Change some EntityQueryEnumerator to AllEntityQuery (#27969)

(cherry picked from commit 1f03111ff8affe1554a5fac4d1a49b1cccdf2fbb)
This commit is contained in:
Leon Friedrich
2024-05-13 15:11:49 +10:00
committed by Spatison
parent 20266bc0b6
commit 3917998edd
3 changed files with 7 additions and 4 deletions

View File

@@ -122,7 +122,7 @@ namespace Content.Server.Atmos.EntitySystems
}
// PVS was turned off, ensure data gets sent to all clients.
var query = EntityQueryEnumerator<GasTileOverlayComponent, MetaDataComponent>();
var query = AllEntityQuery<GasTileOverlayComponent, MetaDataComponent>();
while (query.MoveNext(out var uid, out var grid, out var meta))
{
grid.ForceTick = _gameTiming.CurTick;
@@ -269,7 +269,7 @@ namespace Content.Server.Atmos.EntitySystems
private void UpdateOverlayData()
{
// TODO parallelize?
var query = EntityQueryEnumerator<GasTileOverlayComponent, GridAtmosphereComponent, MetaDataComponent>();
var query = AllEntityQuery<GasTileOverlayComponent, GridAtmosphereComponent, MetaDataComponent>();
while (query.MoveNext(out var uid, out var overlay, out var gam, out var meta))
{
var changed = false;

View File

@@ -88,7 +88,7 @@ namespace Content.Server.Decals
playerData.Clear();
}
var query = EntityQueryEnumerator<DecalGridComponent, MetaDataComponent>();
var query = AllEntityQuery<DecalGridComponent, MetaDataComponent>();
while (query.MoveNext(out var uid, out var grid, out var meta))
{
grid.ForceTick = _timing.CurTick;

View File

@@ -208,7 +208,7 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
{
base.Update(frameTime);
var query = EntityQueryEnumerator<DisposalUnitComponent>();
var query = AllEntityQuery<DisposalUnitComponent>();
while (query.MoveNext(out var uid, out var unit))
{
Update(uid, unit);
@@ -396,6 +396,9 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
private void Update(EntityUid uid, SharedDisposalUnitComponent component)
{
var metadata = MetaData(uid);
if (metadata.EntityPaused)
return;
var state = GetState(uid, component, metadata);
// Pressurizing, just check if we need a state update.