Files
RobustToolbox/Robust.UnitTesting/Shared/GameObjects/EntityState_Tests.cs
T
Pieter-Jan BriersandGitHub 31fb65bcb9 Movement prediction work. (#1144)
* Fix client-side input system not sending sequence numbers for input messages.

This caused message ordering issues and keys getting stuck down.

* Make sure EyeUpdateSystem runs after physics.

* IGameTiming.TickFraction helper.

* Subtick data for input commands.

* Literally a unit test to verify that I wasn't going insane while debugging input message ordering issues.

* More prediction logs behind net.predict.

* Move physics to shared and run it on the client.

* Synchronize grid gravity.

* Fix ResetPredictedEntities crash when entities get deleted server-side.

* Fix CollidableComponent setters not calling Dirty()

* Fix going into space while predicting.

* Watch window uses history line edit.

* Fix unpredicted objects stuck-jittering.

* VV tags for interp vars on transform.

* Fix 0 mass objects on client.

* Fix friction calculations being TPS dependent.

* Reset predict flag on handelComponentState
2020-06-24 20:47:20 +02:00

74 lines
2.5 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using NUnit.Framework;
using Robust.Server.Reflection;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Map;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.Log;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Serialization;
namespace Robust.UnitTesting.Shared.GameObjects
{
[TestFixture, Serializable]
class EntityState_Tests
{
/// <summary>
/// Used to measure the size of <see cref="object"/>s in bytes. This is not actually a test,
/// but a useful benchmark tool, so i'm leaving it here.
/// </summary>
[Test]
public void ComponentChangedSerialized()
{
var container = new DependencyCollection();
container.Register<ILogManager, LogManager>();
container.Register<IConfigurationManager, ConfigurationManager>();
container.Register<INetManager, NetManager>();
container.Register<IReflectionManager, ServerReflectionManager>();
container.Register<IRobustSerializer, RobustSerializer>();
container.BuildGraph();
container.Resolve<IReflectionManager>().LoadAssemblies(AppDomain.CurrentDomain.GetAssemblyByName("Robust.Shared"));
IoCManager.InitThread(container);
container.Resolve<INetManager>().Initialize(true);
var serializer = container.Resolve<IRobustSerializer>();
serializer.Initialize();
byte[] array;
using(var stream = new MemoryStream())
{
var payload = new EntityState(
new EntityUid(512),
new []
{
new ComponentChanged(false, NetIDs.MAP_GRID, nameof(MapGridComponent)),
},
new []
{
new MapGridComponentState(new GridId(0), true),
});
serializer.Serialize(stream, payload);
array = stream.ToArray();
}
IoCManager.Clear();
Assert.Pass($"Size in Bytes: {array.Length.ToString()}");
}
}
}