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synced 2025-02-26 09:04:50 +00:00
Refactors how overlays handle the compile step (#38002)
Robustin says: The very heart of our overlay code, a single line that basically boiled down to overlays = new_overlays, was the cause of so much overlay lag. Human overlay code was by far the biggest culprit. Most objects have 0-2 overlays but humans are marching around with 20+ most of the time and the current system was spending a LOT of effort comparing 20+ image with 20+ other images and then apparently rendering them all anyway. Human overlays are at least 10x the cost of any other overlay process and on a busy server the overlay compiling was 2x the cost of any other system. I compared the cost of overlay changes by picking up/dropping a PDA in the dorms 250 times, with a 50% chance to use our current overlay compiler and a 50% chance to use a "direct addition/removal (+=, -=) approach: CURRENT 1120ms 133 (avg:8.4210529327392578) SCRAPS 6ms 112 (avg:0.0535714291036129) Now this PR makes our whole overlay subsystem use that approach for overlay compiling and the early results look incredible. The best part is this is just the START of improvements. Humans benefits the most because their icon system was already designed for small, incremental overlay updates. By moving other code from "Cut everything, then put it all back" to only updating the necessary overlays (cough, APC's), we can see similar improvements. oranges says: I've picked up this PR because robustin vanished, but I do see the value in the approach, only things I added were the checks for the overlay list len changing I also retabbed the entire file because I am a brainlet and did it without thinking
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@@ -124,21 +124,19 @@
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#define COMPILE_OVERLAYS(A)\
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if (TRUE) {\
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var/list/oo = A.our_overlays;\
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var/list/ad = A.add_overlays;\
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var/list/rm = A.remove_overlays;\
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var/list/po = A.priority_overlays;\
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if(LAZYLEN(rm)){\
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A.overlays -= rm;\
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rm.Cut();\
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}\
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if(LAZYLEN(ad)){\
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A.overlays |= ad;\
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ad.Cut();\
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}\
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if(LAZYLEN(po)){\
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if(LAZYLEN(oo)){\
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A.overlays = oo + po;\
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}\
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else{\
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A.overlays = po;\
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}\
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}\
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else if(LAZYLEN(oo)){\
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A.overlays = oo;\
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}\
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else{\
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A.overlays.Cut();\
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A.overlays |= po;\
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}\
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A.flags_1 &= ~OVERLAY_QUEUED_1;\
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}
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@@ -115,38 +115,43 @@ SUBSYSTEM_DEF(overlays)
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#define NOT_QUEUED_ALREADY (!(flags_1 & OVERLAY_QUEUED_1))
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#define QUEUE_FOR_COMPILE flags_1 |= OVERLAY_QUEUED_1; SSoverlays.queue += src;
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/atom/proc/cut_overlays(priority = FALSE)
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var/list/cached_overlays = our_overlays
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var/list/cached_priority = priority_overlays
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LAZYINITLIST(priority_overlays)
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LAZYINITLIST(remove_overlays)
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LAZYINITLIST(add_overlays)
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remove_overlays = overlays.Copy()
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add_overlays.Cut()
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var/need_compile = FALSE
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if(priority)
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priority_overlays.Cut()
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if(LAZYLEN(cached_overlays)) //don't queue empty lists, don't cut priority overlays
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cached_overlays.Cut() //clear regular overlays
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need_compile = TRUE
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if(priority && LAZYLEN(cached_priority))
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cached_priority.Cut()
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need_compile = TRUE
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if(NOT_QUEUED_ALREADY && need_compile)
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//If not already queued for work and there are overlays to remove
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if(NOT_QUEUED_ALREADY && remove_overlays.len)
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QUEUE_FOR_COMPILE
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/atom/proc/cut_overlay(list/overlays, priority)
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if(!overlays)
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return
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overlays = build_appearance_list(overlays)
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LAZYINITLIST(add_overlays) //always initialized after this point
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LAZYINITLIST(priority_overlays)
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LAZYINITLIST(remove_overlays)
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var/a_len = add_overlays.len
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var/r_len = remove_overlays.len
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var/p_len = priority_overlays.len
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remove_overlays += overlays
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add_overlays -= overlays
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var/list/cached_overlays = our_overlays //sanic
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var/list/cached_priority = priority_overlays
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var/init_o_len = LAZYLEN(cached_overlays)
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var/init_p_len = LAZYLEN(cached_priority) //starter pokemon
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LAZYREMOVE(cached_overlays, overlays)
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if(priority)
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var/list/cached_priority = priority_overlays
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LAZYREMOVE(cached_priority, overlays)
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if(NOT_QUEUED_ALREADY && ((init_o_len != LAZYLEN(cached_overlays)) || (init_p_len != LAZYLEN(cached_priority))))
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var/fa_len = add_overlays.len
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var/fr_len = remove_overlays.len
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var/fp_len = priority_overlays.len
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//If not already queued and there is work to be done
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if(NOT_QUEUED_ALREADY && (fa_len != a_len || fr_len != r_len || fp_len != p_len))
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QUEUE_FOR_COMPILE
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/atom/proc/add_overlay(list/overlays, priority = FALSE)
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@@ -155,24 +160,21 @@ SUBSYSTEM_DEF(overlays)
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overlays = build_appearance_list(overlays)
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LAZYINITLIST(our_overlays) //always initialized after this point
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LAZYINITLIST(add_overlays) //always initialized after this point
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LAZYINITLIST(priority_overlays)
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var/list/cached_overlays = our_overlays //sanic
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var/list/cached_priority = priority_overlays
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var/init_o_len = cached_overlays.len
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var/init_p_len = cached_priority.len //starter pokemon
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var/need_compile
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var/a_len = add_overlays.len
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var/p_len = priority_overlays.len
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if(priority)
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cached_priority += overlays //or in the image. Can we use [image] = image?
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need_compile = init_p_len != cached_priority.len
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priority_overlays += overlays //or in the image. Can we use [image] = image?
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var/fp_len = priority_overlays.len
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if(NOT_QUEUED_ALREADY && fp_len != p_len)
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QUEUE_FOR_COMPILE
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else
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cached_overlays += overlays
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need_compile = init_o_len != cached_overlays.len
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if(NOT_QUEUED_ALREADY && need_compile) //have we caught more pokemon?
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QUEUE_FOR_COMPILE
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add_overlays += overlays
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var/fa_len = add_overlays.len
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if(NOT_QUEUED_ALREADY && fa_len != a_len)
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QUEUE_FOR_COMPILE
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/atom/proc/copy_overlays(atom/other, cut_old) //copys our_overlays from another atom
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if(!other)
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@@ -180,12 +182,11 @@ SUBSYSTEM_DEF(overlays)
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cut_overlays()
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return
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var/list/cached_other = other.our_overlays
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var/list/cached_other = other.overlays.Copy()
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if(cached_other)
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if(cut_old || !LAZYLEN(our_overlays))
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our_overlays = cached_other.Copy()
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else
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our_overlays |= cached_other
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if(cut_old || !LAZYLEN(overlays))
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remove_overlays = overlays
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add_overlays = cached_other
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if(NOT_QUEUED_ALREADY)
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QUEUE_FOR_COMPILE
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else if(cut_old)
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@@ -196,7 +197,7 @@ SUBSYSTEM_DEF(overlays)
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//TODO: Better solution for these?
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/image/proc/add_overlay(x)
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overlays += x
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overlays |= x
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/image/proc/cut_overlay(x)
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overlays -= x
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@@ -210,10 +211,10 @@ SUBSYSTEM_DEF(overlays)
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cut_overlays()
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return
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var/list/cached_other = other.our_overlays
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var/list/cached_other = other.overlays.Copy()
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if(cached_other)
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if(cut_old || !overlays.len)
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overlays = cached_other.Copy()
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overlays = cached_other
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else
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overlays |= cached_other
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else if(cut_old)
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@@ -19,8 +19,9 @@
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var/list/atom_colours //used to store the different colors on an atom
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//its inherent color, the colored paint applied on it, special color effect etc...
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var/list/our_overlays //our local copy of (non-priority) overlays without byond magic. Use procs in SSoverlays to manipulate
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var/list/priority_overlays //overlays that should remain on top and not normally removed when using cut_overlay functions, like c4.
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var/list/remove_overlays // a very temporary list of overlays to remove
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var/list/add_overlays // a very temporary list of overlays to add
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var/datum/proximity_monitor/proximity_monitor
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var/buckle_message_cooldown = 0
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@@ -127,7 +127,7 @@
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// Deny placing posters on currently-diagonal walls, although the wall may change in the future.
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if (smooth & SMOOTH_DIAGONAL)
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for (var/O in our_overlays)
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for (var/O in overlays)
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var/image/I = O
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if (copytext(I.icon_state, 1, 3) == "d-")
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return
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@@ -118,8 +118,8 @@
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if(INGREDIENTS_STACKPLUSTOP)
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filling.pixel_x = rand(-1,1)
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filling.pixel_y = 2 * ingredients.len - 1
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if(our_overlays)
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our_overlays.Cut(ingredients.len) //???, add overlay calls later in this proc will queue the compile if necessary
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if(overlays)
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overlays -= overlays[ingredients.len]
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var/mutable_appearance/TOP = mutable_appearance(icon, "[icon_state]_top")
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TOP.pixel_y = 2 * ingredients.len + 3
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add_overlay(filling)
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@@ -406,8 +406,8 @@
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name = "stack of pancakes"
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else
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name = initial(name)
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if(contents.len < LAZYLEN(our_overlays))
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cut_overlay(our_overlays[our_overlays.len])
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if(contents.len < LAZYLEN(overlays))
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overlays-=overlays[overlays.len]
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/obj/item/reagent_containers/food/snacks/pancakes/examine(mob/user)
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var/ingredients_listed = ""
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@@ -297,7 +297,6 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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/datum/species/proc/handle_hair(mob/living/carbon/human/H, forced_colour)
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H.remove_overlay(HAIR_LAYER)
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var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)
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if(!HD) //Decapitated
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return
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@@ -567,9 +567,7 @@ generate/load female uniform sprites matching all previously decided variables
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if(4) //even = right hands
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return list("x" = 0, "y" = 16)
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else //No offsets or Unwritten number of hands
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return list("x" = 0, "y" = 0)
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return list("x" = 0, "y" = 0)//Handle held offsets
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//produces a key based on the human's limbs
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/mob/living/carbon/human/generate_icon_render_key()
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