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Bubberstation/code/controllers/subsystem/fluids.dm
SkyratBot 3fd2f8134b [MIRROR] Optimization pass focused on foam code (saves about 30% of cpu usage I think) [MDB IGNORE] (#22530)
* Optimization pass focused on foam code (saves about 30% of cpu usage I think) (#76104)

## About The Pull Request

Foam is crummy at high load rn, both because it runs on a low priority
background subsystem, and because it wastes a bit of time.
Let's reduce usage (while speeding up a bunch of other stuff too), and
give it more cpu generally.

[Optimizes reagent processing
somewhat](d409bd4afc)

Turns out most of the cost of foam is the reagents it carries, and the
varying effects they have
I'm doing my best here to optimize them without touching "user space"
too much

That means doing things like prechecking if we're gonna spawn on top of
an existing decal (from glitter, flour, etc), and using that same proc
to also avoid spawning on unacceptable turfs (I had to convert
inheritance to a bitflag system to make this work, but I think that's ok
since we want it imparative anyhow)

It's actually nice for code quality too, since it lets me clean up code
that was using raw locates and weird var pong.
god I wish I had implied types man

[Optimizes foam spreading in its most accursed aspect, reagent
copying](5cc56a64ad)

Holy shit reagent code is a lot.

I'm doing a bunch of small things here. istype in init -> typecache,
removing procs that are called once and loop over a list we JUST looped
over (ph and the caching for reactions in particular)

I am mainly trying to optimize copy_to here, since that's what foam
spams
As a part of this, I removed a pair of update_total and handle_reactions
calls that were done on the reagents we are copying FROM

I have no god damn idea why you would want to do that, but if anything
is relying on the copy proc modifying the source, then that code
deserves to break

Speaking of, I cleaned up handle_reaction's main filter loop a lot,
removed a lot of redundant vars and changed it from a full loop w
tracker vars to an early exit pattern

This meant using a loop label, which is unfortunate, but this is the
fastest method, and it does end up cleaning up the code significantly,
Which is nice

Oh also I made the required_other var function even if there is no atom
attached to the reaction, since I don't see why it wouldn't

This last bit is gonna get a bit esoteric so bear with me

Failing calls (which are most of them) to handle_reactions are going to
be fastest if they need to check as few reactions as possible

One reagent in a reaction's required list is marked as the "primary",
and thus gets to trigger checking it.
We need all the reagents to react anyhow, so we might as well only check
if we have one particular one to avoid double checking

Anyhow, in order to make most calls the fastest, we want these reactions
distributed as evenly as possible across all our reagents.
The current way of doing this is just taking the first reagent in the
requirements list and using it, which is not ideal

Instead of that, lets figure out how many reactions each reagent is in,
then divy reactions up based off that and the currently divvied
reactions

This doubles the reagent index count, and takes the most common reagent,
water, from 67 reactions to I think like 22

Does some other general cleaning in reagent code too, etc etc etc

[Fixes runtimes from the forced gravity element being applied more then
once](941d067611)

I feel like this element should take a trait source or something to make
them potentially unique, it's too easy to accidentally override one with
another

[Removes connect_loc usage in atmos_sensitive, replaces it with direct
reg/unreg](de1c76029d)

I only really used it because I liked the componentization, but it costs
like 0.2 seconds off init alone which is really stupid, so let's just do
this the very slightly harder way

[Micros foam code slightly by inlining a LinkBlockedWithAccess
call](744da3694c)

This is in the space of like 0.05 seconds kinda save so I can put it
back if you'd like, the double loop just felt silly

[Changes how foam processes
slightly](ee5e633e32)

Rather then treating spreading and processing as separate actions, we do
both in sync.
This makes foam fade faster when spreading, which is good cause the
whole spread but unclearing foam thing looks silly.
It also avoids the potential bad ending of foam spreading into itself,
backwards and forwards. This is better I promise.

[Bumps fluid priority closer to heavy eaters, moves it off
background](811797f09d)

Also fixes a bug where foam would travel under public access airlocks.

## Why It's Good For The Game

Saves a lot of cpu just in general, from both init and live.
In theory makes foam faster, tho I'd have to test that on live at
highpop to see if I've actually succeeded or not. Guess we'll see.

* Optimization pass focused on foam code (saves about 30% of cpu usage I think)

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-07-18 16:49:51 -04:00

252 lines
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// Flags indicating what parts of the fluid the subsystem processes.
/// Indicates that a fluid subsystem processes fluid spreading.
#define SS_PROCESSES_SPREADING (1<<0)
/// Indicates that a fluid subsystem processes fluid effects.
#define SS_PROCESSES_EFFECTS (1<<1)
/**
* # Fluid Subsystem
*
* A subsystem that processes the propagation and effects of a particular fluid.
*
* Both fluid spread and effect processing are handled through a carousel system.
* Fluids being spread and fluids being processed are organized into buckets.
* Each fresh (non-resumed) fire one bucket of each is selected to be processed.
* These selected buckets are then fully processed.
* The next fresh fire selects the next bucket in each set for processing.
* If this would walk off the end of a carousel list we wrap back to the first element.
* This effectively makes each set a circular list, hence a carousel.
*/
SUBSYSTEM_DEF(fluids)
name = "Fluid"
wait = 0 // Will be autoset to whatever makes the most sense given the spread and effect waits.
flags = SS_KEEP_TIMING
runlevels = RUNLEVEL_GAME|RUNLEVEL_POSTGAME
priority = FIRE_PRIORITY_FLUIDS
// Fluid spread processing:
/// The amount of time (in deciseconds) before a fluid node is created and when it spreads.
var/spread_wait = 1 SECONDS
/// The number of buckets in the spread carousel.
var/num_spread_buckets
/// The set of buckets containing fluid nodes to spread.
var/list/spread_carousel
/// The index of the spread carousel bucket currently being processed.
var/spread_bucket_index
/// The set of fluid nodes we are currently processing spreading for.
var/list/currently_spreading
// Fluid effect processing:
/// The amount of time (in deciseconds) between effect processing ticks for each fluid node.
var/effect_wait = 1 SECONDS
/// The number of buckets in the effect carousel.
var/num_effect_buckets
/// The set of buckets containing fluid nodes to process effects for.
var/list/effect_carousel
/// The index of the currently processing bucket on the effect carousel.
var/effect_bucket_index
/// The set of fluid nodes we are currently processing effects for.
var/list/currently_processing
/datum/controller/subsystem/fluids/Initialize()
initialize_waits()
initialize_spread_carousel()
initialize_effect_carousel()
return SS_INIT_SUCCESS
/**
* Initializes the subsystem waits.
*
* Ensures that the subsystem's fire wait evenly splits the spread and effect waits.
*/
/datum/controller/subsystem/fluids/proc/initialize_waits()
if (spread_wait <= 0)
WARNING("[src] has the invalid spread wait [spread_wait].")
spread_wait = 1 SECONDS
if (effect_wait <= 0)
WARNING("[src] has the invalid effect wait [effect_wait].")
spread_wait = 1 SECONDS
// Sets the overall wait of the subsystem to evenly divide both the effect and spread waits.
var/max_wait = Gcd(spread_wait, effect_wait)
if (max_wait < wait || wait <= 0)
wait = max_wait
else
// If the wait of the subsystem overall is set to a valid value make the actual wait of the subsystem evenly divide that as well.
// Makes effect bubbling possible with identical spread and effect waits.
wait = Gcd(wait, max_wait)
/**
* Initializes the carousel used to process fluid spreading.
*
* Synchronizes the spread delta time with the actual target spread tick rate.
* Builds the carousel buckets used to queue spreads.
*/
/datum/controller/subsystem/fluids/proc/initialize_spread_carousel()
// Make absolutely certain that the spread wait is in sync with the target spread tick rate.
num_spread_buckets = round(spread_wait / wait)
spread_wait = wait * num_spread_buckets
spread_carousel = list()
spread_carousel.len = num_spread_buckets
for(var/i in 1 to num_spread_buckets)
spread_carousel[i] = list()
currently_spreading = list()
spread_bucket_index = 1
/**
* Initializes the carousel used to process fluid effects.
*
* Synchronizes the spread delta time with the actual target spread tick rate.
* Builds the carousel buckets used to bubble processing.
*/
/datum/controller/subsystem/fluids/proc/initialize_effect_carousel()
// Make absolutely certain that the effect wait is in sync with the target effect tick rate.
num_effect_buckets = round(effect_wait / wait)
effect_wait = wait * num_effect_buckets
effect_carousel = list()
effect_carousel.len = num_effect_buckets
for(var/i in 1 to num_effect_buckets)
effect_carousel[i] = list()
currently_processing = list()
effect_bucket_index = 1
/datum/controller/subsystem/fluids/fire(resumed)
var/seconds_per_tick
var/cached_bucket_index
var/list/obj/effect/particle_effect/fluid/currentrun
// Ok so like I get the lighting style splittick but why are we doing this churn thing
// It seems like a bad idea for processing to get out of step with spreading
MC_SPLIT_TICK_INIT(2)
MC_SPLIT_TICK // Start processing fluid spread (we take a lot of cpu for ourselves, spreading is more important after all)
if(!resumed)
spread_bucket_index = WRAP_UP(spread_bucket_index, num_spread_buckets)
currently_spreading = spread_carousel[spread_bucket_index]
spread_carousel[spread_bucket_index] = list() // Reset the bucket so we don't process an _entire station's worth of foam_ spreading every 2 ticks when the foam flood event happens.
seconds_per_tick = spread_wait / (1 SECONDS)
currentrun = currently_spreading
while(currentrun.len)
var/obj/effect/particle_effect/fluid/to_spread = currentrun[currentrun.len]
currentrun.len--
if(!QDELETED(to_spread))
to_spread.spread(seconds_per_tick)
to_spread.spread_bucket = null
if (MC_TICK_CHECK)
break
MC_SPLIT_TICK // Start processing fluid effects:
if(!resumed)
effect_bucket_index = WRAP_UP(effect_bucket_index, num_effect_buckets)
var/list/tmp_list = effect_carousel[effect_bucket_index]
currently_processing = tmp_list.Copy()
seconds_per_tick = effect_wait / (1 SECONDS)
cached_bucket_index = effect_bucket_index
currentrun = currently_processing
while(currentrun.len)
var/obj/effect/particle_effect/fluid/to_process = currentrun[currentrun.len]
currentrun.len--
if (QDELETED(to_process) || to_process.process(seconds_per_tick) == PROCESS_KILL)
effect_carousel[cached_bucket_index] -= to_process
to_process.effect_bucket = null
to_process.datum_flags &= ~DF_ISPROCESSING
if (MC_TICK_CHECK)
break
/**
* Queues a fluid node to spread later after one full carousel rotation.
*
* Arguments:
* - [node][/obj/effect/particle_effect/fluid]: The node to queue to spread.
*/
/datum/controller/subsystem/fluids/proc/queue_spread(obj/effect/particle_effect/fluid/node)
if (node.spread_bucket)
return
spread_carousel[spread_bucket_index] += node
node.spread_bucket = spread_bucket_index
/**
* Cancels a queued spread of a fluid node.
*
* Arguments:
* - [node][/obj/effect/particle_effect/fluid]: The node to cancel the spread of.
*/
/datum/controller/subsystem/fluids/proc/cancel_spread(obj/effect/particle_effect/fluid/node)
if(!node.spread_bucket)
return
var/bucket_index = node.spread_bucket
spread_carousel[bucket_index] -= node
if (bucket_index == spread_bucket_index)
currently_spreading -= node
node.spread_bucket = null
/**
* Starts processing the effects of a fluid node.
*
* The fluid node will next process after one full bucket rotation.
*
* Arguments:
* - [node][/obj/effect/particle_effect/fluid]: The node to start processing.
*/
/datum/controller/subsystem/fluids/proc/start_processing(obj/effect/particle_effect/fluid/node)
if (node.datum_flags & DF_ISPROCESSING || node.effect_bucket)
return
// Edit this value to make all fluids process effects (at the same time|offset by when they started processing| -> offset by a random amount <- )
var/bucket_index = rand(1, num_effect_buckets)
effect_carousel[bucket_index] += node
node.effect_bucket = bucket_index
node.datum_flags |= DF_ISPROCESSING
/**
* Stops processing the effects of a fluid node.
*
* Arguments:
* - [node][/obj/effect/particle_effect/fluid]: The node to stop processing.
*/
/datum/controller/subsystem/fluids/proc/stop_processing(obj/effect/particle_effect/fluid/node)
if(!(node.datum_flags & DF_ISPROCESSING))
return
var/bucket_index = node.effect_bucket
if(!bucket_index)
return
effect_carousel[bucket_index] -= node
if (bucket_index == effect_bucket_index)
currently_processing -= node
node.effect_bucket = null
node.datum_flags &= ~DF_ISPROCESSING
#undef SS_PROCESSES_SPREADING
#undef SS_PROCESSES_EFFECTS
// Subtypes:
/// The subsystem responsible for processing smoke propagation and effects.
FLUID_SUBSYSTEM_DEF(smoke)
name = "Smoke"
spread_wait = 0.1 SECONDS
effect_wait = 2.0 SECONDS
/// The subsystem responsible for processing foam propagation and effects.
FLUID_SUBSYSTEM_DEF(foam)
name = "Foam"
wait = 0.1 SECONDS // Makes effect bubbling work with foam.
spread_wait = 0.2 SECONDS
effect_wait = 0.2 SECONDS