Revert PVS changes (#10735)
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@@ -6,11 +6,8 @@ using System.Threading.Tasks;
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using NUnit.Framework;
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using Robust.Client.GameObjects;
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using Robust.Client.GameStates;
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using Robust.Client.Timing;
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using Robust.Server.GameStates;
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using Robust.Server.Player;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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@@ -38,7 +35,7 @@ namespace Content.IntegrationTests.Tests.Networking
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[Test]
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public async Task Test()
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{
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await using var pairTracker = await PoolManager.GetServerClient(new (){Fresh = true, DummyTicker = true});
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await using var pairTracker = await PoolManager.GetServerClient(new (){Fresh = true, DisableInterpolate = true, DummyTicker = true});
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var server = pairTracker.Pair.Server;
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var client = pairTracker.Pair.Client;
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@@ -48,12 +45,8 @@ namespace Content.IntegrationTests.Tests.Networking
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var sEntityManager = server.ResolveDependency<IEntityManager>();
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var cEntityManager = client.ResolveDependency<IEntityManager>();
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var sGameTiming = server.ResolveDependency<IGameTiming>();
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var cGameTiming = client.ResolveDependency<IClientGameTiming>();
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var cGameTiming = client.ResolveDependency<IGameTiming>();
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var cGameStateManager = client.ResolveDependency<IClientGameStateManager>();
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var cfg = client.ResolveDependency<IConfigurationManager>();
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var log = cfg.GetCVar(CVars.NetLogging);
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//cfg.SetCVar(CVars.NetLogging, true);
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EntityUid serverEnt = default;
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PredictionTestComponent serverComponent = default!;
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@@ -79,13 +72,15 @@ namespace Content.IntegrationTests.Tests.Networking
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// Run some ticks so that
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await PoolManager.RunTicksSync(pairTracker.Pair, 3);
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// Check client buffer is full
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Assert.That(cGameStateManager.CurrentBufferSize, Is.EqualTo(cGameStateManager.TargetBufferSize));
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// This isn't required anymore, but the test had this for the sake of "technical things", and I cbf shifting
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// all the tick times over. So it stays.
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// Due to technical things with the game state processor it has an extra state in the buffer here.
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// This burns through it real quick, but I'm not sure it should be there?
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// Under normal operation (read: not integration test) this gets corrected for via tick time adjustment,
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// so it's probably not an issue?
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await client.WaitRunTicks(1);
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// 2 is target buffer size.
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Assert.That(cGameStateManager.CurrentBufferSize, Is.EqualTo(2));
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await client.WaitPost(() =>
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{
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clientComponent = cEntityManager.GetComponent<PredictionTestComponent>(serverEnt);
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@@ -102,7 +97,7 @@ namespace Content.IntegrationTests.Tests.Networking
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// Client last ran tick 15 meaning it's ahead of the last server tick it processed (12)
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Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(16)));
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Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick(12)));
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Assert.That(cGameStateManager.CurServerTick, Is.EqualTo(new GameTick(12)));
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// *** I am using block scopes to visually distinguish these sections of the test to make it more readable.
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@@ -178,7 +173,7 @@ namespace Content.IntegrationTests.Tests.Networking
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// Assert timing is still correct, should be but it's a good reference for the rest of the test.
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Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(18)));
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Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(20)));
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Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick(16)));
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Assert.That(cGameStateManager.CurServerTick, Is.EqualTo(new GameTick(16)));
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{
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// Send event to server to change flag again, this time to disable it..
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@@ -249,7 +244,7 @@ namespace Content.IntegrationTests.Tests.Networking
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// Assert timing is still correct.
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Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(22)));
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Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(24)));
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Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick(20)));
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Assert.That(cGameStateManager.CurServerTick, Is.EqualTo(new GameTick(20)));
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{
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// Send first event to disable the flag (reminder: it never got accepted by the server).
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@@ -364,8 +359,6 @@ namespace Content.IntegrationTests.Tests.Networking
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Assert.That(clientComponent.Foo, Is.True);
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}
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}
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cfg.SetCVar(CVars.NetLogging, log);
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await pairTracker.CleanReturnAsync();
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}
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