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https://github.com/space-wizards/RobustToolbox.git
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127 lines
4.3 KiB
C#
127 lines
4.3 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.Server.Player;
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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 cIPlayerManager = Robust.Client.Player.IPlayerManager;
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using sIPlayerManager = Robust.Server.Player.IPlayerManager;
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namespace Robust.UnitTesting.Server.GameStates;
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public sealed class PvsSystemTests : RobustIntegrationTest
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{
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/// <summary>
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/// Checks that there are no issues when an entity changes PVS chunk location multiple times in a single tick.
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/// </summary>
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[Test]
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public async Task TestMultipleIndexChange()
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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 mapMan = server.ResolveDependency<IMapManager>();
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var sEntMan = server.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<cIPlayerManager>();
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var sPlayerMan = server.ResolveDependency<sIPlayerManager>();
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var xforms = sEntMan.System<SharedTransformSystem>();
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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 map and grid
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EntityUid grid = default;
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EntityUid map = default;
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await server.WaitPost(() =>
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{
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var mapId = mapMan.CreateMap();
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map = mapMan.GetMapEntityId(mapId);
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var gridComp = mapMan.CreateGrid(mapId);
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gridComp.SetTile(Vector2i.Zero, new Tile(1));
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grid = gridComp.Owner;
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});
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// Spawn player entity on grid 1
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EntityUid player = default;
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EntityUid other = default;
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TransformComponent otherXform = default!;
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var gridCoords = new EntityCoordinates(grid, new Vector2(0.5f, 0.5f));
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var mapCoords = new EntityCoordinates(map, new Vector2(2, 2));
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await server.WaitPost(() =>
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{
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player = sEntMan.SpawnEntity(null, gridCoords);
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other = sEntMan.SpawnEntity(null, gridCoords);
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otherXform = sEntMan.GetComponent<TransformComponent>(other);
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// Ensure map PVS chunk is not empty
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sEntMan.SpawnEntity(null, mapCoords);
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// Attach player.
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var session = (IPlayerSession) sPlayerMan.Sessions.First();
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session.AttachToEntity(player);
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session.JoinGame();
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});
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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 = cPlayerMan.LocalPlayer?.ControlledEntity;
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Assert.That(ent, Is.EqualTo(player));
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});
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// Move the player off-grid and back onto the grid in the same tick
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xforms.SetCoordinates(other, otherXform, mapCoords);
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xforms.SetCoordinates(other, otherXform, gridCoords);
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// Run for a few ticks. The test just checks that no PVS asserts/errors happen.
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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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// Repeat but in the opposite direction ( map -> grid -> map )
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// first move to map and wait a bit.
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xforms.SetCoordinates(other, otherXform, mapCoords);
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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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// Move to and off grid in the same tick
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xforms.SetCoordinates(other, otherXform, gridCoords);
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xforms.SetCoordinates(other, otherXform, mapCoords);
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// wait for errors.
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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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}
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}
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