mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
96 lines
2.6 KiB
C#
96 lines
2.6 KiB
C#
using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Robust.Shared.Map;
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/// <inheritdoc cref="IMapManager" />
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[Virtual]
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internal partial class MapManager : IMapManagerInternal, IEntityEventSubscriber
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{
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[field: Dependency] public IGameTiming GameTiming { get; } = default!;
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[field: Dependency] public IEntityManager EntityManager { get; } = default!;
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[Dependency] private readonly IConsoleHost _conhost = default!;
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private ISawmill _sawmill = default!;
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private SharedMapSystem _mapSystem = default!;
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private SharedTransformSystem _transformSystem = default!;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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/// <inheritdoc />
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public void Initialize()
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{
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_physicsQuery = EntityManager.GetEntityQuery<PhysicsComponent>();
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_xformQuery = EntityManager.GetEntityQuery<TransformComponent>();
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_sawmill = Logger.GetSawmill("map");
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#if DEBUG
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DebugTools.Assert(!_dbgGuardInit);
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DebugTools.Assert(!_dbgGuardRunning);
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_dbgGuardInit = true;
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#endif
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InitializeMapPausing();
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}
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/// <inheritdoc />
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public void Startup()
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{
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_transformSystem = EntityManager.System<SharedTransformSystem>();
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_mapSystem = EntityManager.System<SharedMapSystem>();
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#if DEBUG
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DebugTools.Assert(_dbgGuardInit);
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_dbgGuardRunning = true;
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#endif
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_sawmill.Debug("Starting...");
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}
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/// <inheritdoc />
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public void Shutdown()
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{
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#if DEBUG
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DebugTools.Assert(_dbgGuardInit);
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#endif
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_sawmill.Debug("Stopping...");
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// TODO: AllEntityQuery instead???
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var query = EntityManager.EntityQueryEnumerator<MapComponent>();
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while (query.MoveNext(out var uid, out _))
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{
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EntityManager.DeleteEntity(uid);
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}
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}
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/// <inheritdoc />
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public void Restart()
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{
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_sawmill.Debug("Restarting...");
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// Don't just call Shutdown / Startup because we don't want to touch the subscriptions on gridtrees
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// Restart can be called any time during a game, whereas shutdown / startup are typically called upon connection.
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var query = EntityManager.EntityQueryEnumerator<MapComponent>();
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while (query.MoveNext(out var uid, out _))
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{
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EntityManager.DeleteEntity(uid);
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}
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}
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#if DEBUG
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private bool _dbgGuardInit;
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private bool _dbgGuardRunning;
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#endif
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}
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