Change cvar usages to use CVarDef and define them in CCVars (#2250)
* Change cvar usages to use CVarDef and define them in CCVars * Merge fixes * Remove duplicate cvar registration
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@@ -3,6 +3,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Shared;
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using Content.Shared.GameObjects.Components.Movement;
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using JetBrains.Annotations;
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using Robust.Server.AI;
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@@ -42,7 +43,6 @@ namespace Content.Server.GameObjects.EntitySystems.AI
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public override void Initialize()
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{
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base.Initialize();
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_configurationManager.RegisterCVar("ai.maxupdates", 64);
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SubscribeLocalEvent<SleepAiMessage>(HandleAiSleep);
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var processors = _reflectionManager.GetAllChildren<AiLogicProcessor>();
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@@ -58,7 +58,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
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/// <inheritdoc />
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public override void Update(float frameTime)
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{
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var cvarMaxUpdates = _configurationManager.GetCVar<int>("ai.maxupdates");
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var cvarMaxUpdates = _configurationManager.GetCVar(CCVars.AIMaxUpdates);
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if (cvarMaxUpdates <= 0)
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return;
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@@ -75,7 +75,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
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break;
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case false:
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_awakeAi.Add(message.Processor);
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if (_awakeAi.Count > cvarMaxUpdates)
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{
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Logger.Warning($"AI limit exceeded: {_awakeAi.Count} / {cvarMaxUpdates}");
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@@ -101,7 +101,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
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toRemove.Add(processor);
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continue;
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}
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processor.Update(frameTime);
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count++;
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}
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@@ -4,6 +4,7 @@ using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Server.Atmos;
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using Content.Shared;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects.EntitySystems.Atmos;
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using JetBrains.Annotations;
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@@ -47,7 +48,6 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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_atmosphereSystem = Get<AtmosphereSystem>();
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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_configManager.RegisterCVar("net.atmosdbgoverlaytickrate", 3.0f);
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}
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public override void Shutdown()
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@@ -89,7 +89,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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public override void Update(float frameTime)
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{
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AccumulatedFrameTime += frameTime;
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_updateCooldown = 1 / _configManager.GetCVar<float>("net.atmosdbgoverlaytickrate");
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_updateCooldown = 1 / _configManager.GetCVar(CCVars.NetAtmosDebugOverlayTickRate);
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if (AccumulatedFrameTime < _updateCooldown)
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{
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@@ -4,12 +4,14 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Shared;
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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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using Robust.Shared;
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using Robust.Shared.Enums;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -65,7 +67,6 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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_atmosphereSystem = Get<AtmosphereSystem>();
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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_mapManager.OnGridRemoved += OnGridRemoved;
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_configManager.RegisterCVar("net.gasoverlaytickrate", 3.0f);
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}
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public override void Shutdown()
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@@ -228,14 +229,14 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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public override void Update(float frameTime)
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{
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AccumulatedFrameTime += frameTime;
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_updateCooldown = 1 / _configManager.GetCVar<float>("net.gasoverlaytickrate");
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_updateCooldown = 1 / _configManager.GetCVar(CCVars.NetGasOverlayTickRate);
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if (AccumulatedFrameTime < _updateCooldown)
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{
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return;
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}
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_updateRange = _configManager.GetCVar<float>("net.maxupdaterange") + RangeOffset;
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_updateRange = _configManager.GetCVar(CVars.NetMaxUpdateRange) + RangeOffset;
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// TODO: So in the worst case scenario we still have to send a LOT of tile data per tick if there's a fire.
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// If we go with say 15 tile radius then we have up to 900 tiles to update per tick.
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