//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_duration = 0 var/global/air_processing_killed = 0 var/global/pipe_processing_killed = 0 datum/controller/game_controller 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/aibots_cost = 0 var/objects_cost = 0 var/networks_cost = 0 var/powernets_cost = 0 var/nano_cost = 0 var/events_cost = 0 var/puddles_cost var/ticker_cost = 0 var/garbageCollectorCost = 0 var/total_cost = 0 var/last_thing_processed var/list/shuttle_list // For debugging and VV var/datum/ore_distribution/asteroid_ore_map // For debugging and VV. var/global/datum/garbage_collector/garbageCollector 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) if(istype(master_controller)) Recover() qdel(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() MOVED TO SCHEDULER //if(!shuttle_controller) shuttle_controller = new /datum/shuttle_controller() datum/controller/game_controller/proc/setup() world.tick_lag = config.Ticklag spawn(20) createRandomZlevel() /* MOVED TO SCHEDULER if(!air_master) air_master = new /datum/controller/air_system() air_master.Setup() if(!ticker) ticker = new /datum/controller/gameticker() */ color_windows_init() setup_objects() setupgenetics() setupfactions() setup_economy() SetupXenoarch() for(var/i=0, i 5) world << "RUNTIMES IN ATMOS TICKER. Killing air simulation!" world.log << "### LINDA SHUTDOWN" message_admins("LINDAALERT: unable to run [air_master.tick_progress], shutting down!") log_admin("LINDAALERT: 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 processMobs() mobs_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //MACHINES timer = world.timeofday processMachines() machines_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //BOTS timer = world.timeofday process_bots() aibots_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //OBJECTS timer = world.timeofday processObjects() objects_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //PIPENETS if(!pipe_processing_killed) timer = world.timeofday processPipenets() networks_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //POWERNETS timer = world.timeofday processPowernets() powernets_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //NANO UIS timer = world.timeofday processNano() nano_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //EVENTS timer = world.timeofday processEvents() events_cost = (world.timeofday - timer) / 10 /* //PUDDLES timer = world.timeofday processPuddles() puddles_cost = (world.timeofday - timer) / 10 */ //TICKER timer = world.timeofday last_thing_processed = ticker.type ticker.process() ticker_cost = (world.timeofday - timer) / 10 // GC timer = world.timeofday last_thing_processed = garbageCollector.type garbageCollector.process() garbageCollectorCost = (world.timeofday - timer) / 10 //TIMING total_cost = air_cost + sun_cost + mobs_cost + diseases_cost + machines_cost + aibots_cost + objects_cost + networks_cost + powernets_cost + nano_cost + events_cost + puddles_cost + ticker_cost + garbageCollectorCost 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/processMobs() for (var/mob/Mob in mob_list) if (Mob) last_thing_processed = Mob.type Mob.Life() continue mob_list = mob_list - Mob /datum/controller/game_controller/proc/processMachines() for (var/obj/machinery/Machinery in machines) if (Machinery && Machinery.loc) last_thing_processed = Machinery.type if(Machinery.process() != PROCESS_KILL) if (Machinery) // Why another check? if (Machinery.use_power) Machinery.auto_use_power() continue if(Machinery) Machinery.removeAtProcessing() /datum/controller/game_controller/proc/process_bots() for(var/obj/machinery/bot/Bot in aibots) if(!Bot.gc_destroyed) last_thing_processed = Bot.type spawn(0) Bot.bot_process() continue aibots -= Bot /datum/controller/game_controller/proc/processObjects() for (var/obj/Object in processing_objects) if (Object && Object.loc) last_thing_processed = Object.type Object.process() continue processing_objects -= Object /datum/controller/game_controller/proc/processPipenets() last_thing_processed = /datum/pipe_network for (var/datum/pipe_network/Pipe_Network in pipe_networks) if(Pipe_Network) Pipe_Network.process() continue pipe_networks -= Pipe_Network /datum/controller/game_controller/proc/processPowernets() last_thing_processed = /datum/powernet for (var/datum/powernet/Powernet in powernets) if (Powernet) Powernet.reset() continue powernets -= Powernet /datum/controller/game_controller/proc/processNano() last_thing_processed = /datum/nanoui for (var/datum/nanoui/Nanoui in nanomanager.processing_uis) if (Nanoui) Nanoui.process() continue nanomanager.processing_uis -= Nanoui /datum/controller/game_controller/proc/processEvents() last_thing_processed = /datum/event event_manager.process() /* /datum/controller/game_controller/proc/processPuddles() last_thing_processed = /datum/puddle for (var/datum/puddle/Puddle in puddles) if (Puddle) Puddle.process() continue */ 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