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https://github.com/ParadiseSS13/Paradise.git
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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
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@@ -1,9 +1,3 @@
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// Solves problems with lighting updates lagging shit
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// Max constraints on number of updates per doWork():
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#define MAX_LIGHT_UPDATES_PER_WORK 100
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#define MAX_CORNER_UPDATES_PER_WORK 1000
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#define MAX_OVERLAY_UPDATES_PER_WORK 2000
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/var/lighting_overlays_initialised = FALSE
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/var/list/lighting_update_lights = list() // List of lighting sources queued for update.
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@@ -16,10 +10,22 @@
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/datum/controller/process/lighting
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// Queues of update counts, waiting to be rolled into stats lists
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var/list/stats_queues = list(
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"Source" = list(), "Corner" = list(), "Overlay" = list())
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// Stats lists
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var/list/stats_lists = list(
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"Source" = list(), "Corner" = list(), "Overlay" = list())
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var/update_stats_every = (1 SECONDS)
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var/next_stats_update = 0
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var/stat_updates_to_keep = 5
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/datum/controller/process/lighting/setup()
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name = "lighting"
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schedule_interval = world.tick_lag // run as fast as you possibly can
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schedule_interval = 0 // run as fast as you possibly can
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sleep_interval = 10 // Yield every 10% of a tick
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defer_usage = 80 // Defer at 80% of a tick
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create_all_lighting_overlays()
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lighting_overlays_initialised = TRUE
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@@ -28,17 +34,10 @@
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doWork(1)
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/datum/controller/process/lighting/doWork(roundstart)
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// Counters
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var/light_updates = 0
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var/corner_updates = 0
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var/overlay_updates = 0
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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.
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lighting_update_lights = list()
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for(var/datum/light_source/L in lighting_update_lights_old)
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if(light_updates >= MAX_LIGHT_UPDATES_PER_WORK && !roundstart)
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lighting_update_lights += L
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continue // DON'T break, we're adding stuff back into the update queue.
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if(L.check() || L.destroyed || L.force_update)
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L.remove_lum()
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@@ -52,52 +51,48 @@
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L.force_update = FALSE
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L.needs_update = FALSE
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light_updates++
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SCHECK
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lighting_update_corners_old = lighting_update_corners //Same as above.
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lighting_update_corners = list()
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for(var/A in lighting_update_corners_old)
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if(corner_updates >= MAX_CORNER_UPDATES_PER_WORK && !roundstart)
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lighting_update_corners += A
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continue // DON'T break, we're adding stuff back into the update queue.
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var/datum/lighting_corner/C = A
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C.update_overlays()
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C.needs_update = FALSE
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corner_updates++
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SCHECK
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lighting_update_overlays_old = lighting_update_overlays //Same as above.
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lighting_update_overlays = list()
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for(var/atom/movable/lighting_overlay/O in lighting_update_overlays_old)
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if(overlay_updates >= MAX_OVERLAY_UPDATES_PER_WORK && !roundstart)
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lighting_update_overlays += O
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continue // DON'T break, we're adding stuff back into the update queue.
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for(var/A in lighting_update_overlays_old)
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var/atom/movable/lighting_overlay/O = A
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O.update_overlay()
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O.needs_update = 0
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overlay_updates++
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SCHECK
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stats_queues["Source"] += lighting_update_lights_old.len
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stats_queues["Corner"] += lighting_update_corners_old.len
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stats_queues["Overlay"] += lighting_update_overlays_old.len
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if(next_stats_update <= world.time)
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next_stats_update = world.time + update_stats_every
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for(var/stat_name in stats_queues)
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var/stat_sum = 0
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var/list/stats_queue = stats_queues[stat_name]
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for(var/count in stats_queue)
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stat_sum += count
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stats_queue.Cut()
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var/list/stats_list = stats_lists[stat_name]
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stats_list.Insert(1, stat_sum)
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if(stats_list.len > stat_updates_to_keep)
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stats_list.Cut(stats_list.len)
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/datum/controller/process/lighting/statProcess()
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..()
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stat(null, "[all_lighting_sources.len] light sources exist")
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stat(null, "[all_lighting_corners.len] light corners exist")
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stat(null, "[global.all_lighting_overlays.len] light overlays exist")
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stat(null, "[lighting_update_lights.len] lighting sources queued")
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stat(null, "[lighting_update_corners.len] lighting corners queued")
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stat(null, "[lighting_update_overlays.len] lighting overlays queued")
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#undef MAX_LIGHT_UPDATES_PER_WORK
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#undef MAX_CORNER_UPDATES_PER_WORK
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#undef MAX_OVERLAY_UPDATES_PER_WORK
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stat(null, "[total_lighting_sources] sources, [total_lighting_corners] corners, [total_lighting_overlays] overlays")
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for(var/stat_type in stats_lists)
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stat(null, "[stat_type] updates: [jointext(stats_lists[stat_type], " | ")]")
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