using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Timing;
namespace Robust.Shared.Map;
///
[Virtual]
internal partial class MapManager : IMapManagerInternal, IEntityEventSubscriber
{
[Dependency] public readonly IGameTiming GameTiming = default!;
[Dependency] public readonly IEntityManager EntityManager = default!;
[Dependency] private readonly IManifoldManager _manifolds = default!;
[Dependency] private readonly ILogManager _logManager = default!;
[Dependency] private readonly IConsoleHost _conhost = default!;
private ISawmill _sawmill = default!;
private SharedMapSystem _mapSystem = default!;
private SharedPhysicsSystem _physics = default!;
private SharedTransformSystem _transformSystem = default!;
private EntityQuery _gridTreeQuery;
private EntityQuery _gridQuery;
///
public void Initialize()
{
_gridTreeQuery = EntityManager.GetEntityQuery();
_gridQuery = EntityManager.GetEntityQuery();
InitializeMapPausing();
_sawmill = _logManager.GetSawmill("system.map");
}
///
public void Startup()
{
_physics = EntityManager.System();
_transformSystem = EntityManager.System();
_mapSystem = EntityManager.System();
_sawmill.Debug("Starting...");
}
///
public void Shutdown()
{
_sawmill.Debug("Stopping...");
// TODO: AllEntityQuery instead???
var query = EntityManager.EntityQueryEnumerator();
while (query.MoveNext(out var uid, out _))
{
EntityManager.DeleteEntity(uid);
}
}
///
public void Restart()
{
_sawmill.Debug("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.
var query = EntityManager.EntityQueryEnumerator();
while (query.MoveNext(out var uid, out _))
{
EntityManager.DeleteEntity(uid);
}
}
}