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Aurora.3/code/controllers/subsystems/lighting.dm
Lohikar fac6d7916c Lighting performance tweaks (#2200)
Port of tgstation/tgstation#26975.

Changes the lighting engine to apply lighting changes in one step using stored lum value differences instead of two steps (remove_lum, add_lum).

Seems to show a speedup in lighting updates as well as a reduction in server memory usage due to aggressive freeing of unneeded lists.

Lighting overlays also default to fullbright instead of fulldark so movable area transitions look less strange.
2017-05-15 22:25:13 +03:00

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var/datum/controller/subsystem/lighting/SSlighting
/var/lighting_profiling = FALSE
/datum/controller/subsystem/lighting
name = "Lighting"
wait = LIGHTING_INTERVAL
priority = SS_PRIORITY_LIGHTING
init_order = SS_INIT_LIGHTING
var/list/lighting_overlays // List of all lighting overlays in the world.
var/list/lighting_corners // List of all lighting corners in the world.
var/list/light_queue = list() // lighting sources queued for update.
var/list/corner_queue = list() // lighting corners queued for update.
var/list/overlay_queue = list() // lighting overlays queued for update.
var/tmp/processed_lights = 0
var/tmp/processed_corners = 0
var/tmp/processed_overlays = 0
var/force_queued = TRUE
var/force_override = FALSE // For admins.
var/instant_tick_limit = 80 // Tick limit used by instant lighting updates. If world.tick_usage is higher than this when a light updates, it will be updated via. SSlighting.
/datum/controller/subsystem/lighting/New()
NEW_SS_GLOBAL(SSlighting)
LAZYINITLIST(lighting_corners)
LAZYINITLIST(lighting_overlays)
/datum/controller/subsystem/lighting/stat_entry()
..("O:[lighting_overlays.len] C:[lighting_corners.len] ITL:[round(instant_tick_limit, 0.1)]%\n\tP:{L:[light_queue.len]|C:[corner_queue.len]|O:[overlay_queue.len]}\n\tL:{L:[processed_lights]|C:[processed_corners]|O:[processed_overlays]}")
/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
/datum/controller/subsystem/lighting/Initialize(timeofday)
var/overlaycount = 0
// Generate overlays.
for (var/zlevel = 1 to world.maxz)
for (var/turf/T in block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel)))
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."), R_DEBUG)
// 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)
log_ss("lighting", "NOv:[overlaycount] L:[processed_lights] C:[processed_corners] O:[processed_overlays]")
SSticker.OnRoundstart(CALLBACK(src, .proc/handle_roundstart))
..()
/datum/controller/subsystem/lighting/fire(resumed = FALSE, no_mc_tick = FALSE)
if (!resumed)
processed_lights = 0
processed_corners = 0
processed_overlays = 0
instant_tick_limit = CURRENT_TICKLIMIT * 0.8
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 (curr_lights.len)
var/datum/light_source/L = curr_lights[curr_lights.len]
curr_lights.len--
L.update_corners()
L.needs_update = LIGHTING_NO_UPDATE
processed_lights++
if (no_mc_tick)
CHECK_TICK
else if (MC_TICK_CHECK)
break
if (!no_mc_tick)
MC_SPLIT_TICK
while (curr_corners.len)
var/datum/lighting_corner/C = curr_corners[curr_corners.len]
curr_corners.len--
C.update_overlays()
C.needs_update = FALSE
processed_corners++
if (no_mc_tick)
CHECK_TICK
else if (MC_TICK_CHECK)
break
if (!no_mc_tick)
MC_SPLIT_TICK
while (curr_overlays.len)
var/atom/movable/lighting_overlay/O = curr_overlays[curr_overlays.len]
curr_overlays.len--
O.update_overlay()
O.needs_update = FALSE
processed_overlays++
if (no_mc_tick)
CHECK_TICK
else if (MC_TICK_CHECK)
break
/datum/controller/subsystem/lighting/Recover()
src.light_queue = SSlighting.light_queue
src.corner_queue = SSlighting.corner_queue
src.overlay_queue = SSlighting.overlay_queue
lighting_corners = SSlighting.lighting_corners
lighting_overlays = SSlighting.lighting_overlays