Add test for puddle evaporation when paused and unpaused (#2741)
This commit is contained in:
@@ -1,10 +1,14 @@
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using System.Threading.Tasks;
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using System;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Fluids;
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using Content.Server.GameObjects.Components.Fluids;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry;
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using Content.Shared.Utility;
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using Content.Shared.Utility;
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using NUnit.Framework;
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using NUnit.Framework;
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using Robust.Server.Interfaces.Timing;
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using Robust.Server.Interfaces.Timing;
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using Robust.Shared.GameObjects.Components.Timers;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.Map;
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using Robust.Shared.Map;
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namespace Content.IntegrationTests.Tests.Fluids
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namespace Content.IntegrationTests.Tests.Fluids
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@@ -91,7 +95,6 @@ namespace Content.IntegrationTests.Tests.Fluids
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server.Assert(() =>
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server.Assert(() =>
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{
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{
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var gridId = new GridId(1);
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var coordinates = grid.ToCoordinates();
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var coordinates = grid.ToCoordinates();
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var solution = new Solution("water", ReagentUnit.New(20));
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var solution = new Solution("water", ReagentUnit.New(20));
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var puddle = solution.SpillAt(coordinates, "PuddleSmear");
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var puddle = solution.SpillAt(coordinates, "PuddleSmear");
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@@ -100,5 +103,128 @@ namespace Content.IntegrationTests.Tests.Fluids
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await server.WaitIdleAsync();
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await server.WaitIdleAsync();
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}
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}
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[Test]
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public async Task PuddlePauseTest()
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{
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var server = StartServer();
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await server.WaitIdleAsync();
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var sMapManager = server.ResolveDependency<IMapManager>();
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var sPauseManager = server.ResolveDependency<IPauseManager>();
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var sTileDefinitionManager = server.ResolveDependency<ITileDefinitionManager>();
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var sGameTiming = server.ResolveDependency<IGameTiming>();
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var sEntityManager = server.ResolveDependency<IEntityManager>();
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MapId sMapId = default;
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IMapGrid sGrid = null;
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GridId sGridId = default;
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IEntity sGridEntity = null;
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EntityCoordinates sCoordinates = default;
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TimerComponent sTimerComponent = null;
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// Spawn a paused map with one tile to spawn puddles on
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await server.WaitPost(() =>
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{
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sMapId = sMapManager.CreateMap();
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sPauseManager.SetMapPaused(sMapId, true);
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sGrid = sMapManager.CreateGrid(sMapId);
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sGridId = sGrid.Index;
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sGridEntity = sEntityManager.GetEntity(sGrid.GridEntityId);
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sGridEntity.Paused = true; // See https://github.com/space-wizards/RobustToolbox/issues/1444
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var tileDefinition = sTileDefinitionManager["underplating"];
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var tile = new Tile(tileDefinition.TileId);
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sCoordinates = sGrid.ToCoordinates();
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sGrid.SetTile(sCoordinates, tile);
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});
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// Check that the map and grid are paused
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await server.WaitAssertion(() =>
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{
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Assert.True(sPauseManager.IsGridPaused(sGridId));
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Assert.True(sPauseManager.IsMapPaused(sMapId));
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Assert.True(sGridEntity.Paused);
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});
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float sEvaporateTime = default;
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PuddleComponent sPuddle = null;
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ReagentUnit sPuddleStartingVolume = default;
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// Spawn a puddle
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await server.WaitAssertion(() =>
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{
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var solution = new Solution("water", ReagentUnit.New(20));
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sPuddle = solution.SpillAt(sCoordinates, "PuddleSmear");
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// Check that the puddle was created
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Assert.NotNull(sPuddle);
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sPuddle.Owner.Paused = true; // See https://github.com/space-wizards/RobustToolbox/issues/1445
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Assert.True(sPuddle.Owner.Paused);
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// Check that the puddle is going to evaporate
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Assert.Positive(sPuddle.EvaporateTime);
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// Should have a timer component added to it for evaporation
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Assert.True(sPuddle.Owner.TryGetComponent(out sTimerComponent));
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sEvaporateTime = sPuddle.EvaporateTime;
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sPuddleStartingVolume = sPuddle.CurrentVolume;
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});
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// Wait enough time for it to evaporate if it was unpaused
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var sTimeToWait = (5 + (int) Math.Ceiling(sEvaporateTime * sGameTiming.TickRate)) * 2;
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await server.WaitRunTicks(sTimeToWait);
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// No evaporation due to being paused
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await server.WaitAssertion(() =>
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{
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Assert.True(sPuddle.Owner.Paused);
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Assert.True(sPuddle.Owner.TryGetComponent(out sTimerComponent));
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// Check that the puddle still exists
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Assert.False(sPuddle.Owner.Deleted);
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});
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// Unpause the map
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await server.WaitPost(() =>
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{
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sPauseManager.SetMapPaused(sMapId, false);
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});
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// Check that the map, grid and puddle are unpaused
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await server.WaitAssertion(() =>
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{
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Assert.False(sPauseManager.IsMapPaused(sMapId));
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Assert.False(sPauseManager.IsGridPaused(sGridId));
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Assert.False(sPuddle.Owner.Paused);
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// Check that the puddle still exists
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Assert.False(sPuddle.Owner.Deleted);
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});
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// Wait enough time for it to evaporate
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await server.WaitRunTicks(sTimeToWait);
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// Puddle evaporation should have ticked
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await server.WaitAssertion(() =>
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{
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// Check that the puddle is unpaused
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Assert.False(sPuddle.Owner.Paused);
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// Check that the puddle has evaporated some of its volume
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Assert.That(sPuddle.CurrentVolume, Is.LessThan(sPuddleStartingVolume));
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// If its new volume is zero it should have been deleted
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if (sPuddle.CurrentVolume == ReagentUnit.Zero)
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{
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Assert.True(sPuddle.Deleted);
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}
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});
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}
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}
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}
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}
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}
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@@ -64,7 +64,11 @@ namespace Content.Server.GameObjects.Components.Fluids
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set => _slipThreshold = value;
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set => _slipThreshold = value;
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}
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}
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private float _evaporateTime;
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/// <summary>
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/// The time that it will take this puddle to evaporate, in seconds.
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/// </summary>
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public float EvaporateTime { get; private set; }
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private string _spillSound;
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private string _spillSound;
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/// <summary>
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/// <summary>
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@@ -104,7 +108,7 @@ namespace Content.Server.GameObjects.Components.Fluids
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{
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{
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serializer.DataFieldCached(ref _spillSound, "spill_sound", "/Audio/Effects/Fluids/splat.ogg");
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serializer.DataFieldCached(ref _spillSound, "spill_sound", "/Audio/Effects/Fluids/splat.ogg");
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serializer.DataField(ref _overflowVolume, "overflow_volume", ReagentUnit.New(20));
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serializer.DataField(ref _overflowVolume, "overflow_volume", ReagentUnit.New(20));
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serializer.DataField(ref _evaporateTime, "evaporate_time", 5.0f);
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serializer.DataField(this, x => x.EvaporateTime, "evaporate_time", 5.0f);
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// Long-term probably have this based on the underlying reagents
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// Long-term probably have this based on the underlying reagents
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serializer.DataField(ref _evaporateThreshold, "evaporate_threshold", ReagentUnit.New(20));
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serializer.DataField(ref _evaporateThreshold, "evaporate_threshold", ReagentUnit.New(20));
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serializer.DataField(ref _spriteVariants, "variants", 1);
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serializer.DataField(ref _spriteVariants, "variants", 1);
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@@ -251,7 +255,7 @@ namespace Content.Server.GameObjects.Components.Fluids
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_evaporationToken = new CancellationTokenSource();
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_evaporationToken = new CancellationTokenSource();
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// KYS to evaporate
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// KYS to evaporate
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Owner.SpawnTimer(TimeSpan.FromSeconds(_evaporateTime), Evaporate, _evaporationToken.Token);
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Owner.SpawnTimer(TimeSpan.FromSeconds(EvaporateTime), Evaporate, _evaporationToken.Token);
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}
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}
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private void UpdateSlip()
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private void UpdateSlip()
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