/** * # Subsystem base class * * Defines a subsystem to be managed by the [Master Controller][/datum/controller/master] * * Simply define a child of this subsystem, using the [SUBSYSTEM_DEF] macro, and the MC will handle registration. * Changing the name is required **/ /datum/controller/subsystem // Metadata; you should define these. /// Name of the subsystem - you must change this name = "fire coderbus" /// Order of initialization. Higher numbers are initialized first, lower numbers later. Use or create defines such as [INIT_ORDER_DEFAULT] so we can see the order in one file. var/init_order = INIT_ORDER_DEFAULT /// Time to wait (in deciseconds) between each call to fire(). Must be a positive integer. var/wait = 20 /// Priority Weight: When mutiple subsystems need to run in the same tick, higher priority subsystems will be given a higher share of the tick before MC_TICK_CHECK triggers a sleep, higher priority subsystems also run before lower priority subsystems var/priority = FIRE_PRIORITY_DEFAULT /// [Subsystem Flags][SS_NO_INIT] to control binary behavior. Flags must be set at compile time or before preinit finishes to take full effect. (You can also restart the mc to force them to process again) var/flags = NONE /// This var is set to TRUE after the subsystem has been initialized. 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 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 /* * The following variables are managed by the MC and should not be modified directly. */ /// Last world.time the subsystem completed a run (as in wasn't paused by [MC_TICK_CHECK]) var/last_fire = 0 /// Scheduled world.time for next fire() var/next_fire = 0 /// Running average of the amount of milliseconds it takes the subsystem to complete a run (including all resumes but not the time spent paused) var/cost = 0 /// Running average of the amount of tick usage in percents of a tick it takes the subsystem to complete a run var/tick_usage = 0 /// Running average of the amount of tick usage (in percents of a game tick) the subsystem has spent past its allocated time without pausing var/tick_overrun = 0 /// Tracks the current execution state of the subsystem. Used to handle subsystems that sleep in fire so the mc doesn't run them again while they are sleeping var/state = SS_IDLE /// Tracks how many fires the subsystem has consecutively paused on in the current run var/paused_ticks = 0 /// Tracks how much of a tick the subsystem has consumed in the current run var/paused_tick_usage /// Tracks how many fires the subsystem takes to complete a run on average. var/ticks = 1 /// Tracks the amount of completed runs for the subsystem var/times_fired = 0 /// Time the subsystem entered the queue, (for timing and priority reasons) var/queued_time = 0 /// Priority at the time the subsystem entered the queue. Needed to avoid changes in priority (by admins and the like) from breaking things. var/queued_priority /// How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out! var/static/list/failure_strikes /// Next subsystem in the queue of subsystems to run this tick var/datum/controller/subsystem/queue_next /// Previous subsystem in the queue of subsystems to run this tick var/datum/controller/subsystem/queue_prev //Do not blindly add vars here to the bottom, put it where it goes above //If your var only has two values, put it in as a flag. //Do not override ///datum/controller/subsystem/New() // Used to initialize the subsystem BEFORE the map has loaded // Called AFTER Recover if that is called // Prefer to use Initialize if possible /datum/controller/subsystem/proc/PreInit() return //This is used so the mc knows when the subsystem sleeps. do not override. /datum/controller/subsystem/proc/ignite(resumed = FALSE) SHOULD_NOT_OVERRIDE(TRUE) set waitfor = FALSE . = 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 //previously, this would have been named 'process()' but that name is used everywhere for different things! //fire() seems more suitable. This is the procedure that gets called every 'wait' deciseconds. //Sleeping in here prevents future fires until returned. /datum/controller/subsystem/proc/fire(resumed = FALSE) flags |= SS_NO_FIRE CRASH("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.") /datum/controller/subsystem/Destroy() dequeue() can_fire = 0 flags |= SS_NO_FIRE Master.subsystems -= src return ..() //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|SS_BACKGROUND)) != 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 /// Called after the config has been loaded or reloaded. /datum/controller/subsystem/proc/OnConfigLoad() /datum/controller/subsystem/proc/subsystem_log(msg) return log_subsystem(name, msg) //used to initialize the subsystem AFTER the map has loaded /datum/controller/subsystem/Initialize(start_timeofday) initialized = TRUE var/time = (REALTIMEOFDAY - start_timeofday) / 10 var/msg = "Initialized [name] subsystem within [time] second[time == 1 ? "" : "s"]!" to_chat(world, "[msg]") log_subsystem("INIT", msg) return time /datum/controller/subsystem/stat_entry(msg) if(can_fire && !(SS_NO_FIRE & flags)) msg = "[round(cost,1)]ms|[round(tick_usage,1)]%([round(tick_overrun,1)]%)|[round(ticks,0.1)]\t[msg]" else msg = "OFFLINE\t[msg]" return msg /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) . = " " //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) //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 /datum/controller/subsystem/Recover() /datum/controller/subsystem/vv_edit_var(var_name, var_value) switch (var_name) 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 if (NAMEOF(src, queued_priority)) //editing this breaks things. return FALSE . = ..()