Пример #1
0
        private void AddGridToMap()
        {
            MyCubeGrid grid;

            while (NewGrids.TryDequeue(out grid))
            {
                var allFat  = ConcurrentListPool.Get();
                var gridFat = grid.GetFatBlocks();
                for (int i = 0; i < gridFat.Count; i++)
                {
                    allFat.Add(gridFat[i]);
                }
                allFat.ApplyAdditions();

                var fatMap = FatMapPool.Get();

                if (grid.Components.TryGet(out fatMap.Targeting))
                {
                    fatMap.Targeting.AllowScanning = false;
                }
                fatMap.Trash = true;

                fatMap.MyCubeBocks = allFat;
                GridToFatMap.TryAdd(grid, fatMap);
                grid.OnFatBlockAdded   += ToFatMap;
                grid.OnFatBlockRemoved += FromFatMap;
                grid.OnClose           += RemoveGridFromMap;
                DirtyGrids.Add(grid);
            }
        }
Пример #2
0
 private void FromFatMap(MyCubeBlock myCubeBlock)
 {
     try
     {
         GridToFatMap[myCubeBlock.CubeGrid].MyCubeBocks.Remove(myCubeBlock, true);
         DirtyGrids.Add(myCubeBlock.CubeGrid);
     }
     catch (Exception ex) { Log.Line($"Exception in FromFatMap: {ex} - marked:{myCubeBlock.MarkedForClose}"); }
 }
Пример #3
0
 private void ToFatMap(MyCubeBlock myCubeBlock)
 {
     try
     {
         GridToFatMap[myCubeBlock.CubeGrid].MyCubeBocks.Add(myCubeBlock);
         GridToFatMap[myCubeBlock.CubeGrid].MyCubeBocks.ApplyAdditions();
         DirtyGrids.Add(myCubeBlock.CubeGrid);
     }
     catch (Exception ex) { Log.Line($"Exception in ToFatMap: {ex} - marked:{myCubeBlock.MarkedForClose}"); }
 }
Пример #4
0
        private void RemoveGridFromMap(MyEntity myEntity)
        {
            var    grid = (MyCubeGrid)myEntity;
            FatMap fatMap;

            if (GridToFatMap.TryRemove(grid, out fatMap))
            {
                ConcurrentListPool.Return(fatMap.MyCubeBocks);
                fatMap.Trash = true;
                FatMapPool.Return(fatMap);
                grid.OnFatBlockAdded   -= ToFatMap;
                grid.OnFatBlockRemoved -= FromFatMap;
                grid.OnClose           -= RemoveGridFromMap;
                grid.AddedToScene      -= GridAddedToScene;
                DirtyGrids.Add(grid);
            }
            else
            {
                Log.Line($"grid not removed and list not cleaned: marked:{grid.MarkedForClose}({grid.Closed}) - inScene:{grid.InScene}");
            }
        }