* setup codebase * Add first shuttle * tak * sync striker * sync 2 * pipipi * Preloaded roundstart shuttles! * Make it abstract "PreloaderGrid" not "PreloaderShuttle" * to do * added china cuisin shuttle * fixes * add disaster evacpod * remove enemy * final shuttles * weight 5 -> 10 * move data to component * remove autotrailer touching * doc, respath * fix frozen positioning * fixes + cvar * finally * fix evacpod * remove blacklistrules * remove `UnknownShuttleSpawnRule`, refactor `LoadMapRule` to support preloaded grids * use tryload * cleanup * fixes * use preloadedgrid for loneops * weight unknown shuttles differently (preliminal) * leftover * cleanup and raffling * partial review * singleton gridpreloader no station coupling * fix grid atmoses * `roleLoadout` support for `LoadoutComponent`, fix missing gear * weighting changes * init logic fix --------- Co-authored-by: Kara <lunarautomaton6@gmail.com>
73 lines
2.8 KiB
C#
73 lines
2.8 KiB
C#
#nullable enable
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using Content.Shared.CCVar;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.UnitTesting;
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namespace Content.IntegrationTests;
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// Partial class containing cvar logic
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public static partial class PoolManager
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{
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private static readonly (string cvar, string value)[] TestCvars =
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{
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// @formatter:off
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(CCVars.DatabaseSynchronous.Name, "true"),
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(CCVars.DatabaseSqliteDelay.Name, "0"),
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(CCVars.HolidaysEnabled.Name, "false"),
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(CCVars.GameMap.Name, TestMap),
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(CCVars.AdminLogsQueueSendDelay.Name, "0"),
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(CVars.NetPVS.Name, "false"),
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(CCVars.NPCMaxUpdates.Name, "999999"),
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(CVars.ThreadParallelCount.Name, "1"),
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(CCVars.GameRoleTimers.Name, "false"),
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(CCVars.GridFill.Name, "false"),
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(CCVars.PreloadGrids.Name, "false"),
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(CCVars.ArrivalsShuttles.Name, "false"),
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(CCVars.EmergencyShuttleEnabled.Name, "false"),
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(CCVars.ProcgenPreload.Name, "false"),
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(CCVars.WorldgenEnabled.Name, "false"),
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(CVars.ReplayClientRecordingEnabled.Name, "false"),
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(CVars.ReplayServerRecordingEnabled.Name, "false"),
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(CCVars.GameDummyTicker.Name, "true"),
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(CCVars.GameLobbyEnabled.Name, "false"),
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(CCVars.ConfigPresetDevelopment.Name, "false"),
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(CCVars.AdminLogsEnabled.Name, "false"),
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(CCVars.AutosaveEnabled.Name, "false"),
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(CVars.NetBufferSize.Name, "0")
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};
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public static async Task SetupCVars(RobustIntegrationTest.IntegrationInstance instance, PoolSettings settings)
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{
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var cfg = instance.ResolveDependency<IConfigurationManager>();
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await instance.WaitPost(() =>
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{
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if (cfg.IsCVarRegistered(CCVars.GameDummyTicker.Name))
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cfg.SetCVar(CCVars.GameDummyTicker, settings.UseDummyTicker);
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if (cfg.IsCVarRegistered(CCVars.GameLobbyEnabled.Name))
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cfg.SetCVar(CCVars.GameLobbyEnabled, settings.InLobby);
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if (cfg.IsCVarRegistered(CVars.NetInterp.Name))
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cfg.SetCVar(CVars.NetInterp, settings.DisableInterpolate);
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if (cfg.IsCVarRegistered(CCVars.GameMap.Name))
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cfg.SetCVar(CCVars.GameMap, settings.Map);
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if (cfg.IsCVarRegistered(CCVars.AdminLogsEnabled.Name))
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cfg.SetCVar(CCVars.AdminLogsEnabled, settings.AdminLogsEnabled);
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if (cfg.IsCVarRegistered(CVars.NetInterp.Name))
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cfg.SetCVar(CVars.NetInterp, !settings.DisableInterpolate);
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});
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}
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private static void SetDefaultCVars(RobustIntegrationTest.IntegrationOptions options)
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{
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foreach (var (cvar, value) in TestCvars)
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{
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options.CVarOverrides[cvar] = value;
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}
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}
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}
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