Add SpawnAndDirtyAllEntities test (#13629)
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@@ -86,7 +86,7 @@ namespace Content.Server.Decals
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return;
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// Should this be a full component state or a delta-state?
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if (args.FromTick <= component.CreationTick && args.FromTick <= component.ForceTick)
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if (args.FromTick <= component.CreationTick || args.FromTick <= component.ForceTick)
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{
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args.State = new DecalGridState(component.ChunkCollection.ChunkCollection);
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return;
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@@ -361,7 +361,8 @@ namespace Content.Server.GameTicking
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}
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// AAAAAAAAAAAAA
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_sawmill.Error("Found no observer spawn points!");
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// This should be an error, if it didn't cause tests to start erroring when they delete a player.
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_sawmill.Warning("Found no observer spawn points!");
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return EntityCoordinates.Invalid;
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}
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#endregion
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@@ -102,9 +102,11 @@ public sealed class MindSystem : EntitySystem
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}
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// TODO refactor observer spawning.
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// please.
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if (!spawnPosition.IsValid(EntityManager))
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{
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Logger.ErrorS("mind", $"Entity \"{ToPrettyString(uid)}\" for {mind.Mind?.CharacterName} was deleted, and no applicable spawn location is available.");
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// This should be an error, if it didn't cause tests to start erroring when they delete a player.
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Logger.WarningS("mind", $"Entity \"{ToPrettyString(uid)}\" for {mind.Mind?.CharacterName} was deleted, and no applicable spawn location is available.");
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return;
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}
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