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modifies the hollow metrics API; that'll probably be implemented soon adds init stages changes SSatoms to not abuse its `initialized` variable closes #6858
181 lines
6.7 KiB
Plaintext
181 lines
6.7 KiB
Plaintext
//* This file is explicitly licensed under the MIT license. *//
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//* Copyright (c) 2023 Citadel Station developers. *//
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/// if we fall behind this much, we reset buckets
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#define BUCKET_CATASTROPHIC_LAG_THRESHOLD AI_SCHEDULING_TOLERANCE
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/// this many buckets are kept
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#define BUCKET_AMOUNT ((AI_SCHEDULING_TOLERANCE + AI_SCHEDULING_LIMIT) * 0.1 * world.fps)
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/**
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* Handles ticking AI holders
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*/
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SUBSYSTEM_DEF(ai_holders)
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name = "AI Holders"
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subsystem_flags = NONE
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priority = FIRE_PRIORITY_AI_HOLDERS
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init_order = INIT_ORDER_AI_HOLDERS
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init_stage = INIT_STAGE_EARLY
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wait = 0
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/// all ticking ai holders
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var/static/list/datum/ai_holder/active_holders
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/// rolling bucket list; these hold the head node of linked ai_holders.
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///
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/// the head bucket is the last one we processed
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/// after subsystem ticks, if it isn't interrupted, the head bucket
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/// should be empty.
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///
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/// placing stuff onto head bucket = run immediately
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/// placing stuff onto next bucket = run the tick after head
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var/tmp/list/buckets
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/// world.time of bucket head
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var/bucket_head_time
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/// index of bucket head
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var/bucket_head_index
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/// world.fps buckets were made for
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var/bucket_fps
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/datum/controller/subsystem/ai_holders/Initialize()
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active_holders = list()
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rebuild()
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return SS_INIT_SUCCESS
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/datum/controller/subsystem/ai_holders/on_ticklag_changed(old_ticklag, new_ticklag)
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rebuild()
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return ..()
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/datum/controller/subsystem/ai_holders/Recover()
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rebuild()
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return ..()
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/datum/controller/subsystem/ai_holders/fire(resumed)
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if(bucket_fps != world.fps)
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subsystem_log("rebuilding buckets - world.fps [world.fps] != [bucket_fps]")
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rebuild()
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return
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var/elapsed = world.time - bucket_head_time
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if((elapsed) > BUCKET_CATASTROPHIC_LAG_THRESHOLD)
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subsystem_log("rebuilding buckets - lagged too far behind")
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rebuild()
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return
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// cache for speed
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var/list/buckets = src.buckets
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var/buckets_needing_processed = round(elapsed * 0.1 * world.fps)
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var/buckets_processed
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var/bucket_amount = length(buckets)
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var/head_index = bucket_head_index
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var/now_index_raw = bucket_head_index + round(DS2TICKS(elapsed))
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// go through buckets
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for(buckets_processed in 0 to buckets_needing_processed)
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var/bucket_offset = ((head_index + buckets_processed) % bucket_amount) + 1
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var/datum/ai_holder/being_processed
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while((being_processed = buckets[bucket_offset]))
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being_processed.tick(++being_processed.ticking_cycles)
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// check if we are still ticking; if not, we got ejected, so we abort as we don't need to eject or insert again
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if(buckets[bucket_offset] == being_processed)
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// eject; we don't change being_processed.ticking_(next|previous)
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if(being_processed.ticking_next == being_processed)
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#ifdef CF_AI_HOLDER_DEBUG_ASSERTIONS
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ASSERT(buckets[bucket_offset] == being_processed)
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#endif
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buckets[bucket_offset] = null
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else
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buckets[bucket_offset] = being_processed.ticking_next
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being_processed.ticking_next.ticking_previous = being_processed.ticking_previous
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being_processed.ticking_previous.ticking_next = being_processed.ticking_next
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// insert; we now set its ticking_(next|previous)
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// note that we don't do catchup
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var/inject_offset = ((now_index_raw + round(DS2TICKS(being_processed.ticking))) % bucket_amount) + 1
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if(buckets[inject_offset])
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var/datum/ai_holder/being_injected = buckets[inject_offset]
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being_processed.ticking_next = being_injected
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being_processed.ticking_previous = being_injected.ticking_previous
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being_processed.ticking_previous.ticking_next = being_processed
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being_processed.ticking_next.ticking_previous = being_processed
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else
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buckets[inject_offset] = being_processed
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being_processed.ticking_next = being_processed.ticking_previous = being_processed
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being_processed.ticking_position = inject_offset
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if(MC_TICK_CHECK)
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break
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if(state != SS_RUNNING)
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// got tick check'd; break so we stay on this bucket for now
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// otherwise we'd go forwards 1 and drop this bucket
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break
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bucket_head_index = ((bucket_head_index + buckets_processed) % length(buckets)) + 1
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bucket_head_time = bucket_head_time + TICKS2DS(buckets_processed)
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/datum/controller/subsystem/ai_holders/proc/bucket_insert(datum/ai_holder/holder)
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#ifdef CF_AI_HOLDER_DEBUG_ASSERTIONS
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ASSERT(holder.ticking <= AI_SCHEDULING_LIMIT)
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ASSERT(!holder.ticking_position)
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#endif
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var/new_index = round(bucket_head_index + ((world.time - bucket_head_time) * 0.1 * world.fps) + rand(0, holder.ticking * 0.1 * world.fps))
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new_index = (new_index % length(buckets)) + 1
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var/datum/ai_holder/existing = buckets[new_index]
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if(existing)
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existing.ticking_next.ticking_previous = holder
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holder.ticking_next = existing.ticking_next
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holder.ticking_previous = existing
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existing.ticking_next = holder
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else
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buckets[new_index] = holder
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holder.ticking_next = holder.ticking_previous = holder
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holder.ticking_position = new_index
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/datum/controller/subsystem/ai_holders/proc/bucket_evict(datum/ai_holder/holder)
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ASSERT(holder.ticking_position)
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// if we're linking to ourselves, we're the head of the linked list
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if(holder.ticking_next == holder)
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#ifdef CF_AI_HOLDER_DEBUG_ASSERTIONS
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ASSERT(buckets[holder.ticking_position] == holder)
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#endif
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buckets[holder.ticking_position] = null
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// else, eject from linked list
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else
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if(buckets[holder.ticking_position] == holder)
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buckets[holder.ticking_position] = holder.ticking_next
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holder.ticking_next.ticking_previous = holder.ticking_previous
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holder.ticking_previous.ticking_next = holder.ticking_next
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holder.ticking_next = holder.ticking_previous = holder.ticking_position = null
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/**
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* perform error checking
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* rebuild all buckets
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*/
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/datum/controller/subsystem/ai_holders/proc/rebuild()
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bucket_head_time = world.time
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bucket_head_index = 1
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bucket_fps = world.fps
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// todo; recover active_holders as well maybe?
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buckets = new /list(BUCKET_AMOUNT)
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var/bucket_amount = length(buckets)
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for(var/datum/ai_holder/holder as anything in active_holders)
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if(!istype(holder))
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active_holders -= holder
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continue
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if(!holder.ticking || (holder.ticking > AI_SCHEDULING_LIMIT))
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holder.ticking = null
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holder.ticking_position = null
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holder.ticking_next = null
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holder.ticking_previous = null
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active_holders -= holder
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continue
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var/new_index = bucket_head_index + rand(0, round(holder.ticking * 0.1 * world.fps))
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new_index = (new_index % bucket_amount) + 1
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var/datum/ai_holder/existing = buckets[new_index]
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if(existing)
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existing.ticking_next.ticking_previous = holder
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holder.ticking_next = existing.ticking_next
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holder.ticking_previous = existing
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existing.ticking_next = holder
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else
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buckets[new_index] = holder
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holder.ticking_next = holder.ticking_previous = holder
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holder.ticking_position = new_index
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#undef BUCKET_CATASTROPHIC_LAG_THRESHOLD
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#undef BUCKET_AMOUNT
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