Files
wwdpublic/Content.Server/Atmos/EntitySystems/AtmosphereSystem.Processing.cs
SimpleStation14 6e0ffe81bc Mirror: Partial atmos refactor (#312)
## Mirror of PR #22521: [Partial atmos
refactor](https://github.com/space-wizards/space-station-14/pull/22521)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `18a35e7e83b2b71ee84b054d44d9ed5e595dd618`

PR opened by <img
src="https://avatars.githubusercontent.com/u/60421075?v=4"
width="16"/><a href="https://github.com/ElectroJr"> ElectroJr</a> at
2023-12-15 03:45:42 UTC

---

PR changed 43 files with 891 additions and 635 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> This PR reworks how some parts of atmos code work. Originally it was
just meant to be a performance and bugfix PR, but it has ballooned in
scope. I'm not sure about some of my changes largely because I'm not
sure if some things were an oversight or an intentional decision for
some reason.
> 
> List of changes:
> - The `MolesArchived float[]` field is now read-only
> - It simply gets zeroed whenever the `GasMixture` is set to null
instead of constantly reallocating
> - Airtight query information is now cached in `TileAtmosphere`
> - This means that it should only iterate over anchored entities once
per update.
> - Previously an invalidated atmos tile would cause
`ProcessRevalidate()` to query airtight entities on the same tile six
times by calling a combination of `GridIsTileAirBlocked()`,
`NeedsVacuumFixing()`, and `GridIsTileAirBlocked()`. So this should help
significantly reduce component lookups & entity enumeration.
> - This does change some behaviour. In particular blocked directions
are now only updated if the tile was invalidated prior to the current
atmos-update, and will only ever be updated once per atmos-update.
> - AFAIK this only has an effect if the invalid tile processing is
deferred over multiple ticks, and I don't think it should cause any
issues?
> - Fixes a potential bug, where tiles might not dispose of their
excited group if their direction flags changed.
> - `MapAtmosphereComponent.Mixture` is now always immutable and no
longer nullable
> - I'm not sure why the mixture was nullable before? AFAICT the
component is meaningless if its null?
> - Space "gas" was always immutable, but there was nothing that
required planet atmospheres to be immutable. Requiring that it be
immutable gets rid of the constant gas mixture cloning.
> - I don't know if there was a reason for why they weren't immutable to
begin with.
> - Fixes lungs removing too much air from a gas mixture, resulting in
negative moles.
> - `GasMixture.Moles` is now `[Access]` restricted to the atmosphere
system.
> - This is to prevent people from improperly modifying the gas mixtures
(e.g., lungs), or accidentally modifying immutable mixtures.
> - Fixes an issue where non-grid atmosphere tiles would fail to update
their adjacent tiles, resulting in null reference exception spam
>   - Fixes #21732
>   - Fixes #21210 (probably) 
> - Disconnected atmosphere tiles, i.e., tiles that aren't on or
adjacent to a grid tile, will now get removed from the tile set.
Previously the tile set would just always increase, with tiles never
getting removed.
> - Removes various redundant component and tile-definition queries.
> - Removes some method events in favour of just using methods.
> - Map-exposded tiles now get updated when a map's atmosphere changes
(or the grid moves across maps).
> - Adds a `setmapatmos` command for adding map-wide atmospheres.
> - Fixed (non-planet) map atmospheres rendering over grids.
> 
> ## Media
> 
> This PR also includes changes to the atmos debug overlay, though I've
also split that off into a separate PR to make reviewing easier
(#22520).
> 
> Below is a video showing that atmos still seems to work, and that
trimming of disconnected tiles works:
> 
>
https://github.com/space-wizards/space-station-14/assets/60421075/4da46992-19e6-4354-8ecd-3cd67be4d0ed
> 
> For comparison, here is a video showing how current master works
(disconnected tiles never get removed):
> 
>
https://github.com/space-wizards/space-station-14/assets/60421075/54590777-e11c-41dc-b49d-fd7e53bfeed7
> 
> 🆑
> - fix: Fixed a bug where partially airtight entities (e.g., thin
windows or doors) could let air leak out into space.
> 


</details>

Co-authored-by: SimpleStation14 <Unknown>
2024-05-20 02:33:00 -04:00

719 lines
27 KiB
C#

using Content.Server.Atmos.Components;
using Content.Server.Atmos.Piping.Components;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Maps;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Atmos.EntitySystems
{
public sealed partial class AtmosphereSystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
private readonly Stopwatch _simulationStopwatch = new();
/// <summary>
/// Check current execution time every n instances processed.
/// </summary>
private const int LagCheckIterations = 30;
/// <summary>
/// Check current execution time every n instances processed.
/// </summary>
private const int InvalidCoordinatesLagCheckIterations = 50;
private int _currentRunAtmosphereIndex;
private bool _simulationPaused;
private TileAtmosphere GetOrNewTile(EntityUid owner, GridAtmosphereComponent atmosphere, Vector2i index)
{
var tile = atmosphere.Tiles.GetOrNew(index, out var existing);
if (existing)
return tile;
atmosphere.InvalidatedCoords.Add(index);
tile.GridIndex = owner;
tile.GridIndices = index;
return tile;
}
private readonly List<Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent>> _currentRunAtmosphere = new();
/// <summary>
/// Revalidates all invalid coordinates in a grid atmosphere.
/// I.e., process any tiles that have had their airtight blockers modified.
/// </summary>
/// <param name="ent">The grid atmosphere in question.</param>
/// <returns>Whether the process succeeded or got paused due to time constrains.</returns>
private bool ProcessRevalidate(Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent)
{
if (ent.Comp4.MapUid == null)
{
Log.Error($"Attempted to process atmosphere on a map-less grid? Grid: {ToPrettyString(ent)}");
return true;
}
var (uid, atmosphere, visuals, grid, xform) = ent;
var volume = GetVolumeForTiles(grid);
TryComp(xform.MapUid, out MapAtmosphereComponent? mapAtmos);
if (!atmosphere.ProcessingPaused)
{
atmosphere.CurrentRunInvalidatedTiles.Clear();
atmosphere.CurrentRunInvalidatedTiles.EnsureCapacity(atmosphere.InvalidatedCoords.Count);
foreach (var indices in atmosphere.InvalidatedCoords)
{
var tile = GetOrNewTile(uid, atmosphere, indices);
atmosphere.CurrentRunInvalidatedTiles.Enqueue(tile);
// Update tile.IsSpace and tile.MapAtmosphere, and tile.AirtightData.
UpdateTileData(ent, mapAtmos, tile);
}
atmosphere.InvalidatedCoords.Clear();
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
return false;
}
var number = 0;
while (atmosphere.CurrentRunInvalidatedTiles.TryDequeue(out var tile))
{
DebugTools.Assert(atmosphere.Tiles.GetValueOrDefault(tile.GridIndices) == tile);
UpdateAdjacentTiles(ent, tile, activate: true);
UpdateTileAir(ent, tile, volume);
InvalidateVisuals(uid, tile.GridIndices, visuals);
if (number++ < InvalidCoordinatesLagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
return false;
}
TrimDisconnectedMapTiles(ent);
return true;
}
/// <summary>
/// This method queued a tile and all of its neighbours up for processing by <see cref="TrimDisconnectedMapTiles"/>.
/// </summary>
public void QueueTileTrim(GridAtmosphereComponent atmos, TileAtmosphere tile)
{
if (!tile.TrimQueued)
{
tile.TrimQueued = true;
atmos.PossiblyDisconnectedTiles.Add(tile);
}
for (var i = 0; i < Atmospherics.Directions; i++)
{
var direction = (AtmosDirection) (1 << i);
var indices = tile.GridIndices.Offset(direction);
if (atmos.Tiles.TryGetValue(indices, out var adj)
&& adj.NoGridTile
&& !adj.TrimQueued)
{
adj.TrimQueued = true;
atmos.PossiblyDisconnectedTiles.Add(adj);
}
}
}
/// <summary>
/// Tiles in a <see cref="GridAtmosphereComponent"/> are either grid-tiles, or they they should be are tiles
/// adjacent to grid-tiles that represent the map's atmosphere. This method trims any map-tiles that are no longer
/// adjacent to any grid-tiles.
/// </summary>
private void TrimDisconnectedMapTiles(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent)
{
var atmos = ent.Comp1;
foreach (var tile in atmos.PossiblyDisconnectedTiles)
{
tile.TrimQueued = false;
if (!tile.NoGridTile)
continue;
var connected = false;
for (var i = 0; i < Atmospherics.Directions; i++)
{
var indices = tile.GridIndices.Offset((AtmosDirection) (1 << i));
if (_map.TryGetTile(ent.Comp3, indices, out var gridTile) && !gridTile.IsEmpty)
{
connected = true;
break;
}
}
if (!connected)
{
RemoveActiveTile(atmos, tile);
atmos.Tiles.Remove(tile.GridIndices);
}
}
atmos.PossiblyDisconnectedTiles.Clear();
}
/// <summary>
/// Checks whether a tile has a corresponding grid-tile, or whether it is a "map" tile. Also checks whether the
/// tile should be considered "space"
/// </summary>
private void UpdateTileData(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
MapAtmosphereComponent? mapAtmos,
TileAtmosphere tile)
{
var idx = tile.GridIndices;
bool mapAtmosphere;
if (_map.TryGetTile(ent.Comp3, idx, out var gTile) && !gTile.IsEmpty)
{
var contentDef = (ContentTileDefinition) _tileDefinitionManager[gTile.TypeId];
mapAtmosphere = contentDef.MapAtmosphere;
tile.ThermalConductivity = contentDef.ThermalConductivity;
tile.HeatCapacity = contentDef.HeatCapacity;
tile.NoGridTile = false;
}
else
{
mapAtmosphere = true;
tile.ThermalConductivity = 0.5f;
tile.HeatCapacity = float.PositiveInfinity;
if (!tile.NoGridTile)
{
tile.NoGridTile = true;
// This tile just became a non-grid atmos tile.
// It, or one of its neighbours, might now be completely disconnected from the grid.
QueueTileTrim(ent.Comp1, tile);
}
}
UpdateAirtightData(ent.Owner, ent.Comp1, ent.Comp3, tile);
if (mapAtmosphere)
{
if (!tile.MapAtmosphere)
{
(tile.Air, tile.Space) = GetDefaultMapAtmosphere(mapAtmos);
tile.MapAtmosphere = true;
ent.Comp1.MapTiles.Add(tile);
}
DebugTools.AssertNotNull(tile.Air);
DebugTools.Assert(tile.Air?.Immutable ?? false);
return;
}
if (!tile.MapAtmosphere)
return;
// Tile used to be exposed to the map's atmosphere, but isn't anymore.
RemoveMapAtmos(ent.Comp1, tile);
}
private void RemoveMapAtmos(GridAtmosphereComponent atmos, TileAtmosphere tile)
{
DebugTools.Assert(tile.MapAtmosphere);
DebugTools.AssertNotNull(tile.Air);
DebugTools.Assert(tile.Air?.Immutable ?? false);
tile.MapAtmosphere = false;
atmos.MapTiles.Remove(tile);
tile.Air = null;
Array.Clear(tile.MolesArchived);
tile.ArchivedCycle = 0;
tile.LastShare = 0f;
tile.Space = false;
}
/// <summary>
/// Check whether a grid-tile should have an air mixture, and give it one if it doesn't already have one.
/// </summary>
private void UpdateTileAir(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
TileAtmosphere tile,
float volume)
{
if (tile.MapAtmosphere)
{
DebugTools.AssertNotNull(tile.Air);
DebugTools.Assert(tile.Air?.Immutable ?? false);
return;
}
var data = tile.AirtightData;
var fullyBlocked = data.BlockedDirections == AtmosDirection.All;
if (fullyBlocked && data.NoAirWhenBlocked)
{
if (tile.Air == null)
return;
tile.Air = null;
Array.Clear(tile.MolesArchived);
tile.ArchivedCycle = 0;
tile.LastShare = 0f;
tile.Hotspot = new Hotspot();
return;
}
if (tile.Air != null)
return;
tile.Air = new GasMixture(volume){Temperature = Atmospherics.T20C};
if (data.FixVacuum)
GridFixTileVacuum(ent, tile, volume);
}
private void QueueRunTiles(
Queue<TileAtmosphere> queue,
HashSet<TileAtmosphere> tiles)
{
queue.Clear();
queue.EnsureCapacity(tiles.Count);
foreach (var tile in tiles)
{
queue.Enqueue(tile);
}
}
private bool ProcessTileEqualize(Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent)
{
var atmosphere = ent.Comp1;
if (!atmosphere.ProcessingPaused)
QueueRunTiles(atmosphere.CurrentRunTiles, atmosphere.ActiveTiles);
var number = 0;
while (atmosphere.CurrentRunTiles.TryDequeue(out var tile))
{
EqualizePressureInZone(ent, tile, atmosphere.UpdateCounter);
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
private bool ProcessActiveTiles(GridAtmosphereComponent atmosphere, GasTileOverlayComponent visuals)
{
if(!atmosphere.ProcessingPaused)
QueueRunTiles(atmosphere.CurrentRunTiles, atmosphere.ActiveTiles);
var number = 0;
while (atmosphere.CurrentRunTiles.TryDequeue(out var tile))
{
ProcessCell(atmosphere, tile, atmosphere.UpdateCounter, visuals);
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
private bool ProcessExcitedGroups(GridAtmosphereComponent gridAtmosphere)
{
if (!gridAtmosphere.ProcessingPaused)
{
gridAtmosphere.CurrentRunExcitedGroups.Clear();
gridAtmosphere.CurrentRunExcitedGroups.EnsureCapacity(gridAtmosphere.ExcitedGroups.Count);
foreach (var group in gridAtmosphere.ExcitedGroups)
{
gridAtmosphere.CurrentRunExcitedGroups.Enqueue(group);
}
}
var number = 0;
while (gridAtmosphere.CurrentRunExcitedGroups.TryDequeue(out var excitedGroup))
{
excitedGroup.BreakdownCooldown++;
excitedGroup.DismantleCooldown++;
if (excitedGroup.BreakdownCooldown > Atmospherics.ExcitedGroupBreakdownCycles)
ExcitedGroupSelfBreakdown(gridAtmosphere, excitedGroup);
else if (excitedGroup.DismantleCooldown > Atmospherics.ExcitedGroupsDismantleCycles)
DeactivateGroupTiles(gridAtmosphere, excitedGroup);
// TODO ATMOS. What is the point of this? why is this only de-exciting the group? Shouldn't it also dismantle it?
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
private bool ProcessHighPressureDelta(Entity<GridAtmosphereComponent> ent)
{
var atmosphere = ent.Comp;
if (!atmosphere.ProcessingPaused)
QueueRunTiles(atmosphere.CurrentRunTiles, atmosphere.HighPressureDelta);
// Note: This is still processed even if space wind is turned off since this handles playing the sounds.
var number = 0;
var bodies = EntityManager.GetEntityQuery<PhysicsComponent>();
var xforms = EntityManager.GetEntityQuery<TransformComponent>();
var metas = EntityManager.GetEntityQuery<MetaDataComponent>();
var pressureQuery = EntityManager.GetEntityQuery<MovedByPressureComponent>();
while (atmosphere.CurrentRunTiles.TryDequeue(out var tile))
{
HighPressureMovements(ent, tile, bodies, xforms, pressureQuery, metas);
tile.PressureDifference = 0f;
tile.LastPressureDirection = tile.PressureDirection;
tile.PressureDirection = AtmosDirection.Invalid;
tile.PressureSpecificTarget = null;
atmosphere.HighPressureDelta.Remove(tile);
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
private bool ProcessHotspots(GridAtmosphereComponent atmosphere)
{
if(!atmosphere.ProcessingPaused)
QueueRunTiles(atmosphere.CurrentRunTiles, atmosphere.HotspotTiles);
var number = 0;
while (atmosphere.CurrentRunTiles.TryDequeue(out var hotspot))
{
ProcessHotspot(atmosphere, hotspot);
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
private bool ProcessSuperconductivity(GridAtmosphereComponent atmosphere)
{
if(!atmosphere.ProcessingPaused)
QueueRunTiles(atmosphere.CurrentRunTiles, atmosphere.SuperconductivityTiles);
var number = 0;
while (atmosphere.CurrentRunTiles.TryDequeue(out var superconductivity))
{
Superconduct(atmosphere, superconductivity);
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
private bool ProcessPipeNets(GridAtmosphereComponent atmosphere)
{
if (!atmosphere.ProcessingPaused)
{
atmosphere.CurrentRunPipeNet.Clear();
atmosphere.CurrentRunPipeNet.EnsureCapacity(atmosphere.PipeNets.Count);
foreach (var net in atmosphere.PipeNets)
{
atmosphere.CurrentRunPipeNet.Enqueue(net);
}
}
var number = 0;
while (atmosphere.CurrentRunPipeNet.TryDequeue(out var pipenet))
{
pipenet.Update();
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
/**
* UpdateProcessing() takes a different number of calls to go through all of atmos
* processing depending on what options are enabled. This returns the actual effective time
* between atmos updates that devices actually experience.
*/
public float RealAtmosTime()
{
int num = (int)AtmosphereProcessingState.NumStates;
if (!MonstermosEqualization)
num--;
if (!ExcitedGroups)
num--;
if (!Superconduction)
num--;
return num * AtmosTime;
}
private bool ProcessAtmosDevices(GridAtmosphereComponent atmosphere)
{
if (!atmosphere.ProcessingPaused)
{
atmosphere.CurrentRunAtmosDevices.Clear();
atmosphere.CurrentRunAtmosDevices.EnsureCapacity(atmosphere.AtmosDevices.Count);
foreach (var device in atmosphere.AtmosDevices)
{
atmosphere.CurrentRunAtmosDevices.Enqueue(device);
}
}
var time = _gameTiming.CurTime;
var number = 0;
var ev = new AtmosDeviceUpdateEvent(RealAtmosTime());
while (atmosphere.CurrentRunAtmosDevices.TryDequeue(out var device))
{
RaiseLocalEvent(device, ref ev);
device.Comp.LastProcess = time;
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
private void UpdateProcessing(float frameTime)
{
_simulationStopwatch.Restart();
if (!_simulationPaused)
{
_currentRunAtmosphereIndex = 0;
_currentRunAtmosphere.Clear();
var query = EntityQueryEnumerator<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var atmos, out var overlay, out var grid, out var xform ))
{
_currentRunAtmosphere.Add((uid, atmos, overlay, grid, xform));
}
}
// We set this to true just in case we have to stop processing due to time constraints.
_simulationPaused = true;
for (; _currentRunAtmosphereIndex < _currentRunAtmosphere.Count; _currentRunAtmosphereIndex++)
{
var ent = _currentRunAtmosphere[_currentRunAtmosphereIndex];
var (owner, atmosphere, visuals, grid, xform) = ent;
if (!TryComp(owner, out TransformComponent? x)
|| x.MapUid == null
|| TerminatingOrDeleted(x.MapUid.Value)
|| x.MapID == MapId.Nullspace)
{
Log.Error($"Attempted to process atmos without a map? Entity: {ToPrettyString(owner)}. Map: {ToPrettyString(x?.MapUid)}. MapId: {x?.MapID}");
continue;
}
if (atmosphere.LifeStage >= ComponentLifeStage.Stopping || Paused(owner) || !atmosphere.Simulated)
continue;
atmosphere.Timer += frameTime;
if (atmosphere.Timer < AtmosTime)
continue;
// We subtract it so it takes lost time into account.
atmosphere.Timer -= AtmosTime;
switch (atmosphere.State)
{
case AtmosphereProcessingState.Revalidate:
if (!ProcessRevalidate(ent))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
// Next state depends on whether monstermos equalization is enabled or not.
// Note: We do this here instead of on the tile equalization step to prevent ending it early.
// Therefore, a change to this CVar might only be applied after that step is over.
atmosphere.State = MonstermosEqualization
? AtmosphereProcessingState.TileEqualize
: AtmosphereProcessingState.ActiveTiles;
continue;
case AtmosphereProcessingState.TileEqualize:
if (!ProcessTileEqualize(ent))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
atmosphere.State = AtmosphereProcessingState.ActiveTiles;
continue;
case AtmosphereProcessingState.ActiveTiles:
if (!ProcessActiveTiles(ent, ent))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
// Next state depends on whether excited groups are enabled or not.
atmosphere.State = ExcitedGroups ? AtmosphereProcessingState.ExcitedGroups : AtmosphereProcessingState.HighPressureDelta;
continue;
case AtmosphereProcessingState.ExcitedGroups:
if (!ProcessExcitedGroups(atmosphere))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
atmosphere.State = AtmosphereProcessingState.HighPressureDelta;
continue;
case AtmosphereProcessingState.HighPressureDelta:
if (!ProcessHighPressureDelta((ent, ent)))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
atmosphere.State = AtmosphereProcessingState.Hotspots;
continue;
case AtmosphereProcessingState.Hotspots:
if (!ProcessHotspots(atmosphere))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
// Next state depends on whether superconduction is enabled or not.
// Note: We do this here instead of on the tile equalization step to prevent ending it early.
// Therefore, a change to this CVar might only be applied after that step is over.
atmosphere.State = Superconduction
? AtmosphereProcessingState.Superconductivity
: AtmosphereProcessingState.PipeNet;
continue;
case AtmosphereProcessingState.Superconductivity:
if (!ProcessSuperconductivity(atmosphere))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
atmosphere.State = AtmosphereProcessingState.PipeNet;
continue;
case AtmosphereProcessingState.PipeNet:
if (!ProcessPipeNets(atmosphere))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
atmosphere.State = AtmosphereProcessingState.AtmosDevices;
continue;
case AtmosphereProcessingState.AtmosDevices:
if (!ProcessAtmosDevices(atmosphere))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
atmosphere.State = AtmosphereProcessingState.Revalidate;
// We reached the end of this atmosphere's update tick. Break out of the switch.
break;
}
// And increase the update counter.
atmosphere.UpdateCounter++;
}
// We finished processing all atmospheres successfully, therefore we won't be paused next tick.
_simulationPaused = false;
}
}
public enum AtmosphereProcessingState : byte
{
Revalidate,
TileEqualize,
ActiveTiles,
ExcitedGroups,
HighPressureDelta,
Hotspots,
Superconductivity,
PipeNet,
AtmosDevices,
NumStates
}
}