Optimize cardboard cutouts saving 1.5s+ on init times (#73404)

New regression in init times. Closes
https://github.com/tgstation/dev-cycles-initiative/issues/32. CC @Fikou

- Instead of creating a human and icon for *every* cardboard cutout when
initialized, only creates the one we're actually using. When you're
about to use a crayon, creates all of them.
- Instead of using getFlatIcon, uses appearances directly.
This commit is contained in:
Mothblocks
2023-02-18 22:58:35 -07:00
committed by GitHub
parent 1191bce9b0
commit 09cfba5feb
23 changed files with 124 additions and 74 deletions
+13
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@@ -0,0 +1,13 @@
#undef ASSERT
/// Override BYOND's native ASSERT to optionally specify a message
#define ASSERT(condition, message...) \
if (!(condition)) { \
CRASH(assertion_message(__FILE__, __LINE__, #condition, ##message)) \
}
/proc/assertion_message(file, line, condition, message)
if (!isnull(message))
message = " - [message]"
return "[file]:[line]:Assertion failed: [condition][message]"
+13 -16
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@@ -1,13 +1,13 @@
///Global list of all dynamically generated icons, for caching, so we don't have to generate multiple times.
GLOBAL_LIST_EMPTY(dynamic_human_icons)
GLOBAL_LIST_EMPTY(dynamic_human_appearances)
///This proc takes an amount of arguments and creates a human dummy using the paths, for visuals you want!
/proc/get_dynamic_human_icon(outfit_path, species_path = /datum/species/human, mob_spawn_path, r_hand, l_hand, bloody_slots = NONE, list/generated_dirs = GLOB.cardinals, animated = TRUE)
/// Creates a human with the given parameters and returns an appearance of it
/proc/get_dynamic_human_appearance(outfit_path, species_path = /datum/species/human, mob_spawn_path, r_hand, l_hand, bloody_slots = NONE, animated = TRUE)
if(!species_path)
return FALSE
var/arg_string = "[outfit_path]_[species_path]_[mob_spawn_path]_[l_hand]_[r_hand]_[bloody_slots]_[generated_dirs.Join(",")]"
if(GLOB.dynamic_human_icons[arg_string]) //if already exists in our cache, just return that
return GLOB.dynamic_human_icons[arg_string]
var/arg_string = "[outfit_path]_[species_path]_[mob_spawn_path]_[l_hand]_[r_hand]_[bloody_slots]"
if(GLOB.dynamic_human_appearances[arg_string]) //if already exists in our cache, just return that
return GLOB.dynamic_human_appearances[arg_string]
var/mob/living/carbon/human/dummy/consistent/dummy = new()
dummy.set_species(species_path)
dummy.stat = DEAD //this is to avoid side effects of mob spawners
@@ -41,20 +41,17 @@ GLOBAL_LIST_EMPTY(dynamic_human_icons)
if(bloody_slots & carried_item.slot_flags)
carried_item.add_mob_blood(dummy)
dummy.update_held_items()
var/icon/output = icon('icons/blanks/32x32.dmi', "nothing")
for(var/direction in generated_dirs)
var/icon/partial = getFlatIcon(dummy, defdir = direction, no_anim = !animated)
output.Insert(partial, dir = direction)
GLOB.dynamic_human_icons[arg_string] = output
var/mutable_appearance/output = dummy.appearance
GLOB.dynamic_human_appearances[arg_string] = output
qdel(dummy)
return output
///This exists to apply the icons async, as that cannot be done in Initialize because of possible sleeps.
/proc/apply_dynamic_human_icon(atom/target, outfit_path, species_path = /datum/species/human, mob_spawn_path, r_hand, l_hand, bloody_slots = NONE, generated_dirs = GLOB.cardinals)
INVOKE_ASYNC(GLOBAL_PROC, GLOBAL_PROC_REF(set_dynamic_human_icon), args)
/proc/apply_dynamic_human_appearance(atom/target, outfit_path, species_path = /datum/species/human, mob_spawn_path, r_hand, l_hand, bloody_slots = NONE)
INVOKE_ASYNC(GLOBAL_PROC, GLOBAL_PROC_REF(set_dynamic_human_appearance), args)
///This proc gets an argument of a target and runs
/proc/set_dynamic_human_icon(list/arguments)
/proc/set_dynamic_human_appearance(list/arguments)
var/atom/target = arguments[1] //1st argument is the target
var/icon/dynamic_icon = get_dynamic_human_icon(arglist(arguments.Copy(2))) //the rest of the arguments starting from 2 matter to the proc
target.icon = dynamic_icon
var/dynamic_appearance = get_dynamic_human_appearance(arglist(arguments.Copy(2))) //the rest of the arguments starting from 2 matter to the proc
target.appearance = dynamic_appearance
+40 -28
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@@ -1,6 +1,3 @@
///Global list of all cardboard cutout datums, cached by name to instance.
GLOBAL_LIST(cardboard_cutouts)
//Cardboard cutouts! They're man-shaped and can be colored with a crayon to look like a human in a certain outfit, although it's limited, discolored, and obvious to more than a cursory glance.
/obj/item/cardboard_cutout
name = "cardboard cutout"
@@ -19,15 +16,21 @@ GLOBAL_LIST(cardboard_cutouts)
/obj/item/cardboard_cutout/Initialize(mapload)
. = ..()
if(!GLOB.cardboard_cutouts)
INVOKE_ASYNC(GLOBAL_PROC, GLOBAL_PROC_REF(generate_cardboard_cutouts))
if(starting_cutout)
return INITIALIZE_HINT_LATELOAD
/obj/item/cardboard_cutout/LateInitialize()
var/datum/cardboard_cutout/cutout = GLOB.cardboard_cutouts[starting_cutout]
if(!cutout)
CRASH("Given invalid starting_cutout! [starting_cutout]")
ASSERT(!isnull(starting_cutout))
var/datum/cardboard_cutout/cutout
for (var/datum/cardboard_cutout/cutout_subtype as anything in subtypesof(/datum/cardboard_cutout))
if (initial(cutout_subtype.name) != starting_cutout)
continue
cutout = get_cardboard_cutout_instance(cutout_subtype)
ASSERT(!isnull(cutout), "No cutout found with name [starting_cutout]")
cutout.apply(src)
//ATTACK HAND IGNORING PARENT RETURN VALUE
@@ -39,12 +42,10 @@ GLOBAL_LIST(cardboard_cutouts)
push_over()
/obj/item/cardboard_cutout/proc/push_over()
name = initial(name)
appearance = initial(appearance)
desc = "[initial(desc)] It's been pushed over."
icon = initial(icon)
icon_state = "cutout_pushed_over"
remove_atom_colour(FIXED_COLOUR_PRIORITY)
alpha = initial(alpha)
pushed_over = TRUE
/obj/item/cardboard_cutout/attack_self(mob/living/user)
@@ -86,6 +87,16 @@ GLOBAL_LIST(cardboard_cutouts)
push_over()
return BULLET_ACT_HIT
/proc/get_cardboard_cutout_instance(datum/cardboard_cutout/cardboard_cutout)
ASSERT(ispath(cardboard_cutout), "[cardboard_cutout] is not a path of /datum/cardboard_cutout")
var/static/list/cardboard_cutouts = list()
if(isnull(cardboard_cutouts[cardboard_cutout]))
cardboard_cutouts[cardboard_cutout] = new cardboard_cutout
return cardboard_cutouts[cardboard_cutout]
/**
* change_appearance: Changes a skin of the cardboard cutout based on a user's choice
*
@@ -94,10 +105,14 @@ GLOBAL_LIST(cardboard_cutouts)
* * user The mob choosing a skin of the cardboard cutout
*/
/obj/item/cardboard_cutout/proc/change_appearance(obj/item/toy/crayon/crayon, mob/living/user)
var/list/appearances_by_name = list()
var/list/possible_appearances = list()
for(var/cutout_name in GLOB.cardboard_cutouts)
var/datum/cardboard_cutout/cutout = GLOB.cardboard_cutouts[cutout_name]
possible_appearances[cutout_name] = image(icon = cutout.applied_icon)
for (var/datum/cardboard_cutout/cutout_subtype as anything in subtypesof(/datum/cardboard_cutout))
var/datum/cardboard_cutout/cutout = get_cardboard_cutout_instance(cutout_subtype)
appearances_by_name[cutout.name] = cutout
possible_appearances[cutout.name] = image(icon = cutout.applied_appearance)
var/new_appearance = show_radial_menu(user, src, possible_appearances, custom_check = CALLBACK(src, PROC_REF(check_menu), user, crayon), radius = 36, require_near = TRUE)
if(!new_appearance)
return FALSE
@@ -112,7 +127,7 @@ GLOBAL_LIST(cardboard_cutouts)
icon = initial(icon)
if(!deceptive)
add_atom_colour("#FFD7A7", FIXED_COLOUR_PRIORITY)
var/datum/cardboard_cutout/cutout = GLOB.cardboard_cutouts[new_appearance]
var/datum/cardboard_cutout/cutout = appearances_by_name[new_appearance]
cutout.apply(src)
return TRUE
@@ -140,22 +155,19 @@ GLOBAL_LIST(cardboard_cutouts)
return FALSE
return TRUE
// Cutouts always face forward
/obj/item/cardboard_cutout/setDir(newdir)
SHOULD_CALL_PARENT(FALSE)
return
/obj/item/cardboard_cutout/adaptive //Purchased by Syndicate agents, these cutouts are indistinguishable from normal cutouts but aren't discolored when their appearance is changed
deceptive = TRUE
///Proc that returns a list of all the cardboard cutouts (we create all subtypes) to be used in the global list.
/proc/generate_cardboard_cutouts()
var/list/cutouts = list()
for(var/datum/cardboard_cutout/cutout as anything in subtypesof(/datum/cardboard_cutout))
cutout = new cutout()
cutouts[cutout.name] = cutout
GLOB.cardboard_cutouts = cutouts
/datum/cardboard_cutout
/// Name of the cutout, used for radial selection and the global list.
var/name = "Boardjak"
/// The icon we apply to the cardboard cutout.
var/applied_icon = null
/// The appearance we apply to the cardboard cutout.
var/mutable_appearance/applied_appearance = null
/// The base name we actually give to to the cardboard cutout. Can be overridden in get_name().
var/applied_name = "boardjak"
/// The desc we give to the cardboard cutout.
@@ -178,9 +190,9 @@ GLOBAL_LIST(cardboard_cutouts)
/datum/cardboard_cutout/New()
. = ..()
if(direct_icon)
applied_icon = icon(direct_icon, direct_icon_state, dir = SOUTH, frame = 1)
applied_appearance = mutable_appearance(direct_icon, direct_icon_state)
else
applied_icon = get_dynamic_human_icon(outfit, species, mob_spawner, l_hand, r_hand, generated_dirs = list(SOUTH), animated = FALSE)
applied_appearance = get_dynamic_human_appearance(outfit, species, mob_spawner, l_hand, r_hand, animated = FALSE)
/// This proc returns the name that the cardboard cutout item will use.
/datum/cardboard_cutout/proc/get_name()
@@ -188,7 +200,7 @@ GLOBAL_LIST(cardboard_cutouts)
/// This proc sets the cardboard cutout item's vars.
/datum/cardboard_cutout/proc/apply(obj/item/cardboard_cutout/cutouts)
cutouts.icon = applied_icon
cutouts.appearance = applied_appearance
cutouts.name = get_name()
cutouts.desc = applied_desc
+15 -14
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@@ -204,18 +204,19 @@
affects_us = FALSE
/datum/hallucination/delusion/preset/syndies/make_delusion_image(mob/over_who)
delusion_icon_file = get_dynamic_human_icon( \
mob_spawn_path = pick( \
/obj/effect/mob_spawn/corpse/human/syndicatesoldier, \
/obj/effect/mob_spawn/corpse/human/syndicatecommando, \
/obj/effect/mob_spawn/corpse/human/syndicatestormtrooper, \
), \
r_hand = pick( \
/obj/item/knife/combat/survival, \
/obj/item/melee/energy/sword/saber, \
/obj/item/gun/ballistic/automatic/pistol, \
/obj/item/gun/ballistic/automatic/c20r, \
/obj/item/gun/ballistic/shotgun/bulldog, \
), \
)
delusion_icon_file = getFlatIcon(get_dynamic_human_appearance(
mob_spawn_path = pick(
/obj/effect/mob_spawn/corpse/human/syndicatesoldier,
/obj/effect/mob_spawn/corpse/human/syndicatecommando,
/obj/effect/mob_spawn/corpse/human/syndicatestormtrooper,
),
r_hand = pick(
/obj/item/knife/combat/survival,
/obj/item/melee/energy/sword/saber,
/obj/item/gun/ballistic/automatic/pistol,
/obj/item/gun/ballistic/automatic/c20r,
/obj/item/gun/ballistic/shotgun/bulldog,
),
))
return ..()
+1 -3
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@@ -387,8 +387,6 @@ INITIALIZE_IMMEDIATE(/obj/effect/mapping_helpers/no_lava)
var/l_hand = NO_REPLACE
/// Which slots on the mob should be bloody?
var/bloody_slots = NONE
/// Directions we generate for the mob.
var/generated_dirs = list(NORTH, SOUTH, EAST, WEST)
/// Do we draw more than one frame for the mob?
var/animated = TRUE
@@ -406,7 +404,7 @@ INITIALIZE_IMMEDIATE(/obj/effect/mapping_helpers/no_lava)
return TRUE
/obj/effect/mapping_helpers/atom_injector/human_icon_injector/inject(atom/target)
apply_dynamic_human_icon(target, outfit_path, species_path, mob_spawn_path, r_hand, l_hand, bloody_slots, generated_dirs, animated)
apply_dynamic_human_appearance(target, outfit_path, species_path, mob_spawn_path, r_hand, l_hand, bloody_slots, animated)
/obj/effect/mapping_helpers/atom_injector/human_icon_injector/generate_stack_trace()
. = ..()
@@ -32,7 +32,7 @@
/mob/living/basic/syndicate/Initialize(mapload)
. = ..()
apply_dynamic_human_icon(src, mob_spawn_path = mob_spawner, r_hand = r_hand, l_hand = l_hand)
apply_dynamic_human_appearance(src, mob_spawn_path = mob_spawner, r_hand = r_hand, l_hand = l_hand)
if(LAZYLEN(loot))
AddElement(/datum/element/death_drops, loot)
AddElement(/datum/element/footstep, footstep_type = FOOTSTEP_MOB_SHOE)
@@ -26,7 +26,7 @@
/mob/living/simple_animal/hostile/boss/paper_wizard/Initialize(mapload)
. = ..()
apply_dynamic_human_icon(src, mob_spawn_path = /obj/effect/mob_spawn/corpse/human/wizard/paper)
apply_dynamic_human_appearance(src, mob_spawn_path = /obj/effect/mob_spawn/corpse/human/wizard/paper)
/mob/living/simple_animal/hostile/boss/paper_wizard/Destroy()
QDEL_LIST(copies)
@@ -32,7 +32,7 @@
/mob/living/simple_animal/hostile/cat_butcherer/Initialize(mapload)
. = ..()
apply_dynamic_human_icon(src, mob_spawn_path = /obj/effect/mob_spawn/corpse/human/cat_butcher, l_hand = /obj/item/circular_saw, bloody_slots = ITEM_SLOT_GLOVES|ITEM_SLOT_OCLOTHING)
apply_dynamic_human_appearance(src, mob_spawn_path = /obj/effect/mob_spawn/corpse/human/cat_butcher, l_hand = /obj/item/circular_saw, bloody_slots = ITEM_SLOT_GLOVES|ITEM_SLOT_OCLOTHING)
/mob/living/simple_animal/hostile/cat_butcherer/AttackingTarget()
. = ..()
@@ -35,7 +35,7 @@
/mob/living/simple_animal/hostile/dark_wizard/Initialize(mapload)
. = ..()
apply_dynamic_human_icon(src, mob_spawn_path = /obj/effect/mob_spawn/corpse/human/wizard/dark, r_hand = /obj/item/staff)
apply_dynamic_human_appearance(src, mob_spawn_path = /obj/effect/mob_spawn/corpse/human/wizard/dark, r_hand = /obj/item/staff)
/obj/projectile/temp/earth_bolt
name = "earth bolt"
@@ -34,7 +34,7 @@
/mob/living/simple_animal/hostile/nanotrasen/Initialize(mapload)
. = ..()
apply_dynamic_human_icon(src, mob_spawn_path = mob_spawner, r_hand = held_item)
apply_dynamic_human_appearance(src, mob_spawn_path = mob_spawner, r_hand = held_item)
/mob/living/simple_animal/hostile/nanotrasen/screaming/Aggro()
..()
@@ -91,7 +91,7 @@
/mob/living/simple_animal/hostile/retaliate/nanotrasenpeace/Initialize(mapload)
. = ..()
apply_dynamic_human_icon(src, mob_spawn_path = /obj/effect/mob_spawn/corpse/human/nanotrasensoldier, r_hand = held_item)
apply_dynamic_human_appearance(src, mob_spawn_path = /obj/effect/mob_spawn/corpse/human/nanotrasensoldier, r_hand = held_item)
/mob/living/simple_animal/hostile/retaliate/nanotrasenpeace/Aggro()
..()
@@ -31,7 +31,7 @@
/mob/living/simple_animal/hostile/pirate/Initialize(mapload)
. = ..()
apply_dynamic_human_icon(src, mob_spawn_path = mob_spawner, r_hand = held_item)
apply_dynamic_human_appearance(src, mob_spawn_path = mob_spawner, r_hand = held_item)
/mob/living/simple_animal/hostile/pirate/melee
name = "Pirate Swashbuckler"
@@ -35,7 +35,7 @@
/mob/living/simple_animal/hostile/russian/Initialize(mapload)
. = ..()
apply_dynamic_human_icon(src, mob_spawn_path = mob_spawner, r_hand = held_item)
apply_dynamic_human_appearance(src, mob_spawn_path = mob_spawner, r_hand = held_item)
/mob/living/simple_animal/hostile/russian/ranged
icon_state = "russianranged"
@@ -43,7 +43,7 @@
/mob/living/simple_animal/hostile/skeleton/Initialize(mapload)
. = ..()
apply_dynamic_human_icon(src, outfit, species, r_hand = held_item)
apply_dynamic_human_appearance(src, outfit, species, r_hand = held_item)
/mob/living/simple_animal/hostile/skeleton/eskimo
name = "undead eskimo"
@@ -40,7 +40,7 @@
/mob/living/simple_animal/hostile/wizard/Initialize(mapload)
. = ..()
apply_dynamic_human_icon(src, mob_spawn_path = /obj/effect/mob_spawn/corpse/human/wizard, r_hand = /obj/item/staff)
apply_dynamic_human_appearance(src, mob_spawn_path = /obj/effect/mob_spawn/corpse/human/wizard, r_hand = /obj/item/staff)
var/obj/item/implant/exile/exiled = new /obj/item/implant/exile(src)
exiled.implant(src)
@@ -29,7 +29,7 @@
/mob/living/simple_animal/hostile/zombie/Initialize(mapload)
. = ..()
apply_dynamic_human_icon(src, outfit, /datum/species/zombie, bloody_slots = ITEM_SLOT_OCLOTHING)
apply_dynamic_human_appearance(src, outfit, /datum/species/zombie, bloody_slots = ITEM_SLOT_OCLOTHING)
/mob/living/simple_animal/hostile/zombie/AttackingTarget()
. = ..()
+1
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@@ -91,6 +91,7 @@
#include "breath.dm"
#include "cable_powernets.dm"
#include "card_mismatch.dm"
#include "cardboard_cutouts.dm"
#include "chain_pull_through_space.dm"
#include "chat_filter.dm"
#include "circuit_component_category.dm"
@@ -0,0 +1,27 @@
/// Validates that cardboard cutouts have the proper icons
/datum/unit_test/cardboard_cutouts
/datum/unit_test/cardboard_cutouts/Run()
var/obj/item/cardboard_cutout/normal_cutout = new
test_screenshot("normal_cutout", getFlatIcon(normal_cutout))
var/obj/item/cardboard_cutout/nuclear_operative/nukie_cutout = new
test_screenshot("nukie_cutout", getFlatIcon(nukie_cutout))
nukie_cutout.push_over()
test_screenshot("nukie_cutout_pushed", getFlatIcon(nukie_cutout))
#if DM_VERSION >= 515
// This is the only reason we're testing xenomorphs.
// Making a custom subtype with direct_icon is hacky.
ASSERT(!isnull(/datum/cardboard_cutout/xenomorph_maid::direct_icon))
#endif
var/obj/item/cardboard_cutout/xenomorph/xenomorph_cutout = new
test_screenshot("xenomorph_cutout", getFlatIcon(xenomorph_cutout))
/obj/item/cardboard_cutout/nuclear_operative
starting_cutout = "Nuclear Operative"
/obj/item/cardboard_cutout/xenomorph
starting_cutout = "Xenomorph"
@@ -3,5 +3,5 @@
/datum/unit_test/screenshot_dynamic_human_icons/Run()
// Complicated MODsuit setup
var/icon/icon = get_dynamic_human_icon(/datum/outfit/syndicatecommandocorpse)
test_screenshot("syndicate_commando", icon)
var/appearance = get_dynamic_human_appearance(/datum/outfit/syndicatecommandocorpse)
test_screenshot("syndicate_commando", get_flat_icon_for_all_directions(appearance))
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+1
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@@ -44,6 +44,7 @@
#include "code\__DEFINES\aquarium.dm"
#include "code\__DEFINES\art.dm"
#include "code\__DEFINES\assemblies.dm"
#include "code\__DEFINES\assert.dm"
#include "code\__DEFINES\atom_hud.dm"
#include "code\__DEFINES\basic_mobs.dm"
#include "code\__DEFINES\blackmarket.dm"