mirror of
https://github.com/space-wizards/RobustToolbox.git
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -3,6 +3,7 @@ using NUnit.Framework;
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using Robust.Client.GameStates;
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using Robust.Client.Timing;
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using Robust.Shared.GameStates;
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using Robust.Shared.Log;
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using Robust.Shared.Timing;
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namespace Robust.UnitTesting.Client.GameStates
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@@ -17,7 +18,9 @@ namespace Robust.UnitTesting.Client.GameStates
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timingMock.SetupProperty(p => p.CurTick);
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var timing = timingMock.Object;
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var processor = new GameStateProcessor(timing);
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var managerMock = new Mock<IClientGameStateManager>();
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var logMock = new Mock<ISawmill>();
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var processor = new GameStateProcessor(managerMock.Object, timing, logMock.Object);
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processor.Interpolation = true;
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processor.AddNewState(GameStateFactory(0, 1));
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@@ -37,7 +40,9 @@ namespace Robust.UnitTesting.Client.GameStates
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timingMock.SetupProperty(p => p.CurTick);
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var timing = timingMock.Object;
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var processor = new GameStateProcessor(timing);
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var managerMock = new Mock<IClientGameStateManager>();
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var logMock = new Mock<ISawmill>();
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var processor = new GameStateProcessor(managerMock.Object, timing, logMock.Object);
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processor.AddNewState(GameStateFactory(0, 1));
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processor.AddNewState(GameStateFactory(1, 2));
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@@ -64,7 +69,9 @@ namespace Robust.UnitTesting.Client.GameStates
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timingMock.SetupProperty(p => p.CurTick);
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var timing = timingMock.Object;
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var processor = new GameStateProcessor(timing);
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var managerMock = new Mock<IClientGameStateManager>();
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var logMock = new Mock<ISawmill>();
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var processor = new GameStateProcessor(managerMock.Object, timing, logMock.Object);
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processor.AddNewState(GameStateFactory(0, 1));
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processor.AddNewState(GameStateFactory(1, 2));
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@@ -177,13 +184,15 @@ namespace Robust.UnitTesting.Client.GameStates
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timingMock.SetupProperty(p => p.TickTimingAdjustment);
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var timing = timingMock.Object;
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var processor = new GameStateProcessor(timing);
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var managerMock = new Mock<IClientGameStateManager>();
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var logMock = new Mock<ISawmill>();
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var processor = new GameStateProcessor(managerMock.Object, timing, logMock.Object);
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processor.AddNewState(GameStateFactory(0, 1));
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processor.AddNewState(GameStateFactory(1, 2));
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processor.AddNewState(GameStateFactory(2, 3)); // buffer is now full, otherwise cannot calculate states.
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processor.LastFullStateRequested = null;
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processor.OnFullStateReceived();
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timing.LastProcessedTick = timing.LastRealTick = new GameTick(1);
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return (timing, processor);
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