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https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
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## About The Pull Request When runlevels change mid work, subsystems running behind have their next_fire updated. It's offset by a sum of random numbers, so things don't bunch up, especially KEEPTIME SSs The trouble is we have so many subsystems that get added at roundstart that this offset gets LARGE, like 10 seconds on average. So instead of randomly offsetting, why not "fill" a set of time slots? Only 1 keeptime subsystem a tick, and 4 others. Then we just fill up those buckets and get to it (also don't offset things that are already processing) I've talked to mso a bit about this. What he reccomended was sampling a random time withing a 2 second window. I'm not totally sure why, kinda waiting for him to tell me off, if he does I'll fix things up. This pattern takes the max possible delay from 16 (76 * 5 / 20)) seconds to 0.7 (56 / 4 / 20) It obviously scales with subsystem count, but I like this scaling a bit better I've applied the same pattern to the offsetting we do at the start of Loop(), for ticker subsystems. I am less confident in this, it does take last fire times from at worst 3.75 seconds (15 * 5 / 20) to a static 0.75 (15 / 20) As stated I'm less sure of this, hoping to get mso'd so I can clean things up ## Why It's Good For The Game Makes roundstart snappier ## Changelog 🆑 code: Roundstart "starting" should be much snappier now /🆑 Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
647 lines
22 KiB
Plaintext
647 lines
22 KiB
Plaintext
/**
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* StonedMC
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*
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* Designed to properly split up a given tick among subsystems
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* Note: if you read parts of this code and think "why is it doing it that way"
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* Odds are, there is a reason
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*
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**/
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//This is the ABSOLUTE ONLY THING that should init globally like this
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//2019 update: the failsafe,config and Global controllers also do it
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GLOBAL_REAL(Master, /datum/controller/master) = new
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//THIS IS THE INIT ORDER
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//Master -> SSPreInit -> GLOB -> world -> config -> SSInit -> Failsafe
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//GOT IT MEMORIZED?
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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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var/processing = TRUE
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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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var/last_run
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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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var/init_timeofday
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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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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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/// 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/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/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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var/static/restart_timeout = 0
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var/static/restart_count = 0
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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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var/static/current_ticklimit = TICK_LIMIT_RUNNING
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/datum/controller/master/New()
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if(!config)
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config = new
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// Highlander-style: there can only be one! Kill off the old and replace it with the new.
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if(!random_seed)
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#ifdef UNIT_TESTS
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random_seed = 29051994
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#else
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random_seed = rand(1, 1e9)
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#endif
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rand_seed(random_seed)
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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)) //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, GLOBAL_PROC_REF(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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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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/datum/controller/master/Destroy()
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..()
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// Tell qdel() to Del() this object.
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return QDEL_HINT_HARDDEL_NOW
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/datum/controller/master/Shutdown()
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processing = FALSE
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sortTim(subsystems, GLOBAL_PROC_REF(cmp_subsystem_init))
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reverseRange(subsystems)
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for(var/datum/controller/subsystem/ss in subsystems)
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log_world("Shutting down [ss.name] subsystem...")
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ss.Shutdown()
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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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/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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return FALSE
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if (world.time < Master.restart_clear)
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Master.restart_count *= 0.5
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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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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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return -1
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return TRUE
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/datum/controller/master/Recover()
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var/msg = "## DEBUG: [time2text(world.timeofday)] MC restarted. Reports:\n"
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for (var/varname in Master.vars)
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switch (varname)
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if("name", "tag", "bestF", "type", "parent_type", "vars", "statclick") // Built-in junk.
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continue
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else
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var/varval = Master.vars[varname]
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if (istype(varval, /datum)) // Check if it has a type var.
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var/datum/D = varval
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msg += "\t [varname] = [D]([D.type])\n"
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else
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msg += "\t [varname] = [varval]\n"
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log_world(msg)
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var/datum/controller/subsystem/BadBoy = Master.last_type_processed
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var/FireHim = FALSE
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if(istype(BadBoy))
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msg = null
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LAZYINITLIST(BadBoy.failure_strikes)
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switch(++BadBoy.failure_strikes[BadBoy.type])
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if(2)
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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."
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FireHim = TRUE
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if(3)
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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_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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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_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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/datum/controller/master/Initialize(delay, init_sss, tgs_prime)
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set waitfor = 0
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if(delay)
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sleep(delay)
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if(init_sss)
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init_subtypes(/datum/controller/subsystem, subsystems)
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to_chat(world, span_boldannounce("Initializing subsystems..."))
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// Sort subsystems by init_order, so they initialize in the correct order.
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sortTim(subsystems, GLOBAL_PROC_REF(cmp_subsystem_init))
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var/start_timeofday = REALTIMEOFDAY
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// Initialize subsystems.
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current_ticklimit = CONFIG_GET(number/tick_limit_mc_init)
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for (var/datum/controller/subsystem/SS in subsystems)
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if (SS.flags & SS_NO_INIT || SS.initialized) //Don't init SSs with the correspondig flag or if they already are initialzized
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continue
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SS.Initialize(REALTIMEOFDAY)
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CHECK_TICK
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current_ticklimit = TICK_LIMIT_RUNNING
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var/time = (REALTIMEOFDAY - start_timeofday) / 10
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var/msg = "Initializations complete within [time] second[time == 1 ? "" : "s"]!"
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to_chat(world, span_boldannounce("[msg]"))
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log_world(msg)
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if (!current_runlevel)
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SetRunLevel(1)
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// Sort subsystems by display setting for easy access.
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sortTim(subsystems, GLOBAL_PROC_REF(cmp_subsystem_display))
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if(world.system_type == MS_WINDOWS && CONFIG_GET(flag/toast_notification_on_init) && !length(GLOB.clients))
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world.shelleo("start /min powershell -ExecutionPolicy Bypass -File tools/initToast/initToast.ps1 -name \"[world.name]\" -icon %CD%\\icons\\ui_icons\\common\\tg_16.png -port [world.port]")
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// Set world options.
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world.change_fps(CONFIG_GET(number/fps))
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var/initialized_tod = REALTIMEOFDAY
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if(tgs_prime)
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world.TgsInitializationComplete()
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if(sleep_offline_after_initializations)
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world.sleep_offline = TRUE
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sleep(1)
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if(sleep_offline_after_initializations && CONFIG_GET(flag/resume_after_initializations))
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world.sleep_offline = FALSE
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initializations_finished_with_no_players_logged_in = initialized_tod < REALTIMEOFDAY - 10
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// Loop.
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Master.StartProcessing(0)
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/datum/controller/master/proc/SetRunLevel(new_runlevel)
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var/old_runlevel = current_runlevel
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if(isnull(old_runlevel))
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old_runlevel = "NULL"
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testing("MC: Runlevel changed from [old_runlevel] to [new_runlevel]")
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current_runlevel = log(2, new_runlevel) + 1
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if(current_runlevel < 1)
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CRASH("Attempted to set invalid runlevel: [new_runlevel]")
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// Starts the mc, and sticks around to restart it if the loop ever ends.
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/datum/controller/master/proc/StartProcessing(delay)
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set waitfor = 0
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if(delay)
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sleep(delay)
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testing("Master starting processing")
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var/rtn = Loop()
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if (rtn > 0 || processing < 0)
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return //this was suppose to happen.
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//loop ended, restart the mc
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log_game("MC crashed or runtimed, restarting")
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message_admins("MC crashed or runtimed, restarting")
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var/rtn2 = Recreate_MC()
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if (rtn2 <= 0)
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log_game("Failed to recreate MC (Error code: [rtn2]), it's up to the failsafe now")
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message_admins("Failed to recreate MC (Error code: [rtn2]), it's up to the failsafe now")
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Failsafe.defcon = 2
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// Main loop.
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/datum/controller/master/proc/Loop()
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. = -1
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//Prep the loop (most of this is because we want MC restarts to reset as much state as we can, and because
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// local vars rock
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//all this shit is here so that flag edits can be refreshed by restarting the MC. (and for speed)
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var/list/tickersubsystems = list()
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var/list/runlevel_sorted_subsystems = list(list()) //ensure we always have at least one runlevel
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var/timer = world.time
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for (var/thing in subsystems)
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var/datum/controller/subsystem/SS = thing
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if (SS.flags & SS_NO_FIRE)
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continue
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SS.queued_time = 0
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SS.queue_next = null
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SS.queue_prev = null
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SS.state = SS_IDLE
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if (SS.flags & SS_TICKER)
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tickersubsystems += SS
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// Timer subsystems aren't allowed to bunch up, so we offset them a bit
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timer += world.tick_lag * rand(0, 1)
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SS.next_fire = timer
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continue
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var/ss_runlevels = SS.runlevels
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var/added_to_any = FALSE
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for(var/I in 1 to GLOB.bitflags.len)
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if(ss_runlevels & GLOB.bitflags[I])
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while(runlevel_sorted_subsystems.len < I)
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runlevel_sorted_subsystems += list(list())
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runlevel_sorted_subsystems[I] += SS
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added_to_any = TRUE
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if(!added_to_any)
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WARNING("[SS.name] subsystem is not SS_NO_FIRE but also does not have any runlevels set!")
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queue_head = null
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queue_tail = null
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//these sort by lower priorities first to reduce the number of loops needed to add subsequent SS's to the queue
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//(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)
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sortTim(tickersubsystems, GLOBAL_PROC_REF(cmp_subsystem_priority))
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for(var/I in runlevel_sorted_subsystems)
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sortTim(I, GLOBAL_PROC_REF(cmp_subsystem_priority))
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I += tickersubsystems
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var/cached_runlevel = current_runlevel
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var/list/current_runlevel_subsystems = runlevel_sorted_subsystems[cached_runlevel]
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init_timeofday = REALTIMEOFDAY
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init_time = world.time
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iteration = 1
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var/error_level = 0
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var/sleep_delta = 1
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var/list/subsystems_to_check
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//setup the stack overflow detector
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stack_end_detector = new()
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var/datum/stack_canary/canary = stack_end_detector.prime_canary()
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canary.use_variable()
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//the actual loop.
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while (1)
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tickdrift = max(0, MC_AVERAGE_FAST(tickdrift, (((REALTIMEOFDAY - init_timeofday) - (world.time - init_time)) / world.tick_lag)))
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var/starting_tick_usage = TICK_USAGE
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if (processing <= 0)
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current_ticklimit = TICK_LIMIT_RUNNING
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sleep(10)
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continue
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//Anti-tick-contention heuristics:
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//if there are mutiple sleeping procs running before us hogging the cpu, we have to run later.
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// (because sleeps are processed in the order received, longer sleeps are more likely to run first)
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if (starting_tick_usage > TICK_LIMIT_MC) //if there isn't enough time to bother doing anything this tick, sleep a bit.
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sleep_delta *= 2
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current_ticklimit = TICK_LIMIT_RUNNING * 0.5
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sleep(world.tick_lag * (processing * sleep_delta))
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continue
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//Byond resumed us late. assume it might have to do the same next tick
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if (last_run + CEILING(world.tick_lag * (processing * sleep_delta), world.tick_lag) < world.time)
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sleep_delta += 1
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sleep_delta = MC_AVERAGE_FAST(sleep_delta, 1) //decay sleep_delta
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if (starting_tick_usage > (TICK_LIMIT_MC*0.75)) //we ran 3/4 of the way into the tick
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sleep_delta += 1
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//debug
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if (make_runtime)
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var/datum/controller/subsystem/SS
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SS.can_fire = 0
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if (!Failsafe || (Failsafe.processing_interval > 0 && (Failsafe.lasttick+(Failsafe.processing_interval*5)) < world.time))
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new/datum/controller/failsafe() // (re)Start the failsafe.
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//now do the actual stuff
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if (!skip_ticks)
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var/checking_runlevel = current_runlevel
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if(cached_runlevel != checking_runlevel)
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//resechedule subsystems
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var/list/old_subsystems = current_runlevel_subsystems
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cached_runlevel = checking_runlevel
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current_runlevel_subsystems = runlevel_sorted_subsystems[cached_runlevel]
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//now we'll go through all the subsystems we want to offset and give them a next_fire
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for(var/datum/controller/subsystem/SS as anything in current_runlevel_subsystems)
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//we only want to offset it if it's new and also behind
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if(SS.next_fire > world.time || (SS in old_subsystems))
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continue
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SS.next_fire = world.time + world.tick_lag * rand(0, DS2TICKS(min(SS.wait, 2 SECONDS)))
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subsystems_to_check = current_runlevel_subsystems
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else
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subsystems_to_check = tickersubsystems
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if (CheckQueue(subsystems_to_check) <= 0)
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if (!SoftReset(tickersubsystems, runlevel_sorted_subsystems))
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log_world("MC: SoftReset() failed, crashing")
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return
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if (!error_level)
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iteration++
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error_level++
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current_ticklimit = TICK_LIMIT_RUNNING
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sleep(10)
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continue
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if (queue_head)
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if (RunQueue() <= 0)
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if (!SoftReset(tickersubsystems, runlevel_sorted_subsystems))
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log_world("MC: SoftReset() failed, crashing")
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return
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if (!error_level)
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iteration++
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error_level++
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current_ticklimit = TICK_LIMIT_RUNNING
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sleep(10)
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continue
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error_level--
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if (!queue_head) //reset the counts if the queue is empty, in the off chance they get out of sync
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queue_priority_count = 0
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queue_priority_count_bg = 0
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iteration++
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last_run = world.time
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if (skip_ticks)
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skip_ticks--
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src.sleep_delta = MC_AVERAGE_FAST(src.sleep_delta, sleep_delta)
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current_ticklimit = TICK_LIMIT_RUNNING
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if (processing * sleep_delta <= world.tick_lag)
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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
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sleep(world.tick_lag * (processing * sleep_delta))
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// This is what decides if something should run.
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/datum/controller/master/proc/CheckQueue(list/subsystemstocheck)
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. = 0 //so the mc knows if we runtimed
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//we create our variables outside of the loops to save on overhead
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var/datum/controller/subsystem/SS
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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
|
|
if (SS.postponed_fires >= 1)
|
|
SS.postponed_fires--
|
|
SS.update_nextfire()
|
|
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/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
|
|
|
|
if (!(queue_node_flags & SS_TICKER) && skip_ticks)
|
|
queue_node = queue_node.queue_next
|
|
continue
|
|
|
|
if (!bg_calc && (queue_node_flags & SS_BACKGROUND))
|
|
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)
|
|
//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
|
|
|
|
tick_precentage = max(tick_precentage*0.5, tick_precentage-queue_node.tick_overrun)
|
|
|
|
current_ticklimit = round(TICK_USAGE + tick_precentage)
|
|
|
|
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 (bg_calc) //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++
|
|
|
|
queue_node.update_nextfire()
|
|
|
|
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
|
|
|
|
/// Warns us that the end of tick byond map_update will be laggier then normal, so that we can just skip running subsystems this tick.
|
|
/datum/controller/master/proc/laggy_byond_map_update_incoming()
|
|
if (!skip_ticks)
|
|
skip_ticks = 1
|
|
|
|
|
|
/datum/controller/master/stat_entry(msg)
|
|
msg = "(TickRate:[Master.processing]) (Iteration:[Master.iteration]) (TickLimit: [round(Master.current_ticklimit, 0.1)])"
|
|
return msg
|
|
|
|
|
|
/datum/controller/master/StartLoadingMap()
|
|
//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(bounds = null)
|
|
map_loading = FALSE
|
|
for(var/S in subsystems)
|
|
var/datum/controller/subsystem/SS = S
|
|
SS.StopLoadingMap()
|
|
|
|
|
|
/datum/controller/master/proc/UpdateTickRate()
|
|
if (!processing)
|
|
return
|
|
var/client_count = length(GLOB.clients)
|
|
if (client_count < CONFIG_GET(number/mc_tick_rate/disable_high_pop_mc_mode_amount))
|
|
processing = CONFIG_GET(number/mc_tick_rate/base_mc_tick_rate)
|
|
else if (client_count > CONFIG_GET(number/mc_tick_rate/high_pop_mc_mode_amount))
|
|
processing = CONFIG_GET(number/mc_tick_rate/high_pop_mc_tick_rate)
|
|
|
|
/datum/controller/master/proc/OnConfigLoad()
|
|
for (var/thing in subsystems)
|
|
var/datum/controller/subsystem/SS = thing
|
|
SS.OnConfigLoad()
|