Files
Bubberstation/code/modules/lighting/lighting_object.dm
LemonInTheDark f88edef0fb Space/Changeturf fixes and optimizations (#73261)
## About The Pull Request

We've got a few space related things that are busted, and shuttle
movement is slow.
I'd like to try to improve these things, if just a bit.

Long list of only tenuously related topics. Sorry for the shotgun blast

#### [Fixes lazyloaded stuff having bad
space](d4de176a63)

We need to handle area transferring in maploading code under niche
cases, and we also need to actually init reservation spaces we create.

It's also redundant and potentially dupe creating to do area lighting
handling in changeturf, because it gets touched in turf init anyway. Old
me is stupid.

#### [Adds some doc comments, yeets
ssmappping/transit](269717145d)

We had a reserved space for just shuttles to use, except it wasn't for
just shuttles.
So in theory if the space got clogged with other shit, the shuttles
could have nowhere to actually use.

It's better to just have the two groups share real estate. More sane

### The "Starlight is Slow" Block

#### [Starlight optimization part one (don't check config for each
individual turf you check for
activity)](7312a314be)

#### [Starlight optimization part two (infer
context)](be94c422ed)

Starlight was causing each space turf to cause itself and its neighbor
to constantly recheck if they had starlight off changeturf.

The exact same effect can be had by taking advantage of some
pre-existing information, namely if the space turf is gaining or losing
a source of starlight.
Essentially, instead of telling a turf to check all adjacent turfs to
see if it's got starlight, we tell the turf if WE are a source of
starlight, or if we might be taking something away from it.

There's a bit of wasted cpu here but not much, if it's worth doing a
register signal pattern for clearing depends on the case we're working
with.

Being intelligent about this makes things much faster, something in the
neighborhood of 4 to 3 fold.
I've also made openspace's starlight work better, cause the old pattern
was a bit silly.

### Changeturf is Annoying (Microops)

#### [Micro ops changeturf and turf deletion a
bit](386b3ab7fc)

Don't do work if the thing you're working on doesn't exist, don't check
every adjacent turf for firelocks on turf change (just have thefirelocks
manage that), don't check all atoms on the turf for decals on turf
change, similar.
Also moves visibility changes from camera code into changeturf, to avoid
unneeded work.

Needs some extra work to optimize the guts for this path but I can do
that!

#### [Micros camera vis
changes](ebab69e9ea)

We should only update vis when our opacity changes. 
In addition, we don't need all the camera handling fluff if we only want
to update our turf's static groups.

Also micros a camera net helper to be less crap for non multiz maps

#### [Micros some open space atmos cases, alongside avoiding a for(null)
in opacity
handling](72ae07ba1d)

#### [Ensures space_lit tiles never accidentially inherit lighting
objects](a99ff2265a)

S dumb, and leads to space turfs having two sources of lighting, which
looks wrong.
This was invisible when their lighting was fullbright, but it sucks now.


### Misc Stuff

#### [Cleans up stat tracking a bit to avoid
collisions](40fb8f21e2)

#### [Cleans up a turf helper to not be
stupid](bf4ee67100)

WHY ARE YOU USING THE RANGED TURF HELPER IF YOU GO ONE TILE

#### [Moves transit turf signal cleanup to destroy, I named this proc
wrong](c85c2cfc86)

I'm sorry @Time-Green 

#### [Adds better transit caching to
shuttles](35e85334c4)

Adds a max reserved transit size to the shuttle subsystem, to keep
things in bounds.
In addition, adds a soft cap under which existing transit space will get
hold onto, to make repeated non escape/arrive shuttle movements faster

Hopefully this makes common shuttle moves less bad.
## Why It's Good For The Game

Speed
2023-02-06 23:04:50 -05:00

112 lines
4.5 KiB
Plaintext

/datum/lighting_object
///the underlay we are currently applying to our turf to apply light
var/mutable_appearance/current_underlay
///whether we are already in the SSlighting.objects_queue list
var/needs_update = FALSE
///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 = new(GLOB.default_lighting_underlays_by_z[source.z])
affected_turf = source
if (affected_turf.lighting_object)
qdel(affected_turf.lighting_object, force = TRUE)
stack_trace("a lighting object was assigned to a turf that already had a lighting object!")
affected_turf.lighting_object = src
affected_turf.luminosity = 0
// 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.enable_starlight()
needs_update = TRUE
SSlighting.objects_queue += src
/datum/lighting_object/Destroy(force)
if (!force)
return QDEL_HINT_LETMELIVE
SSlighting.objects_queue -= src
if (isturf(affected_turf))
affected_turf.lighting_object = null
affected_turf.luminosity = 1
affected_turf.underlays -= current_underlay
affected_turf = null
return ..()
/datum/lighting_object/proc/update()
// To the future coder who sees this and thinks
// "Why didn't he just use a loop?"
// Well my man, it's because the loop performed like shit.
// And there's no way to improve it because
// without a loop you can make the list all at once which is the fastest you're gonna get.
// Oh it's also shorter line wise.
// Including with these comments.
var/static/datum/lighting_corner/dummy/dummy_lighting_corner = new
var/turf/affected_turf = src.affected_turf
#ifdef VISUALIZE_LIGHT_UPDATES
affected_turf.add_atom_colour(COLOR_BLUE_LIGHT, ADMIN_COLOUR_PRIORITY)
animate(affected_turf, 10, color = null)
addtimer(CALLBACK(affected_turf, TYPE_PROC_REF(/atom, remove_atom_colour), ADMIN_COLOUR_PRIORITY, COLOR_BLUE_LIGHT), 10, TIMER_UNIQUE|TIMER_OVERRIDE)
#endif
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
var/datum/lighting_corner/alpha_corner = affected_turf.lighting_corner_NE || dummy_lighting_corner
var/max = max(red_corner.largest_color_luminosity, green_corner.largest_color_luminosity, blue_corner.largest_color_luminosity, alpha_corner.largest_color_luminosity)
#if LIGHTING_SOFT_THRESHOLD != 0
var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD
#else
// Because of floating points™?, it won't even be a flat 0.
// This number is mostly arbitrary.
var/set_luminosity = max > 1e-6
#endif
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
current_underlay.icon_state = "lighting_transparent"
current_underlay.color = null
else if(!set_luminosity)
current_underlay.icon_state = "lighting_dark"
current_underlay.color = null
else
current_underlay.icon_state = null
current_underlay.color = list(
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
)
// 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