Files
Polaris/code/controllers/master.dm
Anewbe 0c0246e3fa Still more simple_mob conversions (#5523)
* Fixes 6 pAI faces

PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing.

* Fixes the PDA Halogen Scanner's tendency to be number one.

* Unfolded pAIs can be picked up

Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options.

* Adds the Gigaphone, a suped-up Megaphone.

* Constant Chip has a sprite

* Fireaxe cabinets find their fireaxes in initialize(), rather than new()

* Speeds up alcohol

* fixed mining cloak not being in loadouts

* Admin Supermatter Setup now closes the monitoring room shutters (#5442)

* Admin Supermatter Setup now closes the monitoring room shutters

* Fixes a copy-paste error

* Begins work on lightning.

* Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448)

* Map fix

* fixed deadspy.dmm

* Added Squid plushies of varying colours

I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm
and obj/toy.dmi

* Added hat functionality to Squid plushies

I added the ability to wear my Squid plushies as hats. They're damn good hats.

* Replaces Skrell namegen (#5453)

Created a first name list for Skrell, to replace the syllable assembler.

Created a surname list for Skrell to replace the syllable assembler.

Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler.

* Mechoid makes mistakes. Fix telepathic gigaphones.

* Lets people be colorblind

Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players.

* Whoops, worded that wrong

* Adds beams to the Type var list for View Variables.

* Unfuck my Master

* Adds beams to the Type var selection in View Variables.

* Finishes thunderstorms.

* Adds logging.

* APC Sprite Change

- Port from Virgo recolored slightly to match closer to the old sprite
- Addition of directional sprites for the APCs

* Refactors supply controller.
Supply consoles now run nanoUI

* Missing '

* [Excitedly updates changelog]

* btw i use arc

* Removes supermatters from cave PoIs.

* Holomap Port

- Port of Holomaps from Virgo

* Changing species (via ling or admin button) should no longer ruin your HUD

* Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format

* Removes empty file, gives the QM a control console again (Was replaced with an ordering console)

* Hopefully fixes some tool-conversion things

* Makes the Northern Star still compile

* Keeps NS up to date

* Taj and Unathi should have explorer mask sprites now

* Corgi rune now summons the corgi in a flash of harmless lightning

* Forces mech construction to work with the is_tool() procs

* Various things and floors no longer associate with dirt

* MultiZ falling tweaks

* Fixes the clusterbang grenade

* Added new hairstyles

* Added new hairstyles

* Fixes spelling of Strike in Lightning Strike admin verb

* I don't know how we keep breaking falling

* Hallucinations now use the old system again, but with the more modern components.

* Ambience Refactor (#5476)

* Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg

* Apparently that file is still used, not worth the salt to remove it.

* Changelog

* The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown

* Corrects noted issues

* Add some missing sprites for xenoarch excavation.

* Become thwarted, thot.

* Fixes the Ultra AC2's burstfire bug.

* The Major Bill's shuttle is actually contagious now.

* penguins are from earth

capitalize this, anewbe, i dare you

* Mechoid's a butt

* Adds new job/department specific teshari clothing to the loadout (#5481)

* adding the new department specific teshari outfits

* Slightly cleans up hooded suit code (#5471)

* FBPs can have brute damage repaired externally again

* Windoors fix

* Cleans up some largecrate code

* Weather refactor.

* NanoUI makes me sad.

* Drinking more booze gets you drunk faster

* Ports the supermatter grenade, supporting code

* May or may not make movement seem smoother

* Fixes the Sleepy Ring

* Partially ports the GLOB system

* Fixes the bug(s) that allow meat bodies to have metal brains

* ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here

* Optimizes supply UI

* Transfer shuttle grammar fixes

* Fixes borked E and W fish sprites

* Fixes incorrect ETA in crew transfer announcement

* Mech Mini 'Revamp'. Will need playtesting. (#5480)

* Exosuits are now capable of holding more equipment, of specific types.

* Tweaks regarding feedback in staffside thread, other concerns.

* Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss

* Weapons only fit in universal combat slots.

* Adds smart magazine, magazine functionality

* Adds a new subset of grenades that shoot projectiles

* Low alpha now makes HUDs and tooltips not show up on you

* Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515)

* Update smartfridge.dm

* actually indicates which line solves the bug

* Adds a whole bunch of Exosuit weapons and other miscellaneous parts.

* Minifrags now use the small fragments mainly as they should.

* Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird.

* Touch stuff in reference to responses.

* NanoUI now processes again

* Converts more simple_animal mobs to simple_mob

* Submap correction
2018-08-28 11:25:33 -07:00

605 lines
20 KiB
Plaintext

/**
* StonedMC
*
* Designed to properly split up a given tick among subsystems
* Note: if you read parts of this code and think "why is it doing it that way"
* Odds are, there is a reason
*
**/
//This is the ABSOLUTE ONLY THING that should init globally like this
GLOBAL_REAL(Master, /datum/controller/master) = new
//THIS IS THE INIT ORDER
//Master -> SSPreInit -> GLOB -> world -> config -> SSInit -> Failsafe
//GOT IT MEMORIZED?
GLOBAL_VAR_INIT(MC_restart_clear, 0)
GLOBAL_VAR_INIT(MC_restart_timeout, 0)
GLOBAL_VAR_INIT(MC_restart_count, 0)
//current tick limit, assigned by the queue controller before running a subsystem.
//used by check_tick as well so that the procs subsystems call can obey that SS's tick limits
GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
/datum/controller/master
name = "Master"
// Are we processing (higher values increase the processing delay by n ticks)
var/processing = TRUE
// How many times have we ran
var/iteration = 0
// world.time of last fire, for tracking lag outside of the mc
var/last_run
// List of subsystems to process().
var/list/subsystems
// Vars for keeping track of tick drift.
var/init_timeofday
var/init_time
var/tickdrift = 0
var/sleep_delta = 1
var/make_runtime = 0
var/initializations_finished_with_no_players_logged_in //I wonder what this could be?
// The type of the last subsystem to be process()'d.
var/last_type_processed
var/datum/controller/subsystem/queue_head //Start of queue linked list
var/datum/controller/subsystem/queue_tail //End of queue linked list (used for appending to the list)
var/queue_priority_count = 0 //Running total so that we don't have to loop thru the queue each run to split up the tick
var/queue_priority_count_bg = 0 //Same, but for background subsystems
var/map_loading = FALSE //Are we loading in a new map?
var/current_runlevel //for scheduling different subsystems for different stages of the round
var/static/restart_clear = 0
var/static/restart_timeout = 0
var/static/restart_count = 0
/datum/controller/master/New()
// Highlander-style: there can only be one! Kill off the old and replace it with the new.
var/list/_subsystems = list()
subsystems = _subsystems
if (Master != src)
if (istype(Master))
Recover()
qdel(Master)
else
var/list/subsytem_types = subtypesof(/datum/controller/subsystem)
sortTim(subsytem_types, /proc/cmp_subsystem_init)
for(var/I in subsytem_types)
_subsystems += new I
Master = src
if(!GLOB)
new /datum/controller/global_vars
/datum/controller/master/Destroy()
..()
// Tell qdel() to Del() this object.
return QDEL_HINT_HARDDEL_NOW
/datum/controller/master/Shutdown()
processing = FALSE
sortTim(subsystems, /proc/cmp_subsystem_init)
reverseRange(subsystems)
for(var/datum/controller/subsystem/ss in subsystems)
log_world("Shutting down [ss.name] subsystem...")
ss.Shutdown()
log_world("Shutdown complete")
// Returns 1 if we created a new mc, 0 if we couldn't due to a recent restart,
// -1 if we encountered a runtime trying to recreate it
/proc/Recreate_MC()
. = -1 //so if we runtime, things know we failed
if (world.time < GLOB.MC_restart_timeout)
return 0
if (world.time < GLOB.MC_restart_clear)
GLOB.MC_restart_count *= 0.5
var/delay = 50 * ++GLOB.MC_restart_count
GLOB.MC_restart_timeout = world.time + delay
GLOB.MC_restart_clear = world.time + (delay * 2)
Master.processing = FALSE //stop ticking this one
try
new/datum/controller/master()
catch
return -1
return 1
/datum/controller/master/Recover()
var/msg = "## DEBUG: [time2text(world.timeofday)] MC restarted. Reports:\n"
for (var/varname in Master.vars)
switch (varname)
if("name", "tag", "bestF", "type", "parent_type", "vars", "statclick") // Built-in junk.
continue
else
var/varval = Master.vars[varname]
if (istype(varval, /datum)) // Check if it has a type var.
var/datum/D = varval
msg += "\t [varname] = [D]([D.type])\n"
else
msg += "\t [varname] = [varval]\n"
log_world(msg)
var/datum/controller/subsystem/BadBoy = Master.last_type_processed
var/FireHim = FALSE
if(istype(BadBoy))
msg = null
LAZYINITLIST(BadBoy.failure_strikes)
switch(++BadBoy.failure_strikes[BadBoy.type])
if(2)
msg = "The [BadBoy.name] subsystem was the last to fire for 2 controller restarts. It will be recovered now and disabled if it happens again."
FireHim = TRUE
if(3)
msg = "The [BadBoy.name] subsystem seems to be destabilizing the MC and will be offlined."
BadBoy.flags |= SS_NO_FIRE
if(msg)
log_game(msg)
message_admins("<span class='boldannounce'>[msg]</span>")
log_world(msg)
if (istype(Master.subsystems))
if(FireHim)
Master.subsystems += new BadBoy.type //NEW_SS_GLOBAL will remove the old one
subsystems = Master.subsystems
current_runlevel = Master.current_runlevel
StartProcessing(10)
else
to_chat(world, "<span class='boldannounce'>The Master Controller is having some issues, we will need to re-initialize EVERYTHING</span>")
Initialize(20, TRUE)
// Please don't stuff random bullshit here,
// Make a subsystem, give it the SS_NO_FIRE flag, and do your work in it's Initialize()
/datum/controller/master/Initialize(delay, init_sss)
set waitfor = 0
if(delay)
sleep(delay)
if(init_sss)
init_subtypes(/datum/controller/subsystem, subsystems)
to_chat(world, "<span class='boldannounce'>Initializing subsystems...</span>")
// Sort subsystems by init_order, so they initialize in the correct order.
sortTim(subsystems, /proc/cmp_subsystem_init)
var/start_timeofday = REALTIMEOFDAY
// Initialize subsystems.
GLOB.CURRENT_TICKLIMIT = config.tick_limit_mc_init
for (var/datum/controller/subsystem/SS in subsystems)
if (SS.flags & SS_NO_INIT)
continue
SS.Initialize(REALTIMEOFDAY)
CHECK_TICK
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
var/time = (REALTIMEOFDAY - start_timeofday) / 10
var/msg = "Initializations complete within [time] second[time == 1 ? "" : "s"]!"
to_chat(world, "<span class='boldannounce'>[msg]</span>")
log_world(msg)
if (!current_runlevel)
SetRunLevel(RUNLEVEL_LOBBY)
// Sort subsystems by display setting for easy access.
sortTim(subsystems, /proc/cmp_subsystem_display)
// Set world options.
#ifdef UNIT_TEST
world.sleep_offline = 0
#else
world.sleep_offline = 1
#endif
world.fps = config.fps
var/initialized_tod = REALTIMEOFDAY
sleep(1)
initializations_finished_with_no_players_logged_in = initialized_tod < REALTIMEOFDAY - 10
// Loop.
Master.StartProcessing(0)
/datum/controller/master/proc/SetRunLevel(new_runlevel)
var/old_runlevel = isnull(current_runlevel) ? "NULL" : runlevel_flags[current_runlevel]
testing("MC: Runlevel changed from [old_runlevel] to [new_runlevel]")
current_runlevel = RUNLEVEL_FLAG_TO_INDEX(new_runlevel)
if(current_runlevel < 1)
CRASH("Attempted to set invalid runlevel: [new_runlevel]")
// Starts the mc, and sticks around to restart it if the loop ever ends.
/datum/controller/master/proc/StartProcessing(delay)
set waitfor = 0
if(delay)
sleep(delay)
var/rtn = Loop()
if (rtn > 0 || processing < 0)
return //this was suppose to happen.
//loop ended, restart the mc
log_game("MC crashed or runtimed, restarting")
message_admins("MC crashed or runtimed, restarting")
var/rtn2 = Recreate_MC()
if (rtn2 <= 0)
log_game("Failed to recreate MC (Error code: [rtn2]), it's up to the failsafe now")
message_admins("Failed to recreate MC (Error code: [rtn2]), it's up to the failsafe now")
Failsafe.defcon = 2
// Main loop.
/datum/controller/master/proc/Loop()
. = -1
//Prep the loop (most of this is because we want MC restarts to reset as much state as we can, and because
// local vars rock
//all this shit is here so that flag edits can be refreshed by restarting the MC. (and for speed)
var/list/tickersubsystems = list()
var/list/runlevel_sorted_subsystems = list(list()) //ensure we always have at least one runlevel
var/timer = world.time
for (var/thing in subsystems)
var/datum/controller/subsystem/SS = thing
if (SS.flags & SS_NO_FIRE)
continue
SS.queued_time = 0
SS.queue_next = null
SS.queue_prev = null
SS.state = SS_IDLE
if (SS.flags & SS_TICKER)
tickersubsystems += SS
timer += world.tick_lag * rand(1, 5)
SS.next_fire = timer
continue
var/ss_runlevels = SS.runlevels
var/added_to_any = FALSE
for(var/I in 1 to global.runlevel_flags.len)
if(ss_runlevels & global.runlevel_flags[I])
while(runlevel_sorted_subsystems.len < I)
runlevel_sorted_subsystems += list(list())
runlevel_sorted_subsystems[I] += SS
added_to_any = TRUE
if(!added_to_any)
WARNING("[SS.name] subsystem is not SS_NO_FIRE but also does not have any runlevels set!")
queue_head = null
queue_tail = null
//these sort by lower priorities first to reduce the number of loops needed to add subsequent SS's to the queue
//(higher subsystems will be sooner in the queue, adding them later in the loop means we don't have to loop thru them next queue add)
sortTim(tickersubsystems, /proc/cmp_subsystem_priority)
for(var/I in runlevel_sorted_subsystems)
sortTim(runlevel_sorted_subsystems, /proc/cmp_subsystem_priority)
I += tickersubsystems
var/cached_runlevel = current_runlevel
var/list/current_runlevel_subsystems = runlevel_sorted_subsystems[cached_runlevel]
init_timeofday = REALTIMEOFDAY
init_time = world.time
iteration = 1
var/error_level = 0
var/sleep_delta = 1
var/list/subsystems_to_check
//the actual loop.
while (1)
tickdrift = max(0, MC_AVERAGE_FAST(tickdrift, (((REALTIMEOFDAY - init_timeofday) - (world.time - init_time)) / world.tick_lag)))
var/starting_tick_usage = TICK_USAGE
if (processing <= 0)
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
sleep(10)
continue
//Anti-tick-contention heuristics:
//if there are mutiple sleeping procs running before us hogging the cpu, we have to run later.
// (because sleeps are processed in the order received, longer sleeps are more likely to run first)
if (starting_tick_usage > TICK_LIMIT_MC) //if there isn't enough time to bother doing anything this tick, sleep a bit.
sleep_delta *= 2
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING * 0.5
sleep(world.tick_lag * (processing * sleep_delta))
continue
//Byond resumed us late. assume it might have to do the same next tick
if (last_run + CEILING(world.tick_lag * (processing * sleep_delta), world.tick_lag) < world.time)
sleep_delta += 1
sleep_delta = MC_AVERAGE_FAST(sleep_delta, 1) //decay sleep_delta
if (starting_tick_usage > (TICK_LIMIT_MC*0.75)) //we ran 3/4 of the way into the tick
sleep_delta += 1
//debug
if (make_runtime)
var/datum/controller/subsystem/SS
SS.can_fire = 0
if (!Failsafe || (Failsafe.processing_interval > 0 && (Failsafe.lasttick+(Failsafe.processing_interval*5)) < world.time))
new/datum/controller/failsafe() // (re)Start the failsafe.
//now do the actual stuff
if (!queue_head || !(iteration % 3))
var/checking_runlevel = current_runlevel
if(cached_runlevel != checking_runlevel)
//resechedule subsystems
cached_runlevel = checking_runlevel
current_runlevel_subsystems = runlevel_sorted_subsystems[cached_runlevel]
var/stagger = world.time
for(var/I in current_runlevel_subsystems)
var/datum/controller/subsystem/SS = I
if(SS.next_fire <= world.time)
stagger += world.tick_lag * rand(1, 5)
SS.next_fire = stagger
subsystems_to_check = current_runlevel_subsystems
else
subsystems_to_check = tickersubsystems
if (CheckQueue(subsystems_to_check) <= 0)
if (!SoftReset(tickersubsystems, runlevel_sorted_subsystems))
log_world("MC: SoftReset() failed, crashing")
return
if (!error_level)
iteration++
error_level++
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
sleep(10)
continue
if (queue_head)
if (RunQueue() <= 0)
if (!SoftReset(tickersubsystems, runlevel_sorted_subsystems))
log_world("MC: SoftReset() failed, crashing")
return
if (!error_level)
iteration++
error_level++
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
sleep(10)
continue
error_level--
if (!queue_head) //reset the counts if the queue is empty, in the off chance they get out of sync
queue_priority_count = 0
queue_priority_count_bg = 0
iteration++
last_run = world.time
src.sleep_delta = MC_AVERAGE_FAST(src.sleep_delta, sleep_delta)
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
if (processing * sleep_delta <= world.tick_lag)
GLOB.CURRENT_TICKLIMIT -= (TICK_LIMIT_RUNNING * 0.25) //reserve the tail 1/4 of the next tick for the mc if we plan on running next tick
sleep(world.tick_lag * (processing * sleep_delta))
// This is what decides if something should run.
/datum/controller/master/proc/CheckQueue(list/subsystemstocheck)
. = 0 //so the mc knows if we runtimed
//we create our variables outside of the loops to save on overhead
var/datum/controller/subsystem/SS
var/SS_flags
for (var/thing in subsystemstocheck)
if (!thing)
subsystemstocheck -= thing
SS = thing
if (SS.state != SS_IDLE)
continue
if (SS.can_fire <= 0)
continue
if (SS.next_fire > world.time)
continue
SS_flags = SS.flags
if (SS_flags & SS_NO_FIRE)
subsystemstocheck -= SS
continue
if ((SS_flags & (SS_TICKER|SS_KEEP_TIMING)) == SS_KEEP_TIMING && SS.last_fire + (SS.wait * 0.75) > world.time)
continue
SS.enqueue()
. = 1
// Run thru the queue of subsystems to run, running them while balancing out their allocated tick precentage
/datum/controller/master/proc/RunQueue()
. = 0
var/datum/controller/subsystem/queue_node
var/queue_node_flags
var/queue_node_priority
var/queue_node_paused
var/current_tick_budget
var/tick_precentage
var/tick_remaining
var/ran = TRUE //this is right
var/ran_non_ticker = FALSE
var/bg_calc //have we swtiched current_tick_budget to background mode yet?
var/tick_usage
//keep running while we have stuff to run and we haven't gone over a tick
// this is so subsystems paused eariler can use tick time that later subsystems never used
while (ran && queue_head && TICK_USAGE < TICK_LIMIT_MC)
ran = FALSE
bg_calc = FALSE
current_tick_budget = queue_priority_count
queue_node = queue_head
while (queue_node)
if (ran && TICK_USAGE > TICK_LIMIT_RUNNING)
break
queue_node_flags = queue_node.flags
queue_node_priority = queue_node.queued_priority
//super special case, subsystems where we can't make them pause mid way through
//if we can't run them this tick (without going over a tick)
//we bump up their priority and attempt to run them next tick
//(unless we haven't even ran anything this tick, since its unlikely they will ever be able run
// in those cases, so we just let them run)
if (queue_node_flags & SS_NO_TICK_CHECK)
if (queue_node.tick_usage > TICK_LIMIT_RUNNING - TICK_USAGE && ran_non_ticker)
queue_node.queued_priority += queue_priority_count * 0.1
queue_priority_count -= queue_node_priority
queue_priority_count += queue_node.queued_priority
current_tick_budget -= queue_node_priority
queue_node = queue_node.queue_next
continue
if ((queue_node_flags & SS_BACKGROUND) && !bg_calc)
current_tick_budget = queue_priority_count_bg
bg_calc = TRUE
tick_remaining = TICK_LIMIT_RUNNING - TICK_USAGE
if (current_tick_budget > 0 && queue_node_priority > 0)
tick_precentage = tick_remaining / (current_tick_budget / queue_node_priority)
else
tick_precentage = tick_remaining
// Reduce tick allocation for subsystems that overran on their last tick.
tick_precentage = max(tick_precentage*0.5, tick_precentage-queue_node.tick_overrun)
GLOB.CURRENT_TICKLIMIT = round(TICK_USAGE + tick_precentage)
if (!(queue_node_flags & SS_TICKER))
ran_non_ticker = TRUE
ran = TRUE
queue_node_paused = (queue_node.state == SS_PAUSED || queue_node.state == SS_PAUSING)
last_type_processed = queue_node
queue_node.state = SS_RUNNING
tick_usage = TICK_USAGE
var/state = queue_node.ignite(queue_node_paused)
tick_usage = TICK_USAGE - tick_usage
if (state == SS_RUNNING)
state = SS_IDLE
current_tick_budget -= queue_node_priority
if (tick_usage < 0)
tick_usage = 0
queue_node.tick_overrun = max(0, MC_AVG_FAST_UP_SLOW_DOWN(queue_node.tick_overrun, tick_usage-tick_precentage))
queue_node.state = state
if (state == SS_PAUSED)
queue_node.paused_ticks++
queue_node.paused_tick_usage += tick_usage
queue_node = queue_node.queue_next
continue
queue_node.ticks = MC_AVERAGE(queue_node.ticks, queue_node.paused_ticks)
tick_usage += queue_node.paused_tick_usage
queue_node.tick_usage = MC_AVERAGE_FAST(queue_node.tick_usage, tick_usage)
queue_node.cost = MC_AVERAGE_FAST(queue_node.cost, TICK_DELTA_TO_MS(tick_usage))
queue_node.paused_ticks = 0
queue_node.paused_tick_usage = 0
if (queue_node_flags & SS_BACKGROUND) //update our running total
queue_priority_count_bg -= queue_node_priority
else
queue_priority_count -= queue_node_priority
queue_node.last_fire = world.time
queue_node.times_fired++
if (queue_node_flags & SS_TICKER)
queue_node.next_fire = world.time + (world.tick_lag * queue_node.wait)
else if (queue_node_flags & SS_POST_FIRE_TIMING)
queue_node.next_fire = world.time + queue_node.wait + (world.tick_lag * (queue_node.tick_overrun/100))
else if (queue_node_flags & SS_KEEP_TIMING)
queue_node.next_fire += queue_node.wait
else
queue_node.next_fire = queue_node.queued_time + queue_node.wait + (world.tick_lag * (queue_node.tick_overrun/100))
queue_node.queued_time = 0
//remove from queue
queue_node.dequeue()
queue_node = queue_node.queue_next
. = 1
//resets the queue, and all subsystems, while filtering out the subsystem lists
// called if any mc's queue procs runtime or exit improperly.
/datum/controller/master/proc/SoftReset(list/ticker_SS, list/runlevel_SS)
. = 0
log_world("MC: SoftReset called, resetting MC queue state.")
if (!istype(subsystems) || !istype(ticker_SS) || !istype(runlevel_SS))
log_world("MC: SoftReset: Bad list contents: '[subsystems]' '[ticker_SS]' '[runlevel_SS]'")
return
var/subsystemstocheck = subsystems + ticker_SS
for(var/I in runlevel_SS)
subsystemstocheck |= I
for (var/thing in subsystemstocheck)
var/datum/controller/subsystem/SS = thing
if (!SS || !istype(SS))
//list(SS) is so if a list makes it in the subsystem list, we remove the list, not the contents
subsystems -= list(SS)
ticker_SS -= list(SS)
for(var/I in runlevel_SS)
I -= list(SS)
log_world("MC: SoftReset: Found bad entry in subsystem list, '[SS]'")
continue
if (SS.queue_next && !istype(SS.queue_next))
log_world("MC: SoftReset: Found bad data in subsystem queue, queue_next = '[SS.queue_next]'")
SS.queue_next = null
if (SS.queue_prev && !istype(SS.queue_prev))
log_world("MC: SoftReset: Found bad data in subsystem queue, queue_prev = '[SS.queue_prev]'")
SS.queue_prev = null
SS.queued_priority = 0
SS.queued_time = 0
SS.state = SS_IDLE
if (queue_head && !istype(queue_head))
log_world("MC: SoftReset: Found bad data in subsystem queue, queue_head = '[queue_head]'")
queue_head = null
if (queue_tail && !istype(queue_tail))
log_world("MC: SoftReset: Found bad data in subsystem queue, queue_tail = '[queue_tail]'")
queue_tail = null
queue_priority_count = 0
queue_priority_count_bg = 0
log_world("MC: SoftReset: Finished.")
. = 1
/datum/controller/master/stat_entry()
if(!statclick)
statclick = new/obj/effect/statclick/debug(null, "Initializing...", src)
stat("Byond:", "(FPS:[world.fps]) (TickCount:[world.time/world.tick_lag]) (TickDrift:[round(Master.tickdrift,1)]([round((Master.tickdrift/(world.time/world.tick_lag))*100,0.1)]%))")
stat("Master Controller:", statclick.update("(TickRate:[Master.processing]) (Iteration:[Master.iteration])"))
/datum/controller/master/StartLoadingMap(var/quiet = TRUE)
if(map_loading)
admin_notice("<span class='danger'>Another map is attempting to be loaded before first map released lock. Delaying.</span>", R_DEBUG)
else if(!quiet)
admin_notice("<span class='danger'>Map is now being built. Locking.</span>", R_DEBUG)
//disallow more than one map to load at once, multithreading it will just cause race conditions
while(map_loading)
stoplag()
for(var/S in subsystems)
var/datum/controller/subsystem/SS = S
SS.StartLoadingMap()
map_loading = TRUE
/datum/controller/master/StopLoadingMap(var/quiet = TRUE)
if(!quiet)
admin_notice("<span class='danger'>Map is finished. Unlocking.</span>", R_DEBUG)
map_loading = FALSE
for(var/S in subsystems)
var/datum/controller/subsystem/SS = S
SS.StopLoadingMap()