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Fix priorities (#2178)
changes: Fixed subsystems priorities file that somehow got fucked up by git merge. Tweaked some subsystem priorities so ZAS doesn't starve other subsystems of CPU time. Promoted SSeffects to a non-background subsystem to reduce effect lag during explosions. Removed double-processing of cascade rift caused by it adding itself to processing_objects in addition to already being processed in SScalamity.
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@@ -1,5 +1,5 @@
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#define SS_INIT_MISC_FIRST 16
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#define SS_INIT_SEEDS 15
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#define SS_INIT_SEEDS 15 // Plant controller setup.
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#define SS_INIT_ASTEROID 14 // Asteroid generation.
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#define SS_INIT_SHUTTLE 13 // Shuttle setup.
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#define SS_INIT_PARALLAX 12 // Parallax image cache generation. Must run before ghosts are able to join, but after SSatoms.
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@@ -34,31 +34,25 @@
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#define SS_PRIORITY_CHEMISTRY 90 // Multi-tick chemical reactions.
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#define SS_PRIORITY_SHUTTLE 85 // Shuttle movement.
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#define SS_PRIORITY_CALAMITY 80 // Singularity, Tesla, Nar'sie, blob, etc.
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#define SS_PRIORITY_AIR 75 // ZAS processing.
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#define SS_PRIORITY_EVENT 70
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#define SS_PRIORITY_AIRFLOW 65 // Handles object movement due to ZAS airflow.
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#define SS_PRIORITY_DISEASE 60 // Disease ticks.
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#define SS_PRIORITY_ALARMS 50
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#define SS_PRIORITY_PLANTS 40 // Spreading plant effects.
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#define SS_PRIORITY_EFFECTS 35 // Effect master (Sparks)
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#define SS_PRIORITY_ICON_UPDATE 30 // Queued icon updates. Mostly used by APCs.
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#define SS_PRIORITY_AIR 25 // ZAS processing.
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#define SS_PRIORITY_LIGHTING 20 // Queued lighting engine updates.
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#define SS_PRIORITY_AIRFLOW 15
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#define SS_PRIORITY_AIRFLOW 15 // Handles object movement due to ZAS airflow.
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// SS_BACKGROUND
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#define SS_PRIORITY_EFFECTS 10 // Effect master (Sparks)
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#define SS_PRIORITY_OPENTURF 9 // Open turf icon generation/updates.
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#define SS_PRIORITY_EXPLOSIVES 8 // Explosion processor. Doesn't have much effect on explosion tick-checking.
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#define SS_PRIORITY_WIRELESS 7
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#define SS_PRIORITY_ARRIVALS 6 // Centcomm arrivals shuttle auto-launch.
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#define SS_PRIORITY_MODIFIER 5
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// SS_BACKGROUND
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#define SS_PRIORITY_PROCESSING 11 // Generic datum processor. Replaces objects processor.
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#define SS_PRIORITY_OBJECTS 10
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#define SS_PRIORITY_DISPOSALS 9 // Disposal holder movement.
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#define SS_PRIORITY_EFFECTS 8 // Effect master (Sparks)
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#define SS_PRIORITY_EXPLOSIVES 7 // Explosion processor. Doesn't have much effect on explosion tick-checking.
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#define SS_PRIORITY_WIRELESS 6 // Handles pairing of wireless devices. Usually will be asleep.
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#define SS_PRIORITY_MODIFIER 18
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#define SS_PRIORITY_ARRIVALS 16 // Centcomm arrivals shuttle auto-launch.
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#define SS_PRIORITY_PROCESSING 15 // Generic datum processor. Replaces objects processor.
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#define SS_PRIORITY_OBJECTS 15
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#define SS_PRIORITY_EXPLOSIVES 13 // Explosion processor. Doesn't have much effect on explosion tick-checking.
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#define SS_PRIORITY_DISPOSALS 12 // Disposal holder movement.
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#define SS_PRIORITY_WIRELESS 12 // Handles pairing of wireless devices. Usually will be asleep.
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#define SS_PRIORITY_OPENTURF 10 // Open turf icon generation/updates.
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#define SS_PRIORITY_NIGHT 5 // Nightmode.
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#define SS_PRIORITY_STATISTICS 4 // Player population polling & AFK kick.
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#define SS_PRIORITY_SUN 3 // Sun movement & Solar tracking.
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@@ -3,7 +3,7 @@ var/datum/controller/subsystem/effects/SSeffects
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/datum/controller/subsystem/effects
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name = "Effects Master"
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wait = 2 // Deciseconds.
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flags = SS_BACKGROUND | SS_NO_INIT
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flags = SS_NO_INIT
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priority = SS_PRIORITY_EFFECTS
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var/list/datum/effect_system/effect_systems = list() // The effect-spawning objects. Shouldn't be many of these.
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@@ -14,10 +14,6 @@
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consume_range = 6
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/obj/singularity/narsie/large/exit/New()
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..()
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processing_objects.Add(src)
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/obj/singularity/narsie/large/exit/update_icon()
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overlays = 0
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