Subsystem return update (#16820)

This commit is contained in:
Selis
2025-01-03 08:39:37 +01:00
committed by GitHub
parent df9b71e402
commit f48022188f
43 changed files with 312 additions and 124 deletions
+117 -42
View File
@@ -1,36 +1,99 @@
/**
* # 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 = "fire coderbus" //name of the subsystem
var/init_order = INIT_ORDER_DEFAULT //order of initialization. Higher numbers are initialized first, lower numbers later. Can be decimal and negative values.
var/wait = 20 //time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
var/priority = FIRE_PRIORITY_DEFAULT //When mutiple subsystems need to run in the same tick, higher priority subsystems will run first and be given a higher share of the tick before MC_TICK_CHECK triggers a sleep
var/flags = 0 //see MC.dm in __DEFINES Most flags must be set on world start to take full effect. (You can also restart the mc to force them to process again)
var/subsystem_initialized = FALSE //set to TRUE after it has been initialized, will obviously never be set if the subsystem doesn't initialize
var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
/// Name of the subsystem - you must change this
name = "fire coderbus"
//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 the list
/// 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/subsystem_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
// Bookkeeping variables; probably shouldn't mess with these.
var/last_fire = 0 //last world.time we called fire()
var/next_fire = 0 //scheduled world.time for next fire()
var/cost = 0 //average time to execute
var/tick_usage = 0 //average tick usage
var/tick_overrun = 0 //average tick overrun
var/state = SS_IDLE //tracks the current state of the ss, running, paused, etc.
var/paused_ticks = 0 //ticks this ss is taking to run right now.
var/paused_tick_usage //total tick_usage of all of our runs while pausing this run
var/ticks = 1 //how many ticks does this ss take to run on avg.
var/times_fired = 0 //number of times we have called fire()
var/queued_time = 0 //time we entered the queue, (for timing and priority reasons)
var/queued_priority //we keep a running total to make the math easier, if priority changes mid-fire that would break our running total, so we store it here
//linked list stuff for the queue
///Bitmap of what game states can this subsystem fire at. See [RUNLEVELS_DEFAULT] for more details.
var/runlevels = RUNLEVELS_DEFAULT
/*
* 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
/// How much of a tick (in percents of a tick) were we allocated last fire.
var/tick_allocation_last = 0
/// How much of a tick (in percents of a tick) do we get allocated by the mc on avg.
var/tick_allocation_avg = 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 times a subsystem has ever slept in fire().
var/slept_count = 0
/// 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
var/static/list/failure_strikes //How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out!
//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()
@@ -41,24 +104,32 @@
/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 = 0)
///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 = 0
. = SS_IDLE
tick_allocation_last = Master.current_ticklimit-(TICK_USAGE)
tick_allocation_avg = MC_AVERAGE(tick_allocation_avg, tick_allocation_last)
. = SS_SLEEPING
fire(resumed)
. = state
if (state == SS_SLEEPING)
slept_count++
state = SS_IDLE
if (state == SS_PAUSING)
slept_count++
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 = 0)
///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
throw EXCEPTION("Subsystem [src]([type]) does not fire() but did not set the SS_NO_FIRE flag. Please add the SS_NO_FIRE flag to any subsystem that doesn't fire so it doesn't get added to the processing list and waste cpu.")
@@ -66,12 +137,13 @@
dequeue()
can_fire = 0
flags |= SS_NO_FIRE
Master.subsystems -= src
if (Master)
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)
///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
@@ -155,14 +227,11 @@
/// Called after the config has been loaded or reloaded.
/datum/controller/subsystem/proc/OnConfigLoad()
//used to initialize the subsystem AFTER the map has loaded
/datum/controller/subsystem/Initialize(start_timeofday)
subsystem_initialized = TRUE
var/time = (REALTIMEOFDAY - start_timeofday) / 10
var/msg = "Initialized [name] subsystem within [time] second[time == 1 ? "" : "s"]!"
to_chat(world, span_boldannounce("[msg]"))
log_world(msg)
return time
/**
* Used to initialize the subsystem. This is expected to be overriden by subtypes.
*/
/datum/controller/subsystem/Initialize()
return SS_INIT_NONE
//hook for printing stats to the "MC" statuspanel for admins to see performance and related stats etc.
/datum/controller/subsystem/stat_entry(msg)
@@ -221,3 +290,9 @@
var/msg = "[name] subsystem received final blame for MC failure"
log_world(msg)
log_game(msg)
/datum/controller/subsystem/vv_edit_var(var_name, var_value)
switch (var_name)
if (NAMEOF(src, queued_priority)) //editing this breaks things.
return FALSE
. = ..()