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# Hard Deletes | ||
1. [What is hard deletion](#What-is-hard-deletion) | ||
2. [Causes of hard deletes](#causes-of-hard-deletes) | ||
3. [Detecting hard deletes](#detecting-hard-deletes) | ||
4. [Techniques for fixing hard deletes](#techniques-for-fixing-hard-deletes) | ||
5. [Help my code is erroring how fix](#help-my-code-is-erroring-how-fix) | ||
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## What is Hard Deletion | ||
Hard deletion is a very expensive operation that basically clears all references to some "thing" from memory. Objects that undergo this process are referred to as hard deletes, or simply harddels | ||
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What follows is a discussion of the theory behind this, why we would ever do it, and the what we do to avoid doing it as often as possible | ||
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I'm gonna be using words like references and garbage collection, but don't worry, it's not complex, just a bit hard to pierce | ||
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### Why do we need to Hard Delete? | ||
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Ok so let's say you're some guy called Jerry, and you're writing a programming language | ||
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You want your coders to be able to pass around objects without doing a full copy. So you'll store the pack of data somewhere in memory | ||
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```dm | ||
/someobject | ||
var/id = 42 | ||
var/name = "some shit" | ||
``` | ||
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Then you want them to be able to pass that object into say a proc, without doing a full copy. So you let them pass in the object's location in memory instead | ||
This is called passing something by reference | ||
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```dm | ||
someshit(someobject) //This isn't making a copy of someobject, it's passing in a reference to it | ||
``` | ||
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This of course means they can store that location in memory in another object's vars, or in a list, or whatever | ||
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```dm | ||
/datum | ||
var/reference | ||
/proc/someshit(mem_location) | ||
var/datum/some_obj = new() | ||
some_obj.reference = mem_location | ||
``` | ||
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But what happens when you get rid of the object we're passing around references to? If we just cleared it out from memory, everything that holds a reference to it would suddenly be pointing to nowhere, or worse, something totally different! | ||
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So then, you've gotta do something to clean up these references when you want to delete an object | ||
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We could hold a list of references to everything that references us, but god, that'd get really expensive wouldn't it | ||
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Why not keep count of how many times we're referenced then? If an object's ref count is ever 0, nothing whatsoever cares about it, so we can freely get rid of it | ||
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But if something's holding onto a reference to us, we're not gonna have any idea where or what it is | ||
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So I guess you should scan all of memory for that reference? | ||
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```dm | ||
del(someobject) //We now need to scan memory until we find the thing holding a ref to us, and clear it | ||
``` | ||
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This pattern is about how BYOND handles this problem of hanging references, or Garbage Collection | ||
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It's not a broken system, but as you can imagine scanning all of memory gets expensive fast | ||
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What can we do to help that? | ||
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### How we can avoid hard deletes | ||
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If hard deletion is so slow, we're gonna need to clean up all our references ourselves | ||
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In our codebase we do this with `/datum/proc/Destroy()`, a proc called by `qdel()`, whose purpose I will explain later | ||
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This procs only job is cleaning up references to the object it's called on. Nothing more, nothing else. Don't let me catch you giving it side effects | ||
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There's a long long list of things this does, since we use it a TON. So I can't really give you a short description. It will always move the object to nullspace though | ||
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## Causes Of Hard Deletes | ||
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Now that you know the theory, let's go over what can actually cause hard deletes. Some of this is obvious, some of it's much less so. | ||
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The BYOND reference has a list [Here](https://secure.byond.com/docs/ref/#/DM/garbage), but it's not a complete one | ||
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* Stored in a var | ||
* An item in a list, or associated with a list item | ||
* Has a tag | ||
* Is on the map (always true for turfs) | ||
* Inside another atom's contents | ||
* Inside an atom's vis_contents | ||
* A temporary value in a still-running proc | ||
* Is a mob with a key | ||
* Is an image object attached to an atom | ||
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Let's briefly go over the more painful ones yeah? | ||
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### Sleeping procs | ||
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Any proc that calls `sleep()`, `spawn()`, or anything that creates a seperate "thread" (not technically a thread, but it's the same in these terms. Not gonna cause any race conditions tho) will hang references to any var inside it. This includes the usr it started from, the src it was called on, and any vars created as a part of processing | ||
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### Static vars | ||
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`/static` and `/global` vars count for this too, they'll hang references just as well as anything. Be wary of this, these suckers can be a pain to solve | ||
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### Range() and View() like procs | ||
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Some internal BYOND procs will hold references to objects passed into them for a time after the proc is finished doing work, because they cache the returned info to make some code faster. You should never run into this issue, since we wait for what should be long enough to avoid this issue as a part of garbage collection | ||
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This is what `qdel()` does by the by, it literally just means queue deletion. A reference to the object gets put into a queue, and if it still exists after 5 minutes or so, we hard delete it | ||
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### Walk() procs | ||
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Calling `walk()` on something will put it in an internal queue, which it'll remain in until `walk(thing, 0)` is called on it, which removes it from the queue | ||
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This sort is very cheap to harddel, since BYOND prioritizes checking this queue first when it's clearing refs, but it should be avoided since it causes false positives | ||
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You can read more about how BYOND prioritizes these things [Here](https://www.patreon.com/posts/diving-for-35855766) | ||
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## Detecting Hard Deletes | ||
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For very simple hard deletes, simple inspection should be enough to find them. Look at what the object does during `Initialize()`, and see if it's doing anything it doesn't undo later. | ||
If that fails, search the object's typepath, and look and see if anything is holding a reference to it without regard for the object deleting | ||
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BYOND currently doesn't have the capability to give us information about where a hard delete is. Fortunately we can search for most all of then ourselves. | ||
The procs to perform this search are hidden behind compile time defines, since they'd be way too risky to expose to admin button pressing | ||
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If you're having issues solving a harddel and want to perform this check yourself, go to `_compile_options.dm` and uncomment `TESTING`, `REFERENCE_TRACKING`, and `GC_FAILURE_HARD_LOOKUP` | ||
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You can read more about what each of these do in that file, but the long and short of it is if something would hard delete our code will search for the reference (This will look like your game crashing, just hold out) and print information about anything it finds to the runtime log, which you can find inside the round folder inside `/data/logs/year/month/day` | ||
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It'll tell you what object is holding the ref if it's in an object, or what pattern of list transversal was required to find the ref if it's hiding in a list of some sort | ||
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## Techniques For Fixing Hard Deletes | ||
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Once you've found the issue, it becomes a matter of making sure the ref is cleared as a part of Destroy(). I'm gonna walk you through a few patterns and discuss how you might go about fixing them | ||
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### Our Tools | ||
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First and simplest we have `Destroy()`. Use this to clean up after yourself for simple cases | ||
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```dm | ||
/someobject/Initialize() | ||
. = ..() | ||
GLOB.somethings += src //We add ourselves to some global list | ||
/someobject/Destroy() | ||
GLOB.somethings -= src //So when we Destroy() clean yourself from the list | ||
return ..() | ||
``` | ||
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Next, and slightly more complex, pairs of objects that reference each other | ||
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This is helpful when for cases where both objects "own" each other | ||
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```dm | ||
/someobject | ||
var/someotherobject/buddy | ||
/someotherobject | ||
var/someobject/friend | ||
/someobject/Initialize() | ||
if(!buddy) | ||
buddy = new() | ||
buddy.friend = src | ||
/someotherobject/Initialize() | ||
if(!friend) | ||
friend = new() | ||
friend.buddy = src | ||
/someobject/Destroy() | ||
if(buddy) | ||
buddy.friend = null //Make sure to clear their ref to you | ||
buddy = null //We clear our ref to them to make sure nothing goes wrong | ||
/someotherobject/Destroy() | ||
if(friend) | ||
friend.buddy = null //Make sure to clear their ref to you | ||
friend = null //We clear our ref to them to make sure nothing goes wrong | ||
``` | ||
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Something similar can be accomplished with `QDELETED()`, a define that checks to see if something has started being `Destroy()`'d yet, and `QDEL_NULL()`, a define that `qdel()`'s a var and then sets it to null | ||
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Now let's discuss something a bit more complex, weakrefs | ||
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You'll need a bit of context, so let's do that now | ||
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BYOND has an internal bit of behavior that looks like this | ||
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`var/string = "\ref[someobject]"` | ||
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This essentially gets that object's position in memory directly. Unlike normal references, this doesn't count for hard deletes. You can retrieve the object in question by using `locate()` | ||
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`var/someobject/someobj = locate(string)` | ||
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This has some flaws however, since the bit of memory we're pointing to might change, which would cause issues. Fortunately we've developed a datum to handle worrying about this for you, `/datum/weakref` | ||
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You can create one using the `WEAKREF()` proc, and use weakref.resolve() to retrieve the actual object | ||
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This should be used for things that your object doesn't "own", but still cares about | ||
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For instance, a paper bin would own the paper inside it, but the paper inside it would just hold a weakref to the bin | ||
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There's no need to clean these up, just make sure you account for it being null, since it'll return that if the object doesn't exist or has been queued for deletion | ||
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```dm | ||
/someobject | ||
var/datum/weakref/our_coin | ||
/someobject/proc/set_coin(/obj/item/coin/new_coin) | ||
our_coin = WEAKREF(new_coin) | ||
/someobject/proc/get_value() | ||
if(!our_coin) | ||
return 0 | ||
var/obj/item/coin/potential_coin = our_coin.resolve() | ||
if(!potential_coin) | ||
our_coin = null //Remember to clear the weakref if we get nothing | ||
return 0 | ||
return potential_coin.value | ||
``` | ||
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Now, for the worst case scenario | ||
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Let's say you've got a var that's used too often to be weakref'd without making the code too expensive | ||
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You can't hold a paired reference to it because it's not like it would ever care about you outside of just clearing the ref | ||
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So then, we want to temporarily remember to clear a reference when it's deleted | ||
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This is where I might lose you, but we're gonna use signals | ||
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`qdel()`, the proc that sets off this whole deletion business, sends a signal called `COMSIG_PARENT_QDELETING` | ||
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We can listen for that signal, and if we hear it clear whatever reference we may have | ||
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Here's an example | ||
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```dm | ||
/somemob | ||
var/mob/target | ||
/somemob/proc/set_target(new_target) | ||
if(target) | ||
UnregisterSignal(target, COMSIG_PARENT_QDELETING) //We need to make sure any old signals are cleared | ||
target = new_target | ||
if(target) | ||
RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/clear_target) //Call clear_target if target is ever qdel()'d | ||
/somemob/proc/clear_target(datum/source) | ||
SIGNAL_HANDLER | ||
set_target(null) | ||
``` | ||
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This really should be your last resort, since signals have some limitations. If some subtype of somemob also registered for parent_qdeleting on the same target you'd get a runtime, since signals don't support it | ||
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But if you can't do anything else for reasons of conversion ease, or hot code, this will work | ||
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## Help My Code Is Erroring How Fix | ||
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First, do a quick check. | ||
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Are you doing anything to the object in `Initialize()` that you don't undo in `Destroy()`? I don't mean like, setting its name, but are you adding it to any lists, stuff like that | ||
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If this fails, you're just gonna have to read over this doc. You can skip the theory if you'd like, but it's all pretty important for having an understanding of this problem |
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The byond tick proceeds as follows: | ||
1. procs sleeping via walk() are resumed (i dont know why these are first) | ||
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2. normal sleeping procs are resumed, in the order they went to sleep in the first place, this is where the MC wakes up and processes subsystems. a consequence of this is that the MC almost never resumes before other sleeping procs, because it only goes to sleep for 1 tick 99% of the time, and 99% of procs either go to sleep for less time than the MC (which guarantees that they entered the sleep queue earlier when its time to wake up) and/or were called synchronously from the MC's execution, almost all of the time the MC is the last sleeping proc to resume in any given tick. This is good because it means the MC can account for the cost of previous resuming procs in the tick, and minimizes overtime. | ||
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3. control is passed to byond after all of our code's procs stop execution for this tick | ||
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4. a few small things happen in byond internals | ||
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5. SendMaps is called for this tick, which processes the game state for all clients connected to the game and handles sending them changes | ||
in appearances within their view range. This is expensive and takes up a significant portion of our tick, about 0.45% per connected player | ||
as of 3/20/2022. meaning that with 50 players, 22.5% of our tick is being used up by just SendMaps, after all of our code has stopped executing. Thats only the average across all rounds, for most highpop rounds it can look like 0.6% of the tick per player, which is 30% for 50 players. | ||
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6. After SendMaps ends, client verbs sent to the server are executed, and its the last major step before the next tick begins. | ||
During the course of the tick, a client can send a command to the server saying that they have executed any verb. The actual code defined | ||
for that /verb/name() proc isnt executed until this point, and the way the MC is designed makes this especially likely to make verbs | ||
"overrun" the bounds of the tick they executed in, stopping the other tick from starting and thus delaying the MC firing in that tick. | ||
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The master controller can derive how much of the tick was used in: procs executing before it woke up (because of world.tick_usage), and SendMaps (because of world.map_cpu, since this is a running average you cant derive the tick spent on maptick on any particular tick). It cannot derive how much of the tick was used for sleeping procs resuming after the MC ran, or for verbs executing after SendMaps. | ||
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It is for these reasons why you should heavily limit processing done in verbs, while procs resuming after the MC are rare, verbs are not, and are much more likely to cause overtime since theyre literally at the end of the tick. If you make a verb, try to offload any expensive work to the beginning of the next tick via a verb management subsystem. |
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