Add IResettingEntitySystem for entity systems that do resetting cleanup (#2257)
* Add IResettingEntitySystem for entity systems that do resetting cleanup * You got a license for that submodule update?
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
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using Content.Shared.AI;
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using Content.Shared.GameTicking;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects.Components;
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@@ -22,7 +23,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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/// </summary>
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/// Long-term can be used to do hierarchical pathfinding
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[UsedImplicitly]
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public sealed class AiReachableSystem : EntitySystem
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public sealed class AiReachableSystem : EntitySystem, IResettingEntitySystem
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{
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/*
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* The purpose of this is to provide a higher-level / hierarchical abstraction of the actual pathfinding graph
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@@ -134,14 +135,6 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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_mapManager.OnGridRemoved -= GridRemoved;
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}
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public void ResettingCleanup()
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{
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_queuedUpdates.Clear();
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_regions.Clear();
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_cachedAccessible.Clear();
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_queuedCacheDeletions.Clear();
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}
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private void RecalculateNodeRegions(PathfindingChunkUpdateMessage message)
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{
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// TODO: Only need to do changed nodes ideally
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@@ -683,6 +676,14 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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#endif
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}
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public void Reset()
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{
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_queuedUpdates.Clear();
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_regions.Clear();
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_cachedAccessible.Clear();
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_queuedCacheDeletions.Clear();
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}
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#if DEBUG
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private void SendDebugMessage(PlayerAttachSystemMessage message)
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{
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@@ -5,6 +5,7 @@ using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
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using Content.Server.GameObjects.EntitySystems.JobQueues;
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using Content.Server.GameObjects.EntitySystems.JobQueues.Queues;
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using Content.Shared.GameTicking;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Transform;
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@@ -28,7 +29,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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/// This system handles pathfinding graph updates as well as dispatches to the pathfinder
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/// (90% of what it's doing is graph updates so not much point splitting the 2 roles)
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/// </summary>
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public class PathfindingSystem : EntitySystem
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public class PathfindingSystem : EntitySystem, IResettingEntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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@@ -230,16 +231,6 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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node.UpdateTile(tile);
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}
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public void ResettingCleanup()
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{
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_graph.Clear();
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_collidableUpdateQueue.Clear();
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_moveUpdateQueue.Clear();
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_accessReaderUpdateQueue.Clear();
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_tileUpdateQueue.Clear();
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_lastKnownPositions.Clear();
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}
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private void HandleGridRemoval(GridId gridId)
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{
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if (_graph.ContainsKey(gridId))
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@@ -389,5 +380,15 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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return true;
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}
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public void Reset()
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{
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_graph.Clear();
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_collidableUpdateQueue.Clear();
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_moveUpdateQueue.Clear();
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_accessReaderUpdateQueue.Clear();
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_tileUpdateQueue.Clear();
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_lastKnownPositions.Clear();
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}
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}
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}
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@@ -6,6 +6,7 @@ using System.Runtime.CompilerServices;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects.EntitySystems.Atmos;
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using Content.Shared.GameTicking;
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using JetBrains.Annotations;
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Player;
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@@ -21,7 +22,7 @@ using Robust.Shared.Timing;
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namespace Content.Server.GameObjects.EntitySystems.Atmos
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{
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[UsedImplicitly]
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internal sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
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internal sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem, IResettingEntitySystem
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{
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[Robust.Shared.IoC.Dependency] private readonly IGameTiming _gameTiming = default!;
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[Robust.Shared.IoC.Dependency] private readonly IPlayerManager _playerManager = default!;
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@@ -113,17 +114,6 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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}
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}
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public void ResettingCleanup()
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{
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_invalidTiles.Clear();
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_overlay.Clear();
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foreach (var (_, data) in _knownPlayerChunks)
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{
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data.Reset();
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}
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}
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private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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if (e.NewStatus != SessionStatus.InGame)
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@@ -483,5 +473,16 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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return new GasOverlayMessage(chunk.GridIndices, tileData);
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}
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}
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public void Reset()
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{
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_invalidTiles.Clear();
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_overlay.Clear();
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foreach (var (_, data) in _knownPlayerChunks)
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{
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data.Reset();
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}
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}
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}
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}
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@@ -4,6 +4,7 @@ using System.Text;
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using Content.Server.GameTicking;
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using Content.Server.Interfaces.GameTicking;
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using Content.Server.StationEvents;
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using Content.Shared.GameTicking;
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using JetBrains.Annotations;
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using Robust.Server.Console;
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using Robust.Server.Interfaces.Player;
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@@ -20,7 +21,7 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
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{
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[UsedImplicitly]
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// Somewhat based off of TG's implementation of events
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public sealed class StationEventSystem : EntitySystem
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public sealed class StationEventSystem : EntitySystem, IResettingEntitySystem
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{
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[Dependency] private readonly IServerNetManager _netManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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@@ -339,7 +340,13 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
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return true;
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}
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public void ResettingCleanup()
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public override void Shutdown()
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{
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base.Shutdown();
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CurrentEvent?.Shutdown();
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}
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public void Reset()
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{
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if (CurrentEvent != null && CurrentEvent.Running)
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{
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@@ -354,11 +361,5 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
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_timeUntilNextEvent = MinimumTimeUntilFirstEvent;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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CurrentEvent?.Shutdown();
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}
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}
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}
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@@ -1,11 +1,12 @@
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using System.Collections.Generic;
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using Content.Shared.GameTicking;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.GameObjects.Components.SharedWiresComponent;
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namespace Content.Server.GameObjects.EntitySystems
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{
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public class WireHackingSystem : EntitySystem
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public class WireHackingSystem : EntitySystem, IResettingEntitySystem
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{
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[ViewVariables] private readonly Dictionary<string, WireLayout> _layouts =
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new Dictionary<string, WireLayout>();
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@@ -20,7 +21,7 @@ namespace Content.Server.GameObjects.EntitySystems
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_layouts.Add(id, layout);
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}
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public void ResetLayouts()
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public void Reset()
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{
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_layouts.Clear();
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}
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