Removes old unticked code

This commit is contained in:
Kelenius
2016-02-01 12:47:20 +03:00
parent b9233680d2
commit c9c9dde819
14 changed files with 0 additions and 3763 deletions

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@@ -1,31 +0,0 @@
var/list/pending_init_objects
/datum/controller/process/initialize
var/list/objects_to_initialize
/datum/controller/process/initialize/setup()
name = "init"
schedule_interval = 1 // Every tick, scary
objects_to_initialize = pending_init_objects
/datum/controller/process/initialize/doWork()
for(var/atom/movable/A in objects_to_initialize)
A.initialize()
scheck()
objects_to_initialize.Remove(A)
if(!objects_to_initialize.len)
disable()
/proc/initialize_object(var/atom/movable/obj_to_init)
if(processScheduler.hasProcess("init"))
var/datum/controller/process/initialize/init = processScheduler.getProcess("init")
init.objects_to_initialize += obj_to_init
init.enable()
else
world.log << "Not yet"
if(!pending_init_objects) pending_init_objects = list()
pending_init_objects += obj_to_init
/datum/controller/process/initialize/getStatName()
return ..()+"([objects_to_initialize.len])"

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@@ -1,26 +0,0 @@
/datum/controller/process/lighting/setup()
name = "lighting"
schedule_interval = 5 // every .5 second
lighting_controller.initializeLighting()
/datum/controller/process/lighting/doWork()
lighting_controller.lights_workload_max = \
max(lighting_controller.lights_workload_max, lighting_controller.lights.len)
for(var/datum/light_source/L in lighting_controller.lights)
if(L && L.check())
lighting_controller.lights.Remove(L)
scheck()
lighting_controller.changed_turfs_workload_max = \
max(lighting_controller.changed_turfs_workload_max, lighting_controller.changed_turfs.len)
for(var/turf/T in lighting_controller.changed_turfs)
if(T && T.lighting_changed)
T.shift_to_subarea()
scheck()
if(lighting_controller.changed_turfs && lighting_controller.changed_turfs.len)
lighting_controller.changed_turfs.len = 0 // reset the changed list

View File

@@ -1,50 +0,0 @@
var/datum/controller/failsafe/Failsafe
/datum/controller/failsafe // This thing pretty much just keeps poking the master controller
var/processing = 0
var/processing_interval = 100 //poke the MC every 10 seconds
var/MC_iteration = 0
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)
var/lighting_iteration = 0
var/lighting_defcon = 0 //alert level for lighting controller.
/datum/controller/failsafe/New()
//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)
if(Failsafe != src)
if(istype(Failsafe))
qdel(Failsafe)
Failsafe = src
Failsafe.process()
/datum/controller/failsafe/proc/process()
processing = 1
spawn(0)
set background = 1
while(1) //more efficient than recursivly calling ourself over and over. background = 1 ensures we do not trigger an infinite loop
if(!master_controller) new /datum/controller/game_controller() //replace the missing master_controller! This should never happen.
if(processing)
if(lighting_controller.processing)
if(lighting_iteration == lighting_controller.iteration) //master_controller hasn't finished processing in the defined interval
switch(lighting_defcon)
if(0 to 3)
lighting_defcon++
if(4)
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>"
lighting_defcon = 5
if(5)
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>"
new /datum/controller/lighting() //replace the old lighting_controller (hence killing the old one's process)
lighting_controller.process() //Start it rolling again
lighting_defcon = 0
else
lighting_defcon = 0
lighting_iteration = lighting_controller.iteration
else
MC_defcon = 0
lighting_defcon = 0
sleep(processing_interval)