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Dirty PVS chunk when visibility mask changes (#3045)
* Dirty PVS chunk when visibility mask changes * fix tests? * aaaaaa * maybe sorta finally fix tests * directly return vis mask, Also defaults to 1 only if visibility component does not exist. * make sure everything has first bit set
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@@ -1,10 +1,12 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using NUnit.Framework;
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using Robust.Client.GameObjects;
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using Robust.Server.Containers;
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using Robust.Server.GameObjects;
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using Robust.Server.GameStates;
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using Robust.Server.Physics;
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using Robust.Shared.Configuration;
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using Robust.Shared.Containers;
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@@ -76,10 +78,22 @@ namespace Robust.UnitTesting
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var systems = IoCManager.Resolve<IEntitySystemManager>();
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// Required systems
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systems.LoadExtraSystemType<ContainerSystem>();
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systems.LoadExtraSystemType<TransformSystem>();
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systems.LoadExtraSystemType<EntityLookupSystem>();
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systems.LoadExtraSystemType<MetaDataSystem>();
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// uhhh so maybe these are the wrong system for the client, but I CBF adding sprite system and all the rest,
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// and it was like this when I found it.
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systems.LoadExtraSystemType<Robust.Server.Containers.ContainerSystem>();
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systems.LoadExtraSystemType<Robust.Server.GameObjects.TransformSystem>();
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if (Project == UnitTestProject.Client)
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{
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systems.LoadExtraSystemType<ClientMetaDataSystem>();
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}
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else
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{
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systems.LoadExtraSystemType<ServerMetaDataSystem>();
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systems.LoadExtraSystemType<PVSSystem>();
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}
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var entMan = IoCManager.Resolve<IEntityManager>();
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var mapMan = IoCManager.Resolve<IMapManager>();
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