master
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Vars | |
current_runlevel | For scheduling different subsystems for different stages of the round |
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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 |
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? |
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 |
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? |
ss_in_init_order | Cache for the loading screen - cleared after |
subsystems | List of subsystems to fire(). |
Procs | |
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 |
Var Details
current_runlevel
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For scheduling different subsystems for different stages of the round
current_ticklimit
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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
initializations_finished_with_no_players_logged_in
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Did inits finish with no one logged in
iteration
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How many times have we ran
last_init_info
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Last reported init info
last_run
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world.time of last fire, for tracking lag outside of the mc
last_type_processed
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The type of the last subsystem to be fire()'d.
make_runtime
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Set this to 1 to debug the MC with a detailed stack trace. Do not set on a production server.
map_loading
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Are we loading in a new map?
processing
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Are we processing (higher values increase the processing delay by n ticks)
queue_head
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Start of queue linked list
queue_priority_count
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Running total so that we don't have to loop thru the queue each run to split up the tick
queue_priority_count_bg
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Same, but for background subsystems
queue_tail
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End of queue linked list (used for appending to the list)
random_seed
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Random seed generated for randomness if entropy is required
skip_ticks
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Only run ticker subsystems for the next n ticks.
sleep_delta
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How long is the MC sleeping between runs, read only (set by Loop() based off of anti-tick-contention heuristics)
sleep_offline_after_initializations
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Do we want to sleep until players log in?
ss_in_init_order
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Cache for the loading screen - cleared after
subsystems
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List of subsystems to fire().
Proc Details
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