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* Move MapManager queries to SharedMapSystem Moves all variants of FindGridsIntersecting/TryFindGridAt to SharedMapSystem Hollows out the MapManager methods and converts them into relays to SharedMapSystem * Move CreateGrid to SharedMapSystem Moves the functionality for CreateGrid and its variants to SharedMapSystem Hollows out the MapManager methods and converts them into relays for the SharedMapSystem methods Obsoletes them too Also moves over the GetAllMapGrids and GetAllGrids methods * Move RaiseOnTileChanged to SharedMapSystem Also moves the SuppressOnTileChanged flag member to SharedMapSystem Hollows out and obsoletes the MapManager versions * Move default value constants to SharedMapSystem * Converts map pausing events into LocalizedEntityCommands * Move MapManager related delegates/structs to SharedMapSystem Moves the GridCreationOptions struct to the same namespace as SharedMapSystem and converts it into a record struct Move the GridCallback delegates to the same namespace as SharedMapSystem * Move CullDeletionHistory to SharedMapSystem Well, that was less painful than I thought it would be * Actually obsolete the NetworkedMapManager method * Rename file * Doc comments for new SharedMapSystem methods * Doc comment * Doc comments * Fix access * Purge all references to IMapManagerInternal * Cull easy IMapManager references * The rest * Purge IMapManager * Private internal FindGridsIntersecting method * please die * 41 * notes --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
169 lines
6.6 KiB
C#
169 lines
6.6 KiB
C#
using System.Linq;
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using System.Numerics;
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using System.Threading.Tasks;
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using NUnit.Framework;
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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.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Network;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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namespace Robust.UnitTesting.Shared.Physics;
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internal sealed class BroadphaseNetworkingTest : RobustIntegrationTest
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{
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/// <summary>
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/// Check that the transform/broadphase is properly networked when a player moves to a newly spawned map/grid.
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/// </summary>
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/// <remarks>
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/// See PR #3919 or issue #3924
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/// </remarks>
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[Test]
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public async Task TestBroadphaseNetworking()
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{
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var server = StartServer();
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var client = StartClient();
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await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
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var sEntMan = server.ResolveDependency<IEntityManager>();
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var cEntMan = client.ResolveDependency<IEntityManager>();
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var netMan = client.ResolveDependency<IClientNetManager>();
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var confMan = server.ResolveDependency<IConfigurationManager>();
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var cPlayerMan = client.ResolveDependency<ISharedPlayerManager>();
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var sPlayerMan = server.ResolveDependency<ISharedPlayerManager>();
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var fixturesSystem = sEntMan.EntitySysManager.GetEntitySystem<FixtureSystem>();
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var physicsSystem = sEntMan.EntitySysManager.GetEntitySystem<SharedPhysicsSystem>();
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var mapSystem = sEntMan.EntitySysManager.GetEntitySystem<SharedMapSystem>();
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Assert.DoesNotThrow(() => client.SetConnectTarget(server));
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client.Post(() => netMan.ClientConnect(null!, 0, null!));
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server.Post(() => confMan.SetCVar(CVars.NetPVS, true));
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for (int i = 0; i < 10; i++)
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{
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await server.WaitRunTicks(1);
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await client.WaitRunTicks(1);
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}
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// Set up maps 1 & grid 1
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EntityUid grid1 = default;
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EntityUid map1 = default;
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await server.WaitPost(() =>
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{
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map1 = mapSystem.CreateMap(out var mapId);
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var gridEnt = mapSystem.CreateGridEntity(mapId);
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mapSystem.SetTile(gridEnt, Vector2i.Zero, new Tile(1));
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grid1 = gridEnt.Owner;
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});
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var map1Net = sEntMan.GetNetEntity(map1);
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// Spawn player entity on grid 1
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EntityUid player = default;
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await server.WaitPost(() =>
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{
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var coords = new EntityCoordinates(grid1, new Vector2(0.5f, 0.5f));
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player = sEntMan.SpawnEntity(null, coords);
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// Enable physics
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var physics = sEntMan.AddComponent<PhysicsComponent>(player);
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var xform = sEntMan.GetComponent<TransformComponent>(player);
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var shape = new PolygonShape();
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shape.SetAsBox(0.5f, 0.5f);
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var fixture = new Fixture(shape, 0, 0, true);
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fixturesSystem.CreateFixture(player, "fix1", fixture, body: physics, xform: xform);
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physicsSystem.SetCanCollide(player, true, body: physics);
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physicsSystem.SetBodyType(player, BodyType.Dynamic);
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Assert.That(physics.CanCollide);
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// Attach player.
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var session = sPlayerMan.Sessions.First();
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server.PlayerMan.SetAttachedEntity(session, player);
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sPlayerMan.JoinGame(session);
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});
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var playerNet = sEntMan.GetNetEntity(player);
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for (int i = 0; i < 10; i++)
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{
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await server.WaitRunTicks(1);
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await client.WaitRunTicks(1);
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}
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// Check player got properly attached
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await client.WaitPost(() =>
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{
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var ent = cEntMan.GetNetEntity(cPlayerMan.LocalEntity);
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Assert.That(ent, Is.EqualTo(playerNet));
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});
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var sPlayerXform = sEntMan.GetComponent<TransformComponent>(player);
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var cPlayerXform = cEntMan.GetComponent<TransformComponent>(cEntMan.GetEntity(playerNet));
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// Client initially has correct transform data.
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var broadphase = new BroadphaseData(grid1, true, false);
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var grid1Net = sEntMan.GetNetEntity(grid1);
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Assert.That(cPlayerXform.GridUid, Is.EqualTo(cEntMan.GetEntity(grid1Net)));
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Assert.That(sPlayerXform.GridUid, Is.EqualTo(grid1));
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Assert.That(cPlayerXform.MapUid, Is.EqualTo(cEntMan.GetEntity(map1Net)));
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Assert.That(sPlayerXform.MapUid, Is.EqualTo(map1));
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Assert.That(cPlayerXform.Broadphase?.Uid, Is.EqualTo(cEntMan.GetEntity(sEntMan.GetNetEntity(broadphase.Uid))));
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Assert.That(cPlayerXform.Broadphase?.Static, Is.EqualTo(broadphase.Static));
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Assert.That(cPlayerXform.Broadphase?.CanCollide, Is.EqualTo(broadphase.CanCollide));
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Assert.That(sPlayerXform.Broadphase, Is.EqualTo(broadphase));
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// Set up maps 2 & grid 2 and move the player there (in the same tick).
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EntityUid grid2 = default;
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EntityUid map2 = default;
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await server.WaitPost(() =>
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{
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// Create grid
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map2 = mapSystem.CreateMap(out var mapId);
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var gridEnt = mapSystem.CreateGridEntity(mapId);
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mapSystem.SetTile(gridEnt, Vector2i.Zero, new Tile(1));
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grid2 = gridEnt.Owner;
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// Move player
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var coords = new EntityCoordinates(grid2, Vector2.Zero);
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sEntMan.System<SharedTransformSystem>().SetCoordinates(player, coords);
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});
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var grid2Net = sEntMan.GetNetEntity(grid2);
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var map2Net = sEntMan.GetNetEntity(map2);
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for (int i = 0; i < 10; i++)
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{
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await server.WaitRunTicks(1);
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await client.WaitRunTicks(1);
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}
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// Player & server xforms should match.
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broadphase = new BroadphaseData(grid2, true, false);
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Assert.That(cEntMan.GetNetEntity(cPlayerXform.GridUid), Is.EqualTo(grid2Net));
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Assert.That(sPlayerXform.GridUid, Is.EqualTo(grid2));
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Assert.That(cEntMan.GetNetEntity(cPlayerXform.MapUid), Is.EqualTo(map2Net));
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Assert.That(sPlayerXform.MapUid, Is.EqualTo(map2));
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Assert.That(cPlayerXform.Broadphase?.Uid, Is.EqualTo(cEntMan.GetEntity(sEntMan.GetNetEntity(broadphase.Uid))));
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Assert.That(cPlayerXform.Broadphase?.Static, Is.EqualTo(broadphase.Static));
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Assert.That(cPlayerXform.Broadphase?.CanCollide, Is.EqualTo(broadphase.CanCollide));
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Assert.That(sPlayerXform.Broadphase, Is.EqualTo(broadphase));
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await client.WaitPost(() => netMan.ClientDisconnect(""));
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await server.WaitRunTicks(5);
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await client.WaitRunTicks(5);
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}
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}
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