Properly reset the solars system each round, solar panels perf fix (#5295)
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@@ -1,3 +1,4 @@
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using System;
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using Content.Shared.Solar;
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using Content.Server.Solar.EntitySystems;
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using Content.Server.GameObjects.Components;
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@@ -5,6 +6,7 @@ using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.Maths;
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namespace Content.Server.Solar.Components
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{
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@@ -42,7 +44,9 @@ namespace Content.Server.Solar.Components
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}
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if (double.IsFinite(msg.AngularVelocity))
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{
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_powerSolarSystem.TargetPanelVelocity = msg.AngularVelocity.Reduced();
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var degrees = msg.AngularVelocity.Degrees;
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degrees = Math.Clamp(degrees, -PowerSolarSystem.MaxPanelVelocityDegrees, PowerSolarSystem.MaxPanelVelocityDegrees);
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_powerSolarSystem.TargetPanelVelocity = Angle.FromDegrees(degrees);
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}
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break;
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}
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@@ -3,6 +3,7 @@ using System.Linq;
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using Content.Server.Power.Components;
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using Content.Server.Solar.Components;
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using Content.Shared.Physics;
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using Content.Shared.GameTicking;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -22,6 +23,11 @@ namespace Content.Server.Solar.EntitySystems
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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/// <summary>
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/// Maximum panel angular velocity range - used to stop people rotating panels fast enough that the lag prevention becomes noticable
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/// </summary>
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public const float MaxPanelVelocityDegrees = 1f;
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/// <summary>
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/// The current sun angle.
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/// </summary>
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@@ -44,12 +50,12 @@ namespace Content.Server.Solar.EntitySystems
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/// to within sane boundaries.
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/// Keep in mind, this is not exact, as the random interval is also applied.
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/// </summary>
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public TimeSpan SolarCoverageUpdateInterval = TimeSpan.FromSeconds(0.5);
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public TimeSpan SolarCoverageUpdateInterval = TimeSpan.FromSeconds(5);
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/// <summary>
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/// A random interval used to stagger solar coverage updates reliably.
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/// </summary>
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public TimeSpan SolarCoverageUpdateRandomInterval = TimeSpan.FromSeconds(0.5);
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public TimeSpan SolarCoverageUpdateRandomInterval = TimeSpan.FromSeconds(5);
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/// <summary>
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/// TODO: *Should be moved into the solar tracker when powernet allows for it.*
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@@ -72,7 +78,20 @@ namespace Content.Server.Solar.EntitySystems
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public override void Initialize()
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{
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SubscribeLocalEvent<SolarPanelComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
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RandomizeSun();
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}
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public void Reset(RoundRestartCleanupEvent ev)
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{
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RandomizeSun();
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TargetPanelRotation = Angle.Zero;
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TargetPanelVelocity = Angle.Zero;
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TotalPanelPower = 0;
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}
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private void RandomizeSun()
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{
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// Initialize the sun to something random
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TowardsSun = MathHelper.TwoPi * _robustRandom.NextDouble();
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SunAngularVelocity = Angle.FromDegrees(0.1 + ((_robustRandom.NextDouble() - 0.5) * 0.05));
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@@ -95,11 +114,11 @@ namespace Content.Server.Solar.EntitySystems
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foreach (var panel in EntityManager.EntityQuery<SolarPanelComponent>())
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{
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// There's supposed to be rotational logic here, but that implies putting it somewhere.
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panel.Owner.Transform.WorldRotation = TargetPanelRotation;
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if (panel.TimeOfNextCoverageUpdate < _gameTiming.CurTime)
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{
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// Coverage update time!
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// There's supposed to be rotational logic here, but that implies putting it somewhere.
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panel.Owner.Transform.WorldRotation = TargetPanelRotation;
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// Setup the next coverage check.
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TimeSpan future = SolarCoverageUpdateInterval + (SolarCoverageUpdateRandomInterval * _robustRandom.NextDouble());
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panel.TimeOfNextCoverageUpdate = _gameTiming.CurTime + future;
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