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1423fcd04e
Organs were being given ~3 seconds of DT per ~2 seconds of real time, because they were being hit by Process() TWICE, once during processing for the "Set of all objects", and again during processing for the "Set of all mobs". No species was hit harder than this but IPCs, who suffered from having wildly inconsistent temperature mechanics that seemingly never matched the expected numbers. I have actually tested this PR to verify that it works. I even went the extra mile to more extensively test IPC temperature mechanics to find a separate bug unrelated to DTs that was causing suit coolers to just straight up not work at all (space suit or otherwise) on a majority of all IPC subspecies. I then tested the numbers in the PR for IPC cooling to verify that things work as intended. <img width="969" height="623" alt="image" src="https://github.com/user-attachments/assets/01c3aca7-b436-4e52-86f7-aed847dcba5e" /> I also tweaked all the subsystems to have a small performance improvement. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com>
135 lines
5.5 KiB
Plaintext
135 lines
5.5 KiB
Plaintext
SUBSYSTEM_DEF(movement)
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name = "Movement Loops"
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flags = SS_NO_INIT|SS_BACKGROUND|SS_TICKER
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wait = 1 //Fire each tick
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/*
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A breif aside about the bucketing system here
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The goal is to allow for higher loads of semi long delays while reducing cpu usage
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Bucket insertion and management are much less complex then what you might see in SStimer
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This is intentional, as we loop our delays much more often then that ss is designed for
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We also have much shorter term timers, so we need to worry about redundant buckets much less
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*/
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///Assoc list of "target time" -> list(things to process). Used for quick lookup
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var/list/buckets = list()
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///Sorted list of list(target time, bucket to process)
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var/list/sorted_buckets = list()
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///The time we started our last fire at
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var/canonical_time = 0
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///The visual delay of the subsystem
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var/visual_delay = 1
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/datum/controller/subsystem/movement/stat_entry(msg)
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var/total_len = 0
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for(var/list/bucket as anything in sorted_buckets)
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total_len += length(bucket[MOVEMENT_BUCKET_LIST])
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msg = "B:[length(sorted_buckets)] E:[total_len]"
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return ..()
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/datum/controller/subsystem/movement/Recover()
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//Get ready this is gonna be horrible
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//We need to do this to support subtypes by the by
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var/list/typenames = return_typenames(src.type)
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var/our_name = typenames[length(typenames)] //Get the last name in the list, IE the subsystem identifier
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var/datum/controller/subsystem/movement/old_version = global.vars["SS[our_name]"]
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buckets = old_version.buckets
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sorted_buckets = old_version.sorted_buckets
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/datum/controller/subsystem/movement/fire(resumed)
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if(!resumed)
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canonical_time = world.time
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var/seconds_per_tick = wait * 0.1
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for(var/list/bucket_info as anything in sorted_buckets)
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var/time = bucket_info[MOVEMENT_BUCKET_TIME]
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if(time > canonical_time || MC_TICK_CHECK)
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return
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pour_bucket(bucket_info, seconds_per_tick)
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/// Processes a bucket of movement loops (This should only ever be called by fire(), it exists to prevent runtime fuckery)
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/datum/controller/subsystem/movement/proc/pour_bucket(list/bucket_info, seconds_per_tick)
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var/list/processing = bucket_info[MOVEMENT_BUCKET_LIST] // Cache for lookup speed
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while(processing.len)
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var/datum/move_loop/loop = processing[processing.len]
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processing.len--
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// No longer queued since we just got removed from the loop
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loop.queued_time = null
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loop.process(seconds_per_tick) //This shouldn't get nulls, if it does, runtime
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if(!QDELETED(loop) && loop.status & MOVELOOP_STATUS_QUEUED) //Re-Insert the loop
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loop.status &= ~MOVELOOP_STATUS_QUEUED
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loop.timer = world.time + loop.delay
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queue_loop(loop)
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if (MC_TICK_CHECK)
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break
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if(length(processing))
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return // Still work to be done
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var/bucket_time = bucket_info[MOVEMENT_BUCKET_TIME]
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smash_bucket(1, bucket_time) // We assume we're the first bucket in the queue right now
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visual_delay = MC_AVERAGE_FAST(visual_delay, max((world.time - canonical_time) / wait, 1))
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/// Removes a bucket from our system. You only need to pass in the time, but if you pass in the index of the list you save us some work
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/datum/controller/subsystem/movement/proc/smash_bucket(index, bucket_time)
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var/sorted_length = length(sorted_buckets)
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if(!index)
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index = sorted_length + 1 // let's setup the failure condition
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for(var/i in 1 to sorted_length)
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var/list/bucket_info = sorted_buckets[i]
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if(bucket_info[MOVEMENT_BUCKET_TIME] != bucket_time)
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continue
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index = i
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break
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//This is technically possible, if our bucket is smashed inside the loop's process
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//Let's be nice, the cost of doing it is cheap
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if(index > sorted_length || !buckets["[bucket_time]"])
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return
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sorted_buckets.Cut(index, index + 1) //Removes just this list
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//Removes the assoc lookup too
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buckets -= "[bucket_time]"
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/datum/controller/subsystem/movement/proc/queue_loop(datum/move_loop/loop)
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if(loop.status & MOVELOOP_STATUS_QUEUED)
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stack_trace("A move loop attempted to queue while already queued")
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return
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loop.queued_time = loop.timer
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loop.status |= MOVELOOP_STATUS_QUEUED
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var/list/our_bucket = buckets["[loop.queued_time]"]
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// If there's no bucket for this, lets set them up
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if(!our_bucket)
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buckets["[loop.queued_time]"] = list()
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our_bucket = buckets["[loop.queued_time]"]
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// This makes assoc buckets and sorted buckets point to the same place, allowing for quicker inserts
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var/list/new_bucket = list(list(loop.queued_time, our_bucket))
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var/list/compare_item = list(loop.queued_time)
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BINARY_INSERT_DEFINE(new_bucket, sorted_buckets, SORT_VAR_NO_TYPE, compare_item, SORT_FIRST_INDEX, COMPARE_KEY)
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our_bucket += loop
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/datum/controller/subsystem/movement/proc/dequeue_loop(datum/move_loop/loop)
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// Go home, you're not here anyway
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if(!(loop.status & MOVELOOP_STATUS_QUEUED))
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return
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if(isnull(loop.queued_time)) // This happens if a moveloop is dequeued while handling process()
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loop.status &= ~MOVELOOP_STATUS_QUEUED
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return
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var/list/our_entries = buckets["[loop.queued_time]"]
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our_entries -= loop
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if(!length(our_entries))
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smash_bucket(bucket_time = loop.queued_time) // We can't pass an index in for context because we don't know our position
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loop.queued_time = null
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loop.status &= ~MOVELOOP_STATUS_QUEUED
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/datum/controller/subsystem/movement/proc/add_loop(datum/move_loop/add)
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if(add.status & MOVELOOP_STATUS_QUEUED)
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CRASH("Loop being added that is already queued.")
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add.loop_started()
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if(QDELETED(add) || add.status & MOVELOOP_STATUS_QUEUED)
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return
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queue_loop(add)
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/datum/controller/subsystem/movement/proc/remove_loop(datum/move_loop/remove)
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dequeue_loop(remove)
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remove.loop_stopped()
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