Properly reset the solars system each round, solar panels perf fix (#5295)

This commit is contained in:
20kdc
2021-11-12 19:00:39 +00:00
committed by GitHub
parent 7cd16f77bd
commit 79f917cf35
2 changed files with 29 additions and 6 deletions

View File

@@ -1,3 +1,4 @@
using System;
using Content.Shared.Solar;
using Content.Server.Solar.EntitySystems;
using Content.Server.GameObjects.Components;
@@ -5,6 +6,7 @@ using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.ViewVariables;
using Robust.Shared.Maths;
namespace Content.Server.Solar.Components
{
@@ -42,7 +44,9 @@ namespace Content.Server.Solar.Components
}
if (double.IsFinite(msg.AngularVelocity))
{
_powerSolarSystem.TargetPanelVelocity = msg.AngularVelocity.Reduced();
var degrees = msg.AngularVelocity.Degrees;
degrees = Math.Clamp(degrees, -PowerSolarSystem.MaxPanelVelocityDegrees, PowerSolarSystem.MaxPanelVelocityDegrees);
_powerSolarSystem.TargetPanelVelocity = Angle.FromDegrees(degrees);
}
break;
}

View File

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