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https://github.com/CHOMPStation2/CHOMPStation2.git
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Port SSoverlays & Convert turfs to use it (#5004)
* Added "Display Initialize() Log" admin debug command so you can see it mid-round. * Ported the core of the overlays management subsystem from /tg - Added SSoverlays subsystem for compiling overlay lists and applying them to atoms in a controlled anti-lag subsystem. - Added vars and procs to atom which should eventually replace all direct interaction with BYOND's /atom/overlays var outside the subsystem. - Added OVERLAY_QUEUED flag to var/atom/flags bitfield. - Added small framework for subsystem performance tracking. So far used only by SSoverlays - Added admin debug command "Display overlay Log" to see performance stats mid-round. * Fix runtime on universal pipe adaptor update_icons * Workaround for appearance_bro not initialized Unfortuantely BYOND's initialization order is strange, and the appearance_bro var is only half initialized when map starts to load, causing errors. We temporarily fix by moving it to be a global-scoped global. * Convert fire alarms to use add_overlay() A good first test. * Convert turfs to use add_overlays(), eliminating the turf_overlay_holder! - Converted as much as I could find about turf overlays to use add_overlay(). - This should be enough to stop BYOND from crashing, so we can eliminate the turf_overlay_holder hack. - This also lets us remove the anti-corruption hacks from walls and open space. - ZAS gas overlays can use priority overlays, so this also fixes the gas-goes-away-when-crowbarring-plating issue. - Stuff like that * Convert turf overlay interactions to use add_overlay. Note: This is a plain and simple conversion of existing code to use SSoverlays. However I look at the line changed, and note that that line likely never fully worked as intended, as it has no way of re-applying itself. I would make it use a priority overlay, but there is no code present for *removing* said overlay from neighbors when it is no longer required. That code should be implemented by original author.
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@@ -1,28 +0,0 @@
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//
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// Floor Decals Initialization Subsystem
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// This is part of the giant decal hack that works around a BYOND bug where DreamDaemon will crash if you
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// update overlays on turfs too much.
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// The master_controller on Polaris used to init decals prior to initializing areas (which initilized turfs)
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// Now that we switched to subsystems we still want to do the same thing, so this takes care of it.
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//
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SUBSYSTEM_DEF(floor_decals)
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name = "Floor Decals"
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init_order = INIT_ORDER_DECALS
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flags = SS_NO_FIRE
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/datum/controller/subsystem/floor_decals/Initialize(timeofday)
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if(floor_decals_initialized)
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return ..()
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to_world_log("Initializing Floor Decals")
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admin_notice("<span class='danger'>Initializing Floor Decals</span>", R_DEBUG)
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var/list/turfs_with_decals = list()
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for(var/obj/effect/floor_decal/D in world)
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var/T = D.add_to_turf_decals()
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if(T) turfs_with_decals |= T
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CHECK_TICK
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for(var/item in turfs_with_decals)
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var/turf/T = item
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if(T.decals) T.apply_decals()
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CHECK_TICK
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floor_decals_initialized = TRUE
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return ..()
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255
code/controllers/subsystems/overlays.dm
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255
code/controllers/subsystems/overlays.dm
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@@ -0,0 +1,255 @@
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SUBSYSTEM_DEF(overlays)
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name = "Overlay"
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flags = SS_TICKER
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wait = 1
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priority = FIRE_PRIORITY_OVERLAYS
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init_order = INIT_ORDER_OVERLAY
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var/initialized = FALSE
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var/list/queue // Queue of atoms needing overlay compiling (TODO-VERIFY!)
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var/list/stats
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var/list/overlay_icon_state_caches // Cache thing
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var/list/overlay_icon_cache // Cache thing
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var/global/image/appearance_bro = new() // Temporarily super-global because of BYOND init order dumbness.
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/datum/controller/subsystem/overlays/PreInit()
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overlay_icon_state_caches = list()
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overlay_icon_cache = list()
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queue = list()
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stats = list()
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/datum/controller/subsystem/overlays/Initialize()
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initialized = TRUE
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fire(mc_check = FALSE)
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..()
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/datum/controller/subsystem/overlays/stat_entry()
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..("Ov:[length(queue)]")
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/datum/controller/subsystem/overlays/Shutdown()
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//text2file(render_stats(stats), "[GLOB.log_directory]/overlay.log")
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var/date_string = time2text(world.realtime, "YYYY/MM-Month/DD-Day")
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text2file(render_stats(stats), "data/logs/[date_string]-overlay.log")
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/datum/controller/subsystem/overlays/Recover()
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overlay_icon_state_caches = SSoverlays.overlay_icon_state_caches
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overlay_icon_cache = SSoverlays.overlay_icon_cache
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queue = SSoverlays.queue
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/datum/controller/subsystem/overlays/fire(resumed = FALSE, mc_check = TRUE)
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var/list/queue = src.queue
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var/static/count = 0
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if (count)
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var/c = count
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count = 0 //so if we runtime on the Cut, we don't try again.
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queue.Cut(1,c+1)
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for (var/thing in queue)
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count++
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if(thing)
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STAT_START_STOPWATCH
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var/atom/A = thing
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COMPILE_OVERLAYS(A)
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STAT_STOP_STOPWATCH
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STAT_LOG_ENTRY(stats, A.type)
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if(mc_check)
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if(MC_TICK_CHECK)
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break
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else
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CHECK_TICK
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if (count)
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queue.Cut(1,count+1)
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count = 0
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/proc/iconstate2appearance(icon, iconstate)
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var/static/image/stringbro = new()
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var/list/icon_states_cache = SSoverlays.overlay_icon_state_caches
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var/list/cached_icon = icon_states_cache[icon]
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if (cached_icon)
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var/cached_appearance = cached_icon["[iconstate]"]
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if (cached_appearance)
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return cached_appearance
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stringbro.icon = icon
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stringbro.icon_state = iconstate
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if (!cached_icon) //not using the macro to save an associated lookup
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cached_icon = list()
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icon_states_cache[icon] = cached_icon
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var/cached_appearance = stringbro.appearance
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cached_icon["[iconstate]"] = cached_appearance
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return cached_appearance
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/proc/icon2appearance(icon)
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var/static/image/iconbro = new()
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var/list/icon_cache = SSoverlays.overlay_icon_cache
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. = icon_cache[icon]
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if (!.)
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iconbro.icon = icon
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. = iconbro.appearance
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icon_cache[icon] = .
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/atom/proc/build_appearance_list(old_overlays)
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// var/static/image/appearance_bro = new() // Moved to be superglobal due to BYOND insane init order stupidness.
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var/list/new_overlays = list()
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if (!islist(old_overlays))
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old_overlays = list(old_overlays)
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for (var/overlay in old_overlays)
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if(!overlay)
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continue
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if (istext(overlay))
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new_overlays += iconstate2appearance(icon, overlay)
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else if(isicon(overlay))
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new_overlays += icon2appearance(overlay)
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else
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if(isloc(overlay))
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var/atom/A = overlay
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if (A.flags & OVERLAY_QUEUED)
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COMPILE_OVERLAYS(A)
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appearance_bro.appearance = overlay //this works for images and atoms too!
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if(!ispath(overlay))
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var/image/I = overlay
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appearance_bro.dir = I.dir
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new_overlays += appearance_bro.appearance
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return new_overlays
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#define NOT_QUEUED_ALREADY (!(flags & OVERLAY_QUEUED))
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#define QUEUE_FOR_COMPILE flags |= OVERLAY_QUEUED; SSoverlays.queue += src;
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/**
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* Cut all of atom's normal overlays. Usually leaves "priority" overlays untouched.
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*
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* @param priority If true, also will cut priority overlays.
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*/
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/atom/proc/cut_overlays(priority = FALSE)
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var/list/cached_overlays = our_overlays
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var/list/cached_priority = priority_overlays
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var/need_compile = FALSE
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if(LAZYLEN(cached_overlays)) //don't queue empty lists, don't cut priority overlays
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cached_overlays.Cut() //clear regular overlays
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need_compile = TRUE
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if(priority && LAZYLEN(cached_priority))
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cached_priority.Cut()
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need_compile = TRUE
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if(NOT_QUEUED_ALREADY && need_compile)
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QUEUE_FOR_COMPILE
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/**
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* Removes specific overlay(s) from the atom. Usually does not remove them from "priority" overlays.
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*
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* @param overlays The overlays to removed, type can be anything that is allowed for add_overlay().
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* @param priority If true, also will remove them from the "priority" overlays.
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*/
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/atom/proc/cut_overlay(list/overlays, priority)
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if(!overlays)
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return
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overlays = build_appearance_list(overlays)
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var/list/cached_overlays = our_overlays //sanic
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var/list/cached_priority = priority_overlays
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var/init_o_len = LAZYLEN(cached_overlays)
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var/init_p_len = LAZYLEN(cached_priority) //starter pokemon
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LAZYREMOVE(cached_overlays, overlays)
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if(priority)
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LAZYREMOVE(cached_priority, overlays)
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if(NOT_QUEUED_ALREADY && ((init_o_len != LAZYLEN(cached_overlays)) || (init_p_len != LAZYLEN(cached_priority))))
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QUEUE_FOR_COMPILE
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/**
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* Adds specific overlay(s) to the atom.
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* It is designed so any of the types allowed to be added to /atom/overlays can be added here too. More details below.
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*
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* @param overlays The overlay(s) to add. These may be
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* - A string: In which case it is treated as an icon_state of the atom's icon.
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* - An icon: It is treated as an icon.
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* - An atom: Its own overlays are compiled and then it's appearance is added. (Meaning its current apperance is frozen).
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* - An image: Image's apperance is added (i.e. subsequently editing the image will not edit the overlay)
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* - A type path: Added to overlays as is. Does whatever it is BYOND does when you add paths to overlays.
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* - Or a list containing any of the above.
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* @param priority The overlays are added to the "priority" list istead of the normal one.
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*/
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/atom/proc/add_overlay(list/overlays, priority = FALSE)
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if(!overlays)
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return
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overlays = build_appearance_list(overlays)
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LAZYINITLIST(our_overlays) //always initialized after this point
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LAZYINITLIST(priority_overlays)
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var/list/cached_overlays = our_overlays //sanic
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var/list/cached_priority = priority_overlays
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var/init_o_len = cached_overlays.len
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var/init_p_len = cached_priority.len //starter pokemon
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var/need_compile
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if(priority)
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cached_priority += overlays //or in the image. Can we use [image] = image?
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need_compile = init_p_len != cached_priority.len
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else
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cached_overlays += overlays
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need_compile = init_o_len != cached_overlays.len
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if(NOT_QUEUED_ALREADY && need_compile) //have we caught more pokemon?
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QUEUE_FOR_COMPILE
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/**
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* Copy the overlays from another atom, either replacing all of ours or appending to our existing overlays.
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* Note: This copies only the normal overlays, not the "priority" overlays.
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*
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* @param other The atom to copy overlays from.
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* @param cut_old If true, all of our overlays will be *replaced* by the other's. If other is null, that means cutting all ours.
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*/
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/atom/proc/copy_overlays(atom/other, cut_old) //copys our_overlays from another atom
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if(!other)
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if(cut_old)
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cut_overlays()
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return
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var/list/cached_other = other.our_overlays
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if(cached_other)
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if(cut_old || !LAZYLEN(our_overlays))
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our_overlays = cached_other.Copy()
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else
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our_overlays |= cached_other
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if(NOT_QUEUED_ALREADY)
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QUEUE_FOR_COMPILE
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else if(cut_old)
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cut_overlays()
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#undef NOT_QUEUED_ALREADY
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#undef QUEUE_FOR_COMPILE
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//TODO: Better solution for these?
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/image/proc/add_overlay(x)
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overlays += x
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/image/proc/cut_overlay(x)
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overlays -= x
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/image/proc/cut_overlays(x)
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overlays.Cut()
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/image/proc/copy_overlays(atom/other, cut_old)
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if(!other)
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if(cut_old)
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cut_overlays()
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return
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var/list/cached_other = other.our_overlays
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if(cached_other)
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if(cut_old || !overlays.len)
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overlays = cached_other.Copy()
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else
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overlays |= cached_other
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else if(cut_old)
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cut_overlays()
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