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117 lines
4.2 KiB
C#
117 lines
4.2 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.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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namespace Robust.UnitTesting.Server.GameStates;
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public sealed class PvsResetTest : RobustIntegrationTest
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{
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/// <summary>
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/// Check that the client doesn't reset dirty detached entities. They should remain in nullspace.
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/// </summary>
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[Test]
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public async Task ResetTest()
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{
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await using var pair = await StartConnectedPair();
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var (client, server) = pair;
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var sEntMan = server.EntMan;
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var confMan = server.CfgMan;
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var sPlayerMan = server.PlayerMan;
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var xforms = sEntMan.System<SharedTransformSystem>();
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var cEntMan = client.EntMan;
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var cPlayerMan = client.PlayerMan;
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server.Post(() => confMan.SetCVar(CVars.NetPVS, true));
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await RunTicksSync(server, client, 10);
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// Set up map and spawn player
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EntityUid sMap = default;
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EntityUid playerUid = default;
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EntityUid sEnt = default;
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EntityCoordinates coords = default;
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await server.WaitPost(() =>
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{
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sMap = server.System<SharedMapSystem>().CreateMap();
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coords = new(sMap, default);
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playerUid = sEntMan.SpawnEntity(null, coords);
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sEnt = sEntMan.SpawnEntity(null, coords);
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// Attach player.
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var session = sPlayerMan.Sessions.First();
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server.PlayerMan.SetAttachedEntity(session, playerUid);
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sPlayerMan.JoinGame(session);
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});
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await RunTicksSync(server, client, 10);
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var farAway = new EntityCoordinates(sMap, new Vector2(100, 100));
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var netEnt = sEntMan.GetNetEntity(sEnt);
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var player = sEntMan.GetNetEntity(playerUid);
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Assert.That(player, Is.Not.EqualTo(NetEntity.Invalid));
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Assert.That(netEnt, Is.Not.EqualTo(NetEntity.Invalid));
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// Check player got properly attached, and has received the other entity.
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Assert.That(cEntMan.TryGetEntity(netEnt, out var uid));
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Assert.That(cEntMan.TryGetEntity(player, out var cPlayerUid));
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var cEnt = uid!.Value;
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Assert.That(cPlayerMan.LocalEntity, Is.EqualTo(cPlayerUid));
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var cMap = cEntMan.GetEntity(sEntMan.GetNetEntity(sMap));
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void AssertDetached(bool detached)
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{
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var cXform = client.Transform(cEnt);
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var sXform = server.Transform(sEnt);
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var meta = client.MetaData(cEnt);
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Assert.That(sXform.MapUid, Is.EqualTo(sMap));
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Assert.That(sXform.ParentUid, Is.EqualTo(sMap));
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if (detached)
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{
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Assert.That(meta.Flags.HasFlag(MetaDataFlags.Detached));
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Assert.That(cXform.MapUid, Is.Null);
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Assert.That(cXform.ParentUid, Is.EqualTo(EntityUid.Invalid));
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}
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else
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{
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Assert.That(!meta.Flags.HasFlag(MetaDataFlags.Detached));
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Assert.That(cXform.MapUid, Is.EqualTo(cMap));
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Assert.That(cXform.ParentUid, Is.EqualTo(cMap));
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}
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}
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// Entity is initially in view
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AssertDetached(false);
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// Move the player out of the entity's PVS range
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await server.WaitPost(() => xforms.SetCoordinates(playerUid, farAway));
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await RunTicksSync(server, client, 10);
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// Client should now have detached the entity, moving it into nullspace
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AssertDetached(true);
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// Marking the entity as dirty due to client-side prediction should have effect
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await client.WaitPost(() => client.EntMan.Dirty(cEnt, client.Transform(cEnt)));
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await RunTicksSync(server, client, 10);
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AssertDetached(true);
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// Move the player back into range
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await server.WaitPost( () => xforms.SetCoordinates(playerUid, coords));
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await RunTicksSync(server, client, 10);
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AssertDetached(false);
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// Marking the entity as dirty due to client-side prediction should have no real effect
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await client.WaitPost(() => client.EntMan.Dirty(cEnt, client.Transform(cEnt)));
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await RunTicksSync(server, client, 10);
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AssertDetached(false);
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}
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}
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