fixed apcnet causing crash (#3354)

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
Fortune117
2021-02-21 22:32:57 +11:00
committed by GitHub
parent 3a192247d5
commit 33d6975c25

View File

@@ -4,12 +4,13 @@ using JetBrains.Annotations;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using System.Collections.Generic; using System.Collections.Generic;
using Content.Shared.GameTicking;
using Robust.Shared.Timing; using Robust.Shared.Timing;
namespace Content.Server.GameObjects.EntitySystems namespace Content.Server.GameObjects.EntitySystems
{ {
[UsedImplicitly] [UsedImplicitly]
internal sealed class ApcNetSystem : EntitySystem internal sealed class ApcNetSystem : EntitySystem, IResettingEntitySystem
{ {
[Dependency] private readonly IPauseManager _pauseManager = default!; [Dependency] private readonly IPauseManager _pauseManager = default!;
@@ -34,5 +35,12 @@ namespace Content.Server.GameObjects.EntitySystems
{ {
_apcNets.Remove(apcNet); _apcNets.Remove(apcNet);
} }
public void Reset()
{
// NodeGroupSystem does not remake ApcNets affected during restarting until a frame later,
// when their grid is invalid. So, we are clearing them on round restart.
_apcNets.Clear();
}
} }
} }