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
This commit is contained in:
DrSmugleaf
2020-11-07 01:15:56 +01:00
committed by GitHub
parent a7e7f20417
commit bf5b9ad03b
19 changed files with 136 additions and 72 deletions

View File

@@ -3,6 +3,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared;
using Content.Shared.GameObjects.Components.Movement;
using JetBrains.Annotations;
using Robust.Server.AI;
@@ -42,7 +43,6 @@ namespace Content.Server.GameObjects.EntitySystems.AI
public override void Initialize()
{
base.Initialize();
_configurationManager.RegisterCVar("ai.maxupdates", 64);
SubscribeLocalEvent<SleepAiMessage>(HandleAiSleep);
var processors = _reflectionManager.GetAllChildren<AiLogicProcessor>();
@@ -58,7 +58,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
/// <inheritdoc />
public override void Update(float frameTime)
{
var cvarMaxUpdates = _configurationManager.GetCVar<int>("ai.maxupdates");
var cvarMaxUpdates = _configurationManager.GetCVar(CCVars.AIMaxUpdates);
if (cvarMaxUpdates <= 0)
return;
@@ -75,7 +75,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
break;
case false:
_awakeAi.Add(message.Processor);
if (_awakeAi.Count > cvarMaxUpdates)
{
Logger.Warning($"AI limit exceeded: {_awakeAi.Count} / {cvarMaxUpdates}");
@@ -101,7 +101,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
toRemove.Add(processor);
continue;
}
processor.Update(frameTime);
count++;
}

View File

@@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Content.Server.GameObjects.Components.Atmos;
using Content.Server.Atmos;
using Content.Shared;
using Content.Shared.Atmos;
using Content.Shared.GameObjects.EntitySystems.Atmos;
using JetBrains.Annotations;
@@ -47,7 +48,6 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
_atmosphereSystem = Get<AtmosphereSystem>();
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
_configManager.RegisterCVar("net.atmosdbgoverlaytickrate", 3.0f);
}
public override void Shutdown()
@@ -89,7 +89,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
public override void Update(float frameTime)
{
AccumulatedFrameTime += frameTime;
_updateCooldown = 1 / _configManager.GetCVar<float>("net.atmosdbgoverlaytickrate");
_updateCooldown = 1 / _configManager.GetCVar(CCVars.NetAtmosDebugOverlayTickRate);
if (AccumulatedFrameTime < _updateCooldown)
{

View File

@@ -4,12 +4,14 @@ using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using Content.Server.GameObjects.Components.Atmos;
using Content.Shared;
using Content.Shared.Atmos;
using Content.Shared.GameObjects.EntitySystems.Atmos;
using Content.Shared.GameTicking;
using JetBrains.Annotations;
using Robust.Server.Interfaces.Player;
using Robust.Server.Player;
using Robust.Shared;
using Robust.Shared.Enums;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
@@ -65,7 +67,6 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
_atmosphereSystem = Get<AtmosphereSystem>();
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
_mapManager.OnGridRemoved += OnGridRemoved;
_configManager.RegisterCVar("net.gasoverlaytickrate", 3.0f);
}
public override void Shutdown()
@@ -228,14 +229,14 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
public override void Update(float frameTime)
{
AccumulatedFrameTime += frameTime;
_updateCooldown = 1 / _configManager.GetCVar<float>("net.gasoverlaytickrate");
_updateCooldown = 1 / _configManager.GetCVar(CCVars.NetGasOverlayTickRate);
if (AccumulatedFrameTime < _updateCooldown)
{
return;
}
_updateRange = _configManager.GetCVar<float>("net.maxupdaterange") + RangeOffset;
_updateRange = _configManager.GetCVar(CVars.NetMaxUpdateRange) + RangeOffset;
// TODO: So in the worst case scenario we still have to send a LOT of tile data per tick if there's a fire.
// If we go with say 15 tile radius then we have up to 900 tiles to update per tick.