Files
Bubberstation/code/controllers/master_controller.dm
carnie a029a49392 SubSystem rewrite
Misc:

+Fixes unreported issue with initializing lighting on a specific zlevel

+Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors.

+Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case)

+New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions.

+Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes.

+New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects.

+All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise.

-Removed 'quadratic lighting', can add this back at some point. Sorry.

+modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else.

+Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi.

-Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow.

+All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you)

+MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin.

-removed the push_mob_back stuff due to conflicting changes. Sorry Giacom.

_OK, NOW THE ACTUAL INTERESTING STUFF_

Following systems moved over to subsystem datums:
air_master
garbage_manager
lighting_controller
process_mobs (aka Life())
nanomanager
power
sun
pipenets
AFK kick loops
shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles
voting
bots
radio
diseases
events
jobs
objects
ticker

Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue.

Many system-specific global variables have been refactored into

All tickers which previously used world.timeofday now use world.time

some subsystems can iterate before round start. this resolves the issue with votes not working pregame
2014-12-31 13:25:41 +00:00

125 lines
4.0 KiB
Plaintext

//simplified MC that is designed to fail when procs 'break'. When it fails it's just replaced with a new one.
//It ensures master_controller.process() is never doubled up by killing the MC (hence terminating any of its sleeping procs)
//Update: all core-systems are now placed inside subsystem datums. This makes them highly configurable and easy to work with.
var/global/datum/controller/game_controller/master_controller = new()
/datum/controller/game_controller
var/processing_interval = 1 //The minimum length of time between MC ticks (in deciseconds). The highest this can be without affecting schedules, is the GCD of all subsystem var/wait. Set to 0 to disable all processing.
var/iteration = 0
var/cost = 0
var/last_thing_processed
var/list/subsystems = list()
/datum/controller/game_controller/New()
//There can be only one master_controller. Out with the old and in with the new.
if(master_controller != src)
if(istype(master_controller))
Recover()
master_controller.Del()
else
init_subtypes(/datum/subsystem, subsystems)
master_controller = src
/*
calculate the longest number of ticks the MC can wait between each cycle without causing subsystems to not fire on schedule
Note: you can set the datum's defined processing_interval to some integer to set an -absolute- minimum wait duration.
*/
var/GCD
for(var/datum/subsystem/SS in subsystems)
if(SS.wait)
GCD = Gcd(SS.wait, GCD)
GCD = round(GCD)
if(GCD > processing_interval)
processing_interval = GCD
/datum/controller/game_controller/proc/setup()
world << "<span class='userdanger'>Initializing Subsystems...</span>"
//sort subsystems by priority, so they initialize in the correct order
sortTim(subsystems, /proc/cmp_subsystem_priority)
createRandomZlevel() //gate system
setup_map_transitions()
for(var/i=0, i<max_secret_rooms, i++)
make_mining_asteroid_secret()
//Eventually all this other setup stuff should be contained in subsystems and done in subsystem.Initialize()
for(var/datum/subsystem/S in subsystems)
S.Initialize(world.timeofday)
sleep(-1)
world << "<span class='userdanger'>Initializations complete</span>"
world.log << "Initializations complete"
world.sleep_offline = 1
world.fps = config.fps
sleep(50)
process()
//used for smoothing out the cost values so they don't fluctuate wildly
#define MC_AVERAGE(average, current) (0.8*(average) + 0.2*(current))
/datum/controller/game_controller/proc/process()
if(!Failsafe) new /datum/controller/failsafe()
spawn(0)
var/timer = world.time
for(var/datum/subsystem/SS in subsystems)
timer += processing_interval
SS.next_fire = timer
var/start_time
var/cpu
while(1) //far more efficient than recursively calling ourself
if(processing_interval > 0)
++iteration
start_time = world.timeofday
for(var/datum/subsystem/SS in subsystems)
if(SS.next_fire <= world.time)
SS.next_fire += SS.wait
if(SS.can_fire > 0)
timer = world.timeofday
cpu = world.cpu
last_thing_processed = SS.type
SS.last_fire = world.time
SS.fire()
SS.cpu = MC_AVERAGE(SS.cpu, world.cpu - cpu)
SS.cost = MC_AVERAGE(SS.cost, world.timeofday - timer)
++SS.times_fired
sleep(-1)
cost = MC_AVERAGE(cost, world.timeofday - start_time)
sleep(processing_interval)
else
sleep(50)
#undef MC_AVERAGE
/datum/controller/game_controller/proc/roundHasStarted()
for(var/datum/subsystem/SS in subsystems)
SS.can_fire = 1
/datum/controller/game_controller/proc/Recover()
var/msg = "## DEBUG: [time2text(world.timeofday)] MC restarted. Reports:\n"
for(var/varname in master_controller.vars)
switch(varname)
if("tag","bestF","type","parent_type","vars") continue
else
var/varval = master_controller.vars[varname]
if(istype(varval,/datum))
var/datum/D = varval
msg += "\t [varname] = [D.type]\n"
else
msg += "\t [varname] = [varval]\n"
world.log << msg
subsystems = master_controller.subsystems