mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Make ZAS setup and init delays work
They didn't work due to bay differences in UNIT_TESTING activation defines
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@@ -87,6 +87,12 @@ Class Procs:
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/datum/controller/air_system/var/next_id = 1 //Used to keep track of zone UIDs.
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#if UNIT_TEST
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#define CHECK_SLEEP_ZAS_SETUP // For unit tests we don't care about a smooth lobby screen experience. We care about speed.
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#else
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#define CHECK_SLEEP_ZAS_SETUP if(++done_turfs > 10000) { done_turfs=0;sleep(world.tick_lag); }
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#endif
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/datum/controller/air_system/proc/Setup()
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//Purpose: Call this at the start to setup air groups geometry
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// (Warning: Very processor intensive but only must be done once per round)
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@@ -94,6 +100,9 @@ Class Procs:
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//Inputs: None.
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//Outputs: None.
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#if !UNIT_TEST
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var/done_turfs = 0
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#endif
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#ifndef ZASDBG
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set background = 1
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#endif
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@@ -108,6 +117,7 @@ Class Procs:
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for(var/turf/simulated/S in world)
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simulated_turf_count++
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S.update_air_properties()
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CHECK_SLEEP_ZAS_SETUP
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admin_notice({"<span class='danger'>Geometry initialized in [round(0.1*(world.timeofday-start_time),0.1)] seconds.</span>
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<span class='info'>
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@@ -10,8 +10,6 @@ var/global/last_tick_duration = 0
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var/global/air_processing_killed = 0
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var/global/pipe_processing_killed = 0
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var/global/initialization_stage = 0
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datum/controller/game_controller
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var/list/shuttle_list // For debugging and VV
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@@ -40,18 +38,18 @@ datum/controller/game_controller/proc/setup()
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SetupXenoarch()
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transfer_controller = new
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admin_notice("<span class='danger'>Initializations complete.</span>", R_DEBUG)
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#ifdef UNIT_TEST
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#if UNIT_TEST
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#define CHECK_SLEEP_MASTER // For unit tests we don't care about a smooth lobby screen experience. We care about speed.
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#else
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#define CHECK_SLEEP_MASTER if(!(initialization_stage & INITIALIZATION_NOW) && ++initialized_objects > 500) { initialized_objects=0;sleep(world.tick_lag); }
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#define CHECK_SLEEP_MASTER if(++initialized_objects > 500) { initialized_objects=0;sleep(world.tick_lag); }
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#endif
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datum/controller/game_controller/proc/setup_objects()
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#ifndef UNIT_TEST
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#if !UNIT_TEST
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var/initialized_objects = 0
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#endif
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#endif
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// Set up antagonists.
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populate_antag_type_list()
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@@ -91,5 +89,3 @@ datum/controller/game_controller/proc/setup_objects()
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var/obj/turbolift_map_holder/lift = thing
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lift.initialize()
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CHECK_SLEEP_MASTER
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admin_notice("<span class='danger'>Initializations complete.</span>", R_DEBUG)
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