mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-24 00:51:26 +00:00
changes: Airlocks no longer tick (exceptions: firedoors, uranium airlocks) Airlock commands run before round-start are queued to run at round-start. Airlock commands that failed to run are scheduled to try again in 2 seconds with timers. Callbacks can now be registered with SSticker to run at round-start in a non-blocking way. Added a new subsystem (SSpower) for handling power-related functions. Currently doesn't do a whole lot, but this will likely eventually change. RCON functionality has been moved from SSmachinery to SSpower. The global cable list has been moved into SSpower. Powernet sensors no longer process purely to keep themselves in the global machines list, instead they are added to a list in SSpower. Power terminals no longer pointlessly tick. Removed some variables from SSticker that weren't used by anything. Holographic overlays such as those used by consoles are now cached. Xenoarcheology setup is now tick-checked. ZAS now uses post-fire timing. The req_access and req_one_access lists are no longer initialized by default on all /obj types. Openturfs will only emit starlight if they are bordering a non-openturf dynamically lit turf. Powernets are now stored in SSpower instead of being a global. The global mouse list is now stored in SSmob instead of being a global. Fixed some weirdness in APCs' Destroy() caused by a merge. SSwireless now pre-bakes to reduce round-start processing. SSwireless no longer uses processing queues.
62 lines
4.0 KiB
Plaintext
62 lines
4.0 KiB
Plaintext
#define SS_INIT_MISC_FIRST 18
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#define SS_INIT_SEEDS 17 // Plant controller setup.
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#define SS_INIT_ASTEROID 16 // Asteroid generation.
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#define SS_INIT_SHUTTLE 15 // Shuttle setup.
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#define SS_INIT_PARALLAX 14 // Parallax image cache generation. Must run before ghosts are able to join.
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#define SS_INIT_ATOMS 13 // World initialization. Will trigger lighting updates. Observers can join after this loads.
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#define SS_INIT_POWER 12 // Initial powernet build.
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#define SS_INIT_CARGO 11 // Random warehouse generation. Runs after SSatoms because it assumes objects are initialized when it runs.
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#define SS_INIT_PIPENET 10 // Initial pipenet build.
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#define SS_INIT_MACHINERY 9 // Machinery prune and powernet build.
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#define SS_INIT_WIRELESS 8 // Wireless pair queue flush.
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#define SS_INIT_AIR 7 // Air setup and pre-bake.
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#define SS_INIT_NIGHT 6 // Nightmode controller. Will trigger lighting updates.
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#define SS_INIT_SMOOTHING 5 // Object icon smoothing. Creates overlays.
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#define SS_INIT_OVERLAY 4 // Overlay flush.
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#define SS_INIT_OPENTURF 3 // Openturf flush. Should run after SSoverlay & SSicon_smooth so it copies the smoothed sprites. Causes lighting updates if starlight is enabled.
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#define SS_INIT_MISC 2 // Subsystems without an explicitly set initialization order start here.
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#define SS_INIT_LIGHTING 1 // Generation of lighting overlays and pre-bake.
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#define SS_INIT_LOBBY 0 // Lobby timer starts here.
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// Something to remember when setting priorities: SS_TICKER runs before Normal, which runs before SS_BACKGROUND.
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// Each group has its own priority bracket.
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// SS_BACKGROUND handles high server load differently than Normal and SS_TICKER do.
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// SS_TICKER
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#define SS_PRIORITY_OVERLAY 500 // Applies overlays. May cause overlay pop-in if it gets behind.
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#define SS_PRIORITY_ORBIT 30 // Orbit datum updates.
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#define SS_PRIORITY_SMOOTHING 35 // Smooth turf generation.
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// Normal
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#define SS_PRIORITY_TICKER 200 // Gameticker.
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#define SS_PRIORITY_MOB 150 // Mob Life().
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#define SS_PRIORITY_NANOUI 120 // UI updates.
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#define SS_PRIORITY_VOTE 110
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#define SS_PRIORITY_MACHINERY 95 // Machinery + powernet ticks.
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#define SS_PRIORITY_CHEMISTRY 90 // Multi-tick chemical reactions.
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#define SS_PRIORITY_SHUTTLE 85 // Shuttle movement.
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#define SS_PRIORITY_CALAMITY 80 // Singularity, Tesla, Nar'sie, blob, etc.
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#define SS_PRIORITY_EVENT 70
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#define SS_PRIORITY_DISEASE 60 // Disease ticks.
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#define SS_PRIORITY_ALARMS 50
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#define SS_PRIORITY_PLANTS 40 // Spreading plant effects.
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#define SS_PRIORITY_EFFECTS 35 // Effect master (Sparks)
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#define SS_PRIORITY_ICON_UPDATE 30 // Queued icon updates. Mostly used by APCs.
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#define SS_PRIORITY_AIR 25 // ZAS processing.
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#define SS_PRIORITY_LIGHTING 20 // Queued lighting engine updates.
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#define SS_PRIORITY_AIRFLOW 15 // Handles object movement due to ZAS airflow.
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// SS_BACKGROUND
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#define SS_PRIORITY_MODIFIER 18
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#define SS_PRIORITY_ARRIVALS 16 // Centcomm arrivals shuttle auto-launch. Usually asleep.
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#define SS_PRIORITY_PROCESSING 15 // Generic datum processor. Replaces objects processor.
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#define SS_PRIORITY_OBJECTS 15 // processing_objects processing.
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#define SS_PRIORITY_EXPLOSIVES 13 // Explosion processor. Doesn't have much effect on explosion tick-checking.
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#define SS_PRIORITY_DISPOSALS 12 // Disposal holder movement.
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#define SS_PRIORITY_WIRELESS 12 // Handles pairing of wireless devices. Usually will be asleep.
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#define SS_PRIORITY_OPENTURF 10 // Open turf icon generation/updates.
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#define SS_PRIORITY_NIGHT 5 // Nightmode.
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#define SS_PRIORITY_STATISTICS 4 // Player population polling & AFK kick.
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#define SS_PRIORITY_SUN 3 // Sun movement & Solar tracking.
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#define SS_PRIORITY_GARBAGE 2 // Garbage collection.
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