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[MIRROR] Update default subsystem runlevels to game and postgame
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SierraKomodo authored and SuhEugene committed Oct 3, 2023
1 parent c9aeebf commit a239503
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Showing 27 changed files with 14 additions and 26 deletions.
2 changes: 2 additions & 0 deletions code/__defines/subsystems.dm
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Expand Up @@ -8,6 +8,8 @@

#define RUNLEVELS_ALL (~EMPTY_BITFIELD)
#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
#define RUNLEVELS_GAME (RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
#define RUNLEVELS_PREGAME (RUNLEVEL_LOBBY | RUNLEVEL_SETUP)


// Subsystem init_order, from highest priority to lowest priority
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2 changes: 1 addition & 1 deletion code/controllers/subsystem.dm
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Expand Up @@ -39,7 +39,7 @@
var/init_start = 0 // What timeofday did we start initializing?
var/init_finish // What timeofday did we finish initializing?

var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
var/runlevels = RUNLEVELS_GAME //points of the game at which the SS can fire

var/static/list/failure_strikes //How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out!

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1 change: 0 additions & 1 deletion code/controllers/subsystems/ai.dm
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Expand Up @@ -2,7 +2,6 @@ SUBSYSTEM_DEF(ai)
name = "AI"
init_order = SS_INIT_AI
priority = SS_PRIORITY_AI
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
wait = 2 SECONDS
var/static/list/datum/ai_holder/ai_holders = list()
var/static/list/datum/ai_holder/queue = list()
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1 change: 0 additions & 1 deletion code/controllers/subsystems/aifast.dm
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Expand Up @@ -2,7 +2,6 @@ SUBSYSTEM_DEF(aifast)
name = "AI (Fast)"
init_order = SS_INIT_AIFAST
priority = SS_PRIORITY_AI
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
wait = 0.25 SECONDS
var/static/list/datum/ai_holder/ai_holders = list()
var/static/list/datum/ai_holder/queue = list()
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2 changes: 1 addition & 1 deletion code/controllers/subsystems/ambient_lighting.dm
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Expand Up @@ -3,7 +3,7 @@ SUBSYSTEM_DEF(ambient_lighting) //A simple SS that handles updating ambient ligh
wait = 1
priority = SS_PRIORITY_LIGHTING
init_order = SS_INIT_AMBIENT_LIGHT
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
runlevels = RUNLEVELS_PREGAME | RUNLEVELS_GAME

/// List of turfs queued for ambient light evaluation
var/list/queued = list()
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2 changes: 1 addition & 1 deletion code/controllers/subsystems/ao.dm
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Expand Up @@ -2,7 +2,7 @@ SUBSYSTEM_DEF(ao)
name = "Ambient Occlusion"
init_order = SS_INIT_MISC_LATE
wait = 1
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
runlevels = RUNLEVELS_PREGAME | RUNLEVELS_GAME
flags = SS_NO_INIT
var/static/list/image_cache = list()
var/static/list/turf/queue = list()
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2 changes: 1 addition & 1 deletion code/controllers/subsystems/chat.dm
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@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(chat)
name = "Chat"
wait = 1
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
runlevels = RUNLEVELS_PREGAME | RUNLEVELS_GAME
priority = SS_PRIORITY_CHAT
init_order = SS_INIT_CHAT
var/static/list/payload = list()
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1 change: 0 additions & 1 deletion code/controllers/subsystems/chemistry.dm
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Expand Up @@ -2,7 +2,6 @@ SUBSYSTEM_DEF(chemistry)
name = "Chemistry"
priority = SS_PRIORITY_CHEMISTRY
init_order = SS_INIT_CHEMISTRY
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
wait = 0.5 SECONDS
var/static/list/reactions_by_id = list()
var/static/list/reactions_by_result = list()
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2 changes: 1 addition & 1 deletion code/controllers/subsystems/garbage.dm
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Expand Up @@ -23,7 +23,7 @@ SUBSYSTEM_DEF(garbage)
priority = SS_PRIORITY_GARBAGE
wait = 10 SECONDS
flags = SS_POST_FIRE_TIMING | SS_BACKGROUND | SS_NEEDS_SHUTDOWN
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
runlevels = RUNLEVELS_PREGAME | RUNLEVELS_GAME
init_order = SS_INIT_GARBAGE

var/static/last_tick_enqueues = 0
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2 changes: 1 addition & 1 deletion code/controllers/subsystems/ghost_images.dm
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Expand Up @@ -3,7 +3,7 @@ SUBSYSTEM_DEF(ghost_images)
flags = SS_NO_INIT
priority = SS_PRIORITY_GHOST_IMAGES
wait = 1
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
runlevels = RUNLEVELS_PREGAME | RUNLEVELS_GAME

/// When true, queues all ghosts for update.
var/static/queue_all = FALSE
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1 change: 0 additions & 1 deletion code/controllers/subsystems/graphs.dm
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Expand Up @@ -2,7 +2,6 @@ SUBSYSTEM_DEF(graphs)
name = "Graphs"
priority = SS_PRIORITY_GRAPH
flags = SS_KEEP_TIMING | SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
wait = 1

/// A list of graphs pending update.
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Expand Up @@ -4,7 +4,7 @@ SUBSYSTEM_DEF(character_setup)
priority = SS_PRIORITY_CHAR_SETUP
flags = SS_BACKGROUND
wait = 1 SECOND
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
runlevels = RUNLEVELS_PREGAME | RUNLEVELS_GAME

var/list/prefs_awaiting_setup = list()
var/list/preferences_datums = list()
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2 changes: 1 addition & 1 deletion code/controllers/subsystems/lighting.dm
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Expand Up @@ -3,7 +3,7 @@ SUBSYSTEM_DEF(lighting)
wait = LIGHTING_INTERVAL
priority = SS_PRIORITY_LIGHTING
init_order = SS_INIT_LIGHTING
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
runlevels = RUNLEVELS_PREGAME | RUNLEVELS_GAME

var/total_lighting_overlays = 0
var/total_lighting_sources = 0
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1 change: 0 additions & 1 deletion code/controllers/subsystems/machines.dm
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Expand Up @@ -39,7 +39,6 @@ SUBSYSTEM_DEF(machines)
init_order = SS_INIT_MACHINES
priority = SS_PRIORITY_MACHINERY
flags = SS_KEEP_TIMING
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/static/current_step = SSMACHINES_PIPENETS
var/static/cost_pipenets = 0
var/static/cost_machinery = 0
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1 change: 0 additions & 1 deletion code/controllers/subsystems/misc.dm
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@@ -1,7 +1,6 @@
SUBSYSTEM_DEF(misc)
name = "Misc Updates"
wait = 30 SECONDS
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/static/list/queue = list()
var/static/stage = STAGE_TRADERS
var/static/cost_traders = 0
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2 changes: 1 addition & 1 deletion code/controllers/subsystems/misc_slow.dm
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@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(misc_slow)
name = "Misc Updates (Slow)"
flags = SS_NO_INIT
runlevels = RUNLEVEL_LOBBY | RUNLEVEL_GAME | RUNLEVEL_POSTGAME
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_GAME
wait = 5 MINUTES

/// The number of times dbcon can fail in a row before being considered dead
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1 change: 0 additions & 1 deletion code/controllers/subsystems/mobs.dm
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Expand Up @@ -2,7 +2,6 @@ SUBSYSTEM_DEF(mobs)
name = "Mobs"
priority = SS_PRIORITY_MOB
flags = SS_NO_INIT | SS_KEEP_TIMING
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
wait = 2 SECONDS
var/static/list/mob/mob_list = list()
var/static/list/mob/queue = list()
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1 change: 0 additions & 1 deletion code/controllers/subsystems/plants.dm
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@@ -1,7 +1,6 @@
SUBSYSTEM_DEF(plants)
name = "Plants"
priority = SS_PRIORITY_PLANTS
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
flags = SS_BACKGROUND | SS_POST_FIRE_TIMING
init_order = SS_INIT_PLANTS
wait = 5 SECONDS
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1 change: 0 additions & 1 deletion code/controllers/subsystems/presence.dm
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Expand Up @@ -4,7 +4,6 @@
SUBSYSTEM_DEF(presence)
name = "Player Presence"
priority = SS_PRIORITY_PRESENCE
runlevels = RUNLEVEL_GAME
wait = 2 SECONDS
var/static/list/levels = list()
var/static/list/queue = list()
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1 change: 0 additions & 1 deletion code/controllers/subsystems/processing/vines.dm
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Expand Up @@ -2,7 +2,6 @@
PROCESSING_SUBSYSTEM_DEF(vines)
name = "Vines"
priority = SS_PRIORITY_VINES
runlevels = RUNLEVEL_GAME|RUNLEVEL_POSTGAME
wait = 80

process_proc = /obj/effect/vine/Process
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1 change: 0 additions & 1 deletion code/controllers/subsystems/spacedrift.dm
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Expand Up @@ -4,7 +4,6 @@ SUBSYSTEM_DEF(spacedrift)
priority = SS_PRIORITY_SPACEDRIFT
wait = 5
flags = SS_NO_INIT|SS_KEEP_TIMING
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME

var/list/currentrun = list()
var/list/processing = list()
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2 changes: 1 addition & 1 deletion code/controllers/subsystems/ticker.dm
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Expand Up @@ -4,7 +4,7 @@ SUBSYSTEM_DEF(ticker)
priority = SS_PRIORITY_TICKER
init_order = SS_INIT_TICKER
flags = SS_NO_TICK_CHECK | SS_KEEP_TIMING
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
runlevels = RUNLEVELS_PREGAME | RUNLEVELS_GAME

var/pregame_timeleft
var/start_ASAP = FALSE //the game will start as soon as possible, bypassing all pre-game nonsense
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1 change: 0 additions & 1 deletion code/controllers/subsystems/turf_fire.dm
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@@ -1,6 +1,5 @@
SUBSYSTEM_DEF(turf_fire)
name = "Turf Fire"
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
wait = 2 SECONDS
flags = SS_NO_INIT
var/list/fires = list()
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1 change: 0 additions & 1 deletion code/controllers/subsystems/typing.dm
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@@ -1,7 +1,6 @@
SUBSYSTEM_DEF(typing)
name = "Typing"
flags = SS_BACKGROUND | SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
wait = 0.5 SECONDS

/// The skin control to poll for TYPING_STATE_INPUT status.
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1 change: 0 additions & 1 deletion code/controllers/subsystems/vote.dm
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Expand Up @@ -3,7 +3,6 @@ SUBSYSTEM_DEF(vote)
wait = 1 SECOND
priority = SS_PRIORITY_VOTE
flags = SS_NO_TICK_CHECK | SS_KEEP_TIMING
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY

var/last_started_time //To enforce delay between votes.
var/antag_added //Enforces a maximum of one added antag per round.
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2 changes: 1 addition & 1 deletion code/controllers/subsystems/zcopy.dm
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Expand Up @@ -7,7 +7,7 @@ SUBSYSTEM_DEF(zcopy)
wait = 1
init_order = SS_INIT_ZCOPY
priority = SS_PRIORITY_ZCOPY
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
runlevels = RUNLEVELS_PREGAME | RUNLEVELS_GAME

var/list/queued_turfs = list()
var/qt_idex = 1
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2 changes: 1 addition & 1 deletion code/unit_tests/~unit_test_subsystems.dm
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Expand Up @@ -5,7 +5,7 @@ SUBSYSTEM_DEF(unit_tests)
name = "Unit Tests"
wait = 2 SECONDS
init_order = SS_INIT_UNIT_TESTS
runlevels = (RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY)
runlevels = RUNLEVELS_PREGAME | RUNLEVELS_GAME
var/list/queue = list()
var/list/async_tests = list()
var/list/current_async
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