/datum/subsystem // Metadata; you should define these. var/name = "fire ivory tower" // Name of the subsystem. var/init_order = SS_INIT_UNSPECIFIED // Order of initialization. Higher numbers are initialized first, lower numbers later. Can be decimal and negative values. var/wait = 20 // Time to wait (in deciseconds) between each call to fire(). Must be a positive integer. var/display_order = SS_DISPLAY_UNSPECIFIED // Display affects the order the subsystem is displayed in the MC tab. var/priority = SS_PRIORITY_UNSPECIFIED // When mutiple subsystems need to run in the same tick, higher priority subsystems will run first and be given a higher share of the tick before MC_TICK_CHECK triggers a sleep. var/flags = 0 // See MC.dm in __DEFINES Most flags must be set on world start to take full effect. (You can also restart the mc to force them to process again) // Set to 0 to prevent fire() calls, mostly for admin use or subsystems that may be resumed later. // Use the SS_NO_FIRE flag instead for systems that never fire to keep it from even being added to the list. var/can_fire = TRUE // Bookkeeping variables; probably shouldn't mess with these. var/initialized = FALSE // Tracks if Initialize() has been called yet. var/last_fire = 0 // Last world.time we called fire() var/next_fire = 0 // Scheduled world.time for next fire() var/cost = 0 // Average time to execute var/tick_usage = 0 // Average tick usage var/state = SS_IDLE // Tracks the current state of the ss. Running, paused, etc. var/paused_ticks = 0 // Ticks this ss is taking to run right now. var/paused_tick_usage // Total tick_usage of all of our runs while pausing this run var/ticks = 1 // How many ticks does this ss take to run on avg. var/times_fired = 0 // Number of times we have called fire() var/queued_time = 0 // Time we entered the queue, (for timing and priority reasons) var/queued_priority // We keep a running total to make the math easier, if it changes priority mid-fire that would break our running total, so we store it here // Linked list stuff for the queue var/datum/subsystem/queue_next var/datum/subsystem/queue_prev // The object used for the clickable stat() button. var/obj/effect/statclick/statclick // Used to initialize the subsystem BEFORE the map has loaded /datum/subsystem/New() //cleanup actions /datum/subsystem/proc/Shutdown() return //This is used so the mc knows when the subsystem sleeps. do not override. /datum/subsystem/proc/ignite(resumed = 0) set waitfor = 0 . = SS_SLEEPING fire(resumed) . = state if (state == SS_SLEEPING) state = SS_IDLE if (state == SS_PAUSING) var/QT = queued_time enqueue() state = SS_PAUSED queued_time = QT //previously, this would have been named 'process()' but that name is used everywhere for different things! //fire() seems more suitable. This is the procedure that gets called every 'wait' deciseconds. //Sleeping in here prevents future fires until returned. /datum/subsystem/proc/fire(resumed = 0) set waitfor = 0 //this should not be depended upon, this is just to solve issues with sleeps messing up tick tracking can_fire = 0 flags |= SS_NO_FIRE throw EXCEPTION("Subsystem [src]([type]) does not fire() but did not set the SS_NO_FIRE flag. Please add the SS_NO_FIRE flag to any subsystem that doesn't fire so it doesn't get added to the processing list and waste cpu.") /datum/subsystem/Destroy() dequeue() can_fire = 0 flags |= SS_NO_FIRE Master.subsystems -= src ..() // Queue it to run. // (we loop thru a linked list until we get to the end or find the right point) // (this lets us sort our run order correctly without having to re-sort the entire already sorted list) /datum/subsystem/proc/enqueue() var/SS_priority = priority var/SS_flags = flags var/datum/subsystem/queue_node var/queue_node_priority var/queue_node_flags for (queue_node = Master.queue_head; queue_node; queue_node = queue_node.queue_next) queue_node_priority = queue_node.queued_priority queue_node_flags = queue_node.flags if (queue_node_flags & SS_TICKER) if (!(SS_flags & SS_TICKER)) continue if (queue_node_priority < SS_priority) break else if (queue_node_flags & SS_BACKGROUND) if (!(SS_flags & SS_BACKGROUND)) break if (queue_node_priority < SS_priority) break else if (SS_flags & SS_BACKGROUND) continue if (SS_flags & SS_TICKER) break if (queue_node_priority < SS_priority) break queued_time = world.time queued_priority = SS_priority state = SS_QUEUED if (SS_flags & SS_BACKGROUND) //update our running total Master.queue_priority_count_bg += SS_priority else Master.queue_priority_count += SS_priority queue_next = queue_node if (!queue_node)//we stopped at the end, add to tail queue_prev = Master.queue_tail if (Master.queue_tail) Master.queue_tail.queue_next = src else //empty queue, we also need to set the head Master.queue_head = src Master.queue_tail = src else if (queue_node == Master.queue_head)//insert at start of list Master.queue_head.queue_prev = src Master.queue_head = src queue_prev = null else queue_node.queue_prev.queue_next = src queue_prev = queue_node.queue_prev queue_node.queue_prev = src /datum/subsystem/proc/dequeue() if (queue_next) queue_next.queue_prev = queue_prev if (queue_prev) queue_prev.queue_next = queue_next if (src == Master.queue_tail) Master.queue_tail = queue_prev if (src == Master.queue_head) Master.queue_head = queue_next queued_time = 0 if (state == SS_QUEUED) state = SS_IDLE /datum/subsystem/proc/pause() . = 1 if (state == SS_RUNNING) state = SS_PAUSED else if (state == SS_SLEEPING) state = SS_PAUSING //used to initialize the subsystem AFTER the map has loaded /datum/subsystem/proc/Initialize(start_timeofday) var/time = (world.timeofday - start_timeofday) / 10 var/msg = "Initialized [name] subsystem within [time] seconds!" log_debug(msg) to_chat(world, "[msg]") initialized = TRUE return time //hook for printing stats to the "MC" statuspanel for admins to see performance and related stats etc. /datum/subsystem/proc/stat_entry(msg) if (flags & SS_NO_FIRE) // Prevent init-only subsystems from cluttering everything. return if(!statclick) statclick = new/obj/effect/statclick/debug("Initializing...", src) if(can_fire && !(flags & SS_NO_FIRE)) msg = "[round(cost,1)]ms|[round(tick_usage,1)]%|[round(ticks,0.1)]\t[msg]" else msg = "OFFLINE\t[msg]" var/title = name if (can_fire) title = "\[[state_letter()]] [title]" stat(title, statclick.update(msg)) /datum/subsystem/proc/state_letter() switch (state) if (SS_RUNNING) . = "R" if (SS_QUEUED) . = "Q" if (SS_PAUSED, SS_PAUSING) . = "P" if (SS_SLEEPING) . = "S" if (SS_IDLE) . = " " //could be used to postpone a costly subsystem for (default one) var/cycles, cycles //for instance, during cpu intensive operations like explosions /datum/subsystem/proc/postpone(cycles = 1) if(next_fire - world.time < wait) next_fire += (wait*cycles) //usually called via datum/subsystem/New() when replacing a subsystem (i.e. due to a recurring crash) //should attempt to salvage what it can from the old instance of subsystem /datum/subsystem/proc/Recover() flags |= SS_NO_INIT /* /datum/subsystem/vv_edit_var(var_name, var_value) switch (var_name) if ("can_fire") //this is so the subsystem doesn't rapid fire to make up missed ticks causing more lag if (var_value) next_fire = world.time + wait if ("queued_priority") //editing this breaks things. return 0 . = ..() */