using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Shared.Map;
///
[Virtual]
internal partial class MapManager : IMapManagerInternal, IEntityEventSubscriber
{
[field: Dependency] public IGameTiming GameTiming { get; } = default!;
[field: Dependency] public IEntityManager EntityManager { get; } = default!;
[Dependency] private readonly IConsoleHost _conhost = default!;
///
public void Initialize()
{
#if DEBUG
DebugTools.Assert(!_dbgGuardInit);
DebugTools.Assert(!_dbgGuardRunning);
_dbgGuardInit = true;
#endif
InitializeMapPausing();
}
///
public void Startup()
{
#if DEBUG
DebugTools.Assert(_dbgGuardInit);
_dbgGuardRunning = true;
#endif
Logger.DebugS("map", "Starting...");
StartupGridTrees();
EnsureNullspaceExistsAndClear();
DebugTools.Assert(_grids.Count == 0);
DebugTools.Assert(!GridExists(GridId.Invalid));
}
///
public void Shutdown()
{
#if DEBUG
DebugTools.Assert(_dbgGuardInit);
#endif
Logger.DebugS("map", "Stopping...");
foreach (var mapComp in EntityManager.EntityQuery())
{
EntityManager.DeleteEntity(mapComp.Owner);
}
ShutdownGridTrees();
#if DEBUG
DebugTools.Assert(_grids.Count == 0);
DebugTools.Assert(!GridExists(GridId.Invalid));
_dbgGuardRunning = false;
#endif
}
///
public void Restart()
{
Logger.DebugS("map", "Restarting...");
// Don't just call Shutdown / Startup because we don't want to touch the subscriptions on gridtrees
// Restart can be called any time during a game, whereas shutdown / startup are typically called upon connection.
foreach (var mapComp in EntityManager.EntityQuery())
{
EntityManager.DeleteEntity(mapComp.Owner);
}
EnsureNullspaceExistsAndClear();
}
#if DEBUG
private bool _dbgGuardInit;
private bool _dbgGuardRunning;
#endif
}