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Bubberstation/code/controllers/subsystem.dm
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/**
* # Subsystem base class
*
* Defines a subsystem to be managed by the [Master Controller][/datum/controller/master]
*
* Simply define a child of this subsystem, using the [SUBSYSTEM_DEF] macro, and the MC will handle registration.
* Changing the name is required
**/
/datum/controller/subsystem
// Metadata; you should define these.
/// Name of the subsystem - you must change this
name = "fire coderbus"
/// Determines which subsystems this subsystem is dependant on to initialize. Will initialize after all specified subsystems.
/// If init_stage is earlier than a dependent subsystem, will throw an error and push the init stage forward to that subsystem.
/// Usage: Put the typepaths of the subsystems that need to init before this one in this list.
var/list/dependencies = list()
/// The inverse of the dependencies. Can be set manually, but will also get evaluated at runtime. Turns into a list of instances at runtime.
/// Usage: Put the typepaths of the subsystems that need to init after this one in this list.
var/list/dependents
/// ID of the subsystem. Set automatically when the dependency graph is evaluated. Used primarily in determining order.
var/ordering_id = 0
/// Do not modify. Automatically set when the dependency graph is evaluated. Similar to ordering_id, but evaluated after init_stage.
var/init_order = 0
/// Time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
var/wait = 20
/// Priority Weight: When multiple subsystems need to run in the same tick, higher priority subsystems will be given a higher share of the tick before MC_TICK_CHECK triggers a sleep, higher priority subsystems also run before lower priority subsystems
var/priority = FIRE_PRIORITY_DEFAULT
/// [Subsystem flags][SS_NO_INIT] to control binary behavior. ss_flags must be set at compile time or before preinit finishes to take full effect. (You can also restart the mc to force them to process again)
var/ss_flags = NONE
/// Which stage does this subsystem init at. Earlier stages can fire while later stages init.
var/init_stage = INITSTAGE_MAIN
/// This var is set to `INITIALIZATION_INNEW_REGULAR` after the subsystem has been initialized.
var/initialized = FALSE
/// Set to 0 to prevent fire() calls, mostly for admin use or subsystems that may be resumed later
/// use the [SS_NO_FIRE] flag instead for systems that never fire to keep it from even being added to list that is checked every tick
var/can_fire = TRUE
///Bitmap of what game states can this subsystem fire at. See [RUNLEVELS_DEFAULT] for more details.
var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
/**
* boolean set by admins. if TRUE then this subsystem will stop the world profiler after ignite() returns and start it again when called.
* used so that you can audit a specific subsystem or group of subsystems' synchronous call chain.
*/
var/profiler_focused = FALSE
/*
* The following variables are managed by the MC and should not be modified directly.
*/
/// Last world.time the subsystem completed a run (as in wasn't paused by [MC_TICK_CHECK])
var/last_fire = 0
/// Scheduled world.time for next fire()
var/next_fire = 0
/// Running average of the amount of milliseconds it takes the subsystem to complete a run (including all resumes but not the time spent paused)
var/cost = 0
/// Running average of the amount of tick usage in percents of a tick it takes the subsystem to complete a run
var/tick_usage = 0
/// Running average of the amount of tick usage (in percents of a game tick) the subsystem has spent past its allocated time without pausing
var/tick_overrun = 0
/// Flat list of usage and time, every odd index is a log time, every even index is a usage
var/list/rolling_usage = list()
/// How much of a tick (in percents of a tick) were we allocated last fire.
var/tick_allocation_last = 0
/// How much of a tick (in percents of a tick) do we get allocated by the mc on avg.
var/tick_allocation_avg = 0
/// Tracks the current execution state of the subsystem. Used to handle subsystems that sleep in fire so the mc doesn't run them again while they are sleeping
var/state = SS_IDLE
/// Tracks how many times a subsystem has ever slept in fire().
var/slept_count = 0
/// Tracks how many fires the subsystem has consecutively paused on in the current run
var/paused_ticks = 0
/// Tracks how much of a tick the subsystem has consumed in the current run
var/paused_tick_usage
/// Tracks how many fires the subsystem takes to complete a run on average.
var/ticks = 1
/// Tracks the amount of completed runs for the subsystem
var/times_fired = 0
/// How many fires have we been requested to postpone
var/postponed_fires = 0
/// Time the subsystem entered the queue, (for timing and priority reasons)
var/queued_time = 0
/// Priority at the time the subsystem entered the queue. Needed to avoid changes in priority (by admins and the like) from breaking things.
var/queued_priority
/// How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out!
var/static/list/failure_strikes
/// Next subsystem in the queue of subsystems to run this tick
var/datum/controller/subsystem/queue_next
/// Previous subsystem in the queue of subsystems to run this tick
var/datum/controller/subsystem/queue_prev
/// String to store an applicable error message for a subsystem crashing, used to help debug crashes in contexts such as Continuous Integration/Unit Tests
var/initialization_failure_message = null
//Do not blindly add vars here to the bottom, put it where it goes above
//If your var only has two values, put it in as a flag.
//Do not override
///datum/controller/subsystem/New()
// Used to initialize the subsystem BEFORE the map has loaded
// Called AFTER Recover if that is called
// Prefer to use Initialize if possible
/datum/controller/subsystem/proc/PreInit()
return
///This is used so the mc knows when the subsystem sleeps. do not override.
/datum/controller/subsystem/proc/ignite(resumed = FALSE)
SHOULD_NOT_OVERRIDE(TRUE)
set waitfor = FALSE
. = SS_IDLE
tick_allocation_last = Master.current_ticklimit-(TICK_USAGE)
tick_allocation_avg = MC_AVERAGE(tick_allocation_avg, tick_allocation_last)
. = SS_SLEEPING
fire(resumed)
. = state
if (state == SS_SLEEPING)
slept_count++
state = SS_IDLE
if (state == SS_PAUSING)
slept_count++
var/QT = queued_time
enqueue()
state = SS_PAUSED
queued_time = QT
///previously, this would have been named 'process()' but that name is used everywhere for different things!
///fire() seems more suitable. This is the procedure that gets called every 'wait' deciseconds.
///Sleeping in here prevents future fires until returned.
/datum/controller/subsystem/proc/fire(resumed = FALSE)
ss_flags |= SS_NO_FIRE
CRASH("Subsystem [src]([type]) does not fire() but did not set the SS_NO_FIRE flag. Please add the SS_NO_FIRE flag to any subsystem that doesn't fire so it doesn't get added to the processing list and waste cpu.")
/datum/controller/subsystem/Destroy()
dequeue()
can_fire = 0
ss_flags |= SS_NO_FIRE
if (Master)
Master.subsystems -= src
return ..()
/** Update next_fire for the next run.
* reset_time (bool) - Ignore things that would normally alter the next fire, like tick_overrun, and last_fire. (also resets postpone)
*/
/datum/controller/subsystem/proc/update_nextfire(reset_time = FALSE)
var/queue_node_flags = ss_flags
if (reset_time)
postponed_fires = 0
if (queue_node_flags & SS_TICKER)
next_fire = world.time + (world.tick_lag * wait)
else
next_fire = world.time + wait
return
if (queue_node_flags & SS_TICKER)
next_fire = world.time + (world.tick_lag * wait)
else if (queue_node_flags & SS_POST_FIRE_TIMING)
next_fire = world.time + wait + (world.tick_lag * (tick_overrun/100))
else if (queue_node_flags & SS_KEEP_TIMING)
next_fire += wait
else
next_fire = queued_time + wait + (world.tick_lag * (tick_overrun/100))
///Queue it to run.
/// (we loop thru a linked list until we get to the end or find the right point)
/// (this lets us sort our run order correctly without having to re-sort the entire already sorted list)
/datum/controller/subsystem/proc/enqueue()
var/SS_priority = priority
var/SS_flags = ss_flags
var/datum/controller/subsystem/queue_node
var/queue_node_priority
var/queue_node_flags
for (queue_node = Master.queue_head; queue_node; queue_node = queue_node.queue_next)
queue_node_priority = queue_node.queued_priority
queue_node_flags = queue_node.ss_flags
if (queue_node_flags & (SS_TICKER|SS_BACKGROUND) == SS_TICKER)
if ((SS_flags & (SS_TICKER|SS_BACKGROUND)) != SS_TICKER)
continue
if (queue_node_priority < SS_priority)
break
else if (queue_node_flags & SS_BACKGROUND)
if (!(SS_flags & SS_BACKGROUND))
break
if (queue_node_priority < SS_priority)
break
else
if (SS_flags & SS_BACKGROUND)
continue
if (SS_flags & SS_TICKER)
break
if (queue_node_priority < SS_priority)
break
queued_time = world.time
queued_priority = SS_priority
state = SS_QUEUED
if (SS_flags & SS_BACKGROUND) //update our running total
Master.queue_priority_count_bg += SS_priority
else
Master.queue_priority_count += SS_priority
queue_next = queue_node
if (!queue_node)//we stopped at the end, add to tail
queue_prev = Master.queue_tail
if (Master.queue_tail)
Master.queue_tail.queue_next = src
else //empty queue, we also need to set the head
Master.queue_head = src
Master.queue_tail = src
else if (queue_node == Master.queue_head)//insert at start of list
Master.queue_head.queue_prev = src
Master.queue_head = src
queue_prev = null
else
queue_node.queue_prev.queue_next = src
queue_prev = queue_node.queue_prev
queue_node.queue_prev = src
/datum/controller/subsystem/proc/dequeue()
if (queue_next)
queue_next.queue_prev = queue_prev
if (queue_prev)
queue_prev.queue_next = queue_next
if (Master && (src == Master.queue_tail))
Master.queue_tail = queue_prev
if (Master && (src == Master.queue_head))
Master.queue_head = queue_next
queued_time = 0
if (state == SS_QUEUED)
state = SS_IDLE
/datum/controller/subsystem/proc/pause()
. = 1
switch(state)
if(SS_RUNNING)
state = SS_PAUSED
if(SS_SLEEPING)
state = SS_PAUSING
/// Called after the config has been loaded or reloaded.
/datum/controller/subsystem/proc/OnConfigLoad()
/**
* Used to initialize the subsystem. This is expected to be overridden by subtypes.
*/
/datum/controller/subsystem/Initialize()
return SS_INIT_NONE
/datum/controller/subsystem/stat_entry(msg)
if(can_fire && !(SS_NO_FIRE & ss_flags) && init_stage <= Master.init_stage_completed)
msg = "[round(cost,1)]ms|[round(tick_usage,1)]%([round(tick_overrun,1)]%)|[round(ticks,0.1)] [msg]"
else
msg = "OFFLINE\t[msg]"
return msg
/datum/controller/subsystem/proc/state_letter()
switch (state)
if (SS_RUNNING)
. = "R"
if (SS_QUEUED)
. = "Q"
if (SS_PAUSED, SS_PAUSING)
. = "P"
if (SS_SLEEPING)
. = "S"
if (SS_IDLE)
. = " "
/// Causes the next "cycle" fires to be missed. Effect is accumulative but can reset by calling update_nextfire(reset_time = TRUE)
/datum/controller/subsystem/proc/postpone(cycles = 1)
if (can_fire && cycles >= 1)
postponed_fires += cycles
/// Prunes out of date entries in our rolling usage list
/datum/controller/subsystem/proc/prune_rolling_usage()
var/list/rolling_usage = src.rolling_usage
var/cut_to = 0
while(cut_to + 2 <= length(rolling_usage) && rolling_usage[cut_to + 1] < DS2TICKS(world.time - Master.rolling_usage_length))
cut_to += 2
if(cut_to)
rolling_usage.Cut(1, cut_to + 1)
//usually called via datum/controller/subsystem/New() when replacing a subsystem (i.e. due to a recurring crash)
//should attempt to salvage what it can from the old instance of subsystem
/datum/controller/subsystem/Recover()
/datum/controller/subsystem/vv_edit_var(var_name, var_value)
switch (var_name)
if (NAMEOF(src, can_fire))
//this is so the subsystem doesn't rapid fire to make up missed ticks causing more lag
if (var_value)
update_nextfire(reset_time = TRUE)
if (NAMEOF(src, queued_priority)) //editing this breaks things.
return FALSE
. = ..()