Files
CHOMPStation2/code/controllers/master_controller.dm
Ccomp5950 6af132b834 APC bugfix after someone messed with mah areas!
This was probably bound to happen either way the previous version was based upon a faulty understanding of how the areas worked this is much more robust and only messes with the master areas
and master areas needing power updates call power updates for the each of it's child areas.  Also added where messing with SMESes called for an update on all areas power consumption, probably
not required but doing so either way.

We also rebuild the active_areas list every 5 minutes, if you get a engineer that wants to build a new area off of the station with APC's set rebuild_all_areas in the master controller and it will
update instantly, otherwise wait 5 minutes.  The only downside to this 5 minutes is you might get free energy until that area becomes active.
2014-04-01 03:06:58 -05:00

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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/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/ticker_cost = 0
var/total_cost = 0
var/last_thing_processed
var/mob/list/expensive_mobs = list()
var/rebuild_active_areas = 0
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/shuttle_controller/emergency_shuttle()
datum/controller/game_controller/proc/setup()
world.tick_lag = config.Ticklag
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
for(var/i=0, i<max_secret_rooms, i++)
make_mining_asteroid_secret()
spawn(0)
if(ticker)
ticker.pregame()
lighting_controller.Initialize()
datum/controller/game_controller/proc/setup_objects()
world << "\red \b Initializing objects"
sleep(-1)
for(var/atom/movable/object in world)
object.initialize()
world << "\red \b Initializing pipe networks"
sleep(-1)
for(var/obj/machinery/atmospherics/machine in machines)
machine.build_network()
world << "\red \b Initializing atmos machinery."
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()
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()
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
//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 + 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
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()
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)
i++
continue
machines.Cut(i,i+1)
i=1
while(i<=active_areas.len)
var/area/A = active_areas[i]
if(A.powerupdate && A.master == A)
A.powerupdate -= 1
for(var/area/SubArea in A.related)
for(var/obj/machinery/M in SubArea)
if(M)
if(M.use_power)
M.auto_use_power()
if(A.apc.len && A.master == A)
i++
continue
A.powerupdate = 0
active_areas.Cut(i,i+1)
if(controller_iteration % 150 == 0 || rebuild_active_areas) //Every 300 seconds we retest every area/machine
for(var/area/A in all_areas)
if(A == A.master)
A.powerupdate += 1
active_areas |= A
rebuild_active_areas = 0
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/process_nano()
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
var/i = 1
while(i<=events.len)
var/datum/event/Event = events[i]
if(Event)
Event.process()
i++
continue
events.Cut(i,i+1)
checkEvent()
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