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

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