Server EntitySystem cleanup (#1617)

* Server EntitySystem cleanup

I went after low-hanging fruit systems.

* Add / change to internal access modifiers to systems
* Use EntityQuery to get components instead
* Add sealed modifier to systems
* Remove unused imports
* Add jetbrains annotation for unused classes
* Removed some pragmas for dependencies

This should also fix a decent chunk of the server build warnings, at least the ones that matter.

* Also disposals

* Update Content.Server/GameObjects/EntitySystems/GravitySystem.cs

* Fix build

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
This commit is contained in:
metalgearsloth
2020-08-13 22:17:12 +10:00
committed by GitHub
parent f4bf71edfe
commit 619386a04a
36 changed files with 172 additions and 424 deletions

View File

@@ -33,9 +33,6 @@ namespace Content.Server.GameObjects.EntitySystems.AI
{
base.Initialize();
// register entity query
EntityQuery = new TypeEntityQuery(typeof(AiControllerComponent));
var processors = _reflectionManager.GetAllChildren<AiLogicProcessor>();
foreach (var processor in processors)
{
@@ -49,18 +46,16 @@ namespace Content.Server.GameObjects.EntitySystems.AI
/// <inheritdoc />
public override void Update(float frameTime)
{
var entities = EntityManager.GetEntities(EntityQuery);
foreach (var entity in entities)
foreach (var comp in ComponentManager.EntityQuery<AiControllerComponent>())
{
if (_pauseManager.IsEntityPaused(entity))
if (_pauseManager.IsEntityPaused(comp.Owner))
{
continue;
}
ProcessorInitialize(comp);
var aiComp = entity.GetComponent<AiControllerComponent>();
ProcessorInitialize(aiComp);
var processor = aiComp.Processor;
var processor = comp.Processor;
processor.Update(frameTime);
}