Fix ItemPlacer (#21160)

This is going to lead to many entities being ticked unnecessarily and performance problems.
This commit is contained in:
metalgearsloth 2023-10-27 13:14:01 +11:00 committed by Debug
parent c9f15e7246
commit 62877ef0d6
1 changed files with 5 additions and 4 deletions

View File

@ -9,6 +9,7 @@ namespace Content.Shared.Placeable;
/// </summary>
public sealed class ItemPlacerSystem : EntitySystem
{
[Dependency] private readonly CollisionWakeSystem _wake = default!;
[Dependency] private readonly PlaceableSurfaceSystem _placeableSurface = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
@ -25,8 +26,8 @@ public sealed class ItemPlacerSystem : EntitySystem
if (comp.Whitelist != null && !comp.Whitelist.IsValid(args.OtherEntity))
return;
// Disallow sleeping so we can detect when entity is removed from the heater.
_physics.SetSleepingAllowed(args.OtherEntity, args.OtherBody, false);
if (TryComp<CollisionWakeComponent>(uid, out var wakeComp))
_wake.SetEnabled(uid, false, wakeComp);
var count = comp.PlacedEntities.Count;
if (comp.MaxEntities == 0 || count < comp.MaxEntities)
@ -46,8 +47,8 @@ public sealed class ItemPlacerSystem : EntitySystem
private void OnEndCollide(EntityUid uid, ItemPlacerComponent comp, ref EndCollideEvent args)
{
// Re-allow sleeping.
_physics.SetSleepingAllowed(args.OtherEntity, args.OtherBody, true);
if (TryComp<CollisionWakeComponent>(uid, out var wakeComp))
_wake.SetEnabled(uid, true, wakeComp);
comp.PlacedEntities.Remove(args.OtherEntity);