changing accumulators to timespan targets (#12407)

* changing accumulators to timespan targets

* Update Content.Server/Abilities/Mime/MimePowersSystem.cs

Co-authored-by: 0x6273 <0x40@keemail.me>

* Update MimePowersSystem.cs

* serializing timespans and adding pausetime where applicable

* remove nullable

Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com>
Co-authored-by: 0x6273 <0x40@keemail.me>
This commit is contained in:
rolfero
2022-11-08 20:59:34 +01:00
committed by GitHub
parent 3ec0202634
commit 1151ca42e5
11 changed files with 82 additions and 64 deletions

View File

@@ -6,6 +6,7 @@ using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server.Afk;
@@ -17,10 +18,11 @@ public sealed class AFKSystem : EntitySystem
[Dependency] private readonly IAfkManager _afkManager = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly GameTicker _ticker = default!;
private float _checkDelay;
private float _accumulator;
private TimeSpan _checkTime;
private readonly HashSet<IPlayerSession> _afkPlayers = new();
@@ -50,7 +52,6 @@ public sealed class AFKSystem : EntitySystem
{
base.Shutdown();
_afkPlayers.Clear();
_accumulator = 0f;
_playerManager.PlayerStatusChanged -= OnPlayerChange;
_configManager.UnsubValueChanged(CCVars.AfkTime, SetAfkDelay);
}
@@ -62,16 +63,15 @@ public sealed class AFKSystem : EntitySystem
if (_ticker.RunLevel != GameRunLevel.InRound)
{
_afkPlayers.Clear();
_accumulator = 0f;
_checkTime = TimeSpan.Zero;
return;
}
_accumulator += frameTime;
// TODO: Should also listen to the input events for more accurate timings.
if (_accumulator < _checkDelay) return;
if (_timing.CurTime < _checkTime)
return;
_accumulator -= _checkDelay;
_checkTime = _timing.CurTime + TimeSpan.FromSeconds(_checkDelay);
foreach (var session in Filter.GetAllPlayers())
{