Files
Paradise/code/controllers/master.dm

789 lines
27 KiB
Plaintext

/**
* StonedMC
*
* Designed to properly split up a given tick among subsystems
* Note: if you read parts of this code and think "why is it doing it that way"
* Odds are, there is a reason
*
**/
//This is the ABSOLUTE ONLY THING that should init globally like this
//2019 update: the failsafe,config and Global controllers also do it
GLOBAL_REAL(Master, /datum/controller/master) = new
//THIS IS THE INIT ORDER
//Master -> SSPreInit -> GLOB -> world -> config -> SSInit -> Failsafe
//GOT IT MEMORIZED?
/datum/controller/master
name = "Master"
/// Are we processing (higher values increase the processing delay by n ticks)
var/processing = 1
/// How many times have we ran
var/iteration = 0
/// world.time of last fire, for tracking lag outside of the mc
var/last_run
/// List of subsystems to fire().
var/list/subsystems
/// Last reported init info
var/last_init_info
// Vars for keeping track of tick drift.
var/init_timeofday
var/init_time
var/tickdrift = 0
/// How long is the MC sleeping between runs, read only (set by Loop() based off of anti-tick-contention heuristics)
var/sleep_delta = 1
/// Set this to 1 to debug the MC with a detailed stack trace. Do not set on a production server.
var/make_runtime = 0
/// Only run ticker subsystems for the next n ticks.
var/skip_ticks = 0
/// Did inits finish with no one logged in
var/initializations_finished_with_no_players_logged_in
/// The type of the last subsystem to be fire()'d.
var/last_type_processed
/// Cache for the loading screen - cleared after
var/list/ss_in_init_order = list()
/// Start of queue linked list
var/datum/controller/subsystem/queue_head
/// End of queue linked list (used for appending to the list)
var/datum/controller/subsystem/queue_tail
/// Running total so that we don't have to loop thru the queue each run to split up the tick
var/queue_priority_count = 0
/// Same, but for background subsystems
var/queue_priority_count_bg = 0
/// Are we loading in a new map?
var/map_loading = FALSE
/// For scheduling different subsystems for different stages of the round
var/current_runlevel
/// Do we want to sleep until players log in?
var/sleep_offline_after_initializations = FALSE // No we dont
var/static/restart_clear = 0
var/static/restart_timeout = 0
var/static/restart_count = 0
/// Random seed generated for randomness if entropy is required
var/static/random_seed
/// Current tick limit, assigned before running a subsystem. Used by CHECK_TICK as well so that the procs subsystems call can obey that SS's tick limits
var/static/current_ticklimit = TICK_LIMIT_RUNNING
/datum/controller/master/New()
if(!random_seed)
#ifdef UNIT_TESTS
random_seed = 29051994
#else
random_seed = rand(1, 1e9)
#endif
rand_seed(random_seed)
var/list/_subsystems = list()
subsystems = _subsystems
// Highlander-style: there can only be one! Kill off the old and replace it with the new.
if(Master != src)
if(istype(Master)) //If there is an existing MC take over his stuff and delete it
Recover()
qdel(Master)
Master = src
else
//Code used for first master on game boot or if existing master got deleted
Master = src
var/list/subsystem_types = subtypesof(/datum/controller/subsystem)
sortTim(subsystem_types, GLOBAL_PROC_REF(cmp_subsystem_init))
//Find any abandoned subsystem from the previous master (if there was any)
var/list/existing_subsystems = list()
for(var/global_var in global.vars)
if(istype(global.vars[global_var], /datum/controller/subsystem))
existing_subsystems += global.vars[global_var]
//Either init a new SS or if an existing one was found use that
for(var/I in subsystem_types)
var/ss_idx = existing_subsystems.Find(I)
if(ss_idx)
_subsystems += existing_subsystems[ss_idx]
else
_subsystems += new I
if(!GLOB)
new /datum/controller/global_vars
/datum/controller/master/Destroy()
..()
// Tell qdel() to Del() this object.
return QDEL_HINT_HARDDEL_NOW
/datum/controller/master/Shutdown()
processing = FALSE
sortTim(subsystems, GLOBAL_PROC_REF(cmp_subsystem_init))
reverseRange(subsystems)
for(var/datum/controller/subsystem/ss in subsystems)
log_world("Shutting down [ss.name] subsystem...")
ss.Shutdown()
log_world("Shutdown complete")
// Returns 1 if we created a new mc, 0 if we couldn't due to a recent restart,
// -1 if we encountered a runtime trying to recreate it
/proc/Recreate_MC()
. = -1 //so if we runtime, things know we failed
if(world.time < Master.restart_timeout)
return 0
if(world.time < Master.restart_clear)
Master.restart_count *= 0.5
var/delay = 50 * ++Master.restart_count
Master.restart_timeout = world.time + delay
Master.restart_clear = world.time + (delay * 2)
if(Master) //Can only do this if master hasn't been deleted
Master.processing = FALSE //stop ticking this one
try
new/datum/controller/master()
catch
return -1
return 1
/datum/controller/master/Recover()
var/msg = "## DEBUG: [time2text(world.timeofday)] MC restarted. Reports:\n"
for(var/varname in Master.vars)
switch(varname)
if("name", "tag", "bestF", "type", "parent_type", "vars", "statclick") // Built-in junk.
continue
else
var/varval = Master.vars[varname]
if(istype(varval, /datum)) // Check if it has a type var.
var/datum/D = varval
msg += "\t [varname] = [D]([D.type])\n"
else
msg += "\t [varname] = [varval]\n"
log_world(msg)
var/datum/controller/subsystem/BadBoy = Master.last_type_processed
var/FireHim = FALSE
if(istype(BadBoy))
msg = null
LAZYINITLIST(BadBoy.failure_strikes)
switch(++BadBoy.failure_strikes[BadBoy.type])
if(2)
msg = "The [BadBoy.name] subsystem was the last to fire for 2 controller restarts. It will be recovered now and disabled if it happens again."
FireHim = TRUE
if(3)
msg = "The [BadBoy.name] subsystem seems to be destabilizing the MC and will be offlined. <span class='info'>The following implications are now in effect: [BadBoy.offline_implications]</span>"
BadBoy.flags |= SS_NO_FIRE
if(msg)
to_chat(GLOB.admins, "<span class='boldannounceooc'>[msg]</span>")
log_world(msg)
if(istype(Master.subsystems))
if(FireHim)
Master.subsystems += new BadBoy.type //NEW_SS_GLOBAL will remove the old one
subsystems = Master.subsystems
current_runlevel = Master.current_runlevel
StartProcessing(10)
else
to_chat(world, "<span class='boldannounceooc'>The Master Controller is having some issues, we will need to re-initialize EVERYTHING</span>")
Initialize(20, TRUE)
// Please don't stuff random bullshit here,
// Make a subsystem, give it the SS_NO_FIRE flag, and do your work in it's Initialize()
/datum/controller/master/Initialize(delay, init_sss, tgs_prime)
set waitfor = 0
if(delay)
sleep(delay)
if(tgs_prime)
world.TgsInitializationComplete()
if(init_sss)
init_subtypes(/datum/controller/subsystem, subsystems)
log_startup_progress("Initializing subsystems...")
// Sort subsystems by init_order, so they initialize in the correct order.
sortTim(subsystems, GLOBAL_PROC_REF(cmp_subsystem_init))
// Get SSs that will init
for(var/datum/controller/subsystem/SS in subsystems)
if(SS.flags & SS_NO_INIT)
continue
ss_in_init_order += SS
// Prepare for init text
GLOB.title_splash.maptext_x = 96
GLOB.title_splash.maptext_y = 32
GLOB.title_splash.maptext_width = 480
GLOB.title_splash.maptext_height = 480
var/start_timeofday = REALTIMEOFDAY
// Initialize subsystems.
current_ticklimit = GLOB.configuration.mc.world_init_tick_limit
for(var/i in 1 to length(ss_in_init_order))
var/datum/controller/subsystem/SS = ss_in_init_order[i]
// Upate the loading screen
update_ss_loadingscreen(SS.ss_id, i)
// Do the do
SS.call_init(REALTIMEOFDAY)
CHECK_TICK
// Clear init text stuff
ss_in_init_order.Cut()
GLOB.title_splash.maptext = null
current_ticklimit = TICK_LIMIT_RUNNING
var/time = (REALTIMEOFDAY - start_timeofday) / 10
log_startup_progress("Initializations complete within [time] second[time == 1 ? "" : "s"]!")
if(GLOB.configuration.system.toast_on_init_complete)
rustg_create_toast("Paradise SS13", "Server initialization complete")
if(GLOB.configuration.general.developer_express_start)
SSticker.force_start = TRUE
if(!current_runlevel)
SetRunLevel(RUNLEVEL_LOBBY)
// Sort subsystems by display setting for easy access.
sortTim(subsystems, GLOBAL_PROC_REF(cmp_subsystem_display))
// Set world options.
world.tick_lag = GLOB.configuration.mc.ticklag
var/initialized_tod = REALTIMEOFDAY
if(sleep_offline_after_initializations)
world.sleep_offline = TRUE
sleep(1)
initializations_finished_with_no_players_logged_in = initialized_tod < REALTIMEOFDAY - 10
// Loop.
Master.StartProcessing(0)
/datum/controller/master/proc/SetRunLevel(new_runlevel)
var/old_runlevel = current_runlevel
if(isnull(old_runlevel))
old_runlevel = "NULL"
testing("MC: Runlevel changed from [old_runlevel] to [new_runlevel]")
current_runlevel = log(2, new_runlevel) + 1
if(current_runlevel < 1)
CRASH("Attempted to set invalid runlevel: [new_runlevel]")
// Starts the mc, and sticks around to restart it if the loop ever ends.
/datum/controller/master/proc/StartProcessing(delay)
set waitfor = 0
if(delay)
sleep(delay)
testing("Master starting processing")
var/rtn = Loop()
if(rtn > 0 || processing < 0)
return //this was suppose to happen.
//loop ended, restart the mc
log_game("MC crashed or runtimed, restarting")
message_admins("MC crashed or runtimed, restarting")
var/rtn2 = Recreate_MC()
if(rtn2 <= 0)
log_game("Failed to recreate MC (Error code: [rtn2]), it's up to the failsafe now")
message_admins("Failed to recreate MC (Error code: [rtn2]), it's up to the failsafe now")
Failsafe.defcon = 2
// Main loop.
/datum/controller/master/proc/Loop()
. = -1
//Prep the loop (most of this is because we want MC restarts to reset as much state as we can, and because
// local vars rock)
//all this shit is here so that flag edits can be refreshed by restarting the MC. (and for speed)
var/list/tickersubsystems = list()
var/list/runlevel_sorted_subsystems = list(list()) //ensure we always have at least one runlevel
var/timer = world.time
for(var/thing in subsystems)
var/datum/controller/subsystem/SS = thing
if(SS.flags & SS_NO_FIRE)
continue
SS.queued_time = 0
SS.queue_next = null
SS.queue_prev = null
SS.state = SS_IDLE
if((SS.flags & (SS_TICKER|SS_BACKGROUND)) == SS_TICKER)
tickersubsystems += SS
// Timer subsystems aren't allowed to bunch up, so we offset them a bit
timer += world.tick_lag * rand(0, 1)
SS.next_fire = timer
continue
var/ss_runlevels = SS.runlevels
var/added_to_any = FALSE
for(var/I in 1 to GLOB.bitflags.len)
if(ss_runlevels & GLOB.bitflags[I])
while(runlevel_sorted_subsystems.len < I)
runlevel_sorted_subsystems += list(list())
runlevel_sorted_subsystems[I] += SS
added_to_any = TRUE
if(!added_to_any)
WARNING("[SS.name] subsystem is not SS_NO_FIRE but also does not have any runlevels set!")
queue_head = null
queue_tail = null
//these sort by lower priorities first to reduce the number of loops needed to add subsequent SS's to the queue
//(higher subsystems will be sooner in the queue, adding them later in the loop means we don't have to loop thru them next queue add)
sortTim(tickersubsystems, GLOBAL_PROC_REF(cmp_subsystem_priority))
for(var/I in runlevel_sorted_subsystems)
sortTim(I, GLOBAL_PROC_REF(cmp_subsystem_priority))
I += tickersubsystems
var/cached_runlevel = current_runlevel
var/list/current_runlevel_subsystems = runlevel_sorted_subsystems[cached_runlevel]
init_timeofday = REALTIMEOFDAY
init_time = world.time
iteration = 1
var/error_level = 0
var/sleep_delta = 1
var/list/subsystems_to_check
//the actual loop.
while(1)
tickdrift = max(0, MC_AVERAGE_FAST(tickdrift, (((REALTIMEOFDAY - init_timeofday) - (world.time - init_time)) / world.tick_lag)))
var/starting_tick_usage = TICK_USAGE
if(processing <= 0)
current_ticklimit = TICK_LIMIT_RUNNING
sleep(10)
continue
// Anti-tick-contention heuristics:
// if there are mutiple sleeping procs running before us hogging the cpu, we have to run later.
// (because sleeps are processed in the order received, longer sleeps are more likely to run first)
if(starting_tick_usage > TICK_LIMIT_MC) //if there isn't enough time to bother doing anything this tick, sleep a bit.
sleep_delta *= 2
current_ticklimit = TICK_LIMIT_RUNNING * 0.5
sleep(world.tick_lag * (processing * sleep_delta))
continue
//Byond resumed us late. assume it might have to do the same next tick
if(last_run + CEILING(world.tick_lag * (processing * sleep_delta), world.tick_lag) < world.time)
sleep_delta += 1
sleep_delta = MC_AVERAGE_FAST(sleep_delta, 1) //decay sleep_delta
if(starting_tick_usage > (TICK_LIMIT_MC * 0.75)) //we ran 3/4 of the way into the tick
sleep_delta += 1
//debug
if(make_runtime)
var/datum/controller/subsystem/SS
SS.can_fire = 0
if(!Failsafe || (Failsafe.processing_interval > 0 && (Failsafe.lasttick + (Failsafe.processing_interval * 5)) < world.time))
new/datum/controller/failsafe() // (re)Start the failsafe.
//now do the actual stuff
if(!skip_ticks)
var/checking_runlevel = current_runlevel
if(cached_runlevel != checking_runlevel)
//resechedule subsystems
var/list/old_subsystems = current_runlevel_subsystems
cached_runlevel = checking_runlevel
current_runlevel_subsystems = runlevel_sorted_subsystems[cached_runlevel]
//now we'll go through all the subsystems we want to offset and give them a next_fire
for(var/datum/controller/subsystem/SS as anything in current_runlevel_subsystems)
//we only want to offset it if it's new and also behind
if(SS.next_fire > world.time || (SS in old_subsystems))
continue
SS.next_fire = world.time + world.tick_lag * rand(0, DS2TICKS(min(SS.wait, 2 SECONDS)))
subsystems_to_check = current_runlevel_subsystems
else
subsystems_to_check = tickersubsystems
if(CheckQueue(subsystems_to_check) <= 0) //error processing queue
stack_trace("MC: CheckQueue failed. Current error_level is [round(error_level, 0.25)]")
if(!SoftReset(tickersubsystems, runlevel_sorted_subsystems))
error_level++
CRASH("MC: SoftReset() failed, exiting loop()")
if(error_level < 2) //except for the first strike, stop incrmenting our iteration so failsafe enters defcon
iteration++
else
cached_runlevel = null //3 strikes, Lets reset the runlevel lists
current_ticklimit = TICK_LIMIT_RUNNING
sleep((1 SECONDS) * error_level)
error_level++
continue
if(queue_head)
if(RunQueue() <= 0) //error running queue
stack_trace("MC: RunQueue failed. Current error_level is [round(error_level, 0.25)]")
if(error_level > 1) //skip the first error,
if(!SoftReset(tickersubsystems, runlevel_sorted_subsystems))
error_level++
CRASH("MC: SoftReset() failed, exiting loop()")
if(error_level <= 2) //after 3 strikes stop incrmenting our iteration so failsafe enters defcon
iteration++
else
cached_runlevel = null //3 strikes, Lets also reset the runlevel lists
current_ticklimit = TICK_LIMIT_RUNNING
sleep((1 SECONDS) * error_level)
error_level++
continue
error_level++
if(error_level > 0)
error_level = max(MC_AVERAGE_SLOW(error_level-1, error_level), 0)
if(!queue_head) //reset the counts if the queue is empty, in the off chance they get out of sync
queue_priority_count = 0
queue_priority_count_bg = 0
iteration++
last_run = world.time
if(skip_ticks)
skip_ticks--
src.sleep_delta = MC_AVERAGE_FAST(src.sleep_delta, sleep_delta)
current_ticklimit = TICK_LIMIT_RUNNING
if(processing * sleep_delta <= world.tick_lag)
current_ticklimit -= (TICK_LIMIT_RUNNING * 0.25) //reserve the tail 1/4 of the next tick for the mc if we plan on running next tick
sleep(world.tick_lag * (processing * sleep_delta))
// This is what decides if something should run.
/datum/controller/master/proc/CheckQueue(list/subsystemstocheck)
. = 0 //so the mc knows if we runtimed
//we create our variables outside of the loops to save on overhead
var/datum/controller/subsystem/SS
var/SS_flags
for(var/thing in subsystemstocheck)
if(!thing)
subsystemstocheck -= thing
SS = thing
if(SS.state != SS_IDLE)
continue
if(SS.can_fire <= 0)
continue
if(SS.next_fire > world.time)
continue
SS_flags = SS.flags
if(SS_flags & SS_NO_FIRE)
subsystemstocheck -= SS
continue
if((SS_flags & (SS_TICKER|SS_KEEP_TIMING)) == SS_KEEP_TIMING && SS.last_fire + (SS.wait * 0.75) > world.time)
continue
if(SS.postponed_fires >= 1)
SS.postponed_fires--
SS.update_nextfire()
continue
SS.enqueue()
. = 1
/// RunQueue - Run thru the queue of subsystems to run, running them while balancing out their allocated tick precentage
/// Returns 0 if runtimed, a negitive number for logic errors, and a positive number if the operation completed without errors
/datum/controller/master/proc/RunQueue()
. = 0
var/datum/controller/subsystem/queue_node
var/queue_node_flags
var/queue_node_priority
var/queue_node_paused
var/current_tick_budget
var/tick_precentage
var/tick_remaining
var/ran = TRUE //this is right
var/bg_calc //have we swtiched current_tick_budget to background mode yet?
var/tick_usage
//keep running while we have stuff to run and we haven't gone over a tick
// this is so subsystems paused eariler can use tick time that later subsystems never used
while(ran && queue_head && TICK_USAGE < TICK_LIMIT_MC)
ran = FALSE
bg_calc = FALSE
current_tick_budget = queue_priority_count
queue_node = queue_head
while(queue_node)
if(ran && TICK_USAGE > TICK_LIMIT_RUNNING)
break
queue_node_flags = queue_node.flags
queue_node_priority = queue_node.queued_priority
if(!(queue_node_flags & SS_TICKER) && skip_ticks)
queue_node = queue_node.queue_next
continue
if(queue_node_flags & SS_BACKGROUND)
if(!bg_calc)
current_tick_budget = queue_priority_count_bg
bg_calc = TRUE
else if(bg_calc)
//error state, do sane fallback behavior
if(. == 0)
log_world("MC: Queue logic failure, non-background subsystem queued to run after a background subsystem: [queue_node] queue_prev:[queue_node.queue_prev]")
. = -1
current_tick_budget = queue_priority_count //this won't even be right, but is the best we have.
bg_calc = FALSE
tick_remaining = TICK_LIMIT_RUNNING - TICK_USAGE
if(queue_node_priority >= 0 && current_tick_budget > 0 && current_tick_budget >= queue_node_priority)
//Give the subsystem a precentage of the remaining tick based on the remaining priority
tick_precentage = tick_remaining * (queue_node_priority / current_tick_budget)
else
//error state
if(. == 0)
log_world("MC: tick_budget sync error. [json_encode(list(current_tick_budget, queue_priority_count, queue_priority_count_bg, bg_calc, queue_node, queue_node_priority))]")
. = -1
tick_precentage = tick_remaining //just because we lost track of priority calculations doesn't mean we can't try to finish off the run, if the error state persists, we don't want to stop ticks from happening
tick_precentage = max(tick_precentage*0.5, tick_precentage-queue_node.tick_overrun)
current_ticklimit = round(TICK_USAGE + tick_precentage)
ran = TRUE
queue_node_paused = (queue_node.state == SS_PAUSED || queue_node.state == SS_PAUSING)
last_type_processed = queue_node
queue_node.state = SS_RUNNING
tick_usage = TICK_USAGE
var/state = queue_node.ignite(queue_node_paused)
tick_usage = TICK_USAGE - tick_usage
if(state == SS_RUNNING)
state = SS_IDLE
current_tick_budget -= queue_node_priority
if(tick_usage < 0)
tick_usage = 0
queue_node.tick_overrun = max(0, MC_AVG_FAST_UP_SLOW_DOWN(queue_node.tick_overrun, tick_usage - tick_precentage))
queue_node.state = state
if(state == SS_PAUSED)
queue_node.paused_ticks++
queue_node.paused_tick_usage += tick_usage
queue_node = queue_node.queue_next
continue
queue_node.ticks = MC_AVERAGE(queue_node.ticks, queue_node.paused_ticks)
tick_usage += queue_node.paused_tick_usage
queue_node.tick_usage = MC_AVERAGE_FAST(queue_node.tick_usage, tick_usage)
queue_node.cost = MC_AVERAGE_FAST(queue_node.cost, TICK_DELTA_TO_MS(tick_usage))
queue_node.paused_ticks = 0
queue_node.paused_tick_usage = 0
if(bg_calc) //update our running total
queue_priority_count_bg -= queue_node_priority
else
queue_priority_count -= queue_node_priority
queue_node.last_fire = world.time
queue_node.times_fired++
queue_node.update_nextfire()
queue_node.queued_time = 0
//remove from queue
queue_node.dequeue()
queue_node = queue_node.queue_next
if(. == 0)
. = 1
//resets the queue, and all subsystems, while filtering out the subsystem lists
// called if any mc's queue procs runtime or exit improperly.
/datum/controller/master/proc/SoftReset(list/ticker_SS, list/runlevel_SS)
. = 0
stack_trace("MC: SoftReset called, resetting MC queue state.")
if(!istype(subsystems) || !istype(ticker_SS) || !istype(runlevel_SS))
log_world("MC: SoftReset: Bad list contents: '[subsystems]' '[ticker_SS]' '[runlevel_SS]'")
return
var/subsystemstocheck = subsystems | ticker_SS
for(var/I in runlevel_SS)
subsystemstocheck |= I
for(var/thing in subsystemstocheck)
var/datum/controller/subsystem/SS = thing
if(!SS || !istype(SS))
//list(SS) is so if a list makes it in the subsystem list, we remove the list, not the contents
subsystems -= list(SS)
ticker_SS -= list(SS)
for(var/I in runlevel_SS)
I -= list(SS)
log_world("MC: SoftReset: Found bad entry in subsystem list, '[SS]'")
continue
if(SS.queue_next && !istype(SS.queue_next))
log_world("MC: SoftReset: Found bad data in subsystem queue, queue_next = '[SS.queue_next]'")
SS.queue_next = null
if(SS.queue_prev && !istype(SS.queue_prev))
log_world("MC: SoftReset: Found bad data in subsystem queue, queue_prev = '[SS.queue_prev]'")
SS.queue_prev = null
SS.queued_priority = 0
SS.queued_time = 0
SS.state = SS_IDLE
if(queue_head && !istype(queue_head))
log_world("MC: SoftReset: Found bad data in subsystem queue, queue_head = '[queue_head]'")
queue_head = null
if(queue_tail && !istype(queue_tail))
log_world("MC: SoftReset: Found bad data in subsystem queue, queue_tail = '[queue_tail]'")
queue_tail = null
queue_priority_count = 0
queue_priority_count_bg = 0
log_world("MC: SoftReset: Finished.")
. = 1
/datum/controller/master/stat_entry()
if(!statclick)
statclick = new/obj/effect/statclick/debug(null, "Initializing...", src)
if(last_init_info)
stat("Last Init Info", last_init_info)
stat("Byond:", "(FPS:[world.fps]) (TickCount:[world.time / world.tick_lag]) (TickDrift:[round(Master.tickdrift, 1)]([round((Master.tickdrift / (world.time / world.tick_lag)) * 100, 0.1)]%))")
stat("Master Controller:", statclick.update("(TickRate:[Master.processing]) (Iteration:[Master.iteration]) (TickLimit: [round(Master.current_ticklimit, 0.1)])"))
// Currently unimplemented
/datum/controller/master/StartLoadingMap()
//disallow more than one map to load at once, multithreading it will just cause race conditions
while(map_loading)
stoplag()
for(var/S in subsystems)
var/datum/controller/subsystem/SS = S
SS.StartLoadingMap()
map_loading = TRUE
/datum/controller/master/StopLoadingMap(bounds = null)
map_loading = FALSE
for(var/S in subsystems)
var/datum/controller/subsystem/SS = S
SS.StopLoadingMap()
/datum/controller/master/proc/UpdateTickRate()
if(!processing)
return
var/client_count = length(GLOB.clients)
if(client_count < GLOB.configuration.mc.highpop_disable_threshold)
processing = GLOB.configuration.mc.base_tickrate
else if(client_count > GLOB.configuration.mc.highpop_enable_threshold)
processing = GLOB.configuration.mc.highpop_tickrate
/datum/controller/master/proc/formatcpu(cpu_var)
switch(cpu_var)
if(0 to 80) // 0-80 = green
. = "<font color='#32a852'>[cpu_var]</font>"
if(80 to 90) // 80-90 = orange
. = "<font color='#fcba03'>[cpu_var]</font>"
if(90 to 100) // 90-100 = red
. = "<font color='#eb4034'>[cpu_var]</font>"
if(100 to INFINITY) // >100 = bold red
. = "<font color='#eb4034'><b>[cpu_var]</b></font>"
// Updates SS loading stuff on the lobby
/datum/controller/master/proc/update_ss_loadingscreen(current_ss_id, loaded_amount)
// We are done, clear it
if(!length(ss_in_init_order))
GLOB.title_splash.maptext = null
return
var/list/columns = list()
columns += list(list()) // Init our first column
var/spacer = " " // 8 characters width space
// You can comfortably fit 33 lines of text on the lobby screen, but having an even number makes this easier
var/max_height = 32
var/either_side = max_height / 2
var/list/all_rows = list()
for(var/datum/controller/subsystem/SS in ss_in_init_order)
// Handle SS state
// Loaded - mark it as DONE
if(SS.initialized)
all_rows += "\[ <font color='#00ff00'>DONE</font> ] [SS.name]"
// Loading - mark it as LOAD
else if(SS.ss_id == current_ss_id)
all_rows += "\[ <font color='#ffaa00'>LOAD</font> ] [SS.name]"
// Not reached yet - mark it as WAIT
else
all_rows += "\[ <font color='#ff0000'>WAIT</font> ] [SS.name]"
// Now render it on the lobby image - turn the columns to rows
// First figure out max length
var/col_max = 0
for(var/entry in all_rows)
var/col_len = length(entry)
if(col_len > col_max)
col_max = col_len
var/list/formatted_rows = list()
for(var/entry in all_rows)
var/spaces_needed = col_max - length(entry)
var/this_entry = "[entry][add_tspace("", spaces_needed)][spacer]"
formatted_rows += this_entry
// Now we have the rows, decide what to show, it needs to scroll fluidly
var/list/output_rows = list()
var/ss_total = length(formatted_rows)
if(ss_total <= max_height)
// We have less rows than height - show it all
output_rows = formatted_rows
else if(loaded_amount < either_side)
// We have loaded less than half the display - show the first height entries
for(var/i in 1 to max_height)
output_rows += formatted_rows[i]
else if(loaded_amount > (ss_total - either_side))
// We have loaded more than the remaining half, show the last height entries
for(var/i in 1 to max_height)
// Invert it
var/offset_i = ss_total - max_height
output_rows += formatted_rows[i + offset_i]
else
// Get the first half of our offset
var/firsthalf_offset = loaded_amount - either_side
for(var/i in 1 to either_side)
output_rows += formatted_rows[i + firsthalf_offset]
// Get the last half of our offset
// If we are at SS 14, we need to take from SS 15 and take the next half onwards
for(var/i in 1 to either_side)
output_rows += formatted_rows[i + loaded_amount]
GLOB.title_splash.maptext = "<span style='font-family: Courier New; background-color: rgba(39, 39, 39, 0.5);'>\n[output_rows.Join("\n")]\n</span>"