master 
Vars | |
| current_initializing_subsystem | During initialization, will be the instanced subsytem that is currently initializing. Outside of initialization, returns null. |
|---|---|
| current_runlevel | For scheduling different subsystems for different stages of the round |
| current_ticklimit | Current tick limit, assigned before running a subsystem. Used by CHECK_TICK as well so that the procs subsystems call can obey that SS's tick limits |
| init_stage_completed | Most recent init stage to complete init. |
| initializations_finished_with_no_players_logged_in | Did inits finish with no one logged in |
| iteration | How many times have we ran |
| last_init_info | Last reported init info |
| last_run | world.time of last fire, for tracking lag outside of the mc |
| last_type_processed | The type of the last subsystem to be fire()'d. |
| make_runtime | Set this to 1 to debug the MC with a detailed stack trace. Do not set on a production server. |
| map_loading | Are we loading in a new map? |
| overview_fast_update | Whether the Overview UI will update as fast as possible for viewers. |
| processing | Are we processing (higher values increase the processing delay by n ticks) |
| queue_head | Start of queue linked list |
| queue_priority_count | Running total so that we don't have to loop thru the queue each run to split up the tick |
| queue_priority_count_bg | Same, but for background subsystems |
| queue_tail | End of queue linked list (used for appending to the list) |
| random_seed | Random seed generated for randomness if entropy is required |
| rolling_usage_length | How long to run our rolling usage averaging |
| skip_ticks | Only run ticker subsystems for the next n ticks. |
| sleep_delta | How long is the MC sleeping between runs, read only (set by Loop() based off of anti-tick-contention heuristics) |
| sleep_offline_after_initializations | Do we want to sleep until players log in? |
| stack_end_detector | Stack end detector to detect stack overflows that kill the mc's main loop |
| subsystems | List of subsystems to fire(). |
| use_rolling_usage | Enables rolling usage averaging |
Procs | |
| CheckQueue | This is what decides if something should run. |
| Loop | Main loop. |
| RunQueue | RunQueue - Run thru the queue of subsystems to run, running them while balancing out their allocated tick precentage Returns 0 if runtimed, a negitive number for logic errors, and a positive number if the operation completed without errors |
| SoftReset | Resets the queue, and all subsystems, while filtering out the subsystem lists Called if any mc's queue procs runtime or exit improperly. |
| StartProcessing | Starts the mc, and sticks around to restart it if the loop ever ends. |
| init_subsystem | Initialize a given subsystem and handle the results. |
| laggy_byond_map_update_incoming | Warns us that the end of tick byond map_update will be laggier then normal, so that we can just skip running subsystems this tick. |
Var Details
current_initializing_subsystem 
During initialization, will be the instanced subsytem that is currently initializing. Outside of initialization, returns null.
current_runlevel 
For scheduling different subsystems for different stages of the round
current_ticklimit 
Current tick limit, assigned before running a subsystem. Used by CHECK_TICK as well so that the procs subsystems call can obey that SS's tick limits
init_stage_completed 
Most recent init stage to complete init.
initializations_finished_with_no_players_logged_in 
Did inits finish with no one logged in
iteration 
How many times have we ran
last_init_info 
Last reported init info
last_run 
world.time of last fire, for tracking lag outside of the mc
last_type_processed 
The type of the last subsystem to be fire()'d.
make_runtime 
Set this to 1 to debug the MC with a detailed stack trace. Do not set on a production server.
map_loading 
Are we loading in a new map?
overview_fast_update 
Whether the Overview UI will update as fast as possible for viewers.
processing 
Are we processing (higher values increase the processing delay by n ticks)
queue_head 
Start of queue linked list
queue_priority_count 
Running total so that we don't have to loop thru the queue each run to split up the tick
queue_priority_count_bg 
Same, but for background subsystems
queue_tail 
End of queue linked list (used for appending to the list)
random_seed 
Random seed generated for randomness if entropy is required
rolling_usage_length 
How long to run our rolling usage averaging
skip_ticks 
Only run ticker subsystems for the next n ticks.
sleep_delta 
How long is the MC sleeping between runs, read only (set by Loop() based off of anti-tick-contention heuristics)
sleep_offline_after_initializations 
Do we want to sleep until players log in?
stack_end_detector 
Stack end detector to detect stack overflows that kill the mc's main loop
subsystems 
List of subsystems to fire().
use_rolling_usage 
Enables rolling usage averaging
Proc Details
CheckQueue
This is what decides if something should run.
Loop
Main loop.
RunQueue
RunQueue - Run thru the queue of subsystems to run, running them while balancing out their allocated tick precentage Returns 0 if runtimed, a negitive number for logic errors, and a positive number if the operation completed without errors
SoftReset
Resets the queue, and all subsystems, while filtering out the subsystem lists Called if any mc's queue procs runtime or exit improperly.
StartProcessing
Starts the mc, and sticks around to restart it if the loop ever ends.
init_subsystem
Initialize a given subsystem and handle the results.
Arguments:
- subsystem - the subsystem to initialize.
laggy_byond_map_update_incoming
Warns us that the end of tick byond map_update will be laggier then normal, so that we can just skip running subsystems this tick.