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## Why its good for the game Makes tracking subsystems which are using more than their fair share of cpu more obvious by having the ability to identify spikes of usage and overall usuage over a set timeframe. Also cleans up existing UI code that improperly formatted existing figures (assumed say cost was a percentage that would sum to 100% and thus lowered cost values by a factor of 100) ## Changelog 🆑 admin: Subsystem Overview now has the ability to track a rolling average of tick by tick subsystem cpu usage. /🆑
327 lines
11 KiB
Plaintext
327 lines
11 KiB
Plaintext
/**
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* # Subsystem base class
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*
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* Defines a subsystem to be managed by the [Master Controller][/datum/controller/master]
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*
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* Simply define a child of this subsystem, using the [SUBSYSTEM_DEF] macro, and the MC will handle registration.
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* Changing the name is required
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**/
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/datum/controller/subsystem
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// Metadata; you should define these.
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/// Name of the subsystem - you must change this
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name = "fire coderbus"
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/// Order of initialization. Higher numbers are initialized first, lower numbers later. Use or create defines such as [INIT_ORDER_DEFAULT] so we can see the order in one file.
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var/init_order = INIT_ORDER_DEFAULT
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/// Time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
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var/wait = 20
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/// Priority Weight: When mutiple 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
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var/priority = FIRE_PRIORITY_DEFAULT
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/// [Subsystem Flags][SS_NO_INIT] to control binary behavior. 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)
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var/flags = NONE
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/// Which stage does this subsystem init at. Earlier stages can fire while later stages init.
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var/init_stage = INITSTAGE_MAIN
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/// This var is set to TRUE after the subsystem has been initialized.
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var/initialized = FALSE
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/// Set to 0 to prevent fire() calls, mostly for admin use or subsystems that may be resumed later
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/// 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
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var/can_fire = TRUE
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///Bitmap of what game states can this subsystem fire at. See [RUNLEVELS_DEFAULT] for more details.
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var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
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/**
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* boolean set by admins. if TRUE then this subsystem will stop the world profiler after ignite() returns and start it again when called.
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* used so that you can audit a specific subsystem or group of subsystems' synchronous call chain.
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*/
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var/profiler_focused = FALSE
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/*
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* The following variables are managed by the MC and should not be modified directly.
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*/
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/// Last world.time the subsystem completed a run (as in wasn't paused by [MC_TICK_CHECK])
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var/last_fire = 0
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/// Scheduled world.time for next fire()
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var/next_fire = 0
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/// Running average of the amount of milliseconds it takes the subsystem to complete a run (including all resumes but not the time spent paused)
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var/cost = 0
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/// Running average of the amount of tick usage in percents of a tick it takes the subsystem to complete a run
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var/tick_usage = 0
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/// Running average of the amount of tick usage (in percents of a game tick) the subsystem has spent past its allocated time without pausing
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var/tick_overrun = 0
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/// Flat list of usage and time, every odd index is a log time, every even index is a usage
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var/list/rolling_usage = list()
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/// How much of a tick (in percents of a tick) were we allocated last fire.
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var/tick_allocation_last = 0
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/// How much of a tick (in percents of a tick) do we get allocated by the mc on avg.
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var/tick_allocation_avg = 0
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/// 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
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var/state = SS_IDLE
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/// Tracks how many times a subsystem has ever slept in fire().
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var/slept_count = 0
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/// Tracks how many fires the subsystem has consecutively paused on in the current run
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var/paused_ticks = 0
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/// Tracks how much of a tick the subsystem has consumed in the current run
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var/paused_tick_usage
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/// Tracks how many fires the subsystem takes to complete a run on average.
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var/ticks = 1
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/// Tracks the amount of completed runs for the subsystem
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var/times_fired = 0
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/// How many fires have we been requested to postpone
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var/postponed_fires = 0
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/// Time the subsystem entered the queue, (for timing and priority reasons)
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var/queued_time = 0
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/// Priority at the time the subsystem entered the queue. Needed to avoid changes in priority (by admins and the like) from breaking things.
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var/queued_priority
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/// How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out!
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var/static/list/failure_strikes
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/// Next subsystem in the queue of subsystems to run this tick
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var/datum/controller/subsystem/queue_next
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/// Previous subsystem in the queue of subsystems to run this tick
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var/datum/controller/subsystem/queue_prev
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/// String to store an applicable error message for a subsystem crashing, used to help debug crashes in contexts such as Continuous Integration/Unit Tests
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var/initialization_failure_message = null
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//Do not blindly add vars here to the bottom, put it where it goes above
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//If your var only has two values, put it in as a flag.
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//Do not override
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///datum/controller/subsystem/New()
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// Used to initialize the subsystem BEFORE the map has loaded
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// Called AFTER Recover if that is called
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// Prefer to use Initialize if possible
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/datum/controller/subsystem/proc/PreInit()
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return
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///This is used so the mc knows when the subsystem sleeps. do not override.
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/datum/controller/subsystem/proc/ignite(resumed = FALSE)
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SHOULD_NOT_OVERRIDE(TRUE)
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set waitfor = FALSE
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. = SS_IDLE
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tick_allocation_last = Master.current_ticklimit-(TICK_USAGE)
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tick_allocation_avg = MC_AVERAGE(tick_allocation_avg, tick_allocation_last)
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. = SS_SLEEPING
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fire(resumed)
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. = state
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if (state == SS_SLEEPING)
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slept_count++
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state = SS_IDLE
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if (state == SS_PAUSING)
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slept_count++
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var/QT = queued_time
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enqueue()
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state = SS_PAUSED
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queued_time = QT
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///previously, this would have been named 'process()' but that name is used everywhere for different things!
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///fire() seems more suitable. This is the procedure that gets called every 'wait' deciseconds.
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///Sleeping in here prevents future fires until returned.
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/datum/controller/subsystem/proc/fire(resumed = FALSE)
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flags |= SS_NO_FIRE
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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.")
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/datum/controller/subsystem/Destroy()
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dequeue()
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can_fire = 0
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flags |= SS_NO_FIRE
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if (Master)
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Master.subsystems -= src
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return ..()
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/** Update next_fire for the next run.
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* reset_time (bool) - Ignore things that would normally alter the next fire, like tick_overrun, and last_fire. (also resets postpone)
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*/
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/datum/controller/subsystem/proc/update_nextfire(reset_time = FALSE)
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var/queue_node_flags = flags
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if (reset_time)
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postponed_fires = 0
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if (queue_node_flags & SS_TICKER)
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next_fire = world.time + (world.tick_lag * wait)
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else
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next_fire = world.time + wait
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return
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if (queue_node_flags & SS_TICKER)
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next_fire = world.time + (world.tick_lag * wait)
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else if (queue_node_flags & SS_POST_FIRE_TIMING)
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next_fire = world.time + wait + (world.tick_lag * (tick_overrun/100))
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else if (queue_node_flags & SS_KEEP_TIMING)
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next_fire += wait
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else
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next_fire = queued_time + wait + (world.tick_lag * (tick_overrun/100))
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///Queue it to run.
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/// (we loop thru a linked list until we get to the end or find the right point)
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/// (this lets us sort our run order correctly without having to re-sort the entire already sorted list)
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/datum/controller/subsystem/proc/enqueue()
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var/SS_priority = priority
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var/SS_flags = flags
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var/datum/controller/subsystem/queue_node
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var/queue_node_priority
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var/queue_node_flags
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for (queue_node = Master.queue_head; queue_node; queue_node = queue_node.queue_next)
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queue_node_priority = queue_node.queued_priority
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queue_node_flags = queue_node.flags
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if (queue_node_flags & (SS_TICKER|SS_BACKGROUND) == SS_TICKER)
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if ((SS_flags & (SS_TICKER|SS_BACKGROUND)) != SS_TICKER)
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continue
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if (queue_node_priority < SS_priority)
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break
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else if (queue_node_flags & SS_BACKGROUND)
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if (!(SS_flags & SS_BACKGROUND))
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break
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if (queue_node_priority < SS_priority)
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break
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else
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if (SS_flags & SS_BACKGROUND)
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continue
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if (SS_flags & SS_TICKER)
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break
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if (queue_node_priority < SS_priority)
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break
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queued_time = world.time
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queued_priority = SS_priority
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state = SS_QUEUED
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if (SS_flags & SS_BACKGROUND) //update our running total
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Master.queue_priority_count_bg += SS_priority
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else
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Master.queue_priority_count += SS_priority
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queue_next = queue_node
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if (!queue_node)//we stopped at the end, add to tail
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queue_prev = Master.queue_tail
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if (Master.queue_tail)
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Master.queue_tail.queue_next = src
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else //empty queue, we also need to set the head
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Master.queue_head = src
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Master.queue_tail = src
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else if (queue_node == Master.queue_head)//insert at start of list
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Master.queue_head.queue_prev = src
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Master.queue_head = src
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queue_prev = null
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else
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queue_node.queue_prev.queue_next = src
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queue_prev = queue_node.queue_prev
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queue_node.queue_prev = src
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/datum/controller/subsystem/proc/dequeue()
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if (queue_next)
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queue_next.queue_prev = queue_prev
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if (queue_prev)
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queue_prev.queue_next = queue_next
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if (Master && (src == Master.queue_tail))
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Master.queue_tail = queue_prev
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if (Master && (src == Master.queue_head))
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Master.queue_head = queue_next
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queued_time = 0
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if (state == SS_QUEUED)
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state = SS_IDLE
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/datum/controller/subsystem/proc/pause()
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. = 1
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switch(state)
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if(SS_RUNNING)
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state = SS_PAUSED
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if(SS_SLEEPING)
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state = SS_PAUSING
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/// Called after the config has been loaded or reloaded.
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/datum/controller/subsystem/proc/OnConfigLoad()
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/**
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* Used to initialize the subsystem. This is expected to be overriden by subtypes.
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*/
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/datum/controller/subsystem/Initialize()
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return SS_INIT_NONE
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/datum/controller/subsystem/stat_entry(msg)
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if(can_fire && !(SS_NO_FIRE & flags) && init_stage <= Master.init_stage_completed)
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msg = "[round(cost,1)]ms|[round(tick_usage,1)]%([round(tick_overrun,1)]%)|[round(ticks,0.1)]\t[msg]"
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else
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msg = "OFFLINE\t[msg]"
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return msg
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/datum/controller/subsystem/proc/state_letter()
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switch (state)
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if (SS_RUNNING)
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. = "R"
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if (SS_QUEUED)
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. = "Q"
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if (SS_PAUSED, SS_PAUSING)
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. = "P"
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if (SS_SLEEPING)
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. = "S"
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if (SS_IDLE)
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. = " "
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/// Causes the next "cycle" fires to be missed. Effect is accumulative but can reset by calling update_nextfire(reset_time = TRUE)
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/datum/controller/subsystem/proc/postpone(cycles = 1)
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if (can_fire && cycles >= 1)
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postponed_fires += cycles
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/// Prunes out of date entries in our rolling usage list
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/datum/controller/subsystem/proc/prune_rolling_usage()
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var/list/rolling_usage = src.rolling_usage
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var/cut_to = 0
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while(cut_to + 2 <= length(rolling_usage) && rolling_usage[cut_to + 1] < DS2TICKS(world.time - Master.rolling_usage_length))
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cut_to += 2
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if(cut_to)
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rolling_usage.Cut(1, cut_to + 1)
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//usually called via datum/controller/subsystem/New() when replacing a subsystem (i.e. due to a recurring crash)
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//should attempt to salvage what it can from the old instance of subsystem
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/datum/controller/subsystem/Recover()
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/datum/controller/subsystem/vv_edit_var(var_name, var_value)
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switch (var_name)
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if (NAMEOF(src, can_fire))
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//this is so the subsystem doesn't rapid fire to make up missed ticks causing more lag
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if (var_value)
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update_nextfire(reset_time = TRUE)
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if (NAMEOF(src, queued_priority)) //editing this breaks things.
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return FALSE
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. = ..()
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