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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request
As the title says.
`init_order` is no more, subsystems ordering now depends on their
declared dependencies.
Subsystems can now declare which other subsystems need to init before
them using a list and the subsystem's typepath
I.e.
```dm
dependencies = list(
/datum/controller/subsystem/atoms,
/datum/controller/subsystem/mapping
)
```
The reverse can also be done, if a subsystem must initialize after your
own:
```dm
dependents = list(
/datum/controller/subsystem/atoms
)
```
Cyclical dependencies are not allowed and will throw an error on
initialization if one is found.
There's also a debug tool to visualize the dependency graph, although
it's a bit basic:

Subsystem load ordering can still be controlled using `init_stage`, some
subsystems use this in cases where they must initialize first or last
regardless of dependencies. An error will be thrown if a subsystem has
an `init_stage` before one of their dependencies.
## Why It's Good For The Game
Makes dealing with subsystem dependencies easier, and reduces the chance
of making a dependency error when needing to shift around subsystem
inits.
## Changelog
🆑
refactor: Refactored subsystem initialization
/🆑
60 lines
2.3 KiB
Plaintext
60 lines
2.3 KiB
Plaintext
PROCESSING_SUBSYSTEM_DEF(instruments)
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name = "Instruments"
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wait = 0.5
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flags = SS_KEEP_TIMING
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priority = FIRE_PRIORITY_INSTRUMENTS
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/// List of all instrument data, associative id = datum
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var/static/list/datum/instrument/instrument_data = list()
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/// List of all song datums.
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var/static/list/datum/song/songs = list()
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/// Max lines in songs
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var/static/musician_maxlines = 600
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/// Max characters per line in songs
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var/static/musician_maxlinechars = 300
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/// Deciseconds between hearchecks. Too high and instruments seem to lag when people are moving around in terms of who can hear it. Too low and the server lags from this.
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var/static/musician_hearcheck_mindelay = 5
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/// Maximum instrument channels total instruments are allowed to use. This is so you don't have instruments deadlocking all sound channels.
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var/static/max_instrument_channels = MAX_INSTRUMENT_CHANNELS
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/// Current number of channels allocated for instruments
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var/static/current_instrument_channels = 0
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/// Single cached list for synthesizer instrument ids, so you don't have to have a new list with every synthesizer.
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var/static/list/synthesizer_instrument_ids
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var/static/list/note_sustain_modes = list(
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SUSTAIN_LINEAR,
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SUSTAIN_EXPONENTIAL,
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)
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/datum/controller/subsystem/processing/instruments/Initialize()
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initialize_instrument_data()
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synthesizer_instrument_ids = get_allowed_instrument_ids()
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return SS_INIT_SUCCESS
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/datum/controller/subsystem/processing/instruments/proc/on_song_new(datum/song/S)
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songs += S
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/datum/controller/subsystem/processing/instruments/proc/on_song_del(datum/song/S)
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songs -= S
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/datum/controller/subsystem/processing/instruments/proc/initialize_instrument_data()
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for(var/path in subtypesof(/datum/instrument))
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var/datum/instrument/I = path
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if(initial(I.abstract_type) == path)
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continue
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I = new path
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I.Initialize()
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if(!I.id)
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qdel(I)
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continue
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instrument_data[I.id] = I
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CHECK_TICK
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/datum/controller/subsystem/processing/instruments/proc/get_instrument(id_or_path)
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return instrument_data["[id_or_path]"]
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/datum/controller/subsystem/processing/instruments/proc/reserve_instrument_channel(datum/instrument/I)
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if(current_instrument_channels > max_instrument_channels)
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return
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. = SSsounds.reserve_sound_channel(I)
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if(!isnull(.))
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current_instrument_channels++
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