Fixes the Sun/Weather and Ports Vore's Lighting SS

New lighting system is needed to handle updating literally 14k+ tiles whenever the sun moves.  The straight port seems to have had no adverse effects from what I could see.  Don't know if it's more performant but it doesn't seem to be less.

I didn't expect the latter would be needed for the former.
This commit is contained in:
Neerti
2017-09-22 12:16:21 -04:00
parent 9d0988b8e1
commit e703d629c6
7 changed files with 188 additions and 104 deletions

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@@ -11,3 +11,5 @@
var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_GAME, RUNLEVEL_POSTGAME)
#define RUNLEVEL_FLAG_TO_INDEX(flag) (log(2, flag) + 1) // Convert from the runlevel bitfield constants to index in runlevel_flags list
#define INIT_ORDER_LIGHTING 0

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@@ -1,98 +0,0 @@
/var/lighting_overlays_initialised = FALSE
/var/list/lighting_update_lights = list() // List of lighting sources queued for update.
/var/list/lighting_update_corners = list() // List of lighting corners queued for update.
/var/list/lighting_update_overlays = list() // List of lighting overlays queued for update.
/var/list/lighting_update_lights_old = list() // List of lighting sources currently being updated.
/var/list/lighting_update_corners_old = list() // List of lighting corners currently being updated.
/var/list/lighting_update_overlays_old = list() // List of lighting overlays currently being updated.
/datum/controller/process/lighting
// Queues of update counts, waiting to be rolled into stats lists
var/list/stats_queues = list(
"Source" = list(), "Corner" = list(), "Overlay" = list())
// Stats lists
var/list/stats_lists = list(
"Source" = list(), "Corner" = list(), "Overlay" = list())
var/update_stats_every = (1 SECONDS)
var/next_stats_update = 0
var/stat_updates_to_keep = 5
/datum/controller/process/lighting/setup()
name = "lighting"
schedule_interval = 0 // run as fast as you possibly can
sleep_interval = 10 // Yield every 10% of a tick
defer_usage = 80 // Defer at 80% of a tick
create_all_lighting_overlays()
lighting_overlays_initialised = TRUE
// Pre-process lighting once before the round starts. Wait 30 seconds so the away mission has time to load.
spawn(300)
doWork(1)
/datum/controller/process/lighting/doWork(roundstart)
lighting_update_lights_old = lighting_update_lights //We use a different list so any additions to the update lists during a delay from scheck() don't cause things to be cut from the list without being updated.
lighting_update_lights = list()
for(var/datum/light_source/L in lighting_update_lights_old)
if(L.check() || L.destroyed || L.force_update)
L.remove_lum()
if(!L.destroyed)
L.apply_lum()
else if(L.vis_update) //We smartly update only tiles that became (in) visible to use.
L.smart_vis_update()
L.vis_update = FALSE
L.force_update = FALSE
L.needs_update = FALSE
SCHECK
lighting_update_corners_old = lighting_update_corners //Same as above.
lighting_update_corners = list()
for(var/A in lighting_update_corners_old)
var/datum/lighting_corner/C = A
C.update_overlays()
C.needs_update = FALSE
SCHECK
lighting_update_overlays_old = lighting_update_overlays //Same as above.
lighting_update_overlays = list()
for(var/A in lighting_update_overlays_old)
var/atom/movable/lighting_overlay/O = A
O.update_overlay()
O.needs_update = 0
SCHECK
stats_queues["Source"] += lighting_update_lights_old.len
stats_queues["Corner"] += lighting_update_corners_old.len
stats_queues["Overlay"] += lighting_update_overlays_old.len
if(next_stats_update <= world.time)
next_stats_update = world.time + update_stats_every
for(var/stat_name in stats_queues)
var/stat_sum = 0
var/list/stats_queue = stats_queues[stat_name]
for(var/count in stats_queue)
stat_sum += count
stats_queue.Cut()
var/list/stats_list = stats_lists[stat_name]
stats_list.Insert(1, stat_sum)
if(stats_list.len > stat_updates_to_keep)
stats_list.Cut(stats_list.len)
/datum/controller/process/lighting/statProcess()
..()
stat(null, "[total_lighting_sources] sources, [total_lighting_corners] corners, [total_lighting_overlays] overlays")
for(var/stat_type in stats_lists)
stat(null, "[stat_type] updates: [jointext(stats_lists[stat_type], " | ")]")

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@@ -0,0 +1,166 @@
/*
** Lighting Subsystem - Process the lighting! Do it!
*/
#define SSLIGHTING_STAGE_LIGHTS 1
#define SSLIGHTING_STAGE_CORNERS 2
#define SSLIGHTING_STAGE_OVERLAYS 3
#define SSLIGHTING_STAGE_DONE 4
// This subsystem's fire() method also gets called once during Master.Initialize().
// During this fire we need to use CHECK_TICK to sleep and continue, but in all other fires we need to use MC_CHECK_TICK to pause and return.
// This leads us to a rather annoying little tidbit of code that I have stuffed into this macro so I don't have to see it.
#define DUAL_TICK_CHECK if (init_tick_checks) { CHECK_TICK; } else if (MC_TICK_CHECK) { return; }
// Globals
/var/lighting_overlays_initialised = FALSE
/var/list/lighting_update_lights = list() // List of lighting sources queued for update.
/var/list/lighting_update_corners = list() // List of lighting corners queued for update.
/var/list/lighting_update_overlays = list() // List of lighting overlays queued for update.
SUBSYSTEM_DEF(lighting)
name = "Lighting"
wait = 2 // Ticks, not deciseconds
init_order = INIT_ORDER_LIGHTING
flags = SS_TICKER
var/list/currentrun = list()
var/stage = null
var/cost_lights = 0
var/cost_corners = 0
var/cost_overlays = 0
/datum/controller/subsystem/lighting/Initialize(timeofday)
if(!lighting_overlays_initialised)
// TODO - TG initializes starlight here.
create_all_lighting_overlays()
lighting_overlays_initialised = TRUE
// Pre-process lighting once before the round starts.
internal_process_lights(FALSE, TRUE)
internal_process_corners(FALSE, TRUE)
internal_process_overlays(FALSE, TRUE)
return ..()
/datum/controller/subsystem/lighting/fire(resumed = FALSE)
var/timer
if(!resumed)
ASSERT(LAZYLEN(currentrun) == 0) // Santity checks to make sure we don't somehow have items left over from last cycle
ASSERT(stage == null) // Or somehow didn't finish all the steps from last cycle
stage = SSLIGHTING_STAGE_LIGHTS // Start with Step 1 of course
if(stage == SSLIGHTING_STAGE_LIGHTS)
timer = world.tick_usage
internal_process_lights(resumed)
cost_lights = MC_AVERAGE(cost_lights, TICK_DELTA_TO_MS(world.tick_usage - timer))
if(state != SS_RUNNING)
return
resumed = 0
stage = SSLIGHTING_STAGE_CORNERS
if(stage == SSLIGHTING_STAGE_CORNERS)
timer = world.tick_usage
internal_process_corners(resumed)
cost_corners = MC_AVERAGE(cost_corners, TICK_DELTA_TO_MS(world.tick_usage - timer))
if(state != SS_RUNNING)
return
resumed = 0
stage = SSLIGHTING_STAGE_OVERLAYS
if(stage == SSLIGHTING_STAGE_OVERLAYS)
timer = world.tick_usage
internal_process_overlays(resumed)
cost_overlays = MC_AVERAGE(cost_overlays, TICK_DELTA_TO_MS(world.tick_usage - timer))
if(state != SS_RUNNING)
return
resumed = 0
stage = SSLIGHTING_STAGE_DONE
// Okay, we're done! Woo! Got thru a whole air_master cycle!
ASSERT(LAZYLEN(currentrun) == 0) // Sanity checks to make sure there are really none left
ASSERT(stage == SSLIGHTING_STAGE_DONE) // And that we didn't somehow skip past the last step
currentrun = null
stage = null
/datum/controller/subsystem/lighting/proc/internal_process_lights(resumed = FALSE, init_tick_checks = FALSE)
if (!resumed)
// We swap out the lists so any additions to the global list during a pause don't make things wierd.
src.currentrun = global.lighting_update_lights
global.lighting_update_lights = list()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/datum/light_source/L = currentrun[currentrun.len]
currentrun.len--
if(!L) continue
if(L.check() || L.destroyed || L.force_update)
L.remove_lum()
if(!L.destroyed)
L.apply_lum()
else if(L.vis_update) //We smartly update only tiles that became (in) visible to use.
L.smart_vis_update()
L.vis_update = FALSE
L.force_update = FALSE
L.needs_update = FALSE
DUAL_TICK_CHECK
/datum/controller/subsystem/lighting/proc/internal_process_corners(resumed = FALSE, init_tick_checks = FALSE)
if (!resumed)
// We swap out the lists so any additions to the global list during a pause don't make things wierd.
src.currentrun = global.lighting_update_corners
global.lighting_update_corners = list()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/datum/lighting_corner/C = currentrun[currentrun.len]
currentrun.len--
if(!C) continue
C.update_overlays()
C.needs_update = FALSE
DUAL_TICK_CHECK
/datum/controller/subsystem/lighting/proc/internal_process_overlays(resumed = FALSE, init_tick_checks = FALSE)
if (!resumed)
// We swap out the lists so any additions to the global list during a pause don't make things wierd.
src.currentrun = global.lighting_update_overlays
global.lighting_update_overlays = list()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/atom/movable/lighting_overlay/O = currentrun[currentrun.len]
currentrun.len--
if(!O) continue
O.update_overlay()
O.needs_update = FALSE
DUAL_TICK_CHECK
/datum/controller/subsystem/lighting/stat_entry(msg_prefix)
var/list/msg = list(msg_prefix)
msg += "T:{"
msg += "S [total_lighting_sources] | "
msg += "C [total_lighting_corners] | "
msg += "O [total_lighting_overlays]"
msg += "}"
msg += "C:{"
msg += "S [round(cost_lights, 1)] | "
msg += "C [round(cost_corners, 1)] | "
msg += "O [round(cost_overlays, 1)]"
msg += "}"
..(msg.Join())
#undef DUAL_TICK_CHECK
#undef SSLIGHTING_STAGE_LIGHTS
#undef SSLIGHTING_STAGE_CORNERS
#undef SSLIGHTING_STAGE_OVERLAYS
#undef SSLIGHTING_STAGE_STATS

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@@ -125,7 +125,7 @@
if (force)
total_lighting_overlays--
global.lighting_update_overlays -= src
global.lighting_update_overlays_old -= src
LAZYREMOVE(SSlighting.currentrun, src)
var/turf/T = loc
if(istype(T))

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@@ -1,6 +1,14 @@
// Create lighting overlays on all turfs with dynamic lighting in areas with dynamic lighting.
/proc/create_all_lighting_overlays()
for(var/zlevel = 1 to world.maxz)
create_lighting_overlays_zlevel(zlevel)
for(var/area/A in world)
if(!A.dynamic_lighting)
continue
for(var/turf/T in A)
if(!T.dynamic_lighting)
continue
new /atom/movable/lighting_overlay(T, TRUE)
CHECK_TICK
CHECK_TICK
/proc/create_lighting_overlays_zlevel(var/zlevel)
ASSERT(zlevel)

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@@ -150,3 +150,10 @@
teleport_x = src.x
teleport_y = 2
teleport_z = Z_LEVEL_SURFACE
/datum/planet/sif
expected_z_levels = list(
Z_LEVEL_SURFACE,
Z_LEVEL_SURFACE_MINE,
Z_LEVEL_SURFACE_WILD
)

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@@ -155,7 +155,6 @@
#include "code\controllers\Processes\event.dm"
#include "code\controllers\Processes\game_master.dm"
#include "code\controllers\Processes\inactivity.dm"
#include "code\controllers\Processes\lighting.dm"
#include "code\controllers\Processes\machinery.dm"
#include "code\controllers\Processes\mob.dm"
#include "code\controllers\Processes\nanoui.dm"
@@ -173,6 +172,7 @@
#include "code\controllers\ProcessScheduler\core\processScheduler.dm"
#include "code\controllers\subsystems\creation.dm"
#include "code\controllers\subsystems\garbage.dm"
#include "code\controllers\subsystems\lighting.dm"
#include "code\datums\ai_law_sets.dm"
#include "code\datums\ai_laws.dm"
#include "code\datums\browser.dm"
@@ -2262,7 +2262,6 @@
#include "interface\interface.dm"
#include "interface\skin.dmf"
#include "maps\northern_star\northern_star.dm"
#include "maps\northern_star\northern_star_defines.dm"
#include "maps\submaps\_readme.dm"
#include "maps\submaps\cave_submaps\cave.dm"
#include "maps\submaps\space_submaps\space.dm"