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vgstation13/code/controllers/mc/subsystem.dm
Pieter-Jan Briers 4970cde248 In which /vg/station13 gets high. (#13270)
* Code done. Doesn't compile for shit.

* IT COMPILES!

* Hey it almost works.

* Fixes lighting

* Remove thing I had to double check after asking mso.

* More fixes.

* WiP, fixed everything but waitfor

* Done.

* Damnit DM.

* Fixes priorities
2017-01-11 13:43:38 -05:00

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/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/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/paused = 0 // Was this subsystem paused mid fire.
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 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
//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.
//fire(), and the procs it calls, SHOULD NOT HAVE ANY SLEEP OPERATIONS in them!
//YE BE WARNED!
/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
/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
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
/datum/subsystem/proc/pause()
. = 1
paused = TRUE
paused_ticks++
//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!"
to_chat(world, "<span class='danger'>[msg]</span>")
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)
msg = "[round(cost,1)]ms|[round(tick_usage,1)]%|[round(ticks,0.1)]\t[msg]"
else
msg = "OFFLINE\t[msg]"
stat(name, statclick.update(msg))
//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
//this is so the subsystem doesn't rapid fire to make up missed ticks causing more lag
/*
/datum/subsystem/vv_edit_var(var_name, var_value)
switch (var_name)
if ("can_fire")
if (var_value)
next_fire = world.time + wait
if ("queued_priority") //editing this breaks things.
return 0
. = ..()
*/