Add atmos tick time to atmos device update event (#18781)

This commit is contained in:
Kevin Zheng
2023-08-07 10:36:43 -07:00
committed by GitHub
parent e64e613a62
commit 57bf21cb6a
4 changed files with 45 additions and 34 deletions

View File

@@ -11,9 +11,9 @@ namespace Content.Server.Atmos.Piping.EntitySystems
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
private readonly AtmosDeviceUpdateEvent _updateEvent = new();
private float _timer = 0f;
// Set of atmos devices that are off-grid but have JoinSystem set.
private readonly HashSet<AtmosDeviceComponent> _joinedDevices = new();
public override void Initialize()
@@ -27,40 +27,23 @@ namespace Content.Server.Atmos.Piping.EntitySystems
SubscribeLocalEvent<AtmosDeviceComponent, AnchorStateChangedEvent>(OnDeviceAnchorChanged);
}
private bool CanJoinAtmosphere(AtmosDeviceComponent component, TransformComponent transform)
{
return (!component.RequireAnchored || transform.Anchored) && transform.GridUid != null;
}
public void JoinAtmosphere(AtmosDeviceComponent component)
{
var transform = Transform(component.Owner);
if (!CanJoinAtmosphere(component, transform))
{
if (component.RequireAnchored && !transform.Anchored)
return;
}
// TODO: low-hanging fruit for perf improvements around here
// Attempt to add device to a grid atmosphere.
bool onGrid = (transform.GridUid != null) && _atmosphereSystem.AddAtmosDevice(transform.GridUid!.Value, component);
// GridUid is not null because we can join atmosphere.
// We try to add the device to a valid atmosphere, and if we can't, try to add it to the entity system.
if (!_atmosphereSystem.AddAtmosDevice(transform.GridUid!.Value, component))
if (!onGrid && component.JoinSystem)
{
if (component.JoinSystem)
{
_joinedDevices.Add(component);
component.JoinedSystem = true;
}
else
{
return;
}
_joinedDevices.Add(component);
component.JoinedSystem = true;
}
component.LastProcess = _gameTiming.CurTime;
RaiseLocalEvent(component.Owner, new AtmosDeviceEnabledEvent(), false);
}
@@ -117,6 +100,10 @@ namespace Content.Server.Atmos.Piping.EntitySystems
RejoinAtmosphere(component);
}
/// <summary>
/// Update atmos devices that are off-grid but have JoinSystem set. For devices updates when
/// a device is on a grid, see AtmosphereSystem:UpdateProcessing().
/// </summary>
public override void Update(float frameTime)
{
_timer += frameTime;
@@ -129,7 +116,7 @@ namespace Content.Server.Atmos.Piping.EntitySystems
var time = _gameTiming.CurTime;
foreach (var device in _joinedDevices)
{
RaiseLocalEvent(device.Owner, _updateEvent, false);
RaiseLocalEvent(device.Owner, new AtmosDeviceUpdateEvent(_atmosphereSystem.AtmosTime), false);
device.LastProcess = time;
}
}