ApcNet updating fix (#3078)
* GridPowerComponent * ApcNet Powered update bugfix * PowerTest fix * Add GridPower to Saltern * test fix * Update canceling cleanup * code cleanup * nullable & code cleanup for test * undo power test nullable * Replaces GridPowerSystem with ApcNetSystem * build fix * Update Content.Server/GameObjects/EntitySystems/ApcNetSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
@@ -1,4 +1,4 @@
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components;
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using Content.Server.GameObjects.Components.Power;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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@@ -225,8 +225,9 @@ namespace Content.IntegrationTests.Tests
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{
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var mapMan = IoCManager.Resolve<IMapManager>();
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var entityMan = IoCManager.Resolve<IEntityManager>();
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mapMan.CreateMap(new MapId(1));
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var grid = mapMan.CreateGrid(new MapId(1));
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var mapId = new MapId(1);
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mapMan.CreateMap(mapId);
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var grid = mapMan.CreateGrid(mapId);
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var apcEnt = entityMan.SpawnEntity("ApcDummy", grid.ToCoordinates(0, 0));
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var apcExtensionEnt = entityMan.SpawnEntity("ApcExtensionCableDummy", grid.ToCoordinates(0, 1));
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@@ -1,8 +1,12 @@
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#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.NodeContainer.Nodes;
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using Content.Server.GameObjects.Components.Power;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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@@ -23,6 +27,8 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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void UpdatePowerProviderReceivers(PowerProviderComponent provider, int oldLoad, int newLoad);
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void Update(float frameTime);
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GridId? GridId { get; }
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}
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[NodeGroup(NodeGroupID.Apc)]
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@@ -44,10 +50,52 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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[ViewVariables]
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private int TotalPowerReceiverLoad { get => _totalPowerReceiverLoad; set => SetTotalPowerReceiverLoad(value); }
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GridId? IApcNet.GridId => GridId;
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private int _totalPowerReceiverLoad = 0;
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public static readonly IApcNet NullNet = new NullApcNet();
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public override void Initialize(Node sourceNode)
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{
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base.Initialize(sourceNode);
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EntitySystem.Get<ApcNetSystem>().AddApcNet(this);
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}
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protected override void AfterRemake(IEnumerable<INodeGroup> newGroups)
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{
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base.AfterRemake(newGroups);
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foreach (var group in newGroups)
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{
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if (group is not ApcNetNodeGroup apcNet)
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continue;
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apcNet.Powered = Powered;
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}
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StopUpdates();
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}
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protected override void OnGivingNodesForCombine(INodeGroup newGroup)
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{
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base.OnGivingNodesForCombine(newGroup);
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if (newGroup is ApcNetNodeGroup apcNet)
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{
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apcNet.Powered = Powered;
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}
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StopUpdates();
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}
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private void StopUpdates()
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{
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EntitySystem.Get<ApcNetSystem>().RemoveApcNet(this);
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}
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#region IApcNet Methods
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protected override void SetNetConnectorNet(BaseApcNetComponent netConnectorComponent)
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@@ -57,7 +105,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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public void AddApc(ApcComponent apc)
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{
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if (!apc.Owner.TryGetComponent<BatteryComponent>(out var battery))
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if (!apc.Owner.TryGetComponent(out BatteryComponent? battery))
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{
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return;
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}
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@@ -162,7 +210,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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/// It is important that this returns false, so <see cref="PowerProviderComponent"/>s with a <see cref="NullApcNet"/> have no power.
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/// </summary>
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public bool Powered => false;
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public GridId? GridId => default;
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public void AddApc(ApcComponent apc) { }
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public void AddPowerProvider(PowerProviderComponent provider) { }
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public void RemoveApc(ApcComponent apc) { }
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@@ -36,6 +36,12 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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[ViewVariables]
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public int NodeCount => Nodes.Count;
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/// <summary>
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/// Debug variable to indicate that this NodeGroup should not be being used by anything.
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/// </summary>
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[ViewVariables]
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public bool Removed { get; private set; } = false;
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public static readonly INodeGroup NullGroup = new NullNodeGroup();
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protected GridId GridId { get; private set;}
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@@ -70,6 +76,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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{
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node.NodeGroup = newGroup;
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}
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Removed = true;
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}
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/// <summary>
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@@ -92,6 +99,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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}
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}
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AfterRemake(newGroups);
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Removed = true;
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}
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protected virtual void OnAddNode(Node node) { }
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39
Content.Server/GameObjects/EntitySystems/ApcNetSystem.cs
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39
Content.Server/GameObjects/EntitySystems/ApcNetSystem.cs
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@@ -0,0 +1,39 @@
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#nullable enable
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using JetBrains.Annotations;
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using Robust.Server.Timing;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using System.Collections.Generic;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class ApcNetSystem : EntitySystem
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{
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[Dependency] private readonly IPauseManager _pauseManager = default!;
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private HashSet<IApcNet> _apcNets = new();
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public override void Update(float frameTime)
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{
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foreach (var apcNet in _apcNets)
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{
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var gridId = apcNet.GridId;
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if (gridId != null && !_pauseManager.IsGridPaused(gridId.Value))
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apcNet.Update(frameTime);
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}
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}
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public void AddApcNet(ApcNetNodeGroup apcNet)
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{
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_apcNets.Add(apcNet);
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}
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public void RemoveApcNet(ApcNetNodeGroup apcNet)
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{
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_apcNets.Remove(apcNet);
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}
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}
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}
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@@ -1,6 +1,4 @@
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#nullable enable
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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@@ -12,17 +10,10 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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public override void Update(float frameTime)
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{
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var uniqueApcNets = new HashSet<IApcNet>(); //could be improved by maintaining set instead of getting collection every frame
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foreach (var apc in ComponentManager.EntityQuery<ApcComponent>(false))
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{
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uniqueApcNets.Add(apc.Net);
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apc.Update();
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}
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foreach (var apcNet in uniqueApcNets)
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{
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apcNet.Update(frameTime);
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}
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}
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}
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}
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