This basically ensures that soft deletion happening is slowed down over time if too much is getting deleted, and that hard deletes are delayed for more quiet ticks
I forgot a step in the algo and made it so it was decreasing in its slowdown effect with more lag, not increasing.
I've also made the -1.5 magic number in the algo configurable. its was a simple buffer of cost the subsystem is allowed to use that isn't counted against it in dwait.
Adminhelps now use it so that they can cancel the timer to return the admin help verb.
Adminhelps now allow admins to reject the adminhelp, giving the user back the verb and a message telling them how to construct a better admin help.
The MC will now track the total cost of all subsytems (normalized out to a per second cost number so that subsystems that only run every 10 minutes but are costly (looking at you server tasks) aren't accounting for 90% of the number when they shouldn't.)
This is now used in the dynamic wait subsystems to ensure they slow down when other things are being lagging
This mainly means that air won't lag things if the singulo gets free.
I also tweaked the scaling curve used by the dynamic wait system so that it scales less during slight lag, but much more during higher lag times.
I added qdel to the dynamic wait subsystem with a really high scale. This didn't make sense before, because it limits its run time, but now it can scale back how often it runs when the other subsystems are being laggy. I also lowered qdel's max runtime from 2ds to 1ds, because deletes take 0.9 ds on avg, so it would end up running for 2.9ds often.
This should prevent air+singulo+qdel causing excessive amounts of lag.
MC:
No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel
Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic
Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem)
MC can now be told to init a zlevel
All Subsystems:
Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it
All subsystems now properlly handle being given a zlevel in their init proc
Subsystem changes:
Air:
Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost
Air now fires 4 times faster when it can do so without lagging things up
Pipenet has been merged into air
Atmos machinery now processes with process_atmos(), ticked by air, not machinery.
Hotspots (the fire object) are now object pooled
Pipenet:
Deleted, added to air
Machinery:
Moved all atmos calcualtions in all objects's process() to process_atmos().
Lighting:
Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost
Ticker:
Fixed ticker not updating the lobby panel when game start delayed
Fixed the game start timer updating rapidly from queued fires when game start delay is removed
Garbage/qdel:
qdel will now limit its process time to 2ds a fire.
qdel can now be given hints as a return to Destroy() as to what should be done with the object.
the options are:
queue: (default) this is the normal behavior.
letmelive: old default to non-null/zero. does nothing with the object
iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking
harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time.
harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel
All objects have been updated to the new system, harddel and iwillgc was not added to any new objects.
Fixed some objects not GCing because they didn't properlly clear references in Destory()
Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.
atom/movable/Destroy() in atoms_movable.dm now calls ..() to fix#8063
Light strength and light radius are no longer a single concept, although right now all lights are max strength for their radius
Updated the comment intro for _DynamicAreaLighting_TG.dm to account for modern fact and not talk so much about the old system(s)
And a changelog for all this lighting shit, not that anybody could possibly miss it
Misc:
+Fixes unreported issue with initializing lighting on a specific zlevel
+Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors.
+Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case)
+New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions.
+Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes.
+New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects.
+All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise.
-Removed 'quadratic lighting', can add this back at some point. Sorry.
+modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else.
+Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi.
-Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow.
+All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you)
+MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin.
-removed the push_mob_back stuff due to conflicting changes. Sorry Giacom.
_OK, NOW THE ACTUAL INTERESTING STUFF_
Following systems moved over to subsystem datums:
air_master
garbage_manager
lighting_controller
process_mobs (aka Life())
nanomanager
power
sun
pipenets
AFK kick loops
shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles
voting
bots
radio
diseases
events
jobs
objects
ticker
Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue.
Many system-specific global variables have been refactored into
All tickers which previously used world.timeofday now use world.time
some subsystems can iterate before round start. this resolves the issue with votes not working pregame