Files
RobustToolbox/Robust.Shared/Map/MapManager.cs
2023-07-23 20:50:23 +10:00

96 lines
2.6 KiB
C#

using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map.Components;
using Robust.Shared.Maths;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Shared.Map;
/// <inheritdoc cref="IMapManager" />
[Virtual]
internal partial class MapManager : IMapManagerInternal, IEntityEventSubscriber
{
[field: Dependency] public IGameTiming GameTiming { get; } = default!;
[field: Dependency] public IEntityManager EntityManager { get; } = default!;
[Dependency] private readonly IConsoleHost _conhost = default!;
private ISawmill _sawmill = default!;
private SharedMapSystem _mapSystem = default!;
private SharedTransformSystem _transformSystem = default!;
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<TransformComponent> _xformQuery;
/// <inheritdoc />
public void Initialize()
{
_physicsQuery = EntityManager.GetEntityQuery<PhysicsComponent>();
_xformQuery = EntityManager.GetEntityQuery<TransformComponent>();
_sawmill = Logger.GetSawmill("map");
#if DEBUG
DebugTools.Assert(!_dbgGuardInit);
DebugTools.Assert(!_dbgGuardRunning);
_dbgGuardInit = true;
#endif
InitializeMapPausing();
}
/// <inheritdoc />
public void Startup()
{
_transformSystem = EntityManager.System<SharedTransformSystem>();
_mapSystem = EntityManager.System<SharedMapSystem>();
#if DEBUG
DebugTools.Assert(_dbgGuardInit);
_dbgGuardRunning = true;
#endif
_sawmill.Debug("Starting...");
}
/// <inheritdoc />
public void Shutdown()
{
#if DEBUG
DebugTools.Assert(_dbgGuardInit);
#endif
_sawmill.Debug("Stopping...");
// TODO: AllEntityQuery instead???
var query = EntityManager.EntityQueryEnumerator<MapComponent>();
while (query.MoveNext(out var uid, out _))
{
EntityManager.DeleteEntity(uid);
}
}
/// <inheritdoc />
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<MapComponent>();
while (query.MoveNext(out var uid, out _))
{
EntityManager.DeleteEntity(uid);
}
}
#if DEBUG
private bool _dbgGuardInit;
private bool _dbgGuardRunning;
#endif
}