* Optimise navmaps significantly - Reduce the delta state size significantly. - Remove AirtightChangedEvent because this will spam them out constantly. * weh * review --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
73 lines
1.9 KiB
C#
73 lines
1.9 KiB
C#
using Content.Shared.Atmos;
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using Content.Shared.Pinpointer;
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using Robust.Shared.GameStates;
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namespace Content.Client.Pinpointer;
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public sealed partial class NavMapSystem : SharedNavMapSystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NavMapComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, NavMapComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not NavMapComponentState state)
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return;
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if (!state.FullState)
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{
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foreach (var index in component.Chunks.Keys)
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{
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if (!state.AllChunks!.Contains(index))
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component.Chunks.Remove(index);
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}
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foreach (var beacon in component.Beacons)
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{
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if (!state.AllBeacons!.Contains(beacon))
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component.Beacons.Remove(beacon);
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}
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}
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else
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{
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foreach (var index in component.Chunks.Keys)
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{
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if (!state.Chunks.ContainsKey(index))
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component.Chunks.Remove(index);
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}
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foreach (var beacon in component.Beacons)
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{
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if (!state.Beacons.Contains(beacon))
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component.Beacons.Remove(beacon);
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}
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}
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foreach (var (origin, chunk) in state.Chunks)
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{
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var newChunk = new NavMapChunk(origin);
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for (var i = 0; i < NavMapComponent.Categories; i++)
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{
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var newData = chunk[i];
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if (newData == null)
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continue;
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newChunk.TileData[i] = new(newData);
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}
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component.Chunks[origin] = newChunk;
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}
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foreach (var beacon in state.Beacons)
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{
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component.Beacons.Add(beacon);
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}
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}
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}
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