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
This commit is contained in:
Javier Guardia Fernández
2021-11-06 11:49:59 +01:00
committed by GitHub
parent 4b5168e1fe
commit 1508efff54
55 changed files with 364 additions and 267 deletions

View File

@@ -1,5 +1,6 @@
using System;
using System.Linq;
using Content.Server.Power.Components;
using Content.Server.Solar.Components;
using Content.Shared.Physics;
using JetBrains.Annotations;
@@ -7,7 +8,6 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Random;
using Robust.Shared.Timing;
@@ -71,11 +71,18 @@ namespace Content.Server.Solar.EntitySystems
public override void Initialize()
{
SubscribeLocalEvent<SolarPanelComponent, MapInitEvent>(OnMapInit);
// Initialize the sun to something random
TowardsSun = MathHelper.TwoPi * _robustRandom.NextDouble();
SunAngularVelocity = Angle.FromDegrees(0.1 + ((_robustRandom.NextDouble() - 0.5) * 0.05));
}
private void OnMapInit(EntityUid uid, SolarPanelComponent component, MapInitEvent args)
{
UpdateSupply(uid, component);
}
public override void Update(float frameTime)
{
TowardsSun += SunAngularVelocity * frameTime;
@@ -145,5 +152,18 @@ namespace Content.Server.Solar.EntitySystems
// Total coverage calculated; apply it to the panel.
panel.Coverage = coverage;
}
private void UpdateSupply(
EntityUid uid,
SolarPanelComponent? solar = null,
PowerSupplierComponent? supplier = null)
{
if (!Resolve(uid, ref solar, ref supplier))
{
return;
}
supplier.MaxSupply = (int) (solar.MaxSupply * solar.Coverage);
}
}
}