mirror of
https://github.com/yogstation13/Yogstation.git
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538 lines
18 KiB
Plaintext
538 lines
18 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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var/datum/controller/master/Master = new()
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var/MC_restart_clear = 0
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var/MC_restart_timeout = 0
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var/MC_restart_count = 0
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//current tick limit, assigned by the queue controller 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/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
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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 = 1
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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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// Has round started? (So we know what subsystems to run)
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var/round_started = 0
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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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/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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subsystems = list()
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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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init_subtypes(/datum/controller/subsystem, subsystems)
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Master = src
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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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for(var/datum/controller/subsystem/ss in subsystems)
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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 < MC_restart_timeout)
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return 0
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if (world.time < MC_restart_clear)
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MC_restart_count *= 0.5
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var/delay = 50 * ++MC_restart_count
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MC_restart_timeout = world.time + delay
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MC_restart_clear = world.time + (delay * 2)
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Master.processing = 0 //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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switch(++BadBoy.failure_strikes)
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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(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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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.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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// 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.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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// Notify the MC that the round has started.
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/datum/controller/master/proc/RoundStart()
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round_started = 1
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var/timer = world.time
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for (var/datum/controller/subsystem/SS in subsystems)
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if (SS.flags & SS_FIRE_IN_LOBBY || SS.flags & SS_TICKER)
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continue //already firing
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// Stagger subsystems.
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timer += world.tick_lag * rand(1, 5)
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SS.next_fire = timer
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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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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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// Schedule the first run of the Subsystems.
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round_started = world.has_round_started()
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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/normalsubsystems = list()
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var/list/lobbysubsystems = list()
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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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if (SS.flags & SS_FIRE_IN_LOBBY)
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lobbysubsystems += SS
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timer += world.tick_lag * rand(1, 5)
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SS.next_fire = timer
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else if (round_started)
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timer += world.tick_lag * rand(1, 5)
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SS.next_fire = timer
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normalsubsystems += SS
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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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sortTim(normalsubsystems, /proc/cmp_subsystem_priority)
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sortTim(lobbysubsystems, /proc/cmp_subsystem_priority)
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normalsubsystems += tickersubsystems
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lobbysubsystems += tickersubsystems
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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 (world.tick_usage > TICK_LIMIT_MC)
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sleep_delta += 2
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CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING - (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 (world.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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if (round_started)
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subsystems_to_check = normalsubsystems
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else
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subsystems_to_check = lobbysubsystems
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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, normalsubsystems, lobbysubsystems))
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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, normalsubsystems, lobbysubsystems))
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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 && world.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 && world.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 - world.tick_usage && ran_non_ticker)
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queue_node.queued_priority += queue_priority_count * 0.10
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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 - world.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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CURRENT_TICKLIMIT = world.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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tick_usage = world.tick_usage
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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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var/state = queue_node.ignite(queue_node_paused)
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if (state == SS_RUNNING)
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state = SS_IDLE
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current_tick_budget -= queue_node_priority
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tick_usage = world.tick_usage - tick_usage
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if (tick_usage < 0)
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tick_usage = 0
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queue_node.state = state
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if (state == SS_PAUSED)
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queue_node.paused_ticks++
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queue_node.paused_tick_usage += tick_usage
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queue_node = queue_node.queue_next
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continue
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queue_node.ticks = MC_AVERAGE(queue_node.ticks, queue_node.paused_ticks)
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tick_usage += queue_node.paused_tick_usage
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queue_node.tick_usage = MC_AVERAGE_FAST(queue_node.tick_usage, tick_usage)
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queue_node.cost = MC_AVERAGE_FAST(queue_node.cost, TICK_DELTA_TO_MS(tick_usage))
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queue_node.paused_ticks = 0
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queue_node.paused_tick_usage = 0
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if (queue_node_flags & SS_BACKGROUND) //update our running total
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queue_priority_count_bg -= queue_node_priority
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else
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queue_priority_count -= queue_node_priority
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queue_node.last_fire = world.time
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queue_node.times_fired++
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if (queue_node_flags & SS_TICKER)
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queue_node.next_fire = world.time + (world.tick_lag * queue_node.wait)
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else if (queue_node_flags & SS_POST_FIRE_TIMING)
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queue_node.next_fire = world.time + queue_node.wait
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else if (queue_node_flags & SS_KEEP_TIMING)
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queue_node.next_fire += queue_node.wait
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else
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queue_node.next_fire = queue_node.queued_time + queue_node.wait
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queue_node.queued_time = 0
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//remove from queue
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queue_node.dequeue()
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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/normal_SS, list/lobby_SS)
|
|
. = 0
|
|
log_world("MC: SoftReset called, resetting MC queue state.")
|
|
if (!istype(subsystems) || !istype(ticker_SS) || !istype(normal_SS) || !istype(lobby_SS))
|
|
log_world("MC: SoftReset: Bad list contents: '[subsystems]' '[ticker_SS]' '[normal_SS]' '[lobby_SS]' Crashing!")
|
|
return
|
|
var/subsystemstocheck = subsystems + ticker_SS + normal_SS + lobby_SS
|
|
|
|
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)
|
|
normal_SS -= list(SS)
|
|
lobby_SS -= 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()
|