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Bubberstation/code/datums/components/action_item_overlay.dm
SkyratBot 067188d366 [MIRROR] Micro-optimize qdel by only permitting one parameter [MDB IGNORE] (#25889)
* Micro-optimize qdel by only permitting one parameter (#80628)

Productionizes #80615.

The core optimization is this:

```patch
-	var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+	var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```

We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.

* Micro-optimize qdel by only permitting one parameter

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-12-29 14:41:12 +00:00

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/**
* Apply to an action to allow it to take an item
* and apply it as an overlay of the action button
*/
/datum/component/action_item_overlay
/// Weakref to what item the component uses to apply as an overlay.
var/datum/weakref/item_ref
/// Callback that dictates what item the component uses to apply as an overlay.
var/datum/callback/item_callback
/// The appearance of the item we've applied
var/mutable_appearance/item_appearance
/datum/component/action_item_overlay/Initialize(atom/movable/item, datum/callback/item_callback)
if(!istype(parent, /datum/action))
return COMPONENT_INCOMPATIBLE
ASSERT(isnull(item) || istype(item))
if(!item && !item_callback)
stack_trace("[type] created without a reference item or an item callback - one or the other is required.")
return COMPONENT_INCOMPATIBLE
src.item_ref = WEAKREF(item)
src.item_callback = item_callback
/datum/component/action_item_overlay/Destroy(force)
item_ref = null
item_callback = null
item_appearance = null
return ..()
/datum/component/action_item_overlay/RegisterWithParent()
RegisterSignal(parent, COMSIG_ACTION_OVERLAY_APPLY, PROC_REF(on_overlays_applied))
var/datum/action/parent_action = parent
parent_action.build_all_button_icons(UPDATE_BUTTON_OVERLAY)
/datum/component/action_item_overlay/UnregisterFromParent()
UnregisterSignal(parent, COMSIG_ACTION_OVERLAY_APPLY)
// If we're being unregistered / deleted but our parent is sticking around,
// force an overlay update to get rid of our item appearance
if(!QDELING(parent))
var/datum/action/parent_action = parent
parent_action.build_all_button_icons(UPDATE_BUTTON_OVERLAY)
/// Signal proc for [COMSIG_ACTION_OVERLAY_APPLY], applies the item appearance if possible.
/datum/component/action_item_overlay/proc/on_overlays_applied(datum/action/source, atom/movable/screen/movable/action_button/current_button, force)
SIGNAL_HANDLER
// We're in the middle of being removed / deleted, remove our associated overlay
if(QDELING(src))
if(item_appearance)
current_button.cut_overlay(item_appearance)
item_appearance = null
return
var/atom/movable/muse = item_callback?.Invoke() || item_ref?.resolve()
if(!istype(muse))
if(item_appearance) // New item does not exist but we have an old appearance
current_button.cut_overlay(item_appearance)
item_appearance = null
return
if(item_appearance)
// For caching purposes, we will try not to update if we don't need to
if(!force && item_appearance.icon == muse.icon && item_appearance.icon_state == muse.icon_state)
return
current_button.cut_overlay(item_appearance)
var/mutable_appearance/muse_appearance = new(muse.appearance)
muse_appearance.plane = FLOAT_PLANE
muse_appearance.layer = FLOAT_LAYER
muse_appearance.pixel_x = 0
muse_appearance.pixel_y = 0
current_button.add_overlay(muse_appearance)
item_appearance = muse_appearance