Files
wwdpublic/Content.Server/Atmos/EntitySystems/AtmosphereSystem.Processing.cs
VMSolidus af499da8af Last Bugfixes For Space Wind (#2089)
# Description

This PR fixes all remaining bugs with Space Wind, while providing
extremely significant performance improvements by way of aggressive
early exits, and also completely reworking how pressure moved entities
are tracked(The server now caches entities under active air movements).
I haven't profiled it yet, but the performance improvements are
extremely noticeable on the machine I'm running in comparison to before,
which is particularly noteworthy since previous versions of space wind
caused significant frame drops in testing on my monster rig. While this
new update to space wind straight up doesn't even budge the tickrate on
my machine anymore.

I had to also rip out some of Monstermos' Guts, and deprecate the
tileripping system. In the future, Tile-ripping will be handled by MAS.
Also, MAS outright no longer requires Monstermos to work, and can
operate entirely off of the much cheaper LINDA system. However, while
LINDA is cheaper, Monstermos is needed for handling "Extra violent air".

Eventually I can do away with Monstermos entirely, and have it replaced
with an airflow system that outright does not require pathfinding
algorithms.

# Changelog

🆑
- fix: Fixed a bug where items thrown by space wind could remain in air
for as long as 500 seconds. Items thrown by space wind can now remain in
the air for a maximum of 2 seconds past the last time they were thrown.
- fix: DRAMATICALLY IMPROVED SPACE WIND PERFORMANCE.
- tweak: ShowAtmos command now shows vectors representing the exact
direction space wind at a given tile is trying to throw objects! The
length of the lines shown directly correspond to how powerful the flow
of air is at that tile. Shorter lines = shorter throws. Longer lines =
more powerful throws. These are also no longer restricted to compass
directions, and can point in arbitrarily any direction on a circle.
- tweak: Space Wind now no longer has Monstermos as a hard requirement.
It'll be as weak as a toddler without it, but if you're running your
server on a toaster, you can turn off Monstermos and still have working
space wind.
- tweak: Wreckages in space are now never airtight. I'm sorry, but this
was basically the cost I had to pay in exchange for making Atmos no
longer even on the top 20 systems for server tickrate cost.

(cherry picked from commit 2fcc806423a259fd75977b78350c2232a823739b)
2025-03-29 16:45:43 +03:00

742 lines
28 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.Gravity;
using Content.Shared.Maps;
using Content.Shared.Projectiles;
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, bool invalidateNew = true)
{
var tile = atmosphere.Tiles.GetOrNew(index, out var existing);
if (existing)
return tile;
if (invalidateNew)
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, invalidateNew: false);
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(ent, tile);
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(tile);
}
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, float frameTime)
{
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, frameTime);
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
private bool ProcessActiveTiles(
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))
{
ProcessCell(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 ProcessExcitedGroups(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent)
{
var gridAtmosphere = ent.Comp1;
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(ent, 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>();
var projectileQuery = GetEntityQuery<ProjectileComponent>();
// Doing this here because it's entirely possible the gravity component can be on the Map OR the Grid, and can even be both.
// But since we are on a single GridAtmosphere, it's expedient to do this here instead of on every tile.
var sumGravity = 0.0;
if (TryComp(ent.Owner, out GravityComponent? gridGravity)
&& gridGravity.Enabled)
sumGravity += gridGravity.Acceleration;
var gridMap = Transform(ent.Owner).MapUid;
if (gridMap is not null && TryComp(gridMap, out GravityComponent? mapGravity)
&& mapGravity.Enabled)
sumGravity += mapGravity.Acceleration;
while (atmosphere.CurrentRunTiles.TryDequeue(out var tile))
{
HighPressureMovements(ent, tile, bodies, xforms, pressureQuery, metas, projectileQuery, sumGravity);
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(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent)
{
var atmosphere = ent.Comp1;
if(!atmosphere.ProcessingPaused)
QueueRunTiles(atmosphere.CurrentRunTiles, atmosphere.HotspotTiles);
var number = 0;
while (atmosphere.CurrentRunTiles.TryDequeue(out var hotspot))
{
ProcessHotspot(ent, 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(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
Entity<MapAtmosphereComponent?> map)
{
var atmosphere = ent.Comp1;
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(), (ent, ent.Comp1, ent.Comp2), map);
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 (xform.MapUid == null
|| TerminatingOrDeleted(xform.MapUid.Value)
|| xform.MapID == MapId.Nullspace)
{
Log.Error($"Attempted to process atmos without a map? Entity: {ToPrettyString(owner)}. Map: {ToPrettyString(xform?.MapUid)}. MapId: {xform?.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;
var map = new Entity<MapAtmosphereComponent?>(xform.MapUid.Value, _mapAtmosQuery.CompOrNull(xform.MapUid.Value));
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, frameTime))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
atmosphere.State = AtmosphereProcessingState.ActiveTiles;
continue;
case AtmosphereProcessingState.ActiveTiles:
if (!ProcessActiveTiles(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(ent))
{
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(ent))
{
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(ent, map))
{
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
}
}