Merge branch 'master' into 2021-12-03-remove-IEntity-komm-süsser-todd
# Conflicts: # Content.Client/Crayon/CrayonDecalVisualizer.cs # Content.Client/Tabletop/TabletopSystem.cs # Content.IntegrationTests/Tests/InventoryHelpersTest.cs # Content.Server/AI/EntitySystems/AiSystem.cs # Content.Server/AI/Utility/AiLogic/UtilityAI.cs # Content.Server/AME/AMENodeGroup.cs # Content.Server/Administration/AdminVerbSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chemistry/Components/InjectorComponent.cs # Content.Server/Chemistry/TileReactions/CleanTileReaction.cs # Content.Server/Chemistry/TileReactions/SpillTileReaction.cs # Content.Server/Crayon/CrayonComponent.cs # Content.Server/Doors/Components/ServerDoorComponent.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fluids/Components/MopComponent.cs # Content.Server/Fluids/Components/SpillExtensions.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/Instruments/InstrumentSystem.cs # Content.Server/Nutrition/EntitySystems/DrinkSystem.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/PneumaticCannon/PneumaticCannonSystem.cs # Content.Server/Storage/Components/EntityStorageComponent.cs # Content.Server/Storage/Components/StorageFillComponent.cs # Content.Server/Stunnable/StunbatonSystem.cs # Content.Server/Throwing/ThrowHelper.cs # Content.Server/Weapon/Ranged/Barrels/BarrelSystem.cs # Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs # Content.Server/Weapon/Ranged/ServerRangedWeaponComponent.cs # Content.Shared/Containers/ItemSlot/ItemSlotsSystem.cs # Content.Shared/Damage/Components/DamageableComponent.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/MobState/Components/MobStateComponent.cs # Content.Shared/Slippery/SharedSlipperySystem.cs
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@@ -12,8 +12,8 @@ namespace Content.Server.DoAfter
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public sealed class DoAfterSystem : EntitySystem
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{
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// We cache these lists as to not allocate them every update tick...
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private readonly List<DoAfter> _cancelled = new();
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private readonly List<DoAfter> _finished = new();
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private readonly Queue<DoAfter> _cancelled = new();
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private readonly Queue<DoAfter> _finished = new();
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public override void Initialize()
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{
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@@ -52,17 +52,17 @@ namespace Content.Server.DoAfter
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case DoAfterStatus.Running:
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break;
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case DoAfterStatus.Cancelled:
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_cancelled.Add(doAfter);
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_cancelled.Enqueue(doAfter);
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break;
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case DoAfterStatus.Finished:
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_finished.Add(doAfter);
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_finished.Enqueue(doAfter);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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foreach (var doAfter in _cancelled)
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while (_cancelled.TryDequeue(out var doAfter))
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{
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comp.Cancelled(doAfter);
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@@ -76,7 +76,7 @@ namespace Content.Server.DoAfter
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RaiseLocalEvent(doAfter.EventArgs.BroadcastCancelledEvent);
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}
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foreach (var doAfter in _finished)
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while (_finished.TryDequeue(out var doAfter))
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{
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comp.Finished(doAfter);
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@@ -89,10 +89,6 @@ namespace Content.Server.DoAfter
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if(doAfter.EventArgs.BroadcastFinishedEvent != null)
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RaiseLocalEvent(doAfter.EventArgs.BroadcastFinishedEvent);
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}
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// Clean the shared lists at the end, ensuring they'll be clean for the next time we need them.
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_cancelled.Clear();
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_finished.Clear();
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}
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}
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