Remove INodeGroupManager, moves logic into NodeGroupSystem.
It was an absolutely redundant IoC service.
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@@ -1,6 +1,8 @@
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#nullable enable
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.NodeContainer.Nodes;
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using Content.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.ViewVariables;
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@@ -61,7 +63,7 @@ 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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IoCManager.Resolve<INodeGroupManager>().AddDirtyNodeGroup(this);
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EntitySystem.Get<NodeGroupSystem>().AddDirtyNodeGroup(this);
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}
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public void CombineGroup(INodeGroup newGroup)
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@@ -103,7 +105,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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}
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protected virtual void OnAddNode(Node node) { }
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protected virtual void OnRemoveNode(Node node) { }
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protected virtual void OnGivingNodesForCombine(INodeGroup newGroup) { }
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@@ -1,38 +0,0 @@
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#nullable enable
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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();
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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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