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Bubberstation/code/game/objects/structures.dm
T
MrMelbert 5146cfd403 Moves camera update handling to background subsystem, (maybe) fixing lag (#92208)
## About The Pull Request

When a camera update is triggered, it is instead added to a queue on a
background subsystem

An AI entering a camera chunk which is queued to update will force the
update immediately (bypassing the queue)

While the root problem of this is, ultimately, not addressed...

<img width="554" height="58"
alt="467828777-eff3f0e5-49d6-4997-b4d7-05eff6432155"
src="https://github.com/user-attachments/assets/c2d6a5f5-d958-463e-959f-116bd0dab475"
/>

...the change will ultimately prevent update spam from consuming all of
the server's resources - instead allocating updates to the backburner in
times of high server stress (or on multi-z maps)

## Changelog

🆑 Melbert
refactor: Refactored the way camera updates are handled to hopefully
reduce some lag. Report any oddities
/🆑
2025-11-08 01:43:48 +01:00

85 lines
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/// Inert structures, such as girders, machine frames, and crates/lockers.
/obj/structure
icon = 'icons/obj/structures.dmi'
abstract_type = /obj/structure
pressure_resistance = 8
max_integrity = 300
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
layer = BELOW_OBJ_LAYER
flags_ricochet = RICOCHET_HARD
receive_ricochet_chance_mod = 0.6
pass_flags_self = PASSSTRUCTURE
blocks_emissive = EMISSIVE_BLOCK_GENERIC
armor_type = /datum/armor/obj_structure
burning_particles = /particles/smoke/burning
var/broken = FALSE
/datum/armor/obj_structure
fire = 50
acid = 50
/obj/structure/Initialize(mapload)
. = ..()
if(smoothing_flags & USES_SMOOTHING)
QUEUE_SMOOTH(src)
QUEUE_SMOOTH_NEIGHBORS(src)
/obj/structure/Destroy(force)
if(smoothing_flags & USES_SMOOTHING)
QUEUE_SMOOTH_NEIGHBORS(src)
return ..()
/obj/structure/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
add_fingerprint(usr)
return ..()
/obj/structure/examine(mob/user)
. = ..()
if(!(resistance_flags & INDESTRUCTIBLE))
if(resistance_flags & ON_FIRE)
. += span_warning("It's on fire!")
if(broken)
. += span_notice("It appears to be broken.")
var/examine_status = examine_status(user)
if(examine_status)
. += examine_status
/obj/structure/proc/examine_status(mob/user) //An overridable proc, mostly for falsewalls.
var/healthpercent = (atom_integrity/max_integrity) * 100
switch(healthpercent)
if(50 to 99)
return "It looks slightly damaged."
if(25 to 50)
return "It appears heavily damaged."
if(0 to 25)
if(!broken)
return span_warning("It's falling apart!")
/obj/structure/examine_descriptor(mob/user)
return "structure"
/obj/structure/rust_heretic_act()
take_damage(500, BRUTE, "melee", 1)
/obj/structure/zap_act(power, zap_flags)
if(zap_flags & ZAP_OBJ_DAMAGE)
take_damage(power * 2.5e-4, BURN, "energy")
power -= power * 5e-4 //walls take a lot out of ya
. = ..()
/obj/structure/animate_atom_living(mob/living/owner)
new /mob/living/basic/mimic/copy(drop_location(), src, owner)
/// For when a mob comes flying through the window, smash it and damage the mob
/obj/structure/proc/smash_and_injure(mob/living/flying_mob, atom/oldloc, direction)
flying_mob.balloon_alert_to_viewers("smashed through!")
flying_mob.apply_damage(damage = rand(5, 15), damagetype = BRUTE, wound_bonus = 15, exposed_wound_bonus = 25, sharpness = SHARP_EDGED, attack_direction = get_dir(src, oldloc))
new /obj/effect/decal/cleanable/glass(get_step(flying_mob, flying_mob.dir))
deconstruct(disassembled = FALSE)
/obj/structure/used_in_craft(atom/result, datum/crafting_recipe/current_recipe)
. = ..()
// If we consumed in crafting, we should dump contents out before qdeling them.
if(!is_type_in_list(src, current_recipe.parts))
dump_contents()