Files
RobustToolbox/Robust.Server.Testing/RobustServerSimulation.cs
T
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

366 lines
16 KiB
C#

using System.Reflection;
using JetBrains.Annotations;
using Moq;
using Robust.Server;
using Robust.Server.Configuration;
using Robust.Server.Console;
using Robust.Server.Containers;
using Robust.Server.Debugging;
using Robust.Server.GameObjects;
using Robust.Server.GameStates;
using Robust.Server.Localization;
using Robust.Server.Network.Transfer;
using Robust.Server.Physics;
using Robust.Server.Player;
using Robust.Server.Prototypes;
using Robust.Server.Reflection;
using Robust.Server.Replays;
using Robust.Server.ServerStatus;
using Robust.Shared;
using Robust.Shared.Asynchronous;
using Robust.Shared.Configuration;
using Robust.Shared.Console;
using Robust.Shared.Containers;
using Robust.Shared.ContentPack;
using Robust.Shared.Exceptions;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Network;
using Robust.Shared.Network.Transfer;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Profiling;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Reflection;
using Robust.Shared.Replays;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Testing;
using Robust.Shared.Threading;
using Robust.Shared.Timing;
// ReSharper disable once CheckNamespace
namespace Robust.UnitTesting.Server
{
[PublicAPI]
public interface ISimulationFactory
{
ISimulationFactory RegisterComponents(CompRegistrationDelegate factory);
ISimulationFactory RegisterDependencies(DiContainerDelegate factory);
ISimulationFactory RegisterEntitySystems(EntitySystemRegistrationDelegate factory);
ISimulationFactory RegisterPrototypes(PrototypeRegistrationDelegate factory);
ISimulation InitializeInstance();
}
[PublicAPI]
public interface ISimulation
{
IDependencyCollection Collection { get; }
/// <summary>
/// Resolves a dependency directly out of IoC collection.
/// </summary>
T Resolve<T>();
/// <summary>
/// Adds a new map directly to the map manager.
/// </summary>
(EntityUid Uid, MapId MapId) CreateMap();
EntityUid SpawnEntity(string? protoId, EntityCoordinates coordinates);
EntityUid SpawnEntity(string? protoId, MapCoordinates coordinates);
}
/// <summary>
/// Helper methods for working with <see cref="ISimulation"/>.
/// </summary>
internal static class SimulationExtensions
{
public static T System<T>(this ISimulation simulation) where T : IEntitySystem
{
return simulation.Resolve<IEntitySystemManager>().GetEntitySystem<T>();
}
public static bool HasComp<T>(this ISimulation simulation, EntityUid entity) where T : IComponent
{
return simulation.Resolve<IEntityManager>().HasComponent<T>(entity);
}
public static T Comp<T>(this ISimulation simulation, EntityUid entity) where T : IComponent
{
return simulation.Resolve<IEntityManager>().GetComponent<T>(entity);
}
public static TransformComponent Transform(this ISimulation simulation, EntityUid entity)
{
return simulation.Comp<TransformComponent>(entity);
}
}
public delegate void DiContainerDelegate(IDependencyCollection diContainer);
public delegate void CompRegistrationDelegate(IComponentFactory factory);
public delegate void EntitySystemRegistrationDelegate(IEntitySystemManager systemMan);
public delegate void PrototypeRegistrationDelegate(IPrototypeManager protoMan);
public sealed class RobustServerSimulation : ISimulation, ISimulationFactory
{
private DiContainerDelegate? _diFactory;
private CompRegistrationDelegate? _regDelegate;
private EntitySystemRegistrationDelegate? _systemDelegate;
private PrototypeRegistrationDelegate? _protoDelegate;
public IDependencyCollection Collection { get; private set; } = default!;
public T Resolve<T>()
{
return Collection.Resolve<T>();
}
public (EntityUid Uid, MapId MapId) CreateMap()
{
var uid = Collection.Resolve<IEntityManager>().System<SharedMapSystem>().CreateMap(out var mapId);
return (uid, mapId);
}
public EntityUid SpawnEntity(string? protoId, EntityCoordinates coordinates)
{
var entMan = Collection.Resolve<IEntityManager>();
return entMan.SpawnEntity(protoId, coordinates);
}
public EntityUid SpawnEntity(string? protoId, MapCoordinates coordinates)
{
var entMan = Collection.Resolve<IEntityManager>();
return entMan.SpawnEntity(protoId, coordinates);
}
private RobustServerSimulation() { }
public ISimulationFactory RegisterDependencies(DiContainerDelegate factory)
{
_diFactory += factory;
return this;
}
public ISimulationFactory RegisterComponents(CompRegistrationDelegate factory)
{
_regDelegate += factory;
return this;
}
public ISimulationFactory RegisterEntitySystems(EntitySystemRegistrationDelegate factory)
{
_systemDelegate += factory;
return this;
}
public ISimulationFactory RegisterPrototypes(PrototypeRegistrationDelegate factory)
{
_protoDelegate += factory;
return this;
}
public ISimulation InitializeInstance()
{
var container = new DependencyCollection();
Collection = container;
IoCManager.InitThread(container, true);
//TODO: This is a long term project that should eventually have parity with the actual server/client/SP IoC registration.
// The goal is to be able to pull out all networking and frontend dependencies, and only have a core simulation running.
// This does NOT replace the full RobustIntegrationTest, or regular unit testing. This simulation sits in the middle
// and allows you to run integration testing only on the simulation.
//Tier 1: System
container.Register<ILogManager, LogManager>();
container.Register<IRuntimeLog, RuntimeLog>();
container.Register<IConfigurationManager, ServerNetConfigurationManager>();
container.Register<INetConfigurationManager, ServerNetConfigurationManager>();
container.Register<IConfigurationManagerInternal, ServerNetConfigurationManager>();
container.Register<IServerNetConfigurationManager, ServerNetConfigurationManager>();
container.Register<INetConfigurationManagerInternal, ServerNetConfigurationManager>();
container.Register<IDynamicTypeFactory, DynamicTypeFactory>();
container.Register<IDynamicTypeFactoryInternal, DynamicTypeFactory>();
container.Register<ILocalizationManager, ServerLocalizationManager>();
container.Register<IModLoader, TestingModLoader>();
container.Register<IModLoaderInternal, TestingModLoader>();
container.Register<ProfManager, ProfManager>();
container.RegisterInstance<ITaskManager>(new Mock<ITaskManager>().Object);
container.Register<HttpClientHolder>();
container.Register<IHttpClientHolder, HttpClientHolder>();
container.Register<IHWId, DummyHWId>();
container.Register<IServerNetManager, NetManager>();
container.Register<IStatusHost, StatusHost>();
container.Register<ITransferManager, ServerTransferManager>();
var realReflection = new ServerReflectionManager();
realReflection.LoadAssemblies(new List<Assembly>(2)
{
AppDomain.CurrentDomain.GetAssemblyByName("Robust.Shared"),
AppDomain.CurrentDomain.GetAssemblyByName("Robust.Server"),
});
var reflectionManager = new Mock<IReflectionManager>();
reflectionManager
.Setup(x => x.FindTypesWithAttribute<MeansDataDefinitionAttribute>())
.Returns(() => new[]
{
typeof(DataDefinitionAttribute)
});
reflectionManager
.Setup(x => x.FindTypesWithAttribute(typeof(DataDefinitionAttribute)))
.Returns(() => new[]
{
typeof(EntityPrototype),
typeof(TransformComponent),
typeof(MetaDataComponent)
});
reflectionManager
.Setup(x => x.FindTypesWithAttribute<TypeSerializerAttribute>())
.Returns(() => realReflection.FindTypesWithAttribute<TypeSerializerAttribute>());
reflectionManager
.Setup(x => x.FindAllTypes())
.Returns(() => realReflection.FindAllTypes());
container.RegisterInstance<IBaseServerInternal>(new Mock<IBaseServerInternal>().Object);
container.RegisterInstance<IReflectionManager>(reflectionManager.Object); // tests should not be searching for types
container.RegisterInstance<IRobustSerializer>(new Mock<IRobustSerializer>().Object);
container.RegisterInstance<IResourceManager>(new Mock<IResourceManager>().Object); // no disk access for tests
container.RegisterInstance<IGameTiming>(new Mock<IGameTiming>().Object); // TODO: get timing working similar to RobustIntegrationTest
//Tier 2: Simulation
container.RegisterInstance<IConsoleHost>(new Mock<IConsoleHost>().Object); //Console is technically a frontend, we want to run headless
container.Register<IEntityManager, ServerEntityManager>();
container.Register<IServerEntityNetworkManager, ServerEntityManager>();
container.Register<EntityManager, ServerEntityManager>();
container.Register<ISerializationManager, SerializationManager>();
container.Register<IRobustRandom, RobustRandom>();
container.Register<IPrototypeManager, ServerPrototypeManager>();
container.Register<IComponentFactory, ComponentFactory>();
container.Register<IEntitySystemManager, EntitySystemManager>();
container.Register<IManifoldManager, CollisionManager>();
container.Register<INetManager, NetManager>();
container.Register<IAuthManager, AuthManager>();
container.Register<ITileDefinitionManager, TileDefinitionManager>();
container.Register<IParallelManager, TestingParallelManager>();
container.Register<IParallelManagerInternal, TestingParallelManager>();
// Needed for grid fixture debugging.
container.Register<IConGroupController, ConGroupController>();
container.Register<EntityConsoleHost>();
// I just wanted to load pvs system
container.Register<IServerEntityManager, ServerEntityManager>();
// god help you if you actually need to test pvs functions
container.RegisterInstance<IPlayerManager>(new Mock<IPlayerManager>().Object);
container.RegisterInstance<ISharedPlayerManager>(new Mock<ISharedPlayerManager>().Object);
container.RegisterInstance<IServerGameStateManager>(new Mock<IServerGameStateManager>().Object);
container.RegisterInstance<IReplayRecordingManager>(new Mock<IReplayRecordingManager>().Object);
container.RegisterInstance<IServerReplayRecordingManager>(new Mock<IServerReplayRecordingManager>().Object);
_diFactory?.Invoke(container);
container.BuildGraph();
// Because of CVarDef, we have to load every one through reflection
// just in case a system needs one of them.
var configMan = container.Resolve<IConfigurationManagerInternal>();
configMan.Initialize(true);
configMan.LoadCVarsFromAssembly(typeof(Program).Assembly); // Server
configMan.LoadCVarsFromAssembly(typeof(ProgramShared).Assembly); // Shared
configMan.LoadCVarsFromAssembly(typeof(RobustServerSimulation).Assembly); // Tests
configMan.LoadCVarsFromAssembly(typeof(RTCVars).Assembly); // Tests
var logMan = container.Resolve<ILogManager>();
logMan.RootSawmill.AddHandler(new TestLogHandler(configMan, "SIM"));
var compFactory = container.Resolve<IComponentFactory>();
// if only we had some sort of attribute for automatically registering components.
compFactory.RegisterClass<MetaDataComponent>();
compFactory.RegisterClass<TransformComponent>();
compFactory.RegisterClass<MapGridComponent>();
compFactory.RegisterClass<MapComponent>();
compFactory.RegisterClass<MapLightComponent>();
compFactory.RegisterClass<PhysicsComponent>();
compFactory.RegisterClass<JointComponent>();
compFactory.RegisterClass<EyeComponent>();
compFactory.RegisterClass<GridTreeComponent>();
compFactory.RegisterClass<JointRelayTargetComponent>();
compFactory.RegisterClass<BroadphaseComponent>();
compFactory.RegisterClass<ContainerManagerComponent>();
compFactory.RegisterClass<FixturesComponent>();
compFactory.RegisterClass<CollisionWakeComponent>();
compFactory.RegisterClass<OccluderComponent>();
compFactory.RegisterClass<OccluderTreeComponent>();
compFactory.RegisterClass<CollideOnAnchorComponent>();
compFactory.RegisterClass<ActorComponent>();
_regDelegate?.Invoke(compFactory);
compFactory.GenerateNetIds();
var entityMan = container.Resolve<IEntityManager>();
entityMan.Initialize();
var entitySystemMan = container.Resolve<IEntitySystemManager>();
entitySystemMan.LoadExtraSystemType<PhysicsSystem>();
entitySystemMan.LoadExtraSystemType<SharedGridTraversalSystem>();
entitySystemMan.LoadExtraSystemType<ContainerSystem>();
entitySystemMan.LoadExtraSystemType<JointSystem>();
entitySystemMan.LoadExtraSystemType<MapSystem>();
entitySystemMan.LoadExtraSystemType<DebugPhysicsSystem>();
entitySystemMan.LoadExtraSystemType<DebugRayDrawingSystem>();
entitySystemMan.LoadExtraSystemType<BroadPhaseSystem>();
entitySystemMan.LoadExtraSystemType<CollisionWakeSystem>();
entitySystemMan.LoadExtraSystemType<FixtureSystem>();
entitySystemMan.LoadExtraSystemType<GridFixtureSystem>();
entitySystemMan.LoadExtraSystemType<TransformSystem>();
entitySystemMan.LoadExtraSystemType<EntityLookupSystem>();
entitySystemMan.LoadExtraSystemType<ServerMetaDataSystem>();
entitySystemMan.LoadExtraSystemType<PvsSystem>();
entitySystemMan.LoadExtraSystemType<InputSystem>();
entitySystemMan.LoadExtraSystemType<PvsOverrideSystem>();
_systemDelegate?.Invoke(entitySystemMan);
entityMan.Startup();
container.Resolve<INetManager>().Initialize(true);
container.Resolve<ISerializationManager>().Initialize();
var protoMan = container.Resolve<IPrototypeManager>();
protoMan.Initialize();
protoMan.RegisterKind(typeof(EntityPrototype), typeof(EntityCategoryPrototype));
_protoDelegate?.Invoke(protoMan);
// This just exists to set protoMan._hasEverBeenReloaded to True
// The code is perfect.
protoMan.LoadString("");
protoMan.ResolveResults();
return this;
}
public static ISimulationFactory NewSimulation()
{
return new RobustServerSimulation();
}
}
}