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Further process tweaks
- Integrates Volundr's btime library and associated process scheduler changes. - btime is implemented separately from the process scheduler, as precise time measurement is also useful elsewhere. - `TimeOfHour` is no longer internally throttled; throttling is instead done by `SCHECK`. - If btime's `gettime` cannot be called at world startup, an error will be output and the world will stop. - Retains the change to schedule processes according to game time, rather than real time. - Removes the (now unused) update queue files. - Removes the process scheduler testing files. - These are standalone tests for the process scheduler, completely unrelated to its use in the full codebase. We never used them. - Moves the process scheduler defines into __DEFINES. - Makes the lighting process run once before the round starts. - Renames `scheck` to `sleepCheck`, to ensure any code that tries to use `scheck` will fail to compile. - Adds `SCHECK` and `SCHECK_EVERY` macros that skip calling `sleepCheck` entirely until a specified number of `SCHECK`s (50 by default) have been called. - Makes most processes iterate using their `last_object` variable, allowing hang recovery to show the type that caused the hang. - Makes processes output an error when they filter out a type they refuse to process. - Rolls the recently-added alarm subsystem into the alarm process. - Removes the now unused subsystems code.
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@@ -18,15 +18,16 @@
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stat(null, "[mob_list.len] mobs")
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/datum/controller/process/mob/doWork()
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for(var/mob/M in mob_list)
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for(last_object in mob_list)
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var/mob/M = last_object
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if(istype(M) && isnull(M.gcDestroyed))
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try
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M.Life()
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catch(var/exception/e)
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catchException(e, M)
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// Use src explicitly after a try/catch, or BYOND messes src up. I have no idea why.
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src.scheck()
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SCHECK
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else
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catchBadType(M)
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mob_list -= M
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mob_master.process()
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