Merge pull request #11357 from Markolie/lighting

Lighting system update
This commit is contained in:
Fox McCloud
2019-05-08 00:27:16 -04:00
committed by GitHub
223 changed files with 5497 additions and 5442 deletions
-98
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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], " | ")]")
+1 -2
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@@ -605,8 +605,7 @@
config.event_delay_upper[EVENT_LEVEL_MAJOR] = MinutesToTicks(values[3])
if("starlight")
var/vvalue = text2num(value)
config.starlight = vvalue >= 0 ? vvalue : 0
config.starlight = 1
if("player_reroute_cap")
var/vvalue = text2num(value)
+87
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@@ -0,0 +1,87 @@
GLOBAL_LIST_EMPTY(lighting_update_lights) // List of lighting sources queued for update.
GLOBAL_LIST_EMPTY(lighting_update_corners) // List of lighting corners queued for update.
GLOBAL_LIST_EMPTY(lighting_update_objects) // List of lighting objects queued for update.
SUBSYSTEM_DEF(lighting)
name = "Lighting"
wait = 2
init_order = INIT_ORDER_LIGHTING
flags = SS_TICKER
/datum/controller/subsystem/lighting/stat_entry()
..("L:[GLOB.lighting_update_lights.len]|C:[GLOB.lighting_update_corners.len]|O:[GLOB.lighting_update_objects.len]")
/datum/controller/subsystem/lighting/Initialize(timeofday)
if(!initialized)
if(config.starlight)
for(var/I in GLOB.all_areas)
var/area/A = I
if(A.dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT)
A.luminosity = 0
create_all_lighting_objects()
initialized = TRUE
fire(FALSE, TRUE)
return ..()
/datum/controller/subsystem/lighting/fire(resumed, init_tick_checks)
MC_SPLIT_TICK_INIT(3)
if(!init_tick_checks)
MC_SPLIT_TICK
var/i = 0
for(i in 1 to GLOB.lighting_update_lights.len)
var/datum/light_source/L = GLOB.lighting_update_lights[i]
L.update_corners()
L.needs_update = LIGHTING_NO_UPDATE
if(init_tick_checks)
CHECK_TICK
else if(MC_TICK_CHECK)
break
if(i)
GLOB.lighting_update_lights.Cut(1, i+1)
i = 0
if(!init_tick_checks)
MC_SPLIT_TICK
for (i in 1 to GLOB.lighting_update_corners.len)
var/datum/lighting_corner/C = GLOB.lighting_update_corners[i]
C.update_objects()
C.needs_update = FALSE
if(init_tick_checks)
CHECK_TICK
else if(MC_TICK_CHECK)
break
if(i)
GLOB.lighting_update_corners.Cut(1, i+1)
i = 0
if(!init_tick_checks)
MC_SPLIT_TICK
for (i in 1 to GLOB.lighting_update_objects.len)
var/atom/movable/lighting_object/O = GLOB.lighting_update_objects[i]
if(QDELETED(O))
continue
O.update()
O.needs_update = FALSE
if(init_tick_checks)
CHECK_TICK
else if(MC_TICK_CHECK)
break
if(i)
GLOB.lighting_update_objects.Cut(1, i+1)
/datum/controller/subsystem/lighting/Recover()
initialized = SSlighting.initialized
..()