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- 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.
20 lines
523 B
Plaintext
20 lines
523 B
Plaintext
/datum/controller/process/nanoui/setup()
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name = "nanoui"
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schedule_interval = 20 // every 2 seconds
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/datum/controller/process/nanoui/statProcess()
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..()
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stat(null, "[nanomanager.processing_uis.len] UIs")
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/datum/controller/process/nanoui/doWork()
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for(last_object in nanomanager.processing_uis)
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var/datum/nanoui/NUI = last_object
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if(istype(NUI) && isnull(NUI.gcDestroyed))
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try
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NUI.process()
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catch(var/exception/e)
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catchException(e, NUI)
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else
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catchBadType(NUI)
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nanomanager.processing_uis -= NUI
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