Ups the timer SS priority (#52405)

A lot of issues happen when the tick overruns due to less important and more expensive subsystems. If timer is not ran or breaks, a lot of stuff breaks.
This commit is contained in:
Rohesie
2020-07-26 11:41:48 +12:00
committed by GitHub
parent 7cb4539608
commit ed019679ba
2 changed files with 31 additions and 30 deletions
+30 -29
View File
@@ -142,35 +142,36 @@
// Subsystem fire priority, from lowest to highest priority
// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
#define FIRE_PRIORITY_PING 10
#define FIRE_PRIORITY_IDLE_NPC 10
#define FIRE_PRIORITY_SERVER_MAINT 10
#define FIRE_PRIORITY_RESEARCH 10
#define FIRE_PRIORITY_VIS 10
#define FIRE_PRIORITY_GARBAGE 15
#define FIRE_PRIORITY_WET_FLOORS 20
#define FIRE_PRIORITY_AIR 20
#define FIRE_PRIORITY_NPC 20
#define FIRE_PRIORITY_PROCESS 25
#define FIRE_PRIORITY_THROWING 25
#define FIRE_PRIORITY_SPACEDRIFT 30
#define FIRE_PRIORITY_FIELDS 30
#define FIRE_PRIOTITY_SMOOTHING 35
#define FIRE_PRIORITY_NETWORKS 40
#define FIRE_PRIORITY_OBJ 40
#define FIRE_PRIORITY_ACID 40
#define FIRE_PRIOTITY_BURNING 40
#define FIRE_PRIORITY_DEFAULT 50
#define FIRE_PRIORITY_PARALLAX 65
#define FIRE_PRIORITY_MOBS 100
#define FIRE_PRIORITY_TGUI 110
#define FIRE_PRIORITY_TICKER 200
#define FIRE_PRIORITY_ATMOS_ADJACENCY 300
#define FIRE_PRIORITY_CHAT 400
#define FIRE_PRIORITY_RUNECHAT 410
#define FIRE_PRIORITY_OVERLAYS 500
#define FIRE_PRIORITY_EXPLOSIONS 666
#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
#define FIRE_PRIORITY_PING 10
#define FIRE_PRIORITY_IDLE_NPC 10
#define FIRE_PRIORITY_SERVER_MAINT 10
#define FIRE_PRIORITY_RESEARCH 10
#define FIRE_PRIORITY_VIS 10
#define FIRE_PRIORITY_GARBAGE 20
#define FIRE_PRIORITY_WET_FLOORS 30
#define FIRE_PRIORITY_AIR 30
#define FIRE_PRIORITY_NPC 30
#define FIRE_PRIORITY_PROCESS 40
#define FIRE_PRIORITY_THROWING 40
#define FIRE_PRIORITY_SPACEDRIFT 50
#define FIRE_PRIORITY_FIELDS 50
#define FIRE_PRIOTITY_SMOOTHING 60
#define FIRE_PRIORITY_NETWORKS 70
#define FIRE_PRIORITY_OBJ 70
#define FIRE_PRIORITY_ACID 70
#define FIRE_PRIOTITY_BURNING 70
#define FIRE_PRIORITY_DEFAULT 80
#define FIRE_PRIORITY_PARALLAX 90
#define FIRE_PRIORITY_MOBS 100
#define FIRE_PRIORITY_TGUI 110
#define FIRE_PRIORITY_TICKER 120
#define FIRE_PRIORITY_ATMOS_ADJACENCY 130
#define FIRE_PRIORITY_CHAT 140
#define FIRE_PRIORITY_RUNECHAT 150
#define FIRE_PRIORITY_OVERLAYS 160
#define FIRE_PRIORITY_EXPLOSIONS 170
#define FIRE_PRIORITY_TIMER 180
#define FIRE_PRIORITY_INPUT 190 // This must always always be the max highest priority. Player input must never be lost.
// SS runlevels
+1 -1
View File
@@ -7,7 +7,7 @@ SUBSYSTEM_DEF(timer)
name = "Timer"
wait = 1 //SS_TICKER subsystem, so wait is in ticks
init_order = INIT_ORDER_TIMER
priority = FIRE_PRIORITY_TIMER
flags = SS_TICKER|SS_NO_INIT
var/list/datum/timedevent/second_queue = list() //awe, yes, you've had first queue, but what about second queue?