Optimise slipperysystem (#4566)

* Optimise slipperysystem

That ToArray call no longer showing up on a profiler

* Woops
This commit is contained in:
metalgearsloth
2021-09-06 23:49:05 +10:00
committed by GitHub
parent f35ea5418d
commit b8911d58ac

View File

@@ -1,4 +1,6 @@
using System.Linq; using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.EffectBlocker; using Content.Shared.EffectBlocker;
using Content.Shared.Stunnable; using Content.Shared.Stunnable;
using JetBrains.Annotations; using JetBrains.Annotations;
@@ -12,6 +14,8 @@ namespace Content.Shared.Slippery
[UsedImplicitly] [UsedImplicitly]
public abstract class SharedSlipperySystem : EntitySystem public abstract class SharedSlipperySystem : EntitySystem
{ {
private List<SlipperyComponent> _slipped = new();
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
@@ -20,27 +24,44 @@ namespace Content.Shared.Slippery
private void HandleCollide(EntityUid uid, SlipperyComponent component, StartCollideEvent args) private void HandleCollide(EntityUid uid, SlipperyComponent component, StartCollideEvent args)
{ {
component.Colliding.Add(args.OtherFixture.Body.Owner.Uid); var otherUid = args.OtherFixture.Body.Owner.Uid;
if (!CanSlip(component, otherUid, out _)) return;
if (!_slipped.Contains(component))
_slipped.Add(component);
component.Colliding.Add(otherUid);
} }
/// <inheritdoc /> /// <inheritdoc />
public override void Update(float frameTime) public override void Update(float frameTime)
{ {
foreach (var slipperyComp in ComponentManager.EntityQuery<SlipperyComponent>().ToArray()) for (var i = _slipped.Count - 1; i >= 0; i--)
{ {
Update(slipperyComp); var slipperyComp = _slipped[i];
if (!Update(slipperyComp)) continue;
_slipped.RemoveAt(i);
} }
} }
public bool CanSlip(SlipperyComponent component, EntityUid uid, [NotNullWhen(true)] out SharedStunnableComponent? stunnableComponent)
{
if (!component.Slippery
|| component.Owner.IsInContainer()
|| component.Slipped.Contains(uid)
|| !ComponentManager.TryGetComponent<SharedStunnableComponent>(uid, out stunnableComponent))
{
stunnableComponent = null;
return false;
}
return true;
}
private bool TrySlip(SlipperyComponent component, IPhysBody ourBody, IPhysBody otherBody) private bool TrySlip(SlipperyComponent component, IPhysBody ourBody, IPhysBody otherBody)
{ {
if (!component.Slippery if (!CanSlip(component, otherBody.Owner.Uid, out var stun)) return false;
|| component.Owner.IsInContainer()
|| component.Slipped.Contains(otherBody.Owner.Uid)
|| !otherBody.Owner.TryGetComponent(out SharedStunnableComponent? stun))
{
return false;
}
if (otherBody.LinearVelocity.Length < component.RequiredSlipSpeed || stun.KnockedDown) if (otherBody.LinearVelocity.Length < component.RequiredSlipSpeed || stun.KnockedDown)
{ {
@@ -73,16 +94,15 @@ namespace Content.Shared.Slippery
// Until we get predicted slip sounds TM? // Until we get predicted slip sounds TM?
protected abstract void PlaySound(SlipperyComponent component); protected abstract void PlaySound(SlipperyComponent component);
// TODO: Now that we have StartCollide and EndCollide this should just use that to track bodies intersecting. private bool Update(SlipperyComponent component)
private void Update(SlipperyComponent component)
{ {
if (!component.Slippery) if (component.Deleted || !component.Slippery || component.Colliding.Count == 0)
return; return true;
if (!ComponentManager.TryGetComponent(component.Owner.Uid, out PhysicsComponent? body)) if (!ComponentManager.TryGetComponent(component.Owner.Uid, out PhysicsComponent? body))
{ {
component.Colliding.Clear(); component.Colliding.Clear();
return; return true;
} }
foreach (var uid in component.Colliding.ToArray()) foreach (var uid in component.Colliding.ToArray())
@@ -107,6 +127,8 @@ namespace Content.Shared.Slippery
if (!component.Slipped.Contains(uid)) if (!component.Slipped.Contains(uid))
TrySlip(component, body, otherPhysics); TrySlip(component, body, otherPhysics);
} }
return false;
} }
} }
} }