//simplified MC that is designed to fail when procs 'break'. When it fails it's just replaced with a new one.
//It ensures master_controller.process() is never doubled up by killing the MC (hence terminating any of its sleeping procs)
//WIP, needs lots of work still
//
// TODO - This will be completely replaced by master.dm in time.
//
var/global/datum/controller/game_controller/master_controller //Set in world.New()
var/global/controller_iteration = 0
var/global/last_tick_duration = 0
var/global/pipe_processing_killed = 0
datum/controller/game_controller
var/list/shuttle_list // For debugging and VV
datum/controller/game_controller/New()
//There can be only one master_controller. Out with the old and in with the new.
if(master_controller != src)
log_debug("Rebuilding Master Controller")
if(istype(master_controller))
qdel(master_controller)
master_controller = src
if(!job_master)
job_master = new /datum/controller/occupations()
job_master.SetupOccupations()
job_master.LoadJobs("config/jobs.txt")
admin_notice("Job setup complete", R_DEBUG)
if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase()
if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
datum/controller/game_controller/proc/setup()
setup_objects()
// setupgenetics() Moved to SSatoms
// SetupXenoarch() - Moved to SSxenoarch
transfer_controller = new
admin_notice("Initializations complete.", R_DEBUG)
// #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(++initialized_objects > 500) { initialized_objects=0;sleep(world.tick_lag); }
// #endif
datum/controller/game_controller/proc/setup_objects()
// #if !UNIT_TEST
// var/initialized_objects = 0
// #endif
// Set up antagonists.
populate_antag_type_list()
//Set up spawn points.
populate_spawn_points()
/*
admin_notice("Initializing Floor Decals", R_DEBUG)
var/list/turfs_with_decals = list()
for(var/obj/effect/floor_decal/D in world)
var/T = D.add_to_turf_decals()
if(T) turfs_with_decals |= T
CHECK_SLEEP_MASTER
for(var/item in turfs_with_decals)
var/turf/T = item
if(T.decals) T.apply_decals()
CHECK_SLEEP_MASTER
floor_decals_initialized = TRUE
sleep(1)
admin_notice("Initializing objects", R_DEBUG)
for(var/atom/movable/object in world)
if(!QDELETED(object))
object.initialize()
CHECK_SLEEP_MASTER
sleep(1)
admin_notice("Initializing areas", R_DEBUG)
for(var/area/area in all_areas)
area.initialize()
CHECK_SLEEP_MASTER
sleep(1)
admin_notice("Initializing atmos machinery connections.", R_DEBUG)
for(var/obj/machinery/atmospherics/machine in machines)
machine.atmos_init()
CHECK_SLEEP_MASTER
admin_notice("Initializing pipe networks", R_DEBUG)
for(var/obj/machinery/atmospherics/machine in machines)
machine.build_network()
CHECK_SLEEP_MASTER
admin_notice("Initializing atmos machinery.", R_DEBUG)
for(var/obj/machinery/atmospherics/unary/U in machines)
if(istype(U, /obj/machinery/atmospherics/unary/vent_pump))
var/obj/machinery/atmospherics/unary/vent_pump/T = U
T.broadcast_status()
else if(istype(U, /obj/machinery/atmospherics/unary/vent_scrubber))
var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
T.broadcast_status()
CHECK_SLEEP_MASTER
admin_notice("Initializing turbolifts", R_DEBUG)
for(var/thing in turbolifts)
var/obj/turbolift_map_holder/lift = thing
if(!QDELETED(lift))
lift.initialize()
CHECK_SLEEP_MASTER
*/