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terrible additional lag, given that the master controller doesn't actually fire that often, and can also give us a clue as to what part of the controller has died in case of failure Modifies do_after to something that fires a lot less, and is hopefully more robust against infinite loops. It is now theoretically possible to run around and then come back to the same place and have it complete, but that's only really valid for extremely long times (like handcuff removal) and if you get lucky and dodge one of the timed checks. Revision: r3421 Author: VivianFoxfoot
238 lines
5.5 KiB
Plaintext
238 lines
5.5 KiB
Plaintext
var/global/datum/controller/game_controller/master_controller //Set in world.New()
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var/global/datum/failsafe/Failsafe
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var/global/controllernum = "no"
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var/global/controller_iteration = 0
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datum/controller/game_controller
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var/processing = 1
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var/global/air_master_ready = 0
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var/global/tension_master_ready = 0
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var/global/sun_ready = 0
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var/global/mobs_ready = 0
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var/global/diseases_ready = 0
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var/global/machines_ready = 0
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var/global/objects_ready = 0
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var/global/networks_ready = 0
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var/global/powernets_ready = 0
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var/global/ticker_ready = 0
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proc
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setup()
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setup_objects()
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process()
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setup()
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if(master_controller && (master_controller != src))
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del(src)
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return
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//There can be only one master.
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if(!air_master)
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air_master = new /datum/controller/air_system()
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air_master.setup()
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if(!job_master)
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job_master = new /datum/controller/occupations()
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if(job_master.SetupOccupations())
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world << "\red \b Job setup complete"
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job_master.LoadJobs("config/jobs.txt")
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if(!tension_master)
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tension_master = new /datum/tension()
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world.tick_lag = 0.9
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setup_objects()
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setupgenetics()
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for(var/i = 0, i < max_secret_rooms, i++)
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make_mining_asteroid_secret()
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syndicate_code_phrase = generate_code_phrase()//Sets up code phrase for traitors, for the round.
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syndicate_code_response = generate_code_phrase()
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emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle()
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if(!ticker)
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ticker = new /datum/controller/gameticker()
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spawn
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ticker.pregame()
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setup_objects()
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world << "\red \b Initializing objects"
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sleep(-1)
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for(var/obj/object in world)
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object.initialize()
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world << "\red \b Initializing pipe networks"
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sleep(-1)
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for(var/obj/machinery/atmospherics/machine in world)
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machine.build_network()
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world << "\red \b Initializing atmos machinery."
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sleep(-1)
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for(var/obj/machinery/atmospherics/unary/vent_pump/T in world)
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T.broadcast_status()
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for(var/obj/machinery/atmospherics/unary/vent_scrubber/T in world)
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T.broadcast_status()
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var/emclosetcount = rand((emclosets.len)/2, (emclosets.len)*2/3)
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while(emclosetcount > 0)
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var/turf/loc = pick(emclosets)
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emclosets -= loc
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new /obj/structure/closet/emcloset(loc)
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emclosetcount--
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world << "\red \b Initializations complete."
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process()
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if(!Failsafe)
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Failsafe = new /datum/failsafe
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spawn(0)
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Failsafe.spin()
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if(!processing)
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return 0
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controllernum = "yes"
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spawn (100)
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controllernum = "no"
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controller_iteration++
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var/start_time = world.timeofday
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air_master_ready = 0
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tension_master_ready = 0
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sun_ready = 0
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mobs_ready = 0
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diseases_ready = 0
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machines_ready = 0
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objects_ready = 0
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networks_ready = 0
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powernets_ready = 0
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ticker_ready = 0
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spawn(0)
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air_master.process()
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air_master_ready = 1
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spawn(0)
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tension_master.process()
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tension_master_ready = 1
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sleep(1)
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spawn(0)
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sun.calc_position()
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sun_ready = 1
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sleep(-1)
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spawn(0)
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for(var/mob/M in world)
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M.Life()
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mobs_ready = 1
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sleep(-1)
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spawn(0)
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for(var/datum/disease/D in active_diseases)
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D.process()
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diseases_ready = 1
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spawn(0)
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for(var/obj/machinery/machine in machines)
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if(machine)
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machine.process()
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if(machine && machine.use_power)
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machine.auto_use_power()
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machines_ready = 1
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sleep(-1)
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sleep(1)
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spawn(0)
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for(var/obj/object in processing_objects)
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object.process()
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objects_ready = 1
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spawn(0)
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for(var/datum/pipe_network/network in pipe_networks)
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network.process()
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networks_ready = 1
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spawn(0)
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for(var/datum/powernet/P in powernets)
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P.reset()
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powernets_ready = 1
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sleep(-1)
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spawn(0)
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ticker.process()
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ticker_ready = 1
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sleep(world.timeofday+10-start_time)// Don't touch this. DMTG
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while(!air_master_ready || !tension_master_ready || !sun_ready || !mobs_ready || !diseases_ready || !machines_ready || !objects_ready || !networks_ready || !powernets_ready || !ticker_ready)
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sleep(1)
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spawn
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process()
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return 1
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/datum/failsafe // This thing pretty much just keeps poking the master controller
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var/spinning = 1
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var/current_iteration = 0
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/datum/failsafe/proc/spin()
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if(!master_controller) // Well fuck. How did this happen?
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sleep(50)
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if(!master_controller)
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master_controller = new /datum/controller/game_controller()
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spawn(-1)
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master_controller.setup()
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else
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while(spinning)
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current_iteration = controller_iteration
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sleep(600) // Wait 15 seconds
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if(current_iteration == controller_iteration) // Mm. The master controller hasn't ticked yet.
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for (var/mob/M in world)
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if (M.client && M.client.holder)
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M << "<font color='red' size='2'><b> Warning. The Master Controller has not fired in the last 60 seconds. Restart recommended. Automatic restart in 60 seconds.</b></font>"
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sleep(600)
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if(current_iteration == controller_iteration)
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for (var/mob/M in world)
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if (M.client && M.client.holder)
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M << "<font color='red' size='2'><b> Warning. The Master Controller has not fired in the last 2 minutes. Automatic restart beginning.</b></font>"
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master_controller.process()
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sleep(150)
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else
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for (var/mob/M in world)
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if (M.client && M.client.holder)
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M << "<font color='red' size='2'><b> The Master Controller has fired. Automatic restart aborted.</b></font>" |