generic controller update
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@@ -29,11 +29,11 @@
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var/initialized = FALSE
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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 list that is checked every tick
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/// use the [SS_NO_FIRE] flag instead for systems that never fire to keep it from even being added to list that is checked every tick
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var/can_fire = TRUE
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///Bitmap of what game states can this subsystem fire at. See [RUNLEVELS_DEFAULT] for more details.
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var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
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var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
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/*
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* The following variables are managed by the MC and should not be modified directly.
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@@ -69,6 +69,9 @@
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/// Tracks the amount of completed runs for the subsystem
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var/times_fired = 0
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/// How many fires have we been requested to postpone
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var/postponed_fires = 0
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/// Time the subsystem entered the queue, (for timing and priority reasons)
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var/queued_time = 0
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@@ -122,12 +125,38 @@
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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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if (Master)
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Master.subsystems -= src
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return ..()
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/** Update next_fire for the next run.
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* reset_time (bool) - Ignore things that would normally alter the next fire, like tick_overrun, and last_fire. (also resets postpone)
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*/
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/datum/controller/subsystem/proc/update_nextfire(reset_time = FALSE)
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var/queue_node_flags = flags
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if (reset_time)
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postponed_fires = 0
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if (queue_node_flags & SS_TICKER)
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next_fire = world.time + (world.tick_lag * wait)
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else
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next_fire = world.time + wait
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return
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if (queue_node_flags & SS_TICKER)
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next_fire = world.time + (world.tick_lag * wait)
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else if (queue_node_flags & SS_POST_FIRE_TIMING)
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next_fire = world.time + wait + (world.tick_lag * (tick_overrun/100))
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else if (queue_node_flags & SS_KEEP_TIMING)
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next_fire += wait
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else
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next_fire = queued_time + wait + (world.tick_lag * (tick_overrun/100))
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//Queue it to run.
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// (we loop thru a linked list until we get to the end or find the right point)
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// (this lets us sort our run order correctly without having to re-sort the entire already sorted list)
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// (we loop thru a linked list until we get to the end or find the right point)
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// (this lets us sort our run order correctly without having to re-sort the entire already sorted list)
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/datum/controller/subsystem/proc/enqueue()
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var/SS_priority = priority
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var/SS_flags = flags
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@@ -191,9 +220,9 @@
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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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if (Master && (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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if (Master && (src == Master.queue_head))
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Master.queue_head = queue_next
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queued_time = 0
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if (state == SS_QUEUED)
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@@ -217,10 +246,11 @@
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//used to initialize the subsystem AFTER the map has loaded
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/datum/controller/subsystem/Initialize(start_timeofday)
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initialized = TRUE
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// SEND_SIGNAL(src, COMSIG_SUBSYSTEM_POST_INITIALIZE, start_timeofday)
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var/time = (REALTIMEOFDAY - start_timeofday) / 10
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var/msg = "Initialized [name] subsystem within [time] second[time == 1 ? "" : "s"]!"
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to_chat(world, "<span class='boldannounce'>[msg]</span>")
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log_subsystem("INIT", msg)
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to_chat(world, span_boldannounce("[msg]"))
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log_subsystem(msg)
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return time
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/datum/controller/subsystem/stat_entry(msg)
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@@ -243,11 +273,10 @@
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if (SS_IDLE)
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. = " "
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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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/// Causes the next "cycle" fires to be missed. Effect is accumulative but can reset by calling update_nextfire(reset_time = TRUE)
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/datum/controller/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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if (can_fire && cycles >= 1)
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postponed_fires += cycles
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//usually called via datum/controller/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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@@ -258,7 +287,7 @@
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if (NAMEOF(src, can_fire))
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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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if (var_value)
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next_fire = world.time + wait
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update_nextfire(reset_time = TRUE)
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if (NAMEOF(src, queued_priority)) //editing this breaks things.
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return FALSE
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. = ..()
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