Deduplicate & fix prediction reconciliation test (#18635)

This commit is contained in:
Leon Friedrich
2023-08-04 14:21:44 +12:00
committed by GitHub
parent 0e22c2f6e1
commit 9c2af43af6
8 changed files with 83 additions and 1034 deletions

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@@ -1,454 +0,0 @@
#nullable enable
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using Robust.Client.GameStates;
using Robust.Client.Timing;
using Robust.Server.Player;
using Robust.Shared;
using Robust.Shared.Analyzers;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.IntegrationTests.Tests.Networking
{
// This test checks that the prediction & reconciling system is working correctly with a simple boolean flag.
// An entity system sets a flag on a networked component via a RaisePredictiveEvent,
// so it runs predicted on client and eventually on server.
// All the tick values are checked to ensure it arrives on client & server at the exact correct ticks.
// On the client, the reconciling system is checked to ensure that the state correctly reset every tick,
// until the server acknowledges it.
// Then, the same test is performed again, but the server does not handle the message (it ignores it).
// To simulate a mispredict.
// This means the client is forced to reset it once it gets to the server tick where the server didn't do anything.
// the tick where the server *should* have, but did not, acknowledge the state change.
// Finally, we run two events inside the prediction area to ensure reconciling does for incremental stuff.
[TestFixture]
public sealed class AutoPredictReconcileTest
{
[Test]
public async Task Test()
{
// TODO remove fresh=true.
// Instead, offset the all the explicit tick checks by some initial tick number.
await using var pairTracker = await PoolManager.GetServerClient(new() { Fresh = true, DummyTicker = true });
var server = pairTracker.Pair.Server;
var client = pairTracker.Pair.Client;
// Pull in all dependencies we need.
var sPlayerManager = server.ResolveDependency<IPlayerManager>();
var sMapManager = server.ResolveDependency<IMapManager>();
var sEntityManager = server.ResolveDependency<IEntityManager>();
var cEntityManager = client.ResolveDependency<IEntityManager>();
var sGameTiming = server.ResolveDependency<IGameTiming>();
var cGameTiming = client.ResolveDependency<IClientGameTiming>();
var cGameStateManager = client.ResolveDependency<IClientGameStateManager>();
var cfg = client.ResolveDependency<IConfigurationManager>();
var log = cfg.GetCVar(CVars.NetLogging);
//cfg.SetCVar(CVars.NetLogging, true);
EntityUid serverEnt = default;
AutoPredictionTestComponent serverComponent = default!;
AutoPredictionTestComponent clientComponent = default!;
var serverSystem = server.ResolveDependency<IEntitySystemManager>()
.GetEntitySystem<AutoPredictionTestEntitySystem>();
var clientSystem = client.ResolveDependency<IEntitySystemManager>()
.GetEntitySystem<AutoPredictionTestEntitySystem>();
await server.WaitPost(() =>
{
// Spawn dummy component entity.
var map = sMapManager.CreateMap();
var player = sPlayerManager.ServerSessions.Single();
serverEnt = sEntityManager.SpawnEntity(null, new MapCoordinates(new Vector2(0, 0), map));
serverComponent = sEntityManager.AddComponent<AutoPredictionTestComponent>(serverEnt);
// Make client "join game" so they receive game state updates.
player.JoinGame();
});
// Run some ticks so that
await PoolManager.RunTicksSync(pairTracker.Pair, 3);
// Check client buffer is full
Assert.That(cGameStateManager.CurrentBufferSize, Is.EqualTo(cGameStateManager.TargetBufferSize));
// This isn't required anymore, but the test had this for the sake of "technical things", and I cbf shifting
// all the tick times over. So it stays.
await client.WaitRunTicks(1);
await client.WaitPost(() =>
{
clientComponent = cEntityManager.GetComponent<AutoPredictionTestComponent>(serverEnt);
});
Assert.Multiple(() =>
{
Assert.That(clientComponent.Foo, Is.False);
// KEEP IN MIND WHEN READING THIS.
// The game loop increments CurTick AFTER running the tick.
// So when reading CurTick inside an Assert or Post or whatever, the tick reported is the NEXT one to run.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(14)));
Assert.That(serverComponent.Foo, Is.False);
// Client last ran tick 15 meaning it's ahead of the last server tick it processed (12)
Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(16)));
Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick(12)));
});
// *** I am using block scopes to visually distinguish these sections of the test to make it more readable.
// Send an event to change the flag and instantly see the effect replicate client side,
// while it's queued on server and reconciling works (constantly needs re-firing on client).
{
await client.WaitPost(() =>
{
cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt, true));
Assert.That(clientComponent.Foo, Is.True);
});
// Event correctly arrived on client system.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(16), true, false, true, true) }));
clientSystem.EventTriggerList.Clear();
// Two ticks happen on both sides with nothing really "changing".
// Server doesn't receive it yet,
// client is still replaying the past prediction.
for (var i = 0; i < 2; i++)
{
await server.WaitRunTicks(1);
// Event did not arrive on server.
Assert.That(serverSystem.EventTriggerList, Is.Empty);
await client.WaitRunTicks(1);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(16), false, false, true, true) }));
clientSystem.EventTriggerList.Clear();
}
{
await server.WaitRunTicks(1);
Assert.Multiple(() =>
{
// Event arrived on server at tick 16.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(17)));
Assert.That(serverSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(16), true, false, true, true) }));
});
serverSystem.EventTriggerList.Clear();
await client.WaitRunTicks(1);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(16), false, false, true, true) }));
clientSystem.EventTriggerList.Clear();
}
{
await server.WaitRunTicks(1);
// Nothing happened on server.
Assert.That(serverSystem.EventTriggerList, Is.Empty);
await client.WaitRunTicks(1);
Assert.Multiple(() =>
{
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList, Is.Empty);
Assert.That(clientComponent.Foo, Is.True);
});
clientSystem.EventTriggerList.Clear();
}
}
// Disallow changes to simulate a misprediction.
serverSystem.Allow = false;
Assert.Multiple(() =>
{
// Assert timing is still correct, should be but it's a good reference for the rest of the test.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(18)));
Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(20)));
Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick(16)));
});
{
// Send event to server to change flag again, this time to disable it..
await client.WaitPost(() =>
{
cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt, false));
Assert.That(clientComponent.Foo, Is.False);
});
// Event correctly arrived on client system.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(20), true, true, false, false) }));
clientSystem.EventTriggerList.Clear();
for (var i = 0; i < 2; i++)
{
await server.WaitRunTicks(1);
// Event did not arrive on server.
Assert.That(serverSystem.EventTriggerList, Is.Empty);
await client.WaitRunTicks(1);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(20), false, true, false, false) }));
clientSystem.EventTriggerList.Clear();
}
{
await server.WaitRunTicks(1);
Assert.Multiple(() =>
{
// Event arrived on server at tick 20.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(21)));
// But the server didn't listen!
Assert.That(serverSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(20), true, true, true, false) }));
});
serverSystem.EventTriggerList.Clear();
await client.WaitRunTicks(1);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(20), false, true, false, false) }));
clientSystem.EventTriggerList.Clear();
}
{
await server.WaitRunTicks(1);
// Nothing happened on server.
Assert.That(serverSystem.EventTriggerList, Is.Empty);
await client.WaitRunTicks(1);
Assert.Multiple(() =>
{
// Event no longer got repeated and flag was *not* set by server state.
// Mispredict gracefully handled!
Assert.That(clientSystem.EventTriggerList, Is.Empty);
Assert.That(clientComponent.Foo, Is.True);
});
clientSystem.EventTriggerList.Clear();
}
}
// Re-allow changes to make everything work correctly again.
serverSystem.Allow = true;
Assert.Multiple(() =>
{
// Assert timing is still correct.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(22)));
Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(24)));
Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick(20)));
});
{
// Send first event to disable the flag (reminder: it never got accepted by the server).
await client.WaitPost(() =>
{
cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt, false));
Assert.That(clientComponent.Foo, Is.False);
});
// Event correctly arrived on client system.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(24), true, true, false, false) }));
clientSystem.EventTriggerList.Clear();
// Run one tick, everything checks out.
{
await server.WaitRunTicks(1);
// Event did not arrive on server.
Assert.That(serverSystem.EventTriggerList, Is.Empty);
await client.WaitRunTicks(1);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(24), false, true, false, false) }));
clientSystem.EventTriggerList.Clear();
}
// Send another event, to re-enable it.
await client.WaitPost(() =>
{
cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt, true));
Assert.That(clientComponent.Foo, Is.True);
});
// Event correctly arrived on client system.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(25), true, false, true, true) }));
clientSystem.EventTriggerList.Clear();
// Next tick we run, both events come in, but at different times.
{
await server.WaitRunTicks(1);
// Event did not arrive on server.
Assert.That(serverSystem.EventTriggerList, Is.Empty);
await client.WaitRunTicks(1);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[]
{
(new GameTick(24), false, true, false, false), (new GameTick(25), false, false, true, true)
}));
clientSystem.EventTriggerList.Clear();
}
// FIRST event arrives on server!
{
await server.WaitRunTicks(1);
Assert.That(serverSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(24), true, true, false, false) }));
serverSystem.EventTriggerList.Clear();
await client.WaitRunTicks(1);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[]
{
(new GameTick(24), false, true, false, false), (new GameTick(25), false, false, true, true)
}));
clientSystem.EventTriggerList.Clear();
}
// SECOND event arrived on server, client receives ack for first event,
// still runs second event as past prediction.
{
await server.WaitRunTicks(1);
Assert.That(serverSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(25), true, false, true, true) }));
serverSystem.EventTriggerList.Clear();
await client.WaitRunTicks(1);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[]
{
(new GameTick(25), false, false, true, true)
}));
clientSystem.EventTriggerList.Clear();
}
// Finally, second event acknowledged on client and we're good.
{
await server.WaitRunTicks(1);
Assert.That(serverSystem.EventTriggerList, Is.Empty);
await client.WaitRunTicks(1);
Assert.Multiple(() =>
{
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList, Is.Empty);
Assert.That(clientComponent.Foo, Is.True);
});
}
}
cfg.SetCVar(CVars.NetLogging, log);
await pairTracker.CleanReturnAsync();
}
public sealed class AutoPredictionTestEntitySystem : EntitySystem
{
public bool Allow { get; set; } = true;
// Queue of all the events that come in so we can test that they come in perfectly as expected.
public List<(GameTick tick, bool firstPredict, bool old, bool @new, bool value)> EventTriggerList { get; } =
new();
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<SetFooMessage>(HandleMessage);
SubscribeLocalEvent<SetFooMessage>(HandleMessage);
SubscribeLocalEvent<AutoPredictionTestComponent, AfterAutoHandleStateEvent>(AfterAutoHandleState);
}
private void HandleMessage(SetFooMessage message, EntitySessionEventArgs args)
{
var component = EntityManager.GetComponent<AutoPredictionTestComponent>(message.Uid);
var old = component.Foo;
if (Allow)
{
component.Foo = message.NewFoo;
Dirty(message.Uid, component);
}
EventTriggerList.Add((_gameTiming.CurTick, _gameTiming.IsFirstTimePredicted, old, component.Foo, message.NewFoo));
}
private void AfterAutoHandleState(EntityUid uid, AutoPredictionTestComponent comp, ref AfterAutoHandleStateEvent args)
{
Dirty(uid, comp);
}
}
public sealed class SetFooMessage : EntityEventArgs
{
public SetFooMessage(EntityUid uid, bool newFoo)
{
Uid = uid;
NewFoo = newFoo;
}
public EntityUid Uid { get; }
public bool NewFoo { get; }
}
}
// Must be directly located in the namespace or the sourcegen can't find it.
[NetworkedComponent()]
[AutoGenerateComponentState]
[Access(typeof(AutoPredictReconcileTest.AutoPredictionTestEntitySystem))]
[RegisterComponent]
public sealed partial class AutoPredictionTestComponent : Component
{
[AutoNetworkedField]
public bool Foo;
}
}

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@@ -1,10 +1,8 @@
#nullable enable
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using Robust.Client.GameStates;
using Robust.Client.Timing;
using Robust.Server.Player;
using Robust.Shared;
using Robust.Shared.Analyzers;
using Robust.Shared.Configuration;
@@ -12,7 +10,6 @@ using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.IntegrationTests.Tests.Networking
@@ -28,21 +25,16 @@ namespace Content.IntegrationTests.Tests.Networking
// This means the client is forced to reset it once it gets to the server tick where the server didn't do anything.
// the tick where the server *should* have, but did not, acknowledge the state change.
// Finally, we run two events inside the prediction area to ensure reconciling does for incremental stuff.
// TODO: This test relies on the EC version of component state handling. Remove in favor of the other two tests for the ECS and auto versions.
[TestFixture]
public sealed class SimplePredictReconcileTest
{
[Test]
public async Task Test()
{
// TODO remove fresh=true.
// Instead, offset the all the explicit tick checks by some initial tick number.
await using var pairTracker = await PoolManager.GetServerClient(new() { Fresh = true, DummyTicker = true });
await using var pairTracker = await PoolManager.GetServerClient(new() { DummyTicker = true });
var server = pairTracker.Pair.Server;
var client = pairTracker.Pair.Client;
// Pull in all dependencies we need.
var sPlayerManager = server.ResolveDependency<IPlayerManager>();
var sMapManager = server.ResolveDependency<IMapManager>();
var sEntityManager = server.ResolveDependency<IEntityManager>();
var cEntityManager = client.ResolveDependency<IEntityManager>();
@@ -52,37 +44,34 @@ namespace Content.IntegrationTests.Tests.Networking
var cfg = client.ResolveDependency<IConfigurationManager>();
var log = cfg.GetCVar(CVars.NetLogging);
//cfg.SetCVar(CVars.NetLogging, true);
EntityUid serverEnt = default;
PredictionTestComponent serverComponent = default!;
PredictionTestComponent clientComponent = default!;
var serverSystem = server.ResolveDependency<IEntitySystemManager>()
.GetEntitySystem<PredictionTestEntitySystem>();
var clientSystem = client.ResolveDependency<IEntitySystemManager>()
.GetEntitySystem<PredictionTestEntitySystem>();
var serverSystem = sEntityManager.System<PredictionTestEntitySystem>();
var clientSystem = cEntityManager.System<PredictionTestEntitySystem>();
await server.WaitPost(() =>
{
// Spawn dummy component entity.
var map = sMapManager.CreateMap();
var player = sPlayerManager.ServerSessions.Single();
serverEnt = sEntityManager.SpawnEntity(null, new MapCoordinates(new Vector2(0, 0), map));
serverComponent = sEntityManager.AddComponent<PredictionTestComponent>(serverEnt);
// Make client "join game" so they receive game state updates.
player.JoinGame();
});
// Run some ticks so that
await PoolManager.RunTicksSync(pairTracker.Pair, 3);
// Run some ticks and ensure that the buffer has filled up.
await PoolManager.SyncTicks(pairTracker.Pair);
await PoolManager.RunTicksSync(pairTracker.Pair, 25);
Assert.That(cGameTiming.TickTimingAdjustment, Is.EqualTo(0));
Assert.That(sGameTiming.TickTimingAdjustment, Is.EqualTo(0));
// Check client buffer is full
Assert.That(cGameStateManager.CurrentBufferSize, Is.EqualTo(cGameStateManager.TargetBufferSize));
Assert.That(cGameStateManager.TargetBufferSize, Is.EqualTo(2));
// This isn't required anymore, but the test had this for the sake of "technical things", and I cbf shifting
// all the tick times over. So it stays.
// For the record, the old comment on this test literally just mumbled something about "Due to technical things ...".
// I love helpful comments.
await client.WaitRunTicks(1);
await client.WaitPost(() =>
@@ -90,6 +79,13 @@ namespace Content.IntegrationTests.Tests.Networking
clientComponent = cEntityManager.GetComponent<PredictionTestComponent>(serverEnt);
});
var baseTick = sGameTiming.CurTick.Value;
var delta = cGameTiming.CurTick.Value - baseTick;
Assert.That(delta, Is.EqualTo(2));
// When we expect the client to receive the message.
var expected = new GameTick(baseTick + delta);
Assert.Multiple(() =>
{
Assert.That(clientComponent.Foo, Is.False);
@@ -97,13 +93,11 @@ namespace Content.IntegrationTests.Tests.Networking
// KEEP IN MIND WHEN READING THIS.
// The game loop increments CurTick AFTER running the tick.
// So when reading CurTick inside an Assert or Post or whatever, the tick reported is the NEXT one to run.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(14)));
Assert.That(serverComponent.Foo, Is.False);
// Client last ran tick 15 meaning it's ahead of the last server tick it processed (12)
Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(16)));
Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick(12)));
Assert.That(cGameTiming.CurTick, Is.EqualTo(expected));
Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick((uint)(baseTick - cGameStateManager.TargetBufferSize))));
});
// *** I am using block scopes to visually distinguish these sections of the test to make it more readable.
@@ -112,16 +106,16 @@ namespace Content.IntegrationTests.Tests.Networking
// Send an event to change the flag and instantly see the effect replicate client side,
// while it's queued on server and reconciling works (constantly needs re-firing on client).
{
Assert.That(clientComponent.Foo, Is.False);
await client.WaitPost(() =>
{
cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt, true));
Assert.That(clientComponent.Foo, Is.True);
});
Assert.That(clientComponent.Foo, Is.True);
// Event correctly arrived on client system.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(16), true, false, true, true) }));
Is.EquivalentTo(new[] { (clientReceive: expected, true, false, true, true) }));
clientSystem.EventTriggerList.Clear();
// Two ticks happen on both sides with nothing really "changing".
@@ -138,7 +132,7 @@ namespace Content.IntegrationTests.Tests.Networking
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(16), false, false, true, true) }));
Is.EquivalentTo(new[] { (clientReceive: expected, false, false, true, true) }));
clientSystem.EventTriggerList.Clear();
}
@@ -148,9 +142,9 @@ namespace Content.IntegrationTests.Tests.Networking
Assert.Multiple(() =>
{
// Event arrived on server at tick 16.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(17)));
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(baseTick + 3)));
Assert.That(serverSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(16), true, false, true, true) }));
Is.EquivalentTo(new[] { (clientReceive: expected, true, false, true, true) }));
});
serverSystem.EventTriggerList.Clear();
@@ -158,7 +152,7 @@ namespace Content.IntegrationTests.Tests.Networking
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(16), false, false, true, true) }));
Is.EquivalentTo(new[] { (clientReceive: expected, false, false, true, true) }));
clientSystem.EventTriggerList.Clear();
}
@@ -186,9 +180,9 @@ namespace Content.IntegrationTests.Tests.Networking
Assert.Multiple(() =>
{
// Assert timing is still correct, should be but it's a good reference for the rest of the test.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(18)));
Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(20)));
Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick(16)));
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(baseTick + 4)));
Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(baseTick + 4 + delta)));
Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(expected));
});
{
@@ -202,7 +196,7 @@ namespace Content.IntegrationTests.Tests.Networking
// Event correctly arrived on client system.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(20), true, true, false, false) }));
Is.EquivalentTo(new[] { (new GameTick(baseTick + 6), true, true, false, false) }));
clientSystem.EventTriggerList.Clear();
for (var i = 0; i < 2; i++)
@@ -216,7 +210,7 @@ namespace Content.IntegrationTests.Tests.Networking
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(20), false, true, false, false) }));
Is.EquivalentTo(new[] { (new GameTick(baseTick + 6), false, true, false, false) }));
clientSystem.EventTriggerList.Clear();
}
@@ -226,10 +220,10 @@ namespace Content.IntegrationTests.Tests.Networking
Assert.Multiple(() =>
{
// Event arrived on server at tick 20.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(21)));
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(baseTick + 7)));
// But the server didn't listen!
Assert.That(serverSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(20), true, true, true, false) }));
Is.EquivalentTo(new[] { (new GameTick(baseTick + 6), true, true, true, false) }));
});
serverSystem.EventTriggerList.Clear();
@@ -237,7 +231,7 @@ namespace Content.IntegrationTests.Tests.Networking
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(20), false, true, false, false) }));
Is.EquivalentTo(new[] { (new GameTick(baseTick + 6), false, true, false, false) }));
clientSystem.EventTriggerList.Clear();
}
@@ -266,9 +260,9 @@ namespace Content.IntegrationTests.Tests.Networking
Assert.Multiple(() =>
{
// Assert timing is still correct.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(22)));
Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(24)));
Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick(20)));
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(baseTick + 8)));
Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(baseTick + 8 + delta)));
Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick((uint)(baseTick + 8 - cGameStateManager.TargetBufferSize))));
});
{
@@ -282,7 +276,7 @@ namespace Content.IntegrationTests.Tests.Networking
// Event correctly arrived on client system.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(24), true, true, false, false) }));
Is.EquivalentTo(new[] { (new GameTick(baseTick + 10), true, true, false, false) }));
clientSystem.EventTriggerList.Clear();
// Run one tick, everything checks out.
@@ -296,7 +290,7 @@ namespace Content.IntegrationTests.Tests.Networking
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(24), false, true, false, false) }));
Is.EquivalentTo(new[] { (new GameTick(baseTick + 10), false, true, false, false) }));
clientSystem.EventTriggerList.Clear();
}
@@ -310,7 +304,7 @@ namespace Content.IntegrationTests.Tests.Networking
// Event correctly arrived on client system.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(25), true, false, true, true) }));
Is.EquivalentTo(new[] { (new GameTick(baseTick + 11), true, false, true, true) }));
clientSystem.EventTriggerList.Clear();
// Next tick we run, both events come in, but at different times.
@@ -326,7 +320,7 @@ namespace Content.IntegrationTests.Tests.Networking
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[]
{
(new GameTick(24), false, true, false, false), (new GameTick(25), false, false, true, true)
(new GameTick(baseTick + 10), false, true, false, false), (new GameTick(baseTick + 11), false, false, true, true)
}));
clientSystem.EventTriggerList.Clear();
}
@@ -336,7 +330,7 @@ namespace Content.IntegrationTests.Tests.Networking
await server.WaitRunTicks(1);
Assert.That(serverSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(24), true, true, false, false) }));
Is.EquivalentTo(new[] { (new GameTick(baseTick + 10), true, true, false, false) }));
serverSystem.EventTriggerList.Clear();
await client.WaitRunTicks(1);
@@ -345,7 +339,7 @@ namespace Content.IntegrationTests.Tests.Networking
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[]
{
(new GameTick(24), false, true, false, false), (new GameTick(25), false, false, true, true)
(new GameTick(baseTick + 10), false, true, false, false), (new GameTick(baseTick + 11), false, false, true, true)
}));
clientSystem.EventTriggerList.Clear();
}
@@ -356,7 +350,7 @@ namespace Content.IntegrationTests.Tests.Networking
await server.WaitRunTicks(1);
Assert.That(serverSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(25), true, false, true, true) }));
Is.EquivalentTo(new[] { (new GameTick(baseTick + 11), true, false, true, true) }));
serverSystem.EventTriggerList.Clear();
await client.WaitRunTicks(1);
@@ -365,7 +359,7 @@ namespace Content.IntegrationTests.Tests.Networking
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[]
{
(new GameTick(25), false, false, true, true)
(new GameTick(baseTick + 11), false, false, true, true)
}));
clientSystem.EventTriggerList.Clear();
}
@@ -392,27 +386,8 @@ namespace Content.IntegrationTests.Tests.Networking
await pairTracker.CleanReturnAsync();
}
[NetworkedComponent()]
[Access(typeof(PredictionTestEntitySystem))]
[RegisterComponent]
public sealed class PredictionTestComponent : Component
{
public bool Foo;
}
public sealed class PredictionTestEntitySystem : EntitySystem
{
[Serializable, NetSerializable]
private sealed class PredictionComponentState : ComponentState
{
public bool Foo { get; }
public PredictionComponentState(bool foo)
{
Foo = foo;
}
}
public bool Allow { get; set; } = true;
// Queue of all the events that come in so we can test that they come in perfectly as expected.
@@ -425,25 +400,7 @@ namespace Content.IntegrationTests.Tests.Networking
{
base.Initialize();
SubscribeNetworkEvent<SetFooMessage>(HandleMessage);
SubscribeLocalEvent<SetFooMessage>(HandleMessage);
SubscribeLocalEvent<PredictionTestComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<PredictionTestComponent, ComponentHandleState>(OnHandleState);
}
private void OnHandleState(EntityUid uid, PredictionTestComponent component, ref ComponentHandleState args)
{
if (args.Current is not PredictionComponentState state)
return;
component.Foo = state.Foo;
Dirty(component);
}
private void OnGetState(EntityUid uid, PredictionTestComponent component, ref ComponentGetState args)
{
args.State = new PredictionComponentState(component.Foo);
SubscribeAllEvent<SetFooMessage>(HandleMessage);
}
private void HandleMessage(SetFooMessage message, EntitySessionEventArgs args)
@@ -460,7 +417,7 @@ namespace Content.IntegrationTests.Tests.Networking
}
}
private sealed class SetFooMessage : EntityEventArgs
public sealed class SetFooMessage : EntityEventArgs
{
public SetFooMessage(EntityUid uid, bool newFoo)
{
@@ -472,4 +429,14 @@ namespace Content.IntegrationTests.Tests.Networking
public bool NewFoo { get; }
}
}
// Must be directly located in the namespace or the sourcegen can't find it.
[NetworkedComponent]
[AutoGenerateComponentState]
[RegisterComponent]
public sealed partial class PredictionTestComponent : Component
{
[AutoNetworkedField]
public bool Foo;
}
}

View File

@@ -1,473 +0,0 @@
#nullable enable
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using Robust.Client.GameStates;
using Robust.Client.Timing;
using Robust.Server.Player;
using Robust.Shared;
using Robust.Shared.Analyzers;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.IntegrationTests.Tests.Networking
{
// This test checks that the prediction & reconciling system is working correctly with a simple boolean flag.
// An entity system sets a flag on a networked component via a RaisePredictiveEvent,
// so it runs predicted on client and eventually on server.
// All the tick values are checked to ensure it arrives on client & server at the exact correct ticks.
// On the client, the reconciling system is checked to ensure that the state correctly reset every tick,
// until the server acknowledges it.
// Then, the same test is performed again, but the server does not handle the message (it ignores it).
// To simulate a mispredict.
// This means the client is forced to reset it once it gets to the server tick where the server didn't do anything.
// the tick where the server *should* have, but did not, acknowledge the state change.
// Finally, we run two events inside the prediction area to ensure reconciling does for incremental stuff.
[TestFixture]
public sealed class SystemPredictReconcileTest
{
[Test]
public async Task Test()
{
// TODO remove fresh=true.
// Instead, offset the all the explicit tick checks by some initial tick number.
await using var pairTracker = await PoolManager.GetServerClient(new() { Fresh = true, DummyTicker = true });
var server = pairTracker.Pair.Server;
var client = pairTracker.Pair.Client;
// Pull in all dependencies we need.
var sPlayerManager = server.ResolveDependency<IPlayerManager>();
var sMapManager = server.ResolveDependency<IMapManager>();
var sEntityManager = server.ResolveDependency<IEntityManager>();
var cEntityManager = client.ResolveDependency<IEntityManager>();
var sGameTiming = server.ResolveDependency<IGameTiming>();
var cGameTiming = client.ResolveDependency<IClientGameTiming>();
var cGameStateManager = client.ResolveDependency<IClientGameStateManager>();
var cfg = client.ResolveDependency<IConfigurationManager>();
var log = cfg.GetCVar(CVars.NetLogging);
//cfg.SetCVar(CVars.NetLogging, true);
EntityUid serverEnt = default;
SystemPredictionTestComponent serverComponent = default!;
SystemPredictionTestComponent clientComponent = default!;
var serverSystem = server.ResolveDependency<IEntitySystemManager>()
.GetEntitySystem<SystemPredictionTestEntitySystem>();
var clientSystem = client.ResolveDependency<IEntitySystemManager>()
.GetEntitySystem<SystemPredictionTestEntitySystem>();
await server.WaitPost(() =>
{
// Spawn dummy component entity.
var map = sMapManager.CreateMap();
var player = sPlayerManager.ServerSessions.Single();
serverEnt = sEntityManager.SpawnEntity(null, new MapCoordinates(new Vector2(0, 0), map));
serverComponent = sEntityManager.AddComponent<SystemPredictionTestComponent>(serverEnt);
// Make client "join game" so they receive game state updates.
player.JoinGame();
});
// Run some ticks so that
await PoolManager.RunTicksSync(pairTracker.Pair, 3);
// Check client buffer is full
Assert.That(cGameStateManager.CurrentBufferSize, Is.EqualTo(cGameStateManager.TargetBufferSize));
// This isn't required anymore, but the test had this for the sake of "technical things", and I cbf shifting
// all the tick times over. So it stays.
await client.WaitRunTicks(1);
await client.WaitPost(() =>
{
clientComponent = cEntityManager.GetComponent<SystemPredictionTestComponent>(serverEnt);
});
Assert.Multiple(() =>
{
Assert.That(clientComponent.Foo, Is.False);
// KEEP IN MIND WHEN READING THIS.
// The game loop increments CurTick AFTER running the tick.
// So when reading CurTick inside an Assert or Post or whatever, the tick reported is the NEXT one to run.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(14)));
Assert.That(serverComponent.Foo, Is.False);
// Client last ran tick 15 meaning it's ahead of the last server tick it processed (12)
Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(16)));
Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick(12)));
});
// *** I am using block scopes to visually distinguish these sections of the test to make it more readable.
// Send an event to change the flag and instantly see the effect replicate client side,
// while it's queued on server and reconciling works (constantly needs re-firing on client).
{
await client.WaitPost(() =>
{
cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt, true));
Assert.That(clientComponent.Foo, Is.True);
});
// Event correctly arrived on client system.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(16), true, false, true, true) }));
clientSystem.EventTriggerList.Clear();
// Two ticks happen on both sides with nothing really "changing".
// Server doesn't receive it yet,
// client is still replaying the past prediction.
for (var i = 0; i < 2; i++)
{
await server.WaitRunTicks(1);
// Event did not arrive on server.
Assert.That(serverSystem.EventTriggerList, Is.Empty);
await client.WaitRunTicks(1);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(16), false, false, true, true) }));
clientSystem.EventTriggerList.Clear();
}
{
await server.WaitRunTicks(1);
Assert.Multiple(() =>
{
// Event arrived on server at tick 16.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(17)));
Assert.That(serverSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(16), true, false, true, true) }));
});
serverSystem.EventTriggerList.Clear();
await client.WaitRunTicks(1);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(16), false, false, true, true) }));
clientSystem.EventTriggerList.Clear();
}
{
await server.WaitRunTicks(1);
// Nothing happened on server.
Assert.That(serverSystem.EventTriggerList, Is.Empty);
await client.WaitRunTicks(1);
Assert.Multiple(() =>
{
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList, Is.Empty);
Assert.That(clientComponent.Foo, Is.True);
});
clientSystem.EventTriggerList.Clear();
}
}
// Disallow changes to simulate a misprediction.
serverSystem.Allow = false;
Assert.Multiple(() =>
{
// Assert timing is still correct, should be but it's a good reference for the rest of the test.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(18)));
Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(20)));
Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick(16)));
});
{
// Send event to server to change flag again, this time to disable it..
await client.WaitPost(() =>
{
cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt, false));
Assert.That(clientComponent.Foo, Is.False);
});
// Event correctly arrived on client system.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(20), true, true, false, false) }));
clientSystem.EventTriggerList.Clear();
for (var i = 0; i < 2; i++)
{
await server.WaitRunTicks(1);
// Event did not arrive on server.
Assert.That(serverSystem.EventTriggerList, Is.Empty);
await client.WaitRunTicks(1);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(20), false, true, false, false) }));
clientSystem.EventTriggerList.Clear();
}
{
await server.WaitRunTicks(1);
Assert.Multiple(() =>
{
// Event arrived on server at tick 20.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(21)));
// But the server didn't listen!
Assert.That(serverSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(20), true, true, true, false) }));
});
serverSystem.EventTriggerList.Clear();
await client.WaitRunTicks(1);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(20), false, true, false, false) }));
clientSystem.EventTriggerList.Clear();
}
{
await server.WaitRunTicks(1);
// Nothing happened on server.
Assert.That(serverSystem.EventTriggerList, Is.Empty);
await client.WaitRunTicks(1);
Assert.Multiple(() =>
{
// Event no longer got repeated and flag was *not* set by server state.
// Mispredict gracefully handled!
Assert.That(clientSystem.EventTriggerList, Is.Empty);
Assert.That(clientComponent.Foo, Is.True);
});
clientSystem.EventTriggerList.Clear();
}
}
// Re-allow changes to make everything work correctly again.
serverSystem.Allow = true;
Assert.Multiple(() =>
{
// Assert timing is still correct.
Assert.That(sGameTiming.CurTick, Is.EqualTo(new GameTick(22)));
Assert.That(cGameTiming.CurTick, Is.EqualTo(new GameTick(24)));
Assert.That(cGameTiming.LastProcessedTick, Is.EqualTo(new GameTick(20)));
});
{
// Send first event to disable the flag (reminder: it never got accepted by the server).
await client.WaitPost(() =>
{
cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt, false));
Assert.That(clientComponent.Foo, Is.False);
});
// Event correctly arrived on client system.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(24), true, true, false, false) }));
clientSystem.EventTriggerList.Clear();
// Run one tick, everything checks out.
{
await server.WaitRunTicks(1);
// Event did not arrive on server.
Assert.That(serverSystem.EventTriggerList, Is.Empty);
await client.WaitRunTicks(1);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(24), false, true, false, false) }));
clientSystem.EventTriggerList.Clear();
}
// Send another event, to re-enable it.
await client.WaitPost(() =>
{
cEntityManager.RaisePredictiveEvent(new SetFooMessage(serverEnt, true));
Assert.That(clientComponent.Foo, Is.True);
});
// Event correctly arrived on client system.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(25), true, false, true, true) }));
clientSystem.EventTriggerList.Clear();
// Next tick we run, both events come in, but at different times.
{
await server.WaitRunTicks(1);
// Event did not arrive on server.
Assert.That(serverSystem.EventTriggerList, Is.Empty);
await client.WaitRunTicks(1);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[]
{
(new GameTick(24), false, true, false, false), (new GameTick(25), false, false, true, true)
}));
clientSystem.EventTriggerList.Clear();
}
// FIRST event arrives on server!
{
await server.WaitRunTicks(1);
Assert.That(serverSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(24), true, true, false, false) }));
serverSystem.EventTriggerList.Clear();
await client.WaitRunTicks(1);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[]
{
(new GameTick(24), false, true, false, false), (new GameTick(25), false, false, true, true)
}));
clientSystem.EventTriggerList.Clear();
}
// SECOND event arrived on server, client receives ack for first event,
// still runs second event as past prediction.
{
await server.WaitRunTicks(1);
Assert.That(serverSystem.EventTriggerList,
Is.EquivalentTo(new[] { (new GameTick(25), true, false, true, true) }));
serverSystem.EventTriggerList.Clear();
await client.WaitRunTicks(1);
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList,
Is.EquivalentTo(new[]
{
(new GameTick(25), false, false, true, true)
}));
clientSystem.EventTriggerList.Clear();
}
// Finally, second event acknowledged on client and we're good.
{
await server.WaitRunTicks(1);
Assert.That(serverSystem.EventTriggerList, Is.Empty);
await client.WaitRunTicks(1);
Assert.Multiple(() =>
{
// Event got repeated on client as a past prediction.
Assert.That(clientSystem.EventTriggerList, Is.Empty);
Assert.That(clientComponent.Foo, Is.True);
});
}
}
cfg.SetCVar(CVars.NetLogging, log);
await pairTracker.CleanReturnAsync();
}
[NetworkedComponent()]
[Access(typeof(SystemPredictionTestEntitySystem))]
[RegisterComponent]
public sealed class SystemPredictionTestComponent : Component
{
public bool Foo;
}
public sealed class SystemPredictionTestEntitySystem : EntitySystem
{
public bool Allow { get; set; } = true;
// Queue of all the events that come in so we can test that they come in perfectly as expected.
public List<(GameTick tick, bool firstPredict, bool old, bool @new, bool value)> EventTriggerList { get; } =
new();
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<SetFooMessage>(HandleMessage);
SubscribeLocalEvent<SetFooMessage>(HandleMessage);
SubscribeLocalEvent<SystemPredictionTestComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<SystemPredictionTestComponent, ComponentHandleState>(OnHandleState);
}
private void HandleMessage(SetFooMessage message, EntitySessionEventArgs args)
{
var component = EntityManager.GetComponent<SystemPredictionTestComponent>(message.Uid);
var old = component.Foo;
if (Allow)
{
component.Foo = message.NewFoo;
Dirty(message.Uid, component);
}
EventTriggerList.Add((_gameTiming.CurTick, _gameTiming.IsFirstTimePredicted, old, component.Foo, message.NewFoo));
}
private void OnGetState(EntityUid uid, SystemPredictionTestComponent comp, ref ComponentGetState args)
{
args.State = new SystemPredictionComponentState(comp.Foo);
}
private void OnHandleState(EntityUid uid, SystemPredictionTestComponent comp, ref ComponentHandleState args)
{
if (args.Current is not SystemPredictionComponentState state)
return;
comp.Foo = state.Foo;
Dirty(uid, comp);
}
[Serializable, NetSerializable]
private sealed class SystemPredictionComponentState : ComponentState
{
public bool Foo { get; }
public SystemPredictionComponentState(bool foo)
{
Foo = foo;
}
}
}
private sealed class SetFooMessage : EntityEventArgs
{
public SetFooMessage(EntityUid uid, bool newFoo)
{
Uid = uid;
NewFoo = newFoo;
}
public EntityUid Uid { get; }
public bool NewFoo { get; }
}
}
}

View File

@@ -1,5 +1,4 @@
using System.Linq;
using Content.Server.Administration.Commands;
using Content.Server.Administration.Logs;
using Content.Server.Administration.Managers;
using Content.Server.Administration.UI;
@@ -64,15 +63,20 @@ namespace Content.Server.Administration.Systems
public override void Initialize()
{
SubscribeLocalEvent<GetVerbsEvent<Verb>>(AddAdminVerbs);
SubscribeLocalEvent<GetVerbsEvent<Verb>>(AddDebugVerbs);
SubscribeLocalEvent<GetVerbsEvent<Verb>>(AddSmiteVerbs);
SubscribeLocalEvent<GetVerbsEvent<Verb>>(AddTricksVerbs);
SubscribeLocalEvent<GetVerbsEvent<Verb>>(AddAntagVerbs);
SubscribeLocalEvent<GetVerbsEvent<Verb>>(GetVerbs);
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
SubscribeLocalEvent<SolutionContainerManagerComponent, SolutionChangedEvent>(OnSolutionChanged);
}
private void GetVerbs(GetVerbsEvent<Verb> ev)
{
AddAdminVerbs(ev);
AddDebugVerbs(ev);
AddSmiteVerbs(ev);
AddTricksVerbs(ev);
AddAntagVerbs(ev);
}
private void AddAdminVerbs(GetVerbsEvent<Verb> args)
{
if (!EntityManager.TryGetComponent<ActorComponent?>(args.User, out var actor))

View File

@@ -19,9 +19,7 @@ public sealed partial class AnomalySystem
SubscribeLocalEvent<AnomalyScannerComponent, AfterInteractEvent>(OnScannerAfterInteract);
SubscribeLocalEvent<AnomalyScannerComponent, ScannerDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<AnomalyShutdownEvent>(OnScannerAnomalyShutdown);
SubscribeLocalEvent<AnomalySeverityChangedEvent>(OnScannerAnomalySeverityChanged);
SubscribeLocalEvent<AnomalyStabilityChangedEvent>(OnScannerAnomalyStabilityChanged);
SubscribeLocalEvent<AnomalyHealthChangedEvent>(OnScannerAnomalyHealthChanged);
}

View File

@@ -26,8 +26,20 @@ public sealed partial class AnomalySystem
SubscribeLocalEvent<AnomalyVesselComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<AnomalyVesselComponent, ResearchServerGetPointsPerSecondEvent>(OnVesselGetPointsPerSecond);
SubscribeLocalEvent<AnomalyVesselComponent, EntityUnpausedEvent>(OnUnpaused);
SubscribeLocalEvent<AnomalyShutdownEvent>(OnVesselAnomalyShutdown);
SubscribeLocalEvent<AnomalyStabilityChangedEvent>(OnVesselAnomalyStabilityChanged);
SubscribeLocalEvent<AnomalyShutdownEvent>(OnShutdown);
SubscribeLocalEvent<AnomalyStabilityChangedEvent>(OnStabilityChanged);
}
private void OnStabilityChanged(ref AnomalyStabilityChangedEvent args)
{
OnVesselAnomalyStabilityChanged(ref args);
OnScannerAnomalyStabilityChanged(ref args);
}
private void OnShutdown(ref AnomalyShutdownEvent args)
{
OnVesselAnomalyShutdown(ref args);
OnScannerAnomalyShutdown(ref args);
}
private void OnExamined(EntityUid uid, AnomalyVesselComponent component, ExaminedEvent args)

View File

@@ -35,7 +35,6 @@ namespace Content.Server.Cargo.Systems
SubscribeLocalEvent<CargoOrderConsoleComponent, CargoConsoleApproveOrderMessage>(OnApproveOrderMessage);
SubscribeLocalEvent<CargoOrderConsoleComponent, BoundUIOpenedEvent>(OnOrderUIOpened);
SubscribeLocalEvent<CargoOrderConsoleComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
Reset();
}
@@ -45,11 +44,6 @@ namespace Content.Server.Cargo.Systems
UpdateOrderState(uid, station);
}
private void Reset(RoundRestartCleanupEvent ev)
{
Reset();
}
private void Reset()
{
_timer = 0;

View File

@@ -369,6 +369,7 @@ public sealed partial class CargoSystem
private void OnRoundRestart(RoundRestartCleanupEvent ev)
{
Reset();
CleanupCargoShuttle();
if (_cfgManager.GetCVar(CCVars.GridFill))