mirror of
https://github.com/space-wizards/RobustToolbox.git
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* Refactor map loading & saving * test fixes * ISerializationManager tweaks * Fix component composition * Try fix entity deserialization component composition * comments * CL * error preinit * a * cleanup * error if version is too new * Add AlwaysPushSerializationTest * Add auto-inclusion test * Better categorization * Combine test components * Save -> TrySave Also better handling for saving multiple entities individually * Create new partial class for map loading * Add OrphanSerializationTest * Include MapIds in BeforeSerializationEvent * Addd LifetimeSerializationTest * Add TestMixedLifetimeSerialization * Add CategorizationTest * explicitly serialize list of nullspace entities * Add backwards compatibility test * Version comments also fixes wrong v4 format * add MapMergeTest * Add NetEntity support * Optimize EntityDeserializer Avoid unnecessary component deserialization * fix assert & other bugs * fucking containers strike again * Fix deletion of pre-init entities * fix release note merge conflict * Update Robust.Shared/Map/MapManager.GridCollection.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * VV --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
82 lines
2.4 KiB
C#
82 lines
2.4 KiB
C#
using System.Linq;
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using Robust.Server.GameStates;
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using Robust.Shared;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Map.Events;
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namespace Robust.Server.GameObjects
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{
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public sealed class MapSystem : SharedMapSystem
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{
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly PvsSystem _pvs = default!;
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private bool _deleteEmptyGrids;
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protected override MapId GetNextMapId()
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{
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var id = new MapId(++LastMapId);
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while (MapExists(id) || UsedIds.Contains(id))
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{
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id = new MapId(++LastMapId);
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}
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return id;
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}
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protected override void UpdatePvsChunks(Entity<TransformComponent, MetaDataComponent> grid)
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{
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_pvs.GridParentChanged(grid);
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}
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MapGridComponent, EmptyGridEvent>(HandleGridEmpty);
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Subs.CVar(_cfg, CVars.GameDeleteEmptyGrids, SetGridDeletion, true);
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}
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private void SetGridDeletion(bool value)
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{
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_deleteEmptyGrids = value;
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// If we have any existing empty ones then cull them on setting the cvar
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if (_deleteEmptyGrids)
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{
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var toDelete = new ValueList<EntityUid>();
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var query = AllEntityQuery<MapGridComponent>();
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while (query.MoveNext(out var uid, out var grid))
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{
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if (!GridEmpty((uid, grid)))
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continue;
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toDelete.Add(uid);
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}
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foreach (var uid in toDelete)
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{
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EntityManager.DeleteEntity(uid);
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}
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}
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}
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private bool GridEmpty(Entity<MapGridComponent> entity)
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{
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return !(GetAllTiles(entity, entity).Any());
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}
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private void HandleGridEmpty(EntityUid uid, MapGridComponent component, EmptyGridEvent args)
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{
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if (!_deleteEmptyGrids || TerminatingOrDeleted(uid) || HasComp<MapComponent>(uid))
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return;
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EntityManager.DeleteEntity(args.GridId);
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}
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}
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}
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