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SUBSYSTEM_DEF(lighting)
name = "Lighting"
wait = LIGHTING_INTERVAL
priority = FIRE_PRIORITY_LIGHTING
init_order = INIT_ORDER_LIGHTING
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
var/total_lighting_overlays = 0
var/total_lighting_sources = 0
var/total_ambient_turfs = 0
var/total_lighting_corners = 0
/// lighting sources queued for update.
var/list/light_queue = list()
var/lq_idex = 1
/// lighting corners queued for update.
var/list/corner_queue = list()
var/cq_idex = 1
/// lighting overlays queued for update.
var/list/overlay_queue = list()
var/oq_idex = 1
var/tmp/processed_lights = 0
var/tmp/processed_corners = 0
var/tmp/processed_overlays = 0
var/total_ss_updates = 0
var/total_instant_updates = 0
#ifdef USE_INTELLIGENT_LIGHTING_UPDATES
var/instant_ctr = 0
var/force_queued = TRUE
/// For admins.
var/force_override = FALSE
#endif
/datum/controller/subsystem/lighting/stat_entry()
var/list/out = list(
#ifdef USE_INTELLIGENT_LIGHTING_UPDATES
"IUR: [total_ss_updates ? round(total_instant_updates/(total_instant_updates+total_ss_updates)*100, 0.1) : "NaN"]% Instant: [force_queued ? "Disabled" : "Allowed"] <br>",
#endif
"&emsp;T: { L: [total_lighting_sources] C: [total_lighting_corners] O:[total_lighting_overlays] A: [total_ambient_turfs] }<br>",
"&emsp;P: { L: [light_queue.len - (lq_idex - 1)] C: [corner_queue.len - (cq_idex - 1)] O: [overlay_queue.len - (oq_idex - 1)] }<br>",
"&emsp;L: { L: [processed_lights] C: [processed_corners] O: [processed_overlays]}<br>"
)
return ..() + out.Join()
#ifdef USE_INTELLIGENT_LIGHTING_UPDATES
/legacy_hook/roundstart/proc/lighting_init_roundstart()
SSlighting.handle_roundstart()
return TRUE
/datum/controller/subsystem/lighting/proc/handle_roundstart()
force_queued = FALSE
total_ss_updates = 0
total_instant_updates = 0
/// Disable instant updates, relying entirely on the (slower, but less laggy) queued pathway. Use if changing a *lot* of lights.
/datum/controller/subsystem/lighting/proc/pause_instant()
if (force_override)
return
instant_ctr += 1
if (instant_ctr == 1)
force_queued = TRUE
/// Resume instant updates.
/datum/controller/subsystem/lighting/proc/resume_instant()
if (force_override)
return
instant_ctr = max(instant_ctr - 1, 0)
if (!instant_ctr)
force_queued = FALSE
#else
/datum/controller/subsystem/lighting/proc/pause_instant()
/datum/controller/subsystem/lighting/proc/resume_instant()
#endif
/datum/controller/subsystem/lighting/Initialize(timeofday)
var/overlaycount = 0
var/starttime = REALTIMEOFDAY
// Generate overlays.
for (var/zlevel = 1 to world.maxz)
overlaycount += InitializeZlev(zlevel)
var/overlay_blurb = "Created [overlaycount] lighting overlays in [(REALTIMEOFDAY - starttime)/10] seconds!"
starttime = REALTIMEOFDAY
// Tick once to clear most lights.
fire(FALSE, TRUE)
var/time = (REALTIMEOFDAY - starttime) / 10
var/list/blockquote_data = list(
SPAN_BOLDANNOUNCE("[overlay_blurb]\n"),
SPAN_BOLDANNOUNCE("Lighting pre-bake completed within [time] second[time == 1 ? "" : "s"]!<hr>"),
SPAN_DEBUGINFO("Processed [processed_lights] light sources."),
SPAN_DEBUGINFO("\nProcessed [processed_corners] light corners."),
SPAN_DEBUGINFO("\nProcessed [processed_overlays] light overlays."),
)
to_chat(
target = world,
html = SPAN_BLOCKQUOTE(JOINTEXT(blockquote_data), "info"),
type = MESSAGE_TYPE_DEBUG,
)
log_subsystem("lighting", "NOv:[overlaycount] L:[processed_lights] C:[processed_corners] O:[processed_overlays]")
return SS_INIT_SUCCESS
/datum/controller/subsystem/lighting/proc/InitializeZlev(zlev)
for (var/thing in Z_ALL_TURFS(zlev))
var/turf/T = thing
if (TURF_IS_DYNAMICALLY_LIT_UNSAFE(T))
if (T.lighting_overlay)
log_subsystem(name, "Found unexpected lighting overlay at [T.x],[T.y],[T.z]")
else
new /atom/movable/lighting_overlay(T)
. += 1
if (TURF_IS_AMBIENT_LIT_UNSAFE(T))
T.generate_missing_corners() // Forcibly generate corners.
else
if(!T.lighting_disable_fullbright)
T.add_overlay(/obj/effect/fullbright, TRUE)
CHECK_TICK
// It's safe to pass a list of non-turfs to this list - it'll only check turfs.
/datum/controller/subsystem/lighting/proc/InitializeTurfs(list/targets)
for (var/turf/T in (targets || world))
if (TURF_IS_DYNAMICALLY_LIT_UNSAFE(T))
T.lighting_build_overlay()
// If this isn't here, BYOND will set-background us.
CHECK_TICK
/datum/controller/subsystem/lighting/fire(resumed = FALSE, no_mc_tick = FALSE)
if (!resumed)
processed_lights = 0
processed_corners = 0
processed_overlays = 0
MC_SPLIT_TICK_INIT(3)
if (!no_mc_tick)
MC_SPLIT_TICK
var/list/curr_lights = light_queue
var/list/curr_corners = corner_queue
var/list/curr_overlays = overlay_queue
while (lq_idex <= curr_lights.len)
var/datum/light_source/L = curr_lights[lq_idex++]
// citadel edit: light source can be deleted before update, if that happens, skip
// check QDELING, light sources are LETMELIVE so shouldn't be being
// harddel'd
if(QDELING(L))
continue
if (L.needs_update != LIGHTING_NO_UPDATE)
total_ss_updates += 1
L.update_corners()
L.needs_update = LIGHTING_NO_UPDATE
processed_lights++
if (no_mc_tick)
CHECK_TICK
else if (MC_TICK_CHECK)
break
if (lq_idex > 1)
curr_lights.Cut(1, lq_idex)
lq_idex = 1
if (!no_mc_tick)
MC_SPLIT_TICK
while (cq_idex <= curr_corners.len)
var/datum/lighting_corner/C = curr_corners[cq_idex++]
if (C.needs_update)
C.update_overlays()
C.needs_update = FALSE
processed_corners++
if (no_mc_tick)
CHECK_TICK
else if (MC_TICK_CHECK)
break
if (cq_idex > 1)
curr_corners.Cut(1, cq_idex)
cq_idex = 1
if (!no_mc_tick)
MC_SPLIT_TICK
while (oq_idex <= curr_overlays.len)
var/atom/movable/lighting_overlay/O = curr_overlays[oq_idex++]
if (!QDELETED(O) && O.needs_update)
O.update_overlay()
O.needs_update = FALSE
processed_overlays++
if (no_mc_tick)
CHECK_TICK
else if (MC_TICK_CHECK)
break
if (oq_idex > 1)
curr_overlays.Cut(1, oq_idex)
oq_idex = 1
/datum/controller/subsystem/lighting/Recover()
total_lighting_corners = SSlighting.total_lighting_corners
total_lighting_overlays = SSlighting.total_lighting_overlays
total_lighting_sources = SSlighting.total_lighting_sources
light_queue = SSlighting.light_queue
corner_queue = SSlighting.corner_queue
overlay_queue = SSlighting.overlay_queue
lq_idex = SSlighting.lq_idex
cq_idex = SSlighting.cq_idex
oq_idex = SSlighting.oq_idex
if (lq_idex > 1)
light_queue.Cut(1, lq_idex)
lq_idex = 1
if (cq_idex > 1)
corner_queue.Cut(1, cq_idex)
cq_idex = 1
if (oq_idex > 1)
overlay_queue.Cut(1, oq_idex)
oq_idex = 1