ZAS updates from Bay in a shitty attempt to fix our lagspikes.

This commit is contained in:
Rob Nelson
2014-04-10 22:29:26 -07:00
parent 31abdccc4c
commit ea94270c84
23 changed files with 3065 additions and 587 deletions

View File

@@ -1,403 +1,165 @@
#define CONNECTION_DIRECT 2
#define CONNECTION_SPACE 4
#define CONNECTION_INVALID 8
/*
This object is contained within zone/var/connections. It's generated whenever two turfs from different zones are linked.
Indirect connections will not merge the two zones after they reach equilibrium.
Overview:
Connections are made between turfs by air_master.connect(). They represent a single point where two zones converge.
Class Vars:
A - Always a simulated turf.
B - A simulated or unsimulated turf.
zoneA - The archived zone of A. Used to check that the zone hasn't changed.
zoneB - The archived zone of B. May be null in case of unsimulated connections.
edge - Stores the edge this connection is in. Can reference an edge that is no longer processed
after this connection is removed, so make sure to check edge.coefficient > 0 before re-adding it.
Class Procs:
mark_direct()
Marks this connection as direct. Does not update the edge.
Called when the connection is made and there are no doors between A and B.
Also called by update() as a correction.
mark_indirect()
Unmarks this connection as direct. Does not update the edge.
Called by update() as a correction.
mark_space()
Marks this connection as unsimulated. Updating the connection will check the validity of this.
Called when the connection is made.
This will not be called as a correction, any connections failing a check against this mark are erased and rebuilt.
direct()
Returns 1 if no doors are in between A and B.
valid()
Returns 1 if the connection has not been erased.
erase()
Called by update() and connection_manager/erase_all().
Marks the connection as erased and removes it from its edge.
update()
Called by connection_manager/update_all().
Makes numerous checks to decide whether the connection is still valid. Erases it automatically if not.
*/
#define CONNECTION_DIRECT 2
#define CONNECTION_INDIRECT 1
#define CONNECTION_CLOSED 0
/connection
var/turf/simulated/A
var/turf/simulated/B
/connection/var/turf/simulated/A
/connection/var/turf/simulated/B
/connection/var/zone/zoneA
/connection/var/zone/zoneB
var/zone/zone_A
var/zone/zone_B
var/ref_A
var/ref_B
var/indirect = CONNECTION_DIRECT //If the connection is purely indirect, the zones should not join.
var/last_updated //The tick at which this was last updated.
var/no_zone_count = 0
/connection/New(turf/T,turf/O)
A = T
B = O
if(A.zone && B.zone)
if(!A.zone.connections) A.zone.connections = list()
A.zone.connections += src
zone_A = A.zone
ref_A = "\ref[A]"
if(!B.zone.connections) B.zone.connections = list()
B.zone.connections += src
zone_B = B.zone
ref_B = "\ref[B]"
if(ref_A in air_master.turfs_with_connections)
var/list/connections = air_master.turfs_with_connections[ref_A]
connections.Add(src)
else
air_master.turfs_with_connections[ref_A] = list(src)
if(ref_B in air_master.turfs_with_connections)
var/list/connections = air_master.turfs_with_connections[ref_B]
connections.Add(src)
else
air_master.turfs_with_connections[ref_B] = list(src)
if(A.CanPass(null, B, 0, 0))
ConnectZones(A.zone, B.zone, 1)
if(A.HasDoor(B) || B.HasDoor(A))
indirect = CONNECTION_INDIRECT
else
ConnectZones(A.zone, B.zone)
indirect = CONNECTION_CLOSED
/connection/var/connection_edge/edge
/connection/var/state = 0
/connection/New(turf/simulated/A, turf/simulated/B)
#ifdef ZASDBG
ASSERT(air_master.has_valid_zone(A))
//ASSERT(air_master.has_valid_zone(B))
#endif
src.A = A
src.B = B
zoneA = A.zone
if(!istype(B))
mark_space()
edge = air_master.get_edge(A.zone,B)
edge.add_connection(src)
else
world.log << "Attempted to create connection object for non-zone tiles: [T] ([T.x],[T.y],[T.z]) -> [O] ([O.x],[O.y],[O.z])"
del(src)
zoneB = B.zone
edge = air_master.get_edge(A.zone,B.zone)
edge.add_connection(src)
/connection/proc/mark_direct()
state |= CONNECTION_DIRECT
//world << "Marked direct."
/connection/Del()
//remove connections from master lists.
if(ref_B in air_master.turfs_with_connections)
var/list/connections = air_master.turfs_with_connections[ref_B]
connections.Remove(src)
/connection/proc/mark_indirect()
state &= ~CONNECTION_DIRECT
//world << "Marked indirect."
if(ref_A in air_master.turfs_with_connections)
var/list/connections = air_master.turfs_with_connections[ref_A]
connections.Remove(src)
/connection/proc/mark_space()
state |= CONNECTION_SPACE
//Remove connection from zones.
if(A)
if(A.zone && A.zone.connections)
A.zone.connections.Remove(src)
if(!A.zone.connections.len)
A.zone.connections = null
/connection/proc/direct()
return (state & CONNECTION_DIRECT)
if(istype(zone_A) && (!A || A.zone != zone_A))
if(zone_A.connections)
zone_A.connections.Remove(src)
if(!zone_A.connections.len)
zone_A.connections = null
/connection/proc/valid()
return !(state & CONNECTION_INVALID)
if(B)
if(B.zone && B.zone.connections)
B.zone.connections.Remove(src)
if(!B.zone.connections.len)
B.zone.connections = null
/connection/proc/erase()
edge.remove_connection(src)
state |= CONNECTION_INVALID
//world << "Connection Erased: [state]"
if(istype(zone_B) && (!B || B.zone != zone_B))
if(zone_B.connections)
zone_B.connections.Remove(src)
if(!zone_B.connections.len)
zone_B.connections = null
//Disconnect zones while handling unusual conditions.
// e.g. loss of a zone on a turf
if(A && A.zone && B && B.zone)
DisconnectZones(A.zone, B.zone)
//Finally, preform actual deletion.
. = ..()
/connection/proc/ConnectZones(var/zone/zone_1, var/zone/zone_2, open = 0)
//Sanity checking
if(!istype(zone_1) || !istype(zone_2))
/connection/proc/update()
//world << "Updated, \..."
if(!istype(A,/turf/simulated))
//world << "Invalid A."
erase()
return
//Handle zones connecting indirectly/directly.
if(open)
//Create the lists if necessary.
if(!zone_1.connected_zones)
zone_1.connected_zones = list()
if(!zone_2.connected_zones)
zone_2.connected_zones = list()
//Increase the number of connections between zones.
if(zone_2 in zone_1.connected_zones)
zone_1.connected_zones[zone_2]++
else
zone_1.connected_zones += zone_2
zone_1.connected_zones[zone_2] = 1
if(zone_1 in zone_2.connected_zones)
zone_2.connected_zones[zone_1]++
else
zone_2.connected_zones += zone_1
zone_2.connected_zones[zone_1] = 1
//Handle closed connections.
else
//Create the lists
if(!zone_1.closed_connection_zones)
zone_1.closed_connection_zones = list()
if(!zone_2.closed_connection_zones)
zone_2.closed_connection_zones = list()
//Increment the connections.
if(zone_2 in zone_1.closed_connection_zones)
zone_1.closed_connection_zones[zone_2]++
else
zone_1.closed_connection_zones += zone_2
zone_1.closed_connection_zones[zone_2] = 1
if(zone_1 in zone_2.closed_connection_zones)
zone_2.closed_connection_zones[zone_1]++
else
zone_2.closed_connection_zones += zone_1
zone_2.closed_connection_zones[zone_1] = 1
/connection/proc/DisconnectZones(var/zone/zone_1, var/zone/zone_2)
//Sanity checking
if(!istype(zone_1) || !istype(zone_2))
var/block_status = air_master.air_blocked(A,B)
if(block_status & AIR_BLOCKED)
//world << "Blocked connection."
erase()
return
if(indirect != CONNECTION_CLOSED)
//Handle disconnection of indirectly or directly connected zones.
if( (zone_1 in zone_2.connected_zones) || (zone_2 in zone_1.connected_zones) )
//If there are more than one connection, decrement the number of connections
//Otherwise, remove all connections between the zones.
if(zone_2 in zone_1.connected_zones)
if(zone_1.connected_zones[zone_2] > 1)
zone_1.connected_zones[zone_2]--
else
zone_1.connected_zones -= zone_2
//remove the list if it is empty
if(!zone_1.connected_zones.len)
zone_1.connected_zones = null
//Then do the same for the other zone.
if(zone_1 in zone_2.connected_zones)
if(zone_2.connected_zones[zone_1] > 1)
zone_2.connected_zones[zone_1]--
else
zone_2.connected_zones -= zone_1
if(!zone_2.connected_zones.len)
zone_2.connected_zones = null
else
//Handle disconnection of closed zones.
if( (zone_1 in zone_2.closed_connection_zones) || (zone_2 in zone_1.closed_connection_zones) )
//If there are more than one connection, decrement the number of connections
//Otherwise, remove all connections between the zones.
if(zone_2 in zone_1.closed_connection_zones)
if(zone_1.closed_connection_zones[zone_2] > 1)
zone_1.closed_connection_zones[zone_2]--
else
zone_1.closed_connection_zones -= zone_2
//remove the list if it is empty
if(!zone_1.closed_connection_zones.len)
zone_1.closed_connection_zones = null
//Then do the same for the other zone.
if(zone_1 in zone_2.closed_connection_zones)
if(zone_2.closed_connection_zones[zone_1] > 1)
zone_2.closed_connection_zones[zone_1]--
else
zone_2.closed_connection_zones -= zone_1
if(!zone_2.closed_connection_zones.len)
zone_2.closed_connection_zones = null
/connection/proc/Cleanup()
//Check sanity: existance of turfs
if(!A || !B)
del src
//Check sanity: zones are different
if(A.zone == B.zone)
del src
//Check sanity: same turfs as before.
if(ref_A != "\ref[A]" || ref_B != "\ref[B]")
del src
//Handle zones changing on a turf.
if((A.zone && A.zone != zone_A) || (B.zone && B.zone != zone_B))
Sanitize()
//Manage sudden loss of a turfs zone. (e.g. a wall being built)
if(!A.zone || !B.zone)
no_zone_count++
if(no_zone_count >= 5)
//world.log << "Connection removed: [A] or [B] missing a zone."
del src
return 0
return 1
/connection/proc/CheckPassSanity()
//Sanity check, first.
Cleanup()
if(A.zone && B.zone)
//If no walls are blocking us...
if(A.ZAirPass(B))
//...we check to see if there is a door in the way...
var/door_pass = A.CanPass(null,B,1.5,1)
//...and if it is opened.
if(door_pass || A.CanPass(null,B,0,0))
//Make and remove connections to let air pass.
if(indirect == CONNECTION_CLOSED)
DisconnectZones(A.zone, B.zone)
ConnectZones(A.zone, B.zone, 1)
if(door_pass)
indirect = CONNECTION_DIRECT
else if(!door_pass)
indirect = CONNECTION_INDIRECT
//The door is instead closed.
else if(indirect > CONNECTION_CLOSED)
DisconnectZones(A.zone, B.zone)
indirect = CONNECTION_CLOSED
ConnectZones(A.zone, B.zone)
//If I can no longer pass air, better delete
else if(block_status & ZONE_BLOCKED)
if(direct())
mark_indirect()
else
del src
mark_direct()
/connection/proc/Sanitize()
//If the zones change on connected turfs, update it.
var/b_is_space = !istype(B,/turf/simulated)
//Both zones changed (wat)
if(A.zone && A.zone != zone_A && B.zone && B.zone != zone_B)
//If the zones have gotten swapped
// (do not ask me how, I am just being anal retentive about sanity)
if(A.zone == zone_B && B.zone == zone_A)
var/turf/temp = B
B = A
A = temp
zone_B = B.zone
zone_A = A.zone
var/temp_ref = ref_A
ref_A = ref_B
ref_B = temp_ref
if(state & CONNECTION_SPACE)
if(!b_is_space)
//world << "Invalid B."
erase()
return
//Handle removal of connections from archived zones.
if(zone_A && zone_A.connections)
zone_A.connections.Remove(src)
if(!zone_A.connections.len)
zone_A.connections = null
if(zone_B && zone_B.connections)
zone_B.connections.Remove(src)
if(!zone_B.connections.len)
zone_B.connections = null
if(A.zone)
if(!A.zone.connections)
A.zone.connections = list()
A.zone.connections |= src
if(B.zone)
if(!B.zone.connections)
B.zone.connections = list()
B.zone.connections |= src
//If either zone is null, we disconnect the archived ones after cleaning up the connections.
if(!A.zone || !B.zone)
if(zone_A && zone_B)
DisconnectZones(zone_B, zone_A)
if(A.zone != zoneA)
//world << "Zone changed, \..."
if(!A.zone)
zone_A = A.zone
erase()
//world << "erased."
return
else
edge.remove_connection(src)
edge = air_master.get_edge(A.zone, B)
edge.add_connection(src)
zoneA = A.zone
if(!B.zone)
zone_B = B.zone
//world << "valid."
return
else if(b_is_space)
//world << "Invalid B."
erase()
return
if(A.zone == B.zone)
//world << "A == B"
erase()
return
if(A.zone != zoneA || (zoneB && (B.zone != zoneB)))
//world << "Zones changed, \..."
if(A.zone && B.zone)
edge.remove_connection(src)
edge = air_master.get_edge(A.zone, B.zone)
edge.add_connection(src)
zoneA = A.zone
zoneB = B.zone
else
//world << "erased."
erase()
return
//Handle diconnection and reconnection of zones.
if(zone_A && zone_B)
DisconnectZones(zone_A, zone_B)
ConnectZones(A.zone, B.zone, indirect)
//resetting values of archived values.
zone_B = B.zone
zone_A = A.zone
//The "A" zone changed.
else if(A.zone && A.zone != zone_A)
//Handle connection cleanup
if(zone_A)
if(zone_A.connections)
zone_A.connections.Remove(src)
if(!zone_A.connections.len)
zone_A.connections = null
if(A.zone)
if(!A.zone.connections)
A.zone.connections = list()
A.zone.connections |= src
//If the "A" zone is null, we disconnect the archived ones after cleaning up the connections.
if(!A.zone)
if(zone_A && zone_B)
DisconnectZones(zone_A, zone_B)
zone_A = A.zone
return
//Handle diconnection and reconnection of zones.
if(zone_A && zone_B)
DisconnectZones(zone_A, zone_B)
ConnectZones(A.zone, B.zone, indirect)
zone_A = A.zone
//The "B" zone changed.
else if(B.zone && B.zone != zone_B)
//Handle connection cleanup
if(zone_B)
if(zone_B.connections)
zone_B.connections.Remove(src)
if(!zone_B.connections.len)
zone_B.connections = null
if(B.zone)
if(!B.zone.connections)
B.zone.connections = list()
B.zone.connections |= src
//If the "B" zone is null, we disconnect the archived ones after cleaning up the connections.
if(!B.zone)
if(zone_A && zone_B)
DisconnectZones(zone_A, zone_B)
zone_B = B.zone
return
//Handle diconnection and reconnection of zones.
if(zone_A && zone_B)
DisconnectZones(zone_A, zone_B)
ConnectZones(A.zone, B.zone, indirect)
zone_B = B.zone
#undef CONNECTION_DIRECT
#undef CONNECTION_INDIRECT
#undef CONNECTION_CLOSED
//world << "valid."