Files
vgstation13/code/controllers/master_controller.dm
D3athrow 01d2471fc9 Merge branch 'color_replace_2_electric_boogaloo' into Bleeding-Edge
Conflicts:
	code/ATMOSPHERICS/pipe/pipe_dispenser.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/machinery/embedded_controller/embedded_controller_base.dm
	code/modules/mining/money_bag.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/silicon/mommi/mommi.dm
	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
	code/modules/research/destructive_analyzer.dm
	code/modules/research/rdconsole.dm
	code/modules/research/xenoarchaeology/machinery/analysis_base.dm
	code/modules/research/xenoarchaeology/machinery/artifact_harvester.dm
	code/modules/research/xenoarchaeology/tools/ano_device_battery.dm
2015-04-12 16:40:59 -05:00

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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/last_tick_duration = 0
var/global/air_processing_killed = 0
var/global/pipe_processing_killed = 0
#ifdef PROFILE_MACHINES
// /type = time this tick
var/list/machine_profiling=list()
#endif
/datum/controller/game_controller
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/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/garbageCollectorCost = 0
var/total_cost = 0
var/last_thing_processed
var/mob/list/expensive_mobs = list()
var/rebuild_active_areas = 0
var/global/datum/garbage_collector/garbageCollector
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)
log_debug("Rebuilding Master Controller")
if (istype(master_controller))
recover()
qdel(master_controller)
master_controller = src
if (isnull(job_master))
job_master = new /datum/controller/occupations()
job_master.SetupOccupations()
job_master.LoadJobs("config/jobs.txt")
world << "<span class='warning'><B>Job setup complete</span></B>"
if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase()
if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
/*if(!emergency_shuttle) emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle()*/
/*
if(global.garbageCollector)
garbageCollector = global.garbageCollector
*/
datum/controller/game_controller/proc/setup()
world.tick_lag = config.Ticklag
// notify the other process that we started up
socket_talk = new /datum/socket_talk()
socket_talk.send_raw("type=startup")
createRandomZlevel()
/*
if(!air_master)
air_master = new /datum/controller/air_system()
air_master.Setup()
if(!ticker)
ticker = new /datum/controller/gameticker()
if(!global.garbageCollector)
global.garbageCollector = new
garbageCollector = global.garbageCollector
*/
setup_objects()
setupgenetics()
setupfactions()
setup_economy()
SetupXenoarch()
cachedamageicons()
world << "<span class='warning'><B>Caching Jukebox playlists...</span></B>"
load_juke_playlists()
world << "<span class='warning'><B>Caching Jukebox playlists complete.</span></B>"
//if(map && map.dorf)
//mining_surprises = typesof(/mining_surprise/dorf) - /mining_surprise/dorf
//max_secret_rooms += 2
for(var/i=0, i<max_secret_rooms, i++)
//if(map && map.dorf)
//make_dorf_secret()
//else
make_mining_asteroid_secret()
//if(config.socket_talk)
// keepalive()
/*
spawn(0)
if(ticker)
ticker.pregame()
lighting_controller.Initialize()
*/
datum/controller/game_controller/proc/cachedamageicons()
var/mob/living/carbon/human/H = new(locate(1,1,2))
var/datum/species/list/slist = list(new /datum/species/human, new /datum/species/vox, new /datum/species/diona)
var/icon/DI
var/species_blood
for(var/datum/species/S in slist)
species_blood = (S.blood_color == "#A10808" ? "" : S.blood_color)
testing("Generating [S], Blood([species_blood])")
for(var/datum/organ/external/O in H.organs)
testing("[O] part")
for(var/brute = 1 to 3)
for(var/burn = 1 to 3)
var/damage_state = "[brute][burn]"
DI = icon('icons/mob/dam_human.dmi', "[damage_state]") // the damage icon for whole human
DI.Blend(icon('icons/mob/dam_mask.dmi', O.icon_name), ICON_MULTIPLY)
if(species_blood)
DI.Blend(S.blood_color, ICON_MULTIPLY)
testing("Completed [damage_state]/[O.icon_name]/[species_blood]")
damage_icon_parts["[damage_state]/[O.icon_name]/[species_blood]"] = DI
del(H)
datum/controller/game_controller/proc/setup_objects()
world << "<span class='warning'><B>Initializing objects</span></B>"
sleep(-1)
//var/last_init_type = null
for(var/atom/movable/object in world)
//if(last_init_type != object.type)
// testing("Initializing [object.type]")
// last_init_type = object.type
object.initialize()
world << "<span class='warning'><B>Initializing pipe networks</span></B>"
sleep(-1)
for(var/obj/machinery/atmospherics/machine in machines)
machine.build_network()
world << "<span class='warning'><B>Initializing atmos machinery.</span></B>"
sleep(-1)
for(var/obj/machinery/atmospherics/unary/U in machines)
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 << "<span class='warning'><B>Initializations complete.</span></B>"
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 (isnull(failsafe))
new /datum/controller/failsafe()
if (processing)
iteration++
var/timer
var/start_time = world.timeofday
vote.process()
//process_newscaster()
//AIR
if(!air_processing_killed)
timer = world.timeofday
last_thing_processed = air_master.type
if(!air_master.Tick()) //Runtimed.
air_master.failed_ticks++
if(air_master.failed_ticks > 5)
world << "<font color='red'><b>RUNTIMES IN ATMOS TICKER. Killing air simulation!</font></b>"
world.log << "### ZAS SHUTDOWN"
message_admins("ZASALERT: unable to run [air_master.tick_progress], shutting down!")
log_admin("ZASALERT: unable run zone/process() -- [air_master.tick_progress]")
air_processing_killed = 1
air_master.failed_ticks = 0
air_cost = (world.timeofday - timer) / 10
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
processMobs()
mobs_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//DISEASES
timer = world.timeofday
processDiseases()
diseases_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//MACHINES
timer = world.timeofday
processMachines()
machines_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//OBJECTS
timer = world.timeofday
processObjects()
objects_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//PIPENETS
if(!pipe_processing_killed)
timer = world.timeofday
processPipenets()
networks_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//POWERNETS
timer = world.timeofday
processPowernets()
powernets_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//NANO UIS
timer = world.timeofday
processNano()
nano_cost = (world.timeofday - timer) / 10
sleep(breather_ticks)
//EVENTS
timer = world.timeofday
processEvents()
events_cost = (world.timeofday - timer) / 10
//TICKER
timer = world.timeofday
last_thing_processed = ticker.type
ticker.process()
ticker_cost = (world.timeofday - timer) / 10
timer = world.timeofday
last_thing_processed = garbageCollector.type
garbageCollector.process()
garbageCollectorCost = (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 + garbageCollectorCost
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/processMobs()
var/i = 1
expensive_mobs.len = 0
while(i<=mob_list.len)
var/mob/M = mob_list[i]
if(M)
var/clock = world.timeofday
last_thing_processed = M.type
M.Life()
if((world.timeofday - clock) > 1)
expensive_mobs += M
i++
continue
if(!mob_list.Remove(null))
mob_list.Cut(i,i+1)
/datum/controller/game_controller/proc/processDiseases()
for (var/datum/disease/Disease in active_diseases)
if(Disease)
last_thing_processed = Disease.type
Disease.process()
continue
active_diseases -= Disease
/datum/controller/game_controller/proc/processMachines()
#ifdef PROFILE_MACHINES
machine_profiling.len = 0
#endif
for (var/obj/machinery/Machinery in machines)
if (Machinery && Machinery.loc)
last_thing_processed = Machinery.type
#ifdef PROFILE_MACHINES
var/start = world.timeofday
#endif
if(PROCESS_KILL == Machinery.process())
Machinery.inMachineList = 0
machines.Remove(Machinery)
continue
if (Machinery && Machinery.use_power)
Machinery.auto_use_power()
#ifdef PROFILE_MACHINES
var/end = world.timeofday
if (!(Machinery.type in machine_profiling))
machine_profiling[Machinery.type] = 0
machine_profiling[Machinery.type] += (end - start)
#endif
/datum/controller/game_controller/proc/processObjects()
for (var/obj/Object in processing_objects)
if (Object && Object.loc)
last_thing_processed = Object.type
Object.process()
continue
processing_objects -= Object
// Hack.
for (var/turf/unsimulated/wall/supermatter/SM in processing_objects)
if (SM)
last_thing_processed = SM.type
SM.process()
continue
processing_objects -= SM
/datum/controller/game_controller/proc/processPipenets()
last_thing_processed = /datum/pipe_network
for (var/datum/pipe_network/Pipe_Network in pipe_networks)
if(Pipe_Network)
Pipe_Network.process()
continue
pipe_networks -= Pipe_Network
/datum/controller/game_controller/proc/processPowernets()
last_thing_processed = /datum/powernet
for (var/datum/powernet/Powernet in powernets)
if (Powernet)
Powernet.reset()
continue
powernets -= Powernet
/datum/controller/game_controller/proc/processNano()
for (var/datum/nanoui/Nanoui in nanomanager.processing_uis)
if (Nanoui)
Nanoui.process()
continue
nanomanager.processing_uis -= Nanoui
/datum/controller/game_controller/proc/processEvents()
last_thing_processed = /datum/event
for (var/datum/event/Event in events)
if (Event)
Event.process()
continue
events -= Event
checkEvent()
datum/controller/game_controller/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