Files
Bubberstation/code/game/objects/structures/false_walls.dm
SkyratBot 2b9eba0fe0 [MIRROR] Smoothing groups optimization, save 265ms with configs, more on production & w/ space ruins [MDB IGNORE] (#18189)
* Smoothing groups optimization, save 265ms with configs, more on production & w/ space ruins (#71989)

This one is fun.

On every /turf/Initialize and /atom/Initialize, we try to set
`smoothing_groups` and `canSmoothWith` to a cached list of bitfields. At
the type level, these are specified as lists of IDs, which are then
`Join`ed in Initialize, and retrieved from the cache (or built from
there).

The problem is that the cache only misses about 60 times, but the cache
hits more than a hundred thousand times. This means we eat the cost of
`Join` (which is very very slow, because strings + BYOND), as well as
the preliminary `length` checks, for every single atom.

Furthermore, as you might remember, if you have any list variable set on
a type, it'll create a hidden `(init)` proc to create the list. On
turfs, that costs us about 60ms.

This PR does a cool trick where we can completely eliminate the `Join`
*and* the lists at the cost of a little more work when building the
cache.

The trick is that we replace the current type definitions with this:

```patch
- smoothing_groups = list(SMOOTH_GROUP_TURF_OPEN, SMOOTH_GROUP_FLOOR_ASH)
- canSmoothWith = list(SMOOTH_GROUP_FLOOR_ASH, SMOOTH_GROUP_CLOSED_TURFS)
+ smoothing_groups = SMOOTH_GROUP_TURF_OPEN + SMOOTH_GROUP_FLOOR_ASH
+ canSmoothWith = SMOOTH_GROUP_FLOOR_ASH + SMOOTH_GROUP_CLOSED_TURFS
```

These defines, instead of being numbers, are now segments of a string,
delimited by commas.

For instance, if ASH used to be 13, and CLOSED_TURFS used to be 37, this
used to equal `list(13, 37)`. Now, it equals `"13,37,"`.

Then, when the cache misses, we take that string, and treat it as part
of a JSON list, and decode it from there. Meaning:

```java
// Starting value
"13,37,"

// We have a trailing comma, so add a dummy value
"13,37,0"

// Make it an array
"[13,37,0]"

// Decode
list(13, 37, 0)

// Chop off the dummy value
list(13, 37) // Done!
```

This on its own eliminates 265ms *without space ruins*, with the
combined savings of turf/Initialize, atom/Initialize, and the hidden
(init) procs that no longer exist.

Furthermore, there's some other fun stuff we gain from this approach
emergently.

We previously had a difference between `S_TURF` and `S_OBJ`. The idea is
that if you have any smoothing groups with `S_OBJ`, then you will gain
the `SMOOTH_OBJ` bitflag (though note to self, I need to check that the
cost of adding this is actually worth it). This is achieved by the fact
that `S_OBJ` simply takes the last turf, and adds onto that, meaning
that if the biggest value in the sorting groups is greater than that,
then we know we're going to be smoothing to objects.

This new method provides a limitation here. BYOND has no way of
converting a number to a string at compile time, meaning that we can't
evaluate `MAX_S_TURF + offset` into a string. Instead, in order to
preserve the nice UX, `S_OBJ` now instead opts to make the numbers
negative. This means that what used to be something like:

```dm
smoothing_groups = list(SMOOTH_GROUP_ALIEN_RESIN, SMOOTH_GROUP_ALIEN_WEEDS)
```

...which may have been represented as

```dm
smoothing_groups = list(15, MAX_S_TURF + 3)
```

...will now become, at compile time:

```dm
smoothing_groups = "15,-3,"
```

Except! Because we guarantee smoothing groups are sorted through unit
testing, this is actually going to look like:

```dm
smoothing_groups = "-3,15,"
```

Meaning that we can now check if we're smoothing with objects just by
checking if `smoothing_groups[1] == "-"`, as that's the only way that is
possible. Neat!

Furthermore, though much simpler, what used to be `if
(length(smoothing_groups))` (and canSmoothWith) on every single
atom/Initialize and turf/Initialize can now be `if (smoothing_groups)`,
since empty strings are falsy. `length` is about 15% slower than doing
nothing, so in procs as hot as this, this gives some nice gains just on
its own.

For developers, very little changes. Instead of using `list`, you now
use `+`. The order might change, as `S_OBJ` now needs to come first, but
unit tests will catch you if you mess up. Also, you will notice that all
`S_OBJ` have been increased by one. This is because we used to have
`S_TURF(0)` and `S_OBJ(0)`, but with this new trick, -0 == 0, and so
they conflicted and needed to be changed.

* Sorting how did I miss it

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-01-07 23:51:36 +13:00

432 lines
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Plaintext

/*
* False Walls
*/
/obj/structure/falsewall
name = "wall"
desc = "A huge chunk of metal used to separate rooms."
anchored = TRUE
//icon = 'icons/turf/walls/wall.dmi' //ORIGINAL
icon = 'modular_skyrat/modules/aesthetics/walls/icons/wall.dmi' //SKYRAT EDIT CHANGE - AESTHETICS
icon_state = "wall-0"
base_icon_state = "wall"
layer = LOW_OBJ_LAYER
density = TRUE
opacity = TRUE
max_integrity = 100
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS
canSmoothWith = SMOOTH_GROUP_WALLS
can_be_unanchored = FALSE
can_atmos_pass = ATMOS_PASS_DENSITY
rad_insulation = RAD_MEDIUM_INSULATION
material_flags = MATERIAL_EFFECTS
var/mineral = /obj/item/stack/sheet/iron
var/mineral_amount = 2
var/walltype = /turf/closed/wall
var/girder_type = /obj/structure/girder/displaced
var/opening = FALSE
/obj/structure/falsewall/Initialize(mapload)
. = ..()
var/obj/item/stack/initialized_mineral = new mineral // Okay this kinda sucks.
set_custom_materials(initialized_mineral.mats_per_unit, mineral_amount)
qdel(initialized_mineral)
air_update_turf(TRUE, TRUE)
/obj/structure/falsewall/attack_hand(mob/user, list/modifiers)
if(opening)
return
. = ..()
if(.)
return
opening = TRUE
update_appearance()
if(!density)
var/srcturf = get_turf(src)
for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield
opening = FALSE
return
addtimer(CALLBACK(src, TYPE_PROC_REF(/obj/structure/falsewall, toggle_open)), 5)
/obj/structure/falsewall/proc/toggle_open()
if(!QDELETED(src))
set_density(!density)
set_opacity(density)
opening = FALSE
update_appearance()
air_update_turf(TRUE, !density)
/obj/structure/falsewall/update_icon(updates=ALL)//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
. = ..()
if(!density || !(updates & UPDATE_SMOOTHING))
return
if(opening)
smoothing_flags = NONE
clear_smooth_overlays()
else
smoothing_flags = SMOOTH_BITMASK
QUEUE_SMOOTH(src)
/obj/structure/falsewall/update_icon_state()
if(opening)
icon_state = "fwall_[density ? "opening" : "closing"]"
return ..()
icon_state = density ? "[base_icon_state]-[smoothing_junction]" : "fwall_open"
return ..()
/obj/structure/falsewall/proc/ChangeToWall(delete = 1)
var/turf/T = get_turf(src)
T.PlaceOnTop(walltype)
if(delete)
qdel(src)
return T
/obj/structure/falsewall/tool_act(mob/living/user, obj/item/tool)
if(!opening)
return ..()
to_chat(user, span_warning("You must wait until the door has stopped moving!"))
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/falsewall/screwdriver_act(mob/living/user, obj/item/tool)
if(!density)
to_chat(user, span_warning("You can't reach, close it first!"))
return
var/turf/loc_turf = get_turf(src)
if(loc_turf.density)
to_chat(user, span_warning("[src] is blocked!"))
return TOOL_ACT_TOOLTYPE_SUCCESS
if(!isfloorturf(loc_turf))
to_chat(user, span_warning("[src] bolts must be tightened on the floor!"))
return TOOL_ACT_TOOLTYPE_SUCCESS
user.visible_message(span_notice("[user] tightens some bolts on the wall."), span_notice("You tighten the bolts on the wall."))
ChangeToWall()
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/falsewall/welder_act(mob/living/user, obj/item/tool)
if(tool.use_tool(src, user, 0 SECONDS, volume=50))
dismantle(user, TRUE)
return TOOL_ACT_TOOLTYPE_SUCCESS
return
/obj/structure/falsewall/attackby(obj/item/W, mob/user, params)
if(!opening)
to_chat(user, span_warning("You must wait until the door has stopped moving!"))
return
return ..()
/obj/structure/falsewall/proc/dismantle(mob/user, disassembled=TRUE, obj/item/tool = null)
user.visible_message(span_notice("[user] dismantles the false wall."), span_notice("You dismantle the false wall."))
if(tool)
tool.play_tool_sound(src, 100)
else
playsound(src, 'sound/items/welder.ogg', 100, TRUE)
deconstruct(disassembled)
/obj/structure/falsewall/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
new girder_type(loc)
if(mineral_amount)
for(var/i in 1 to mineral_amount)
new mineral(loc)
qdel(src)
/obj/structure/falsewall/get_dumping_location()
return null
/obj/structure/falsewall/examine_status(mob/user) //So you can't detect falsewalls by examine.
to_chat(user, span_notice("The outer plating is <b>welded</b> firmly in place."))
return null
/*
* False R-Walls
*/
/obj/structure/falsewall/reinforced
name = "reinforced wall"
desc = "A huge chunk of reinforced metal used to separate rooms."
//icon = 'icons/turf/walls/reinforced_wall.dmi'
icon = 'modular_skyrat/modules/aesthetics/walls/icons/reinforced_wall.dmi' //SKYRAT EDIT CHANGE - AESTHETICS
icon_state = "reinforced_wall-0"
base_icon_state = "reinforced_wall"
walltype = /turf/closed/wall/r_wall
mineral = /obj/item/stack/sheet/plasteel
smoothing_flags = SMOOTH_BITMASK
/obj/structure/falsewall/reinforced/examine_status(mob/user)
to_chat(user, span_notice("The outer <b>grille</b> is fully intact."))
return null
/obj/structure/falsewall/reinforced/attackby(obj/item/tool, mob/user)
..()
if(tool.tool_behaviour == TOOL_WIRECUTTER)
dismantle(user, TRUE, tool)
/*
* Uranium Falsewalls
*/
/obj/structure/falsewall/uranium
name = "uranium wall"
desc = "A wall with uranium plating. This is probably a bad idea."
icon = 'icons/turf/walls/uranium_wall.dmi'
icon_state = "uranium_wall-0"
base_icon_state = "uranium_wall"
mineral = /obj/item/stack/sheet/mineral/uranium
walltype = /turf/closed/wall/mineral/uranium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_URANIUM_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_URANIUM_WALLS
/// Mutex to prevent infinite recursion when propagating radiation pulses
var/active = null
/// The last time a radiation pulse was performed
var/last_event = 0
/obj/structure/falsewall/uranium/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_ATOM_PROPAGATE_RAD_PULSE, PROC_REF(radiate))
/obj/structure/falsewall/uranium/attackby(obj/item/W, mob/user, params)
radiate()
return ..()
/obj/structure/falsewall/uranium/attack_hand(mob/user, list/modifiers)
radiate()
return ..()
/obj/structure/falsewall/uranium/proc/radiate()
SIGNAL_HANDLER
if(active)
return
if(world.time <= last_event + 1.5 SECONDS)
return
active = TRUE
radiation_pulse(
src,
max_range = 3,
threshold = RAD_LIGHT_INSULATION,
chance = URANIUM_IRRADIATION_CHANCE,
minimum_exposure_time = URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME,
)
propagate_radiation_pulse()
last_event = world.time
active = FALSE
/*
* Other misc falsewall types
*/
/obj/structure/falsewall/gold
name = "gold wall"
desc = "A wall with gold plating. Swag!"
icon = 'icons/turf/walls/gold_wall.dmi'
icon_state = "gold_wall-0"
base_icon_state = "gold_wall"
mineral = /obj/item/stack/sheet/mineral/gold
walltype = /turf/closed/wall/mineral/gold
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_GOLD_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_GOLD_WALLS
/obj/structure/falsewall/silver
name = "silver wall"
desc = "A wall with silver plating. Shiny."
icon = 'icons/turf/walls/silver_wall.dmi'
icon_state = "silver_wall-0"
base_icon_state = "silver_wall"
mineral = /obj/item/stack/sheet/mineral/silver
walltype = /turf/closed/wall/mineral/silver
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_SILVER_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_SILVER_WALLS
/obj/structure/falsewall/diamond
name = "diamond wall"
desc = "A wall with diamond plating. You monster."
icon = 'icons/turf/walls/diamond_wall.dmi'
icon_state = "diamond_wall-0"
base_icon_state = "diamond_wall"
mineral = /obj/item/stack/sheet/mineral/diamond
walltype = /turf/closed/wall/mineral/diamond
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_DIAMOND_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_DIAMOND_WALLS
max_integrity = 800
/obj/structure/falsewall/plasma
name = "plasma wall"
desc = "A wall with plasma plating. This is definitely a bad idea."
icon = 'icons/turf/walls/plasma_wall.dmi'
icon_state = "plasma_wall-0"
base_icon_state = "plasma_wall"
mineral = /obj/item/stack/sheet/mineral/plasma
walltype = /turf/closed/wall/mineral/plasma
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_PLASMA_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_PLASMA_WALLS
/obj/structure/falsewall/bananium
name = "bananium wall"
desc = "A wall with bananium plating. Honk!"
icon = 'icons/turf/walls/bananium_wall.dmi'
icon_state = "bananium_wall-0"
base_icon_state = "bananium_wall"
mineral = /obj/item/stack/sheet/mineral/bananium
walltype = /turf/closed/wall/mineral/bananium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_BANANIUM_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_BANANIUM_WALLS
/obj/structure/falsewall/sandstone
name = "sandstone wall"
desc = "A wall with sandstone plating. Rough."
icon = 'icons/turf/walls/sandstone_wall.dmi'
icon_state = "sandstone_wall-0"
base_icon_state = "sandstone_wall"
mineral = /obj/item/stack/sheet/mineral/sandstone
walltype = /turf/closed/wall/mineral/sandstone
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_SANDSTONE_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_SANDSTONE_WALLS
/obj/structure/falsewall/wood
name = "wooden wall"
desc = "A wall with wooden plating. Stiff."
icon = 'icons/turf/walls/wood_wall.dmi'
icon_state = "wood_wall-0"
base_icon_state = "wood_wall"
mineral = /obj/item/stack/sheet/mineral/wood
walltype = /turf/closed/wall/mineral/wood
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WOOD_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_WOOD_WALLS
/obj/structure/falsewall/bamboo
name = "bamboo wall"
desc = "A wall with bamboo finish. Zen."
icon = 'icons/turf/walls/bamboo_wall.dmi'
mineral = /obj/item/stack/sheet/mineral/bamboo
walltype = /turf/closed/wall/mineral/bamboo
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_BAMBOO_WALLS + SMOOTH_GROUP_CLOSED_TURFS
canSmoothWith = SMOOTH_GROUP_BAMBOO_WALLS
/obj/structure/falsewall/iron
name = "rough iron wall"
desc = "A wall with rough metal plating."
icon = 'icons/turf/walls/iron_wall.dmi'
icon_state = "iron_wall-0"
base_icon_state = "iron_wall"
mineral = /obj/item/stack/rods
mineral_amount = 5
walltype = /turf/closed/wall/mineral/iron
base_icon_state = "iron_wall"
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_IRON_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_IRON_WALLS
/obj/structure/falsewall/abductor
name = "alien wall"
desc = "A wall with alien alloy plating."
icon = 'icons/turf/walls/abductor_wall.dmi'
icon_state = "abductor_wall-0"
base_icon_state = "abductor_wall"
mineral = /obj/item/stack/sheet/mineral/abductor
walltype = /turf/closed/wall/mineral/abductor
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_ABDUCTOR_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_ABDUCTOR_WALLS
/obj/structure/falsewall/titanium
name = "wall"
desc = "A light-weight titanium wall used in shuttles."
icon = 'icons/turf/walls/shuttle_wall.dmi'
icon_state = "shuttle_wall-0"
base_icon_state = "shuttle_wall"
mineral = /obj/item/stack/sheet/mineral/titanium
walltype = /turf/closed/wall/mineral/titanium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_TITANIUM_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_SHUTTLE_PARTS + SMOOTH_GROUP_AIRLOCK + SMOOTH_GROUP_TITANIUM_WALLS
/obj/structure/falsewall/plastitanium
name = "wall"
desc = "An evil wall of plasma and titanium."
icon = 'icons/turf/walls/plastitanium_wall.dmi'
icon_state = "plastitanium_wall-0"
base_icon_state = "plastitanium_wall"
mineral = /obj/item/stack/sheet/mineral/plastitanium
walltype = /turf/closed/wall/mineral/plastitanium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_PLASTITANIUM_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_SHUTTLE_PARTS + SMOOTH_GROUP_AIRLOCK + SMOOTH_GROUP_PLASTITANIUM_WALLS
/obj/structure/falsewall/material
name = "wall"
desc = "A huge chunk of material used to separate rooms."
icon = 'icons/turf/walls/materialwall.dmi'
icon_state = "materialwall-0"
base_icon_state = "materialwall"
walltype = /turf/closed/wall/material
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS + SMOOTH_GROUP_MATERIAL_WALLS
canSmoothWith = SMOOTH_GROUP_MATERIAL_WALLS
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
/obj/structure/falsewall/material/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
new girder_type(loc)
for(var/material in custom_materials)
var/datum/material/material_datum = material
new material_datum.sheet_type(loc, FLOOR(custom_materials[material_datum] / MINERAL_MATERIAL_AMOUNT, 1))
qdel(src)
/obj/structure/falsewall/material/mat_update_desc(mat)
desc = "A huge chunk of [mat] used to separate rooms."
/obj/structure/falsewall/material/toggle_open()
if(!QDELETED(src))
set_density(!density)
var/mat_opacity = TRUE
for(var/datum/material/mat in custom_materials)
if(mat.alpha < 255)
mat_opacity = FALSE
break
set_opacity(density && mat_opacity)
opening = FALSE
update_appearance()
air_update_turf(TRUE, !density)
/obj/structure/falsewall/material/ChangeToWall(delete = 1)
var/turf/current_turf = get_turf(src)
var/turf/closed/wall/material/new_wall = current_turf.PlaceOnTop(/turf/closed/wall/material)
new_wall.set_custom_materials(custom_materials)
if(delete)
qdel(src)
return current_turf
/obj/structure/falsewall/material/update_icon(updates)
. = ..()
for(var/datum/material/mat in custom_materials)
if(mat.alpha < 255)
update_transparency_underlays()
return
/obj/structure/falsewall/material/proc/update_transparency_underlays()
underlays.Cut()
var/girder_icon_state = "displaced"
if(opening)
girder_icon_state += "_[density ? "opening" : "closing"]"
else if(!density)
girder_icon_state += "_open"
var/mutable_appearance/girder_underlay = mutable_appearance('icons/obj/structures.dmi', girder_icon_state, layer = LOW_OBJ_LAYER-0.01)
girder_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
underlays += girder_underlay