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Fix gas pipe leaking when unanchoring or breaking them (space-wizards…
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…#33774)

* fix gas pipe unanchoring

* remove unneeded update

* revert popup change
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slarticodefast authored Dec 8, 2024
1 parent c4556fc commit ede8a1d
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Showing 2 changed files with 30 additions and 24 deletions.
Original file line number Diff line number Diff line change
@@ -1,26 +1,27 @@
using Content.Server.Atmos.EntitySystems;
using Content.Server.Atmos.Piping.Components;
using Content.Server.NodeContainer;
using Content.Server.NodeContainer.EntitySystems;
using Content.Server.NodeContainer.Nodes;
using Content.Server.Popups;
using Content.Shared.Atmos;
using Content.Shared.Construction.Components;
using Content.Shared.Destructible;
using Content.Shared.Popups;
using JetBrains.Annotations;
using Robust.Shared.Player;

namespace Content.Server.Atmos.Piping.EntitySystems
{
[UsedImplicitly]
public sealed class AtmosUnsafeUnanchorSystem : EntitySystem
{
[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
[Dependency] private readonly NodeGroupSystem _group = default!;
[Dependency] private readonly PopupSystem _popup = default!;

public override void Initialize()
{
SubscribeLocalEvent<AtmosUnsafeUnanchorComponent, BeforeUnanchoredEvent>(OnBeforeUnanchored);
SubscribeLocalEvent<AtmosUnsafeUnanchorComponent, UserUnanchoredEvent>(OnUserUnanchored);
SubscribeLocalEvent<AtmosUnsafeUnanchorComponent, UnanchorAttemptEvent>(OnUnanchorAttempt);
SubscribeLocalEvent<AtmosUnsafeUnanchorComponent, BreakageEventArgs>(OnBreak);
}
Expand Down Expand Up @@ -48,56 +49,54 @@ private void OnUnanchorAttempt(EntityUid uid, AtmosUnsafeUnanchorComponent compo
}
}

private void OnBeforeUnanchored(EntityUid uid, AtmosUnsafeUnanchorComponent component, BeforeUnanchoredEvent args)
// When unanchoring a pipe, leak the gas that was inside the pipe element.
// At this point the pipe has been scheduled to be removed from the group, but that won't happen until the next Update() call in NodeGroupSystem,
// so we have to force an update.
// This way the gas inside other connected pipes stays unchanged, while the removed pipe is completely emptied.
private void OnUserUnanchored(EntityUid uid, AtmosUnsafeUnanchorComponent component, UserUnanchoredEvent args)
{
if (component.Enabled)
{
_group.ForceUpdate();
LeakGas(uid);
}
}

private void OnBreak(EntityUid uid, AtmosUnsafeUnanchorComponent component, BreakageEventArgs args)
{
LeakGas(uid);
LeakGas(uid, false);
// Can't use DoActsBehavior["Destruction"] in the same trigger because that would prevent us
// from leaking. So we make up for this by queueing deletion here.
QueueDel(uid);
}

/// <summary>
/// Leak gas from the uid's NodeContainer into the tile atmosphere.
/// Setting removeFromPipe to false will duplicate the gas inside the pipe intead of moving it.
/// This is needed to properly handle the gas in the pipe getting deleted with the pipe.
/// </summary>
public void LeakGas(EntityUid uid)
public void LeakGas(EntityUid uid, bool removeFromPipe = true)
{
if (!EntityManager.TryGetComponent(uid, out NodeContainerComponent? nodes))
return;

if (_atmosphere.GetContainingMixture(uid, true, true) is not {} environment)
if (_atmosphere.GetContainingMixture(uid, true, true) is not { } environment)
environment = GasMixture.SpaceGas;

var lost = 0f;
var timesLost = 0;

foreach (var node in nodes.Nodes.Values)
{
if (node is not PipeNode pipe)
continue;

var difference = pipe.Air.Pressure - environment.Pressure;
lost += Math.Min(
pipe.Volume / pipe.Air.Volume * pipe.Air.TotalMoles,
difference * environment.Volume / (environment.Temperature * Atmospherics.R)
);
timesLost++;
}

var sharedLoss = lost / timesLost;
var buffer = new GasMixture();

foreach (var node in nodes.Nodes.Values)
{
if (node is not PipeNode pipe)
continue;

_atmosphere.Merge(buffer, pipe.Air.Remove(sharedLoss));
if (removeFromPipe)
_atmosphere.Merge(buffer, pipe.Air.RemoveVolume(pipe.Volume));
else
{
var copy = new GasMixture(pipe.Air); //clone, then remove to keep the original untouched
_atmosphere.Merge(buffer, copy.RemoveVolume(pipe.Volume));
}
}

_atmosphere.Merge(environment, buffer);
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7 changes: 7 additions & 0 deletions Content.Server/NodeContainer/EntitySystems/NodeGroupSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -149,6 +149,13 @@ public override void Update(float frameTime)
}
}

// used to manually force an update for the groups
// the VisDoUpdate will be done with the next scheduled update
public void ForceUpdate()
{
DoGroupUpdates();
}

private void DoGroupUpdates()
{
// "Why is there a separate queue for group remakes and node refloods when they both cause eachother"
Expand Down

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