Files
Bubberstation/code/world.dm
Kyle Spier-Swenson 235b79fb5a StonedMC, the bastard love child of GoonPS and CarnMC (#17987)
Basically, they key difference between StonedMC and CarnMC is that when multiple ticks want to run at the same byond tick, we divvy up the tick between the subsystems, rather then allow one subsystem to hog it all.

The key difference between StonedMC and GoonPS is that we allow the subsystems to tell us how to divvy up the tick using flags and priority.

The new SS_ flags allows us to select behaviors that used to be piggybacked as side effects of dynamic wait or default but sometimes unneeded behavior.

Dynamic wait is 100% gone, lower priority and SS_BACKGROUND are better more refined ways of doing this when combined with MC_TICK_CHECK

I have by design never looked at the inners of goonPS, so this is all original code but I know it uses two loops because of comments by goon devs on reddit threads, that design didn't make sense before, but when I can tell a SS how much of a byond tick it is allowed to have, knowing how many need to run this tick is helpful I also know a bit more about how it works from piecing together comments in #vgstation.

Detailed list of changes:

Subsystems now have flags, allowing fine grain control over things like rather or not it processes, inits, rather it's wait is how long between runs (post run timing) or how long between starts, and rather or not late fires should cause the next fire to be earlier.

Mc now has two loops One loop handles queuing shit, one loop handles running shit.

MC now splits up tick allotment rather than first come first serve Subsystems can even request a bigger share using higher priorities. (It will even resume subsystems it paused if other subsystems hadn't used as much as it predicted they might need)

Default fps is now 20 This is related enough to the MC and it's a change that's really long since over due

All code oddities are most likely to be necessities to lower overhead on the mc since it runs every tick
2016-06-16 18:01:16 +12:00

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/world
mob = /mob/new_player
turf = /turf/open/space
area = /area/space
view = "15x15"
cache_lifespan = 7
fps = 20
var/global/list/map_transition_config = MAP_TRANSITION_CONFIG
/world/New()
map_ready = 1
#if (PRELOAD_RSC == 0)
external_rsc_urls = file2list("config/external_rsc_urls.txt","\n")
var/i=1
while(i<=external_rsc_urls.len)
if(external_rsc_urls[i])
i++
else
external_rsc_urls.Cut(i,i+1)
#endif
//logs
var/date_string = time2text(world.realtime, "YYYY/MM-Month/DD-Day")
href_logfile = file("data/logs/[date_string] hrefs.htm")
diary = file("data/logs/[date_string].log")
diaryofmeanpeople = file("data/logs/[date_string] Attack.log")
diary << "\n\nStarting up. [time2text(world.timeofday, "hh:mm.ss")]\n---------------------"
diaryofmeanpeople << "\n\nStarting up. [time2text(world.timeofday, "hh:mm.ss")]\n---------------------"
changelog_hash = md5('html/changelog.html') //used for telling if the changelog has changed recently
make_datum_references_lists() //initialises global lists for referencing frequently used datums (so that we only ever do it once)
load_configuration()
load_mode()
load_motd()
load_admins()
if(config.usewhitelist)
load_whitelist()
appearance_loadbanfile()
LoadBans()
investigate_reset()
if(config && config.server_name != null && config.server_suffix && world.port > 0)
config.server_name += " #[(world.port % 1000) / 100]"
timezoneOffset = text2num(time2text(0,"hh")) * 36000
if(config.sql_enabled)
if(!setup_database_connection())
world.log << "Your server failed to establish a connection with the database."
else
world.log << "Database connection established."
data_core = new /datum/datacore()
spawn(10)
Master.Setup()
process_teleport_locs() //Sets up the wizard teleport locations
SortAreas() //Build the list of all existing areas and sort it alphabetically
#ifdef MAP_NAME
map_name = "[MAP_NAME]"
#else
map_name = "Unknown"
#endif
return
#define IRC_STATUS_THROTTLE 50
var/last_irc_status = 0
/world/Topic(T, addr, master, key)
if(config && config.log_world_topic)
diary << "TOPIC: \"[T]\", from:[addr], master:[master], key:[key]"
var/list/input = params2list(T)
var/key_valid = (global.comms_allowed && input["key"] == global.comms_key)
if("ping" in input)
var/x = 1
for (var/client/C in clients)
x++
return x
else if("players" in input)
var/n = 0
for(var/mob/M in player_list)
if(M.client)
n++
return n
else if("ircstatus" in input)
if(world.time - last_irc_status < IRC_STATUS_THROTTLE)
return
var/list/adm = get_admin_counts()
var/status = "Admins: [Sum(adm)] (Active: [adm["admins"]] AFK: [adm["afkadmins"]] Stealth: [adm["stealthadmins"]] Skipped: [adm["noflagadmins"]]). "
status += "Players: [clients.len] (Active: [get_active_player_count()]). Mode: [master_mode]."
send2irc("Status", status)
last_irc_status = world.time
else if("status" in input)
var/list/s = list()
s["version"] = game_version
s["mode"] = master_mode
s["respawn"] = config ? abandon_allowed : 0
s["enter"] = enter_allowed
s["vote"] = config.allow_vote_mode
s["ai"] = config.allow_ai
s["host"] = host ? host : null
s["active_players"] = get_active_player_count()
s["players"] = clients.len
s["revision"] = revdata.commit
s["revision_date"] = revdata.date
var/list/adm = get_admin_counts()
s["admins"] = adm["present"] + adm["afk"] //equivalent to the info gotten from adminwho
s["gamestate"] = 1
if(ticker)
s["gamestate"] = ticker.current_state
s["map_name"] = map_name ? map_name : "Unknown"
if(key_valid && ticker && ticker.mode)
s["real_mode"] = ticker.mode.name
// Key-authed callers may know the truth behind the "secret"
s["security_level"] = get_security_level()
s["round_duration"] = round(world.time/10)
// Amount of world's ticks in seconds, useful for calculating round duration
if(SSshuttle && SSshuttle.emergency)
s["shuttle_mode"] = SSshuttle.emergency.mode
// Shuttle status, see /__DEFINES/stat.dm
s["shuttle_timer"] = SSshuttle.emergency.timeLeft()
// Shuttle timer, in seconds
return list2params(s)
else if("announce" in input)
if(!key_valid)
return "Bad Key"
else
#define CHAT_PULLR 64 //defined in preferences.dm, but not available here at compilation time
for(var/client/C in clients)
if(C.prefs && (C.prefs.chat_toggles & CHAT_PULLR))
C << "<span class='announce'>PR: [input["announce"]]</span>"
#undef CHAT_PULLR
else if("crossmessage" in input)
if(!key_valid)
return
else
if(input["crossmessage"] == "Ahelp")
relay_msg_admins("<span class='adminnotice'><b><font color=red>HELP: </font> [input["source"]] [input["message"]]</b></span>")
/world/Reboot(var/reason, var/feedback_c, var/feedback_r, var/time)
if (reason == 1) //special reboot, do none of the normal stuff
if (usr)
log_admin("[key_name(usr)] Has requested an immediate world restart via client side debugging tools")
message_admins("[key_name_admin(usr)] Has requested an immediate world restart via client side debugging tools")
world << "<span class='boldannounce'>Rebooting World immediately due to host request</span>"
return ..(1)
var/delay
if(time)
delay = time
else
delay = config.round_end_countdown * 10
if(ticker.delay_end)
world << "<span class='boldannounce'>An admin has delayed the round end.</span>"
return
world << "<span class='boldannounce'>Rebooting World in [delay/10] [delay > 10 ? "seconds" : "second"]. [reason]</span>"
sleep(delay)
if(blackbox)
blackbox.save_all_data_to_sql()
if(ticker.delay_end)
world << "<span class='boldannounce'>Reboot was cancelled by an admin.</span>"
return
if(mapchanging)
world << "<span class='boldannounce'>Map change operation detected, delaying reboot.</span>"
rebootingpendingmapchange = 1
spawn(1200)
if(mapchanging)
mapchanging = 0 //map rotation can in some cases be finished but never exit, this is a failsafe
Reboot("Map change timed out", time = 10)
return
feedback_set_details("[feedback_c]","[feedback_r]")
log_game("<span class='boldannounce'>Rebooting World. [reason]</span>")
kick_clients_in_lobby("<span class='boldannounce'>The round came to an end with you in the lobby.</span>", 1) //second parameter ensures only afk clients are kicked
#ifdef dellogging
var/log = file("data/logs/del.log")
log << time2text(world.realtime)
for(var/index in del_counter)
var/count = del_counter[index]
if(count > 10)
log << "#[count]\t[index]"
#endif
spawn(0)
if(ticker && ticker.round_end_sound)
world << sound(ticker.round_end_sound)
else
world << sound(pick('sound/AI/newroundsexy.ogg','sound/misc/apcdestroyed.ogg','sound/misc/bangindonk.ogg','sound/misc/leavingtg.ogg')) // random end sounds!! - LastyBatsy
for(var/client/C in clients)
if(config.server) //if you set a server location in config.txt, it sends you there instead of trying to reconnect to the same world address. -- NeoFite
C << link("byond://[config.server]")
..(0)
var/inerror = 0
/world/Error(var/exception/e)
//runtime while processing runtimes
if (inerror)
inerror = 0
return ..(e)
inerror = 1
//newline at start is because of the "runtime error" byond prints that can't be timestamped.
e.name = "\n\[[time2text(world.timeofday,"hh:mm:ss")]\][e.name]"
//this is done this way rather then replace text to pave the way for processing the runtime reports more thoroughly
// (and because runtimes end with a newline, and we don't want to basically print an empty time stamp)
var/list/split = splittext(e.desc, "\n")
for (var/i in 1 to split.len)
if (split[i] != "")
split[i] = "\[[time2text(world.timeofday,"hh:mm:ss")]\][split[i]]"
e.desc = jointext(split, "\n")
inerror = 0
return ..(e)
/world/proc/load_mode()
var/list/Lines = file2list("data/mode.txt")
if(Lines.len)
if(Lines[1])
master_mode = Lines[1]
diary << "Saved mode is '[master_mode]'"
/world/proc/save_mode(the_mode)
var/F = file("data/mode.txt")
fdel(F)
F << the_mode
/world/proc/load_motd()
join_motd = file2text("config/motd.txt")
/world/proc/load_configuration()
protected_config = new /datum/protected_configuration()
config = new /datum/configuration()
config.load("config/config.txt")
config.load("config/game_options.txt","game_options")
config.loadsql("config/dbconfig.txt")
if (config.maprotation && SERVERTOOLS)
config.loadmaplist("config/maps.txt")
// apply some settings from config..
abandon_allowed = config.respawn
/world/proc/update_status()
var/s = ""
if (config && config.server_name)
s += "<b>[config.server_name]</b> &#8212; "
s += "<b>[station_name()]</b>";
s += " ("
s += "<a href=\"http://\">" //Change this to wherever you want the hub to link to.
// s += "[game_version]"
s += "Default" //Replace this with something else. Or ever better, delete it and uncomment the game version.
s += "</a>"
s += ")"
var/list/features = list()
if(ticker)
if(master_mode)
features += master_mode
else
features += "<b>STARTING</b>"
if (!enter_allowed)
features += "closed"
features += abandon_allowed ? "respawn" : "no respawn"
if (config && config.allow_vote_mode)
features += "vote"
if (config && config.allow_ai)
features += "AI allowed"
var/n = 0
for (var/mob/M in player_list)
if (M.client)
n++
if (n > 1)
features += "~[n] players"
else if (n > 0)
features += "~[n] player"
if (!host && config && config.hostedby)
features += "hosted by <b>[config.hostedby]</b>"
if (features)
s += ": [jointext(features, ", ")]"
status = s
#define FAILED_DB_CONNECTION_CUTOFF 5
var/failed_db_connections = 0
/proc/setup_database_connection()
if(failed_db_connections >= FAILED_DB_CONNECTION_CUTOFF) //If it failed to establish a connection more than 5 times in a row, don't bother attempting to connect anymore.
return 0
if(!dbcon)
dbcon = new()
var/user = sqlfdbklogin
var/pass = sqlfdbkpass
var/db = sqlfdbkdb
var/address = sqladdress
var/port = sqlport
dbcon.Connect("dbi:mysql:[db]:[address]:[port]","[user]","[pass]")
. = dbcon.IsConnected()
if ( . )
failed_db_connections = 0 //If this connection succeeded, reset the failed connections counter.
else
failed_db_connections++ //If it failed, increase the failed connections counter.
if(config.sql_enabled)
world.log << "SQL error: " + dbcon.ErrorMsg()
return .
//This proc ensures that the connection to the feedback database (global variable dbcon) is established
/proc/establish_db_connection()
if(failed_db_connections > FAILED_DB_CONNECTION_CUTOFF)
return 0
if(!dbcon || !dbcon.IsConnected())
return setup_database_connection()
else
return 1
#undef FAILED_DB_CONNECTION_CUTOFF
/proc/maprotate()
if (!SERVERTOOLS)
return
var/players = clients.len
var/list/mapvotes = list()
//count votes
for (var/client/c in clients)
var/vote = c.prefs.preferred_map
if (!vote)
if (config.defaultmap)
mapvotes[config.defaultmap.name] += 1
continue
mapvotes[vote] += 1
//filter votes
for (var/map in mapvotes)
if (!map)
mapvotes.Remove(map)
if (!(map in config.maplist))
mapvotes.Remove(map)
continue
var/datum/votablemap/VM = config.maplist[map]
if (!VM)
mapvotes.Remove(map)
continue
if (VM.voteweight <= 0)
mapvotes.Remove(map)
continue
if (VM.minusers > 0 && players < VM.minusers)
mapvotes.Remove(map)
continue
if (VM.maxusers > 0 && players > VM.maxusers)
mapvotes.Remove(map)
continue
mapvotes[map] = mapvotes[map]*VM.voteweight
var/pickedmap = pickweight(mapvotes)
if (!pickedmap)
return
var/datum/votablemap/VM = config.maplist[pickedmap]
message_admins("Randomly rotating map to [VM.name]([VM.friendlyname])")
. = changemap(VM)
if (. == 0)
world << "<span class='boldannounce'>Map rotation has chosen [VM.friendlyname] for next round!</span>"
var/datum/votablemap/nextmap
var/mapchanging = 0
var/rebootingpendingmapchange = 0
/proc/changemap(var/datum/votablemap/VM)
if (!SERVERTOOLS)
return
if (!istype(VM))
return
mapchanging = 1
log_game("Changing map to [VM.name]([VM.friendlyname])")
var/file = file("setnewmap.bat")
file << "\nset MAPROTATE=[VM.name]\n"
. = shell("..\\bin\\maprotate.bat")
mapchanging = 0
switch (.)
if (null)
message_admins("Failed to change map: Could not run map rotator")
log_game("Failed to change map: Could not run map rotator")
if (0)
log_game("Changed to map [VM.friendlyname]")
nextmap = VM
//1x: file errors
if (11)
message_admins("Failed to change map: File error: Map rotator script couldn't find file listing new map")
log_game("Failed to change map: File error: Map rotator script couldn't find file listing new map")
if (12)
message_admins("Failed to change map: File error: Map rotator script couldn't find tgstation-server framework")
log_game("Failed to change map: File error: Map rotator script couldn't find tgstation-server framework")
//2x: conflicting operation errors
if (21)
message_admins("Failed to change map: Conflicting operation error: Current server update operation detected")
log_game("Failed to change map: Conflicting operation error: Current server update operation detected")
if (22)
message_admins("Failed to change map: Conflicting operation error: Current map rotation operation detected")
log_game("Failed to change map: Conflicting operation error: Current map rotation operation detected")
//3x: external errors
if (31)
message_admins("Failed to change map: External error: Could not compile new map:[VM.name]")
log_game("Failed to change map: External error: Could not compile new map:[VM.name]")
else
message_admins("Failed to change map: Unknown error: Error code #[.]")
log_game("Failed to change map: Unknown error: Error code #[.]")
if(rebootingpendingmapchange)
world.Reboot("Map change finished", time = 10)