Fix running showatmos twice not disabling the atmos overlay (#2557)

* Fix running showatmos twice not disabling the atmos overlay

* Remove entity manager dependency
This commit is contained in:
DrSmugleaf
2020-11-18 08:18:04 +01:00
committed by GitHub
parent 0790ad72d2
commit f680f50059
4 changed files with 83 additions and 50 deletions

View File

@@ -1,7 +1,5 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Content.Server.GameObjects.Components.Atmos;
using Content.Server.Atmos;
using Content.Shared;
@@ -12,41 +10,36 @@ using Robust.Server.Interfaces.Player;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.Map;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Server.GameObjects.EntitySystems.Atmos
{
[UsedImplicitly]
public sealed class AtmosDebugOverlaySystem : SharedAtmosDebugOverlaySystem
{
[Robust.Shared.IoC.Dependency] private readonly IGameTiming _gameTiming = default!;
[Robust.Shared.IoC.Dependency] private readonly IPlayerManager _playerManager = default!;
[Robust.Shared.IoC.Dependency] private readonly IEntityManager _entityManager = default!;
[Robust.Shared.IoC.Dependency] private readonly IMapManager _mapManager = default!;
[Robust.Shared.IoC.Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
/// <summary>
/// Players allowed to see the atmos debug overlay
/// Players allowed to see the atmos debug overlay.
/// To modify it see <see cref="AddObserver"/> and
/// <see cref="RemoveObserver"/>.
/// </summary>
public HashSet<IPlayerSession> PlayerObservers = new HashSet<IPlayerSession>();
private readonly HashSet<IPlayerSession> _playerObservers = new HashSet<IPlayerSession>();
/// <summary>
/// Overlay update ticks per second.
/// </summary>
private float _updateCooldown;
private AtmosphereSystem _atmosphereSystem = default!;
public override void Initialize()
{
base.Initialize();
_atmosphereSystem = Get<AtmosphereSystem>();
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
}
@@ -56,16 +49,53 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
}
public bool AddObserver(IPlayerSession observer)
{
return _playerObservers.Add(observer);
}
public bool HasObserver(IPlayerSession observer)
{
return _playerObservers.Contains(observer);
}
public bool RemoveObserver(IPlayerSession observer)
{
if (!_playerObservers.Remove(observer))
{
return false;
}
var message = new AtmosDebugOverlayDisableMessage();
RaiseNetworkEvent(message, observer.ConnectedClient);
return true;
}
/// <summary>
/// Adds the given observer if it doesn't exist, removes it otherwise.
/// </summary>
/// <param name="observer">The observer to toggle.</param>
/// <returns>true if added, false if removed.</returns>
public bool ToggleObserver(IPlayerSession observer)
{
if (HasObserver(observer))
{
RemoveObserver(observer);
return false;
}
else
{
AddObserver(observer);
return true;
}
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (e.NewStatus != SessionStatus.InGame)
{
if (PlayerObservers.Contains(e.Session))
{
PlayerObservers.Remove(e.Session);
}
return;
RemoveObserver(e.Session);
}
}
@@ -104,7 +134,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
// Now we'll go through each player, then through each chunk in range of that player checking if the player is still in range
// If they are, check if they need the new data to send (i.e. if there's an overlay for the gas).
// Afterwards we reset all the chunk data for the next time we tick.
foreach (var session in PlayerObservers)
foreach (var session in _playerObservers)
{
if (session.AttachedEntity == null) continue;
@@ -115,7 +145,7 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
foreach (var grid in _mapManager.FindGridsIntersecting(entity.Transform.MapID, worldBounds))
{
if (!_entityManager.TryGetEntity(grid.GridEntityId, out var gridEnt)) continue;
if (!EntityManager.TryGetEntity(grid.GridEntityId, out var gridEnt)) continue;
if (!gridEnt.TryGetComponent<GridAtmosphereComponent>(out var gam)) continue;