Code cleanup: Dirty(Comp) (#26238)

* Replaced uses of Dirty(Component) with Dirty(Uid, Component)
Modified some systems (notably pulling-related) to use uids.

* Missed a few

* Revert changes to pulling

* No
This commit is contained in:
Tayrtahn
2024-03-19 23:27:02 -04:00
committed by GitHub
parent c28cbe40c3
commit 4a83c36585
74 changed files with 245 additions and 249 deletions

View File

@@ -118,10 +118,11 @@ namespace Content.Server.Atmos.EntitySystems
}
// PVS was turned off, ensure data gets sent to all clients.
foreach (var (grid, meta) in EntityQuery<GasTileOverlayComponent, MetaDataComponent>(true))
var query = EntityQueryEnumerator<GasTileOverlayComponent, MetaDataComponent>();
while (query.MoveNext(out var uid, out var grid, out var meta))
{
grid.ForceTick = _gameTiming.CurTick;
Dirty(grid, meta);
Dirty(uid, grid, meta);
}
}
@@ -264,9 +265,10 @@ namespace Content.Server.Atmos.EntitySystems
private void UpdateOverlayData(GameTick curTick)
{
// TODO parallelize?
foreach (var (overlay, gam, meta) in EntityQuery<GasTileOverlayComponent, GridAtmosphereComponent, MetaDataComponent>(true))
var query = EntityQueryEnumerator<GasTileOverlayComponent, GridAtmosphereComponent, MetaDataComponent>();
while (query.MoveNext(out var uid, out var overlay, out var gam, out var meta))
{
bool changed = false;
var changed = false;
foreach (var index in overlay.InvalidTiles)
{
var chunkIndex = GetGasChunkIndices(index);
@@ -278,7 +280,7 @@ namespace Content.Server.Atmos.EntitySystems
}
if (changed)
Dirty(overlay, meta);
Dirty(uid, overlay, meta);
overlay.InvalidTiles.Clear();
}