var/datum/controller/subsystem/lighting/SSlighting /var/lighting_profiling = FALSE /datum/controller/subsystem/lighting name = "Lighting" wait = LIGHTING_INTERVAL flags = SS_FIRE_IN_LOBBY priority = SS_PRIORITY_LIGHTING init_order = SS_INIT_LIGHTING var/total_lighting_overlays = 0 var/total_lighting_sources = 0 var/list/lighting_corners = list() // List of all lighting corners in the world. var/list/light_queue = list() // lighting sources queued for update. var/lq_idex = 1 var/list/corner_queue = list() // lighting corners queued for update. var/cq_idex = 1 var/list/overlay_queue = list() // lighting overlays queued for update. var/oq_idex = 1 var/tmp/processed_lights = 0 var/tmp/processed_corners = 0 var/tmp/processed_overlays = 0 var/total_ss_updates = 0 var/total_instant_updates = 0 #ifdef USE_INTELLIGENT_LIGHTING_UPDATES var/force_queued = TRUE var/force_override = FALSE // For admins. #endif /datum/controller/subsystem/lighting/New() NEW_SS_GLOBAL(SSlighting) /datum/controller/subsystem/lighting/stat_entry() var/list/out = list( #ifdef USE_INTELLIGENT_LIGHTING_UPDATES "IUR: [total_ss_updates ? round(total_instant_updates/(total_instant_updates+total_ss_updates)*100, 0.1) : "NaN"]%\n", #endif "\tT:{L:[total_lighting_sources] C:[lighting_corners.len] O:[total_lighting_overlays]}\n", "\tP:{L:[light_queue.len - (lq_idex - 1)]|C:[corner_queue.len - (cq_idex - 1)]|O:[overlay_queue.len - (oq_idex - 1)]}\n", "\tL:{L:[processed_lights]|C:[processed_corners]|O:[processed_overlays]}\n" ) ..(out.Join()) #ifdef USE_INTELLIGENT_LIGHTING_UPDATES /datum/controller/subsystem/lighting/ExplosionStart() force_queued = TRUE /datum/controller/subsystem/lighting/ExplosionEnd() if (!force_override) force_queued = FALSE /datum/controller/subsystem/lighting/proc/handle_roundstart() force_queued = FALSE total_ss_updates = 0 total_instant_updates = 0 #endif /datum/controller/subsystem/lighting/Initialize(timeofday) var/overlaycount = 0 var/starttime = REALTIMEOFDAY // Generate overlays. var/turf/T var/thing for (var/zlevel = 1 to world.maxz) for (thing in Z_ALL_TURFS(zlevel)) T = thing if (!T.dynamic_lighting) continue var/area/A = T.loc if (!A.dynamic_lighting) continue new /atom/movable/lighting_overlay(T) overlaycount++ CHECK_TICK admin_notice(span("danger", "Created [overlaycount] lighting overlays in [(REALTIMEOFDAY - starttime)/10] seconds."), R_DEBUG) starttime = REALTIMEOFDAY // Tick once to clear most lights. fire(FALSE, TRUE) admin_notice(span("danger", "Processed [processed_lights] light sources."), R_DEBUG) admin_notice(span("danger", "Processed [processed_corners] light corners."), R_DEBUG) admin_notice(span("danger", "Processed [processed_overlays] light overlays."), R_DEBUG) admin_notice(span("danger", "Lighting pre-bake completed in [(REALTIMEOFDAY - starttime)/10] seconds."), R_DEBUG) log_ss("lighting", "NOv:[overlaycount] L:[processed_lights] C:[processed_corners] O:[processed_overlays]") #ifdef USE_INTELLIGENT_LIGHTING_UPDATES SSticker.OnRoundstart(CALLBACK(src, .proc/handle_roundstart)) #endif ..() /datum/controller/subsystem/lighting/fire(resumed = FALSE, no_mc_tick = FALSE) if (!resumed) processed_lights = 0 processed_corners = 0 processed_overlays = 0 MC_SPLIT_TICK_INIT(3) if (!no_mc_tick) MC_SPLIT_TICK var/list/curr_lights = light_queue var/list/curr_corners = corner_queue var/list/curr_overlays = overlay_queue while (lq_idex <= curr_lights.len) var/datum/light_source/L = curr_lights[lq_idex++] if (L.needs_update != LIGHTING_NO_UPDATE) total_ss_updates += 1 L.update_corners() L.needs_update = LIGHTING_NO_UPDATE processed_lights++ if (no_mc_tick) CHECK_TICK else if (MC_TICK_CHECK) break if (lq_idex > 1) curr_lights.Cut(1, lq_idex) lq_idex = 1 if (!no_mc_tick) MC_SPLIT_TICK while (cq_idex <= curr_corners.len) var/datum/lighting_corner/C = curr_corners[cq_idex++] if (C.needs_update) C.update_overlays() C.needs_update = FALSE processed_corners++ if (no_mc_tick) CHECK_TICK else if (MC_TICK_CHECK) break if (cq_idex > 1) curr_corners.Cut(1, cq_idex) cq_idex = 1 if (!no_mc_tick) MC_SPLIT_TICK while (oq_idex <= curr_overlays.len) var/atom/movable/lighting_overlay/O = curr_overlays[oq_idex++] if (!QDELETED(O) && O.needs_update) O.update_overlay() O.needs_update = FALSE processed_overlays++ if (no_mc_tick) CHECK_TICK else if (MC_TICK_CHECK) break if (oq_idex > 1) curr_overlays.Cut(1, oq_idex) oq_idex = 1 /datum/controller/subsystem/lighting/Recover() lighting_corners = SSlighting.lighting_corners total_lighting_overlays = SSlighting.total_lighting_overlays total_lighting_sources = SSlighting.total_lighting_sources light_queue = SSlighting.light_queue corner_queue = SSlighting.corner_queue overlay_queue = SSlighting.overlay_queue lq_idex = SSlighting.lq_idex cq_idex = SSlighting.cq_idex oq_idex = SSlighting.oq_idex if (lq_idex > 1) light_queue.Cut(1, lq_idex) lq_idex = 1 if (cq_idex > 1) corner_queue.Cut(1, cq_idex) cq_idex = 1 if (oq_idex > 1) overlay_queue.Cut(1, oq_idex) oq_idex = 1