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Fixes the mc getting all fucked up during midnight rollover Mc now tracks the tick_usage of every subsystem, and will skip running an expensive subsystem if we are too close to overrunning in a tick, waiting until next tick, unless that subsystem is excessively past due (because we kept skipping it). It now assumes that 20% of a tick should be saved for byond to do it's things, and stops running all subsystems once we get to 80% tick usage. Dynamic wait will only smooth out wait changes over 8 fires if the new wait is lower than the old wait, before it would smooth out wait increases as well as decreases. The fps throttle system is now 509 only. The mc will now run every 1ds, no GCD bullshit, as we want to spread things out more. Offline subsystems will still show their stat message DS is now rounded to 2 digits, not 3, to make room for the tick percentage bit, and because the 3rd digit was useless and all MoE
90 lines
3.7 KiB
Plaintext
90 lines
3.7 KiB
Plaintext
#define NEW_SS_GLOBAL(varname) if(varname != src){if(istype(varname)){Recover();qdel(varname);}varname = src;}
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/datum/subsystem
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// Metadata; you should define these.
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var/name //name of the subsystem
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var/priority = 0 //priority affects order of initialization. Higher priorities are initialized first, lower priorities later. Can be decimal and negative values.
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var/wait = 20 //time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
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var/display = 100 //display affects order the subsystem is displayed in the MC tab
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// Dynamic Wait
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// A system for scaling a subsystem's fire rate based on lag.
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// The algorithm is: (cost - dwait_buffer + subsystem_cost) * dwait_delta
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// Defaults are pretty sane for most use cases.
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// You can change how quickly it starts scaling back with dwait_buffer,
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// and you can change how much it scales back with dwait_delta.
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var/dynamic_wait = 0 //changes the wait based on the amount of time it took to process
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var/dwait_upper = 20 //longest wait can be under dynamic_wait
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var/dwait_lower = 5 //shortest wait can be under dynamic_wait
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var/dwait_delta = 7 //How much should processing time effect dwait. or basically: wait = cost*dwait_delta
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var/dwait_buffer = 0.7 //This number is subtracted from the processing time before calculating its new wait
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// Bookkeeping variables; probably shouldn't mess with these.
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var/can_fire = 0 //prevent fire() calls
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var/last_fire = 0 //last world.time we called fire()
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var/next_fire = 0 //scheduled world.time for next fire()
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var/cost = 0 //average time to execute
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#if DM_VERSION >= 510
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var/tick_usage = 0 //average tick usage
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#endif
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var/times_fired = 0 //number of times we have called fire()
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// The object used for the clickable stat() button.
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var/obj/effect/statclick/statclick
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// Used to initialize the subsystem BEFORE the map has loaded
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/datum/subsystem/New()
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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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//fire(), and the procs it calls, SHOULD NOT HAVE ANY SLEEP OPERATIONS in them!
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//YE BE WARNED!
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/datum/subsystem/proc/fire()
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can_fire = 0
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//used to initialize the subsystem AFTER the map has loaded
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/datum/subsystem/proc/Initialize(start_timeofday, zlevel)
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var/time = (world.timeofday - start_timeofday) / 10
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var/msg = "Initialized [name] subsystem within [time] seconds!"
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if(zlevel) // If only initialized for one Z-level.
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testing(msg)
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return time
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world << "<span class='boldannounce'>[msg]</span>"
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return time
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//hook for printing stats to the "MC" statuspanel for admins to see performance and related stats etc.
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/datum/subsystem/proc/stat_entry(msg)
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if(!statclick)
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statclick = new/obj/effect/statclick/debug("Initializing...", src)
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var/dwait = ""
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if(dynamic_wait)
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dwait = "DWait:[round(wait,0.1)]ds "
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if(can_fire)
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#if DM_VERSION >= 510
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msg = "[round(cost,0.01)]ds|[round(tick_usage,1)]%\t[dwait][msg]"
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#else
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msg = "[round(cost,0.01)]ds\t[dwait][msg]"
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#endif
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else
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msg = "OFFLINE\t[msg]"
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stat(name, statclick.update(msg))
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//could be used to postpone a costly subsystem for (default one) var/cycles, cycles
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//for instance, during cpu intensive operations like explosions
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/datum/subsystem/proc/postpone(cycles = 1)
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if(next_fire - world.time < wait)
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next_fire += (wait*cycles)
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//usually called via datum/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/subsystem/proc/Recover()
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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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/datum/subsystem/on_varedit(edited_var)
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if (edited_var == "can_fire" && can_fire)
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next_fire = world.time + wait
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