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