* Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock
289 lines
9.6 KiB
C#
289 lines
9.6 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Client.Computer;
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using Content.Client.Stylesheets;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.SensorMonitoring;
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using JetBrains.Annotations;
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using Robust.Client.AutoGenerated;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Timing;
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using ConsoleUIState = Content.Shared.SensorMonitoring.SensorMonitoringConsoleBoundInterfaceState;
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using IncrementalUIState = Content.Shared.SensorMonitoring.SensorMonitoringIncrementalUpdate;
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namespace Content.Client.SensorMonitoring;
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[GenerateTypedNameReferences]
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public sealed partial class SensorMonitoringWindow : FancyWindow, IComputerWindow<ConsoleUIState>
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ILocalizationManager _loc = default!;
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private TimeSpan _retentionTime;
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private readonly Dictionary<int, SensorData> _sensorData = new();
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/// <summary>
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/// <para>A shared array used to store vertices for drawing graphs in <see cref="GraphView"/>.
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/// Prevents excessive allocations by reusing the same array across multiple graph views.</para>
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/// <para>This effectively makes it so that each <see cref="SensorMonitoringWindow"/> has its own pooled array.</para>
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/// </summary>
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private Vector2[] _sharedVertices = [];
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/// <summary>
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/// Retrieves a shared array of vertices, ensuring that it has at least the requested size.
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/// Assigns a new array of the requested size if the current shared array is smaller than the requested size.
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/// </summary>
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/// <param name="requestedSize">The minimum number of vertices required in the shared array.</param>
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/// <returns>An array of <see cref="System.Numerics.Vector2"/> representing the shared vertices.</returns>
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/// <remarks>This does not prevent other threads from accessing the same shared pool.</remarks>
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public Vector2[] GetSharedVertices(int requestedSize)
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{
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if (_sharedVertices.Length < requestedSize)
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{
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_sharedVertices = new Vector2[requestedSize];
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}
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return _sharedVertices;
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}
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public SensorMonitoringWindow()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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}
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public void UpdateState(ConsoleUIState state)
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{
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_retentionTime = state.RetentionTime;
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_sensorData.Clear();
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foreach (var netSensor in state.Sensors)
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{
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var sensor = new SensorData
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{
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Name = netSensor.Name,
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Address = netSensor.Address,
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DeviceType = netSensor.DeviceType
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};
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_sensorData.Add(netSensor.NetId, sensor);
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foreach (var netStream in netSensor.Streams)
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{
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var stream = new SensorStream
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{
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Name = netStream.Name,
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Unit = netStream.Unit
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};
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sensor.Streams.Add(netStream.NetId, stream);
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foreach (var sample in netStream.Samples)
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{
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stream.Samples.Enqueue(sample);
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}
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}
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}
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Update();
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}
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public void ReceiveMessage(BoundUserInterfaceMessage message)
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{
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if (message is not IncrementalUIState incremental)
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return;
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foreach (var removed in incremental.RemovedSensors)
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{
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_sensorData.Remove(removed);
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}
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foreach (var netSensor in incremental.Sensors)
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{
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// TODO: Fuck this doesn't work if a sensor is added while the UI is open.
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if (!_sensorData.TryGetValue(netSensor.NetId, out var sensor))
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continue;
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foreach (var netStream in netSensor.Streams)
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{
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// TODO: Fuck this doesn't work if a stream is added while the UI is open.
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if (!sensor.Streams.TryGetValue(netStream.NetId, out var stream))
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continue;
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foreach (var (time, value) in netStream.Samples)
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{
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stream.Samples.Enqueue(new SensorSample(time + incremental.RelTime, value));
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}
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}
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}
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CullOldSamples();
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Update();
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}
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private void Update()
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{
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Asdf.RemoveAllChildren();
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var curTime = _gameTiming.CurTime;
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var startTime = curTime - _retentionTime;
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foreach (var sensor in _sensorData.Values)
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{
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var labelName = new Label { Text = sensor.Name, StyleClasses = { StyleBase.StyleClassLabelHeading } };
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var labelAddress = new Label
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{
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Text = sensor.Address,
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Margin = new Thickness(4, 0),
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VerticalAlignment = VAlignment.Bottom,
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StyleClasses = { StyleNano.StyleClassLabelSecondaryColor }
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};
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Asdf.AddChild(new BoxContainer
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{
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Orientation = BoxContainer.LayoutOrientation.Horizontal, Children =
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{
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labelName,
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labelAddress
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}
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});
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foreach (var stream in sensor.Streams.Values)
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{
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var maxValue = stream.Samples.Max(x => x.Value);
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// TODO: Better way to do this?
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var lastSample = stream.Samples.Last();
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Asdf.AddChild(new BoxContainer
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{
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Orientation = BoxContainer.LayoutOrientation.Horizontal,
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Children =
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{
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new Label { Text = stream.Name, StyleClasses = { "monospace" }, HorizontalExpand = true },
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new Label { Text = FormatValue(stream.Unit, lastSample.Value) }
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}
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});
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Asdf.AddChild(new GraphView(stream.Samples, startTime, curTime, maxValue * 1.1f, this) { MinHeight = 150 });
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Asdf.AddChild(new PanelContainer { StyleClasses = { StyleBase.ClassLowDivider } });
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}
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}
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}
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private string FormatValue(SensorUnit unit, float value)
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{
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return _loc.GetString(
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"sensor-monitoring-value-display",
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("unit", unit.ToString()),
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("value", value));
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}
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private void CullOldSamples()
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{
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var startTime = _gameTiming.CurTime - _retentionTime;
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foreach (var sensor in _sensorData.Values)
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{
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foreach (var stream in sensor.Streams.Values)
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{
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while (stream.Samples.TryPeek(out var sample) && sample.Time < startTime)
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{
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stream.Samples.Dequeue();
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}
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}
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}
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}
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private sealed class SensorData
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{
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public string Name = "";
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public string Address = "";
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public SensorDeviceType DeviceType;
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public readonly Dictionary<int, SensorStream> Streams = new();
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}
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private sealed class SensorStream
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{
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public string Name = "";
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public SensorUnit Unit;
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public readonly Queue<SensorSample> Samples = new();
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}
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private sealed class GraphView : Control
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{
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private readonly Queue<SensorSample> _samples;
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private readonly TimeSpan _startTime;
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private readonly TimeSpan _curTime;
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private readonly float _maxY;
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private readonly SensorMonitoringWindow _parentWindow;
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public GraphView(Queue<SensorSample> samples,
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TimeSpan startTime,
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TimeSpan curTime,
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float maxY,
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SensorMonitoringWindow parentWindow)
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{
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_samples = samples;
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_startTime = startTime;
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_curTime = curTime;
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_maxY = maxY;
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RectClipContent = true;
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_parentWindow = parentWindow;
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}
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protected override void Draw(DrawingHandleScreen handle)
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{
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base.Draw(handle);
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var window = (float)(_curTime - _startTime).TotalSeconds;
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var countVtx = 0;
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var lastPoint = new Vector2(float.NaN, float.NaN);
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var requiredVertices = 6 * (_samples.Count - 1);
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var vertices = _parentWindow.GetSharedVertices(requiredVertices);
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foreach (var (time, sample) in _samples)
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{
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var relTime = (float)(time - _startTime).TotalSeconds;
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var posY = PixelHeight - (sample / _maxY) * PixelHeight;
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var posX = (relTime / window) * PixelWidth;
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var newPoint = new Vector2(posX, posY);
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if (float.IsFinite(lastPoint.X))
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{
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handle.DrawLine(lastPoint, newPoint, Color.White);
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vertices[countVtx++] = lastPoint;
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vertices[countVtx++] = lastPoint with { Y = PixelHeight };
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vertices[countVtx++] = newPoint;
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vertices[countVtx++] = newPoint;
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vertices[countVtx++] = lastPoint with { Y = PixelHeight };
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vertices[countVtx++] = newPoint with { Y = PixelHeight };
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}
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lastPoint = newPoint;
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}
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handle.DrawPrimitives(DrawPrimitiveTopology.TriangleList,
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vertices.AsSpan(0, countVtx),
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Color.White.WithAlpha(0.1f));
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}
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}
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}
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[UsedImplicitly]
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public sealed class
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SensorMonitoringConsoleBoundUserInterface : ComputerBoundUserInterface<SensorMonitoringWindow, ConsoleUIState>
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{
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public SensorMonitoringConsoleBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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}
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}
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