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subsystem.dm
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/**
* # Subsystem base class
*
* Defines a subsystem to be managed by the [Master Controller][/datum/controller/master]
*
* Simply define a child of this subsystem, using the [SUBSYSTEM_DEF] macro, and the MC will handle registration.
* Changing the name is required
**/
/datum/controller/subsystem
// Metadata; you should define these.
/// Name of the subsystem - you must change this
name = "fire coderbus"
/// Order of initialization. Higher numbers are initialized first, lower numbers later. Use or create defines such as [INIT_ORDER_DEFAULT] so we can see the order in one file.
var/init_order = INIT_ORDER_DEFAULT
/// Time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
var/wait = 20
/// Priority Weight: When mutiple subsystems need to run in the same tick, higher priority subsystems will be given a higher share of the tick before MC_TICK_CHECK triggers a sleep, higher priority subsystems also run before lower priority subsystems
var/priority = FIRE_PRIORITY_DEFAULT
/// [Subsystem Flags][SS_NO_INIT] to control binary behavior. Flags must be set at compile time or before preinit finishes to take full effect. (You can also restart the mc to force them to process again)
var/flags = NONE
/// Which stage does this subsystem init at. Earlier stages can fire while later stages init.
var/init_stage = INITSTAGE_MAIN
/// This var is set to TRUE after the subsystem has been initialized.
var/initialized = FALSE
/// 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 list that is checked every tick
var/can_fire = TRUE
///Bitmap of what game states can this subsystem fire at. See [RUNLEVELS_DEFAULT] for more details.
var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
///A list of var names present on this subsystem to be checked during CheckQueue. See [SS_HIBERNATE] for usage.
var/list/hibernate_checks
/*
* The following variables are managed by the MC and should not be modified directly.
*/
/// Last world.time the subsystem completed a run (as in wasn't paused by [MC_TICK_CHECK])
var/last_fire = 0
/// Scheduled world.time for next fire()
var/next_fire = 0
/// If the subsystem is suspended, it cannot be queued. Managed version of can_fire
var/suspended
/// The subsystem had no work during CheckQueue and was not queued
var/hibernating
/// Running average of the amount of milliseconds it takes the subsystem to complete a run (including all resumes but not the time spent paused)
var/cost = 0
/// Running average of the amount of tick usage in percents of a tick it takes the subsystem to complete a run
var/tick_usage = 0
/// Running average of the amount of tick usage (in percents of a game tick) the subsystem has spent past its allocated time without pausing
var/tick_overrun = 0
/// How much of a tick (in percents of a tick) were we allocated last fire.
var/tick_allocation_last = 0
/// How much of a tick (in percents of a tick) do we get allocated by the mc on avg.
var/tick_allocation_avg = 0
/// Tracks the current execution state of the subsystem. Used to handle subsystems that sleep in fire so the mc doesn't run them again while they are sleeping
var/state = SS_IDLE
/// Tracks how many times a subsystem has ever slept in fire().
var/slept_count = 0
/// Tracks how many fires the subsystem has consecutively paused on in the current run
var/paused_ticks = 0
/// Tracks how much of a tick the subsystem has consumed in the current run
var/paused_tick_usage
/// Tracks how many fires the subsystem takes to complete a run on average.
var/ticks = 1
/// Tracks the amount of completed runs for the subsystem
var/times_fired = 0
/// How many fires have we been requested to postpone
var/postponed_fires = 0
/// Time the subsystem entered the queue, (for timing and priority reasons)
var/queued_time = 0
/// Priority at the time the subsystem entered the queue. Needed to avoid changes in priority (by admins and the like) from breaking things.
var/queued_priority
/// How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out!
var/static/list/failure_strikes
/// Next subsystem in the queue of subsystems to run this tick
var/datum/controller/subsystem/queue_next
/// Previous subsystem in the queue of subsystems to run this tick
var/datum/controller/subsystem/queue_prev
//Do not blindly add vars here to the bottom, put it where it goes above
//If your var only has two values, put it in as a flag.
//Do not override
///datum/controller/subsystem/New()
// Used to initialize the subsystem BEFORE the map has loaded
// Called AFTER Recover if that is called
// Prefer to use Initialize if possible
/datum/controller/subsystem/proc/PreInit()
return
///This is used so the mc knows when the subsystem sleeps. do not override.
/datum/controller/subsystem/proc/ignite(resumed = FALSE)
SHOULD_NOT_OVERRIDE(TRUE)
set waitfor = FALSE
. = SS_IDLE
tick_allocation_last = Master.current_ticklimit-(TICK_USAGE)
tick_allocation_avg = MC_AVERAGE(tick_allocation_avg, tick_allocation_last)
. = SS_SLEEPING
fire(resumed)
. = state
if (state == SS_SLEEPING)
slept_count++
state = SS_IDLE
if (state == SS_PAUSING)
slept_count++
var/QT = queued_time
enqueue()
state = SS_PAUSED
queued_time = QT
///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.
///Sleeping in here prevents future fires until returned.
/datum/controller/subsystem/proc/fire(resumed = FALSE)
flags |= SS_NO_FIRE
CRASH("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/controller/subsystem/Destroy()
dequeue()
can_fire = 0
flags |= SS_NO_FIRE
if (Master)
Master.subsystems -= src
return ..()
/** Update next_fire for the next run.
* reset_time (bool) - Ignore things that would normally alter the next fire, like tick_overrun, and last_fire. (also resets postpone)
*/
/datum/controller/subsystem/proc/update_nextfire(reset_time = FALSE)
var/queue_node_flags = flags
if (reset_time)
postponed_fires = 0
if (queue_node_flags & SS_TICKER)
next_fire = world.time + (world.tick_lag * wait)
else
next_fire = world.time + wait
return
if (queue_node_flags & SS_TICKER)
next_fire = world.time + (world.tick_lag * wait)
else if (queue_node_flags & SS_POST_FIRE_TIMING)
next_fire = world.time + wait + (world.tick_lag * (tick_overrun/100))
else if (queue_node_flags & SS_KEEP_TIMING)
next_fire += wait
else
next_fire = queued_time + wait + (world.tick_lag * (tick_overrun/100))
///Queue it to run.
/// (we loop thru a linked list until we get to the end or find the right point)
/// (this lets us sort our run order correctly without having to re-sort the entire already sorted list)
/datum/controller/subsystem/proc/enqueue()
hibernating = FALSE
var/SS_priority = priority
var/SS_flags = flags
var/datum/controller/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|SS_BACKGROUND) == SS_TICKER)
if ((SS_flags & (SS_TICKER|SS_BACKGROUND)) != 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
state = SS_QUEUED
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/controller/subsystem/proc/dequeue()
if (queue_next)
queue_next.queue_prev = queue_prev
if (queue_prev)
queue_prev.queue_next = queue_next
if (Master && (src == Master.queue_tail))
Master.queue_tail = queue_prev
if (Master && (src == Master.queue_head))
Master.queue_head = queue_next
queued_time = 0
if (state == SS_QUEUED)
state = SS_IDLE
/datum/controller/subsystem/proc/pause()
. = 1
switch(state)
if(SS_RUNNING)
state = SS_PAUSED
if(SS_SLEEPING)
state = SS_PAUSING
/// Called after the config has been loaded or reloaded.
/datum/controller/subsystem/proc/OnConfigLoad()
//used to initialize the subsystem AFTER the map has loaded
/datum/controller/subsystem/Initialize(start_timeofday)
initialized = TRUE
SEND_SIGNAL(src, COMSIG_SUBSYSTEM_POST_INITIALIZE, start_timeofday)
var/time = (REALTIMEOFDAY - start_timeofday) / 10
var/msg = "Initialized [name] subsystem within [time] second[time == 1 ? "" : "s"]!"
if(GLOB.is_debug_server)
to_chat(world, span_debug("[msg]"))
log_world(msg)
return time
/datum/controller/subsystem/stat_entry(msg)
if(!can_fire || (flags & SS_NO_FIRE))
msg = "NO FIRE"
else if(suspended)
msg = "SUSPENDED"
else if(init_stage <= Master.init_stage_completed)
msg = "[round(cost,1)]ms|[round(tick_usage,1)]%([round(tick_overrun,1)]%)|[round(ticks,0.1)]\t[msg]"
else
msg = "OFFLINE\t[msg]"
return msg
/datum/controller/subsystem/proc/state_letter()
if(hibernating)
return "H"
switch (state)
if (SS_RUNNING)
. = "R"
if (SS_QUEUED)
. = "Q"
if (SS_PAUSED, SS_PAUSING)
. = "P"
if (SS_SLEEPING)
. = "S"
if (SS_IDLE)
. = " "
// Suspends this subsystem.
/datum/controller/subsystem/proc/suspend()
suspended = TRUE
// Wakes a suspended subsystem.
/datum/controller/subsystem/proc/wake()
if (!suspended)
return
suspended = FALSE
if (can_fire)
next_fire = world.time + wait
/// Causes the next "cycle" fires to be missed. Effect is accumulative but can reset by calling update_nextfire(reset_time = TRUE)
/datum/controller/subsystem/proc/postpone(cycles = 1)
if (can_fire && cycles >= 1)
postponed_fires += cycles
//usually called via datum/controller/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/controller/subsystem/Recover()
/datum/controller/subsystem/vv_edit_var(var_name, var_value)
switch (var_name)
if (NAMEOF(src, can_fire))
//this is so the subsystem doesn't rapid fire to make up missed ticks causing more lag
if (var_value)
update_nextfire(reset_time = TRUE)
if (NAMEOF(src, queued_priority)) //editing this breaks things.
return FALSE
. = ..()