## About The Pull Request ### Summary This PR changes internal structure of `/datum/gas_mixture`: `gases[gas_id][MOLES]` refactored into `moles[gas_id]`, `gases[gas_id][ARCHIVE]` into `moles_archive[gas_id]` and `gases[gas_id][GAS_META]` into `gas_meta` static variable. This allows us to use BYOND 516 vector functions for calculating total moles and heat capacity. Also it simplifies some parts of the code, allowing us to get rid of macros `ADD_GAS` and `ASSERT_GAS`. According to the profiler `/turf/open/process_cell` time is reduced by ~20%. ### Details `gas_mixture.gases` was a nested 2d-list with MOLES, ARCHIVE and GAS_META for each gas_id. For example, to get gas moles you had to do `gases[gas_id][MOLES]`. I've changed this structure to be as follows: `moles[gas_id]` - moles for the gas, `moles_archive[gas_id]` - archived version of moles, `gas_meta[KEY][gas_id]` - static var with meta information for the gas. Since I removed key GAS_META from the gases, `gas_meta` was moved to the static variable and the order of keys in the array was changed from `gas_meta[gas_id][META_KEY]' to 'gas_meta[META_KEY][gas_id]`. This was done to allow using it in vector calculations (for example heat capacity or fusion power). Static variable access is very fast and it is considered as accessing a global in the bytecode. Byond 516 introduced new vector functions: `values_sum`, `values_dot` and others. These functions are very fast, but operate only on associative lists. This allows us to change the way we calculate total_moles and heat_capacity - very hot and heavily used functions. `total_moles()` became just `values_sum(moles)`, and `heat_capacity` is just a dot product: `values_dot(moles, gas_meta[META_GAS_SPECIFIC_HEAT])`. As a side bonus, since `moles` is just an associative list, you don't really need old macros `ADD_GAS` and `ASSERT_GAS` - all they did was to make a copy of a list[3] with default value [0, 0, gas_meta] for specific gas. Now when you're adding gas you can just use `moles[gas_id] += amount` and when you query amount of gas you can just query the key (for example `moles[/datum/gas/oxygen]`) if the key does not exist, it returns null and works as 0 for all arithmetic and logic operations. For example, old code would be `if (!air.gases[/datum/gas/oxygen] || air.gases[/datum/gas/oxygen][MOLES] < 1)` and now it is `if (moles[/datum/gas/oxygen] < 1)`. This simplifies some parts of the code and also speeds things up. For the performance comparison I used Tracy profiler. I've done many different tests, and they all show slightly different numbers, but overall speedup for `process_cell` is about 20%. (-20% to average time per call from ). My testing setup was as follows: Load Icebox, drop 30/60/90 radius bomb in the middle of the bridge, set code to blue, wait 10 minutes until the round ends. Also I fixed random seed in the master controller and in the planetary gas randomization so generated maps are the same between tests. Althought it's not very realistic, it generates a lot of samples for the `process_cell` (around ~3.5M per 10 minutes). Another test I did was a plasmafire in an 8x8 space, on runtime station, it showed (-24% time on process_cell). Another test was a emagged holodeck burn test, it showed (-13% time) As for other functions of gas_mixture: `total_moles`: -50%(2x speedup), `heat_capacity`: -65%(3x speedup), `share`: -30%, `react`: -20%. Timings of all those functions is in microseconds range and they are very hot (call count is in the same order as process_cell) <details><summary>Some pictures from profiler</summary> <img width="569" height="642" alt="process_cell" src="https://github.com/user-attachments/assets/76fa0c27-719d-485d-9bfc-859fef788999" /> <img width="572" height="315" alt="image" src="https://github.com/user-attachments/assets/f68497e9-4db8-4a9c-b43f-ad04e6dc5cac" /> <img width="569" height="317" alt="image" src="https://github.com/user-attachments/assets/d7249e7b-f344-47a6-8b39-1bab0521182d" /> <img width="541" height="316" alt="image" src="https://github.com/user-attachments/assets/1bef71fd-533d-40fa-a85e-7a803ad322f7" /> <img width="519" height="409" alt="image" src="https://github.com/user-attachments/assets/51165289-174e-403d-a09c-787dd9af136a" /> <img width="523" height="318" alt="image" src="https://github.com/user-attachments/assets/fe4b1db0-17d8-47f9-8fd0-e2ecef2ee66a" /> </details> <details><summary>Setting up a profiler</summary> If you wanna to reproduce my results here is a list of steps 1. download: https://github.com/goonstation/byond-tracy-writer (this one has offsets for my version 1677) 2. build the dll, drop in the tgstation/ folder 3. download rtracy https://github.com/Dimach/rtracy 4. download Tracy profiler (0.13.1) https://github.com/wolfpld/tracy 5. uncomment `#define USE_BYOND_TRACY` in `_compile_options.dm` 6. build tgstation 7. open dream daemon, run the desired test, after round end dream daemon closes 8. navigate to tgstation/data/profiler, find the `123412341234.utracy` file 9. run `rtracty 123412341234.utracy` 10. open tracy-profiler.exe, press Connect, save the profiler data 11. repeat steps 5-10 with another branch, save another profiler data 12. open tracy-profiler, open first data, press compare, open second data </details> ## Why It's Good For The Game ## Changelog 🆑 refactor: Atmos refactor & speedup by utilizing BYOND 516 vector functions /🆑 --------- Co-authored-by: san7890 <the@san7890.com>
/tg/station codebase
| Website | Link |
|---|---|
| Website | https://tgstation13.org |
| Code | https://github.com/tgstation/tgstation |
| Server Config | https://github.com/tgstation-operations/server-config |
| Wiki | https://tgstation13.org/wiki/Main_Page |
| Codedocs | https://codedocs.tgstation13.org/ |
| /tg/station Discord | https://tgstation13.org/phpBB/viewforum.php?f=60 |
| Coderbus Discord | https://discord.gg/Vh8TJp9 |
This is the codebase for the /tg/station flavoured fork of SpaceStation 13.
Space Station 13 is a paranoia-laden round-based roleplaying game set against the backdrop of a nonsensical, metal death trap masquerading as a space station, with charming spritework designed to represent the sci-fi setting and its dangerous undertones. Have fun, and survive!
All github inquiries (such as moderation actions) may be handled via the /tg/station discord #coding-general. Simply ping the @Maintainer role, following the guide on asking questions located in the channel description, with your issue!
DOWNLOADING
Compilation
The quick way. Find bin/server.cmd in this folder and double click it to automatically build and host the server on port 1337.
The long way. Find bin/build.cmd in this folder, and double click it to initiate the build. It consists of multiple steps and might take around 1-5 minutes to compile. If it closes, it means it has finished its job. You can then setup the server normally by opening tgstation.dmb in DreamDaemon.
Building tgstation in DreamMaker directly is deprecated and might produce errors, such as 'tgui.bundle.js': cannot find file.
How to compile in VSCode and other build options.
Getting started
For contribution guidelines refer to the Guides for Contributors.
For getting started (dev env, compilation) see the HackMD document here.
For overall design documentation see HackMD.
For lore, see Common Core.
LICENSE
All code after commit 333c566b88108de218d882840e61928a9b759d8f on 2014/12/31 at 4:38 PM PST is licensed under GNU AGPL v3.
All code before commit 333c566b88108de218d882840e61928a9b759d8f on 2014/12/31 at 4:38 PM PST is licensed under GNU GPL v3. (Including tools unless their readme specifies otherwise.)
See LICENSE and GPLv3.txt for more details.
The TGS DMAPI is licensed as a subproject under the MIT license.
See the footer of code/__DEFINES/tgs.dm and code/modules/tgs/LICENSE for the MIT license.
All assets including icons and sound are under a Creative Commons 3.0 BY-SA license unless otherwise indicated.
