Files
Paradise/code/controllers/master_controller.dm
Bone White 30109587ed Singularity re-start fixes
1) Fixes an exception which prevented singularity generators from
spawning a singularity if they had fingerprints on them
2) Fixes an exception which was called on machineryprocess on the
deleted singularity generator

NOTES

For some obscure reason, hidden fingerprint logging on machinery does
not create a list if there is only one entry.  I couldn't find why, so I
wrote code to account for either a string or list for the singularity
generator ONLY.
2015-01-28 03:57:39 +00:00

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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_timeofday = world.timeofday
var/global/last_tick_duration = 0
var/global/air_processing_killed = 0
var/global/pipe_processing_killed = 0
datum/controller/game_controller
var/processing = 0
var/breather_ticks = 2 //a somewhat crude attempt to iron over the 'bumps' caused by high-cpu use by letting the MC have a breather for this many ticks after every loop
var/minimum_ticks = 20 //The minimum length of time between MC ticks
var/air_cost = 0
var/sun_cost = 0
var/mobs_cost = 0
var/diseases_cost = 0
var/machines_cost = 0
var/aibots_cost = 0
var/objects_cost = 0
var/networks_cost = 0
var/powernets_cost = 0
var/nano_cost = 0
var/events_cost = 0
var/puddles_cost
var/ticker_cost = 0
var/gc_cost = 0
var/total_cost = 0
var/last_thing_processed
var/list/shuttle_list // For debugging and VV
var/datum/ore_distribution/asteroid_ore_map // 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))
Recover()
del(master_controller)
master_controller = src
if(!job_master)
job_master = new /datum/controller/occupations()
job_master.SetupOccupations()
job_master.LoadJobs("config/jobs.txt")
world << "\red \b Job setup complete"
if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase()
if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
if(!emergency_shuttle) emergency_shuttle = new /datum/emergency_shuttle_controller()
if(!shuttle_controller) shuttle_controller = new /datum/shuttle_controller()
datum/controller/game_controller/proc/setup()
world.tick_lag = config.Ticklag
spawn(20)
createRandomZlevel()
if(!air_master)
air_master = new /datum/controller/air_system()
air_master.Setup()
if(!ticker)
ticker = new /datum/controller/gameticker()
if(!garbage)
garbage = new /datum/controller/garbage_collector()
color_windows_init()
setup_objects()
setupgenetics()
setupfactions()
setup_economy()
SetupXenoarch()
for(var/i=0, i<max_secret_rooms, i++)
make_mining_asteroid_secret()
spawn(0)
if(ticker)
ticker.pregame()
lighting_controller.Initialize()
datum/controller/game_controller/proc/setup_objects()
world << "\red \b Initializing objects"
sleep(-1)
for(var/atom/movable/object in world)
object.initialize()
world << "\red \b Initializing pipe networks"
sleep(-1)
for(var/obj/machinery/atmospherics/machine in machines)
machine.build_network()
world << "\red \b Initializing atmos machinery."
sleep(-1)
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()
else if(istype(U, /obj/machinery/atmospherics/unary/vent_scrubber))
var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
T.broadcast_status()
//Create the mining ore distribution map.
asteroid_ore_map = new /datum/ore_distribution()
asteroid_ore_map.populate_distribution_map()
//Set up roundstart seed list.
populate_seed_list()
world << "\red \b Initializations complete."
sleep(-1)
datum/controller/game_controller/proc/process()
processing = 1
spawn(0)
//set background = 1
while(1) //far more efficient than recursively calling ourself
if(!Failsafe) new /datum/controller/failsafe()
var/currenttime = world.timeofday
last_tick_duration = (currenttime - last_tick_timeofday) / 10
last_tick_timeofday = currenttime
if(processing)
var/timer
var/start_time = world.timeofday
controller_iteration++
vote.process()
// transfer_controller.process()
shuttle_controller.process()
process_newscaster()
//AIR
if(!air_processing_killed)
timer = world.timeofday
last_thing_processed = air_master.type
air_master.current_cycle++
// if(!air_master.tick()) Runtimed.
if(!air_master.Tick())
air_master.failed_ticks++
if(air_master.failed_ticks > 5)
world << "<font color='red'><b>RUNTIMES IN ATMOS TICKER. Killing air simulation!</font></b>"
world.log << "### ZAS SHUTDOWN"
message_admins("ZASALERT: unable to run [air_master.tick_progress], shutting down!")
log_admin("ZASALERT: unable run zone/process() -- [air_master.tick_progress]")
air_processing_killed = 1
air_master.failed_ticks = 0
air_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//SUN
timer = world.timeofday
last_thing_processed = sun.type
sun.calc_position()
sun_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//MOBS
timer = world.timeofday
processMobs()
mobs_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//MACHINES
timer = world.timeofday
processMachines()
machines_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//BOTS
timer = world.timeofday
process_bots()
aibots_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//OBJECTS
timer = world.timeofday
processObjects()
objects_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//PIPENETS
if(!pipe_processing_killed)
timer = world.timeofday
processPipenets()
networks_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//POWERNETS
timer = world.timeofday
processPowernets()
powernets_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//NANO UIS
timer = world.timeofday
processNano()
nano_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//EVENTS
timer = world.timeofday
processEvents()
events_cost = (world.timeofday - timer) / 10
/*
//PUDDLES
timer = world.timeofday
processPuddles()
puddles_cost = (world.timeofday - timer) / 10
*/
//TICKER
timer = world.timeofday
last_thing_processed = ticker.type
ticker.process()
ticker_cost = (world.timeofday - timer) / 10
// GC
timer = world.timeofday
last_thing_processed = garbage.type
garbage.process()
gc_cost = (world.timeofday - timer) / 10
//TIMING
total_cost = air_cost + sun_cost + mobs_cost + diseases_cost + machines_cost + aibots_cost + objects_cost + networks_cost + powernets_cost + nano_cost + events_cost + puddles_cost + ticker_cost + gc_cost
var/end_time = world.timeofday
if(end_time < start_time) //why not just use world.time instead?
start_time -= 864000 //deciseconds in a day
sleep( round(minimum_ticks - (end_time - start_time),1) )
else
sleep(10)
/datum/controller/game_controller/proc/processMobs()
for (var/mob/Mob in mob_list)
if (Mob)
last_thing_processed = Mob.type
Mob.Life()
continue
mob_list = mob_list - Mob
/datum/controller/game_controller/proc/processMachines()
for (var/obj/machinery/Machinery in machines)
if (Machinery && Machinery.loc)
last_thing_processed = Machinery.type
if(Machinery.process() != PROCESS_KILL)
if (Machinery) // Why another check?
if (Machinery.use_power)
Machinery.auto_use_power()
continue
if(Machinery) Machinery.removeAtProcessing()
/datum/controller/game_controller/proc/process_bots()
for(var/obj/machinery/bot/Bot in aibots)
if(!Bot.gc_destroyed)
last_thing_processed = Bot.type
spawn(0)
Bot.bot_process()
continue
aibots -= Bot
/datum/controller/game_controller/proc/processObjects()
for (var/obj/Object in processing_objects)
if (Object && Object.loc)
last_thing_processed = Object.type
Object.process()
continue
processing_objects -= Object
/datum/controller/game_controller/proc/processPipenets()
last_thing_processed = /datum/pipe_network
for (var/datum/pipe_network/Pipe_Network in pipe_networks)
if(Pipe_Network)
Pipe_Network.process()
continue
pipe_networks -= Pipe_Network
/datum/controller/game_controller/proc/processPowernets()
last_thing_processed = /datum/powernet
for (var/datum/powernet/Powernet in powernets)
if (Powernet)
Powernet.reset()
continue
powernets -= Powernet
/datum/controller/game_controller/proc/processNano()
last_thing_processed = /datum/nanoui
for (var/datum/nanoui/Nanoui in nanomanager.processing_uis)
if (Nanoui)
Nanoui.process()
continue
nanomanager.processing_uis -= Nanoui
/datum/controller/game_controller/proc/processEvents()
last_thing_processed = /datum/event
event_manager.process()
/*
/datum/controller/game_controller/proc/processPuddles()
last_thing_processed = /datum/puddle
for (var/datum/puddle/Puddle in puddles)
if (Puddle)
Puddle.process()
continue
*/
datum/controller/game_controller/proc/Recover() //Mostly a placeholder for now.
var/msg = "## DEBUG: [time2text(world.timeofday)] MC restarted. Reports:\n"
for(var/varname in master_controller.vars)
switch(varname)
if("tag","bestF","type","parent_type","vars") continue
else
var/varval = master_controller.vars[varname]
if(istype(varval,/datum))
var/datum/D = varval
msg += "\t [varname] = [D.type]\n"
else
msg += "\t [varname] = [varval]\n"
world.log << msg