//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 var/global/datum/controller/game_controller/master_controller //Set in world.New() var/global/controller_iteration = 0 var/global/last_tick_timeofday = world.timeofday var/global/last_tick_duration = 0 var/global/air_processing_killed = 0 var/global/pipe_processing_killed = 0 datum/controller/game_controller var/processing = 0 var/breather_ticks = 2 //a somewhat crude attempt to iron over the 'bumps' caused by high-cpu use by letting the MC have a breather for this many ticks after every loop var/minimum_ticks = 20 //The minimum length of time between MC ticks var/air_cost = 0 var/sun_cost = 0 var/mobs_cost = 0 var/diseases_cost = 0 var/machines_cost = 0 var/objects_cost = 0 var/networks_cost = 0 var/powernets_cost = 0 var/events_cost = 0 var/ticker_cost = 0 var/total_cost = 0 var/last_thing_processed 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) if(istype(master_controller)) Recover() del(master_controller) master_controller = src createRandomZlevel() if(!air_master) air_master = new /datum/controller/air_system() air_master.setup() if(!job_master) job_master = new /datum/controller/occupations() job_master.SetupOccupations() job_master.LoadJobs("config/jobs.txt") world << "\red \b Job setup complete" if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase() if(!syndicate_code_response) syndicate_code_response = generate_code_phrase() if(!ticker) ticker = new /datum/controller/gameticker() if(!emergency_shuttle) emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle() datum/controller/game_controller/proc/setup() world.tick_lag = config.Ticklag setup_objects() setupgenetics() setupfactions() for(var/i=0, i 5) world << "RUNTIMES IN ATMOS TICKER. Killing air simulation!" kill_air = 1 air_master.failed_ticks = 0 air_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //SUN timer = world.timeofday last_thing_processed = sun.type sun.calc_position() sun_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //MOBS timer = world.timeofday process_mobs() mobs_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //DISEASES timer = world.timeofday process_diseases() diseases_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //MACHINES timer = world.timeofday process_machines() machines_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //OBJECTS timer = world.timeofday process_objects() objects_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //PIPENETS if(!pipe_processing_killed) timer = world.timeofday process_pipenets() networks_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //POWERNETS timer = world.timeofday process_powernets() powernets_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //EVENTS timer = world.timeofday events_cost = (world.timeofday - timer) / 10 //TICKER timer = world.timeofday last_thing_processed = ticker.type ticker.process() ticker_cost = (world.timeofday - timer) / 10 //TIMING total_cost = air_cost + sun_cost + mobs_cost + diseases_cost + machines_cost + objects_cost + networks_cost + powernets_cost + events_cost + ticker_cost var/end_time = world.timeofday if(end_time < start_time) start_time -= 864000 //deciseconds in a day sleep( round(minimum_ticks - (end_time - start_time),1) ) else sleep(10) datum/controller/game_controller/proc/process_mobs() var/i = 1 while(i<=mob_list.len) var/mob/M = mob_list[i] if(M) last_thing_processed = M.type M.Life() i++ continue mob_list.Cut(i,i+1) datum/controller/game_controller/proc/process_diseases() var/i = 1 while(i<=active_diseases.len) var/datum/disease/Disease = active_diseases[i] if(Disease) last_thing_processed = Disease.type Disease.process() i++ continue active_diseases.Cut(i,i+1) datum/controller/game_controller/proc/process_machines() var/i = 1 while(i<=machines.len) var/obj/machinery/Machine = machines[i] if(Machine) last_thing_processed = Machine.type if(Machine.process() != PROCESS_KILL) if(Machine) if(Machine.use_power) Machine.auto_use_power() i++ continue machines.Cut(i,i+1) datum/controller/game_controller/proc/process_objects() var/i = 1 while(i<=processing_objects.len) var/obj/Object = processing_objects[i] if(Object) last_thing_processed = Object.type Object.process() i++ continue processing_objects.Cut(i,i+1) datum/controller/game_controller/proc/process_pipenets() last_thing_processed = /datum/pipe_network var/i = 1 while(i<=pipe_networks.len) var/datum/pipe_network/Network = pipe_networks[i] if(Network) Network.process() i++ continue pipe_networks.Cut(i,i+1) datum/controller/game_controller/proc/process_powernets() last_thing_processed = /datum/powernet var/i = 1 while(i<=powernets.len) var/datum/powernet/Powernet = powernets[i] if(Powernet) Powernet.reset() i++ continue powernets.Cut(i,i+1) datum/controller/game_controller/proc/Recover() //Mostly a placeholder for now. var/msg = "## DEBUG: [time2text(world.timeofday)] MC restarted. Reports:\n" for(var/varname in master_controller.vars) switch(varname) if("tag","bestF","type","parent_type","vars") continue else var/varval = master_controller.vars[varname] if(istype(varval,/datum)) var/datum/D = varval msg += "\t [varname] = [D.type]\n" else msg += "\t [varname] = [varval]\n" world.log << msg