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>tried to make the comments less confusing. >Removed the procs for rebuilding the lists (they weren't meant to be used and half were broken anyway). >added a directory. It maps ckey to client like so directory[ckey] = client. It could be used for PMs, banning, and various other admin tools rather than using \ref[] >var/list/admins is now a list of clients whom are admins. >var/list/admin_datums is what var/list/admins used to be. A map from ckey -> admin datum Most of this is so I can add modular admin ranks in a non-horrendous way and fix some existing issues. >var/list/client_list is now var/list/clients (laziness sorry) >removed some needless loops and stuff. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4951 316c924e-a436-60f5-8080-3fe189b3f50e
68 lines
3.4 KiB
Plaintext
68 lines
3.4 KiB
Plaintext
var/datum/controller/failsafe/Failsafe
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/datum/controller/failsafe // This thing pretty much just keeps poking the master controller
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var/processing = 0
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var/processing_interval = 100 //poke the MC every 10 seconds
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var/MC_iteration = 0
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var/MC_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)
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var/lighting_iteration = 0
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var/lighting_defcon = 0 //alert level for lighting controller.
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/datum/controller/failsafe/New()
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//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)
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if(Failsafe != src)
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if(istype(Failsafe))
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del(Failsafe)
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Failsafe = src
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Failsafe.process()
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/datum/controller/failsafe/proc/process()
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processing = 1
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spawn(0)
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set background = 1
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while(1) //more efficient than recursivly calling ourself over and over. background = 1 ensures we do not trigger an infinite loop
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if(!master_controller) new /datum/controller/game_controller() //replace the missing master_controller! This should never happen.
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if(!lighting_controller) new /datum/controller/lighting() //replace the missing lighting_controller
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if(processing)
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if(master_controller.processing) //only poke if these overrides aren't in effect
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if(MC_iteration == controller_iteration) //master_controller hasn't finished processing in the defined interval
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switch(MC_defcon)
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if(0 to 3)
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MC_defcon++
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if(4)
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admins << "<font color='red' size='2'><b>Warning. The Master Controller has not fired in the last [MC_defcon*processing_interval] ticks. Automatic restart in [processing_interval] ticks.</b></font>"
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MC_defcon = 5
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if(5)
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admins << "<font color='red' size='2'><b>Warning. The Master Controller has still not fired within the last [MC_defcon*processing_interval] ticks. Killing and restarting...</b></font>"
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new /datum/controller/game_controller() //replace the old master_controller (hence killing the old one's process)
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master_controller.process() //Start it rolling again
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MC_defcon = 0
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else
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MC_defcon = 0
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MC_iteration = controller_iteration
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if(lighting_controller.processing)
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if(lighting_iteration == lighting_controller.iteration) //master_controller hasn't finished processing in the defined interval
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switch(lighting_defcon)
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if(0 to 3)
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lighting_defcon++
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if(4)
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admins << "<font color='red' size='2'><b>Warning. The Lighting Controller has not fired in the last [lighting_defcon*processing_interval] ticks. Automatic restart in [processing_interval] ticks.</b></font>"
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lighting_defcon = 5
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if(5)
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admins << "<font color='red' size='2'><b>Warning. The Lighting Controller has still not fired within the last [lighting_defcon*processing_interval] ticks. Killing and restarting...</b></font>"
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new /datum/controller/lighting() //replace the old lighting_controller (hence killing the old one's process)
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lighting_controller.process() //Start it rolling again
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lighting_defcon = 0
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else
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lighting_defcon = 0
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lighting_iteration = lighting_controller.iteration
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else
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MC_defcon = 0
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lighting_defcon = 0
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sleep(processing_interval) |