Powernet Recalculation simplification (#1427)
Co-authored-by: py01 <pyronetics01@gmail.com>
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using System.Collections.Generic;
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namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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{
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/// <summary>
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/// Maintains a set of <see cref="IPowerNet"/>s that need to be updated with <see cref="IPowerNet.UpdateConsumerReceivedPower"/>.
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/// Defers updating to reduce recalculations when a group is altered multiple times in a frame.
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/// </summary>
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public interface IPowerNetManager
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{
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/// <summary>
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/// Queue up an <see cref="IPowerNet"/> to be updated.
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/// </summary>
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void AddDirtyPowerNet(IPowerNet powerNet);
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void Update(float frameTime);
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}
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public class PowerNetManager : IPowerNetManager
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{
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private readonly HashSet<IPowerNet> _dirtyPowerNets = new HashSet<IPowerNet>();
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public void AddDirtyPowerNet(IPowerNet powerNet)
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{
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_dirtyPowerNets.Add(powerNet);
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}
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public void Update(float frameTime)
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{
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foreach (var powerNet in _dirtyPowerNets)
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{
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powerNet.UpdateConsumerReceivedPower();
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}
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_dirtyPowerNets.Clear();
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}
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}
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}
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