mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-10 00:07:27 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
566 lines
22 KiB
C#
566 lines
22 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Content.Server.Administration.Systems;
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using Content.Server.GameTicking;
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using Content.Server.Maps;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Roles;
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using Robust.Shared.Configuration;
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using Robust.Shared.ContentPack;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Prototypes;
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using Content.Shared.Station.Components;
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using Robust.Shared.EntitySerialization;
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using Robust.Shared.EntitySerialization.Systems;
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using Robust.Shared.IoC;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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using Robust.Shared.Map.Events;
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namespace Content.IntegrationTests.Tests
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{
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[TestFixture]
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public sealed class PostMapInitTest
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{
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private const bool SkipTestMaps = true;
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private const string TestMapsPath = "/Maps/Test/";
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private static readonly string[] NoSpawnMaps =
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{
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"CentComm",
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"Dart"
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};
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private static readonly string[] Grids =
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{
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"/Maps/_DV/centcomm.yml", // DeltaV
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AdminTestArenaSystem.ArenaMapPath
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};
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private static readonly string[] DoNotMapWhitelist =
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{
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"/Maps/centcomm.yml",
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"/Maps/bagel.yml", // Contains mime's rubber stamp --> Either fix this, remove the category, or remove this comment if intentional.
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"/Maps/gate.yml", // Contains positronic brain and LSE-1200c "Perforator"
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"/Maps/meta.yml", // Contains warden's rubber stamp
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"/Maps/reach.yml", // Contains handheld crew monitor
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"/Maps/Shuttles/ShuttleEvent/cruiser.yml", // Contains LSE-1200c "Perforator"
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"/Maps/Shuttles/ShuttleEvent/honki.yml", // Contains golden honker, clown's rubber stamp
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"/Maps/Shuttles/ShuttleEvent/instigator.yml", // Contains EXP-320g "Friendship"
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"/Maps/Shuttles/ShuttleEvent/syndie_evacpod.yml", // Contains syndicate rubber stamp
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};
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private static readonly string[] GameMaps =
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{
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"Dev",
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"TestTeg",
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"CentComm",
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"MeteorArena",
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"Academy", //DeltaV
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"Arena", // DeltaV
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"ArenaMedieval", //DeltaV
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"Asterisk", // DeltaV
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"Byoin", // DeltaV
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"Chibi", // DeltaV
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"Division", // DeltaV
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"Edge", // DeltaV
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"Elegance", // DeltaV
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"Glacier", // DeltaV
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"Hammurabi", // DeltaV
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"Lighthouse", // DeltaV
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"Micro", // DeltaV
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"Pebble", // DeltaV
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"Shoukou", // DeltaV
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"Submarine", //DeltaV
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"Terra", //DeltaV
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"TheHive", // DeltaV
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"Tortuga" // DeltaV
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};
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private static readonly ProtoId<EntityCategoryPrototype> DoNotMapCategory = "DoNotMap";
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/// <summary>
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/// Asserts that specific files have been saved as grids and not maps.
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/// </summary>
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[Test, TestCaseSource(nameof(Grids))]
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public async Task GridsLoadableTest(string mapFile)
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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var entManager = server.ResolveDependency<IEntityManager>();
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var mapLoader = entManager.System<MapLoaderSystem>();
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var mapSystem = entManager.System<SharedMapSystem>();
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var cfg = server.ResolveDependency<IConfigurationManager>();
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Assert.That(cfg.GetCVar(CCVars.GridFill), Is.False);
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var path = new ResPath(mapFile);
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await server.WaitPost(() =>
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{
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mapSystem.CreateMap(out var mapId);
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try
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{
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Assert.That(mapLoader.TryLoadGrid(mapId, path, out var grid));
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}
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catch (Exception ex)
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{
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throw new Exception($"Failed to load map {mapFile}, was it saved as a map instead of a grid?", ex);
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}
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mapSystem.DeleteMap(mapId);
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});
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await server.WaitRunTicks(1);
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await pair.CleanReturnAsync();
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}
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/// <summary>
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/// Asserts that shuttles are loadable and have been saved as grids and not maps.
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/// </summary>
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[Test]
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public async Task ShuttlesLoadableTest()
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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var entManager = server.ResolveDependency<IEntityManager>();
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var resMan = server.ResolveDependency<IResourceManager>();
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var mapLoader = entManager.System<MapLoaderSystem>();
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var mapSystem = entManager.System<SharedMapSystem>();
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var cfg = server.ResolveDependency<IConfigurationManager>();
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Assert.That(cfg.GetCVar(CCVars.GridFill), Is.False);
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var shuttleFolder = new ResPath("/Maps/Shuttles");
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var shuttles = resMan
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.ContentFindFiles(shuttleFolder)
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.Where(filePath =>
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filePath.Extension == "yml" && !filePath.Filename.StartsWith(".", StringComparison.Ordinal))
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.ToArray();
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await server.WaitPost(() =>
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{
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Assert.Multiple(() =>
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{
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foreach (var path in shuttles)
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{
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mapSystem.CreateMap(out var mapId);
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try
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{
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Assert.That(mapLoader.TryLoadGrid(mapId, path, out _),
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$"Failed to load shuttle {path}, was it saved as a map instead of a grid?");
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}
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catch (Exception ex)
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{
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throw new Exception($"Failed to load shuttle {path}, was it saved as a map instead of a grid?",
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ex);
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}
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mapSystem.DeleteMap(mapId);
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}
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});
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});
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await server.WaitRunTicks(1);
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await pair.CleanReturnAsync();
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}
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[Test]
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public async Task NoSavedPostMapInitTest()
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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var resourceManager = server.ResolveDependency<IResourceManager>();
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var protoManager = server.ResolveDependency<IPrototypeManager>();
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var loader = server.System<MapLoaderSystem>();
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var mapFolder = new ResPath("/Maps");
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var maps = resourceManager
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.ContentFindFiles(mapFolder)
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.Where(filePath => filePath.Extension == "yml" && !filePath.Filename.StartsWith(".", StringComparison.Ordinal))
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.ToArray();
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var v7Maps = new List<ResPath>();
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foreach (var map in maps)
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{
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var rootedPath = map.ToRootedPath();
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// ReSharper disable once RedundantLogicalConditionalExpressionOperand
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if (SkipTestMaps && rootedPath.ToString().StartsWith(TestMapsPath, StringComparison.Ordinal))
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{
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continue;
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}
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if (!resourceManager.TryContentFileRead(rootedPath, out var fileStream))
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{
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Assert.Fail($"Map not found: {rootedPath}");
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}
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using var reader = new StreamReader(fileStream);
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var yamlStream = new YamlStream();
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yamlStream.Load(reader);
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var root = yamlStream.Documents[0].RootNode;
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var meta = root["meta"];
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var version = meta["format"].AsInt();
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// TODO MAP TESTS
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// Move this to some separate test?
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//CheckDoNotMap(map, root, protoManager); // DeltaV - use MappingCategoriesTest instead
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if (version >= 7)
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{
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v7Maps.Add(map);
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continue;
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}
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var postMapInit = meta["postmapinit"].AsBool();
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Assert.That(postMapInit, Is.False, $"Map {map.Filename} was saved postmapinit");
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}
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var deps = server.ResolveDependency<IEntitySystemManager>().DependencyCollection;
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var ev = new BeforeEntityReadEvent();
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server.EntMan.EventBus.RaiseEvent(EventSource.Local, ev);
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foreach (var map in v7Maps)
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{
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Assert.That(IsPreInit(map, loader, deps, ev.RenamedPrototypes, ev.DeletedPrototypes));
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}
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// Check that the test actually does manage to catch post-init maps and isn't just blindly passing everything.
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// To that end, create a new post-init map and try verify it.
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var mapSys = server.System<SharedMapSystem>();
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MapId id = default;
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await server.WaitPost(() => mapSys.CreateMap(out id, runMapInit: false));
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await server.WaitPost(() => server.EntMan.Spawn(null, new MapCoordinates(0, 0, id)));
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// First check that a pre-init version passes
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var path = new ResPath($"{nameof(NoSavedPostMapInitTest)}.yml");
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Assert.That(loader.TrySaveMap(id, path));
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Assert.That(IsPreInit(path, loader, deps, ev.RenamedPrototypes, ev.DeletedPrototypes));
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// and the post-init version fails.
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await server.WaitPost(() => mapSys.InitializeMap(id));
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Assert.That(loader.TrySaveMap(id, path));
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Assert.That(IsPreInit(path, loader, deps, ev.RenamedPrototypes, ev.DeletedPrototypes), Is.False);
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await pair.CleanReturnAsync();
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}
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/// <summary>
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/// Check that maps do not have any entities that belong to the DoNotMap entity category
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/// </summary>
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private void CheckDoNotMap(ResPath map, YamlNode node, IPrototypeManager protoManager)
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{
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if (DoNotMapWhitelist.Contains(map.ToString()))
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return;
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var yamlEntities = node["entities"];
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if (!protoManager.TryIndex(DoNotMapCategory, out var dnmCategory))
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return;
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Assert.Multiple(() =>
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{
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foreach (var yamlEntity in (YamlSequenceNode)yamlEntities)
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{
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var protoId = yamlEntity["proto"].AsString();
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// This doesn't properly handle prototype migrations, but thats not a significant issue.
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if (!protoManager.TryIndex(protoId, out var proto, false))
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continue;
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Assert.That(!proto.Categories.Contains(dnmCategory),
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$"\nMap {map} contains entities in the DO NOT MAP category ({proto.Name})");
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}
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});
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}
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private bool IsPreInit(ResPath map,
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MapLoaderSystem loader,
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IDependencyCollection deps,
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Dictionary<string, string> renamedPrototypes,
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HashSet<string> deletedPrototypes)
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{
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if (!loader.TryReadFile(map, out var data))
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{
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Assert.Fail($"Failed to read {map}");
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return false;
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}
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var reader = new EntityDeserializer(deps,
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data,
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DeserializationOptions.Default,
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renamedPrototypes,
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deletedPrototypes);
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if (!reader.TryProcessData())
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{
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Assert.Fail($"Failed to process {map}");
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return false;
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}
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foreach (var mapId in reader.MapYamlIds)
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{
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var mapData = reader.YamlEntities[mapId];
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if (mapData.PostInit)
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return false;
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}
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return true;
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}
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[Test, TestCaseSource(nameof(GameMaps))]
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public async Task GameMapsLoadableTest(string mapProto)
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{
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await using var pair = await PoolManager.GetServerClient(new PoolSettings
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{
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Dirty = true // Stations spawn a bunch of nullspace entities and maps like centcomm.
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});
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var server = pair.Server;
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var mapManager = server.ResolveDependency<IMapManager>();
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var entManager = server.ResolveDependency<IEntityManager>();
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var mapLoader = entManager.System<MapLoaderSystem>();
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var mapSystem = entManager.System<SharedMapSystem>();
|
|
var protoManager = server.ResolveDependency<IPrototypeManager>();
|
|
var ticker = entManager.EntitySysManager.GetEntitySystem<GameTicker>();
|
|
var shuttleSystem = entManager.EntitySysManager.GetEntitySystem<ShuttleSystem>();
|
|
var cfg = server.ResolveDependency<IConfigurationManager>();
|
|
Assert.That(cfg.GetCVar(CCVars.GridFill), Is.False);
|
|
|
|
await server.WaitPost(() =>
|
|
{
|
|
MapId mapId;
|
|
try
|
|
{
|
|
var opts = DeserializationOptions.Default with {InitializeMaps = true};
|
|
ticker.LoadGameMap(protoManager.Index<GameMapPrototype>(mapProto), out mapId, opts);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
throw new Exception($"Failed to load map {mapProto}", ex);
|
|
}
|
|
|
|
mapSystem.CreateMap(out var shuttleMap);
|
|
var largest = 0f;
|
|
EntityUid? targetGrid = null;
|
|
var memberQuery = entManager.GetEntityQuery<StationMemberComponent>();
|
|
|
|
var grids = mapManager.GetAllGrids(mapId).ToList();
|
|
var gridUids = grids.Select(o => o.Owner).ToList();
|
|
targetGrid = gridUids.First();
|
|
|
|
foreach (var grid in grids)
|
|
{
|
|
var gridEnt = grid.Owner;
|
|
if (!memberQuery.HasComponent(gridEnt))
|
|
continue;
|
|
|
|
var area = grid.Comp.LocalAABB.Width * grid.Comp.LocalAABB.Height;
|
|
|
|
if (area > largest)
|
|
{
|
|
largest = area;
|
|
targetGrid = gridEnt;
|
|
}
|
|
}
|
|
|
|
// Test shuttle can dock.
|
|
// This is done inside gamemap test because loading the map takes ages and we already have it.
|
|
var station = entManager.GetComponent<StationMemberComponent>(targetGrid!.Value).Station;
|
|
if (entManager.TryGetComponent<StationEmergencyShuttleComponent>(station, out var stationEvac))
|
|
{
|
|
var shuttlePath = stationEvac.EmergencyShuttlePath;
|
|
Assert.That(mapLoader.TryLoadGrid(shuttleMap, shuttlePath, out var shuttle),
|
|
$"Failed to load {shuttlePath}");
|
|
|
|
Assert.That(
|
|
shuttleSystem.TryFTLDock(shuttle!.Value.Owner,
|
|
entManager.GetComponent<ShuttleComponent>(shuttle!.Value.Owner),
|
|
targetGrid.Value),
|
|
$"Unable to dock {shuttlePath} to {mapProto}");
|
|
}
|
|
|
|
mapSystem.DeleteMap(shuttleMap);
|
|
|
|
if (entManager.HasComponent<StationJobsComponent>(station))
|
|
{
|
|
// Test that the map has valid latejoin spawn points or container spawn points
|
|
if (!NoSpawnMaps.Contains(mapProto))
|
|
{
|
|
var lateSpawns = 0;
|
|
|
|
lateSpawns += GetCountLateSpawn<SpawnPointComponent>(gridUids, entManager);
|
|
lateSpawns += GetCountLateSpawn<ContainerSpawnPointComponent>(gridUids, entManager);
|
|
|
|
Assert.That(lateSpawns, Is.GreaterThan(0), $"Found no latejoin spawn points on {mapProto}");
|
|
}
|
|
|
|
// Test all availableJobs have spawnPoints
|
|
// This is done inside gamemap test because loading the map takes ages and we already have it.
|
|
var comp = entManager.GetComponent<StationJobsComponent>(station);
|
|
var jobs = new HashSet<ProtoId<JobPrototype>>(comp.SetupAvailableJobs.Keys);
|
|
|
|
var spawnPoints = entManager.EntityQuery<SpawnPointComponent>()
|
|
.Where(x => x.SpawnType == SpawnPointType.Job && x.Job != null)
|
|
.Select(x => x.Job.Value);
|
|
|
|
jobs.ExceptWith(spawnPoints);
|
|
|
|
spawnPoints = entManager.EntityQuery<ContainerSpawnPointComponent>()
|
|
.Where(x => x.SpawnType is SpawnPointType.Job or SpawnPointType.Unset && x.Job != null)
|
|
.Select(x => x.Job.Value);
|
|
|
|
jobs.ExceptWith(spawnPoints);
|
|
|
|
Assert.That(jobs, Is.Empty, $"There is no spawnpoints for {string.Join(", ", jobs)} on {mapProto}.");
|
|
}
|
|
|
|
try
|
|
{
|
|
mapSystem.DeleteMap(mapId);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
throw new Exception($"Failed to delete map {mapProto}", ex);
|
|
}
|
|
});
|
|
await server.WaitRunTicks(1);
|
|
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
|
|
|
|
|
|
private static int GetCountLateSpawn<T>(List<EntityUid> gridUids, IEntityManager entManager)
|
|
where T : ISpawnPoint, IComponent
|
|
{
|
|
var resultCount = 0;
|
|
var queryPoint = entManager.AllEntityQueryEnumerator<T, TransformComponent>();
|
|
#nullable enable
|
|
while (queryPoint.MoveNext(out T? comp, out var xform))
|
|
{
|
|
var spawner = (ISpawnPoint) comp;
|
|
|
|
if (spawner.SpawnType is not SpawnPointType.LateJoin
|
|
|| xform.GridUid == null
|
|
|| !gridUids.Contains(xform.GridUid.Value))
|
|
{
|
|
continue;
|
|
}
|
|
#nullable disable
|
|
resultCount++;
|
|
break;
|
|
}
|
|
|
|
return resultCount;
|
|
}
|
|
|
|
[Test]
|
|
public async Task AllMapsTested()
|
|
{
|
|
await using var pair = await PoolManager.GetServerClient();
|
|
var server = pair.Server;
|
|
var protoMan = server.ResolveDependency<IPrototypeManager>();
|
|
|
|
var gameMaps = protoMan.EnumeratePrototypes<GameMapPrototype>()
|
|
.Where(x => !pair.IsTestPrototype(x))
|
|
.Select(x => x.ID)
|
|
.ToHashSet();
|
|
|
|
Assert.That(gameMaps.Remove(PoolManager.TestMap));
|
|
|
|
Assert.That(gameMaps, Is.EquivalentTo(GameMaps.ToHashSet()), "Game map prototype missing from test cases.");
|
|
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
|
|
[Test]
|
|
public async Task NonGameMapsLoadableTest()
|
|
{
|
|
await using var pair = await PoolManager.GetServerClient();
|
|
var server = pair.Server;
|
|
|
|
var mapLoader = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<MapLoaderSystem>();
|
|
var resourceManager = server.ResolveDependency<IResourceManager>();
|
|
var protoManager = server.ResolveDependency<IPrototypeManager>();
|
|
var cfg = server.ResolveDependency<IConfigurationManager>();
|
|
Assert.That(cfg.GetCVar(CCVars.GridFill), Is.False);
|
|
|
|
var gameMaps = protoManager.EnumeratePrototypes<GameMapPrototype>().Select(o => o.MapPath).ToHashSet();
|
|
|
|
var mapFolder = new ResPath("/Maps");
|
|
var maps = resourceManager
|
|
.ContentFindFiles(mapFolder)
|
|
.Where(filePath => filePath.Extension == "yml" && !filePath.Filename.StartsWith(".", StringComparison.Ordinal))
|
|
.ToArray();
|
|
|
|
var mapPaths = new List<ResPath>();
|
|
foreach (var map in maps)
|
|
{
|
|
if (gameMaps.Contains(map))
|
|
continue;
|
|
|
|
var rootedPath = map.ToRootedPath();
|
|
if (SkipTestMaps && rootedPath.ToString().StartsWith(TestMapsPath, StringComparison.Ordinal))
|
|
{
|
|
continue;
|
|
}
|
|
mapPaths.Add(rootedPath);
|
|
}
|
|
|
|
await server.WaitPost(() =>
|
|
{
|
|
Assert.Multiple(() =>
|
|
{
|
|
// This bunch of files contains a random mixture of both map and grid files.
|
|
// TODO MAPPING organize files
|
|
var opts = MapLoadOptions.Default with
|
|
{
|
|
DeserializationOptions = DeserializationOptions.Default with
|
|
{
|
|
InitializeMaps = true,
|
|
LogOrphanedGrids = false
|
|
}
|
|
};
|
|
|
|
HashSet<Entity<MapComponent>> maps;
|
|
foreach (var path in mapPaths)
|
|
{
|
|
try
|
|
{
|
|
Assert.That(mapLoader.TryLoadGeneric(path, out maps, out _, opts));
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
throw new Exception($"Failed to load map {path}", ex);
|
|
}
|
|
|
|
try
|
|
{
|
|
foreach (var map in maps)
|
|
{
|
|
server.EntMan.DeleteEntity(map);
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
throw new Exception($"Failed to delete map {path}", ex);
|
|
}
|
|
}
|
|
});
|
|
});
|
|
|
|
await server.WaitRunTicks(1);
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
}
|
|
}
|