//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() // Set up antagonists. populate_antag_type_list() //Set up spawn points. populate_spawn_points()