// // Mobs Subsystem - Process mob.Life() // //VOREStation Edits - Contains temporary debugging code to diagnose extreme tick consumption. //Revert file to Polaris version when done. SUBSYSTEM_DEF(mobs) name = "Mobs" priority = 100 wait = 2 SECONDS flags = SS_KEEP_TIMING|SS_NO_INIT runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME var/list/currentrun = list() var/log_extensively = FALSE var/list/timelog = list() var/slept_mobs = 0 var/list/process_z = list() /datum/controller/subsystem/mobs/stat_entry(msg) msg = "P: [global.mob_list.len] | S: [slept_mobs]" return ..() /datum/controller/subsystem/mobs/fire(resumed = 0) if (!resumed) src.currentrun = mob_list.Copy() process_z.len = GLOB.living_players_by_zlevel.len slept_mobs = 0 for(var/level in 1 to process_z.len) process_z[level] = GLOB.living_players_by_zlevel[level].len //cache for sanic speed (lists are references anyways) var/list/currentrun = src.currentrun var/times_fired = src.times_fired while(currentrun.len) var/mob/M = currentrun[currentrun.len] currentrun.len-- if(!M || QDELETED(M)) mob_list -= M continue else if(M.low_priority && !(M.loc && get_z(M) && process_z[get_z(M)])) slept_mobs++ continue //CHOMPEdit Start - Enable pausing mobs (For transformation, holding until reformation, etc.) else if(!M.enabled) slept_mobs++ continue //CHOMPEdit End M.Life(times_fired) if (MC_TICK_CHECK) return /datum/controller/subsystem/mobs/proc/log_recent() var/msg = "Debug output from the [name] subsystem:\n" msg += "- This subsystem is processed tail-first -\n" if(!currentrun || !mob_list) msg += "ERROR: A critical list [currentrun ? "mob_list" : "currentrun"] is gone!" log_game(msg) log_world(msg) return msg += "Lists: currentrun: [currentrun.len], mob_list: [mob_list.len]\n" if(!currentrun.len) msg += "!!The subsystem just finished the mob_list list, and currentrun is empty (or has never run).\n" msg += "!!The info below is the tail of mob_list instead of currentrun.\n" var/datum/D = currentrun.len ? currentrun[currentrun.len] : mob_list[mob_list.len] msg += "Tail entry: [describeThis(D)] (this is likely the item AFTER the problem item)\n" var/position = mob_list.Find(D) if(!position) msg += "Unable to find context of tail entry in mob_list list.\n" else if(position != mob_list.len) var/additional = mob_list.Find(D, position+1) if(additional) msg += "WARNING: Tail entry found more than once in mob_list list! Context is for the first found.\n" var/start = clamp(position-2,1,mob_list.len) var/end = clamp(position+2,1,mob_list.len) msg += "2 previous elements, then tail, then 2 next elements of mob_list list for context:\n" msg += "---\n" for(var/i in start to end) msg += "[describeThis(mob_list[i])][i == position ? " << TAIL" : ""]\n" msg += "---\n" log_game(msg) log_world(msg) /datum/controller/subsystem/mobs/fail() ..() log_recent() /datum/controller/subsystem/mobs/critfail() ..() log_recent()