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Ports some StonedMC performance tweaks from /tg/, should reduce the amount of fighting between BYOND sleeps and the MC.
81 lines
3.4 KiB
Plaintext
81 lines
3.4 KiB
Plaintext
#define TICK_LIMIT_RUNNING 80
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#define TICK_LIMIT_TO_RUN 70
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#define TICK_LIMIT_MC 70
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#define TICK_LIMIT_MC_INIT config.mc_init_tick_limit
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#define TICK_LIMIT_MC_INIT_DEFAULT 98
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#define MC_TICK_CHECK ( world.tick_usage > CURRENT_TICKLIMIT ? pause() : 0 )
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// For multi-step subsystems that want to split their tick into multiple parts.
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#define MC_SPLIT_TICK_INIT(phase_count) var/original_tick_limit = CURRENT_TICKLIMIT; var/split_tick_phases = ##phase_count
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#define MC_SPLIT_TICK \
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if(split_tick_phases > 1){\
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CURRENT_TICKLIMIT = ((original_tick_limit - world.tick_usage) / split_tick_phases) + world.tick_usage;\
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--split_tick_phases;\
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} else {\
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CURRENT_TICKLIMIT = original_tick_limit;\
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}
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// Used to smooth out costs to try and avoid oscillation.
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#define MC_AVERAGE_FAST(average, current) (0.7 * (average) + 0.3 * (current))
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#define MC_AVERAGE(average, current) (0.8 * (average) + 0.2 * (current))
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#define MC_AVERAGE_SLOW(average, current) (0.9 * (average) + 0.1 * (current))
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#define MC_AVG_FAST_UP_SLOW_DOWN(average, current) (average > current ? MC_AVERAGE_SLOW(average, current) : MC_AVERAGE_FAST(average, current))
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#define MC_AVG_SLOW_UP_FAST_DOWN(average, current) (average < current ? MC_AVERAGE_SLOW(average, current) : MC_AVERAGE_FAST(average, current))
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#define NEW_SS_GLOBAL(varname) if(varname != src){if(istype(varname)){Recover();qdel(varname);}varname = src;}
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//SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier)
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//subsystem should fire during pre-game lobby.
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#define SS_FIRE_IN_LOBBY 1
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//subsystem does not initialize.
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#define SS_NO_INIT 2
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//subsystem does not fire.
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// (like can_fire = 0, but keeps it from getting added to the processing subsystems list)
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// (Requires a MC restart to change)
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#define SS_NO_FIRE 4
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//subsystem only runs on spare cpu (after all non-background subsystems have ran that tick)
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// SS_BACKGROUND has its own priority bracket
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#define SS_BACKGROUND 8
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//subsystem does not tick check, and should not run unless there is enough time (or its running behind (unless background))
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#define SS_NO_TICK_CHECK 16
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//Treat wait as a tick count, not DS, run every wait ticks.
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// (also forces it to run first in the tick, above even SS_NO_TICK_CHECK subsystems)
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// (implies SS_FIRE_IN_LOBBY because of how it works)
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// (overrides SS_BACKGROUND)
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// This is designed for basically anything that works as a mini-mc (like SStimer)
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#define SS_TICKER 32
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//keep the subsystem's timing on point by firing early if it fired late last fire because of lag
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// ie: if a 20ds subsystem fires say 5 ds late due to lag or what not, its next fire would be in 15ds, not 20ds.
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#define SS_KEEP_TIMING 64
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//Calculate its next fire after its fired.
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// (IE: if a 5ds wait SS takes 2ds to run, its next fire should be 5ds away, not 3ds like it normally would be)
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// This flag overrides SS_KEEP_TIMING
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#define SS_POST_FIRE_TIMING 128
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// Don't display in processes panel.
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#define SS_NO_DISPLAY 256
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//SUBSYSTEM STATES
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#define SS_IDLE 0 //aint doing shit.
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#define SS_QUEUED 1 //queued to run
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#define SS_RUNNING 2 //actively running
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#define SS_PAUSED 3 //paused by mc_tick_check
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#define SS_SLEEPING 4 //fire() slept.
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#define SS_PAUSING 5 //in the middle of pausing
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// Subsystem init-states, used for the initialization MC panel.
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#define SS_INITSTATE_NONE 0
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#define SS_INITSTATE_STARTED 1
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#define SS_INITSTATE_DONE 2
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