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https://github.com/Aurorastation/Aurora.3.git
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Update MC (#18112)
* sdf * fsda * fuck * fuck2 * toolz * sdaf * sdfa * saf * sdfa * sdfa * sdf * sdfa * temp rename * temp rename * temp rename * sdaf * the pain is immensurable in the land of byond * the curse of rah * safd * sadf * sadf * gf * asf * fssdfa * sfd * sadf * sfda * brah * brah * it's easier for you to fix this * ffs * brah * brah
This commit is contained in:
@@ -1,121 +0,0 @@
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#define FAILSAFE_MSG(msg) admin_notice("<big><em><span class='warning'>FAILSAFE: </span><font color='#ff8800'>[msg]</font></em></big>", R_DEBUG|R_ADMIN|R_DEV)
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var/datum/controller/failsafe/Failsafe
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/**
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* #Failsafe Controller
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*
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* Pretty much pokes the MC to make sure it's still alive.
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*/
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/datum/controller/failsafe // This thing pretty much just keeps poking the master controller
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name = "Failsafe"
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// The length of time to check on the MC (in deciseconds).
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// Set to 0 to disable.
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var/processing_interval = 20
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// The alert level. For every failed poke, we drop a DEFCON level. Once we hit DEFCON 1, restart the MC.
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var/defcon = 5
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//the world.time of the last check, so the mc can restart US if we hang.
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// (Real friends look out for *eachother*)
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var/lasttick = 0
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// Track the MC iteration to make sure its still on track.
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var/master_iteration = 0
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/datum/controller/failsafe/New()
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// Highlander-style: there can only be one! Kill off the old and replace it with the new.
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if(Failsafe != src)
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if(istype(Failsafe))
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qdel(Failsafe)
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Failsafe = src
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Initialize()
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/datum/controller/failsafe/Initialize()
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set waitfor = 0
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Failsafe.Loop()
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qdel(Failsafe) //when Loop() returns, we delete ourselves and let the mc recreate us
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/datum/controller/failsafe/Destroy()
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..()
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return QDEL_HINT_HARDDEL_NOW
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/datum/controller/failsafe/proc/Loop()
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while(1)
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lasttick = world.time
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if(!Master)
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// Replace the missing Master! This should never, ever happen.
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new /datum/controller/master()
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// Only poke it if overrides are not in effect.
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if(processing_interval > 0)
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if(Master.processing && Master.iteration)
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// Check if processing is done yet.
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if(Master.iteration == master_iteration)
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switch(defcon)
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if(4,5)
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--defcon
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if(3)
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FAILSAFE_MSG("Notice: DEFCON [defcon_pretty()]. The Master Controller has not fired in the last [(5-defcon) * processing_interval] ticks.")
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--defcon
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if(2)
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FAILSAFE_MSG("Warning: DEFCON [defcon_pretty()]. The Master Controller has not fired in the last [(5-defcon) * processing_interval] ticks. Automatic restart in [processing_interval] ticks.")
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--defcon
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if(1)
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FAILSAFE_MSG("Warning: DEFCON [defcon_pretty()]. The Master Controller has still not fired within the last [(5-defcon) * processing_interval] ticks. Killing and restarting...")
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log_failsafe("MC has not fired within last [(5-defcon) * processing_interval] ticks, killing and restarting.")
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--defcon
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//Do not restart the MC if we are doing a REFERENCE_TRACKING hard lookup
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#if !defined(GC_FAILURE_HARD_LOOKUP)
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var/rtn = Recreate_MC()
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#else
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log_failsafe("MC was not actually recreated, because we're compiled with GC_FAILURE_HARD_LOOKUP.")
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FAILSAFE_MSG("MC was not actually recreated, because we're compiled with GC_FAILURE_HARD_LOOKUP.")
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var/rtn = TRUE
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#endif
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if(rtn > 0)
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defcon = 4
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master_iteration = 0
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log_failsafe("MC restarted successfully.")
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FAILSAFE_MSG("MC restarted successfully!")
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else if(rtn < 0)
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log_failsafe("Could not restart MC, runtime encountered. Entering defcon 0!")
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FAILSAFE_MSG("ERROR: DEFCON [defcon_pretty()]. Unable to restart MC, runtime encountered. Silently retrying.")
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//if the return number was 0, it just means the mc was restarted too recently, and it just needs some time before we try again
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//no need to handle that specially when defcon 0 can handle it
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if(0) //DEFCON 0! (mc failed to restart)
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//Do not restart the MC if we are doing a REFERENCE_TRACKING hard lookup
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#if !defined(GC_FAILURE_HARD_LOOKUP)
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var/rtn = Recreate_MC()
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#else
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var/rtn = TRUE
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log_failsafe("MC was not actually recreated, because we're compiled with GC_FAILURE_HARD_LOOKUP.")
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FAILSAFE_MSG("MC was not actually recreated, because we're compiled with GC_FAILURE_HARD_LOOKUP.")
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#endif
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if(rtn > 0)
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defcon = 4
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master_iteration = 0
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log_failsafe("MC restarted successfully.")
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FAILSAFE_MSG("MC restarted successfully.")
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else
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defcon = min(defcon + 1,5)
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master_iteration = Master.iteration
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if (defcon <= 1)
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sleep(processing_interval*2)
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else
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sleep(processing_interval)
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else
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defcon = 5
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sleep(initial(processing_interval))
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/datum/controller/failsafe/proc/defcon_pretty()
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return defcon
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/datum/controller/failsafe/stat_entry(msg)
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msg = "Defcon: [defcon_pretty()] (Interval: [Failsafe.processing_interval] | Iteration: [Failsafe.master_iteration])"
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return msg
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#undef FAILSAFE_MSG
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@@ -1,673 +0,0 @@
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var/datum/controller/master/Master = new()
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//current tick limit, assigned by the queue controller before running a subsystem.
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//used by check_tick as well so that the procs subsystems call can obey that SS's tick limits
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var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
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/**
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* StonedMC
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*
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* Designed to properly split up a given tick among subsystems
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* Note: if you read parts of this code and think "why is it doing it that way"
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* Odds are, there is a reason
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*/
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/datum/controller/master
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name = "Master"
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// Are we processing (higher values increase the processing delay by n ticks)
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var/processing = 1
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// How many times have we ran
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var/iteration = 0
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// world.time of last fire, for tracking lag outside of the mc
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var/last_run
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// List of subsystems to process().
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var/list/subsystems
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/// Most recent init stage to complete init.
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var/static/init_stage_completed
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// Vars for keeping track of tick drift.
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var/init_timeofday
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var/init_time
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var/tickdrift = 0
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var/sleep_delta = 1
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/// Only run ticker subsystems for the next n ticks
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var/skip_ticks = 0
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var/make_runtime = 0
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var/initialization_time_taken
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var/initializations_finished_with_no_players_logged_in //I wonder what this could be?
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var/current_runlevel // scheduling SS for different stages of the round
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var/initializing = FALSE
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// The type of the last subsystem to be process()'d.
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var/last_type_processed
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var/datum/controller/subsystem/queue_head //Start of queue linked list
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var/datum/controller/subsystem/queue_tail //End of queue linked list (used for appending to the list)
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var/queue_priority_count = 0 //Running total so that we don't have to loop thru the queue each run to split up the tick
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var/queue_priority_count_bg = 0 //Same, but for background subsystems
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var/map_loading = FALSE //Are we loading in a new map?
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var/static/restart_clear = 0
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var/static/restart_timeout = 0
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var/static/restart_count = 0
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/datum/controller/master/New()
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// Highlander-style: there can only be one! Kill off the old and replace it with the new.
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subsystems = list()
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if (Master != src)
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if (istype(Master))
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Recover()
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qdel(Master)
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else
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init_subtypes(/datum/controller/subsystem, subsystems)
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Master = src
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if(!GLOB)
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new /datum/controller/global_vars
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/datum/controller/master/Destroy()
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..()
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// Tell qdel() to Del() this object.
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return QDEL_HINT_HARDDEL_NOW
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/datum/controller/master/Shutdown()
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processing = FALSE
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for(var/datum/controller/subsystem/ss in subsystems)
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ss.Shutdown()
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// Returns 1 if we created a new mc, 0 if we couldn't due to a recent restart,
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// -1 if we encountered a runtime trying to recreate it
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/proc/Recreate_MC()
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. = -1 //so if we runtime, things know we failed
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if (world.time < Master.restart_timeout)
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return 0
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if (world.time < Master.restart_clear)
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Master.restart_count *= 0.5
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var/delay = 50 * ++Master.restart_count
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Master.restart_timeout = world.time + delay
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Master.restart_clear = world.time + (delay * 2)
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Master.processing = 0 //stop ticking this one
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try
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new/datum/controller/master()
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catch
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return -1
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return 1
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/datum/controller/master/Recover()
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var/msg = "## DEBUG: [time2text(world.timeofday)] MC restarted. Reports:\n"
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for (var/varname in Master.vars)
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switch (varname)
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if("name", "tag", "bestF", "type", "parent_type", "vars", "statclick") // Built-in junk.
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continue
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else
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var/varval = Master.vars[varname]
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if (istype(varval, /datum)) // Check if it has a type var.
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var/datum/D = varval
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msg += "\t [varname] = [D]([D.type])\n"
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else
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msg += "\t [varname] = [varval]\n"
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log_subsystem_mastercontroller(msg)
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var/datum/controller/subsystem/BadBoy = Master.last_type_processed
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var/FireHim = FALSE
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if(istype(BadBoy))
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msg = null
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LAZYINITLIST(BadBoy.failure_strikes)
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switch(++BadBoy.failure_strikes[BadBoy.type])
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if(2)
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msg = "The [BadBoy.name] subsystem was the last to fire for 2 controller restarts. It will be recovered now and disabled if it happens again."
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FireHim = TRUE
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//If we are running a REFERENCE_TRACKING with hard lookups, this is expected and we do not want the master controller
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//to stop the garbage collector from working
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#if !defined(GC_FAILURE_HARD_LOOKUP)
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if(3)
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msg = "The [BadBoy.name] subsystem seems to be destabilizing the MC and will be offlined."
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BadBoy.flags |= SS_NO_FIRE
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#endif
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if(msg)
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admin_notice("<span class='danger'>[msg]</span>", R_DEBUG | R_DEV)
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log_subsystem_mastercontroller(msg)
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if (istype(Master.subsystems))
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if(FireHim)
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Master.subsystems += new BadBoy.type //NEW_SS_GLOBAL will remove the old one
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subsystems = Master.subsystems
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current_runlevel = Master.current_runlevel
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StartProcessing(10)
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else
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to_chat(world, "<span class='danger'><big>The Master Controller is having some issues, we will need to re-initialize EVERYTHING</big></span>")
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Initialize(20, TRUE)
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// Please don't stuff random bullshit here,
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// Make a subsystem, give it the SS_NO_FIRE flag, and do your work in it's Initialize()
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/datum/controller/master/Initialize(delay, init_sss)
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set waitfor = 0
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if(delay)
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sleep(delay)
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if(init_sss)
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init_subtypes(/datum/controller/subsystem, subsystems)
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world.log << "Initializing subsystems..."
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log_subsystem_mastercontroller("Initializing subsystems...")
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initializing = TRUE
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init_stage_completed = 0
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var/mc_started = FALSE
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var/start_timeofday = REALTIMEOFDAY
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// Initialize subsystems.
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var/list/stage_sorted_subsystems = new(INITSTAGE_MAX)
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for (var/i in 1 to INITSTAGE_MAX)
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stage_sorted_subsystems[i] = list()
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// Sort subsystems by init_order, so they initialize in the correct order.
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sortTim(subsystems, GLOBAL_PROC_REF(cmp_subsystem_init))
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for (var/datum/controller/subsystem/subsystem as anything in subsystems)
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var/subsystem_init_stage = subsystem.init_stage
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if (!isnum(subsystem_init_stage) || subsystem_init_stage < 1 || subsystem_init_stage > INITSTAGE_MAX || round(subsystem_init_stage) != subsystem_init_stage)
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stack_trace("ERROR: MC: subsystem `[subsystem.type]` has invalid init_stage: `[subsystem_init_stage]`. Setting to `[INITSTAGE_MAX]`")
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subsystem_init_stage = subsystem.init_stage = INITSTAGE_MAX
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stage_sorted_subsystems[subsystem_init_stage] += subsystem
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CURRENT_TICKLIMIT = TICK_LIMIT_MC_INIT
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for(var/current_init_stage in 1 to INITSTAGE_MAX)
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for (var/datum/controller/subsystem/SS in stage_sorted_subsystems[current_init_stage])
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if (SS.flags & SS_NO_INIT)
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continue
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SS.StartInitialize(REALTIMEOFDAY)
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CHECK_TICK
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init_stage_completed = current_init_stage
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if (!mc_started)
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mc_started = TRUE
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if (!current_runlevel)
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SetRunLevel(1) // Intentionally not using the defines here because the MC doesn't care about them
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// Loop.
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Master.StartProcessing(0)
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CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
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var/time = (REALTIMEOFDAY - start_timeofday) / 10
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initializing = FALSE
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initialization_time_taken = time
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var/msg = "Initializations complete within [time] second\s!"
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log_subsystem_mastercontroller(msg)
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admin_notice(SPAN_DANGER(msg), R_DEBUG)
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world.log << msg
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SetRunLevel(RUNLEVEL_LOBBY)
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// Sort subsystems by display setting for easy access.
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sortTim(subsystems, GLOBAL_PROC_REF(cmp_subsystem_display))
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// Set world options.
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#ifndef UNIT_TEST
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world.sleep_offline = 1
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#endif
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world.TgsInitializationComplete()
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world.change_tick_lag(GLOB.config.Ticklag)
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var/initialized_tod = REALTIMEOFDAY
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sleep(1)
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initializations_finished_with_no_players_logged_in = initialized_tod < REALTIMEOFDAY - 10
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// Loop.
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Master.StartProcessing(10)
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/datum/controller/master/proc/SetRunLevel(new_runlevel)
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var/old_runlevel = current_runlevel
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if(isnull(old_runlevel))
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old_runlevel = "NULL"
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testing("MC: Runlevel changed from [old_runlevel] to [new_runlevel].")
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current_runlevel = log(2, new_runlevel) + 1
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if(current_runlevel < 1)
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CRASH("Attempted to set invalid runlevel: [new_runlevel]")
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// Starts the mc, and sticks around to restart it if the loop ever ends.
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/datum/controller/master/proc/StartProcessing(delay)
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set waitfor = 0
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if(delay)
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sleep(delay)
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var/started_stage
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var/rtn = -2
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do
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started_stage = init_stage_completed
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rtn = Loop(started_stage)
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while (rtn == MC_LOOP_RTN_NEWSTAGES && processing > 0 && started_stage < init_stage_completed)
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if (rtn >= MC_LOOP_RTN_GRACEFUL_EXIT || processing < 0)
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return //this was suppose to happen.
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//loop ended, restart the mc
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log_game("MC crashed or runtimed, restarting")
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message_admins("MC crashed or runtimed, restarting")
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var/rtn2 = Recreate_MC()
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if (rtn2 <= 0)
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log_game("Failed to recreate MC (Error code: [rtn2]), it's up to the failsafe now")
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message_admins("Failed to recreate MC (Error code: [rtn2]), it's up to the failsafe now")
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Failsafe.defcon = 2
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// Main loop.
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/datum/controller/master/proc/Loop(init_stage)
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. = -1
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//Prep the loop (most of this is because we want MC restarts to reset as much state as we can, and because
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// local vars rock
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//all this shit is here so that flag edits can be refreshed by restarting the MC. (and for speed)
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var/list/tickersubsystems = list()
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var/list/runlevel_sorted_subsystems = list(list())
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var/timer = world.time
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for (var/thing in subsystems)
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var/datum/controller/subsystem/SS = thing
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if (SS.flags & SS_NO_FIRE)
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continue
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if (SS.init_stage > init_stage)
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continue
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SS.queued_time = 0
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SS.queue_next = null
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SS.queue_prev = null
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SS.state = SS_IDLE
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if (SS.flags & SS_TICKER)
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tickersubsystems += SS
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timer += world.tick_lag * rand(0, 1)
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SS.next_fire = timer
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continue
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var/ss_runlevels = SS.runlevels
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var/added_to_any = FALSE
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for(var/I in 1 to bitflags.len)
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if(ss_runlevels & bitflags[I])
|
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while(runlevel_sorted_subsystems.len < I)
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runlevel_sorted_subsystems += list(list())
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runlevel_sorted_subsystems[I] += SS
|
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added_to_any = TRUE
|
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if(!added_to_any)
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WARNING("[SS.name] subsystem is not SS_NO_FIRE but also does not have any runlevels set!")
|
||||
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||||
queue_head = null
|
||||
queue_tail = null
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||||
//these sort by lower priorities first to reduce the number of loops needed to add subsequent SS's to the queue
|
||||
//(higher subsystems will be sooner in the queue, adding them later in the loop means we don't have to loop thru them next queue add)
|
||||
sortTim(tickersubsystems, GLOBAL_PROC_REF(cmp_subsystem_priority))
|
||||
for(var/level in runlevel_sorted_subsystems)
|
||||
sortTim(level, GLOBAL_PROC_REF(cmp_subsystem_priority))
|
||||
level += tickersubsystems
|
||||
|
||||
var/cached_runlevel = current_runlevel
|
||||
var/list/current_runlevel_subsystems = runlevel_sorted_subsystems[cached_runlevel]
|
||||
|
||||
init_timeofday = REALTIMEOFDAY
|
||||
init_time = world.time
|
||||
|
||||
iteration = 1
|
||||
var/error_level = 0
|
||||
var/sleep_delta = 1
|
||||
var/list/subsystems_to_check
|
||||
//the actual loop.
|
||||
while (1)
|
||||
tickdrift = max(0, MC_AVERAGE_FAST(tickdrift, (((REALTIMEOFDAY - init_timeofday) - (world.time - init_time)) / world.tick_lag)))
|
||||
var/starting_tick_usage = world.tick_usage
|
||||
|
||||
if (init_stage != init_stage_completed)
|
||||
return MC_LOOP_RTN_NEWSTAGES
|
||||
|
||||
if (processing <= 0)
|
||||
CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
|
||||
sleep(1 SECONDS)
|
||||
continue
|
||||
|
||||
//Anti-tick-contention heuristics:
|
||||
//if there are mutiple sleeping procs running before us hogging the cpu, we have to run later.
|
||||
// (because sleeps are processed in the order received, longer sleeps are more likely to run first)
|
||||
if (init_stage == INITSTAGE_MAX)
|
||||
if (starting_tick_usage > TICK_LIMIT_MC)
|
||||
sleep_delta *= 2
|
||||
CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING * 0.5
|
||||
sleep(world.tick_lag * (processing * sleep_delta))
|
||||
continue
|
||||
|
||||
//Byond resumed us late. assume it might have to do the same next tick
|
||||
if (last_run + CEILING(world.tick_lag * (processing * sleep_delta), world.tick_lag) < world.time)
|
||||
sleep_delta += 1
|
||||
|
||||
sleep_delta = MC_AVERAGE_FAST(sleep_delta, 1) //decay sleep_delta
|
||||
|
||||
if (starting_tick_usage > (TICK_LIMIT_MC*0.75)) //we ran 3/4 of the way into the tick
|
||||
sleep_delta += 1
|
||||
else
|
||||
sleep_delta = 1
|
||||
|
||||
// debug
|
||||
if (make_runtime)
|
||||
var/datum/controller/subsystem/SS
|
||||
SS.can_fire = 0
|
||||
|
||||
// Check the failsafe's still alive.
|
||||
if (!Failsafe || (Failsafe.processing_interval > 0 && (Failsafe.lasttick+(Failsafe.processing_interval*5)) < world.time))
|
||||
new/datum/controller/failsafe() // (re)Start the failsafe.
|
||||
|
||||
if (!skip_ticks)
|
||||
var/checking_runlevel = current_runlevel
|
||||
if(cached_runlevel != checking_runlevel)
|
||||
// reschedule subsystems
|
||||
var/list/old_subsystems = current_runlevel_subsystems
|
||||
cached_runlevel = checking_runlevel
|
||||
current_runlevel_subsystems = runlevel_sorted_subsystems[cached_runlevel]
|
||||
|
||||
for(var/datum/controller/subsystem/SS as anything in current_runlevel_subsystems)
|
||||
// we only want to offset it if it's new and also behind
|
||||
if(SS.next_fire > world.time || (SS in old_subsystems))
|
||||
continue
|
||||
SS.next_fire = world.time + world.tick_lag * rand(0, DS2TICKS(min(SS.wait, 2 SECONDS)))
|
||||
|
||||
subsystems_to_check = current_runlevel_subsystems
|
||||
else
|
||||
subsystems_to_check = tickersubsystems
|
||||
|
||||
if (CheckQueue(subsystems_to_check) <= 0)
|
||||
if (!SoftReset(tickersubsystems, runlevel_sorted_subsystems))
|
||||
log_subsystem_mastercontroller("SoftReset() failed, crashing")
|
||||
return
|
||||
if (!error_level)
|
||||
iteration++
|
||||
error_level++
|
||||
CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
|
||||
sleep(10)
|
||||
continue
|
||||
|
||||
if (queue_head)
|
||||
if (RunQueue() <= 0)
|
||||
if (!SoftReset(tickersubsystems, runlevel_sorted_subsystems))
|
||||
log_subsystem_mastercontroller("SoftReset() failed, crashing")
|
||||
return
|
||||
if (!error_level)
|
||||
iteration++
|
||||
error_level++
|
||||
CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
|
||||
sleep(10)
|
||||
continue
|
||||
error_level--
|
||||
if (!queue_head) //reset the counts if the queue is empty, in the off chance they get out of sync
|
||||
queue_priority_count = 0
|
||||
queue_priority_count_bg = 0
|
||||
|
||||
iteration++
|
||||
last_run = world.time
|
||||
if(skip_ticks)
|
||||
skip_ticks--
|
||||
src.sleep_delta = MC_AVERAGE_FAST(src.sleep_delta, sleep_delta)
|
||||
if (init_stage != INITSTAGE_MAX)
|
||||
CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING * 2
|
||||
else
|
||||
CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
|
||||
if (processing * sleep_delta <= world.tick_lag)
|
||||
CURRENT_TICKLIMIT -= (TICK_LIMIT_RUNNING * 0.25) //reserve the tail 1/4 of the next tick for the mc if we plan on running next tick
|
||||
|
||||
sleep(world.tick_lag * (processing * sleep_delta))
|
||||
|
||||
|
||||
// This is what decides if something should run.
|
||||
/datum/controller/master/proc/CheckQueue(list/subsystemstocheck)
|
||||
. = 0 //so the mc knows if we runtimed
|
||||
|
||||
//we create our variables outside of the loops to save on overhead
|
||||
var/datum/controller/subsystem/SS
|
||||
var/SS_flags
|
||||
|
||||
for (var/thing in subsystemstocheck)
|
||||
if (!thing)
|
||||
subsystemstocheck -= thing
|
||||
SS = thing
|
||||
if (SS.state != SS_IDLE)
|
||||
continue
|
||||
if (SS.can_fire <= 0)
|
||||
continue
|
||||
if (SS.suspended > 0)
|
||||
continue
|
||||
if (SS.next_fire > world.time)
|
||||
continue
|
||||
SS_flags = SS.flags
|
||||
if (SS_flags & SS_NO_FIRE)
|
||||
subsystemstocheck -= SS
|
||||
continue
|
||||
if ((SS_flags & (SS_TICKER|SS_KEEP_TIMING)) == SS_KEEP_TIMING && SS.last_fire + (SS.wait * 0.75) > world.time)
|
||||
continue
|
||||
SS.enqueue()
|
||||
. = 1
|
||||
|
||||
|
||||
// Run thru the queue of subsystems to run, running them while balancing out their allocated tick precentage
|
||||
/datum/controller/master/proc/RunQueue()
|
||||
. = 0
|
||||
var/datum/controller/subsystem/queue_node
|
||||
var/queue_node_flags
|
||||
var/queue_node_priority
|
||||
var/queue_node_paused
|
||||
|
||||
var/current_tick_budget
|
||||
var/tick_precentage
|
||||
var/tick_remaining
|
||||
var/ran = TRUE //this is right
|
||||
var/ran_non_ticker = FALSE
|
||||
var/bg_calc //have we swtiched current_tick_budget to background mode yet?
|
||||
var/tick_usage
|
||||
|
||||
//keep running while we have stuff to run and we haven't gone over a tick
|
||||
// this is so subsystems paused eariler can use tick time that later subsystems never used
|
||||
while (ran && queue_head && world.tick_usage < TICK_LIMIT_MC)
|
||||
ran = FALSE
|
||||
bg_calc = FALSE
|
||||
current_tick_budget = queue_priority_count
|
||||
queue_node = queue_head
|
||||
while (queue_node)
|
||||
if (ran && world.tick_usage > TICK_LIMIT_RUNNING)
|
||||
break
|
||||
|
||||
queue_node_flags = queue_node.flags
|
||||
queue_node_priority = queue_node.queued_priority
|
||||
|
||||
if(!(queue_node_flags & SS_TICKER) && skip_ticks)
|
||||
queue_node = queue_node.queue_next
|
||||
continue
|
||||
|
||||
//super special case, subsystems where we can't make them pause mid way through
|
||||
//if we can't run them this tick (without going over a tick)
|
||||
//we bump up their priority and attempt to run them next tick
|
||||
//(unless we haven't even ran anything this tick, since its unlikely they will ever be able run
|
||||
// in those cases, so we just let them run)
|
||||
if (queue_node_flags & SS_NO_TICK_CHECK)
|
||||
if (queue_node.tick_usage > TICK_LIMIT_RUNNING - world.tick_usage && ran_non_ticker)
|
||||
if (!(queue_node_flags & SS_BACKGROUND))
|
||||
queue_node.queued_priority += queue_priority_count * 0.1
|
||||
queue_priority_count -= queue_node_priority
|
||||
queue_priority_count += queue_node.queued_priority
|
||||
current_tick_budget -= queue_node_priority
|
||||
queue_node = queue_node.queue_next
|
||||
continue
|
||||
|
||||
if (!bg_calc && (queue_node_flags & SS_BACKGROUND))
|
||||
current_tick_budget = queue_priority_count_bg
|
||||
bg_calc = TRUE
|
||||
|
||||
tick_remaining = TICK_LIMIT_RUNNING - world.tick_usage
|
||||
|
||||
if (current_tick_budget > 0 && queue_node_priority > 0)
|
||||
tick_precentage = tick_remaining / (current_tick_budget / queue_node_priority)
|
||||
else
|
||||
tick_precentage = tick_remaining
|
||||
|
||||
tick_precentage = max(tick_precentage * 0.5, tick_precentage - queue_node.tick_overrun)
|
||||
CURRENT_TICKLIMIT = round(world.tick_usage + tick_precentage)
|
||||
|
||||
if (!(queue_node_flags & SS_TICKER))
|
||||
ran_non_ticker = TRUE
|
||||
ran = TRUE
|
||||
|
||||
queue_node_paused = (queue_node.state == SS_PAUSED || queue_node.state == SS_PAUSING)
|
||||
last_type_processed = queue_node
|
||||
|
||||
queue_node.state = SS_RUNNING
|
||||
|
||||
tick_usage = world.tick_usage
|
||||
var/state = queue_node.ignite(queue_node_paused)
|
||||
tick_usage = world.tick_usage - tick_usage
|
||||
|
||||
if (state == SS_RUNNING)
|
||||
state = SS_IDLE
|
||||
current_tick_budget -= queue_node_priority
|
||||
|
||||
if (tick_usage < 0)
|
||||
tick_usage = 0
|
||||
|
||||
|
||||
queue_node.tick_overrun = max(0, MC_AVG_FAST_UP_SLOW_DOWN(queue_node.tick_overrun, tick_usage - tick_precentage))
|
||||
queue_node.state = state
|
||||
|
||||
if (state == SS_PAUSED)
|
||||
queue_node.paused_ticks++
|
||||
queue_node.paused_tick_usage += tick_usage
|
||||
queue_node = queue_node.queue_next
|
||||
continue
|
||||
|
||||
queue_node.ticks = MC_AVERAGE(queue_node.ticks, queue_node.paused_ticks)
|
||||
tick_usage += queue_node.paused_tick_usage
|
||||
|
||||
queue_node.tick_usage = MC_AVERAGE_FAST(queue_node.tick_usage, tick_usage)
|
||||
|
||||
queue_node.cost = MC_AVERAGE_FAST(queue_node.cost, TICK_DELTA_TO_MS(tick_usage))
|
||||
queue_node.paused_ticks = 0
|
||||
queue_node.paused_tick_usage = 0
|
||||
|
||||
if (bg_calc) //update our running total
|
||||
queue_priority_count_bg -= queue_node_priority
|
||||
else
|
||||
queue_priority_count -= queue_node_priority
|
||||
|
||||
queue_node.last_fire = world.time
|
||||
queue_node.times_fired++
|
||||
|
||||
if (queue_node_flags & SS_TICKER)
|
||||
queue_node.next_fire = world.time + (world.tick_lag * queue_node.wait)
|
||||
else if (queue_node_flags & SS_POST_FIRE_TIMING)
|
||||
queue_node.next_fire = world.time + queue_node.wait + (world.tick_lag * (queue_node.tick_overrun/100))
|
||||
else if (queue_node_flags & SS_KEEP_TIMING)
|
||||
queue_node.next_fire += queue_node.wait
|
||||
else
|
||||
queue_node.next_fire = queue_node.queued_time + queue_node.wait + (world.tick_lag * (queue_node.tick_overrun/100))
|
||||
|
||||
queue_node.queued_time = 0
|
||||
|
||||
//remove from queue
|
||||
queue_node.dequeue()
|
||||
|
||||
queue_node = queue_node.queue_next
|
||||
|
||||
. = 1
|
||||
|
||||
//resets the queue, and all subsystems, while filtering out the subsystem lists
|
||||
// called if any mc's queue procs runtime or exit improperly.
|
||||
/datum/controller/master/proc/SoftReset(list/ticker_SS, list/runlevel_SS)
|
||||
. = 0
|
||||
log_subsystem_mastercontroller("SoftReset called, resetting MC queue state.")
|
||||
if (!istype(subsystems) || !istype(ticker_SS) || !istype(runlevel_SS))
|
||||
log_subsystem_mastercontroller("SoftReset: Bad list contents: '[subsystems]' '[ticker_SS]' '[runlevel_SS]' Crashing!")
|
||||
return
|
||||
var/subsystemstocheck = subsystems + ticker_SS
|
||||
for(var/I in runlevel_SS)
|
||||
subsystemstocheck |= I
|
||||
|
||||
for (var/thing in subsystemstocheck)
|
||||
var/datum/controller/subsystem/SS = thing
|
||||
if (!SS || !istype(SS))
|
||||
//list(SS) is so if a list makes it in the subsystem list, we remove the list, not the contents
|
||||
subsystems -= list(SS)
|
||||
ticker_SS -= list(SS)
|
||||
for(var/I in runlevel_SS)
|
||||
I -= list(SS)
|
||||
log_subsystem_mastercontroller("SoftReset: Found bad entry in subsystem list, '[SS]'")
|
||||
continue
|
||||
if (SS.queue_next && !istype(SS.queue_next))
|
||||
log_subsystem_mastercontroller("SoftReset: Found bad data in subsystem queue, queue_next = '[SS.queue_next]'")
|
||||
SS.queue_next = null
|
||||
if (SS.queue_prev && !istype(SS.queue_prev))
|
||||
log_subsystem_mastercontroller("SoftReset: Found bad data in subsystem queue, queue_prev = '[SS.queue_prev]'")
|
||||
SS.queue_prev = null
|
||||
SS.queued_priority = 0
|
||||
SS.queued_time = 0
|
||||
SS.state = SS_IDLE
|
||||
if (queue_head && !istype(queue_head))
|
||||
log_subsystem_mastercontroller("SoftReset: Found bad data in subsystem queue, queue_head = '[queue_head]'")
|
||||
queue_head = null
|
||||
if (queue_tail && !istype(queue_tail))
|
||||
log_subsystem_mastercontroller("SoftReset: Found bad data in subsystem queue, queue_tail = '[queue_tail]'")
|
||||
queue_tail = null
|
||||
queue_priority_count = 0
|
||||
queue_priority_count_bg = 0
|
||||
log_subsystem_mastercontroller("SoftReset: Finished.")
|
||||
. = 1
|
||||
|
||||
/datum/controller/master/proc/laggy_byond_map_update_incoming()
|
||||
if(!skip_ticks)
|
||||
skip_ticks = 1
|
||||
|
||||
/datum/controller/master/stat_entry(msg)
|
||||
msg = "(FPS:[world.fps]) (TickCount:[world.time/world.tick_lag]) (TickDrift:[round(Master.tickdrift,1)] \
|
||||
([round((Master.tickdrift/(world.time/world.tick_lag))*100,0.1)]%)) \
|
||||
(Internal Tick Usage: [round(MAPTICK_LAST_TICK_USAGE,0.1)]%) (TickRate:[Master.processing]) \
|
||||
(Iteration:[Master.iteration]) (TickLimit: [round(CURRENT_TICKLIMIT, 0.1)])"
|
||||
return msg
|
||||
|
||||
/datum/controller/master/ExplosionStart()
|
||||
for (var/thing in subsystems)
|
||||
var/datum/controller/subsystem/SS = thing
|
||||
SS.ExplosionStart()
|
||||
|
||||
/datum/controller/master/ExplosionEnd()
|
||||
for (var/thing in subsystems)
|
||||
var/datum/controller/subsystem/SS = thing
|
||||
SS.ExplosionEnd()
|
||||
|
||||
/world/proc/has_round_started()
|
||||
if (SSticker.current_state >= GAME_STATE_PLAYING)
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/datum/controller/master/StartLoadingMap()
|
||||
//disallow more than one map to load at once, multithreading it will just cause race conditions
|
||||
while(map_loading)
|
||||
stoplag()
|
||||
for(var/S in subsystems)
|
||||
var/datum/controller/subsystem/SS = S
|
||||
SS.StartLoadingMap()
|
||||
map_loading = TRUE
|
||||
|
||||
/datum/controller/master/StopLoadingMap(bounds = null)
|
||||
map_loading = FALSE
|
||||
for(var/S in subsystems)
|
||||
var/datum/controller/subsystem/SS = S
|
||||
SS.StopLoadingMap()
|
||||
@@ -2,12 +2,21 @@
|
||||
|
||||
/datum/controller/subsystem
|
||||
// Metadata; you should define these.
|
||||
name = "fire coderbus" //name of the subsystem
|
||||
var/init_order = SS_INIT_MISC //order of initialization. Higher numbers are initialized first, lower numbers later. Can be decimal and negative values.
|
||||
var/wait = 20 //time to wait between each call to fire(). Must be a positive integer. In ticks if SS_TICKER, deciseconds otherwise.
|
||||
var/priority = SS_PRIORITY_DEFAULT //When mutiple subsystems need to run in the same tick, higher priority subsystems will run first and be given a higher share of the tick before MC_TICK_CHECK triggers a sleep.
|
||||
|
||||
var/flags = 0 //see master_controller.dm in __defines. Most flags must be set on world start to take full effect. (You can also restart the mc to force them to process again)
|
||||
/// Name of the subsystem - you must change this
|
||||
name = "fire coderbus"
|
||||
|
||||
/// Order of initialization. Higher numbers are initialized first, lower numbers later. Use or create defines such as [INIT_ORDER_DEFAULT] so we can see the order in one file.
|
||||
var/init_order = SS_INIT_MISC
|
||||
|
||||
/// Time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
|
||||
var/wait = 20
|
||||
|
||||
/// Priority Weight: When mutiple subsystems need to run in the same tick, higher priority subsystems will be given a higher share of the tick before MC_TICK_CHECK triggers a sleep, higher priority subsystems also run before lower priority subsystems
|
||||
var/priority = FIRE_PRIORITY_DEFAULT
|
||||
|
||||
/// [Subsystem Flags][SS_NO_INIT] to control binary behavior. Flags must be set at compile time or before preinit finishes to take full effect. (You can also restart the mc to force them to process again)
|
||||
var/flags = NONE
|
||||
|
||||
/// Which stage does this subsystem init at. Earlier stages can fire while later stages init.
|
||||
var/init_stage = INITSTAGE_MAIN
|
||||
@@ -15,41 +24,76 @@
|
||||
/// This var is set to TRUE after the subsystem has been initialized.
|
||||
var/initialized = FALSE
|
||||
|
||||
/// Levels of the game that the SS can fire. See __defines/subsystem_priority.dm
|
||||
var/runlevels = RUNLEVELS_DEFAULT
|
||||
|
||||
//set to 0 to prevent fire() calls, mostly for admin use.
|
||||
// use the SS_NO_FIRE flag instead for systems that never fire to keep it from even being added to the list
|
||||
/// Set to 0 to prevent fire() calls, mostly for admin use or subsystems that may be resumed later
|
||||
/// use the [SS_NO_FIRE] flag instead for systems that never fire to keep it from even being added to list that is checked every tick
|
||||
var/can_fire = TRUE
|
||||
// Similar to can_fire, but intended explicitly for subsystems that are asleep. Using this var instead of can_fire
|
||||
// allows admins to disable subsystems without them re-enabling themselves.
|
||||
var/suspended = FALSE
|
||||
|
||||
// Bookkeeping variables; probably shouldn't mess with these.
|
||||
var/last_fire = 0 //last world.time we called fire()
|
||||
var/next_fire = 0 //scheduled world.time for next fire()
|
||||
var/cost = 0 //average time to execute
|
||||
var/tick_usage = 0 //average tick usage
|
||||
var/tick_overrun = 0 //average tick overrun
|
||||
var/state = SS_IDLE //tracks the current state of the ss, running, paused, etc.
|
||||
var/paused_ticks = 0 //ticks this ss is taking to run right now.
|
||||
var/paused_tick_usage //total tick_usage of all of our runs while pausing this run
|
||||
var/ticks = 1 //how many ticks does this ss take to run on avg.
|
||||
var/times_fired = 0 //number of times we have called fire()
|
||||
var/queued_time = 0 //time we entered the queue, (for timing and priority reasons)
|
||||
var/queued_priority //we keep a running total to make the math easier, if priority changes mid-fire that would break our running total, so we store it here
|
||||
///Bitmap of what game states can this subsystem fire at. See [RUNLEVELS_DEFAULT] for more details.
|
||||
var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
|
||||
|
||||
// Subsystem startup accounting - these variables cannot be trusted if the subsystem has crashed and been Recover()'d.
|
||||
var/init_state = SS_INITSTATE_NONE // The current initialization state of this SS - this might be invalid if the subsystem has been Recover()'d.
|
||||
var/init_time = 0 // How long the subsystem took to initialize, in seconds.
|
||||
var/init_start = 0 // What timeofday did we start initializing?
|
||||
var/init_finish // What timeofday did we finish initializing?
|
||||
/*
|
||||
* The following variables are managed by the MC and should not be modified directly.
|
||||
*/
|
||||
|
||||
//linked list stuff for the queue
|
||||
/// Last world.time the subsystem completed a run (as in wasn't paused by [MC_TICK_CHECK])
|
||||
var/last_fire = 0
|
||||
|
||||
/// Scheduled world.time for next fire()
|
||||
var/next_fire = 0
|
||||
|
||||
/// Running average of the amount of milliseconds it takes the subsystem to complete a run (including all resumes but not the time spent paused)
|
||||
var/cost = 0
|
||||
|
||||
/// Running average of the amount of tick usage in percents of a tick it takes the subsystem to complete a run
|
||||
var/tick_usage = 0
|
||||
|
||||
/// Running average of the amount of tick usage (in percents of a game tick) the subsystem has spent past its allocated time without pausing
|
||||
var/tick_overrun = 0
|
||||
|
||||
/// How much of a tick (in percents of a tick) were we allocated last fire.
|
||||
var/tick_allocation_last = 0
|
||||
|
||||
/// How much of a tick (in percents of a tick) do we get allocated by the mc on avg.
|
||||
var/tick_allocation_avg = 0
|
||||
|
||||
/// Tracks the current execution state of the subsystem. Used to handle subsystems that sleep in fire so the mc doesn't run them again while they are sleeping
|
||||
var/state = SS_IDLE
|
||||
|
||||
/// Tracks how many times a subsystem has ever slept in fire().
|
||||
var/slept_count = 0
|
||||
|
||||
/// Tracks how many fires the subsystem has consecutively paused on in the current run
|
||||
var/paused_ticks = 0
|
||||
|
||||
/// Tracks how much of a tick the subsystem has consumed in the current run
|
||||
var/paused_tick_usage
|
||||
|
||||
/// Tracks how many fires the subsystem takes to complete a run on average.
|
||||
var/ticks = 1
|
||||
|
||||
/// Tracks the amount of completed runs for the subsystem
|
||||
var/times_fired = 0
|
||||
|
||||
/// How many fires have we been requested to postpone
|
||||
var/postponed_fires = 0
|
||||
|
||||
/// Time the subsystem entered the queue, (for timing and priority reasons)
|
||||
var/queued_time = 0
|
||||
|
||||
/// Priority at the time the subsystem entered the queue. Needed to avoid changes in priority (by admins and the like) from breaking things.
|
||||
var/queued_priority
|
||||
|
||||
/// How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out!
|
||||
var/static/list/failure_strikes
|
||||
|
||||
/// Next subsystem in the queue of subsystems to run this tick
|
||||
var/datum/controller/subsystem/queue_next
|
||||
/// Previous subsystem in the queue of subsystems to run this tick
|
||||
var/datum/controller/subsystem/queue_prev
|
||||
|
||||
var/static/list/failure_strikes //How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out! This is an assoc list indexed by type.
|
||||
//Do not blindly add vars here to the bottom, put it where it goes above
|
||||
//If your var only has two values, put it in as a flag.
|
||||
|
||||
|
||||
//Do not override
|
||||
///datum/controller/subsystem/New()
|
||||
@@ -63,13 +107,20 @@
|
||||
//This is used so the mc knows when the subsystem sleeps. do not override.
|
||||
/datum/controller/subsystem/proc/ignite(resumed = 0)
|
||||
SHOULD_NOT_OVERRIDE(TRUE)
|
||||
set waitfor = 0
|
||||
set waitfor = FALSE
|
||||
. = SS_IDLE
|
||||
|
||||
tick_allocation_last = Master.current_ticklimit-(TICK_USAGE)
|
||||
tick_allocation_avg = MC_AVERAGE(tick_allocation_avg, tick_allocation_last)
|
||||
|
||||
. = SS_SLEEPING
|
||||
fire(resumed)
|
||||
. = state
|
||||
if (state == SS_SLEEPING)
|
||||
slept_count++
|
||||
state = SS_IDLE
|
||||
if (state == SS_PAUSING)
|
||||
slept_count++
|
||||
var/QT = queued_time
|
||||
enqueue()
|
||||
state = SS_PAUSED
|
||||
@@ -87,13 +138,38 @@
|
||||
dequeue()
|
||||
can_fire = 0
|
||||
flags |= SS_NO_FIRE
|
||||
Master.subsystems -= src
|
||||
if (Master)
|
||||
Master.subsystems -= src
|
||||
return ..()
|
||||
|
||||
return QDEL_HINT_HARDDEL_NOW
|
||||
|
||||
//Queue it to run.
|
||||
// (we loop thru a linked list until we get to the end or find the right point)
|
||||
// (this lets us sort our run order correctly without having to re-sort the entire already sorted list)
|
||||
/** Update next_fire for the next run.
|
||||
* reset_time (bool) - Ignore things that would normally alter the next fire, like tick_overrun, and last_fire. (also resets postpone)
|
||||
*/
|
||||
/datum/controller/subsystem/proc/update_nextfire(reset_time = FALSE)
|
||||
var/queue_node_flags = flags
|
||||
|
||||
if (reset_time)
|
||||
postponed_fires = 0
|
||||
if (queue_node_flags & SS_TICKER)
|
||||
next_fire = world.time + (world.tick_lag * wait)
|
||||
else
|
||||
next_fire = world.time + wait
|
||||
return
|
||||
|
||||
if (queue_node_flags & SS_TICKER)
|
||||
next_fire = world.time + (world.tick_lag * wait)
|
||||
else if (queue_node_flags & SS_POST_FIRE_TIMING)
|
||||
next_fire = world.time + wait + (world.tick_lag * (tick_overrun/100))
|
||||
else if (queue_node_flags & SS_KEEP_TIMING)
|
||||
next_fire += wait
|
||||
else
|
||||
next_fire = queued_time + wait + (world.tick_lag * (tick_overrun/100))
|
||||
|
||||
|
||||
///Queue it to run.
|
||||
/// (we loop thru a linked list until we get to the end or find the right point)
|
||||
/// (this lets us sort our run order correctly without having to re-sort the entire already sorted list)
|
||||
/datum/controller/subsystem/proc/enqueue()
|
||||
var/SS_priority = priority
|
||||
var/SS_flags = flags
|
||||
@@ -157,9 +233,9 @@
|
||||
queue_next.queue_prev = queue_prev
|
||||
if (queue_prev)
|
||||
queue_prev.queue_next = queue_next
|
||||
if (src == Master.queue_tail)
|
||||
if (Master && (src == Master.queue_tail))
|
||||
Master.queue_tail = queue_prev
|
||||
if (src == Master.queue_head)
|
||||
if (Master && (src == Master.queue_head))
|
||||
Master.queue_head = queue_next
|
||||
queued_time = 0
|
||||
if (state == SS_QUEUED)
|
||||
@@ -168,66 +244,28 @@
|
||||
|
||||
/datum/controller/subsystem/proc/pause()
|
||||
. = 1
|
||||
if (state == SS_RUNNING)
|
||||
state = SS_PAUSED
|
||||
else if (state == SS_SLEEPING)
|
||||
state = SS_PAUSING
|
||||
switch(state)
|
||||
if(SS_RUNNING)
|
||||
state = SS_PAUSED
|
||||
if(SS_SLEEPING)
|
||||
state = SS_PAUSING
|
||||
|
||||
// Do not override - Wrapper for Initialize() so initialization status can be shown for subsystems that do not return parent.
|
||||
/datum/controller/subsystem/proc/StartInitialize(timeofday)
|
||||
init_state = SS_INITSTATE_STARTED
|
||||
init_start = timeofday
|
||||
. = Initialize(timeofday)
|
||||
init_finish = REALTIMEOFDAY
|
||||
if (!init_time)
|
||||
init_time = (init_finish - init_start) / 10
|
||||
init_state = SS_INITSTATE_DONE
|
||||
/// Called after the config has been loaded or reloaded.
|
||||
/datum/controller/subsystem/proc/OnConfigLoad()
|
||||
|
||||
//used to initialize the subsystem AFTER the map has loaded
|
||||
/datum/controller/subsystem/Initialize(start_timeofday)
|
||||
var/time = (REALTIMEOFDAY - start_timeofday) / 10
|
||||
init_time = time
|
||||
var/msg = "Initialized [name] subsystem within [time] second\s!"
|
||||
admin_notice(SPAN_DANGER(msg), R_DEBUG)
|
||||
/**
|
||||
* Used to initialize the subsystem. This is expected to be overriden by subtypes.
|
||||
*/
|
||||
/datum/controller/subsystem/Initialize()
|
||||
return SS_INIT_NONE
|
||||
|
||||
// Do not print to world.log if we're running the unit tests
|
||||
#if !defined(UNIT_TEST)
|
||||
world.log << "SS Init: [msg]"
|
||||
#endif
|
||||
|
||||
log_subsystem_init(msg)
|
||||
return time
|
||||
|
||||
//hook for printing stats to the "MC" statuspanel for admins to see performance and related stats etc.
|
||||
/datum/controller/subsystem/stat_entry(msg)
|
||||
if(can_fire && !(SS_NO_FIRE & flags) && !Master.initializing)
|
||||
if(can_fire && !(SS_NO_FIRE & flags) && init_stage <= Master.init_stage_completed)
|
||||
msg = "[round(cost,1)]ms|[round(tick_usage,1)]%([round(tick_overrun,1)]%)|[round(ticks,0.1)]\t[msg]"
|
||||
else
|
||||
msg = "OFFLINE\t[msg]"
|
||||
return msg
|
||||
|
||||
// Generates the message shown before a subsystem during normal MC operation.
|
||||
/datum/controller/subsystem/proc/stat_entry_run()
|
||||
if (flags & SS_NO_FIRE)
|
||||
. = "NO FIRE"
|
||||
else if (can_fire && !suspended)
|
||||
. = "[round(cost,1)]ms|[round(tick_usage,1)]%([round(tick_overrun,1)]%)|[round(ticks,0.1)]"
|
||||
else if (!can_fire)
|
||||
. = "OFFLINE"
|
||||
else
|
||||
. = "SUSPEND"
|
||||
|
||||
/datum/controller/subsystem/proc/init_state_letter()
|
||||
if (flags & SS_NO_INIT)
|
||||
return
|
||||
switch (init_state)
|
||||
if (SS_INITSTATE_NONE)
|
||||
. = "W"
|
||||
if (SS_INITSTATE_STARTED)
|
||||
. = "L"
|
||||
if (SS_INITSTATE_DONE)
|
||||
. = "D"
|
||||
|
||||
/datum/controller/subsystem/proc/state_letter()
|
||||
switch (state)
|
||||
if (SS_RUNNING)
|
||||
@@ -241,34 +279,24 @@
|
||||
if (SS_IDLE)
|
||||
. = " "
|
||||
|
||||
//could be used to postpone a costly subsystem for (default one) var/cycles, cycles
|
||||
//for instance, during cpu intensive operations like explosions
|
||||
/// Causes the next "cycle" fires to be missed. Effect is accumulative but can reset by calling update_nextfire(reset_time = TRUE)
|
||||
/datum/controller/subsystem/proc/postpone(cycles = 1)
|
||||
if(next_fire - world.time < wait)
|
||||
next_fire += (wait*cycles)
|
||||
if (can_fire && cycles >= 1)
|
||||
postponed_fires += cycles
|
||||
|
||||
//usually called via datum/controller/subsystem/New() when replacing a subsystem (i.e. due to a recurring crash)
|
||||
//should attempt to salvage what it can from the old instance of subsystem
|
||||
/datum/controller/subsystem/Recover()
|
||||
|
||||
// Admin-disables this subsystem. Will show as OFFLINE in MC panel.
|
||||
/datum/controller/subsystem/proc/disable()
|
||||
can_fire = FALSE
|
||||
/datum/controller/subsystem/vv_edit_var(var_name, var_value)
|
||||
switch (var_name)
|
||||
if (NAMEOF(src, can_fire))
|
||||
//this is so the subsystem doesn't rapid fire to make up missed ticks causing more lag
|
||||
if (var_value)
|
||||
update_nextfire(reset_time = TRUE)
|
||||
if (NAMEOF(src, queued_priority)) //editing this breaks things.
|
||||
return FALSE
|
||||
. = ..()
|
||||
|
||||
// Admin-enables this subsystem.
|
||||
/datum/controller/subsystem/proc/enable()
|
||||
if (!can_fire)
|
||||
next_fire = world.time + wait
|
||||
can_fire = TRUE
|
||||
|
||||
// Suspends this subsystem. Functionally identical to disable(), but shows SUSPEND in MC panel.
|
||||
// Preferred over disable() for self-disabling subsystems.
|
||||
/datum/controller/subsystem/proc/suspend()
|
||||
suspended = TRUE
|
||||
|
||||
// Wakes a suspended subsystem.
|
||||
/datum/controller/subsystem/proc/wake()
|
||||
if (suspended)
|
||||
suspended = FALSE
|
||||
if (can_fire)
|
||||
next_fire = world.time + wait
|
||||
/* Aurora shit */
|
||||
|
||||
Reference in New Issue
Block a user