diff --git a/Robust.Server/GameObjects/EntitySystems/ServerMetaDataSystem.cs b/Robust.Server/GameObjects/EntitySystems/ServerMetaDataSystem.cs
index 961c5ac547..e826eb9c04 100644
--- a/Robust.Server/GameObjects/EntitySystems/ServerMetaDataSystem.cs
+++ b/Robust.Server/GameObjects/EntitySystems/ServerMetaDataSystem.cs
@@ -6,7 +6,7 @@ namespace Robust.Server.GameObjects;
public sealed class ServerMetaDataSystem : MetaDataSystem
{
- [Dependency] private readonly PVSSystem _pvsSystem = default!;
+ [Dependency] private readonly PvsSystem _pvsSystem = default!;
public override void Initialize()
{
@@ -60,7 +60,7 @@ public sealed class ServerMetaDataSystem : MetaDataSystem
///
/// If a new player gets attached to an entity, this will ensure that the player receives session-restricted
- /// component states by dirtying any restricted components.
+ /// component states by dirtying any restricted components.
///
private void OnActorPlayerAttach(EntityUid uid, MetaDataComponent meta, PlayerAttachedEvent args)
{
diff --git a/Robust.Server/GameStates/PVSCollection.cs b/Robust.Server/GameStates/PvsCollection.cs
similarity index 99%
rename from Robust.Server/GameStates/PVSCollection.cs
rename to Robust.Server/GameStates/PvsCollection.cs
index 5f1ba0b768..67c5b5177f 100644
--- a/Robust.Server/GameStates/PVSCollection.cs
+++ b/Robust.Server/GameStates/PvsCollection.cs
@@ -58,7 +58,7 @@ public sealed class PVSCollection : IPVSCollection where TIndex : ICompa
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector2i GetChunkIndices(Vector2 coordinates)
{
- return (coordinates / PVSSystem.ChunkSize).Floored();
+ return (coordinates / PvsSystem.ChunkSize).Floored();
}
///
diff --git a/Robust.Server/GameStates/PVSEntityVisiblity.cs b/Robust.Server/GameStates/PvsEntityVisibility.cs
similarity index 70%
rename from Robust.Server/GameStates/PVSEntityVisiblity.cs
rename to Robust.Server/GameStates/PvsEntityVisibility.cs
index 1759b87bdf..182c40a283 100644
--- a/Robust.Server/GameStates/PVSEntityVisiblity.cs
+++ b/Robust.Server/GameStates/PvsEntityVisibility.cs
@@ -1,6 +1,6 @@
namespace Robust.Server.GameStates;
-public enum PVSEntityVisiblity : byte
+public enum PvsEntityVisibility : byte
{
Entered,
StayedUnchanged,
diff --git a/Robust.Server/GameStates/PVSOverrideSystem.cs b/Robust.Server/GameStates/PvsOverrideSystem.cs
similarity index 87%
rename from Robust.Server/GameStates/PVSOverrideSystem.cs
rename to Robust.Server/GameStates/PvsOverrideSystem.cs
index 9de646c4f3..0c0813fad5 100644
--- a/Robust.Server/GameStates/PVSOverrideSystem.cs
+++ b/Robust.Server/GameStates/PvsOverrideSystem.cs
@@ -4,12 +4,12 @@ using Robust.Shared.Players;
namespace Robust.Server.GameStates;
///
-/// Placeholder system to expose some parts of the internal that allows entities to ignore
+/// Placeholder system to expose some parts of the internal that allows entities to ignore
/// normal PVS rules, such that they are always sent to clients.
///
-public sealed partial class PVSOverrideSystem : EntitySystem
+public sealed class PvsOverrideSystem : EntitySystem
{
- [Shared.IoC.Dependency] private readonly PVSSystem _pvs = default!;
+ [Shared.IoC.Dependency] private readonly PvsSystem _pvs = default!;
///
/// Used to ensure that an entity is always sent to every client. Overrides any client-specific overrides.
diff --git a/Robust.Server/GameStates/PVSSystem.Ack.cs b/Robust.Server/GameStates/PvsSystem.Ack.cs
similarity index 96%
rename from Robust.Server/GameStates/PVSSystem.Ack.cs
rename to Robust.Server/GameStates/PvsSystem.Ack.cs
index 53cf624096..7ef278e2c0 100644
--- a/Robust.Server/GameStates/PVSSystem.Ack.cs
+++ b/Robust.Server/GameStates/PvsSystem.Ack.cs
@@ -8,7 +8,7 @@ using Robust.Shared.Utility;
namespace Robust.Server.GameStates;
// This partial class contains code relating to acknowledging game states received by clients.
-internal sealed partial class PVSSystem
+internal sealed partial class PvsSystem
{
///
/// Invoked when a client ack message is received. Queues up for processing in parallel prior to sending game
@@ -45,7 +45,7 @@ internal sealed partial class PVSSystem
return;
var ackedTick = sessionData.LastReceivedAck;
- Dictionary? ackedData;
+ Dictionary? ackedData;
if (sessionData.Overflow != null && sessionData.Overflow.Value.Tick <= ackedTick)
{
diff --git a/Robust.Server/GameStates/PVSSystem.Dirty.cs b/Robust.Server/GameStates/PvsSystem.Dirty.cs
similarity index 98%
rename from Robust.Server/GameStates/PVSSystem.Dirty.cs
rename to Robust.Server/GameStates/PvsSystem.Dirty.cs
index 6bc059dccc..b14fc08dff 100644
--- a/Robust.Server/GameStates/PVSSystem.Dirty.cs
+++ b/Robust.Server/GameStates/PvsSystem.Dirty.cs
@@ -11,7 +11,7 @@ namespace Robust.Server.GameStates
///
/// Caching for dirty bodies
///
- internal sealed partial class PVSSystem
+ internal sealed partial class PvsSystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
diff --git a/Robust.Server/GameStates/PVSSystem.cs b/Robust.Server/GameStates/PvsSystem.cs
similarity index 96%
rename from Robust.Server/GameStates/PVSSystem.cs
rename to Robust.Server/GameStates/PvsSystem.cs
index f2f891d44a..98e216c072 100644
--- a/Robust.Server/GameStates/PVSSystem.cs
+++ b/Robust.Server/GameStates/PvsSystem.cs
@@ -24,7 +24,7 @@ using Robust.Shared.Utility;
namespace Robust.Server.GameStates;
-internal sealed partial class PVSSystem : EntitySystem
+internal sealed partial class PvsSystem : EntitySystem
{
[Shared.IoC.Dependency] private readonly IMapManagerInternal _mapManager = default!;
[Shared.IoC.Dependency] private readonly IPlayerManager _playerManager = default!;
@@ -69,9 +69,9 @@ internal sealed partial class PVSSystem : EntitySystem
private readonly List _pvsCollections = new();
- private readonly ObjectPool> _visSetPool
- = new DefaultObjectPool>(
- new DictPolicy(), MaxVisPoolSize);
+ private readonly ObjectPool> _visSetPool
+ = new DefaultObjectPool>(
+ new DictPolicy(), MaxVisPoolSize);
private readonly ObjectPool> _stackPool
= new DefaultObjectPool>(
@@ -785,10 +785,10 @@ internal sealed partial class PVSSystem : EntitySystem
continue;
}
- if (visiblity == PVSEntityVisiblity.StayedUnchanged)
+ if (visiblity == PvsEntityVisibility.StayedUnchanged)
continue;
- var entered = visiblity == PVSEntityVisiblity.Entered;
+ var entered = visiblity == PvsEntityVisibility.Entered;
var entFromTick = entered ? lastSeen.GetValueOrDefault(uid) : fromTick;
var state = GetEntityState(session, uid, entFromTick, mQuery.GetComponent(uid));
@@ -835,8 +835,8 @@ internal sealed partial class PVSSystem : EntitySystem
/// in a separate net message.
///
private List? ProcessLeavePVS(
- Dictionary visibleEnts,
- Dictionary? lastSent)
+ Dictionary visibleEnts,
+ Dictionary? lastSent)
{
if (lastSent == null)
return null;
@@ -854,9 +854,9 @@ internal sealed partial class PVSSystem : EntitySystem
[MethodImpl(MethodImplOptions.AggressiveOptimization)]
private void RecursivelyAddTreeNode(in EntityUid nodeIndex,
RobustTree tree,
- Dictionary? lastAcked,
- Dictionary? lastSent,
- Dictionary toSend,
+ Dictionary? lastAcked,
+ Dictionary? lastSent,
+ Dictionary toSend,
Dictionary lastSeen,
Dictionary metaDataCache,
Stack stack,
@@ -900,9 +900,9 @@ internal sealed partial class PVSSystem : EntitySystem
public bool RecursivelyAddOverride(
in EntityUid uid,
- Dictionary? lastAcked,
- Dictionary? lastSent,
- Dictionary toSend,
+ Dictionary? lastAcked,
+ Dictionary? lastSent,
+ Dictionary toSend,
Dictionary lastSeen,
in EntityQuery metaQuery,
in EntityQuery transQuery,
@@ -940,8 +940,8 @@ internal sealed partial class PVSSystem : EntitySystem
}
private (bool Entered, bool ShouldAdd) ProcessEntry(in EntityUid uid,
- Dictionary? lastAcked,
- Dictionary? lastSent,
+ Dictionary? lastAcked,
+ Dictionary? lastSent,
Dictionary lastSeen,
ref int newEntityCount,
ref int enteredEntityCount,
@@ -973,7 +973,7 @@ internal sealed partial class PVSSystem : EntitySystem
return (entered, true);
}
- private void AddToSendSet(in EntityUid uid, MetaDataComponent metaDataComponent, Dictionary toSend, GameTick fromTick, in bool entered, ref int entStateCount)
+ private void AddToSendSet(in EntityUid uid, MetaDataComponent metaDataComponent, Dictionary toSend, GameTick fromTick, in bool entered, ref int entStateCount)
{
if (metaDataComponent.EntityLifeStage >= EntityLifeStage.Terminating)
{
@@ -984,7 +984,7 @@ internal sealed partial class PVSSystem : EntitySystem
if (entered)
{
- toSend.Add(uid, PVSEntityVisiblity.Entered);
+ toSend.Add(uid, PvsEntityVisibility.Entered);
entStateCount++;
return;
}
@@ -992,12 +992,12 @@ internal sealed partial class PVSSystem : EntitySystem
if (metaDataComponent.EntityLastModifiedTick <= fromTick)
{
//entity has been sent before and hasnt been updated since
- toSend.Add(uid, PVSEntityVisiblity.StayedUnchanged);
+ toSend.Add(uid, PvsEntityVisibility.StayedUnchanged);
return;
}
//add us
- toSend.Add(uid, PVSEntityVisiblity.StayedChanged);
+ toSend.Add(uid, PvsEntityVisibility.StayedChanged);
entStateCount++;
}
@@ -1249,12 +1249,12 @@ internal sealed partial class PVSSystem : EntitySystem
///
/// All s that this session saw during the last ticks.
///
- public readonly OverflowDictionary> SentEntities = new(DirtyBufferSize);
+ public readonly OverflowDictionary> SentEntities = new(DirtyBufferSize);
///
/// The most recently acked entities
///
- public (GameTick Tick, Dictionary Data)? LastAcked;
+ public (GameTick Tick, Dictionary Data)? LastAcked;
///
/// Stores the last tick at which a given entity was acked by a player. Used to avoid re-sending the whole entity
@@ -1265,7 +1265,7 @@ internal sealed partial class PVSSystem : EntitySystem
///
/// overflow in case a player's last ack is more than ticks behind the current tick.
///
- public (GameTick Tick, Dictionary SentEnts)? Overflow;
+ public (GameTick Tick, Dictionary SentEnts)? Overflow;
///
/// If true, the client has explicitly requested a full state. Unlike the first state, we will send them
diff --git a/Robust.Server/GameStates/ServerGameStateManager.cs b/Robust.Server/GameStates/ServerGameStateManager.cs
index 85cebdf970..475afae0ff 100644
--- a/Robust.Server/GameStates/ServerGameStateManager.cs
+++ b/Robust.Server/GameStates/ServerGameStateManager.cs
@@ -35,7 +35,7 @@ namespace Robust.Server.GameStates
// Mapping of net UID of clients -> last known acked state.
private GameTick _lastOldestAck = GameTick.Zero;
- private PVSSystem _pvs = default!;
+ private PvsSystem _pvs = default!;
[Dependency] private readonly IServerEntityManager _entityManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
@@ -66,7 +66,7 @@ namespace Robust.Server.GameStates
public void PostInject()
{
- _logger = Logger.GetSawmill("PVS");
+ _logger = Logger.GetSawmill("gamestate");
}
///
@@ -77,7 +77,7 @@ namespace Robust.Server.GameStates
_networkManager.RegisterNetMessage(HandleStateAck);
_networkManager.RegisterNetMessage(HandleFullStateRequest);
- _pvs = _entityManager.System();
+ _pvs = _entityManager.System();
_parallelMgr.AddAndInvokeParallelCountChanged(ResetParallelism);
diff --git a/Robust.Server/Replays/ReplayRecordingManager.cs b/Robust.Server/Replays/ReplayRecordingManager.cs
index 180ccbf36c..4431480340 100644
--- a/Robust.Server/Replays/ReplayRecordingManager.cs
+++ b/Robust.Server/Replays/ReplayRecordingManager.cs
@@ -40,7 +40,7 @@ internal sealed class ReplayRecordingManager : IInternalReplayRecordingManager
[Dependency] private readonly INetConfigurationManager _netConf = default!;
private ISawmill _sawmill = default!;
- private PVSSystem _pvs = default!;
+ private PvsSystem _pvs = default!;
private List