SUBSYSTEM_DEF(lighting) name = "Lighting" dependencies = list( /datum/controller/subsystem/machines ) wait = 1 flags = SS_TICKER runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY // Do some work during lobby waiting period. May as well. var/sun_mult = 1.0 var/static/list/sources_queue = list() // List of lighting sources queued for update. var/static/list/corners_queue = list() // List of lighting corners queued for update. var/static/list/objects_queue = list() // List of lighting objects queued for update. var/static/list/sunlight_queue = list() // List of turfs that are affected by sunlight var/static/list/sunlight_queue_active = list() // List of turfs that need to have their sunlight updated var/list/planet_shandlers = list() // Precomputed lighting values for tiles only affected by the sun var/list/z_to_pshandler = list() /datum/controller/subsystem/lighting/stat_entry(msg) msg = "L:[length(sources_queue)]|C:[length(corners_queue)]|O:[length(objects_queue)]" return ..() /datum/controller/subsystem/lighting/Initialize() if(!initialized) initialized = TRUE create_all_lighting_objects() for(var/datum/planet/planet in SSplanets.planets) if(!planet_shandlers[planet]) planet_shandlers[planet] = new /datum/planet_sunlight_handler(planet) fire(FALSE, TRUE) sunlight_queue_active += sunlight_queue + sunlight_queue // Run through shandler's twice during lobby wait to get some initial computation out of the way. After these two, the sunlight system will run MUCH faster. return SS_INIT_SUCCESS /datum/controller/subsystem/lighting/fire(resumed, init_tick_checks) MC_SPLIT_TICK_INIT(4) if(!init_tick_checks) MC_SPLIT_TICK var/list/queue = sources_queue var/i = 0 // UPDATE SOURCE QUEUE queue = sources_queue while(i < length(queue)) //we don't use for loop here because i cannot be changed during an iteration i += 1 var/datum/light_source/L = queue[i] L.update_corners() if(!QDELETED(L)) L.needs_update = LIGHTING_NO_UPDATE else i -= 1 // update_corners() has removed L from the list, move back so we don't overflow or skip the next element // We unroll TICK_CHECK here so we can clear out the queue to ensure any removals/additions when sleeping don't fuck us if(init_tick_checks) if(!TICK_CHECK) continue queue.Cut(1, i + 1) i = 0 stoplag() else if (MC_TICK_CHECK) break if (i) queue.Cut(1, i + 1) i = 0 if(!init_tick_checks) MC_SPLIT_TICK // UPDATE CORNERS QUEUE queue = corners_queue while(i < length(queue)) //we don't use for loop here because i cannot be changed during an iteration i += 1 var/datum/lighting_corner/C = queue[i] C.needs_update = FALSE //update_objects() can call qdel if the corner is storing no data C.update_objects() // We unroll TICK_CHECK here so we can clear out the queue to ensure any removals/additions when sleeping don't fuck us if(init_tick_checks) if(!TICK_CHECK) continue queue.Cut(1, i + 1) i = 0 stoplag() else if (MC_TICK_CHECK) break if (i) queue.Cut(1, i + 1) i = 0 if(!init_tick_checks) MC_SPLIT_TICK // UPDATE OBJECTS QUEUE queue = objects_queue while(i < length(queue)) //we don't use for loop here because i cannot be changed during an iteration i += 1 var/datum/lighting_object/O = queue[i] if (QDELETED(O)) continue O.update() O.needs_update = FALSE // We unroll TICK_CHECK here so we can clear out the queue to ensure any removals/additions when sleeping don't fuck us if(init_tick_checks) if(!TICK_CHECK) continue queue.Cut(1, i + 1) i = 0 stoplag() else if (MC_TICK_CHECK) break if (i) queue.Cut(1, i + 1) i = 0 if(!init_tick_checks) MC_SPLIT_TICK // UPDATE SUNLIGHT QUEUE queue = sunlight_queue_active while(i < length(queue)) //we don't use for loop here because i cannot be changed during an iteration i += 1 var/datum/sunlight_handler/shandler = queue[i] if (QDELETED(shandler)) continue shandler.sunlight_update() // We unroll TICK_CHECK here so we can clear out the queue to ensure any removals/additions when sleeping don't fuck us if(init_tick_checks) if(!TICK_CHECK) continue queue.Cut(1, i + 1) i = 0 stoplag() else if (MC_TICK_CHECK) break if (i) queue.Cut(1, i + 1) /datum/controller/subsystem/lighting/proc/update_sunlight(var/datum/planet_sunlight_handler/pshandler) if(istype(pshandler)) pshandler.update_sun() sunlight_queue_active |= pshandler.shandlers else for(var/datum/planet/planet in planet_shandlers) var/datum/planet_sunlight_handler/planet_shandler = planet_shandlers[planet] planet_shandler.update_sun() sunlight_queue_active = sunlight_queue.Copy() /datum/controller/subsystem/lighting/proc/get_pshandler_planet(var/datum/planet/planet) if(!planet_shandlers[planet]) planet_shandlers[planet] = new /datum/planet_sunlight_handler(planet) return planet_shandlers[planet] //Wrapper for the list, because these type of lists are just awful to work with //Also takes care of initialization order issues /datum/controller/subsystem/lighting/proc/get_pshandler_z(var/z) if(z > z_to_pshandler.len) z_to_pshandler.len = z var/datum/planet_sunlight_handler/pshandler = z_to_pshandler[z] if(istype(pshandler)) return pshandler else if(SSplanets && SSplanets.z_to_planet.len >= z && SSplanets.z_to_planet[z]) var/datum/planet/P = SSplanets.z_to_planet[z] if(istype(P)) pshandler = get_pshandler_planet(P) z_to_pshandler[z] = pshandler return pshandler /datum/controller/subsystem/lighting /datum/controller/subsystem/lighting/Recover() initialized = SSlighting.initialized ..()