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Bubberstation/code/modules/holodeck/computer.dm
SkyratBot a2aaacdead [MIRROR] large refactor of machine/power code to cut down on processing time and wasted lists (#7920)
* large refactor of machine/power code to cut down on processing time and wasted lists (#60317)

original pr here: #59789 (Closed because he didn't think it was good enough)
came back to this because i realized that

    all machines were area sensitive, meaning they had a list with at least a reference to themselves (assuming they arent in the contents of another movable which most arent) for the purposes of handling power differences when their area changes
    pipes are machines
    there are ~14k machines and ~6k pipes
    i made this problem worse with a recent pr by making it a nested list

so i needed to track what machines needed power, and this pr had work already done that could be used for that purpose. now machines that have use_power == NO_POWER_USE do not have this extra memory overhead for no reason

currently every machine that uses power draws that amount from its area from a dynamic channel via auto_use_power() which is called every SSmachines fire(), then in apc/process() the area's dynamic power draw is reset and the power is used. with static power its not calculated then reset every loop, its just taken from the grid. so now machines handle updating their static power usage from their current area (this doesnt touch power machines that require a wire connection). in order to allow this, use_power, idle_power_usage, and active_power_usage have setters to track state correctly and update the static power usage on the machines current area and handle area sensitivity.

also goes through a lot of heavy abusers of SSmachine processing time and tries to make it faster. makes airalarm/process() into a signal handler for COMSIG_TURF_EXPOSE since air alarms only need to process for changes.
Why It's Good For The Game

SSmachines isnt the heaviest hitter in terms of total cpu and certainly not in terms of overtime, but its not a lightweight. it frequently takes > 50ms to complete a run and seems to be in the top 5 or so of subsystem costs looking at some round profilers

also gets rid of a few thousand lists since every pipe no longer has two useless lists each (and any other machines that dont use power)

Love ya kyler

Co-authored-by: Rohesie <rohesie@ gmail.com>

* large refactor of machine/power code to cut down on processing time and wasted lists

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
2021-09-02 03:11:59 +01:00

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/*
Map Template Holodeck
Holodeck finds the location of mapped_start_area and loads offline_program in it on LateInitialize. It then passes its program templates to Holodeck.js in the form of program_cache and emag_programs. when a user selects a program the
ui calls load_program() with the id of the selected program.
load_program() -> map_template/load() on map_template/holodeck.
holodeck map templates:
1. have an update_blacklist that doesnt allow placing on non holofloors (except for engine floors so you can repair it)
2. has should_place_on_top = FALSE, so that the baseturfs list doesnt pull a kilostation oom crash
3. has returns_created = TRUE, so that SSatoms gives the map template a list of spawned atoms
all the fancy flags and shit are added to holodeck objects in finish_spawn()
Easiest way to add new holodeck programs:
1. Define new map template datums in code/modules/holodeck/holodeck_map_templates, make sure they have the access flags
of the holodeck you want them to be able to load, for the onstation holodeck the flag is STATION_HOLODECK.
2. Create the new map templates in _maps/templates (remember theyre 9x10, and make sure they have area/noop or else it will fuck with linked)
all turfs in holodeck programs MUST be of type /turf/open/floor/holofloor, OR /turf/open/floor/engine, or they will block future programs!
Note: if youre looking at holodeck code because you want to see how returns_created is handled so that templates return a list of atoms
created from them: make sure you handle that list correctly! Either copy them by value and delete them or reference it and handle qdel'ing
and clear when youre done! if you dont i will use :newspaper2: on you
*/
#define HOLODECK_CD 2 SECONDS
#define HOLODECK_DMG_CD 5 SECONDS
/obj/machinery/computer/holodeck
name = "holodeck control console"
desc = "A computer used to control a nearby holodeck."
icon_screen = "holocontrol"
idle_power_usage = 10
active_power_usage = 50
//new vars
///what area type this holodeck loads into. linked turns into the nearest instance of this area
var/area/mapped_start_area = /area/holodeck/rec_center
///the currently used map template
var/datum/map_template/holodeck/template
///bottom left corner of the loading room, used for placing
var/turf/bottom_left
///if TRUE the holodeck is busy spawning another simulation and should immediately stop loading the newest one
var/spawning_simulation = FALSE
//old vars
///the area that this holodeck loads templates into, used for power and deleting holo objects that leave it
var/area/holodeck/linked
///what program is loaded right now or is about to be loaded
var/program = "holodeck_offline"
var/last_program
///the default program loaded by this holodeck when spawned and when deactivated
var/offline_program = "holodeck_offline"
///stores all of the unrestricted holodeck map templates that this computer has access to
var/list/program_cache
///stores all of the restricted holodeck map templates that this computer has access to
var/list/emag_programs
///subtypes of this (but not this itself) are loadable programs
var/program_type = /datum/map_template/holodeck
///every holo object created by the holodeck goes in here to track it
var/list/spawned = list()
var/list/effects = list() //like above, but for holo effects
///TRUE if the holodeck is using extra power because of a program, FALSE otherwise
var/active = FALSE
///increases the holodeck cooldown if TRUE, causing the holodeck to take longer to allow loading new programs
var/damaged = FALSE
//creates the timer that determines if another program can be manually loaded
COOLDOWN_DECLARE(holodeck_cooldown)
/obj/machinery/computer/holodeck/Initialize(mapload)
..()
return INITIALIZE_HINT_LATELOAD
/obj/machinery/computer/holodeck/LateInitialize()//from here linked is populated and the program list is generated. its also set to load the offline program
linked = GLOB.areas_by_type[mapped_start_area]
bottom_left = locate(linked.x, linked.y, src.z)
var/area/computer_area = get_area(src)
if(istype(computer_area, /area/holodeck))
log_mapping("Holodeck computer cannot be in a holodeck, This would cause circular power dependency.")
qdel(src)
return
// the following is necessary for power reasons
if(!linked)
log_world("No matching holodeck area found")
qdel(src)
return
else if (!offline_program)
stack_trace("Holodeck console created without an offline program")
qdel(src)
return
else
linked.linked = src
var/area/my_area = get_area(src)
if(my_area)
linked.power_usage = my_area.power_usage
else
linked.power_usage = list(AREA_USAGE_LEN)
COOLDOWN_START(src, holodeck_cooldown, HOLODECK_CD)
generate_program_list()
load_program(offline_program,TRUE)
///adds all programs that this holodeck has access to, and separates the restricted and unrestricted ones
/obj/machinery/computer/holodeck/proc/generate_program_list()
for(var/typekey in subtypesof(program_type))
var/datum/map_template/holodeck/program = typekey
var/list/info_this = list("id" = initial(program.template_id), "name" = initial(program.name))
if(initial(program.restricted))
LAZYADD(emag_programs, list(info_this))
else
LAZYADD(program_cache, list(info_this))
/obj/machinery/computer/holodeck/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Holodeck", name)
ui.open()
/obj/machinery/computer/holodeck/ui_data(mob/user)
var/list/data = list()
data["default_programs"] = program_cache
if(obj_flags & EMAGGED)
data["emagged"] = TRUE
data["emag_programs"] = emag_programs
data["program"] = program
data["can_toggle_safety"] = issilicon(user) || isAdminGhostAI(user)
return data
/obj/machinery/computer/holodeck/ui_act(action, params)
. = ..()
if(.)
return
. = TRUE
switch(action)
if("load_program")
var/program_to_load = params["id"]
var/list/checked = program_cache.Copy()
if (obj_flags & EMAGGED)
checked |= emag_programs
var/valid = FALSE //dont tell security about this
//checks if program_to_load is any one of the loadable programs, if it isnt then it rejects it
for(var/list/check_list as anything in checked)
if(check_list["id"] == program_to_load)
valid = TRUE
break
if(!valid)
return FALSE
//load the map_template that program_to_load represents
if(program_to_load)
load_program(program_to_load)
if("safety")
if((obj_flags & EMAGGED) && program)
emergency_shutdown()
nerf(obj_flags & EMAGGED,FALSE)
obj_flags ^= EMAGGED
say("Safeties reset. Restarting...")
log_game("[key_name(usr)] disabled Holodeck safeties.")
///this is what makes the holodeck not spawn anything on broken tiles (space and non engine plating / non holofloors)
/datum/map_template/holodeck/update_blacklist(turf/placement, list/input_blacklist)
for(var/turf/possible_blacklist as anything in get_affected_turfs(placement))
if (possible_blacklist.holodeck_compatible)
continue
input_blacklist += possible_blacklist
///loads the template whose id string it was given ("offline_program" loads datum/map_template/holodeck/offline)
/obj/machinery/computer/holodeck/proc/load_program(map_id, force = FALSE, add_delay = TRUE)
if (program == map_id)
return
if (!is_operational)//load_program is called once with a timer (in toggle_power) we dont want this to load anything if its off
map_id = offline_program
force = TRUE
if (!force && (!COOLDOWN_FINISHED(src, holodeck_cooldown) || spawning_simulation))
say("ERROR. Recalibrating projection apparatus.")
return
if(spawning_simulation)
return
if (add_delay)
COOLDOWN_START(src, holodeck_cooldown, (damaged ? HOLODECK_CD + HOLODECK_DMG_CD : HOLODECK_CD))
if (damaged && floorcheck())
damaged = FALSE
spawning_simulation = TRUE
active = (map_id != offline_program)
update_use_power(active + IDLE_POWER_USE)
program = map_id
//clear the items from the previous program
for(var/holo_atom in spawned)
derez(holo_atom)
for(var/obj/effect/holodeck_effect/holo_effect as anything in effects)
effects -= holo_effect
holo_effect.deactivate(src)
//makes sure that any time a holoturf is inside a baseturf list (e.g. if someone put a wall over it) its set to the OFFLINE turf
//so that you cant bring turfs from previous programs into other ones (like putting the plasma burn turf into lounge for example)
for(var/turf/closed/holo_turf in linked)
for(var/baseturf in holo_turf.baseturfs)
if(ispath(baseturf, /turf/open/floor/holofloor))
holo_turf.baseturfs -= baseturf
holo_turf.baseturfs += /turf/open/floor/holofloor/plating
template = SSmapping.holodeck_templates[map_id]
template.load(bottom_left) //this is what actually loads the holodeck simulation into the map
if(template.restricted)
log_game("[key_name(usr)] loaded a restricted Holodeck program: [program].")
message_admins("[ADMIN_LOOKUPFLW(usr)] loaded a restricted Holodeck program: [program].")
spawned = template.created_atoms //populate the spawned list with the atoms belonging to the holodeck
if(istype(template, /datum/map_template/holodeck/thunderdome1218) && !SSshuttle.shuttle_purchase_requirements_met[SHUTTLE_UNLOCK_MEDISIM])
say("Special note from \"1218 AD\" developer: I see you too are interested in the REAL dark ages of humanity! I've made this program also unlock some interesting shuttle designs on any communication console around. Have fun!")
SSshuttle.shuttle_purchase_requirements_met[SHUTTLE_UNLOCK_MEDISIM] = TRUE
nerf(!(obj_flags & EMAGGED))
finish_spawn()
///finalizes objects in the spawned list
/obj/machinery/computer/holodeck/proc/finish_spawn()
for(var/atom/holo_atom as anything in spawned)
if(QDELETED(holo_atom))
spawned -= holo_atom
continue
RegisterSignal(holo_atom, COMSIG_PARENT_PREQDELETED, .proc/remove_from_holo_lists)
holo_atom.flags_1 |= HOLOGRAM_1
if(isholoeffect(holo_atom))//activates holo effects and transfers them from the spawned list into the effects list
var/obj/effect/holodeck_effect/holo_effect = holo_atom
effects += holo_effect
spawned -= holo_effect
var/atom/holo_effect_product = holo_effect.activate(src)//change name
if(istype(holo_effect_product))
spawned += holo_effect_product // we want mobs or objects spawned via holoeffects to be tracked as objects
RegisterSignal(holo_effect_product, COMSIG_PARENT_PREQDELETED, .proc/remove_from_holo_lists)
if(islist(holo_effect_product))
for(var/atom/atom_product as anything in holo_effect_product)
RegisterSignal(atom_product, COMSIG_PARENT_PREQDELETED, .proc/remove_from_holo_lists)
continue
if(isobj(holo_atom))
var/obj/holo_object = holo_atom
holo_object.resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
if(isstructure(holo_object))
holo_object.flags_1 |= NODECONSTRUCT_1
continue
if(ismachinery(holo_object))
var/obj/machinery/holo_machine = holo_object
holo_machine.flags_1 |= NODECONSTRUCT_1
holo_machine.power_change()
if(istype(holo_machine, /obj/machinery/button))
var/obj/machinery/button/holo_button = holo_machine
holo_button.setup_device()
spawning_simulation = FALSE
///this qdels holoitems that should no longer exist for whatever reason
/obj/machinery/computer/holodeck/proc/derez(atom/movable/holo_atom, silent = TRUE, forced = FALSE)
spawned -= holo_atom
if(!holo_atom)
return
UnregisterSignal(holo_atom, COMSIG_PARENT_PREQDELETED)
var/turf/target_turf = get_turf(holo_atom)
for(var/atom/movable/atom_contents as anything in holo_atom) //make sure that things inside of a holoitem are moved outside before destroying it
atom_contents.forceMove(target_turf)
if(!silent)
visible_message(span_notice("[holo_atom] fades away!"))
qdel(holo_atom)
/obj/machinery/computer/holodeck/proc/remove_from_holo_lists(datum/to_remove, _forced)
SIGNAL_HANDLER
spawned -= to_remove
UnregisterSignal(to_remove, COMSIG_PARENT_PREQDELETED)
/obj/machinery/computer/holodeck/process(delta_time)
if(damaged && DT_PROB(5, delta_time))
for(var/turf/holo_turf in linked)
if(DT_PROB(2.5, delta_time))
do_sparks(2, 1, holo_turf)
return
. = ..()
if(!. || program == offline_program)//we dont need to scan the holodeck if the holodeck is offline
return
if(!floorcheck()) //if any turfs in the floor of the holodeck are broken
emergency_shutdown()
damaged = TRUE
visible_message("The holodeck overloads!")
for(var/turf/holo_turf in linked)
if(prob(30))
do_sparks(2, 1, holo_turf)
SSexplosions.lowturf += holo_turf
holo_turf.hotspot_expose(1000,500,1)
if(!(obj_flags & EMAGGED))
for(var/item in spawned)
if(!(get_turf(item) in linked))
derez(item)
for(var/obj/effect/holodeck_effect/holo_effect as anything in effects)
holo_effect.tick()
update_mode_power_usage(ACTIVE_POWER_USE, 50 + spawned.len * 3 + effects.len * 5)
/obj/machinery/computer/holodeck/proc/toggle_power(toggleOn = FALSE)
if(active == toggleOn)
return
if(toggleOn)
if(last_program && (last_program != offline_program))
addtimer(CALLBACK(src,.proc/load_program, last_program, TRUE), 25)
active = TRUE
else
last_program = program
load_program(offline_program, TRUE)
active = FALSE
/obj/machinery/computer/holodeck/power_change()
. = ..()
INVOKE_ASYNC(src, .proc/toggle_power, !machine_stat)
///shuts down the holodeck and force loads the offline_program
/obj/machinery/computer/holodeck/proc/emergency_shutdown()
last_program = program
active = FALSE
load_program(offline_program, TRUE)
///returns TRUE if the entire floor of the holodeck is intact, returns FALSE if any are broken
/obj/machinery/computer/holodeck/proc/floorcheck()
for(var/turf/holo_floor in linked)
if(isspaceturf(holo_floor))
return FALSE
if(!holo_floor.intact)
return FALSE
return TRUE
///changes all weapons in the holodeck to do stamina damage if set
/obj/machinery/computer/holodeck/proc/nerf(nerf_this, is_loading = TRUE)
if (!nerf_this && is_loading)
return
for(var/obj/item/to_be_nerfed in spawned)
to_be_nerfed.damtype = nerf_this ? STAMINA : initial(to_be_nerfed.damtype)
for(var/obj/effect/holodeck_effect/holo_effect as anything in effects)
holo_effect.safety(nerf_this)
/obj/machinery/computer/holodeck/emag_act(mob/user)
if(obj_flags & EMAGGED)
return
if(!LAZYLEN(emag_programs))
to_chat(user, "[src] does not seem to have a card swipe port. It must be an inferior model.")
return
playsound(src, "sparks", 75, TRUE)
obj_flags |= EMAGGED
to_chat(user, span_warning("You vastly increase projector power and override the safety and security protocols."))
say("Warning. Automatic shutoff and derezzing protocols have been corrupted. Please call Nanotrasen maintenance and do not use the simulator.")
log_game("[key_name(user)] emagged the Holodeck Control Console")
nerf(!(obj_flags & EMAGGED),FALSE)
/obj/machinery/computer/holodeck/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
emergency_shutdown()
/obj/machinery/computer/holodeck/ex_act(severity, target)
emergency_shutdown()
return ..()
/obj/machinery/computer/holodeck/Destroy()
emergency_shutdown()
if(linked)
linked.linked = null
linked.power_usage = list(AREA_USAGE_LEN)
return ..()
/obj/machinery/computer/holodeck/blob_act(obj/structure/blob/B)
emergency_shutdown()
return ..()
#undef HOLODECK_CD
#undef HOLODECK_DMG_CD