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Aurora.3/code/controllers/subsystems/lighting.dm
Lohikar 1816de4da8 More granular Atlas logs & Holomap Init Tweaks (#4056)
changes:

Atlas now logs init time per DMM.
Map Finalization now separately logs finalize & asteroid generation time.
Added Z_ALL_TURFS() macro to get a list of all turfs in a Z-level.
Misc. performance optimizations for SSminimap init.
2018-01-07 00:36:11 +02:00

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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