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Productionizes #80615. The core optimization is this: ```patch - var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up. + var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up. ``` We avoid a heap allocation in the form of copying the args over to a new list. A/B testing shows this results in 33% better overtime, and in a real round shaving off a full second of self time and 0.4 seconds of overtime--both of these would be doubled in the event this is merged as the new proc was only being run 50% of the time.
94 lines
2.9 KiB
Plaintext
94 lines
2.9 KiB
Plaintext
/datum/component/manual_blinking
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dupe_mode = COMPONENT_DUPE_UNIQUE
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var/obj/item/organ/internal/eyes/E
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var/warn_grace = FALSE
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var/warn_dying = FALSE
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var/last_blink
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var/check_every = 20 SECONDS
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var/grace_period = 6 SECONDS
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var/damage_rate = 1 // organ damage taken per tick
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var/list/valid_emotes = list(/datum/emote/living/carbon/blink, /datum/emote/living/carbon/blink_r)
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/datum/component/manual_blinking/Initialize()
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if(!iscarbon(parent))
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return COMPONENT_INCOMPATIBLE
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var/mob/living/carbon/C = parent
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E = C.get_organ_slot(ORGAN_SLOT_EYES)
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if(E)
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START_PROCESSING(SSdcs, src)
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last_blink = world.time
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to_chat(C, span_notice("You suddenly realize you're blinking manually."))
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/datum/component/manual_blinking/Destroy(force)
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E = null
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STOP_PROCESSING(SSdcs, src)
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to_chat(parent, span_notice("You revert back to automatic blinking."))
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return ..()
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/datum/component/manual_blinking/RegisterWithParent()
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RegisterSignal(parent, COMSIG_MOB_EMOTE, PROC_REF(check_emote))
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RegisterSignal(parent, COMSIG_CARBON_GAIN_ORGAN, PROC_REF(check_added_organ))
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RegisterSignal(parent, COMSIG_CARBON_LOSE_ORGAN, PROC_REF(check_removed_organ))
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RegisterSignal(parent, COMSIG_LIVING_REVIVE, PROC_REF(restart))
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RegisterSignal(parent, COMSIG_LIVING_DEATH, PROC_REF(pause))
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/datum/component/manual_blinking/UnregisterFromParent()
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UnregisterSignal(parent, COMSIG_MOB_EMOTE)
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UnregisterSignal(parent, COMSIG_CARBON_GAIN_ORGAN)
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UnregisterSignal(parent, COMSIG_CARBON_LOSE_ORGAN)
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UnregisterSignal(parent, COMSIG_LIVING_REVIVE)
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UnregisterSignal(parent, COMSIG_LIVING_DEATH)
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/datum/component/manual_blinking/proc/restart()
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SIGNAL_HANDLER
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START_PROCESSING(SSdcs, src)
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/datum/component/manual_blinking/proc/pause()
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SIGNAL_HANDLER
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STOP_PROCESSING(SSdcs, src)
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/datum/component/manual_blinking/process()
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var/mob/living/carbon/C = parent
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if(world.time > (last_blink + check_every + grace_period))
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if(!warn_dying)
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to_chat(C, span_userdanger("Your eyes begin to wither, you need to blink!"))
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warn_dying = TRUE
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E.apply_organ_damage(damage_rate)
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else if(world.time > (last_blink + check_every))
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if(!warn_grace)
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to_chat(C, span_danger("You feel a need to blink!"))
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warn_grace = TRUE
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/datum/component/manual_blinking/proc/check_added_organ(mob/who_cares, obj/item/organ/O)
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SIGNAL_HANDLER
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var/obj/item/organ/internal/eyes/new_eyes = O
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if(istype(new_eyes,/obj/item/organ/internal/eyes))
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E = new_eyes
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START_PROCESSING(SSdcs, src)
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/datum/component/manual_blinking/proc/check_removed_organ(mob/who_cares, obj/item/organ/O)
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SIGNAL_HANDLER
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var/obj/item/organ/internal/eyes/bye_beyes = O // oh come on, that's pretty good
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if(istype(bye_beyes, /obj/item/organ/internal/eyes))
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E = null
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STOP_PROCESSING(SSdcs, src)
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/datum/component/manual_blinking/proc/check_emote(mob/living/carbon/user, datum/emote/emote)
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SIGNAL_HANDLER
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if(emote.type in valid_emotes)
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warn_grace = FALSE
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warn_dying = FALSE
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last_blink = world.time
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