-
-
Notifications
You must be signed in to change notification settings - Fork 544
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Subsysteming Attempt 2...? #3912
base: master
Are you sure you want to change the base?
Subsysteming Attempt 2...? #3912
Conversation
I'm worried it'll still take 10 minutes |
nah I changed it around so it actually runs every tick* now instead of only being in the background. in testing it never got over a minute for generation even when constantly generating and deleting planets I could be way off the mark though so shrug. just wanted to test a silly idea I had |
Previous attempt was also fine stress testing locally we'll see I guess |
yup. that's why it needs testing on live I'm fully prepared to scrap it a second time if it doesn't work so don't worry, but I'm also fully prepared to tweak it as much as I can |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
PRAYING that it works this time, this would be AMAZING to have. |
About The Pull Request
This is cursed, and I apologise to tmt for doing this like this
My attempt at reviving #2087
Once again tries to move map generation and deletion to a subsystem. This time with some interesting workarounds to make SSair fire every tick to make sure it does run, as well as running as a background subsystem so it can use up any spare processing time to keep working.
Also adds an element for registering signals from a movable's current vlevel, updated whenever that changes. I... really don't know how we're going to handle stuff without vlevels anymore. I need to either go full in on making sure nothing can exist outside of one somehow, or just chicken out and make there be a default fallback vlevel for stuff. And a signal that gets sent on vlevels when they're starting to clear so we can get spawners to stop and such. Hopefully I can get that all hammered out. Or maybe I won't and we'll live with that one painful sleepless movable deletion loop.
todo:
Why It's Good For The Game
Big source of lag, reduced to atoms. Also gives people a better representation of how long dock should take.
Changelog
🆑
tweak: Overmap docks to outposts or encounters which require map generation will now announce their progress periodically via the helm.
refactor: Map generation is now queued via a subsystem, reducing lag by preventing them from hogging CPU time.
/:cl: