mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
generic controller update
This commit is contained in:
@@ -1,14 +1,25 @@
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// Clickable stat() button.
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/obj/effect/statclick
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name = "Initializing..."
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// blocks_emissive = NONE
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var/target
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INITIALIZE_IMMEDIATE(/obj/effect/statclick)
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/obj/effect/statclick/Initialize(mapload, text, target) //Don't port this to Initialize it's too critical
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/obj/effect/statclick/Initialize(mapload, text, target)
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. = ..()
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name = text
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src.target = target
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if(istype(target, /datum)) //Harddel man bad
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RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/cleanup)
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/obj/effect/statclick/Destroy()
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target = null
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return ..()
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/obj/effect/statclick/proc/cleanup()
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SIGNAL_HANDLER
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qdel(src)
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/obj/effect/statclick/proc/update(text)
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name = text
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@@ -51,3 +62,30 @@ INITIALIZE_IMMEDIATE(/obj/effect/statclick)
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SSblackbox.record_feedback("tally", "admin_verb", 1, "Restart Failsafe Controller")
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message_admins("Admin [key_name_admin(usr)] has restarted the [controller] controller.")
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/client/proc/debug_controller()
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set category = "Debug"
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set name = "Debug Controller"
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set desc = "Debug the various periodic loop controllers for the game (be careful!)"
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if(!holder)
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return
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var/list/controllers = list()
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var/list/controller_choices = list()
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for (var/datum/controller/controller in world)
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if (istype(controller, /datum/controller/subsystem))
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continue
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controllers["[controller] (controller.type)"] = controller //we use an associated list to ensure clients can't hold references to controllers
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controller_choices += "[controller] (controller.type)"
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var/datum/controller/controller_string = input("Select controller to debug", "Debug Controller") as null|anything in controller_choices
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var/datum/controller/controller = controllers[controller_string]
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if (!istype(controller))
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return
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debug_variables(controller)
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SSblackbox.record_feedback("tally", "admin_verb", 1, "Restart Failsafe Controller")
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message_admins("Admin [key_name_admin(usr)] is debugging the [controller] controller.")
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@@ -15,7 +15,7 @@ GLOBAL_REAL(Failsafe, /datum/controller/failsafe)
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// The alert level. For every failed poke, we drop a DEFCON level. Once we hit DEFCON 1, restart the MC.
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var/defcon = 5
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//the world.time of the last check, so the mc can restart US if we hang.
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// (Real friends look out for *eachother*)
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// (Real friends look out for *eachother*)
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var/lasttick = 0
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// Track the MC iteration to make sure its still on track.
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@@ -33,6 +33,22 @@ GLOBAL_REAL(Failsafe, /datum/controller/failsafe)
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/datum/controller/failsafe/Initialize()
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set waitfor = FALSE
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Failsafe.Loop()
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if (!Master || defcon == 0) //Master is gone/not responding and Failsafe just exited its loop
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defcon = 3 //Reset defcon level as its used inside the emergency loop
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while (defcon > 0)
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var/recovery_result = emergency_loop()
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if (recovery_result == 1) //Exit emergency loop and delete self if it was able to recover MC
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break
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else if (defcon == 1) //Exit Failsafe if we weren't able to recover the MC in the last stage
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log_game("FailSafe: Failed to recover MC while in emergency state. Failsafe exiting.")
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message_admins(span_boldannounce("Failsafe failed criticaly while trying to recreate broken MC. Please manually fix the MC or reboot the server. Failsafe exiting now."))
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message_admins(span_boldannounce("You can try manually calling these two procs:."))
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message_admins(span_boldannounce("/proc/recover_all_SS_and_recreate_master: Most stuff should still function but expect instability/runtimes/broken stuff."))
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message_admins(span_boldannounce("/proc/delete_all_SS_and_recreate_master: Most stuff will be broken but basic stuff like movement and chat should still work."))
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else if (recovery_result == -1) //Failed to recreate MC
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defcon--
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sleep(initial(processing_interval)) //Wait a bit until the next try
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if(!QDELETED(src))
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qdel(src) //when Loop() returns, we delete ourselves and let the mc recreate us
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@@ -45,42 +61,56 @@ GLOBAL_REAL(Failsafe, /datum/controller/failsafe)
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while(running)
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lasttick = world.time
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if(!Master)
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// Replace the missing Master! This should never, ever happen.
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new /datum/controller/master()
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// Break out of the main loop so we go into emergency state
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break
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// Only poke it if overrides are not in effect.
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if(processing_interval > 0)
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if(Master.processing && Master.iteration)
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if (defcon > 1 && (!Master.stack_end_detector || !Master.stack_end_detector.check()))
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to_chat(GLOB.admins, span_boldannounce("ERROR: The Master Controller code stack has exited unexpectedly, Restarting..."))
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defcon = 0
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var/rtn = Recreate_MC()
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if(rtn > 0)
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master_iteration = 0
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to_chat(GLOB.admins, span_adminnotice("MC restarted successfully"))
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else if(rtn < 0)
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log_game("FailSafe: Could not restart MC, runtime encountered. Entering defcon 0")
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to_chat(GLOB.admins, span_boldannounce("ERROR: DEFCON [defcon_pretty()]. Could not restart MC, runtime encountered. I will silently keep retrying."))
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// Check if processing is done yet.
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if(Master.iteration == master_iteration)
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switch(defcon)
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if(4,5)
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--defcon
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if(3)
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message_admins("<span class='adminnotice'>Notice: DEFCON [defcon_pretty()]. The Master Controller has not fired in the last [(5-defcon) * processing_interval] ticks.</span>")
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--defcon
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if(2)
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to_chat(GLOB.admins, "<span class='boldannounce'>Warning: DEFCON [defcon_pretty()]. The Master Controller has not fired in the last [(5-defcon) * processing_interval] ticks. Automatic restart in [processing_interval] ticks.</span>")
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--defcon
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if(1)
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to_chat(GLOB.admins, "<span class='boldannounce'>Warning: DEFCON [defcon_pretty()]. The Master Controller has still not fired within the last [(5-defcon) * processing_interval] ticks. Killing and restarting...</span>")
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if(3)
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message_admins(span_adminnotice("Notice: DEFCON [defcon_pretty()]. The Master Controller has not fired in the last [(5-defcon) * processing_interval] ticks."))
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--defcon
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if(2)
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to_chat(GLOB.admins, span_boldannounce("Warning: DEFCON [defcon_pretty()]. The Master Controller has not fired in the last [(5-defcon) * processing_interval] ticks. Automatic restart in [processing_interval] ticks."))
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--defcon
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if(1)
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to_chat(GLOB.admins, span_boldannounce("Warning: DEFCON [defcon_pretty()]. The Master Controller has still not fired within the last [(5-defcon) * processing_interval] ticks. Killing and restarting..."))
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--defcon
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var/rtn = Recreate_MC()
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if(rtn > 0)
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defcon = 4
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master_iteration = 0
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to_chat(GLOB.admins, "<span class='adminnotice'>MC restarted successfully</span>")
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to_chat(GLOB.admins, span_adminnotice("MC restarted successfully"))
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else if(rtn < 0)
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log_game("FailSafe: Could not restart MC, runtime encountered. Entering defcon 0")
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to_chat(GLOB.admins, "<span class='boldannounce'>ERROR: DEFCON [defcon_pretty()]. Could not restart MC, runtime encountered. I will silently keep retrying.</span>")
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to_chat(GLOB.admins, span_boldannounce("ERROR: DEFCON [defcon_pretty()]. Could not restart MC, runtime encountered. I will silently keep retrying."))
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//if the return number was 0, it just means the mc was restarted too recently, and it just needs some time before we try again
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//no need to handle that specially when defcon 0 can handle it
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if(0) //DEFCON 0! (mc failed to restart)
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var/rtn = Recreate_MC()
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if(rtn > 0)
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defcon = 4
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master_iteration = 0
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to_chat(GLOB.admins, "<span class='adminnotice'>MC restarted successfully</span>")
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to_chat(GLOB.admins, span_adminnotice("MC restarted successfully"))
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else
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defcon = min(defcon + 1,5)
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master_iteration = Master.iteration
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@@ -92,6 +122,57 @@ GLOBAL_REAL(Failsafe, /datum/controller/failsafe)
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defcon = 5
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sleep(initial(processing_interval))
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//Emergency loop used when Master got deleted or the main loop exited while Defcon == 0
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//Loop is driven externally so runtimes only cancel the current recovery attempt
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/datum/controller/failsafe/proc/emergency_loop()
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//The code in this proc should be kept as simple as possible, anything complicated like to_chat might rely on master existing and runtime
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//The goal should always be to get a new Master up and running before anything else
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. = -1
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switch (defcon) //The lower defcon goes the harder we try to fix the MC
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if (2 to 3) //Try to normally recreate the MC two times
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. = Recreate_MC()
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if (1) //Delete the old MC first so we don't transfer any info, in case that caused any issues
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del(Master)
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. = Recreate_MC()
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if (. == 1) //We were able to create a new master
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master_iteration = 0
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SSticker.Recover(); //Recover the ticket system so the Masters runlevel gets set
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Master.Initialize(10, FALSE, TRUE) //Need to manually start the MC, normally world.new would do this
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to_chat(GLOB.admins, span_adminnotice("Failsafe recovered MC while in emergency state [defcon_pretty()]"))
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else
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log_game("FailSafe: Failsafe in emergency state and was unable to recreate MC while in defcon state [defcon_pretty()].")
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message_admins(span_boldannounce("Failsafe in emergency state and master down, trying to recreate MC while in defcon level [defcon_pretty()] failed."))
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///Recreate all SSs which will still cause data survive due to Recover(), the new Master will then find and take them from global.vars
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/proc/recover_all_SS_and_recreate_master()
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del(Master)
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var/list/subsytem_types = subtypesof(/datum/controller/subsystem)
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sortTim(subsytem_types, /proc/cmp_subsystem_init)
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for(var/I in subsytem_types)
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new I
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. = Recreate_MC()
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if (. == 1) //We were able to create a new master
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SSticker.Recover(); //Recover the ticket system so the Masters runlevel gets set
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Master.Initialize(10, FALSE, TRUE) //Need to manually start the MC, normally world.new would do this
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to_chat(GLOB.admins, span_adminnotice("MC successfully recreated after recovering all subsystems!"))
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else
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message_admins(span_boldannounce("Failed to create new MC!"))
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///Delete all existing SS to basically start over
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/proc/delete_all_SS_and_recreate_master()
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del(Master)
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for(var/global_var in global.vars)
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if (istype(global.vars[global_var], /datum/controller/subsystem))
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del(global.vars[global_var])
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. = Recreate_MC()
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if (. == 1) //We were able to create a new master
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SSticker.Recover(); //Recover the ticket system so the Masters runlevel gets set
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Master.Initialize(10, FALSE, TRUE) //Need to manually start the MC, normally world.new would do this
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to_chat(GLOB.admins, span_adminnotice("MC successfully recreated after deleting and recreating all subsystems!"))
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else
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message_admins(span_boldannounce("Failed to create new MC!"))
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/datum/controller/failsafe/proc/defcon_pretty()
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return defcon
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@@ -14,7 +14,7 @@ GLOBAL_REAL(GLOB, /datum/controller/global_vars)
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var/datum/controller/exclude_these = new
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gvars_datum_in_built_vars = exclude_these.vars + list(NAMEOF(src, gvars_datum_protected_varlist), NAMEOF(src, gvars_datum_in_built_vars), NAMEOF(src, gvars_datum_init_order))
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QDEL_IN(exclude_these, 0) //signal logging isn't ready
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QDEL_IN(exclude_these, 0) //signal logging isn't ready
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log_world("[vars.len - gvars_datum_in_built_vars.len] global variables")
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@@ -18,15 +18,17 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
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/datum/controller/master
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name = "Master"
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// Are we processing (higher values increase the processing delay by n ticks)
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/// Are we processing (higher values increase the processing delay by n ticks)
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var/processing = TRUE
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// How many times have we ran
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/// How many times have we ran
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var/iteration = 0
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/// Stack end detector to detect stack overflows that kill the mc's main loop
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var/datum/stack_end_detector/stack_end_detector
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// world.time of last fire, for tracking lag outside of the mc
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/// world.time of last fire, for tracking lag outside of the mc
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var/last_run
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// List of subsystems to process().
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/// List of subsystems to process().
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var/list/subsystems
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// Vars for keeping track of tick drift.
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@@ -34,25 +36,27 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
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var/init_time
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var/tickdrift = 0
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/// How long is the MC sleeping between runs, read only (set by Loop() based off of anti-tick-contention heuristics)
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var/sleep_delta = 1
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///Only run ticker subsystems for the next n ticks.
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/// Only run ticker subsystems for the next n ticks.
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var/skip_ticks = 0
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/// makes the mc main loop runtime
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var/make_runtime = FALSE
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var/initializations_finished_with_no_players_logged_in //I wonder what this could be?
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var/initializations_finished_with_no_players_logged_in //I wonder what this could be?
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// The type of the last subsystem to be process()'d.
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/// The type of the last subsystem to be fire()'d.
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var/last_type_processed
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var/datum/controller/subsystem/queue_head //Start of queue linked list
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var/datum/controller/subsystem/queue_tail //End of queue linked list (used for appending to the list)
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var/datum/controller/subsystem/queue_head //!Start of queue linked list
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var/datum/controller/subsystem/queue_tail //!End of queue linked list (used for appending to the list)
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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
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var/queue_priority_count_bg = 0 //Same, but for background subsystems
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var/map_loading = FALSE //Are we loading in a new map?
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var/map_loading = FALSE //!Are we loading in a new map?
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var/current_runlevel //for scheduling different subsystems for different stages of the round
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var/current_runlevel //!for scheduling different subsystems for different stages of the round
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var/sleep_offline_after_initializations = TRUE
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var/static/restart_clear = 0
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@@ -61,8 +65,8 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
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var/static/random_seed
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//current tick limit, assigned before running a subsystem.
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//used by CHECK_TICK as well so that the procs subsystems call can obey that SS's tick limits
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///current tick limit, assigned before running a subsystem.
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///used by CHECK_TICK as well so that the procs subsystems call can obey that SS's tick limits
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var/static/current_ticklimit = TICK_LIMIT_RUNNING
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/datum/controller/master/New()
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@@ -81,15 +85,27 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
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var/list/_subsystems = list()
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subsystems = _subsystems
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if (Master != src)
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if (istype(Master))
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if (istype(Master)) //If there is an existing MC take over his stuff and delete it
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Recover()
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qdel(Master)
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Master = src
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else
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//Code used for first master on game boot or if existing master got deleted
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Master = src
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var/list/subsytem_types = subtypesof(/datum/controller/subsystem)
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sortTim(subsytem_types, /proc/cmp_subsystem_init)
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//Find any abandoned subsystem from the previous master (if there was any)
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var/list/existing_subsystems = list()
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for(var/global_var in global.vars)
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if (istype(global.vars[global_var], /datum/controller/subsystem))
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existing_subsystems += global.vars[global_var]
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//Either init a new SS or if an existing one was found use that
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for(var/I in subsytem_types)
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_subsystems += new I
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Master = src
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var/datum/controller/subsystem/existing_subsystem = locate(I) in existing_subsystems
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if (istype(existing_subsystem))
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_subsystems += existing_subsystem
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else
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_subsystems += new I
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if(!GLOB)
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new /datum/controller/global_vars
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@@ -109,7 +125,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
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log_world("Shutdown complete")
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// Returns 1 if we created a new mc, 0 if we couldn't due to a recent restart,
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// -1 if we encountered a runtime trying to recreate it
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// -1 if we encountered a runtime trying to recreate it
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/proc/Recreate_MC()
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. = -1 //so if we runtime, things know we failed
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if (world.time < Master.restart_timeout)
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@@ -120,7 +136,8 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
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var/delay = 50 * ++Master.restart_count
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Master.restart_timeout = world.time + delay
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Master.restart_clear = world.time + (delay * 2)
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Master.processing = FALSE //stop ticking this one
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if (Master) //Can only do this if master hasn't been deleted
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Master.processing = FALSE //stop ticking this one
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try
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new/datum/controller/master()
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catch
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@@ -156,22 +173,22 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
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msg = "The [BadBoy.name] subsystem seems to be destabilizing the MC and will be offlined."
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BadBoy.flags |= SS_NO_FIRE
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if(msg)
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to_chat(GLOB.admins, "<span class='boldannounce'>[msg]</span>")
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to_chat(GLOB.admins, span_boldannounce("[msg]"))
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log_world(msg)
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if (istype(Master.subsystems))
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if(FireHim)
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Master.subsystems += new BadBoy.type //NEW_SS_GLOBAL will remove the old one
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Master.subsystems += new BadBoy.type //NEW_SS_GLOBAL will remove the old one
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subsystems = Master.subsystems
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current_runlevel = Master.current_runlevel
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StartProcessing(10)
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else
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to_chat(world, "<span class='boldannounce'>The Master Controller is having some issues, we will need to re-initialize EVERYTHING</span>")
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to_chat(world, span_boldannounce("The Master Controller is having some issues, we will need to re-initialize EVERYTHING"))
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Initialize(20, TRUE)
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// Please don't stuff random bullshit here,
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// Make a subsystem, give it the SS_NO_FIRE flag, and do your work in it's Initialize()
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// Make a subsystem, give it the SS_NO_FIRE flag, and do your work in it's Initialize()
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/datum/controller/master/Initialize(delay, init_sss, tgs_prime)
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set waitfor = 0
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||||
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@@ -181,7 +198,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
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if(init_sss)
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init_subtypes(/datum/controller/subsystem, subsystems)
|
||||
|
||||
to_chat(world, "<span class='boldannounce'>Initializing subsystems...</span>")
|
||||
to_chat(world, span_boldannounce("Initializing subsystems..."))
|
||||
|
||||
// Sort subsystems by init_order, so they initialize in the correct order.
|
||||
sortTim(subsystems, /proc/cmp_subsystem_init)
|
||||
@@ -190,7 +207,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
// Initialize subsystems.
|
||||
current_ticklimit = CONFIG_GET(number/tick_limit_mc_init)
|
||||
for (var/datum/controller/subsystem/SS in subsystems)
|
||||
if (SS.flags & SS_NO_INIT)
|
||||
if (SS.flags & SS_NO_INIT || SS.initialized) //Don't init SSs with the correspondig flag or if they already are initialzized
|
||||
continue
|
||||
SS.Initialize(REALTIMEOFDAY)
|
||||
CHECK_TICK
|
||||
@@ -198,7 +215,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
var/time = (REALTIMEOFDAY - start_timeofday) / 10
|
||||
|
||||
var/msg = "Initializations complete within [time] second[time == 1 ? "" : "s"]!"
|
||||
to_chat(world, "<span class='boldannounce'>[msg]</span>")
|
||||
to_chat(world, span_boldannounce("[msg]"))
|
||||
log_world(msg)
|
||||
|
||||
if (!current_runlevel)
|
||||
@@ -255,11 +272,11 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
/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
|
||||
// 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/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
|
||||
@@ -305,8 +322,12 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
var/error_level = 0
|
||||
var/sleep_delta = 1
|
||||
var/list/subsystems_to_check
|
||||
//the actual loop.
|
||||
|
||||
//setup the stack overflow detector
|
||||
stack_end_detector = new()
|
||||
var/datum/stack_canary/canary = stack_end_detector.prime_canary()
|
||||
canary.use_variable()
|
||||
//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
|
||||
@@ -317,7 +338,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
|
||||
//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)
|
||||
// (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
|
||||
current_ticklimit = TICK_LIMIT_RUNNING * 0.5
|
||||
@@ -423,6 +444,10 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
continue
|
||||
if ((SS_flags & (SS_TICKER|SS_KEEP_TIMING)) == SS_KEEP_TIMING && SS.last_fire + (SS.wait * 0.75) > world.time)
|
||||
continue
|
||||
if (SS.postponed_fires >= 1)
|
||||
SS.postponed_fires--
|
||||
SS.update_nextfire()
|
||||
continue
|
||||
SS.enqueue()
|
||||
. = 1
|
||||
|
||||
@@ -439,12 +464,11 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
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
|
||||
// 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
|
||||
@@ -459,20 +483,6 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
if (!(queue_node_flags & SS_TICKER) && skip_ticks)
|
||||
queue_node = queue_node.queue_next
|
||||
continue
|
||||
//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)
|
||||
if (!(queue_node_flags & SS_BACKGROUND))
|
||||
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 (!bg_calc && (queue_node_flags & SS_BACKGROUND))
|
||||
current_tick_budget = queue_priority_count_bg
|
||||
@@ -481,7 +491,8 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
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)
|
||||
//Give the subsystem a precentage of the remaining tick based on the remaning priority
|
||||
tick_precentage = tick_remaining * (queue_node_priority / current_tick_budget)
|
||||
else
|
||||
tick_precentage = tick_remaining
|
||||
|
||||
@@ -489,8 +500,6 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
|
||||
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)
|
||||
@@ -535,14 +544,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
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.update_nextfire()
|
||||
|
||||
queue_node.queued_time = 0
|
||||
|
||||
@@ -554,7 +556,7 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
. = 1
|
||||
|
||||
//resets the queue, and all subsystems, while filtering out the subsystem lists
|
||||
// called if any mc's queue procs runtime or exit improperly.
|
||||
// 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.")
|
||||
|
||||
@@ -29,11 +29,11 @@
|
||||
var/initialized = FALSE
|
||||
|
||||
/// 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 list that is checked every tick
|
||||
/// use the [SS_NO_FIRE] flag instead for systems that never fire to keep it from even being added to list that is checked every tick
|
||||
var/can_fire = TRUE
|
||||
|
||||
///Bitmap of what game states can this subsystem fire at. See [RUNLEVELS_DEFAULT] for more details.
|
||||
var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
|
||||
var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
|
||||
|
||||
/*
|
||||
* The following variables are managed by the MC and should not be modified directly.
|
||||
@@ -69,6 +69,9 @@
|
||||
/// Tracks the amount of completed runs for the subsystem
|
||||
var/times_fired = 0
|
||||
|
||||
/// How many fires have we been requested to postpone
|
||||
var/postponed_fires = 0
|
||||
|
||||
/// Time the subsystem entered the queue, (for timing and priority reasons)
|
||||
var/queued_time = 0
|
||||
|
||||
@@ -122,12 +125,38 @@
|
||||
dequeue()
|
||||
can_fire = 0
|
||||
flags |= SS_NO_FIRE
|
||||
Master.subsystems -= src
|
||||
if (Master)
|
||||
Master.subsystems -= src
|
||||
return ..()
|
||||
|
||||
|
||||
/** Update next_fire for the next run.
|
||||
* reset_time (bool) - Ignore things that would normally alter the next fire, like tick_overrun, and last_fire. (also resets postpone)
|
||||
*/
|
||||
/datum/controller/subsystem/proc/update_nextfire(reset_time = FALSE)
|
||||
var/queue_node_flags = flags
|
||||
|
||||
if (reset_time)
|
||||
postponed_fires = 0
|
||||
if (queue_node_flags & SS_TICKER)
|
||||
next_fire = world.time + (world.tick_lag * wait)
|
||||
else
|
||||
next_fire = world.time + wait
|
||||
return
|
||||
|
||||
if (queue_node_flags & SS_TICKER)
|
||||
next_fire = world.time + (world.tick_lag * wait)
|
||||
else if (queue_node_flags & SS_POST_FIRE_TIMING)
|
||||
next_fire = world.time + wait + (world.tick_lag * (tick_overrun/100))
|
||||
else if (queue_node_flags & SS_KEEP_TIMING)
|
||||
next_fire += wait
|
||||
else
|
||||
next_fire = queued_time + wait + (world.tick_lag * (tick_overrun/100))
|
||||
|
||||
|
||||
//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)
|
||||
// (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
|
||||
@@ -191,9 +220,9 @@
|
||||
queue_next.queue_prev = queue_prev
|
||||
if (queue_prev)
|
||||
queue_prev.queue_next = queue_next
|
||||
if (src == Master.queue_tail)
|
||||
if (Master && (src == Master.queue_tail))
|
||||
Master.queue_tail = queue_prev
|
||||
if (src == Master.queue_head)
|
||||
if (Master && (src == Master.queue_head))
|
||||
Master.queue_head = queue_next
|
||||
queued_time = 0
|
||||
if (state == SS_QUEUED)
|
||||
@@ -217,10 +246,11 @@
|
||||
//used to initialize the subsystem AFTER the map has loaded
|
||||
/datum/controller/subsystem/Initialize(start_timeofday)
|
||||
initialized = TRUE
|
||||
// SEND_SIGNAL(src, COMSIG_SUBSYSTEM_POST_INITIALIZE, start_timeofday)
|
||||
var/time = (REALTIMEOFDAY - start_timeofday) / 10
|
||||
var/msg = "Initialized [name] subsystem within [time] second[time == 1 ? "" : "s"]!"
|
||||
to_chat(world, "<span class='boldannounce'>[msg]</span>")
|
||||
log_subsystem("INIT", msg)
|
||||
to_chat(world, span_boldannounce("[msg]"))
|
||||
log_subsystem(msg)
|
||||
return time
|
||||
|
||||
/datum/controller/subsystem/stat_entry(msg)
|
||||
@@ -243,11 +273,10 @@
|
||||
if (SS_IDLE)
|
||||
. = " "
|
||||
|
||||
//could be used to postpone a costly subsystem for (default one) var/cycles, cycles
|
||||
//for instance, during cpu intensive operations like explosions
|
||||
/// Causes the next "cycle" fires to be missed. Effect is accumulative but can reset by calling update_nextfire(reset_time = TRUE)
|
||||
/datum/controller/subsystem/proc/postpone(cycles = 1)
|
||||
if(next_fire - world.time < wait)
|
||||
next_fire += (wait*cycles)
|
||||
if (can_fire && cycles >= 1)
|
||||
postponed_fires += cycles
|
||||
|
||||
//usually called via datum/controller/subsystem/New() when replacing a subsystem (i.e. due to a recurring crash)
|
||||
//should attempt to salvage what it can from the old instance of subsystem
|
||||
@@ -258,7 +287,7 @@
|
||||
if (NAMEOF(src, can_fire))
|
||||
//this is so the subsystem doesn't rapid fire to make up missed ticks causing more lag
|
||||
if (var_value)
|
||||
next_fire = world.time + wait
|
||||
update_nextfire(reset_time = TRUE)
|
||||
if (NAMEOF(src, queued_priority)) //editing this breaks things.
|
||||
return FALSE
|
||||
. = ..()
|
||||
|
||||
32
code/datums/helper_datums/stack_end_detector.dm
Normal file
32
code/datums/helper_datums/stack_end_detector.dm
Normal file
@@ -0,0 +1,32 @@
|
||||
/**
|
||||
Stack End Detector.
|
||||
Can detect if a given code stack has exited, used by the mc for stack overflow detection.
|
||||
|
||||
**/
|
||||
/datum/stack_end_detector
|
||||
var/datum/weakref/_WF
|
||||
var/datum/stack_canary/_canary
|
||||
|
||||
/datum/stack_end_detector/New()
|
||||
_canary = new()
|
||||
_WF = WEAKREF(_canary)
|
||||
|
||||
/** Prime the stack overflow detector.
|
||||
Store the return value of this proc call in a proc level var.
|
||||
Can only be called once.
|
||||
**/
|
||||
/datum/stack_end_detector/proc/prime_canary()
|
||||
if (!_canary)
|
||||
CRASH("Prime_canary called twice")
|
||||
. = _canary
|
||||
_canary = null
|
||||
|
||||
/// Returns true if the stack is still going. Calling before the canary has been primed also returns true
|
||||
/datum/stack_end_detector/proc/check()
|
||||
return !!_WF.resolve()
|
||||
|
||||
/// Stack canary. Will go away if the stack it was primed by is ended by byond for return or stack overflow reasons.
|
||||
/datum/stack_canary
|
||||
|
||||
/// empty proc to avoid warnings about unused variables. Call this proc on your canary in the stack it's watching.
|
||||
/datum/stack_canary/proc/use_variable()
|
||||
@@ -665,6 +665,7 @@
|
||||
#include "code\datums\helper_datums\events.dm"
|
||||
#include "code\datums\helper_datums\getrev.dm"
|
||||
#include "code\datums\helper_datums\icon_snapshot.dm"
|
||||
#include "code\datums\helper_datums\stack_end_detector.dm"
|
||||
#include "code\datums\helper_datums\teleport.dm"
|
||||
#include "code\datums\looping_sounds\_looping_sound.dm"
|
||||
#include "code\datums\looping_sounds\item_sounds.dm"
|
||||
|
||||
Reference in New Issue
Block a user