Commit Graph

14 Commits

Author SHA1 Message Date
ninjanomnom
53ffc71655 make fire priority values defines 2018-01-17 02:57:14 -05:00
Kyle Spier-Swenson
fa136e71f4 Revert "Merge pull request #33537 from ninjanomnom/priority-defines" (#34528)
This reverts commit 0244b61886, reversing
changes made to 5d07df08ea.
2018-01-16 20:04:35 -05:00
ninjanomnom
a65248928b defines all subsystem priority values 2017-12-15 15:16:31 -05:00
Jack Edge
a76d4374c1 Moves init_order to defines, moves SSevents above ticker. 2017-04-22 22:08:31 +01:00
Cyberboss
fb596bcdb3 _DEF 2017-03-22 14:52:21 -04:00
Cyberboss
a801187ede Fix shit 2017-03-22 12:11:59 -04:00
Cyberboss
7e14ec75fc Normalizes subsystem definitions 2017-03-22 11:50:46 -04:00
Cyberboss
31ee152489 Repaths subsystem to controller/subsystem (#24624)
* Repaths subsystem to controller/subsystem

* Fix the shit
2017-03-08 22:05:45 +01:00
Cyberboss
dffa5b4d1f Makes SSicon_smooth initialization more responsive 2017-01-19 15:34:36 -05:00
Kyle Spier-Swenson
dedb16826e Speeds up world init. (93s -> 49s) (#21992)
* Speeds up world init.

* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
  * (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)

* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)

* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.

* Fixes runtime with atmos backpack water tanks.

* Makes smoothing faster (and fixes turfs smoothing twice at init)

* Makes apcs init faster by replacing some spawns with addtimer

* fix transit turfs.
2016-12-08 21:50:15 +13:00
Kyle Spier-Swenson
235b79fb5a StonedMC, the bastard love child of GoonPS and CarnMC (#17987)
Basically, they key difference between StonedMC and CarnMC is that when multiple ticks want to run at the same byond tick, we divvy up the tick between the subsystems, rather then allow one subsystem to hog it all.

The key difference between StonedMC and GoonPS is that we allow the subsystems to tell us how to divvy up the tick using flags and priority.

The new SS_ flags allows us to select behaviors that used to be piggybacked as side effects of dynamic wait or default but sometimes unneeded behavior.

Dynamic wait is 100% gone, lower priority and SS_BACKGROUND are better more refined ways of doing this when combined with MC_TICK_CHECK

I have by design never looked at the inners of goonPS, so this is all original code but I know it uses two loops because of comments by goon devs on reddit threads, that design didn't make sense before, but when I can tell a SS how much of a byond tick it is allowed to have, knowing how many need to run this tick is helpful I also know a bit more about how it works from piecing together comments in #vgstation.

Detailed list of changes:

Subsystems now have flags, allowing fine grain control over things like rather or not it processes, inits, rather it's wait is how long between runs (post run timing) or how long between starts, and rather or not late fires should cause the next fire to be earlier.

Mc now has two loops One loop handles queuing shit, one loop handles running shit.

MC now splits up tick allotment rather than first come first serve Subsystems can even request a bigger share using higher priorities. (It will even resume subsystems it paused if other subsystems hadn't used as much as it predicted they might need)

Default fps is now 20 This is related enough to the MC and it's a change that's really long since over due

All code oddities are most likely to be necessities to lower overhead on the mc since it runs every tick
2016-06-16 18:01:16 +12:00
MrStonedOne
5945c38608 Adds lag checks to SSsmooth 2016-03-15 03:44:41 -07:00
xxalpha
e2dd404d39 Smooth z1 and z2 on initialize. 2016-03-13 00:43:37 +00:00
xxalpha
688137c7dc icon smooth ss
adjustments

adjustements

atharrachaidhean
2016-03-12 23:57:45 +00:00