# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
651 lines
25 KiB
C#
651 lines
25 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text.RegularExpressions;
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using YamlDotNet.RepresentationModel;
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using Content.Server.Administration.Systems;
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using Content.Server.GameTicking;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Maps;
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using Content.Shared.Roles;
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using Content.Shared.Station.Components;
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using Robust.Shared.Configuration;
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using Robust.Shared.ContentPack;
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using Robust.Shared.EntitySerialization;
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using Robust.Shared.EntitySerialization.Systems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Map.Events;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.IntegrationTests.Tests
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{
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[TestFixture]
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public sealed class PostMapInitTest
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{
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private const bool SkipTestMaps = true;
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private const string TestMapsPath = "/Maps/Test/";
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private static readonly string[] NoSpawnMaps =
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{
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"CentComm",
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"Dart"
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};
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private static readonly string[] Grids =
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{
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"/Maps/centcomm.yml",
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AdminTestArenaSystem.ArenaMapPath
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};
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/// <summary>
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/// A dictionary linking maps to collections of entity prototype ids that should be exempt from "DoNotMap" restrictions.
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/// </summary>
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/// <remarks>
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/// This declares that the listed entity prototypes are allowed to be present on the map
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/// despite being categorized as "DoNotMap", while any unlisted prototypes will still
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/// cause the test to fail.
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/// </remarks>
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private static readonly Dictionary<string, HashSet<EntProtoId>> DoNotMapWhitelistSpecific = new()
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{
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{"/Maps/bagel.yml", ["RubberStampMime"]},
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{"/Maps/reach.yml", ["HandheldCrewMonitor"]},
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{"/Maps/Shuttles/ShuttleEvent/honki.yml", ["GoldenBikeHorn", "RubberStampClown"]},
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{"/Maps/Shuttles/ShuttleEvent/syndie_evacpod.yml", ["RubberStampSyndicate"]},
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{"/Maps/Shuttles/ShuttleEvent/cruiser.yml", ["ShuttleGunPerforator"]},
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{"/Maps/Shuttles/ShuttleEvent/instigator.yml", ["ShuttleGunFriendship"]},
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};
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/// <summary>
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/// Maps listed here are given blanket freedom to contain "DoNotMap" entities. Use sparingly.
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/// </summary>
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/// <remarks>
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/// It is also possible to whitelist entire directories here. For example, adding
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/// "/Maps/Shuttles/**" will whitelist all shuttle maps.
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/// </remarks>
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private static readonly string[] DoNotMapWhitelist =
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{
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"/Maps/centcomm.yml",
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"/Maps/Shuttles/AdminSpawn/**" // admin gaming
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};
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/// <summary>
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/// Converts the above globs into regex so your eyes dont bleed trying to add filepaths.
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/// </summary>
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private static readonly Regex[] DoNotMapWhiteListRegexes = DoNotMapWhitelist
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.Select(glob => new Regex(GlobToRegex(glob), RegexOptions.IgnoreCase | RegexOptions.Compiled))
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.ToArray();
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private static readonly string[] GameMaps =
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{
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"Dev",
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"TestTeg",
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"Fland",
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"Packed",
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"Bagel",
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"CentComm",
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"Box",
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"Marathon",
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"MeteorArena",
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"Saltern",
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"Reach",
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"Oasis",
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"Plasma",
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"Elkridge",
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"Relic",
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"dm01-entryway",
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"Exo",
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"Snowball",
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};
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private static readonly ProtoId<EntityCategoryPrototype> DoNotMapCategory = "DoNotMap";
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// Sunrise-Start
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private static readonly string[] SunriseNoSpawnMaps =
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{
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"SunriseCentComm",
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"PlanetPrison",
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};
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private static readonly string[] SunriseGrids =
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{
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"/Maps/_Sunrise/Shuttles/infiltrator.yml",
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};
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private static readonly string[] SunriseGameMaps =
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{
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// "SunriseDev",
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"SunriseBox",
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"SunriseDelta",
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"SunriseFland",
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"SunriseMarathon",
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"SunriseCentComm",
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"SunriseBagel",
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"SunriseReach",
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"PlanetPrison",
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"SunriseOasis"
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};
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private static readonly string[] TotalNoSpawnMaps = NoSpawnMaps.Concat(SunriseNoSpawnMaps).ToArray();
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private static readonly string[] TotalGrids = Grids.Concat(SunriseGrids).ToArray();
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private static readonly string[] TotalMaps = GameMaps.Concat(SunriseGameMaps).ToArray();
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// Sunrise-End
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/// <summary>
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/// Asserts that specific files have been saved as grids and not maps.
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/// </summary>
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[Test, TestCaseSource(nameof(TotalGrids))] // Sunrise-Edit
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public async Task GridsLoadableTest(string mapFile)
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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var entManager = server.ResolveDependency<IEntityManager>();
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var mapLoader = entManager.System<MapLoaderSystem>();
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var mapSystem = entManager.System<SharedMapSystem>();
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var cfg = server.ResolveDependency<IConfigurationManager>();
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Assert.That(cfg.GetCVar(CCVars.GridFill), Is.False);
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var path = new ResPath(mapFile);
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await server.WaitPost(() =>
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{
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mapSystem.CreateMap(out var mapId);
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try
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{
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Assert.That(mapLoader.TryLoadGrid(mapId, path, out var grid));
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}
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catch (Exception ex)
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{
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throw new Exception($"Failed to load map {mapFile}, was it saved as a map instead of a grid?", ex);
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}
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mapSystem.DeleteMap(mapId);
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});
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await server.WaitRunTicks(1);
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await pair.CleanReturnAsync();
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}
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/// <summary>
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/// Asserts that shuttles are loadable and have been saved as grids and not maps.
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/// </summary>
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[Test]
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public async Task ShuttlesLoadableTest()
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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var entManager = server.ResolveDependency<IEntityManager>();
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var resMan = server.ResolveDependency<IResourceManager>();
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var mapLoader = entManager.System<MapLoaderSystem>();
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var mapSystem = entManager.System<SharedMapSystem>();
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var cfg = server.ResolveDependency<IConfigurationManager>();
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Assert.That(cfg.GetCVar(CCVars.GridFill), Is.False);
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var shuttleFolder = new ResPath("/Maps/Shuttles");
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var shuttles = resMan
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.ContentFindFiles(shuttleFolder)
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.Where(filePath =>
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filePath.Extension == "yml" && !filePath.Filename.StartsWith(".", StringComparison.Ordinal))
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.ToArray();
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await server.WaitPost(() =>
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{
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Assert.Multiple(() =>
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{
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foreach (var path in shuttles)
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{
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mapSystem.CreateMap(out var mapId);
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try
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{
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Assert.That(mapLoader.TryLoadGrid(mapId, path, out _),
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$"Failed to load shuttle {path}, was it saved as a map instead of a grid?");
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}
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catch (Exception ex)
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{
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throw new Exception($"Failed to load shuttle {path}, was it saved as a map instead of a grid?",
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ex);
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}
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mapSystem.DeleteMap(mapId);
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}
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});
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});
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await server.WaitRunTicks(1);
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await pair.CleanReturnAsync();
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}
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[Test]
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public async Task NoSavedPostMapInitTest()
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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var resourceManager = server.ResolveDependency<IResourceManager>();
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var protoManager = server.ResolveDependency<IPrototypeManager>();
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var loader = server.System<MapLoaderSystem>();
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var mapFolder = new ResPath("/Maps");
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var maps = resourceManager
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.ContentFindFiles(mapFolder)
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.Where(filePath => filePath.Extension == "yml" && !filePath.Filename.StartsWith(".", StringComparison.Ordinal))
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.ToArray();
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var v7Maps = new List<ResPath>();
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foreach (var map in maps)
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{
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var rootedPath = map.ToRootedPath();
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// ReSharper disable once RedundantLogicalConditionalExpressionOperand
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if (SkipTestMaps && rootedPath.ToString().StartsWith(TestMapsPath, StringComparison.Ordinal))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!resourceManager.TryContentFileRead(rootedPath, out var fileStream))
|
|
{
|
|
Assert.Fail($"Map not found: {rootedPath}");
|
|
}
|
|
|
|
using var reader = new StreamReader(fileStream);
|
|
var yamlStream = new YamlStream();
|
|
|
|
yamlStream.Load(reader);
|
|
|
|
var root = yamlStream.Documents[0].RootNode;
|
|
var meta = root["meta"];
|
|
var version = meta["format"].AsInt();
|
|
|
|
// TODO MAP TESTS
|
|
// Move this to some separate test?
|
|
CheckDoNotMap(map, root, protoManager);
|
|
|
|
if (version >= 7)
|
|
{
|
|
v7Maps.Add(map);
|
|
continue;
|
|
}
|
|
|
|
var postMapInit = meta["postmapinit"].AsBool();
|
|
Assert.That(postMapInit, Is.False, $"Map {map.Filename} was saved postmapinit");
|
|
}
|
|
|
|
var deps = server.ResolveDependency<IEntitySystemManager>().DependencyCollection;
|
|
var ev = new BeforeEntityReadEvent();
|
|
server.EntMan.EventBus.RaiseEvent(EventSource.Local, ev);
|
|
|
|
foreach (var map in v7Maps)
|
|
{
|
|
Assert.That(IsPreInit(map, loader, deps, ev.RenamedPrototypes, ev.DeletedPrototypes));
|
|
}
|
|
|
|
// Check that the test actually does manage to catch post-init maps and isn't just blindly passing everything.
|
|
// To that end, create a new post-init map and try verify it.
|
|
var mapSys = server.System<SharedMapSystem>();
|
|
MapId id = default;
|
|
await server.WaitPost(() => mapSys.CreateMap(out id, runMapInit: false));
|
|
await server.WaitPost(() => server.EntMan.Spawn(null, new MapCoordinates(0, 0, id)));
|
|
|
|
// First check that a pre-init version passes
|
|
var path = new ResPath($"{nameof(NoSavedPostMapInitTest)}.yml");
|
|
Assert.That(loader.TrySaveMap(id, path));
|
|
Assert.That(IsPreInit(path, loader, deps, ev.RenamedPrototypes, ev.DeletedPrototypes));
|
|
|
|
// and the post-init version fails.
|
|
await server.WaitPost(() => mapSys.InitializeMap(id));
|
|
Assert.That(loader.TrySaveMap(id, path));
|
|
Assert.That(IsPreInit(path, loader, deps, ev.RenamedPrototypes, ev.DeletedPrototypes), Is.False);
|
|
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
|
|
private bool IsWhitelistedForMap(EntProtoId protoId, ResPath map)
|
|
{
|
|
if (!DoNotMapWhitelistSpecific.TryGetValue(map.ToString(), out var allowedProtos))
|
|
return false;
|
|
|
|
return allowedProtos.Contains(protoId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check that maps do not have any entities that belong to the DoNotMap entity category
|
|
/// </summary>
|
|
private void CheckDoNotMap(ResPath map, YamlNode node, IPrototypeManager protoManager)
|
|
{
|
|
foreach (var regex in DoNotMapWhiteListRegexes)
|
|
{
|
|
if (regex.IsMatch(map.ToString()))
|
|
return;
|
|
}
|
|
|
|
var yamlEntities = node["entities"];
|
|
var dnmCategory = protoManager.Index(DoNotMapCategory);
|
|
|
|
// Make a set containing all the specific whitelisted proto ids for this map
|
|
HashSet<EntProtoId> unusedExemptions = DoNotMapWhitelistSpecific.TryGetValue(map.ToString(), out var exemptions) ? new(exemptions) : [];
|
|
Assert.Multiple(() =>
|
|
{
|
|
foreach (var yamlEntity in (YamlSequenceNode)yamlEntities)
|
|
{
|
|
var protoId = yamlEntity["proto"].AsString();
|
|
|
|
// This doesn't properly handle prototype migrations, but thats not a significant issue.
|
|
if (!protoManager.TryIndex(protoId, out var proto))
|
|
continue;
|
|
|
|
Assert.That(!proto.Categories.Contains(dnmCategory) || IsWhitelistedForMap(protoId, map),
|
|
$"\nMap {map} contains entities in the DO NOT MAP category ({proto.Name})");
|
|
|
|
// The proto id is used on this map, so remove it from the set
|
|
unusedExemptions.Remove(protoId);
|
|
}
|
|
});
|
|
|
|
// If there are any proto ids left, they must not have been used in the map!
|
|
Assert.That(unusedExemptions, Is.Empty,
|
|
$"Map {map} has DO NOT MAP entities whitelisted that are not present in the map: {string.Join(", ", unusedExemptions)}");
|
|
}
|
|
|
|
private bool IsPreInit(ResPath map,
|
|
MapLoaderSystem loader,
|
|
IDependencyCollection deps,
|
|
Dictionary<string, string> renamedPrototypes,
|
|
HashSet<string> deletedPrototypes)
|
|
{
|
|
if (!loader.TryReadFile(map, out var data))
|
|
{
|
|
Assert.Fail($"Failed to read {map}");
|
|
return false;
|
|
}
|
|
|
|
var reader = new EntityDeserializer(deps,
|
|
data,
|
|
DeserializationOptions.Default,
|
|
renamedPrototypes,
|
|
deletedPrototypes);
|
|
|
|
if (!reader.TryProcessData())
|
|
{
|
|
Assert.Fail($"Failed to process {map}");
|
|
return false;
|
|
}
|
|
|
|
foreach (var mapId in reader.MapYamlIds)
|
|
{
|
|
var mapData = reader.YamlEntities[mapId];
|
|
if (mapData.PostInit)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
[Test, TestCaseSource(nameof(TotalMaps))] // Sunrise-Edit
|
|
public async Task GameMapsLoadableTest(string mapProto)
|
|
{
|
|
await using var pair = await PoolManager.GetServerClient(new PoolSettings
|
|
{
|
|
Dirty = true // Stations spawn a bunch of nullspace entities and maps like centcomm.
|
|
});
|
|
var server = pair.Server;
|
|
|
|
var mapManager = server.ResolveDependency<IMapManager>();
|
|
var entManager = server.ResolveDependency<IEntityManager>();
|
|
var mapLoader = entManager.System<MapLoaderSystem>();
|
|
var mapSystem = entManager.System<SharedMapSystem>();
|
|
var protoManager = server.ResolveDependency<IPrototypeManager>();
|
|
var ticker = entManager.EntitySysManager.GetEntitySystem<GameTicker>();
|
|
var shuttleSystem = entManager.EntitySysManager.GetEntitySystem<ShuttleSystem>();
|
|
var cfg = server.ResolveDependency<IConfigurationManager>();
|
|
Assert.That(cfg.GetCVar(CCVars.GridFill), Is.False);
|
|
|
|
await server.WaitPost(() =>
|
|
{
|
|
MapId mapId;
|
|
try
|
|
{
|
|
var opts = DeserializationOptions.Default with { InitializeMaps = true };
|
|
ticker.LoadGameMap(protoManager.Index<GameMapPrototype>(mapProto), out mapId, opts);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
throw new Exception($"Failed to load map {mapProto}", ex);
|
|
}
|
|
|
|
mapSystem.CreateMap(out var shuttleMap);
|
|
var largest = 0f;
|
|
EntityUid? targetGrid = null;
|
|
var memberQuery = entManager.GetEntityQuery<StationMemberComponent>();
|
|
|
|
var grids = mapManager.GetAllGrids(mapId).ToList();
|
|
var gridUids = grids.Select(o => o.Owner).ToList();
|
|
targetGrid = gridUids.First();
|
|
|
|
foreach (var grid in grids)
|
|
{
|
|
var gridEnt = grid.Owner;
|
|
if (!memberQuery.HasComponent(gridEnt))
|
|
continue;
|
|
|
|
var area = grid.Comp.LocalAABB.Width * grid.Comp.LocalAABB.Height;
|
|
|
|
if (area > largest)
|
|
{
|
|
largest = area;
|
|
targetGrid = gridEnt;
|
|
}
|
|
}
|
|
|
|
// Test shuttle can dock.
|
|
// This is done inside gamemap test because loading the map takes ages and we already have it.
|
|
var station = entManager.GetComponent<StationMemberComponent>(targetGrid!.Value).Station;
|
|
if (entManager.TryGetComponent<StationEmergencyShuttleComponent>(station, out var stationEvac))
|
|
{
|
|
var shuttlePath = stationEvac.EmergencyShuttlePath;
|
|
Assert.That(mapLoader.TryLoadGrid(shuttleMap, shuttlePath, out var shuttle),
|
|
$"Failed to load {shuttlePath}");
|
|
|
|
Assert.That(
|
|
shuttleSystem.TryFTLDock(shuttle!.Value.Owner,
|
|
entManager.GetComponent<ShuttleComponent>(shuttle!.Value.Owner),
|
|
targetGrid.Value),
|
|
$"Unable to dock {shuttlePath} to {mapProto}");
|
|
}
|
|
|
|
mapSystem.DeleteMap(shuttleMap);
|
|
|
|
if (entManager.HasComponent<StationJobsComponent>(station))
|
|
{
|
|
// Test that the map has valid latejoin spawn points or container spawn points
|
|
if (!TotalNoSpawnMaps.Contains(mapProto)) // Sunrise-Edit
|
|
{
|
|
var lateSpawns = 0;
|
|
|
|
lateSpawns += GetCountLateSpawn<SpawnPointComponent>(gridUids, entManager);
|
|
lateSpawns += GetCountLateSpawn<ContainerSpawnPointComponent>(gridUids, entManager);
|
|
|
|
Assert.That(lateSpawns, Is.GreaterThan(0), $"Found no latejoin spawn points on {mapProto}");
|
|
}
|
|
|
|
// Test all availableJobs have spawnPoints
|
|
// This is done inside gamemap test because loading the map takes ages and we already have it.
|
|
var comp = entManager.GetComponent<StationJobsComponent>(station);
|
|
var jobs = new HashSet<ProtoId<JobPrototype>>(comp.SetupAvailableJobs.Keys);
|
|
|
|
var spawnPoints = entManager.EntityQuery<SpawnPointComponent>()
|
|
.Where(x => x.SpawnType == SpawnPointType.Job && x.Job != null)
|
|
.Select(x => x.Job.Value);
|
|
|
|
jobs.ExceptWith(spawnPoints);
|
|
|
|
spawnPoints = entManager.EntityQuery<ContainerSpawnPointComponent>()
|
|
.Where(x => x.SpawnType is SpawnPointType.Job or SpawnPointType.Unset && x.Job != null)
|
|
.Select(x => x.Job.Value);
|
|
|
|
jobs.ExceptWith(spawnPoints);
|
|
|
|
// Sunrise-Edit: Мы слишком ленивые чтобы ставить спавнеры.
|
|
//Assert.That(jobs, Is.Empty, $"There is no spawnpoints for {string.Join(", ", jobs)} on {mapProto}.");
|
|
}
|
|
|
|
try
|
|
{
|
|
mapSystem.DeleteMap(mapId);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
throw new Exception($"Failed to delete map {mapProto}", ex);
|
|
}
|
|
});
|
|
await server.WaitRunTicks(1);
|
|
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
|
|
|
|
|
|
private static int GetCountLateSpawn<T>(List<EntityUid> gridUids, IEntityManager entManager)
|
|
where T : ISpawnPoint, IComponent
|
|
{
|
|
var resultCount = 0;
|
|
var queryPoint = entManager.AllEntityQueryEnumerator<T, TransformComponent>();
|
|
#nullable enable
|
|
while (queryPoint.MoveNext(out T? comp, out var xform))
|
|
{
|
|
var spawner = (ISpawnPoint)comp;
|
|
|
|
if (spawner.SpawnType is not SpawnPointType.LateJoin
|
|
|| xform.GridUid == null
|
|
|| !gridUids.Contains(xform.GridUid.Value))
|
|
{
|
|
continue;
|
|
}
|
|
#nullable disable
|
|
resultCount++;
|
|
break;
|
|
}
|
|
|
|
return resultCount;
|
|
}
|
|
|
|
[Test]
|
|
public async Task AllMapsTested()
|
|
{
|
|
await using var pair = await PoolManager.GetServerClient();
|
|
var server = pair.Server;
|
|
var protoMan = server.ResolveDependency<IPrototypeManager>();
|
|
|
|
var gameMaps = protoMan.EnumeratePrototypes<GameMapPrototype>()
|
|
.Where(x => !pair.IsTestPrototype(x))
|
|
.Select(x => x.ID)
|
|
.ToHashSet();
|
|
|
|
Assert.That(gameMaps.Remove(PoolManager.TestMap));
|
|
|
|
Assert.That(gameMaps, Is.EquivalentTo(TotalMaps.ToHashSet()), "Game map prototype missing from test cases."); // Sunrise-Edit
|
|
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
|
|
[Test]
|
|
public async Task NonGameMapsLoadableTest()
|
|
{
|
|
await using var pair = await PoolManager.GetServerClient();
|
|
var server = pair.Server;
|
|
|
|
var mapLoader = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<MapLoaderSystem>();
|
|
var resourceManager = server.ResolveDependency<IResourceManager>();
|
|
var protoManager = server.ResolveDependency<IPrototypeManager>();
|
|
var cfg = server.ResolveDependency<IConfigurationManager>();
|
|
Assert.That(cfg.GetCVar(CCVars.GridFill), Is.False);
|
|
|
|
var gameMaps = protoManager.EnumeratePrototypes<GameMapPrototype>().Select(o => o.MapPath).ToHashSet();
|
|
|
|
var mapFolder = new ResPath("/Maps");
|
|
var maps = resourceManager
|
|
.ContentFindFiles(mapFolder)
|
|
.Where(filePath => filePath.Extension == "yml" && !filePath.Filename.StartsWith(".", StringComparison.Ordinal))
|
|
.ToArray();
|
|
|
|
var mapPaths = new List<ResPath>();
|
|
foreach (var map in maps)
|
|
{
|
|
if (gameMaps.Contains(map))
|
|
continue;
|
|
|
|
var rootedPath = map.ToRootedPath();
|
|
if (SkipTestMaps && rootedPath.ToString().StartsWith(TestMapsPath, StringComparison.Ordinal))
|
|
{
|
|
continue;
|
|
}
|
|
mapPaths.Add(rootedPath);
|
|
}
|
|
|
|
await server.WaitPost(() =>
|
|
{
|
|
Assert.Multiple(() =>
|
|
{
|
|
// This bunch of files contains a random mixture of both map and grid files.
|
|
// TODO MAPPING organize files
|
|
var opts = MapLoadOptions.Default with
|
|
{
|
|
DeserializationOptions = DeserializationOptions.Default with
|
|
{
|
|
InitializeMaps = true,
|
|
LogOrphanedGrids = false
|
|
}
|
|
};
|
|
|
|
HashSet<Entity<MapComponent>> maps;
|
|
foreach (var path in mapPaths)
|
|
{
|
|
try
|
|
{
|
|
Assert.That(mapLoader.TryLoadGeneric(path, out maps, out _, opts));
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
throw new Exception($"Failed to load map {path}", ex);
|
|
}
|
|
|
|
try
|
|
{
|
|
foreach (var map in maps)
|
|
{
|
|
server.EntMan.DeleteEntity(map);
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
throw new Exception($"Failed to delete map {path}", ex);
|
|
}
|
|
}
|
|
});
|
|
});
|
|
|
|
await server.WaitRunTicks(1);
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Lets us the convert the filepaths to regex without eyeglaze trying to add new paths.
|
|
/// </summary>
|
|
private static string GlobToRegex(string glob)
|
|
{
|
|
var regex = Regex.Escape(glob)
|
|
.Replace(@"\*\*", "**") // replace **
|
|
.Replace(@"\*", "*") // replace *
|
|
.Replace("**", ".*") // ** → match across folders
|
|
.Replace("*", @"[^/]*") // * → match within a single folder
|
|
.Replace(@"\?", "."); // ? → any single character
|
|
|
|
return $"^{regex}$";
|
|
}
|
|
}
|
|
}
|