Subsystem base class 
Defines a subsystem to be managed by the Master Controller
Simply define a child of this subsystem, using the [SUBSYSTEM_DEF] macro, and the MC will handle registration. Changing the name is required
Vars | |
can_fire | 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 |
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cost | Running average of the amount of milliseconds it takes the subsystem to complete a run (including all resumes but not the time spent paused) |
failure_strikes | How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out! |
flags | Subsystem Flags 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) |
init_order | 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. |
initialized | This var is set to TRUE after the subsystem has been initialized. |
last_fire | Last world.time the subsystem completed a run (as in wasn't paused by [MC_TICK_CHECK]) |
name | Name of the subsystem - you must change this |
next_fire | Scheduled world.time for next fire() |
paused_tick_usage | Tracks how much of a tick the subsystem has consumed in the current run |
paused_ticks | Tracks how many fires the subsystem has consecutively paused on in the current run |
postponed_fires | How many fires have we been requested to postpone |
priority | 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 |
queue_next | Next subsystem in the queue of subsystems to run this tick |
queue_prev | Previous subsystem in the queue of subsystems to run this tick |
queued_priority | Priority at the time the subsystem entered the queue. Needed to avoid changes in priority (by admins and the like) from breaking things. |
queued_time | Time the subsystem entered the queue, (for timing and priority reasons) |
runlevels | Bitmap of what game states can this subsystem fire at. See [RUNLEVELS_DEFAULT] for more details. |
state | 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 |
tick_overrun | Running average of the amount of tick usage (in percents of a game tick) the subsystem has spent past its allocated time without pausing |
tick_usage | Running average of the amount of tick usage in percents of a tick it takes the subsystem to complete a run |
ticks | Tracks how many fires the subsystem takes to complete a run on average. |
times_fired | Tracks the amount of completed runs for the subsystem |
wait | Time to wait (in deciseconds) between each call to fire(). Must be a positive integer. |
Procs | |
OnConfigLoad | Called after the config has been loaded or reloaded. |
PreInit | datum/controller/subsystem/New() |
postpone | Causes the next "cycle" fires to be missed. Effect is accumulative but can reset by calling update_nextfire(reset_time = TRUE) |
update_nextfire |
Var Details
can_fire 
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
cost 
Running average of the amount of milliseconds it takes the subsystem to complete a run (including all resumes but not the time spent paused)
failure_strikes 
How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out!
flags 
Subsystem Flags 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)
init_order 
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.
initialized 
This var is set to TRUE after the subsystem has been initialized.
last_fire 
Last world.time the subsystem completed a run (as in wasn't paused by [MC_TICK_CHECK])
name 
Name of the subsystem - you must change this
next_fire 
Scheduled world.time for next fire()
paused_tick_usage 
Tracks how much of a tick the subsystem has consumed in the current run
paused_ticks 
Tracks how many fires the subsystem has consecutively paused on in the current run
postponed_fires 
How many fires have we been requested to postpone
priority 
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
queue_next 
Next subsystem in the queue of subsystems to run this tick
queue_prev 
Previous subsystem in the queue of subsystems to run this tick
queued_priority 
Priority at the time the subsystem entered the queue. Needed to avoid changes in priority (by admins and the like) from breaking things.
queued_time 
Time the subsystem entered the queue, (for timing and priority reasons)
runlevels 
Bitmap of what game states can this subsystem fire at. See [RUNLEVELS_DEFAULT] for more details.
state 
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
tick_overrun 
Running average of the amount of tick usage (in percents of a game tick) the subsystem has spent past its allocated time without pausing
tick_usage 
Running average of the amount of tick usage in percents of a tick it takes the subsystem to complete a run
ticks 
Tracks how many fires the subsystem takes to complete a run on average.
times_fired 
Tracks the amount of completed runs for the subsystem
wait 
Time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
Proc Details
OnConfigLoad
Called after the config has been loaded or reloaded.
PreInit
datum/controller/subsystem/New()
postpone
Causes the next "cycle" fires to be missed. Effect is accumulative but can reset by calling update_nextfire(reset_time = TRUE)
update_nextfire
- 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)