Dependency update / fixes / skrungle bungle (#23745)
* Give .props files 2-space indents.
* Move to Central Package Management.
Allows us to store NuGet package versions all in one place. Yay!
* Update NuGet packages and fix code for changes.
Notable:
Changes to ILVerify.
Npgsql doesn't need hacks for inet anymore, now we need hacks to make the old code work with this new reality.
NUnit's analyzers are already complaining and I didn't even update it to 4.x yet.
TerraFX changed to GetLastSystemError so error handling had to be changed.
Buncha APIs have more NRT annotations.
* Remove dotnet-eng NuGet package source.
I genuinely don't know what this was for, and Central Package Management starts throwing warnings about it, so YEET.
* Remove Robust.Physics project.
Never used.
* Remove erroneous NVorbis reference.
Should be VorbisPizza and otherwise wasn't used.
* Sandbox fixes
* Remove unused unit test package references.
Castle.Core and NUnit.ConsoleRunner.
* Update NUnit to 4.0.1
This requires replacing all the old assertion methods because they removed them 🥲
* Oh so that's what dotnet-eng was used for. Yeah ok that makes sense.
* Add Robust.Analyzers.Test
* Update submodule
* commit to re-run CI
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@@ -16,7 +16,7 @@ namespace Content.Shared.Atmos
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public readonly Vector2i Index;
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public readonly Vector2i Origin;
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public GasOverlayData[][] TileData = new GasOverlayData[ChunkSize][];
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public GasOverlayData[] TileData = new GasOverlayData[ChunkSize * ChunkSize];
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[NonSerialized]
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public GameTick LastUpdate;
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@@ -25,31 +25,25 @@ namespace Content.Shared.Atmos
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{
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Index = index;
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Origin = Index * ChunkSize;
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// For whatever reason, net serialize does not like multi_D arrays. So Jagged it is.
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for (var i = 0; i < ChunkSize; i++)
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{
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TileData[i] = new GasOverlayData[ChunkSize];
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}
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}
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public GasOverlayChunk(GasOverlayChunk data)
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{
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Index = data.Index;
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Origin = data.Origin;
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for (int i = 0; i < ChunkSize; i++)
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{
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// This does not clone the opacity array. However, this chunk cloning is only used by the client,
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// which never modifies that directly. So this should be fine.
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var array = TileData[i] = new GasOverlayData[ChunkSize];
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Array.Copy(data.TileData[i], array, ChunkSize);
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}
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// This does not clone the opacity array. However, this chunk cloning is only used by the client,
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// which never modifies that directly. So this should be fine.
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Array.Copy(data.TileData, TileData, data.TileData.Length);
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}
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public ref GasOverlayData GetData(Vector2i gridIndices)
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/// <summary>
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/// Resolve a data index into <see cref="TileData"/> for the given grid index.
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/// </summary>
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public int GetDataIndex(Vector2i gridIndices)
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{
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DebugTools.Assert(InBounds(gridIndices));
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return ref TileData[gridIndices.X - Origin.X][gridIndices.Y - Origin.Y];
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return (gridIndices.X - Origin.X) + (gridIndices.Y - Origin.Y) * ChunkSize;
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}
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private bool InBounds(Vector2i gridIndices)
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@@ -63,37 +57,32 @@ namespace Content.Shared.Atmos
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public struct GasChunkEnumerator
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{
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private GasOverlayChunk _chunk;
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public int X = 0;
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public int Y = -1;
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private GasOverlayData[] _column;
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private readonly GasOverlayData[] _tileData;
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private int _index = -1;
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public int X = ChunkSize - 1;
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public int Y = -1;
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public GasChunkEnumerator(GasOverlayChunk chunk)
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{
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_chunk = chunk;
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_column = _chunk.TileData[0];
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_tileData = chunk.TileData;
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}
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public bool MoveNext(out GasOverlayData gas)
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{
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while (X < ChunkSize)
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while (_index < _tileData.Length)
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{
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// We want to increment Y before returning, but we also want it to match the current Y coordinate for
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// the returned gas, so using a slightly different logic for the Y loop.
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while (Y < ChunkSize - 1)
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X += 1;
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if (X >= ChunkSize)
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{
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Y++;
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gas = _column[Y];
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if (!gas.Equals(default))
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return true;
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X = 0;
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Y += 1;
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}
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X++;
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if (X < ChunkSize)
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_column = _chunk.TileData[X];
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Y = -1;
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_index += 1;
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gas = _tileData[_index];
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if (!gas.Equals(default))
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return true;
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}
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gas = default;
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