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* From tgstation/tgstation#27196 * The mc will now punish subsystems that overrun their tick allotment with less allotment in later fires. * The punisher also delays the next fire of subsystems that overrun. Because of how this is ends up being calculated, this will almost never actually kick in, but sometimes subsystems like garbage will overrun into multiple ticks, so delaying their next fire is needed. * The punisher does not delay the next fire of SS_TICKER subsystems (tgstation/tgstation#34964) Note: SS_KEEP_TIMING subsystems do not get their next fire delayed.
203 lines
7.1 KiB
Plaintext
203 lines
7.1 KiB
Plaintext
/datum/controller/subsystem
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// Metadata; you should define these.
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name = "fire coderbus" //name of the subsystem
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var/init_order = 0 //order of initialization. Higher numbers are initialized first, lower numbers later. Can be decimal and negative values.
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var/wait = 20 //time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
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var/priority = 50 //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
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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)
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var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
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//set to 0 to prevent fire() calls, mostly for admin use or subsystems that may be resumed later
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// use the SS_NO_FIRE flag instead for systems that never fire to keep it from even being added to the list
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var/can_fire = TRUE
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// Bookkeeping variables; probably shouldn't mess with these.
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var/last_fire = 0 //last world.time we called fire()
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var/next_fire = 0 //scheduled world.time for next fire()
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var/cost = 0 //average time to execute
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var/tick_usage = 0 //average tick usage
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var/tick_overrun = 0 //average tick overrun
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var/state = SS_IDLE //tracks the current state of the ss, running, paused, etc.
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var/paused_ticks = 0 //ticks this ss is taking to run right now.
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var/paused_tick_usage //total tick_usage of all of our runs while pausing this run
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var/ticks = 1 //how many ticks does this ss take to run on avg.
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var/times_fired = 0 //number of times we have called fire()
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var/queued_time = 0 //time we entered the queue, (for timing and priority reasons)
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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
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//linked list stuff for the queue
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var/datum/controller/subsystem/queue_next
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var/datum/controller/subsystem/queue_prev
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var/static/list/failure_strikes //How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out!
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//Do not override
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///datum/controller/subsystem/New()
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// Used to initialize the subsystem BEFORE the map has loaded
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// Called AFTER Recover if that is called
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// Prefer to use Initialize if possible
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/datum/controller/subsystem/proc/PreInit()
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return
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//This is used so the mc knows when the subsystem sleeps. do not override.
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/datum/controller/subsystem/proc/ignite(resumed = 0)
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set waitfor = 0
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. = SS_SLEEPING
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fire(resumed)
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. = state
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if (state == SS_SLEEPING)
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state = SS_IDLE
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if (state == SS_PAUSING)
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var/QT = queued_time
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enqueue()
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state = SS_PAUSED
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queued_time = QT
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//previously, this would have been named 'process()' but that name is used everywhere for different things!
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//fire() seems more suitable. This is the procedure that gets called every 'wait' deciseconds.
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//Sleeping in here prevents future fires until returned.
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/datum/controller/subsystem/proc/fire(resumed = 0)
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flags |= SS_NO_FIRE
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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.")
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/datum/controller/subsystem/Destroy()
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dequeue()
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can_fire = 0
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flags |= SS_NO_FIRE
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Master.subsystems -= src
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return ..()
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//Queue it to run.
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// (we loop thru a linked list until we get to the end or find the right point)
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// (this lets us sort our run order correctly without having to re-sort the entire already sorted list)
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/datum/controller/subsystem/proc/enqueue()
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var/SS_priority = priority
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var/SS_flags = flags
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var/datum/controller/subsystem/queue_node
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var/queue_node_priority
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var/queue_node_flags
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for (queue_node = Master.queue_head; queue_node; queue_node = queue_node.queue_next)
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queue_node_priority = queue_node.queued_priority
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queue_node_flags = queue_node.flags
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if (queue_node_flags & SS_TICKER)
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if (!(SS_flags & SS_TICKER))
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continue
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if (queue_node_priority < SS_priority)
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break
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else if (queue_node_flags & SS_BACKGROUND)
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if (!(SS_flags & SS_BACKGROUND))
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break
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if (queue_node_priority < SS_priority)
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break
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else
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if (SS_flags & SS_BACKGROUND)
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continue
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if (SS_flags & SS_TICKER)
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break
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if (queue_node_priority < SS_priority)
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break
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queued_time = world.time
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queued_priority = SS_priority
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state = SS_QUEUED
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if (SS_flags & SS_BACKGROUND) //update our running total
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Master.queue_priority_count_bg += SS_priority
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else
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Master.queue_priority_count += SS_priority
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queue_next = queue_node
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if (!queue_node)//we stopped at the end, add to tail
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queue_prev = Master.queue_tail
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if (Master.queue_tail)
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Master.queue_tail.queue_next = src
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else //empty queue, we also need to set the head
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Master.queue_head = src
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Master.queue_tail = src
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else if (queue_node == Master.queue_head)//insert at start of list
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Master.queue_head.queue_prev = src
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Master.queue_head = src
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queue_prev = null
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else
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queue_node.queue_prev.queue_next = src
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queue_prev = queue_node.queue_prev
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queue_node.queue_prev = src
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/datum/controller/subsystem/proc/dequeue()
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if (queue_next)
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queue_next.queue_prev = queue_prev
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if (queue_prev)
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queue_prev.queue_next = queue_next
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if (src == Master.queue_tail)
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Master.queue_tail = queue_prev
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if (src == Master.queue_head)
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Master.queue_head = queue_next
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queued_time = 0
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if (state == SS_QUEUED)
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state = SS_IDLE
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/datum/controller/subsystem/proc/pause()
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. = 1
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switch(state)
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if(SS_RUNNING)
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state = SS_PAUSED
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if(SS_SLEEPING)
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state = SS_PAUSING
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//used to initialize the subsystem AFTER the map has loaded
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/datum/controller/subsystem/Initialize(start_timeofday)
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var/time = (REALTIMEOFDAY - start_timeofday) / 10
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var/msg = "Initialized [name] subsystem within [time] second[time == 1 ? "" : "s"]!"
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to_chat(world, "<span class='boldannounce'>[msg]</span>")
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log_world(msg)
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return time
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//hook for printing stats to the "MC" statuspanel for admins to see performance and related stats etc.
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/datum/controller/subsystem/stat_entry(msg)
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if(!statclick)
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statclick = new/obj/effect/statclick/debug(null, "Initializing...", src)
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if(can_fire && !(SS_NO_FIRE & flags))
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msg = "[round(cost,1)]ms|[round(tick_usage,1)]%([round(tick_overrun,1)]%)|[round(ticks,0.1)]\t[msg]"
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else
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msg = "OFFLINE\t[msg]"
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var/title = name
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if (can_fire)
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title = "\[[state_letter()]][title]"
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stat(title, statclick.update(msg))
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/datum/controller/subsystem/proc/state_letter()
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switch (state)
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if (SS_RUNNING)
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. = "R"
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if (SS_QUEUED)
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. = "Q"
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if (SS_PAUSED, SS_PAUSING)
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. = "P"
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if (SS_SLEEPING)
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. = "S"
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if (SS_IDLE)
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. = " "
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//could be used to postpone a costly subsystem for (default one) var/cycles, cycles
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//for instance, during cpu intensive operations like explosions
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/datum/controller/subsystem/proc/postpone(cycles = 1)
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if(next_fire - world.time < wait)
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next_fire += (wait*cycles)
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//usually called via datum/controller/subsystem/New() when replacing a subsystem (i.e. due to a recurring crash)
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//should attempt to salvage what it can from the old instance of subsystem
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/datum/controller/subsystem/Recover()
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