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What it says on the can; now we can better compensate for processing spikes by queueing and accounting for verb times (assuming we actually use this framework to invoke the bulk of them). I have added its use to some of them, more can be ported as time goes on, eventually everything but the most trivial ones should go through this. No player facing changes. Hopefully. Praise be the omnissiah.
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/** | ||
* verb queuing thresholds. remember that since verbs execute after SendMaps the player wont see the effects of the verbs on the game world | ||
* until SendMaps executes next tick, and then when that later update reaches them. thus most player input has a minimum latency of world.tick_lag + player ping. | ||
* however thats only for the visual effect of player input, when a verb processes the actual latency of game state changes or semantic latency is effectively 1/2 player ping, | ||
* unless that verb is queued for the next tick in which case its some number probably smaller than world.tick_lag. | ||
* so some verbs that represent player input are important enough that we only introduce semantic latency if we absolutely need to. | ||
* its for this reason why player clicks are handled in SSinput before even movement - semantic latency could cause someone to move out of range | ||
* when the verb finally processes but it was in range if the verb had processed immediately and overtimed. | ||
*/ | ||
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///queuing tick_usage threshold for verbs that are high enough priority that they only queue if the server is overtiming. | ||
///ONLY use for critical verbs | ||
#define VERB_OVERTIME_QUEUE_THRESHOLD 100 | ||
///queuing tick_usage threshold for verbs that need lower latency more than most verbs. | ||
#define VERB_HIGH_PRIORITY_QUEUE_THRESHOLD 95 | ||
///default queuing tick_usage threshold for most verbs which can allow a small amount of latency to be processed in the next tick | ||
#define VERB_DEFAULT_QUEUE_THRESHOLD 85 | ||
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///attempt to queue this verb process if the server is overloaded. evaluates to FALSE if queuing isnt necessary or if it failed. | ||
///_verification_args... are only necessary if the verb_manager subsystem youre using checks them in can_queue_verb() | ||
///if you put anything in _verification_args that ISNT explicitely put in the can_queue_verb() override of the subsystem youre using, | ||
///it will runtime. | ||
#define TRY_QUEUE_VERB(_verb_callback, _tick_check, _subsystem_to_use, _verification_args...) (_queue_verb(_verb_callback, _tick_check, _subsystem_to_use, _verification_args)) | ||
///queue wrapper for TRY_QUEUE_VERB() when you want to call the proc if the server isnt overloaded enough to queue | ||
#define QUEUE_OR_CALL_VERB(_verb_callback, _tick_check, _subsystem_to_use, _verification_args...) \ | ||
if(!TRY_QUEUE_VERB(_verb_callback, _tick_check, _subsystem_to_use, _verification_args)) {\ | ||
_verb_callback:InvokeAsync() \ | ||
}; | ||
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//goes straight to SSverb_manager with default tick threshold | ||
#define DEFAULT_TRY_QUEUE_VERB(_verb_callback, _verification_args...) (TRY_QUEUE_VERB(_verb_callback, VERB_DEFAULT_QUEUE_THRESHOLD, null, _verification_args)) | ||
#define DEFAULT_QUEUE_OR_CALL_VERB(_verb_callback, _verification_args...) QUEUE_OR_CALL_VERB(_verb_callback, VERB_DEFAULT_QUEUE_THRESHOLD, null, _verification_args) | ||
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//default tick threshold but nondefault subsystem | ||
#define TRY_QUEUE_VERB_FOR(_verb_callback, _subsystem_to_use, _verification_args...) (TRY_QUEUE_VERB(_verb_callback, VERB_DEFAULT_QUEUE_THRESHOLD, _subsystem_to_use, _verification_args)) | ||
#define QUEUE_OR_CALL_VERB_FOR(_verb_callback, _subsystem_to_use, _verification_args...) QUEUE_OR_CALL_VERB(_verb_callback, VERB_DEFAULT_QUEUE_THRESHOLD, _subsystem_to_use, _verification_args) |
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/// verb_manager subsystem just for handling say's | ||
VERB_MANAGER_SUBSYSTEM_DEF(speech_controller) | ||
name = "Speech Controller" | ||
wait = 1 | ||
priority = FIRE_PRIORITY_SPEECH_CONTROLLER//has to be high priority, second in priority ONLY to SSinput |
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/** | ||
* 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 | ||
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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. | ||
///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() | ||
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///running average of how many verb callbacks are executed every second. used for the stat entry | ||
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 | ||
var/can_queue_admin_verbs = FALSE | ||
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///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 | ||
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///used for subtypes to determine if they use their own stats for the stat entry | ||
var/use_default_stats = TRUE | ||
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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. | ||
///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 | ||
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///always queue if possible. overrides can_queue_admin_verbs but not FOR_ADMINS_IF_VERBS_FUCKED_immediately_execute_all_verbs | ||
var/always_queue = FALSE | ||
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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. | ||
* 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." | ||
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stack_trace("_queue_verb() returned false because it was given a deleted callback! [destroyed_string]") | ||
return FALSE | ||
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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." | ||
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stack_trace("_queue_verb() returned false because it was given a callback acting on a qdeleted object! [destroyed_string]") | ||
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 | ||
//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) | ||
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#else | ||
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if(QDELETED(usr) || isnull(usr.client)) | ||
stack_trace("_queue_verb() returned false because it wasn't called from player input!") | ||
return FALSE | ||
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#endif | ||
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if(!istype(subsystem_to_use)) | ||
stack_trace("_queue_verb() returned false because it was given an invalid subsystem to queue for!") | ||
return FALSE | ||
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if((TICK_USAGE < tick_check) && !subsystem_to_use.always_queue) | ||
return FALSE | ||
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var/list/args_to_check = args.Copy() | ||
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 | ||
if(!subsystem_to_use.can_queue_verb(arglist(args_to_check))) | ||
return FALSE | ||
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return subsystem_to_use.queue_verb(incoming_callback) | ||
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/** | ||
* 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 | ||
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if((usr.client?.holder && !can_queue_admin_verbs) \ | ||
|| (!initialized && !(flags & SS_NO_INIT)) \ | ||
|| FOR_ADMINS_IF_VERBS_FUCKED_immediately_execute_all_verbs \ | ||
|| !(runlevels & Master.current_runlevel)) | ||
return FALSE | ||
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return TRUE | ||
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/** | ||
* 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 | ||
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/datum/controller/subsystem/verb_manager/fire(resumed) | ||
run_verb_queue() | ||
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/// 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 | ||
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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 | ||
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verb_callback.InvokeAsync() | ||
executed_verbs++ | ||
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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 | ||
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/datum/controller/subsystem/verb_manager/stat_entry(msg) | ||
. = ..() | ||
if(use_default_stats) | ||
. += "V/S: [round(verbs_executed_per_second, 0.01)]" |
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