initial commit - cross reference with 5th port - obviously has compile errors
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/datum/subsystem
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// Metadata; you should define these.
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var/name = "fire coderbus" //name of the subsystem
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var/init_order = 0 //order of initialization. Higher numbers are initialized first, lower numbers later. Can be decimal and negative values.
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var/wait = 20 //time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
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var/display_order = 100 //display affects the order the subsystem is displayed in the MC tab
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var/priority = 50 //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
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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)
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//set to 0 to prevent fire() calls, mostly for admin use or subsystems that may be resumed later
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// use the SS_NO_FIRE flag instead for systems that never fire to keep it from even being added to the list
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var/can_fire = TRUE
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// Bookkeeping variables; probably shouldn't mess with these.
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var/last_fire = 0 //last world.time we called fire()
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var/next_fire = 0 //scheduled world.time for next fire()
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var/cost = 0 //average time to execute
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var/tick_usage = 0 //average tick usage
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var/paused = 0 //was this subsystem paused mid fire.
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var/paused_ticks = 0 //ticks this ss is taking to run right now.
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var/paused_tick_usage //total tick_usage of all of our runs while pausing this run
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var/ticks = 1 //how many ticks does this ss take to run on avg.
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var/times_fired = 0 //number of times we have called fire()
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var/queued_time = 0 //time we entered the queue, (for timing and priority reasons)
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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
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//linked list stuff for the queue
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var/datum/subsystem/queue_next
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var/datum/subsystem/queue_prev
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// The object used for the clickable stat() button.
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var/obj/effect/statclick/statclick
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// Used to initialize the subsystem BEFORE the map has loaded
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/datum/subsystem/New()
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//previously, this would have been named 'process()' but that name is used everywhere for different things!
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//fire() seems more suitable. This is the procedure that gets called every 'wait' deciseconds.
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//fire(), and the procs it calls, SHOULD NOT HAVE ANY SLEEP OPERATIONS in them!
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//YE BE WARNED!
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/datum/subsystem/proc/fire(resumed = 0)
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set waitfor = 0 //this should not be depended upon, this is just to solve issues with sleeps messing up tick tracking
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can_fire = 0
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flags |= SS_NO_FIRE
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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.")
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/datum/subsystem/Destroy()
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dequeue()
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can_fire = 0
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flags |= SS_NO_FIRE
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Master.subsystems -= src
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/datum/subsystem/proc/enqueue()
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var/SS_priority = priority
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var/SS_flags = flags
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var/datum/subsystem/queue_node
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var/queue_node_priority
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var/queue_node_flags
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for (queue_node = Master.queue_head; queue_node; queue_node = queue_node.queue_next)
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queue_node_priority = queue_node.queued_priority
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queue_node_flags = queue_node.flags
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if (queue_node_flags & SS_TICKER)
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if (!(SS_flags & SS_TICKER))
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continue
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if (queue_node_priority < SS_priority)
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break
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else if (queue_node_flags & SS_BACKGROUND)
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if (!(SS_flags & SS_BACKGROUND))
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break
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if (queue_node_priority < SS_priority)
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break
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else
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if (SS_flags & SS_BACKGROUND)
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continue
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if (SS_flags & SS_TICKER)
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break
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if (queue_node_priority < SS_priority)
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break
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queued_time = world.time
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queued_priority = SS_priority
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if (SS_flags & SS_BACKGROUND) //update our running total
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Master.queue_priority_count_bg += SS_priority
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else
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Master.queue_priority_count += SS_priority
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queue_next = queue_node
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if (!queue_node)//we stopped at the end, add to tail
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queue_prev = Master.queue_tail
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if (Master.queue_tail)
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Master.queue_tail.queue_next = src
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else //empty queue, we also need to set the head
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Master.queue_head = src
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Master.queue_tail = src
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else if (queue_node == Master.queue_head)//insert at start of list
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Master.queue_head.queue_prev = src
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Master.queue_head = src
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queue_prev = null
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else
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queue_node.queue_prev.queue_next = src
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queue_prev = queue_node.queue_prev
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queue_node.queue_prev = src
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/datum/subsystem/proc/dequeue()
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if (queue_next)
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queue_next.queue_prev = queue_prev
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if (queue_prev)
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queue_prev.queue_next = queue_next
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if (src == Master.queue_tail)
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Master.queue_tail = queue_prev
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if (src == Master.queue_head)
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Master.queue_head = queue_next
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queued_time = 0
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/datum/subsystem/proc/pause()
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. = 1
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paused = TRUE
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paused_ticks++
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//used to initialize the subsystem AFTER the map has loaded
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/datum/subsystem/proc/Initialize(start_timeofday)
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var/time = (world.timeofday - start_timeofday) / 10
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var/msg = "Initialized [name] subsystem within [time] seconds!"
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world << "<span class='boldannounce'>[msg]</span>"
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return time
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//hook for printing stats to the "MC" statuspanel for admins to see performance and related stats etc.
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/datum/subsystem/proc/stat_entry(msg)
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if(!statclick)
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statclick = new/obj/effect/statclick/debug("Initializing...", src)
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if(can_fire)
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msg = "[round(cost*ticks,1)]ms|[round(tick_usage,1)]%|[round(ticks,0.1)]\t[msg]"
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else
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msg = "OFFLINE\t[msg]"
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stat(name, statclick.update(msg))
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//could be used to postpone a costly subsystem for (default one) var/cycles, cycles
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//for instance, during cpu intensive operations like explosions
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/datum/subsystem/proc/postpone(cycles = 1)
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if(next_fire - world.time < wait)
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next_fire += (wait*cycles)
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//usually called via datum/subsystem/New() when replacing a subsystem (i.e. due to a recurring crash)
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//should attempt to salvage what it can from the old instance of subsystem
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/datum/subsystem/proc/Recover()
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//this is so the subsystem doesn't rapid fire to make up missed ticks causing more lag
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/datum/subsystem/on_varedit(edited_var)
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if (edited_var == "can_fire" && can_fire)
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next_fire = world.time + wait
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..()
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