Micros the lighting subsystem (Saves a second of init) (#69838)

About The Pull Request

Micros lighting objects, and their creation

We save a good bit of time by not walking space turfs adjacent to new objects.
We also save some time with micros in the actual underlay update logic.

I swear dude we spend like 0.8 seconds of init applying the underlay. I want threaded maptick already

Micros lighting sources, and corner creation

A: Corners were being passed just A turf, and then expected to generatecorners based on that. This is pointless.
It is better to instead pass in the coords of the bottom left turf, and then build in a circle. This saves like 0.3 seconds

B: We use so many damn datum vars in corner application that we just do not need to.
This resolves that, since it pissed me off. It's pointless. Lets cache em instead

There's some misc datum var caching going on here too. Lemme see...
Oh and a bit of shortcutting for a for loop, since it was a tad expensive on its own.

Also I removed the turfs list, because it does fucking nothing. Why is this still here.

All my little optimizations save about 1 second of init I think
Not great, but not bad, and plus actual lighting work is faster now too
Why It's Good For The Game

Speed
This commit is contained in:
LemonInTheDark
2022-09-27 09:56:35 +13:00
committed by GitHub
parent aee1203a0f
commit e5a2b0f16e
9 changed files with 146 additions and 122 deletions
+23 -30
View File
@@ -8,14 +8,18 @@
///the turf that our light is applied to
var/turf/affected_turf
// Global list of lighting underlays, indexed by z level
GLOBAL_LIST_EMPTY(default_lighting_underlays_by_z)
/datum/lighting_object/New(turf/source)
if(!isturf(source))
qdel(src, force=TRUE)
stack_trace("a lighting object was assigned to [source], a non turf! ")
return
. = ..()
current_underlay = mutable_appearance(LIGHTING_ICON, "transparent", source.z, LIGHTING_PLANE, 255, RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM)
current_underlay = new(GLOB.default_lighting_underlays_by_z[source.z])
affected_turf = source
if (affected_turf.lighting_object)
@@ -25,8 +29,11 @@
affected_turf.lighting_object = src
affected_turf.luminosity = 0
for(var/turf/open/space/space_tile in RANGE_TURFS(1, affected_turf))
space_tile.update_starlight()
// This path is really hot. this is faster
// Really this should be a global var or something, but lets not think about that yes?
if(CONFIG_GET(flag/starlight))
for(var/turf/open/space/space_tile in RANGE_TURFS(1, affected_turf))
space_tile.update_starlight()
needs_update = TRUE
SSlighting.objects_queue += src
@@ -59,6 +66,7 @@
var/static/datum/lighting_corner/dummy/dummy_lighting_corner = new
var/turf/affected_turf = src.affected_turf
var/datum/lighting_corner/red_corner = affected_turf.lighting_corner_SW || dummy_lighting_corner
var/datum/lighting_corner/green_corner = affected_turf.lighting_corner_SE || dummy_lighting_corner
var/datum/lighting_corner/blue_corner = affected_turf.lighting_corner_NW || dummy_lighting_corner
@@ -66,21 +74,6 @@
var/max = max(red_corner.largest_color_luminosity, green_corner.largest_color_luminosity, blue_corner.largest_color_luminosity, alpha_corner.largest_color_luminosity)
var/rr = red_corner.cache_r
var/rg = red_corner.cache_g
var/rb = red_corner.cache_b
var/gr = green_corner.cache_r
var/gg = green_corner.cache_g
var/gb = green_corner.cache_b
var/br = blue_corner.cache_r
var/bg = blue_corner.cache_g
var/bb = blue_corner.cache_b
var/ar = alpha_corner.cache_r
var/ag = alpha_corner.cache_g
var/ab = alpha_corner.cache_b
#if LIGHTING_SOFT_THRESHOLD != 0
var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD
@@ -90,28 +83,28 @@
var/set_luminosity = max > 1e-6
#endif
if((rr & gr & br & ar) && (rg + gg + bg + ag + rb + gb + bb + ab == 8))
var/mutable_appearance/current_underlay = src.current_underlay
affected_turf.underlays -= current_underlay
if(red_corner.cache_r & green_corner.cache_r & blue_corner.cache_r & alpha_corner.cache_r && \
(red_corner.cache_g + green_corner.cache_g + blue_corner.cache_g + alpha_corner.cache_g + \
red_corner.cache_b + green_corner.cache_b + blue_corner.cache_b + alpha_corner.cache_b == 8))
//anything that passes the first case is very likely to pass the second, and addition is a little faster in this case
affected_turf.underlays -= current_underlay
current_underlay.icon_state = "lighting_transparent"
current_underlay.color = null
affected_turf.underlays += current_underlay
else if(!set_luminosity)
affected_turf.underlays -= current_underlay
current_underlay.icon_state = "lighting_dark"
current_underlay.color = null
affected_turf.underlays += current_underlay
else
affected_turf.underlays -= current_underlay
current_underlay.icon_state = null
current_underlay.color = list(
rr, rg, rb, 00,
gr, gg, gb, 00,
br, bg, bb, 00,
ar, ag, ab, 00,
red_corner.cache_r, red_corner.cache_g, red_corner.cache_b, 00,
green_corner.cache_r, green_corner.cache_g, green_corner.cache_b, 00,
blue_corner.cache_r, blue_corner.cache_g, blue_corner.cache_b, 00,
alpha_corner.cache_r, alpha_corner.cache_g, alpha_corner.cache_b, 00,
00, 00, 00, 01
)
affected_turf.underlays += current_underlay
// Of note. Most of the cost in this proc is here, I think because color matrix'd underlays DO NOT cache well, which is what adding to underlays does
// We use underlays because objects on each tile would fuck with maptick. if that ever changes, use an object for this instead
affected_turf.underlays += current_underlay
affected_turf.luminosity = set_luminosity