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This converts the machine and mob processes to the SMC. Additionally, it adds the Atom subsystem, which handles all Initialize() calls in place of the old gameticker. Due to incompatibility with our atmospherics (FUCK OUR ATMOSPHERICS FOR FUCKING EVER JESUS CHRIST WHO THE FUCK MADE THIS PIECE OF GODDAMN SHIT) atmospherics machines do not use Initialize() as they should, instead opting for a custom atmos_init proc that the air controller handles.
38 lines
966 B
Plaintext
38 lines
966 B
Plaintext
//Used to process objects. Fires once every second.
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//TODO: Implement fully when process scheduler dies
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/*
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SUBSYSTEM_DEF(processing)
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name = "Processing"
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priority = FIRE_PRIORITY_PROCESS
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flags = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
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wait = 10
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var/stat_tag = "P" //Used for logging
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var/list/processing = list()
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var/list/currentrun = list()
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/datum/controller/subsystem/processing/stat_entry()
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..("[stat_tag]:[processing.len]")
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/datum/controller/subsystem/processing/fire(resumed = 0)
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if (!resumed)
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currentrun = processing.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/current_run = currentrun
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while(current_run.len)
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var/datum/thing = current_run[current_run.len]
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current_run.len--
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if(QDELETED(thing) || thing.process(wait) == PROCESS_KILL)
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processing -= thing
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if (MC_TICK_CHECK)
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return
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*/
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/datum/var/isprocessing = FALSE
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/*
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/datum/proc/process()
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set waitfor = 0
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STOP_PROCESSING(SSobj, src)
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return 0
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*/ |