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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Preliminary implementation of ZAS as a StonedMC subsystem.
* Creates the SSair subsystem which replaces the Setup, Start(), and Tick() procs of air_master. * It may be best to have SSair completely replace air_master, but for now we are having them work together. It does completely replace the old processScheduer air ticker however. * Remove the obsolete Setup and Tick procs. * Adjust admin and debug verbs that dealt with some ZAS internals to work with the new implementation.
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@@ -573,14 +573,11 @@ var/datum/controller/master/Master = new()
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var/datum/controller/subsystem/SS = S
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SS.StartLoadingMap()
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// ZAS might displace objects as the map loads if an air tick is processed mid-load.
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air_processing_killed = TRUE
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map_loading = TRUE
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/datum/controller/master/StopLoadingMap(var/quiet = TRUE)
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if(!quiet)
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admin_notice("<span class='danger'>Map is finished. Unlocking.</span>", R_DEBUG)
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air_processing_killed = FALSE
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map_loading = FALSE
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for(var/S in subsystems)
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var/datum/controller/subsystem/SS = S
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@@ -11,7 +11,6 @@ var/global/datum/controller/game_controller/master_controller //Set in world.New
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var/global/controller_iteration = 0
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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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datum/controller/game_controller
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278
code/controllers/subsystems/air.dm
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278
code/controllers/subsystems/air.dm
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@@ -0,0 +1,278 @@
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// Air update stages
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#define SSAIR_TURFS 1
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#define SSAIR_EDGES 2
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#define SSAIR_FIREZONES 3
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#define SSAIR_HOTSPOTS 4
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#define SSAIR_ZONES 5
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#define SSAIR_DONE 6
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SUBSYSTEM_DEF(air)
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name = "Air"
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init_order = INIT_ORDER_AIR
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priority = 20
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wait = 2 SECONDS // seconds (We probably can speed this up actually)
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flags = SS_BACKGROUND // TODO - Should this really be background? It might be important.
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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var/static/list/part_names = list("turfs", "edges", "fire zones", "hotspots", "zones")
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var/cost_turfs = 0
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var/cost_edges = 0
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var/cost_firezones = 0
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var/cost_hotspots = 0
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var/cost_zones = 0
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var/list/currentrun = null
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var/current_step = null
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// Updating zone tiles requires temporary storage location of self-zone-blocked turfs across resumes. Used only by process_tiles_to_update.
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var/list/selfblock_deferred = null
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/datum/controller/subsystem/air/PreInit()
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// Initialize the singleton /datum/controller/air_system
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// TODO - We could actually incorporate that into this subsystem! But in the spirit of not fucking with ZAS more than necessary, lets not for now. ~Leshana
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air_master = new()
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/datum/controller/subsystem/air/Initialize(timeofday)
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report_progress("Processing Geometry...")
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var/simulated_turf_count = 0
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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_TICK
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admin_notice({"<span class='danger'>Geometry initialized in [round(0.1*(REALTIMEOFDAY-timeofday),0.1)] seconds.</span>
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<span class='info'>
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Total Simulated Turfs: [simulated_turf_count]
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Total Zones: [air_master.zones.len]
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Total Edges: [air_master.edges.len]
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Total Active Edges: [air_master.active_edges.len ? "<span class='danger'>[air_master.active_edges.len]</span>" : "None"]
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Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_count]
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</span>"}, R_DEBUG)
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// Note - Baystation settles the air by running for one tick. We prefer to not have active edges.
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// Maps should not have active edges on boot. If we've got some, log it so it can get fixed.
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if(air_master.active_edges.len)
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var/list/edge_log = list()
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for(var/connection_edge/E in air_master.active_edges)
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edge_log += "Active Edge [E] ([E.type])"
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for(var/turf/T in E.connecting_turfs)
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edge_log += "+--- Connecting Turf [T] @ [T.x], [T.y], [T.z]"
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log_debug("Active Edges on ZAS Startup\n" + edge_log.Join("\n"))
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..()
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/datum/controller/subsystem/air/fire(resumed = 0)
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var/timer
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if(!resumed)
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ASSERT(LAZYLEN(currentrun) == 0) // Santity checks to make sure we don't somehow have items left over from last cycle
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ASSERT(current_step == null) // Or somehow didn't finish all the steps from last cycle
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air_master.current_cycle++ // Begin a new air_master cycle!
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current_step = SSAIR_TURFS // Start with Step 1 of course
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INTERNAL_PROCESS_STEP(SSAIR_TURFS, TRUE, process_tiles_to_update, cost_turfs, SSAIR_EDGES)
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INTERNAL_PROCESS_STEP(SSAIR_EDGES, FALSE, process_active_edges, cost_edges, SSAIR_FIREZONES)
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INTERNAL_PROCESS_STEP(SSAIR_FIREZONES, FALSE, process_active_fire_zones, cost_firezones, SSAIR_HOTSPOTS)
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INTERNAL_PROCESS_STEP(SSAIR_HOTSPOTS, FALSE, process_active_hotspots, cost_hotspots, SSAIR_ZONES)
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INTERNAL_PROCESS_STEP(SSAIR_ZONES, FALSE, process_zones_to_update, cost_zones, SSAIR_DONE)
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// Okay, we're done! Woo! Got thru a whole air_master cycle!
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ASSERT(LAZYLEN(currentrun) == 0) // Sanity checks to make sure there are really none left
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ASSERT(current_step == SSAIR_DONE) // And that we didn't somehow skip past the last step
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currentrun = null
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current_step = null
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/datum/controller/subsystem/air/proc/process_tiles_to_update(resumed = 0)
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if (!resumed)
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// NOT a copy, because we are supposed to drain active turfs each cycle anyway, so just replace with empty list.
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// We still use a separate list tho, to ensure we don't process a turf twice during a single cycle!
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src.currentrun = air_master.tiles_to_update
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air_master.tiles_to_update = list()
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//defer updating of self-zone-blocked turfs until after all other turfs have been updated.
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//this hopefully ensures that non-self-zone-blocked turfs adjacent to self-zone-blocked ones
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//have valid zones when the self-zone-blocked turfs update.
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//This ensures that doorways don't form their own single-turf zones, since doorways are self-zone-blocked and
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//can merge with an adjacent zone, whereas zones that are formed on adjacent turfs cannot merge with the doorway.
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ASSERT(src.selfblock_deferred == null) // Sanity check to make sure it was not remaining from last cycle somehow.
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src.selfblock_deferred = list()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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var/list/selfblock_deferred = src.selfblock_deferred
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// Run thru the list, processing non-self-zone-blocked and deferring self-zone-blocked
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while(currentrun.len)
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var/turf/T = currentrun[currentrun.len]
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currentrun.len--
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//check if the turf is self-zone-blocked
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if(T.c_airblock(T) & ZONE_BLOCKED)
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selfblock_deferred += T
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if(MC_TICK_CHECK)
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return
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else
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continue
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T.update_air_properties()
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T.post_update_air_properties()
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T.needs_air_update = 0
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#ifdef ZASDBG
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T.overlays -= mark
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#endif
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if(MC_TICK_CHECK)
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return
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ASSERT(LAZYLEN(currentrun) == 0)
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// Run thru the deferred list and processing them
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while(selfblock_deferred.len)
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var/turf/T = selfblock_deferred[selfblock_deferred.len]
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selfblock_deferred.len--
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T.update_air_properties()
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T.post_update_air_properties()
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T.needs_air_update = 0
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#ifdef ZASDBG
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T.overlays -= mark
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#endif
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if(MC_TICK_CHECK)
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return
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ASSERT(LAZYLEN(selfblock_deferred) == 0)
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src.selfblock_deferred = null
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/datum/controller/subsystem/air/proc/process_active_edges(resumed = 0)
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if (!resumed)
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src.currentrun = air_master.active_edges.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(currentrun.len)
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var/connection_edge/edge = currentrun[currentrun.len]
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currentrun.len--
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if(edge) // TODO - Do we need to check this? Old one didn't, but old one was single-threaded.
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edge.tick()
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if(MC_TICK_CHECK)
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return
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/datum/controller/subsystem/air/proc/process_active_fire_zones(resumed = 0)
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if (!resumed)
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src.currentrun = air_master.active_fire_zones.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(currentrun.len)
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var/zone/Z = currentrun[currentrun.len]
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currentrun.len--
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if(Z) // TODO - Do we need to check this? Old one didn't, but old one was single-threaded.
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Z.process_fire()
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if(MC_TICK_CHECK)
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return
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/datum/controller/subsystem/air/proc/process_active_hotspots(resumed = 0)
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if (!resumed)
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src.currentrun = air_master.active_hotspots.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(currentrun.len)
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var/obj/fire/fire = currentrun[currentrun.len]
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currentrun.len--
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if(fire) // TODO - Do we need to check this? Old one didn't, but old one was single-threaded.
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fire.process()
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if(MC_TICK_CHECK)
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return
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/datum/controller/subsystem/air/proc/process_zones_to_update(resumed = 0)
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if (!resumed)
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air_master.active_zones = air_master.zones_to_update.len // Save how many zones there were to update this cycle (used by some debugging stuff)
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if(!air_master.zones_to_update.len)
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return // Nothing to do here this cycle!
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// NOT a copy, because we are supposed to drain active turfs each cycle anyway, so just replace with empty list.
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// Blanking the public list means we actually are removing processed ones from the list! Maybe we could we use zones_for_update directly?
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// But if we dom any zones added to zones_to_update DURING this step will get processed again during this step.
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// I don't know if that actually happens? But if it does, it could lead to an infinate loop. Better preserve original semantics.
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src.currentrun = air_master.zones_to_update
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air_master.zones_to_update = list()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(currentrun.len)
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var/zone/zone = currentrun[currentrun.len]
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currentrun.len--
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if(zone) // TODO - Do we need to check this? Old one didn't, but old one was single-threaded.
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zone.tick()
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zone.needs_update = 0
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if(MC_TICK_CHECK)
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return
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/datum/controller/subsystem/air/stat_entry(msg_prefix)
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var/list/msg = list(msg_prefix)
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msg += "S:[current_step ? part_names[current_step] : ""] "
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msg += "C:{"
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msg += "T [round(cost_turfs, 1)] | "
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msg += "E [round(cost_edges, 1)] | "
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msg += "F [round(cost_firezones, 1)] | "
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msg += "H [round(cost_hotspots, 1)] | "
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msg += "Z [round(cost_zones, 1)] "
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msg += "}"
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if(air_master)
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msg += "T:[round((cost ? air_master.tiles_to_update.len/cost : 0), 0.1)]"
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..(msg.Join())
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if(air_master)
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air_master.stat_entry()
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// Since air_master is still a separate controller from SSAir (Wait, why is that again? Get on that...)
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// I want it showing up in the statpanel too. We'll just hack it in as a separate line for now.
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/datum/controller/air_system/stat_entry()
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if(!statclick)
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statclick = new/obj/effect/statclick/debug(null, "Initializing...", src)
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var/title = " air_master"
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var/list/msg = list()
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msg += "Zones: [zones.len] "
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msg += "Edges: [edges.len] "
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msg += "Cycle: [current_cycle] {"
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msg += "T [tiles_to_update.len] | "
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msg += "E [active_edges.len] | "
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msg += "F [active_fire_zones.len] | "
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msg += "H [active_hotspots.len] | "
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msg += "Z [zones_to_update.len] "
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msg += "}"
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stat(title, statclick.update(msg.Join()))
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// ZAS might displace objects as the map loads if an air tick is processed mid-load.
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/datum/controller/subsystem/air/StartLoadingMap(var/quiet = TRUE)
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can_fire = FALSE
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. = ..()
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/datum/controller/subsystem/air/StopLoadingMap(var/quiet = TRUE)
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can_fire = TRUE
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. = ..()
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// Reboot the air master. A bit hacky right now, but sometimes necessary still.
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// TODO - Make this better by SSair and air_master together, then just reboot SSair
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/datum/controller/subsystem/air/proc/RebootZAS()
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can_fire = FALSE // Pause processing while we reboot
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// If we should happen to be in the middle of processing... wait until that finishes.
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if (state != SS_IDLE)
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report_progress("ZAS Rebuild initiated. Waiting for current air tick to complete before continuing.")
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while (state != SS_IDLE)
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stoplag()
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var/datum/controller/air_system/old_air = global.air_master
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// Invalidate all zones
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for(var/zone/zone in old_air.zones)
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zone.c_invalidate()
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// Destroy the air_master and create a new one.
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qdel(old_air)
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global.air_master = new
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Initialize(REALTIMEOFDAY)
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// Update next_fire so the MC doesn't try to make up for missed ticks.
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next_fire = world.time + wait
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can_fire = TRUE // Unpause
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#undef SSAIR_TURFS
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#undef SSAIR_EDGES
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#undef SSAIR_FIREZONES
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#undef SSAIR_HOTSPOTS
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#undef SSAIR_ZONES
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#undef SSAIR_DONE
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