t)
if (length(t) == 0)
continue
else if (copytext(t, 1, 2) == "#")
continue
var/pos = findtext(t, " ")
var/name = null
var/value = null
if (pos)
name = lowertext(copytext(t, 1, pos))
value = copytext(t, pos + 1)
else
name = lowertext(t)
if (!name)
continue
switch (name)
if ("chat_webhook_url")
config.chat_webhook_url = value
if ("chat_webhook_key")
config.chat_webhook_key = value
if ("fax_export_dir")
config.fax_export_dir = value
if ("items_survive_digestion")
config.items_survive_digestion = 1
if ("limit_interns")
config.limit_interns = text2num(value)
if ("limit_visitors")
config.limit_visitors = text2num(value)
if ("pto_cap")
config.pto_cap = text2num(value)
if ("time_off")
config.time_off = TRUE
if ("pto_job_change")
config.pto_job_change = TRUE
if ("require_flavor")
config.require_flavor = TRUE
if ("ipqualityscore_apikey")
config.ipqualityscore_apikey = value
if ("use_playtime_restriction_for_jobs")
config.use_playtime_restriction_for_jobs = TRUE
return 1
+104 -26
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@@ -1,10 +1,11 @@
/**
* Failsafe
*
* Pretty much pokes the MC to make sure it's still alive.
/**
* Failsafe
*
* Pretty much pokes the MC to make sure it's still alive.
**/
var/datum/controller/failsafe/Failsafe
// See initialization order in /code/game/world.dm
GLOBAL_REAL(Failsafe, /datum/controller/failsafe)
/datum/controller/failsafe // This thing pretty much just keeps poking the master controller
name = "Failsafe"
@@ -15,7 +16,7 @@ var/datum/controller/failsafe/Failsafe
// The alert level. For every failed poke, we drop a DEFCON level. Once we hit DEFCON 1, restart the MC.
var/defcon = 5
//the world.time of the last check, so the mc can restart US if we hang.
// (Real friends look out for *eachother*)
// (Real friends look out for *each other*)
var/lasttick = 0
// Track the MC iteration to make sure its still on track.
@@ -31,8 +32,24 @@ var/datum/controller/failsafe/Failsafe
Initialize()
/datum/controller/failsafe/Initialize()
set waitfor = 0
set waitfor = FALSE
Failsafe.Loop()
if (!Master || defcon == 0) //Master is gone/not responding and Failsafe just exited its loop
defcon = 3 //Reset defcon level as its used inside the emergency loop
while (defcon > 0)
var/recovery_result = emergency_loop()
if (recovery_result == 1) //Exit emergency loop and delete self if it was able to recover MC
break
else if (defcon == 1) //Exit Failsafe if we weren't able to recover the MC in the last stage
log_game("FailSafe: Failed to recover MC while in emergency state. Failsafe exiting.")
message_admins(span_boldannounce("Failsafe failed critically while trying to recreate broken MC. Please manually fix the MC or reboot the server. Failsafe exiting now."))
message_admins(span_boldannounce("You can try manually calling these two procs:."))
message_admins(span_boldannounce("/proc/recover_all_SS_and_recreate_master: Most stuff should still function but expect instability/runtimes/broken stuff."))
message_admins(span_boldannounce("/proc/delete_all_SS_and_recreate_master: Most stuff will be broken but basic stuff like movement and chat should still work."))
else if (recovery_result == -1) //Failed to recreate MC
defcon--
sleep(initial(processing_interval)) //Wait a bit until the next try
if(!QDELETED(src))
qdel(src) //when Loop() returns, we delete ourselves and let the mc recreate us
@@ -45,43 +62,56 @@ var/datum/controller/failsafe/Failsafe
while(running)
lasttick = world.time
if(!Master)
// Replace the missing Master! This should never, ever happen.
new /datum/controller/master()
// Break out of the main loop so we go into emergency state
break
// Only poke it if overrides are not in effect.
if(processing_interval > 0)
if(Master.processing && Master.iteration)
if (defcon > 1 && (!Master.stack_end_detector || !Master.stack_end_detector.check()))
to_chat(GLOB.admins, span_boldannounce("ERROR: The Master Controller code stack has exited unexpectedly, Restarting..."))
defcon = 0
var/rtn = Recreate_MC()
if(rtn > 0)
master_iteration = 0
to_chat(GLOB.admins, span_adminnotice("MC restarted successfully"))
else if(rtn < 0)
log_game("FailSafe: Could not restart MC, runtime encountered. Entering defcon 0")
to_chat(GLOB.admins, span_boldannounce("ERROR: DEFCON [defcon_pretty()]. Could not restart MC, runtime encountered. I will silently keep retrying."))
// Check if processing is done yet.
if(Master.iteration == master_iteration)
log_debug("DEFCON [defcon]: Master.iteration=[Master.iteration] Master.last_run=[Master.last_run] world.time=[world.time]")
switch(defcon)
if(4,5)
--defcon
if(3)
log_and_message_admins(span_adminnotice("SSfailsafe Notice: DEFCON [defcon_pretty()]. The Master Controller (\ref[Master]) has not fired in the last [(5-defcon) * processing_interval] ticks."))
--defcon
if(2)
log_and_message_admins(span_boldannounce("SSfailsafe Warning: DEFCON [defcon_pretty()]. The Master Controller (\ref[Master]) has not fired in the last [(5-defcon) * processing_interval] ticks. Automatic restart in [processing_interval] ticks."))
--defcon
if(1)
log_and_message_admins(span_boldannounce("SSfailsafe Warning: DEFCON [defcon_pretty()]. The Master Controller (\ref[Master]) has still not fired within the last [(5-defcon) * processing_interval] ticks. Killing and restarting..."))
if(3)
message_admins(span_adminnotice("Notice: DEFCON [defcon_pretty()]. The Master Controller has not fired in the last [(5-defcon) * processing_interval] ticks."))
--defcon
if(2)
to_chat(GLOB.admins, span_boldannounce("Warning: DEFCON [defcon_pretty()]. The Master Controller has not fired in the last [(5-defcon) * processing_interval] ticks. Automatic restart in [processing_interval] ticks."))
--defcon
if(1)
to_chat(GLOB.admins, span_boldannounce("Warning: DEFCON [defcon_pretty()]. The Master Controller has still not fired within the last [(5-defcon) * processing_interval] ticks. Killing and restarting..."))
--defcon
var/rtn = Recreate_MC()
if(rtn > 0)
defcon = 4
master_iteration = 0
log_and_message_admins(span_adminnotice("SSfailsafe Notice: MC (New:\ref[Master]) restarted successfully"))
to_chat(GLOB.admins, span_adminnotice("MC restarted successfully"))
else if(rtn < 0)
log_game("SSfailsafe Notice: Could not restart MC (\ref[Master]), runtime encountered. Entering defcon 0")
log_and_message_admins(span_boldannounce("SSFAILSAFE ERROR: DEFCON [defcon_pretty()]. Could not restart MC (\ref[Master]), runtime encountered. I will silently keep retrying."))
log_game("FailSafe: Could not restart MC, runtime encountered. Entering defcon 0")
to_chat(GLOB.admins, span_boldannounce("ERROR: DEFCON [defcon_pretty()]. Could not restart MC, runtime encountered. I will silently keep retrying."))
//if the return number was 0, it just means the mc was restarted too recently, and it just needs some time before we try again
//no need to handle that specially when defcon 0 can handle it
if(0) //DEFCON 0! (mc failed to restart)
var/rtn = Recreate_MC()
if(rtn > 0)
defcon = 4
master_iteration = 0
log_and_message_admins(span_adminnotice("SSfailsafe Notice: MC (New:\ref[Master]) restarted successfully"))
to_chat(GLOB.admins, span_adminnotice("MC restarted successfully"))
else
defcon = min(defcon + 1,5)
master_iteration = Master.iteration
@@ -93,12 +123,60 @@ var/datum/controller/failsafe/Failsafe
defcon = 5
sleep(initial(processing_interval))
//Emergency loop used when Master got deleted or the main loop exited while Defcon == 0
//Loop is driven externally so runtimes only cancel the current recovery attempt
/datum/controller/failsafe/proc/emergency_loop()
//The code in this proc should be kept as simple as possible, anything complicated like to_chat might rely on master existing and runtime
//The goal should always be to get a new Master up and running before anything else
. = -1
switch (defcon) //The lower defcon goes the harder we try to fix the MC
if (2 to 3) //Try to normally recreate the MC two times
. = Recreate_MC()
if (1) //Delete the old MC first so we don't transfer any info, in case that caused any issues
del(Master)
. = Recreate_MC()
if (. == 1) //We were able to create a new master
master_iteration = 0
SSticker.Recover(); //Recover the ticket system so the Masters runlevel gets set
Master.Initialize(10, FALSE, FALSE) //Need to manually start the MC, normally world.new would do this
to_chat(GLOB.admins, span_adminnotice("Failsafe recovered MC while in emergency state [defcon_pretty()]"))
else
log_game("FailSafe: Failsafe in emergency state and was unable to recreate MC while in defcon state [defcon_pretty()].")
message_admins(span_boldannounce("Failsafe in emergency state and master down, trying to recreate MC while in defcon level [defcon_pretty()] failed."))
///Recreate all SSs which will still cause data survive due to Recover(), the new Master will then find and take them from global.vars
/proc/recover_all_SS_and_recreate_master()
del(Master)
var/list/subsytem_types = subtypesof(/datum/controller/subsystem)
sortTim(subsytem_types, GLOBAL_PROC_REF(cmp_subsystem_init))
for(var/I in subsytem_types)
new I
. = Recreate_MC()
if (. == 1) //We were able to create a new master
SSticker.Recover(); //Recover the ticket system so the Masters runlevel gets set
Master.Initialize(10, FALSE, FALSE) //Need to manually start the MC, normally world.new would do this
to_chat(GLOB.admins, span_adminnotice("MC successfully recreated after recovering all subsystems!"))
else
message_admins(span_boldannounce("Failed to create new MC!"))
///Delete all existing SS to basically start over
/proc/delete_all_SS_and_recreate_master()
del(Master)
for(var/global_var in global.vars)
if (istype(global.vars[global_var], /datum/controller/subsystem))
del(global.vars[global_var])
. = Recreate_MC()
if (. == 1) //We were able to create a new master
SSticker.Recover(); //Recover the ticket system so the Masters runlevel gets set
Master.Initialize(10, FALSE, FALSE) //Need to manually start the MC, normally world.new would do this
to_chat(GLOB.admins, span_adminnotice("MC successfully recreated after deleting and recreating all subsystems!"))
else
message_admins(span_boldannounce("Failed to create new MC!"))
/datum/controller/failsafe/proc/defcon_pretty()
return defcon
/datum/controller/failsafe/stat_entry(msg)
if(!statclick)
statclick = new/obj/effect/statclick/debug(null, "Initializing...", src)
msg = "Failsafe Controller: [statclick.update("Defcon: [defcon_pretty()] (Interval: [Failsafe.processing_interval] | Iteration: [Failsafe.master_iteration])")]"
msg = "Defcon: [defcon_pretty()] (Interval: [Failsafe.processing_interval] | Iteration: [Failsafe.master_iteration])"
return msg
+17 -16
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@@ -1,26 +1,23 @@
/**
* StonedMC
*
* Designed to properly split up a given tick among subsystems
* Note: if you read parts of this code and think "why is it doing it that way"
* Odds are, there is a reason
*
/**
* StonedMC
*
* Designed to properly split up a given tick among subsystems
* Note: if you read parts of this code and think "why is it doing it that way"
* Odds are, there is a reason
*
**/
//This is the ABSOLUTE ONLY THING that should init globally like this
// See initialization order in /code/game/world.dm
GLOBAL_REAL(Master, /datum/controller/master) = new
//THIS IS THE INIT ORDER
//Master -> SSPreInit -> GLOB -> world -> config -> SSInit -> Failsafe
//GOT IT MEMORIZED?
/datum/controller/master
name = "Master"
// Are we processing (higher values increase the processing delay by n ticks)
/// Are we processing (higher values increase the processing delay by n ticks)
var/processing = TRUE
// How many times have we ran
/// How many times have we ran
var/iteration = 0
/// Stack end detector to detect stack overflows that kill the mc's main loop
var/datum/stack_end_detector/stack_end_detector
// world.time of last fire, for tracking lag outside of the mc
var/last_run
@@ -291,8 +288,12 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
var/error_level = 0
var/sleep_delta = 1
var/list/subsystems_to_check
//the actual loop.
//setup the stack overflow detector
stack_end_detector = new()
var/datum/stack_canary/canary = stack_end_detector.prime_canary()
canary.use_variable()
//the actual loop.
while (1)
tickdrift = max(0, MC_AVERAGE_FAST(tickdrift, (((REALTIMEOFDAY - init_timeofday) - (world.time - init_time)) / world.tick_lag)))
var/starting_tick_usage = TICK_USAGE
@@ -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
+167
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@@ -0,0 +1,167 @@
/**
* 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 allotted 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 allotted 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 isn't 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 aren't 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 don't 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 don't 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. overrides 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 wasn't 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(msg)
. = ..()
if(use_default_stats)
. += "V/S: [round(verbs_executed_per_second, 0.01)]"