* Revert "Buff the AME until somebody fixes engineering" (#28419) * Automatic changelog update * hand teleport portals now may start in the same grid. (#28556) * Microwave recipes now uses stacktype id instead of entity prototype id for stacked entities (#28225) * Automatic changelog update * Add "fill level" sprites to mops and damp rag (#28590) * Automatic changelog update * Reword some criminal records text (#28597) * Update criminal-records.ftl * Update criminal-records.ftl * Update criminal-records.ftl * Remove obsolete VisibilitySystem functions (#28610) Remove obsolete visibility functions Co-authored-by: plykiya <plykiya@protonmail.com> * Prayable datafield typo (#28622) * notifiactionPrefix -> notificationPrefix * notifiactionPrefix -> notificationPrefix * Update engine to v224.1.0 (#28624) * Use dummy sessions in NukeOpsTest (#28549) * Add dummy sessions * Update NukeOpsTest * Fix PvsBenchmark * Update engine to v224.1.1 (#28632) * Add Job preference tests (#28625) * Misc Job related changes * Add JobTest * A * Aa * Lets not confuse the yaml linter * fixes * a * Add logs that provide session to player admin logs (#28628) * Cluster Update (#28627) done here * Automatic changelog update * minor banner changes (#28636) * minor banner changes * Uhrmm actchually it's you're, not your * Update banners.yml props Hyenh * Revenant spell catalog locale (#28638) locale * Make cuff default range again (#28576) * Make cuff default range again * uncuff distance * how about ONE --------- Co-authored-by: plykiya <plykiya@protonmail.com> * Automatic changelog update * Machine-code cleanup (#28489) * Make Projectiles Only Hit a Variety of Station Objects Unless Clicked on (#28571) * Automatic changelog update * Fix Smoke-grenade.ogg not being mono (#28593) * Fix Cigars Sprites + YAML fix for Inhand unlit cigars/cigs (#28641) * Automatic changelog update * Clean up Eva and Hardsuit helm yml + Lets atmos firesuit helm work as a BreathMask (#28602) * Shifts borgs hats to the right a bit (#28600) * Fix mouse inhands (#28623) * Adjust some touch reaction damage levels (#28591) * Automatic changelog update * Add closing storage UIs to StorageInteractionTest (#28633) * Update rules (#28452) * Add support for LocalizedDatasets to RandomMetadata (#28601) * Fix Admin Object tab sorting and search (#28609) * Automatic changelog update * Internals are kept on as long as any breathing tool is on (#28595) * Automatic changelog update * Convert rules to use guidebook parsing (#28647) * Gives Insulation and NoSlip to all bots (#28621) * Gives Insulation and NoSlip to all bots * remove NoSlip from children * Automatic changelog update * Nerfs welderbombing (#28650) nerf welderbombing * Automatic changelog update * Give jobs & antags prototypes a guide field (#28614) * Give jobs & antags prototypes a guide field * A * space Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Add todo * Fix merge errors --------- Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Automatic changelog update * Fix typo in Space Law's restricted gear (#28668) This typo was included in the wiki as well. Reported-by: Bobberson in the Discord * Automatic changelog update * fixed "silicones" typo in new rules (#28671) fixed all appearances of silicone where it should have been silicon * fix janitor not spawning with a survival box (#28669) hi * Automatic changelog update * Fix typo in slime naming conventions (#28682) * Flatpacker fixes (#28417) * Return medicine recipe solid material costs to 1 (#28679) Set material costs of medicine recipes to 1 * Automatic changelog update * Update Core (#28689) add * Fixed the guidebook listing every single rule (#28680) * Well i tried this way * New approach (start) * Did it * makes spacelaw available, put it under sec * Automatic changelog update * rule fixes first pass (#28701) update * Add JobRequirementOverride prototypes (#28607) * Add JobRequirementOverride prototypes * a * invert if * Add override that takes in prototypes directly * Tweak chapel salvage wreck (#28703) add * Fixes client having authority over rules popup cvars (#28655) * Fixes client having authority over rules popup cvars * Delete duplicate migration * Pre-update * Post-update * Add locale support for booze and soda jugs labels (#28708) * Swap some InRangeUnobstructed for InRangeUnoccluded (#28706) Swap InRangeUnobstructed to InRangeUnoccluded Co-authored-by: plykiya <plykiya@protonmail.com> * Automatic changelog update * Ports the singularity's values from vgstation (#28720) * ports the singularity values from vgstation * guidebook fix * 5000 energy level 6 singulo * Fix action icons when dragging an active action to another slot (#28692) * Add DoPopup data field to OnUseTimerTrigger (#28691) * Dropping Corpses Devoured by Space Dragons on Gib/Butcher. (#28709) * Update DevourSystem.cs * Update DevourSystem.cs * Update Content.Server/Devour/DevourSystem.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Automatic changelog update * Improve grammar of various petting messages (#28715) Improve grammar of various petting message * Fix DamageOtherOnHit.OnDoHit when the target is terminating or deleted (#28690) * Update Core (#28735) add * Fix flatpacker (#28736) * Fix flatpacker * a * rn, atp (#28674) * Update speech-chatsan.ftl * Update word_replacements.yml * Atm-at the moment * Atm * Update Resources/Locale/en-US/speech/speech-chatsan.ftl * Update Resources/Prototypes/Accents/word_replacements.yml --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add loadout group check for role proto (#28731) MFW same bug twice at 2 layers because I'm stupid. * Automatic changelog update * Try fix RGBee (#28741) * Automatic changelog update * Ensure packager creates a release folder (#28426) I was screaming at the github actions runner before i noticed something i had done before caused me to never have a release folder and thus fail. * allow ' in character names (#28652) * Automatic changelog update * Make freeze, freeze & mute, and unmute verbs work on disconnected players. (#28664) * Automatic changelog update * fix singulo decay (#28743) * Automatic changelog update * Don't use invalid defaults for loadouts (#28729) At the time it made more sense but now with species specific stuff it's better to have nothing. * Maybe fix invalid loadout prototypes (#28734) * Maybe fix invalid loadout prototypes So if we have existing data SetDefault is not normally called iirc. So what I think is happening is that if we have old loadout groups that get saved to DB and loaded these get dropped entirely and nothing is used to replace the group unless the person specifically looks at their loadout. Need someone affected to send me their loadout to confirm it's fixed. * Better fix * Automatic changelog update * Fix null ref exception in PrayerSystem (#28712) * Fix null ref exception in PrayerSystem * Also check that prayable ent/comp still exist * Guidebook Updates for the Amateur Spessman (#28603) * Created NewPlayer.xml * Created NewPlayer.yml and added it to guides.ftl * shifted some controls from Space Station 14 to New? Start here!, as well as made a character creation xml to be written later * switched some stuff between the New? entry and the Space Station 14 entry * Made everything so nice!!!!!!!!!!!!!! * fixed formatting inconsistencies * added a How to use this guidebook section * build correction and guidebook clarification for other servers * wrote character creation ig probs fo shizzle * added new terms to the glossary and alphabetized it * meh this seems important enough to add * okay no more shitsec bad idea * I HATED Roleplaying.xml ANYWAY!!! * I REALLY REALLY HATED IT ACTUALLYLLL * Moved Controls and Radio into newplayer.yml, making meta.yml and radio.yml obsolete * Separated the character creation bits that are just cosmetic from the ones that matter * also put all the related new player xml files in their own folder * expanded Radio.xml, kinda fixed survival.xml * removed the line that mighta maybe sorta possibly could encourage self antag * thought about this randomly but ICK OCK * talking is no longer a key part of this game * moves stuff around, a lot of stuff. basically moves everything but the jobs themselves around * ah probably should make sure this works first also me when i lie on the internet * don't be such a grammar nukie Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * okay nevermind that's justified Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * prepare. it is coming. the great reorganization... * yesyes that's all well and goo- THE REORG IS COMING. THE REORG IS COMING. WAKE UP. * rename that real quick * step one begins. first, consolidate existing service entries into their own yaml. this makes botany.yml obsolete. * update shiftandcrew.yml to only have departments as children also fuck it alphabetization * consolidated salvage into cargo * made a new entry for command * gave salvage a home and service an existence * made some XML files to be filled out later * quick rename... * took some stuff from Intro.txt and i think Gameplay.txt and put it in NewPlayer.xml * The Great Writing about Departments (25XX, black and white) * added a bunch of links everywhere * biochemical is no longer a thing * service formatinaaaaaaa * shiny...,,,,,,,,, colo(u)rz..,,,,,,,,,,,,, * let's get that fixed * second time i made a typo there as well * we hate fun around here * grammar?!???/ * various fixes and more linkings * oops * wewlad lol!! --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: AJCM <AJCM@tutanota.com> * Automatic changelog update * Add suffixes to excap survival boxes (#28755) Update emergency.yml * Add Jani lobby background (#28724) * Add jani lobby background * Actually make new lobby screen functional * Fix license * Automatic changelog update * Strip markdown from silicon laws before saying them (#28596) * saltern update (#28773) Co-authored-by: deltanedas <@deltanedas:kde.org> * revert Tornado regex * Update HumanoidCharacterProfile.cs * Update arenas.yml * test * fix locale * Update options-menu.ftl * Update species-names.ftl * Update debug.yml * aaaaaa --------- Co-authored-by: Moony <moony@hellomouse.net> Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com> Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: plykiya <plykiya@protonmail.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: Hmeister-real <118129069+Hmeister-real@users.noreply.github.com> Co-authored-by: lapatison <100279397+lapatison@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Ps3Moira <113228053+ps3moira@users.noreply.github.com> Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com> Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com> Co-authored-by: Moomoobeef <62638182+Moomoobeef@users.noreply.github.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: Lyndomen <49795619+Lyndomen@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: MerrytheManokit <167581110+MerrytheManokit@users.noreply.github.com> Co-authored-by: Vasilis <vasilis@pikachu.systems> Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: UBlueberry <161545003+UBlueberry@users.noreply.github.com> Co-authored-by: AJCM <AJCM@tutanota.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
410 lines
16 KiB
C#
410 lines
16 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using Content.Server.Humanoid.Components;
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using Content.Shared.Coordinates;
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using Content.Shared.Prototypes;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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namespace Content.IntegrationTests.Tests
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{
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[TestFixture]
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[TestOf(typeof(EntityUid))]
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public sealed class EntityTest
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{
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private static readonly ProtoId<EntityCategoryPrototype> SpawnerCategory = "Spawner";
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[Test]
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public async Task SpawnAndDeleteAllEntitiesOnDifferentMaps()
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{
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// This test dirties the pair as it simply deletes ALL entities when done. Overhead of restarting the round
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// is minimal relative to the rest of the test.
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var settings = new PoolSettings { Dirty = true };
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await using var pair = await PoolManager.GetServerClient(settings);
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var server = pair.Server;
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var entityMan = server.ResolveDependency<IEntityManager>();
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var mapManager = server.ResolveDependency<IMapManager>();
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var prototypeMan = server.ResolveDependency<IPrototypeManager>();
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var mapSystem = entityMan.System<SharedMapSystem>();
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await server.WaitPost(() =>
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{
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var protoIds = prototypeMan
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.EnumeratePrototypes<EntityPrototype>()
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.Where(p => !p.Abstract)
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.Where(p => !pair.IsTestPrototype(p))
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.Where(p => !p.Components.ContainsKey("MapGrid")) // This will smash stuff otherwise.
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.Select(p => p.ID)
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.ToList();
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foreach (var protoId in protoIds)
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{
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var mapId = mapManager.CreateMap();
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var grid = mapManager.CreateGridEntity(mapId);
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// TODO: Fix this better in engine.
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mapSystem.SetTile(grid.Owner, grid.Comp, Vector2i.Zero, new Tile(1));
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var coord = new EntityCoordinates(grid.Owner, 0, 0);
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entityMan.SpawnEntity(protoId, coord);
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}
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});
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await server.WaitRunTicks(15);
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await server.WaitPost(() =>
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{
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static IEnumerable<(EntityUid, TComp)> Query<TComp>(IEntityManager entityMan)
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where TComp : Component
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{
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var query = entityMan.AllEntityQueryEnumerator<TComp>();
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while (query.MoveNext(out var uid, out var meta))
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{
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yield return (uid, meta);
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}
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}
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var entityMetas = Query<MetaDataComponent>(entityMan).ToList();
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foreach (var (uid, meta) in entityMetas)
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{
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if (!meta.EntityDeleted)
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entityMan.DeleteEntity(uid);
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}
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Assert.That(entityMan.EntityCount, Is.Zero);
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});
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await pair.CleanReturnAsync();
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}
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[Test]
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public async Task SpawnAndDeleteAllEntitiesInTheSameSpot()
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{
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// This test dirties the pair as it simply deletes ALL entities when done. Overhead of restarting the round
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// is minimal relative to the rest of the test.
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var settings = new PoolSettings { Dirty = true };
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await using var pair = await PoolManager.GetServerClient(settings);
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var server = pair.Server;
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var map = await pair.CreateTestMap();
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var entityMan = server.ResolveDependency<IEntityManager>();
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var prototypeMan = server.ResolveDependency<IPrototypeManager>();
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await server.WaitPost(() =>
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{
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var protoIds = prototypeMan
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.EnumeratePrototypes<EntityPrototype>()
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.Where(p => !p.Abstract)
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.Where(p => !pair.IsTestPrototype(p))
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.Where(p => !p.Components.ContainsKey("MapGrid")) // This will smash stuff otherwise.
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.Select(p => p.ID)
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.ToList();
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foreach (var protoId in protoIds)
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{
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entityMan.SpawnEntity(protoId, map.GridCoords);
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}
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});
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await server.WaitRunTicks(15);
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await server.WaitPost(() =>
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{
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static IEnumerable<(EntityUid, TComp)> Query<TComp>(IEntityManager entityMan)
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where TComp : Component
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{
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var query = entityMan.AllEntityQueryEnumerator<TComp>();
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while (query.MoveNext(out var uid, out var meta))
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{
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yield return (uid, meta);
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}
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}
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var entityMetas = Query<MetaDataComponent>(entityMan).ToList();
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foreach (var (uid, meta) in entityMetas)
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{
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if (!meta.EntityDeleted)
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entityMan.DeleteEntity(uid);
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}
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Assert.That(entityMan.EntityCount, Is.Zero);
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});
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await pair.CleanReturnAsync();
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}
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/// <summary>
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/// Variant of <see cref="SpawnAndDeleteAllEntitiesOnDifferentMaps"/> that also launches a client and dirties
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/// all components on every entity.
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/// </summary>
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[Test]
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public async Task SpawnAndDirtyAllEntities()
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{
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// This test dirties the pair as it simply deletes ALL entities when done. Overhead of restarting the round
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// is minimal relative to the rest of the test.
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var settings = new PoolSettings { Connected = true, Dirty = true };
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await using var pair = await PoolManager.GetServerClient(settings);
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var server = pair.Server;
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var client = pair.Client;
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var cfg = server.ResolveDependency<IConfigurationManager>();
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var prototypeMan = server.ResolveDependency<IPrototypeManager>();
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var mapManager = server.ResolveDependency<IMapManager>();
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var sEntMan = server.ResolveDependency<IEntityManager>();
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Assert.That(cfg.GetCVar(CVars.NetPVS), Is.False);
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var protoIds = prototypeMan
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.EnumeratePrototypes<EntityPrototype>()
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.Where(p => !p.Abstract)
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.Where(p => !pair.IsTestPrototype(p))
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.Where(p => !p.Components.ContainsKey("MapGrid")) // This will smash stuff otherwise.
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.Select(p => p.ID)
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.ToList();
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await server.WaitPost(() =>
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{
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foreach (var protoId in protoIds)
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{
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var mapId = mapManager.CreateMap();
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var grid = mapManager.CreateGridEntity(mapId);
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var ent = sEntMan.SpawnEntity(protoId, new EntityCoordinates(grid.Owner, 0.5f, 0.5f));
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foreach (var (_, component) in sEntMan.GetNetComponents(ent))
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{
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sEntMan.Dirty(ent, component);
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}
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}
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});
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await pair.RunTicksSync(15);
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// Make sure the client actually received the entities
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// 500 is completely arbitrary. Note that the client & sever entity counts aren't expected to match.
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Assert.That(client.ResolveDependency<IEntityManager>().EntityCount, Is.GreaterThan(500));
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await server.WaitPost(() =>
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{
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static IEnumerable<(EntityUid, TComp)> Query<TComp>(IEntityManager entityMan)
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where TComp : Component
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{
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var query = entityMan.AllEntityQueryEnumerator<TComp>();
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while (query.MoveNext(out var uid, out var meta))
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{
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yield return (uid, meta);
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}
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}
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var entityMetas = Query<MetaDataComponent>(sEntMan).ToList();
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foreach (var (uid, meta) in entityMetas)
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{
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if (!meta.EntityDeleted)
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sEntMan.DeleteEntity(uid);
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}
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Assert.That(sEntMan.EntityCount, Is.Zero);
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});
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await pair.CleanReturnAsync();
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}
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/// <summary>
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/// This test checks that spawning and deleting an entity doesn't somehow create other unrelated entities.
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/// </summary>
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/// <remarks>
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/// Unless an entity is intentionally designed to spawn other entities (e.g., mob spawners), they should
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/// generally not spawn unrelated / detached entities. Any entities that do get spawned should be parented to
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/// the spawned entity (e.g., in a container). If an entity needs to spawn an entity somewhere in null-space,
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/// it should delete that entity when it is no longer required. This test mainly exists to prevent "entity leak"
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/// bugs, where spawning some entity starts spawning unrelated entities in null space.
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/// </remarks>
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[Test]
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public async Task SpawnAndDeleteEntityCountTest()
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{
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var settings = new PoolSettings { Connected = true, Dirty = true };
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await using var pair = await PoolManager.GetServerClient(settings);
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var mapManager = pair.Server.ResolveDependency<IMapManager>();
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var server = pair.Server;
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var client = pair.Client;
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var excluded = new[]
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{
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"MapGrid",
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"StationEvent",
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"TimedDespawn",
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// makes an announcement on mapInit.
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"AnnounceOnSpawn",
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};
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Assert.That(server.CfgMan.GetCVar(CVars.NetPVS), Is.False);
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var protoIds = server.ProtoMan
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.EnumeratePrototypes<EntityPrototype>()
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.Where(p => !p.Abstract)
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.Where(p => !pair.IsTestPrototype(p))
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.Where(p => !excluded.Any(p.Components.ContainsKey))
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.Where(p => p.Categories.All(x => x.ID != SpawnerCategory))
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.Select(p => p.ID)
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.ToList();
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protoIds.Sort();
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var mapId = MapId.Nullspace;
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await server.WaitPost(() =>
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{
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mapId = mapManager.CreateMap();
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});
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var coords = new MapCoordinates(Vector2.Zero, mapId);
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await pair.RunTicksSync(3);
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foreach (var protoId in protoIds)
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{
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// TODO fix ninja
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// Currently ninja fails to equip their own loadout.
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if (protoId == "MobHumanSpaceNinja")
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continue;
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var count = server.EntMan.EntityCount;
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var clientCount = client.EntMan.EntityCount;
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EntityUid uid = default;
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await server.WaitPost(() => uid = server.EntMan.SpawnEntity(protoId, coords));
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await pair.RunTicksSync(3);
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// If the entity deleted itself, check that it didn't spawn other entities
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if (!server.EntMan.EntityExists(uid))
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{
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if (server.EntMan.EntityCount != count)
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{
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|
Assert.Fail($"Server prototype {protoId} failed on deleting itself");
|
|
}
|
|
|
|
if (client.EntMan.EntityCount != clientCount)
|
|
{
|
|
Assert.Fail($"Client prototype {protoId} failed on deleting itself\n" +
|
|
$"Expected {clientCount} and found {client.EntMan.EntityCount}.\n" +
|
|
$"Server was {count}.");
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// Check that the number of entities has increased.
|
|
if (server.EntMan.EntityCount <= count)
|
|
{
|
|
Assert.Fail($"Server prototype {protoId} failed on spawning as entity count didn't increase");
|
|
}
|
|
|
|
if (client.EntMan.EntityCount <= clientCount)
|
|
{
|
|
Assert.Fail($"Client prototype {protoId} failed on spawning as entity count didn't increase" +
|
|
$"Expected at least {clientCount} and found {client.EntMan.EntityCount}. " +
|
|
$"Server was {count}");
|
|
}
|
|
|
|
await server.WaitPost(() => server.EntMan.DeleteEntity(uid));
|
|
await pair.RunTicksSync(3);
|
|
|
|
// Check that the number of entities has gone back to the original value.
|
|
if (server.EntMan.EntityCount != count)
|
|
{
|
|
Assert.Fail($"Server prototype {protoId} failed on deletion count didn't reset properly");
|
|
}
|
|
|
|
if (client.EntMan.EntityCount != clientCount)
|
|
{
|
|
Assert.Fail($"Client prototype {protoId} failed on deletion count didn't reset properly:\n" +
|
|
$"Expected {clientCount} and found {client.EntMan.EntityCount}.\n" +
|
|
$"Server was {count}.");
|
|
}
|
|
}
|
|
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
|
|
[Test]
|
|
public async Task AllComponentsOneToOneDeleteTest()
|
|
{
|
|
var skipComponents = new[]
|
|
{
|
|
"DebugExceptionOnAdd", // Debug components that explicitly throw exceptions
|
|
"DebugExceptionExposeData",
|
|
"DebugExceptionInitialize",
|
|
"DebugExceptionStartup",
|
|
"GridFill",
|
|
"Map", // We aren't testing a map entity in this test
|
|
"MapGrid",
|
|
"Broadphase",
|
|
"StationData", // errors when removed mid-round
|
|
"StationJobs",
|
|
"Actor", // We aren't testing actor components, those need their player session set.
|
|
"BlobFloorPlanBuilder", // Implodes if unconfigured.
|
|
"DebrisFeaturePlacerController", // Above.
|
|
"LoadedChunk", // Worldgen chunk loading malding.
|
|
"BiomeSelection", // Whaddya know, requires config.
|
|
"ActivatableUI", // Requires enum key
|
|
};
|
|
|
|
// TODO TESTS
|
|
// auto ignore any components that have a "required" data field.
|
|
|
|
await using var pair = await PoolManager.GetServerClient();
|
|
var server = pair.Server;
|
|
var entityManager = server.ResolveDependency<IEntityManager>();
|
|
var componentFactory = server.ResolveDependency<IComponentFactory>();
|
|
var logmill = server.ResolveDependency<ILogManager>().GetSawmill("EntityTest");
|
|
|
|
await pair.CreateTestMap();
|
|
await server.WaitRunTicks(5);
|
|
var testLocation = pair.TestMap.GridCoords;
|
|
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
Assert.Multiple(() =>
|
|
{
|
|
|
|
foreach (var type in componentFactory.AllRegisteredTypes)
|
|
{
|
|
var component = (Component) componentFactory.GetComponent(type);
|
|
var name = componentFactory.GetComponentName(type);
|
|
|
|
// If this component is ignored
|
|
if (skipComponents.Contains(name))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var entity = entityManager.SpawnEntity(null, testLocation);
|
|
|
|
Assert.That(entityManager.GetComponent<MetaDataComponent>(entity).EntityInitialized);
|
|
|
|
// The component may already exist if it is a mandatory component
|
|
// such as MetaData or Transform
|
|
if (entityManager.HasComponent(entity, type))
|
|
{
|
|
entityManager.DeleteEntity(entity);
|
|
continue;
|
|
}
|
|
|
|
logmill.Debug($"Adding component: {name}");
|
|
|
|
Assert.DoesNotThrow(() =>
|
|
{
|
|
entityManager.AddComponent(entity, component);
|
|
}, "Component '{0}' threw an exception.",
|
|
name);
|
|
|
|
entityManager.DeleteEntity(entity);
|
|
}
|
|
});
|
|
});
|
|
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
}
|
|
}
|