mirror of
https://github.com/yogstation13/Yogstation.git
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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
109 lines
4.3 KiB
Plaintext
109 lines
4.3 KiB
Plaintext
/// Creates a weakref to the given input.
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/// See /datum/weakref's documentation for more information.
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/proc/WEAKREF(datum/input)
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if(istype(input) && !QDELETED(input))
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if(isweakref(input))
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return input
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if(!input.weak_reference)
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input.weak_reference = new /datum/weakref(input)
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return input.weak_reference
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/datum/proc/create_weakref() //Forced creation for admin proccalls
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return WEAKREF(src)
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/**
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* A weakref holds a non-owning reference to a datum.
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* The datum can be referenced again using `resolve()`.
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*
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* To figure out why this is important, you must understand how deletion in
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* BYOND works.
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*
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* Imagine a datum as a TV in a living room. When one person enters to watch
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* TV, they turn it on. Others can come into the room and watch the TV.
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* When the last person leaves the room, they turn off the TV because it's
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* no longer being used.
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*
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* A datum being deleted tells everyone who's watching the TV to stop.
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* If everyone leaves properly (AKA cleaning up their references), then the
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* last person will turn off the TV, and everything is well.
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* However, if someone is resistant (holds a hard reference after deletion),
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* then someone has to walk in, drag them away, and turn off the TV forecefully.
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* This process is very slow, and it's known as hard deletion.
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*
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* This is where weak references come in. Weak references don't count as someone
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* watching the TV. Thus, when what it's referencing is destroyed, it will
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* hopefully clean up properly, and limit hard deletions.
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*
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* A common use case for weak references is holding onto what created itself.
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* For example, if a machine wanted to know what its last user was, it might
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* create a `var/mob/living/last_user`. However, this is a strong reference to
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* the mob, and thus will force a hard deletion when that mob is deleted.
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* It is often better in this case to instead create a weakref to the user,
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* meaning this type definition becomes `var/datum/weakref/last_user`.
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*
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* A good rule of thumb is that you should hold strong references to things
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* that you *own*. For example, a dog holding a chew toy would be the owner
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* of that chew toy, and thus a `var/obj/item/chew_toy` reference is fine
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* (as long as it is cleaned up properly).
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* However, a chew toy does not own its dog, so a `var/mob/living/dog/owner`
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* might be inferior to a weakref.
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* This is also a good rule of thumb to avoid circular references, such as the
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* chew toy example. A circular reference that doesn't clean itself up properly
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* will always hard delete.
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*/
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/datum/weakref
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var/reference
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/datum/weakref/New(datum/thing)
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reference = REF(thing)
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/datum/weakref/Destroy(force)
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var/datum/target = resolve()
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qdel(target)
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if(!force)
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return QDEL_HINT_LETMELIVE //Let BYOND autoGC thiswhen nothing is using it anymore.
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target?.weak_reference = null
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return ..()
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/**
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* Retrieves the datum that this weakref is referencing.
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*
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* This will return `null` if the datum was deleted. This MUST be respected.
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*/
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/datum/weakref/proc/resolve()
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var/datum/D = locate(reference)
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return (!QDELETED(D) && D.weak_reference == src) ? D : null
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/**
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* SERIOUSLY READ THE AUTODOC COMMENT FOR THIS PROC BEFORE EVEN THINKING ABOUT USING IT
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*
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* Like resolve, but doesn't care if the datum is being qdeleted but hasn't been deleted yet.
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*
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* The return value of this proc leaves hanging references if the datum is being qdeleted but hasn't been deleted yet.
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*
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* Do not do anything that would create a lasting reference to the return value, such as giving it a tag, putting it on the map,
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* adding it to an atom's contents or vis_contents, giving it a key (if it's a mob), attaching it to an atom (if it's an image),
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* or assigning it to a datum or list referenced somewhere other than a temporary value.
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*
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* Unless you're resolving a weakref to a datum in a COMSIG_QDELETING signal handler registered on that very same datum,
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* just use resolve instead.
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*/
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/datum/weakref/proc/hard_resolve()
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var/datum/D = locate(reference)
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return (D?.weak_reference == src) ? D : null
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/datum/weakref/vv_get_dropdown()
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. = ..()
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VV_DROPDOWN_OPTION(VV_HK_WEAKREF_RESOLVE, "Go to reference")
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/datum/weakref/vv_do_topic(list/href_list)
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. = ..()
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if(href_list[VV_HK_WEAKREF_RESOLVE])
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if(!check_rights(NONE))
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return
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var/datum/R = resolve()
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if(R)
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usr.client.debug_variables(R)
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