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

View File

@@ -37,9 +37,6 @@
#define LIGHTING_LAYER 10 //Drawing layer for lighting overlays
#define LIGHTING_ICON 'icons/effects/ss13_dark_alpha7.dmi' //Icon used for lighting shading effects
datum/controller/lighting/New() //moved here so its in the define. eek :S
lighting_states = max( 0, length(icon_states(LIGHTING_ICON))-1 )
datum/light_source
var/atom/owner
var/changed = 1
@@ -302,4 +299,4 @@ area
#undef LIGHTING_MAX_LUMINOSITY
#undef LIGHTING_MAX_LUMINOSITY_MOB
#undef LIGHTING_LAYER
#undef LIGHTING_ICON
//#undef LIGHTING_ICON

View File

@@ -16,6 +16,15 @@ datum/controller/lighting
var/list/changed_turfs = list()
var/changed_turfs_workload_max = 0
datum/controller/lighting/New()
lighting_states = max( 0, length(icon_states(LIGHTING_ICON))-1 )
if(lighting_controller != src)
if(istype(lighting_controller,/datum/controller/lighting))
Recover() //if we are replacing an existing lighting_controller (due to a crash) we attempt to preserve as much as we can
del(lighting_controller)
lighting_controller = src
//Workhorse of lighting. It cycles through each light to see which ones need their effects updating. It updates their
//effects and then processes every turf in the queue, moving the turfs to the corresponing lighting sub-area.
//All queue lists prune themselves, which will cause lights with no luminosity to be garbage collected (cheaper and safer
@@ -33,9 +42,10 @@ datum/controller/lighting/proc/process()
lights_workload_max = max(lights_workload_max,lights.len)
for(var/i=1, i<=lights.len, i++)
var/datum/light_source/L = lights[i]
if(L.check())
lights.Cut(i,i+1)
i--
if(L && !L.check())
continue
lights.Cut(i,i+1)
i--
sleep(-1)
@@ -78,4 +88,42 @@ datum/controller/lighting/proc/Initialize(var/z_level)
var/turf/T = locate(i,j,k)
if(T) T.shift_to_subarea()
changed_turfs.Cut() // reset the changed list
changed_turfs.Cut() // reset the changed list
//Used to strip valid information from an existing controller and transfer it to a replacement
//It works by using spawn(-1) to transfer the data, if there is a runtime the data does not get transfered but the loop
//does not crash
datum/controller/lighting/proc/Recover()
if(!istype(lighting_controller.changed_turfs,/list))
lighting_controller.changed_turfs = list()
if(!istype(lighting_controller.lights,/list))
lighting_controller.lights = list()
for(var/i=1, i<=lighting_controller.lights.len, i++)
var/datum/light_source/L = lighting_controller.lights[i]
if(istype(L))
spawn(-1) //so we don't crash the loop (inefficient)
L.check()
lights += L //If we didn't runtime then this will get transferred over
for(var/i=1, i<=lighting_controller.changed_turfs.len, i++)
var/turf/T = lighting_controller.changed_turfs[i]
if(istype(T) && T.lighting_changed)
spawn(-1)
T.shift_to_subarea()
var/msg = "## DEBUG: [time2text(world.timeofday)] lighting_controller restarted. Reports:\n"
for(var/varname in lighting_controller.vars)
switch(varname)
if("tag","bestF","type","parent_type","vars") continue
else
var/varval1 = lighting_controller.vars[varname]
var/varval2 = vars[varname]
if(istype(varval1,/list))
varval1 = "/list([length(varval1)])"
varval2 = "/list([length(varval2)])"
msg += "\t [varname] = [varval1] -> [varval2]\n"
world.log << msg
#undef LIGHTING_ICON

View File

@@ -1,210 +1,286 @@
//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
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/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
var/air_cost = 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/ticker_cost = 0
var/total_cost = 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
var/obj/machinery/last_obj_processed //Used for MC 'proc break' debugging
var/datum/disease/last_disease_processed //Used for MC 'proc break' debugging
var/obj/machinery/last_machine_processed //Used for MC 'proc break' debugging
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,/datum/controller/game_controller))
Recover()
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()
proc/setup()
if(master_controller && (master_controller != src))
del(src)
return
//There can be only one master.
datum/controller/game_controller/proc/setup()
world.tick_lag = config.Ticklag
if(!air_master)
air_master = new /datum/controller/air_system()
air_master.setup()
createRandomZlevel()
setup_objects()
setupgenetics()
setupfactions()
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")
for(var/i=0, i<max_secret_rooms, i++)
make_mining_asteroid_secret()
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
spawn(0)
if(ticker)
ticker.pregame()
proc/setup_objects()
world << "\red \b Initializing objects"
sleep(-1)
datum/controller/game_controller/proc/setup_objects()
world << "\red \b Initializing objects"
sleep(-1)
for(var/obj/object in world)
object.initialize()
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 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)
world << "\red \b 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()
for(var/obj/machinery/atmospherics/unary/vent_scrubber/T in world)
else if(istype(U, /obj/machinery/atmospherics/unary/vent_scrubber))
var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
T.broadcast_status()
world << "\red \b Initializations complete."
world << "\red \b Initializations complete."
sleep(-1)
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
datum/controller/game_controller/proc/process()
processing = 1
spawn(0)
set background = 1
while(1) //far more efficient than recursively calling ourself
if(!Failsafe) new /datum/failsafe()
if(processing)
var/currenttime = world.timeofday
controller_iteration++
last_tick_duration = (currenttime - last_tick_timeofday) / 10
last_tick_timeofday = currenttime
var/start_time = world.timeofday
if(processing)
var/timer
var/start_time = world.timeofday
controller_iteration++
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
timer = world.timeofday
air_master.process()
air_cost = (world.timeofday - timer) / 10
spawn(0)
air_master.process()
air_master_ready = 1
sleep(breather_ticks)
sleep(1)
timer = world.timeofday
sun.calc_position()
sun_cost = (world.timeofday - timer) / 10
spawn(0)
sun.calc_position()
sun_ready = 1
sleep(breather_ticks)
sleep(-1)
timer = world.timeofday
for(var/i=1,i<=mob_list.len,i++)
var/mob/M = mob_list[i]
if(M)
M.Life()
continue
mob_list.Cut(i,i+1)
i--
mobs_cost = (world.timeofday - timer) / 10
spawn(0)
for(var/mob/M in world)
last_mob_processed = M
M.Life()
mobs_ready = 1
sleep(breather_ticks)
sleep(-1)
timer = world.timeofday
for(var/i=1,i<=active_diseases.len,i++)
var/datum/disease/Disease = active_diseases[i]
if(Disease)
last_disease_processed = Disease
Disease.process()
continue
active_diseases.Cut(i,i+1)
i--
diseases_cost = (world.timeofday - timer) / 10
spawn(0)
for(var/datum/disease/D in active_diseases)
last_disease_processed = D
D.process()
diseases_ready = 1
sleep(breather_ticks)
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()
timer = world.timeofday
for(var/i=1,i<=machines.len,i++)
var/obj/machinery/Machine = machines[i]
if(Machine)
last_machine_processed = Machine
Machine.process()
if(Machine)
if(Machine.use_power)
Machine.auto_use_power()
continue
machines.Cut(i,i+1)
i--
machines_cost = (world.timeofday - timer) / 10
machines_ready = 1
sleep(breather_ticks)
sleep(1)
timer = world.timeofday
for(var/i=1,i<=processing_objects.len,i++)
var/obj/Object = processing_objects[i]
if(Object)
last_obj_processed = Object
Object.process()
continue
processing_objects.Cut(i,i+1)
i--
objects_cost = (world.timeofday - timer) / 10
spawn(-1)
for(var/obj/object in processing_objects)
last_obj_processed = object
object.process()
objects_ready = 1
sleep(breather_ticks)
sleep(-1)
timer = world.timeofday
for(var/i=1,i<=pipe_networks.len,i++)
var/datum/pipe_network/Network = pipe_networks[i]
if(Network)
Network.process()
continue
pipe_networks.Cut(i,i+1)
i--
networks_cost = (world.timeofday - timer) / 10
spawn(-1)
for(var/datum/pipe_network/network in pipe_networks)
network.process()
networks_ready = 1
sleep(breather_ticks)
spawn(-1)
for(var/datum/powernet/P in powernets)
P.reset()
powernets_ready = 1
timer = world.timeofday
for(var/i=1,i<=powernets.len,i++)
var/datum/powernet/Powernet = powernets[i]
if(Powernet)
Powernet.reset()
continue
powernets.Cut(i,i+1)
i--
powernets_cost = (world.timeofday - timer) / 10
sleep(-1)
sleep(breather_ticks)
spawn(-1)
ticker.process()
ticker_ready = 1
timer = world.timeofday
ticker.process()
ticker_cost = (world.timeofday - timer) / 10
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)
total_cost = air_cost + sun_cost + mobs_cost + diseases_cost + machines_cost + objects_cost + networks_cost + powernets_cost + ticker_cost
sleep(world.timeofday+12-start_time)
var/end_time = world.timeofday
if(end_time < start_time)
start_time -= 864000 //deciseconds in a day
sleep( round(minimum_ticks - (end_time - start_time),1) )
else
sleep(10)
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","bestF","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
sleep(10)
msg += "\t [varname] = [varval]\n"
world.log << msg
/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
Failsafe.spin()
/datum/failsafe/proc/spin()
spawn(0)
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 in admin_list)
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 in admin_list)
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>"
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()
*/

View File

@@ -1,5 +1,5 @@
//TODO: rewrite and standardise all controller datums to the datum/controller type
//TODO: allow all controllers to be deleted for clean restarts (see WIP master controller stuff)
//TODO: allow all controllers to be deleted for clean restarts (see WIP master controller stuff) - MC done - lighting done
/client/proc/restart_controller(controller in list("Master","Lighting","Supply Shuttle"))
set category = "Debug"
@@ -11,9 +11,11 @@
src = null
switch(controller)
if("Master")
new /datum/controller/game_controller()
master_controller.process()
feedback_add_details("admin_verb","RMC")
if("Lighting")
new /datum/controller/lighting()
lighting_controller.process()
feedback_add_details("admin_verb","RLighting")
if("Supply Shuttle")