Server EntitySystem cleanup (#1617)

* Server EntitySystem cleanup

I went after low-hanging fruit systems.

* Add / change to internal access modifiers to systems
* Use EntityQuery to get components instead
* Add sealed modifier to systems
* Remove unused imports
* Add jetbrains annotation for unused classes
* Removed some pragmas for dependencies

This should also fix a decent chunk of the server build warnings, at least the ones that matter.

* Also disposals

* Update Content.Server/GameObjects/EntitySystems/GravitySystem.cs

* Fix build

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
This commit is contained in:
metalgearsloth
2020-08-13 22:17:12 +10:00
committed by GitHub
parent f4bf71edfe
commit 619386a04a
36 changed files with 172 additions and 424 deletions

View File

@@ -1,21 +1,16 @@
using Content.Server.GameObjects.Components.Interactable;
using Robust.Shared.GameObjects;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
{
public class HandHeldLightSystem : EntitySystem
[UsedImplicitly]
internal sealed class HandHeldLightSystem : EntitySystem
{
public override void Initialize()
{
EntityQuery = new TypeEntityQuery(typeof(HandheldLightComponent));
}
public override void Update(float frameTime)
{
foreach (var entity in RelevantEntities)
foreach (var comp in ComponentManager.EntityQuery<HandheldLightComponent>())
{
var comp = entity.GetComponent<HandheldLightComponent>();
comp.OnUpdate(frameTime);
}
}