Files
Bubberstation/code/ATMOSPHERICS/components/binary_devices/binary_atmos_base.dm
MrPerson 9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00

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obj/machinery/atmospherics/binary
dir = SOUTH
initialize_directions = SOUTH|NORTH
use_power = 1
var/datum/gas_mixture/air1
var/datum/gas_mixture/air2
var/obj/machinery/atmospherics/node1
var/obj/machinery/atmospherics/node2
var/datum/pipe_network/network1
var/datum/pipe_network/network2
New()
..()
switch(dir)
if(NORTH)
initialize_directions = NORTH|SOUTH
if(SOUTH)
initialize_directions = NORTH|SOUTH
if(EAST)
initialize_directions = EAST|WEST
if(WEST)
initialize_directions = EAST|WEST
air1 = new
air2 = new
air1.volume = 200
air2.volume = 200
// Housekeeping and pipe network stuff below
network_expand(datum/pipe_network/new_network, obj/machinery/atmospherics/pipe/reference)
if(reference == node1)
network1 = new_network
else if(reference == node2)
network2 = new_network
if(new_network.normal_members.Find(src))
return 0
new_network.normal_members += src
return null
Destroy()
loc = null
if(node1)
node1.disconnect(src)
del(network1)
if(node2)
node2.disconnect(src)
del(network2)
node1 = null
node2 = null
..()
initialize()
src.disconnect(src)
var/node2_connect = dir
var/node1_connect = turn(dir, 180)
for(var/obj/machinery/atmospherics/target in get_step(src,node1_connect))
if(target.initialize_directions & get_dir(target,src))
node1 = target
break
for(var/obj/machinery/atmospherics/target in get_step(src,node2_connect))
if(target.initialize_directions & get_dir(target,src))
node2 = target
break
update_icon()
build_network()
if(!network1 && node1)
network1 = new /datum/pipe_network()
network1.normal_members += src
network1.build_network(node1, src)
if(!network2 && node2)
network2 = new /datum/pipe_network()
network2.normal_members += src
network2.build_network(node2, src)
return_network(obj/machinery/atmospherics/reference)
build_network()
if(reference==node1)
return network1
if(reference==node2)
return network2
return null
reassign_network(datum/pipe_network/old_network, datum/pipe_network/new_network)
if(network1 == old_network)
network1 = new_network
if(network2 == old_network)
network2 = new_network
return 1
return_network_air(datum/pipe_network/reference)
var/list/results = list()
if(network1 == reference)
results += air1
if(network2 == reference)
results += air2
return results
disconnect(obj/machinery/atmospherics/reference)
if(reference==node1)
del(network1)
node1 = null
else if(reference==node2)
del(network2)
node2 = null
return null