mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-16 07:12:27 +02:00
* Entity console commands system. This adds a new base type, LocalizedEntityCommands, which is able to import entity systems as dependencies. This is done by only registering these while the entity system is active. Handling registration separately like this required a bit of changes around ConsoleHost to make it more suitable for this purpose: You can now directly register command instances, and also have a system to suppress `UpdateAvailableCommands` on the client so there's no bad O(N*M) behavior. * Convert TeleportCommands.cs to new entity commands. Removes some obsoletion warnings without pain from having to manually import transform system. * Fix RobustServerSimulation dependency issue. --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
345 lines
15 KiB
C#
345 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Reflection;
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using JetBrains.Annotations;
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using Moq;
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using Robust.Server;
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using Robust.Server.Configuration;
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using Robust.Server.Console;
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using Robust.Server.Containers;
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using Robust.Server.Debugging;
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using Robust.Server.GameObjects;
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using Robust.Server.GameStates;
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using Robust.Server.Physics;
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using Robust.Server.Player;
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using Robust.Server.Prototypes;
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using Robust.Server.Reflection;
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using Robust.Server.Replays;
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using Robust.Shared;
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using Robust.Shared.Asynchronous;
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using Robust.Shared.Configuration;
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using Robust.Shared.Console;
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using Robust.Shared.Containers;
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using Robust.Shared.ContentPack;
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using Robust.Shared.Exceptions;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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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;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Controllers;
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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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using Robust.Shared.Profiling;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Reflection;
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using Robust.Shared.Replays;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Threading;
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using Robust.Shared.Timing;
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namespace Robust.UnitTesting.Server
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{
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[PublicAPI]
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public interface ISimulationFactory
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{
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ISimulationFactory RegisterComponents(CompRegistrationDelegate factory);
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ISimulationFactory RegisterDependencies(DiContainerDelegate factory);
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ISimulationFactory RegisterEntitySystems(EntitySystemRegistrationDelegate factory);
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ISimulationFactory RegisterPrototypes(PrototypeRegistrationDelegate factory);
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ISimulation InitializeInstance();
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}
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[PublicAPI]
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public interface ISimulation
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{
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IDependencyCollection Collection { get; }
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/// <summary>
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/// Resolves a dependency directly out of IoC collection.
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/// </summary>
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T Resolve<T>();
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/// <summary>
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/// Adds a new map directly to the map manager.
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/// </summary>
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(EntityUid Uid, MapId MapId) CreateMap();
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EntityUid SpawnEntity(string? protoId, EntityCoordinates coordinates);
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EntityUid SpawnEntity(string? protoId, MapCoordinates coordinates);
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}
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public delegate void DiContainerDelegate(IDependencyCollection diContainer);
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public delegate void CompRegistrationDelegate(IComponentFactory factory);
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public delegate void EntitySystemRegistrationDelegate(IEntitySystemManager systemMan);
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public delegate void PrototypeRegistrationDelegate(IPrototypeManager protoMan);
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public sealed class RobustServerSimulation : ISimulation, ISimulationFactory
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{
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private DiContainerDelegate? _diFactory;
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private CompRegistrationDelegate? _regDelegate;
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private EntitySystemRegistrationDelegate? _systemDelegate;
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private PrototypeRegistrationDelegate? _protoDelegate;
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public IDependencyCollection Collection { get; private set; } = default!;
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public T Resolve<T>()
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{
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return Collection.Resolve<T>();
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}
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public (EntityUid Uid, MapId MapId) CreateMap()
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{
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var uid = Collection.Resolve<IEntityManager>().System<SharedMapSystem>().CreateMap(out var mapId);
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return (uid, mapId);
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}
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public EntityUid SpawnEntity(string? protoId, EntityCoordinates coordinates)
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{
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var entMan = Collection.Resolve<IEntityManager>();
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return entMan.SpawnEntity(protoId, coordinates);
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}
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public EntityUid SpawnEntity(string? protoId, MapCoordinates coordinates)
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{
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var entMan = Collection.Resolve<IEntityManager>();
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return entMan.SpawnEntity(protoId, coordinates);
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}
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private RobustServerSimulation() { }
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public ISimulationFactory RegisterDependencies(DiContainerDelegate factory)
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{
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_diFactory += factory;
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return this;
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}
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public ISimulationFactory RegisterComponents(CompRegistrationDelegate factory)
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{
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_regDelegate += factory;
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return this;
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}
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public ISimulationFactory RegisterEntitySystems(EntitySystemRegistrationDelegate factory)
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{
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_systemDelegate += factory;
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return this;
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}
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public ISimulationFactory RegisterPrototypes(PrototypeRegistrationDelegate factory)
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{
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_protoDelegate += factory;
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return this;
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}
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public ISimulation InitializeInstance()
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{
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var container = new DependencyCollection();
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Collection = container;
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IoCManager.InitThread(container, true);
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//TODO: This is a long term project that should eventually have parity with the actual server/client/SP IoC registration.
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// The goal is to be able to pull out all networking and frontend dependencies, and only have a core simulation running.
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// This does NOT replace the full RobustIntegrationTest, or regular unit testing. This simulation sits in the middle
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// and allows you to run integration testing only on the simulation.
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//Tier 1: System
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container.Register<ILogManager, LogManager>();
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container.Register<IRuntimeLog, RuntimeLog>();
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container.Register<IConfigurationManager, ServerNetConfigurationManager>();
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container.Register<INetConfigurationManager, ServerNetConfigurationManager>();
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container.Register<IConfigurationManagerInternal, ServerNetConfigurationManager>();
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container.Register<IServerNetConfigurationManager, ServerNetConfigurationManager>();
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container.Register<INetConfigurationManagerInternal, ServerNetConfigurationManager>();
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container.Register<IDynamicTypeFactory, DynamicTypeFactory>();
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container.Register<IDynamicTypeFactoryInternal, DynamicTypeFactory>();
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container.Register<ILocalizationManager, LocalizationManager>();
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container.Register<IModLoader, TestingModLoader>();
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container.Register<IModLoaderInternal, TestingModLoader>();
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container.Register<ProfManager, ProfManager>();
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container.RegisterInstance<ITaskManager>(new Mock<ITaskManager>().Object);
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container.Register<HttpClientHolder>();
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container.Register<IHttpClientHolder, HttpClientHolder>();
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var realReflection = new ServerReflectionManager();
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realReflection.LoadAssemblies(new List<Assembly>(2)
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{
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AppDomain.CurrentDomain.GetAssemblyByName("Robust.Shared"),
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AppDomain.CurrentDomain.GetAssemblyByName("Robust.Server"),
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});
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var reflectionManager = new Mock<IReflectionManager>();
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reflectionManager
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.Setup(x => x.FindTypesWithAttribute<MeansDataDefinitionAttribute>())
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.Returns(() => new[]
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{
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typeof(DataDefinitionAttribute)
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});
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reflectionManager
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.Setup(x => x.FindTypesWithAttribute(typeof(DataDefinitionAttribute)))
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.Returns(() => new[]
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{
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typeof(EntityPrototype),
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typeof(TransformComponent),
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typeof(MetaDataComponent)
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});
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reflectionManager
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.Setup(x => x.FindTypesWithAttribute<TypeSerializerAttribute>())
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.Returns(() => realReflection.FindTypesWithAttribute<TypeSerializerAttribute>());
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reflectionManager
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.Setup(x => x.FindAllTypes())
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.Returns(() => realReflection.FindAllTypes());
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container.RegisterInstance<IBaseServerInternal>(new Mock<IBaseServerInternal>().Object);
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container.RegisterInstance<IReflectionManager>(reflectionManager.Object); // tests should not be searching for types
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container.RegisterInstance<IRobustSerializer>(new Mock<IRobustSerializer>().Object);
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container.RegisterInstance<IResourceManager>(new Mock<IResourceManager>().Object); // no disk access for tests
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container.RegisterInstance<IGameTiming>(new Mock<IGameTiming>().Object); // TODO: get timing working similar to RobustIntegrationTest
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//Tier 2: Simulation
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container.RegisterInstance<IConsoleHost>(new Mock<IConsoleHost>().Object); //Console is technically a frontend, we want to run headless
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container.Register<IEntityManager, ServerEntityManager>();
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container.Register<IServerEntityNetworkManager, ServerEntityManager>();
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container.Register<EntityManager, ServerEntityManager>();
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container.Register<IMapManager, NetworkedMapManager>();
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container.Register<INetworkedMapManager, NetworkedMapManager>();
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container.Register<IMapManagerInternal, NetworkedMapManager>();
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container.Register<ISerializationManager, SerializationManager>();
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container.Register<IRobustRandom, RobustRandom>();
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container.Register<IPrototypeManager, ServerPrototypeManager>();
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container.Register<IComponentFactory, ComponentFactory>();
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container.Register<IEntitySystemManager, EntitySystemManager>();
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container.Register<IManifoldManager, CollisionManager>();
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container.Register<INetManager, NetManager>();
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container.Register<IAuthManager, AuthManager>();
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container.Register<ITileDefinitionManager, TileDefinitionManager>();
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container.Register<IParallelManager, TestingParallelManager>();
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container.Register<IParallelManagerInternal, TestingParallelManager>();
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// Needed for grid fixture debugging.
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container.Register<IConGroupController, ConGroupController>();
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container.Register<EntityConsoleHost>();
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// I just wanted to load pvs system
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container.Register<IServerEntityManager, ServerEntityManager>();
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container.Register<IServerNetManager, NetManager>();
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// god help you if you actually need to test pvs functions
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container.RegisterInstance<IPlayerManager>(new Mock<IPlayerManager>().Object);
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container.RegisterInstance<ISharedPlayerManager>(new Mock<ISharedPlayerManager>().Object);
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container.RegisterInstance<IServerGameStateManager>(new Mock<IServerGameStateManager>().Object);
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container.RegisterInstance<IReplayRecordingManager>(new Mock<IReplayRecordingManager>().Object);
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container.RegisterInstance<IServerReplayRecordingManager>(new Mock<IServerReplayRecordingManager>().Object);
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_diFactory?.Invoke(container);
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container.BuildGraph();
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// Because of CVarDef, we have to load every one through reflection
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// just in case a system needs one of them.
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var configMan = container.Resolve<IConfigurationManagerInternal>();
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configMan.Initialize(true);
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configMan.LoadCVarsFromAssembly(typeof(Program).Assembly); // Server
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configMan.LoadCVarsFromAssembly(typeof(ProgramShared).Assembly); // Shared
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configMan.LoadCVarsFromAssembly(typeof(RobustServerSimulation).Assembly); // Tests
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var logMan = container.Resolve<ILogManager>();
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logMan.RootSawmill.AddHandler(new TestLogHandler(configMan, "SIM"));
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var compFactory = container.Resolve<IComponentFactory>();
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// if only we had some sort of attribute for automatically registering components.
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compFactory.RegisterClass<MetaDataComponent>();
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compFactory.RegisterClass<TransformComponent>();
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compFactory.RegisterClass<MapGridComponent>();
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compFactory.RegisterClass<MapComponent>();
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compFactory.RegisterClass<MapLightComponent>();
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compFactory.RegisterClass<PhysicsComponent>();
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compFactory.RegisterClass<JointComponent>();
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compFactory.RegisterClass<EyeComponent>();
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compFactory.RegisterClass<GridTreeComponent>();
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compFactory.RegisterClass<MovedGridsComponent>();
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compFactory.RegisterClass<JointRelayTargetComponent>();
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compFactory.RegisterClass<BroadphaseComponent>();
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compFactory.RegisterClass<ContainerManagerComponent>();
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compFactory.RegisterClass<PhysicsMapComponent>();
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compFactory.RegisterClass<FixturesComponent>();
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compFactory.RegisterClass<CollisionWakeComponent>();
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compFactory.RegisterClass<OccluderComponent>();
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compFactory.RegisterClass<OccluderTreeComponent>();
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compFactory.RegisterClass<Gravity2DComponent>();
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compFactory.RegisterClass<CollideOnAnchorComponent>();
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compFactory.RegisterClass<ActorComponent>();
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_regDelegate?.Invoke(compFactory);
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compFactory.GenerateNetIds();
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var entityMan = container.Resolve<IEntityManager>();
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entityMan.Initialize();
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var entitySystemMan = container.Resolve<IEntitySystemManager>();
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entitySystemMan.LoadExtraSystemType<PhysicsSystem>();
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entitySystemMan.LoadExtraSystemType<Gravity2DController>();
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entitySystemMan.LoadExtraSystemType<SharedGridTraversalSystem>();
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entitySystemMan.LoadExtraSystemType<ContainerSystem>();
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entitySystemMan.LoadExtraSystemType<JointSystem>();
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entitySystemMan.LoadExtraSystemType<MapSystem>();
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entitySystemMan.LoadExtraSystemType<DebugPhysicsSystem>();
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entitySystemMan.LoadExtraSystemType<DebugRayDrawingSystem>();
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entitySystemMan.LoadExtraSystemType<BroadPhaseSystem>();
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entitySystemMan.LoadExtraSystemType<CollisionWakeSystem>();
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entitySystemMan.LoadExtraSystemType<FixtureSystem>();
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entitySystemMan.LoadExtraSystemType<GridFixtureSystem>();
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entitySystemMan.LoadExtraSystemType<TransformSystem>();
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entitySystemMan.LoadExtraSystemType<EntityLookupSystem>();
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entitySystemMan.LoadExtraSystemType<ServerMetaDataSystem>();
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entitySystemMan.LoadExtraSystemType<PvsSystem>();
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entitySystemMan.LoadExtraSystemType<InputSystem>();
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entitySystemMan.LoadExtraSystemType<PvsOverrideSystem>();
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_systemDelegate?.Invoke(entitySystemMan);
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var mapManager = container.Resolve<IMapManager>();
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mapManager.Initialize();
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entityMan.Startup();
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mapManager.Startup();
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container.Resolve<INetManager>().Initialize(true);
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container.Resolve<ISerializationManager>().Initialize();
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var protoMan = container.Resolve<IPrototypeManager>();
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protoMan.Initialize();
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protoMan.RegisterKind(typeof(EntityPrototype), typeof(EntityCategoryPrototype));
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_protoDelegate?.Invoke(protoMan);
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// This just exists to set protoMan._hasEverBeenReloaded to True
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// The code is perfect.
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protoMan.LoadString("");
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protoMan.ResolveResults();
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return this;
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}
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public static ISimulationFactory NewSimulation()
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{
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return new RobustServerSimulation();
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}
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}
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}
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