Add readonly where it is missing and fix those field names according to their modifiers (#2589)

This commit is contained in:
DrSmugleaf
2020-11-21 14:02:00 +01:00
committed by GitHub
parent c7f2b67297
commit 749cd11d33
94 changed files with 344 additions and 374 deletions

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@@ -17,32 +17,35 @@ using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Timing;
// ReSharper disable once RedundantUsingDirective
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
using Dependency = Robust.Shared.IoC.DependencyAttribute;
namespace Content.Server.GameObjects.EntitySystems.Atmos
{
[UsedImplicitly]
internal sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem, IResettingEntitySystem
{
[Robust.Shared.IoC.Dependency] private readonly IGameTiming _gameTiming = default!;
[Robust.Shared.IoC.Dependency] private readonly IPlayerManager _playerManager = default!;
[Robust.Shared.IoC.Dependency] private readonly IMapManager _mapManager = default!;
[Robust.Shared.IoC.Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
/// <summary>
/// The tiles that have had their atmos data updated since last tick
/// </summary>
private Dictionary<GridId, HashSet<Vector2i>> _invalidTiles = new Dictionary<GridId, HashSet<Vector2i>>();
private readonly Dictionary<GridId, HashSet<Vector2i>> _invalidTiles = new Dictionary<GridId, HashSet<Vector2i>>();
private Dictionary<IPlayerSession, PlayerGasOverlay> _knownPlayerChunks =
private readonly Dictionary<IPlayerSession, PlayerGasOverlay> _knownPlayerChunks =
new Dictionary<IPlayerSession, PlayerGasOverlay>();
/// <summary>
/// Gas data stored in chunks to make PVS / bubbling easier.
/// </summary>
private Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _overlay =
private readonly Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _overlay =
new Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>>();
/// <summary>