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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.
36 lines
1.2 KiB
Plaintext
36 lines
1.2 KiB
Plaintext
/datum/controller/process/lighting
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var/last_light_count = 0
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var/last_overlay_count = 0
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/datum/controller/process/lighting/doWork()
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var/list/lighting_update_lights_old = lighting_update_lights //We use a different list so any additions to the update lists during a delay from SCHECK don't cause things to be cut from the list without being updated.
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last_light_count = lighting_update_lights.len
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lighting_update_lights = null //Nulling it first because of http://www.byond.com/forum/?post=1854520
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lighting_update_lights = list()
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for(var/datum/light_source/L in lighting_update_lights_old)
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if(L.destroyed || L.check() || L.force_update)
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L.remove_lum()
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if(!L.destroyed)
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L.apply_lum()
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else if(L.vis_update) //We smartly update only tiles that became (in) visible to use.
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L.smart_vis_update()
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L.vis_update = 0
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L.force_update = 0
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L.needs_update = 0
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SCHECK
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var/list/lighting_update_overlays_old = lighting_update_overlays //Same as above.
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last_overlay_count = lighting_update_overlays.len
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lighting_update_overlays = null //Same as above
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lighting_update_overlays = list()
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for(var/atom/movable/lighting_overlay/O in lighting_update_overlays_old)
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O.update_overlay()
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O.needs_update = 0
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SCHECK
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