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>
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@@ -1,7 +1,6 @@
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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@@ -9,33 +8,24 @@ using Robust.Shared.IoC;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class TimedOverlayRemovalSystem : EntitySystem
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internal sealed class TimedOverlayRemovalSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IGameTiming _gameTiming;
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#pragma warning restore 649
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public override void Initialize()
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{
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base.Initialize();
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EntityQuery = new TypeEntityQuery(typeof(ServerOverlayEffectsComponent));
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}
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var entity in RelevantEntities)
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foreach (var component in ComponentManager.EntityQuery<ServerOverlayEffectsComponent>())
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{
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var effectsComponent = entity.GetComponent<ServerOverlayEffectsComponent>();
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foreach (var overlay in effectsComponent.ActiveOverlays.ToArray())
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foreach (var overlay in component.ActiveOverlays.ToArray())
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{
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if (overlay.TryGetOverlayParameter<TimedOverlayParameter>(out var parameter))
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{
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if (parameter.StartedAt + parameter.Length <= _gameTiming.CurTime.TotalMilliseconds)
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{
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effectsComponent.RemoveOverlay(overlay);
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component.RemoveOverlay(overlay);
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}
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}
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}
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