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vgstation13/code/controllers/lighting_controller.dm
2015-01-31 00:40:13 -06:00

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var/global/datum/controller/lighting/lighting_controller = new
datum/controller/lighting
processing_interval = 5 // Setting this too low will probably kill the server. Don't be silly with it!
var/process_cost = 0
var/max_cpu_use = 98 //this is just to prevent it queueing up when the server is dying. Not a solution, just damage control while I rethink a lot of this and try out ideas.
var/lighting_states = 6
var/list/lights = list()
var/lights_workload_max = 0
// var/list/changed_lights() //TODO: possibly implement this to reduce on overheads? Also, Look into static-lights idea.
var/list/changed_turfs = list()
var/changed_turfs_workload_max = 0
/datum/controller/lighting/New()
. = ..()
lighting_states = max(0, length(icon_states(LIGHTING_ICON)) - 1)
if (lighting_controller != src)
if (istype(lighting_controller))
recover()
qdel(lighting_controller)
lighting_controller = src
//Workhorse of lighting. It cycles through each light to see which ones need their effects updating. It updates their
//effects and then processes every turf in the queue, moving the turfs to the corresponing lighting sub-area.
//All queue lists prune themselves, which will cause lights with no luminosity to be garbage collected (cheaper and safer
//than deleting them). Processing interval should be roughly half a second for best results.
//By using queues we are ensuring we don't perform more updates than are necessary
datum/controller/lighting/proc/process()
processing = 1
spawn(0)
set background = BACKGROUND_ENABLED
while(1)
if(processing && (world.cpu <= max_cpu_use))
iteration++
var/started = world.timeofday
lights_workload_max = max(lights_workload_max,lights.len)
for(var/i=1, i<=lights.len, i++)
var/datum/light_source/L = lights[i]
if(L && !L.check())
continue
if(lights.Remove(null))
lights.Cut(i,i+1)
i--
sleep(-1)
changed_turfs_workload_max = max(changed_turfs_workload_max,changed_turfs.len)
for(var/i=1, i<=changed_turfs.len, i++)
var/turf/T = changed_turfs[i]
if(T && T.lighting_changed)
T.shift_to_subarea()
changed_turfs.len = 0 // reset the changed list
process_cost = (world.timeofday - started)
sleep(processing_interval)
//same as above except it attempts to shift ALL turfs in the world regardless of lighting_changed status
//Does not loop. Should be run prior to process() being called for the first time.
//Note: if we get additional z-levels at runtime (e.g. if the gateway thin ever gets finished) we can initialize specific
//z-levels with the z_level argument
datum/controller/lighting/proc/Initialize(var/z_level)
processing = 0
spawn(-1)
set background = BACKGROUND_ENABLED
for(var/i=1, i<=lights.len, i++)
var/datum/light_source/L = lights[i]
if(L.check())
lights.Remove(L)
i--
var/z_start = 1
var/z_finish = world.maxz
if(z_level)
z_level = round(z_level,1)
if(z_level > 0 && z_level <= world.maxz)
z_start = z_level
z_finish = z_level
for(var/k=z_start,k<=z_finish,k++)
for(var/i=1,i<=world.maxx,i++)
for(var/j=1,j<=world.maxy,j++)
var/turf/T = locate(i,j,k)
if(T) T.shift_to_subarea()
changed_turfs.len = 0 // reset the changed list
//Used to strip valid information from an existing controller and transfer it to a replacement
//It works by using spawn(-1) to transfer the data, if there is a runtime the data does not get transfered but the loop
//does not crash
/datum/controller/lighting/recover()
. = ..()
if(!istype(lighting_controller.changed_turfs,/list))
lighting_controller.changed_turfs = list()
if(!istype(lighting_controller.lights,/list))
lighting_controller.lights = list()
for(var/i=1, i<=lighting_controller.lights.len, i++)
var/datum/light_source/L = lighting_controller.lights[i]
if(istype(L))
spawn(-1) //so we don't crash the loop (inefficient)
L.check()
lights += L //If we didn't runtime then this will get transferred over
for(var/i=1, i<=lighting_controller.changed_turfs.len, i++)
var/turf/T = lighting_controller.changed_turfs[i]
if(istype(T) && T.lighting_changed)
spawn(-1)
T.shift_to_subarea()
var/msg = "## DEBUG: [time2text(world.timeofday)] lighting_controller restarted. Reports:\n"
for(var/varname in lighting_controller.vars)
switch(varname)
if("tag","type","parent_type","vars") continue
else
var/varval1 = lighting_controller.vars[varname]
var/varval2 = vars[varname]
if(istype(varval1,/list))
varval1 = "/list([length(varval1)])"
varval2 = "/list([length(varval2)])"
msg += "\t [varname] = [varval1] -> [varval2]\n"
world.log << msg
#undef LIGHTING_ICON