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Bubberstation/code/datums/datum.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

391 lines
12 KiB
Plaintext

/**
* The absolute base class for everything
*
* A datum instantiated has no physical world prescence, use an atom if you want something
* that actually lives in the world
*
* Be very mindful about adding variables to this class, they are inherited by every single
* thing in the entire game, and so you can easily cause memory usage to rise a lot with careless
* use of variables at this level
*/
/datum
/**
* Tick count time when this object was destroyed.
*
* If this is non zero then the object has been garbage collected and is awaiting either
* a hard del by the GC subsystme, or to be autocollected (if it has no references)
*/
var/gc_destroyed
/// Active timers with this datum as the target
var/list/active_timers
/// Status traits attached to this datum. associative list of the form: list(trait name (string) = list(source1, source2, source3,...))
var/list/status_traits
/**
* Components attached to this datum
*
* Lazy associated list in the structure of `type:component/list of components`
*/
var/list/datum_components
/**
* Any datum registered to receive signals from this datum is in this list
*
* Lazy associated list in the structure of `signal:registree/list of registrees`
*/
var/list/comp_lookup
/// Lazy associated list in the structure of `signals:proctype` that are run when the datum receives that signal
var/list/list/datum/callback/signal_procs
/// Datum level flags
var/datum_flags = NONE
/// A cached version of our \ref
/// The brunt of \ref costs are in creating entries in the string tree (a tree of immutable strings)
/// This avoids doing that more then once per datum by ensuring ref strings always have a reference to them after they're first pulled
var/cached_ref
/// A weak reference to another datum
var/datum/weakref/weak_reference
/*
* Lazy associative list of currently active cooldowns.
*
* cooldowns [ COOLDOWN_INDEX ] = add_timer()
* add_timer() returns the truthy value of -1 when not stoppable, and else a truthy numeric index
*/
var/list/cooldowns
/// List for handling persistent filters.
var/list/filter_data
#ifdef REFERENCE_TRACKING
var/running_find_references
var/last_find_references = 0
#ifdef REFERENCE_TRACKING_DEBUG
///Stores info about where refs are found, used for sanity checks and testing
var/list/found_refs
#endif
#endif
#ifdef DATUMVAR_DEBUGGING_MODE
var/list/cached_vars
#endif
/**
* Called when a href for this datum is clicked
*
* Sends a [COMSIG_TOPIC] signal
*/
/datum/Topic(href, href_list[])
..()
SEND_SIGNAL(src, COMSIG_TOPIC, usr, href_list)
/**
* Default implementation of clean-up code.
*
* This should be overridden to remove all references pointing to the object being destroyed, if
* you do override it, make sure to call the parent and return it's return value by default
*
* Return an appropriate [QDEL_HINT][QDEL_HINT_QUEUE] to modify handling of your deletion;
* in most cases this is [QDEL_HINT_QUEUE].
*
* The base case is responsible for doing the following
* * Erasing timers pointing to this datum
* * Erasing compenents on this datum
* * Notifying datums listening to signals from this datum that we are going away
*
* Returns [QDEL_HINT_QUEUE]
*/
/datum/proc/Destroy(force=FALSE, ...)
SHOULD_CALL_PARENT(TRUE)
SHOULD_NOT_SLEEP(TRUE)
tag = null
datum_flags &= ~DF_USE_TAG //In case something tries to REF us
weak_reference = null //ensure prompt GCing of weakref.
if(active_timers)
var/list/timers = active_timers
active_timers = null
for(var/datum/timedevent/timer as anything in timers)
if (timer.spent && !(timer.flags & TIMER_DELETE_ME))
continue
qdel(timer)
#ifdef REFERENCE_TRACKING
#ifdef REFERENCE_TRACKING_DEBUG
found_refs = null
#endif
#endif
//BEGIN: ECS SHIT
var/list/dc = datum_components
if(dc)
var/all_components = dc[/datum/component]
if(length(all_components))
for(var/datum/component/component as anything in all_components)
qdel(component, FALSE, TRUE)
else
var/datum/component/C = all_components
qdel(C, FALSE, TRUE)
dc.Cut()
clear_signal_refs()
//END: ECS SHIT
return QDEL_HINT_QUEUE
///Only override this if you know what you're doing. You do not know what you're doing
///This is a threat
/datum/proc/clear_signal_refs()
var/list/lookup = comp_lookup
if(lookup)
for(var/sig in lookup)
var/list/comps = lookup[sig]
if(length(comps))
for(var/datum/component/comp as anything in comps)
comp.UnregisterSignal(src, sig)
else
var/datum/component/comp = comps
comp.UnregisterSignal(src, sig)
comp_lookup = lookup = null
for(var/target in signal_procs)
UnregisterSignal(target, signal_procs[target])
#ifdef DATUMVAR_DEBUGGING_MODE
/datum/proc/save_vars()
cached_vars = list()
for(var/i in vars)
if(i == "cached_vars")
continue
cached_vars[i] = vars[i]
/datum/proc/check_changed_vars()
. = list()
for(var/i in vars)
if(i == "cached_vars")
continue
if(cached_vars[i] != vars[i])
.[i] = list(cached_vars[i], vars[i])
/datum/proc/txt_changed_vars()
var/list/l = check_changed_vars()
var/t = "[src]([REF(src)]) changed vars:"
for(var/i in l)
t += "\"[i]\" \[[l[i][1]]\] --> \[[l[i][2]]\] "
t += "."
/datum/proc/to_chat_check_changed_vars(target = world)
to_chat(target, txt_changed_vars())
#endif
///Return a LIST for serialize_datum to encode! Not the actual json!
/datum/proc/serialize_list(list/options)
CRASH("Attempted to serialize datum [src] of type [type] without serialize_list being implemented!")
///Accepts a LIST from deserialize_datum. Should return src or another datum.
/datum/proc/deserialize_list(json, list/options)
CRASH("Attempted to deserialize datum [src] of type [type] without deserialize_list being implemented!")
///Serializes into JSON. Does not encode type.
/datum/proc/serialize_json(list/options)
. = serialize_list(options)
if(!islist(.))
. = null
else
. = json_encode(.)
///Deserializes from JSON. Does not parse type.
/datum/proc/deserialize_json(list/input, list/options)
var/list/jsonlist = json_decode(input)
. = deserialize_list(jsonlist)
if(!istype(., /datum))
. = null
///Convert a datum into a json blob
/proc/json_serialize_datum(datum/D, list/options)
if(!istype(D))
return
var/list/jsonlist = D.serialize_list(options)
if(islist(jsonlist))
jsonlist["DATUM_TYPE"] = D.type
return json_encode(jsonlist)
/// Convert a list of json to datum
/proc/json_deserialize_datum(list/jsonlist, list/options, target_type, strict_target_type = FALSE)
if(!islist(jsonlist))
if(!istext(jsonlist))
CRASH("Invalid JSON")
jsonlist = json_decode(jsonlist)
if(!islist(jsonlist))
CRASH("Invalid JSON")
if(!jsonlist["DATUM_TYPE"])
return
if(!ispath(jsonlist["DATUM_TYPE"]))
if(!istext(jsonlist["DATUM_TYPE"]))
return
jsonlist["DATUM_TYPE"] = text2path(jsonlist["DATUM_TYPE"])
if(!ispath(jsonlist["DATUM_TYPE"]))
return
if(target_type)
if(!ispath(target_type))
return
if(strict_target_type)
if(target_type != jsonlist["DATUM_TYPE"])
return
else if(!ispath(jsonlist["DATUM_TYPE"], target_type))
return
var/typeofdatum = jsonlist["DATUM_TYPE"] //BYOND won't directly read if this is just put in the line below, and will instead runtime because it thinks you're trying to make a new list?
var/datum/D = new typeofdatum
var/datum/returned = D.deserialize_list(jsonlist, options)
if(!isdatum(returned))
qdel(D)
else
return returned
/**
* Callback called by a timer to end an associative-list-indexed cooldown.
*
* Arguments:
* * source - datum storing the cooldown
* * index - string index storing the cooldown on the cooldowns associative list
*
* This sends a signal reporting the cooldown end.
*/
/proc/end_cooldown(datum/source, index)
if(QDELETED(source))
return
SEND_SIGNAL(source, COMSIG_CD_STOP(index))
TIMER_COOLDOWN_END(source, index)
/**
* Proc used by stoppable timers to end a cooldown before the time has ran out.
*
* Arguments:
* * source - datum storing the cooldown
* * index - string index storing the cooldown on the cooldowns associative list
*
* This sends a signal reporting the cooldown end, passing the time left as an argument.
*/
/proc/reset_cooldown(datum/source, index)
if(QDELETED(source))
return
SEND_SIGNAL(source, COMSIG_CD_RESET(index), S_TIMER_COOLDOWN_TIMELEFT(source, index))
TIMER_COOLDOWN_END(source, index)
///Generate a tag for this /datum, if it implements one
///Should be called as early as possible, best would be in New, to avoid weakref mistargets
///Really just don't use this, you don't need it, global lists will do just fine MOST of the time
///We really only use it for mobs to make id'ing people easier
/datum/proc/GenerateTag()
datum_flags |= DF_USE_TAG
/** Add a filter to the datum.
* This is on datum level, despite being most commonly / primarily used on atoms, so that filters can be applied to images / mutable appearances.
* Can also be used to assert a filter's existence. I.E. update a filter regardless if it exists or not.
*
* Arguments:
* * name - Filter name
* * priority - Priority used when sorting the filter.
* * params - Parameters of the filter.
*/
/datum/proc/add_filter(name, priority, list/params)
LAZYINITLIST(filter_data)
var/list/copied_parameters = params.Copy()
copied_parameters["priority"] = priority
filter_data[name] = copied_parameters
update_filters()
/// Reapplies all the filters.
/datum/proc/update_filters()
ASSERT(isatom(src) || istype(src, /image))
var/atom/atom_cast = src // filters only work with images or atoms.
atom_cast.filters = null
filter_data = sortTim(filter_data, GLOBAL_PROC_REF(cmp_filter_data_priority), TRUE)
for(var/filter_raw in filter_data)
var/list/data = filter_data[filter_raw]
var/list/arguments = data.Copy()
arguments -= "priority"
atom_cast.filters += filter(arglist(arguments))
UNSETEMPTY(filter_data)
/obj/item/update_filters()
. = ..()
update_item_action_buttons()
/** Update a filter's parameter to the new one. If the filter doesnt exist we won't do anything.
*
* Arguments:
* * name - Filter name
* * new_params - New parameters of the filter
* * overwrite - TRUE means we replace the parameter list completely. FALSE means we only replace the things on new_params.
*/
/datum/proc/modify_filter(name, list/new_params, overwrite = FALSE)
var/filter = get_filter(name)
if(!filter)
return
if(overwrite)
filter_data[name] = new_params
else
for(var/thing in new_params)
filter_data[name][thing] = new_params[thing]
update_filters()
/** Update a filter's parameter and animate this change. If the filter doesnt exist we won't do anything.
* Basically a [datum/proc/modify_filter] call but with animations. Unmodified filter parameters are kept.
*
* Arguments:
* * name - Filter name
* * new_params - New parameters of the filter
* * time - time arg of the BYOND animate() proc.
* * easing - easing arg of the BYOND animate() proc.
* * loop - loop arg of the BYOND animate() proc.
*/
/datum/proc/transition_filter(name, list/new_params, time, easing, loop)
var/filter = get_filter(name)
if(!filter)
return
animate(filter, new_params, time = time, easing = easing, loop = loop)
modify_filter(name, new_params)
/// Updates the priority of the passed filter key
/datum/proc/change_filter_priority(name, new_priority)
if(!filter_data || !filter_data[name])
return
filter_data[name]["priority"] = new_priority
update_filters()
/// Returns the filter associated with the passed key
/datum/proc/get_filter(name)
ASSERT(isatom(src) || istype(src, /image))
if(filter_data && filter_data[name])
var/atom/atom_cast = src // filters only work with images or atoms.
return atom_cast.filters[filter_data.Find(name)]
/// Returns the indice in filters of the given filter name.
/// If it is not found, returns null.
/datum/proc/get_filter_index(name)
return filter_data?.Find(name)
/// Removes the passed filter, or multiple filters, if supplied with a list.
/datum/proc/remove_filter(name_or_names)
if(!filter_data)
return
var/list/names = islist(name_or_names) ? name_or_names : list(name_or_names)
for(var/name in names)
if(filter_data[name])
filter_data -= name
update_filters()
/datum/proc/clear_filters()
ASSERT(isatom(src) || istype(src, /image))
var/atom/atom_cast = src // filters only work with images or atoms.
filter_data = null
atom_cast.filters = null