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* 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>
82 lines
2.8 KiB
Plaintext
82 lines
2.8 KiB
Plaintext
/**
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* ### Keep Me Secure component!
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*
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* Component that attaches to items, invoking a function to react when left unmoved and unsecured for too long.
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* Used for Nuclear Authentication Disks, and whiny plushy as an example (which changes sprites depending on whether it considers itself secure.)
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*/
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/datum/component/keep_me_secure
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/// callback for the parent being secure
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var/datum/callback/secured_callback
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/// callback for the parent being unsecured
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var/datum/callback/unsecured_callback
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/// The last secure location the parent was at.
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var/turf/last_secured_location
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/// The last world time the parent moved.
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var/last_move
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/datum/component/keep_me_secure/Initialize(secured_callback, unsecured_callback)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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src.secured_callback = secured_callback
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src.unsecured_callback = unsecured_callback
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/datum/component/keep_me_secure/Destroy(force)
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secured_callback = null
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unsecured_callback = null
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return ..()
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/datum/component/keep_me_secure/RegisterWithParent()
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last_move = world.time
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if (secured_callback || unsecured_callback)
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START_PROCESSING(SSobj, src)
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE_MORE, PROC_REF(on_examine_more))
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/datum/component/keep_me_secure/UnregisterFromParent()
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STOP_PROCESSING(SSobj, src)
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UnregisterSignal(parent, COMSIG_ATOM_EXAMINE)
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/// Returns whether the game is supposed to consider the parent "secure".
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/datum/component/keep_me_secure/proc/is_secured()
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var/obj/item/item_parent = parent
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if (last_secured_location == get_turf(item_parent))
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return FALSE
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var/mob/holder = item_parent.pulledby || get(parent, /mob)
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if (isnull(holder?.client))
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return FALSE
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return TRUE
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/datum/component/keep_me_secure/process(seconds_per_tick)
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if(is_secured())
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last_secured_location = get_turf(parent)
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last_move = world.time
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if(secured_callback)
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secured_callback.Invoke(last_move)
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else
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if(unsecured_callback)
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unsecured_callback.Invoke(last_move)
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/// signal sent when parent is examined
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/datum/component/keep_me_secure/proc/on_examine(mob/living/source, mob/examiner, list/examine_list)
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SIGNAL_HANDLER
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examine_list += span_boldnotice("[parent] should be secured at all times.")
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if(is_secured())
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examine_list += span_notice("Right now, it is.")
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else
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examine_list += span_warning("Right now, it isn't...")
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examine_list += span_notice("Examine closer for more info.")
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/// signal sent when parent is examined more
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/datum/component/keep_me_secure/proc/on_examine_more(mob/living/source, mob/examiner, list/examine_list)
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SIGNAL_HANDLER
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examine_list += span_notice("For [parent] to be secure, it needs to be:")
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examine_list += span_notice("1. Always on the move, and...")
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examine_list += span_notice("2. Held or dragged by someone.")
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