Files
CHOMPStation2/code/controllers/master_controller.dm
mwerezak 12549b7e93 Fixes area power initialization
Power channels start on when objects initialize, then are turned off and area machines notified in area initialization if an apc is not found.
2015-08-09 19:58:37 -04:00

374 lines
11 KiB
Plaintext

//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/nano_cost = 0
var/events_cost = 0
var/alarms_cost = 0
var/ticker_cost = 0
var/total_cost = 0
var/last_thing_processed
var/mob/list/expensive_mobs = list()
var/list/shuttle_list // For debugging and VV
var/datum/random_map/ore/asteroid_ore_map // 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))
Recover()
del(master_controller)
master_controller = src
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(!emergency_shuttle) emergency_shuttle = new /datum/emergency_shuttle_controller()
if(!shuttle_controller) shuttle_controller = new /datum/shuttle_controller()
datum/controller/game_controller/proc/setup()
world.tick_lag = config.Ticklag
//Create the asteroid Z-level.
new /datum/random_map(null,13,32,5,217,223)
spawn(20)
createRandomZlevel()
if(!air_master)
air_master = new /datum/controller/air_system()
air_master.Setup()
if(!ticker)
ticker = new /datum/controller/gameticker()
setup_objects()
setupgenetics()
setupfactions()
setup_economy()
SetupXenoarch()
transfer_controller = new
spawn(0)
if(ticker)
ticker.pregame()
lighting_controller.initializeLighting()
datum/controller/game_controller/proc/setup_objects()
world << "<span class='danger>Initializing objects</span>"
sleep(-1)
for(var/atom/movable/object in world)
object.initialize()
world << "<span class='danger>Initializing areas</span>"
sleep(-1)
for(var/area/area in all_areas)
area.initialize()
world << "<span class='danger>Initializing pipe networks</span>"
sleep(-1)
for(var/obj/machinery/atmospherics/machine in machines)
machine.build_network()
world << "<span class='danger>Initializing atmos machinery.</span>"
sleep(-1)
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()
// Create the mining ore distribution map.
// These values determine the specific area that the map is applied to.
// If you do not use the official Baycode asteroid map, you will need to change them.
asteroid_ore_map = new /datum/random_map/ore(null,13,32,5,217,223)
//Shitty hack to fix mining turf overlays, for some reason New() is not being called.
//for(var/turf/simulated/floor/plating/airless/asteroid/T in world)
// T.updateMineralOverlays()
// T.name = "asteroid"
//Set up spawn points.
populate_spawn_points()
// Sort the machinery list so it doesn't cause a lagspike at roundstart
process_machines_sort()
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/controller/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++
vote.process()
transfer_controller.process()
shuttle_controller.process()
process_newscaster()
//AIR
if(!air_processing_killed)
timer = world.timeofday
last_thing_processed = air_master.type
if(!air_master.Tick()) //Runtimed.
air_master.failed_ticks++
if(air_master.failed_ticks > 5)
world << "<font color='red'><b>RUNTIMES IN ATMOS TICKER. Killing air simulation!</font></b>"
world.log << "### ZAS SHUTDOWN"
message_admins("ZASALERT: unable to run [air_master.tick_progress], shutting down!")
log_admin("ZASALERT: unable run zone/process() -- [air_master.tick_progress]")
air_processing_killed = 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)
//NANO UIS
timer = world.timeofday
process_nano()
nano_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//EVENTS
timer = world.timeofday
process_events()
events_cost = (world.timeofday - timer) / 10
//ALARMS
timer = world.timeofday
process_alarms()
alarms_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 + nano_cost + events_cost + alarms_cost + ticker_cost
var/end_time = world.timeofday
if(end_time < start_time) //why not just use world.time instead?
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
expensive_mobs.Cut()
while(i<=mob_list.len)
var/mob/M = mob_list[i]
if(M)
var/clock = world.timeofday
last_thing_processed = M.type
M.Life()
if((world.timeofday - clock) > 1)
expensive_mobs += M
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()
process_machines_sort()
process_machines_process()
/var/global/machinery_sort_required = 0
datum/controller/game_controller/proc/process_machines_sort()
if(machinery_sort_required)
machinery_sort_required = 0
machines = dd_sortedObjectList(machines)
datum/controller/game_controller/proc/process_machines_process()
for(var/obj/machinery/Machine in machines)
last_thing_processed = Machine.type
if(Machine.process() != PROCESS_KILL)
if(Machine)
Machine.power_change()
if(Machine.use_power)
Machine.auto_use_power()
continue
machines -= Machine
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
for(var/datum/powernet/Powernet in powernets)
Powernet.reset()
// This is necessary to ensure powersinks are always the first devices that drain power from powernet.
// Otherwise APCs or other stuff go first, resulting in bad things happening.
for(var/obj/item/device/powersink/S in processing_objects)
S.drain()
datum/controller/game_controller/proc/process_nano()
last_thing_processed = /datum/nanoui
var/i = 1
while(i<=nanomanager.processing_uis.len)
var/datum/nanoui/ui = nanomanager.processing_uis[i]
if(ui)
ui.process()
i++
continue
nanomanager.processing_uis.Cut(i,i+1)
datum/controller/game_controller/proc/process_events()
last_thing_processed = /datum/event_manager
event_manager.process()
datum/controller/game_controller/proc/process_alarms()
last_thing_processed = /datum/subsystem/alarm
alarm_manager.fire()
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