Add a test that puts all components on an entity and checks for no exceptions (#1815)

* Add test that puts all components on an entity and checks for no exceptions

Also fix all the exceptions that happened because of this

* Add comments to the test

* Fix nullable errors

* Fix more nullable errors

* More nullable error fixes

* Unignore basic actor component

* Fix more nullable errors

* NULLABLE ERROR

* Add string interpolation

* Merge if checks

* Remove redundant pragma warning disable 649

* Address reviews

* Remove null wrappers around TryGetComponent

* Merge conflict fixes

* APC battery component error fix

* Fix power test

* Fix atmos mapgrid usages
This commit is contained in:
DrSmugleaf
2020-08-22 22:29:20 +02:00
committed by GitHub
parent c8178550b8
commit b9196d0a10
84 changed files with 1790 additions and 1123 deletions

View File

@@ -16,30 +16,37 @@ using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Atmos
{
[RegisterComponent]
public class GasAnalyzerComponent : SharedGasAnalyzerComponent, IAfterInteract, IDropped, IUse
{
#pragma warning disable 649
[Dependency] private IServerNotifyManager _notifyManager = default!;
[Dependency] private IMapManager _mapManager = default!;
#pragma warning restore 649
[Dependency] private readonly IServerNotifyManager _notifyManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
private BoundUserInterface _userInterface = default!;
private GasAnalyzerDanger _pressureDanger;
private float _timeSinceSync;
private const float TimeBetweenSyncs = 2f;
private bool _checkPlayer = false; // Check at the player pos or at some other tile?
private GridCoordinates? _position; // The tile that we scanned
[ViewVariables]
private BoundUserInterface? UserInterface =>
Owner.TryGetComponent(out ServerUserInterfaceComponent? ui) &&
ui.TryGetBoundUserInterface(GasAnalyzerUiKey.Key, out var boundUi)
? boundUi
: null;
public override void Initialize()
{
base.Initialize();
_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>()
.GetBoundUserInterface(GasAnalyzerUiKey.Key);
_userInterface.OnReceiveMessage += UserInterfaceOnReceiveMessage;
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += UserInterfaceOnReceiveMessage;
}
}
public override ComponentState GetComponentState()
@@ -56,7 +63,7 @@ namespace Content.Server.GameObjects.Components.Atmos
{
_checkPlayer = true;
_position = null;
_userInterface.Open(session);
UserInterface?.Open(session);
UpdateUserInterface();
Resync();
}
@@ -71,7 +78,7 @@ namespace Content.Server.GameObjects.Components.Atmos
{
_checkPlayer = false;
_position = pos;
_userInterface.Open(session);
UserInterface?.Open(session);
UpdateUserInterface();
Resync();
}
@@ -79,7 +86,7 @@ namespace Content.Server.GameObjects.Components.Atmos
public void CloseInterface(IPlayerSession session)
{
_position = null;
_userInterface.Close(session);
UserInterface?.Close(session);
Resync();
}
@@ -123,10 +130,15 @@ namespace Content.Server.GameObjects.Components.Atmos
private void UpdateUserInterface()
{
if (UserInterface == null)
{
return;
}
string? error = null;
// Check if the player is still holding the gas analyzer => if not, don't update
foreach (var session in _userInterface.SubscribedSessions)
foreach (var session in UserInterface.SubscribedSessions)
{
if (session.AttachedEntity == null)
return;
@@ -156,7 +168,7 @@ namespace Content.Server.GameObjects.Components.Atmos
if (tile == null)
{
error = "No Atmosphere!";
_userInterface.SetState(
UserInterface.SetState(
new GasAnalyzerBoundUserInterfaceState(
0,
0,
@@ -166,7 +178,7 @@ namespace Content.Server.GameObjects.Components.Atmos
}
var gases = new List<GasEntry>();
for (int i = 0; i < Atmospherics.TotalNumberOfGases; i++)
for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
{
var gas = Atmospherics.GetGas(i);
@@ -175,7 +187,7 @@ namespace Content.Server.GameObjects.Components.Atmos
gases.Add(new GasEntry(gas.Name, tile.Gases[i], gas.Color));
}
_userInterface.SetState(
UserInterface.SetState(
new GasAnalyzerBoundUserInterfaceState(
tile.Pressure,
tile.Temperature,