Updates code to be 510 compile compatible.
Also introduces the new updates to the GOON processScheduler, which should make for better gameplay and less lag. Specially on high population.
Pulls over the SQL based controller for automatically publishing news articles, and ties it to the process-scheduler. Also refractored it a little from the initial implementation in oldcode.
- Better implementation of #10714
- This fix corrects the issue by merging pipenet process to machinery process to ensure order of execution doesn't change randomly. This shouldn't have any performance effect as pipenet process doesn't have much work anyway (not to be confused with air process that runs ZAS, this one only called process() on each pipenet). Screenshot of profiler (pipenet process highlighted, idle server with one player, engine set up) http://i.imgur.com/ecCg6rS.png
- Unlike previous fix, this does not come with various game-affecting side effects, players shouldn't see a change (except for the fact that odd fluctuations introduced by devmerge disappear). Previous fix buffed engine output as side effect, and caused one TEG to generate considerably more than second TEG, which caused TEGs to begin sparking despite overall output being below 1MW.
Moves atom/Destroy() into atom/movable/Destroy(). Is now a /tg/ copy-paste.
Means deleting turfs no longer wipes everything on that turf and that pulling is canceled.
qdel no longer willingly accepts lists.
Partially by request:
The inactive check process now respects client holder status and can be configured how long clients may remain inactive before being kicked.
- Machinery is now processed before powernets, using data from previous tick. This fixes various UI issues with power related machinery, such as, SMES always showing output load of 100%. Otherwise has no changing effect on gameplay.