mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
617 lines
22 KiB
C#
617 lines
22 KiB
C#
using System.Linq;
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using System.Numerics;
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using System.Threading.Tasks;
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using Content.Server.Administration.Logs;
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using Content.Server.Administration.Managers;
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using Content.Shared.Administration;
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using Content.Shared.Chunking;
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using Content.Shared.Database;
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using Content.Shared.Decals;
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using Content.Shared.Maps;
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using Microsoft.Extensions.ObjectPool;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Threading;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using static Content.Shared.Decals.DecalGridComponent;
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using ChunkIndicesEnumerator = Robust.Shared.Map.Enumerators.ChunkIndicesEnumerator;
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namespace Content.Server.Decals
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{
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public sealed class DecalSystem : SharedDecalSystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IAdminManager _adminManager = default!;
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[Dependency] private readonly IParallelManager _parMan = default!;
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[Dependency] private readonly ChunkingSystem _chunking = default!;
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[Dependency] private readonly IConfigurationManager _conf = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly TurfSystem _turf = default!;
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private readonly Dictionary<NetEntity, HashSet<Vector2i>> _dirtyChunks = new();
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private readonly Dictionary<ICommonSession, Dictionary<NetEntity, HashSet<Vector2i>>> _previousSentChunks = new();
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private static readonly Vector2 _boundsMinExpansion = new(0.01f, 0.01f);
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private static readonly Vector2 _boundsMaxExpansion = new(1.01f, 1.01f);
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private UpdatePlayerJob _updateJob;
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private List<ICommonSession> _sessions = new();
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// If this ever gets parallelised then you'll want to increase the pooled count.
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private ObjectPool<HashSet<Vector2i>> _chunkIndexPool =
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new DefaultObjectPool<HashSet<Vector2i>>(
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new DefaultPooledObjectPolicy<HashSet<Vector2i>>(), 64);
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private ObjectPool<Dictionary<NetEntity, HashSet<Vector2i>>> _chunkViewerPool =
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new DefaultObjectPool<Dictionary<NetEntity, HashSet<Vector2i>>>(
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new DefaultPooledObjectPolicy<Dictionary<NetEntity, HashSet<Vector2i>>>(), 64);
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public override void Initialize()
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{
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base.Initialize();
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_updateJob = new UpdatePlayerJob()
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{
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System = this,
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Sessions = _sessions,
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};
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
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SubscribeNetworkEvent<RequestDecalPlacementEvent>(OnDecalPlacementRequest);
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SubscribeNetworkEvent<RequestDecalRemovalEvent>(OnDecalRemovalRequest);
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SubscribeLocalEvent<PostGridSplitEvent>(OnGridSplit);
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Subs.CVar(_conf, CVars.NetPVS, OnPvsToggle, true);
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}
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private void OnPvsToggle(bool value)
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{
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if (value == PvsEnabled)
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return;
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PvsEnabled = value;
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if (value)
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return;
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foreach (var playerData in _previousSentChunks.Values)
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{
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playerData.Clear();
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}
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var query = AllEntityQuery<DecalGridComponent, MetaDataComponent>();
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while (query.MoveNext(out var uid, out var grid, out var meta))
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{
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grid.ForceTick = _timing.CurTick;
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Dirty(uid, grid, meta);
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}
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}
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private void OnGridSplit(ref PostGridSplitEvent ev)
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{
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if (!TryComp(ev.OldGrid, out DecalGridComponent? oldComp))
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return;
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if (!TryComp(ev.Grid, out DecalGridComponent? newComp))
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return;
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// Transfer decals over to the new grid.
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var enumerator = _mapSystem.GetAllTilesEnumerator(ev.Grid, Comp<MapGridComponent>(ev.Grid));
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var oldChunkCollection = oldComp.ChunkCollection.ChunkCollection;
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var chunkCollection = newComp.ChunkCollection.ChunkCollection;
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while (enumerator.MoveNext(out var tile))
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{
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var tilePos = (Vector2) tile.Value.GridIndices;
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var chunkIndices = GetChunkIndices(tilePos);
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if (!oldChunkCollection.TryGetValue(chunkIndices, out var oldChunk))
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continue;
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var bounds = new Box2(tilePos - _boundsMinExpansion, tilePos + _boundsMaxExpansion);
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var toRemove = new RemQueue<uint>();
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foreach (var (oldDecalId, decal) in oldChunk.Decals)
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{
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if (!bounds.Contains(decal.Coordinates))
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continue;
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var newDecalId = newComp.ChunkCollection.NextDecalId++;
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var newChunk = chunkCollection.GetOrNew(chunkIndices);
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newChunk.Decals[newDecalId] = decal;
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newComp.DecalIndex[newDecalId] = chunkIndices;
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toRemove.Add(oldDecalId);
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}
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foreach (var oldDecalId in toRemove)
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{
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oldChunk.Decals.Remove(oldDecalId);
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oldComp.DecalIndex.Remove(oldDecalId);
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}
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DirtyChunk(ev.Grid, chunkIndices, chunkCollection.GetOrNew(chunkIndices));
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if (oldChunk.Decals.Count == 0)
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oldChunkCollection.Remove(chunkIndices);
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if (toRemove.List?.Count > 0)
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DirtyChunk(ev.OldGrid, chunkIndices, oldChunk);
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}
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
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}
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private void OnTileChanged(ref TileChangedEvent args)
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{
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if (!TryComp(args.Entity, out DecalGridComponent? grid))
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return;
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var toDelete = new HashSet<uint>();
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foreach (var change in args.Changes)
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{
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if (!_turf.IsSpace(change.NewTile))
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continue;
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var indices = GetChunkIndices(change.GridIndices);
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if (!grid.ChunkCollection.ChunkCollection.TryGetValue(indices, out var chunk))
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continue;
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toDelete.Clear();
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foreach (var (uid, decal) in chunk.Decals)
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{
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if (new Vector2((int)Math.Floor(decal.Coordinates.X), (int)Math.Floor(decal.Coordinates.Y)) ==
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change.GridIndices)
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{
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toDelete.Add(uid);
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}
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}
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if (toDelete.Count == 0)
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continue;
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foreach (var decalId in toDelete)
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{
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grid.DecalIndex.Remove(decalId);
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chunk.Decals.Remove(decalId);
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}
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DirtyChunk(args.Entity, indices, chunk);
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if (chunk.Decals.Count == 0)
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grid.ChunkCollection.ChunkCollection.Remove(indices);
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}
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}
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private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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switch (e.NewStatus)
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{
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case SessionStatus.InGame:
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_previousSentChunks[e.Session] = new();
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break;
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case SessionStatus.Disconnected:
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_previousSentChunks.Remove(e.Session);
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break;
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}
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}
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private void OnDecalPlacementRequest(RequestDecalPlacementEvent ev, EntitySessionEventArgs eventArgs)
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{
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if (eventArgs.SenderSession is not { } session)
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return;
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// bad
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if (!_adminManager.HasAdminFlag(session, AdminFlags.Spawn))
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return;
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var coordinates = GetCoordinates(ev.Coordinates);
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if (!coordinates.IsValid(EntityManager))
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return;
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if (!TryAddDecal(ev.Decal, coordinates, out _))
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return;
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if (eventArgs.SenderSession.AttachedEntity != null)
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{
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_adminLogger.Add(LogType.CrayonDraw, LogImpact.Low,
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$"{ToPrettyString(eventArgs.SenderSession.AttachedEntity.Value):actor} drew a {ev.Decal.Color} {ev.Decal.Id} at {ev.Coordinates}");
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}
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else
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{
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_adminLogger.Add(LogType.CrayonDraw, LogImpact.Low,
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$"{eventArgs.SenderSession.Name} drew a {ev.Decal.Color} {ev.Decal.Id} at {ev.Coordinates}");
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}
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}
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private void OnDecalRemovalRequest(RequestDecalRemovalEvent ev, EntitySessionEventArgs eventArgs)
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{
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if (eventArgs.SenderSession is not { } session)
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return;
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// bad
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if (!_adminManager.HasAdminFlag(session, AdminFlags.Spawn))
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return;
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var coordinates = GetCoordinates(ev.Coordinates);
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if (!coordinates.IsValid(EntityManager))
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return;
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var gridId = _transform.GetGrid(coordinates);
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if (gridId == null)
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return;
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// remove all decals on the same tile
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foreach (var (decalId, decal) in GetDecalsInRange(gridId.Value, ev.Coordinates.Position))
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{
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if (eventArgs.SenderSession.AttachedEntity != null)
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{
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_adminLogger.Add(LogType.CrayonDraw, LogImpact.Low,
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$"{ToPrettyString(eventArgs.SenderSession.AttachedEntity.Value):actor} removed a {decal.Color} {decal.Id} at {ev.Coordinates}");
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}
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else
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{
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_adminLogger.Add(LogType.CrayonDraw, LogImpact.Low,
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$"{eventArgs.SenderSession.Name} removed a {decal.Color} {decal.Id} at {ev.Coordinates}");
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}
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RemoveDecal(gridId.Value, decalId);
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}
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}
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protected override void DirtyChunk(EntityUid uid, Vector2i chunkIndices, DecalChunk chunk)
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{
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var id = GetNetEntity(uid);
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chunk.LastModified = _timing.CurTick;
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if(!_dirtyChunks.ContainsKey(id))
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_dirtyChunks[id] = new HashSet<Vector2i>();
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_dirtyChunks[id].Add(chunkIndices);
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}
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public bool TryAddDecal(string id, EntityCoordinates coordinates, out uint decalId, Color? color = null, Angle? rotation = null, int zIndex = 0, bool cleanable = false)
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{
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rotation ??= Angle.Zero;
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var decal = new Decal(coordinates.Position, id, color, rotation.Value, zIndex, cleanable);
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return TryAddDecal(decal, coordinates, out decalId);
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}
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public bool TryAddDecal(Decal decal, EntityCoordinates coordinates, out uint decalId)
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{
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decalId = 0;
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if (!PrototypeManager.HasIndex<DecalPrototype>(decal.Id))
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return false;
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var gridId = _transform.GetGrid(coordinates);
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if (!TryComp(gridId, out MapGridComponent? grid))
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return false;
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if (_turf.IsSpace(_mapSystem.GetTileRef(gridId.Value, grid, coordinates)))
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return false;
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if (!TryComp(gridId, out DecalGridComponent? comp))
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return false;
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decalId = comp.ChunkCollection.NextDecalId++;
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var chunkIndices = GetChunkIndices(decal.Coordinates);
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var chunk = comp.ChunkCollection.ChunkCollection.GetOrNew(chunkIndices);
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chunk.Decals[decalId] = decal;
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comp.DecalIndex[decalId] = chunkIndices;
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DirtyChunk(gridId.Value, chunkIndices, chunk);
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return true;
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}
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public override bool RemoveDecal(EntityUid gridId, uint decalId, DecalGridComponent? component = null)
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=> RemoveDecalInternal(gridId, decalId, out _, component);
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public override HashSet<(uint Index, Decal Decal)> GetDecalsInRange(EntityUid gridId, Vector2 position, float distance = 0.75f, Func<Decal, bool>? validDelegate = null)
|
|
{
|
|
var decalIds = new HashSet<(uint, Decal)>();
|
|
var chunkCollection = ChunkCollection(gridId);
|
|
var chunkIndices = GetChunkIndices(position);
|
|
if (chunkCollection == null || !chunkCollection.TryGetValue(chunkIndices, out var chunk))
|
|
return decalIds;
|
|
|
|
foreach (var (uid, decal) in chunk.Decals)
|
|
{
|
|
if ((position - decal.Coordinates - new Vector2(0.5f, 0.5f)).Length() > distance)
|
|
continue;
|
|
|
|
if (validDelegate == null || validDelegate(decal))
|
|
{
|
|
decalIds.Add((uid, decal));
|
|
}
|
|
}
|
|
|
|
return decalIds;
|
|
}
|
|
|
|
public HashSet<(uint Index, Decal Decal)> GetDecalsIntersecting(EntityUid gridUid, Box2 bounds, DecalGridComponent? component = null)
|
|
{
|
|
var decalIds = new HashSet<(uint, Decal)>();
|
|
var chunkCollection = ChunkCollection(gridUid, component);
|
|
|
|
if (chunkCollection == null)
|
|
return decalIds;
|
|
|
|
var chunks = new ChunkIndicesEnumerator(bounds, ChunkSize);
|
|
|
|
while (chunks.MoveNext(out var chunkOrigin))
|
|
{
|
|
if (!chunkCollection.TryGetValue(chunkOrigin.Value, out var chunk))
|
|
continue;
|
|
|
|
foreach (var (id, decal) in chunk.Decals)
|
|
{
|
|
if (!bounds.Contains(decal.Coordinates))
|
|
continue;
|
|
|
|
decalIds.Add((id, decal));
|
|
}
|
|
}
|
|
|
|
return decalIds;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Changes a decals position. Note this will actually result in a new decal being created, possibly on a new grid or chunk.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If the new position is invalid, this will result in the decal getting deleted.
|
|
/// </remarks>
|
|
public bool SetDecalPosition(EntityUid gridId, uint decalId, EntityCoordinates coordinates, DecalGridComponent? comp = null)
|
|
{
|
|
if (!Resolve(gridId, ref comp))
|
|
return false;
|
|
|
|
if (!RemoveDecalInternal(gridId, decalId, out var removed, comp))
|
|
return false;
|
|
|
|
return TryAddDecal(removed.WithCoordinates(coordinates.Position), coordinates, out _);
|
|
}
|
|
|
|
private bool ModifyDecal(EntityUid gridId, uint decalId, Func<Decal, Decal> modifyDecal, DecalGridComponent? comp = null)
|
|
{
|
|
if (!Resolve(gridId, ref comp))
|
|
return false;
|
|
|
|
if (!comp.DecalIndex.TryGetValue(decalId, out var indices))
|
|
return false;
|
|
|
|
var chunk = comp.ChunkCollection.ChunkCollection[indices];
|
|
var decal = chunk.Decals[decalId];
|
|
chunk.Decals[decalId] = modifyDecal(decal);
|
|
DirtyChunk(gridId, indices, chunk);
|
|
return true;
|
|
}
|
|
|
|
public bool SetDecalColor(EntityUid gridId, uint decalId, Color? value, DecalGridComponent? comp = null)
|
|
=> ModifyDecal(gridId, decalId, x => x.WithColor(value), comp);
|
|
|
|
public bool SetDecalRotation(EntityUid gridId, uint decalId, Angle value, DecalGridComponent? comp = null)
|
|
=> ModifyDecal(gridId, decalId, x => x.WithRotation(value), comp);
|
|
|
|
public bool SetDecalZIndex(EntityUid gridId, uint decalId, int value, DecalGridComponent? comp = null)
|
|
=> ModifyDecal(gridId, decalId, x => x.WithZIndex(value), comp);
|
|
|
|
public bool SetDecalCleanable(EntityUid gridId, uint decalId, bool value, DecalGridComponent? comp = null)
|
|
=> ModifyDecal(gridId, decalId, x => x.WithCleanable(value), comp);
|
|
|
|
public bool SetDecalId(EntityUid gridId, uint decalId, string id, DecalGridComponent? comp = null)
|
|
{
|
|
if (!PrototypeManager.HasIndex<DecalPrototype>(id))
|
|
throw new ArgumentOutOfRangeException($"Tried to set decal id to invalid prototypeid: {id}");
|
|
|
|
return ModifyDecal(gridId, decalId, x => x.WithId(id), comp);
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
foreach (var ent in _dirtyChunks.Keys)
|
|
{
|
|
if (TryGetEntity(ent, out var uid) && TryComp(uid, out DecalGridComponent? decals))
|
|
Dirty(uid.Value, decals);
|
|
}
|
|
|
|
if (!PvsEnabled)
|
|
{
|
|
_dirtyChunks.Clear();
|
|
return;
|
|
}
|
|
|
|
if (PvsEnabled)
|
|
{
|
|
_sessions.Clear();
|
|
|
|
foreach (var session in _playerManager.Sessions)
|
|
{
|
|
if (session.Status != SessionStatus.InGame)
|
|
continue;
|
|
|
|
_sessions.Add(session);
|
|
}
|
|
|
|
if (_sessions.Count > 0)
|
|
_parMan.ProcessNow(_updateJob, _sessions.Count);
|
|
}
|
|
|
|
_dirtyChunks.Clear();
|
|
}
|
|
|
|
public void UpdatePlayer(ICommonSession player)
|
|
{
|
|
var chunksInRange = _chunking.GetChunksForSession(player, ChunkSize, _chunkIndexPool, _chunkViewerPool);
|
|
var staleChunks = _chunkViewerPool.Get();
|
|
var previouslySent = _previousSentChunks[player];
|
|
|
|
// Get any chunks not in range anymore
|
|
// Then, remove them from previousSentChunks (for stuff like grids out of range)
|
|
// and also mark them as stale for networking.
|
|
|
|
foreach (var (netGrid, oldIndices) in previouslySent)
|
|
{
|
|
// Mark the whole grid as stale and flag for removal.
|
|
if (!chunksInRange.TryGetValue(netGrid, out var chunks))
|
|
{
|
|
previouslySent.Remove(netGrid);
|
|
|
|
// Was the grid deleted?
|
|
if (TryGetEntity(netGrid, out var gridId) && HasComp<MapGridComponent>(gridId.Value))
|
|
{
|
|
// no -> add it to the list of stale chunks
|
|
staleChunks[netGrid] = oldIndices;
|
|
}
|
|
else
|
|
{
|
|
// If the grid was deleted then don't worry about telling the client to delete the chunk.
|
|
oldIndices.Clear();
|
|
_chunkIndexPool.Return(oldIndices);
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
var elmo = _chunkIndexPool.Get();
|
|
|
|
// Get individual stale chunks.
|
|
foreach (var chunk in oldIndices)
|
|
{
|
|
if (chunks.Contains(chunk))
|
|
continue;
|
|
|
|
elmo.Add(chunk);
|
|
}
|
|
|
|
if (elmo.Count == 0)
|
|
{
|
|
_chunkIndexPool.Return(elmo);
|
|
continue;
|
|
}
|
|
|
|
staleChunks.Add(netGrid, elmo);
|
|
}
|
|
|
|
var updatedChunks = _chunkViewerPool.Get();
|
|
foreach (var (netGrid, gridChunks) in chunksInRange)
|
|
{
|
|
var newChunks = _chunkIndexPool.Get();
|
|
_dirtyChunks.TryGetValue(netGrid, out var dirtyChunks);
|
|
|
|
if (!previouslySent.TryGetValue(netGrid, out var previousChunks))
|
|
newChunks.UnionWith(gridChunks);
|
|
else
|
|
{
|
|
foreach (var index in gridChunks)
|
|
{
|
|
if (!previousChunks.Contains(index) || dirtyChunks != null && dirtyChunks.Contains(index))
|
|
newChunks.Add(index);
|
|
}
|
|
|
|
previousChunks.Clear();
|
|
_chunkIndexPool.Return(previousChunks);
|
|
}
|
|
|
|
previouslySent[netGrid] = gridChunks;
|
|
|
|
if (newChunks.Count == 0)
|
|
_chunkIndexPool.Return(newChunks);
|
|
else
|
|
updatedChunks[netGrid] = newChunks;
|
|
}
|
|
|
|
//send all gridChunks to client
|
|
SendChunkUpdates(player, updatedChunks, staleChunks);
|
|
}
|
|
|
|
private void ReturnToPool(Dictionary<NetEntity, HashSet<Vector2i>> chunks)
|
|
{
|
|
foreach (var (_, previous) in chunks)
|
|
{
|
|
previous.Clear();
|
|
_chunkIndexPool.Return(previous);
|
|
}
|
|
|
|
chunks.Clear();
|
|
_chunkViewerPool.Return(chunks);
|
|
}
|
|
|
|
private void SendChunkUpdates(
|
|
ICommonSession session,
|
|
Dictionary<NetEntity, HashSet<Vector2i>> updatedChunks,
|
|
Dictionary<NetEntity, HashSet<Vector2i>> staleChunks)
|
|
{
|
|
var updatedDecals = new Dictionary<NetEntity, Dictionary<Vector2i, DecalChunk>>();
|
|
foreach (var (netGrid, chunks) in updatedChunks)
|
|
{
|
|
var gridId = GetEntity(netGrid);
|
|
|
|
var collection = ChunkCollection(gridId);
|
|
if (collection == null)
|
|
continue;
|
|
|
|
var gridChunks = new Dictionary<Vector2i, DecalChunk>();
|
|
foreach (var indices in chunks)
|
|
{
|
|
gridChunks.Add(indices,
|
|
collection.TryGetValue(indices, out var chunk)
|
|
? chunk
|
|
: new());
|
|
}
|
|
updatedDecals[netGrid] = gridChunks;
|
|
}
|
|
|
|
if (updatedDecals.Count != 0 || staleChunks.Count != 0)
|
|
RaiseNetworkEvent(new DecalChunkUpdateEvent{Data = updatedDecals, RemovedChunks = staleChunks}, session);
|
|
|
|
ReturnToPool(updatedChunks);
|
|
ReturnToPool(staleChunks);
|
|
}
|
|
|
|
#region Jobs
|
|
|
|
/// <summary>
|
|
/// Updates per-player data for decals.
|
|
/// </summary>
|
|
private record struct UpdatePlayerJob : IParallelRobustJob
|
|
{
|
|
public int BatchSize => 2;
|
|
|
|
public DecalSystem System;
|
|
|
|
public List<ICommonSession> Sessions;
|
|
|
|
public void Execute(int index)
|
|
{
|
|
System.UpdatePlayer(Sessions[index]);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|