Memory performance fixes for open space

* Don't infinately accumulate underlays!
* Ease up on the New() and Destroy(),  make sure they are a top level object (loc is a turf)
* The open space darkness overlay is always the same, make it a global.
This commit is contained in:
Leshana
2017-05-19 00:07:08 -04:00
parent bf7ffee032
commit 8eaa363730
2 changed files with 14 additions and 12 deletions

View File

@@ -4,6 +4,7 @@
/var/global/open_space_initialised = FALSE
/var/global/datum/controller/process/open_space/OS_controller = null
/var/global/image/over_OS_darkness = image('icons/turf/open_space.dmi', "black_open")
/datum/controller/process/open_space
var/list/turfs_to_process = list() // List of turfs queued for update.
@@ -15,6 +16,8 @@
schedule_interval = world.tick_lag // every second
start_delay = 30 SECONDS
OS_controller = src
over_OS_darkness.plane = OVER_OPENSPACE_PLANE
over_OS_darkness.layer = MOB_LAYER
initialize_open_space()
// Pre-process open space once once before the round starts. Wait 20 seconds so other stuff has time to finish.
@@ -82,13 +85,14 @@
/obj/update_icon()
. = ..()
if(open_space_initialised && !invisibility)
if(open_space_initialised && !invisibility && isturf(loc))
var/turf/T = GetAbove(src)
if(isopenspace(T))
// log_debug("[T] ([T.x],[T.y],[T.z]) queued for update for [src].update_icon()")
OS_controller.add_turf(T, 1)
// Ouch... this is painful. But is there any other way?
/* - No for now
/obj/New()
. = ..()
if(open_space_initialised && !invisibility)
@@ -96,10 +100,11 @@
if(isopenspace(T))
// log_debug("[T] ([T.x],[T.y],[T.z]) queued for update for [src]New()")
OS_controller.add_turf(T, 1)
*/
// Just as New() we probably should hook Destroy() If we can think of something more efficient, lets hear it.
/obj/Destroy()
if(open_space_initialised && !invisibility)
if(open_space_initialised && !invisibility && isturf(loc))
var/turf/T = GetAbove(src)
if(isopenspace(T))
OS_controller.add_turf(T, 1)

View File

@@ -79,18 +79,18 @@
var/below_is_open = isopenspace(below)
if(below_is_open)
underlays += below.underlays
underlays = below.underlays
else
var/image/bottom_turf = image(icon = below.icon, icon_state = below.icon_state, dir=below.dir, layer=below.layer)
bottom_turf.plane = src.plane
bottom_turf.color = below.color
underlays += bottom_turf
underlays = list(bottom_turf)
// VOREStation Edit - Hack workaround to byond crash bug - Include the magic overlay holder object.
//overlays += below.overlays
if(below.overlay_holder)
overlays += (below.overlays + below.overlay_holder.overlays)
else
overlays += below.overlays
overlays += below.overlays
// if(below.overlay_holder)
// overlays += (below.overlays + below.overlay_holder.overlays)
// else
// overlays += below.overlays
// VOREStation Edit End
// get objects (not mobs, they are handled by /obj/zshadow)
@@ -107,9 +107,6 @@
overlays += o_img
if(!below_is_open)
var/image/over_OS_darkness = image('icons/turf/open_space.dmi', "black_open")
over_OS_darkness.plane = OVER_OPENSPACE_PLANE
over_OS_darkness.layer = MOB_LAYER
overlays += over_OS_darkness
return 0