Files
RobustToolbox/Robust.Shared/Map/IMapManagerInternal.cs
Pieter-Jan Briers 22cf53fd1c Optimizations:
Use PLINQ for prototype loading. Most of the time is spent reading YAML so this should help a lot.
Don't regenerate collision for every tile placed by the map loader.
2020-01-15 16:13:22 +01:00

23 lines
768 B
C#

using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Timing;
namespace Robust.Shared.Map
{
/// <inheritdoc />
internal interface IMapManagerInternal : IMapManager
{
IGameTiming GameTiming { get; }
IEntityManager EntityManager { get; }
/// <summary>
/// Raises the OnTileChanged event.
/// </summary>
/// <param name="tileRef">A reference to the new tile.</param>
/// <param name="oldTile">The old tile that got replaced.</param>
void RaiseOnTileChanged(TileRef tileRef, Tile oldTile);
IMapGridInternal CreateGridNoEntity(MapId currentMapID, GridId? gridID = null, ushort chunkSize = 16, float snapSize = 1);
}
}