Replaced the master_controller with the WIP sequential version.

Fixed a problem where TG was using this sequential master_controller but I had removed a spawn where master_controller.process() was called because I was working with the default master_controller. This problem was causing the master_controller to prevent the lighting_controller.process() ever running properly because it was hogging the current thread (thread isn't the right word there, not sure what you call it....stack?)

Added debugging to both the lighting_controller and master_controller. http://filesmelt.com/dl/debugging.png

Both lighting_controller and master_controller may be deleted to terminate their processes (this is done via the restart controller verb. This allows for clean restarts without 'doubling up' (where, for instance, the master_controller would be running more than one instance).

lighting_controller has a prototype recovery proc which is called by the "restart controller - lighting" verb. It's basically an overly paranoid version of process() which will only transfer light_sources to the replacement controller if they don't runtime. It's not needed at the moment as the process() has yet to runtime.

master_controller has the beginnings of self pruning lists. This method using list.Cut(index,index+1) is faster than doing list.Remove(thing) all over the place (the latter iterates through the list to find the thing).

Added more detailed time-measurements for the master_controller. It now displays the processing costs (in real-world seconds) of each part of the master_controller's cycle.

The stat panel only updates for mobs actually -looking- at the stat panel.

Explosion debugging is now hidden behind a if(Debug2). To have it print that data to world.log just click the DebugGame verb

debug controller and restart controller verbs are now both GameAdmin rank. Not sure how they got split up.

Fixed another cause of dark splotchy space turfs. (turf/wall/ex_act was replacing the turf with space and then deleting that new space turf)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4593 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
elly1989@rocketmail.com
2012-08-31 04:14:26 +00:00
parent 7ad6db18f6
commit e97813d2b6
10 changed files with 530 additions and 399 deletions

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var/global/datum/controller/game_controller/master_controller //Set in world.New()
var/global/datum/failsafe/Failsafe
var/global/controller_iteration = 0
var/global/last_tick_timeofday = world.timeofday
var/global/last_tick_duration = 0
datum/controller/game_controller
var/processing = 0
var/global/air_master_ready = 0
var/global/sun_ready = 0
var/global/mobs_ready = 0
var/global/diseases_ready = 0
var/global/machines_ready = 0
var/global/objects_ready = 0
var/global/networks_ready = 0
var/global/powernets_ready = 0
var/global/ticker_ready = 0
//Used for MC 'proc break' debugging
var/global/obj/last_obj_processed
var/global/datum/disease/last_disease_processed
var/global/obj/machinery/last_machine_processed
var/global/mob/last_mob_processed
proc/setup()
if(master_controller && (master_controller != src))
del(src)
return
//There can be only one master.
if(!air_master)
air_master = new /datum/controller/air_system()
air_master.setup()
if(!job_master)
job_master = new /datum/controller/occupations()
if(job_master.SetupOccupations())
world << "\red \b Job setup complete"
job_master.LoadJobs("config/jobs.txt")
world.tick_lag = config.Ticklag
createRandomZlevel()
setup_objects()
setupgenetics()
for(var/i = 0, i < max_secret_rooms, i++)
make_mining_asteroid_secret()
syndicate_code_phrase = generate_code_phrase()//Sets up code phrase for traitors, for the round.
syndicate_code_response = generate_code_phrase()
emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle()
if(!ticker)
ticker = new /datum/controller/gameticker()
setupfactions()
spawn
ticker.pregame()
proc/setup_objects()
world << "\red \b Initializing objects"
sleep(-1)
for(var/obj/object in world)
object.initialize()
world << "\red \b Initializing pipe networks"
sleep(-1)
for(var/obj/machinery/atmospherics/machine in world)
machine.build_network()
world << "\red \b Initializing atmos machinery."
sleep(-1)
for(var/obj/machinery/atmospherics/unary/vent_pump/T in world)
T.broadcast_status()
for(var/obj/machinery/atmospherics/unary/vent_scrubber/T in world)
T.broadcast_status()
world << "\red \b Initializations complete."
proc/process()
processing = 1
spawn(0)
set background = 1
while(1)
var/currenttime = world.timeofday
var/diff = (currenttime - last_tick_timeofday) / 10
last_tick_timeofday = currenttime
last_tick_duration = diff
if(processing)
controller_iteration++
var/start_time = world.timeofday
air_master_ready = 0
sun_ready = 0
mobs_ready = 0
diseases_ready = 0
machines_ready = 0
objects_ready = 0
networks_ready = 0
powernets_ready = 0
ticker_ready = 0
spawn(0)
air_master.process()
air_master_ready = 1
sleep(1)
spawn(0)
sun.calc_position()
sun_ready = 1
sleep(-1)
spawn(0)
for(var/mob/M in world)
last_mob_processed = M
M.Life()
mobs_ready = 1
sleep(-1)
spawn(0)
for(var/datum/disease/D in active_diseases)
last_disease_processed = D
D.process()
diseases_ready = 1
spawn(0)
for(var/obj/machinery/machine in machines)
if(machine)
last_machine_processed = machine
machine.process()
if(machine && machine.use_power)
machine.auto_use_power()
machines_ready = 1
sleep(1)
spawn(-1)
for(var/obj/object in processing_objects)
last_obj_processed = object
object.process()
objects_ready = 1
sleep(-1)
spawn(-1)
for(var/datum/pipe_network/network in pipe_networks)
network.process()
networks_ready = 1
spawn(-1)
for(var/datum/powernet/P in powernets)
P.reset()
powernets_ready = 1
sleep(-1)
spawn(-1)
ticker.process()
ticker_ready = 1
var/IL_check = 0 //Infinite loop check (To report when the master controller breaks.)
while(!air_master_ready || !sun_ready || !mobs_ready || !diseases_ready || !machines_ready || !objects_ready || !networks_ready || !powernets_ready || !ticker_ready)
IL_check++
if(IL_check > 600)
var/MC_report = "air_master_ready = [air_master_ready]; sun_ready = [sun_ready]; mobs_ready = [mobs_ready]; diseases_ready = [diseases_ready]; machines_ready = [machines_ready]; objects_ready = [objects_ready]; networks_ready = [networks_ready]; powernets_ready = [powernets_ready]; ticker_ready = [ticker_ready];"
message_admins("<b><font color='red'>PROC BREAKAGE WARNING:</font> The game's master contorller appears to be stuck in one of it's cycles. It has looped through it's delaying loop [IL_check] times.</b>")
message_admins("<b>The master controller reports: [MC_report]</b>")
if(!diseases_ready)
if(last_disease_processed)
message_admins("<b>DISEASE PROCESSING stuck on </b><A HREF='?src=%holder_ref%;adminplayervars=\ref[last_disease_processed]'>[last_disease_processed]</A>", 0, 1)
else
message_admins("<b>DISEASE PROCESSING stuck on </b>unknown")
if(!machines_ready)
if(last_machine_processed)
message_admins("<b>MACHINE PROCESSING stuck on </b><A HREF='?src=%holder_ref%;adminplayervars=\ref[last_machine_processed]'>[last_machine_processed]</A>", 0, 1)
else
message_admins("<b>MACHINE PROCESSING stuck on </b>unknown")
if(!objects_ready)
if(last_obj_processed)
message_admins("<b>OBJ PROCESSING stuck on </b><A HREF='?src=ADMINHOLDERREF;adminplayervars=\ref[last_obj_processed]'>[last_obj_processed]</A>", 0, 1)
else
message_admins("<b>OBJ PROCESSING stuck on </b>unknown")
log_admin("PROC BREAKAGE WARNING: infinite_loop_check = [IL_check]; [MC_report];")
message_admins("<font color='red'><b>Master controller breaking out of delaying loop. Restarting the round is advised if problem persists. DO NOT manually restart the master controller.</b></font>")
break;
sleep(1)
sleep(world.timeofday+12-start_time)
else
sleep(10)

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//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/datum/failsafe/Failsafe
var/global/controller_iteration = 0
var/global/last_tick_timeofday = world.timeofday
var/global/last_tick_duration = 0
var/global/obj/machinery/last_obj_processed //Used for MC 'proc break' debugging
var/global/datum/disease/last_disease_processed //Used for MC 'proc break' debugging
var/global/obj/machinery/last_machine_processed //Used for MC 'proc break' debugging
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/global/air_master_ready = 0
var/global/tension_master_ready = 0
var/global/sun_ready = 0
var/global/mobs_ready = 0
var/global/diseases_ready = 0
var/global/machines_ready = 0
var/global/objects_ready = 0
var/global/networks_ready = 0
var/global/powernets_ready = 0
var/global/ticker_ready = 0
datum/controller/game_controller/New()
//There can be only one master_controller. Out with the old and in with the new.
if(master_controller)
if(master_controller != src)
del(master_controller)
master_controller = src
if(!air_master)
air_master = new /datum/controller/air_system()
air_master.setup()
if(!job_master)
job_master = new /datum/controller/occupations()
if(job_master.SetupOccupations())
world << "\red \b Job setup complete"
job_master.LoadJobs("config/jobs.txt")
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()
datum/controller/game_controller/proc/setup()
world.tick_lag = config.Ticklag
createRandomZlevel()
setup_objects()
setupgenetics()
setupfactions()
for(var/i = 0, i < max_secret_rooms, i++)
make_mining_asteroid_secret()
spawn(0)
if(ticker)
ticker.pregame()
datum/controller/game_controller/proc/setup_objects()
world << "\red \b Initializing objects"
sleep(-1)
for(var/obj/object in world)
object.initialize()
world << "\red \b Initializing pipe networks"
sleep(-1)
for(var/obj/machinery/atmospherics/machine in world)
machine.build_network()
world << "\red \b Initializing atmos machinery."
sleep(-1)
for(var/obj/machinery/atmospherics/unary/vent_pump/T in world)
T.broadcast_status()
for(var/obj/machinery/atmospherics/unary/vent_scrubber/T in world)
T.broadcast_status()
world << "\red \b Initializations complete."
sleep(-1)
datum/controller/game_controller/proc/process()
set background = 1
processing = 1
while(1) //far more efficient than recursively calling ourself
if(!Failsafe) new /datum/failsafe()
var/currenttime = world.timeofday
last_tick_duration = (currenttime - last_tick_timeofday) / 10
last_tick_timeofday = currenttime
if(processing)
var/start_time = world.timeofday
controller_iteration++
air_master.process()
sleep(breather_ticks)
sun.calc_position()
sleep(breather_ticks)
for(var/mob/living/M in world) //only living mobs have life processes
M.Life()
sleep(breather_ticks)
for(var/datum/disease/D in active_diseases)
last_disease_processed = D
D.process()
sleep(breather_ticks)
for(var/obj/machinery/machine in machines)
if(machine)
last_machine_processed = machine
machine.process()
if(machine && machine.use_power)
machine.auto_use_power()
sleep(breather_ticks)
for(var/obj/object in processing_objects)
last_obj_processed = object
object.process()
sleep(breather_ticks)
for(var/datum/pipe_network/network in pipe_networks)
network.process()
sleep(breather_ticks)
for(var/datum/powernet/P in powernets)
P.reset()
sleep(breather_ticks)
ticker.process()
sleep( minimum_ticks - max(world.timeofday-start_time,0) ) //to prevent long delays happening at midnight
else
sleep(10)
/datum/failsafe // This thing pretty much just keeps poking the master controller
var/spinning = 1
var/current_iteration = 0
var/ticks_per_spin = 100 //poke the MC every 10 seconds
var/defcon = 0 //alert level. For every poke that fails this is raised by 1. When it reaches 5 the MC is replaced with a new one. (effectively killing any master_controller.process() and starting a new one)
/datum/failsafe/New()
//There can be only one failsafe. Out with the old in with the new (that way we can restart the Failsafe by spawning a new one)
if(Failsafe && (Failsafe != src))
del(Failsafe)
Failsafe = src
current_iteration = controller_iteration
spawn(0)
Failsafe.spin()
/datum/failsafe/proc/spin()
set background = 1
while(1) //more efficient than recursivly calling ourself over and over. background = 1 ensures we do not trigger an infinite loop
if(master_controller)
if(spinning && master_controller.processing) //only poke if these overrides aren't in effect
if(current_iteration == controller_iteration) //master_controller hasn't finished processing in the defined interval
switch(defcon)
if(0 to 3)
defcon++
if(4)
defcon = 5
for(var/client/C)
if(C.holder)
C << "<font color='red' size='2'><b>Warning. The Master Controller has not fired in the last [defcon*ticks_per_spin] ticks. Automatic restart in [ticks_per_spin] ticks.</b></font>"
if(5)
for(var/client/C)
if(C.holder)
C << "<font color='red' size='2'><b>Warning. The Master Controller has still not fired within the last [defcon*ticks_per_spin] ticks. Killing and restarting...</b></font>"
spawn(0)
new /datum/controller/game_controller() //replace the old master_controller (hence killing the old one's process)
master_controller.process() //Start it rolling again
defcon = 0
else
defcon = 0
current_iteration = controller_iteration
else
defcon = 0
else
new /datum/controller/game_controller() //replace the missing master_controller! This should never happen.
sleep(ticks_per_spin)
//DEBUG VERBS
/*
/client/verb/spawn_MC()
new /datum/controller/game_controller()
/client/verb/spawn_FS()
new /datum/failsafe()
*/