Files
RobustToolbox/Robust.Shared/Map/MapManager.cs
T
Leon FriedrichandGitHub 9f913cd2d9 Fix RecursiveMapInit (#5052)
* Fix RecursiveMapInit

* re-use sawmill
2024-04-19 13:15:42 +10:00

78 lines
2.4 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.Physics.Collision;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Timing;
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 IManifoldManager _manifolds = default!;
[Dependency] private readonly IConsoleHost _conhost = default!;
private ISawmill _sawmill => _mapSystem.Log;
private SharedMapSystem _mapSystem = default!;
private SharedPhysicsSystem _physics = default!;
private SharedTransformSystem _transformSystem = default!;
private EntityQuery<GridTreeComponent> _gridTreeQuery;
private EntityQuery<MapGridComponent> _gridQuery;
/// <inheritdoc />
public void Initialize()
{
_gridTreeQuery = EntityManager.GetEntityQuery<GridTreeComponent>();
_gridQuery = EntityManager.GetEntityQuery<MapGridComponent>();
InitializeMapPausing();
}
/// <inheritdoc />
public void Startup()
{
_physics = EntityManager.System<SharedPhysicsSystem>();
_transformSystem = EntityManager.System<SharedTransformSystem>();
_mapSystem = EntityManager.System<SharedMapSystem>();
_sawmill.Debug("Starting...");
}
/// <inheritdoc />
public void Shutdown()
{
_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);
}
}
}