Files
Bubberstation/code/controllers/master.dm
MrStonedOne c91c592f04 MC: tweaks, midnight rollover fix, and some 510 work
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
2016-02-07 18:03:19 -08:00

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/**
* CarnMC
*
* Simplified MC; designed to fail fast and respawn.
* This ensures Master.process() never doubles up.
* It will kill itself and any sleeping procs if needed.
*
* All core systems are subsystems.
* They are process()'d by this Master Controller.
**/
var/global/datum/controller/master/Master = new()
/datum/controller/master
name = "Master"
// The minimum length of time between MC ticks (in deciseconds).
// The highest this can be without affecting schedules is the GCD of all subsystem waits.
// Set to 0 to disable all processing.
var/processing_interval = 1
// The iteration of the MC.
var/iteration = 0
// The cost (in deciseconds) of the MC loop.
var/cost = 0
#if DM_VERSION < 510
// The old fps when we slow it down to prevent lag.
var/old_fps
#endif
// A list of subsystems to process().
var/list/subsystems = list()
// The cost of running the subsystems (in deciseconds).
var/subsystem_cost = 0
// The type of the last subsystem to be process()'d.
var/last_type_processed
/datum/controller/master/New()
// Highlander-style: there can only be one! Kill off the old and replace it with the new.
if(Master != src)
if(istype(Master))
Recover()
qdel(Master)
else
init_subtypes(/datum/subsystem, subsystems)
Master = src
/datum/controller/master/Destroy()
..()
// Tell qdel() to Del() this object.
return QDEL_HINT_HARDDEL_NOW
/datum/controller/master/proc/Recover()
var/msg = "## DEBUG: [time2text(world.timeofday)] MC restarted. Reports:\n"
for(var/varname in Master.vars)
switch(varname)
if("name", "tag", "bestF", "type", "parent_type", "vars", "statclick") // Built-in junk.
continue
else
var/varval = Master.vars[varname]
if(istype(varval, /datum)) // Check if it has a type var.
var/datum/D = varval
msg += "\t [varname] = [D.type]\n"
else
msg += "\t [varname] = [varval]\n"
world.log << msg
subsystems = Master.subsystems
/datum/controller/master/proc/Setup(zlevel)
// Per-Z-level subsystems.
if(zlevel && zlevel > 0 && zlevel <= world.maxz)
for(var/datum/subsystem/SS in subsystems)
SS.Initialize(world.timeofday, zlevel)
sleep(-1)
return
world << "<span class='boldannounce'>Initializing subsystems...</span>"
preloadTemplates()
// Pick a random away mission.
createRandomZlevel()
// Generate asteroid.
make_mining_asteroid_secrets()
// Set up Z-level transistions.
setup_map_transitions()
// Sort subsystems by priority, so they initialize in the correct order.
sortTim(subsystems, /proc/cmp_subsystem_priority)
// Initialize subsystems.
for(var/datum/subsystem/SS in subsystems)
SS.Initialize(world.timeofday, zlevel)
sleep(-1)
world << "<span class='boldannounce'>Initializations complete!</span>"
// Sort subsystems by display setting for easy access.
sortTim(subsystems, /proc/cmp_subsystem_display)
// Set world options.
world.sleep_offline = 1
world.fps = config.fps
sleep(-1)
// Loop.
Master.process()
// Notify the MC that the round has started.
/datum/controller/master/proc/RoundStart()
for(var/datum/subsystem/SS in subsystems)
SS.can_fire = 1
SS.next_fire = world.time + rand(0, SS.wait) // Stagger subsystems.
// Used to smooth out costs to try and avoid oscillation.
#define MC_AVERAGE_FAST(average, current) (0.7 * (average) + 0.3 * (current))
#define MC_AVERAGE(average, current) (0.8 * (average) + 0.2 * (current))
#define MC_AVERAGE_SLOW(average, current) (0.9 * (average) + 0.1 * (current))
/datum/controller/master/process()
if(!Failsafe)
new/datum/controller/failsafe() // (re)Start the failsafe.
spawn(0)
// Schedule the first run of the Subsystems.
var/timer = world.time
for(var/datum/subsystem/SS in subsystems)
timer += processing_interval
SS.next_fire = timer
var/start_time
while(1) // More efficient than recursion, 1 to avoid an infinite loop.
if(processing_interval > 0)
++iteration
var/startingtick = world.time // Store when we started this iteration.
start_time = world.timeofday
var/ran_subsystems = 0
for(var/datum/subsystem/SS in subsystems)
#if DM_VERSION >= 510
if (world.tick_usage > 80)
#else
if(world.cpu >= 100)
#endif
break
if(SS.can_fire > 0)
if(SS.next_fire <= world.time && SS.last_fire + (SS.wait * 0.75) <= world.time) // Check if it's time.
#if DM_VERSION >= 510
if (world.tick_usage + SS.tick_usage > 80 && SS.last_fire + (SS.wait*1.25) > world.time)
continue
#endif
ran_subsystems = 1
timer = world.timeofday
last_type_processed = SS.type
SS.last_fire = world.time
#if DM_VERSION >= 510
var/tick_usage = world.tick_usage
#endif
SS.fire() // Fire the subsystem and record the cost.
#if DM_VERSION >= 510
var/newusage = max(world.tick_usage - tick_usage, 0)
if (newusage < SS.tick_usage)
SS.tick_usage = MC_AVERAGE_SLOW(SS.tick_usage,world.tick_usage - tick_usage)
else
SS.tick_usage = MC_AVERAGE_FAST(SS.tick_usage,world.tick_usage - tick_usage)
#endif
SS.cost = max(MC_AVERAGE(SS.cost, world.timeofday - timer), 0)
if(SS.dynamic_wait) // Adjust wait depending on lag.
var/oldwait = SS.wait
var/global_delta = (subsystem_cost - (SS.cost / (SS.wait / 10))) - 1
var/newwait = (SS.cost - SS.dwait_buffer + global_delta) * SS.dwait_delta
newwait = newwait * (world.cpu / 100 + 1)
//smooth out wait changes, but only if going down
if(newwait < oldwait)
newwait = MC_AVERAGE(oldwait, newwait)
SS.wait = Clamp(newwait, SS.dwait_lower, SS.dwait_upper)
SS.next_fire = world.time + SS.wait
else
SS.next_fire += SS.wait
++SS.times_fired
// If we caused BYOND to miss a tick, stop processing for a bit...
if(startingtick < world.time || start_time + 1 < world.timeofday)
break
sleep(0)
cost = max(MC_AVERAGE(cost, world.timeofday - start_time), 0)
if(ran_subsystems)
var/oldcost = subsystem_cost
var/newcost = 0
for(var/datum/subsystem/SS in subsystems)
if (!SS.can_fire)
continue
newcost += SS.cost / (SS.wait / 10)
subsystem_cost = MC_AVERAGE(oldcost, newcost)
var/extrasleep = 0
// If we are loading the server too much, sleep a bit extra...
if(world.cpu >= 75)
extrasleep += (extrasleep + processing_interval) * ((world.cpu-50)/10)
#if DM_VERSION < 510
if(world.cpu >= 100)
if(!old_fps)
old_fps = world.fps
//byond bug, if we go over 120 fps and world.fps is higher then 10, the bad things that happen are made worst.
world.fps = 10
else if(old_fps && world.cpu < 50)
world.fps = old_fps
old_fps = null
#endif
sleep(processing_interval + extrasleep)
else
sleep(50)
#undef MC_AVERAGE
/datum/controller/master/proc/stat_entry()
if(!statclick)
statclick = new/obj/effect/statclick/debug("Initializing...", src)
stat("Master Controller:", statclick.update("[round(Master.cost, 0.01)]ds (Interval: [Master.processing_interval] | Iteration:[Master.iteration])"))