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Aurora.3/code/__defines/master_controller.dm
Lohikar 4773a8a626 MC Performance Tweaks (#3621)
Ports some StonedMC performance tweaks from /tg/, should reduce the amount of fighting between BYOND sleeps and the MC.
2017-10-14 19:31:14 +03:00

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