Add IResettingEntitySystem for entity systems that do resetting cleanup (#2257)
* Add IResettingEntitySystem for entity systems that do resetting cleanup * You got a license for that submodule update?
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@@ -6,6 +6,7 @@ using System.Runtime.CompilerServices;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects.EntitySystems.Atmos;
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using Content.Shared.GameTicking;
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using JetBrains.Annotations;
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Player;
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@@ -21,7 +22,7 @@ using Robust.Shared.Timing;
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namespace Content.Server.GameObjects.EntitySystems.Atmos
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{
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[UsedImplicitly]
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internal sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
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internal sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem, IResettingEntitySystem
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{
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[Robust.Shared.IoC.Dependency] private readonly IGameTiming _gameTiming = default!;
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[Robust.Shared.IoC.Dependency] private readonly IPlayerManager _playerManager = default!;
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@@ -113,17 +114,6 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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}
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}
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public void ResettingCleanup()
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{
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_invalidTiles.Clear();
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_overlay.Clear();
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foreach (var (_, data) in _knownPlayerChunks)
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{
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data.Reset();
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}
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}
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private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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if (e.NewStatus != SessionStatus.InGame)
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@@ -483,5 +473,16 @@ namespace Content.Server.GameObjects.EntitySystems.Atmos
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return new GasOverlayMessage(chunk.GridIndices, tileData);
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}
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}
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public void Reset()
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{
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_invalidTiles.Clear();
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_overlay.Clear();
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foreach (var (_, data) in _knownPlayerChunks)
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{
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data.Reset();
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}
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}
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}
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}
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