Commit Graph

10 Commits

Author SHA1 Message Date
SkyratBot
ea7677aedb [MIRROR] Enables 514 testing on master, Removes all reliance on extools outside of maptick (#3224)
* Enables 514 testing on master, Removes all reliance on extools outside of maptick (#56724)

* Uses 514's map_cpu var when it's available

* Uses auxtools for the debugger, to supply cross verison compatibility

* Nukes extools reference tracking, reinstates the old ref tracking system

* Enables 514 testing on master, Removes all reliance on extools outside of maptick

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-02-09 09:46:34 +00:00
Azarak
4c616b0422 [TM ONLY] Tick test to reduce lag (#2443)
* Update _tick.dm

* Update _tick.dm

Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-01-31 22:48:27 +00:00
SkyratBot
b670babe47 [MIRROR] Revert "Finishes the allocation refactor" (#2676)
* Revert "Finishes the allocation refactor (#55965)" (#56137)

This reverts commit 87234f3fd8.

* Revert "Finishes the allocation refactor"

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-01-13 04:28:00 +01:00
SkyratBot
cc74eb9d55 [MIRROR] Finishes the allocation refactor (#2646)
* Finishes the allocation refactor (#55965)

#53841 continuation
I recall that the reason for infinite stuns and such was that the priority wasn't being cleared properly when something hitched and I fixed it and I don't remember where exactly but it works now (TM)
A variation of this is TMed on TGMC and it works fine

* Finishes the allocation refactor

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2021-01-12 01:52:46 +01:00
Iamgoofball
a3aa69701a [READY] Basically, Instant Explosions 2: The Search For More Money: Eternal: A Tail Of Two Kitties: 33 1/3 (#50594)
About The Pull Request

Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though.

Explosions have been refactored to do the actual exploding in a subsystem.

Credit to goon.

Here's some videos!

Why It's Good For The Game
Basically instant max-caps now.
We can now give more of a tick over to the sending of map updates

Changelog

cl Goonstation Coders, Beestation, Extools devs
refactor: Explosions have been heavily optimized.
/cl
2020-04-30 10:27:53 +12:00
actioninja
eff325336a bunch of define autodocs 2019-09-17 20:42:38 -07:00
kevinz000
a7e974f9d3 [READY]Ports yet another SDQL2 upgrade, refactors SDQL2 to a datum, adds SDQL2 options/more features (#42008)
Thanks to PJB3005
cl
experimental: SDQL2 has been refactored to a datum!
rscadd: A new SDQL2 panel has been added to admin tabs, for tracking, VVing, and halting SDQL2 queries.
rscadd: SDQL2 documentation is now available in SDQL_2.dm
rscadd: SDQL2 now has MAP added. MAP will cause the query to execute on whatever is specified in MAP, whether it's a variable or a procedure call (which will grab the return results), etc etc.
rscadd: SDQL2 now has a superuser mode, for uses outside of admin button pressing. This causes it to operate without admin protection wrapping.
rscadd: SDQL2 now supports options, including ignoring nulls in select or forcing it to operate in high priority mode, which lets it use 95% of the tick instead of obeying the Master Controller's tick limit. USE WITH CAUTION. Also includes a mode for blocking proccalls
rscadd: SDQL2 now supports TRUE/FALSE.
rscadd: To use options, append OPTIONS to the query. Available are "PRIORITY" = HIGH/NORMAL, "SELECT" = FORCE_NULLS/DISABLE or 0/FALSE, "PROCCALL" = ASYNC/BLOCKING.
/cl

Also displaytimetext is refactored.
2019-01-07 20:03:41 +13:00
Emmett Gaines
54db9b94d4 Ternary checktick so it can be used in if statements (#40849)
Because the first is a bit cleaner than the second

if(CHECK_TICK)
  otherstuff()

if(TICK_CHECK)
  stoplag()
  otherstuff()
2018-10-12 13:13:40 -07:00
MrStonedOne
c8bb13d7c2 In which the stoner one gets stoned and tries to address tick contention... again
Tick contention is when the mc, sleep()/spawns(), and byond internal processing fight each other for game tick time. Usually in an unproductive way that wastes cpu cycles and reduces the effective amount of game tick to go around.

Tweaked the anti-tick contention heuristics of the MC a touch.

Fixed an incorrect operator in the mc's anti-tick contention heuristics causing it to apply in times of no lag rather then times of lag.

The mc's anti-tick contention heuristics now plays better with the high pop processing mode.

We no longer reserve the tail end of a tick for the mc to have if the mc doesn't plan to run next tick because of high pop mode or anti-tick contention heuristics.

stoplag() can now be given an initial delay allowing it to act like a smarter sleep (in that it sleeps for longer if the server is overwhelmed.

All short sleeps that only existed for performance reason and had no game play, visual/audio, or balance reasons behind their timing were converted to stoplag().
2017-10-09 01:21:43 -07:00
Jordan Brown
30573dc6f1 Adds defines for world.tick_usage (#30184)
* Add tick_usage define

* Move tick.dm -> _tick.dm

* Add TICK_USAGE_REAL define

* Add comments

* Replace all instances of tick usage with appropriate define
2017-08-30 10:09:24 +12:00