Files
CHOMPStation2/code/controllers/master_controller.dm
elly1989@rocketmail.com c81c70bd86 Replaced var/netnum for cables and powered machines with a direct reference to their powernet. The bug which was causing cutting and merging powernets to fail was due to my attempts to fix the powernets slowly becoming filled with null entries. Removing those null entries messed up the indexes and essentially jumbled up the powernets. :( sorry
Fixed the failsafe misreporting how long the MC has been dead.

Lighting initialization no longer 'interrupts' the master_controller setup().

Added updated powernet debugging tools. They're in my WIP folder. They are sexy c: It draws the powernet onto the map so you can see what's going on during debugging.

Added tachyon-doppler arrays. They're gonna be something for scientists to measure their bombs with rather than praying for the figures. Nothing spectacular.

Commented out switches, they aren't used and I've been fixing/testing powernets all day. Sorry. If you need them back  just PM me and I'll fix them.

Known issues: the merging procs behave silly at intersections. I really tried to fix it but I think I'll make more progress just working on some powernet improvements.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4623 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 16:14:24 +00:00

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//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/datum/failsafe/Failsafe
var/global/controller_iteration = 0
var/global/last_tick_timeofday = world.timeofday
var/global/last_tick_duration = 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/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,/datum/controller/game_controller))
Recover()
del(master_controller)
master_controller = src
if(!air_master)
air_master = new /datum/controller/air_system()
air_master.setup()
if(!job_master)
job_master = new /datum/controller/occupations()
if(job_master.SetupOccupations())
world << "\red \b Job setup complete"
job_master.LoadJobs("config/jobs.txt")
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
createRandomZlevel()
setup_objects()
setupgenetics()
setupfactions()
for(var/i=0, i<max_secret_rooms, i++)
make_mining_asteroid_secret()
spawn(0)
if(ticker)
ticker.pregame()
datum/controller/game_controller/proc/setup_objects()
world << "\red \b Initializing objects"
sleep(-1)
for(var/obj/object in world)
object.initialize()
world << "\red \b Initializing pipe networks"
sleep(-1)
for(var/obj/machinery/atmospherics/machine in world)
machine.build_network()
world << "\red \b Initializing atmos machinery."
sleep(-1)
for(var/obj/machinery/atmospherics/unary/U in world)
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()
world << "\red \b Initializations complete."
sleep(-1)
datum/controller/game_controller/proc/process()
processing = 1
spawn(0)
set background = 1
while(1) //far more efficient than recursively calling ourself
if(!Failsafe) new /datum/failsafe()
var/currenttime = world.timeofday
last_tick_duration = (currenttime - last_tick_timeofday) / 10
last_tick_timeofday = currenttime
if(processing)
var/timer
var/start_time = world.timeofday
controller_iteration++
//AIR
timer = world.timeofday
last_thing_processed = air_master.type
air_master.process()
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
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)
mobs_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//DISEASES
timer = world.timeofday
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)
diseases_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//MACHINES
timer = world.timeofday
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)
machines_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//OBJECTS
timer = world.timeofday
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)
objects_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//PIPENETS
timer = world.timeofday
last_thing_processed = /datum/pipe_network
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)
networks_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//POWERNETS
timer = world.timeofday
last_thing_processed = /datum/powernet
i = 1
while(i<=powernets.len)
var/datum/powernet/Powernet = powernets[i]
if(Powernet)
Powernet.reset()
i++
continue
powernets.Cut(i,i+1)
powernets_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//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 + 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/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
/datum/failsafe // This thing pretty much just keeps poking the master controller
var/spinning = 1
var/current_iteration = 0
var/ticks_per_spin = 100 //poke the MC every 10 seconds
var/defcon = 0 //alert level. For every poke that fails this is raised by 1. When it reaches 5 the MC is replaced with a new one. (effectively killing any master_controller.process() and starting a new one)
/datum/failsafe/New()
//There can be only one failsafe. Out with the old in with the new (that way we can restart the Failsafe by spawning a new one)
if(Failsafe && (Failsafe != src))
del(Failsafe)
Failsafe = src
current_iteration = controller_iteration
Failsafe.spin()
/datum/failsafe/proc/spin()
spawn(0)
set background = 1
while(1) //more efficient than recursivly calling ourself over and over. background = 1 ensures we do not trigger an infinite loop
if(master_controller)
if(spinning && master_controller.processing) //only poke if these overrides aren't in effect
if(current_iteration == controller_iteration) //master_controller hasn't finished processing in the defined interval
switch(defcon)
if(0 to 3)
defcon++
if(4)
for(var/client/C in admin_list)
if(C.holder)
C << "<font color='red' size='2'><b>Warning. The Master Controller has not fired in the last [defcon*ticks_per_spin] ticks. Automatic restart in [ticks_per_spin] ticks.</b></font>"
defcon = 5
if(5)
for(var/client/C in admin_list)
if(C.holder)
C << "<font color='red' size='2'><b>Warning. The Master Controller has still not fired within the last [defcon*ticks_per_spin] ticks. Killing and restarting...</b></font>"
new /datum/controller/game_controller() //replace the old master_controller (hence killing the old one's process)
master_controller.process() //Start it rolling again
defcon = 0
else
defcon = 0
current_iteration = controller_iteration
else
defcon = 0
else
new /datum/controller/game_controller() //replace the missing master_controller! This should never happen.
sleep(ticks_per_spin)
//DEBUG VERBS
/*
/client/verb/spawn_MC()
new /datum/controller/game_controller()
/client/verb/spawn_FS()
new /datum/failsafe()
/client/verb/machines_list()
for(var/i=1,i<=machines.len,i++)
var/machine = machines[i]
if(istype(machine,/datum)) world.log << machine:type
else world.log << machine
*/