NodeGroup remake deferment (#1268)

* Remove Unnecessary AnchorUpdate() call

* NodeGroupManager

* NodeGroupManager issues NodeGroup remake attempts

* Code cleanup

* NodeGroupManager only stores dirty groups, handles them on next frame

* Removes unused NodeGroupManager dependency

* Prevents OnRemoveNode from iterating over every connector after the first time

* Revert "Prevents OnRemoveNode from iterating over every connector after the first time"

This reverts commit c72af4b18d55192af789514f74bef893cf076fbc.

* Dependancy warning fix

Co-authored-by: py01 <pyronetics01@gmail.com>
This commit is contained in:
py01
2020-07-06 07:48:18 -06:00
committed by GitHub
parent 3bab2fd803
commit 137511d8b9
5 changed files with 64 additions and 4 deletions

View File

@@ -0,0 +1,37 @@
using System.Collections.Generic;
namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
{
/// <summary>
/// Maintains a set of <see cref="INodeGroup"/>s that need to be remade with <see cref="INodeGroup.RemakeGroup"/>.
/// Defers remaking to reduce recalculations when a group is altered multiple times in a frame.
/// </summary>
public interface INodeGroupManager
{
/// <summary>
/// Queue up an <see cref="INodeGroup"/> to be remade.
/// </summary>
void AddDirtyNodeGroup(INodeGroup nodeGroup);
void Update(float frameTime);
}
public class NodeGroupManager : INodeGroupManager
{
private readonly HashSet<INodeGroup> _dirtyNodeGroups = new HashSet<INodeGroup>();
public void AddDirtyNodeGroup(INodeGroup nodeGroup)
{
_dirtyNodeGroups.Add(nodeGroup);
}
public void Update(float frameTime)
{
foreach (var group in _dirtyNodeGroups)
{
group.RemakeGroup();
}
_dirtyNodeGroups.Clear();
}
}
}