Files
RobustToolbox/Robust.Server/GameObjects/EntitySystems/ServerMetaDataSystem.cs
Leon Friedrich 557de01532 Dirty PVS chunk when visibility mask changes (#3045)
* Dirty PVS chunk when visibility mask changes

* fix tests?

* aaaaaa

* maybe sorta finally fix tests

* directly return vis mask,

Also defaults to 1 only if visibility component does not exist.

* make sure everything has first bit set
2022-07-17 06:23:35 +10:00

20 lines
547 B
C#

using Robust.Server.GameStates;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Robust.Server.GameObjects;
public sealed class ServerMetaDataSystem : MetaDataSystem
{
[Dependency] private readonly PVSSystem _pvsSystem = default!;
public override void SetVisibilityMask(EntityUid uid, int value, MetaDataComponent? meta = null)
{
if (!Resolve(uid, ref meta) || meta.VisibilityMask == value)
return;
base.SetVisibilityMask(uid, value, meta);
_pvsSystem.MarkDirty(uid);
}
}