Removes a bunch of sleep(-1) and spawn(-1) from the code

This seems to be causing issues where if the queue was too long, byond would attempt to process through all of it while hanging everything else.
This commit is contained in:
MrStonedOne
2016-01-04 15:17:12 -08:00
parent c13a2f97e5
commit fd80575f38
10 changed files with 13 additions and 13 deletions
+1 -1
View File
@@ -149,7 +149,7 @@ var/global/datum/controller/master/Master = new()
// If we caused BYOND to miss a tick, stop processing for a bit...
if(startingtick < world.time || start_time + 1 < world.timeofday)
break
sleep(-1)
sleep(0)
cost = MC_AVERAGE(cost, world.timeofday - start_time)
if(ran_subsystems)
+1 -1
View File
@@ -485,5 +485,5 @@ var/datum/subsystem/ticker/ticker
//map rotate chance defaults to 75% of the length of the round (in minutes)
if (!prob((world.time/600)*config.maprotatechancedelta))
return
spawn(-1) //compiling a map can lock up the mc for 30 to 60 seconds if we don't spawn
spawn(0) //compiling a map can lock up the mc for 30 to 60 seconds if we don't spawn
maprotate()
+1 -1
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@@ -34,7 +34,7 @@
//world << "Events in [args[1]] called"
var/list/event = listgetindex(events,args[1])
if(istype(event))
spawn(-1)
spawn(0)
for(var/datum/event/E in event)
if(!E.Fire(arglist(args.Copy(2))))
clearEvent(args[1],E)
+2 -2
View File
@@ -82,12 +82,12 @@
/datum/teleport/proc/playSpecials(atom/location,datum/effect_system/effect,sound)
if(location)
if(effect)
spawn(-1)
spawn(0)
src = null
effect.attach(location)
effect.start()
if(sound)
spawn(-1)
spawn(0)
src = null
playsound(location,sound,60,1)
return
+1 -1
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@@ -40,7 +40,7 @@
obj/proc/receive_signal(datum/signal/signal, var/receive_method as num, var/receive_param)
Handler from received signals. By default does nothing. Define your own for your object.
Avoid of sending signals directly from this proc, use spawn(-1). Do not use sleep() here please.
Avoid of sending signals directly from this proc, use spawn(0). Do not use sleep() here please.
parameters:
signal - see description below. Extract all needed data from the signal before doing sleep(), spawn() or return!
receive_method - may be TRANSMISSION_WIRE or TRANSMISSION_RADIO.
+1 -1
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@@ -396,7 +396,7 @@
add_part_set_to_queue(filter.get("partset_to_queue"))
return update_queue_on_page()
if(href_list["process_queue"])
spawn(-1)
spawn(0)
if(processing_queue || being_built)
return 0
processing_queue = 1
+1 -1
View File
@@ -10,7 +10,7 @@ var/list/admin_ranks = list() //list of all admin_rank datums
name = init_name
switch(name)
if("Removed",null,"")
spawn(-1)
spawn(0)
qdel(src)
throw EXCEPTION("invalid admin-rank name")
return
+2 -2
View File
@@ -16,12 +16,12 @@ var/list/admin_datums = list()
/datum/admins/New(datum/admin_rank/R, ckey)
if(!ckey)
spawn(-1)
spawn(0)
del(src)
throw EXCEPTION("Admin datum created without a ckey")
return
if(!istype(R))
spawn(-1)
spawn(0)
del(src)
throw EXCEPTION("Admin datum created without a rank")
return
+1 -1
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@@ -131,7 +131,7 @@ You can set verify to TRUE if you want send() to sleep until the client has the
if (register_asset)
register_asset(file,files[file])
send_asset(client,file)
sleep(-1) //queuing calls like this too quickly can cause issues in some client versions
sleep(0) //queuing calls like this too quickly can cause issues in some client versions
//This proc "registers" an asset, it adds it to the cache for further use, you cannot touch it from this point on or you'll fuck things up.
//if it's an icon or something be careful, you'll have to copy it before further use.
+2 -2
View File
@@ -374,7 +374,7 @@
//close open doors
if(istype(O, /obj/machinery/door))
var/obj/machinery/door/Door = O
spawn(-1)
spawn(0)
if(Door)
Door.close()
else if (istype(AM,/mob))
@@ -443,7 +443,7 @@
if(T)
var/obj/machinery/door/Door = locate() in T
if(Door)
spawn(-1)
spawn(0)
Door.close()
/obj/docking_port/mobile/proc/roadkill(list/L, dir, x, y)