Files
Paradise/code/controllers/master_controller.dm
2016-08-15 09:44:07 -07:00

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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_duration = 0
var/global/air_processing_killed = 0
var/global/pipe_processing_killed = 0
/datum/controller
var/processing = 0
var/iteration = 0
var/processing_interval = 0
// Dummy object to let us click it to debug while in the stat panel
var/obj/effect/statclick/debug/statclick
/datum/controller/proc/recover() // If we are replacing an existing controller (due to a crash) we attempt to preserve as much as we can.
/datum/controller/game_controller
var/list/shuttle_list // For debugging and VV
/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))
qdel(master_controller)
master_controller = src
var/watch=0
if(!job_master)
watch = start_watch()
job_master = new /datum/controller/occupations()
job_master.SetupOccupations()
job_master.LoadJobs("config/jobs.txt")
log_startup_progress("Job setup complete in [stop_watch(watch)]s.")
if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase()
if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
/datum/controller/game_controller/Destroy()
..()
return QDEL_HINT_HARDDEL_NOW
/datum/controller/game_controller/proc/setup()
world.tick_lag = config.Ticklag
preloadTemplates()
if(!config.disable_away_missions)
createRandomZlevel()
// Create 6 extra space levels to put space ruins on
if(!config.disable_space_ruins)
var/timer = start_watch()
log_startup_progress("Creating random space levels...")
seedRuins(level_name_to_num(EMPTY_AREA), rand(0, 3), /area/space, space_ruins_templates)
log_startup_progress("Loaded random space levels in [stop_watch(timer)]s.")
// We'll keep this around for the time when we finally expunge all
// code that checks on hard-defined z positions
// var/num_extra_space = 6
// for(var/i = 1, i <= num_extra_space, i++)
// var/zlev = space_manager.add_new_zlevel("[EMPTY_AREA] #[i]", linkage = CROSSLINKED)
// seedRuins(zlev, rand(0, 3), /area/space, space_ruins_templates)
space_manager.do_transition_setup()
setup_objects()
setupgenetics()
setupfactions()
setup_economy()
for(var/i=0, i<max_secret_rooms, i++)
make_mining_asteroid_secret()
populate_spawn_points()
/datum/controller/game_controller/proc/setup_objects()
var/watch = start_watch()
var/count = 0
var/overwatch = start_watch() // Overall.
log_startup_progress("Populating asset cache...")
populate_asset_cache()
log_startup_progress(" Populated [asset_cache.len] assets in [stop_watch(watch)]s.")
watch = start_watch()
log_startup_progress("Initializing objects...")
for(var/atom/movable/object in world)
object.initialize()
count++
log_startup_progress(" Initialized [count] objects in [stop_watch(watch)]s.")
watch = start_watch()
count = 0
log_startup_progress("Initializing atmospherics machinery...")
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()
count++
else if(istype(U, /obj/machinery/atmospherics/unary/vent_scrubber))
var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
T.broadcast_status()
count++
log_startup_progress(" Initialized [count] atmospherics machines in [stop_watch(watch)]s.")
watch = start_watch()
count = 0
log_startup_progress("Initializing pipe networks...")
for(var/obj/machinery/atmospherics/machine in machines)
machine.build_network()
count++
log_startup_progress(" Initialized [count] pipes in [stop_watch(watch)]s.")
log_startup_progress("Finished object initializations in [stop_watch(overwatch)]s.")