Goonstation 13 - Modules - TypesDefine Details

_std/defines/lag.dm

UNTILWaits until a given condition is true, tg-style async
MIN_TICKLAGmin value ticklag can be
OVERLOADED_WORLD_TICKLAGmax value ticklag can be
TICKLAG_DILATION_INChow ticklag much to increase by when appropriate
TICKLAG_DILATION_DEChow much to decrease by when appropriate //MBCX I DONT KNOW WHY BUT MOST VALUES CAUSE ROUNDING ERRORS, ITS VERY IMPORTANT THAT THIS REMAINS 0.2 FIOR NOW
TICKLAG_MAPCPU_MAXwhat map_cpu percent is too high in the dilation check
TICKLAG_MAPCPU_MINwhat map_cpu percent is low enough in the dilation check
TICKLAG_INCREASE_THRESHOLDnumber of times the dilation check needs to see lag in a row to slow down the ticker
TICKLAG_DECREASE_THRESHOLDnumber of times to see no lag in a row to speed up the ticker
TICKLAG_DILATE_INTERVALhow often to check for time dilation, against world.time, so counted in game ticks.
OVERLOAD_PLAYERCOUNTwhen pcount is above this number on round start, increase ticklag to OVERLOADED_WORLD_TICKLAG to try to maintain smoothness
OSHAN_LIGHT_OVERLOADwhen pcount is above this number on game load, dont generate lighting surrounding the station because it lags the map to heck
SLOW_LIFE_PLAYERCOUNTwhenn pcount is >= this number, slow Life() processing a bit
SLOWEST_LIFE_PLAYERCOUNTwhenn pcount is >= this number, slow Life() processing a lot
DEFAULT_POOL_SIZEHow much stuff is allowed in the pools before the lifeguard throws them into the deletequeue instead. A shameful lifeguard.

Define Details

DEFAULT_POOL_SIZE

How much stuff is allowed in the pools before the lifeguard throws them into the deletequeue instead. A shameful lifeguard.

MIN_TICKLAG

min value ticklag can be

OSHAN_LIGHT_OVERLOAD

when pcount is above this number on game load, dont generate lighting surrounding the station because it lags the map to heck

OVERLOADED_WORLD_TICKLAG

max value ticklag can be

OVERLOAD_PLAYERCOUNT

when pcount is above this number on round start, increase ticklag to OVERLOADED_WORLD_TICKLAG to try to maintain smoothness

SLOWEST_LIFE_PLAYERCOUNT

whenn pcount is >= this number, slow Life() processing a lot

SLOW_LIFE_PLAYERCOUNT

whenn pcount is >= this number, slow Life() processing a bit

TICKLAG_DECREASE_THRESHOLD

number of times to see no lag in a row to speed up the ticker

TICKLAG_DILATE_INTERVAL

how often to check for time dilation, against world.time, so counted in game ticks.

TICKLAG_DILATION_DEC

how much to decrease by when appropriate //MBCX I DONT KNOW WHY BUT MOST VALUES CAUSE ROUNDING ERRORS, ITS VERY IMPORTANT THAT THIS REMAINS 0.2 FIOR NOW

TICKLAG_DILATION_INC

how ticklag much to increase by when appropriate

TICKLAG_INCREASE_THRESHOLD

number of times the dilation check needs to see lag in a row to slow down the ticker

TICKLAG_MAPCPU_MAX

what map_cpu percent is too high in the dilation check

TICKLAG_MAPCPU_MIN

what map_cpu percent is low enough in the dilation check

UNTIL

Waits until a given condition is true, tg-style async