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* split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941) ## About The Pull Request Situation: areas have a list of all turfs in their area. Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs that has to be traversed for every turf we need to remove from it. This can take multiple byond ticks just to preform this action for a single space rune Solution: split the list by zlevel, and only search the right zlevel list when removing turfs from areas. replaces `area.get_contained_turfs()` with a few new procs: * `get_highest_zlevel()` - returns the highest zlevel the area contains turfs in. useful for use with `get_turfs_by_zlevel` * `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in a given zlevel. Useful for code that only cares about a specific zlevel or changes behavior based on zlevel like lighting init. * `get_turfs_from_all_zlevels()` - the replacement for `get_contained_turfs()`, renamed as such so anybody copying/cargo culting code gets a hint that a zlevel specific version might exist. Still used in for loops that type checked so byond would do that all at once * `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists but only for non-empty zlevels. very useful for for loops. The area contents unit test has been rewritten to ensure any improper data triggers failures or runtimes by not having it use the helpers above (some of which ensure a list is always returned) and access the lists directly. * split area.contained_turfs up by zlevel, make init 10 seconds faster * eeyes * Update area_spawn_subsystem.dm * Unshits turf contain code slightly (#81023) Literally just implements my reviews from #80941 I am frankly a smidge pissed that the pr was merged without them being handled. No code is worth merging past known issues, and if the author is just gonna dip then that's life. I don't like privileging mso on stuff like this, especially because frankly I'm kinda mad at him rn but also because when a pr is made the onus on finishing it falls to the person who made it. Should not need to clean up after someone as a maintainer, and shouldn't normalize doing it. I'm not like mad at zypher directly mind he offered to do this too, just the idea he was espousing here. --------- Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
128 lines
5.1 KiB
Plaintext
128 lines
5.1 KiB
Plaintext
/area
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luminosity = 1
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///List of mutable appearances we underlay to show light
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///In the form plane offset + 1 -> appearance to use
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var/list/mutable_appearance/lighting_effects = null
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///Whether this area has a currently active base lighting, bool
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var/area_has_base_lighting = FALSE
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///alpha 0-255 of lighting_effect and thus baselighting intensity
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var/base_lighting_alpha = 0
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///The colour of the light acting on this area
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var/base_lighting_color = COLOR_WHITE
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/area/proc/set_base_lighting(new_base_lighting_color = -1, new_alpha = -1)
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if(base_lighting_alpha == new_alpha && base_lighting_color == new_base_lighting_color)
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return FALSE
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if(new_alpha != -1)
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base_lighting_alpha = new_alpha
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if(new_base_lighting_color != -1)
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base_lighting_color = new_base_lighting_color
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update_base_lighting()
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return TRUE
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/area/vv_edit_var(var_name, var_value)
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switch(var_name)
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if(NAMEOF(src, base_lighting_color))
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set_base_lighting(new_base_lighting_color = var_value)
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return TRUE
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if(NAMEOF(src, base_lighting_alpha))
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set_base_lighting(new_alpha = var_value)
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return TRUE
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if(NAMEOF(src, static_lighting))
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if(!static_lighting)
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create_area_lighting_objects()
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else
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remove_area_lighting_objects()
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return ..()
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/area/proc/update_base_lighting()
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if(!area_has_base_lighting && (!base_lighting_alpha || !base_lighting_color))
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return
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if(!area_has_base_lighting)
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add_base_lighting()
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return
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remove_base_lighting()
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if(base_lighting_alpha && base_lighting_color)
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add_base_lighting()
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/area/proc/remove_base_lighting()
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UnregisterSignal(SSdcs, COMSIG_STARLIGHT_COLOR_CHANGED)
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var/list/z_offsets = SSmapping.z_level_to_plane_offset
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if(length(lighting_effects) > 1)
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for(var/area_zlevel as anything in 1 to get_highest_zlevel())
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if(z_offsets[area_zlevel])
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for(var/turf/T as anything in get_turfs_by_zlevel(area_zlevel))
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T.cut_overlay(lighting_effects[z_offsets[T.z] + 1])
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cut_overlay(lighting_effects[1])
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lighting_effects = null
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area_has_base_lighting = FALSE
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/area/proc/add_base_lighting()
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lighting_effects = list()
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for(var/offset in 0 to SSmapping.max_plane_offset)
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var/mutable_appearance/light
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if(base_lighting_color == COLOR_STARLIGHT)
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light = new(GLOB.starlight_overlays[offset + 1])
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else
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light = mutable_appearance('icons/effects/alphacolors.dmi', "white")
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light.color = base_lighting_color
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light.layer = LIGHTING_PRIMARY_LAYER
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light.blend_mode = BLEND_ADD
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light.appearance_flags = RESET_TRANSFORM | RESET_ALPHA | RESET_COLOR
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light.alpha = base_lighting_alpha
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SET_PLANE_W_SCALAR(light, LIGHTING_PLANE, offset)
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lighting_effects += light
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if(base_lighting_color == COLOR_STARLIGHT)
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// Ok this is gonna be dumb
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// We rely on render_source working, and it DOES NOT APPEAR TO in area rendering
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// So we're gonna have to update the area's overlay manually. everything else can be automatic tho
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// Fortunately the first overlay is only ever used by the area, soooo
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var/mutable_appearance/light = mutable_appearance('icons/effects/alphacolors.dmi', "white")
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light.layer = LIGHTING_PRIMARY_LAYER
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light.blend_mode = BLEND_ADD
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light.appearance_flags = RESET_TRANSFORM | RESET_ALPHA | RESET_COLOR
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light.color = GLOB.starlight_color
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light.alpha = base_lighting_alpha
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SET_PLANE_W_SCALAR(light, LIGHTING_PLANE, 0)
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lighting_effects[1] = light
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RegisterSignal(SSdcs, COMSIG_STARLIGHT_COLOR_CHANGED, PROC_REF(starlight_changed))
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add_overlay(lighting_effects[1])
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var/list/z_offsets = SSmapping.z_level_to_plane_offset
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for (var/area_zlevel in 1 to get_highest_zlevel())
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// We will only add overlays to turfs not on the first z layer, because that's a significantly lesser portion
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// And we need to do them separate, or lighting will go fuckey
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// This inside loop is EXTREMELY hot because it's run by space tiles, so we do the if check once on the outside
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if(length(lighting_effects) > 1 && z_offsets[area_zlevel])
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var/lighting_effect_to_add = lighting_effects[z_offsets[area_zlevel] + 1]
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for(var/turf/area_turf as anything in get_turfs_by_zlevel(area_zlevel))
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area_turf.luminosity = 1
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area_turf.add_overlay(lighting_effect_to_add)
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else
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for(var/turf/area_turf as anything in get_turfs_by_zlevel(area_zlevel))
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area_turf.luminosity = 1
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area_has_base_lighting = TRUE
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/area/proc/starlight_changed(datum/source, old_star, new_star)
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var/mutable_appearance/old_star_effect = mutable_appearance('icons/effects/alphacolors.dmi', "white")
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old_star_effect.layer = LIGHTING_PRIMARY_LAYER
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old_star_effect.blend_mode = BLEND_ADD
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old_star_effect.appearance_flags = RESET_TRANSFORM | RESET_ALPHA | RESET_COLOR
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old_star_effect.color = old_star
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old_star_effect.alpha = base_lighting_alpha
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SET_PLANE_W_SCALAR(old_star_effect, LIGHTING_PLANE, 0)
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cut_overlay(old_star_effect)
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var/mutable_appearance/new_star_effect = mutable_appearance('icons/effects/alphacolors.dmi', "white")
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new_star_effect.layer = LIGHTING_PRIMARY_LAYER
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new_star_effect.blend_mode = BLEND_ADD
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new_star_effect.appearance_flags = RESET_TRANSFORM | RESET_ALPHA | RESET_COLOR
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new_star_effect.color = new_star
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new_star_effect.alpha = base_lighting_alpha
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SET_PLANE_W_SCALAR(new_star_effect, LIGHTING_PLANE, 0)
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add_overlay(new_star_effect)
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lighting_effects[1] = new_star_effect
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