-Killed the updateDialog lag. I added a check to see if there were any mobs to update, if not it will stop checking until a user uses the machine again. I had to replace all the machine = src and machine = null with procs to help make it manageable. I believe this is one of the culprits causing the server to lag as the round goes on, as more players will interact with machines.

-Atmos delay is now based on active players, to help fight lag for massive player rounds.

-Changed some for(blah in world) loops to use the correct lists.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
giacomand@gmail.com
2012-10-25 19:15:51 +00:00
parent 2063c3715d
commit 6a2d78bc94
156 changed files with 403 additions and 367 deletions

View File

@@ -90,7 +90,8 @@ datum/air_group
if (next_check > 0)
next_check--
return 1
next_check += check_delay + rand(max(check_delay, 1)/2,check_delay)
var/player_count = max(player_list.len, 3) / 3
next_check += check_delay + rand(player_count, player_count * 1.5)
check_delay++
var/turf/simulated/list/border_individual = list()

View File

@@ -304,7 +304,8 @@ turf
if (next_check > 0)
next_check--
return 1
next_check += check_delay + rand(max(check_delay, 1)/2,check_delay)
var/player_count = max(player_list.len, 3) / 3
next_check += check_delay + rand(player_count, player_count * 1.5)
check_delay++
var/turf/simulated/list/possible_fire_spreads = list()