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>
407 lines
14 KiB
Plaintext
407 lines
14 KiB
Plaintext
/*!
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## Debugging GC issues
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In order to debug `qdel()` failures, there are several tools available.
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To enable these tools, define `TESTING` in [_compile_options.dm](https://github.com/tgstation/-tg-station/blob/master/code/_compile_options.dm).
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First is a verb called "Find References", which lists **every** refererence to an object in the world. This allows you to track down any indirect or obfuscated references that you might have missed.
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Complementing this is another verb, "qdel() then Find References".
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This does exactly what you'd expect; it calls `qdel()` on the object and then it finds all references remaining.
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This is great, because it means that `Destroy()` will have been called before it starts to find references,
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so the only references you'll find will be the ones preventing the object from `qdel()`ing gracefully.
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If you have a datum or something you are not destroying directly (say via the singulo),
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the next tool is `QDEL_HINT_FINDREFERENCE`. You can return this in `Destroy()` (where you would normally `return ..()`),
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to print a list of references once it enters the GC queue.
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Finally is a verb, "Show qdel() Log", which shows the deletion log that the garbage subsystem keeps. This is helpful if you are having race conditions or need to review the order of deletions.
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Note that for any of these tools to work `TESTING` must be defined.
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By using these methods of finding references, you can make your life far, far easier when dealing with `qdel()` failures.
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*/
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SUBSYSTEM_DEF(garbage)
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name = "Garbage"
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priority = FIRE_PRIORITY_GARBAGE
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wait = 2 SECONDS
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flags = SS_POST_FIRE_TIMING|SS_BACKGROUND|SS_NO_INIT
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runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
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init_order = INIT_ORDER_GARBAGE
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init_stage = INITSTAGE_EARLY
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var/list/collection_timeout = list(GC_FILTER_QUEUE, GC_CHECK_QUEUE, GC_DEL_QUEUE) // deciseconds to wait before moving something up in the queue to the next level
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//Stat tracking
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var/delslasttick = 0 // number of del()'s we've done this tick
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var/gcedlasttick = 0 // number of things that gc'ed last tick
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var/totaldels = 0
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var/totalgcs = 0
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var/highest_del_ms = 0
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var/highest_del_type_string = ""
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var/list/pass_counts
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var/list/fail_counts
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var/list/items = list() // Holds our qdel_item statistics datums
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//Queue
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var/list/queues
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#ifdef REFERENCE_TRACKING
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var/list/reference_find_on_fail = list()
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#ifdef REFERENCE_TRACKING_DEBUG
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//Should we save found refs. Used for unit testing
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var/should_save_refs = FALSE
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#endif
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#endif
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/datum/controller/subsystem/garbage/PreInit()
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InitQueues()
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/datum/controller/subsystem/garbage/stat_entry(msg)
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var/list/counts = list()
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for (var/list/L in queues)
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counts += length(L)
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msg += "Q:[counts.Join(",")]|D:[delslasttick]|G:[gcedlasttick]|"
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msg += "GR:"
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if (!(delslasttick+gcedlasttick))
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msg += "n/a|"
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else
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msg += "[round((gcedlasttick/(delslasttick+gcedlasttick))*100, 0.01)]%|"
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msg += "TD:[totaldels]|TG:[totalgcs]|"
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if (!(totaldels+totalgcs))
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msg += "n/a|"
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else
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msg += "TGR:[round((totalgcs/(totaldels+totalgcs))*100, 0.01)]%"
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msg += " P:[pass_counts.Join(",")]"
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msg += "|F:[fail_counts.Join(",")]"
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return ..()
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/datum/controller/subsystem/garbage/get_metrics()
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. = ..()
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for(var/i in 1 to GC_QUEUE_COUNT)
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.["queue_items_[i]"] = length(queues[i])
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.["queue_passed_[i]"] = pass_counts[i]
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.["queue_failed_[i]"] = fail_counts[i]
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.["delslasttick"] = delslasttick
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.["gcedlasttick"] = gcedlasttick
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.["totaldels"] = totaldels
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.["totalgcs"] = totalgcs
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/datum/controller/subsystem/garbage/Shutdown()
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//Adds the del() log to the qdel log file
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var/list/dellog = list()
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//sort by how long it's wasted hard deleting
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sortTim(items, cmp=/proc/cmp_qdel_item_time, associative = TRUE)
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for(var/path in items)
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var/datum/qdel_item/I = items[path]
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dellog += "Path: [path]"
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if (I.qdel_flags & QDEL_ITEM_SUSPENDED_FOR_LAG)
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dellog += "\tSUSPENDED FOR LAG"
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if (I.failures)
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dellog += "\tFailures: [I.failures]"
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dellog += "\tqdel() Count: [I.qdels]"
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dellog += "\tDestroy() Cost: [I.destroy_time]ms"
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if (I.hard_deletes)
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dellog += "\tTotal Hard Deletes: [I.hard_deletes]"
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dellog += "\tTime Spent Hard Deleting: [I.hard_delete_time]ms"
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dellog += "\tHighest Time Spent Hard Deleting: [I.hard_delete_max]ms"
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if (I.hard_deletes_over_threshold)
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dellog += "\tHard Deletes Over Threshold: [I.hard_deletes_over_threshold]"
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if (I.slept_destroy)
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dellog += "\tSleeps: [I.slept_destroy]"
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if (I.no_respect_force)
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dellog += "\tIgnored force: [I.no_respect_force] times"
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if (I.no_hint)
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dellog += "\tNo hint: [I.no_hint] times"
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log_qdel(dellog.Join("\n"))
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/datum/controller/subsystem/garbage/fire()
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//the fact that this resets its processing each fire (rather then resume where it left off) is intentional.
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var/queue = GC_QUEUE_FILTER
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while (state == SS_RUNNING)
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switch (queue)
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if (GC_QUEUE_FILTER)
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HandleQueue(GC_QUEUE_FILTER)
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queue = GC_QUEUE_FILTER+1
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if (GC_QUEUE_CHECK)
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HandleQueue(GC_QUEUE_CHECK)
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queue = GC_QUEUE_CHECK+1
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if (GC_QUEUE_HARDDELETE)
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HandleQueue(GC_QUEUE_HARDDELETE)
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if (state == SS_PAUSED) //make us wait again before the next run.
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state = SS_RUNNING
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break
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/datum/controller/subsystem/garbage/proc/InitQueues()
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if (isnull(queues)) // Only init the queues if they don't already exist, prevents overriding of recovered lists
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queues = new(GC_QUEUE_COUNT)
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pass_counts = new(GC_QUEUE_COUNT)
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fail_counts = new(GC_QUEUE_COUNT)
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for(var/i in 1 to GC_QUEUE_COUNT)
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queues[i] = list()
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pass_counts[i] = 0
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fail_counts[i] = 0
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/datum/controller/subsystem/garbage/proc/HandleQueue(level = GC_QUEUE_FILTER)
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if (level == GC_QUEUE_FILTER)
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delslasttick = 0
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gcedlasttick = 0
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var/cut_off_time = world.time - collection_timeout[level] //ignore entries newer then this
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var/list/queue = queues[level]
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var/static/lastlevel
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var/static/count = 0
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if (count) //runtime last run before we could do this.
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var/c = count
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count = 0 //so if we runtime on the Cut, we don't try again.
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var/list/lastqueue = queues[lastlevel]
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lastqueue.Cut(1, c+1)
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lastlevel = level
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//We do this rather then for(var/refID in queue) because that sort of for loop copies the whole list.
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//Normally this isn't expensive, but the gc queue can grow to 40k items, and that gets costly/causes overrun.
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for (var/i in 1 to length(queue))
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var/list/L = queue[i]
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if (length(L) < 2)
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count++
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if (MC_TICK_CHECK)
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return
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continue
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var/GCd_at_time = L[1]
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if(GCd_at_time > cut_off_time)
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break // Everything else is newer, skip them
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count++
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var/refID = L[2]
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var/datum/D
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D = locate(refID)
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if (!D || D.gc_destroyed != GCd_at_time) // So if something else coincidently gets the same ref, it's not deleted by mistake
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++gcedlasttick
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++totalgcs
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pass_counts[level]++
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#ifdef REFERENCE_TRACKING
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reference_find_on_fail -= refID //It's deleted we don't care anymore.
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#endif
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if (MC_TICK_CHECK)
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return
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continue
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// Something's still referring to the qdel'd object.
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fail_counts[level]++
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#ifdef REFERENCE_TRACKING
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var/ref_searching = FALSE
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#endif
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switch (level)
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if (GC_QUEUE_CHECK)
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#ifdef REFERENCE_TRACKING
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if(reference_find_on_fail[refID])
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INVOKE_ASYNC(D, TYPE_PROC_REF(/datum,find_references))
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ref_searching = TRUE
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#ifdef GC_FAILURE_HARD_LOOKUP
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else
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INVOKE_ASYNC(D, TYPE_PROC_REF(/datum,find_references))
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ref_searching = TRUE
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#endif
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reference_find_on_fail -= refID
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#endif
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var/type = D.type
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var/datum/qdel_item/I = items[type]
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log_world("## TESTING: GC: -- [text_ref(D)] | [type] was unable to be GC'd --")
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#ifdef TESTING
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for(var/c in GLOB.permissions.admins) //Using testing() here would fill the logs with ADMIN_VV garbage
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var/client/admin = c
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if(!check_rights_for(admin, R_ADMIN))
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continue
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to_chat(admin, "## TESTING: GC: -- [ADMIN_VV(D)] | [type] was unable to be GC'd --")
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#endif
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I.failures++
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if (I.qdel_flags & QDEL_ITEM_SUSPENDED_FOR_LAG)
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#ifdef REFERENCE_TRACKING
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if(ref_searching)
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return //ref searching intentionally cancels all further fires while running so things that hold references don't end up getting deleted, so we want to return here instead of continue
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#endif
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continue
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if (GC_QUEUE_HARDDELETE)
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if (!CONFIG_GET(flag/disable_gc_failure_hard_deletes))
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HardDelete(D)
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if (MC_TICK_CHECK)
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return
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continue
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Queue(D, level+1)
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#ifdef REFERENCE_TRACKING
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if(ref_searching)
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return
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#endif
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if (MC_TICK_CHECK)
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return
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if (count)
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queue.Cut(1,count+1)
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count = 0
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/datum/controller/subsystem/garbage/proc/Queue(datum/D, level = GC_QUEUE_FILTER)
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if (isnull(D))
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return
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if (level > GC_QUEUE_COUNT)
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HardDelete(D)
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return
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var/gctime = world.time
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var/refid = text_ref(D)
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D.gc_destroyed = gctime
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var/list/queue = queues[level]
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queue[++queue.len] = list(gctime, refid) // not += for byond reasons
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//this is mainly to separate things profile wise.
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/datum/controller/subsystem/garbage/proc/HardDelete(datum/D)
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++delslasttick
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++totaldels
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var/type = D.type
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var/refID = text_ref(D)
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var/tick_usage = TICK_USAGE
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del(D)
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tick_usage = TICK_USAGE_TO_MS(tick_usage)
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var/datum/qdel_item/I = items[type]
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I.hard_deletes++
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I.hard_delete_time += tick_usage
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if (tick_usage > I.hard_delete_max)
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I.hard_delete_max = tick_usage
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if (tick_usage > highest_del_ms)
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highest_del_ms = tick_usage
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highest_del_type_string = "[type]"
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var/time = MS2DS(tick_usage)
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if (time > 0.1 SECONDS)
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postpone(time)
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var/threshold = CONFIG_GET(number/hard_deletes_overrun_threshold)
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if (threshold && (time > threshold SECONDS))
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if (!(I.qdel_flags & QDEL_ITEM_ADMINS_WARNED))
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log_game("Error: [type]([refID]) took longer than [threshold] seconds to delete (took [round(time/10, 0.1)] seconds to delete)")
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message_admins("Error: [type]([refID]) took longer than [threshold] seconds to delete (took [round(time/10, 0.1)] seconds to delete).")
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I.qdel_flags |= QDEL_ITEM_ADMINS_WARNED
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I.hard_deletes_over_threshold++
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var/overrun_limit = CONFIG_GET(number/hard_deletes_overrun_limit)
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if (overrun_limit && I.hard_deletes_over_threshold >= overrun_limit)
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I.qdel_flags |= QDEL_ITEM_SUSPENDED_FOR_LAG
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/datum/controller/subsystem/garbage/Recover()
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InitQueues() //We first need to create the queues before recovering data
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if (istype(SSgarbage.queues))
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for (var/i in 1 to SSgarbage.queues.len)
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queues[i] |= SSgarbage.queues[i]
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/// Qdel Item: Holds statistics on each type that passes thru qdel
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/datum/qdel_item
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var/name = "" //!Holds the type as a string for this type
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var/qdels = 0 //!Total number of times it's passed thru qdel.
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var/destroy_time = 0 //!Total amount of milliseconds spent processing this type's Destroy()
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var/failures = 0 //!Times it was queued for soft deletion but failed to soft delete.
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var/hard_deletes = 0 //!Different from failures because it also includes QDEL_HINT_HARDDEL deletions
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var/hard_delete_time = 0 //!Total amount of milliseconds spent hard deleting this type.
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var/hard_delete_max = 0 //!Highest time spent hard_deleting this in ms.
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var/hard_deletes_over_threshold = 0 //!Number of times hard deletes took longer than the configured threshold
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var/no_respect_force = 0 //!Number of times it's not respected force=TRUE
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var/no_hint = 0 //!Number of times it's not even bother to give a qdel hint
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var/slept_destroy = 0 //!Number of times it's slept in its destroy
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var/qdel_flags = 0 //!Flags related to this type's trip thru qdel.
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/datum/qdel_item/New(mytype)
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name = "[mytype]"
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/// Should be treated as a replacement for the 'del' keyword.
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///
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/// Datums passed to this will be given a chance to clean up references to allow the GC to collect them.
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/proc/qdel(datum/D, force=FALSE, ...)
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if(!istype(D))
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del(D)
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return
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var/datum/qdel_item/I = SSgarbage.items[D.type]
|
|
if (!I)
|
|
I = SSgarbage.items[D.type] = new /datum/qdel_item(D.type)
|
|
I.qdels++
|
|
|
|
if(isnull(D.gc_destroyed))
|
|
if (SEND_SIGNAL(D, COMSIG_PREQDELETED, force)) // Give the components a chance to prevent their parent from being deleted
|
|
return
|
|
D.gc_destroyed = GC_CURRENTLY_BEING_QDELETED
|
|
var/start_time = world.time
|
|
var/start_tick = world.tick_usage
|
|
SEND_SIGNAL(D, COMSIG_QDELETING, force) // Let the (remaining) components know about the result of Destroy
|
|
var/hint = D.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
|
|
if(world.time != start_time)
|
|
I.slept_destroy++
|
|
else
|
|
I.destroy_time += TICK_USAGE_TO_MS(start_tick)
|
|
if(!D)
|
|
return
|
|
switch(hint)
|
|
if (QDEL_HINT_QUEUE) //qdel should queue the object for deletion.
|
|
SSgarbage.Queue(D)
|
|
if (QDEL_HINT_IWILLGC)
|
|
D.gc_destroyed = world.time
|
|
SSdemo.mark_destroyed(D)
|
|
return
|
|
if (QDEL_HINT_LETMELIVE) //qdel should let the object live after calling destory.
|
|
if(!force)
|
|
D.gc_destroyed = null //clear the gc variable (important!)
|
|
return
|
|
// Returning LETMELIVE after being told to force destroy
|
|
// indicates the objects Destroy() does not respect force
|
|
#ifdef TESTING
|
|
if(!I.no_respect_force)
|
|
testing("WARNING: [D.type] has been force deleted, but is \
|
|
returning an immortal QDEL_HINT, indicating it does \
|
|
not respect the force flag for qdel(). It has been \
|
|
placed in the queue, further instances of this type \
|
|
will also be queued.")
|
|
#endif
|
|
I.no_respect_force++
|
|
|
|
SSgarbage.Queue(D)
|
|
if (QDEL_HINT_HARDDEL) //qdel should assume this object won't gc, and queue a hard delete
|
|
SSdemo.mark_destroyed(D)
|
|
SSgarbage.Queue(D, GC_QUEUE_HARDDELETE)
|
|
if (QDEL_HINT_HARDDEL_NOW) //qdel should assume this object won't gc, and hard del it post haste.
|
|
SSdemo.mark_destroyed(D)
|
|
SSgarbage.HardDelete(D)
|
|
#ifdef REFERENCE_TRACKING
|
|
if (QDEL_HINT_FINDREFERENCE) //qdel will, if REFERENCE_TRACKING is enabled, display all references to this object, then queue the object for deletion.
|
|
SSgarbage.Queue(D)
|
|
D.find_references() //This breaks ci. Consider it insurance against somehow pring reftracking on accident
|
|
if (QDEL_HINT_IFFAIL_FINDREFERENCE) //qdel will, if REFERENCE_TRACKING is enabled and the object fails to collect, display all references to this object.
|
|
SSgarbage.Queue(D)
|
|
SSgarbage.reference_find_on_fail[text_ref(D)] = TRUE
|
|
#endif
|
|
else
|
|
#ifdef TESTING
|
|
if(!I.no_hint)
|
|
testing("WARNING: [D.type] is not returning a qdel hint. It is being placed in the queue. Further instances of this type will also be queued.")
|
|
#endif
|
|
I.no_hint++
|
|
SSgarbage.Queue(D)
|
|
if(D)
|
|
SSdemo.mark_destroyed(D)
|
|
else if(D.gc_destroyed == GC_CURRENTLY_BEING_QDELETED)
|
|
CRASH("[D.type] destroy proc was called multiple times, likely due to a qdel loop in the Destroy logic")
|