/datum/controller/subsystem // Metadata; you should define these. name = "fire coderbus" //name of the subsystem var/init_order = INIT_ORDER_DEFAULT //order of initialization. Higher numbers are initialized first, lower numbers later. Can be decimal and negative values. var/wait = 20 //time to wait (in deciseconds) between each call to fire(). Must be a positive integer. var/priority = FIRE_PRIORITY_DEFAULT //When mutiple subsystems need to run in the same tick, higher priority subsystems will run first and be given a higher share of the tick before MC_TICK_CHECK triggers a sleep var/flags = 0 //see MC.dm in __DEFINES Most flags must be set on world start to take full effect. (You can also restart the mc to force them to process again) var/subsystem_initialized = FALSE //set to TRUE after it has been initialized, will obviously never be set if the subsystem doesn't initialize var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire //set to 0 to prevent fire() calls, mostly for admin use or subsystems that may be resumed later // use the SS_NO_FIRE flag instead for systems that never fire to keep it from even being added to the list var/can_fire = TRUE // Bookkeeping variables; probably shouldn't mess with these. var/last_fire = 0 //last world.time we called fire() var/next_fire = 0 //scheduled world.time for next fire() var/cost = 0 //average time to execute var/tick_usage = 0 //average tick usage var/tick_overrun = 0 //average tick overrun var/state = SS_IDLE //tracks the current state of the ss, running, paused, etc. var/paused_ticks = 0 //ticks this ss is taking to run right now. var/paused_tick_usage //total tick_usage of all of our runs while pausing this run var/ticks = 1 //how many ticks does this ss take to run on avg. var/times_fired = 0 //number of times we have called fire() var/queued_time = 0 //time we entered the queue, (for timing and priority reasons) var/queued_priority //we keep a running total to make the math easier, if priority changes mid-fire that would break our running total, so we store it here //linked list stuff for the queue var/datum/controller/subsystem/queue_next var/datum/controller/subsystem/queue_prev var/static/list/failure_strikes //How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out! /datum/controller/subsystem/Destroy() dequeue() can_fire = 0 flags |= SS_NO_FIRE Master.subsystems -= src return ..() /// Wrapper for non-implementation initialization behaviors. /datum/controller/subsystem/proc/DoInitialize(timeofday) Initialize(timeofday) subsystem_initialized = TRUE var/time = (REALTIMEOFDAY - timeofday) / 10 var/msg = "Initialized [name] subsystem within [time] second[time == 1 ? "" : "s"]!" to_chat(world, "[msg]") to_world_log(msg) return time // Do not implement any base behaviors here. /// Initializes the subsystem exactly once, AFTER map load, run by the MC and passed REALTIMEOFDAY. The preferred initialization proc. /datum/controller/subsystem/Initialize(timeofday) return // Do not implement any base behaviors here. /// Called in subsystem/New if there is an existing instance of the subsystem, on the existing instance, before it is deleted. /datum/controller/subsystem/Recover() return // Do not implement any base behaviors here. /// Called in subsystem/New - happens BEFORE map load, and ALSO every time the subsystem is Recovered, AFTER being Recovered. /datum/controller/subsystem/proc/OnNew() return //hook for printing stats to the "MC" statuspanel for admins to see performance and related stats etc. /datum/controller/subsystem/stat_entry(msg) if(!statclick) statclick = new/obj/effect/statclick/debug(null, "Initializing...", src) if(SS_NO_FIRE & flags) msg = "NO FIRE\t[msg]" else if(can_fire <= 0) msg = "OFFLINE\t[msg]" else msg = "[round(cost,1)]ms|[round(tick_usage,1)]%([round(tick_overrun,1)]%)|[round(ticks,0.1)]\t[msg]" var/title = name if (can_fire) title = "\[[state_letter()]][title]" stat(title, statclick.update(msg)) //This is used so the mc knows when the subsystem sleeps. do not override. /datum/controller/subsystem/proc/ignite(resumed) set waitfor = 0 . = SS_SLEEPING fire(resumed) . = state if (state == SS_SLEEPING) state = SS_IDLE if (state == SS_PAUSING) var/QT = queued_time enqueue() state = SS_PAUSED queued_time = QT /** * The periodic behavior of this subsystem, if it has any, every 'wait' deciseconds. * Sleeping prevents future fires until returned. * "resumed" is truthy when the previous fire did not complete and there is work left to do. * "no_mc_tick" is truthy when fire should run to the end, and damn the torpedoes. */ /datum/controller/subsystem/proc/fire(resumed, no_mc_tick) flags |= SS_NO_FIRE throw EXCEPTION("Subsystem [src]([type]) does not fire() but did not set the SS_NO_FIRE flag. Please add the SS_NO_FIRE flag to any subsystem that doesn't fire so it doesn't get added to the processing list and waste cpu.") //Queue it to run. // (we loop thru a linked list until we get to the end or find the right point) // (this lets us sort our run order correctly without having to re-sort the entire already sorted list) /datum/controller/subsystem/proc/enqueue() var/SS_priority = priority var/SS_flags = flags var/datum/controller/subsystem/queue_node var/queue_node_priority var/queue_node_flags for (queue_node = Master.queue_head; queue_node; queue_node = queue_node.queue_next) queue_node_priority = queue_node.queued_priority queue_node_flags = queue_node.flags if (queue_node_flags & SS_TICKER) if (!(SS_flags & SS_TICKER)) continue if (queue_node_priority < SS_priority) break else if (queue_node_flags & SS_BACKGROUND) if (!(SS_flags & SS_BACKGROUND)) break if (queue_node_priority < SS_priority) break else if (SS_flags & SS_BACKGROUND) continue if (SS_flags & SS_TICKER) break if (queue_node_priority < SS_priority) break queued_time = world.time queued_priority = SS_priority state = SS_QUEUED if (SS_flags & SS_BACKGROUND) //update our running total Master.queue_priority_count_bg += SS_priority else Master.queue_priority_count += SS_priority queue_next = queue_node if (!queue_node)//we stopped at the end, add to tail queue_prev = Master.queue_tail if (Master.queue_tail) Master.queue_tail.queue_next = src else //empty queue, we also need to set the head Master.queue_head = src Master.queue_tail = src else if (queue_node == Master.queue_head)//insert at start of list Master.queue_head.queue_prev = src Master.queue_head = src queue_prev = null else queue_node.queue_prev.queue_next = src queue_prev = queue_node.queue_prev queue_node.queue_prev = src /datum/controller/subsystem/proc/dequeue() if (queue_next) queue_next.queue_prev = queue_prev if (queue_prev) queue_prev.queue_next = queue_next if (src == Master.queue_tail) Master.queue_tail = queue_prev if (src == Master.queue_head) Master.queue_head = queue_next queued_time = 0 if (state == SS_QUEUED) state = SS_IDLE /datum/controller/subsystem/proc/pause() . = 1 switch(state) if(SS_RUNNING) state = SS_PAUSED if(SS_SLEEPING) state = SS_PAUSING //could be used to postpone a costly subsystem for (default one) var/cycles, cycles //for instance, during cpu intensive operations like explosions /datum/controller/subsystem/proc/postpone(cycles = 1) if(next_fire - world.time < wait) next_fire += (wait*cycles) // Suspends this subsystem from being queued for running. If already in the queue, sleeps until idle. Returns FALSE if the subsystem was already suspended. /datum/controller/subsystem/proc/suspend() . = (can_fire > 0) // Return true if we were previously runnable, false if previously suspended. can_fire = FALSE // Safely sleep in a loop until the subsystem is idle, (or its been un-suspended somehow) while(can_fire <= 0 && state != SS_IDLE) stoplag() // Safely sleep in a loop until // Wakes a suspended subsystem. /datum/controller/subsystem/proc/wake() can_fire = TRUE /datum/controller/subsystem/proc/state_letter() switch (state) if (SS_RUNNING) . = "R" if (SS_QUEUED) . = "Q" if (SS_PAUSED, SS_PAUSING) . = "P" if (SS_SLEEPING) . = "S" if (SS_IDLE) . = " "