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

@@ -1,37 +1,32 @@
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Shared.IoC;
using Robust.Server.Interfaces.Timing;
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
{
public sealed class ApcSystem : EntitySystem
[UsedImplicitly]
internal sealed class PowerApcSystem : EntitySystem
{
#pragma warning disable 649
[Dependency] private readonly IPauseManager _pauseManager;
#pragma warning restore 649
public override void Initialize()
{
EntityQuery = new TypeEntityQuery(typeof(ApcComponent));
}
[Dependency] private readonly IPauseManager _pauseManager = default!;
public override void Update(float frameTime)
{
var uniqueApcNets = new HashSet<IApcNet>(); //could be improved by maintaining set instead of getting collection every frame
foreach (var entity in RelevantEntities)
foreach (var apc in ComponentManager.EntityQuery<ApcComponent>())
{
if (_pauseManager.IsEntityPaused(entity))
if (_pauseManager.IsEntityPaused(apc.Owner))
{
continue;
}
var apc = entity.GetComponent<ApcComponent>();
uniqueApcNets.Add(apc.Net);
entity.GetComponent<ApcComponent>().Update();
apc.Update();
}
foreach (var apcNet in uniqueApcNets)
{
apcNet.Update(frameTime);