From 81a42ee166c3c56c99f84a17592ba37d139fde1c Mon Sep 17 00:00:00 2001 From: SabreML <57483089+SabreML@users.noreply.github.com> Date: Mon, 25 Dec 2023 16:10:10 +0000 Subject: [PATCH] SStechtree startup optimisation (#5218) # About the pull request Optimises the initialisation time of the 'Tech Tree' subsystem. Currently, `/datum/controller/subsystem/techtree/Initialize()` is changing the turf of every tile on the tech tree's z-level to `/turf/closed/void`, presumably so that it all appears black rather than space-y. However since it's calling `ChangeTurf()` on the *entire* z-level (300x226, or 67,800 turfs), this is pretty performance intensive. This PR fixes that by just... not changing the turfs, instead only adding a few `/turf/closed/void`s around the edge of the tech tree area so that it still looks the same in-game. This changes the subsystem's init time from 6.4 seconds(ish), to 0.15 seconds(ish). **Before:** ![before 1](https://github.com/cmss13-devs/cmss13/assets/57483089/b7423bfd-7cbf-434b-ac2b-49765d5a78cc) **After:** ![after 1](https://github.com/cmss13-devs/cmss13/assets/57483089/543f1ef6-bf61-46c5-90f5-f85b171631bd) Players viewing the tech tree through the console won't notice anything different, as the remaining layer of `/turf/closed/void`s block their view of the rest of the z-level. # Explain why it's good for the game About 6 seconds knocked off of the server's init time. (10%!) *(At least on my end)* # Testing Photographs and Procedure
Screenshots & Videos
### Before/after init times from a few different tests: **Before:** ![before 1](https://github.com/cmss13-devs/cmss13/assets/57483089/2c81c7d2-6376-4bea-a7c4-8e071cf09e3f) ![before 2](https://github.com/cmss13-devs/cmss13/assets/57483089/06d21d9a-1c86-4246-bf2b-f0108875713a) ![before 3](https://github.com/cmss13-devs/cmss13/assets/57483089/5590723d-291e-48c9-b0ae-10fef6b05410) **After:** ![after 1](https://github.com/cmss13-devs/cmss13/assets/57483089/481324cd-fc0d-4876-9359-d9544fcc37c6) ![after 2](https://github.com/cmss13-devs/cmss13/assets/57483089/ffb8c2c7-a09f-4b15-806e-481927a5099d) ![after 3](https://github.com/cmss13-devs/cmss13/assets/57483089/1e9cb315-56b6-47a6-a0be-2a7973b25f88)
### Teleporting to it as an observer, there *is* a visible difference: **Before:** ![(null)scrnshot2](https://github.com/cmss13-devs/cmss13/assets/57483089/a133f889-7020-4477-84e5-e49c8cde03aa) **After:** ![(null)scrnshot1](https://github.com/cmss13-devs/cmss13/assets/57483089/b7fd8ca6-220c-4366-b367-115c339fe207)
### But viewing it IC, it all works exactly the same as before: https://github.com/cmss13-devs/cmss13/assets/57483089/14fc7b05-5279-489f-99df-e9acc83b1420
### The new `/turf/closed/void` tiles highlighted for reference: ![techtreebounds](https://github.com/cmss13-devs/cmss13/assets/57483089/02159fee-bbe4-4c8a-b0b7-4ba7963f233d)
# Changelog :cl: code: Made the Tech Tree subsystem initialise faster. /:cl: --- code/controllers/subsystem/techtree.dm | 11 ----------- code/modules/cm_tech/techtree.dm | 18 +++++++++++++----- 2 files changed, 13 insertions(+), 16 deletions(-) diff --git a/code/controllers/subsystem/techtree.dm b/code/controllers/subsystem/techtree.dm index 04ac2591bc15..5f22373228f0 100644 --- a/code/controllers/subsystem/techtree.dm +++ b/code/controllers/subsystem/techtree.dm @@ -34,17 +34,6 @@ SUBSYSTEM_DEF(techtree) var/datum/space_level/zpos = SSmapping.add_new_zlevel(tree.name, list(ZTRAIT_TECHTREE)) tree.zlevel = zpos - var/zlevel = zpos.z_value - var/turf/z_min = locate(1, 1, zlevel) - var/turf/z_max = locate(world.maxx, world.maxy, zlevel) - - - - for(var/t in block(z_min, z_max)) - var/turf/Tu = t - Tu.ChangeTurf(/turf/closed/void, list(/turf/closed/void)) - new /area/techtree(Tu) - for(var/tier in tree.tree_tiers) tree.unlocked_techs += tier tree.all_techs += tier diff --git a/code/modules/cm_tech/techtree.dm b/code/modules/cm_tech/techtree.dm index 6c39d8ab9cf9..a027789185ef 100644 --- a/code/modules/cm_tech/techtree.dm +++ b/code/modules/cm_tech/techtree.dm @@ -58,16 +58,24 @@ if(longest_tier < tier_length) longest_tier = tier_length - // Clear out the area - for(var/t in block(locate(1, 1, zlevel.z_value), locate(longest_tier * 2 + 1, length(all_techs) * 3 + 1, zlevel.z_value))) + // Clear out and create the area + // (The `+ 2` on both of these is 1 for a buffer tile, and 1 for the outer `/turf/closed/void`.) + var/area_max_x = longest_tier * 2 + 2 + var/area_max_y = length(all_techs) * 3 + 2 + for(var/t in block(locate(1, 1, zlevel.z_value), locate(area_max_x, area_max_y, zlevel.z_value))) var/turf/pos = t for(var/A in pos) qdel(A) - pos.ChangeTurf(/turf/open/blank) - pos.color = "#000000" - + if(pos.x == area_max_x || pos.y == area_max_y) + // The turfs around the edge are closed. + pos.ChangeTurf(/turf/closed/void) + else + pos.ChangeTurf(/turf/open/blank) + pos.color = "#000000" + new /area/techtree(pos) + // Create the tech nodes var/y_offset = 1 for(var/tier in all_techs) var/tier_length = length(all_techs[tier])