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https://github.com/yogstation13/Yogstation.git
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The logic behind this is that at higher populations, byond ends up needing to do more at the end of the tick to update clients, that the mc and traditional sleep timers end up fighting for a very small amount of time left. Increasing the MC's sleep time means its wakes up sooner in the tick. So it has more time to do things, even if they don't happen as often, and leaving every other tick free allows for sleeping CHECK_TICK task to wake up without finding the MC left them very little time to do things. Admins have been regularly manually doing this by varediting the processing variable to 2, that i figured we should automate it. for /tg/, i plan on raising the player count a bit, but they make decent defaults for the avg server.
585 lines
20 KiB
Plaintext
585 lines
20 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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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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// 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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var/sleep_delta
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var/make_runtime = 0
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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 process()'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/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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//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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// Highlander-style: there can only be one! Kill off the old and replace it with the new.
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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))
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Recover()
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qdel(Master)
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else
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var/list/subsytem_types = subtypesof(/datum/controller/subsystem)
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sortTim(subsytem_types, /proc/cmp_subsystem_init)
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for(var/I in subsytem_types)
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_subsystems += new I
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Master = src
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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, /proc/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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testing("Shutdown [ss.name] subsystem")
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ss.Shutdown()
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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 0
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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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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 1
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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 class='boldannounce'>[msg]</span>")
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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 class='boldannounce'>The Master Controller is having some issues, we will need to re-initialize EVERYTHING</span>")
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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)
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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 class='boldannounce'>Initializing subsystems...</span>")
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// Sort subsystems by init_order, so they initialize in the correct order.
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sortTim(subsystems, /proc/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)
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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 class='boldannounce'>[msg]</span>")
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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, /proc/cmp_subsystem_display)
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// Set world options.
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world.sleep_offline = 1
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world.fps = CONFIG_GET(number/fps)
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var/initialized_tod = REALTIMEOFDAY
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sleep(1)
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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 += world.tick_lag * rand(1, 5)
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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, /proc/cmp_subsystem_priority)
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for(var/I in runlevel_sorted_subsystems)
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sortTim(runlevel_sorted_subsystems, /proc/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 = 0
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var/list/subsystems_to_check
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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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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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//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, so longer sleeps are more likely to run first
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if (TICK_USAGE > TICK_LIMIT_MC)
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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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sleep_delta = MC_AVERAGE_FAST(sleep_delta, 0)
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if (last_run + (world.tick_lag * processing) > world.time)
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sleep_delta += 1
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if (TICK_USAGE > (TICK_LIMIT_MC*0.5))
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sleep_delta += 1
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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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if (!queue_head || !(iteration % 3))
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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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cached_runlevel = checking_runlevel
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current_runlevel_subsystems = runlevel_sorted_subsystems[cached_runlevel]
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var/stagger = world.time
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for(var/I in current_runlevel_subsystems)
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var/datum/controller/subsystem/SS = I
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if(SS.next_fire <= world.time)
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stagger += world.tick_lag * rand(1, 5)
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SS.next_fire = stagger
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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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src.sleep_delta = MC_AVERAGE_FAST(src.sleep_delta, sleep_delta)
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current_ticklimit = TICK_LIMIT_RUNNING - (TICK_LIMIT_RUNNING * 0.25) //reserve the tail 1/4 of the next tick for the mc.
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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
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for (var/thing in subsystemstocheck)
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if (!thing)
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subsystemstocheck -= thing
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SS = thing
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if (SS.state != SS_IDLE)
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continue
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if (SS.can_fire <= 0)
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continue
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if (SS.next_fire > world.time)
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continue
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SS_flags = SS.flags
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if (SS_flags & SS_NO_FIRE)
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subsystemstocheck -= SS
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continue
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if (!(SS_flags & SS_TICKER) && (SS_flags & SS_KEEP_TIMING) && SS.last_fire + (SS.wait * 0.75) > world.time)
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continue
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SS.enqueue()
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. = 1
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// Run thru the queue of subsystems to run, running them while balancing out their allocated tick precentage
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/datum/controller/master/proc/RunQueue()
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. = 0
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var/datum/controller/subsystem/queue_node
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var/queue_node_flags
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var/queue_node_priority
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var/queue_node_paused
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var/current_tick_budget
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var/tick_precentage
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var/tick_remaining
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var/ran = TRUE //this is right
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var/ran_non_ticker = FALSE
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var/bg_calc //have we swtiched current_tick_budget to background mode yet?
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var/tick_usage
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//keep running while we have stuff to run and we haven't gone over a tick
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// this is so subsystems paused eariler can use tick time that later subsystems never used
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while (ran && queue_head && TICK_USAGE < TICK_LIMIT_MC)
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ran = FALSE
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bg_calc = FALSE
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current_tick_budget = queue_priority_count
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queue_node = queue_head
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while (queue_node)
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if (ran && TICK_USAGE > TICK_LIMIT_RUNNING)
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break
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queue_node_flags = queue_node.flags
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queue_node_priority = queue_node.queued_priority
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//super special case, subsystems where we can't make them pause mid way through
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//if we can't run them this tick (without going over a tick)
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//we bump up their priority and attempt to run them next tick
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//(unless we haven't even ran anything this tick, since its unlikely they will ever be able run
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// in those cases, so we just let them run)
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if (queue_node_flags & SS_NO_TICK_CHECK)
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if (queue_node.tick_usage > TICK_LIMIT_RUNNING - TICK_USAGE && ran_non_ticker)
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queue_node.queued_priority += queue_priority_count * 0.1
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queue_priority_count -= queue_node_priority
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queue_priority_count += queue_node.queued_priority
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current_tick_budget -= queue_node_priority
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queue_node = queue_node.queue_next
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continue
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if ((queue_node_flags & SS_BACKGROUND) && !bg_calc)
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current_tick_budget = queue_priority_count_bg
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bg_calc = TRUE
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tick_remaining = TICK_LIMIT_RUNNING - TICK_USAGE
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if (current_tick_budget > 0 && queue_node_priority > 0)
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tick_precentage = tick_remaining / (current_tick_budget / queue_node_priority)
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else
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tick_precentage = tick_remaining
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tick_precentage = max(tick_precentage*0.5, tick_precentage-queue_node.tick_overrun)
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current_ticklimit = round(TICK_USAGE + tick_precentage)
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if (!(queue_node_flags & SS_TICKER))
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ran_non_ticker = TRUE
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ran = TRUE
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queue_node_paused = (queue_node.state == SS_PAUSED || queue_node.state == SS_PAUSING)
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last_type_processed = queue_node
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queue_node.state = SS_RUNNING
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tick_usage = TICK_USAGE
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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 (queue_node_flags & SS_BACKGROUND) //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++
|
|
|
|
if (queue_node_flags & SS_TICKER)
|
|
queue_node.next_fire = world.time + (world.tick_lag * (queue_node.wait + (queue_node.tick_overrun/100)))
|
|
else if (queue_node_flags & SS_POST_FIRE_TIMING)
|
|
queue_node.next_fire = world.time + queue_node.wait + (world.tick_lag * (queue_node.tick_overrun/100))
|
|
else if (queue_node_flags & SS_KEEP_TIMING)
|
|
queue_node.next_fire += queue_node.wait
|
|
else
|
|
queue_node.next_fire = queue_node.queued_time + queue_node.wait + (world.tick_lag * (queue_node.tick_overrun/100))
|
|
|
|
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
|
|
|
|
|
|
|
|
/datum/controller/master/stat_entry()
|
|
if(!statclick)
|
|
statclick = new/obj/effect/statclick/debug(null, "Initializing...", src)
|
|
|
|
stat("Byond:", "(FPS:[world.fps]) (TickCount:[world.time/world.tick_lag]) (TickDrift:[round(Master.tickdrift,1)]([round((Master.tickdrift/(world.time/world.tick_lag))*100,0.1)]%))")
|
|
stat("Master Controller:", statclick.update("(TickRate:[Master.processing]) (Iteration:[Master.iteration])"))
|
|
|
|
/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) |