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>
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@@ -1,4 +1,5 @@
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using Content.Server.GameObjects.Components.NodeContainer.Nodes;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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using System.Collections.Generic;
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@@ -10,7 +11,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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/// </summary>
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public interface INodeGroup
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{
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public IReadOnlyList<Node> Nodes { get; }
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IReadOnlyList<Node> Nodes { get; }
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void AddNode(Node node);
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@@ -25,6 +26,8 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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void BeforeRemakeSpread();
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void AfterRemakeSpread();
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void RemakeGroup();
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}
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[NodeGroup(NodeGroupID.Default)]
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@@ -49,7 +52,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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{
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_nodes.Remove(node);
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OnRemoveNode(node);
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RemakeGroup();
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IoCManager.Resolve<INodeGroupManager>().AddDirtyNodeGroup(this);
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}
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public void CombineGroup(INodeGroup newGroup)
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@@ -73,7 +76,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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/// Causes all <see cref="Node"/>s to remake their groups. Called when a <see cref="Node"/> is removed
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/// and may have split a group in two, so multiple new groups may need to be formed.
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/// </summary>
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private void RemakeGroup()
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public void RemakeGroup()
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{
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BeforeRemake();
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foreach (var node in Nodes)
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@@ -116,6 +119,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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public void AfterCombine() { }
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public void BeforeRemakeSpread() { }
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public void AfterRemakeSpread() { }
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public void RemakeGroup() { }
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}
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}
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}
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@@ -0,0 +1,37 @@
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using System.Collections.Generic;
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namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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{
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/// <summary>
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/// Maintains a set of <see cref="INodeGroup"/>s that need to be remade with <see cref="INodeGroup.RemakeGroup"/>.
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/// Defers remaking to reduce recalculations when a group is altered multiple times in a frame.
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/// </summary>
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public interface INodeGroupManager
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{
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/// <summary>
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/// Queue up an <see cref="INodeGroup"/> to be remade.
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/// </summary>
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void AddDirtyNodeGroup(INodeGroup nodeGroup);
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void Update(float frameTime);
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}
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public class NodeGroupManager : INodeGroupManager
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{
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private readonly HashSet<INodeGroup> _dirtyNodeGroups = new HashSet<INodeGroup>();
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public void AddDirtyNodeGroup(INodeGroup nodeGroup)
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{
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_dirtyNodeGroups.Add(nodeGroup);
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}
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public void Update(float frameTime)
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{
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foreach (var group in _dirtyNodeGroups)
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{
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group.RemakeGroup();
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}
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_dirtyNodeGroups.Clear();
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}
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}
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}
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@@ -72,7 +72,6 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
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_deleting = true;
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if (Owner.TryGetComponent<PhysicsComponent>(out var physics))
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{
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AnchorUpdate();
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physics.AnchoredChanged -= AnchorUpdate;
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}
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NodeGroup.RemoveNode(this);
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19
Content.Server/GameObjects/EntitySystems/NodeGroupSystem.cs
Normal file
19
Content.Server/GameObjects/EntitySystems/NodeGroupSystem.cs
Normal file
@@ -0,0 +1,19 @@
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.IoC;
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namespace Content.Server.GameObjects.EntitySystems
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{
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public class NodeGroupSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly INodeGroupManager _groupManager;
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#pragma warning restore 649
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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_groupManager.Update(frameTime);
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}
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}
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}
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@@ -34,6 +34,7 @@ namespace Content.Server
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IoCManager.Register<RecipeManager, RecipeManager>();
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IoCManager.Register<IPDAUplinkManager,PDAUplinkManager>();
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IoCManager.Register<INodeGroupFactory, NodeGroupFactory>();
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IoCManager.Register<INodeGroupManager, NodeGroupManager>();
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IoCManager.Register<INodeFactory, NodeFactory>();
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IoCManager.Register<BlackboardManager, BlackboardManager>();
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}
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