Commit Graph

27 Commits

Author SHA1 Message Date
MrStonedOne
5160486e3f Removes 509 support. 2016-04-16 02:16:19 -07:00
Incoming
555179663e Merge branch 'master' of https://github.com/tgstation/-tg-station into space_land
# Conflicts:
#	_maps/asteroidstation.dm
#	_maps/dreamstation.dm
#	_maps/efficiencystation.dm
2016-04-08 03:10:13 -04:00
Kyle Spier-Swenson
327a071a06 Makes the mc shit on dynamic wait subsystems a bit less
So before, a subsystem with dynamic wait enabled, when paused mid run, would have to wait ss.wait until it could resume its run. Where as normally subsystems in these cases get resumed within 3 byond ticks, in most cases, only 1 byond tick.

This makes it so the subsystem resumes next tick, like normal subsystems, but only after every other subsystem has been checked once to see if they need to run, and ran if that's the case. so basically low priority
2016-04-03 18:09:19 -07:00
Kyle Spier-Swenson
ac72a1449b Fixes the mc deadlocking during high cpu 2016-04-01 21:31:55 -07:00
Incoming
bf1dbf6923 Adds 2 new empty z-levels
Add sparse space ruins to the three empty z-levels (7/8/9)
Adds a handful of new maps that were designed by Bawhoppen
2016-03-27 21:14:09 -04:00
MrStonedOne
17672765e6 Makes the code compile under 509 2016-03-15 04:28:42 -07:00
MrStonedOne
bc8ff11f3f Lag check on initialization (and on a missed del-all proc) 2016-03-15 03:39:43 -07:00
MrStonedOne
3bff5f8ea5 Adds defines 2016-03-15 03:39:42 -07:00
MrStonedOne
09fb8c2b10 Explosions and singulo use spiral range (and other changes) 2016-03-15 03:39:41 -07:00
MrStonedOne
257d3eb701 Adds a way to slow down the mc via var edits under new system, for testing. 2016-03-15 03:39:41 -07:00
MrStonedOne
093668a445 fixes deadlocking 2016-03-15 03:39:40 -07:00
MrStonedOne
2887dc7ce0 Removes lag.
This setup allows subsystems to pause themselves until next mc fire if they are about to go over a tick, and resume on the next mc tick
It also makes it so we prioritize running subsystems we skipped because there wasn't enough time in the current tick to run them based on their avg tick usage. (as well as subsystems paused mid way thru)

Adds a macro for adding this to non-mc procs. just drop it in the loop. There is a define version as well for if checks if you want to know if you just slept to avoid lag.

This is all inside #if DM_VERSION defines, so once i test that 509 still works to compile/test this should be good to merge
2016-03-15 03:39:39 -07:00
KorPhaeron
7955bad942 Finally kills the active turfs while retaining functioning river generation 2016-03-13 03:02:06 -05:00
KorPhaeron
ce6801fc97 Removes random generated rivers for being a mess 2016-03-12 17:14:14 -06:00
KorPhaeron
05c3b2d07b Test 2016-03-10 22:41:27 -06:00
MrStonedOne
c91c592f04 MC: tweaks, midnight rollover fix, and some 510 work
Fixes the mc getting all fucked up during midnight rollover

Mc now tracks the tick_usage of every subsystem, and will skip running an expensive subsystem if we are too close to overrunning in a tick, waiting until next tick, unless that subsystem is excessively past due (because we kept skipping it).

It now assumes that 20% of a tick should be saved for byond to do it's things, and stops running all subsystems once we get to 80% tick usage.

Dynamic wait will only smooth out wait changes over 8 fires if the new wait is lower than the old wait, before it would smooth out wait increases as well as decreases.

The fps throttle system is now 509 only.

The mc will now run every 1ds, no GCD bullshit, as we want to spread things out more.

Offline subsystems will still show their stat message

DS is now rounded to 2 digits, not 3, to make room for the tick percentage bit, and because the 3rd digit was useless and all MoE
2016-02-07 18:03:19 -08:00
AnturK
8999db80b4 Fixes shuttles loading improperly in templates
Adds template datum and preloader
2016-01-29 20:51:12 +01:00
Bjorn Neergaard
081b6b0a04 Rework minimaps 2016-01-24 20:07:26 -06:00
MrStonedOne
fcae050052 Make up missed SS ticks less aggressively.
Don't attempt to make up missed subsystem ticks on dynamic wait subsystem

Only make them up 25% at a time.

(Also tweaks high cpu delaying a bit)
2016-01-22 15:25:03 -08:00
MrStonedOne
cbdc6a4ac1 Makes the MC avoid triggering the byond bug that causes lag.
See http://www.byond.com/forum/?post=2021963#comment18164837

Higher fps when cpu goes over 120 causes issues. I have it scaling around 100 to give us a buffer, and not going back down until it drops below 75 to avoid it jumping too much.

This is a bit of a mess, but all of it can removed once the bug is fixed on byond's end.
2016-01-22 00:13:24 -08:00
MrStonedOne
fd80575f38 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.
2016-01-04 15:17:12 -08:00
KorPhaeron
f0def4cb4c Forgot to remove undef 2015-12-28 09:26:41 -06:00
KorPhaeron
9d9bd85350 Removes ruin stuff from MC 2015-12-28 09:26:06 -06:00
KorPhaeron
5201b77495 Random Ruins 2015-12-19 06:55:50 -06:00
Bjorn Neergaard
531e4b947f Subsystem display tweaks 2015-12-05 10:13:59 -06:00
Bjorn Neergaard
34b717afb4 radio_controller -> SSradio, SSbp -> SSnpc 2015-12-04 22:25:24 -06:00
Bjorn Neergaard
97ca70cd34 Rework Master Controller, Failsafe, and Subsystem code 2015-12-04 15:40:58 -06:00