Use dummy sessions in NukeOpsTest (#28549)

* Add dummy sessions

* Update NukeOpsTest

* Fix PvsBenchmark
This commit is contained in:
Leon Friedrich
2024-06-05 20:37:22 +12:00
committed by GitHub
parent 0f3a2424e8
commit 7bd1b45f2b
5 changed files with 76 additions and 37 deletions

View File

@@ -1,19 +1,17 @@
#nullable enable #nullable enable
using System; using System;
using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Threading.Tasks;
using BenchmarkDotNet.Attributes; using BenchmarkDotNet.Attributes;
using Content.IntegrationTests; using Content.IntegrationTests;
using Content.IntegrationTests.Pair; using Content.IntegrationTests.Pair;
using Content.Server.Mind;
using Content.Server.Warps; using Content.Server.Warps;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared; using Robust.Shared;
using Robust.Shared.Analyzers; using Robust.Shared.Analyzers;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Player; using Robust.Shared.Player;
using Robust.Shared.Random; using Robust.Shared.Random;
@@ -58,15 +56,20 @@ public class PvsBenchmark
_pair.Server.CfgMan.SetCVar(CVars.NetPvsAsync, false); _pair.Server.CfgMan.SetCVar(CVars.NetPvsAsync, false);
_sys = _entMan.System<SharedTransformSystem>(); _sys = _entMan.System<SharedTransformSystem>();
SetupAsync().Wait();
}
private async Task SetupAsync()
{
// Spawn the map // Spawn the map
_pair.Server.ResolveDependency<IRobustRandom>().SetSeed(42); _pair.Server.ResolveDependency<IRobustRandom>().SetSeed(42);
_pair.Server.WaitPost(() => await _pair.Server.WaitPost(() =>
{ {
var success = _entMan.System<MapLoaderSystem>().TryLoad(_mapId, Map, out _); var success = _entMan.System<MapLoaderSystem>().TryLoad(_mapId, Map, out _);
if (!success) if (!success)
throw new Exception("Map load failed"); throw new Exception("Map load failed");
_pair.Server.MapMan.DoMapInitialize(_mapId); _pair.Server.MapMan.DoMapInitialize(_mapId);
}).Wait(); });
// Get list of ghost warp positions // Get list of ghost warp positions
_spawns = _entMan.AllComponentsList<WarpPointComponent>() _spawns = _entMan.AllComponentsList<WarpPointComponent>()
@@ -76,17 +79,19 @@ public class PvsBenchmark
Array.Resize(ref _players, PlayerCount); Array.Resize(ref _players, PlayerCount);
// Spawn "Players". // Spawn "Players"
_pair.Server.WaitPost(() => _players = await _pair.Server.AddDummySessions(PlayerCount);
await _pair.Server.WaitPost(() =>
{ {
var mind = _pair.Server.System<MindSystem>();
for (var i = 0; i < PlayerCount; i++) for (var i = 0; i < PlayerCount; i++)
{ {
var pos = _spawns[i % _spawns.Length]; var pos = _spawns[i % _spawns.Length];
var uid =_entMan.SpawnEntity("MobHuman", pos); var uid =_entMan.SpawnEntity("MobHuman", pos);
_pair.Server.ConsoleHost.ExecuteCommand($"setoutfit {_entMan.GetNetEntity(uid)} CaptainGear"); _pair.Server.ConsoleHost.ExecuteCommand($"setoutfit {_entMan.GetNetEntity(uid)} CaptainGear");
_players[i] = new DummySession{AttachedEntity = uid}; mind.ControlMob(_players[i].UserId, uid);
} }
}).Wait(); });
// Repeatedly move players around so that they "explore" the map and see lots of entities. // Repeatedly move players around so that they "explore" the map and see lots of entities.
// This will populate their PVS data with out-of-view entities. // This will populate their PVS data with out-of-view entities.
@@ -168,20 +173,4 @@ public class PvsBenchmark
}).Wait(); }).Wait();
_pair.Server.PvsTick(_players); _pair.Server.PvsTick(_players);
} }
private sealed class DummySession : ICommonSession
{
public SessionStatus Status => SessionStatus.InGame;
public EntityUid? AttachedEntity {get; set; }
public NetUserId UserId => default;
public string Name => string.Empty;
public short Ping => default;
public INetChannel Channel { get; set; } = default!;
public LoginType AuthType => default;
public HashSet<EntityUid> ViewSubscriptions { get; } = new();
public DateTime ConnectedTime { get; set; }
public SessionState State => default!;
public SessionData Data => default!;
public bool ClientSide { get; set; }
}
} }

View File

@@ -7,6 +7,8 @@ using Content.Shared.Preferences;
using Content.Shared.Roles; using Content.Shared.Roles;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
using Robust.UnitTesting; using Robust.UnitTesting;
@@ -136,10 +138,15 @@ public sealed partial class TestPair
/// Helper method for enabling or disabling a antag role /// Helper method for enabling or disabling a antag role
/// </summary> /// </summary>
public async Task SetAntagPref(ProtoId<AntagPrototype> id, bool value) public async Task SetAntagPref(ProtoId<AntagPrototype> id, bool value)
{
await SetAntagPref(Client.User!.Value, id, value);
}
public async Task SetAntagPref(NetUserId user, ProtoId<AntagPrototype> id, bool value)
{ {
var prefMan = Server.ResolveDependency<IServerPreferencesManager>(); var prefMan = Server.ResolveDependency<IServerPreferencesManager>();
var prefs = prefMan.GetPreferences(Client.User!.Value); var prefs = prefMan.GetPreferences(user);
// what even is the point of ICharacterProfile if we always cast it to HumanoidCharacterProfile to make it usable? // what even is the point of ICharacterProfile if we always cast it to HumanoidCharacterProfile to make it usable?
var profile = (HumanoidCharacterProfile) prefs.SelectedCharacter; var profile = (HumanoidCharacterProfile) prefs.SelectedCharacter;
@@ -148,11 +155,11 @@ public sealed partial class TestPair
await Server.WaitPost(() => await Server.WaitPost(() =>
{ {
prefMan.SetProfile(Client.User.Value, prefs.SelectedCharacterIndex, newProfile).Wait(); prefMan.SetProfile(user, prefs.SelectedCharacterIndex, newProfile).Wait();
}); });
// And why the fuck does it always create a new preference and profile object instead of just reusing them? // And why the fuck does it always create a new preference and profile object instead of just reusing them?
var newPrefs = prefMan.GetPreferences(Client.User.Value); var newPrefs = prefMan.GetPreferences(user);
var newProf = (HumanoidCharacterProfile) newPrefs.SelectedCharacter; var newProf = (HumanoidCharacterProfile) newPrefs.SelectedCharacter;
Assert.That(newProf.AntagPreferences.Contains(id), Is.EqualTo(value)); Assert.That(newProf.AntagPreferences.Contains(id), Is.EqualTo(value));
} }

View File

@@ -34,6 +34,8 @@ public sealed partial class TestPair : IAsyncDisposable
private async Task OnCleanDispose() private async Task OnCleanDispose()
{ {
await Server.RemoveAllDummySessions();
if (TestMap != null) if (TestMap != null)
{ {
await Server.WaitPost(() => Server.EntMan.DeleteEntity(TestMap.MapUid)); await Server.WaitPost(() => Server.EntMan.DeleteEntity(TestMap.MapUid));

View File

@@ -37,7 +37,10 @@ public sealed partial class TestPair
client = Client; client = Client;
} }
public ICommonSession? Player => Server.PlayerMan.Sessions.FirstOrDefault(); public ICommonSession? Player => Client.User == null
? null
: Server.PlayerMan.SessionsDict.GetValueOrDefault(Client.User.Value);
public ContentPlayerData? PlayerData => Player?.Data.ContentData(); public ContentPlayerData? PlayerData => Player?.Data.ContentData();
public PoolTestLogHandler ServerLogHandler { get; private set; } = default!; public PoolTestLogHandler ServerLogHandler { get; private set; } = default!;

View File

@@ -57,8 +57,17 @@ public sealed class NukeOpsTest
Assert.That(client.AttachedEntity, Is.Null); Assert.That(client.AttachedEntity, Is.Null);
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.NotReadyToPlay)); Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.NotReadyToPlay));
// Add several dummy players
var dummies = await pair.Server.AddDummySessions(3);
await pair.RunTicksSync(5);
// Opt into the nukies role. // Opt into the nukies role.
await pair.SetAntagPref("NukeopsCommander", true); await pair.SetAntagPref("NukeopsCommander", true);
await pair.SetAntagPref(dummies[1].UserId, "NukeopsMedic", true);
// Initially, the players have no attached entities
Assert.That(pair.Player?.AttachedEntity, Is.Null);
Assert.That(dummies.All(x => x.AttachedEntity == null));
// There are no grids or maps // There are no grids or maps
Assert.That(entMan.Count<MapComponent>(), Is.Zero); Assert.That(entMan.Count<MapComponent>(), Is.Zero);
@@ -75,17 +84,20 @@ public sealed class NukeOpsTest
Assert.That(entMan.Count<NukeOperativeSpawnerComponent>(), Is.Zero); Assert.That(entMan.Count<NukeOperativeSpawnerComponent>(), Is.Zero);
// Ready up and start nukeops // Ready up and start nukeops
await pair.WaitClientCommand("toggleready True"); ticker.ToggleReadyAll(true);
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.ReadyToPlay)); Assert.That(ticker.PlayerGameStatuses.Values.All(x => x == PlayerGameStatus.ReadyToPlay));
await pair.WaitCommand("forcepreset Nukeops"); await pair.WaitCommand("forcepreset Nukeops");
await pair.RunTicksSync(10); await pair.RunTicksSync(10);
// Game should have started // Game should have started
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.InRound)); Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.InRound));
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.JoinedGame)); Assert.That(ticker.PlayerGameStatuses.Values.All(x => x == PlayerGameStatus.JoinedGame));
Assert.That(client.EntMan.EntityExists(client.AttachedEntity)); Assert.That(client.EntMan.EntityExists(client.AttachedEntity));
var dummyEnts = dummies.Select(x => x.AttachedEntity ?? default).ToArray();
var player = pair.Player!.AttachedEntity!.Value; var player = pair.Player!.AttachedEntity!.Value;
Assert.That(entMan.EntityExists(player)); Assert.That(entMan.EntityExists(player));
Assert.That(dummyEnts.All(e => entMan.EntityExists(e)));
// Maps now exist // Maps now exist
Assert.That(entMan.Count<MapComponent>(), Is.GreaterThan(0)); Assert.That(entMan.Count<MapComponent>(), Is.GreaterThan(0));
@@ -96,8 +108,8 @@ public sealed class NukeOpsTest
// And we now have nukie related components // And we now have nukie related components
Assert.That(entMan.Count<NukeopsRuleComponent>(), Is.EqualTo(1)); Assert.That(entMan.Count<NukeopsRuleComponent>(), Is.EqualTo(1));
Assert.That(entMan.Count<NukeopsRoleComponent>(), Is.EqualTo(1)); Assert.That(entMan.Count<NukeopsRoleComponent>(), Is.EqualTo(2));
Assert.That(entMan.Count<NukeOperativeComponent>(), Is.EqualTo(1)); Assert.That(entMan.Count<NukeOperativeComponent>(), Is.EqualTo(2));
Assert.That(entMan.Count<NukeOpsShuttleComponent>(), Is.EqualTo(1)); Assert.That(entMan.Count<NukeOpsShuttleComponent>(), Is.EqualTo(1));
// The player entity should be the nukie commander // The player entity should be the nukie commander
@@ -107,11 +119,36 @@ public sealed class NukeOpsTest
Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mind)); Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mind));
Assert.That(factionSys.IsMember(player, "Syndicate"), Is.True); Assert.That(factionSys.IsMember(player, "Syndicate"), Is.True);
Assert.That(factionSys.IsMember(player, "NanoTrasen"), Is.False); Assert.That(factionSys.IsMember(player, "NanoTrasen"), Is.False);
var roles = roleSys.MindGetAllRoles(mind); var roles = roleSys.MindGetAllRoles(mind);
var cmdRoles = roles.Where(x => x.Prototype == "NukeopsCommander" && x.Component is NukeopsRoleComponent); var cmdRoles = roles.Where(x => x.Prototype == "NukeopsCommander" && x.Component is NukeopsRoleComponent);
Assert.That(cmdRoles.Count(), Is.EqualTo(1)); Assert.That(cmdRoles.Count(), Is.EqualTo(1));
// The second dummy player should be a medic
var dummyMind = mindSys.GetMind(dummyEnts[1])!.Value;
Assert.That(entMan.HasComponent<NukeOperativeComponent>(dummyEnts[1]));
Assert.That(roleSys.MindIsAntagonist(dummyMind));
Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(dummyMind));
Assert.That(factionSys.IsMember(dummyEnts[1], "Syndicate"), Is.True);
Assert.That(factionSys.IsMember(dummyEnts[1], "NanoTrasen"), Is.False);
roles = roleSys.MindGetAllRoles(dummyMind);
cmdRoles = roles.Where(x => x.Prototype == "NukeopsMedic" && x.Component is NukeopsRoleComponent);
Assert.That(cmdRoles.Count(), Is.EqualTo(1));
// The other two players should have just spawned in as normal.
CheckDummy(0);
CheckDummy(2);
void CheckDummy(int i)
{
var ent = dummyEnts[i];
var mind = mindSys.GetMind(ent)!.Value;
Assert.That(entMan.HasComponent<NukeOperativeComponent>(ent), Is.False);
Assert.That(roleSys.MindIsAntagonist(mind), Is.False);
Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mind), Is.False);
Assert.That(factionSys.IsMember(ent, "Syndicate"), Is.False);
Assert.That(factionSys.IsMember(ent, "NanoTrasen"), Is.True);
Assert.That(roleSys.MindGetAllRoles(mind).Any(x => x.Component is NukeopsRoleComponent), Is.False);
}
// The game rule exists, and all the stations/shuttles/maps are properly initialized // The game rule exists, and all the stations/shuttles/maps are properly initialized
var rule = entMan.AllComponents<NukeopsRuleComponent>().Single().Component; var rule = entMan.AllComponents<NukeopsRuleComponent>().Single().Component;
var gridsRule = entMan.AllComponents<RuleGridsComponent>().Single().Component; var gridsRule = entMan.AllComponents<RuleGridsComponent>().Single().Component;
@@ -178,7 +215,7 @@ public sealed class NukeOpsTest
// While we're at it, lets make sure they aren't naked. I don't know how many inventory slots all mobs will be // While we're at it, lets make sure they aren't naked. I don't know how many inventory slots all mobs will be
// likely to have in the future. But nukies should probably have at least 3 slots with something in them. // likely to have in the future. But nukies should probably have at least 3 slots with something in them.
var enumerator = invSys.GetSlotEnumerator(player); var enumerator = invSys.GetSlotEnumerator(player);
int total = 0; var total = 0;
while (enumerator.NextItem(out _)) while (enumerator.NextItem(out _))
{ {
total++; total++;
@@ -200,6 +237,7 @@ public sealed class NukeOpsTest
ticker.SetGamePreset((GamePresetPrototype?)null); ticker.SetGamePreset((GamePresetPrototype?)null);
await pair.SetAntagPref("NukeopsCommander", false); await pair.SetAntagPref("NukeopsCommander", false);
await pair.SetAntagPref(dummies[1].UserId, "NukeopsMedic", false);
await pair.CleanReturnAsync(); await pair.CleanReturnAsync();
} }
} }