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Aurora.3/code/__defines/subsystem-priority.dm

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#define SS_INIT_PERSISTENT_CONFIG 26
#define SS_INIT_MISC_FIRST 25
#define SS_INIT_SEEDS 24 // Plant controller setup.
#define SS_INIT_MAPLOAD 22 // DMM parsing and load. Unless you know what you're doing, make sure this remains first.
#define SS_INIT_JOBS 21
#define SS_INIT_MAPFINALIZE 20 // Asteroid generation.
#define SS_INIT_PARALLAX 19 // Parallax image cache generation. Must run before ghosts are able to join.
#define SS_INIT_HOLOMAP 18
#define SS_INIT_ATOMS 17 // World initialization. Will trigger lighting updates. Observers can join after this loads.
#define SS_INIT_ASSETS 16 // Assets subsystem setup.
#define SS_INIT_POWER 15 // Initial powernet build.
#define SS_INIT_ECONOMY 14 // Cargo needs economy set up
#define SS_INIT_CARGO 13 // Random warehouse generation. Runs after SSatoms because it assumes objects are initialized when it runs.
#define SS_INIT_PIPENET 12 // Initial pipenet build.
#define SS_INIT_MACHINERY 11 // Machinery prune and powernet build.
#define SS_INIT_AIR 10 // Air setup and pre-bake.
#define SS_INIT_NIGHT 9 // Nightmode controller. Will trigger lighting updates.
#define SS_INIT_SMOOTHING 8 // Object icon smoothing. Creates overlays.
#define SS_INIT_ICON_UPDATE 7 // Icon update queue flush. Should run before overlays.
#define SS_INIT_AO 6 // Wall AO neighbour build.
#define SS_INIT_OVERLAY 5 // Overlay flush.
#define SS_INIT_AWAY_MAPS 4 // Note: away maps (ruins, exoplanets, ...) must initialize before ghost roles in order for their spawnpoints to work.
#define SS_INIT_GHOSTROLES 3 // Ghost roles must initialize before SS_INIT_MISC due to some roles (matriarch drones) relying on the assumption that this SS is initialized.
#define SS_INIT_MISC 2 // Subsystems without an explicitly set initialization order start here.
#define SS_INIT_SUNLIGHT 1 // Sunlight setup. Creates lots of lighting & SSzcopy updates.
#define SS_INIT_LIGHTING 0 // Generation of lighting overlays and pre-bake. May cause openturf updates, should initialize before SSzcopy.
#define SS_INIT_ZCOPY -1 // Z-mimic flush. Should run after SSoverlay & SSicon_smooth so it copies the smoothed sprites.
#define SS_INIT_LOBBY -2 // Lobby timer starts here. The lobby timer won't actually start going down until the MC starts ticking, so you probably want this last
#define SS_INIT_CHAT -3 // To ensure chat remains smooth during init.
// Something to remember when setting priorities: SS_TICKER runs before Normal, which runs before SS_BACKGROUND.
// Each group has its own priority bracket.
// SS_BACKGROUND handles high server load differently than Normal and SS_TICKER do.
// Priorities are a weight that controls how much of the BYOND tick the subsystem will be allowed to use. 50 is the default, so a subsystem with a priority of 100 would
// be allocated twice the amount of runtime as normal, and 25 would get half the amount.
// SS_TICKER
#define SS_PRIORITY_OVERLAY 100 // Applies overlays. May cause overlay pop-in if it gets behind.
//#define SS_PRIORITY_DEFAULT 50 // This is defined somewhere else.
#define SS_PRIORITY_TIMER 20 // Timed event scheduling. This is important.
#define SS_PRIORITY_PROFILE 15
#define SS_PRIORITY_SMOOTHING 10 // Smooth turf generation.
#define SS_PRIORITY_ORBIT 5 // Orbit datum updates.
#define SS_PRIORITY_ICON_UPDATE 5 // Queued icon updates. Mostly used by APCs and tables.
#define SS_PRIORITY_PROJECTILES 5 // Projectile processing!
// Normal
#define SS_PRIORITY_TICKER 100 // Gameticker.
//#define SS_PRIORITY_DEFAULT 50 // This is defined somewhere else.
#define SS_PRIORITY_MOB 40 // Mob Life().
#define SS_PRIORITY_AIR 40 // ZAS processing.
#define SS_PRIORITY_CHAT 30 // Chat
#define SS_PRIORITY_LIGHTING 25 // Queued lighting engine updates.
#define SS_PRIORITY_MACHINERY 25 // Machinery + powernet ticks.
#define SS_PRIORITY_NANOUI 25 // UI updates.
#define SS_PRIORITY_VOTE 20
#define SS_PRIORITY_ELECTRONICS 20 // Integrated Electronics processing.
#define SS_PRIORITY_CALAMITY 20 // Singularity, Tesla, Nar'sie, blob, etc.
#define SS_PRIORITY_EVENT 20
#define SS_PRIORITY_DISEASE 20 // Disease ticks.
#define SS_PRIORITY_ALARMS 20
#define SS_PRIORITY_PLANTS 20 // Spreading plant effects.
#define SS_PRIORITY_EFFECTS 20 // New-style effects manager. Timing of effects may be off if this gets too far behind.
#define SS_PRIORITY_CHEMISTRY 10 // Multi-tick chemical reactions.
#define SS_PRIORITY_SHUTTLE 10 // Shuttle movement.
#define SS_PRIORITY_AIRFLOW 10 // Handles object movement due to ZAS airflow.
#define SS_PRIORITY_PING 10
#define SS_PRIORITY_ZCOPY 10 // Z-mimic icon generation/updates.
#define SS_PRIORITY_ARRIVALS 10 // Centcomm arrivals shuttle auto-launch. Usually asleep.
// SS_BACKGROUND
#define SS_PRIORITY_PROCESSING 50 // Generic datum processor. Replaces objects processor.
//#define SS_PRIORITY_DEFAULT 50 // This is defined somewhere else.
#define SS_PRIORITY_PSYCHICS 30
#define SS_PRIORITY_EVAC 30 // Processes the evac controller.
#define SS_PRIORITY_EXPLOSIVES 20 // Explosion processor. Doesn't have much effect on explosion tick-checking.
#define SS_PRIORITY_DISPOSALS 20 // Disposal holder movement.
#define SS_PRIORITY_MODIFIER 10
#define SS_PRIORITY_NIGHT 10 // Nightmode.
#define SS_PRIORITY_STATISTICS 10 // Player population polling & AFK kick.
#define SS_PRIORITY_SUN 10 // Sun movement & Solar tracking.
#define SS_PRIORITY_GARBAGE 5 // Garbage collection.