Make ZAS setup and init delays work

They didn't work due to bay differences in UNIT_TESTING activation defines
This commit is contained in:
Arokha Sieyes
2017-05-15 01:34:45 -04:00
parent c2b3bf0089
commit 2f918f1041
2 changed files with 15 additions and 9 deletions

View File

@@ -87,6 +87,12 @@ Class Procs:
/datum/controller/air_system/var/next_id = 1 //Used to keep track of zone UIDs.
#if UNIT_TEST
#define CHECK_SLEEP_ZAS_SETUP // For unit tests we don't care about a smooth lobby screen experience. We care about speed.
#else
#define CHECK_SLEEP_ZAS_SETUP if(++done_turfs > 10000) { done_turfs=0;sleep(world.tick_lag); }
#endif
/datum/controller/air_system/proc/Setup()
//Purpose: Call this at the start to setup air groups geometry
// (Warning: Very processor intensive but only must be done once per round)
@@ -94,6 +100,9 @@ Class Procs:
//Inputs: None.
//Outputs: None.
#if !UNIT_TEST
var/done_turfs = 0
#endif
#ifndef ZASDBG
set background = 1
#endif
@@ -108,6 +117,7 @@ Class Procs:
for(var/turf/simulated/S in world)
simulated_turf_count++
S.update_air_properties()
CHECK_SLEEP_ZAS_SETUP
admin_notice({"<span class='danger'>Geometry initialized in [round(0.1*(world.timeofday-start_time),0.1)] seconds.</span>
<span class='info'>

View File

@@ -10,8 +10,6 @@ var/global/last_tick_duration = 0
var/global/air_processing_killed = 0
var/global/pipe_processing_killed = 0
var/global/initialization_stage = 0
datum/controller/game_controller
var/list/shuttle_list // For debugging and VV
@@ -40,18 +38,18 @@ datum/controller/game_controller/proc/setup()
SetupXenoarch()
transfer_controller = new
admin_notice("<span class='danger'>Initializations complete.</span>", R_DEBUG)
#ifdef UNIT_TEST
#if UNIT_TEST
#define CHECK_SLEEP_MASTER // For unit tests we don't care about a smooth lobby screen experience. We care about speed.
#else
#define CHECK_SLEEP_MASTER if(!(initialization_stage & INITIALIZATION_NOW) && ++initialized_objects > 500) { initialized_objects=0;sleep(world.tick_lag); }
#define CHECK_SLEEP_MASTER if(++initialized_objects > 500) { initialized_objects=0;sleep(world.tick_lag); }
#endif
datum/controller/game_controller/proc/setup_objects()
#ifndef UNIT_TEST
#if !UNIT_TEST
var/initialized_objects = 0
#endif
#endif
// Set up antagonists.
populate_antag_type_list()
@@ -91,5 +89,3 @@ datum/controller/game_controller/proc/setup_objects()
var/obj/turbolift_map_holder/lift = thing
lift.initialize()
CHECK_SLEEP_MASTER
admin_notice("<span class='danger'>Initializations complete.</span>", R_DEBUG)