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Fixes slow roundstarts (#15326)
* More roundstart optimisations * Mochi tweaks
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@@ -73,13 +73,7 @@
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spawn (ROUNDSTART_LOGOUT_REPORT_TIME)
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display_roundstart_logout_report()
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if(SSticker && SSticker.mode && SSdbcore.IsConnected())
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var/datum/db_query/query_round_game_mode = SSdbcore.NewQuery("UPDATE [format_table_name("round")] SET game_mode=:gm WHERE id=:rid", list(
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"gm" = SSticker.mode,
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"rid" = GLOB.round_id
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))
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if(query_round_game_mode.warn_execute())
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qdel(query_round_game_mode)
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INVOKE_ASYNC(src, .proc/set_mode_in_db) // Async query, dont bother slowing roundstart
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generate_station_goals()
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GLOB.start_state = new /datum/station_state()
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@@ -91,6 +85,17 @@
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/datum/game_mode/process()
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return 0
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// I wonder what this could do guessing by the name
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/datum/game_mode/proc/set_mode_in_db()
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if(SSticker?.mode && SSdbcore.IsConnected())
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var/datum/db_query/query_round_game_mode = SSdbcore.NewQuery("UPDATE [format_table_name("round")] SET game_mode=:gm WHERE id=:rid", list(
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"gm" = SSticker.mode.name,
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"rid" = GLOB.round_id
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))
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// We dont do anything with output. Dont bother wrapping with if()
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query_round_game_mode.warn_execute()
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qdel(query_round_game_mode)
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//Called by the gameticker
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/datum/game_mode/proc/process_job_tasks()
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var/obj/machinery/message_server/useMS = null
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