Add test pooling (#4961)
* Add test pooling * WIP test pooling changes * Fix Destructible tests * Don't pool unpooled or dummy ticker instances * Change ServerPathfindingDebugSystem to replace existing entries * Fix SaveLoadSaveTest comment * Don't pool StartTest * Comment out global setup * Fix puddle tests * Move SolarPanelComponent initialize to PowerSolarSystem OnMapInit * Update RobustToolbox * Finish fixing tests, make test threads background threads * Bring back pooling * Fix nullable * Update RobustToolbox * Set cvars on server return * Un-pool tests with custom cvars * Update RobustToolbox * Update RobustToolbox * Change where the main tile coordinates are * Remove DisposalUnitTest grid check * Fix test pooling being a fickle bitch * Fix EntitySystemExtensionsTest * Update RobustToolbox * Update RobustToolbox * Make nullable pool settings true * Update RobustToolbox * Wait other way around * We are unitystation now * Update RobustToolbox * Create global setup * Pool some more tests * Fix not properly disconnecting clients before restarting the round * Give more info on ran tests * Standardize default test cvars * Update RobustToolbox * Update RobustToolbox * Pool clients * Fix test order issue * Fix cvars in character creation test not being set properly * Update RobustToolbox * Update RobustToolbox * Rider shut * Update RobustToolbox * Format tests ran better * Update RobustToolbox * Reset RobustToolbox * Reset RobustToolbox harder * Fix one instance of test order causing destructible tests to fail
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@@ -1,5 +1,6 @@
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using System;
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using System.Linq;
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using Content.Server.Power.Components;
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using Content.Server.Solar.Components;
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using Content.Shared.Physics;
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using JetBrains.Annotations;
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@@ -7,7 +8,6 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Broadphase;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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@@ -71,11 +71,18 @@ namespace Content.Server.Solar.EntitySystems
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public override void Initialize()
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{
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SubscribeLocalEvent<SolarPanelComponent, MapInitEvent>(OnMapInit);
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// Initialize the sun to something random
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TowardsSun = MathHelper.TwoPi * _robustRandom.NextDouble();
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SunAngularVelocity = Angle.FromDegrees(0.1 + ((_robustRandom.NextDouble() - 0.5) * 0.05));
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}
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private void OnMapInit(EntityUid uid, SolarPanelComponent component, MapInitEvent args)
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{
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UpdateSupply(uid, component);
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}
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public override void Update(float frameTime)
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{
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TowardsSun += SunAngularVelocity * frameTime;
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@@ -145,5 +152,18 @@ namespace Content.Server.Solar.EntitySystems
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// Total coverage calculated; apply it to the panel.
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panel.Coverage = coverage;
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}
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private void UpdateSupply(
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EntityUid uid,
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SolarPanelComponent? solar = null,
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PowerSupplierComponent? supplier = null)
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{
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if (!Resolve(uid, ref solar, ref supplier))
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{
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return;
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}
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supplier.MaxSupply = (int) (solar.MaxSupply * solar.Coverage);
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}
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}
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}
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