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.
This commit is contained in:
Lohikar
2017-05-07 14:45:44 +03:00
committed by skull132
parent 5d83217fb7
commit 92c3eee90a
3 changed files with 13 additions and 23 deletions
+12 -18
View File
@@ -1,5 +1,5 @@
#define SS_INIT_MISC_FIRST 16
#define SS_INIT_SEEDS 15
#define SS_INIT_SEEDS 15 // Plant controller setup.
#define SS_INIT_ASTEROID 14 // Asteroid generation.
#define SS_INIT_SHUTTLE 13 // Shuttle setup.
#define SS_INIT_PARALLAX 12 // Parallax image cache generation. Must run before ghosts are able to join, but after SSatoms.
@@ -34,31 +34,25 @@
#define SS_PRIORITY_CHEMISTRY 90 // Multi-tick chemical reactions.
#define SS_PRIORITY_SHUTTLE 85 // Shuttle movement.
#define SS_PRIORITY_CALAMITY 80 // Singularity, Tesla, Nar'sie, blob, etc.
#define SS_PRIORITY_AIR 75 // ZAS processing.
#define SS_PRIORITY_EVENT 70
#define SS_PRIORITY_AIRFLOW 65 // Handles object movement due to ZAS airflow.
#define SS_PRIORITY_DISEASE 60 // Disease ticks.
#define SS_PRIORITY_ALARMS 50
#define SS_PRIORITY_PLANTS 40 // Spreading plant effects.
#define SS_PRIORITY_EFFECTS 35 // Effect master (Sparks)
#define SS_PRIORITY_ICON_UPDATE 30 // Queued icon updates. Mostly used by APCs.
#define SS_PRIORITY_AIR 25 // ZAS processing.
#define SS_PRIORITY_LIGHTING 20 // Queued lighting engine updates.
#define SS_PRIORITY_AIRFLOW 15
#define SS_PRIORITY_AIRFLOW 15 // Handles object movement due to ZAS airflow.
// SS_BACKGROUND
#define SS_PRIORITY_EFFECTS 10 // Effect master (Sparks)
#define SS_PRIORITY_OPENTURF 9 // Open turf icon generation/updates.
#define SS_PRIORITY_EXPLOSIVES 8 // Explosion processor. Doesn't have much effect on explosion tick-checking.
#define SS_PRIORITY_WIRELESS 7
#define SS_PRIORITY_ARRIVALS 6 // Centcomm arrivals shuttle auto-launch.
#define SS_PRIORITY_MODIFIER 5
// SS_BACKGROUND
#define SS_PRIORITY_PROCESSING 11 // Generic datum processor. Replaces objects processor.
#define SS_PRIORITY_OBJECTS 10
#define SS_PRIORITY_DISPOSALS 9 // Disposal holder movement.
#define SS_PRIORITY_EFFECTS 8 // Effect master (Sparks)
#define SS_PRIORITY_EXPLOSIVES 7 // Explosion processor. Doesn't have much effect on explosion tick-checking.
#define SS_PRIORITY_WIRELESS 6 // Handles pairing of wireless devices. Usually will be asleep.
#define SS_PRIORITY_MODIFIER 18
#define SS_PRIORITY_ARRIVALS 16 // Centcomm arrivals shuttle auto-launch.
#define SS_PRIORITY_PROCESSING 15 // Generic datum processor. Replaces objects processor.
#define SS_PRIORITY_OBJECTS 15
#define SS_PRIORITY_EXPLOSIVES 13 // Explosion processor. Doesn't have much effect on explosion tick-checking.
#define SS_PRIORITY_DISPOSALS 12 // Disposal holder movement.
#define SS_PRIORITY_WIRELESS 12 // Handles pairing of wireless devices. Usually will be asleep.
#define SS_PRIORITY_OPENTURF 10 // Open turf icon generation/updates.
#define SS_PRIORITY_NIGHT 5 // Nightmode.
#define SS_PRIORITY_STATISTICS 4 // Player population polling & AFK kick.
#define SS_PRIORITY_SUN 3 // Sun movement & Solar tracking.
+1 -1
View File
@@ -3,7 +3,7 @@ var/datum/controller/subsystem/effects/SSeffects
/datum/controller/subsystem/effects
name = "Effects Master"
wait = 2 // Deciseconds.
flags = SS_BACKGROUND | SS_NO_INIT
flags = SS_NO_INIT
priority = SS_PRIORITY_EFFECTS
var/list/datum/effect_system/effect_systems = list() // The effect-spawning objects. Shouldn't be many of these.
@@ -14,10 +14,6 @@
consume_range = 6
/obj/singularity/narsie/large/exit/New()
..()
processing_objects.Add(src)
/obj/singularity/narsie/large/exit/update_icon()
overlays = 0