Merge pull request #27132 from Cyberboss/runlevels

MC Runlevels
This commit is contained in:
oranges
2017-05-16 09:03:34 +12:00
committed by GitHub
28 changed files with 105 additions and 67 deletions

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@@ -24,39 +24,36 @@
//SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier) //SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier)
//subsystem should fire during pre-game lobby.
#define SS_FIRE_IN_LOBBY 1
//subsystem does not initialize. //subsystem does not initialize.
#define SS_NO_INIT 2 #define SS_NO_INIT 1
//subsystem does not fire. //subsystem does not fire.
// (like can_fire = 0, but keeps it from getting added to the processing subsystems list) // (like can_fire = 0, but keeps it from getting added to the processing subsystems list)
// (Requires a MC restart to change) // (Requires a MC restart to change)
#define SS_NO_FIRE 4 #define SS_NO_FIRE 2
//subsystem only runs on spare cpu (after all non-background subsystems have ran that tick) //subsystem only runs on spare cpu (after all non-background subsystems have ran that tick)
// SS_BACKGROUND has its own priority bracket // SS_BACKGROUND has its own priority bracket
#define SS_BACKGROUND 8 #define SS_BACKGROUND 4
//subsystem does not tick check, and should not run unless there is enough time (or its running behind (unless background)) //subsystem does not tick check, and should not run unless there is enough time (or its running behind (unless background))
#define SS_NO_TICK_CHECK 16 #define SS_NO_TICK_CHECK 8
//Treat wait as a tick count, not DS, run every wait ticks. //Treat wait as a tick count, not DS, run every wait ticks.
// (also forces it to run first in the tick, above even SS_NO_TICK_CHECK subsystems) // (also forces it to run first in the tick, above even SS_NO_TICK_CHECK subsystems)
// (implies SS_FIRE_IN_LOBBY because of how it works) // (implies all runlevels because of how it works)
// (overrides SS_BACKGROUND) // (overrides SS_BACKGROUND)
// This is designed for basically anything that works as a mini-mc (like SStimer) // This is designed for basically anything that works as a mini-mc (like SStimer)
#define SS_TICKER 32 #define SS_TICKER 16
//keep the subsystem's timing on point by firing early if it fired late last fire because of lag //keep the subsystem's timing on point by firing early if it fired late last fire because of lag
// ie: if a 20ds subsystem fires say 5 ds late due to lag or what not, its next fire would be in 15ds, not 20ds. // ie: if a 20ds subsystem fires say 5 ds late due to lag or what not, its next fire would be in 15ds, not 20ds.
#define SS_KEEP_TIMING 64 #define SS_KEEP_TIMING 32
//Calculate its next fire after its fired. //Calculate its next fire after its fired.
// (IE: if a 5ds wait SS takes 2ds to run, its next fire should be 5ds away, not 3ds like it normally would be) // (IE: if a 5ds wait SS takes 2ds to run, its next fire should be 5ds away, not 3ds like it normally would be)
// This flag overrides SS_KEEP_TIMING // This flag overrides SS_KEEP_TIMING
#define SS_POST_FIRE_TIMING 128 #define SS_POST_FIRE_TIMING 64
//SUBSYSTEM STATES //SUBSYSTEM STATES
#define SS_IDLE 0 //aint doing shit. #define SS_IDLE 0 //aint doing shit.

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@@ -4,6 +4,8 @@
#define ALL ~0 //For convenience. #define ALL ~0 //For convenience.
#define NONE 0 #define NONE 0
GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
//FLAGS BITMASK //FLAGS BITMASK
#define STOPSPRESSUREDMAGE 1 //This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere #define STOPSPRESSUREDMAGE 1 //This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere
//To successfully stop you taking all pressure damage you must have both a suit and head item with this flag. //To successfully stop you taking all pressure damage you must have both a suit and head item with this flag.

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@@ -60,3 +60,13 @@
#define INIT_ORDER_LIGHTING -20 #define INIT_ORDER_LIGHTING -20
#define INIT_ORDER_SQUEAK -40 #define INIT_ORDER_SQUEAK -40
#define INIT_ORDER_PERSISTENCE -100 #define INIT_ORDER_PERSISTENCE -100
// SS runlevels
#define RUNLEVEL_INIT 0
#define RUNLEVEL_LOBBY 1
#define RUNLEVEL_SETUP 2
#define RUNLEVEL_GAME 4
#define RUNLEVEL_POSTGAME 8
#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)

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@@ -47,8 +47,6 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
var/make_runtime = 0 var/make_runtime = 0
var/initializations_finished_with_no_players_logged_in //I wonder what this could be? var/initializations_finished_with_no_players_logged_in //I wonder what this could be?
// Has round started? (So we know what subsystems to run)
var/local_round_started = FALSE //Don't read this var, use SSticker.HasRoundStarted() instead
// The type of the last subsystem to be process()'d. // The type of the last subsystem to be process()'d.
var/last_type_processed var/last_type_processed
@@ -59,6 +57,8 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
var/queue_priority_count_bg = 0 //Same, but for background subsystems var/queue_priority_count_bg = 0 //Same, but for background subsystems
var/map_loading = FALSE //Are we loading in a new map? var/map_loading = FALSE //Are we loading in a new map?
var/current_runlevel //for scheduling different subsystems for different stages of the round
/datum/controller/master/New() /datum/controller/master/New()
// Highlander-style: there can only be one! Kill off the old and replace it with the new. // Highlander-style: there can only be one! Kill off the old and replace it with the new.
subsystems = list() subsystems = list()
@@ -176,6 +176,8 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
to_chat(world, "<span class='boldannounce'>[msg]</span>") to_chat(world, "<span class='boldannounce'>[msg]</span>")
log_world(msg) log_world(msg)
SetRunLevel(1)
// Sort subsystems by display setting for easy access. // Sort subsystems by display setting for easy access.
sortTim(subsystems, /proc/cmp_subsystem_display) sortTim(subsystems, /proc/cmp_subsystem_display)
// Set world options. // Set world options.
@@ -187,16 +189,9 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
// Loop. // Loop.
Master.StartProcessing(0) Master.StartProcessing(0)
// Notify the MC that the round has started. /datum/controller/master/proc/SetRunLevel(runlevel)
/datum/controller/master/proc/RoundStart() testing("MC: Runlevel changed from [isnull(current_runlevel) ? "NULL" : current_runlevel] to [runlevel]")
local_round_started = TRUE current_runlevel = runlevel
var/timer = world.time
for (var/datum/controller/subsystem/SS in subsystems)
if (SS.flags & SS_FIRE_IN_LOBBY || SS.flags & SS_TICKER)
continue //already firing
// Stagger subsystems.
timer += world.tick_lag * rand(1, 5)
SS.next_fire = timer
// Starts the mc, and sticks around to restart it if the loop ever ends. // Starts the mc, and sticks around to restart it if the loop ever ends.
/datum/controller/master/proc/StartProcessing(delay) /datum/controller/master/proc/StartProcessing(delay)
@@ -221,12 +216,9 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
//Prep the loop (most of this is because we want MC restarts to reset as much state as we can, and because //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
// Schedule the first run of the Subsystems.
local_round_started = world.has_round_started()
//all this shit is here so that flag edits can be refreshed by restarting the MC. (and for speed) //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/tickersubsystems = list()
var/list/normalsubsystems = list() var/list/runlevel_sorted_subsystems = list(list()) //ensure we always have at least one runlevel
var/list/lobbysubsystems = list()
var/timer = world.time var/timer = world.time
for (var/thing in subsystems) for (var/thing in subsystems)
var/datum/controller/subsystem/SS = thing var/datum/controller/subsystem/SS = thing
@@ -241,25 +233,29 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
timer += world.tick_lag * rand(1, 5) timer += world.tick_lag * rand(1, 5)
SS.next_fire = timer SS.next_fire = timer
continue continue
if (SS.flags & SS_FIRE_IN_LOBBY)
lobbysubsystems += SS var/ss_runlevels = SS.runlevels
timer += world.tick_lag * rand(1, 5) var/added_to_any = FALSE
SS.next_fire = timer for(var/I in 1 to GLOB.bitflags.len)
else if (local_round_started) if(ss_runlevels & GLOB.bitflags[I])
timer += world.tick_lag * rand(1, 5) while(runlevel_sorted_subsystems.len < I)
SS.next_fire = timer runlevel_sorted_subsystems += list(list())
normalsubsystems += SS runlevel_sorted_subsystems[I] += SS
added_to_any = TRUE
if(!added_to_any)
WARNING("[SS.name] subsystem is not SS_NO_FIRE but also does not have any runlevels set!")
queue_head = null queue_head = null
queue_tail = null queue_tail = null
//these sort by lower priorities first to reduce the number of loops needed to add subsequent SS's to the queue //these sort by lower priorities first to reduce the number of loops needed to add subsequent SS's to the queue
//(higher subsystems will be sooner in the queue, adding them later in the loop means we don't have to loop thru them next queue add) //(higher subsystems will be sooner in the queue, adding them later in the loop means we don't have to loop thru them next queue add)
sortTim(tickersubsystems, /proc/cmp_subsystem_priority) sortTim(tickersubsystems, /proc/cmp_subsystem_priority)
sortTim(normalsubsystems, /proc/cmp_subsystem_priority) for(var/I in runlevel_sorted_subsystems)
sortTim(lobbysubsystems, /proc/cmp_subsystem_priority) sortTim(runlevel_sorted_subsystems, /proc/cmp_subsystem_priority)
I += tickersubsystems
normalsubsystems += tickersubsystems var/cached_runlevel = current_runlevel
lobbysubsystems += tickersubsystems var/list/current_runlevel_subsystems = runlevel_sorted_subsystems[cached_runlevel]
init_timeofday = REALTIMEOFDAY init_timeofday = REALTIMEOFDAY
init_time = world.time init_time = world.time
@@ -296,14 +292,23 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
if (!Failsafe || (Failsafe.processing_interval > 0 && (Failsafe.lasttick+(Failsafe.processing_interval*5)) < world.time)) if (!Failsafe || (Failsafe.processing_interval > 0 && (Failsafe.lasttick+(Failsafe.processing_interval*5)) < world.time))
new/datum/controller/failsafe() // (re)Start the failsafe. new/datum/controller/failsafe() // (re)Start the failsafe.
if (!queue_head || !(iteration % 3)) if (!queue_head || !(iteration % 3))
if (local_round_started) var/checking_runlevel = current_runlevel
subsystems_to_check = normalsubsystems if(cached_runlevel != checking_runlevel)
else //resechedule subsystems
subsystems_to_check = lobbysubsystems cached_runlevel = checking_runlevel
current_runlevel_subsystems = runlevel_sorted_subsystems[cached_runlevel]
var/stagger = world.time
for(var/I in current_runlevel_subsystems)
var/datum/controller/subsystem/SS = I
if(SS.next_fire <= world.time)
stagger += world.tick_lag * rand(1, 5)
SS.next_fire = stagger
subsystems_to_check = current_runlevel_subsystems
else else
subsystems_to_check = tickersubsystems subsystems_to_check = tickersubsystems
if (CheckQueue(subsystems_to_check) <= 0) if (CheckQueue(subsystems_to_check) <= 0)
if (!SoftReset(tickersubsystems, normalsubsystems, lobbysubsystems)) if (!SoftReset(tickersubsystems, runlevel_sorted_subsystems))
log_world("MC: SoftReset() failed, crashing") log_world("MC: SoftReset() failed, crashing")
return return
if (!error_level) if (!error_level)
@@ -315,7 +320,7 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
if (queue_head) if (queue_head)
if (RunQueue() <= 0) if (RunQueue() <= 0)
if (!SoftReset(tickersubsystems, normalsubsystems, lobbysubsystems)) if (!SoftReset(tickersubsystems, runlevel_sorted_subsystems))
log_world("MC: SoftReset() failed, crashing") log_world("MC: SoftReset() failed, crashing")
return return
if (!error_level) if (!error_level)
@@ -491,13 +496,15 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
//resets the queue, and all subsystems, while filtering out the subsystem lists //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/normal_SS, list/lobby_SS) /datum/controller/master/proc/SoftReset(list/ticker_SS, list/runlevel_SS)
. = 0 . = 0
log_world("MC: SoftReset called, resetting MC queue state.") log_world("MC: SoftReset called, resetting MC queue state.")
if (!istype(subsystems) || !istype(ticker_SS) || !istype(normal_SS) || !istype(lobby_SS)) if (!istype(subsystems) || !istype(ticker_SS) || !istype(runlevel_SS))
log_world("MC: SoftReset: Bad list contents: '[subsystems]' '[ticker_SS]' '[normal_SS]' '[lobby_SS]' Crashing!") log_world("MC: SoftReset: Bad list contents: '[subsystems]' '[ticker_SS]' '[runlevel_SS]'")
return return
var/subsystemstocheck = subsystems + ticker_SS + normal_SS + lobby_SS var/subsystemstocheck = subsystems + ticker_SS
for(var/I in runlevel_SS)
subsystemstocheck |= I
for (var/thing in subsystemstocheck) for (var/thing in subsystemstocheck)
var/datum/controller/subsystem/SS = thing var/datum/controller/subsystem/SS = thing
@@ -505,8 +512,8 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
//list(SS) is so if a list makes it in the subsystem list, we remove the list, not the contents //list(SS) is so if a list makes it in the subsystem list, we remove the list, not the contents
subsystems -= list(SS) subsystems -= list(SS)
ticker_SS -= list(SS) ticker_SS -= list(SS)
normal_SS -= list(SS) for(var/I in runlevel_SS)
lobby_SS -= list(SS) I -= list(SS)
log_world("MC: SoftReset: Found bad entry in subsystem list, '[SS]'") log_world("MC: SoftReset: Found bad entry in subsystem list, '[SS]'")
continue continue
if (SS.queue_next && !istype(SS.queue_next)) if (SS.queue_next && !istype(SS.queue_next))

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@@ -29,6 +29,8 @@
var/datum/controller/subsystem/queue_next var/datum/controller/subsystem/queue_next
var/datum/controller/subsystem/queue_prev var/datum/controller/subsystem/queue_prev
var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
var/static/failure_strikes = 0 //How many times we suspect this subsystem has crashed the MC, 3 strikes and you're out! var/static/failure_strikes = 0 //How many times we suspect this subsystem has crashed the MC, 3 strikes and you're out!
//Do not override //Do not override

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@@ -2,6 +2,7 @@ SUBSYSTEM_DEF(acid)
name = "Acid" name = "Acid"
priority = 40 priority = 40
flags = SS_NO_INIT|SS_BACKGROUND flags = SS_NO_INIT|SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list() var/list/currentrun = list()
var/list/processing = list() var/list/processing = list()

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@@ -12,6 +12,7 @@ SUBSYSTEM_DEF(air)
priority = 20 priority = 20
wait = 5 wait = 5
flags = SS_BACKGROUND flags = SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/cost_turfs = 0 var/cost_turfs = 0
var/cost_groups = 0 var/cost_groups = 0

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@@ -1,6 +1,7 @@
SUBSYSTEM_DEF(augury) SUBSYSTEM_DEF(augury)
name = "Augury" name = "Augury"
flags = SS_NO_INIT flags = SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/watchers = list() var/list/watchers = list()
var/list/doombringers = list() var/list/doombringers = list()

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@@ -1,6 +1,7 @@
SUBSYSTEM_DEF(disease) SUBSYSTEM_DEF(disease)
name = "Disease" name = "Disease"
flags = SS_KEEP_TIMING|SS_NO_INIT flags = SS_KEEP_TIMING|SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list() var/list/currentrun = list()
var/list/processing = list() var/list/processing = list()

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@@ -1,6 +1,7 @@
SUBSYSTEM_DEF(events) SUBSYSTEM_DEF(events)
name = "Events" name = "Events"
init_order = INIT_ORDER_EVENTS init_order = INIT_ORDER_EVENTS
runlevels = RUNLEVEL_GAME
var/list/control = list() //list of all datum/round_event_control. Used for selecting events based on weight and occurrences. var/list/control = list() //list of all datum/round_event_control. Used for selecting events based on weight and occurrences.
var/list/running = list() //list of all existing /datum/round_event var/list/running = list() //list of all existing /datum/round_event

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@@ -2,6 +2,7 @@ SUBSYSTEM_DEF(fire_burning)
name = "Fire Burning" name = "Fire Burning"
priority = 40 priority = 40
flags = SS_NO_INIT|SS_BACKGROUND flags = SS_NO_INIT|SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list() var/list/currentrun = list()
var/list/processing = list() var/list/processing = list()

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@@ -2,7 +2,8 @@ SUBSYSTEM_DEF(garbage)
name = "Garbage" name = "Garbage"
priority = 15 priority = 15
wait = 5 wait = 5
flags = SS_FIRE_IN_LOBBY|SS_POST_FIRE_TIMING|SS_BACKGROUND|SS_NO_INIT flags = SS_POST_FIRE_TIMING|SS_BACKGROUND|SS_NO_INIT
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
var/collection_timeout = 3000// deciseconds to wait to let running procs finish before we just say fuck it and force del() the object var/collection_timeout = 3000// deciseconds to wait to let running procs finish before we just say fuck it and force del() the object
var/delslasttick = 0 // number of del()'s we've done this tick var/delslasttick = 0 // number of del()'s we've done this tick

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@@ -2,6 +2,7 @@ SUBSYSTEM_DEF(inbounds)
name = "Inbounds" name = "Inbounds"
priority = 40 priority = 40
flags = SS_NO_INIT flags = SS_NO_INIT
runlevels = RUNLEVEL_GAME
var/list/processing = list() var/list/processing = list()
var/list/currentrun = list() var/list/currentrun = list()

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@@ -2,6 +2,7 @@ SUBSYSTEM_DEF(mobs)
name = "Mobs" name = "Mobs"
priority = 100 priority = 100
flags = SS_KEEP_TIMING|SS_NO_INIT flags = SS_KEEP_TIMING|SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list() var/list/currentrun = list()

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@@ -7,6 +7,7 @@ SUBSYSTEM_DEF(npcpool)
name = "NPC Pool" name = "NPC Pool"
flags = SS_POST_FIRE_TIMING|SS_NO_INIT|SS_BACKGROUND flags = SS_POST_FIRE_TIMING|SS_NO_INIT|SS_BACKGROUND
priority = 20 priority = 20
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/canBeUsed = list() var/list/canBeUsed = list()
var/list/needsDelegate = list() var/list/needsDelegate = list()

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@@ -1,8 +1,9 @@
SUBSYSTEM_DEF(parallax) SUBSYSTEM_DEF(parallax)
name = "Parallax" name = "Parallax"
wait = 2 wait = 2
flags = SS_POST_FIRE_TIMING | SS_FIRE_IN_LOBBY | SS_BACKGROUND | SS_NO_INIT flags = SS_POST_FIRE_TIMING | SS_BACKGROUND | SS_NO_INIT
priority = 65 priority = 65
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
var/list/currentrun var/list/currentrun
/datum/controller/subsystem/parallax/fire(resumed = 0) /datum/controller/subsystem/parallax/fire(resumed = 0)

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@@ -1,9 +1,10 @@
PROCESSING_SUBSYSTEM_DEF(overlays) PROCESSING_SUBSYSTEM_DEF(overlays)
name = "Overlay" name = "Overlay"
flags = SS_TICKER|SS_FIRE_IN_LOBBY flags = SS_TICKER
wait = 1 wait = 1
priority = 500 priority = 500
init_order = INIT_ORDER_OVERLAY init_order = INIT_ORDER_OVERLAY
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_SETUP
stat_tag = "Ov" stat_tag = "Ov"
currentrun = null currentrun = null

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@@ -3,8 +3,9 @@
SUBSYSTEM_DEF(server_maint) SUBSYSTEM_DEF(server_maint)
name = "Server Tasks" name = "Server Tasks"
wait = 6 wait = 6
flags = SS_POST_FIRE_TIMING|SS_FIRE_IN_LOBBY flags = SS_POST_FIRE_TIMING
priority = 10 priority = 10
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
var/list/currentrun var/list/currentrun
/datum/controller/subsystem/server_maint/Initialize(timeofday) /datum/controller/subsystem/server_maint/Initialize(timeofday)

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@@ -5,6 +5,7 @@ SUBSYSTEM_DEF(shuttle)
wait = 10 wait = 10
init_order = INIT_ORDER_SHUTTLE init_order = INIT_ORDER_SHUTTLE
flags = SS_KEEP_TIMING|SS_NO_TICK_CHECK flags = SS_KEEP_TIMING|SS_NO_TICK_CHECK
runlevels = RUNLEVEL_SETUP | RUNLEVEL_GAME
var/list/mobile = list() var/list/mobile = list()
var/list/stationary = list() var/list/stationary = list()

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@@ -3,6 +3,7 @@ SUBSYSTEM_DEF(spacedrift)
priority = 30 priority = 30
wait = 5 wait = 5
flags = SS_NO_INIT|SS_KEEP_TIMING flags = SS_NO_INIT|SS_KEEP_TIMING
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list() var/list/currentrun = list()
var/list/processing = list() var/list/processing = list()

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@@ -1,8 +1,9 @@
SUBSYSTEM_DEF(tgui) SUBSYSTEM_DEF(tgui)
name = "tgui" name = "tgui"
wait = 9 wait = 9
flags = SS_NO_INIT|SS_FIRE_IN_LOBBY flags = SS_NO_INIT
priority = 110 priority = 110
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
var/list/currentrun = list() var/list/currentrun = list()
var/list/open_uis = list() // A list of open UIs, grouped by src_object and ui_key. var/list/open_uis = list() // A list of open UIs, grouped by src_object and ui_key.

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@@ -6,6 +6,7 @@ SUBSYSTEM_DEF(throwing)
priority = 25 priority = 25
wait = 1 wait = 1
flags = SS_NO_INIT|SS_KEEP_TIMING|SS_TICKER flags = SS_NO_INIT|SS_KEEP_TIMING|SS_TICKER
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun var/list/currentrun
var/list/processing = list() var/list/processing = list()

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@@ -5,7 +5,8 @@ SUBSYSTEM_DEF(ticker)
init_order = INIT_ORDER_TICKER init_order = INIT_ORDER_TICKER
priority = 200 priority = 200
flags = SS_FIRE_IN_LOBBY|SS_KEEP_TIMING flags = SS_KEEP_TIMING
runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME
var/current_state = GAME_STATE_STARTUP //state of current round (used by process()) Use the defines GAME_STATE_* ! var/current_state = GAME_STATE_STARTUP //state of current round (used by process()) Use the defines GAME_STATE_* !
var/force_ending = 0 //Round was ended by admin intervention var/force_ending = 0 //Round was ended by admin intervention
@@ -105,6 +106,7 @@ SUBSYSTEM_DEF(ticker)
if(timeLeft <= 0) if(timeLeft <= 0)
current_state = GAME_STATE_SETTING_UP current_state = GAME_STATE_SETTING_UP
Master.SetRunLevel(RUNLEVEL_SETUP)
if(start_immediately) if(start_immediately)
fire() fire()
@@ -112,6 +114,7 @@ SUBSYSTEM_DEF(ticker)
if(!setup()) if(!setup())
//setup failed //setup failed
current_state = GAME_STATE_STARTUP current_state = GAME_STATE_STARTUP
Master.SetRunLevel(RUNLEVEL_LOBBY)
if(GAME_STATE_PLAYING) if(GAME_STATE_PLAYING)
mode.process(wait * 0.1) mode.process(wait * 0.1)
@@ -123,6 +126,7 @@ SUBSYSTEM_DEF(ticker)
current_state = GAME_STATE_FINISHED current_state = GAME_STATE_FINISHED
toggle_ooc(1) // Turn it on toggle_ooc(1) // Turn it on
declare_completion(force_ending) declare_completion(force_ending)
Master.SetRunLevel(RUNLEVEL_POSTGAME)
/datum/controller/subsystem/ticker/proc/setup() /datum/controller/subsystem/ticker/proc/setup()
to_chat(world, "<span class='boldannounce'>Starting game...</span>") to_chat(world, "<span class='boldannounce'>Starting game...</span>")
@@ -199,8 +203,6 @@ SUBSYSTEM_DEF(ticker)
transfer_characters() //transfer keys to the new mobs transfer_characters() //transfer keys to the new mobs
Master.RoundStart() //let the party begin...
for(var/I in round_start_events) for(var/I in round_start_events)
var/datum/callback/cb = I var/datum/callback/cb = I
cb.InvokeAsync() cb.InvokeAsync()
@@ -213,6 +215,7 @@ SUBSYSTEM_DEF(ticker)
world << sound('sound/AI/welcome.ogg') world << sound('sound/AI/welcome.ogg')
current_state = GAME_STATE_PLAYING current_state = GAME_STATE_PLAYING
Master.SetRunLevel(RUNLEVEL_GAME)
if(SSevents.holidays) if(SSevents.holidays)
to_chat(world, "<font color='blue'>and...</font>") to_chat(world, "<font color='blue'>and...</font>")

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@@ -1,7 +1,8 @@
SUBSYSTEM_DEF(time_track) SUBSYSTEM_DEF(time_track)
name = "Time Tracking" name = "Time Tracking"
wait = 600 wait = 600
flags = SS_NO_INIT|SS_FIRE_IN_LOBBY|SS_NO_TICK_CHECK flags = SS_NO_INIT|SS_NO_TICK_CHECK
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
var/time_dilation_current = 0 var/time_dilation_current = 0

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@@ -6,7 +6,7 @@ SUBSYSTEM_DEF(timer)
wait = 1 //SS_TICKER subsystem, so wait is in ticks wait = 1 //SS_TICKER subsystem, so wait is in ticks
init_order = INIT_ORDER_TIMER init_order = INIT_ORDER_TIMER
flags = SS_FIRE_IN_LOBBY|SS_TICKER|SS_NO_INIT flags = SS_TICKER|SS_NO_INIT
var/list/datum/timedevent/processing = list() var/list/datum/timedevent/processing = list()
var/list/hashes = list() var/list/hashes = list()

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@@ -2,7 +2,9 @@ SUBSYSTEM_DEF(vote)
name = "Vote" name = "Vote"
wait = 10 wait = 10
flags = SS_FIRE_IN_LOBBY|SS_KEEP_TIMING|SS_NO_INIT flags = SS_KEEP_TIMING|SS_NO_INIT
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
var/initiator = null var/initiator = null
var/started_time = null var/started_time = null

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@@ -3,6 +3,7 @@ SUBSYSTEM_DEF(weather)
name = "Weather" name = "Weather"
flags = SS_BACKGROUND flags = SS_BACKGROUND
wait = 10 wait = 10
runlevels = RUNLEVEL_GAME
var/list/processing = list() var/list/processing = list()
var/list/existing_weather = list() var/list/existing_weather = list()
var/list/eligible_zlevels = list(ZLEVEL_LAVALAND) var/list/eligible_zlevels = list(ZLEVEL_LAVALAND)

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@@ -345,7 +345,3 @@
s += ": [jointext(features, ", ")]" s += ": [jointext(features, ", ")]"
status = s status = s
/world/proc/has_round_started()
return SSticker.HasRoundStarted()