* Added new map Cog and its own evac shuttle * removed cog from default.yml so all checks will pass I added cog here because i thought it might need to be here for map choosing??????????? ill add it back if needed * updated cog and fixed a bunch of stuff that was not visable in the image, also nerfed the singo so it no longer solos * added renault spawner that was missing and changed some minor stuff * moved a escape pod from med/sci hallway to northern maints * added shutters to the brig and added vents and scrubbers where they were missing in the halls * extended salv's docking port so they can dock * Fixed according to cog review thread * fix pools * fix PostMapInitTest * Update MapLoadBenchmark.cs * added cap and hop spawn that i just forgot to add??????????????????? * fixed again --------- Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com>
79 lines
2.2 KiB
C#
79 lines
2.2 KiB
C#
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.Maps;
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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.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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namespace Content.Benchmarks;
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[Virtual]
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public class MapLoadBenchmark
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{
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private TestPair _pair = default!;
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private MapLoaderSystem _mapLoader = default!;
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private IMapManager _mapManager = default!;
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[GlobalSetup]
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public void Setup()
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{
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ProgramShared.PathOffset = "../../../../";
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PoolManager.Startup();
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_pair = PoolManager.GetServerClient().GetAwaiter().GetResult();
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var server = _pair.Server;
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Paths = server.ResolveDependency<IPrototypeManager>()
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.EnumeratePrototypes<GameMapPrototype>()
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.ToDictionary(x => x.ID, x => x.MapPath.ToString());
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_mapLoader = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<MapLoaderSystem>();
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_mapManager = server.ResolveDependency<IMapManager>();
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}
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[GlobalCleanup]
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public async Task Cleanup()
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{
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await _pair.DisposeAsync();
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PoolManager.Shutdown();
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}
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public static readonly string[] MapsSource = { "Empty", "Box", "Bagel", "Dev", "CentComm", "Atlas", "Core", "TestTeg", "Saltern", "Packed", "Omega", "Cluster", "Reach", "Origin", "Meta", "Marathon", "Europa", "MeteorArena", "Fland", "Barratry", "Oasis", "Cog" };
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[ParamsSource(nameof(MapsSource))]
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public string Map;
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public Dictionary<string, string> Paths;
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[Benchmark]
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public async Task LoadMap()
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{
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var mapPath = Paths[Map];
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var server = _pair.Server;
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await server.WaitPost(() =>
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{
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var success = _mapLoader.TryLoad(new MapId(10), mapPath, out _);
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if (!success)
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throw new Exception("Map load failed");
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});
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}
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[IterationCleanup]
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public void IterationCleanup()
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{
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var server = _pair.Server;
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server.WaitPost(() =>
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{
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_mapManager.DeleteMap(new MapId(10));
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}).Wait();
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}
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}
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