Files
f2625bf5c5 Removes IMapManager (#6584)
* 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>
2026-07-01 19:32:17 -07:00

225 lines
8.5 KiB
C#

using System.Linq;
using System.Numerics;
using System.Threading.Tasks;
using NUnit.Framework;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Network;
using Robust.Shared.Player;
namespace Robust.UnitTesting.Shared.GameState;
/// <summary>
/// This test checks that when entities get deleted, the client receives the game states and deletes the entities.
/// </summary>
/// <remarks>
/// Should help prevent the issue fixed in PR #4044 from reoccurring.
/// </remarks>
internal sealed class DeletionNetworkingTests : RobustIntegrationTest
{
[Test]
public async Task DeletionNetworkingTest()
{
var server = StartServer();
var client = StartClient();
await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
var sEntMan = server.ResolveDependency<IEntityManager>();
var cEntMan = client.ResolveDependency<IEntityManager>();
var netMan = client.ResolveDependency<IClientNetManager>();
var confMan = server.ResolveDependency<IConfigurationManager>();
var cPlayerMan = client.ResolveDependency<ISharedPlayerManager>();
var sPlayerMan = server.ResolveDependency<ISharedPlayerManager>();
var xformSys = sEntMan.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
var mapSys = sEntMan.EntitySysManager.GetEntitySystem<SharedMapSystem>();
Assert.DoesNotThrow(() => client.SetConnectTarget(server));
client.Post(() => netMan.ClientConnect(null!, 0, null!));
server.Post(() => confMan.SetCVar(CVars.NetPVS, true));
async Task RunTicks()
{
for (int i = 0; i < 10; i++)
{
await server.WaitRunTicks(1);
await client.WaitRunTicks(1);
}
}
await RunTicks();
// Set up map & grids
EntityUid grid1 = default;
EntityUid grid2 = default;
NetEntity grid1Net = default;
NetEntity grid2Net = default;
await server.WaitPost(() =>
{
mapSys.CreateMap(out var mapId);
var gridComp = mapSys.CreateGridEntity(mapId);
mapSys.SetTile(gridComp, Vector2i.Zero, new Tile(1));
grid1 = gridComp.Owner;
xformSys.SetLocalPosition(grid1, new Vector2(-2,0));
grid1Net = sEntMan.GetNetEntity(grid1);
gridComp = mapSys.CreateGridEntity(mapId);
mapSys.SetTile(gridComp, Vector2i.Zero, new Tile(1));
grid2 = gridComp.Owner;
xformSys.SetLocalPosition(grid2, new Vector2(2,0));
grid2Net = sEntMan.GetNetEntity(grid2);
});
// Spawn player entity on grid 1
EntityUid player = default;
await server.WaitPost(() =>
{
var coords = new EntityCoordinates(grid1, new Vector2(0.5f, 0.5f));
player = sEntMan.SpawnEntity(null, coords);
var session = sPlayerMan.Sessions.First();
server.PlayerMan.SetAttachedEntity(session, player);
sPlayerMan.JoinGame(session);
});
await RunTicks();
// Check player got properly attached
await client.WaitPost(() =>
{
var ent = cEntMan.GetNetEntity(cPlayerMan.LocalEntity);
Assert.That(ent, Is.EqualTo(sEntMan.GetNetEntity(player)));
});
// Spawn two entities, each with one child.
EntityUid entA = default;
EntityUid entB = default;
EntityUid childA = default;
EntityUid childB = default;
NetEntity entANet = default;
NetEntity entBNet = default;
NetEntity childANet = default;
NetEntity childBNet = default!;
var coords = new EntityCoordinates(grid2, new Vector2(0.5f, 0.5f));
await server.WaitPost(() =>
{
entA = sEntMan.SpawnEntity(null, coords);
entB = sEntMan.SpawnEntity(null, coords);
childA = sEntMan.SpawnEntity(null, new EntityCoordinates(entA, default));
childB = sEntMan.SpawnEntity(null, new EntityCoordinates(entB, default));
entANet = sEntMan.GetNetEntity(entA);
entBNet = sEntMan.GetNetEntity(entB);
childANet = sEntMan.GetNetEntity(childA);
childBNet = sEntMan.GetNetEntity(childB);
});
await RunTicks();
// Get the client version of the entities.
var cEntA = cEntMan.GetEntity(entANet);
var cEntB = cEntMan.GetEntity(entBNet);
var cChildA = cEntMan.GetEntity(childANet);
var cChildB = cEntMan.GetEntity(childBNet);
var cGrid2 = cEntMan.GetEntity(grid2Net);
// Spawn client-side children and one client-side entity
EntityUid cEntC = default;
EntityUid cChildC = default;
EntityUid clientChildA = default;
EntityUid clientChildB = default;
NetEntity entCNet = NetEntity.Invalid;
await client.WaitPost(() =>
{
cEntC = cEntMan.SpawnEntity(null, cEntMan.GetCoordinates(sEntMan.GetNetCoordinates(coords)));
entCNet = cEntMan.GetNetEntity(cEntC);
cChildC = cEntMan.SpawnEntity(null, new EntityCoordinates(cEntC, default));
clientChildA = cEntMan.SpawnEntity(null, new EntityCoordinates(cEntA, default));
clientChildB = cEntMan.SpawnEntity(null, new EntityCoordinates(cEntB, default));
});
await RunTicks();
// Verify entities exist and have the correct parents.
NetEntity Parent(EntityUid uid) => cEntMan.GetNetEntity(cEntMan.GetComponent<TransformComponent>(uid).ParentUid);
await client.WaitPost(() =>
{
// Exist
Assert.That(cEntMan.EntityExists(cEntA));
Assert.That(cEntMan.EntityExists(cEntB));
Assert.That(cEntMan.EntityExists(cEntC));
Assert.That(cEntMan.EntityExists(cChildA));
Assert.That(cEntMan.EntityExists(cChildB));
Assert.That(cEntMan.EntityExists(cChildC));
Assert.That(cEntMan.EntityExists(clientChildA));
Assert.That(cEntMan.EntityExists(clientChildB));
// Client-side where appropriate
Assert.That(cEntMan.IsClientSide(cEntC));
Assert.That(cEntMan.IsClientSide(cChildC));
Assert.That(cEntMan.IsClientSide(clientChildA));
Assert.That(cEntMan.IsClientSide(clientChildB));
Assert.That(!cEntMan.IsClientSide(cEntA));
Assert.That(!cEntMan.IsClientSide(cEntB));
Assert.That(!cEntMan.IsClientSide(cChildA));
Assert.That(!cEntMan.IsClientSide(cChildB));
// Correct parents.
Assert.That(Parent(cEntA), Is.EqualTo(grid2Net));
Assert.That(Parent(cEntB), Is.EqualTo(grid2Net));
Assert.That(Parent(cEntC), Is.EqualTo(grid2Net));
Assert.That(Parent(cChildA), Is.EqualTo(entANet));
Assert.That(Parent(cChildB), Is.EqualTo(entBNet));
Assert.That(Parent(cChildC), Is.EqualTo(entCNet));
Assert.That(Parent(clientChildA), Is.EqualTo(entANet));
Assert.That(Parent(clientChildB), Is.EqualTo(entBNet));
});
// Delete client-side entity.
await client.WaitPost(() => cEntMan.DeleteEntity(cEntC));
await RunTicks();
await client.WaitPost(() =>
{
Assert.That(!cEntMan.EntityExists(cEntC));
Assert.That(!cEntMan.EntityExists(cChildC));
});
// Delete server-side entity.
await server.WaitPost(() => sEntMan.DeleteEntity(entB));
await RunTicks();
await client.WaitPost(() =>
{
Assert.That(!cEntMan.EntityExists(cEntB));
Assert.That(!cEntMan.EntityExists(cChildB));
// Was never explicitly deleted by the client.
Assert.That(cEntMan.EntityExists(clientChildB));
});
// Delete the grid (and thus also entity A and all the children)
await server.WaitPost(() => sEntMan.DeleteEntity(grid2));
await RunTicks();
await client.WaitPost(() =>
{
Assert.That(!cEntMan.EntityExists(cGrid2));
Assert.That(!cEntMan.EntityExists(cEntA));
Assert.That(!cEntMan.EntityExists(cChildA));
// Was never explicitly deleted by the client.
Assert.That(cEntMan.EntityExists(clientChildA));
});
await client.WaitPost(() => netMan.ClientDisconnect(""));
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
}
}