Files
Bubberstation/code/__DEFINES/_tick.dm
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

11 lines
372 B
Plaintext

#define TICK_LIMIT_RUNNING 80
#define TICK_LIMIT_TO_RUN 70
#define TICK_LIMIT_MC 70
#define TICK_LIMIT_MC_INIT_DEFAULT 98
#define TICK_USAGE world.tick_usage //for general usage
#define TICK_USAGE_REAL world.tick_usage //to be used where the result isn't checked
#define TICK_CHECK ( TICK_USAGE > Master.current_ticklimit )
#define CHECK_TICK if TICK_CHECK stoplag()