* Add test pooling and global test setup
* WIP test pooling changes
* Make asynchronous tests the default again
* Finish fixing tests, make test threads background threads
* Un-pool tests with custom cvars
* Fix not changing FailureLogLevel cvar on instance return
* Fix error when overriding already overriden cvar
* Don't pool some physics integration tests
* Unpool engine tests, the technology just isn't there yet
* Remove explicit Pool = false from physics tests
* Change default pooling setting to false
* Didn't need this anyway
* Remove ConfigurationManager.ResetOverrides
* Bring back enum cvar override parsing
* Make integrationInstances name clearer > notPooledInstaces
Make clients ready and servers ready internal
* Add logging test instances
* Give more info on ran tests
* Show total clients and servers in test output
* Wipe LayerMap on SpriteComponent.AfterDeserialize
* Fix server not properly kicking clients
* Rider shut
* Make all test metrics report totals
* Format tests ran better
* Replace Console.WriteLine with TestContext.Out.WriteLine
* Fix two server test pooling info prints using total clients instead of total servers
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Fright night
* Shitty bounds working
* No more fixture leak
* Optimise TryFindGridAt
Should be O(1) now instead of the previous O(n) for number of fixtures
* ambush
* Merge stuffies
* Merge to master
* Fixes I guess
* Fix client sync
* Fix grid deserialization
* Jank test
* Fix deferral shitfuckery
* Optimise and remove
* Fixes
* Just werk dam u
* Optimisations
* Bunch of fixes
* FINALLY IT'S DONE
* Fixes
* Fix
* Comment
Rather than having the methods on the shapes themselves (whenever we eventually get them as structs) I just put them on a shapemanager instead as it seemed cleaner?
* Fix client-side physics bodies getting stuck awake
Wasn't a huge perf hit but it could leak a bit. Also there's a bunch of E/C stuff in here and I'll deal with it later.
* Fix broadphase leak
* Fix robust server sim
* Fix containers that hold entities not on client
* Delete from ExpectedEntities when entity removed
* Fix ContainerSystem not registering on the server
* Move container state to entity system
Move client code to client
* Fix removal and clean up code
* Add test
* Add more checks to test
* Remove unneeded deletion event handler
When the child is deleted, if the entity does not exist on the client,
then HandleComponentState runs. If the entity does exist, then
HandleEntityInitialized would have run. Either way HandleEntityDeleted
is not needed.
* Renamed unexpected to removedExpected
* Cache physics transforms internally
3 main points to cache them for:
1. Contact updates
2. Physics Islands solving
3. GetWorldManifold (though this is primarily for ss14).
Whenever multi-threading is done it will need adjustments to make sure no race conditions on accessing the transforms dictionary
* Also cache position and angle for GetWorldAABB
* Fix boogs
* woops
* ComponentNames are not sent over the network when components are created.
* Removed ComponentStates array from EntityState, now the state is stored directly inside the CompChange struct.
* Remove the unnecessary NetID property from ComponentState.
* Remove Component.NetworkSynchronizeExistence.
* Change GetNetComponents to return both the component and the component NetId.
* Remove public usages of the Component.NetID property.
* Adds the NetIDAttribute that can be applied to components.
* Removed Component.NetID.
* Revert changes to GetComponentState and how prediction works.
* Adds component netID automatic generation.
* Modifies ClientConsoleHost so that commands can be called before Initialize().
* Completely remove static NetIds.
* Renamed NetIDAttribute to NetworkedComponentAttribute.
* Fixing unit tests.