Use dummy sessions in NukeOpsTest (#28549)
* Add dummy sessions * Update NukeOpsTest * Fix PvsBenchmark
This commit is contained in:
@@ -1,19 +1,17 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using BenchmarkDotNet.Attributes;
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using Content.IntegrationTests;
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using Content.IntegrationTests.Pair;
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using Content.Server.Mind;
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using Content.Server.Warps;
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using Robust.Server.GameObjects;
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using Robust.Shared;
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using Robust.Shared.Analyzers;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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@@ -58,15 +56,20 @@ public class PvsBenchmark
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_pair.Server.CfgMan.SetCVar(CVars.NetPvsAsync, false);
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_sys = _entMan.System<SharedTransformSystem>();
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SetupAsync().Wait();
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}
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private async Task SetupAsync()
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{
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// Spawn the map
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_pair.Server.ResolveDependency<IRobustRandom>().SetSeed(42);
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_pair.Server.WaitPost(() =>
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await _pair.Server.WaitPost(() =>
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{
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var success = _entMan.System<MapLoaderSystem>().TryLoad(_mapId, Map, out _);
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if (!success)
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throw new Exception("Map load failed");
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_pair.Server.MapMan.DoMapInitialize(_mapId);
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}).Wait();
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});
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// Get list of ghost warp positions
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_spawns = _entMan.AllComponentsList<WarpPointComponent>()
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@@ -76,17 +79,19 @@ public class PvsBenchmark
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Array.Resize(ref _players, PlayerCount);
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// Spawn "Players".
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_pair.Server.WaitPost(() =>
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// Spawn "Players"
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_players = await _pair.Server.AddDummySessions(PlayerCount);
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await _pair.Server.WaitPost(() =>
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{
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var mind = _pair.Server.System<MindSystem>();
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for (var i = 0; i < PlayerCount; i++)
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{
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var pos = _spawns[i % _spawns.Length];
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var uid =_entMan.SpawnEntity("MobHuman", pos);
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_pair.Server.ConsoleHost.ExecuteCommand($"setoutfit {_entMan.GetNetEntity(uid)} CaptainGear");
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_players[i] = new DummySession{AttachedEntity = uid};
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mind.ControlMob(_players[i].UserId, uid);
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}
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}).Wait();
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});
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// Repeatedly move players around so that they "explore" the map and see lots of entities.
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// This will populate their PVS data with out-of-view entities.
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@@ -168,20 +173,4 @@ public class PvsBenchmark
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}).Wait();
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_pair.Server.PvsTick(_players);
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}
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private sealed class DummySession : ICommonSession
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{
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public SessionStatus Status => SessionStatus.InGame;
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public EntityUid? AttachedEntity {get; set; }
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public NetUserId UserId => default;
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public string Name => string.Empty;
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public short Ping => default;
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public INetChannel Channel { get; set; } = default!;
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public LoginType AuthType => default;
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public HashSet<EntityUid> ViewSubscriptions { get; } = new();
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public DateTime ConnectedTime { get; set; }
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public SessionState State => default!;
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public SessionData Data => default!;
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public bool ClientSide { get; set; }
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}
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}
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@@ -7,6 +7,8 @@ using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.UnitTesting;
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@@ -136,10 +138,15 @@ public sealed partial class TestPair
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/// Helper method for enabling or disabling a antag role
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/// </summary>
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public async Task SetAntagPref(ProtoId<AntagPrototype> id, bool value)
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{
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await SetAntagPref(Client.User!.Value, id, value);
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}
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public async Task SetAntagPref(NetUserId user, ProtoId<AntagPrototype> id, bool value)
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{
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var prefMan = Server.ResolveDependency<IServerPreferencesManager>();
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var prefs = prefMan.GetPreferences(Client.User!.Value);
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var prefs = prefMan.GetPreferences(user);
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// what even is the point of ICharacterProfile if we always cast it to HumanoidCharacterProfile to make it usable?
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var profile = (HumanoidCharacterProfile) prefs.SelectedCharacter;
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@@ -148,11 +155,11 @@ public sealed partial class TestPair
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await Server.WaitPost(() =>
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{
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prefMan.SetProfile(Client.User.Value, prefs.SelectedCharacterIndex, newProfile).Wait();
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prefMan.SetProfile(user, prefs.SelectedCharacterIndex, newProfile).Wait();
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});
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// And why the fuck does it always create a new preference and profile object instead of just reusing them?
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var newPrefs = prefMan.GetPreferences(Client.User.Value);
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var newPrefs = prefMan.GetPreferences(user);
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var newProf = (HumanoidCharacterProfile) newPrefs.SelectedCharacter;
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Assert.That(newProf.AntagPreferences.Contains(id), Is.EqualTo(value));
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}
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@@ -34,6 +34,8 @@ public sealed partial class TestPair : IAsyncDisposable
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private async Task OnCleanDispose()
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{
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await Server.RemoveAllDummySessions();
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if (TestMap != null)
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{
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await Server.WaitPost(() => Server.EntMan.DeleteEntity(TestMap.MapUid));
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@@ -37,7 +37,10 @@ public sealed partial class TestPair
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client = Client;
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}
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public ICommonSession? Player => Server.PlayerMan.Sessions.FirstOrDefault();
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public ICommonSession? Player => Client.User == null
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? null
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: Server.PlayerMan.SessionsDict.GetValueOrDefault(Client.User.Value);
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public ContentPlayerData? PlayerData => Player?.Data.ContentData();
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public PoolTestLogHandler ServerLogHandler { get; private set; } = default!;
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@@ -57,8 +57,17 @@ public sealed class NukeOpsTest
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Assert.That(client.AttachedEntity, Is.Null);
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Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.NotReadyToPlay));
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// Add several dummy players
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var dummies = await pair.Server.AddDummySessions(3);
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await pair.RunTicksSync(5);
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// Opt into the nukies role.
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await pair.SetAntagPref("NukeopsCommander", true);
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await pair.SetAntagPref(dummies[1].UserId, "NukeopsMedic", true);
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// Initially, the players have no attached entities
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Assert.That(pair.Player?.AttachedEntity, Is.Null);
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Assert.That(dummies.All(x => x.AttachedEntity == null));
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// There are no grids or maps
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Assert.That(entMan.Count<MapComponent>(), Is.Zero);
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@@ -75,17 +84,20 @@ public sealed class NukeOpsTest
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Assert.That(entMan.Count<NukeOperativeSpawnerComponent>(), Is.Zero);
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// Ready up and start nukeops
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await pair.WaitClientCommand("toggleready True");
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Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.ReadyToPlay));
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ticker.ToggleReadyAll(true);
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Assert.That(ticker.PlayerGameStatuses.Values.All(x => x == PlayerGameStatus.ReadyToPlay));
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await pair.WaitCommand("forcepreset Nukeops");
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await pair.RunTicksSync(10);
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// Game should have started
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Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.InRound));
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Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.JoinedGame));
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Assert.That(ticker.PlayerGameStatuses.Values.All(x => x == PlayerGameStatus.JoinedGame));
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Assert.That(client.EntMan.EntityExists(client.AttachedEntity));
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var dummyEnts = dummies.Select(x => x.AttachedEntity ?? default).ToArray();
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var player = pair.Player!.AttachedEntity!.Value;
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Assert.That(entMan.EntityExists(player));
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Assert.That(dummyEnts.All(e => entMan.EntityExists(e)));
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// Maps now exist
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Assert.That(entMan.Count<MapComponent>(), Is.GreaterThan(0));
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@@ -96,8 +108,8 @@ public sealed class NukeOpsTest
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// And we now have nukie related components
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Assert.That(entMan.Count<NukeopsRuleComponent>(), Is.EqualTo(1));
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Assert.That(entMan.Count<NukeopsRoleComponent>(), Is.EqualTo(1));
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Assert.That(entMan.Count<NukeOperativeComponent>(), Is.EqualTo(1));
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Assert.That(entMan.Count<NukeopsRoleComponent>(), Is.EqualTo(2));
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Assert.That(entMan.Count<NukeOperativeComponent>(), Is.EqualTo(2));
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Assert.That(entMan.Count<NukeOpsShuttleComponent>(), Is.EqualTo(1));
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// The player entity should be the nukie commander
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@@ -107,11 +119,36 @@ public sealed class NukeOpsTest
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Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mind));
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Assert.That(factionSys.IsMember(player, "Syndicate"), Is.True);
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Assert.That(factionSys.IsMember(player, "NanoTrasen"), Is.False);
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var roles = roleSys.MindGetAllRoles(mind);
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var cmdRoles = roles.Where(x => x.Prototype == "NukeopsCommander" && x.Component is NukeopsRoleComponent);
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Assert.That(cmdRoles.Count(), Is.EqualTo(1));
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// The second dummy player should be a medic
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var dummyMind = mindSys.GetMind(dummyEnts[1])!.Value;
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Assert.That(entMan.HasComponent<NukeOperativeComponent>(dummyEnts[1]));
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Assert.That(roleSys.MindIsAntagonist(dummyMind));
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Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(dummyMind));
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Assert.That(factionSys.IsMember(dummyEnts[1], "Syndicate"), Is.True);
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Assert.That(factionSys.IsMember(dummyEnts[1], "NanoTrasen"), Is.False);
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roles = roleSys.MindGetAllRoles(dummyMind);
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cmdRoles = roles.Where(x => x.Prototype == "NukeopsMedic" && x.Component is NukeopsRoleComponent);
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Assert.That(cmdRoles.Count(), Is.EqualTo(1));
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// The other two players should have just spawned in as normal.
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CheckDummy(0);
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CheckDummy(2);
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void CheckDummy(int i)
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{
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var ent = dummyEnts[i];
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var mind = mindSys.GetMind(ent)!.Value;
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Assert.That(entMan.HasComponent<NukeOperativeComponent>(ent), Is.False);
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Assert.That(roleSys.MindIsAntagonist(mind), Is.False);
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Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mind), Is.False);
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Assert.That(factionSys.IsMember(ent, "Syndicate"), Is.False);
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Assert.That(factionSys.IsMember(ent, "NanoTrasen"), Is.True);
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Assert.That(roleSys.MindGetAllRoles(mind).Any(x => x.Component is NukeopsRoleComponent), Is.False);
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}
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// The game rule exists, and all the stations/shuttles/maps are properly initialized
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var rule = entMan.AllComponents<NukeopsRuleComponent>().Single().Component;
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var gridsRule = entMan.AllComponents<RuleGridsComponent>().Single().Component;
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@@ -178,7 +215,7 @@ public sealed class NukeOpsTest
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// While we're at it, lets make sure they aren't naked. I don't know how many inventory slots all mobs will be
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// likely to have in the future. But nukies should probably have at least 3 slots with something in them.
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var enumerator = invSys.GetSlotEnumerator(player);
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int total = 0;
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var total = 0;
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while (enumerator.NextItem(out _))
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{
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total++;
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@@ -200,6 +237,7 @@ public sealed class NukeOpsTest
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ticker.SetGamePreset((GamePresetPrototype?)null);
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await pair.SetAntagPref("NukeopsCommander", false);
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await pair.SetAntagPref(dummies[1].UserId, "NukeopsMedic", false);
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await pair.CleanReturnAsync();
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}
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}
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