[READY] Lighting list cleanup. (#59002)

Removed a bunch of back reference lists that were either entirely unused, or contained references that could be found within the datums contained in other lists.

lighting corner datums now get deleted with unused.

light sources no longer track lighting corners where the appiled light rounds to 0.

Fix lighting on turfs that gained dynamic lighting mid round. lazy init corner datums.

these two are related. by decoupling corner datums from the turfs dynamic lighting state, we can use them to know what level of light a non-dynamic light turf should have once it gains dynamic light.

Also should free up some memory not storing these datums in maint. Corner datums only exist on a turf that has light cast upon it by the dynamic lighting system.

Lighting corners are now lazy inited and deleted. they should always (and only exist) if there is a light source shining on it within range (even if the turf has no dynamic lighting). This is needed to support turfs that become lighting enabled mid round. On the plus side, they will no longer be generated on full dark turfs.
This commit is contained in:
Kyle Spier-Swenson
2021-06-10 14:42:11 -07:00
committed by GitHub
parent 825143825c
commit e0c3019dc3
7 changed files with 174 additions and 186 deletions
+74 -40
View File
@@ -2,17 +2,19 @@
// And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't).
// For the record: these should never ever ever be deleted, even if the turf doesn't have dynamic lighting.
// This list is what the code that assigns corners listens to, the order in this list is the order in which corners are added to the /turf/corners list.
GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST, NORTHWEST))
/datum/lighting_corner
var/list/turf/masters
var/list/datum/light_source/affecting // Light sources affecting us.
var/active = FALSE // TRUE if one of our masters has dynamic lighting.
var/x = 0
var/y = 0
var/turf/master_NE
var/turf/master_SE
var/turf/master_SW
var/turf/master_NW
var/lum_r = 0
var/lum_g = 0
var/lum_b = 0
@@ -26,8 +28,7 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
/datum/lighting_corner/New(turf/new_turf, diagonal)
. = ..()
masters = list()
masters[new_turf] = turn(diagonal, 180)
save_master(new_turf, turn(diagonal, 180))
var/vertical = diagonal & ~(diagonal - 1) // The horizontal directions (4 and 8) are bigger than the vertical ones (1 and 2), so we can reliably say the lsb is the horizontal direction.
var/horizontal = diagonal & ~vertical // Now that we know the horizontal one we can get the vertical one.
@@ -39,49 +40,48 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
// Issue being that the only way I could think of doing it was very messy, slow and honestly overengineered.
// So we'll have this hardcode instead.
var/turf/T
var/i
// Diagonal one is easy.
T = get_step(new_turf, diagonal)
if (T) // In case we're on the map's border.
if (!T.corners)
T.corners = list(null, null, null, null)
masters[T] = diagonal
i = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(diagonal, 180))
T.corners[i] = src
save_master(T, diagonal)
// Now the horizontal one.
T = get_step(new_turf, horizontal)
if (T) // Ditto.
if (!T.corners)
T.corners = list(null, null, null, null)
masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates.
i = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
T.corners[i] = src
save_master(T, ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH)) // Get the dir based on coordinates.
// And finally the vertical one.
T = get_step(new_turf, vertical)
if (T)
if (!T.corners)
T.corners = list(null, null, null, null)
save_master(T, ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH)) // Get the dir based on coordinates.
masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates.
i = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
T.corners[i] = src
/datum/lighting_corner/proc/save_master(turf/master, dir)
switch (dir)
if (NORTHEAST)
master_NE = master
master.lighting_corner_SW = src
if (SOUTHEAST)
master_SE = master
master.lighting_corner_NW = src
if (SOUTHWEST)
master_SW = master
master.lighting_corner_NE = src
if (NORTHWEST)
master_NW = master
master.lighting_corner_SE = src
update_active()
/datum/lighting_corner/proc/self_destruct_if_idle()
if (!LAZYLEN(affecting))
qdel(src, force = TRUE)
/datum/lighting_corner/proc/update_active()
active = FALSE
var/turf/T
var/thing
for (thing in masters)
T = thing
if (T.lighting_object)
active = TRUE
return
/datum/lighting_corner/proc/vis_update()
for (var/datum/light_source/light_source as anything in affecting)
light_source.vis_update()
/datum/lighting_corner/proc/full_update()
for (var/datum/light_source/light_source as anything in affecting)
light_source.recalc_corner(src)
// God that was a mess, now to do the rest of the corner code! Hooray!
/datum/lighting_corner/proc/update_lumcount(delta_r, delta_g, delta_b)
@@ -120,11 +120,27 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
#endif
cache_mx = round(mx, LIGHTING_ROUND_VALUE)
for (var/TT in masters)
var/turf/T = TT
if (T.lighting_object && !T.lighting_object.needs_update)
T.lighting_object.needs_update = TRUE
SSlighting.objects_queue += T.lighting_object
var/atom/movable/lighting_object/lighting_object = master_NE?.lighting_object
if (lighting_object && !lighting_object.needs_update)
lighting_object.needs_update = TRUE
SSlighting.objects_queue += lighting_object
lighting_object = master_SE?.lighting_object
if (lighting_object && !lighting_object.needs_update)
lighting_object.needs_update = TRUE
SSlighting.objects_queue += lighting_object
lighting_object = master_SW?.lighting_object
if (lighting_object && !lighting_object.needs_update)
lighting_object.needs_update = TRUE
SSlighting.objects_queue += lighting_object
lighting_object = master_NW?.lighting_object
if (lighting_object && !lighting_object.needs_update)
lighting_object.needs_update = TRUE
SSlighting.objects_queue += lighting_object
self_destruct_if_idle()
/datum/lighting_corner/dummy/New()
@@ -134,6 +150,24 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
if (!force)
return QDEL_HINT_LETMELIVE
stack_trace("Ok, Look, /tg/, I need you to find whatever fucker decided to call qdel on a fucking lighting corner, then tell him very nicely and politely that he is brain damaged and needs his head checked. Thanks. Send them my regards by the way.")
for (var/datum/light_source/light_source as anything in affecting)
LAZYREMOVE(light_source.effect_str, src)
affecting = null
if (master_NE)
master_NE.lighting_corner_SW = null
master_NE.lighting_corners_initialised = FALSE
if (master_SE)
master_SE.lighting_corner_NW = null
master_SE.lighting_corners_initialised = FALSE
if (master_SW)
master_SW.lighting_corner_NE = null
master_SW.lighting_corners_initialised = FALSE
if (master_NW)
master_NW.lighting_corner_SE = null
master_NW.lighting_corners_initialised = FALSE
if (needs_update)
SSlighting.corners_queue -= src
return ..()
+4 -10
View File
@@ -71,16 +71,10 @@
// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
var/static/datum/lighting_corner/dummy/dummy_lighting_corner = new
var/list/corners = myturf.corners
var/datum/lighting_corner/cr = dummy_lighting_corner
var/datum/lighting_corner/cg = dummy_lighting_corner
var/datum/lighting_corner/cb = dummy_lighting_corner
var/datum/lighting_corner/ca = dummy_lighting_corner
if (corners) //done this way for speed
cr = corners[3] || dummy_lighting_corner
cg = corners[2] || dummy_lighting_corner
cb = corners[4] || dummy_lighting_corner
ca = corners[1] || dummy_lighting_corner
var/datum/lighting_corner/cr = myturf.lighting_corner_SW || dummy_lighting_corner
var/datum/lighting_corner/cg = myturf.lighting_corner_SE || dummy_lighting_corner
var/datum/lighting_corner/cb = myturf.lighting_corner_NW || dummy_lighting_corner
var/datum/lighting_corner/ca = myturf.lighting_corner_NE || dummy_lighting_corner
var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx)
+50 -84
View File
@@ -22,7 +22,6 @@
var/tmp/applied_lum_b
var/list/datum/lighting_corner/effect_str // List used to store how much we're affecting corners.
var/list/turf/affecting_turfs
var/applied = FALSE // Whether we have applied our light yet or not.
@@ -103,45 +102,34 @@
// The braces and semicolons are there to be able to do this on a single line.
#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
#define APPLY_CORNER(C) \
. = LUM_FALLOFF(C, pixel_turf); \
. *= light_power; \
var/OLD = effect_str[C]; \
effect_str[C] = .; \
\
C.update_lumcount \
( \
(. * lum_r) - (OLD * applied_lum_r), \
(. * lum_g) - (OLD * applied_lum_g), \
(. * lum_b) - (OLD * applied_lum_b) \
);
#define APPLY_CORNER(C) \
. = LUM_FALLOFF(C, pixel_turf); \
. *= light_power; \
var/OLD = effect_str[C]; \
\
C.update_lumcount \
( \
(. * lum_r) - (OLD * applied_lum_r), \
(. * lum_g) - (OLD * applied_lum_g), \
(. * lum_b) - (OLD * applied_lum_b) \
); \
#define REMOVE_CORNER(C) \
. = -effect_str[C]; \
C.update_lumcount \
( \
. * applied_lum_r, \
. * applied_lum_g, \
. * applied_lum_b \
#define REMOVE_CORNER(C) \
. = -effect_str[C]; \
C.update_lumcount \
( \
. * applied_lum_r, \
. * applied_lum_g, \
. * applied_lum_b \
);
// This is the define used to calculate falloff.
/datum/light_source/proc/remove_lum()
applied = FALSE
var/thing
for (thing in affecting_turfs)
var/turf/T = thing
LAZYREMOVE(T.affecting_lights, src)
affecting_turfs = null
var/datum/lighting_corner/C
for (thing in effect_str)
C = thing
REMOVE_CORNER(C)
LAZYREMOVE(C.affecting, src)
for (var/datum/lighting_corner/corner as anything in effect_str)
REMOVE_CORNER(corner)
LAZYREMOVE(corner.affecting, src)
effect_str = null
@@ -152,7 +140,7 @@
effect_str[C] = 0
APPLY_CORNER(C)
UNSETEMPTY(effect_str)
effect_str[C] = .
/datum/light_source/proc/update_corners()
@@ -218,77 +206,55 @@
var/list/datum/lighting_corner/corners = list()
var/list/turf/turfs = list()
var/thing
var/datum/lighting_corner/C
var/turf/T
if (source_turf)
var/oldlum = source_turf.luminosity
source_turf.luminosity = CEILING(light_range, 1)
for(T in view(CEILING(light_range, 1), source_turf))
if((!IS_DYNAMIC_LIGHTING(T) && !T.light_sources))
continue
for(var/turf/T in view(CEILING(light_range, 1), source_turf))
if(!IS_OPAQUE_TURF(T))
if (!T.lighting_corners_initialised)
T.generate_missing_corners()
for (thing in T.corners)
C = thing
corners[C] = 0
corners[T.lighting_corner_NE] = 0
corners[T.lighting_corner_SE] = 0
corners[T.lighting_corner_SW] = 0
corners[T.lighting_corner_NW] = 0
turfs += T
source_turf.luminosity = oldlum
LAZYINITLIST(affecting_turfs)
var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
affecting_turfs += L
for (thing in L)
T = thing
LAZYADD(T.affecting_lights, src)
L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
affecting_turfs -= L
for (thing in L)
T = thing
LAZYREMOVE(T.affecting_lights, src)
var/list/datum/lighting_corner/new_corners = (corners - effect_str)
LAZYINITLIST(effect_str)
if (needs_update == LIGHTING_VIS_UPDATE)
for (thing in corners - effect_str) // New corners
C = thing
LAZYADD(C.affecting, src)
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER(C)
for (var/datum/lighting_corner/corner as anything in new_corners)
APPLY_CORNER(corner)
if (. != 0)
LAZYADD(corner.affecting, src)
effect_str[corner] = .
else
L = corners - effect_str
for (thing in L) // New corners
C = thing
LAZYADD(C.affecting, src)
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER(C)
for (var/datum/lighting_corner/corner as anything in new_corners)
APPLY_CORNER(corner)
if (. != 0)
LAZYADD(corner.affecting, src)
effect_str[corner] = .
for (thing in corners - L) // Existing corners
C = thing
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER(C)
for (var/datum/lighting_corner/corner as anything in corners - new_corners) // Existing corners
APPLY_CORNER(corner)
if (. != 0)
effect_str[corner] = .
else
LAZYREMOVE(corner.affecting, src)
effect_str -= corner
L = effect_str - corners
for (thing in L) // Old, now gone, corners.
C = thing
REMOVE_CORNER(C)
LAZYREMOVE(C.affecting, src)
effect_str -= L
var/list/datum/lighting_corner/gone_corners = effect_str - corners
for (var/datum/lighting_corner/corner as anything in gone_corners)
REMOVE_CORNER(corner)
LAZYREMOVE(corner.affecting, src)
effect_str -= gone_corners
applied_lum_r = lum_r
applied_lum_g = lum_g
applied_lum_b = lum_b
UNSETEMPTY(effect_str)
UNSETEMPTY(affecting_turfs)
#undef EFFECT_UPDATE
#undef LUM_FALLOFF
+28 -44
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@@ -1,23 +1,14 @@
// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
/turf/proc/reconsider_lights()
var/datum/light_source/L
var/thing
for (thing in affecting_lights)
L = thing
L.vis_update()
lighting_corner_NE?.vis_update()
lighting_corner_SE?.vis_update()
lighting_corner_SW?.vis_update()
lighting_corner_NW?.vis_update()
/turf/proc/lighting_clear_overlay()
if (lighting_object)
qdel(lighting_object, TRUE)
var/datum/lighting_corner/C
var/thing
for (thing in corners)
if(!thing)
continue
C = thing
C.update_active()
// Builds a lighting object for us, but only if our area is dynamic.
/turf/proc/lighting_build_overlay()
if (lighting_object)
@@ -27,37 +18,28 @@
if (!IS_DYNAMIC_LIGHTING(A) && !light_sources)
return
if (!lighting_corners_initialised)
generate_missing_corners()
new/atom/movable/lighting_object(src)
var/thing
var/datum/lighting_corner/C
var/datum/light_source/S
for (thing in corners)
if(!thing)
continue
C = thing
if (!C.active) // We would activate the corner, calculate the lighting for it.
for (thing in C.affecting)
S = thing
S.recalc_corner(C)
C.active = TRUE
// Used to get a scaled lumcount.
/turf/proc/get_lumcount(minlum = 0, maxlum = 1)
if (!lighting_object)
return 1
var/totallums = 0
var/thing
var/datum/lighting_corner/L
for (thing in corners)
if(!thing)
continue
L = thing
L = lighting_corner_NE
if (L)
totallums += L.lum_r + L.lum_b + L.lum_g
L = lighting_corner_SE
if (L)
totallums += L.lum_r + L.lum_b + L.lum_g
L = lighting_corner_SW
if (L)
totallums += L.lum_r + L.lum_b + L.lum_g
L = lighting_corner_NW
if (L)
totallums += L.lum_r + L.lum_b + L.lum_g
totallums /= 12 // 4 corners, each with 3 channels, get the average.
@@ -123,14 +105,16 @@
lighting_clear_overlay()
/turf/proc/generate_missing_corners()
if (!IS_DYNAMIC_LIGHTING(src) && !light_sources)
return
if (!lighting_corner_NE)
lighting_corner_NE = new/datum/lighting_corner(src, NORTH|EAST)
if (!lighting_corner_SE)
lighting_corner_SE = new/datum/lighting_corner(src, SOUTH|EAST)
if (!lighting_corner_SW)
lighting_corner_SW = new/datum/lighting_corner(src, SOUTH|WEST)
if (!lighting_corner_NW)
lighting_corner_NW = new/datum/lighting_corner(src, NORTH|WEST)
lighting_corners_initialised = TRUE
if (!corners)
corners = list(null, null, null, null)
for (var/i = 1 to 4)
if (corners[i]) // Already have a corner on this direction.
continue
corners[i] = new/datum/lighting_corner(src, GLOB.LIGHTING_CORNER_DIAGONAL[i])