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Bubberstation/code/controllers/subsystem/movement/movement.dm
SkyratBot 2e7ad10f7e [MIRROR] Lemon fixes ci [MDB IGNORE] (#24942)
* Lemon fixes ci (#79384)

## About The Pull Request

Sets up moveloops to better catch issues with duplicated loops

Letting people modify the timer var AND have it track what bucket we're
in was a bad idea.
So instead let's store the queued time separate. Also makes
allowed_to_move return true/false instead of flags

This fixed? the null loop issue locally, I honestly have no damn idea
why. I'm gonna be working on the rest of ci here, left trackers so if it
pops up between now and merge I'll know what the issue is.

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Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>

* Lemon fixes ci

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>
2023-11-12 11:25:49 -05:00

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SUBSYSTEM_DEF(movement)
name = "Movement Loops"
flags = SS_NO_INIT|SS_BACKGROUND|SS_TICKER
wait = 1 //Fire each tick
/*
A breif aside about the bucketing system here
The goal is to allow for higher loads of semi long delays while reducing cpu usage
Bucket insertion and management are much less complex then what you might see in SStimer
This is intentional, as we loop our delays much more often then that ss is designed for
We also have much shorter term timers, so we need to worry about redundant buckets much less
*/
///Assoc list of "target time" -> list(things to process). Used for quick lookup
var/list/buckets = list()
///Sorted list of list(target time, bucket to process)
var/list/sorted_buckets = list()
///The time we started our last fire at
var/canonical_time = 0
///The visual delay of the subsystem
var/visual_delay = 1
/datum/controller/subsystem/movement/stat_entry(msg)
var/total_len = 0
for(var/list/bucket as anything in sorted_buckets)
total_len += length(bucket[MOVEMENT_BUCKET_LIST])
msg = "B:[length(sorted_buckets)] E:[total_len]"
return ..()
/datum/controller/subsystem/movement/Recover()
//Get ready this is gonna be horrible
//We need to do this to support subtypes by the by
var/list/typenames = return_typenames(src.type)
var/our_name = typenames[length(typenames)] //Get the last name in the list, IE the subsystem identifier
var/datum/controller/subsystem/movement/old_version = global.vars["SS[our_name]"]
buckets = old_version.buckets
sorted_buckets = old_version.sorted_buckets
/datum/controller/subsystem/movement/fire(resumed)
if(!resumed)
canonical_time = world.time
for(var/list/bucket_info as anything in sorted_buckets)
var/time = bucket_info[MOVEMENT_BUCKET_TIME]
if(time > canonical_time || MC_TICK_CHECK)
return
pour_bucket(bucket_info)
/// Processes a bucket of movement loops (This should only ever be called by fire(), it exists to prevent runtime fuckery)
/datum/controller/subsystem/movement/proc/pour_bucket(list/bucket_info)
var/list/processing = bucket_info[MOVEMENT_BUCKET_LIST] // Cache for lookup speed
while(processing.len)
var/datum/move_loop/loop = processing[processing.len]
processing.len--
// No longer queued since we just got removed from the loop
loop.queued_time = null
loop.process() //This shouldn't get nulls, if it does, runtime
if(!QDELETED(loop) && loop.status & MOVELOOP_STATUS_QUEUED) //Re-Insert the loop
loop.status &= ~MOVELOOP_STATUS_QUEUED
loop.timer = world.time + loop.delay
queue_loop(loop)
if (MC_TICK_CHECK)
break
if(length(processing))
return // Still work to be done
var/bucket_time = bucket_info[MOVEMENT_BUCKET_TIME]
smash_bucket(1, bucket_time) // We assume we're the first bucket in the queue right now
visual_delay = MC_AVERAGE_FAST(visual_delay, max((world.time - canonical_time) / wait, 1))
/// Removes a bucket from our system. You only need to pass in the time, but if you pass in the index of the list you save us some work
/datum/controller/subsystem/movement/proc/smash_bucket(index, bucket_time)
var/sorted_length = length(sorted_buckets)
if(!index)
index = sorted_length + 1 // let's setup the failure condition
for(var/i in 1 to sorted_length)
var/list/bucket_info = sorted_buckets[i]
if(bucket_info[MOVEMENT_BUCKET_TIME] != bucket_time)
continue
index = i
break
//This is technically possible, if our bucket is smashed inside the loop's process
//Let's be nice, the cost of doing it is cheap
if(index > sorted_length || !buckets["[bucket_time]"])
return
sorted_buckets.Cut(index, index + 1) //Removes just this list
//Removes the assoc lookup too
buckets -= "[bucket_time]"
/datum/controller/subsystem/movement/proc/queue_loop(datum/move_loop/loop)
if(loop.status & MOVELOOP_STATUS_QUEUED)
stack_trace("A move loop attempted to queue while already queued")
return
loop.queued_time = loop.timer
loop.status |= MOVELOOP_STATUS_QUEUED
var/list/our_bucket = buckets["[loop.queued_time]"]
// If there's no bucket for this, lets set them up
if(!our_bucket)
buckets["[loop.queued_time]"] = list()
our_bucket = buckets["[loop.queued_time]"]
// This makes assoc buckets and sorted buckets point to the same place, allowing for quicker inserts
var/list/new_bucket = list(list(loop.queued_time, our_bucket))
var/list/compare_item = list(loop.queued_time)
BINARY_INSERT_DEFINE(new_bucket, sorted_buckets, SORT_VAR_NO_TYPE, compare_item, SORT_FIRST_INDEX, COMPARE_KEY)
our_bucket += loop
/datum/controller/subsystem/movement/proc/dequeue_loop(datum/move_loop/loop)
// Go home, you're not here anyway
if(!(loop.status & MOVELOOP_STATUS_QUEUED))
return
if(isnull(loop.queued_time)) // This happens if a moveloop is dequeued while handling process()
loop.status &= ~MOVELOOP_STATUS_QUEUED
return
var/list/our_entries = buckets["[loop.queued_time]"]
our_entries -= loop
if(!length(our_entries))
smash_bucket(bucket_time = loop.queued_time) // We can't pass an index in for context because we don't know our position
loop.queued_time = null
loop.status &= ~MOVELOOP_STATUS_QUEUED
/datum/controller/subsystem/movement/proc/add_loop(datum/move_loop/add)
if(add.status & MOVELOOP_STATUS_QUEUED)
CRASH("Loop being added that is already queued.")
add.loop_started()
if(QDELETED(add) || add.status & MOVELOOP_STATUS_QUEUED)
return
queue_loop(add)
/datum/controller/subsystem/movement/proc/remove_loop(datum/move_loop/remove)
dequeue_loop(remove)
remove.loop_stopped()