/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. Use defines in __DEFINES/subsystems.dm for easy understanding of order. 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/initialized = FALSE //set to TRUE after it has been initialized, will obviously never be set if the subsystem doesn't initialize //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 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 var/datum/controller/subsystem/queue_next var/datum/controller/subsystem/queue_prev var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire var/static/list/failure_strikes //How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out! //yogs start -- loading time stuff var/static/total_loading_points_progress = 0 //! How much progress we've made in loading all the subsystems so far. var/static/total_loading_points = 0 //! The total amount of loading points among all subsystems. Should be defined by MC before subsystem inits. var/loading_points = 0 //! The amount of loading points this subsystem has, measured in deciseconds of approximate load time. This being 0 is fine. //yogs end //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)) 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() ///used to initialize the subsystem AFTER the map has loaded ///This should be called by the derived subsystem class AFTER it has done its own initialization. /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"]!" // Yogs -- quieter subsystem initialization to_chat(GLOB.admins, type = MESSAGE_TYPE_DEBUG, html = span_notice(msg), confidential = FALSE) log_world(msg) if(!loading_points) // We're probably one of those crappy subsystems that take 0 seconds, so return return time total_loading_points_progress += loading_points var/percent = round(total_loading_points_progress / total_loading_points * 100) to_chat(world,span_boldnotice("Subsystem initialization at [percent]%...")) return time // Yogs end /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/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 ("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 ("queued_priority") //editing this breaks things. return 0 . = ..()