Files
Bubberstation/code/modules/power/port_gen.dm
T
LemonInTheDarkandGitHub cf02f62298 useless update_appearance reduction, emissive_blocker micro optimization (saves a second of init) (#71658)
## About The Pull Request

[Saves 0.2 seconds of init time. 50% of emissive
blockers](https://github.com/tgstation/tgstation/commit/8318b648f6d32844aacbfb4c309152cd45801f5c)

Emissive blockers are a decent expense during init, even these, which
are the ones that update outside of initialize.
I've inlined them, removed some redundant vars and checks, reduced the
arg count, and shifted some things around. This ends up saving 200ms, or
50% of its total cost.

I also shifted mutable_appearance about a bit. it's not a massive
saving, but it is technically faster

[Prevents a few redundant appearance_updates, saves 0.8 seconds of
init](https://github.com/tgstation/tgstation/commit/5475cd778b66b22b1e2c8d86b2c6d59fb84f219a)

Prequisit info: update_appearance is decently expensive
It's good then to only do it if we have a reason to, right?

Me and moth were shooting the shit about just general init time, and we
came up with the idea of tracking which update_appearances actually
"worked" and which didn't.

That bit comes later, let's enjoy the fruits of that work first

First, holograms were calling update_appearance on process, for almost
no reason.
I patched the one event they don't already "react" to, and then locked
it behind a change decection if.
good for live, doesn't impact init.

Next, decals. If you add a decal to something before it inits, it'll
react to the after successful init signal.
The trouble is the same atom could have its appearance updated from this
MORE then once, since decals can be stacked on tiles, and signal
unregisters don't work once the signal is sent.
So we add a flag to track if we've had this happen to us or not, so it
only happens once.
saves 80 ms

Power! lots of things call power_change on init, often more then once.
We'll update appearance for each of those calls, even if only one is an
actual change.
That's silly, better to track what sort of power we're using for our
appearance and go off that changing

This was taking about 300ms. Really stupid

Icon smoothing. After emissive blockers were added, any change to
something's icon smoothing would lead to an update_appearance call.
Nasty shit, specially cause of walls, which don't even use emissive
blockers.
Ok then, so we'll always update appearance for movables, and will allow
turfs that are interested to hook it manually.
Not many of those anyhow
This is slightly a dev ux thing, but it saves 600ms so I think it's
worth it. Rare case anyway

Telecomms:
telecomm machines were updating appearance on process. This is to cover
for them turning on/off on process.
Better then to just check if on actually changed.
This cost adds up midgame, doesn't impact init tho

Materials:
There's this update_appearance call in material on_apply. it doesn't do
anything.
The logs will lie to you and say it does, but it's just like reapplying
emissives. It doesn't need to exist
Saves like 50ms

Canisters:
Live thing, lots of time wasted updating appearance for no reason, lets
see if we change anything first yes?

[Uses defines to wrap update_appearance for
tracking](https://github.com/tgstation/tgstation/commit/4fa82e1c9d93577aadb3c743f17196331f62e67c)

[Undoes _update_appearance changes, instead reccomends 2 regexes to
use](https://github.com/tgstation/tgstation/commit/a8c8fec57a4e43d1fa636b5ac68459903faa9fc5)

I need file and line number for my tracking, so I need to override
update_appearance calls, and also preferably not require every override
of update_appearance to handle dummy file + line args.

So instead, I created a wrapper proc that checks to see if appearanaces
match (they're unique remember, the two of the same visual appearance
will be equivalent)
The trouble is I can't intercept JUST proc calls, or JUST function
definitions with defines. it needs to be both.

So I renamed the /update_appearance proc to /_update_appearance

this way I can capture old uses, and don't need to worry about merge/dev
brain skew

~~It does mean that all update_appearance proc definitions now look
weird tho.
My profiling is leaking into dev ux. I wish I had better templating.~~

**The above is no longer being pr'd**, it's instead just recommended via
a few regexes adjacent to the define.
Smelled wrong anyhow

[Adds a setter for panel_open, so I can update_appearance on
it](https://github.com/tgstation/tgstation/pull/71658/commits/cf1df8a69fc1a816391d085ee7419b14f9fe9167)

## Why It's Good For The Game

Speed
2022-12-20 00:51:52 -08:00

282 lines
7.5 KiB
Plaintext

//Baseline portable generator. Has all the default handling. Not intended to be used on it's own (since it generates unlimited power).
/obj/machinery/power/port_gen
name = "portable generator"
desc = "A portable generator for emergency backup power."
icon = 'icons/obj/power.dmi'
icon_state = "portgen0_0"
base_icon_state = "portgen0"
density = TRUE
anchored = FALSE
use_power = NO_POWER_USE
var/active = FALSE
var/power_gen = 5000
var/power_output = 1
var/consumption = 0
var/datum/looping_sound/generator/soundloop
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT | INTERACT_ATOM_REQUIRES_ANCHORED
/obj/machinery/power/port_gen/Initialize(mapload)
. = ..()
soundloop = new(src, active)
/obj/machinery/power/port_gen/Destroy()
QDEL_NULL(soundloop)
return ..()
/obj/machinery/power/port_gen/should_have_node()
return anchored
/obj/machinery/power/port_gen/connect_to_network()
if(!anchored)
return FALSE
. = ..()
/obj/machinery/power/port_gen/proc/HasFuel() //Placeholder for fuel check.
return TRUE
/obj/machinery/power/port_gen/proc/UseFuel() //Placeholder for fuel use.
return
/obj/machinery/power/port_gen/proc/DropFuel()
return
/obj/machinery/power/port_gen/proc/handleInactive()
return
/obj/machinery/power/port_gen/proc/TogglePower()
if(active)
active = FALSE
update_appearance()
soundloop.stop()
else if(HasFuel())
active = TRUE
START_PROCESSING(SSmachines, src)
update_appearance()
soundloop.start()
/obj/machinery/power/port_gen/update_icon_state()
icon_state = "[base_icon_state]_[active]"
return ..()
/obj/machinery/power/port_gen/process()
if(active)
if(!HasFuel() || !anchored)
TogglePower()
return
if(powernet)
add_avail(power_gen * power_output)
UseFuel()
else
handleInactive()
/obj/machinery/power/port_gen/examine(mob/user)
. = ..()
. += "It is[!active?"n't":""] running."
/////////////////
// P.A.C.M.A.N //
/////////////////
/obj/machinery/power/port_gen/pacman
name = "\improper P.A.C.M.A.N.-type portable generator"
circuit = /obj/item/circuitboard/machine/pacman
power_gen = 5000
var/sheets = 0
var/max_sheets = 50
var/sheet_name = ""
var/sheet_path = /obj/item/stack/sheet/mineral/plasma
var/sheet_left = 0 // How much is left of the sheet
var/time_per_sheet = 60
var/current_heat = 0
/obj/machinery/power/port_gen/pacman/Initialize(mapload)
. = ..()
if(anchored)
connect_to_network()
var/obj/S = sheet_path
sheet_name = initial(S.name)
/obj/machinery/power/port_gen/pacman/Destroy()
DropFuel()
return ..()
/obj/machinery/power/port_gen/pacman/on_construction()
var/obj/item/circuitboard/machine/pacman/our_board = circuit
if(our_board.high_production_profile)
icon_state = "portgen1_0"
base_icon_state = "portgen1"
max_sheets = 20
time_per_sheet = 20
power_gen = 15000
sheet_path = /obj/item/stack/sheet/mineral/uranium
/obj/machinery/power/port_gen/pacman/examine(mob/user)
. = ..()
. += span_notice("The generator has [sheets] units of [sheet_name] fuel left, producing [display_power(power_gen)] per cycle.")
if(anchored)
. += span_notice("It is anchored to the ground.")
/obj/machinery/power/port_gen/pacman/HasFuel()
if(sheets >= 1 / (time_per_sheet / power_output) - sheet_left)
return TRUE
return FALSE
/obj/machinery/power/port_gen/pacman/DropFuel()
if(sheets)
new sheet_path(drop_location(), sheets)
sheets = 0
/obj/machinery/power/port_gen/pacman/UseFuel()
var/needed_sheets = 1 / (time_per_sheet / power_output)
var/temp = min(needed_sheets, sheet_left)
needed_sheets -= temp
sheet_left -= temp
sheets -= round(needed_sheets)
needed_sheets -= round(needed_sheets)
if (sheet_left <= 0 && sheets > 0)
sheet_left = 1 - needed_sheets
sheets--
var/lower_limit = 56 + power_output * 10
var/upper_limit = 76 + power_output * 10
var/bias = 0
if (power_output > 4)
upper_limit = 400
bias = power_output - 3
if (current_heat < lower_limit)
current_heat += 3
else
current_heat += rand(-7 + bias, 7 + bias)
if (current_heat < lower_limit)
current_heat = lower_limit
if (current_heat > upper_limit)
current_heat = upper_limit
if (current_heat > 300)
overheat()
qdel(src)
/obj/machinery/power/port_gen/pacman/handleInactive()
current_heat = max(current_heat - 2, 0)
if(current_heat == 0)
STOP_PROCESSING(SSmachines, src)
/obj/machinery/power/port_gen/pacman/proc/overheat()
explosion(src, devastation_range = 2, heavy_impact_range = 5, light_impact_range = 2, flash_range = -1)
/obj/machinery/power/port_gen/pacman/set_anchored(anchorvalue)
. = ..()
if(isnull(.))
return //no need to process if we didn't change anything.
if(anchorvalue)
connect_to_network()
else
disconnect_from_network()
/obj/machinery/power/port_gen/pacman/attackby(obj/item/O, mob/user, params)
if(istype(O, sheet_path))
var/obj/item/stack/addstack = O
var/amount = min((max_sheets - sheets), addstack.amount)
if(amount < 1)
to_chat(user, span_notice("The [src.name] is full!"))
return
to_chat(user, span_notice("You add [amount] sheets to the [src.name]."))
sheets += amount
addstack.use(amount)
return
else if(!active)
if(O.tool_behaviour == TOOL_WRENCH)
if(!anchored && !isinspace())
set_anchored(TRUE)
to_chat(user, span_notice("You secure the generator to the floor."))
else if(anchored)
set_anchored(FALSE)
to_chat(user, span_notice("You unsecure the generator from the floor."))
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
return
else if(O.tool_behaviour == TOOL_SCREWDRIVER)
toggle_panel_open()
O.play_tool_sound(src)
if(panel_open)
to_chat(user, span_notice("You open the access panel."))
else
to_chat(user, span_notice("You close the access panel."))
return
else if(default_deconstruction_crowbar(O))
return
return ..()
/obj/machinery/power/port_gen/pacman/emag_act(mob/user)
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(user, span_notice("You hear a hefty clunk from inside the generator."))
emp_act(EMP_HEAVY)
/obj/machinery/power/port_gen/pacman/attack_ai(mob/user)
interact(user)
/obj/machinery/power/port_gen/pacman/attack_paw(mob/user, list/modifiers)
interact(user)
/obj/machinery/power/port_gen/pacman/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "PortableGenerator", name)
ui.open()
/obj/machinery/power/port_gen/pacman/ui_data()
var/data = list()
data["active"] = active
data["sheet_name"] = capitalize(sheet_name)
data["sheets"] = sheets
data["stack_percent"] = round(sheet_left * 100, 0.1)
data["anchored"] = anchored
data["connected"] = (powernet == null ? 0 : 1)
data["ready_to_boot"] = anchored && HasFuel()
data["power_generated"] = display_power(power_gen)
data["power_output"] = display_power(power_gen * power_output)
data["power_available"] = (powernet == null ? 0 : display_power(avail()))
data["current_heat"] = current_heat
. = data
/obj/machinery/power/port_gen/pacman/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("toggle_power")
TogglePower()
. = TRUE
if("eject")
if(!active)
DropFuel()
. = TRUE
if("lower_power")
if (power_output > 1)
power_output--
. = TRUE
if("higher_power")
if (power_output < 4 || (obj_flags & EMAGGED))
power_output++
. = TRUE
/obj/machinery/power/port_gen/pacman/super
icon_state = "portgen1_0"
base_icon_state = "portgen1"
max_sheets = 20
time_per_sheet = 20
power_gen = 15000
sheet_path = /obj/item/stack/sheet/mineral/uranium
/obj/machinery/power/port_gen/pacman/pre_loaded
sheets = 15