Files
Bubberstation/code/game/objects/effects/misc.dm
SkyratBot 8df6f0fa28 [MIRROR] Optimize /atom/movable/Initialize with faster check for blocks_emissive [140ms on init] [MDB IGNORE] (#20293)
* Optimize /atom/movable/Initialize with faster check for blocks_emissive [140ms on init] (#74453)

Quoting the comment:

This one is incredible.
`if (x) else { /* code */ }` is surprisingly fast, and it's faster than
a switch, which is seemingly not a jump table.
From what I can tell, a switch case checks every single branch
individually, although sane, is slow in a hot proc like this.
So, we make the most common `blocks_emissive` value,
EMISSIVE_BLOCK_GENERIC, 0, getting to the fast else branch quickly.
If it fails, then we can check over every value it can be (here,
EMISSIVE_BLOCK_UNIQUE is the only one that matters).
This saves several hundred milliseconds of init time.

* Optimize /atom/movable/Initialize with faster check for blocks_emissive [140ms on init]

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-04-03 05:52:14 +01:00

122 lines
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//The effect when you wrap a dead body in gift wrap
/obj/effect/spresent
name = "strange present"
desc = "It's a ... present?"
icon = 'icons/obj/storage/wrapping.dmi'
icon_state = "strangepresent"
density = TRUE
anchored = FALSE
/obj/effect/beam
name = "beam"
var/def_zone
pass_flags = PASSTABLE
/obj/effect/beam/singularity_act()
return
/obj/effect/beam/singularity_pull()
return
/obj/effect/spawner
name = "object spawner"
// Brief explanation:
// Rather then setting up and then deleting spawners, we block all atomlike setup
// and do the absolute bare minimum
// This is with the intent of optimizing mapload
/obj/effect/spawner/Initialize(mapload)
SHOULD_CALL_PARENT(FALSE)
if(flags_1 & INITIALIZED_1)
stack_trace("Warning: [src]([type]) initialized multiple times!")
flags_1 |= INITIALIZED_1
return INITIALIZE_HINT_QDEL
/obj/effect/spawner/Destroy(force)
SHOULD_CALL_PARENT(FALSE)
moveToNullspace()
return QDEL_HINT_QUEUE
/obj/effect/list_container
name = "list container"
/obj/effect/list_container/mobl
name = "mobl"
var/master = null
var/list/container = list()
/obj/effect/overlay/thermite
name = "thermite"
desc = "Looks hot."
icon = 'icons/effects/fire.dmi'
icon_state = "2" //what?
anchored = TRUE
opacity = TRUE
density = TRUE
layer = FLY_LAYER
plane = ABOVE_GAME_PLANE
//Makes a tile fully lit no matter what
/obj/effect/fullbright
icon = 'icons/effects/alphacolors.dmi'
icon_state = "white"
plane = LIGHTING_PLANE
layer = LIGHTING_ABOVE_ALL
blend_mode = BLEND_ADD
luminosity = 1
/obj/effect/abstract/marker
name = "marker"
icon = 'icons/effects/effects.dmi'
anchored = TRUE
icon_state = "wave3"
layer = RIPPLE_LAYER
plane = ABOVE_GAME_PLANE
/obj/effect/abstract/marker/Initialize(mapload)
. = ..()
GLOB.all_abstract_markers += src
/obj/effect/abstract/marker/Destroy()
GLOB.all_abstract_markers -= src
. = ..()
/obj/effect/abstract/marker/at
name = "active turf marker"
/obj/effect/abstract/marker/intercom
name = "intercom range marker"
color = COLOR_YELLOW
/obj/effect/dummy/lighting_obj
name = "lighting fx obj"
desc = "Tell a coder if you're seeing this."
icon_state = "nothing"
light_system = MOVABLE_LIGHT
light_range = MINIMUM_USEFUL_LIGHT_RANGE
light_color = COLOR_WHITE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
blocks_emissive = EMISSIVE_BLOCK_NONE
/obj/effect/dummy/lighting_obj/Initialize(mapload, _range, _power, _color, _duration)
. = ..()
if(!isnull(_range))
set_light_range(_range)
if(!isnull(_power))
set_light_power(_power)
if(!isnull(_color))
set_light_color(_color)
if(_duration)
QDEL_IN(src, _duration)
/obj/effect/dummy/lighting_obj/moblight
name = "mob lighting fx"
/obj/effect/dummy/lighting_obj/moblight/Initialize(mapload, _color, _range, _power, _duration)
. = ..()
if(!ismob(loc))
return INITIALIZE_HINT_QDEL