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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.
25 lines
620 B
C#
25 lines
620 B
C#
using System.Collections.Generic;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Robust.Shared.Map
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{
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/// <inheritdoc />
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internal interface IMapChunkInternal : IMapChunk
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{
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bool SuppressCollisionRegeneration { get; set; }
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void RegenerateCollision();
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/// <summary>
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/// The last game simulation tick that this chunk was modified.
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/// </summary>
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GameTick LastModifiedTick { get; }
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/// <summary>
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/// The physical collision boxes of this chunk.
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/// </summary>
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IEnumerable<Box2> CollisionBoxes { get; }
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}
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}
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