SS1984 - Modules - TypesVar Details - Proc Details

master

Vars

current_initializing_subsystemDuring initialization, will be the instanced subsytem that is currently initializing. Outside of initialization, returns null.
current_runlevelFor scheduling different subsystems for different stages of the round
current_ticklimitCurrent 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_completedMost recent init stage to complete init.
initializations_finished_with_no_players_logged_inDid inits finish with no one logged in
iterationHow many times have we ran
last_init_infoLast reported init info
last_runworld.time of last fire, for tracking lag outside of the mc
last_type_processedThe type of the last subsystem to be fire()'d.
make_runtimeSet this to 1 to debug the MC with a detailed stack trace. Do not set on a production server.
map_loadingAre we loading in a new map?
overview_fast_updateWhether the Overview UI will update as fast as possible for viewers.
processingAre we processing (higher values increase the processing delay by n ticks)
queue_headStart of queue linked list
queue_priority_countRunning total so that we don't have to loop thru the queue each run to split up the tick
queue_priority_count_bgSame, but for background subsystems
queue_tailEnd of queue linked list (used for appending to the list)
random_seedRandom seed generated for randomness if entropy is required
rolling_usage_lengthHow long to run our rolling usage averaging
skip_ticksOnly run ticker subsystems for the next n ticks.
sleep_deltaHow long is the MC sleeping between runs, read only (set by Loop() based off of anti-tick-contention heuristics)
sleep_offline_after_initializationsDo we want to sleep until players log in?
stack_end_detectorStack end detector to detect stack overflows that kill the mc's main loop
subsystemsList of subsystems to fire().
use_rolling_usageEnables rolling usage averaging

Procs

CheckQueueThis is what decides if something should run.
LoopMain loop.
RunQueueRunQueue - 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
SoftResetResets the queue, and all subsystems, while filtering out the subsystem lists Called if any mc's queue procs runtime or exit improperly.
StartProcessingStarts the mc, and sticks around to restart it if the loop ever ends.
init_subsystemInitialize a given subsystem and handle the results.
laggy_byond_map_update_incomingWarns 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:

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.