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https://github.com/PolarisSS13/Polaris.git
synced 2025-12-16 13:12:22 +00:00
Removes old unticked code
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@@ -1,31 +0,0 @@
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var/list/pending_init_objects
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/datum/controller/process/initialize
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var/list/objects_to_initialize
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/datum/controller/process/initialize/setup()
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name = "init"
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schedule_interval = 1 // Every tick, scary
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objects_to_initialize = pending_init_objects
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/datum/controller/process/initialize/doWork()
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for(var/atom/movable/A in objects_to_initialize)
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A.initialize()
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scheck()
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objects_to_initialize.Remove(A)
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if(!objects_to_initialize.len)
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disable()
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/proc/initialize_object(var/atom/movable/obj_to_init)
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if(processScheduler.hasProcess("init"))
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var/datum/controller/process/initialize/init = processScheduler.getProcess("init")
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init.objects_to_initialize += obj_to_init
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init.enable()
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else
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world.log << "Not yet"
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if(!pending_init_objects) pending_init_objects = list()
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pending_init_objects += obj_to_init
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/datum/controller/process/initialize/getStatName()
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return ..()+"([objects_to_initialize.len])"
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@@ -1,26 +0,0 @@
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/datum/controller/process/lighting/setup()
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name = "lighting"
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schedule_interval = 5 // every .5 second
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lighting_controller.initializeLighting()
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/datum/controller/process/lighting/doWork()
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lighting_controller.lights_workload_max = \
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max(lighting_controller.lights_workload_max, lighting_controller.lights.len)
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for(var/datum/light_source/L in lighting_controller.lights)
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if(L && L.check())
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lighting_controller.lights.Remove(L)
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scheck()
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lighting_controller.changed_turfs_workload_max = \
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max(lighting_controller.changed_turfs_workload_max, lighting_controller.changed_turfs.len)
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for(var/turf/T in lighting_controller.changed_turfs)
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if(T && T.lighting_changed)
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T.shift_to_subarea()
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scheck()
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if(lighting_controller.changed_turfs && lighting_controller.changed_turfs.len)
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lighting_controller.changed_turfs.len = 0 // reset the changed list
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@@ -1,50 +0,0 @@
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var/datum/controller/failsafe/Failsafe
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/datum/controller/failsafe // This thing pretty much just keeps poking the master controller
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var/processing = 0
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var/processing_interval = 100 //poke the MC every 10 seconds
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var/MC_iteration = 0
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var/MC_defcon = 0 //alert level. For every poke that fails this is raised by 1. When it reaches 5 the MC is replaced with a new one. (effectively killing any master_controller.process() and starting a new one)
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var/lighting_iteration = 0
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var/lighting_defcon = 0 //alert level for lighting controller.
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/datum/controller/failsafe/New()
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//There can be only one failsafe. Out with the old in with the new (that way we can restart the Failsafe by spawning a new one)
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if(Failsafe != src)
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if(istype(Failsafe))
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qdel(Failsafe)
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Failsafe = src
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Failsafe.process()
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/datum/controller/failsafe/proc/process()
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processing = 1
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spawn(0)
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set background = 1
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while(1) //more efficient than recursivly calling ourself over and over. background = 1 ensures we do not trigger an infinite loop
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if(!master_controller) new /datum/controller/game_controller() //replace the missing master_controller! This should never happen.
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if(processing)
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if(lighting_controller.processing)
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if(lighting_iteration == lighting_controller.iteration) //master_controller hasn't finished processing in the defined interval
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switch(lighting_defcon)
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if(0 to 3)
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lighting_defcon++
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if(4)
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admins << "<font color='red' size='2'><b>Warning. The Lighting Controller has not fired in the last [lighting_defcon*processing_interval] ticks. Automatic restart in [processing_interval] ticks.</b></font>"
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lighting_defcon = 5
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if(5)
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admins << "<font color='red' size='2'><b>Warning. The Lighting Controller has still not fired within the last [lighting_defcon*processing_interval] ticks. Killing and restarting...</b></font>"
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new /datum/controller/lighting() //replace the old lighting_controller (hence killing the old one's process)
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lighting_controller.process() //Start it rolling again
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lighting_defcon = 0
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else
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lighting_defcon = 0
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lighting_iteration = lighting_controller.iteration
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else
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MC_defcon = 0
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lighting_defcon = 0
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sleep(processing_interval)
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