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Bubberstation/code/controllers/subsystem/early_assets.dm
SkyratBot 7579176eed [MIRROR] Adds lazyloading to the asset subsystems [MDB IGNORE] (#15960)
* Adds lazyloading to the asset subsystems (#69454)

* Adds lazyloading to the asset subsystems

This currently applies only to spritesheets because of how monumentally
expensive they are.
If an asset is requested it will immediately be fully loaded, but
otherwise we slowly load them in with a separate subsystem.

This allows us to not hold up initialize with hair stuff. Saves roughly
33% (16 seconds with LOW_MEMORY_MODE) of initialize on my machine

My target is something closer to the 9 second init that had back in
2019, this is a good first step. Lets see how much more we can do yeah
lads?

Co-authored-by: san7890 <the@ san7890.com>

* Adds lazyloading to the asset subsystems

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2022-09-02 19:49:04 -04:00

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/// Initializes any assets that need to be loaded ASAP.
/// This houses preference menu assets, since they can be loaded at any time,
/// most dangerously before the atoms SS initializes.
/// Thus, we want it to fail consistently in CI as if it would've if a player
/// opened it up early.
SUBSYSTEM_DEF(early_assets)
name = "Early Assets"
init_order = INIT_ORDER_EARLY_ASSETS
flags = SS_NO_FIRE
/datum/controller/subsystem/early_assets/Initialize(start_timeofday)
for (var/datum/asset/asset_type as anything in subtypesof(/datum/asset))
if (initial(asset_type._abstract) == asset_type)
continue
if (!initial(asset_type.early))
continue
if (!load_asset_datum(asset_type))
stack_trace("Could not initialize early asset [asset_type]!")
CHECK_TICK
return ..()