/** * # Subsystem base class * * Defines a subsystem to be managed by the [Master Controller][/datum/controller/master] * * Simply define a child of this subsystem, using the [SUBSYSTEM_DEF] macro, and the MC will handle registration. * Changing the name is required **/ /datum/controller/subsystem // Metadata; you should define these. /// Name of the subsystem - you must change this name = "fire coderbus" /// Determines which subsystems this subsystem is dependant on to initialize. Will initialize after all specified subsystems. /// If init_stage is earlier than a dependent subsystem, will throw an error and push the init stage forward to that subsystem. /// Usage: Put the typepaths of the subsystems that need to init before this one in this list. var/list/dependencies = list() /// The inverse of the dependencies. Can be set manually, but will also get evaluated at runtime. Turns into a list of instances at runtime. /// Usage: Put the typepaths of the subsystems that need to init after this one in this list. var/list/dependents /// ID of the subsystem. Set automatically when the dependency graph is evaluated. Used primarily in determining order. var/ordering_id = 0 /// Do not modify. Automatically set when the dependency graph is evaluated. Similar to ordering_id, but evaluated after init_stage. var/init_order = 0 /// Time to wait (in deciseconds) between each call to fire(). Must be a positive integer. var/wait = 20 /// Priority Weight: When multiple subsystems need to run in the same tick, higher priority subsystems will be given a higher share of the tick before MC_TICK_CHECK triggers a sleep, higher priority subsystems also run before lower priority subsystems var/priority = FIRE_PRIORITY_DEFAULT /// [Subsystem flags][SS_NO_INIT] to control binary behavior. ss_flags must be set at compile time or before preinit finishes to take full effect. (You can also restart the mc to force them to process again) var/ss_flags = NONE /// Which stage does this subsystem init at. Earlier stages can fire while later stages init. var/init_stage = INITSTAGE_MAIN /// This var is set to `INITIALIZATION_INNEW_REGULAR` after the subsystem has been initialized. var/initialized = FALSE /// Set to 0 to prevent fire() calls, mostly for admin use or subsystems that may be resumed later /// use the [SS_NO_FIRE] flag instead for systems that never fire to keep it from even being added to list that is checked every tick var/can_fire = TRUE ///Bitmap of what game states can this subsystem fire at. See [RUNLEVELS_DEFAULT] for more details. var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire /** * boolean set by admins. if TRUE then this subsystem will stop the world profiler after ignite() returns and start it again when called. * used so that you can audit a specific subsystem or group of subsystems' synchronous call chain. */ var/profiler_focused = FALSE /* * The following variables are managed by the MC and should not be modified directly. */ /// Last world.time the subsystem completed a run (as in wasn't paused by [MC_TICK_CHECK]) var/last_fire = 0 /// Scheduled world.time for next fire() var/next_fire = 0 /// Running average of the amount of milliseconds it takes the subsystem to complete a run (including all resumes but not the time spent paused) var/cost = 0 /// Running average of the amount of tick usage in percents of a tick it takes the subsystem to complete a run var/tick_usage = 0 /// Running average of the amount of tick usage (in percents of a game tick) the subsystem has spent past its allocated time without pausing var/tick_overrun = 0 /// Flat list of usage and time, every odd index is a log time, every even index is a usage var/list/rolling_usage = list() /// How much of a tick (in percents of a tick) were we allocated last fire. var/tick_allocation_last = 0 /// How much of a tick (in percents of a tick) do we get allocated by the mc on avg. var/tick_allocation_avg = 0 /// Tracks the current execution state of the subsystem. Used to handle subsystems that sleep in fire so the mc doesn't run them again while they are sleeping var/state = SS_IDLE /// Tracks how many times a subsystem has ever slept in fire(). var/slept_count = 0 /// Tracks how many fires the subsystem has consecutively paused on in the current run var/paused_ticks = 0 /// Tracks how much of a tick the subsystem has consumed in the current run var/paused_tick_usage /// Tracks how many fires the subsystem takes to complete a run on average. var/ticks = 1 /// Tracks the amount of completed runs for the subsystem var/times_fired = 0 /// How many fires have we been requested to postpone var/postponed_fires = 0 /// Time the subsystem entered the queue, (for timing and priority reasons) var/queued_time = 0 /// Priority at the time the subsystem entered the queue. Needed to avoid changes in priority (by admins and the like) from breaking things. var/queued_priority /// How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out! var/static/list/failure_strikes /// Next subsystem in the queue of subsystems to run this tick var/datum/controller/subsystem/queue_next /// Previous subsystem in the queue of subsystems to run this tick var/datum/controller/subsystem/queue_prev /// String to store an applicable error message for a subsystem crashing, used to help debug crashes in contexts such as Continuous Integration/Unit Tests var/initialization_failure_message = null //Do not blindly add vars here to the bottom, put it where it goes above //If your var only has two values, put it in as a flag. //Do not override ///datum/controller/subsystem/New() // Used to initialize the subsystem BEFORE the map has loaded // Called AFTER Recover if that is called // Prefer to use Initialize if possible /datum/controller/subsystem/proc/PreInit() return ///This is used so the mc knows when the subsystem sleeps. do not override. /datum/controller/subsystem/proc/ignite(resumed = FALSE) SHOULD_NOT_OVERRIDE(TRUE) set waitfor = FALSE . = SS_IDLE tick_allocation_last = Master.current_ticklimit-(TICK_USAGE) tick_allocation_avg = MC_AVERAGE(tick_allocation_avg, tick_allocation_last) . = SS_SLEEPING fire(resumed) . = state if (state == SS_SLEEPING) slept_count++ state = SS_IDLE if (state == SS_PAUSING) slept_count++ var/QT = queued_time enqueue() state = SS_PAUSED queued_time = QT ///previously, this would have been named 'process()' but that name is used everywhere for different things! ///fire() seems more suitable. This is the procedure that gets called every 'wait' deciseconds. ///Sleeping in here prevents future fires until returned. /datum/controller/subsystem/proc/fire(resumed = FALSE) ss_flags |= SS_NO_FIRE CRASH("Subsystem [src]([type]) does not fire() but did not set the SS_NO_FIRE flag. Please add the SS_NO_FIRE flag to any subsystem that doesn't fire so it doesn't get added to the processing list and waste cpu.") /datum/controller/subsystem/Destroy() dequeue() can_fire = 0 ss_flags |= SS_NO_FIRE if (Master) Master.subsystems -= src return ..() /** Update next_fire for the next run. * reset_time (bool) - Ignore things that would normally alter the next fire, like tick_overrun, and last_fire. (also resets postpone) */ /datum/controller/subsystem/proc/update_nextfire(reset_time = FALSE) var/queue_node_flags = ss_flags if (reset_time) postponed_fires = 0 if (queue_node_flags & SS_TICKER) next_fire = world.time + (world.tick_lag * wait) else next_fire = world.time + wait return if (queue_node_flags & SS_TICKER) next_fire = world.time + (world.tick_lag * wait) else if (queue_node_flags & SS_POST_FIRE_TIMING) next_fire = world.time + wait + (world.tick_lag * (tick_overrun/100)) else if (queue_node_flags & SS_KEEP_TIMING) next_fire += wait else next_fire = queued_time + wait + (world.tick_lag * (tick_overrun/100)) ///Queue it to run. /// (we loop thru a linked list until we get to the end or find the right point) /// (this lets us sort our run order correctly without having to re-sort the entire already sorted list) /datum/controller/subsystem/proc/enqueue() var/SS_priority = priority var/SS_flags = ss_flags var/datum/controller/subsystem/queue_node var/queue_node_priority var/queue_node_flags for (queue_node = Master.queue_head; queue_node; queue_node = queue_node.queue_next) queue_node_priority = queue_node.queued_priority queue_node_flags = queue_node.ss_flags if (queue_node_flags & (SS_TICKER|SS_BACKGROUND) == SS_TICKER) if ((SS_flags & (SS_TICKER|SS_BACKGROUND)) != SS_TICKER) continue if (queue_node_priority < SS_priority) break else if (queue_node_flags & SS_BACKGROUND) if (!(SS_flags & SS_BACKGROUND)) break if (queue_node_priority < SS_priority) break else if (SS_flags & SS_BACKGROUND) continue if (SS_flags & SS_TICKER) break if (queue_node_priority < SS_priority) break queued_time = world.time queued_priority = SS_priority state = SS_QUEUED if (SS_flags & SS_BACKGROUND) //update our running total Master.queue_priority_count_bg += SS_priority else Master.queue_priority_count += SS_priority queue_next = queue_node if (!queue_node)//we stopped at the end, add to tail queue_prev = Master.queue_tail if (Master.queue_tail) Master.queue_tail.queue_next = src else //empty queue, we also need to set the head Master.queue_head = src Master.queue_tail = src else if (queue_node == Master.queue_head)//insert at start of list Master.queue_head.queue_prev = src Master.queue_head = src queue_prev = null else queue_node.queue_prev.queue_next = src queue_prev = queue_node.queue_prev queue_node.queue_prev = src /datum/controller/subsystem/proc/dequeue() if (queue_next) queue_next.queue_prev = queue_prev if (queue_prev) queue_prev.queue_next = queue_next if (Master && (src == Master.queue_tail)) Master.queue_tail = queue_prev if (Master && (src == Master.queue_head)) Master.queue_head = queue_next queued_time = 0 if (state == SS_QUEUED) state = SS_IDLE /datum/controller/subsystem/proc/pause() . = 1 switch(state) if(SS_RUNNING) state = SS_PAUSED if(SS_SLEEPING) state = SS_PAUSING /// Called after the config has been loaded or reloaded. /datum/controller/subsystem/proc/OnConfigLoad() /** * Used to initialize the subsystem. This is expected to be overridden by subtypes. */ /datum/controller/subsystem/Initialize() return SS_INIT_NONE /datum/controller/subsystem/stat_entry(msg) if(can_fire && !(SS_NO_FIRE & ss_flags) && init_stage <= Master.init_stage_completed) msg = "[round(cost,1)]ms|[round(tick_usage,1)]%([round(tick_overrun,1)]%)|[round(ticks,0.1)] [msg]" else msg = "OFFLINE\t[msg]" return msg /datum/controller/subsystem/proc/state_letter() switch (state) if (SS_RUNNING) . = "R" if (SS_QUEUED) . = "Q" if (SS_PAUSED, SS_PAUSING) . = "P" if (SS_SLEEPING) . = "S" if (SS_IDLE) . = " " /// Causes the next "cycle" fires to be missed. Effect is accumulative but can reset by calling update_nextfire(reset_time = TRUE) /datum/controller/subsystem/proc/postpone(cycles = 1) if (can_fire && cycles >= 1) postponed_fires += cycles /// Prunes out of date entries in our rolling usage list /datum/controller/subsystem/proc/prune_rolling_usage() var/list/rolling_usage = src.rolling_usage var/cut_to = 0 while(cut_to + 2 <= length(rolling_usage) && rolling_usage[cut_to + 1] < DS2TICKS(world.time - Master.rolling_usage_length)) cut_to += 2 if(cut_to) rolling_usage.Cut(1, cut_to + 1) //usually called via datum/controller/subsystem/New() when replacing a subsystem (i.e. due to a recurring crash) //should attempt to salvage what it can from the old instance of subsystem /datum/controller/subsystem/Recover() /datum/controller/subsystem/vv_edit_var(var_name, var_value) switch (var_name) if (NAMEOF(src, can_fire)) //this is so the subsystem doesn't rapid fire to make up missed ticks causing more lag if (var_value) update_nextfire(reset_time = TRUE) if (NAMEOF(src, queued_priority)) //editing this breaks things. return FALSE . = ..()