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Bubberstation/code/modules/mapping/reader.dm
LemonInTheDark 5b4ba051a0 Builds logic that manages turfs contained inside an area (#70966)
## About The Pull Request

Area contents isn't a real list, instead it involves filtering
everything in world
This is slow, and something we should have better support for.

So instead, lets manage a list of turfs inside our area. This is simple,
since we already move turfs by area contents anyway

This should speed up the uses I've found, and opens us up to using this
pattern more often, which should make dev work easier.

By nature this is a tad fragile, so I've added a unit test to double
check my work

Rather then instantly removing turfs from the contained_turfs list, we
enter them into a list of turfs to pull out, later.
Then we just use a getter for contained_turfs rather then a var read

This means we don't need to generate a lot of usage off removing turf by
turf from space, and can instead do it only when we need to

I've added a subsystem to manage this process as well, to ensure we
don't get any out of memory errors. It goes entry by entry, ensuring we
get no overtime.
This allows me to keep things like space clean, while keeping high
amounts of usage on a sepearate subsystem when convienient

As a part of this goal of keeping space's churn as low as possible, I've
setup code to ensure we do not add turfs to areas during a z level
increment adjacent mapload. this saves a LOT of time, but is a tad
messy

I've expanded where we use contained_turfs, including into some cases
that filter for objects in areas. need to see if this is sane or not.

Builds sortedAreas on demand, caching until we mark the cache as
violated

It's faster, and it also has the same behavior

I'm not posting speed changes cause frankly they're gonna be a bit
scattered and I'm scared to.
@Mothblocks if you'd like I can look into it. I think it'll pay for
itself just off `reg_in_areas_in_z` (I looked into it. it's really hard
to tell, sometimes it's a bit slower (0.7), sometimes it's 2 seconds
(0.5 if you use the old master figure) faster. life is pain.)

## Why It's Good For The Game

Less stupid, more flexible, more speed

Co-authored-by: san7890 <the@san7890.com>
2022-11-04 20:13:54 -07:00

643 lines
25 KiB
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///////////////////////////////////////////////////////////////
//SS13 Optimized Map loader
//////////////////////////////////////////////////////////////
#define SPACE_KEY "space"
/datum/grid_set
var/xcrd
var/ycrd
var/zcrd
var/gridLines
/datum/parsed_map
var/original_path
/// The length of a key in this file. This is promised by the standard to be static
var/key_len = 0
var/list/grid_models = list()
var/list/gridSets = list()
/// List of area types we've loaded AS A PART OF THIS MAP
/// We do this to allow non unique areas, so we'll only load one per map
var/list/area/loaded_areas = list()
var/list/modelCache
/// Unoffset bounds. Null on parse failure.
var/list/parsed_bounds
/// Offset bounds. Same as parsed_bounds until load().
var/list/bounds
///any turf in this list is skipped inside of build_coordinate. Lazy assoc list
var/list/turf_blacklist
// raw strings used to represent regexes more accurately
// '' used to avoid confusing syntax highlighting
var/static/regex/dmmRegex = new(@'"([a-zA-Z]+)" = \(((?:.|\n)*?)\)\n(?!\t)|\((\d+),(\d+),(\d+)\) = \{"([a-zA-Z\n]*)"\}', "g")
var/static/regex/trimRegex = new(@'^[\s\n]+|[\s\n]+$', "g")
#ifdef TESTING
var/turfsSkipped = 0
#endif
//text trimming (both directions) helper macro
#define TRIM_TEXT(text) (trim_reduced(text))
/// Shortcut function to parse a map and apply it to the world.
///
/// - `dmm_file`: A .dmm file to load (Required).
/// - `x_offset`, `y_offset`, `z_offset`: Positions representign where to load the map (Optional).
/// - `cropMap`: When true, the map will be cropped to fit the existing world dimensions (Optional).
/// - `measureOnly`: When true, no changes will be made to the world (Optional).
/// - `no_changeturf`: When true, [/turf/proc/AfterChange] won't be called on loaded turfs
/// - `x_lower`, `x_upper`, `y_lower`, `y_upper`: Coordinates (relative to the map) to crop to (Optional).
/// - `placeOnTop`: Whether to use [/turf/proc/PlaceOnTop] rather than [/turf/proc/ChangeTurf] (Optional).
/proc/load_map(dmm_file as file, x_offset as num, y_offset as num, z_offset as num, cropMap as num, measureOnly as num, no_changeturf as num, x_lower = -INFINITY as num, x_upper = INFINITY as num, y_lower = -INFINITY as num, y_upper = INFINITY as num, placeOnTop = FALSE as num, new_z)
var/datum/parsed_map/parsed = new(dmm_file, x_lower, x_upper, y_lower, y_upper, measureOnly)
if(parsed.bounds && !measureOnly)
parsed.load(x_offset, y_offset, z_offset, cropMap, no_changeturf, x_lower, x_upper, y_lower, y_upper, placeOnTop, new_z = new_z)
return parsed
/// Parse a map, possibly cropping it.
/datum/parsed_map/New(tfile, x_lower = -INFINITY, x_upper = INFINITY, y_lower = -INFINITY, y_upper=INFINITY, measureOnly=FALSE)
// This proc sleeps for like 6 seconds. why?
// Is it file accesses? if so, can those be done ahead of time, async to save on time here? I wonder.
// Love ya :)
if(isfile(tfile))
original_path = "[tfile]"
tfile = file2text(tfile)
else if(isnull(tfile))
// create a new datum without loading a map
return
src.bounds = parsed_bounds = list(1.#INF, 1.#INF, 1.#INF, -1.#INF, -1.#INF, -1.#INF)
// lists are structs don't you know :)
var/list/bounds = src.bounds
var/list/grid_models = src.grid_models
var/key_len = src.key_len
var/stored_index = 1
var/list/regexOutput
//multiz lool
while(dmmRegex.Find(tfile, stored_index))
stored_index = dmmRegex.next
// Datum var lookup is expensive, this isn't
regexOutput = dmmRegex.group
// "aa" = (/type{vars=blah})
if(regexOutput[1]) // Model
var/key = regexOutput[1]
if(grid_models[key]) // Duplicate model keys are ignored in DMMs
continue
if(key_len != length(key))
if(!key_len)
key_len = length(key)
else
CRASH("Inconsistent key length in DMM")
if(!measureOnly)
grid_models[key] = regexOutput[2]
// (1,1,1) = {"aaaaaaaaaaaaaaaaaaaaaaaaaaaaaa"}
else if(regexOutput[3]) // Coords
if(!key_len)
CRASH("Coords before model definition in DMM")
var/curr_x = text2num(regexOutput[3])
if(curr_x < x_lower || curr_x > x_upper)
continue
var/datum/grid_set/gridSet = new
gridSet.xcrd = curr_x
//position of the currently processed square
gridSet.ycrd = text2num(regexOutput[4])
gridSet.zcrd = text2num(regexOutput[5])
bounds[MAP_MINX] = min(bounds[MAP_MINX], curr_x)
bounds[MAP_MINZ] = min(bounds[MAP_MINZ], gridSet.zcrd)
bounds[MAP_MAXZ] = max(bounds[MAP_MAXZ], gridSet.zcrd)
var/list/gridLines = splittext(regexOutput[6], "\n")
gridSet.gridLines = gridLines
var/leadingBlanks = 0
while(leadingBlanks < length(gridLines) && gridLines[++leadingBlanks] == "")
if(leadingBlanks > 1)
gridLines.Cut(1, leadingBlanks) // Remove all leading blank lines.
if(!length(gridLines)) // Skip it if only blank lines exist.
continue
gridSets += gridSet
if(gridLines[length(gridLines)] == "")
gridLines.Cut(length(gridLines)) // Remove only one blank line at the end.
bounds[MAP_MINY] = min(bounds[MAP_MINY], gridSet.ycrd)
gridSet.ycrd += length(gridLines) - 1 // Start at the top and work down
bounds[MAP_MAXY] = max(bounds[MAP_MAXY], gridSet.ycrd)
var/maxx = curr_x
if(length(gridLines)) //Not an empty map
maxx = max(maxx, curr_x + length(gridLines[1]) / key_len - 1)
bounds[MAP_MAXX] = max(bounds[MAP_MAXX], maxx)
CHECK_TICK
// Indicate failure to parse any coordinates by nulling bounds
if(bounds[1] == 1.#INF)
src.bounds = null
else
// Clamp all our mins and maxes down to the proscribed limits
bounds[MAP_MINX] = clamp(bounds[MAP_MINX], x_lower, x_upper)
bounds[MAP_MAXX] = clamp(bounds[MAP_MAXX], x_lower, x_upper)
bounds[MAP_MINY] = clamp(bounds[MAP_MINY], y_lower, y_upper)
bounds[MAP_MAXY] = clamp(bounds[MAP_MAXY], y_lower, y_upper)
parsed_bounds = src.bounds
src.key_len = key_len
/// Load the parsed map into the world. See [/proc/load_map] for arguments.
/datum/parsed_map/proc/load(x_offset, y_offset, z_offset, cropMap, no_changeturf, x_lower, x_upper, y_lower, y_upper, placeOnTop, whitelist = FALSE, new_z)
//How I wish for RAII
Master.StartLoadingMap()
. = _load_impl(x_offset, y_offset, z_offset, cropMap, no_changeturf, x_lower, x_upper, y_lower, y_upper, placeOnTop, new_z)
Master.StopLoadingMap()
#define MAPLOADING_CHECK_TICK \
if(TICK_CHECK) { \
SSatoms.map_loader_stop(); \
stoplag(); \
SSatoms.map_loader_begin(); \
}
// Do not call except via load() above.
/datum/parsed_map/proc/_load_impl(x_offset = 1, y_offset = 1, z_offset = world.maxz + 1, cropMap = FALSE, no_changeturf = FALSE, x_lower = -INFINITY, x_upper = INFINITY, y_lower = -INFINITY, y_upper = INFINITY, placeOnTop = FALSE, new_z = FALSE)
PRIVATE_PROC(TRUE)
var/list/modelCache = build_cache(no_changeturf)
var/space_key = modelCache[SPACE_KEY]
var/list/bounds
var/key_len = src.key_len
src.bounds = bounds = list(1.#INF, 1.#INF, 1.#INF, -1.#INF, -1.#INF, -1.#INF)
// Tell ss atoms that we're doing maploading
// We'll have to account for this in the following tick_checks so it doesn't overflow
SSatoms.map_loader_begin()
//used for sending the maxx and maxy expanded global signals at the end of this proc
var/has_expanded_world_maxx = FALSE
var/has_expanded_world_maxy = FALSE
var/y_relative_to_absolute = y_offset - 1
var/x_relative_to_absolute = x_offset - 1
for(var/datum/grid_set/gset as anything in gridSets)
var/relative_x = gset.xcrd
var/relative_y = gset.ycrd
var/true_xcrd = relative_x + x_relative_to_absolute
var/ycrd = relative_y + y_relative_to_absolute
var/zcrd = gset.zcrd + z_offset - 1
if(!cropMap && ycrd > world.maxy)
world.maxy = ycrd // Expand Y here. X is expanded in the loop below
has_expanded_world_maxy = TRUE
var/zexpansion = zcrd > world.maxz
var/no_afterchange = no_changeturf
if(zexpansion)
if(cropMap)
continue
else
while (zcrd > world.maxz) //create a new z_level if needed
world.incrementMaxZ()
if(!no_changeturf)
WARNING("Z-level expansion occurred without no_changeturf set, this may cause problems when /turf/AfterChange is called")
no_afterchange = TRUE
// Ok so like. something important
// We talk in "relative" coords here, so the coordinate system of the map datum
// This is so we can do offsets, but it is NOT the same as positions in game
// That's why there's some uses of - y_relative_to_absolute here, to turn absolute positions into relative ones
// Skip Y coords that are above the smallest of the three params
// So maxy and y_upper get to act as thresholds, and relative_y can play
var/y_skip_above = min(world.maxy - y_relative_to_absolute, y_upper, relative_y)
// How many lines to skip because they'd be above the y cuttoff line
var/y_starting_skip = relative_y - y_skip_above
ycrd += y_starting_skip
// Y is the LOWEST it will ever be here, so we can easily set a threshold for how low to go
var/line_count = length(gset.gridLines)
var/lowest_y = relative_y - (line_count - 1) // -1 because we decrement at the end of the loop, not the start
var/y_ending_skip = max(max(y_lower, 1 - y_relative_to_absolute) - lowest_y, 0)
// Now we're gonna precompute the x thresholds
// We skip all the entries below the lower x, or 1
var/starting_x_delta = max(max(x_lower, 1 - x_relative_to_absolute) - relative_x, 0)
// The x loop counts by key length, so we gotta multiply here
var/x_starting_skip = starting_x_delta * key_len
true_xcrd += starting_x_delta
var/line_length = 0
if(line_count)
// This is promised as static, so we will treat it as such
line_length = length(gset.gridLines[1])
// We're gonna skip all the entries above the upper x, or maxx if cropMap is set
var/x_target = line_length - key_len + 1
var/x_step_count = ROUND_UP(x_target / key_len)
var/final_x = relative_x + (x_step_count - 1)
var/x_delta_with = x_upper
if(cropMap)
// Take our smaller crop threshold yes?
x_delta_with = min(x_delta_with, world.maxx)
if(final_x > x_delta_with)
// If our relative x is greater then X upper, well then we've gotta limit our expansion
var/delta = max(final_x - x_delta_with, 0)
x_step_count -= delta
final_x -= delta
x_target = x_step_count * key_len
if(final_x > world.maxx && !cropMap)
world.maxx = final_x
has_expanded_world_maxx = TRUE
// We're gonna track the first and last pairs of coords we find
// The first x is guarenteed to be the lowest, the first y the highest, and vis versa
// This is faster then doing mins and maxes inside the hot loop below
var/first_found = FALSE
var/first_x = 0
var/first_y = 0
var/last_x = 0
var/last_y = 0
// Everything following this line is VERY hot. How hot depends on the map format
// (Yes this does mean dmm is technically faster to parse. shut up)
// This is the "is this map tgm" check
if(key_len == line_length)
// Wanna clear something up about maps, talking in 255x255 here
// In the tgm format, each gridset contains 255 lines, each line representing one tile, with 255 total gridsets
// In the dmm format, each gridset contains 255 lines, each line representing one row of tiles, containing 255 * line length characters, with one gridset per z
// since this is the tgm branch any cutoff of x means we just shouldn't iterate this gridset
if(!x_step_count || x_starting_skip)
continue
for(var/i in 1 + y_starting_skip to line_count - y_ending_skip)
var/line = gset.gridLines[i]
if(line == space_key && no_afterchange)
#ifdef TESTING
++turfsSkipped
#endif
ycrd--
MAPLOADING_CHECK_TICK
continue
var/list/cache = modelCache[line]
if(!cache)
SSatoms.map_loader_stop()
CRASH("Undefined model key in DMM: [line]")
build_coordinate(cache, locate(true_xcrd, ycrd, zcrd), no_afterchange, placeOnTop, new_z)
// only bother with bounds that actually exist
if(!first_found)
first_found = TRUE
first_y = ycrd
last_y = ycrd
ycrd--
MAPLOADING_CHECK_TICK
// The x coord never changes, so this is safe
if(first_found)
first_x = true_xcrd
last_x = true_xcrd
else
// This is the dmm parser, note the double loop
for(var/i in 1 + y_starting_skip to line_count - y_ending_skip)
var/line = gset.gridLines[i]
var/xcrd = true_xcrd
for(var/tpos in 1 + x_starting_skip to x_target step key_len)
var/model_key = copytext(line, tpos, tpos + key_len)
if(model_key == space_key && no_afterchange)
#ifdef TESTING
++turfsSkipped
#endif
MAPLOADING_CHECK_TICK
++xcrd
continue
var/list/cache = modelCache[model_key]
if(!cache)
SSatoms.map_loader_stop()
CRASH("Undefined model key in DMM: [model_key]")
build_coordinate(cache, locate(xcrd, ycrd, zcrd), no_afterchange, placeOnTop, new_z)
// only bother with bounds that actually exist
if(!first_found)
first_found = TRUE
first_x = xcrd
first_y = ycrd
last_x = xcrd
last_y = ycrd
MAPLOADING_CHECK_TICK
++xcrd
ycrd--
MAPLOADING_CHECK_TICK
bounds[MAP_MINX] = min(bounds[MAP_MINX], first_x)
bounds[MAP_MINY] = min(bounds[MAP_MINY], last_y)
bounds[MAP_MINZ] = min(bounds[MAP_MINZ], zcrd)
bounds[MAP_MAXX] = max(bounds[MAP_MAXX], last_x)
bounds[MAP_MAXY] = max(bounds[MAP_MAXY], first_y)
bounds[MAP_MAXZ] = max(bounds[MAP_MAXZ], zcrd)
// And we are done lads, call it off
SSatoms.map_loader_stop()
if(!no_changeturf)
for(var/turf/T as anything in block(locate(bounds[MAP_MINX], bounds[MAP_MINY], bounds[MAP_MINZ]), locate(bounds[MAP_MAXX], bounds[MAP_MAXY], bounds[MAP_MAXZ])))
//we do this after we load everything in. if we don't; we'll have weird atmos bugs regarding atmos adjacent turfs
T.AfterChange(CHANGETURF_IGNORE_AIR)
if(new_z)
for(var/z_index in bounds[MAP_MINZ] to bounds[MAP_MAXZ])
SSmapping.build_area_turfs(z_index)
if(has_expanded_world_maxx || has_expanded_world_maxy)
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_EXPANDED_WORLD_BOUNDS, has_expanded_world_maxx, has_expanded_world_maxy)
#ifdef TESTING
if(turfsSkipped)
testing("Skipped loading [turfsSkipped] default turfs")
#endif
return TRUE
GLOBAL_LIST_EMPTY(map_model_default)
/datum/parsed_map/proc/build_cache(no_changeturf, bad_paths=null)
if(modelCache && !bad_paths)
return modelCache
. = modelCache = list()
var/list/grid_models = src.grid_models
var/set_space = FALSE
// Use where a list is needed, but where it will not be modified
// Used here to remove the cost of needing to make a new list for each fields entry when it's set manually later
var/static/list/default_list = GLOB.map_model_default
for(var/model_key in grid_models)
var/model = grid_models[model_key]
// This is safe because dmm strings will never actually newline
// So we can parse things just fine
var/list/entries = splittext(model, ",\n")
//will contain all members (paths) in model (in our example : /turf/unsimulated/wall)
var/list/members = new /list(length(entries))
//will contain lists filled with corresponding variables, if any (in our example : list(icon_state = "rock") and list())
//member attributes are rarish, so we could lazyinit this
var/list/members_attributes = new /list(length(entries))
/////////////////////////////////////////////////////////
//Constructing members and corresponding variables lists
////////////////////////////////////////////////////////
var/index = 1
for(var/member_string in entries)
var/variables_start = 0
//findtext is a bit expensive, lets only do this if the last char of our string is a } (IE: we know we have vars)
//this saves about 25 miliseconds on my machine. Not a major optimization
if(member_string[length(member_string)] == "}")
variables_start = findtext(member_string, "{")
var/path_text = TRIM_TEXT(copytext(member_string, 1, variables_start))
var/atom_def = text2path(path_text) //path definition, e.g /obj/foo/bar
if(!ispath(atom_def, /atom)) // Skip the item if the path does not exist. Fix your crap, mappers!
if(bad_paths)
LAZYOR(bad_paths[path_text], model_key)
continue
members[index] = atom_def
//transform the variables in text format into a list (e.g {var1="derp"; var2; var3=7} => list(var1="derp", var2, var3=7))
var/list/fields = default_list
if(variables_start)//if there's any variable
member_string = copytext(member_string, variables_start + length(member_string[variables_start]), -length(copytext_char(member_string, -1))) //removing the last '}'
fields = readlist(member_string, ";")
for(var/I in fields)
var/value = fields[I]
if(istext(value))
fields[I] = apply_text_macros(value)
//then fill the members_attributes list with the corresponding variables
members_attributes[index++] = fields
CHECK_TICK
//check and see if we can just skip this turf
//So you don't have to understand this horrid statement, we can do this if
// 1. the space_key isn't set yet
// 2. no_changeturf is set
// 3. there are exactly 2 members
// 4. with no attributes
// 5. and the members are world.turf and world.area
// Basically, if we find an entry like this: "XXX" = (/turf/default, /area/default)
// We can skip calling this proc every time we see XXX
if(!set_space \
&& no_changeturf \
&& members.len == 2 \
&& members_attributes.len == 2 \
&& length(members_attributes[1]) == 0 \
&& length(members_attributes[2]) == 0 \
&& (world.area in members) \
&& (world.turf in members))
set_space = TRUE
.[SPACE_KEY] = model_key
continue
.[model_key] = list(members, members_attributes)
/datum/parsed_map/proc/build_coordinate(list/model, turf/crds, no_changeturf as num, placeOnTop as num, new_z)
// If we don't have a turf, nothing we will do next will actually acomplish anything, so just go back
// Note, this would actually drop area vvs in the tile, but like, why tho
if(!crds)
return
var/index
var/list/members = model[1]
var/list/members_attributes = model[2]
// We use static lists here because it's cheaper then passing them around
var/static/list/default_list = GLOB.map_model_default
////////////////
//Instanciation
////////////////
if(turf_blacklist?[crds])
return
//The next part of the code assumes there's ALWAYS an /area AND a /turf on a given tile
//first instance the /area and remove it from the members list
index = members.len
if(members[index] != /area/template_noop)
var/area/area_instance
if(members_attributes[index] != default_list)
world.preloader_setup(members_attributes[index], members[index])//preloader for assigning set variables on atom creation
area_instance = loaded_areas[members[index]]
if(!area_instance)
var/area_type = members[index]
// If this parsed map doesn't have that area already, we check the global cache
area_instance = GLOB.areas_by_type[area_type]
// If the global list DOESN'T have this area it's either not a unique area, or it just hasn't been created yet
if (!area_instance)
area_instance = new area_type(null)
if(!area_instance)
CRASH("[area_type] failed to be new'd, what'd you do?")
loaded_areas[area_type] = area_instance
if(!new_z)
var/area/old_area = crds.loc
old_area.turfs_to_uncontain += crds
area_instance.contained_turfs.Add(crds)
area_instance.contents.Add(crds)
if(GLOB.use_preloader)
world.preloader_load(area_instance)
// Index right before /area is /turf
index--
var/atom/instance
//then instance the /turf
//NOTE: this used to place any turfs before the last "underneath" it using .appearance and underlays
//We don't actually use this, and all it did was cost cpu, so we don't do this anymore
if(members[index] != /turf/template_noop)
if(members_attributes[index] != default_list)
world.preloader_setup(members_attributes[index], members[index])
// Note: we make the assertion that the last path WILL be a turf. if it isn't, this will fail.
if(placeOnTop)
instance = crds.PlaceOnTop(null, members[index], CHANGETURF_DEFER_CHANGE | (no_changeturf ? CHANGETURF_SKIP : NONE))
else if(no_changeturf)
instance = create_atom(members[index], crds)//first preloader pass
else
instance = crds.ChangeTurf(members[index], null, CHANGETURF_DEFER_CHANGE)
if(GLOB.use_preloader && instance)//second preloader pass, for those atoms that don't ..() in New()
world.preloader_load(instance)
MAPLOADING_CHECK_TICK
//finally instance all remainings objects/mobs
for(var/atom_index in 1 to index-1)
if(members_attributes[atom_index] != default_list)
world.preloader_setup(members_attributes[atom_index], members[atom_index])
// We make the assertion that only /atom s will be in this portion of the code. if that isn't true, this will fail
instance = create_atom(members[atom_index], crds)//first preloader pass
if(GLOB.use_preloader && instance)//second preloader pass, for those atoms that don't ..() in New()
world.preloader_load(instance)
MAPLOADING_CHECK_TICK
////////////////
//Helpers procs
////////////////
/datum/parsed_map/proc/create_atom(path, crds)
set waitfor = FALSE
. = new path (crds)
//find the position of the next delimiter,skipping whatever is comprised between opening_escape and closing_escape
//returns 0 if reached the last delimiter
/datum/parsed_map/proc/find_next_delimiter_position(text as text,initial_position as num, delimiter=",",opening_escape="\"",closing_escape="\"")
var/position = initial_position
var/next_delimiter = findtext(text,delimiter,position,0)
var/next_opening = findtext(text,opening_escape,position,0)
while((next_opening != 0) && (next_opening < next_delimiter))
position = findtext(text,closing_escape,next_opening + 1,0)+1
next_delimiter = findtext(text,delimiter,position,0)
next_opening = findtext(text,opening_escape,position,0)
return next_delimiter
//build a list from variables in text form (e.g {var1="derp"; var2; var3=7} => list(var1="derp", var2, var3=7))
//return the filled list
/datum/parsed_map/proc/readlist(text as text, delimiter=",")
. = list()
if (!text)
return
// If we're using a semi colon, we can do this as splittext rather then constant calls to find_next_delimiter_position
// This does make the code a bit harder to read, but saves a good bit of time so suck it up
var/using_semicolon = delimiter == ";"
if(using_semicolon)
var/list/line_entries = splittext(text, ";\n")
for(var/entry in line_entries)
// check if this is a simple variable (as in list(var1, var2)) or an associative one (as in list(var1="foo",var2=7))
var/equal_position = findtext(entry,"=")
// This could in theory happen if someone inserts an improper newline
// Let's be nice and kill it here rather then later, it'll save like 0.02 seconds if we don't need to run trims in build_cache
if(!equal_position)
continue
var/trim_left = TRIM_TEXT(copytext(entry,1,equal_position))
// Associative var, so do the association.
// Note that numbers cannot be keys - the RHS is dropped if so.
var/trim_right = TRIM_TEXT(copytext(entry, equal_position + length(entry[equal_position])))
var/right_constant = parse_constant(trim_right)
.[trim_left] = right_constant
else
var/position
var/old_position = 1
while(position != 0)
// find next delimiter that is not within "..."
position = find_next_delimiter_position(text,old_position,delimiter)
// check if this is a simple variable (as in list(var1, var2)) or an associative one (as in list(var1="foo",var2=7))
var/equal_position = findtext(text,"=",old_position, position)
var/trim_left = TRIM_TEXT(copytext(text,old_position,(equal_position ? equal_position : position)))
var/left_constant = parse_constant(trim_left)
if(position)
old_position = position + length(text[position])
if(!left_constant) // damn newlines man. Exists to provide behavior consistency with the above loop. not a major cost becuase this path is cold
continue
if(equal_position && !isnum(left_constant))
// Associative var, so do the association.
// Note that numbers cannot be keys - the RHS is dropped if so.
var/trim_right = TRIM_TEXT(copytext(text, equal_position + length(text[equal_position]), position))
var/right_constant = parse_constant(trim_right)
.[left_constant] = right_constant
else // simple var
. += list(left_constant)
/datum/parsed_map/proc/parse_constant(text)
// number
var/num = text2num(text)
if(isnum(num))
return num
// string
if(text[1] == "\"")
// insert implied locate \" and length("\"") here
// It's a minimal timesave but it is a timesave
// Safe becuase we're guarenteed trimmed constants
return copytext(text, 2, -1)
// list
if(copytext(text, 1, 6) == "list(")//6 == length("list(") + 1
return readlist(copytext(text, 6, -1))
// typepath
var/path = text2path(text)
if(ispath(path))
return path
// file
if(text[1] == "'")
return file(copytext_char(text, 2, -1))
// null
if(text == "null")
return null
// not parsed:
// - pops: /obj{name="foo"}
// - new(), newlist(), icon(), matrix(), sound()
// fallback: string
return text
/datum/parsed_map/Destroy()
..()
if(turf_blacklist)
turf_blacklist.Cut()
parsed_bounds.Cut()
bounds.Cut()
grid_models.Cut()
gridSets.Cut()
return QDEL_HINT_HARDDEL_NOW