//simplified MC that is designed to fail when procs 'break'. When it fails it's just replaced with a new one. //It ensures master_controller.process() is never doubled up by killing the MC (hence terminating any of its sleeping procs) //WIP, needs lots of work still var/global/datum/controller/game_controller/master_controller //Set in world.New() var/global/controller_iteration = 0 var/global/last_tick_timeofday = world.timeofday var/global/last_tick_duration = 0 var/global/air_processing_killed = 0 var/global/pipe_processing_killed = 0 /datum/controller/game_controller var/processing = 0 var/breather_ticks = 2 //a somewhat crude attempt to iron over the 'bumps' caused by high-cpu use by letting the MC have a breather for this many ticks after every loop var/minimum_ticks = 20 //The minimum length of time between MC ticks var/air_cost = 0 var/air_turfs = 0 var/air_groups = 0 var/air_highpressure= 0 var/air_hotspots = 0 var/air_superconductivity = 0 var/sun_cost = 0 var/mobs_cost = 0 var/diseases_cost = 0 var/machines_cost = 0 var/objects_cost = 0 var/networks_cost = 0 var/powernets_cost = 0 var/nano_cost = 0 var/events_cost = 0 var/ticker_cost = 0 var/gc_cost = 0 var/total_cost = 0 var/last_thing_processed /datum/controller/game_controller/New() //There can be only one master_controller. Out with the old and in with the new. if(master_controller != src) if(istype(master_controller)) Recover() del(master_controller) master_controller = src createRandomZlevel() //probably shouldn't be here! for(var/i=0, iJob setup complete" if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase() if(!syndicate_code_response) syndicate_code_response = generate_code_phrase() if(!ticker) ticker = new /datum/controller/gameticker() if(!emergency_shuttle) emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle() if(!supply_shuttle) supply_shuttle = new /datum/controller/supply_shuttle() /datum/controller/game_controller/proc/setup() world.tick_lag = config.Ticklag setup_objects() setupgenetics() setupfactions() spawn(0) if(ticker) ticker.pregame() /datum/controller/game_controller/proc/setup_objects() world << "Initializing objects..." sleep(-1) for(var/atom/movable/object in world) object.initialize() world << "Initializing pipe networks..." sleep(-1) for(var/obj/machinery/atmospherics/machine in world) machine.build_network() world << "Initializing atmos machinery..." sleep(-1) for(var/obj/machinery/atmospherics/unary/U in world) if(istype(U, /obj/machinery/atmospherics/unary/vent_pump)) var/obj/machinery/atmospherics/unary/vent_pump/T = U T.broadcast_status() else if(istype(U, /obj/machinery/atmospherics/unary/vent_scrubber)) var/obj/machinery/atmospherics/unary/vent_scrubber/T = U T.broadcast_status() world << "Making a mess..." sleep(-1) for(var/turf/simulated/floor/F in world) F.MakeDirty() world << "Initializations complete." sleep(-1) /datum/controller/game_controller/proc/process() processing = 1 spawn(0) set background = BACKGROUND_ENABLED while(1) //far more efficient than recursively calling ourself if(!Failsafe) new /datum/controller/failsafe() var/currenttime = world.timeofday last_tick_duration = (currenttime - last_tick_timeofday) / 10 last_tick_timeofday = currenttime if(processing) var/timer var/start_time = world.timeofday controller_iteration++ vote.process() //AIR if(!air_processing_killed) timer = world.timeofday last_thing_processed = air_master.type air_master.process() air_cost = (world.timeofday - timer) / 10 global_activeturfs = air_master.active_turfs.len sleep(breather_ticks) //SUN timer = world.timeofday last_thing_processed = sun.type sun.calc_position() sun_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //MOBS timer = world.timeofday process_mobs() mobs_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //DISEASES timer = world.timeofday process_diseases() diseases_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //MACHINES timer = world.timeofday process_machines() machines_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //OBJECTS timer = world.timeofday process_objects() objects_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //PIPENETS if(!pipe_processing_killed) timer = world.timeofday process_pipenets() networks_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //POWERNETS timer = world.timeofday process_powernets() powernets_cost = (world.timeofday - timer) / 10 sleep(breather_ticks) //NANO UIS timer = world.timeofday process_nano() nano_cost = (world.timeofday - timer) / 10 //EVENTS timer = world.timeofday last_thing_processed = /datum/round_event events.process() events_cost = (world.timeofday - timer) / 10 //TICKER timer = world.timeofday last_thing_processed = ticker.type ticker.process() ticker_cost = (world.timeofday - timer) / 10 // GC timer = world.timeofday last_thing_processed = garbage.type garbage.process() gc_cost = (world.timeofday - timer) / 10 //TIMING total_cost = air_cost + sun_cost + mobs_cost + diseases_cost + machines_cost + objects_cost + networks_cost + powernets_cost + nano_cost + events_cost + ticker_cost + gc_cost var/end_time = world.timeofday if(end_time < start_time) start_time -= MIDNIGHT_ROLLOVER //deciseconds in a day sleep( round(minimum_ticks - (end_time - start_time),1) ) else sleep(10) /* /datum/controller/game_controller/proc/process_liquid() last_thing_processed = /datum/puddle var/i = 1 while(i<=puddles.len) var/datum/puddle/Puddle = puddles[i] if(Puddle) Puddle.process() i++ continue puddles.Cut(i,i+1) */ /datum/controller/game_controller/proc/process_mobs() for(var/mob/M in mob_list) if(!M.gc_destroyed) last_thing_processed = M.type M.Life() continue mob_list -= M /datum/controller/game_controller/proc/process_diseases() for(var/datum/disease/Disease in active_diseases) last_thing_processed = Disease.type Disease.process() /datum/controller/game_controller/proc/process_machines() for(var/obj/machinery/Machine in machines) if(!Machine.gc_destroyed) last_thing_processed = Machine.type if(Machine.process() != PROCESS_KILL) if(Machine) if(Machine.use_power) Machine.auto_use_power() continue machines -= Machine /datum/controller/game_controller/proc/process_objects() for(var/obj/Object in processing_objects) if(!Object.gc_destroyed) last_thing_processed = Object.type Object.process() continue processing_objects -= Object /datum/controller/game_controller/proc/process_pipenets() last_thing_processed = /datum/pipe_network for(var/datum/pipe_network/Network in pipe_networks) Network.process() /datum/controller/game_controller/proc/process_powernets() last_thing_processed = /datum/powernet for(var/datum/powernet/Powernet in powernets) Powernet.reset() /datum/controller/game_controller/proc/process_nano() for(var/datum/nanoui/ui in nanomanager.processing_uis) if(ui.src_object && ui.user) ui.process() continue nanomanager.processing_uis -= ui /datum/controller/game_controller/proc/Recover() //Mostly a placeholder for now. var/msg = "## DEBUG: [time2text(world.timeofday)] MC restarted. Reports:\n" for(var/varname in master_controller.vars) switch(varname) if("tag","type","parent_type","vars") continue else var/varval = master_controller.vars[varname] if(istype(varval,/datum)) var/datum/D = varval msg += "\t [varname] = [D.type]\n" else msg += "\t [varname] = [varval]\n" world.log << msg