16 Commits

Author SHA1 Message Date
Aaron Suen
e4337b698c Optimize visinv ent item checks
When items are just chillin' in place and not
changing stacks, don't recalculate and reapply
entity properties.
2020-06-15 22:05:26 -04:00
Aaron Suen
e0156b4742 Add profiler instrumentation metadata everywhere
N.B. the MT built-in profiler doesn't yet actually support reading
labels from bare-function registrations, so a builtin hack is
needed.
2020-06-15 07:21:39 -04:00
Aaron Suen
4a784aeb8f Trigger visinv checks more smoothly
- Check item on same tick as creation.
- Stagger rechecks across ticks.
2020-05-31 10:36:11 -04:00
Aaron Suen
b21b7c2da2 Fix pathological visinv scalabilty
Defer and coalesce visinv entity creation/removal
checks until the next tick, so we can process them more
efficiently in a batch.

The spawn area of the Community MP server was
lagging to something like 6x the dedicated step size,
due to the huge number of dropped items.  This code,
on the same machine, seems to appear the same to the
player, but produces almost no measurable lag.
2020-05-30 22:33:13 -04:00
Aaron Suen
b1584290a8 Fix light overlap, torch fading in lode crate 2020-05-26 19:26:08 -04:00
Aaron Suen
2c85ee9a81 Unreorder a small calc 2020-05-26 19:07:28 -04:00
Aaron Suen
9865abd2ba Visinvs can cast dynamic light too, given space 2020-05-26 19:06:20 -04:00
Aaron Suen
11438a1625 Deprecate ent_prop_set() method 2020-05-25 11:43:51 -04:00
Aaron Suen
b4bf537513 Skip visinv checks for empty stacks 2020-05-24 23:18:33 -04:00
Aaron Suen
9c9eb4b85a Guard against dummy objects in 5.3+
Some time in the 5.3 dev stream (docs updated at
217f3a42), object refs started being invalidated
immediately on calling obj:remove(), such that
obj:get_pos() starts to return nil instead of the object's
last known position.

This can cause some crashes in NodeCore, where we
assume that our object is still valid (or usable as if it
were still valid) even though we're looping through
handlers and any one of them may have remove()d the
object before other handlers get a chance to fire.

Instead, just watch for unexpected nil returns from
functions we expect would never return nil (e.g.
get_pos or get_properties) and return if we hit one.
We can assume all other calls will be non-nil after that
one, as long as we stay in the same function flow.
2020-05-18 18:36:06 -04:00
Aaron Suen
afa36f1236 Standardize obj property setting.
This should more reliably minimize network traffic
incurred by excess property setting.

We could probably standardize a few more things,
like set attach, anim, yaw, pos...
2020-03-25 09:20:37 -04:00
Aaron Suen
10e65388b9 Try not to send unnecessary visinv updates. 2020-03-14 18:50:29 -04:00
Aaron Suen
266de04987 API for getting objects inside one node. 2020-02-09 10:11:13 -05:00
Aaron Suen
d0e6dcc410 Add "stasis" option and command.
This freezes many things that normally happen automatically
in the world, including most ABMs and AISMs, and a few other
custom step logic items like the player "hot potato" logic.

This can be used for "creative mode" purposes to setup a complex
build without it running itself away from you, and for texture
pack authors, to have time to see things that are normally
transient or difficult to observe because of the effects they have
on nearby things or players.
2020-01-10 06:26:07 -05:00
Aaron Suen
4d47ab2e75 NC API dependency simplification.
Treat all API mods as a "layer", and use the new
nc_api_all registration to indicate that a mod depends
on the NC API (which ALL NC mods assume they do).
This means that each non-API mod does not need to
worry about which API mods it really needs and which
it does not, nor will they need to be updated for any
internal API restructures.

This is a game, not a modpack, so all mods will be
loaded anyway, and we only care about order.  That
means that we don't really need to worry about
having excess dependencies because any mod we
don't actually need will be needed by something that's
loaded anyway.  If somebody wants to reuse a
component elsewhere, they're likely to need to do
some work to untangle it anyway, because of the
amount that NodeCore mechanics interact and
interdepend.
2020-01-05 12:59:12 -05:00
Aaron Suen
89020e8340 Major rebuild of item_entity.
This created a ton of dependency inversions, which
necessitated moving a number of API functions up into
higher layers, and restructuring dependency lists for
a number of mods.

BOLO: non-deterministic load errors due to missed
dependencies.
2020-01-05 11:42:22 -05:00