Fix error when disconnecting the client while a projectile is embedded (#36048)
* Add test for disconnecting the client while a projectile is embedded * Add check for non-terminating grid or map * Add test that an embeddable detaches when the target is deleted. * Remove Explicit tag from TestDisconnectWhileEmbedded
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91
Content.IntegrationTests/Tests/Embedding/EmbedTest.cs
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91
Content.IntegrationTests/Tests/Embedding/EmbedTest.cs
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using Content.IntegrationTests.Tests.Interaction;
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using Content.Shared.Projectiles;
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using Robust.Shared.Network;
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namespace Content.IntegrationTests.Tests.Embedding;
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public sealed class EmbedTest : InteractionTest
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{
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/// <summary>
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/// Embeddable entity that will be thrown at the target.
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/// </summary>
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private const string EmbeddableProtoId = "SurvivalKnife";
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/// <summary>
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/// Target entity that the thrown item will embed into.
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/// </summary>
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private const string TargetProtoId = "AirlockGlass";
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/// <summary>
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/// Embeds an entity with a <see cref="EmbeddableProjectileComponent"/> into a target,
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/// then disconnects the client. Intended to reveal any clientside issues that might
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/// occur due to reparenting during cleanup.
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/// </summary>
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[Test]
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public async Task TestDisconnectWhileEmbedded()
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{
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// Spawn the target we're going to throw at
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await SpawnTarget(TargetProtoId);
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// Give the player the embeddable to throw
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var projectile = await PlaceInHands(EmbeddableProtoId);
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Assert.That(TryComp<EmbeddableProjectileComponent>(projectile, out var embedComp),
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$"{EmbeddableProtoId} does not have EmbeddableProjectileComponent");
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// Make sure the projectile isn't already embedded into anything
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Assert.That(embedComp.EmbeddedIntoUid, Is.Null,
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$"Projectile already embedded into {SEntMan.ToPrettyString(embedComp.EmbeddedIntoUid)}");
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// Have the player throw the embeddable at the target
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await ThrowItem();
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// Wait a moment for the item to hit and embed
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await RunSeconds(0.5f);
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// Make sure the projectile is embedded into the target
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Assert.That(embedComp.EmbeddedIntoUid, Is.EqualTo(ToServer(Target)),
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"Projectile not embedded into target");
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// Disconnect the client
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var cNetMgr = Client.ResolveDependency<IClientNetManager>();
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await Client.WaitPost(Client.EntMan.FlushEntities);
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await Pair.RunTicksSync(1);
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}
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/// <summary>
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/// Embeds an entity with a <see cref="EmbeddableProjectileComponent"/> into a target,
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/// then deletes the target and makes sure the embeddable is not deleted.
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/// </summary>
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[Test]
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public async Task TestEmbedDetach()
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{
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// Spawn the target we're going to throw at
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await SpawnTarget(TargetProtoId);
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// Give the player the embeddable to throw
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var projectile = await PlaceInHands(EmbeddableProtoId);
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Assert.That(TryComp<EmbeddableProjectileComponent>(projectile, out var embedComp),
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$"{EmbeddableProtoId} does not have EmbeddableProjectileComponent");
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// Make sure the projectile isn't already embedded into anything
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Assert.That(embedComp.EmbeddedIntoUid, Is.Null,
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$"Projectile already embedded into {SEntMan.ToPrettyString(embedComp.EmbeddedIntoUid)}");
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// Have the player throw the embeddable at the target
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await ThrowItem();
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// Wait a moment for the item to hit and embed
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await RunSeconds(0.5f);
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// Make sure the projectile is embedded into the target
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Assert.That(embedComp.EmbeddedIntoUid, Is.EqualTo(ToServer(Target)),
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"Projectile not embedded into target");
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// Delete the target
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await Delete(Target.Value);
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await RunTicks(1);
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// Make sure the embeddable wasn't deleted with the target
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AssertExists(projectile);
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await AssertEntityLookup(EmbeddableProtoId);
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}
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}
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@@ -143,6 +143,8 @@ public abstract partial class SharedProjectileSystem : EntitySystem
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}
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var xform = Transform(uid);
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if (TerminatingOrDeleted(xform.GridUid) && TerminatingOrDeleted(xform.MapUid))
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return;
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TryComp<PhysicsComponent>(uid, out var physics);
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_physics.SetBodyType(uid, BodyType.Dynamic, body: physics, xform: xform);
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_transform.AttachToGridOrMap(uid, xform);
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