Lighting performance/profiling tweaks

- Lighting process now yields at 10% of a tick and defers at 80% of a
tick
- There is no longer a limit to how many sources/corners/overlays will
update in a single work run
- Source/corner/overlay totals are now simple counts instead of lists
- Lighting update stats now show updates over each of the previous 5
seconds
- Space turfs now remove their starlight when changing to a different
turf, fixing a runtime
This commit is contained in:
Krausus
2017-02-19 23:37:54 -05:00
parent 298874e1ba
commit 471d1d9c98
5 changed files with 43 additions and 46 deletions
+33 -38
View File
@@ -1,9 +1,3 @@
// Solves problems with lighting updates lagging shit
// Max constraints on number of updates per doWork():
#define MAX_LIGHT_UPDATES_PER_WORK 100
#define MAX_CORNER_UPDATES_PER_WORK 1000
#define MAX_OVERLAY_UPDATES_PER_WORK 2000
/var/lighting_overlays_initialised = FALSE
/var/list/lighting_update_lights = list() // List of lighting sources queued for update.
@@ -16,10 +10,22 @@
/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 = world.tick_lag // run as fast as you possibly can
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
@@ -28,17 +34,10 @@
doWork(1)
/datum/controller/process/lighting/doWork(roundstart)
// Counters
var/light_updates = 0
var/corner_updates = 0
var/overlay_updates = 0
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(light_updates >= MAX_LIGHT_UPDATES_PER_WORK && !roundstart)
lighting_update_lights += L
continue // DON'T break, we're adding stuff back into the update queue.
if(L.check() || L.destroyed || L.force_update)
L.remove_lum()
@@ -52,52 +51,48 @@
L.force_update = FALSE
L.needs_update = FALSE
light_updates++
SCHECK
lighting_update_corners_old = lighting_update_corners //Same as above.
lighting_update_corners = list()
for(var/A in lighting_update_corners_old)
if(corner_updates >= MAX_CORNER_UPDATES_PER_WORK && !roundstart)
lighting_update_corners += A
continue // DON'T break, we're adding stuff back into the update queue.
var/datum/lighting_corner/C = A
C.update_overlays()
C.needs_update = FALSE
corner_updates++
SCHECK
lighting_update_overlays_old = lighting_update_overlays //Same as above.
lighting_update_overlays = list()
for(var/atom/movable/lighting_overlay/O in lighting_update_overlays_old)
if(overlay_updates >= MAX_OVERLAY_UPDATES_PER_WORK && !roundstart)
lighting_update_overlays += O
continue // DON'T break, we're adding stuff back into the update queue.
for(var/A in lighting_update_overlays_old)
var/atom/movable/lighting_overlay/O = A
O.update_overlay()
O.needs_update = 0
overlay_updates++
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, "[all_lighting_sources.len] light sources exist")
stat(null, "[all_lighting_corners.len] light corners exist")
stat(null, "[global.all_lighting_overlays.len] light overlays exist")
stat(null, "[lighting_update_lights.len] lighting sources queued")
stat(null, "[lighting_update_corners.len] lighting corners queued")
stat(null, "[lighting_update_overlays.len] lighting overlays queued")
#undef MAX_LIGHT_UPDATES_PER_WORK
#undef MAX_CORNER_UPDATES_PER_WORK
#undef MAX_OVERLAY_UPDATES_PER_WORK
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], " | ")]")
+2
View File
@@ -31,6 +31,8 @@
..()
var/datum/space_level/S = space_manager.get_zlev(z)
S.remove_from_transit(src)
if(light_sources) // Turn off starlight, if present
set_light(0)
/turf/space/AfterChange(ignore_air, keep_cabling = FALSE)
..()
+2 -2
View File
@@ -1,4 +1,4 @@
/var/list/datum/lighting_corner/all_lighting_corners = list()
/var/total_lighting_corners = 0
/var/datum/lighting_corner/dummy/dummy_lighting_corner = new
// Because we can control each corner of every lighting overlay.
// And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't).
@@ -32,7 +32,7 @@
/datum/lighting_corner/New(var/turf/new_turf, var/diagonal)
. = ..()
all_lighting_corners += src
total_lighting_corners++
masters[new_turf] = turn(diagonal, 180)
z = new_turf.z
+3 -3
View File
@@ -1,4 +1,4 @@
var/list/all_lighting_overlays = list() // Global list of lighting overlays.
/var/total_lighting_overlays = 0
/atom/movable/lighting_overlay
name = ""
mouse_opacity = 0
@@ -21,7 +21,7 @@ var/list/all_lighting_overlays = list() // Global list of lighting overlays.
/atom/movable/lighting_overlay/New(var/atom/loc, var/no_update = FALSE)
. = ..()
verbs.Cut()
global.all_lighting_overlays += src
total_lighting_overlays++
var/turf/T = loc //If this runtimes atleast we'll know what's creating overlays outside of turfs.
T.lighting_overlay = src
@@ -77,7 +77,7 @@ var/list/all_lighting_overlays = list() // Global list of lighting overlays.
return
/atom/movable/lighting_overlay/Destroy()
global.all_lighting_overlays -= src
total_lighting_overlays--
global.lighting_update_overlays -= src
global.lighting_update_overlays_old -= src
+3 -3
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@@ -1,4 +1,4 @@
/var/list/datum/light_source/all_lighting_sources = list()
/var/total_lighting_sources = 0
// This is where the fun begins.
// These are the main datums that emit light.
@@ -32,7 +32,7 @@
var/force_update
/datum/light_source/New(var/atom/owner, var/atom/top)
all_lighting_sources += src
total_lighting_sources++
source_atom = owner // Set our new owner.
if(!source_atom.light_sources)
source_atom.light_sources = list()
@@ -62,7 +62,7 @@
// Kill ourselves.
/datum/light_source/proc/destroy()
all_lighting_sources -= src
total_lighting_sources--
destroyed = TRUE
force_update()
if(source_atom)